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The Sad Demise of Fable Legends–A Victim of Circumstance?

Fable_LegendsOn Monday Microsoft announced that the long in development Fable Legends was being canceled, and they were looking to close Lionhead Studios. In the press release, General Manager of Microsoft Studios Europe Hanno Lemke said:

“These changes are taking effect as Microsoft Studios continues to focus its investment and development on the games and franchises that fans find most exciting and want to play.”

That’s kind of kicking a developer while they’re down, don’t you think? Let’s unpack that a little.READ MORE

Co-Op Plays Fallout 4 (Joining the Minutemen)

Fallout 4 is our game of January 2016, and in this first video of our series, Brian joins up with the Minutemen faction after completing some quests.

We’ll be posting videos all month over on the Co-Op Critics YouTube Page, so head on over and check them out. At the end of the month, we’ll be wrapping up our Fallout 4 coverage with an episode of the Co-Op Critics podcast. Stay tuned!

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Bethesda Games Give Me Wanderlust

I prefer to play games alone.

At first blush, that may not be the best opening line for a post on a site with co-op in its title. But while Co-Op Critics is a place where we celebrate games together, that doesn’t mean we have to always play them together. It’s my need to discuss my gaming experiences with others that drove me to create this site, and one of the reasons for that is many of the games I play are single player experiences. Games that I enjoy playing alone, but then need to process with others.READ MORE

Bloodborne Diaries: New Ways to Learn from Death

Two weeks ago today, Bloodborne was released. And while the last couple weeks have been busy for me outside of gaming, I’ve managed to beat the first two bosses and die a whole heck of a lot. In short, I am having a blast.

And for the first time with the Souls series, I’m streaming and recording a good deal of my gameplay, which has been a really interesting experience as well. Like a baseball player watching videos of his at-bats, I’ve been able to go back and learn from some of my encounters, particularly with the bosses.

This has made Bloodborne a bit of a different experience for me, as I have previously relied quite a bit on guides and let’s play videos to navigate parts of the Souls games that I was struggling with. My previous strategy was to keep chipping away at a particular part of the game until I wasn’t progressing at all, and then seek out a guide or video to give me another perspective.

With Bloodborne so far, I’ve been revisiting my own gameplay videos to see where my strategy is breaking down, particularly with the bosses. Many times I’m just confirming where I thought I went wrong, but a few times I’ve seen things that I was able to go back and do differently the next time around.

Make no mistake, I’ll still be visiting my favorite wikis and let’s players during the course of my playthrough, and I have the hardcover Bloodborne guide on its way to me (if Amazon ever decides to ship it). But, being able to watch pieces of my own playthrough is a new tool that I’m really getting a lot out of. And since learning from death is a core theme with the Souls games, having another way to learn just adds to the fun.

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Co-Op Critics Podcast: Dragon Age

The latest episode of the Co-Op Critics podcast is available for your listening pleasure!

Each episode of Co-Op Critics we take a game or series and have a long-form group discussion about it. This month’s game is Dragon Age: Inquisition, and I was joined by Nick Merritt and Jeff Rodgers to discuss their previous experience (or lack thereof) with the series, the campaign, the multiplayer mode and more.

You can listen to the episode right here in the player above, and in the next week we’ll have a version up on our YouTube channel as well, featuring some of this month’s gameplay highlights. In the meantime, you can check out our Dragon Age playlist, which features missions and gameplay from both the single player and multiplayer modes.

Our spotlight game of the month for April is going to be Battlefield: Hardline, so we’ll be putting up videos all month and then cap things off with the podcast the last Wednesday of April.

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Dropping the Subscription Fee is the Right Move For Elder Scrolls Online

When the next-gen consoles were originally announced, the one thing that had me the most excited was the potential of getting more MMOs onto consoles. I had a blast with DC Universe Online for PS3, and I was hoping the power of the new consoles would really open the floodgates.

The game I was most excited about coming to consoles was Elder Scrolls Online, because I was already a fan of the series (I put 100+ hours into Oblivion on both Xbox 360 and PS3).

Until I heard they would be charging $15 a month.

With PS4 and Xbox One users already paying a monthly subscription fee for online features, adding another fee on top of that would dissuade many a gamer from even giving ESO a try. But, I had faith that by the time the game actually arrived on consoles, that fee would be long gone.

And so it came to pass. Yesterday, Bethesda Softworks not only announced the end of ESO’s subscription fee, but they announced the release date for the console versions of the game–June 9th. The game will cost $60 up front, but after that, you only have to put money into it if you want to. As with many other free-to-play MMOs, there will be in-game perks and other things to purchase for those who want them.

