Death Stranding gameplay trailer

Oh my fucking fuck not only is the new gameplay trailer lit with little bits of info but that release date is…pants ruiningly soon. November 8th is looking mighty close, so close you can feel the Time Fall on your face.

Here we get a deeper look at the greater whole of the world we are gonna be playing in, if you can call anything you saw in the trailer ‘playing’, because it looks like it’s gonna thrive on the tense situations between you and the others out trying to stop you. Both the ones you can see, and the ones you can’t. Kojima talked about incorporating the “string” mechanics in gaming rather than the “stick”. The emphasis on connection over conflict is clearly thematic throughout the game but how it will manifest has really yet to be seen. I don’t want to talk too much, the trailer says next to nothing but somehow more than anything I could. Very excited for November 8th.


E3 2019 overview

I wanted to take the time to look at and talk about some of the games we’re more than likely seeing at the conference. E3 is…dying and it’s misleading trailers don’t help, but despite this, the show is still important and at least gives us a little insight into what may come in games/tech. So let’s cross our fingers and dive in. I’ll be focussing more on main titles and not DLC and updates. Available footage will be linked in the corresponding title.

Avengers project (Crystal Dynamics/ Square Enix)

It feels like ages since the teaser for the Avengers project dropped. Since then I have been trying to keep my hopes high, I even thought it was canceled for a time when we heard literally nothing since that trailer. I know nothing about this game, but I just hope Crystal Dynamics and Square are treating something this big with the care it needs. The last thing Marvel, more importantly Disney, want is another Battlefront 2 situation on their hands. If Square can incorporate their over the top combat style to the Marvel universe, it could be amazing, incredible, invinci- okay I’ll stop.

Borderlands 3

Getting back into Borderlands just before the big press release was very serendipitous. Something about this made me even more excited for some of the additions coming like loot instancing, slide/mantle (finally), secondary fire weapons, more diverse and varied play spaces, and a lot more. So many of BL2 and the Pre-Sequel’s flaws are glaring with me having played them recently and to see the long-awaited title addressing these exact issues so comforting when I get to thinking about this next adventure into the wastes. It isn’t some massive leap forward or anything, it’s more Borderlands and there’s nothing wrong with that to me. Finally, an online optional looter shooter that isn’t some strange mmo lite, long live the king. Randy Pitchford is a weirdo but I’m not gonna hold that against the devs lol.

Cyberpunk 2077

This is more than likely going to be my game of the show. E3 is typically full of surprises and anything can happen but in all honesty, I just can’t see much coming close especially since we aren’t seeing Death Stranding (thattrailertho). I was literally giddy when they released the gameplay trailer that they showed press and influencers and the FPS RPG looked very good but not unrealistic. Recently it’s come out that the game is “pretty different” from that showcase and that statement interests me as much as it gives me pause. Regardless, we are going to be seeing more of this game with CDPR claiming they’ll have an even bigger presence than last year. I just hope that we get solid gameplay footage and not buzzwords and theatrical trailers.

CoD 2019

Black Ops 4 came out guns drawn and it really impressed at first. Since that time Activision has found a way to completely reverse the conversation around BO4 and where the franchise is headed/ is as a whole. Activision needs a win, and with this being their main and essentially only franchise it has to be big. The rumor is that it’s Modern Warfare 4 which would be a “soft reboot” if that is the case. If not this year then next, I’m surprised it’s even taken them this long so hopefully all this time will lead to something good. Honestly, I’m shocked we’re still getting annual releases of this game. I don’t forsee CoD lasting much longer and this tug at our nostalgia may be a sign of that.

Destroy All Humans (THQ Nordic)

I spent so many hours with my friend Walter terrorizing the meat bags between the tools the game devs gave us and some gamer creativity that was a relatively new aspect of gaming compared to nowadays where player creativity is often an aspect of gameplay. THQ has reported something insane like 50+ games in development which…sounds like a stupid choice but if this is one of them it’s definitely going to get people’s heads turning. Can you imagine what they’ll be able to do with today’s tech? They don’t have to go crazy but then again for the sake of a concise vision but…maybe they should?

