2019-09-02
The new Joker movie starring Joaquin Phoenix and directed by The Hangover's Todd Phillips opens in theatres this October, but the film had its premiere at the Venice Film Festival over the weekend. Reviews for the movie are starting to come in, and to help you get an idea about if the film is worth your time and money, we're collecting excerpts from reviews here.GameSpot's own Joker review from Michael Rougeau said Phoenix turns in an "iconic" performance as the clown price of crime as he delivers a "new, complex version of the character we haven't seen before."You can see a rundown of Joker review excerpts below, while more information on the film's critical reception can be found on GameSpot sister site Metacritic.JokerDirected By: Todd PhillipsWritten By: Todd Phillips, Scott SilverStarring: Joaquin Phoenix, Zazie Beetz, Frances Conroy, Robert De NiroRelease Date: October 4 (United States)GameSpot"It might make you uncomfortable, and it will no doubt stay with you long after the curtains close; great movies often do." -- Michael Rougeau [Full review]Time Magazine"Phillips may want us to think he's giving us a movie all about the emptiness of our culture, but really, he's just offering a prime example of it." -- Stephanie Zacharek [Full review]The Guardian"What a gloriously daring and explosive film Joker is. It's a tale that’s almost as twisted as the man at its centre, bulging with ideas and pitching towards anarchy." -- Xan Brooks [Full review]The Wrap"It will be tempting for some to declare this the first art film based on a DC or Marvel property, but while it certainly represents a bit of a departure and something of a risk, Joker is ultimately grim-and-gritty comic book nihilism jacked up to the nth degree, wrapped up in a convincing but ultimately hollow simulacra of better, smarter movies." -- Alonso Duralde [Full review]IGN "Joker isn't just an awesome comic book movie, it's an awesome movie, period. It offers no easy answers to the unsettling questions it raises about a cruel society in decline. Joaquin Phoenix’s fully committed performance and Todd Phillips’ masterful albeit loose reinvention of the DC source material make Joker a film that should leave comic book fans and non-fans alike disturbed and moved in all the right ways." -- Jim Vejvoda [Full review]The Hollywood Reporter"Joaquin Phoenix boldly reinvents Batman's cackling arch-nemesis in Todd Phillips' dark new vision of the supervillain origin story, also starring Robert De Niro." -- David Rooney [Full review]Info from Gamespot.com
2019-09-02
Even the most mundane, everyday things can seem full of mystery and adventure when you're a kid. Especially when you have a like-minded friend to bounce ideas off and encourage your flights of fancy. Knights & Bikes channels this familiar childhood experience in a knock-about co-operative (but you can still play it solo) adventure that remains endlessly charming even when its core mechanics don't join in the fun.Nessa is a stowaway on a boat that's just docked at the holiday island home of Demelza. Quickly, the two girls meet and, in that way only children can do, become firm friends almost instantly. Nessa is slightly older and seemingly orphaned; Demelza lives in the island's caravan park run by her single dad, who is struggling to keep the business afloat. The pair seize the opportunity to escape into each other's imaginations, setting off on a grand adventure to recover the island's legendary buried treasure and, Demelza hopes, use it to reverse her father's financial misfortune. The girls may have a treasure map to guide them, but things aren't quite so straightforward as realizing X marks the spot. Getting around town is a challenge. Nessa and Demelza can run--and if you hold down the run button they'll do that thing kids do where they spread their arms like wings and yell "Vrrrrrrrmmmm!" like they're a plane arcing through the air--but it's often not entirely clear where they ought to be running to. Luckily, Demelza's pet goose, Honkers, has a good nose for direction and will run off in the right direction, honking his little heart out if the girls fall behind. Oh, and don't worry, you can absolutely pet the goose.Early on Nessa and Demelza procure the eponymous bikes which allow them to zip around the island much faster than on foot. The bikes can be upgraded, too, with all kinds of handlebar grips, paint jobs, spoke decorations, and so on. All of these are purely cosmetic, save for one--a particular set of wheels that lets the girls traverse pools of mud that would otherwise be blocking their progress. Cycling around the island is hugely entertaining in itself, not because it's especially interesting to navigate the many crisscrossing paths connecting the handful of major points of interest, but because the presentation does such a great job of capturing the carefree abandon these girls are feeling. You mash to pedal and build up momentum then hold down the button for a short burst of extra speed, all the while the girls are hooting and howling and, it must be said, not necessarily obeying strict road safety procedures.Their adventure takes them from the caravan park to a mini golf course that doubles as the site of some historical battle to a maze-like scrapyard that transforms into a terrifying dungeon with seemingly no way out; to a hiking trail through the woods that twists and turns back in on itself in the manner of other more famous Lost Woods. Every step of the way the girls imbue the world with unwarranted but understandable wonder. The history book the local librarian is reading is obviously full of clues to the whereabouts of the treasure. That old man with a beard is very probably a wizard. And, clearly, every stroke of misfortune they encounter is a sign of the horrible curse afflicting the island. It's all great fun. The (probably) consensual hallucinations of the two girls are for the most part light and breezy and carry them headlong into one thrilling scrape after another. Their humour is infectious and their bonds of friendship, forged so fast in the fire of fantasy, are never in doubt. They're both such superbly written characters, flinging one-liners at each other and building upon the other's latest witty invention. And they're vividly expressive, each new close-up of their comically contorted faces frozen in shock, disgust, awe or sly realization will never fail to bring a smile to your lips.Where Knights & Bikes falters is in the moment to moment, the rote combat and light puzzling that knits together its seat-of-the-pants dash through childhood curiosity. Each girl finds three pieces of gear over the course of the game and these are used to both fend off enemies and negotiate numerous environmental puzzles. Nessa's water bombs, for example, can be thrown to deal damage to enemies, extinguish fires (and do extra damage to fire-based enemies) and, when splatted into a puddle on the ground, conduct electricity.But combat is mostly trivial. Enemies aren't especially hard to defeat and the girls can heal each other (via a cute high-five) as long as they have enough of the bandages that drop in consistently plentiful amounts. Combat has the same knock-about energy that infuses the rest of the game, so it's sort of fun to button-mash your way through. But it's never interesting enough to look forward to. The puzzles fare slightly better. There were a few occasions where I had to pause for a minute to think about what I needed to do next to progress. And I always enjoyed watching the next nonsensical triggered event play out after solving a puzzle even if I wasn't always sure what I was trying to accomplish. Most of the time I just chuckled and wondered what was going to happen next.Remarkably, for a game clearly designed for two-player cooperative play (locally or online), it works well when played solo. Here, you can switch between the two girls whenever you wish and the capable AI will assume control of the other. In combat, the AI controlled girl will use her abilities effectively and, even more impressively, when required to help solve a puzzle she'll smartly move to the right spot and perform whatever is necessary. Even if you don't have a co-op partner, you're not really missing out on much.Knights & Bikes was created by a small team featuring several people who worked on LittleBigPlanet and Tearaway, and you can feel that all these games share a similar creative vision. There's a kind of wide-eyed, rough and tumble spirit of adventure running through all three games that is hard to resist. Knights & Bikes is a wonderfully warm, effortlessly inviting experience that'll make you feel young again. Info from Gamespot.com
