To say that the reaction to Minecraft Steve's inclusion in Super Smash Bros. Ultimate garnered some extreme reactions on social media (most notably Twitter) is somehow still an understatement. And while there are plenty of people worried about what this inclusion may mean for possible fighters, the official Tetris Twitter account seems (jokingly) hopeful about the whole ordeal:
*sees Minecraft Steve added to Smash*
— Tetris (@Tetris_Official) October 1, 2020
While the tweet was made in jest, it's still a hilarious idea to consider that technically the iconic Tetris blocks could be announced as the next Smash fighter. I mean at the very least it's one of the few choices that would garner more controversy than Steve's inclusion (and somehow look more hilariously out of place than him on the mural).
Minecraft Steve was revealed by Nintendo as the next fighter on October 1st. Steve comes from the world's best selling game, Minecraft and will also be accompanied by a trio of alternative skins in the form of Alex, Zombie or Enderman. The aesthetic of Steve and company very much maintains that of Minecraft, rather than adapting to the look of Super Smash Bros. The characters appear to use a range of weapons and items familiar to the Minecraft series as well as being able to construct buildings to their advantage.
And for fun, check out our DualShockers reaction to the big announcement as it happened, as well as our afterthoughts. Our own video manager Mario Rivera was joined by one of our friends and Super Smash Bros. super fan Grant Callahan to watch the Steve reveal as it happened this morning. The two recorded themselves watching the video itself (which notably featured creator Masahiro Sakurai at its end) while also breaking down why Steve makes sense to be brought into Smash in the first place.
If you want a more in-depth analysis of what Steve's inclusion means for Super Smash Bros. Ultimate moving forward, check out our editorial here.
The post Tetris Twitter Jokes on Possible Super Smash Bros. Ultimate Inclusion Following Minecraft Steve's Reveal by Allisa James appeared first on DualShockers.
Some surprising, and potentially disastrous information, concerning the Nintendo Switch battery life was recently revealed on Nintendo Japan's official Twitter account:
— 任天堂サポート (@nintendo_cs) September 28, 2020
According to the tweet, Nintendo states that it's possible some Switches' batteries won't be able to be charged anymore if you leave it uncharged for very long periods of time. The tweet also suggests that to prevent this from happening, make sure to charge your Switch every six months at the very least, though personally I would suggest much more often that.
While those with a regularly used Nintendo Switch might not ever face this issue, for those with special edition or backup Switches this could prove to be extremely relevant. I wish this information was far more widespread but considering that Nintendo is reportedly downplaying the issue during a class-action lawsuit that was filed in July of last year, it's not shocking. Yes it's true. Chimicles Schwartz Kriner & Donaldson-Smith (CSK&D), a law firm in the US, reports that Nintendo is arguing that the Joy-Con drift issue "isn't a real problem or hasn't caused anyone any inconvenience."
In other related news, Nintendo Switch Online subscription service is performing quite well. The service, which launched almost two years ago to the day, is now sitting an impressive 26 million paid members as of this month. With the Switch sitting at around 56 million units sold, the subscription base is now just below 50%.
The online subscription service has seen a huge spike following the launch of Animal Crossing: New Horizons. A paid membership is required to play any of Nintendo's titles online and with the popularity of New Horizons, coupled with the fact a large percentage of the game's social features requiring online play, it's little surprise to see it having such a positive impact on Nintendo's numbers.
The company also announced last month that, at least in Japan, Nintendo will now allow you to cancel the pre-orders of digital Switch games up to seven days before the game's release date.
The post Nintendo Switch Batteries Could Become Unchangeable If Left Uncharged Too Long by Allisa James appeared first on DualShockers.
Archipel Caravan, which specializes in creating and publishing documentaries about various Japanese creatives, released their first video recently. They sat down with Danganronpa creator, game director, and writer Kazutaka Kodaka in a video interview as he spoke on his brainstorming and developing process:
According to their official description: "We spent time with game director and writer Kazutaka Kodaka, creator of the Danganronpa series, celebrating this year its 10th anniversary. During this interview, we look at his game scenario writing approach and his views on the 'death game' genre. This content opens Archipel Caravan, our new series of weekly content centered around creators of the Japanese game industry."
During said interview, Kodaka reveals some of his inspirations including David Lynch, animation director Kunihiko Ikuhara, and the works of Battle Royale, among others. He also details his strategy for when stuck in his creative process, which involves him restudying his favorite works, his approach to character designs, and more. It's humbling to see someone so talented who has created such a unique and iconic franchise have difficulties formulating new ideas as well. And his method for overcoming creative blocks is practical yet effective, something that can be easily emulated.
