Borderlands 3: Possible PAX East Reveal: Randy Pitchford May Have Given Us the First Teaser

     It's been a long time since I've posted here, and even longer since I posted Borderlands related material- but there's some possibly huge news that just came in the form of a wonderful teaser from Gearbox head Randy Pitchford.

     He's posted a Tweet that looks very remeniscent of something out of the beloved Borderlands franchise, pointing towards an announcement of something at PAX East:
     Could we finally see the long awaited announcement and release of the third core installment in the franchise?  I believe so.  There's been a slew of update activity on Steam, countless small leaks, and even this wonderful April Fool's teaser from a year ago:

     My hype for the game and blogging has returned.  I look forward to updating and discussing news of Borderlands 3 as it comes.  A Borderlands review was one of my very earliest blog posts (though it corrupted and I lost the page), and Borderlands 2 provided years of content, so the third game can only offer a large amount of content for me to provide- so I hope to hear from many of you fans again in the coming months.

For related posts [ Borderlands ]


Who Can Eat More: Yoshi vs Kirby (Guest Post by @EricVBailey )


Yoshi and Kirby are two Nintendo characters who have a lot in common: They both have a reputation for being more “cute” than combative, they star in their own series of games, they have a limited vocabulary, and they are known for eating their opponents or other items.

But who can eat more?


Mario's faithful steed has to be near the top of the list of competitive eaters in gaming lore. The green dinosaur does little else besides eat and be sacrificed for longer jumps. With a flick of his tongue and a lay of his egg, he rapidly disposes of any meal placed in front of him.

In Super Mario World, the larval form of Yoshi doesn't even need the classic tonguing action. You just kinda shove his face into any enemy and Baby Yoshi will eat it. We take it for granted, just how impressive this feat is. Have you ever tried to eat something larger than yourself in less than a second?

This is the truly impressive facet of Yoshi's consumptive power – not just the size of his conquests, but the raw efficiency of the process. From the gulping swallow to the egg-to-ammo transformation, Yoshi seems to have optimized his guts for maximum capacity. You can parade an endless stream of feed-fodder straight toward his mouth, and he will just keep swallowing. Look at this .gif, illustrating the point. You could leave this thing running for decades, only to come back and still find Yoshi wolfing down Shy Guy after Shy Guy for all eternity.

So beware the tongue of Yoshi, lest he get you next. He may yet tempt you, or even impress you, with the skillful application of his long, thick, and moist appendage. He is quite capable of giving you a good tongue-lashing. Yes, he'll tongue you good. He'll tongue you hard, and deep. His skin glistens with sweat, his sinews drawn taut, his shoulders rising and falling with excited breath as he bites his lip and proceeds to-- *stares off into the middle distance*


In the circle of Nintendo's competitive eaters, Kirby has to be in the mix as well.

This lovable pink puffball seems to have an insatiable appetite. Whereas Yoshi converts his foes into weapon-projectiles through arcane digestive means, Kirby himself is the end of his means, the final destination for those unlucky enough to cross him. His mouth is like a black hole, his stomach the period that the story of life.

Yoshi's gift for rapid-fire snacking is nothing short of miraculous, but Kirby has him beat in a few specific ways. For one, Kirby can eat more than one thing at once. Yoshi has this certain physical limitation about him, this constraint whereby the tip of his tongue must physically connect with his target. Kirby shows no concern for paltry ideas like “physics,” instead electing to consume, consume everything.

Yoshi's backstory has something to do with living on an island and playing a part in the rise of the Super Mario Bros. Kirby's story always seems to essentially boil down to “One day, Kirby was having a picnic or taking a nap or otherwise being perfectly innocent and adorable, until his idyllic peace was interrupted by a paradimensional entity bent on the violent destruction of all life. So Kirby ate him. Peace was restored, the end.”

You don't mess with Kirby.

Kirby will eat everything, instantly, forever.