2019-09-01
I died eight times before hitting level 10 in World of Warcraft Classic. Compared to vanilla World of Warcraft back in 2005, that was probably a lot more efficient than the first time around. In 'live,' or 'retail,' or whatever we're calling the current version of World of Warcraft, you really only die in the open world if you make a stupid mistake. WoW Classic is a surprising reminder that the game once seemed to be deeply comfortable with making players fall on their face.In the two years since WoW Classic was announced at BlizzCon 2017, the mood has shifted dramatically. At first, the majority of the sentiment wondered, "Why would someone want to go back?" But a hardcore tribe of vanilla WoW fans, so serious about the old-school experience they'd been chasing black market private servers to get that OG feeling any way they could, felt very different. In recent months, with the Classic beta giving many players and streamers a chance to look back and let the nostalgic love flow back into their hearts, it seemed like everyone was ready for launch day.Indeed, too many were ready for launch day.The queues were ridiculous, over 20,000 strong and half-day wait times on some servers. Lucky for some, rotten for others, server crashes saw the queues rotate a little faster, but those who crashed out found themselves sent to the back of the queue. Blizzard launched extra servers to spread the load and help people just get in and have fun. But the reason so many stayed in those queues instead of jumping to an easy server is a big part of what exactly people were coming back to Classic to look for.No, not the queue itself. "A true day one experience lol" was the catch cry, but the reason people stayed put was fundamental--people made plans to play with old friends and reform old guilds, and once the plans were in place you couldn't just swap to a new server on the fly. Classic is all about community. Even in those early levels the game plays in ways akin to why people are falling in love with more recent games that are lauded for their difficulty. Yes, World of Warcraft isn't really a 'hard' game in the same way something like Dark Souls is, but to succeed with minimal delay, you need friends to get by.Back in 2005, WoW was seen as so ubiquitous in Silicon Valley circles it built a reputation as a kind of 'new golf'. A place where people would meet and hang out. Run a dungeon together. Do some fishing. Discuss business while sitting in Booty Bay.Some of that may have been all talk, but in my own experience as an early-career tech and games journalist I did make friends with future colleagues through the game. I joined a guild and spent time regularly with people I'd met in the industry, which helped solidify work contacts and networks. If I'd started World of Warcraft in more recent years, the years since automated random dungeon and raid queues, and tools that let you group with people without ever needing to type a word or know their names, I don't feel like I'd have built such friend networks through the game so easily. During the first few days of WoW Classic, with everyone at low levels, sharing scant resources and mobs in the earliest areas of the game, spontaneous groups would form as people helped each other complete quests to progress a little faster and with minimal loss of life. I was invited to group while on my very first quest at level one--"Hey, we need to kill some stuff. Let's kill stuff together."The global chat channel in a multiplayer game was actually full of nice and helpful comments for once, as people answered each other's questions or requests for help. It was like a time before social media had made us all (or at least me) the jaded cynics we've become.Named mobs for early quests were a particular problem. At first, people just formed circles and partied up in groups of five. If you got the first hit, lucky you and your four friends. But then rumors started to circulate that some servers were forming spontaneous queues for bottleneck kills. If I hadn't seen the screenshots I'd have thought it was an urban myth.Let´s Do It The Right Way :D Build A Line Info from Gamespot.com
2019-09-01
August had Fire Emblem: Three Houses, Control and Astral Chain. All great games that can suck your life away. But as the year ticks along, plenty of great, smaller games with stellar ideas and executions come out, especially on PC, and they won't eat up dozens of hours if you're looking for something fresh. But they're easy to miss.There are a lot of games out there, and we sure do play a lot of them. We've picked three standout games from August that which really sparked our interest and really captured our attention. They're games that might usually fly under most people's radar, but still great experiences in their own right, so if any of them sound up your alley, know that they have our hearty recommendation. A Short Hike (PC)If A Short Hike has a central theme, it’s that kindness is rewarded. In other words, be nice to those you meet and nice things will also come your way. It’s a lovely little game that will either make you feel better about the world or provide you with a brief escape from these dark, chaotic times.You play as Claire, a teen bird who is camping at a national park managed by her aunt while she awaits a very important phone call. Trouble is, reception is non-existent so Claire must hike to higher ground, all the way to the summit of the tallest mountain peak in the park. Though she may be a bird, Claire can’t ascend during flight; she can only glide in a gentle descent, making said hike somewhat more circuitous than you might expect. She can climb though, and so much of her time is spent exploring the woods, lakes, and beaches of the park in search of the golden feather collectibles that boost her stamina and allow her to scramble up ever higher surfaces.On her trek, Claire meets a cast of adorable animals who are likewise visiting the park, many of whom ask her for a favor--to find something valuable to them or maybe to just hang out for a little bit. These cheerful encounters work hand in hand with Claire’s exploration, sometimes rewarding her with the items she needs to journey further afield, other times encouraging her to slow down and breathe in the clean mountain air.Running, climbing, gliding--and occasionally digging, watering and fishing--through the park’s sprawling, looping network of obvious and not-so-obvious pathways is a heart-warming experience. Revealing new corners of the pleasingly chunky, vividly colored, lo-fi parkland is a constant delight matched by the satisfaction of having performed good deeds for good creatures every step of the way.Finding phone reception is a MacGuffin that actually pays off in a sincere and touching conclusion, after which you’re free to continue wandering the park to your heart’s desire. A Short Hike is honestly a misnomer. It’s more like a day trip that you’ll want to never end.It’s Like: Breath of the Wild’s climbing and gliding mechanics dropped into a walking simulator with the