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Shacknews - Steve Watts

Even among the most ardent fans of Goichi Suda (aka "Suda 51"), I don't think it would be controversial to say that he specializes in style. Most of his major releases are marked by high-concept ideas and identifiable art styles, but the mechanics don't always match the ambition. Killer is Dead certainly has its own splashy stylistic identity, but as usual, some hands-on time made it hard to tell if the game would keep up.

At E3, I played a brief demo before being shown a different area of the game as a demonstration. The nihilistic, high-tech world reminded me of Blade Runner, particularly by centering on the grisly job of "Executioners." The hero, Mondo Zappa, has his own cadre of fellow assassins in the Bryan Execution Firm, lending the story a brooding tone despite its attempts at playful banter. It's also difficult not to notice the striking art style, based on only a few solid fields of color for high contrast.

"We like to play around with cel-shading a lot, but for Killer is Dead I really wanted to have a unique look that people could identify by one screenshot," Suda told Shacknews, through a translator.

During my hands-on time, Mondo sported two primary weapons: a sword, and a cybernetic arm that transformed into a gun. The controls felt perfectly passable for these two functions, and I felt well-equipped to handle enemies. Grasshopper games tend to struggle with iteration, though, and that's one factor that a short demo can't inform. The ability to transform his cybernetic arm into a variety of weapons may help keep the experience fresh.

In a subsequent hands-off demo, I was shown an abbreviated version of one of the 13 episodes that will make up the game. The entire story is structured like a TV series, Suda told me, and this game is meant to resemble one season of a TV show. "It is self-contained in each episode, but there is an overarching plot that ties everything together," Suda said.

This particular episode, the seventh, focused on a member of the Yakuza, who seemingly hoped to die. After slicing through some lackeys, Mondo came face to face with the old man. This gave an opportunity to show some gameplay variety. The fight quickly transitioned between a chase scene with the man using his spirit-tiger as his mount, and a melee battle with a spirit-tiger grown out of a tattoo on the man's back. This gave the more experienced player controlling the demo a chance to show the combo system, which stacks up to level five for the hardest hits.

I was also shown the new "Gigolo" mode, which can be best described as a leering mini-game. You speak with a lady at a bar, taking advantage of every opportunity to stare at her breasts or hips during the conversation. She acts coy and coquettish throughout, responding to your advances with blushing and the occasional "oh stop" teasing.

I tend to give dumb humor a good bit of slack when it's done well. Bulletstorm and Saints Row come to mind. Maybe in the full game, the context will help shape my perceptions. During this demo, though, it was as if I was expected to giggle at the mere idea of looking at boobs, and the assumption that I was that childish made me more uncomfortable than amused. Hopefully whatever point Suda is trying to make with this sequence comes through more clearly in the finished product.

And so, I'm left back at the start in my expectations of Killer is Dead. My look at the game showed plenty of style, a few interesting ideas, and at least one questionable one. Grasshopper has struggled to make its disparate pieces congeal into a whole, and my concern is that may be happening again. Hopefully once I see the whole game and all of its connective tissue, it will all come together.

Shacknews - Steve Watts

Sam Fisher is pretty iconic and all, but the real star of Splinter Cell Blacklist are the tiny mechanical spiders. Skittering about, stealing intelligence and such. Ubisoft has given spider-bot his day in the sun today, with an iOS game devoted to the automaton arachnid.

Spider-Bot is now available for free on the App Store (via Touch Arcade). It's a 2D action puzzler that has you navigating spider-bot through buildings to collect intel, all the while avoiding turrets, guards, and other spy robots. Dastardly! The currency you collect in Spider-Bot will go into your bank account for Blacklist once the full game comes out, so if you play a ton of it you should be a very well-equipped super-spy.

The game page promises future updates, including "Stealth-Bot" and "Strike-Bot" modes, and special content for Blacklist. That game, for PC, PlayStation 3, Xbox 360, and Wii U, will be coming on August 20.