At this point, some Yoshi apologist will say “b-b-but what about Mega Yarn Yoshi, and those giant metal eggs from New Island?!” Get that garbage argument out of here. Look, Yoshi's a dinosaur, he has to adhere to certain physical limits. Kirby, on the other hand, laughs at every attempt of the cosmos to contain him.

We can look to one title in particular for the most compelling persuasion: In Kirby Triple Deluxe, Kirby does this thing where he goes “hypernova” and his suction rips entire dang trees out of the ground, among other objects. There is video evidence. But if you're going to watch one video to summarize Kirby's nigh-apocalyptic prowess, check out his final boss battle from that game, in which he swallows... a streaming blast of supernatural energy? And then fires it back out of his face to annihilate all in his path? Ridiculous. That kind of eating can't be quantified.

Perhaps there was a time when this article began with a good-faith intent at debate but, no, let's be honest, Kirby wins this battle of bites and it's not even close. Even if Yoshi forked his tongue, and stretched it out, and massacred his mouth into an inescapable maw of unfathomable tentacle-tongues, Kirby would just suck 'im up like the infinite vacuum he is and swallow it all whole.


Kirby wins.





               Now I do have to wonder:

                       Could he eat a ghost?

Special thanks to internet pal and Kirby expert Jonathan for his input on this piece. You can follow him on Twitter @radicaldefect.

Eric Bailey likes Nintendo games and writing about Nintendo games. You can follow him on Twitter @EricVBailey, check out his minimalist YouTube series, support him on Patreon, or ignore him altogether.

     Previous Guest Posts by Eric Bailey:

     [ Tribute: Link's Awakening ]

     [ You’re All Idiots, Everything's On Fire, and Nothing Ever Changes: Yet Another Critique of Gaming Culture

     [ Easy-Mode Players Are The Real Gamers ]


Dead Island: Survivors: Short Review

     It's been a little over 2 years since Dead Island: Survivors shambled into soft launch in Norway, and it has finally spread the infection to the global market.  The Dead Island franchise has definitely had a rough patch over the last five years.  Escape Dead Island missed the cel-shaded mark, the highly under-rated MOBA Dead Island: Epidemic was shut down before it could even leave open beta, Dead Island: Retro Revenge wasn't anything like the beat 'em up it was originally advertised to be, and Dead Island 2 is still lost somewhere in developmental purgatory.

     Unlike its Dead Island predecessors Survivors combines base building with tower defense and adds a dash of 3rd person zombie slaying action in as well.  Players are tasked with setting up protective perimeters, laying all manner of blockades and traps, and defending their bases while attempting to round up all the other survivors from the formerly idyllic nearby islands.  Sadly, what makes this one unique addition to the tower defense core of the game go awry with is the absolutely atrocious controls for the character.  When you want to engage in melee combat with a character the control is of the point and click variety instead of a traditional joystick (virtual in this case).  It then locks your camera in and having to constantly adjust to see what you are missing is infuriating to no end.  Trying to attack a specific zombie in a horde is utterly worthless, resulting in wasted attacks and time, which in turn generally lead to losses for the player.  You have to either focus on building and maintaining the defense system OR using the extraordinarily poorly controlled character.  You cannot do both as the other will suffer quite swiftly- creating an awful situation where in the later game you hit impassable walls because you can't do both.  Having to sacrifice one aspect of the duality is not a good gameplay decision here at all.

     Deep Silver’s development studio Fishlabs Entertainment has brought the franchise to the mobile market, but despite the potentially bright rays of sunshine a new Dead Island game might've provided us with, the Banoi Archipelago has seen better tie-in game days (Epidemic), but to be fair, it's also seen much, much worse (Retro Revenge).  There's an absurd microtransaction focus that happens with a great many mobile games by gating off things with an overabundance of timers and an extreme scarcity of resources leading to the inevitable lengthy wait times and slowing down progress to the point of actually discouraging gameplay. 

