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#FPS

Titanfall 2 Review

Remember the Titanfall

The original Titanfall had such an amazing idea: Soldiers who can run on walls with jetpacks summon giant mech suits known as Titans. Normally I  play a few matches of multiplayer before getting bored and back to the single player, but I took a gamble in Titanfall’s multiplayer only offering. And despite being too light on content, there was enough depth to keep my 200th match in Titanfall as fun as my second.

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Jumping Flash! Review Rewind

Better hop to it.

Ever since the Atari 2600 debuted in 1977, it's been fairly customary for at least one game developer to bring something new to the table just in time for the launch of a new gaming system, or soon after. In 1995, developers Exact and Ultra gave us a little ditty called Jumping Flash-- a game with roots that can be traced back to Exact’s previous 3D platformer Geograph Seal on the Sharp X68000. I remember playing a demo of Jumping Flash back in 1996. After a few minutes of leaping and smashing enemies on impact, I knew I was in love.

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Destiny Review

Destined for satisfactory

If there’s anything I will never call Destiny, it is modest. Bungie’s latest creation has been touting itself as the next evolution of shooters and the defining game of the eighth console generation. Some time with Destiny has proven these claims to be completely overblown. Not even close. Yet Destiny still delivers a solid, fun game with more than enough content to keep players busy.

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Share Your Old School FPS Memories and Win a Copy of Wrack

You never forget your first.

It seems like there’s a fairly big movement to get back to the roots of first person shooters lately, with games like Toxikk, Xibalba, and even the Doom franchise returning to the mechanics and sensibilities that started it all. Wrack began this journey six long years ago and has almost reached its full release. If you have great memories of those early “Doom clone” days, share one with us in the comments and you can win a copy of Wrack on Steam! To get things started, some of the staff has shared their own. Just add your memory from those early corridor-stomping days in the comments, no matter how brief, before August 19th at noon Eastern time and you’re entered to win one of five Steam codes for Wrack!* 

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Wrack's Run 'n' Gun to Completion: An Interview with Developer Brad Carney

This could be the “Doom Clone” you've been hoping for.

If you’ve tried Wrack in its current early access version on Steam, you’ve no doubt realized that this isn’t another shooter marching lockstep behind Halo and Call of Duty. Wrack is an intentional throwback to the sensibilities of Doom II, and its lead designer, Brad Carney is hoping there are enough people out there looking for that classic experience. Carney sat with me at QuakeCon and talked about the good and bad of having an early access game on Steam and how a six-year (!) development cycle can really benefit an indie game like Wrack.

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Moon Chronicles - Episode 1: One Small Step Review

One giant leap even smaller step into the content of this series.

I want to heap praise upon Moon Chronicles - Episode 1 for being the fantastic FPS nobody was asking for on the 3DS, but it’s tough to do so when there’s so little content. There’s no question that what’s presented is entertaining – it’s graphically sharp, it controls well, and it channels both Metroid Prime and Perfect Dark. However, clocking in at just a bit over an hour, just as you’re getting hooked, Episode 1 comes to an abrupt close.

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Betrayer Hands On Preview

Early adopters looking to get in on the ground floor of something possibly amazing might want to check out this intriguing alpha by Blackpowder Games.

Like it or not, the Age of the Alpha Release is here.  Whether it’s Steam Early Access, or more humble releases like Sir, You Are Being Hunted, and Cube World, or even Bohemia’s Arma 3, alpha releases are everywhere these days.  It’s a controversial subject - some are complaining that companies are charging for incomplete products they may or may not finish, while others believe the process helps fund games that otherwise might never be developed.  It’s hard for me to find a suitable metaphor for this complex matter other than likening it to buying a fruit and waiting for it ripen. 

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Rekoil Hands On Preview

The good not-so-old days.

As developers of the Battlefield games, DICE should know how to recognize a good multiplayer map when they see one. After Jason Brice posted his first attempt at a Battlefield map on his personal website, DICE swooped in overnight and told him they wanted to make it an official piece of DLC. From that point onward, Brice has been making maps for multiplayer shooters, and now he’s working on his very own full game, Rekoil, to put all of his training to another big test. I got to play several rounds of a capture the flag type match-up when I was at QuakeCon and had Brice at my side to share what he hoped to accomplish with Rekoil. 

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Metro: Last Light Review

Light at the end of the tunnel.

Metro: Last Light's first achievement may be the fact it exists. As a sequel to an atmospheric first-person shooter adapted from Russian literature, it was already a risky game before development even started. Bad working conditions, delayed release, and THQ's bankruptcy followed. Yet despite everything going against it, Last Light has emerged from the darkness to become one of the year's best games so far.

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Far Cry 3 Review

The douche bag sim you never knew you wanted.

I never expected to become so enamored with a game where you inhabit the body of the hugest douche bag to ever visit the South Pacific, but it happened.  After suffering through a fairly irritating opening sequence, you eventually find that you are free to explore the Rook Islands at whatever pace you desire.  In some of my early self-paced explorations, I decided to stealthily capture an enemy outpost.  Hiding in the bushes and taking stock of what foes lay within the compound, I heard the loud roar of a tiger that charged into the outpost and slaughtered everyone inside while my knife and gun remained completely unused.  I conquered that outpost by letting the game’s systems collide and work in my favor.  These types of situations happen continuously in Far Cry 3 and whether they were to my benefit or demise, it’s always a blast to witness.  It’s these interacting systems that make Far Cry 3 a special experience that is worth playing, despite the grating narrative.

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