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  1. Early in the year, Nintendo had placed a release date of February 12th for the Wii U version of Aliens: Colonial Marines. However, it was changed to "Quarter 1" later, and now that the first quarter is over with, people began to speculate about what this meant for the game. Was it canceled outright or was it simply delayed further? Today Sega has confirmed to both Joystiq and Kotaku that Aliens: Colonial Marines has been canceled. Here is the exact statement that was delivered to Joystiq: "Sega can confirm that the Wii U sku of Aliens: Colonial Marines is no longer in development." So there you have it. In no uncertain terms, the game will not be seeing Wii U release. Of course, considering all the issues it had on other systems, it doesn't seem that many are going to lament this cancellation. Our own review gave it a score of 3, which was about in line with other responses throughout the community.
  2. It's been 14 long years since gaming giant Sega released their last console, the Sega Dreamcast, and gamers everywhere have been wishing for them to jump back into the game and release a new console. But the possibility has been extremely unlikely, and the chance of Sega coming back into the console market has declined with every passing year… Until now. Earlier today, Sega president Naoya Tsurumi made a surprising announcement: “When we first shifted over to being a third-party developer, it was always our intention to shift back when the time was right. Now, that time has come. This holiday season, alongside Sony“s and Microsoft“s new consoles, Sega will be re-entering the console market with our first new console in over a decade – The Dreamcast Lucid.†Shortly after the announcement, the console“s official logo was revealed: No console was shown and no specs were released, but Tsurumi promises an in-depth presentation at this year“s E3 that is sure to change the way we think about gaming. Are you excited to see Sega finally re-entering the console market? Will you be purchasing a Dreamcast Lucid when it launches this holiday season?
  3. Jordan Haygood

    Dreamcast lucid

    From the album: Kaptain's Gallery

    © Sega

  4. Jordan Haygood

    Sonic 06

    From the album: Kaptain's Gallery

    © Sega

  5. Jordan Haygood

    Night Trap

    From the album: Kaptain's Gallery

    © Digital Pictures, Sega

  6. Jordan Haygood


    From the album: Kaptain's Gallery

    © Electronic Arts

  7. Jordan Haygood

    Sonic The Hedgehog Easter

    From the album: Kaptain's Gallery

    © Sega, Nintendo

  8. Jordan Haygood

    Sonic The Hedgehog

    From the album: Kaptain's Gallery

    © Sega

  9. If you're a Phantasy Star Online fan, then you probably recall that last summer Sega announced Phantasy Star Online 2 for a North American launch. At that time, they said it would come to PC in "early 2013". Well, we've about worked through all of early 2013 so far which pretty much solidifies Sega's next statement. They told Polygon the following: "Originally slated for an early 2013 launch, Sega can officially confirm that PS02 has been delayed. We don“t have any specifics but will update everyone as soon as there are more details to share." At least this isn't a cancellation notice. Still, it is a shame to see this anticipated free-to-play title strung out so long in front of fans. Of course, those really hungry to play it could just download the Japanese version instead. Also, we still see no discussion of the Vita version coming West, so that may be completely out of the equation now. Are you interested in PSO2 or is it just another MMO to you?
  10. Brittany Vincent

