Dishonored

One of the things that set this console generation apart from all of the others is that developers have given the player more freedom than ever before. Countless games this generations billed themselves as sandbox games that allowed the player to do what they want, how they wanted to do it. The inherent catch always was that what you had to do everything within the confines of the level design. But, what if a game was so expertly designed that it offered you a multitude of options, so much so that it would allow players to make choices based on what they wanted to do. Sure, it may sound run of the mill, but how many times have you actually done that? Take a moment to think about it. Now, contemplate the idea of playing a game as an assassin that doesn't need to kill anyone, at all, if he doesn't want to. It makes that idea sound pretty exceptional. Such is the story behind Arkane Studios' Dishonored.
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Hotel Transylvania
Typically, licensed games come in two forms – hit and miss, with the latter generally dominating most releases. Due to a host of reasons most games based on properties that originate in other forms of media end up falling flat, and never living up to their true potential. Whether the problem is concept, design, or the source material itself, the onus of the blame usually ends up falling on the developer. So what happens when a well-established team like WayForward Technologies (known for games like Contra 4, A Boy And His Blob, and Shantae: Risky's Revenge) gets to try their hand at crafting a game for the number one movie in America? Hotel Transylvania for the 3DS, that's what.
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Big Win Sports

Like it or not, video game companies are in business to make money, and in order to do so, they need to stay on top of, and react to an ever-changing market. Over the last few years mobile games have come into their own since the introduction of the iPhone and Android devices, turning phones into viable gaming devices, and expanding the possibilities for game developers. One company that is looking to explore mobile games as their sole avenue of revenue is Vancouver, British Columbia-based Hothead Games.

Formerly a console-only developer, best known for their XBLA like The Maw, Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness Episode 1 and Episode 2, and Ron Gilbert's Deathspank games, Hothead have shifted all of their attention to the growing mobile market, leaving their console experience behind them. We dug into some of the changes, and the reasons behind them with Hothead's Director of Marketing, Oliver Birch, in the hopes that we could get a better understanding of the reasons behind the move, and whether or not we can expect to see any of our other favorite console studios make the move towards focusing only on mobile games.
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Cave Story
It's kind of funny, in only a matter of a couple years Cave Story went from this beloved, free-ware PC game into a readily available digital and retail release on multiple Nintendo platforms. Its latest release, the 3DS eShop version, officially brings the touching story to the handheld for the second time, following the NIS America retail release of Cave Story 3D, and manages to recreate this near-perfect experience, again.
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The Art of Journey

It's hard to dispute the fact that thatgamecompany makes really beautiful games. With flOw, Flower, and Journey under their belts, this is one studio that sacrifices nothing for their art direction, and incorporates it in a truly unique manner. Matt Nava is the man behind all of that for thatgamecompany's two most recent releases, Flower and Journey, and can be credited with creating two gorgeous and distinct worlds that were praised by gamers and critics alike. In fact, Journey was such an amazing creation that the artwork for the game, along with a collection of fan pieces, have been pulled together and released as a 190 page hardcover artbook, The Art Of Journey. We recently had the chance to ask Mr. Nava some questions about the game and the book, and he provided us some insight behind both, as well as a thoughtful argument on the topic of video games as art.
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Marvel Vs. Capcom Origins

Capcom's stellar Marvel vs. Capcom series didn't just come together out of thin air – like the mutants that are so prevalent in the Marvel Universe, it evolved into one of the greatest fighting franchises ever released. While the Street Fighter games that are so heavily featured in the series date back to the 16-bit area, Capcom didn’t start creating fighting games for Marvel until 1994's X-Men: Children of the Atom. The first Marvel Vs. Capcom game wasn't actually released until 1998 (in arcades – 1999 and 2000 on home consoles), and even then there are three other releases in between the two games. Capcom and Marvel have an illustrious past that encompasses some of the most impressive fighting games ever made, and, to remind their fans of two of their best creations, they have collected Marvel Super Heroes and Marvel Vs. Capcom: Clash of Superheroes into one downloadable package for Xbox Live and the PlayStation Network, Marvel Vs. Capcom Origins.
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Hell Yeah! Wrath of the Dead Rabbit

You may have never heard of Arkedo Studio, but they are the team behind some amazing, quirky, and fun games that you never played. The studio cut their teeth with two overlooked gems on the Nintendo DS, Nervous Brickdown and Big Bang Mini, before releasing a series of three games, aptly named Arkedo Series 1, 2, and 3, as Xbox Live Indie Games, which will be released on PSN on October 16th. Mixed in between all of that Arkedo went to work on their first, full-fledged downloadable game for Xbox Live and the PlayStation Network, Hell Yeah! Wrath of the Dead Rabbit, and went ahead and got it published by Sega. Seemingly different from anything that the company has worked on in the past, Hell Yeah! blends platforming, exploration, a whole lot of weapons, and one dead rabbit in the hopes of creating another quirky notch in Arkedo's growing belt.
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La-Mulana

Treasure hunting has always been a solid go to subject for entertainment, most likely due to its inherent intrigue and danger, and it’s a well that video games go back to time and time again. Just look at classic titles like Tomb Raider or Uncharted and it's easy to see why gamers are drawn to the action and adventure that comes with searching through ancient ruins. The latest game to head deep below the surface in search of uncovering a great mystery is La-Mulana, a WiiWare remake of a Japanese side-scroller from 2005. La-Mulana evokes nostalgia on just about every level with this near perfect release, and finally brings this wonderfully punishing games to the States in proper form.
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Far from carrying as much weight as Nintendo's big name mascots, Kirby has kind of always just been around. Created by HAL Laboratories in the early 1990s, by the now-renowned designer Mashahiro Sakurai, Nintendo’s most rotund character was originally called Popopo and used as a dummy character for testing other games. Going all the way back to his first release on the Game Boy in 1992, the pink puffball is like the overlooked little brother at Nintendo – he shows up everywhere, usually tries something unique and experimental while searching to find his own identity, and never has as much money as the big kids, like Link and Mario, to spend on making people think he’s cool.

While he may not have the same household name recognition as his peers, Kirby does have 20 games with a headlining role, spanning just about every console Nintendo has ever released, so someone at Nintendo has to like him (hint: it's likely Nintendo of Japan President Satoru Iwata who worked at HAL Laboratory in Kirby's heyday). This year, Kirby turns twenty years-old, and Nintendo is celebrating his birthday in style with his own special game compilation, Kirby's Dream Collection, which brings together six of his early works on one Wii disc.
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Tokyo Jungle

Survival of the fittest is one of the underlying themes of almost every game ever created. Be the strongest, fastest, smartest…. whatever. Beat, or kill, or out rank everyone else and be the winner. Simply, be the best. While it's one of those things that's always there, very few games have ever made it the outright basis for a game – the implications are there, but very rarely is the literal interpretation, which corresponds to animals existing in the wild, ever put into play. Sony's Tokyo Jungle does just that – puts beasts in a survival environment and forces the player to adapt to survive.
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