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Thursday 31 December 2015

Letter from the Editor-in-Chief: You Were a Good Year, 2015

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2015 is almost over, making this a time of reflection before we meet the new year. This was a massive year of positive growth for Shacknews, in several different ways. Our focus has grown, as we cast a wider net to capture the wide array of gaming tech that influences how and where we play. Our content offerings have grown, thanks to content spearheaded by our new Guides Editor, Josh Hawkins. Our staff added two interns who have taken the opportunity to learn the ropes of games media. As a result of all of these efforts, our traffic has steadily grown as well. 

The year has been memorable in other ways as well. We threw a party at E3 that welcomed Chatty users and industry insiders alike to kick back before the festivities began in earnest. We held a staff brainstorming and retreat summit at our main offices that provided some of the gains we're still seeing today. We spent many a late evening streaming games and talking with you, our community. 

The next year offers boundless opportunities. The arrival of virtual reality means our tech-focused mission statement will give us a unique perspective on the clear future of video games. Meanwhile the console race continues to heat up with competitive features that are leaving both Sony and Microsoft racing to offer the best value to gamers. Hardware revelations are always among the most exciting, so we'll all be watching the NX to see what Nintendo has up its sleeves this time. And of course, the PC market will continue to be an innovative breeding ground for interesting ideas to test on a broad audience.

I'd like to extend my personal, heartfelt thanks to each of our staff members this year for making 2015 such a success. I'm looking forward to a great 2016, and I hope to see you there. Cheers!



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2015 Person of the Year: Satoru Iwata

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We live in the era of the celebrity executive. The likes of Steve Jobs and Mark Zuckerberg paved the way for video game executives to follow suit. Figures like Reggie Fils-Aime, Jack Tretton, and Peter Moore have been judged just as much on their stage presence as their business acumen. Satoru Iwata, the late president and Chief Executive Officer of Nintendo, had an instinctive sense for how to engage with the loyal fans of the storied company, but did it with a warmth and playfulness that was uniquely Nintendo.

When considering the criteria for a retrospective on the year's most influential gaming personalities, we wanted to reward figures whose presence was disruptive to the industry. Those who truly set standards and dictated the pace of the medium. In awarding Iwata posthumously, the staff is recognizing an undeniable truth that his untimely death put into stark relief. A person's absence can be as keenly felt as their presence.

Satoru Iwata was a daring figure, willing to take risks and keenly aware that the profound enjoyment of play is not something to be hoarded. Play belongs to everyone, and Iwata set about making that vision a reality. In losing him we lost one of the great champions of our industry. For those reasons, and many more evidenced by the outpouring of grief and fond memories upon his passing, Iwata is the Shacknews Person of the Year 2015.



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Chattycast Game of the Year 2015 Special

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We're preparing to say goodbye to the year that was 2015, but not before one more Chattycast! In this special extra-long edition, the staff gathers together to review the top ten (or is it eleven?) and talk about what made each entry so special to us. Listen up, and remember to sip a cup of kindness for auld lang syne.

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Shacknews Game of the Year 2015: The Witcher 3: Wild Hunt

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. The Shacknews Game of the Year is The Witcher 3: Wild Hunt.

Daniel Perez, News Editor: Prior to the launch of The Witcher 3: Wild Hunt, the majority of the gaming community had a feeling what CD Projekt Red was creating was going to be big. Not just in terms of scope, but also in the amount of content, graphics, and improvements over The Witcher 2: Assassins of Kings. Not only did The Witcher 3 live up to everyone’s expectations, it exceeded them by leaps and bounds by still being a topic of many discussions several months after its release.

The Witcher 3: Wild Hunt tells the story of Geralt of Rivia who is not only searching for his lover, Yennefer of Vengerberg, but also Ciri, his adoptive ward who is believed to be on the run from the Wild Hunt. While Geralt makes his way across a variety of settlements, environments, and locales, his adventure is filled with a number of memorable characters and stories we’ve ever experienced in a video game. No one will ever forget the Bloody Baron’s story and how they felt when they learned the truth of what happened to his family. And just mentioning Skellige will cause players to instantly recall what occurred in the Possession quest.

The Witcher 3: Wild Hunt did not only surpass many video games that were released this year, but it’s arguably one of the best games of this generation so far. With a rewarding combat system, graphics that continue to impress, and a world full of life, love, and danger, we can’t think of a more deserving game to receive our Game of the Year award than The Witcher 3: Wild Hunt.

Josh Hawkins, Guides Editor: Oh Witcher 3. CD Projekt Red should be immensely proud of where they’ve come with the Witcher series. They’ve taken a lore heavy story (the games are based upon Polish novels) and successfully transferred it over to the visual medium, which isn’t always an easy job. Geralt’s story is one of my favorites in video game history, and I’ve put far more time into the three-part saga than I’d like to admit openly.

That being said there are quite a few things that make Witcher 3 not only stand out above the other RPGs of the year, but also the other games of the series. Firstly we need to take a brief look at where CDPR started. Witcher 1 was a Bioware-esque RPG. While the game’s story was magnificent, the controls and graphics were subpar to say the least. They improved massively upon this in The Witcher 2: Assassin of Kings, and further more in The Witcher 3, when they introduced the thriving, living, and breathing world of The Northern Realms. It’s not often that developers can really put the player into a game world, and truly make them feel like a part of it, and I genuinely believe CDPR has done that with The Witcher 3: Wild Hunt.

Not only is it one of the greatest RPGs ever made, it’s also a fitting end to a spectacular story that is worth experiencing by everyone.

Ozzie Mejia, Senior Editor: And it's not always easy to take a third part of a trilogy and not only make it pay the story off as a whole, but also make it easy to jump into for anyone. It was satisfying enough for anyone that's played the first three games, but I'm a guy that hasn't played a Witcher game going into this. I didn't need to past lore, because CDPR is talented enough to make this a fantastic standalone saga.

And I'm always a sucker for lore and actually having that lore mean something. Like when I bump into a giant griffin or a demonic spirit and not only read about them in detail, but find ways to defeat them sprinkled into their entries. It's fantastic design and encourages people to dive as deep into this world as possible.

DP: I'm somewhere between you both as I played a bit of both The Witcher games, but I didn't spend nearly as much time as I did with The Witcher 3. There were some moments that I recognized from previous titles, although Ozzie is right in saying you don't need to have played any of the previous games in order to appreciate everything The Witcher 3 has to offer.

Now that I've experienced a game like The Witcher 3, it has ruined me for similar games. If I play an action-RPG now, I compare its combat, story, graphics, and everything else to what CDPR offered in The Witcher 3. We voted for Dragon Age: Inquisition to be our Game of the Year last year, but if The Witcher 3 came out the same year as DA:I, I still think it would have been considered GOTY over BioWare's RPG. I know we've said it a number of times by now, but The Witcher 3 is just a fantastic game.

JH: I wholeheartedly believe that is one of the most defining traits of the Witcher series Ozzie. And CDPR really outdid themselves with the amount of detail, and in-depth knowledge available to players in the descriptions and lore. This is something that has really been unprecedented in RPG games over the years, and I think CDPR has done a great job of setting a new bar for upcoming RPGs. In fact, I’d even go so far to say that, I would have loved Fallout 4 even more, if I hadn’t experienced Witcher 3 and seen what developers could do with a lore heavy RPG. Just imagine if Fallout 4 was sprinkled with the beauty, and lore that Witcher 3 has. How amazing would the Commonwealth be then?

Geralt’s adventures are an amazing trek through a fantastic story, and I think CDPR will only continue to wow us with what they have coming up next.