cast of Animal Crossing.You can find A Short Hike on Steam and Itch.io Anodyne 2: Return To Dust (PC)In Anodyne 2, dust is a catch-all metaphor. For repressed grief, for ennui, for illness, for denial, for confusion. For whatever is dragging us down, holding us back, stopping us from moving on. Dust is depicted as a plague, its nano particles clogging up the internal thoroughfares--both mental and physical--of those it has infected. As Nova, a so-called nano cleaner, you are tasked with eradicating such dust and healing the afflicted, and perhaps yourself in the process.The first Anodyne (released in 2013) told its tales of personal trauma via a reimagining of an NES-era action-RPG. In this far more ambitious sequel the nostalgic palette is broader, expanding its sources of inspiration to encompass not just The Legend of Zelda but late ‘80s PC RPGs like the Ultima series, SNES era JRPGs like Chrono Trigger, and even the early forays into 3D platforming on the N64 and PlayStation. One moment you’re driving across the lo-fi dunes of a bleak desert, later you’re in a top-down pixel-art Ren Fair castle while in between you’ve starred in a wrestling show and run the gauntlet of a survival horror chase through the isometric maze of your apartment building. To call Anodyne 2 eclectic is perhaps an understatement.Genre mashups can often have a hard time holding it all together. They can suffer from too many incompatible parts pulling in different directions. But Anodyne 2 finds a throughline in Nova. It’s her slow journey of self-discovery, even more so than the myriad side stories she intersects in her dust-busting capacity, that brings every perspective shift or gameplay refresh into focus.Things can get ugly at times--in a graphical fidelity sense and in terms of the raw emotions at stake--but despite the stylistic detours and tonal swings, Anodyne 2 retains an unfaltering commitment to exploring the very real, very relatable struggles of day to day human life. By turns dark, funny, confronting, empathetic and inexplicable, it’s a defiantly weird game that will keep surprising you until the end.It’s Like: The Legend of Zelda and Banjo-Kazooie pay a visit to the Psychonauts.You can find Anodyne 2: Return To Dust on Steam and Itch.ioEliza (PC)Eliza, the new game from developer Zachtronics, best known for procedural puzzle games like Infinifactory and Opus Magnum, is a tight, thought-provoking visual novel that connects the dots of our disconnected world, tracing a path through the alienation of social media, big data, the gig economy, startup culture, privacy, gentrification and more.Developed in the 1960s, ELIZA was a real-world, early attempt at programming a computer to speak with a user in what felt like natural language. It wasn’t an AI--it was more like a bot; it couldn’t learn, but rather called upon canned responses based on keywords and patterns entered by the user. ELIZA’s designer even wrote a script that mocked the popular conception of a psychotherapist, specifically the technique of reflecting a patient’s answer back at them in the form of a question. “And why do you think that you’re ripe for parody?â€Here, Eliza speculates a future version of the program that now operates as a therapist, harvesting data from its users in an effort to learn how to help them and make the world a better place, at least in theory, at least. Evelyn she isn’t so sure. She's the former chief engineer at Skandha, the company responsible for Eliza, who left her job three years ago and has spent the intervening years battling depression.Evelyn has returned to Skandha, almost incognito, to work as a “proxy,†people employed to read Eliza’s words to clients in order to give the appearance of the human touch. Proxies can’t deviate from the Eliza script, much like the gameplay. Evelyn’s story is a series of conversations in which dialogue options, where there are any, mostly exist to give you a moment to reflect on the issues being examined. In the final chapter, Evelyn is faced with a few choices that affect the outcome, but until that point many of the things you can have her say are deliberately non-committal.It works though, because the game’s writer, Matthew Seiji Burns, is genuinely interested in understanding not just where AI is taking us, but how and why it’s taking us there, and maybe whether we should pause to consider whether there are other destinations we--that’s “we†as in the human race, not the technocrat class--might prefer.It’s Like: If the movie Her was a visual novel that really made you think.You can find Eliza on Steam. Info from Gamespot.com
2019-09-01
Man of Medan is set almost entirely at sea on an enormous, abandoned boat. Loosely based on the real-life mystery of the OSS Ourang Medan, which became a shipwreck in the late 1940s after its entire crew were lost under mysterious circumstances, Man of Medan is also the first part of Supermassive Games' proposed Dark Pictures Anthology--a series of short, branching horror narrative experiences in the vein of its tremendous 2015 surprise hit, Until Dawn. If you've played Until Dawn, you'll know what to expect. But despite a smart online co-op mode, Man of Medan's weak narrative ultimately makes it a disappointing first installment.The game's plot jumps between five different playable characters who are all experiencing the same event. You'll determine their ultimate fates by making decisions for them, as well as responding to quick-time events. There are reportedly 69 different potential deaths you can experience (including those of non-playable characters), but it's also entirely possible that your whole crew will survive. Alternatively, they might all die. Man of Medan's main selling point is that your decisions will affect how things play out, how the relationships between your characters will develop, and what you'll uncover and experience along the way.In conversations, and at pivotal points in the plot, you'll often be given three options, one of which is always to say or do nothing. So focused is Man of Medan on its story, there are no puzzles to solve or combat systems to master outside of these choices, just lots of exploring and quick-time events. However, the game is plagued by a big central problem: a fundamentally weak plot.The story isn't engaging, as the player is given little reason to care about the characters and the horror tropes being explored mostly feel hackneyed and uncreative. After a brief prologue scene set in the '40s, you spend Man of Medan's four-hour (give or take) runtime in the present day. The story opens with the crew planning a dive to a previously untouched sunken fighter plane from World War II, which ultimately leads to a series of events that sees them trapped on the Medan, a seemingly haunted abandoned ship, held captive by a pirate gang who are convinced that the ship--which is riddled with dead bodies--contains treasure. Naturally, things start going bump in the night, and the gang finds themselves dealing with various ghouls and terrors too.There are plot holes and character inconsistencies throughout, some minor, some more blatant. It’s perhaps easy to forgive the questionable presence of rats all over the boat, still gnawing on hunks of meat that have been on the ship since the 40s, but it’s less easy to excuse how blasé the characters act about the horrifying situations they find themselves in. They're mostly unlikeable, too--There's the cool but insecure Alex, his dorky younger brother Brad, Alex's outgoing, wealthy partner Julia, Julia's obnoxious but well-meaning brother Conrad, and Fliss, the captain of the small boat the four have chartered at the story's opening. The dialogue is generally not very good; at times it successfully recreates the feeling of watching a fun-but-silly teen slasher, occasionally hitting that good-bad sweet-spot as a character awkwardly refers