As we head deep into gaming's blockbuster season, there are plenty of titles to get excited about. From Legend of Legacy and Yoshi's Woolly World to Halo 5: Guardians and Assassin's Creed Syndicate, this month is packed with new releases.
Our question to you is: which October game are you most anticipating? Perhaps you're looking forward to several of them? Or maybe none of them interest you? Whatever your answer, we're interested in hearing it.
While you think of your response, here's what the USgamer team are most excited about when it comes to October releases.
Probably Divinity: Original Sin Enhanced Edition, which I missed last year when it was released to much acclaim. Now that it's coming out for the PlayStation 4, I can finally give it the time that it deserves. Well, unless I'm already deep into Fallout 4, which comes out in early November.
Barring that, assuming Darkest Dungeon gets an actual full release by the end of the month as Red Hook Games say, then that's definitely the game I'm looking forward to most. Given that they just pushed a major update, though, something tells me that "end of October" will be more like "before the end of the year." Still, I really like Darkest Dungeon, and I'm ready for a full release after close to a year in Early Access.
Other than that, it's hard to say. I have no interest in Halo 5 or Assassin's Creed Syndicate, the latter which should just take a year off already. Tales of Zestiria will almost certainly be the same cotton candy RPG that its fans know and love. Sword Coast Legends holds some intrigue for me, but I need to play it more to know how I feel about it. Beyond that, though, the top tier releases for me are mostly in November.
So with that, I'll just roll with the game that I haven't gotten to yet, which is Divinity: Original Sin. There's going to be a lot to play this month, but I think that's the game that will be getting my attention until Fallout 4 drops.
No question about it - I'm really excited about Halo 5: Guardians. I went to a preview event a few weeks ago, and covered the campaign mode and the multiplayer side of the game in two seperate articles. I was very enthusiastic about both for good reason: they're coming together very nicely indeed.
I haven't played all of the Halo games, because I've not always had an Xbox system at the right time. I missed out on Halo 4, which by all accounts wasn't the best entry in the series, but I did play the first and second games and enjoyed them both immensely - and Halo 5: Guardians feels like it's bringing back a lot of their original feel. The campaign mode is essentially a co-op affair where up to four players can blast their way through the game. Or if you don't have friends, AI bots will fill in for them. The two missions I played were really quite intense. The first incorporated tight combat in corridors that really felt like old-school Halo. Those were connected to huge wide-open spaces where enemy fire was coming in from all angles. The second required me to take down a Kraken that was the size of a skyscraper. I just had a lot of fun playing it, and by the end of our morning-long session, I just wished I could have kept on going.
But then we moved onto multiplayer, and I enjoyed our afternoon session even more. There are two basic modes, Arena and Warzone. The first is four-on-four PvP in smaller arenas, which is essentially the spiritual successor to original Halo PvP, while Warzone pits teams of twelve against one another in large-scale battlegrounds. Again, both modes were highly enjoyable, and got me very pumped up about the prospect of playing the finished product. I even liked the new REQ system - despite me initially being concerned about it being a way to introduce microtransactions into the game.
Of course, at preview events one has to be aware that the very best bits of the game are usually being showcased, but if the rest of the game does hold together as well as the pieces I've already played, Halo 5: Guardians has the potential to be a really good game. I can't wait to find out whether or not that is the case!
It's kind of a toss-up for me between Yoshi's Woolly World and Legend of Legacy. But I'll go with the latter, because it's a little more of a sleeper. Also, I've been playing it for review and can speak to its quality — it's good!
It is, however, not going to be an RPG that just anyone will be able to pick up and enjoy. Please understand that there's no snobbery in that statement; Legend of Legacy isn't too smart for the common man or any nonsense like that. However, it does tackle certain RPG standards and expectations on its own terms, and those rules require some adjustment.
If you've played a SaGa game before — be it SaGa Frontier or Final Fantasy Legend — you have a good basis for comparison already. Legend of Legacy's team features a ton of Square expats who used to work on the SaGa games, and despite the absence of SaGa overlord Akitoshi Kawazu (who's still at Square, presumably working on next year's SaGa: Scarlet Grace for Vita) this falls very much into that wheelhouse. It lacks traditional leveling for characters, granting you boosts to individual skills and doling out new powers based on your actions in battle, and its combat system demands you operate on its own terms. It's brutally difficult if you try and approach it as you would a typical RPG; instead, you need to use the game's battle formations for your party. Victory also typically involves taking a lot of defensive stances and making liberal use of support characters and skills.
So, it mixes up battle in an interesting way, and it has very nice graphics. And great music! It's not an RPG for everyone, but as Bob mentioned yesterday, you can determine if it's your kind of RPG by checking out the eShop demo.
This is a hard question for me, because my October was frontloaded with two titles that I had been looking forward to: Disgaea 5 and Uncharted Collection. That's two major games for me that have already passed by and I still have Yoshi's Woolly World, Assassin's Creed Syndicate, and Halo 5: Guardians on my docket.
That said, I think my most anticipated title is a game that came out of nowhere for me: Sword Coast Legends. Somehow I got to last month without hearing about this game at all, but since then I've been hoovering up information to get up to speed. So what is Sword Coast Legends? It's a four-player Dungeons and Dragons RPG in the style of Baldur's Gate, featuring tactical pause-and-play action. It has a single-player campaign made by team members who previously worked on Dragon Age: Origins. It features everything you love about Dungeons and Dragons, including the characters from your favorite Dungeons and Dragons novels. That alone makes the game worth watching if you're a fan of the pen-and-paper RPG.
Sword Coast Legends goes to the next level with a fully-fledged Dungeon Master Mode and Custom Campaigns. The Dungeon Master mode pits a player DM against up to four players in real time, allowing the DM to craft encounters on the fly. The DM is limited by threat points to keep you from throwing huge monsters at player parties right from the beginning, but you have a good number of options available to you.
And Custom Campaigns are the result of Sword Coast Legends robust built-in scripting interface, allowing players to create full campaigns with custom locations, quests, dialog, NPCs, and enemies. Dungeon layouts are less malleable, but you can still determine the size, change the tilesets, and decorate these layouts with a wide variety of props and custom mobs to create your own style.
Sword Coast Legends is the promise of Neverwinter Nights fulfilled again. Not only an RPG with a full single-player campaign, but also one that allows a great deal of creativity from its community. Yes, it came out of nowhere for me, but Sword Coast is high on my radar now.
Too many years ago, my two gaming friends and I existed within the very small demographic to play The Legend of Zelda: Four Swords Adventures as intended. And even then, with our Game Boy Advances and link cables at the ready, we still couldn't find anyone to fill out that fourth Link slot.
Cruising through Four Swords Adventures across a string of afternoons remains one of my favorite gaming memories of all time, especially since it's something that could have only happened once. Since then, I've been waiting for Nintendo to follow up on this multiplayer Legend of Zelda idea, though the strange outrage over their experiments with "connectivity" poisoned the well so much they didn't revisit the idea when it could have been at its most viable: during their last hardware generation, when the Wii and DS absolutely dominated.
I assumed Nintendo had long washed their hands of the concept, so the second I saw the reveal of Tri Force Heroes at E3 2015, I instantly knew I'd be buying it. True, it may not be as ambitious as the cross-platform Four Swords Adventures, but even if I'm not diverting my attention to the TV every now and then, I'm sure it'll give me something very close to the experience I've been craving for a decade. And since it doesn't require any extra accessories, this time around, it shouldn't be hard to find other people willing to play. Or, at the very least, they'll need to come up with a much better excuse.