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Following his arrest last year, Pirate Bay co-founder Fredrik Neij is now serving time in a Swedish prison for his involvement with the controversial file-sharing site. Now, it's come to light that Neij's request for a Nintendo Entertainment System to play as he serves out his year-long sentence has been denied.Neij
Swedish news publication expressen.se reports that Neij's request for the 8-bit console was shut down, but not because gaming is prohibited at the prison. Rather, those in charge of the prison said they were not able to open the NES (without breaking it) to determine if there was any contraband inside.
“The console is sealed in such a way that it can not be opened without the machine being destroyed," the prison explained, as translated by TorrenFreak. "In light of this, the institution can't implement the necessary control of the game console and it is therefore impossible to ensure that it does not contain prohibited items."
Neij said he doesn't agree with the prison's decision to deny him the console and plans to appeal. He says the console, which was released in the 1980s and has no online functionality, shouldn't be seen as a threat to prison security. He adds that the prison need only purchase a screwdriver to open the NES.
Pirate Bay co-founders Neij, as well as Gottfrid Svartholm Warg and Peter Sunde, were found guilty in 2009 of establishing the internationally popular file-sharing site. Each received one-year prison sentences and were ordered to collectively play 30 million Swedish kronor (about $3.6 million at the time) in damages to copyright holders, according to GameSpot sister site CNET.
After their conviction, and subsequent appeals, Neij and the other Pirate Bay co-founders went on the run. Warg was arrested in Cambodia in 2012, while Sunde was nabbed in Sweden. Neij was the last of the Pirate Bay founders to evade capture before he was eventually picked up in Thailand in November 2014.
Microsoft and GameStop today released a new Halo 5: Guardians trailer that shows off the Spartan Locke Armor Set, which will be available only at GameStop to people who pre-order the upcoming Xbox One title.
The pre-order offer is valid at all GameStop stores in the United States. The Spartan Locke "HUNTER-Class" armor will be available to use in the game's multiplayer mode from day one.
Here's a breakdown of the content, courtesy of Microsoft.
Halo 5 launches October 27 exclusively for Xbox One. GameStop is also offering a special Halo 5 poster to anyone who preorders with them. Retailer-specific pre-order bonuses for other stores have not been announced yet.
Spartan Locke is described as "the UNSC's elite manhunter," and in the Halo 5 campaign is seeking out Master Chief. Locke is even a playable character in Halo 5, though you'll also get to play as Chief, of course.
The nature of the Locke/Chief relationship remains unclear, though it certainly sounds interesting. Mike Colter, who played Locke in Ridley Scott's live-action Halo: Nightfall, mentioned previously that he "can't confirm whether he's a friend or foe of Master Chief," but he also offered up some more clues about that relationship. Locke is on a manhunt for Master Chief, however, "...you won't know what the purpose of finding Master Chief is [right away]. Or what will happen if we do find him, what condition he will be in, and where he's at mentally. But I'm sure that'll be a plot twist in Halo 5."
Addressing Halo 5 overall, Microsoft said today that the new Xbox One shooter is a major leap forward for the franchise. "Featuring new and classic weapons, a host of brand-new Spartan abilities that completely transform the way you engage enemies, and more, Halo 5: Guardians marks the greatest evolution in franchise history," it said.
Officially, Microsoft has said that Windows 10--the company's next operating system--will launch sometime this summer. But now, a more specific release window has emerged by way of comments from AMD president and CEO Lisa Su.
As part of a wider response to an analyst's question about channel inventory, Su said during a recent earnings call (via The Verge) that Windows 10 will arrive at the end of July.
"What we also are factoring in is, with the Windows 10 launch at the end of July, we're watching the impact of that on the back-to-school season and expect that it might have a bit of a delay to the normal back-to-school season inventory build-up," she said.
Of course, Su's comments might not be accurate. But, as The Verge notes, AMD--a major worldwide force in the PC space--is likely well-informed regarding Microsoft's rollout plans for the new operating system.
We've followed up with Microsoft to see if they have anything to say regarding the rumored July release Window for Windows 10.
Windows 10 features a new Xbox gaming app, which will not require Xbox Live Gold. Meanwhile, another marquee gaming feature for Windows 10 is that it will allow Xbox One games to stream to PCs and tabletsrunning the new OS. In addition, Windows 10 supports cross-platform play, starting with Fable Legends.