to something as ‘lit’ or flirts awkwardly, but it can also be annoying when the five central characters' interactions sound stilted and unrealistic. Without spoiling anything, the story also explains a little too much about what's happening on the Medan in a way that makes repeated playthroughs much less satisfying.There's also an over-reliance on jump scares, which cheapens the horror experience. One standout sequence midway through the game that does a great job of getting under your skin, as Brad finds himself stuck in a looping hallway that grows just a bit weirder every time he travels down it, but otherwise Man of Medan is reliant on spring-loaded cats and lots of suddenly-morphing faces. On the plus side, it looks tremendous--the character models can be a bit waxy, but the ship is extremely detailed and creepy, and the game effectively communicates how unpleasant the act of exploring a creaky rustbucket full of dark corners and rotting corpses must be. The trade-off, at least on a base PS4, is that animations frequently stutter, breaking the mood as frames slip away.There are pacing issues, too, especially with the extremely slow opening section that weighs down repeat playthroughs. While you can see different scenes or experience unique outcomes with each playthrough, some scenes will be essentially unchanged each time, which can quickly grate. You'll also occasionally have to check in on 'The Curator', an omnipresent suited man who is clearly meant to be the mascot for and host of the Dark Pictures Anthology. He's a pompous version of the Crypt Keeper (from Tales From The Crypt), but without any of the "good evening, boys and ghouls" merriment you want from a horror anthology host, and as a result, he doesn't quite fit.Multiplayer is Man of Medan's big addition to the formula laid out by Until Dawn. There are two forms of co-op: Shared Story, in which two players tackle the game together online, and Movie Night, where up to five players can play together offline, playing through the chapters of whichever characters they are assigned at the start. Playing together on the couch is perhaps meant to evoke that "don't go in there" feeling of watching a fun horror movie with friends, but Man of Medan's relatively straightforward level designs, which never make it seem dangerous to wander off-path and explore the open doors and alternate pathways you encounter, don't particularly facilitate this. Death is more often down to a failed QTE rather than a dialogue choice you made or because you decided to investigate something spooky. In fact, right near the end, a mistimed button press can be the difference between everyone surviving and everyone dying--being responsible for that in front of your friends is more embarrassing than it is funny.However, so many of the game's issues feel like much less of a problem when you jump into the smart and innovative online mode. It is, without a doubt, the definitive way to experience Man of Medan, especially if you're playing with another person who is familiar with the material. Shared Story sees you both playing at the same time, taking control of different characters as their scenes play out simultaneously. You'll both, eventually, get a turn with every character (if they live long enough), and often your paths will diverge. Once the five main characters meet after the initial prologue, Shared Story immediately offers a more engaging experience than the single-player campaign can.Early on, for instance, I played through a sequence where two characters dived down to inspect something underwater, while my co-op buddy stayed on the boat and experienced a different part of the story. In single-player, you'll still see both scenes, but one will be greatly truncated. In online co-op, some scenes are expanded, or you might occasionally see parts of the story, or make choices, that cannot be accessed in single-player.This led to the two of us conspiring to make certain things happen, to bend the game's story to our will. We were more successful with some outcomes than others (a failed quick-time event led to an unexpected death early on), but working together to achieve dramatic satisfaction, and choosing when to reveal what just happened and when to let the other player try to figure out what we'd done in our scenes, was a delight. Each player won't see every scene when playing this way, and it's entirely possible to play without ever communicating, which makes the plot more unpredictable.No matter how much or little you choose to share, though, Shared Story is absolutely the right way to play the game. It's very well designed; my co-op partner and I never found ourselves waiting for the other player to hurry up and trigger the next cutscene, and being able to see how your friend is trying to direct a scene, and deciding whether to help or hinder them in that, is excellent. It feels like you're working together to wring as many interesting outcomes as you can out of the game, and effectively doubling the number of potential choices leads to a much stronger sense of variety.Man of Medan is still telling a weak story, though, as much as Shared Story plasters over this with its excellent take on co-op, which lets you plan things out and work together to craft the narrative you want to tell (and kill the characters you find the most annoying). If you can organize a session with someone else who owns the game and play through the whole thing together, it's an excellent experience; but if you're after another single-player horror narrative experience like the one offered in Until Dawn, it's very disappointing. As a show of the potential for the Dark Pictures Anthology, Man of Medan is largely a success, but as a first episode, it leaves plenty to be desired. Info from Gamespot.com
2019-09-01
Imagine that you wake up one morning and, to your horror, discover that you had inadvertently committed an act of infidelity. Think about the kind of confusion and dread that might race through your head at that moment. How did it happen? What the hell are you going to do? How on earth are you going to explain and amend the relationships with all parties involved? What kind of deep-seated anxieties might have led to this moment? In 2011, Atlus' Persona studio explored this predicament with Catherine, using a peculiar blend of social simulation and Sokoban-influenced action-puzzling. Eight years later, Catherine: Full Body is a remaster that demonstrates how well the game's distinctive premise and exploration of adult themes still hold up, even if its new additions to the plot don't fit in seamlessly.Vincent is a 32-year-old man in a long-term relationship with his girlfriend, Katherine, and at a stagnant point in his life where he isn't exactly sure what he wants for his future. His core group of friends are in different circumstances, but they share similar dilemmas; being in your thirties is hard. Vincent has recently found himself plagued by frequent nightmares of scrambling up a crumbling tower, and he's losing sleep and in a constant haze because of them. One morning, after a big night of drinking, he wakes up next to someone who is absolutely not his girlfriend, and what follows is a frantic, weeklong crusade to try and deal with the repercussions and decide what he wants to do with his life before Katherine can discover what's really going on.Central to Vincent's coping process is his aforementioned core group of friends. Every night after work, they all get together at their local bar, The Stray Sheep, to hang out. It's in these regular social scenarios where Vincent can confide in his friends, talk through his state of mind, sound off on his next course of action, and, hopefully, find a resolution. The conversations between characters are mostly predetermined, though the onus to spend Vincent's limited time having them is on you. A key component