New Injustice 2 Trailer Introduces The 'Worst Heroes Ever'

Despite harsh words from critics, Suicide Squad is making bank in the worldwide box office. Two of the film’s characters, Harley Quinn and Deadshot, are leaping off of the silver screen to join Injustice 2’s roster. You can take a look at both of these “heroes'” fighting styles in the trailer below.

Harley Quinn makes her return to Injustice with two wonderfully groomed hyenas in tow, and Deadshot makes his series debut. Both characters feature unique costumes designed by developer Netherrealm Studios, but players can unlock different outfits for them throughout play, and we’re guessing their film attire will be included in some capacity.

These new characters join a roster that includes Gorilla Grodd, Aquaman, Batman, Wonder Woman, Flash, Supergirl, Superman, Blue Beetle, and Atrocitus. More characters will likely be announced leading up to Injustice 2’s 2017 release.

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Beta Test New Injustice 2 Trailer Introduces The ‘Worst Heroes Ever’

EA's Patrick Soderlund Discusses Project Scorpio, Nintendo, Fan Projects, And More

Gamescom kicks off today, and we spent time gearing up for the big show chatting with EA executive vice president Patrick Soderlund about a host of topics. You may have already seen that EA has reversed its stance on remasters, and is actively discussing jumping into the fray (possibly with Mass Effect games on the docket). We also discussed the changing face of the console market, fan projects, Mirror’s Edge, and major changes to how players will experience the Battlefield franchise.

Having Faith in Mirror’s Edge 

One of EA’s tentpole titles for the year was also one of its riskiest. Mirror’s Edge attained cult status last generation with a loyal, vocal fanbase that had been clamoring for more. Depending on who you ask, this year’s prequel, Mirror’s Edge Catalyst, either sprinted across the rooftops of success or plummeted to the streets below in failure. It was a polarizing game, but Soderlund is still happy with how things turned out.

“For us, if you look now that the game’s been out for a while, reflecting on it, I still think it’s really good that we decided to build it,” he said. “I’m for the most part pleased with the game as it came out. I’m happy that we stayed true to the art direction and kept that, but kind of evolved it so that it looked and felt good. I think the city as it was designed was cool. I think it was a very ambitious project for many reasons. We got criticized a little bit for a weak story. It’s difficult to tell a story in any medium. I think we also wanted to make the game open and more free-flowing than the first one was. At any point in time when you make any piece of entertainment, people give feedback and we have to listen. We have to listen to what people liked and what they were not so happy with and things that they outright rejected and learn from that.”

Despite the somewhat tepid critical response, it’s too early to count Mirror’s Edge out. Soderlund says it’s far to early to know what will happen to the franchise.

“[Are we] going to build another Mirror’s Edge in the future? I don’t know yet,” he candidly told me. “We are early on in the lifetime of that game. We’re going to have to look at this maybe seven or eight months from now with the lens of the brand itself, what fans said, and in my role, overall performance from a financial perspective. We have the responsibility to ourselves and our shareholders. It’s a combination of many things. Frankly, I think most importantly it is what’s the desire of the game team, and where do they want to take it or do something else. I’ve done this for so long now that without a passionate game team wanting to build something, you can’t get a good product. We have a passionate development team that really wanted to build this. I think they gave it their all. Are there things that we would have done differently or changed? That’s always the case.”

Where Star Wars Business and Fandom Intersect

Earlier this year, a fan group called Frontwire Games stepped forward with a game similar to Star Wars Battlefront called Galaxy in Turmoil. After going public, the group quickly discovered that deciding to use iconic Star Wars locations and vehicles wasn’t as simple has artists putting X-Wings into a game.

Lucasfilm stepped in and informed Frontwire that the nascent studio would not be permitted to use the Star Wars license. The result was that EA took heat for an alleged role in forcing the Galaxy in Turmoil team to move away from AT-ATs and Y-Wings.

The situation is far more complex than that, with EA having paid an undisclosed large sum to Lucasfilm parent Disney for exclusive rights to create core audience games based on Star Wars. While Soderlund had no involvement with the Frontwire situation, he did share his thoughts on fan projects and why this one couldn’t continue.

“What I would say is that we’ve seen back in the day with Battlefield 1942, we had a bunch of mods that truly helped people become aware of Battlefield as a brand and associate a lot of good things with it,” he said. “We saw the Desert Combat mod. We saw several World War II and even a World War I mod that we played and enjoyed. The community of people out there that are passionate about adding to something in existence is, in general, a good thing. I see no badness from that. That stems from passion and desire to build.”

