Thousands of Fans Outraged About Metroid’s Direction They’re Petitioning to Get Them Cancelled

Nintendo, in it’s E3 2015 Direct, showed off two Metroid games after having not released a title in the series since Metroid: Other M for the Wii in 2010. It should have been a glorious, beautiful return to form – bringing a fan favourite franchise back from the dead to give new life to Samus’s adventures through pirate infested space – but instead it was met with a petition to cancel the games.Do I agree with this reaction? Not necessarily, but I can definitely see where it’s coming from. What was once an isolating, terrifying and thought-provoking quest into deep space has been strapped on to a multiplayer shoot-em-up, and a 3v3 space soccer simulator. Of course, we’ve seen but a few seconds of each game, and it isn’t fair to completely write them off without first at least playing them – but let’s think about them for a second.

First, Metroid Prime: Federation Force is a first person, multiplayer shooter coming exclusively for the 3DS. I’ve never understood multiplayer games on handhelds, since if I am going to get together to play games with my friends there will be a TV and console nearby, but even ignoring my own tendencies, the system simply isn’t made to play these types of games. One analogue stick isn’t enough to control a FPS properly, and though the ‘New 3DS’ does include a surprisingly sensitive nub above the ABYX buttons, it simply doesn’t afford the kind of control a second stick could.

Secondly, Metroid Prime: Blast Ball is a ‘3v3 Sci-Fi Sports Battle’ game where you shoot large balls into goals before your opponent can – essentially, it’s soccer for space marines. While my first reaction was that this was incorrectly targeting the eSports movement, I have since changed my mind about that – surely Nintendo knows that the 3DS system isn’t likely to be picked up by the eSports community. eSports require precise controls, usually given by mouse and keyboard or finely tuned controllers, that I don’t believe the 3DS can deliver.

In watching the trailer again, it seems apparent the main issue is the shift in audience. Nintendo is no longer aiming Metroid games at ‘hardcore’ gamers who want to be challenged, and left to their own devices in a dark and hostile world, but is making games for kids. Making games more accessible doesn’t have to be a bad thing, but when it dilutes a brand to the point where it isn’t recognisable, until the name pops up on the trailer, it isn’t good.


Nintendo could easily continue on with these games, ignoring their most hardcore fans, and change the Metroid universe into something far more kid friendly. It’s equally possible Nintendo could pull the games, or more likely re-brand them, and begin work on a more traditional Metroid title to heal the relationship with customers who have given them decades of time and money.

It’s difficult to say what the future of Metroid is: even with the announcement of a new game it is still in as much doubt as weeks before. Nintendo hasn’t made themselves any friends with this announcement, but I look forward to seeing what it’s response is.

Bethesda Showed Too Much Doom And Lost Me Entirely With Its Outdated Shooter Mechanics

Bethesda finally unveiled what the new Doom would look like running on the id Tech 6 engine, and to be honest I feel that during their press conference they showed off just a little too much of their new shooter. The initial single player gameplay felt too scripted with the way that the gun moved giving off that it was floating in the air and didn’t feel grounded, the way that many Hollywood movies rely on CGI to create large scripted events not taking into account ‘gravity’.

The chainsaw segment was a nice nostalgic touch but with the limited animations and it being overused, it wore off quickly. Your game needs more then blood, guts and gore to convince me to fork out to buy it and enjoy it. There’s only so much action I can take and so many bodies I can mutilate before the gimmick grows tiresome. It’s what Doom 3 was criticised for the further you got in the game, repetitive combat and less than average AI.

What was shown excited the crowd but when they showed even more single player content this time in Hell I was bored, annoyed and not excited for it anymore.

I was shown too much in such a short time frame.

The above embedded tweet just goes to show how bland Hell looks in Doom at this moment in time of its development, I’m sure that closer to release and after countless fans voicing their opinions, more colour would be added but for the moment it looks more like Doom 3. Gears of War faced the exact same criticism for being too grey, Doom right now looks too brown.

Whilst that’s not necessarily a bad thing, it doesn’t help to sell me on this new Doom.