Predecessor Windows 8, released in October 2012, was controversial in that it introduced a touch-focused tile design that was markedly different to Windows 7. Microsoft addressed these criticisms with frequent--and substantial updates--including Windows 8.1.
The company isn't starting over with Windows 10, but Microsoft appears to be taking a more traditional approach with the new OS.
"We believe that, together with the feedback you provide us, we can build a product that all of our customers will love," Windows executive Terry Myerson said last year. "It will be our most open collaborate OS projects ever."
Star Wars: Battlefront, the upcoming first- and third-person shooter from Battlefield developer DICE and based on the Original Trilogy, is aiming to run at 60fps. That's according to designer director Niklas Fegraeus, who revealed the game's target frame rate and lots more during a recent Twitter Q&A session.
Below are highlights from what Fegraeus had to say, along with other comments from the official EA Star Wars Twitter account.
Some notable topics include the level of destruction Battlefront will have (interesting since one of the hallmarks of DICE's other series, Battlefield is destruction), as well as the number of planets, maps, and modes that will be available at launch.
Battlefront arrives for the Xbox One, PlayStation 4, and PC on November 17. People who pre-order the game will receive the Battle of Jakku expansion on December 1, while everyone else will get this free content a week later on December 8.
Blizzard Entertainment on Monday announced that its upcoming MOBA, Heroes of the Storm, will officially arrive on June 2. An open beta period for the free-to-play PC game, meanwhile, will start on May 19.
Previously, Heroes of the Storm was available through a closed beta, which 9 million people have signed up for to date, according to MMO Champion.
Heroes of the Storm is a free-to-play MOBA not unlike League of Legends or DOTA 2. Blizzard's MOBA brings together characters from the developer's suite of franchises, including Warcraft, StarCraft, and Diablo, among others.
Some of the game modes that will be available for Heroes of the Storm at launch include Cooperative, where players fight against AI opponents, as well as Quick Match. MOBA veterans, meanwhile, might be more interested in the game's "highly competitive, draft-style ranked play" modes, Blizzard said.
You can check out a new trailer for Heroes of the Storm above.
In a statement, Blizzard CEO Mike Morhaime said Heroes of the Storm is a "fresh take" on the MOBA genre, given its focus on "team play and fast-paced fun." He adds that Heroes of the Storm will be accessible to newcomers while also offering a challenge to experienced players.
At launch, Heroes of the Storm will feature 30+ playable Heroes and 7 maps. Players can deck out their Heroes with skins, while a variety of mounts are also available to help you get across the map faster.
Blizzard also announced today that it will hold a special live-stream event on June 1 from London to mark the launch of Heroes of the Storm the next day. More details about this event will be shared later.
In other recent Heroes of the Storm news, the finale of the Heroes of the Dorm college eSports tournament will be held this coming Sunday, April 26. This event will take place in Los Angeles and will be streamed live on ESPN3.
Godus co-creator Jack Attridge, referred to as Peter Molyneux's "protege," has left Molyneux's independent development studio, 22Cans. His last day was Friday, April 17, 22Cans writes on Twitter.
Attridge himself also tweeted about his departure from 22Cans, saying," Goodbye 22Cans. Has been lovely. It's time to create something of my own. I can't wait to talk about my new venture!"
His decision to leave 22Cans comes after the UK studio found itself embroiled in controversy just two months ago regarding broken promises for Godus. However, Attridge says in an interview with The Guardian that he actually made his choice to leave 22Cans back in January, before controversy around Godus blew up in February.
"It was January that I said to Peter I was looking to leave 22Cans and go off to start my own thing," he said. “I was really worried that it might be perceived that I was leaving the studio because of that. It really is a shame because that felt like such a terrible time for us to part ways."
Regarding his initial hiring at 22Cans--Attridge formerly worked for Electronic Arts and Rebellion--he said he was excited by Molyneux's pitch for the studio. "He said he wanted to change the world," Attridge recalled Molyneux saying.
"After meeting him he said to me why don't you come along as a designer, but also as his kind of protege," he said. "For a good year it was just me and him designing crazy stuff together every day."
But as time went on, Attridge said he became more of an "adviser," when he really wanted to "steer my own ship."
So Attridge left 22Cans, and has founded his own studio that's currently working on an unannounced game. He showed an early tech demo of his new project to The Guardian, but says he won't reveal the game in full until later so as to avoid over-promising and under-delivering.