Shacknews Games of the Year:



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2015 Game of the Year #2: Super Mario Maker

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. Coming in at #2 we have the joy of 2D Mario spreading its creative juices to the masses, Super Mario Maker.

Ozzie Mejia, Senior Editor: I walked into Super Mario Maker with something of a sense of dread, because it felt like we finally hit the saturation point. This would be the end of 2D Mario. Really, once you put the tools in the public's hands, there's nowhere left to go. So in some ways it felt like the end of an era.

It's been three months later and while that still feels true to an extent, this truly feels like enough Mario to last me forever. It's endless Mario! It's ALL the Mario! There's enough here to last years and it's only getting better with the more support that Nintendo is giving it.

Steve Watts, Editor-in-Chief: User-generated Mario is what we all thought about when Sony first showed off LittleBigPlanet almost a decade ago. I've said it before: Nintendo takes its time adopting new ideas, but when it does enter an arena it has a unique spin that sidesteps some of the pitfalls of its predecessors.

In the case of Super Mario Maker, it's the brilliant (and brilliantly executed) idea of making creation itself a game. The act of laying down a level is almost as much fun as actually playing one. That's partly because the design itself is rooted in this rich history that we all spent decades familiarizing ourselves with, but I think it's equally because the tools themselves are so well-made. Including item combinations was a stroke of genius that invites a sense of play that far surpasses the usual "UGC" bandwagon that fizzled.

Josh Hawkins, Guides Editor: I remember the first time I played a Mario game. I was young, too young to remember my age, and my parents had just bought my brother and I a brand new Super Nintendo System. Back then, I wasn’t even decent at video games, and most of my time was spent listening to the Mario death sound over and over again. But the joy it brought me back then has only be rekindled my Mario Maker.

It's kind of funny when you think about it. I've spent a number of my years playing games and wishing that I could somehow, one day, make a game for others to enjoy, and Mario Maker virtually gives me that ability. It also gives me the ability to work inside the confines of one of the greatest video game worlds I've ever had the pleasure of exploring. Nintendo might not be completely proud of the Wii U, and how it's sold. But Super Mario Maker will ensure that the Wii U continues to be played, and used, long after the NX hits store shelves.

Asif Khan, Chief Executive Officer: Super Mario Maker is the greatest thing to happen to video games in the last 20 years. It is a game that some pan as being a level editor app and others herald as the second coming of Nintendo. This game incorporates everything that is right and good at Nintendo, from the sound effects and music while you edit levels, to the precise and intuitive user interface which incorporates the Wii U Gamepad, all the way to the vast array of details players can include in their level. Super Mario Maker does a tremendous amount of fan service, while introducing a whole new generation to the joy and history of the side-scrolling Mario franchise.

One of our longtime Shackers, virus, commented on the Chatty, "I shed a small tear and get a little emotional when my son makes me Mario Maker levels. It is seriously the greatest thing ever." Super Mario Maker transcends generations of gamers unlike any other game in this year's game of the year list as it allows us older gamers to feel like kids again while watching a new generation of gamers play with power. Watching my 7 and 9 year old nephews create and play their own levels for the first time was both a magical and joyful moment for myself and my family this year.

Nintendo has achieved something very special with Super Mario Maker, and this is the beginning of something and not the end as some folks like to say. We now have an infinite supply of levels, from intricate auto play music levels to levels full of coins and power ups. Super Mario Maker is what you make of it, which is why we see the game resonating with so many different types of gamers. I have not felt as satisfied or had more fun playing a game this year than in my time building and playing levels in Super Mario Maker and for that reason it will always be my personal Game of The Year 2015.

Shacknews Games of the Year:



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2015 Game of the Year #3: Fallout 4

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. Coming in at #3 is our latest journey into the nuclear-ravaged wasteland, Fallout 4.

Josh Hawkins, Guides Editor: Where does one start when talking about Fallout 4? From the moment you leave the Vault the world completely opens up. There are stories everywhere, and this is something that really helps to bring the story of the Vault Dweller and the world of post-nuclear Boston to life in a way that only Bethesda could.

I think part of what makes Fallout 4 so amazing, and one of the things that has also been heralded as a massive negative, is the fact that Bethesda didn’t waste a lot of time trying to figure out how to re-revolutionize the RPG/FPS industry. Instead of wasting time trying to fix the formula, they focused on building off the formula they already had. This allowed them to really pinpoint the areas that they needed to work on. Throw in the new crafting system, which has seen some amazing structures being built, and the game really starts to feel like a massive, and long-awaited DLC to Fallout 3. But this isn’t a bad thing. It’s the best thing Bethesda could have done with the title, and I look forward to the next one hundred hours I put into the game.

Daniel Perez, News Editor: I'm pretty close to 100 hours spent playing Fallout 4, and while I'm at the point where there's really nothing else to do, I still find myself returning to the game just to discover everything it has to offer. That's the one thing I've always appreciated about Bethesda titles. The game might not be as massive as Skyrim or Just Cause 3, but there's a lot to see and do in the Commonwealth that can't be achieved in just a few days. It'll take several months for players to see everything Fallout 4 has to offer, which makes the game well worth the price of admission.

While most players will take the main storyline, I highly recommend wandering around and talking to various people all over the Commonwealth. There are some incredible side missions in Fallout 4, such as The Silver Shroud. Decisions made later on will be even more critical if you befriended certain groups, to only turn on them due to your allegiance with another.

Now that I'm essentially discovering as many locations as I can in Fallout 4, I'm looking forward to seeing what kind of DLC Bethesda comes up with in the coming months.

Steve Watts, Editor-in-Chief: I'm totally with both of you on the sheer massive scale of this game. There's nothing quite like wandering a Bethesda game and stumbling across missions, companions, or even just elaborately oriented set dressing that tells its own subtle story.

At the same time, I don't want to give the main story thread short shrift. This was my favorite Fallout story by far, because I felt personally invested in the central mystery driving the game. My wasteland wanderer had an understandable drive to find her kidnapped son. That made me feel that much more connected to the characters willing to lend a sympathetic hand, and that much more vengeful towards the ones who had assisted in his abduction. It also made the ultimate resolution difficult, since revelations about his abduction factors into your faction alignment. Fallout games are sandboxes, sure, but this one managed to be more than that.

JH: I agree completely Steve. This was also my favorite Fallout story as well, because of the way that the protagonist was setup up, and how well done the big reveal felt. It really felt more substantial than the story in Fallout 3, which saw you trying to find your father after he left you alone in the Vault. I think changing things up, and going with the whole pre-war Vault Dweller also helped to really change things up, as it really felt like your character was stepping into a world that they didn’t understand at all, which is something that Fallout New Vegas really lacked.

They also did a great job weaving the main story and side stories together, as I noticed several times that things I’d done in side quests affected the options that I had in main story quests. I can’t recall the exact quests off the top of my head, but I do remember several times throughout my two playthroughs (so far) that the side quests seemed interconnected to a point.

DP: It looks like we're all in agreement here as I also felt the story of Fallout 4 was much better than previous iterations. I spent quite a lot of time thinking about the potential pros and cons of my decisions on the Commonwealth. And even though I thought I made the right decision, there were many throughout the wasteland that didn't agree with it. It got to a point where I was actually turned away from a place that once welcomed me from an establishment that once welcomed me with open arms.

That reminds me. I need to go back to that place and turn it into a parking lot. No one turns me away. Nobody!

Shacknews Games of the Year:



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Into the Badlands: Season 1 Review

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Warning: Full spoilers for Into the Badlands: Season 1 follow.