During the conference those in the background screaming and clamoring during the chainsaw gameplay weren’t all media and mainly those that waited in line for hours to get a last minute no show ticket. They’re excited for the game and I get that, it’s Doom, it’s gory and brutal but it’s a tired shooter in a generation where they’re evolving to a point where being a run and gun shooting game anymore doesn’t cut it.

From the press release, multiplayer in Doom is the main feature I’m looking forward to. Frantic fast-paced arena action with classic and new modes introduced into the fray. Coupled with SnapMap which is Doom’s new easy to use level builder, this is what will sell the game to me. Endless hours of creating the ultimate level, not needing any expertise in map building.

Editing levels on the fly putting other gamers experience to the test. More of this and less generic single player gameplay.

Return of id Multiplayer

Dominate your opponents in DOOM’s signature, fast-paced arena-style combat. In both classic and all-new game modes, annihilate your enemies utilizing your personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon

Endless Possibilities

DOOM SnapMap – a powerful, but easy-to-use game and level editor – allows for limitless gameplay experiences on every platform.  Without any previous experience or special expertise, any player can quickly and easily snap together and visually customize maps, add pre-defined or completely custom gameplay, and even edit game logic to create new modes.  Instantly play your creation, share it with a friend, or make it available to players around the world – all in-game with the push of a button.

The closer we get to the game’s release, the more that’ll be unveiled and I sincerely hope that id software have more to show that isn’t just a sawn-off shotgun and a chainsaw gunning down countless enemies who appear from thin air to just stand there and take a beating. Doom 3 was criticised for a lot back in 2004 (Forgiven that 11 years ago the same tech available today wasn’t back then) but let’s hope that in the 11 years since, let’s hope the fans and critics thoughts were taken on board to bring Doom into a new generation of gamers and consoles, because looking pretty doesn’t cut it anymore.

Blockstorm Open Beta Is Here After The Successful Early Access With More Than 40,000 Copies Sold

Blockstorm is a FPS game set in a world made of destructible blocks. The voxel nature of characters and maps and the in-game editor allow you to fully customize your game and quickly share your experience with other players. You are free to create your own maps and characters from scratch or to customize existing ones. All maps and characters included in the game are made with the same tools that are available to the public.

Weapons range from precise rifles to heavy machine guns or even explosives capable of destroying hiding places and creating tactical advantages. You can pick out your own load out, choosing between a set of weapons configured by the creator of the map. Currently there are 6 game modes:

  • Deathmatch
  • Team Deathmatch
  • Assault
  • Capture The Flag
  • Castle Battle

And with the open beta another game mode was released, The Hunt Mode. Two teams will face each other during an exploration mission in a map full of zombies and firing turrets. The goal is to collect more Blocktanium atoms than the opponent team and bring it to your base. Be careful when you are carrying too many atoms, an enemy could kill you and steal all your loot.

Blockstorm is now ready to play for free for two weeks. Grab a Steam key now from IndieGala. During this period people will be able to play it without restriction for the full game, and buy it at a very special promotion of -60%.

Battling the Hype Monster: 5 Things We’d Change About Evolve

Evolve is a game that needs no introduction, from the trailers at every gaming media event to the ads plastered across buses this game has had a lot of press coverage. The game also comes from a legendary pedigree with Turtle Rock Studios; the team behind Left 4 Dead, at the helm of the project. However with all this media attention and a winning team driving the project is the game any good? Further will it revitalise team-based shooters the way Left 4 Dead did before it?

In answer to the first question, yes, the game is good, the environments are lush, the character models are interesting and the game is fun to play. However I feel like there is a ways to go before this game becomes worthy of the hype it generated.

So here are 5 things I would change about Evolve.

1: Nerf the Wraith!

The wraith is a force of nature, it is fast, it deals an extreme amount of damage and did I mention it’s fast, the teleporting flurry of blades that is the wraith is a formidable enemy at my stage but all too often it can wipe and entire team in a matter of minutes.