Shacknews - Steve Watts

Following a leak about a cancelled Legacy of Kain game, Square Enix has stepped in to explain a few details about it and why it was canned. The game was titled Legacy of Kain: Dead Sun, and community manager George Kelion says it simply "wasn't the right game, at the right time."

Kelion took to the NeoGAF thread (via VG247) that publicized the cancelled game. "I can confirm that Dead Sun was a project which had been in development--but which was cancelled. I know it's disappointing to hear about these things out of context, and whilst some of the details released are accurate--some details are not."

He went on to say that the community would have to take his word that the game wasn't in the right place, before sharing scads of concept art for curious fans. "Obviously, it's not usual for assets from cancelled games to be released, but given that there's a lot out there already I thought you might appreciate seeing a few more images that were taken from the previously in-progress game," he said.

He also pointed out that there is another game set in that universe coming, the multiplayer-focused Nosgoth. "It's grown in size and scope since its initial conception and we'll be talking more about it in the future. While we're not working on a single-player Legacy of Kain game right now, that doesn’t mean it's not something we’d look at making in the future."

Shacknews - Alice O'Connor

Gosh, what a big happy family everyone is on PC. Hello Games today announced that it's buddying up with Team Fortress 2 and Minecraft for the PC editions of its Joe Danger games. You'll be able to be blockmen and make blocky levels in Joe Danger 2, and play as TF2 characters in both.

The full cast of TF2 classes are available for your racing enjoyment, which Minecraft's offerings are Steve and the eerie Pigman. Minecraft blocks are available in the level editor too.

"Just for fun Aaron started adding TF2 characters into Joe Danger and I was in love with how good they looked. We completely had to make them happen for real, so we called Valve, and now it's a real thing!" Hello manager director Sean Murray explained. He added, "Is this the first time Minecraft is on Steam? Is this legal?"

Joe Danger and Joe Danger 2 somersault onto Steam next Monday, June 24.

Shacknews - Alice O'Connor

An pleasing pay-what-you-want Humble Bundle launched yesterday, this time of the variety which includes versions for your Android doodad as well as the usual PC, Mac, and Linux. Games up for grab include Aquaria, Frozen Synapse, and Stealth Bastard Deluxe.

Head on over to pay as much or as little as you please for metroidvania Aquaria, puzzler Fractal: Make Blooms Not War, undead homage Organ Trail, and the sneaky Stealth Bastard Deluxe for all platforms, plus Pulse on Android alone.

Paying more than the average gets you turn-based tactics 'em up Frozen Synapse and adventure game Broken Sword: Shadow of the Templars too. Also, paying at least a dollar means you'll receive Steam keys as well as DRM-free versions.

It's the Android debut of Aquaria, Stealth Bastard Deluxe, Fractal, Pulse, and Frozen Synapse too.

This bundle will be sold until June 2.

Shacknews - Steve Watts

The open beta for Company of Heroes 2 is getting an extension, having originally been set to end yesterday. Now you've got until the end of the week to try the game before its impending launch.

Joystiq reports that the new end date is Sunday, June 23, at midnight PT. This weekend will also offer double XP in your auto-matched modes, so you can grind out some experience.

As previously reported, your experience will transfer to the main game as long as you buy the full version within 60 days of launch and tie it to the same account. That means your hard work this weekend won't be wiped when the game launches next Tuesday, and you get a chance at a head start. Any advantage is a good advantage when taking on the Russians, boy.

Shacknews - Ozzie Mejia

Indie developer Nicalis (Cave Story, Nightsky) has set their sights on pure masochism. They make no secret that they have likely created "the most challenging game to come to the Vita this year" with 1001 Spikes, a 2D pixelated platformer that draws inspiration from 8-bit classics like Spelunker.