     As much of a fan of the series as I am, I can't recommend this game at all unless you really, REALLY like the monotonous grind of tower defense games.  Dead Island: Survivors is a case where they might've done far better had they broken the game into either strictly a tower defense, or gone with a simple hack-n-slash adventure game (which is what I had hoped for) as opposed to attempting to merge the two together as an incongruent mess.  That's a very disappointing thing for me to say too, because the visual design is so good in Survivors, and any hope for another mobile tie in game that is truly worthwhile is rapidly dwindling while awaiting the official Dead Island 2 to re-emerge from whatever undead state it currently resides in.

     Dead Island: Survivors [ Google Play ] [ iOS ]

     Dead Island on [ Twitter ] [ Facebook ]


Tribute: Link's Awakening (Guest Post by @EricVBailey )

People enjoy stories about likeable protagonists who overcome adversity.

In the face of overwhelming odds our hero manages to triumph, and our sympathetic tension achieves a victorious payoff. One popular framework toward this end is the shipwreck. You have a happy character, on top of the world, enjoying some maritime travel, who is suddenly thrust into harsh conditions. This is quite a dramatic turn, bolstered by historical examples, and works to unfold our fears of an uncertain future.

Castaway is a generally well-received film, with Tom Hanks continuing to stretch his acting range in a challenging role. Robinson Crusoe is regarded as a literary classic. The television series Arrow leaned heavily on a “stranded on a remote island in the Pacific” backstory. Even the Bible heightens its drama with the account of a shipwreck in the book of Acts. And tucked back in the late 20th century, on a humble handheld machine, gaming also has its premiere shipwreck story --

Survival Kids.

… no, wait, sorry, not Survival Kids.

The Legend of Zelda: Link’s Awakening.


On a dark and stormy night...

The Legend of Zelda: Link’s Awakening is a video game that originally released in 1993 for Nintendo’s portable Game Boy system. It is one of my personal favorites, and I believe it is great.

This topdown adventure oozes classic Nintendo appeal and, in my view, sports some brilliant design strokes that perfectly complement a delightful original world. The setting often straddles the line between charming and unnerving, and I found the overall effect intoxicating when I first played the game as a child. Just as a good book is described as something you cannot put down, Link’s Awakening was truly an experience that I was reluctant to let leave my hands; notably, I do not often feel this way about games.

Franchise Legacy

In some ways, Link’s Awakening is a radical departure for the Legend of Zelda franchise: It is the only game to take place on Koholint Island, the first portable Zelda title, and plays extensively with references to other games and media altogether. In other ways, it poses more subtle subversions.

In Ocarina of Time, a girl named Malon teaches Link Epona’s Song for his ocarina. In Link’s Awakening, a girl named Marin teaches Link the Ballad of the Wind Fish for his ocarina. Both of these characters show an affinity for animals.

In Link’s Awakening, using the Bow and a Bomb at the same time results in firing an arrow attached a bomb that explodes on impact. Curiously, this has never been confirmed or denied by the developers as an unintentional glitch. Arrows and bombs could be combined in Twilight Princess, but it was not until Breath of the Wild in 2017 that Bomb Arrows were finally their own full-fledged item.

I feel Link’s Awakening forged new ground for the Zelda series in ways that have been overshadowed by the contributions of other titles, like later games get credit for feats Awakening already achieved, and much of its greatness has been lost in the mix of fondness for some of Link’s other adventures.

The Legend of Zelda: Majora’s Mask has received lots of praise over the years for its melancholy mood and a darker theme. Rightly so! It remains my favorite Zelda game, largely because it is so unusual. However, some may forget that Link’s Awakening has its share of dark imagery as well, as noted by a Twitter friend of mine on a playthrough in 2017.

Link’s Awakening was already exploring the idea of an oncoming world-ending cataclysm in a world entirely separate from Hyrule years before Majora’s Mask would, complete with the necessary epic songs and ventures into added layers of the not-quite-real.