which you do have influence over, however, is your cell phone. Vincent will regularly be contacted throughout the night (by Katherine and his new fling, Catherine), and how you choose to respond to their text messages and calls, if at all, will impact Vincent's ethical compass--represented as a meter with opaque binaries.Time ticks along as you perform actions in the bar, and its patrons will come and go. You can skip these social sections entirely if you wish, but doing so robs you of the game's most engrossing component. Vincent's journey is a deeply introspective one, and though the plot's major beats unfold in the cutscenes that bookend each day, the nuances of his character come through in his interactions with other people. Managing Vincent's connection to his phone, and, in turn, how he treats the women in his life from a distance, sways how he might later react to significant plot points and revelations. Getting to know Vincent's deeply flawed but sympathetic friends, as well as peeling away at the backstories of the other bar patrons as the week goes on, helps to explore themes revolving around maturity and the nature of human relationships. Full Body's inclusion of the Japanese vocal track also provides an interesting and different take on character performances if you've already experienced the English version before.The ebb and flow of your social actions--chatting to your friends, ordering another drink, checking your phone intermittently, and spending time with Vincent's idle thoughts--make the ritual of whittling away time at the Stray Sheep strangely satisfying in its mundanity. The evocative soundtrack helps to foster this relaxed contemplative state, as does the game's holistic but understated audiovisual style. It's an incredibly pleasant atmosphere to be in, and it succeeds in replicating the quiet delight of spending a night drinking with friends with no particular occasion.It's nice to have that safe haven, because when Vincent goes home to bed each night, the nightmares start, and that's when things get really stressful. What's causing the nightmares is a mysterious unknown at first, but from the outset, it's clear that they act somewhat as a lucid metaphor for Vincent's internal strife. You need to guide Vincent up a sheer, crumbling tower constructed entirely of cubes and other cuboids, sometimes while being chased by a monstrous personification of one of Vincent's objects of anxiety. The tower is rarely more than three cubes deep, and while its construction might sometimes form a natural staircase for Vincent to climb, you'll frequently need to create a path upward yourself by pushing and pulling the cubes around in strict, grid-based arrangements.This task quickly escalates in difficulty, as the sheer tower faces become higher and harder to navigate. There will be fewer pieces to work with, while blocks with unique properties will also appear, such as being immovable or shattering after being stepped on twice. These scenarios stop you from creating an ordinary staircase, and they force you to think of more unorthodox ways to arrange and move around the tower. Vincent can hang on the edges of blocks, and blocks will support each other so long as a horizontal edge connects; both these rules are fundamental to many of the techniques required to work your way up.Finding that potential path takes careful consideration and forward-thinking, and this can be nerve-wracking. You need to keep up your momentum, lest the stage crumble under your feet and you fall, and the soundtrack--rousing renditions of an inspired selection of classical pieces--ratchets up the urgency of your ridiculous predicament to a high degree. It's very easy to put yourself in a dead-end situation, even with the game's generous undo mechanic, and at times you might stare at the pieces you have to work with for what seems like an eternity without any inspiration. But when you do have a sequence of moves in mind, successfully put them into practice, and start flying up the tower without pause, that sense of mastery and accomplishment is incredibly exciting.This remaster also includes a number of additional difficulty options and assists, however, if reaching those moments of elation are too few and far between. These include, among other things, a "Safety" difficulty level, which eliminates failure, and an auto-climb option that can be disabled on a whim. Catherine's puzzle difficulty does spike in places, so it's a boon over the original for anyone who wants to keep up the momentum with Vincent's story. If you love the puzzles, though (and I certainly do), Full Body also includes a handful of additional modes, which dramatically increase the amount of available stages. The story mode offers a "Remix" variant featuring new block types and stage layouts; the in-game "Rapunzel" arcade cabinet boasts a buffet of new stages in the same vein, too. Babel returns as a discrete puzzle mode with challenging, randomised stages for one or two players, and there's also a head-to-head competitive mode with local and online options. There's a lot here, but the biggest addition to Catherine is the inclusion of another potential love interest for Vincent, named Rin.While Katherine is sensible and Catherine is uninhibited, Rin acts as a sheepish but wholehearted personality for Vincent to fawn over. She's introduced right from the get-go and woven into the game's existing story beats, both in new cutscenes and into the social segments at the Stray Sheep. However, perhaps unsurprisingly, Rin's integration isn't an entirely seamless one. On a superficial level, story moments involving Rin will often play following whatever cinematics were part of the original game, and with that come some pacing issues. These new scenes have a strong, stylish direction, featuring more interesting edits and creative shot compositions than existing ones, but they unfortunately make the rhythm of cycling between social simulation, nightmare puzzles, and stretches of cinematics feel a little unbalanced. More significantly, though, the integration of Rin completely dismantles the game's enigmatic sense of mystery.If you've played the original version of Catherine through to one of its many different endings, then you'll have at least some idea of how Vincent's real-world difficulties and his nightmarish tribulations are related. However, it was previously hard to get any tangible sense of how things might fit together until the original game's penultimate chapter. Conversely, as soon as Rin appears on screen in Full Body, it is immediately clear that something is amiss, and this feeling of peculiarity is ever-present whenever Rin is involved in a scene. Even though her arc is an enticing new mystery in itself, and does feel additive to someone who already knows everything about the original Catherine's narrative, it's a shame. As soon as Full Body starts, Rin acts as a big, flashy distraction from the largely grounded and plausible story that Catherine revels in during its real-world sequences for most of its running time.Chasing Rin through the new branching path in the story feels a little inelegant overall, too. Actively choosing to pursue either Catherine or Katherine as Vincent's ultimate goal always feels like trying to hit a moving target. Trying to push Vincent in a certain direction on the game's ethical meter was difficult because of how hard it was to decipher which choices represented what--not just in Vincent's text messages, but also during the series of confronting "confessional" questions that you're asked in-between nightmare levels (eg. Would you rather kiss an alien or a corpse?). Pursing Rin feels far more blatant--a series of questions are flagged upfront as opportunities to "break" the meter and set off on a whole new path.Once you do break onto that new path, things go to some fascinating