On a very surface level, Into the Badlands' first six episodes were enjoyable to watch, if not appointment television. As I mentioned in one of my early episode reviews, AMC's fusion-future setting and story elements felt like a first-year film student had made them, and that didn't really change over the course of Season 1. Usually, the world-building felt like it was stitched together from other, better universes, creating a mismatched patchwork. The acting here was also hit-or-miss, which didn't help things.

Granted, some characters and story elements would come to play off each other in fun or interesting ways. Daniel Wu as Sunny, for instance, turned out to be a strong, compelling lead, and his character's internal struggle was a constant high point in the series -- especially as it pertained to his Baron master Quinn (Marton Csokas), Colt apprentice M.K. (Aramis Knight) and secret paramour Veil (Madeleine Mantock).

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Wednesday 30 December 2015

Superman Annual #3 Review

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DC has made no secret of the fact that Superman will be regaining his lost powers and returning to some semblance of normalcy in early 2016. And really, did anyone expect the current status quo to last forever? But before then, the de-powered, wayward Superman must face one last challenge in the form of Vandal Savage. This issue sets the stage for "Savage Dawn," a major Superman crossover that will unite most of the franchise for the next three months. And if this issue is any indication, there's plenty to look forward to.

This issue offers one overarching  story that's split along two fronts. In the present, Clark continues to wrestle with his diminished capabilities and his inability to find a solution. In the past, various segments explore the life and times of Vandal Savage, ranging from his transformative experience 50,000 years ago to key encounters with historical figures. Along the way, Savage's origin is reworked to more closely tie him with Superman and set the stage for the conflict to come.

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Valve issues statement about Christmas Day Steam kerfuffle

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On Christmas Day, Steam had one of its worst days ever, with users able to see sensitive account information of other Steam users. That led to people being able to see Steam libraries, Wallet information, and even email addresses. While Valve issued a vague statement to the gaming press, it had yet to address the Steam user base directly. Today, the company explained to the users exactly what happened.

The following was posted on Steam, noting that what happened was not the direct result of a DDoS attack, but rather resulted from a response to a DDoS attack:

On December 25th, a configuration error resulted in some users seeing Steam Store pages generated for other users. Between 11:50 PST and 13:20 PST store page requests for about 34k users, which contained sensitive personal information, may have been returned and seen by other users.

The content of these requests varied by page, but some pages included a Steam user’s billing address, the last four digits of their Steam Guard phone number, their purchase history, the last two digits of their credit card number, and/or their email address. These cached requests did not include full credit card numbers, user passwords, or enough data to allow logging in as or completing a transaction as another user.

If you did not browse a Steam Store page with your personal information (such as your account page or a checkout page) in this time frame, that information could not have been shown to another user.

Valve is currently working with our web caching partner to identify users whose information was served to other users, and will be contacting those affected once they have been identified. As no unauthorized actions were allowed on accounts beyond the viewing of cached page information, no additional action is required by users.

Early Christmas morning (Pacific Standard Time), the Steam Store was the target of a DoS attack which prevented the serving of store pages to users. Attacks against the Steam Store, and Steam in general, are a regular occurrence that Valve handles both directly and with the help of partner companies, and typically do not impact Steam users. During the Christmas attack, traffic to the Steam store increased 2000% over the average traffic during the Steam Sale.

In response to this specific attack, caching rules managed by a Steam web caching partner were deployed in order to both minimize the impact on Steam Store servers and continue to route legitimate user traffic. During the second wave of this attack, a second caching configuration was deployed that incorrectly cached web traffic for authenticated users. This configuration error resulted in some users seeing Steam Store responses which were generated for other users. Incorrect Store responses varied from users seeing the front page of the Store displayed in the wrong language, to seeing the account page of another user.

Once this error was identified, the Steam Store was shut down and a new caching configuration was deployed. The Steam Store remained down until we had reviewed all caching configurations, and we received confirmation that the latest configurations had been deployed to all partner servers and that all cached data on edge servers had been purged.

We will continue to work with our web caching partner to identify affected users and to improve the process used to set caching rules going forward. We apologize to everyone whose personal information was exposed by this error, and for interruption of Steam Store service.



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2015 Game of the Year #4: Rocket League

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. Coming in at #4 we have the high-octane World Cup of motor cars, Rocket League.

Ozzie Mejia, Senior Editor: I love that we live in an age where games are getting more high-concept, complex, and sometimes just outright bombastic. Sometimes, it's easy to overlook a game that gets the easy stuff right and the concepts didn't really get any easier than Rocket League. It's basically soccer with high-octane vehicles.

And yet, Psyonix just got it right. It didn't bog itself down in all the rules of the sport or in loadouts or balance tweaks. It just threw people out there with similar cars, cosmetic customization, and a simple goal of hitting a ball into a net. It's the height of simplicity, but it's just so much fun. That's where the focus was! It was in the fun!

I loved Rocket League this year. I had this at the top of my personal list and I stand by it.

Josh Hawkins, Guides Editor: I really don't have much to add to the discussion if I'm completely honest. Rocket League is a beautiful gem. It's such a magnificent game, and the devs have only helped make it even better with each patch and DLC. I still remember the first time I saw the game in action, I couldn't help but thing "Man I'd love to play that game, but I bet it's going to be super complicated."

Turns out... It isn't super complicated at all, and that's part of the brilliance. Psyonix earned a top spot on my list this year as well, and it's a spot I feel was well deserved.

OM: And the temptation could have been there to make it complicated, like giving the cars different stats, hiding other cars as unlockables (or worse, as DLC), or throwing in these crazy button combinations. There's none of that here. Anyone, no matter what the experience level, can slam the nitros and hit bicycle kicks. And best of all, the games are fast! There's so much filler in sports games, like out-of-bounds plays, timeouts, and just general stoppages in play. And here, you just go, go, go from start to finish and you're done in about ten minutes!

Joe Tirado, Graphic Designer: Ugh, the beautiful simplicity of it all.....on the surface. For me, the Rocket League mechanics and gameplay are deceptively simple, but after running and participating in several tournaments with the Shacknews community, it's clearly apparent that strategy is key. Your team is everything, and the way you interact and work together is so dammed important. This is where the boiled down nature of the game hits the sweet spot and becomes a deep chasm. You might have an awesome strategy in ranked 3v3 that works great! But what about 2v2? What about when the other team counters your strategy by assigning a dedicated goalie? Or pulling defense completely to overwhelm you by keeping possession? You live or die by executing, which is what makes Rocket League so much more than what it appears on the surface, and one of my GOTYs.

JH: I think that’s a great point to talk about for a second Joe. Rocket League is really one of those games that is easy to pick up and play, but hard to master, and I think that’s part of what makes it such an amazing game to have in your library. Tack on the ease of teaming up with friends, and it’s the perfect co-op game without all the issues and bugs that we typically see in co-op games. Psyonix’s DLC game is also on-point. I mean, can we just revel in that Back to the Future DLC for the a moment. So good.

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Justice League #47 Review

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Justice League's "The Darksed War" has been a great read so far, but this storyline has definitely lost some momentum in recent months between the delays, the shift to a series of tie-in issues, and the generally sluggish pace of Act 2. Issue #47 brings artist Jason Fabok back into the fold and kicks off the story's third and final act. That helps pick up the slack a bit, but the series still struggles to regain its momentum and recapture the magic of the early months of The Darkseid War.