Dino Crisis (Capcom)

Let’s talk more about old ass games I’m completely shocked could be coming back. So in light of Capcom bringing back past titles and breathing new life into them, it is reported that Capcom is looking to bring back…Dino Crisis? I swear to god if they make Dino Crisis before Viewtiful Joe and Onimusha? POWER STONE ANYONE?? I’m more than willing to suspend my meh-ness because Capcom has proved that not only can they bring back an old game we love, but they can do it damn well. If this is true, then maybe there is hope for some of my favorite Capcom titles from the past but mother of god why Dino Crisis?

Doom Eternal

Doom 2016 was one of the best first-person shooters I’ve ever played. “Smooth as butter” isn’t something I would use to describe most games but god damn if that game wasn’t lubed up before they packaged it because it’s damn slick. So imagine the stiffy I got when that gameplay was dropped and mobility was increased. Can we talk about the grappling hook shotgun? The new demons and takedowns to dispatch said demons? God knows what else is under the hood for us to find out when it releases let alone when they talk about it during the conference. A more open level design in tandem with the conventional “kill room” here and there is gonna really spice up the combat especially if exploration is properly rewarded. Rage 2 was a disappointment but I do have hope this is gonna live up to the hype the way it did the first time.

Gears of War 5

Lawd Microsoft needs a win. This is quite clearly their attempt at a blockbuster event like God of War was for Sony. Everything about the trailer screams “Oscar bait but for games” and I hope they do the damn thing. Make me sad I don’t have an Xbox dammit! This could be a big step for Gears and could even lead it down a more character focussed design. The world of Gears of War is rich for a deeper explanation, and I know that isn’t what Gears is known for but I won’t be told that they can’t do both. It appears to be heavily cinematic though gameplay can be seen in the trailer above. It seems interesting and I hope they really make something worth owning an Xbox for. The fans deserve it.

Halo: Infinite

Did I say Microsoft needs a win from the software perspective? Cause they do. The Xbox One is fine, the One X is a huge step up and is the most powerful console but there are next to no exclusives for this console. Ya know, the reason why you buy a certain console outside of interface and services. What better way than to bring back the most successful franchise Microsoft has associated with. There’s talk of it having an open world which is jarring initially especially when the history of Halo is rich with environments that tell stories alongside the mid-range combat. If they can properly expand that baseline to fit an open world format, it’ll be amazing. Whether or not they can is the question.

Harry Potter: Magic Awakened

Warner Brothers does a great job of shooting themselves square in the foot. They just put on the finest shoes money can buy and BAM queue the red kool-aid fountain. Shadow of War is the pinnacle of such stupidity with the way the monetization completely bankrupted the integrity of the game. The brief footage that was up involved a third-person real-time action reminiscent of the original games. Warner Bros. jumped on the trailer takedown but it’s safe to say the cat is out of the bag and casting spells in the kitchen. This could be a unique adventure involving a custom character, it could involve something more directly related to the books. Anything is possible but if we heard about it this year it wouldn’t entirely surprise me.

My Friend Pedro

A twin stick shooter of a different kind. Imagine stranglehold but cartoony, John Wick but even more comic book like. It looks like the entire game is going to be centered around ballerina jumping through levels and enemies leaving every enemy in your wake riddled with bullets. It seems light, fun, and self-aware in it’s silliness which can lead to the most fun type of games.


Oh boy, SKATE was my jam back in high school and if you’re anything like me you’ve been waiting for the next game/ literally anything like it to come along. Session appears to be that game, we weren’t told a lot when it was revealed so I’m hoping that E3 will lead to some more information on gameplay and ya know, a release date.

