At first glance, Two Rock, Arizona is merely a backwater town occupied by little more than tumbleweed and a few rows of houses. But very little is as it first appears, and all it takes to reveal As Dusk Falls’ many layers of storytelling depth is one small, decades-spanning tragedy. And it’s all about the story, since this is a choose-your-own-adventure-style graphic novel that cleverly pulls ideas from games like Telltale’s The Walking Dead series and 13 Sentinels: Aegis Rim. Each member of this voice-acting cast of unique and interesting characters has their own, often conflicting emotional stakes that accelerate the story in seemingly hundreds of logical and intelligently connected directions. Through the powerful and often far-reaching consequences of your own actions, this small town is gradually unveiled as a powder keg full of secrets, vices, and familial bonds that run far deeper than any outsider is initially led to expect.
La première entrée est toujours la source de l’épingle. La confiance globale est une moyenne pondérée de la fermeté avec laquelle chaque référence étaye les heures de début et de fin retenues ci-dessus ; une référence compte moitié moins pour chaque tranche de 180 jours d’ancienneté par rapport à la plus récente.
Happened as dated, per ign.com[4]: "…n actions, this small town is gradually unveiled as a powder keg full of secrets, vices, and familia…"
Wikipedia's article on As Dusk Falls gives the Interior Night developer, Xbox[3] Game Studios publisher and Unity engine.
Xbox's own news post confirms "As Dusk Falls launches July 19 for Xbox Series X|S and PC," an exact match for the pin's stored date.
IGN's[1] own headline, "As Dusk Falls Release Date Revealed," published 12 June 2022, previews the pin's stored 19 July 2022 launch date well ahead of release, though the article returned an error and could not be retrieved to confirm the quoted date.
Il manque quelque chose ou une erreur s'est glissée ? Dites-le avec vos mots : un lien qui étaye cette épingle, une autre date de début ou de fin et pourquoi, ou une information absente ou erronée. L'IA la vérifie au regard des sources de l'épingle, en cherche de meilleures et ajoute toute page qui vous donne raison. Les sources de l'épingle restent celles qui comptent le plus.
Comme beaucoup des précédents jeux du studio Supermassive, The Quarry est clairement conçu par et pour les amateurs de films d'horreur. Dès le début, il installe lentement la tension et l'atmosphère et vous implique en vous demandant sans cesse de prendre de petites décisions qui orienteront le destin de son casting d'adolescents, autant de victimes potentielles. Quand le sang a commencé à couler, chaque choix ressemblait à un pas de plus vers une catastrophe inéluctable, et il devenait presque impossible de lâcher la manette. En le relançant pour une seconde partie, en revanche, impossible d'ignorer à quel point une grande partie de The Quarry est en réalité peu interactive. En tant que suite spirituelle d' Until Dawn, c'est un meilleur film, mais un moins bon jeu.
Vous suivez l'histoire de neuf moniteurs de colonie coincés dans les bois pour une dernière nuit à la fin de l'été, sans rien d'autre à faire qu'une ultime fête avant de retourner à leur vie. Quelque chose les guette depuis la lisière de la forêt (évidemment) et vos choix déterminent lesquels des moniteurs, si tant est qu'il y en ait, survivront à la nuit. Ce point de départ superpose trois intrigues d'horreur assez classiques au fil de la progression, mais on sent que Supermassive Games s'est beaucoup amusé à trouver comment les relier entre elles. En jouant, vous pouvez croire être dans un certain type de film d'horreur, alors que vous êtes souvent dans un autre.
In the 87 hours that it took me to beat Elden Ring, I was put through an absolute wringer of emotion: Anger as I was beaten down by its toughest challenges, exhilaration when I finally overcame them, and a fair amount of sorrow for the mountains of exp I lost along the way to some of the toughest boss encounters FromSoftware has ever conceived. But more than anything else I was in near-constant awe – from the many absolutely jaw-dropping vistas, the sheer scope of an absolutely enormous world, the frequently harrowing enemies, and the way in which Elden Ring nearly always rewarded my curiosity with either an interesting encounter, a valuable reward, or something even greater. FromSoftware takes the ball that The Legend of Zelda: Breath of the Wild got rolling and runs with it, creating a fascinating and dense open world about freedom and exploration above all else, while also somehow managing to seamlessly weave a full-on Dark Souls game into the middle of it. It shouldn’t be a surprise to anyone that Elden Ring ended up as one of the most unforgettable gaming experiences I’ve ever had.