How about cameos? In the 64-bit Zelda titles, you can find little winks to the Super Mario canon, like the Bowser jewelry in Ocarina and the Mario mask in Majora. In Twilight Princess, keen observers may spot a Bullet Bill image. But did you know that in Link’s Awakening you can find Yoshi, Goomba, Pirahna Plants, Cheep Cheep, Bloobers, and a Chain Chomp! Never again would so many Mario characters manage to squeeze into one of Link’s adventures. It’s so strange!

Breath of the Wild is infamous for hiding 900 Korok seeds throughout its world, rewarding completists who will search every blade of grass for hidden treasure. Ocarina had its Skulltulas. But y’know which Zelda game started the trend of having a big fetch quest throughout? Link’s Awakening, with its 26 Secret Seashells, 20 of them standing in the way between Link and his sword upgrade.

It’s A Good Game, Brent

Consider the worst parts of popular Zelda titles.

What’s the one design element you hate from each one? Is it the rain in Breath of the Wild, or how poorly the polygons have aged in the N64 games? Do you despise the endless sailing in Wind Waker, or was it the Triforce shards that drove you to despair? Did you abhor the motion controls of Skyward Sword, or the barren overworld of Twilight Princess?

Link’s Awakening doesn’t have any of these issues.

It’s just a solid, well-rounded game. Like any high-caliber Nintendo fare it has charm, humor, a memorable soundtrack, tight gameplay, and some gorgeous visuals. Your mileage may vary as to its difficulty, but I always thought it hit a great spot between ease and challenge.

Words can hardly encapsulate the experience. Maybe some games can be summarized in a reflection like this, but I think Link’s Awakening truly rewards those who dig into it. I recommend you try it, and I’d love to hear what you think. I have a feeling it’ll be one of my sentimental favorites for as long as I live.

Eric Bailey likes Nintendo games and writing about Nintendo games. You can follow him on Twitter @EricVBailey, check out his new minimalist YouTube series, support him on Patreon, or ignore him altogether.

     Previous Guest Posts by Eric Bailey:
You’re All Idiots, Everything's On Fire, and Nothing Ever Changes: Yet Another Critique of Gaming Culture ] 
Easy-Mode Players Are The Real Gamers ]


Streets of Rage 4 Has Been Officially Revealed!!!

     It's been a long time since the 1994 release of the last new installment in Sega's iconic beat 'em up Streets of Rage series, and today Dotemu, Lizardcube, and Guard Crush Games have announced Streets of Rage 4!

     According to the official site:
After many years, Axel and Blaze are finally picking up the fight where they left. 
Streets of Rage 4 builds upon the classic trilogy’s gameplay with new mechanics, a fresh story and a gauntlet of dangerous stages with a serious crime problem. Streets of Rage 4 recalls classic gameplay but it stands as an entirely original arcade-style romp thanks to the expertise of Guard Crush Games and Dotemu. 
Whether players gang up with a friend or clean up the city solo, Streets of Rage 4 is a skull-bashing, chicken-chomping delight all set to a thumping soundtrack sure to get your blood pumping.
     The reveal trailer shows us some glorious gameplay featuring an older and more grizzled Axel Stone along with long-time bare knuckle companion Blaze Fielding taking on some familiar old enemies in a truly amazing new visual style.  No word yet if other old friends will be playable characters as well like Adam or Eddie "Skate" Hunter, Max Thunder, or possibly even former-enemy-boss-turned-friendly-combatant Shiva.
     I'm also hoping they nail the music for the game, as it played a massive part in setting the tone of the first and second games.

     I've said numerous times before, that Streets of Rage 2 stands as one of the greatest games ever made, and we can only hope this game turns out to not only live up to, but actually improve on that legacy.

     No release date or platforms have been announced yet.