Star Wars: Jedi Fallen Order

Anthem is in shambles and in my opinion, it’s this year’s No Man’s Sky. Between the games they put out, and the Star Wars games they put out (or don’t put out depending on your perspective); this does not bode well at all. Respawn is working on the project and their track record is very good, but I can’t help but worry about what EA is planning. They always find a way to put their hand directly into a project and do exactly what needs to be done to ruin it. Sometimes that’s on the front end in development and planning or lack thereof, and sometimes it’s on the back end with moving devs to other projects/ not hold their devs to the post-launch promises they tend to make and not fulfill. This story of a padawan in hiding after Order 66 is ripe for gameplay development and storytelling. So long as Respawn has the vision and can execute, all we need is for EA to stay the fuck away and let them work. We’ll see.

honorable mentions: Ori and the Will of the Wisps, Vampire Bloodlines 2, From Soft and George R. R. Martin collab, Fable remake, Rocksteady’s Suicide Squad, Wolfenstein Young Blood, Afterparty, Beyond Good and Evil 2, Bleeding Edge (Ninja Theory’s new game), Last of Us 3 (v hype just not a lot of info)

GOG Galaxy 2.0- CDPR updates the platform in a big way

GOG as a gaming platform, to the laymen, can totally fly under the radar with Steam and Epic battling it out miles ahead of the competition. With that said, GOG (Good Old Games) has recently announced the Galaxy 2.0 update: this coming development in the platform will adapt it to not only be a storefront but an overarching service connecting the multiple launchers/client that tend to come with PC gaming. What that means is, CDPR wants to connect all your services across the clients on your PC you will track play time, achievements/ trophies (more on that later), and more.

Worried about your data? Well no executives at CDPR have access to user data (*cough cough* Epic) and you will be able to see/ delete this data at your discretion. They even have plans to allow consoles to be connected to the service so even your PS4/XBO games can finally get log times (Does XBO keep track of that? PS4 doesn’t…) within a singular and uniform platform.

This is honestly the best option in a world where there are so many launchers between all the companies and whoever came up with this is a fucking genius. A twist on the old phrase “if you can’t beat em, join em”.

more info:

Divisiveness in Rage 2

What little promotional material there was for Rage 2 interested me. The idea of a nitro-fueled FPS surrounding an open world and a heavy power fantasy. I wasn’t expecting an enthralling story with deep and rich characters that would stitch me into the fabric of the world created. I was expecting a rip-roaring hail of bullets in the shape of a gun the likes of which I would ride across the map destroying everything that did so much as exhale in my presence. In short, that is what I got but it’s quite mixed. The “boots on the ground” combat, and I use that term lightly, is smooth as hell and lets you the player take on the various mobs and gangs of the wasteland in the way you want. The vehicular combat is more sparse and anecdotal in the sense that they are typically randomly occurring events as opposed to the convoy routes. The world itself is big but not Horizon Zero Dawn or Assassin’s Creed Odyssey “oh my god how did they even fit all this on one disc” big, it’s more than manageable. The biomes are varied and impressive in detail despite some being more vacant than I’d like.  All in all, it’s at the very least better than the bland world of Rage 1, and at best it’s a gorgeous backdrop for the best FPS action since Doom 2016.

Anger Surrounds

There isn’t a lot in the way of introduction and it’s cause the game and it’s creators understand what you’re here for: shooty bang. You literally pick a gender and are handed a gun. After the first big firefight, the world is literally open to you. This exploration is encouraged because you don’t gain abilities or weapons unless you find Arks which are silos scattered around the map. Normally I’d be mad about another icon cluttering the map but it’s at least a way of getting stronger while discovering the hovels and holes your enemies hide in, grabbing some cash and feltrite (upgrade currency) along the way. It’s essentially the best version of the Far Cry towers ever.

The world is very pretty both graphically and from an art direction aspect. Boggy swamps, desert, rocky canyons, and even suburbia is sprinkled into the colorful and sometimes striking scenery of the world around you. Some structures are established like roadblocks, resource stations, or mutant nests, some are just dressing to fill out the world, but the best is the elaborate gang camps that go from close quarters combat to open courtyards that have you working with cover and elevation. Most main and side mission areas appear to be carefully designed to be engaging set pieces that vary from open lots littered with obstacles to break up the battlefield and enhance the functionality of some abilities. If the map itself doesn’t grab you, the way the world is designed to make combat as fun as possible definitely will.