Wonder Woman remains front and center in this issue as she leads her new allies on a mission to break the Crime Syndicate out of prison and enlist their aid against the Anti-Monitor. Unfortunately, that about sums up the events of this issue. Early on, the worst problem this storyline dealt with was the fact that Geoff Johns had an excess of story material to juggle. Now, the conflict is feeling a bit thin as Johns continues to move pieces across the board. It's certainly intriguing to see the Justice League and Crime Syndicate forced into an alliance, but this issue doesn't have a chance to capitalize on the resulting character dynamics.

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2015 in Review: Biggest News Stories of the Year

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2015 was a big year in video games as a lot of great titles have come out this year. But for those of us that follow the gaming industry in addition to playing games, it was quite the interesting year as the gaming community experienced a lot of ups, some downs, and whatever we’d consider the Kojima-Konami breakup fiasco.

Satoru Iwata passes on July 11, 2015

The passing of Nintendo president Satoru Iwata sent shockwaves across the gaming community this summer. We were aware Iwata has having health issues for quite some time, but we didn’t expect him to pass due to complications from a tumor he had. Iwata appeared to have been beloved by everyone in the gaming community as we all collectively mourned his death and payed homage the the incredible legacy he left behind.

Virtual Reality & HoloLens

2016 will be the year of VR, but this is the year where we learned all about its upcoming arrival as Oculus VR, HTC, and more announced their respective headsets will launch in the new year. While the Oculus Rift appears to be on schedule to release in Q1 2016, HTC announced it will be delaying the launch of the HTC Vive to April 2016.

While several companies are betting on the future of VR for gaming, Microsoft is taking a different approach with its HoloLens. The HoloLens serves as a way to have holographics serve the user in a number of different ways, including watching movies, playing games, and chatting via Skype. The HoloLens is expected to release in Q1 2016, and so far, its future looks promising.

Nintendo enters the mobile ring

After years of denying it would ever consider publishing games on mobile devices, Nintendo announced it would partner with DeNA to release new titles based on its vast library of intellectual property onto mobile. Nintendo noted all Nintendo IP will be eligible for “development and exploration”, so we’re still keeping our fingers crossed for a new Elite Beat Agents game on mobile.

Several months after its announcement, Nintendo revealed the first game, called Miitomo, would launch by March 2017. A total of five mobile games will launch by that time, and while Miitomo will be free-to-play, the other titles are expected to be premium content that will be priced accordingly. What these additional games will be is still unknown, although we’re sure we’ll be hearing more about them in the new year.

Hideo Kojima and Konami’s bad breakup

The gaming community was made aware of the bad blood between Hideo Kojima and Konami earlier this year, which stemmed from a report claiming the iconic developer would leave the company once Metal Gear Solid 5: The Phantom Pain was complete.

What came after that report were various statements from Konami to help save face in the eyes of the gaming community, which included the promise of more Metal Gear Solid games, saying Kojima was “on vacation” and hasn’t left the company, and other equally bizarre moments. At the end of the year, Kojima announced his new studio would be working with Sony on future projects, although its first game will also be released on PC.

Even though the dust has seemingly settled between Konami and Hideo Kojima, something tells us that this story is far from over. We hope to learn more about the bitter breakup between the two some time in 2016.



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The Shannara Chronicles: Series Premiere Review

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Debuting January 5th, The Shannara Chronicles' two-part premiere is fantasy for a tween generation, for all the good and bad that comes along with that. It's a reinvention of the Terry Brooks novel and that isn't going to please purists, but some of the more interesting elements of the two-hour episode involve deviating from the source material.

It's a good thing "Chosen" is two hours long, because it needs both of them to find its groove. The series introduces Amberle immediately, showing us a strong elf princess who isn't afraid to subvert gender norms. In the opening sequence of the series, Amberle decides to run a gauntlet to prove she is worthy of being one of seven elven Chosen who have the honor of serving the magical tree the Ellcrys. No woman has been a Chosen as long as memory serves, so simply participating -- and, of course, eventually earning the honor -- is a major shock to the Elven world.

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2015 Game of the Year #5: Ori and the Blind Forest

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. Coming in at #5 we have a beautiful new studio debut with tight-as-clockwork mechanics and a moving story, Ori and the Blind Forest.

Steve Watts, Editor-in-Chief: As much as I appreciate mechanical mastery, my real passion for video games is in how such an exciting storytelling medium is coming into its own. One of my favorite aspects of modern game design is how stories are becoming more personal, which creates a connection between the creator and the player. Like films and novels, a game can just hit you at the right time in your life and impact you far differently than if you had experienced it any earlier. As a new father this year, Ori and the Blind Forest is that game for me.

The melancholy fable carries themes of loss, obsession, tenderness, and a common kinship between parents that reached a stirring conclusion on par with any film I've seen in recent years. That alone would have been enough to give it a special place in my heart. On top of that, though, the nascent Moon Studios piled on the most gorgeous 2D animation I've ever seen in a game, and mechanical underpinnings so intuitively fine-tuned it felt like an extension of my own hands was reaching into the screen. 

Tough as nails and with a heart of gold, Ori and the Blind Forest was my game of the year.

Ozzie Mejia, Senior Editor: In terms of the tone, the themes, and even the mechanics, I was reminded a lot of Limbo. It's incredible how Ori was able to tell a beautiful, emotionally resonating story without saying a word. And there it was, right there to pull right at your heartstrings.

But what really put Ori over the top for me was that it played with a lot of the more frustrating tropes of this kind of game, particularly saving, and actually turned them into mechanics of their own. This game is much, much tougher than it looks and it's one of those games where if I had hit a tough stretch and had to go back and complete mundane stretches to get back to that stretch, I could have gotten frustrated and walked away. But here, I was able to make my own save spot, which made repeated death a lot more palatable. And because that option to just save wherever was there, I feel like Moon Studios didn't hold back on the difficulty.

SW: Totally agreed. Usually a story-rich game from a small studio goes in more of a puzzle or RPG-oriented direction. Since they're not as skill-based, those genres lend themselves to story progression with some reasonable assurance that players will be able to make it all the way through. Ori and the Blind Forest didn't pull any punches with its difficulty, making the platforming extra-tough. The DIY save points are not just a necessity to save some frustration. Like you said it becomes a mechanic as you reach tough points.

That difficulty makes the excellent story all the more fulfilling to see, because it feels like you earned it. It's absolutely worth seeing all the way through.

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Injustice: Year Four Annual #1 Review

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DC is trying something a little different for the latest Injustice Annual. Whereas these issues tend to focus on small standalone stories that don't really fit into the series' overarching narrative, this issue is more or less a prologue for Injustice: Year Five. The scope is bigger, but what really sells this story is the return of writer Tom Taylor and his top-notch brand of storytelling.

Not to diminish the solid work Brian Buccellato has been doing since taking the reins of the series, but Injustice is at its best with Taylor at the helm. His flair for engaging characterization and crafting big, cinematic moments gave Injustice a distinctive voice and appeal amid DC's many other superhero books. Taylor's work has lost none of its charm in his absence. This issue is a fun read, but also suitably dark and dramatic considering how far along the Injustice timeline is now and how close Superman is to becoming the complete and total despot he is in the game.

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Tuesday 29 December 2015

The Expanse: "CQB" Review

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Warning: Full spoilers for the episode below.

 

“CQB” rounds out the mystery of who or what destroyed the Canterbury and introduces a new mystery group that seems to want everyone to believe that Mars was behind it. Most of the episode takes place on the Martian warship Donnager and events pick up right where they left off last week with Jim Holden on the bridge.