    Review: Aliens: Colonial Marines

    Developer: Gearbox Software Publisher: Sega Platform: Xbox 360, PS3, PC Release Date: February 12 2013 ESRB: M for Mature A retail copy of the game was supplied by the publisher for review. This review is based on the Xbox 360 version of the game. What's the definition of an unplayable game? "Unplayable" should obviously be taken to mean that the product cannot be played. In the case of Gearbox's Aliens: Colonial Marines, plenty of criticisms spring to mind, many of them negative. But unlike the spectators who watched me complete the game or those I played the game with, the world "unplayable" didn't cross my mind. I was fortunate enough to never have encountered game-breaking glitches, and though I was on autopilot for the entirety of the game, the lack of challenge wasn't cause for me to abandon it. I soldiered on, despite the multiple (at least seven) tweets of "I'm sorry" when my Raptr client tweeted my game activity. For the record, there's nothing more condescending than the insincere condolences of those who see you playing a "bad" game, thinking you're being forced or that you're too stupid to know anything else. This entry in the world of Alien games (mostly subpar) was especially rancid, but wholly playable. Bland, disjointed, and mediocre? You bet. But nothing different than what you might find in the bargain bin. What makes this game different is that we had every right to think it would be spectacular. And it fails spectacularly at what it set out to accomplish. The vitriol spewn at Colonial Marines by my partners is not all undeserved, though it mainly stemmed from the massive amount of hype generated by Gearbox for Colonial Marines as the new "go-to" Aliens title. To recognize any part of the half-baked plot as Aliens canon or any piece of the game as better than slapped together with minimal effort is ludicrous: it's clear it needed much more time in the oven. But amidst a sea of uninspiring gunplay, nonsensical plot revelations, and the most braindead xenomorphs I've ever come face to face with, there were some interesting moments as well -- decent voice acting, easter eggs for Aliens fans, and even a bit of dark humor. There just weren't enough shining moments to declare it a victory. Divulging the plot details isn't really necessary in order for you to understand what kind of game this is - you'll be able to pick apart every single bit of strangeness siphoned in by the writers, and it's frankly more frustrating than anything else. Considering the many bizarre twists near the end of the game, it's best to think of Colonial Marines as a "what-if" scenario with familiar characters and locations. Reading into it any further is disappointing. The things that do occur on the journey will draw criticism and questions, so be prepared to be scratching your head when you come in contact with someone you thought long gone. Other than these snippets which will cause you to question the motives of the Colonial Marines writers, your only objective in-game is to shoot. Shoot some more. Shoot Xenomorphs 'til they're dead. Shoot Facehuggers 'til they're dead. Walk around with a squad member until they're inevitably dead. It's very cut-and-dry. But even taking aim at enemies doesn't have much weight to it. Whether attacking Wey-Yu forces or aliens, there's no real "kick" when you land a hit, leading you to wonder if you're even doing any damage until they randomly fall down dead. Guns, even though they're meant to mimic the sound effects from the movies, carry the most grating noise I think I've heard in a first-person shooter. It's supposed to be emulating the pulse rifle, but instead it sounds like the sad whine of a dying gun. It's most unpleasant. The arsenal of weapons you'll pick up (some attached to characters from the Aliens mythos) is lackluster as well, and none of them feel particularly powerful until you try out a flamethrower. Even then, it's pretty yawn-worthy. Level design is lackluster and lazy as well, though the first couple of areas were worth it just to stare out at the wreckage and the same setpieces seen in the movies. Time spent wandering around earlier levels with a fleeting sense of childlike wonder quickly dissipated into annoyance as the last chain of four to five levels looked and felt exactly the same. They melted into one another like a goopy mess, much like the objectives themselves, which hardly varied beyond "open this door," "pull this switch," and "kill X amount of aliens." It creates a sort of monotonous symphony, one without variance or different sounds to keep it afloat. In many ways, it's just going through the motions of what an FPS should be with little regard for polishing its myriad aspects and more focus on keeping its head above water rather than refining unacceptable traits. What interesting moments I did glean from the game were creeping through egg-infested areas where you needed to simply stop moving for aliens to not attack you. It wasn't horrifying, but it did instill a quick sense of dread that I appreciated. Since the motion tracker wasn't exactly necessary throughout the meat of the game, this was one part that felt distinctly more Alien-like and thus as if more attention had been paid to it. These times were, of course, few and far between, and did little to create an engaging atmosphere every step of the way. Most of the time I was bored, listless, and ready to advance the plot. I moved forward, I shot things, and the level was completed. And looking back on it now, that's what I've done in every shooter -- even my favorites. But this particular one didn't really provide anything truly memorable except its shoddy visuals, sloppy multiplayer, and bizarre "canon" that did little to answer the questions I had. In short, Aliens: Colonial Marines is an exercise in the same slog we've been seeing for years. It just did things in a less appealing and acceptable manner. Coupled with strange design decisions, the fluff accompanied by its marketing campaign, and ludicrous amounts of buzz, it had so much to live up to. It did not. It's playable. And that's about all you can say about it. Pros: + Motion trackers, power loaders, and other Alien setpieces + Decent voice acting + Occasionally interesting bits (but not often) Cons: - Muddy, horrible graphics - Samey levels - Samey levels (what? we didn't think you'd notice) - Boring objectives Overall Score: 3.0 (out of 10) Poor Aliens: Colonial Marines fails miserably at instilling any sense of fear or adventure into its extremely short campaign. It's a shooter. That's about it.