     For more information check out the official site [ Streets4Rage ]

     Source [ Dotemu twitter ]


Marvel Future Fight: Teases (X-traordinary) X-Men Announcement for SDCC 2018

     Ever since the 3 year anniversary of Marvel Future Fight, the game and developers have really turned things around from a few great flubs in the last year- such as the loot box Ultimates characters which resulted in amassive player boycott.
     Today after the official Marvel Games twitter account posted an image about what is in store for this years San Diego Comic Con without Future Fight, players questioned the lack of the game, and the official Future Fight account was quick to respond with an amazing teaser.

     This seems like an easy teaser for the Extraordinary X-Men comic series.  Granted we can only speculate at this point, but we already have a lot of the team in the game and there's an opportunity to give them new uniforms and even expand the roster with fan favorite characters like Deadpool.
     Considering that last years SDCC announcement was the Age of Apocalypse, I can only imagine this years will need to top the hype and subsequent letdown last year- Apocalypse himself didn't even arrive in game until a couple weeks after the initial update hit.

     The hype has already begun, and I for one, am very X-Cited to see what Netmarble has in store for Marvel Future Fight as SDCC 2018 at the Marvel Games Panel on Thursday, July 19th from 1-2pm.

     For related [ Posts ]


Morbius: Jared Leto Officially Cast as The Living Vampire

     In an out-of-left-field announcement, Sony has announced that Jared Leto has been cast in a Morbius film, based on the 1971 comic character created by Gil Kane and Roy Thomas for Amazing Spider-Man 101.
     This comes as an odd surprise as Morbius has never been a huge character in the Spider-Man universe, whereas the Venom film makes sense because he's been in countless issues and series as well as being wildly popular as a dark and gritty anti-hero.  Morbius has only appeared periodically since that first issue and even had a solo-series for a few years.

     Michael Morbius was a scientist with a rare blood disorder, and in a typical old horror story fashion through an effort to cure the disease via a science experiment gone wrong, he instead transformed himself into a pseudo-vampire- along with all the vampire-like traits that come with it such as enhanced strength, speed, a healing factor, night vision, echolocation, and the classic vampire staple- a thirst for blood.

     He began as a foe of the friendly neighborhood Spider-Man, and eventually grew to be a tragic anti-hero and fight for the side of good.  Perhaps Leto will be able to really nail the tragic dichotomy of a man torn between seeking to do good and fighting his inhuman lust for blood.  Rumors say that Daniel Espinoza (Safe House) is going to be directing the feature, so hopefully we'll get something more character accurate than Leto's bizarre take on the Joker from Suicide Squad.  In addition, Matt Sazama and Burk Sharpless are writing the script, and they will be overseen by Palak Patel.
     Now I'm curious to know if Sony hold the cinematic rights to Jack Russel, of Marvel Comics' Werewolf By Night. Or if they'll have a cameo appearance of either Venom or Spider-Man considering the relation of the properties.

     Morbius has no set release window yet.

     Venom is set to release October 5th.

     Spider-Man: Far From Home is slated for early July 2019 release.

     Source [ Variety ]

Netflix & Gaming: Why Aren't There Mobile Video Games of Bright, GLOW, and Game Over, Man!


     Netflix has been branching out of simple streaming video over the last year and into other media.  They released a comic just last week, The Magic Order, after their acquisition of famed comic book writer Mark Millar's (Wanted, Kingsman, Kickass) Millarworld Publishing earlier last year.
     Netflix has also tinkered with some interactive narrative fiction with their "Choose Your Own Adventure" type children's shows with partnered company Dreamworks Puss in Book: Trapped in an Epic Tale (featuring Puss in Boots from the Shrek films) and Buddy Thunderstruck, as well as Stretch Armstrong: The Breakout which through their partnership with Hasbro.


     Much more recently however,  Netflix has announced both a team up with Telltale games for a new episodic Stranger Things game, a full game in Telltale's own unique fashion, as well as an adapted version of Minecraft: Story Mode to continue in Netflix's interactive narratives.