“I vowed that I'm not going to say anything about this new game until we can show it," he said. “It's really tempting to show it off and talk about it now because we think we've got something magical on our hands. We want people to be able to see it and to feel it and to understand that it is the product in front of them and not something else."
As for 22Cans, it will move on without Attridge as it works on continued development for Godus (still in Early Access on Steam), along with a new project called The Trail. Don't expect to see this game anytime soon, however.
"We're going to make our mistakes and go down those blind alleys privately before presenting the game to the world," Molyneux said back in February.
With under two months to go before E3 2015, Microsoft has started to tease its plans for the show. Xbox boss Phil Spencer writes on Twitter that fans can expect this year's event to feel "different" from past shows, primarily because Microsoft is going to focus more on first-party titles with its briefing than previous events.
Spencer revealed the news on Twitter in a back-and-forth with fans who asked about what Microsoft may have up its sleeve for E3 2015. He started off by teasing that Microsoft "should have new exclusive IP at E3," adding that he is "trying to make this E3 more about first-party than past E3s."
This doesn't mean third-party games will be missing at Microsoft's E3 showing this summer, Spencer stressed in a follow-up tweet. "And to be clear we will have third-party deals, it's just, [in my opinion], important to focus on and support our first-party," he said.
Among other franchises, Activision's Call of Duty series is one of the biggest third-party games that historically gets stage time at Microsoft's annual E3 event. This is, of course, likely due to Microsoft's long-standing exclusivity arrangement with Activision for Call of Duty DLC.
Spencer went on to say that he's aware that Microsoft's new first-party E3 focus means this year's show might "feel different from past E3s." However, "I like focusing on our games," he explained.
Some of Microsoft's first-party game announcements from last year's E3 included Scalebound, and new entries in the Crackdown and Phantom Dust franchises. Looking to this year, Microsoft has already said it plans to talk more about Halo 5: Guardians, Forza Motorsport 6, and something new in the Gears of War franchise at E3. Other first-party possibilities include Rare's new game and Quantum Break (recently delayed to 2016), while there are always surprises kept under wraps until the big show.
Spencer and the rest of the Xbox planning team are scheduled to hold an internal meeting today, April 20, to discuss what Microsoft will show during its E3 presentation. He said Microsoft will hold a "full-day content review for E3" on Monday, in an effort to look at "everything we might show."
He went on to say that days like today are "some of the best work days; inspiring."
E3 2015 begins with Bethesda's press conference on Sunday, June 14. Though official plans have not yet been announced, Microsoft historically holds its press conference on Monday morning of E3 week (June 15), with Electronic Arts and Ubisoft holding theirs later in the day, capped off by Sony's in the evening. Nintendo is expected to follow on the Tuesday of E3 week with its own event.
GameSpot will be on the ground in Los Angeles reporting live from the show all week long.
The outcome is curious; it's a little archaic, reverting to side-scrolling platforming and button-mash fisticuffs (think of a marriage between God of War and the original Prince of Persia), yet punctuated with lovingly crafted details and striking vistas to make it stand out.
Rendered in 3D yet fixed to a side-on perspective, the gameplay is as straightforward as the 1989 original (run right, jump ledges, decapitate enemies) though now benefitting from cinematic effects that flaunt the sheer brutality on display. At times the camera will break free and swoop in for a close-up of enemies being impaled by the monstrous claws of the game's bestial hero, Aarbron. Blood explodes from the necks of foes whose heads have been torn off and tossed into the air, splattering blotches of crimson across the camera lens.Click on the thumbnails below to view in full screen
Yes, it's all so very crude, but it isn't brainless. The world of Karamoon is laced with its own myths and history, depicting an ancient civilisation buried among the sands of an alien wasteland. Stretching out into the horizon is what appears to be the upturned carcass of an unfathomably colossal beast, its eroded ribcage so vast that it creates an extraordinary skyline. Spires of bone stretch out into the sky, made into silhouettes by an unbearably bright sun that hangs low.
There's a resonance to this world, a sense that all its parts belong to a wider mythology. Considering Heavy Spectrum's workforce limitations, it's remarkable enough that Shadow of the Beast is an attractive 3D game, let alone one with a soul.
"Sony is one of the companies that are still trying to make games better"Matt Birch
Such a feat would not be possible if it weren't for its principal designer Matt Birch, who had stayed up until three in the morning the night before our interview to polish the demo code. That's the kind of person he is; one with so much passion for Shadow of the Beast that, when he finally revealed the project for the first time, he tried in vain to hold his emotions.