  11. Developer: Sumo Digital Publisher: SEGA Platform: Wii U, PS3, Xbox 360, PC, PS Vita, 3DS Release Date: November 18, 2012 ESRB: E10+ (for Everyone 10 and Older) A retail copy of the game was provided by the publisher for review. This review is based on the Wii U version of the game. When it comes to Sonic the Hedgehog, speed is the name of the game, but Sonic & All-Stars Racing Transformed channels that speed in a new way. Having not played the original game in this new racing series some 2-3 years ago, the thought of Sonic driving a car seemed somewhat redundant and strange; after all, why drive a car when you're the fastest hedgehog alive? Then again, it wouldn't do to have everyone be beaten by Sonic in a foot race, so evening the odds a bit by racing in cars does make a world of sense here, not to mention a more fun experience overall. That said, if you still have any reservations about the idea of Sonic and friends racing in cars and other vehicles, you can rest assured that Sumo Digital has brought the goods and delivered what is quite possibly one of the best kart racers in years. Once again, SEGA's mascots have gathered together in a competition to see who can put the pedal to the metal and come out on top when it comes to racing. You'll be able to play as a variety of different characters, including the more famous and well-known ones like Sonic, Tails, and Knuckles; to mid-tier franchise characters like Ai-Ai from Super Monkey Ball and Ulala from Space Channel Nine; to even lesser knowns like Alex Kidd, Vyse (from Skies of Arcadia), Joe Musashi (Shinobi) and more. Of course, Ralph from the Disney movie Wreck-It Ralph also makes an appearance here, as well as real-world racing star Danica Patrick, whose odd and out-of-place inclusion is made even weirder by having her compete alongside anthropomorphic video game animals. Nonetheless, there's a solid cast of characters new and old that SEGA fans will no doubt love to see and play as. Of course, Sonic & All-Stars Racing Transformed's marquee feature is the addition of having your vehicle transform into both watercraft and/or aircraft during races. This effectively makes All-Stars Racing Transformed the spiritual successor that Diddy Kong Racing never had, except that you can't transform each vehicle into watercraft or aircraft mode whenever you want. Instead, each of the different characters' vehicles will transform from one to the other at select points around the map (as marked by large blue ring). For example, many races start off with everyone in their default karts, but the road may suddenly drop off into a river, at which point you'll pass through a transformation ring and your vehicle will transform into a hovercraft or speed boat. By the same token, you may reach a point where your vehicle will drive off a ramp through a transformation ring and turn into an airplane. This sequence of changes helps keep things both fresh and entertaining during races, especially with courses where the layout dramatically changes over the course of three laps. A good example of this is the Skies of Arcadia level, in which you'll start off by racing around a floating island amidst a battle between airships, which will inadvertently destroy certain sections of the course until you're relegated to flying in an airplane by the 3rd lap. Sumo Digital was pretty clever about not forcing each of the three different vehicle types, as not every course uses all three but only the ones that can use them to good effect. The course design in general is pretty excellent, and really puts even recent Mario Kart games to the test in terms of how creative and fun they are to play through. In addition to courses from the more well-known franchises like Sonic, Super Monkey Ball, House of the Dead, and Jet Set Radio, there are also a few from more obscure games like Burning Rangers and Afterburner, which help keep things fresh. There are two main single-player modes that you'll be playing through in the game: World Tour and Grand Prix. World Tour is much of the core experience, as it is comprised of individual races and other challenges as well as being the main way you unlock other characters. Grand Prix is your standard race tournament in which you select a cup and play through four consecutive races across four different courses (each based on different SEGA games and franchises). Leaderboards are also viewable here if you have any friends registered through Miiverse. In addition, there is a Time Attack mode and a Single Race mode should you wish to practice on a specific course. The game also has a bevy of multiplayer modes, including Race, Arena, and Lucky Dip (a mixture of the previous two). You're also given the option of setting up custom games either locally or over online, as well as playing a number of party games on the Wii U Gamepad. What's also interesting about the game is that each character will gain experience from races and eventually level up multiple times, unlocking different ways of handling their vehicle and giving you more customization as to how you want them to perform (for example, better