Having previously appeared with only 1,000 spikes as a remake of the 8bits Fanatics game on Xbox Live Indie Games and the Nintendo eShop, 1001 Spikes sees explorer Aban Hawkins venturing into a temple filled with dangerous traps, like bats, fireballs, and...yes...spikes. The object is to find a key that opens the door to the next room, which is also filled with sharp pointy objects. Hawkins can use daggers and a short and long jump to make his way through, but part of the challenge appears to be judging which leap to use. He will also have 1,001 lives at his disposal, but if you think that makes this game easy, Nicalis' Tyrone Rodriguez laughs in your general direction.

"The designers have spent countless hours fine tuning placement of every obstacle and item in the game," Rodriguez tells the PlayStation Blog , "literally every detail of the game was meticulously planned and thought out, tested, tuned and retested."

There are six worlds to explore in 1001 Spikes, which will feature 8-bit cutscenes and special unlockable characters. The game will also feature co-op and competitive multiplayer modes that will likely revolve around the idea of not dying. 1001 Spikes is set to poke through you later this year.

Shacknews - Alice O'Connor

We described Skulls of the Shogun as "a deceptively brilliant strategy game" in our review but you probably never found that out for yourself, as the PC edition launched exclusive to Windows 8. Good news! That's apparently over, as developer 17-Bit Studios has announced it's giving its turn-based strategy proper Windows release through Steam in "late July".

The Steam release is a jazzed up Bone-A-Fide Edition, which 17-Bit explains brings a new four-chapter epilogue episode with a new protagonist and the new teleporting, taunting Tanuki unit. It has six new multiplayer levels too.

While the Windows 8 version had PC-Xbox 360 cross-platform play, Steam users won't be able to play with any of them, 17-Bit confirmed on Facebook. However, Steamers will be able to play against people on mysterious unannounced "future platforms".

None of these improvements will make it back to the original release either. "Due to the expense of releasing this content as DLC for all previous Microsoft platforms, as well as current market conditions, we've decided to focus on Steam and additional yet-to-be-announced platforms for future content and products," 17-Bit said.

You can pre-order now for $11.99, thanks to a 20% discount, to score access to the multiplayer beta as well as the first chapter of the campaign. Observe, trailer:

Shacknews - Steve Watts

Ubisoft's decision to delay Rayman Legends to September and release on other platforms was simple, according to Ubisoft CEO Yves Guillemot. The Wii U version alone wasn't going to sell enough copies. The reasoning isn't surprising, but hearing such candid confirmation is a bit more unusual.

"What happened was that we saw the Wii U was not going to sell enough of those games," Guillemot told VentureBeat. "The game is going to be fantastic, and we didn't want those creators to wind up in a position where even after making a fantastic game, they didn't sell well enough. We decided that we had to come out on enough machines that players can try it out on any one that they have, and give more time to both improve the game on the Wii U and create versions for the other consoles."

He defends it as "the right decision for gamers and for the team," and says the extra time has let them polish and expand the game. "It's much bigger content-wise," he said. "We have new bosses in key levels and so on. The experience is much more complete." He concluded by saying that, "sometimes we have to go against the urge to get to market too fast," and slow down to reach full potential.

The team at Ubisoft Montpellier certainly hasn't been resting on its laurels. The extra time has resulted in a Challenge Mode demo for Wii U, 30 extra stages, and a Vita version, along with whatever spit-shine has gone into the game itself. It's due September 3.

Shacknews - Ozzie Mejia

The baton for the Need For Speed series has been handed off to Ghost Games, however Criterion hasn't walked away from the racing franchise entirely. Between 60 and 65 Criterion coders and artists are said to be working on Need For Speed: Rivals, which comprises roughly 40 to 45 percent of the project's total staff.

Criterion's Craig Sullivan, former creative director for last year's Hot Pursuit and NFS: Most Wanted, told VideoGamer that while Rivals is being creatively run by Ghost, "There's a lot of Criterion DNA in here." Criterion is best known for the Burnout series, though I noticed a distinct lack of Burnout-like crashes when I went hands-on with Rivals at E3.

As for Criterion VP Alex Ward, Sullivan indicates that he's working on "special, secret Criterion stuff."

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