The difference here is that the fan project wasn’t building on Battlefield, Need for Speed, Dragon’s Age, or any other wholly owned EA property. It was based on one of the biggest franchises in the world.

“It’s a lot easier for us to make decisions for brands that we fully own. When it comes to something as big and well-known as Star Wars, there are so many other parts that come into play,” Soderlund explains. “What is considered canon? What can you do within the brand? It becomes very complicated. On top of that, between Disney and EA is a substantial business deal where one partner has paid the other a lot of money to gain exclusivity. Without knowing details of exactly what happened, that’s kind of how I look at it in general.”

Despite Frontwire having to shift gears and abandon the use of Star Wars assets, Soderlund believes there is an important place in the ecosystem for mods and iterative design. In fact, that is where he got his start.

“I grew up from that myself. We started building mods and ideas based on other games that were in the market,” he said. “Battlefield 1942 came about because we were playing a lot of Doom at the time and said, ‘This is cool, but wouldn’t it be cool if you could be in this first-person view, but outside and in vehicles.’ I totally get that, and this passion should not be chilled by any company.”

Read on for Soderlund’s thoughts on the new PlayStation and Xbox consoles coming soon.


Beta Test EA’s Patrick Soderlund Discusses Project Scorpio, Nintendo, Fan Projects, And More

A Deeper Look At Emily's Monstrous Powers In Dishonored 2

The highly anticipated sequel to Dishonored is quickly approaching release. While we just saw a fresh look at gameplay featuring Corvo at QuakeCon, at Gamescom we got a deeper look at Emily Kaldwin’s supernatural abilities. We were treated to two demos, both from the point of view of Emily. First, she is tasked with a rescue mission as she navigates a conspiring inventor’s home, and then she infiltrates The Royal Conservatory where she takes on Delilah Copperspoon’s disciples from the witches’ coven.

“The duke’s circle is full of clever bastards, but no one is like Jindosh. His home is full of marvels, and there’s a reason people are afraid of his mention,” narrates a stern Emily as the opening scene of the demo gives quick snippets of Dishonored’s new setting, Karnaca.

We see a woman smoking a pipe on a boat as a black whale swims by, and the buildings of Karnaca loom in the distance. It switches to Emily’s point of view, as she begins to scope out the grounds outside of an austere mansion. This building is known as the Clockwork Mansion, and is the home of the conspirator and renowned inventor Kirin Jindosh. His home, as she mentions above, is full of trinkets and strange mechanisms; some can be dangerous, while others can be used to your advantage to navigate the maze-like interior.

Emily’s mission is to rescue Anton Sokolov, an ally from the first game who is being held captive. This turns out to be quite a challenge, as the home itself twists and turns with the pull of a lever, and robotic enemies known as Clockwork Soldiers stomp around the halls, along with human guards.

“Who would build something like this, and why?” monologues Emily as she warily admires Jindosh’s home.

Outside, Emily uses a telescope-like device to see in the far distance. Several guards are patrolling the grounds, so she takes a stealthy approach to get rid of them. She assumes her Shadow Walk form, which transforms her into a demonic creature made of smoke, allowing her to sneak up on her enemies unseen. She ferociously slashes them with a knife after lifting them up from the ground by grabbing one of their legs.

A group of guards stand together now, unknown of her presence. Using her Domino power, she is able to kill all of them at once. By decapitating one enemy, all of them assume the same fate. With the coast clear, she moves in to the building, slinking closer to her main target.

Inside, Emily pulls a lever that opens up a new entryway. Clockwork Soldiers stand nearby, but they do not attack her…yet. The voice of Jindosh booms through a speaker in each room she enters, taunting her onwards. The two finally come face-to-face through a glass window as he nears her in a long hallway, which ends with him deducing her identity as the Empress.

It’s obvious he sees this as a game of cat and mouse, as he alerts his mechanical army and human guards of Emily’s presence. She can no longer hide in the shadows; now, she rushes through the building, crashing through windows boisterously. She tackles Clockwork Soldiers, ripping off their bird-like skulls from their necks. With Far Reach, she jumps from one corner to the next. This power can be upgraded so that Emily can pull objects toward her, like a mental grappling hook. Light platforming ensues as she pulls levers to create new paths and shimmies across a ledge toward another part of the mansion.