Walker Wasteland Ranger tonight at 9 

Rage 1 very much gave you the feeling of having your back against the wall. In Rage 2 if you ever find yourself in that situation you push off that wall and crush whatever is in your way into misy and gristle. You are the baddest thing breathing and everything in this game is about making you feel that. I can’t tell if the progression is deep or cleverly padded and that might be fine by me, I haven’t decided yet. When you first see how many currencies there are in the game it makes anyone that knows what AAA games have been doing lately sweat profusely. Fortunately, Rage 2 gives you plenty of opportunities to load up on the kind of cash you spend in stores, the kind on upgrades, weapon skins and mods, it’s all here for you to take when you want it you just have to kill a bunch of baddies to get it. Thankfully there isn’t a single gun that doesn’t feel incredible and unique. From the way the rifle spits a volley or the kick from the shotgun; all of them are a dream and when used in tandem with the abilities it makes for very enticing gameplay. The abilities span all aspects of combat and their refresh time doesn’t allow them to be spammed but lets a player that bounces from skill to skill always have one refresh by the time the effect of the current one wears off. They really found a way for the guns to play into abilities and vice-versa which only makes spicing up combat easier. In Destiny when you throw a grenade, that’s it. Did you use your melee? Oh that’s cool but, that’s also it. In Rage 2 I can mix up abilities to create different means of destruction and death in a much more satisfying way. Even the more nuanced abilities like the Rush and Focus are used to bolster the minimal downtime firefights give you.

From McQueen to Mater

The sixteen vehicles are divisive stars of Rage 2 and it really shows, alongside the facelifted combat, that Id and Avalanche tried to not lose sight of what the original game was focussed around. This rendition’s vehicular combat is much better with weighty pit maneuvers and pretty smart auto tracking from turrets. Alongside this, the vehicles simply must be redone Mad Max vehicles Avalanche never got to use or something cause they just work in a way Bethesda hasn’t been able to claim in a long time. The Phoenix, your signature ride, is the best of both worlds with it being quick and tanky with a litany of additions you can make to it. You’ll see vehicles that have no weapons (why would you even), some speedsters that drop nuke mines behind them, a tank that is slower than frozen shit but also practically indestructible and armed to the teeth. There is fast travel but there is also the Icarus which is a hoverbike and though it can handle like a shopping cart with one wing (more on that later). When it does work its nice to get to where you’re going quicker meanwhile not missing out on any points of interest along the way to where you’re going. Vehicular combat is serviceable and engaging once you get the controls under your fingers.


I don’t have too many issues with this game, some are typical nitpicks but others are definitely more egregious. The world though colorful and varied is very “basic open world game” format, I was kind of hoping for some kind of expansion on a version of game we are wildly overly saturated with. The mini games like MobTV and races (which make a comeback from the original) are great but the typical icon littered map is a little draining at times. Which brings me to the endgame because with consideration of just how last gen this game seems to be design wise, I fear they didn’t think about something as “modern” as having an endgame model outside of the season pass and totally unnecessary “live service” content drops. I feel like they missed their own mark and could’ve really populated the world with quite a few more enemies but instead, there are a lot of times where it’s actually quite isolated even in some intriguing areas.

Oh, and every situation that yields dialogue in the open world is wildly repetitive like the writers could not be fucked to give the character anything more than the one decent line you get to hear when approaching a mutant nest, gas station, or bandit hideout or the mobile trader oh my god it’s absolutely torturous especially when you don’t feel like returning to a town and they typically come around fairly consistently.

Back to the Icarus flying bike thing. Mother Fuck that thing can be absolutely unbearable. You see the right trigger merely starts the engines with minor altitude control, the left trigger lowers yourself. The vehicle is supposed to identify altitude and the height of oncoming structures and mountain faces on its own and adjust automatically. But it doesn’t and you’re often sitting there like a fucking idiot ramming into every mountain and building you come across. Why didn’t they map an ascend and descend control to the face buttons? How did no one catch how lopsided that thing controls?

