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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Monster Hunter Rise: Gameplay Shows Off New Abilities, Combat and More
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Capcom showed off an extended gameplay demo for Monster Hunter Rise at Tokyo Game Show, expanding on the Switch game's new abilities, combat, dog companions and more. Gameplay showed a Dual Blade-using player taking on a two-star quest to slay a Tetranadon, the platypus-like new beast introduced in the game's announcement. After fighting it for some time, we also saw an Arzuros enter the fray, showing how the game's open areas allow for unexpected extra monsters to interrupt your quest, and perhaps even cause fights between monsters. We also saw a non-boss creature based on Japanese tanuki, described as something like a mascot character. Like Monster Hunter World, the open areas also include endemic insect life, which can offer health boosts and buffs along the way to your prey. We got a good look at the game's new free-form movement, using a combination of jumps and the new Wirebug ability to climb buildings and even mountains. The Wirebug can be used twice in succession before needing a cooldown, although wild Wirebugs can be collected to extend the number of uses you have in the current quest. The new potential for exploration means Capcom has hidden gathering points and other areas of interest among the maps. [widget path="global/article/imagegallery" parameters="albumSlug=%5Bwidget%20path%3D%22global%2Farticle%2Fimagegallery%22%20parameters%3D%22albumSlug%3Dmonster-hunter-rise-screenshots%26captions%3Dtrue%22%5D&captions=true"] In combat, the Wirebug can be used as a means of adding mobility, but it can also be used specifically as a counter-attack ability. It's designed as a way to simultaneously offer new attacks and evasion opportunities. We also saw the player riding the new Palamute companion - you can either jump onto its back, or hold the A button to climb on. They can also be asked to sit or shake hands. Like the player character, Palamutes can jump and climb, increasing your potential for exploration. They come with a health bar, but can never die in combat, similarly to the previous games' Palicoes. While riding a Palamute, players can use items without stopping or having to use stamina. Producer Ryozo Tsujimoto explained that these new features are additions to the existing Monster Hunter formula, rather than a new structure for the game - and made clear that experienced players will be able to approach combat exactly as they'd expect to in previous games and still be able to succeed. The additions are designed to accentuate classic Monster Hunter play, not replace it. Monster Hunter Rise will be released for Nintendo Switch on March 26, 2021. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
source https://www.ign.com/articles/monster-hunter-rise-gameplay-shows-off-new-abilities-combat-and-more
source https://www.ign.com/articles/monster-hunter-rise-gameplay-shows-off-new-abilities-combat-and-more
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