A proper remake might be rising from the grave next year, but the festering corpse of Dead Space has come lurching back to life early in the form of The Callisto Protocol. This spiritual successor to the sci-fi survival horror series recreates the haunting blood-streaked hallways and space zombie-slaying hallmarks first established on the USG Ishimura back in 2008, and injects the gore with more awe than ever before thanks to some strikingly detailed splashes of blood and guts. Unfortunately, while the mutant dismemberment has never been more vivid, The Callisto Protocol’s shortcomings appear just as clearly. Occasional control annoyances, imbalanced combat, and a general absence of innovation result in a roughly eight-hour massacre that’s gratifyingly gruesome, but never quite as great as the series that inspired it.
Une délicieuse aventure de plateforme féline dans un monde cyberpunk qui mérite qu'on l'explore.
Les protagonistes muets n'ont rien de nouveau dans le jeu vidéo, mais Stray pousse le concept dans une direction vraiment intéressante. Mi-plateforme, mi-jeu d'aventure classique, ce monde cyberpunk peuplé de robots baignés de néons se transforme en gigantesque terrain de jeu vu de votre perspective, à quelques centimètres du sol. L'idée de vous mettre dans les pattes d'un chat ordinaire peut sembler futile de prime abord, mais Stray se sert de ce véhicule à fourrure pour raconter une histoire réellement captivante, ponctuée de quelques séquences d'action divertissantes. Toutes ses idées ne retombent pas sur leurs pattes, mais impossible de me défaire de la tendresse qu'il m'a inspirée dès ses adorables premières minutes.
I hold the Bayonetta series’ combat in such high esteem that I’d consider it in the top five or so combat systems of all time, right next to the Devil May Cry, God of War, Ninja Gaiden, and Batman Arkham games. It’s just incredible to look at, feels equally amazing to play, and is jam packed with opportunities for style and creativity thanks to the wide assortment of wild weapons at your disposal. Bayonetta 3 just further cements its legacy, strutting out with a surprising sequel in that it actually takes a lot of risks with changing up its established formula in an effort to revitalize a combat system that only slightly evolved between the first two games. Fortunately those risks pay off. Bayonetta 3 is an invigorated sequel with fresh new ideas that embolden its 13-year-old combat system, an impressive amount of variety throughout its 10 to 12-hour campaign, and more of that trademark sexy Bayonetta style that makes the series one of a kind.
One of my favorite things about watching superheroes duke it out is when someone gets smacked so hard they fly backwards and crash through solid walls, explode tanker trucks, or slam into their friends. It’s an awesome demonstration of just how strong these godlike characters are supposed to be, and it’s always a disappointment when a superhero game doesn’t quite capture that feeling. With Marvel’s Midnight Suns, however, Firaxis has built a deep and innovative turn-based tactical combat system around the joy of having Iron Man, Dr. Strange, Blade, and more knock enemies around like toys they're trying to break – and that hasn’t gotten old in the roughly 75 hours of its surprisingly expansive RPG campaign. A lot of that time isn’t spent in battles, though, and while it’s certainly appealing to get up close and personal with this cast of more than a dozen popular and lesser-known Marvel heroes, it does tend to go a bit overboard with convincing Earth’s mightiest heroes to all be your BFFs.