Evolve Wraith

2: Rescue points should not beam the survivors up instantly

Rescue is one of the more difficult match types to play as a monster, the mode is entirely geared towards the hunters especially the drop zone points the players must escort rescued settlers to. These points activate and score points for the hunters as soon as a revived settler touches the pad, there is no cool down there is no waiting so long as you slip past a monster and hit the pad you score the points, now perhaps if saving 10 or 20 settlers was required then this could make sense but you only need to rescue around 5 survivors to win the match. Further the monster starts in stage 1, adding an even larger advantage to the hunters.

3: Levelling tiers prevents me from playing the way I want

To level a hunter in evolve you must achieve the requirements for each item at that particular star level. Taking Maggie as an example you cannot earn points towards the second star level of the SMG until you have levelled all of the items at star level 1. This means that you are forced to devote time to levelling some skills whilst progress with other items is halted. I would have preferred if each item had its own independent levelling system so if you deal a heap of damage with the SMG first you can continue to level it independently of your pet Daisy or the harpoon gun.

Evolve Evolution

4: Evolution should change the nature of the monster more

I think the Goliath should start out fast with low health and slow down as it gains levels and health. The Goliath is obviously a tanking type monster it is huge and uses its physicality to inflict damage it is basically Godzilla. How interesting would the game be if in the early stages the Goliath was fast? Imagine if Evolving involved the trade off of speed for health, at the moment the goal is to Evolve as fast as possible but only increase your power, health and armour, the overall mechanics of the Goliath remain the same you still jump as high and move as quickly I wanted the team at Turtle Rock to think about the process of evolution and the benefits and trade offs of changing your form rather than making evolution simply a means to raise your health and DPS.

5: Give the player some control over Daisy

To progress from 2 to 3 stars, as Maggie players must perform 10 revives with Daisy. Daisy operates automatically and will often come to the rescue of a fallen team mate however if you are going to measure the number of revives she performs without giving the player any control over her then what is the point of using this as a hurdle for progression. The game has a point of interest system so players can highlight interesting or dangerous things in the environment so why not use this to give passive commands to Daisy such as assist at the point of interest?

Evolve Daisy

Mythbusters Meets DOOM Next Weekend on Discovery Channel

For a very long time, Discovery Channel’s popular show MythBusters has helped put an end to longstanding myths relating to popular culture, news stories, and everyday life. For next week’s episode, 31 January, they’re taking their expertise to video games.

In this special episode, id Software’s own Tim Willits will be helping Adam and Jamie dig into an often-discussed topic of FPS games: Is it really possible for someone to carry all those health packs, guns, and even a chainsaw? Using the DOOM universe and DOOM 3 BFG Edition for reference, Tim helps the team recreate a DOOM level in real life. Catch the episode on Discovery Channel on 31 January at 9/8c. For more details, visit the show’s page on If you were given the opportunity, what theory would you like to test out in video games?

Huge Gallery of Screenshots Direct from Halo 5: Guardians Beta

With the Halo 5: Guardians multiplayer beta in full swing for those who were granted access to it this weekend, we took some direct in-game screenshots of what ever we could to show you all. From the menu, to the options, characters, customisation, weapons, and multiplayer maps that are available. Everyone this weekend only has access to Week 1 content, so when the beta officially launches over its 3 week period, players in Week 2 and 3 will have access to more content.

For now enjoy the every growing gallery that will get updated as we move on with more weapons, gameplay and other goodies when newer content is made available. Note that this beta is running in 720p 60FPS and NOT 1080p which 343 have stated the game will run. That’s why the screens look quite pixelated because these were capture in 1080p. Also to note, half of these images were saved in .JPEG format as to lower bandwidth. Each image in its original .PNG format weighed in at 2 mb, so that everyone can enjoy these images and not have to wait for them to load we converted them. The game is very pixelated at this point obviously because it runs at a lower resolution so don’t fret.