     Netflix explained to TechRadar that, "Minecraft: Story Mode is a licensed 5-episode interactive narrative series coming to our service this fall. It's an extension of our other interactive stories we have on our service like Stretch Armstrong: The Breakout, Puss in Book: Trapped in an Epic Tale and Buddy Thunderstruck: The Maybe Pile."  Further going on to say, "We don’t have any plans to get into gaming. There’s a broad spectrum of entertainment available today. Games have become increasingly cinematic, but we view this as interactive narrative storytelling on our service."
     That doesn't sound so good.  Netflix regards the Stranger Things Telltale project to rightfully be a video game, but considers the more "Choose Your Own Adventure" type stuff on their own platform to be "interactive narratives" due to the simplistic nature and limitations of the streaming service and a remote.
     That may leave gamers a little disappointed, but we can still be hopeful because...


     They've already entered the gaming realm.  First off, Netflix has already published one extremely fun mobile video game with Stranger Things: The Game.  It was a phenomenal top-down RPG akin to the old Legend of Zelda games.
     Secondly, according to a job posting for Netflix, the Manager of Interactive Licensing says,
     "We are pursuing video games because we believe it will drive meaningful show awareness/buzz and allow fans to “play” our most popular content. We want the interactive category to help promote our titles so they become part of the zeitgeist for longer periods of time and we want to use games as a marketing tactic to capture demand and delight our member community."
     So, they say they aren't getting into games, but have already made one, and have a second one on deck (the two Stranger Things games).  Which means we may be seeing a lot more interactive stories on the streaming service itself, while the licensing could wind up bringing us actual games based on Netflix's properties on other platforms.

     The collaborative projects were an intriguing start, but what really has me curious is the release of their own show Stranger Things: The Game's tie-in mobile game last year.  I wouldn't mind a bunch of small games based on properties Netflix holds.

     Here's a few Netflix shows that would benefit greatly from a video game.


     I've already expressed wonder as to why some of their properties don't have tie-in games, and GLOW is the perfect example.  Players could work their way through a small story based off of the wrestling characters from the show in an isometric wrestling game.  It could have story mode, an infinitely replayable mode just for fun, and even some challenge modes.  DLC skins would be an option for generating income.
     The reason GLOW would be a great candidate is not just that the show is amazing, but the games it could emulate are insanely popular.  Fire Pro World Wrestling is widely regarded as great (despite some clunky controls), and a more stylized game to emulate would be one of the best wrestling games of all time 1993's WWF Royal Rumble.  By today's standards, it's a simple game, but it still holds up mechanically and plays great- which GLOW could imitate for the mobile market.


     The gritty crime-fantasy Bright, which I've also asked for a game for, would be another great show that could get a very awesome Grand Theft Auto type 3rd person game.  A simple 3rd-person, action adventure would suit the nature of the Netflix original well.  Players could swap back and forth between narratives of a human and an orc and their intertwined stories leading to a single endpoint.  Think of games like the HIGHLY underrated Dead Space Mobile, Slaughter 1 & 2, or even anything Rockstar Games has on mobile (all the GTA games, Bully, and Max Payne).  There's a wealth of potential in this brilliantly created world ripe for video game entries.


     Another great option would be the action comedy Game Over, Man!, which has an in-film video game adaptation already.  It's nothing special, but offers a small glimpse of the potential it could have.  It could easily be a small entertaining spoof of the movie itself, or even an unrelated storyline all taking place in one of the characters' daydream or some such thing.

     Netflix has a ton of great originals and there's plenty of opportunity to tap into tie-in games through licensing- so for whoever gets the job listed above, please start bringing us this extra form of entertainment to allow for that much more immersion in these worlds.

     Source [ Tech Radar ] via [ PC Games Insider ]

     Stranger Things: The Game [ Google Play ] [ iOS ]


The Elder Scrolls: Blades An Actual First-Person RPG Elder Scrolls Game Announced for Mobile Devices!