It’s no secret that the MMO strategy in the current gaming landscape is to launch with a subscription fee, get as many early adopters to pay for as long as you can, then transition to free-to-play for the life of the game. D&D Online, Lord of the Rings Online, DC Universe Online, Star Wars: The Old Republic and many more have followed the same path before, and for the most part, the transition has worked for them. The main difference for ESO is that you’ll still be paying up front for the game, similar to what Guild Wars does.

But the dropping of the subscription fee is the key to survival for these games, and I like ESO’s chances now that it will debut on consoles without that fee. I will absolutely be getting the game, and I’m happy to invest $60 to dive into the online world of Tamriel.

This is the right move by Bethesda Softworks, not just for the console versions of ESO, but for the future of the game. I think ESO could be huge on consoles.

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First Impressions–Dragon Age: Inquisition’s Multiplayer is Hackin’ Slashin’ Fun

I have put about 40 hours into Dragon Age: Inquisition’s (DA:I) single-player campaign so far, and I am totally loving it. Until this past weekend however, I hadn’t even touched the multiplayer component of the game. That’s hardly out of character for me, as I never played Mass Effect’s multiplayer either, despite hearing about how great it was. When it comes to RPGs, I am a single-player kind of guy, and I really had no interest in DA:I’s multiplayer, as nothing you unlock or earn in it can translate over to the single-player game.

But, fellow Co-Opper Nick convinced me to give DA:I’s multiplayer a shot, and it turns out it’s a blast.

The mode is a four-member, horde mode-style experience where you team up with others and try to make it through five areas of what amounts to a dungeon. If the party gets wiped, you’re done, but you keep any rewards you’ve earned up to that point. You earn XP and gold along the way, which can be used to upgrade your abilities and purchase random item and consumable packs, respectively. You begin with a choice of three different characters, but unlock nine more along the way, eventually giving you a stable of twelve to level up and equip.

There’s more to it than that, but you get the gist. Int he video below you can see Nick and I blast through a mission with two random players.

I’ve only played with the Legionnaire so far (a Dwarven fighter), but I’m having a lot of fun with it. The combat is exactly the same as the single-player game, and it’s more dynamic (and sometimes challenging) when you’re playing with actual people instead of AI in your party. At it’s core, this is basically a 4-player, D&D-style dungeon crawl. And it’s a heck of a lot of fun,

I plan on spending more time with the mode and unlocking additional characters. I’m sure I’ll post more about it, and DA:I in general, in the coming weeks.

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Why Destiny’s Competitive Multiplayer Stands Out for Me

According to Bungie.net, I’ve now spent almost eight hours playing Destiny.

This game has definitely got its hooks into me. What’s most surprising to me though, is that it’s the competitive multiplayer that I’m becoming addicted to, rather than the story campaign so far.

I’ve played through all of the Halo games, and it was always the campaign that I spent the most time with. I played mostly solo, although from time to time I’d have friends jump in and co-op with me. I suspect it will be the same for Destiny, if the first few hours are any indication. I played through three story missions with friends, and it was a lot more fun than playing through alone. I’ll talk about that more in my next post, though. Let’s talk multiplayer now.

I have always been pretty terrible at the competitive multiplayer modes in the Halo games, but that doesn’t change the fact that they were extremely well designed. And Destiny’s multiplayer modes share a lot of DNA with Halo, but there are some huge differences that so far have made my experience a lot more fun than frustrating.

I think the biggest difference between Destiny and Halo (and most other shooters) is the Abilities and Super Abilities that you can use in addition to your weapons. Some of the abilities function like grenades, which isn’t that big of a deal, but they have different properties by class, which adds variety. It’s the Super Abilities that really change the game, though. Each class a Super that charges over time and with certain actions. It’s usually a devastating attack that if used correctly, can take out multiple enemies at once. And if you wait until the right moment to use your Super, you can change the tide of a battle.

Another thing I really enjoy about the multiplayer in Destiny is the Bounty system. You can take on certain challenges that reward you with experience points upgrades and even weapons based on the type of bounty they are. So, if take on a few Crucible (multiplayer) Bounties, there are additional challenges I’m trying to complete while I’m playing through matches.

Finally, after each multiplayer match, there are gear rewards given out to random participants. So every match could end up netting you a new weapon or piece or armor.