Let’s continue to discuss vehicles, shall we? I talked about the good of the actual combat and the weapons it comes with. What I didn’t talk about was how the controls for said vehicles go from tight and responsive to sludgey and “too fast for the game”. It’s like the vehicle is going too fast for your controller. So many times I’ve gone sailing over the cliffside curve or undercutting and completely killing my momentum. The margin for error is really thin.

The progression system for weapons is…suspect. On the surface, it’s deep, you unlock tiers of upgrades with feltrite and then use upgrade/mod tokens to select the actual mod itself. It seems really unnecessary to have to purchase the ability to spend your tokens to upgrade your weapon. Just typing that made my brain fuzzy, it’s too many steps. At least with the skills each tier in itself comes with a boost to that specific skill but with weapons, you’re literally just adding steps for now real reason. Thankfully there’s no connection to monetization or anything like that. What it does have though is a premium currency for weapon skins which….whoopie…but thankfully that really is the extent of it. Not that it’s okay at all.


People are gonna compare this game to Far Cry New Dawn and I don’t believe many should give too much thought to that comparison. Outside of the bright post-apocalyptic setting (an aesthetic Rage 2 established first for the record), I feel like Rage 2 is more consistent in what it sets out to deliver. Not to mention the combat is just head and shoulders better in Rage 2 and if you go in knowing you won’t leave with a story that changed your life or even really impact you at all but instead expect a white knuckle shooter designed to keep you on your toes and keep the kill count increasing. This game is fun and once this goes on sale there will literally be no excuse.

tl;dr I give Rage 2 an 7 but I can’t stress this enough this is one of the best First Person Shooters I’ve ever played from a mechanics standpoint. The game appears to be this good despite the rest of the game design and execution.

Five Days until Rage 2

Anxious trepidation comes to mind when I see the flashy and almost painfully in your face aesthetic of Rage 2. This game could not be further from the original look and feel, all that and the gameplay seems to has gotten a facelift as well. All this is so enticing, almost too enticing.

Rage one was a little cumbersome in more ways than one, everything was weighty and had a sense of force behind it. Its cumbersome-ness wasn’t a detriment, though it was overlooked when it was released, there were a lot of things Rage did well. It had strong gunplay, it wasn’t the best but it wasn’t poor by any means but it was strangely distinct in that Id Software way. The world was interesting despite the sea of post-apocalyptic settings in pop culture and gaming back then let alone how many there are today, somehow they’ve managed to revamp that unique feel and style without it being too foreign or unfamiliar.

Some things that Rage 2 seems to improve upon is the overall sandbox. Earlier I stated the world was interesting, and it is, but the visuals of that world are bland as all hell. Everything looked the same and was so drab from the first disc to the last. Everything I’ve seen thus far of the open world seems not only vast but varied as well. Swampy bogs, expansive deserts, city ruins, rocky canyons, and probably some more we haven’t been shown. On the optimization side there better only be one disc in that damn case, that triple disc nonsense is just that. It’s definitely more of a minor grievance but I did want to speak on it.

Rage 1 had a pretty baller cast voice acting wise, I was kind of floored by it upon revisiting the game more recently. It was nice but to me, it doesn’t really add all that much to the overall experience, I feel like such a stellar cast can’t be cheap and that money could go to other real voice actors and other avenues in the game’s development but that’s just me.

There are some preorder shenanigans going on with a slew of items and cosmetics that are up for grabs should the buyer upgrade to the more pricey editions. Armor skins, weapons (one of them being the famous BFG), missions and other items are all available for twenty more dollars. I’m avoiding that but honestly, I don’t blame anyone that goes for it, there is a lot of content for the money asked. Whether or not that content should even be for sale is a whole other conversation.

This looks like the kind of single-player power fantasy that I haven’t really gotten to experience in a FPS since Doom, Shadow Warrior or Wolfenstein. I understand those are all recent but dammit they don’t happen often enough and though they are coming back into style one title at a time, I want al my high octane shooty bang bases covered and I’ve got my eye on Rage 2. Hopefully, Bethesda doesn’t fuck this one up and lets the studios do their thing.