Main Menu:

Customisation Options:


Assault Rifle:




Battle Rifle:

Prophet’s Bane:

Multiplayer Maps:




BlockStorm Impressions: An FPS in the Block Renaissance

Blockstorm borrows heavily from the aesthetic of the recent block renaissance, whilst the game play is reminiscent of classic team based FPS games. If I was to draw an obvious comparison, I would say Blockstorm feels like a mash up of Minecraft and the original Team Fortress, and that isn’t a bad thing.

I had a lot of fun with Blockstorm when I gave it a quick spin. It was so nice to sink into a world where characters moved with a slipperiness long since removed from modern FPS games – where you could dig into an enemy base or brick up an opening to fortify a position. The character selection from the get-go features a large array of your standard military-looking grunts, and then there are the odd balls, naturally I chose to play as a Minotaur. Appearance seemingly has no effect on combat, so I was free to run around as a figure of Greek mythology, whilst my team mates donned Storm Trooper outfits and Daft Punk’s iconic helmets.

There is a sense of fun that pervades a game like this: the seriousness of Call of Duty or Battlefield melts away when there is no voice over telling you to push harder or kill that last man – the game become about playing rather than competing. That is not to say I didn’t have some heated matches, but without that built in tone I felt less combative when I was taken out by a foe, and I got my ass handed to me a few times. One player waited whilst I bricked up the entrance to my base then knifed me and finished the job sealing himself in the bunker and winning the match by taking the base. It was brilliant – and made me really consider the potential of this game.


The levels in this game are expansive, there is a huge area to cover, complete with lots of buildings and wilderness to traverse. The colour palette is varied and bright – the creators have put in a lot of effort to make sure that there are plenty of different textures making up the world. The inclusion of 100 blocks to your loadout gives you a finite number to play with as you build walls or steps or anything else you can manage in the world.

You also have a trusty shovel which brings destructibility to the world, but also the ability to dig fox holes and carve out sniper posts. I really wish games like Battlefield would incorporate a shovel feature, they spend so much money on building engines with real world destruction, and yet you can’t dig in on a beach – go figure.


The game modes are your standard Deathmatch, Team Deathmatch and Assault. I spent most of my time playing Assault, which places a red and a blue team against each other – one attacking and one defending a base. The matches were fast and fun, however, the respawn time for defenders was punishing – 17 seconds is way too long to keep someone out of a game, especially on the smaller stages. It just made it too easy for the other team to sweep in and take the base. Other than this, the modes work well, they don’t reinvent the wheel but they aren’t meant to. The building mechanics are where this game will shine.


Unfortunately, no one I was playing with was well versed in construction so the only blocks laid down were in the form of walls and basic steps, however once some seasoned builders find their way into this game I foresee some interesting traps popping up during matches.

In the interest of brevity I’ll leave it there. The game is promising, fun and cheap at $5.99 for a single pack or $9.99 for a double pack, and with the publishers throwing in the soundtrack for all purchasers, it is more than worth the price of admission.

Gearbox Software’s Next-Gen Hero-Shooter is Battleborn

Gearbox Software and 2K are well known for their award winning franchise Borderlands, which combined a first-person shooter with loot-grabbing RPG elements that had a great sense of humor with a comic book art style. They have sold over millions of copies and made it a huge success. They have taken on the challenge of recreating the same effect with their new IP “Battleborn”.

The president of Gearbox Software, Randy Pitchford stated:

“If Borderlands 2 is a shooter-looter, Battleborn is a hero-shooter. As a genre-fused, hobby-grade, co-operative and competitive FPS exploding with eye-popping style and an imaginative universe, Battleborn is the most ambitious video game that Gearbox has ever created.”

For Battleborn’s future to survive, you are one of the new breed of warriors who has to team up to try to stop an unstoppable menace for the hope of saving the last star in the dying universe. You can play together alongside with your friends in an intense co-operative campaign, or if you want to get a bit competitive then you can battle against them in fast-paced competitive multiplayer matches. They have revealed the cover art and also released the announcement trailer.

This new IP is being developed for the PC, PS4 and Xbox One and looking to release in 2015 according to their social media pages and 2016 according to the press release. More information on the game will be revealed throughout the month. We are liking what we are seeing and can’t wait to see more.

Battleborn Cover