"We've got hundreds of pages of text explaining why everything belongs in the world, what its history is," he says. "The demo we're showing has thousands of words that I've written explaining the back-story. I deliberately want to not expose all that to the player, I want to make sure there are mysteries and gaps that people can fill with their own imagination."
It wouldn't be hard to imagine that Birch only interrupts his work to eat and sleep. The project is now more than two years old, but couldn't have reached this pre-alpha phase were it not for his unrelenting love for Shadow of the Beast, his infectious passion, his somewhat unnerving determination to succeed.
It also wouldn't be possible without the help and resources provided by Sony, he says. "Before Sony announced its plans for PlayStation 4, they showed us the specs and asked what we thought we could do with them. I couldn't believe they were revealing this to us. It was one of those pinch-yourself moments."
Birch, who previously held a managerial role at the now-defunct EA Bright Light, went on to found Heavy Spectrum with his wife. Though the project would likely be far further along in production had he hired more staff, Birch would be the one paying the salaries, and as such decided to keep the team small.
"I really appreciate how Sony respected my wishes for the studio to stay creative and small," he says. "Sony is one of the companies that are still trying to make games better."
For Birch, better doesn't necessarily mean original. In terms of its core combat design, Shadow of the Beast has more in common with games from the eighties (Kung Fu Master, Double Dragon, et al) than those of the modern era. Granted, there is a God of War rhythm to the light and heavy attacks, and moments of strategy and counter-hits, but overall it's a cathartic massacre played out by pressing the same sequence of buttons a few hundred times.Blood splatters on the screen frequently enough to be desensitised after ten minutes.
Which is to say, it's just like the original Shadow of the Beast; a game released 25 years ago and generally forgotten by the masses, but arguably the reason why Birch took a career in games and wanted to retell its story to new people.
"Shadow of the Beast was a defining moment of my childhood. I remember going around a friend's house; he just got an Amiga and showed me the game. I remember being just... awestruck by it, and every time I took the bus home from his house it was all I could think of.
"Those bus journeys were probably the moment I realised games were not just about challenge. They have worlds and stories that you can take with you."
Shadow of the Beast will ship exclusively on PlayStation 4. Heavy Spectrum has yet to confirm its release date plans.
Mortal Kombat X upholds the series' legacy, which is evident in the story mode and the return of a dozen classic characters. Once again, the focus is on the battle between realms, elder gods, and humanity. The introduction of a few new faces on the side of Earthrealm, the good guys, freshens things up, although not as much as you would hope. The inclusion of the offspring of legacy characters, like Johnny Cage and Sonya Blade's daughter, Cassie, may prove to be intriguing for die-hard fans of Mortal Kombat's lore, but with the exception of Takashi Takeda (Kenshi's son) and Kung Jin (the younger cousin of Kung Lao), most of them are too similar to their relatives and ultimately fail to stand out in a meaningful way.What are you looking at?!
There are also a handful of new bad guys, though "fresh" may not be the best word to describe their grotesque visages. Characters such as the insect like D'vorah and the gunslinger Erron Black inject new personalities into the series' aging roster and introduce new fighting styles. D'vorah strikes with spider-like arms that spring from her back, Erron Black uses firearms, and the fighting duo called Ferra Torr is comprised of a little girl who commands a hulking brute from atop his back. The new characters on each side of the battle fit into their respective factions, but it's the bad guys that are most notable, largely because they are original creations, rather than derivations from pre-existing characters.
If you care about Mortal Kombat lore, you will get a lot out of the story mode, which has excellent voice acting and a handful of unpredictable developments that affect long-standing relationships. It's not a story that everyone will relate to, sadly, with only a couple of scenes that deliver emotional moments. Cassie Cage may be a boring character, but she provides the necessary motivations for Johnny Cage and Sonya Blade to explore their feelings, and ultimately, grow as people by the time the credits roll.Good luck, Takeda!
Even if you don't care about the made-for-fans story, it's hard not to appreciate the new fighting engine, which is the smoothest the series has ever seen. It's not a sea change from the last game, but you quickly appreciate that combos are more fluid and that animations are more nuanced. The meter you charge by taking hits and doling out special moves returns from the last game, allowing you to power-up special attacks, break enemy combos, and perform an x-ray attack, which reveals the insides of one opponent while the attacker breaks them into pieces in slow motion, accompanied by excruciating moans of pain. The introduction of a stamina bar limits your ability to spam dashing maneuvers, which makes it more difficult for you to rely on spacing alone to win a fight. Likewise, the interactive elements in each stage, which allow you to pummel your opponent with a background item, or escape a corner by leaping off of a large object, can only be used if you have enough stamina. This particular meter recharges on its own, but it takes long enough--relative to the pace of a heated battle--to make it an important consideration during high-level matches.