places. But the broad feeling of the new story branch is that it feels, well, too broad. Rin's enthusiastic earnestness rubs off on the direction of the new content a little too much, and even though the scenarios posited are genuinely interesting to see unfold, it lacks a more grounded subtlety that invites a similar level of contemplation to the existing branches for Katherine and Catherine. What's more dismaying is that the ultimate conclusion to Rin's story branch actually feels like it undermines the otherwise positive themes the new chapters work so intensely to convey, seeming to suggest that the kind of love that Rin and Vincent can potentially share is fantastical in nature.But Rin's presence still brings an intriguing new edge to Vincent's crisis, and Full Body still tells a fascinating, personal tale. The nightmarish block puzzles are still weirdly intense and satisfying to surmount, and the Stray Sheep is still a wonderful bar to spend your nights in. Full Body does a great job in refining and refreshing the Persona studio's fascinating foray into the social lives of adults, and Catherine continues to stand out as a game that feels both incredibly bizarre and authentically intimate. Info from Gamespot.com
2019-08-31
With Labor Day and a three-day weekend on the horizon for many in the US and Canada, there's no better time to squeeze in some extra gaming time, and there are plenty of deals available this week in case you're looking for a new game to play. On the PlayStation Store alone, there's a massive August Savings sale going on all month long, and now Sony has kicked off a flash sale on PS4 and PS Vita games on top of the existing deals.This is one of PSN's smaller flash sales compared to previous ones we've seen--and it completely omits PS3 titles, with only a few Vita games up for grabs--but there are some gems to be highlighted. Notably, the Persona Dancing: Endless Night Collection is 50% off, selling for $50 instead of $100. The rhythm game bundle includes Persona 3: Dancing in Moonlight, Persona 5: Dancing in Starlight, and Persona 4: Dancing All Night, the latter of which is only available on PS4 through this collection. The Persona 3 and Persona 5 dancing games can also be experienced with PlayStation VR.Other deals worth mentioning include MLB The Show 19, which is discounted to $24. Hitman 2 is on sale for $30. Crash Team Racing: Nitro-Fueled, which just released June 21, is already on sale for $30, and you can grab its Nitros Oxide edition on sale for $45. You can also snag The Witcher 3: Wild Hunt Complete Edition for only $15 (assuming you don't want to wait for the Nintendo Switch release). Quite a few Sims 4 bundles and DLC are marked down too.See all deals at the PlayStation StoreThe flash sale deals will be available in the PlayStation Store until Monday, September 2, at 8 AM PT / 11 AM ET. See some of the best discounts below.Crash Team Racing: Nitro-Fueled -- $30 ($40)Crash Team Racing: Nitro-Fueled Nitros Oxide Edition -- $45 ($60)Far: Lone Sails -- $11.24 ($15)Hitman 2 -- $30 ($60)Hitman HD - Enhanced Collection -- $24 ($60)MLB The Show 19 -- $24 ($40)MLB The Show All-Star Edition -- $30 ($50)MLB The Show 19 Digital Deluxe Edition -- $48 ($80)Persona 3: Dancing in Moonlight (VR) -- $30 ($60)Persona 5: Dancing in Starlight (VR) -- $30 ($60)Persona Dancing: Endless Night Collection -- $50 ($100)Sega Genesis Classics -- $18 ($30)The Sims 4 Bundle: City Living -- $25 ($50)The Sims 4: Get to Work, Dine Out, Cool Kitchen Stuff -- $25 ($50)The Witcher 3: Wild Hunt Complete Edition -- $15 ($50)This Is the Police -- $5 ($20)Titan Quest -- $9 ($30)More great deals for Labor DaySony isn't the only company offering special deals around Labor Day. Be sure to check out the other gaming sales happening now through the weekend, including a 12-month PS Plus membership for $40 at Ebay, free-to-play weeks for Rainbow Six Siege and The Elder Scrolls Online, discounts on brand-new games released this week, and more.PSN's August Savings sale (PS4, PS3, and Vita games)Microsoft's physical game sale (Xbox One games)Free-to-play week for Rainbow Six Siege, Elder Scrolls Online (PS4, Xbox One, PC)Disney+ limited-time deal: Save 33% on an annual subscriptionEpic's weekly free games (Celeste and Inside)Humble Bundle's free Steam game (Dirt Rally)GameStop's Monday-only Labor Day sale (games, accessories, and consoles)GameStop's Nintendo Switch trade-in offer: Get the new Switch with better battery life for $75Target's 20% off digital downloads offer (games, DLC, add-ons, season passes, and in-game currencies)Control on sale for $10 off at Walmart, Amazon (PS4, Xbox One)Walmart's release day discount on Astral Chain ($10 off the Switch exclusive)Info from Gamespot.com
2019-08-31
Castle Crashers Remastered, the classic side-scrolling beat-'em-up from developer The Behemoth, is launching on September 17 for Nintendo Switch. A PlayStation 4 version is set to follow shortly after, but no specific date has been announced yet.The Switch and PS4 version will be similar to the remastered edition that made its way to the Xbox One back in 2015, which is, of course, an upgraded version of the Xbox 360's original 2008 release. It will contain the Back Off Barbarian mini-game, all previously released DLC, and various gameplay improvements and performance updates, such as 60 frames per second gameplay and improved textures. The Switch version also utilizes the system's HD Rumble feature and four-player local Joy-Con support.The original Castle Crashers was one of the first games to establish Xbox Live as a viable marketplace for indie games and smaller-scale projects. As for why it's coming to Switch and PS4 11 years after launching on the 360, The Behemoth co-founder Dan Paladin says it mostly boils down to game preservation. "With Alien Hominid not being ported often, we’ve seen it slowly become unavailable in most places," he said in a recent blog post. "When we make games we want them to stick around. Taking advantage of the updated hardware of each generation is also very satisfying. Higher resolutions, higher framerates, chances to make tweaks, and better overall quality. Our debut title (Alien Hominid) was available on both Gameboy Advance and Nintendo Gamecube."GameSpot's review praised the original game, saying, "The main storyline offers hours of bad-guy beating and princess-rescuing fun that it is sure to please. The ability to play with friends should make the experience richer, even if it is limited to a more local experience. As a testament to its entertainment, feature losses and some disappointing online play hardly slow this juggernaut of amusement down. This is an absurdly hilarious romp you won't soon forget."Castle Crashers is launching on September 17 for Nintendo Switch, with a PS4 version to follow. Info from Gamespot.com
2019-08-31
Post-apocalyptic turn-based tactics game Overland--think XCOM crossed with The Oregon Trail--launches for PlayStation 4, Xbox One, Nintendo Switch, and PC on September 19, a new trailer has revealed.Indie developer Finji's latest game puts you in control of a group of survivors in a post-apocalyptic America. You'll travel across the country in a vehicle, stopping to scavenge for supplies, rescue fellow travellers, and fend off the game's peculiar rock monsters. There are also dogs you can pet, and they even wear backpacks. Good doggos.Each level and character you meet on your journey is randomly generated, making each road trip different from the last. There's an emphasis on grabbing what you can and escaping back to your car before being overrun, and you'll have to make some tough choices about who to save and where to travel to next as you continue the fight to survive.Info from Gamespot.com
2019-08-31