I have to say the design work on the Martian ship is exceptionally well done. The bridge layout is sparse and functional. It’s a rather small bridge when you consider the size of the ship and there are no exterior windows but when you consider it they really don’t need a large size or windows since all of their navigation and weapons are done on computer terminals. There is one large curved display that they are using that I wouldn’t mind having for my entertainment setup.

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2015 Game of the Year #6: Pillars of Eternity (Tie)

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. At a tie with Splatoon for the #6 spot is Pillars of Eternity, the old-school RPG with a story that packs some punch.

Josh Hawkins: Guides Editor: Oh Pillars of Eternity. Such an amazing look back into the old-school feeling of role-playing games. It’s been a while since a game has really pushed me back to the roots of the RPG genre, but Obsidian has really pushed the bar up with Pillars of Eternity. The in-depth character creation, the player-driven backstory, and the fan-favorite isometric camera are all center points of this game, and it’s a gem to play.

Personally, it’s a game I couldn’t put down once I picked it up. The story is outstanding, and the well-written dialogue, and player-specific choices really bring the story to life in a way that a lot of RPGs seem to fail at accomplishing in this day and age. Thrown straight into the action, players control a “Watcher”, someone who can look into the souls of others as well as remember things from their past life. The issue with being a watcher though, is the fact that after a while you really start to lose your mind. It’s not a fun path to go down, and there were several points in the game where I really felt the air kicked out of my stomach.

Joe Tirado: As a big fan of Obsidian and being that the staff comes from Interplay and Black Isle, I was extremely excited about this game when it was first announced. Kickstarter was a perfect fit for them, and I was surprised at the positive response from fans of old school isometric RPGs. And I agree Josh, the game is deep. Kickstarting allowed the team to really flesh out races, factions, and the content, and it really shows. Most RPGs have your standard elves and dwarves, but the addition of the Aumaua, Orlans, and Godlikes really made this game stand out for me. The game world is a wonder.

JH: I think Pillars is a great example of how Kickstarter can be both a help, and a hindrance. If you look at the amount of failed projects on Kickstarter, there’s almost always something fishy to them. Something that just makes you want to stay away. With Pillars of Eternity, we had one of our favorite RPG devs coming to us for help with bringing their next story to life, and I think Pillars has more than outdone our expectations of what an isometric RPG can and should be.

To really echo what you said Joe, it’s just so deep, and versatile when it comes to the characters and stories. It’s a game where side quests don’t feel like side quests. You aren’t just sent to gather up some apples for the poor baker in the town square. I’d even go so far as to say that Pillars of Eternity is an RPG where ever encounter you have with people matters, because it can seamlessly change and transform the world around you based upon a decision as simple as helping find a young poor boy’s murdered. That’s not an easy thing to come by, and I think Obsidian really hit it out the park, and wowed us all with Pillars of Eternity.

JT: If anything, these guys could write the book on how to run a successful campaign, and then more importantly, deliver. And yes, in true Obsidian fashion, the game is so much more than just, Press A for nice guy response and Press B for evil guy response. I find myself often wanting to go back and find out what might have happened had I just done things differently..... and that really speaks to how great of a game Pillars Of Eternity is. Creating a fun game that looks cool has become almost the norm in the current climate. Obsidian created an RPG world I emotionally invested myself in, and that's why I included it on my GOTY list.

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2015 Game of the Year #6: Splatoon (Tie)

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. At a tie with Pillars of Eternity for the #6 spot is Splatoon, the Wii U shooter with a unique Nintendo twist. 

Ozzie Mejia, Senior Editor: Splatoon was a weird concept for me going in, just because I've always had a pre-conceived notion of what a shooter is supposed to be. Then I remembered that Nintendo loves to turn these conventions on their head. I should have expected the same here.

As much as I love the run-of-the-mill shooter, Splatoon feels so different in its rules, its concept, its mechanics, and even its controls. It's all-out chaos, but in a more wholesome way. It's the kind of shooter chaos that you can enjoy with anyone and that's why I loved Splatoon so much this year.

Steve Watts: Editor-in-Chief: It's such a strange concept that it's almost not even a shooter. Nintendo was smart to deemphasize combat, since it makes for a much friendlier environment. Everyone can contribute, whether or not they're a crack shot. Want to hang back and cover the floors near home base? That's perfectly valid and helpful! Welcome aboard, squid kid!

I think we also have to give credit to Splatoon for setting the tone of Nintendo's apparent new service-oriented philosophy. It began taking season passes seriously with Mario Kart 8, but Splatoon's summer of content is different. Nintendo knew it had to strike out with an absurd amount of continuing support to make a mark in the shooter space, and it delivered. It's a trend the company looks to be continuing with Super Mario Maker, which we can hope is a good sign going forward for its other franchises that would benefit from the same constantly-fresh approach.

OM: And unlike all of Nintendo's other season pass content, it's pretty much all been for free! Nintendo knew it had an unknown and unproven quantity, so rather than offer a bunch of premium content, just offer a lot of it for free and let people grow to love it. That went a long way towards people coming back to Splatoon and I've loved the weapons and the new stages that have been introduced. It's like the game's slowly evolved over the course of the past year and a lot of depth has been added to it. Tower Control and Rainmaker have been wildly entertaining and have really kept this game alive.

SW: Plus, providing a constant stream of content was an easy way to address the criticisms that it was content-light at launch. I think the initial package is absolutely worthwhile for how unique it is as a shooter, but just in case any potential players still had concerns Nintendo addressed them preemptively. It was a smart way to keep a game in the public consciousness when it could've otherwise been forgotten way too quickly. And that would be a shame, because it's such a fine-tuned idea that I'd hate to see it fall by the wayside.

OM: Yeah, I don't think we have to worry about that anymore. It's more than proven itself this year.

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2015 in Review: The Best of DLC

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As the week continues on, Shacknews is spotlighting our Top 10 Games of the Year. However, not everything good in 2015 was all-new. In fact, some of the best offerings of the year came from supporting DLC for some of this year's games and even some of last year's games. Today, Shacknews is looking at the best DLC offerings of the year.

Destiny: The Taken King

Couldn't start this list without this one. Destiny was one of 2014's more divisive games, with many praising Bungie's crisp shooting mechanics and online co-op elements, while others berated the game's shallow offerings. This year, The Taken King expansion released and it's managed to turn some of Destiny's biggest detractors (including some of our own here at Shacknews) into fans.

Much of that can be credited to Bungie addressing nearly every criticism heaved its way. There's new story content, new environments, higher-quality cutscenes, new enemies, and new Strikes and Raids to keep players coming back. There are also new subclasses to add some much-desired depth.

Some will argue that Destiny didn't feel like a complete package at launch, but there's no denying that The Taken King has helped flesh it out in ways every fan has been clamoring for.

Shovel Knight: Plague of Shadows

Shovel Knight received a heap of praise from Shacknews after it released last year, with good reason. It reminded everyone that not only can 2D retro-style platformers work, but enough modern elements can be infused into the game to make it fit like something entirely new. Shovel Knight's collectibles, challenging checkpoint system, and elimination of archaic elements, like the life system, made Yacht Club's debut outing a special one and would have been more than enough to constitute a full package.

But this year, the studio offered up an entirely new campaign for boss Plague Knight and released Plague of Shadows. Had it simply been rearranged stage parts, it would have been fine in itself, albeit nothing remarkable. However, Yacht Club went the extra mile, instituting entirely new combat mechanics, new powers, and an entirely new narrative that actually works in conjunction with the main Shovel Knight story. In fact, I wound up liking a lot of the story touches here even more than with the main campaign, as it turns one of the game's bosses into a sympathetic figure in his own right.