     It's been a couple years since learning of the cancelled Sony PSP game The Elder Scrolls Travels: Oblivion, the exact kind of portable first person game many fans were wanting, and 5 years since I complained that the Playstation Vita's sales could easily be bolstered by a Vita version of either the Elder Scrolls or Fallout game.  Since that time, we've gotten The Elder Scrolls: Legends ( a collectible card game) and Fallout Shelter (a Vault building game), neither of which are portable versions of their respective parent games.

     Bethesda has finally listened to the fans and are bringing us The Elder Scrolls: Blades- a true heir to the legacy of the series on mobile!
     "In The Elder Scrolls: Blades you are member of the ancient order of the Blades. Forced into exile, you seek refuge in your remote hometown only to find it reduced to rubble. Now, it’s up to you to restore your town back to its former glory."
     The game will include traditional Elder Scrolls RPG staple elements of a story and a variety of weapons and spells, as well as some new features- such as customizable city where you'll rebuild the surrounding area as you see fit.  It will also have an Arena to battle it out in one on one combat.  And lastly, there's the "Abyss" mode, which is "an infinitely replayable mode in which daring heroes push their limits floor after floor in a never-ending dungeon, where enemies become deadlier and deadlier as you progress" for players looking for an infinite challenge to test their mettle.

     The Elder Scrolls: Blades will be free to play on [ iOS ] and [ Android ] this fall.

     [ Sign up for Early Access ] and an exclusive helmet and sword

     Source [ Bethesda ]


Sekiro: Shadows Die Twice: Official Trailer Released E3 2018


     FromSoftware, developers of the now legendary Dark Souls franchise, have finally released the full trailer for their highly-anticipated next game, revealing both a wealth of story elements and gameplay, and the official title: Sekiro: Shadows Die Twice.  It definitely has the aesthetic feel of Kuon and Tenchu, as the recent leaks had mentioned- but appears to be a completely original game.


     Director Hidetaka Miyazaki, and publisher Activision, are taking players out of the medieval fantasy England setting and dropping players into a darkly re-imagined Sengoku era Japan of the 15the century.
     "The game puts players in the protagonist role of a hard-hearted warrior whose mission is to rescue his master, a young lord who is the descendant of an ancient bloodline, and exact revenge on his arch nemesis. Set in a brutal, bloody period of constant life-and-death conflict, in Sekiro: Shadows Die Twice you are the “one-armed wolf,” a disgraced and disfigured warrior rescued from the brink of death.
     Play as a highly talented shinobi in the service of a young lord raised in isolation. After suffering defeat at the hands of a shadowy Ashina samurai seeking the unique heritage of your master, the two of you are separated. Deep in the mountains, in a dilapidated temple, you reawaken to your fate. You must take back your master and exact revenge on your enemy at all costs."

     Highlighted throughout most of the trailer is the Just Cause-esque trick weapon-like grappling hook arm, which will aid players in both world exploration and as a supplement to the sword-based combat.
     As the original Dark Souls has been long praised as having one of the greatest level designs of all time, it should be something special to look forward to see if FromSoftware is pushing the exploration aspect of the game as a key feature.  We'll need to really scour the landscape to meet new characters, find new items, and come across hidden enemies.  Players should look forward to some hard earned discovery through fully experiencing the search through every nook and cranny of the game for each and every last secret possible.
     When it comes to the bloody work of slicing foes apart, the prosthetic arm will have attachments and tools to alter how the player uses it in combat, and bolster their abilities.  Players will need to master the "One-Armed Wolf's" (or "Sekiro's") skills to succeed in their mission- whether it be through bladed combat, sneaking through the shadows, or traversing the world via their grappling hook arm.

     Sekiro: Shadows Die Twice certainly looks to be a wonderful new installment to the ever-growing library of amazing game made by FromSoft.

     Sekiro: Shadows Die Twice will arrive on PS4, XBox One, and PC in 2019.

     Official site [ Sekiro ]