Devil May Cry 5 review

This very much follows the guidelines of your typical DMC game which confounds me as to how that manages to be more good than bad. Stagnation is never a positive mark but come to think of it, DMC isn’t the franchise that pumps a title out every year or every other year for that matter. So following the steps that made the IP successful to begin with isn’t exactly something to fault. To go even further, I’d say it’s a little refreshing in the old school approach it takes to gameplay loop and presentation. It reminds me of how the previous generations felt while keeping me locked in the present with the gorgeous graphics and art direction. The gameplay expertly straddling the old and new gaming worlds in an intoxicating concoction of nostalgia and realization of what modern gaming can be.

Combat overall is timing and direction based due to the one button controls. It forces the player to splinter their command concepts, throwing away the convention of light, medium, and heavy attacks. Your variation comes in the direction of the left stick in combination with the spacing between button presses, and even whether or not you’re locked on. Your melee, projectile, and special buttons are spread out in the typical DMC fashion and this alone is very unique to this series. It seems like a lot because the control scheme doesn’t coddle the player and in many ways demands quite a bit from them. Especially when this game is meant to be played at the speed of two hummingbirds fucking. (Also, anyone else’s hands get tired af after a battle? Or am I just old now…)
Nero to Hero
Boy-wonder is all over the place with frenetic and quick movements that take him from enemy to enemy or more interestingly: bringing enemies to him one by one. The grapple arm is great, on the lighter enemies (most of them) it pulls them to Nero, however, the largebois work as anchors and pulls Nero toward them. Each devil-breaker is unique and even when some may seem niche, at least they have a purpose when they were put into the game. There’s a lot of layers when throwing in not just what you like and when you want to whip it out, but which ones you don’t mind burning should the situation arise. The devil-breakers have a main function and an alternative mode with one even having a third ability (Punch Line’s missile-hoverboard feature). My only real problem with Nero’s mechanics is that we can’t rotate through the holster to pick which breaker we want to use next in-game. Other than that, Exceed moves spice up the swordplay and bouncing around the arena never losses it’s feeling of excitement and sense of raw power.

V is for Vanity
Everyone’s combat comes with a level of understanding and familiarity even if you’ve seen nothing but cutscenes and gamers playing. V shakes up the gameplay and the mindset of the player which was jarring at first, but in time I would gain these moments of clarity where I’m this maestro of chaos orchestrating from afar as the battle plays out before me. The demonic bird handles projectiles while an equally demonic Jaguar (…Panther…?) that is your melee attack. With an Ogre like Devil Trigger that lays waste to everything in the arena. It’s clear and understandable why he’s so divisive given these “hands off” aspects but it’s just as over the top as the rest of the series so it doesn’t feel out of place. It’s well designed so much to the point of almost being too easy but again like the specific devil-breakers: V is different from the ground up and it’s done to freshen up the experience. A commendable act especially when it really seems to be an honest go at it and less than an idea they threw in last second. There are issues with commands and some not working exactly as you think but with adjustments to the way you play it becomes smooth and fun in no time again. Back to V being dipped in hyperbolic angst: reading his own poetry refills his meter and it sounds like the angriest high schooler wrote it, but again, it’s how aggressively everything is leaned into that gives it the charm. Also, V definitely has the best “sprint” feature. He hovers on this little nimbus cloud of black thoughts and Pierce the Veil lyrics it’s so cute.

Dante’s Inferno
The top shelf killer, Nero is close with his arsenal, but Dante’s is the most varied and honestly the most fun. I’ve encountered few things more satisfying than Lu Kang combo-ing the shit out of two demons to seamlessly switch to your motorcycle dual ax and eviscerate whatever remains of the crowd. It’s so intoxicating I can honestly name on one hand how many other games gave me this feeling (Spider-man 2, Far Cry 3, God of War, and Halo 2). Four styles of combat change most weapon move sets and this keeps the player at the edge of their seat all while the ride remains smooth as butter. Between guns and other projectile launchers as well as the handful of weapons all very diverse in functionality and performance, there’s almost too much to thoroughly use in a single level playthrough. Of all the levels, I’m constantly throwing myself back into Dante’s to see just how smokin and sexy my style can be.