handling as opposed to more speed). Not only does this add a bit more depth to the game, but it also gives you more of a reason to try different characters out. And with up to 5 different mods to unlock for each racer, you'll be playing the game for a long time to come before you level up all of the characters to the max. It must also be said that the controls in this game are excellent. Races rely heavily on drifting expertise and boosting, so there's a slight learning curve at first as you get used to the controls, but most vehicles really do feel like they have weight to them and act in a manner that would reflect their physics in the real word. The water physics are also genuinely great, especially as you're racing down a river and your speed boat or hovercraft bobs up and down and splashs around amidst the swells in the current. Visually, the game is bright, cheerful, and looks great. Sumo Digital did a fantastic job of creating each course to resemble its respective franchises, especially so with the prehistoric track set in the Golden Axe world and the Super Monkey Ball course, the latter of which is a downhill run not unlike the actual gameplay of that particular series. Framerate is steady and doesn't stutter much if at all. The image on the Gamepad is, of course, reduced in quality from the TV output to a degree and may appear a tiny bit fuzzy at first, but overall it looks fine and it's great that they were able to get Gamepad-only functionality working with a title like this. - The Wii U Difference - The Wii U version of the game has two unique aspects to it, and they both involve the Gamepad, of course. If you're playing the game while viewing the action on the TV screen, the Gamepad will display a mini-map of the course with all of the racers' positions marked by their face. In addition, if you hold the Gamepad so that it's mostly parallel with the TV, you'll pull up a rearview mirror of sorts so that you can see who's immediately behind you. Otherwise, the second usage of the pad is off-screen play (as mentioned earlier); all you have to do is swipe down on the screen to move the main action to the Gamepad, and presto - you're playing away from the TV. While not everyone is excited by off-screen play, this is a huge reason to buy the Wii U version over the others if you do appreciate being able to play games entirely on the Gamepad. Overall, there's a lot to like about Sonic & All-Stars Racing Transformed; the amount of content it offers, both in single-player and multiplayer, is truly staggering. Add to that the fact that the game plays great and the courses are genuinely fun to play and well-designed, with most of them built to the strengths of each particular franchise they're based on. The diverse challenges and scalable difficulty also ensure that you'll have a lot to play through, as well as leveling up each individual character (as well as unlocking additional ones). Due to all of this, Sonic & All-Stars Racing Transformed may just have taken the throne for best kart racer out there at the moment, and it could be a while before it's topped by something else. SEGA fan or not, this is one game you should definitely check out if you're in the market for a great kart racer with a unique twist. Pros + Tons of depth and content + Great kart-racing action + Courses are well-designed and franchises are well represented + Controls are spot-on and feel great Cons - A bit of a learning curve at first when it comes to drifting - Some characters are unevenly balanced Overall Score: 8.5 (out of 10) Great Sonic & All-Stars Racing Transformed outdoes its predecessor and most other kart games due to the breadth of its content and how well its mechanic plays into the game. Don't miss it if you're looking for the next great kart racer.
  12. Sometimes there are games considered too Japanese to be released in other regions. Occasionally companies are right in expecting only a super small niche to buy them, while others would end up being much more successful. Sega currently seems to be testing the waters to see if one of their franchises should make the move West. The game in question is of course Hatsune Miku: Project Diva F for PS3. Hatsune Miku herself is a character who originated with the Vocaloid voice software program. As for Project Diva, it's a series which has spanned multiple versions over arcade, 3DS, PSP, Vita, and PS3. This is definitely one series which Japan adores and many Western fans have been pining over. So what makes it likely that Sega is about to bring the latest game to our region? Siliconera spotted that Sega's official Facebook page had been updated with a photo promoting said game. It commands users to like and share the photo if they support Project Diva F for American and European release. Since they've taken the time to promote it like this, then they're probably not far from giving an official announcement. Would you buy Hatsune Miku: Project Diva F if it really is coming out here?
  13. I just thought those interested in The Cave might like to know the PC download version is 50% off now at Get Games, which makes it $7.49. It activates on Steam. http://getgamesgo.com/product/the-cave Get Games isn't as widely known as the likes of Gamersgate or Green Man Gaming, but they have some good deals every now and then so I like to check them out from time to time. You may have to create an account with Get Games, but you can pay through Paypal if you don't want to give them your credit card info. Just make sure on the checkout page you change the Delivery Zone droplist to "Rest of the World" to display the price in USD, unless you happen to live in the UK, in which case you don't have to do anything. They've also got some other Sega games on sale, if you're interested. From that page just hit the "special offers" tab and check 'em out.
  14. Jordan Haygood