Best of all, the whole thing is free! Of course, you have to beat the main Shovel Knight campaign to access Plague of Shadows first. Or do you?

Bloodborne: The Old Hunters

Normally, any new addition to a From Software game is bound to be enjoyable. After all, it's more of that delicious 'Souls' action. Sure enough, The Old Hunters does not disappoint on that end. In fact, it's as hard as anything From has added to this point. And on top of that, they match the gothic atmosphere even better than some of the base game's creatures, adding to an already rich gallery of beasts and horrors.

While The Hunter's Nightmare will feel similar to what players have already encountered, the challenge is certainly in surviving everything thrown their way while also navigating the subtle changes to the environment. Even the bosses will work some new tricks into their arsenal, making old tried-and-true strategies a bit less reliable.

The joy in The Old Hunters is not just in surviving The Hunter's Nightmare, but in learning more about how it came to be. There's lore hidden in many of the area's items, weapons, and creatures and all of it adds up to a fascinating and wretchedly difficult experience.

Super Smash Bros. goes beyond honoring first-party Nintendo

Following its launch late last year, Super Smash Bros. has been surprising its fans throughout 2015. There have been a few cool new additions, like new and classic stages and the long-awaited Tournament Mode. But undoubtedly, the one constant that has had everyone talking has been its addition of new fighters that have gone beyond the first-party Nintendo library, like Mewtwo, Lucas, and Roy.

In fact, Smash's new characters are ones that have honored third-party publishers' Nintendo history while also acting as a celebration of the past 30 years of gaming, period. The addition of Ryu brought players back to the days of the original Street Fighter II: The World Warrior on Super NES. And while Cloud and Final Fantasy VII weren't officially on a Nintendo platform, his addition to the roster brought back memories of the early Final Fantasy games on Super NES and the Nintendo DS.

In 2015, Super Smash Bros. went from a collection of Nintendo icons beating each other up to a wider collection of video game icons beating each other up. It is unlikely we'll ever see a game where Mario, Link, Sonic, Mega Man, Pac-Man, Ryu, Cloud, and next year's Bayonetta will all get to pound each other in a single match. It's been a dream come true for anyone that has grown up with all of these characters.


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Dell XPS 13 (2015 Skylake) Review

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Gaming notebooks like the Acer Predator 15 are fun to gawk at due to their ludicrous speed and prodigious girth, but when most of us need to use a laptop we want something thin and light that won’t die after a few hours. And preferably one with a display that won’t make our eyes bleed. For Mac users, the options are quite attractive, both literally and figuratively. There’s the svelte MacBook and MacBook Air, or the MacBook Pro if they need a bit of horsepower and a decent display. Those MacBooks are pretty sweet, and have caused more than a few cases of notebook-envy from PC users.

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2015 Game of the Year #8: Rise of the Tomb Raider

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. At the #8 spot we have Crystal Dynamics' continued evolution of a gaming icon, Rise of the Tomb Raider.

Steve Watts, Editor-in-Chief: Remember how after a long spate of mediocre sequels Lara Croft had become something of an industry punchline? What a difference a few years makes. Crystal Dynamics set out to revive the flailing franchise with 2013's Tomb Raider, and succeeded beautifully. In this year's Rise of the Tomb Raider, the studio iterated on what works, largely threw out what didn't, and proved this heroine still has plenty of room to grow.

The marquee features seemed directly aimed at fan complaints, particularly the addition of more tombs to raid. For me, though, the standout was the core gameplay loop of upgrades and crafting. I explored every nook and cranny because I wanted--needed--to turn my version of Lara into an unstoppable force of justice. The end result was an archer who would split Robin Hood's arrow in twain. On top of that, Crystal Dynamics accentuated Lara's role as an archeologist: translating ruins by brushing up on ancient languages and adding her own insightful commentary to the staid old audiologs trope. 

Nathan Drake may have stolen Lara Croft's mantle, but this year she took it back. She's not just a lucky adventurer with a too-cool attitude. She's a smart, capable survivalist. Your move, Naughty Dog.

Ozzie Mejia, Senior Editor: Yeah, I love that they made the optional tombs the side missions that they should be, but the incentives were good enough to make you want to take time out to finish them. You could finish the game without them, but you probably don't want to, because they make life a lot easier. And these tombs are worth finishing, because the design and the puzzles are just so well crafted.

Not to mention, they really do play up Lara the archaeologist. It doesn't entirely address one of the biggest issues regarding her character, in that her biggest character trait is still a woman with daddy issues, but it does emphasize her intelligence. It makes the explorer side, the archaeological side, a point of emphasis. Her intelligence is a game mechanic and I love how it logically addresses items you can't read yet as her being rusty. It highlights her knowledge, but doesn't just hand you everything.

And there's just so much to play with out there beyond all of that. That's a huge playground filled with wild animals out there.

SW: I do love how they dealt with the "daddy issues" trope, because that was always a part of the character and they couldn't exactly ignore it. Rise of the Tomb Raider addresses it head-on in a pretty grisly fashion, and without spoiling anything, it lets Lara move past it. Instead of that shadow looming over her for several games, we had one game where she dealt with that baggage and became her own person. As a building block towards a franchise, this was the best way to deal with that aspect of the character and move on.

And it clearly is a building block. Rise of the Tomb Raider gives Lara her own arch-nemesis organization that can be explored over the course of several games. Konstantin was the big-bad of this game, but he's a cog in a machine. What's more, he was a pretty sympathetic cog once more revelations came out about his rationale and background, and that's not something you can say for many action games or even many works of action-oriented fiction in general.

Which brings me back to what I love so much about this modernized Lara. She's representative of a smarter brand of action hero, and that's a trend I'd love to see continue both in this series and in the industry at large.

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Monday 28 December 2015

2015 Game of the Year #9: Cities: Skylines

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. Coming in at #9 we have Cities: Skylines, a flexible sim game with hours upon hours of building enjoyment.

Josh Hawkins, Guides Editor: Way back in 2013 EA released SimCity, and completely trashed my favorite city-building sim. Enter Paradox Interactive, and the guys at Colossal, who completely revamped and renewed my love for city builders with Cities: Skylines. Skylines is basically everything that SimCity 2013 should have, and could have been if EA hadn’t ruined it. It’s a spectacular game to play, and it’s actually taken many of the components that we’ve seen in city-builders and made them simpler, and better to use.

I think one of the best things about Skylines though is the “tough to master” learning curve. It’s such a simple game to pick up and play. Anyone can build a city, but not anyone can build a beautiful and successful city. I often find myself having to remove the idea of something looking good just to make it more efficient. Even after so many months since release I still find myself finding new ways to play the game, and I think that’s one of the greatest parts of a city-builder.

Asif Khan, Chief Executive Officer: Cities: Skylines was a very strong contender for my game of the year choice at the time of its release. I grew up playing Sim City on SNES and hadn't really been compelled by the city-building genre since Sim City 2000. It is important to be able to pick up and play this type of game, but it is equally important that the developers offer plenty of choice to create a truly immersive experience. Cities: Skylines executes on both of these attributes masterfully. The attention to detail and amazing graphics in the game are also very striking. Being about to zoom in and follow one citizen around your city during the day truly elevates the immersion.

Mod support is a crucial part of the success of any PC game, and Cities: Skylines has done the community right. The mod community has created a vast array of mods from prefabricated roads, to custom buildings, custom maps, mods to change game mechanics like traffic and of course mods for infinite money and unlocking all buildings from the start. One of my favorite cities I have crafted takes place on a user generated map of Hyrule from the Legend of Zelda. Colossal Order, the game's developers, have also provided quite a few updates to the game including an After Dark feature that allows players to see their city at night.