Local battles are great fun, but online matches are where modern fighting games thrive in the long run. Chances are, the best players in the world don't live on the same street, leaving online matches as the true test of one's skill outside of tournaments. The netcode that drives Mortal Kombat X's online matches is fine, meaning that it will sometimes offer an experience that feels proper, but that you should expect laggy matches from time to time. When you get into a fight with a poor connection, you may as well exit and search for a new opponent, because it will be difficult to pull off simple combos and special moves. At that point, its a competition between man and machine. Thankfully, this is a rare occurrence.
One of the great aspects of Mortal Kombat X is the amount of non-traditional fighting game content. Towers are back, providing an arcade mode-like challenge, as well as a series of other themed battles that offer a wide variety of combat conditions. The Test Your Luck tower puts you in a series of fights with randomly selected modifiers, which mix up everything from terrain to physics to keep you on your toes and alter the way you approach a fight. The modifier-driven fights are also the crux of the new living towers, which offer fixed modifier sets and challenges, but are remixed every hour, every day, and every week, depending on the specific tower.Everything you buy in the Krypt is a gamble, making it easy to lose hard-earned koins.
Mortal Kombat X also marks the introduction of factions, or teams, that compete on a worldwide scale. Joining a faction is the first thing you do after booting up the game, and as you fight in the game's various modes, you earn points for your faction and level up. Eventually you hit milestones that open up faction kills, which are essentially simpler versions of fatalities. Every week, a faction is chosen as the winner and its members earn a reward in the form of a faction kill or a cosmetic item. Once in a while, an invasion occurs and factions compete to fight a character with extreme rules, and the more you play, the more you contribute to the team's efforts. The faction system isn't the sort of feature that will grip your attention, but invasions are nice because they make you feel like you're contributing to a concentrated effort, rather than the long-winded score chase of the weekly faction war.
As you play Mortal Kombat X, you earn currency in the form of "koins." Koins are used to unlock movelist details for secondary fatalities (by default, secondary fatalities don't have inputs listed in the movelist menu), brutalities (another form of finishing move), fan art, and character skins, to name a few. You find these items in the Krypt mode, which is a first-person dungeon crawling game. The Krypt is composed of a handful of areas that are populated with tombstones, sarcophaguses, and other treasure chest-like containers. You need to spend koins to get at the treasures within, but there's a catch: you never know what you're buying until you've purchased it. This adds an air of suspense and tension to each purchase, because you're either going to get something cool, or something lame. This would be easily dismissed if koins were more plentiful than they are, but they're currently doled out in small doses. One trip through the story mode nets you enough koins for but a small fraction of the items on display, and other modes are less generous, making the chase for unlocking the entire Krypt a long and arduous one. Like factions, it's not something worth focusing all of your effort on. Save that for learning characters and fighting styles, and go to the Krypt only as needed.Don't worry, when you're ready to cough up some cash to unlock a character that's finished at launch, you'll know right where to go.
There is another option: you can pay real world money to unlock every item in the Krypt. All you need is $20 to bypass the slog of earning koins, but that isn't exactly cheap. Then again, neither is time, so it's a bit gross that the koin distribution is balanced in such a way that you are tempted to spend real world cash if you want to unlock brutalities and the like. Mortal Kombat X is a great fighting game with a wonderfully demented world and cast of characters, but when you're pressured into spending money, it's easy to lose focus on the positives. You can always ignore the options to buy items with real world money, such as awards that allow you to perform two button fatalities and the aforementioned Krypt unlocks, but the biggest item on the main menu of the game is a link to the game's store, with items you can purchase or look forward to purchasing in the weeks and months to come. You're teased with DLC for characters that you fight within the story mode, as though you aren't going to put two and two together and realize what a despicable bait and switch that is. There's so much to love about the new Mortal Kombat that it's a shame to see such blatant monetization practices overlap with your experience, whether you're looking for it or not. You can always choose not to pay out of pocket for anything, but you know in the back of your head that you're likely missing out on something.