    Console Family Tree

    From the album: Kaptain's Gallery

    © CakeDojo

  15. Marcus Estrada

    Vanquish Heading to PS+ Instant Game Collection

    PlayStation Plus users who have their drives filling with Instant Game Collection content better make a little room. As usual, Sony is peppering tomorrow's PS Store update with a batch of free content. However, unlike some weeks, they are making a particularly loved game available. Then there are a few other things which may be unfamiliar to subscribers. First, the PS3 game getting the free treatment is Vanquish. This Sega game came out in 2010 and accumulated a very passionate fanbase. It didn't make huge waves in general, but those who have played it seem to be glad they did. Vanquish costs $20 as a download normally, but of course Plus users only need to make room for the free download. Mega Man Maverick Hunter X is the second free game of the month. If you're thinking this isn't a Vita game, then you're right. It is an enhanced remake of Mega Man X which came to PSP. So, here is one of those rare occasions that a PSP owner can get in on the free game action. Thankfully, it runs on Vita as well so it can be downloaded and played on one just fine. Finally, there is the Dust 514 Starter Pack. In case you couldn't tell by the name, this is not a game itself. Dust 514 is a free MMO available on PS3 already. So what this pack gives you is some of the content you would otherwise be buying with real money to support the game's economy. It's a bit weird but may get some people to actually give the game a shot. Do you think Sony should make more PS Plus games available that run on PSP/Vita?
  16. Marcus Estrada

    New Yakuza Information Teased

    Fans of the Yakuza series will be happy to know that a bit of information has come out about the series and its future. Speaking with Dengeki Playstation, Yakuza producer Toshihiro Nagoshi gave a handful of hints and updates as to what the team is planning. As you might expect, they wish to further refine the fighting system. It has already seen some smoothing over since the initial game's launch 2005. Many tweaks overall will be made, but none of that is the most interesting piece of information. Nagoshi confirmed that the next Yakuza game will not be on PS3. No, this doesn't mean it will be jumping to 360, but that it is to be in development for an upcoming system. Yakuza 5, which launched in Japan at the end of last year, is said to be the last game in the series for PS3. With that, the franchise will have released five games on the system. Yakuza 3, 4, 5, Kenzan! and Dead Souls all saw release on PS3 although Kenzan! remained a Japanese exclusive.
  17. Marcus Estrada