It is still unbelievable to me that after 26 years of linear, straightforward RPGs, developer Game Freak really looked Pokémon players dead in the eye and said, “It’s fine, go wherever you want.” In the lead-up to the launch of Pokémon Scarlet and Violet, I thought this claim would end up being a marketing gimmick, a little joke, something we’d all be mad about later. But from the moment I left the hallowed halls of Uva Academy, that promise has been wonderfully fulfilled, with open-world, open-ended gameplay serving as a shining beacon for the future of this beloved franchise. And yet, a finger on the cursed Mankey’s paw has curled anyway – Scarlet and Violet’s wonderfully innovative design is dramatically undermined by the numerous ways in which they feel deeply unfinished, with issues ranging from an incomplete world to massive and ubiquitous technical problems. So even though I want to celebrate how this generation reinvents and reinvigorates the world of Pokémon, I can’t without putting a great big warning label on it.
You almost have to admire the hedonism of looking at The Last of Us Remastered, which is still visually impressive eight years later, and saying, “Yeah, that looks pretty good, but we can do better.” There’s very little left to be said about the original The Last of Us, a potent, post-apocalyptic cocktail of stealth, survival, and slaughter that’s revered for its haunting storytelling in an amazingly well-crafted world. You almost certainly knew that. It’s widely lauded as one of the best games of all time and one of the few to get a 10 from IGN, but I reckon you knew that, too. In fact, it’s a game so nice they built it thrice, which is where we find ourselves with The Last of Us Part I – now the third version of Naughty Dog’s 2013 masterpiece to arrive inside a decade.
Après les remakes de grande qualité de Resident Evil 2 et 3 sortis en 2019 et 2020, on pouvait parier sans risque que Capcom ferait un travail tout aussi remarquable en reconstruisant Resident Evil 4. Pourtant, quand j'ai appuyé sur le bouton start de ce remake 2023 du légendaire jeu d'action-horreur de 2005, je n'étais pas préparé à la violence avec laquelle il allait me couper les jambes et m'envoyer tête la première dans 16 heures de tension et d'exaltation continues. Cette campagne entièrement revitalisée surpasse spectaculairement l'original sur presque tous les plans imaginables. Son décor de campagne espagnole est nettement plus sinistre, son rythme a été resserré au point qu'on ne perd pratiquement pas une minute, et ses contrôles ont été modernisés pour que ses mécaniques de tir dynamiques si caractéristiques brillent vraiment. J'attendais depuis 18 ans un jeu capable de me procurer les mêmes frissons que Resident Evil 4 ; en fait, tout ce temps, j'attendais simplement un autre Resident Evil 4.
2022 was a stacked year that featured indie darlings (Immortality), blockbusters (God of War Ragnarok), and smaller, surprise hits (Marvel Snap), so it shouldn't be a shock that a game or two slipped under your radar. But the biggest blink-and-you-miss-it release might be late November's Need for Speed Unbound, the latest entry in EA’s long-running street racing series. With Criterion Games (of Burnout fame) at the helm, Unbound had the potential to be one of the best racing games of the year—or a return to series form after a few missteps. But while aesthetically pleasing and featuring cross-platform play with PlayStation 5 and Xbox Series X/S, the $69.99 PC game lacks satisfactory car handling and a thriving, in-game world.
When it comes to over-the-top roleplaying games, it’s hard to beat the bonkers worlds and stories I’ve come to expect from the Xenoblade Chronicles saga. With Xenoblade Chronicles 3, massive improvements have been made to combat, quest design, and the RPG sandbox, while retaining the absurd and awesome environments, and a laser-focus on great characters and an impressive (if convoluted) story. Of course, while this third entry evolves in some key areas that make the epic journey more consistently fun than the two mainline games that came before it, it also repeats some of the same mistakes, including sloppy writing, weak bosses, and graphics that often leave something to be desired. Even so, Xenoblade Chronicles 3 is already competing for the spot as my favorite iteration of this beloved series.
From the very first punch, Sifu is utterly uncompromising in its design. Absolver developer Sloclap’s latest martial arts beat-em-up is bold, its combat exquisite, its animation top-notch, its music outstanding, and its story – while very simple – is poignant and elegantly told. It’s also unforgiving and unapologetic, with pockets of frustrating moments during which I was certainly not in my happy place. But by the end, Sifu offered me a nearly unparalleled sense of mastery and accomplishment, and I can’t imagine that I would’ve enjoyed it half as much if it pulled its punches.