All in all, Cities: Skylines is a game that I will play for years to come. It is easy to write off city-builders as unoriginal or repetitive, but Cities: Skylines pushes all the right buttons to create a marvelous gaming experience that has players returning for more. It is truly one of the best games to be released in all of 2015.

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Game of Thrones: Here's a Look at Bran Stark in Season 6

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While we've had plenty of catchup time with the rest of the Stark family (or what's left of it), it's been a spell since we last saw the young Bran Stark (Isaac Hempstead-Wright), who made his last appearance at the end of Season 4 after meeting the Three-Eyed Raven (now played by Star Wars: The Force Awakens' Max von Sydow).

Now, EW.com has an exclusive first look at Wright in Season 6, looking much older and taller with a new haircut to boot. Check out the image below:

Isaac Hempstead-Wright in Game of Thrones: Season 6 Isaac Hempstead-Wright in Game of Thrones: Season 6

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2015 in Review: Best and Worst Gaming Trends of 2015

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As we exit 2015, the end of the year is more about looking at the past 12 months of games. It's about looking at the trends of the past year, be they good or bad. Shacknews is taking a look back at some of the more memorable trends of 2015, listing off which ones we loved and which ones are going to be an annoyance for years to come.

Best

In-Game Currency as a Replacement for DLC

To put it inelegantly, 2015 has seen the "Hearthstone-ification" of a number of marquee franchises. That means that some of that game's free-to-play mechanics reward players for their time and loyalty with unlockables and bonuses. Not all of this has been a good thing, as we'll explore when we hit the "Worst" category. In fact, this system has sometimes been downright abused.

But when done right, it has acted as an effective model to go along with the DLC system. In fact, those that spend a lot of time playing these games can actually skirt the DLC system entirely and get a lot of extra content without paying a dime. Guitar Hero Live was one of the key games to take advantage of this system, replacing pricey individual DLC downloads with an on-demand system that allows users to get song plays with in-game currency. It's a bit imperfect, but it certainly beats buying new cash cards every couple of weeks.

But the big game that will take advantage of this system next year is Street Fighter V, with the introduction of the Fight Money system. This means that Season Pass and DLC downloads are more optional than ever before, with players that invest time in the game itself able to get any add-ons for just their in-game Fight Money. This is arguably how DLC should be: Reward loyal players with the content they deserve, while also leaving in the option to pay for the content for anyone that chooses to.

Steam Refunds for Broken Games

The idea of asking for refunds on shoddy products is hardly new, even in the digital space. GOG.com has had a robust refund policy in place for quite some time. But this year saw Valve issue an official refund policy on Steam, allowing users to request a refund for any reason, so long as they've only played the game for less than two hours.

The refund policy has already come in handy, given the outbreaks of shoddy PC ports. While the system was issued in too late for anyone that purchased the PC port of Mortal Kombat X, the addition of Steam refunds was a godsend for anyone that picked up the poorly-constructed PC version of Batman: Arkham Knight. Barely operable on many systems, this is exactly what the refund system was designed for, eventually leading to the janky Arkham Knight getting pulled from Steam entirely for some much-needed fixes.

Who Run the World? 

It seems like every year the gaming industry makes strides for increased gender diversity, but that steady pace appeared to speed up even more than usual this year. Lara Croft built on her reboot's success with another entry that accents her intelligence and breaks her away from the shadow of her father. Fiona from Tales from the Borderlands was a Telltale heroine who got equal screentime as her male Hyperion counterpart. Evie Frye was the competent side of the Frye twins in Assassin's Creed Syndicate, constantly showing up her brutish brother. 

The "strong woman" trope tends to equate to women who are just as physically strong as male heroes, but this year more than most the gaming industry wrote varied, intriguing roles for women. They were strong not just because they could win an arm wrestling contest with Marcus Fenix, but because they were interesting individuals with understandable motivations and character agency. 

The Modding Renaissance

One of the greatest aspects of PC gaming has been the ability to take a good game and make it better through the implementation of mods. While the PC modding community's never died out and has stayed active through efforts like the Steam Workshop, it felt like more people than ever were engaging in PC mods in 2015. That's largely through some of the bigger games of the year, like the PC version of Grand Theft Auto V. And it's also thanks to developers that have made PC mods part of the grand development plan. Cities: Skylines and Kerbal Space Program, for example, stretched far beyond their popularity ceiling through a dedicated community of modders. Even Call of Duty wants in on the action, with Treyarch planning to add mods in 2016, the first time a CoD game will feature mods in almost ten years.

What makes modding a talking point this year, especially, is that it's an idea that's about to expand beyond the PC. With the latest generation of consoles containing more power and PC connectivity potential than ever before, even console games are going to have the power to support mods. Fallout 4 on Xbox One will be the first such console game to support mods, but it will definitely not be the last.

Worst

In-Game Currency in addition to DLC

As promised, it's time to revisit the "Hearthstone-ification" of games. Hearthstone's most lasting influence on games has been its Arena mode and its card packs, all of which can be purchased for in-game currency. That's all well and good for Hearthstone, since it's a free-to-play game.

So then what's the excute for full-priced retail games deciding to adopt this idea in an effort to gouge users for even more money than they've already paid? The biggest culprits are Madden NFL 16's Ultimate Team Pro Packs and Halo 5: Guardians' REQ packs. And with Battleborn adding random loot packs that come in different varieties, the temptation will certainly be there for 2K and Gearbox to potentially offer a microtransaction option.

What makes these particular instances so egregious is that they're essentially paying for randomness and temporary satisfaction. It's easy to pay $5.99 and wind up unpacking the wrong item or getting a one-time-use bonus, which only encourages users to spend even more money in hopes of getting what they're looking for. With Hearthstone, it's forgivable because it's a free-to-play game. These are $60 games already and tacking this onto that package just feels tasteless.

The Abuse of Steam Refunds

There's one major con to Steam's refund policy that debuted this year. The language makes it very easy to abuse the system, especially with shorter-length games. Reports started flooding within a week of the policy's enaction, with smaller developers pointing to evidence that users were purchasing their games, playing them to completion, and then asking for a refund. With Valve only able to determine how much time was spent on the game, users were issued refunds and the developers were given the shaft.

Even today, the Steam refund policy continues to incite controversy. A recent Destructoid piece sent the message that users could complete Davey Wreden's The Beginner's Guide and then ask for a refund on entirely legitimate grounds. Regardless of the author's intent (the author has since clarified her statement), it highlights the primary problem with the Steam refund policy as it is currently written. The refund system can be gamed through legalese and technicalities. That's not what the system is designed for and such blatant dishonesty is ultimately hurting smaller developers the most.

The $50 Season Pass

Season Passes are often hit-or-miss. At $15 or $20, depending on the game, they could easily be worth the risk. Worst case scenario, it's just a little something extra to a game you already liked.

But 2015 saw Season Pass prices rise to $30, $40, and even $50 and there's no other way to describe this than gross. By design, Season Passes are meant to add extra flavor or additional content to a game. Why do these suddenly cost almost as much as a full-priced game in themselves? Why does the icing on the cake suddenly cost as much as the cake itself?