New Cyberpunk 2077 information is set to be revealed today, ahead of its April 2020 release. CD Projekt Red is hosting a stream for the upcoming game that will unveil a 15-minute edit of what was shown to attendees and press at Gamescom 2019.The stream will be hosted by Hollie Bennett, CD Projekt Red's UK head of comms, and will feature interviews with a lineup of developers ready to shed additional insight on the footage that's shown. The stream promises to delve into the thought process behind creative decisions, reveal information about Pacifica--one of the districts of Night City--and share tons of new information on the playstyles you’ll be able to adopt in Cyberpunk 2077.The company also planned to showcase gameplay at PAX West but there's been a change of plans and it will be streaming from Warsaw instead. "There are many logistical (and some creative) reasons behind this decision," CD Projekt Red said on its website. "The most important thing we want to say is that we’re sorry for the change of plans. We know that many of you waited to meet us face to face in Seattle and it bums us out that we won’t be able to see each other there." Despite this, the PAX cosplay contest is still on, there just won't be a developer panel on-site.The stream takes place on August 30 at 2pm EST // 11am PT // 6pm GMT // 8PM CEST on the official CD Projekt Red Twitch and Mixer channels.We also recently learned that the map in Cyberpunk 2077 is smaller than The Witcher 3, but that it's much denser. The game is expected to have a new game plus mode, too, and will feature a harder difficulty that turns off the game's UI. Meanwhile, CD Projekt Red says it is looking into multiplayer. Producer Richard Borzymowski told GameSpot that while nothing could be confirmed, the team will "think [about expansions]" after game development is done.Cyberpunk 2077 launches April 16, 2020 on PlayStation 4, Xbox One, and PC, with an unannounced release date for Google Stadia.Info from Gamespot.com
2019-08-31
When Thor: Ragnarok hit theaters in 2017, one of the most pleasant surprises of the film was the chemistry on display between Chris Hemsworth (Thor) and Tessa Thompson (Valkyrie), who was making her Marvel Cinematic Universe debut. The two paired on-screen perfectly, making for a hilarious duo in the film. Thus, when it was announced that they would reunite to star in Men in Black: International, it was hard to look at it as anything but good news.Now, with the movie available now on digital release and headed to 4K and Blu-ray on September 3, a little light is being shed on the reunion. "It was great to not have to, sort of, work on the chemistry and find that rhythm," Hemsworth explained in a home release featurette, debuting exclusively on GameSpot. "We came off of Thor 3 and Avengers [Endgame], straight into this and picked up where we left off."For Thompson, though, it was less about continuing the chemistry from Ragnarok and more about looking for something new. "We're constantly trying to figure out how is this dynamic different," she said. "What can we bring?"What they brought, it seems, is a fair amount of improvised dialogue. "I think the best parts of our performance has been when [director F.] Gary [Gray] gives us our take at the end of each sort of setup," Hemsworth admitted. "We get to rub the edges off of it and improvise."As for whether the improvised dialogue and working relationship between the pair make a good movie, that's debatable. In his review, GameSpot's Chris E. Hayner called Men in Black: International "a predictable, cliched, and plodding affair that somehow loses the charm of both the franchise and the chemistry we all know exists between Hemsworth and Thompson."The 4K and Blu-ray releases of Men in Black: International are loaded with special features, which you can check out below.Deleted ScenesGag ReelNew Recruits, Classic Suits featuretteLet's Do This! Inside the Action & Stunts featuretteLook Right Here: Gadgets, Weapons, & Rides featuretteExpanding the Universe of MIB featuretteFrank & Pawny's Peanut Gallery featuretteLes Twins Leave It on the Floor featuretteIn Case You've Been Neuralyzed: MIB Recap featuretteThe MIB Meet the NBA featuretteMen in Black: International is available on digital now. It releases on 4K, Blu-ray, and DVD on September 3. Info from Gamespot.com
2019-08-31
PAX West is underway and, CD Projekt Red kicked it off with an extended look at Cyberpunk 2077 gameplay during a livestream. The video footage shown during the stream was very similar to what was shown behind-closed-doors at E3 2019 and, more recently, Gamescom. But for those who weren't at the show and able to access the private demos, it was an exciting look at some of what the game will offer. The lengthy gameplay video is available to rewatch above and you'll get to see everything from Pacifica--a small section of Night City, where the game takes place-- to the gangs that inhabit it, and character customization. There's also a brief overview of how you can use futuristic technology to complete missions and a tease of the branching storylines.Pacifica is one of Night City's six unique districts and was designed to be a tourist hotspot. However, funding was pulled and what was meant to be a crown jewel of tourism has become an almost post-apocalyptic wasteland, where expectations and reality collide to result in ongoing disappointment. Pacifica is dangerous to those unfamiliar with it, but its local markets are good for finding cyberware.In terms of gangs, a group called the 'Animals' have moved in for reasons unknown. The district is predominantly ruled by the Voodoo Boys, however, which has caused some conflict. The Voodoo Boys are the most skilled at using the net and mainly made up of Haitians, who arrived en masse after the environmental changes resulted in Haiti being completely flooded some time ago. They don't usually work with outsiders but are making an exception for V, the character the player controls.In a discussion held after the gameplay demo was shown, senior level designer Miles Tost discussed how CD Projekt Red approached encounters and mission design, saying the team used a simple scenario to engage creative thinking and encourage non-linear design for missions. The scenario was effectively imagining the player has to go through a door and kill a character on the other side, but in going through the door, the player would be stripped of all weapons. With that rule and context established, the team began thinking about what different means could they implement to make the player get over this challenge and complete their mission, which naturally led to non-linear design.Quest designer Phillip Weber said that Night City is very large and dense, and although there are fast travel options, CD Projekt Red has filled it with interesting things to see and experience, so it's worth exploring on foot. The developer has city planners working on Cyberpunk 2077 to help make it feel like a real, believable location. Districts also have a character called a Fixer, who can give you jobs, which can be Street Stories--or sidequest. Following The Witcher 3: Wild Hunt, CD Projekt Red setup a team to work on these side-quests, which no doubt means there will be plenty to do.Life paths were also a subject of discussion during the stream. These serve as the starting point for a character and, over the course of the game, you develop this through your actions. There are three main ways to go through the story, but a player can mix and match along the way, but your chosen life path will always be represented in conversations and quest branches. It's important to allow players to role-play their character, explained quest designer Pawel Sasako. Watch the video above to see it all. GPU manufacturer Nvidia recently dropped a teaser video on Twitter, showcasing the scope of Cyberpunk 2077's Night City. CD Projekt Red gave a private look at some Cyberpunk 2077 gameplay at E3 2019, which was supposed to be made public during PAX West but will now be streamed from Warsaw at an unspecified time. There are no specifics on what will be shown during the livestream, but the developers did confirm that the stream will feature a 15-minute edit of the demo shown privately at Gamescom and interviews "from the studio for additional information."In other Cyberpunk 2077 news, the upcoming action-RPG has dropped binary male/female options in favor of inclusivity. "You know, we really want to make a video game that's really inclusive," senior concept artist Marthe Jonkers told Metro. "Of course, if you tackle certain subjects then you will expect people to have an opinion about it and we respect that. And it's good that people give us feedback."Cyberpunk 2077 is expected to launch on PC, PlayStation 4, and Xbox One on April 16, 2020. The game is also scheduled to release for Google Stadia in 2020.Info from Gamespot.com