    Review: The Cave

    Developer: Double Fine Productions Publisher: SEGA Platforms: PC (Steam), PS3 (PSN), 360 (XBLA), Wii U (eShop)Release Date: January 23, 2013 ESRB: T for Teen This review is based on the 360 version of the game A download code was supplied by the publisher for this review Those who played adventure games in their heyday are probably mighty familiar with the work of Ron Gilbert, even if they“ve never heard his name before. He produced popular LucasArts titles such as Maniac Mansion and the Monkey Island series. Since those days, he kicked an idea around in his mind about a cave exploration game. However, nothing came of it for some 20 years. As you might expect, The Cave is Gilbert“s dream finally realized. Does it manage to enthrall modern gamers, though, or is it stuck within antiquated adventure game trappings? When it comes right down to it, The Cave excels at having a witty narrative, attractive visuals, and a great deal of puzzles. These hallmarks are definitely expected of an adventure gaming master, but it also seems as though the team was unsure how to cobble it into a modern gaming experience. Regardless, let“s speak to all that The Cave does right first. It is so easy to create a middling experience, but thankfully there is a lot in the game that makes it stand out among the once again bustling genre. The narrative, or should I say "the narrator," is cruel but hilarious. It is actually the cave which is being explored that offers most conversation points. He laughs at the deaths of explorers, offers hints disguised with snide remarks, and is generally one of the most entertaining aspects of the game. The characters you play as are mute, but NPCs also pepper the game with similarly amusing conversation. Great writing does not dominate the game, though, as in fact much of it is a quiet experience. This helps to make dialogue stand out as more worth listening to. What of the playable characters? There are seven to choose from, and each has their own use. Interestingly, the game does not grant you access to all the characters in any one playthrough. Instead you select three of the cast and play a game through with that group. The characters chosen also affect the game you end up playing. There are only so many levels overall, but players will see levels specific to each character they have selected. Ones who were not chosen have their level segments left out. Playthroughs don“t feel disjointed because of this mechanic at all. Instead they feel just as if the game was made with that exact cast in mind. The fact that it ended up working so well is a testament to the developer“s creativity and is very cool to discover. Players also see small stories about each of their chosen characters as they play through the game. Although other characters may seem interesting, it will require other playthroughs to see exactly what they“re all about. The seven selectable characters include the likes of a hillbilly, scientist, knight, time traveller, and others. Each has their own special ability which somewhat relates to their role. The time traveller, for example, can phase through solid barriers. Others, like the hillbilly, can hold their breath for a really long time for some reason. Regardless, each team member“s skills come into use when exploring. Some unnecessary sections of levels will be unavailable though if you lack a character with the right skill to check it out. Because of the cast, you may find yourself playing this 4-5 hour game more than once. Each story is very distinct for the character in question and they play out in ways people might not expect. That, paired with extra explorable areas should prove a tempting reason to give it another go. Then there is even the ability to have other players take control of the team members. Although the same game is still at the core, single versus co-op experiences change the feel of this adventure. Playing The Cave is an unusual experience for both adventure fans and gamers who have never tried them before. The adventure roots are obvious in how many puzzles there are to solve with the likes of various objects. However, it plays out more like a 2D platformer than anything else. Each character must run, jump, climb, and fall often to make their way through expansive levels. Typical adventure games feel more compact in comparison to the sprawling cave systems found here. However, this may be more of a detriment than anything else. You are never provided with a map, which means knowing where things are is fully dependent on your memory. The screen pulls out at key puzzle moments, but otherwise, is fairly close to the chosen character at the time. With that said, it is hard to get a feel of the landscape without fully exploring every direction. There also appears to be no way to manipulate the camera either, which have quelled this complaint. It seems as though the platforming from location to location will either pull players in or push them away. This certainly isn“t what would be expected of an adventure game, and it isn“t perfectly implemented either. Beyond what was just said, the controls are not as responsive as they could be which leads to some missed jumps or other annoyances. Then, with such large levels, it draws out the time between solving puzzles because it takes awhile to get from point A to point B. Simply having an expansive world to explore does not make puzzles more difficult, and as such, this is another annoyance with the design. Are the puzzles themselves worth writing home about? They range from easy to fairly difficult with little warning. Although the more complex puzzles come later in the game, there is no hint system included to aid struggling players. In this age, such help is expected as most players are not familiar with truly tough puzzles. Still, if you look beyond that, some are pretty creative. Figuring out what to do feels great, although the feeling may become more fleeting as the player becomes exhausted from facing one challenge after another. One other detriment of puzzles is that, due to the design, certain levels will have the same puzzles no matter how many times you play. There is so much exciting about The Cave that it is unfortunate to see the game become encumbered by its own lofty ideals. A large landscape to adventure across is cool in theory but navigating it becomes a chore more than anything else. The game is visually appealing, witty, and weird but would probably have done better with a different gameplay mechanic. Regardless, those who want to play an adventure game that doesn“t mesh with expectations of the genre will find an interesting experience with The Cave. Pros: + A ton of puzzles + Replayability is high due to multiple characters + Fantastic writing Cons: - 2D platformer play style doesn“t suit the game - Little means of aiding player (no map or hint system) - Some puzzles/sections remain static through all playthroughs Overall Score: 6.5 (out of 10) Decent The Cave is an ambitious title which succeeds with wit and puzzles but is held back by other gameplay decisions.
  18. Harrison Lee