In the final room, filled with blackboards with blueprint designs and an array of quirky inventions, Jindosh unknowingly awaits his fate. Approaching him from behind, Emily chokes him and straps him into a chair, one of his own inventions, which later continuously zaps him painfully. “With this machine, maybe you won’t have to die after all, Jindosh,” she says. While it may not kill him, Emily notes it may be a fate worse than death. “Not sure I call it mercy,” she says menacingly.

This ends the mission, and it transitions to the second demo, where Emily enters the sanctuary of the witches’ coven, a group headed by Delilah Copperspoon. We were only shown about three minutes of this gameplay, where she enters the museum-esque location where large, stuffed birds hang from the ceiling. Emily once again makes use of Far Reach, bouncing from one area to the next. She brutally stabs her enemies from behind, and jumps to a hanging chandelier. A couple of ghoulish witches sit here, unaware of her presence, until she guns them down without hesitation.

Dishonored 2 is absolutely brutish in the best way possible so far, and Emily’s arsenal of supernatural powers look to be a blast. The stealth RPG releases November 11 for PlayStation 4, Xbox One, and PC. Click below to view our hub, where you can check out exclusive interviews, videos, and coverage.

Beta Test A Deeper Look At Emily’s Monstrous Powers In Dishonored 2

New South Park: The Fractured But Whole Trailer Gives Gameplay Glimpse

Origin stories are important to a super hero, and the new Gamescom trailer for South Park: The Fractured But Whole not only touches on this, but some of the RPG’s gameplay as well.

For more on what people will be seeing, and smelling, from the game at Gamescom as well as PAX West in September, check out this previous trailer.

South Park: The Fractured But Whole comes out on December 6 for PlayStation 4, Xbox One, and PC.

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Beta Test New South Park: The Fractured But Whole Trailer Gives Gameplay Glimpse

Star Wars Battlefront Death Star DLC Includes A Good Ol' Trench Run

One of the bigger complaints about Star Wars Battlefront is that it keeps combat relatively grounded. Sure, you can strap into an X-Wing or a TIE Fighter, but you couldn’t soar into the blackness of space. That’s about to change.

In September, EA will release the third of four Star Wars Battlefront DLC packs. The Death Star add-on isn’t just a march down the space station’s glossy halls. It’s a three-part saga that kicks off with an epic space battle around a huge Star Destroyer.

The mission begins with the Rebellion attempting to clear the way toward the Death Star by obliterating a Star Destroyer. Waves of Y-Wings will swoop in, bombing the massive ship. The Empire must hold off the fleet for 10 minutes. This segment was much more satisfying than the terrestrial ship battles featured so far. Having more room to maneuver, asteroids to duck behind, and the giant Star Destroyer to dodge was the most fulfilling time I’ve had in one of Battlefront’s starfighters.

Unfortunately, we didn’t get a chance to play the other two segments. Following the Star Destroyer fight, the battle goes indoors on foot, where soldiers rush through the space station’s corridors in a pitched battle. Finally, the Death Star mission wraps up with one of Star Wars’ most iconic moments. You’ll have a chance to bullseye an exhaust port in as you fly the Death Star trench in an X-Wing.

Look for the Death Star DLC next month, with a two-week lead-in for season pass holders. For more, check out our review.

Beta Test Star Wars Battlefront Death Star DLC Includes A Good Ol’ Trench Run

Where's Our Madden NFL 17 Review?

The regular season of the NFL is coming and this year’s Madden along with it, but our review is still undergoing a few tweaks before we make it available.

I’ve played a lot of the game so far, and I really like the work that’s been done on the interplay between the lines in the trenches and the new defensive coverage zones. I even like some of the smaller touches to franchise mode like the revamped injury system and how it ties into player regression, although the mode itself isn’t wholly different from recent years.

As much as I’ve played, I still want to check a few things out in the online department before my review goes live.

Madden NFL 17 comes out on August 23 for Xbox One, PlayStation 4, Xbox 360, and PlayStation 3.

Until our review goes up, take a look at a recent Sports Desk for a Q&A session with a trio of Madden developers featuring your questions.

Beta Test Where’s Our Madden NFL 17 Review?

Metal Gear Meets Zombie Apocalypse In Metal Gear Survive

Konami has announced its first post-Kojima Metal Gear game, and it’s a bit off the beaten path. Metal Gear Survive takes place right after the end of Ground Zeroes, with members of the destroyed Mother Base ripped out of our reality and dropped into one much bleaker.

In Metal Gear Survive, up to four players team up to fight off “biological threats” that seem to look and function like mindless zombies. The trailer (via IGN)  even features a scene similar to one seen in The Walking Dead as former Mother Base soldiers clear the monsters from a fence.