2019-08-31
The newest Pokemon mobile game, Pokemon Masters, has arrived on iOS and Android, and it's already off to an impressive start. According to mobile analytics company Sensor Tower (via Venture Beat), Masters is the No. 1 free game in the App Store in 27 countries, including the US and Japan.While Masters is free to download, it appears it's already raking in some cash as well. Sensor Tower reports the game is No. 1 on iPhone in terms of revenue in Japan and Hong Kong, although players in the US are spending far less on the title, at least at this early juncture, as the game is No. 12 in that same category in the region.Pokemon Masters is developed by DeNA, the studio that co-developed many of Nintendo's mobile titles, including Super Mario Run, Fire Emblem Heroes, and Animal Crossing: Pocket Camp. The game takes place in a new island region called Pasio, where famous Pokemon trainers from around the world have gathered to participate in the Pokemon Masters League tournament.Each famous trainer comes with one partner Pokemon, forming a duo that is collectively known as a Synch Pair. Unlike most other Pokemon games, players don't catch their own Pokemon in Masters; rather, they recruit other Synch Pairs and form teams with them to take part in three-on-three real-time battles.If you're just jumping into the game, be sure check out our roundup of everything you need to know about Pokemon Masters. We've also broken down what Scout Points are and how to get them, as well as how to evolve and Mega Evolve Pokemon in the game.Info from Gamespot.com
2019-08-31
It's Xur time in Destiny 2: the weekend is here, and so is the Agent of the Nine with his usual haul of Exotic items. There's not much of note in Xur's offerings today, but with the Iron Banner taking place while players wait for the launch of Shadowkeep, and Cross-Save now in full effect, it might be a good time to pick up any Exotics you're missing.Where Is Xur?Head to Titan to find Xur this weekend. He's hanging out on The Rig; from the transmat zone, head to the north end of the area. Once you pass under a mess of catwalks, look for a low building on your left, near the edge of the rig. Xur is inside.What Is Xur Selling?Xur doesn't have anything too remarkable on his slate this week, unfortunately, since most players will have picked up his Exotic weapon, Vigilance Wing, way back in the first year of Destiny 2. However, whereas there is no difference between each version of an individual Exotic weapon, armor is a different story. Because armor features randomized rolls, you might find that what Xur is selling offers better perks than the version you might already own. At the very least, these perks might better align with your playstyle. Or, if you don't already own these pieces, it's an easy opportunity to fill out your collection. Beyond the items, Xur also has the Five of Swords challenge card (to modify Nightfall difficulty) and an Invitation of the Nine (which provides you with some objectives and leads to a bit of new story content). And if you're a PC or Xbox One player taking advantage of Cross-Save, you can jump on PS4 and potentially get Wavesplitter from the Fated Engram.Xur Item Lineup (August 30-September 3)Vigilance Wing (Exotic Pulse Rifle) -- 29 Legendary ShardsAeon Safe (Exotic Titan Gauntlet) -- 23 Legendary ShardsOphidia Spathe (Exotic Hunter Chest Armor) -- 23 Legendary ShardsChromatic Fire (Exotic Warlock Chest Armor) -- 23 Legendary ShardsVigilance WingIf you love pulse rifles and don't have this one, now's a great time to snag Vigilance Wing and give it a workout in the Iron Banner. The pulse fires a five-round burst, rather than the three- or four-round standard of other rifles, and gives you increased movement speed and regeneration when nearby allies are killed. If you happen to be the last player alive on your fireteam, you get more bonuses of increased accuracy and weapon performances.Aeon SafeThe Aeon Cult Exotics are meant to be used together with a fireteam of buddies to maximize their abilities. For Titans, Aeon Safe gives nearby allies additional energy for their abilities: Grenade energy for Warlocks, Melee energy for Titans, and Dodge energy for Hunters. Players wearing Aeon Exotics get the most energy, but allies will get bonuses even if they're not wearing the Exotics.RollsSlot 1: Auto Rifle Loader; Scout Rifle Loader; Submachine Gun LoaderSlot 2: Grenade Launcher Scavenger; Special Ammo FinderOphidia SpatheHunters who like throwing knives, especially those who run the middle path on Gunslinger, will dig Ophidia Spathe. It's a simple Exotic that provides you a second throwing knife charge--great if you're trying to keep Playing With Fire going.RollsSlot 1: Unflinching Linear Fusion Aim; Unflinching Power Aim; Unflinching Light Arms AimSlot 2: Auto Rifle Reserves; Primary Ammo FinderChromatic FireFor Warlocks, there's Chromatic Fire. The chest armor triggers elemental explosions when you kill enemies with precision hits with your Kinetic weapon. The explosions are tied to the element of the subclass you're running, and can be pretty devastating in PvE situations.RollsSlot 1: Unflinching Hand Cannon Aim; Unflinching Scout Rifle Aim; Unflinching Large Arms AimSlot 2: Sidearm Reserves; Special Ammo Finder Info from Gamespot.com
2019-08-31
Push Me Pull You developers House House has announced that its latest project, Untitled Goose Game, will honk onto Mac, Nintendo Switch, and PC on September 20.House House shared the news on Twitter, alongside a release date trailer highlighting the honking shenanigans you can get into. As a very mean goose, you'll be able to terrorize children, ruin gardens and houses, startle people off their feet, and more--all while honking, of course. Think director Nick Castle's 1993 comedy classic Dennis the Menace but a goose instead.It's finally time to honk.Untitled Goose Game is coming to Nintendo Switch, Mac & PC on September 20th.https://t.co/mLLf8rWG4b pic.twitter.com/HxsM6TX0AV — House House (@house_house_) August 30, 2019Unveiled back in 2017, Untitled Goose Game was given an early 2019 release window in August 2018. House House went relatively quiet until E3 2019, where the indie developers revealed that the quirky puzzle game will be an Epic Store exclusive on PC. House House explained this decision, saying, "This kind of stability [that Epic provides in an industry like ours] is huge."PAX West is officially underway, and the news is starting to drizzle. We were able to check out 16 minutes of Streets of Rage 4, which included a look at new stages and the brand-new character Cherry Hunter. We also saw a closer look at Shadow of the Colossus-inspired indie game Praey for the Gods. Also out of PAX, Epic announced a new batch of Epic Store exclusives, including Manifold Garden and Superliminal. There's a lot more to come out of PAX West, which runs until Monday, September 2, so be sure to check out our hub for the latest news. Info from Gamespot.com