    The End of THQ: What's Next?

    I really hoped this day would never come. The financial gurus and forecasters sang death knells long before today, but I refused to lose hope. And now, it's come to pass; THQ has been dissolved and will be no more in the next few weeks. It's hard to see one of my favorite publishers be pieced apart at auction, but I'm optimistically hopeful for the future of THQ's IPs that were sold off. Now that THQ is gone, what will the future hold for the proud new owners of THQ's amazing properties? Of the five main sales that headline THQ's auction, the most surprising (and potentially beneficial) was that of Koch Media's acquisition of Volition and Metro. Volition, one of the most talented studios in the industry, will be a boon to a company with quirky, creative studios like Deep Silver. Volition almost seems like a perfect fit, considering the pool of potential buyers. Koch also gained a potential FPS mega-hit in Metro, a personal favorite of mine. While Deep Silver has landed in some hot water recently for the racy Dead Island: Riptide Zombie Bait Edition, I'm confident Kock will learn from its mistake and properly handle the marketing and release of Metro: Last Light. SEGA also made a powerplay with the purchase of Relic. SEGA already owned Creative Assembly, well renowned for its Total War franchise. Acquiring Relic will cement SEGA as the leading publisher of AAA real-time strategy titles. By and large, SEGA has done well with Creative Assembly's releases. If they leave Relic to its own devices and properly market the studio's impressive offerings, there's little doubt SEGA will have a bright future ahead. Ubisoft may have made off like a bandit with its purchase of THQ Montreal and South Park: Stick of Destiny. The Canada-based Montreal studio numbered nearly 500 employees and was said to have been THQ's largest studio. Ubisoft will now have access to a massive pool of talent, should they choose to keep the studio intact. I do wonder how they'll deal with the South Park RPG. While I'm sure they can properly promote the game, I'm curious to know if they'll devote the required assets. Ubisoft's purchases could make them huge net gains in the long run. They just have to manage their new assets correctly. Crytek's acquisition of Homefront was little surprise, considering they're developing Homefront 2. Until I see the new title in action, I can't speak to this franchise's future. The original Homefront was deeply flawed and forced the shutdown of developer Kaos Studio. Crytek has a lot to prove with the upcoming sequel. As for Take 2? Well, who knows! Take 2's purchase of Evolve might be a fantastic sign, given its unparalleled pedigree with Rockstar. While it's disappointing that THQ is no more, I'm confident the studios under its former direction will blossom with their new owners. I can only hope that studios like Vigil can find a new home before its too late. THQ brought in unbelievable talent and it would be a shame to see it all wasted. What do you think of THQ's auction? Sound off in the comments below!
  19. Marcus Estrada

    The Cave Screenshot 4

    From the album: Review Images

  20. Marcus Estrada

    The Cave Screenshot 3

    From the album: Review Images

  21. Marcus Estrada

    The Cave Screenshot 2

    From the album: Review Images

  22. Marcus Estrada

    The Cave Screenshot 1

    From the album: Review Images

  23. Marcus Estrada

    Project X Zone Screenshot 8

    From the album: Project X Zone