All of these systems work together to make Destiny’s competitive multiplayer feel more dynamic to me than most other games. They give me a reason to keep coming back, even though I’m average at best and usually get owned by more skilled players. If this was a Halo game, I’d have already checked out of multiplayer to focus on the campaign by now. It’s the tweaks that Bungie has made to the formula that have kept me engaged so far.

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Destiny–Quick Impressions From the First Hour (Xbox One)

Like pretty much everyone else, I picked up my copy of Destiny yesterday. Unlike a lot of others though, I hadn’t really followed a lot of the coverage leading up to the game, and I didn’t play the beta at all. I kind of wanted to go in as unspoiled as possible. As someone who enjoyed the Halo games, I was excited to see what Bungie would do with their next big project.

I’m sure I’ll be writing quite a bit about Destiny in the weeks and months to come, but I just wanted to get some quick impressions down after playing through the opening mission and getting to the Tower.

I chose a Warlock class to begin with, and while the customization options were pretty sparse, I’m guessing (hoping) that you’ll be able to unlock more options in the future, like the ability to create your own markings, or at least cobble together new ones from existing assets like you can with emblems and callsigns in the Call of Duty series.

One of the first aspects of Destiny I immediately fell in love with was the score and sound design. The sweeping orchestral music in Destiny is amazing so far, and I’m less than an hour in. The music lends to feeling that this is the beginning of an epic tale, that the setting has a long history and that you play an important role in what’s to come. I loved Martin O’Donnell and Michael Salvatori’s work on the Halo series, and it’s top-notch here (it’s a bummer O’Donnell is no longer with Bungie). The legendary Paul McCarney also lent his talents to the Destiny score, so there’s even more reason to love it. The overall sound design is pretty great so far as well, especially as you’re making your way through the cramped metal environment of the opening mission in Old Russia. From the weapons to the Warlock’s Vortex Grenade, it all sounds great.

Unsurprisingly, the mechanics are smooth as butter. The Halo series was always a joy to play from a mechanical standpoint (at least for me), and none of that has changed with Destiny. I’m still getting used to the button layout, but I can always change it if I want. Aiming, shooting, sprinting, jumping–all of it feels great.

To be honest though, the opening mission feels very Halo-y. The way the enemies move, the way the areas are laid out, and the overall encounter design feels very much like Halo. Now, I don’t necessarily think this is a bad thing, and I actually think it’s by design. It feels like Bungie is easing Halo players into this new game, and that’s okay. I fully expect things to open up, especially when I get into the cooperative multiplayer aspects of the game.

When I got to the tower, I immediately had visions of the Citadel from Mass Effect and the player hubs in DC Universe Online (which is one of the few MMOs that I play). It definitely feels like an MMO hub, so no surprises there. I walked around a bit, and picked up some armor, which it looks like I can’t customize (although I’ve since read you unlock that ability at some point).

So, my first impressions of Destiny are that it’s very pretty, and it sounds and feels great. The game is very curated so far, and the early design feels a lot like Halo, with MMO elements. I look forward to diving in deeper, and I’m sure I’ll have much more to write about. I’ll also be doing some streaming, which I’ll post highlights of here on the blog.

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Diablo III Fits Like a Glove for This Old Gamer

Man, am I loving Diablo III so far.

I’m old–that is to say, I was around when videogames were first their way out of the arcades and into people’s homes. My next door neighbor had a Coleco Telestar system and my first console was the Atari 2600. I grew up on the Commodore 64 and the gold box D&D games (Pool of Radiance is still probably the best RPG ever made).

For me, sword and sorcery games hold a special place in my heart (I’ll be posting about my RPG love alter this week), and the Diablo series is unique among them. That may sound weird, because Diablo games are sort of a mish-mash of other games that came before them (Gauntlet and the aforementioned D&D games, to name a couple), but that’s what makes it unique to me. Even in 2014, the core gameplay and systems that made Diablo great in 1996 still hold up today, as they are the core aspects of D&D–fight monsters, level-up, get cool stuff. Rinse, repeat.

I grabbed the Ultimate Evil Edition of Diablo III for PS4 recently and have been having an absolute blast with it. For my first playthrough, I’m going with a wizard, and I recorded a bit of that playthrough the other day, which you can check out below. It’s from fairly early on in the first act, so it’s not super-spoilery.

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Even though the game has evolved since the 1996 original, Diablo III still has that old school feel, and it’s so easy to just pick up and play. I can put twenty minutes into it, or I can fall down the rabbit hole for hours. But I keep coming back to it whenever I turn on my PS4.

As I get deeper into the game, I’ll probably record a few more sessions and post about them here.