While the cinematic trailer seems action-focused, Konami says the game is sealth-based. Metal Gear Solid Survive will be out in 2017 for PlayStation 4, Xbox One, and PC.

Beta Test Metal Gear Meets Zombie Apocalypse In Metal Gear Survive

Nine Years Later, BioShock: The Collection Makes Rapture Actually Look Like You Remember it

You likely don’t need me to tell you that you should play BioShock. You probably figured that out in 2007, when it first came out. That isn’t why I spent a few hours with BioShock: The Collection.

What you probably do want to know is that Rapture looks as stunning and eerie as you remember it. The water spouting in and pooling on the floor, the debris strewn about the once glittering halls, and the terrifying shadows of prowling splicers have the same impact as they did nine years ago.

But if you put the two games side-by-side (and I encourage you to watch the video below for just that purpose), you will see just how our memories play tricks on us. BioShock was an early Xbox 360 title. While the gameplay holds up, the visuals are showing their age.

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It’s here that the remastered version, which will be sold as part of BioShock: The Collection, seems set to succeed. Not only have the textures and effects been significantly improved, but the game runs smoothly at 60 frames per second.

I played through all of BioShock’s medical pavilion, fought my first Big Daddy, put a stop to Dr. Steinman’s terrible medical experiments, and hacked. Oh, did I hack. The Pipe Dream-style mini-game hasn’t changed one bit. 

Scattered throughout the original entry’s remaster are 10 video reels. These are how you’ll unlock the director’s commentary, which features Geoff Keighley interviewing creative director Ken Levine and Animation Lead Shawn Robertson. Robertson served as the animation director on BioShock: Infinite, also.

Sadly, the commentary isn’t available atop the gameplay. It would have been interesting to play with Levine and Robertson in your ear, talking about the different sights and sounds of Rapture. This is still a great bonus, as the tale of Andrew Ryan’s undersea paradise-gone-wrong is a fascinating one.

Both BioShock 2 and BioShock: Infinite look better, also. Neither are as strikingly improved as the original, but do benefit from the added polish. Both Rapture-based games will get the same improvements on PC, but Infinite already looks just as good on that platform.

I dipped into BioShock Infinite, replaying the entire first segment of the game. Since I played it originally on the Xbox 360, the improvements were noticeable, but not nearly as profound as the original BioShock’s upgrades.

In a generation that has been filled with remasters and ports, some good and some woefully disappointing, you might be tired of rebuying the same games for newer systems. Because these games are only being sold as a bundle and not a la carte, it might be a tough sell at $60. 

Remasters are always a “your mileage may vary” situation. If you’ve never played the BioShock games, this is going to be easy to recommend. If you’re considering revisiting these games, but are leery of poor quality ports, I can largely say you’re safe. There was a single issue I ran into with texture pop-in and one audio bug, but we were playing pre-release code that could very well be touched up before launch.

BioShock: The Collection will be out on September 13 for PlayStation 4, Xbox One, and PC.

Beta Test Nine Years Later, BioShock: The Collection Makes Rapture Actually Look Like You Remember it

Injustice 2 Tease Features A Familiar Hyena

NetherRealm Studios’ Ed Boon recently tweeted out a darkened image of what appears to be a Hyena with the text, “A couple of fun reveals coming soon for Injustice 2,” and, “Gamescom: stay tuned for reveals.”

Harley Quinn, who was playable in the original Injustice, but has not yet been confirmed for the sequel, has a pair of pet hyenas. It’s entirely possible that one or both of the hyenas could be playable fighters in the game, but I have my money on them being present to lend Harley Quinn a violent hand. It’s also possible that it might be a tease for Joker, another fighter from the original game who has not yet been confirmed for the sequel.

For more on Injustice 2, head here for an interview with Ed Boon about the next DC fighting game.

[Source: @noobde]

Beta Test Injustice 2 Tease Features A Familiar Hyena

Lego Sculptor Recreates Wall-Merged Link From A Link Between Worlds

Lego sculptor Hans Demol has skillfully recreated one of our favorite green-capped video game characters completely out of Lego blocks.

In The Legend of Zelda: A Link Between Worlds, Link has the ability to merge himself into walls, becoming completely flat. Demol’s creation mimics that look by arranging the pieces to fit Link into his own personal Lego frame. The total piece includes 250 rows of 80 plates. 

Check out a closer look at the mosaic, as well as some other Lego creations by Demol on his Flickr.

Beta Test Lego Sculptor Recreates Wall-Merged Link From A Link Between Worlds