Jeers to Batman: Arkham Knight and Star Wars Battlefront for its overpriced Season Passes. In the case of Arkham Knight, the DLC felt inconsequential for the price tag. But Battlefront's price tag is especially heinous when the base game isn't even that good to begin with. (The same can also be said for Battlefield Hardline, which came and went with a whimper, but still trotted out its own $50 Season Pass.) While Call of Duty's $50 Season Passes have offered substantial content in the form of over a dozen multiplayer maps and entire multi-chapter Zombies campaigns, it seems to have created a terrible trend in its wake. In trying to emulate this idea, publishers seem to be missing that the Season Passes actually need to feel substantial before slapping such a massive price tag on them.

(Also, honorable jeers to Evolve for offering two Season Passes. Let's hope that doesn't become a trend anytime soon.)



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2015 in Review: The Best and Worst New Characters

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It's been quite a year for gaming and in a sea of sequels, reboots, and remasters, there have also been some memorable new entries to everyone's library of favorite games. Along with those new games and even in some of those aforementioned sequels, there are new characters that made their debut. Some of them quickly became beloved, while others... not so much. These are Shacknews' Best and Worst New Characters of 2015.

Best

Max and Chloe (Life is Strange)

The two main characters of Life is Strange are memorable characters on their own, but part of the reason that Dontnod's story-based game resonated with so many people was because of their relationship. It was a childhood friendship torn apart, but one rekindled over insane circumstances. And yet even through some of the story's most implausible elements, players only saw growth, maturity, and tragedy bring these two together. They're the picture of teenage awkwardness, insecurity, and in a strange kind of way, optimism.

Nick Valentine (Fallout 4)

Fallout has a way of presenting intriguing wasteland denizens, but none of them have been as immediately lovable or illustrated the backbone of the main plot quite like Nick Valentine. Discovered as part of the main quest, Nick is a gumshoe who stepped straight out of a pulpy noir story. Except, he's also an old Synth, with artificial skin that's gone missing in spots to expose the metal exoskeleton underneath. He looks utterly disconcerting, but his kind demeanor and unique perspective on the events of the game kept him a mainstay the whole way through. The juxtaposition between his noir roots and sci-fi setting led to a personal story conclusion that was one of the best.

The Hunter (Bloodborne)

Bloodborne is a game that still gives us nightmares as there are some terrifying things going on in the town of Yharnam. If Bloodborne was real life, we’re sure many of us would turn away from entering Yharnam to the safety of pretty much anywhere else. But The Hunter took the challenge head on, even after dying multiple times in horrific ways. Anything and everything will kill The Hunter, and to have a character who can continue to face these challenges time and time again without losing their cool is something you don’t see every day.

Rhys (Tales From the Borderlands)

Tales from the Borderlands was another great experience from Telltale, and it really showcased the team’s ability to weave a story completely saturated by Borderlands humor, action, and fun. I just can’t imagine how that all would have played out with Rhys though. This smack-talking Handsome Jack wannabe is one of the best protagonists I played this year, and it was a thrill to experience Pandora through his eyes. He might not have always been the brightest star in the sky, in fact he’s probably one of the dimmest, but he was still one of the best new characters we got this year.

Worst

The Arkham Knight (Batman: Arkham Knight)

It's going to be a little difficult to dance around spoilers here, but even those that haven't played through Arkham Knight know just what an annoying, prattling child this titular character is. He thinks himself a know-it-all and a master tactician, but carries himself off with the demeanor of a spoiled teenager. His delivery is grating, his dialogue is cringe-worthy, his motivations are two-dimensional, and when you finally take the character's mask off and see who it is, you just want to reach back and give that person a swift smack across their whiny little face. Batman's had some marvelous villains in his rogues gallery, but the Arkham Knight was not one of them.

Jacob Frye (Assassin's Creed Syndicate)

Assassin's Creed Syndicate is a story of a sharp, well-trained assassin named Evie Frye. She respects her heritage, understands the importance of artifacts, and carries off her training with a stylish grace that rivals that of Ezio. Unfortunately, she has to share the spotlight with her idiot brother, a smarmy thug who doesn't care much for stealth and just seems obsessed with leading a gang. Over and over we see Jacob throw a wrench into his sister's plans, meaning one of our protagonist player-characters is usually just an obstacle for the more interesting one. What's worse is he takes a more prominent position on much of the promotional artwork, leaving Evie to the side looking like an afterthought.

Skinny Mario (Super Mario Maker)

Super Mario Maker gave us a nearly infinite amount of content as players and creators are continuing to enjoy the game on a regular basis. One thing we could have done without is the introduction of Skinny Mario. Skinny Mario becomes available when he picks up a Luigi Mushroom, which imbues him with the high-jumping ability Luigi is known to have. The problem is, seeing Mario as a stretched-out plumber has caused us many sleepless nights just by how disturbing he looks when he’s in play. We prefer our Mario to be short and pudgy, the way Miyamoto intended!

Nolanbot (Destiny: The Taken King)

Just when we thought Destiny’s smart-aleck Ghost couldn’t get any worse, Bungie went and released The Taken King DLC with a completely new Ghost voice. Nolan North took the helm this time, phasing out Dinklebot in favor of a more experienced, and available voice actor. We thought things were going to be better, but in the end Nolanbot just felt as lifeless as Dinklebot did in the original game. I’m not faulting Bungie for trying, but that heartless, lifeless voice still haunts me.



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2015 Game of the Year #10: Metal Gear Solid 5: The Phantom Pain (Tie)

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This week Shacknews is counting down its top ten 2015 Games of the Year, as tabulated by both staff votes and input from our own Chatty community. At a tie with Bloodborne for the #10 spot is Metal Gear Solid 5, the swan song that saw Hideo Kojima's exit from Konami.

Steve Watts, Editor-in-Chief: Metal Gear Solid 5 carries some heavy baggage on its back. Between its troubled development history, the publicized fallout between Hideo Kojima and Konami, and the legacy of the series, it could have gone all wrong in a hundred different ways. Fortunately, what we received was a fine send-off to one of the most celebrated series in gaming, which developed its own unique identity in the process.

MGS5 is very little like previous Metal Gear games. It's not very linear, and the story takes a backseat to the mission-based gameplay. But making a more open experience allowed Kojima Productions to burst with creativity in making systems interact in unique ways, leading to a constant sense of discovery. Chances are if you thought up some clever way to use a tool, it would work. The story missions are varied and almost always pack a hefty surprise.

Despite some problematic pacing and odd character choices, Metal Gear Solid 5 ends with a brilliant reveal that changes all of the context of what we've seen before, and even explains away some later plot holes. It was the perfect way to end the series.

Joe Stasio, Graphic Designer: Metal Gear Solid 5 is very much an example of a franchise adapting to changes in the games industry. In its fifth and final core installment, we have a game that only loosely resembles the series’ first entry, and while its easy to take this for granted, Hideo Kojima deserves some kudos right off the bat for never becoming complacent in his IP's popularity.

With its unique sense of humor intact, and a literal Jack Bauer on board to help liven up Snake's (infrequent) dialogue, MGS5 instantly presented itself as an interesting piece of art, no matter your taste in gaming. This coupled with a tight and addictive gameplay loop of infiltrating and capturing bases helped steer The Phantom Pain in the right direction as it careened toward its controversial end.

In true Kojima fashion, MGS5 leaves its player satisfied, eager for discussion with peers, and maybe even a little confused. Whatever your take on the long awaited cap on the Metal Gear Solid series, its hard to debate the quality and sheer fun of toying around in MGSV’s sandbox.

SW: It's almost a shame that this is the last Metal Gear game under the direction of Kojima, since the open-world direction fits it so perfectly. Still, it's hard to imagine how it could've ended on a finer note.

Shacknews Games of the Year:



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