Final thots
After the learning curve is conquered, the flow and style of combat are entirely dictated by you the player. This combat is the shining achievement of this series and this iteration of it may be the best yet. The camera does a good job of managing the angles on its own and with little attention, it lacks almost all jank and assists the experience more than competently. Levels are bog-standard but what they do offer past the intro missions are many alternate routes and passages that lead to item discoveries, secrets, and combat scenarios you will otherwise miss if you barrel along the main path forsaking all others. I really enjoy how brave this game is for being itself in a world where every game needs some crazy intrusive online feature or component that stifles or gets in the way of the core game’s potential. The most of DMC5′s online capabilities begin and end with the cameo system, something that drops other players into your level at specific times to assist you or mainly just to look at and watch them do their thing. It’s not intrusive and is even exciting when the action starts to heat up and you and another player are cutting everything in the room to ribbons. I almost want more of it, and that’s what a well-implemented feature can do.
Concerning red orbs mentioned in my demo post, Capcom went with the confusing decision to load us up with orbs and means of getting them in the main game; only to give us the option to pay for more whenever the need arises. Why Capcom? This game has next to no blemishes but this is one minor one in my book, but I can understand why anyone would look past it. This, however, is my biggest peeve: locking so many of Nero’s alternative busters behind the ultimate edition or whatever, made me sigh disappointingly. Why couldn’t it have at least been the option to unlock those immediately while other players can grind for them like…everything else in the game… To me, it just goes to show that oldboi Capcom is still lurking in the shadows somewhere looking to nickel and dime us at every dark alley it finds us in. At least this $60 dollar product is one I’m still proud to own. This goes in my “GOTY contenders” folder honestly and I have been having an absolute blast with DMC5 and can’t suggest it enough. Even if it’s your first in the series just do it they have a catch-up cinematic you can watch. Seriously. Play it, pull that fucking devil trigger.

tl;dr 8.5/10

Bungie leaves Activision, takes Destiny with it

Article and info here

This is huge, as a gamer and as a gamer that plays Destiny; this is a very big move and potentially the biggest of 2019 and we aren’t even midway through January. In the face of their subsidiary Blizzard paying their employees severance to quit, and now this news of Bungie’s departure does not bode well for the giant. Activision has been pushing so hard for bigger profits while cutting costs and I think these sweeping mandates on top of the actions in the hopes of those goals (Diablo Immortal, microtransactions in general, anti-consumer practices, over-monetization, under-developed games, etc) are the biggest factors in these recent developments. Activision has been isolating themselves with every month that’s passed, two CFOs were let go/left back to back. All these things were clearly red flags for Bungie, to the point where they can’t even take the money and deal with it anymore. This is another huge blow to the publisher to the point where I can’t help but wonder exactly where this leads to given that this probably isn’t the last bit of news to come from the halls of Activision.

As a Destiny player, this is where the chips are really down. Bungie has no fallback, no scapegoat to use for the colossal fuck-ups they’ve had in the past, no DaddyActivision money, and every eye on them now that (in a sense) they’re back at square one. I open with the bad because I genuinely believe it doesn’t outshine the good. Bungie is free. This is complete speculation but imagine Destiny, with the dev response that Halo had. If it’s half the effort they put into that franchise I will be happier as a Destiny player. Bungie has fallen from grace, and instead of going gently into that good night. Instead, they’re fighting for the respect their name once had and trying to resurrect their reputation as FPS frontrunners. The mere fact they did this is a good sign to the point where even my pessimistic ass can’t ignore it.

This news has just dropped today, no one knows what’s going to happen. We don’t know when the separation will occur and what kind of recompense may come of it. All I’ll say is, this is one of the best things Bungie could’ve done from a creative standpoint. Now they just have to capitalize on it. Let’s see what this old dog can do.