Mortal Kombat X's lesser elements exist outside the most important part of the game: the fighting. A great roster with a wide range of diverse fighting styles and variations gives you plenty to play around with, and the new fighting mechanics add the right amount of depth to nudge Mortal Kombat X ever higher on the list of respectable fighting games. There's also the gruesome creativity, which is entertaining for its absurdity but shocking for its emphasis on acute torture. Although you can't escape it, Mortal Kombat X's violence doesn't come at the cost of great gameplay design; it's either your punishment for failure, or your reward for mastering the art of kombat.
We Are Doomed makes an excellent first impression, thanks to its striking audiovisual presentation. The enemies and animations all combine to form the same kind of strikingly jagged, abstract aesthetic that was featured in Everyday Shooter, while the music and backgrounds grant a trippy touch of synesthesia similar to what you'd find in a Jeff Minter game. And though We Are Doomed only ever features one aesthetic tone, it fuses with the game's mechanics and progression in small, smart ways. The swirling pink and purple of the main stage juxtaposes with the level's boundaries, which are marked by a starry, spacy backdrop. When you clear a wave, the pinkness wipes away for a moment as space engulfs it before it returns to deliver a new round of foes to clear. Your laser weapon looks big and powerful, almost as if it's ripping at the edges.The Superbeam: Bigger, badder, and purpler.
Movement is as smooth and effortless as a twin stick shooter should be, and enemies are clearly visible. It's easy to learn their particular patterns quickly (though many just bimble around aimlessly). But most importantly, shooting things feels good. The giant beam not only looks impressive, but it feels powerful when you're slicing through enemies. You don't immediately destroy them when they touch your beam, as they can withstand maybe half a second of direct exposure, but you can feel that resistance as you wait for the moment when they break, and that makes the moment of destruction all the more satisfying. The superbeam is the satisfying pinnacle of the action, letting you fire an even longer, more powerful version of your beam for a short time. The superbeam feels amazing, since the resistance you felt from the vanilla beam disappears when you cut through entire blobs of foes as if they were butter.
We Are Doomed's bells and whistles are silenced, however, when you look past its presentation. The game can be played in an endless mode or in a finite waves mode that features thirty scripted waves of enemies to survive. It features only one weapon: A beam that constantly protrudes from your ship, but only reaches so far, like a lance. Gathering flashing cubes increases your score modifier, and also grants you access to the superbeam. And that's it. You get no alternate weapons beyond the beam, no smart bombs that let you relieve the pressure when you're about to get overwhelmed, and no other fancy options in your bag of tricks. Though there is some charm in the challenge of playing with a limited toolset, here it makes for a flat experience. All you're doing is carving through swarms of enemies in one specific way each and every time.We Are Doomed offers very few modes, putting a heavy emphasis on scoring.
The big problem with We Are Doomed is how much it limits itself to its detriment. Not only do you get only one weapon, but the game also does nothing interesting with the environment or enemies. You end up shooting things like tiny squids, triangular missiles, and giant disco ball-like circles, but all they do is try to bump into you or shoot you. We Are Doomed features some non-enemy threats, but they also fall under the banner of ramming or shooting. There's so much potential for a wide variety of different encounters. Even genre stalwart Geometry Wars employed devices such as the black holes that messed with the gravity of the playing field. But We Are Doomed is unfortunately content merely to crowd you until you die.
That's the frustrating thing about We Are Doomed: Despite all these issues, you can have fun with it. Because Vertex Pop took so much care in making everything feel right, nothing gets in the way of your enjoyment. You'll still remember the near-deaths you deftly flew your way out of. You'll still panic as the blobs of enemies cluster in and choke every available escape route until there's nothing but death left. And you'll remember the elation when you clear all thirty waves. The problem is that you can get those exact experiences and more elsewhere, whereas We Are Doomed doesn't really care to stake its own claim in the crowded shooter space. You're not going to see the surprising environmental twists of the Geometry Wars games or the charming DIY spirit of Everyday Shooter. In reality, you're just playing Twin Stick Shooter: The Game.You can't do anything about the scrolling machines that shoot beams of death except dodge them.
Even a solid game needs some spice, and We Are Doomed never gives you much. You will certainly notice how good it feels to play the game, and the presentation is top notch, but it never really gives you a reason to care. Sure, you're thrown a bunch of stages including about seven different enemy types, but when the bump and shoot behaviors wear thin, you aren't left with anything more to look forward to. Soon, the only thing that's doomed is your waning interest.