The rest of the interview is quite fascinating and absolutely worth watching. And if you enjoyed this video, Archipel Caravan has an entire lineup planned, which they posted on their official Twitter account:
Archipel Caravan – Lineup (1/2):
– Kazutaka Kodaka: Danganronpa 10th Anniversary | Interview
– Saori Kobayashi: Panzer Dragoon 25th Anniversary | Musical Interludes
– Shinji Mikami: Career 30th Anniversary | In-depth Portrait
– Takenobu Mitsuyoshi: Interview/Live Performance pic.twitter.com/9HO3uYsCKU
— Archipel | アルシペル (@SailToArchipel) September 29, 2020
Archipel Caravan – Lineup (2/2):
– Toshihiro Nagoshi: Yakuza 15th Anniversary | Interview
– Naoki Yoshida: FF14 10th Anniversary | Interview
– Isamu Kamikokuryo: toco toco reboot special
– Yoshitaka Amano, Kazuko Shibuya: Final Fantasy | Cross-Interview pic.twitter.com/icERy7yNVS
— Archipel | アルシペル (@SailToArchipel) September 29, 2020
They also tweeted how the general format of each video will work and how you can support their work. And if you're interested enough, you can support them financially through Patreon here.
Starting October 1st, we will post one content per week on Archipel, ranging from short to much longer durations. We're counting on everyone to share and subscribe to our channel on YouTube.https://t.co/jKq0Vnfe9Q pic.twitter.com/sgFGnvRMjO
— Archipel | アルシペル (@SailToArchipel) September 29, 2020
Kodaka mentioned his wish to celebrate Danganronpa's birthday with everyone around the world, and noted that nowadays it's mainly people outside Japan who support his games. Kazutaka Kodaka teased at the end of his message more projects related to the Danganronpa 10th anniversary are coming, other than the mobile ports.
In other major Danganronpa news, developer Spike Chunsoft is taking over publishing rights for the franchise moving forward. Alongside that news, each Danganronpa title has been removed from either the PS4 or PS Vita, with the last one leaving the store on September 25th.
The post Danganronpa Creator Reveals Inspirations, Character Design Approach, and More in 10th Anniversary Interview by Allisa James appeared first on DualShockers.
As games have gotten bigger and bigger, so have the file sizes. I am looking at you Call of Duty: Modern Warfare. I am not sure how many times I have had to reorganize certain applications on my Xbox One to clear up space. With that said, it sounds like the Xbox Series X will allow users to delete portions of games if the developers allow it.
Larry Hryb, many of you will know him as Major Nelson, interviewed the development producer Jason Ronald on his podcast. During the recording, Jason stated: "Even beyond the hardware, we've actually made user interface improvements to make it easier for you to manage your storage. As an example, one of the new features we're adding is actually for, if a title chooses to support it, the ability to selectively uninstall different components of the game."
Jason Ronald continued and gave a particular example where a game contained both single-player and multiplayer components. He said: "Let's say you play a campaign as an example, and then you want to focus exclusively on multiplayer. If the developers chose to support it, you can actually uninstall the campaign itself, so that you can be more in control of how you're actually using your storage, so you really get the most benefit out of the available storage that you have."
This would be a massive help to many of us who constantly have maxed out storage problems. On top of that, it would help out with games that you still pop into every now and then, but only for the multiplayer. I haven't touched the single player for Call of Duty: Modern Warfare or Gears 5 since they were released, but I still like to pop into the multiplayer every now and then. It would be great if I could trim the fat of those two games, one more than the other, so that I could have more room for other titles.
I would have to imagine games that take up 100+ Gigs would allow users to take advantage of this feature. If not, I could see some backlash since it is a feature available to developers.
The Xbox Series X and Series S are set to release on November 10 for $499 and $299. Pre-orders were released a couple weeks ago and were snagged pretty quickly, but if you are still in the market of picking one up, you will have to be pretty quick in doing so.
The post Xbox Series X Will Allow Parts of Games to be Deleted by Grant Huff appeared first on DualShockers.
Square Enix could end up bringing a Live A Live remaster to the west, officially localizing the game for the first time, assuming fan demand is high enough.
Square Enix held a special live stream for the 26th anniversary of legendary omnibus SNES RPG Live A Live on October 3. The stream featured Live A Live Director Takashi Tokita, Composer Yoko Shimomura, Battle Director Nobuyuki Inoue (Zoom), Character Pixel Art Illustrator Kazuyuki Kurashima (Zoom), and Nobuo from comedy duo Penguins (huge Square Enix fan and always on SaGa streams). Takashi Tokita jokingly started the stream introducing himself as Hironobu Sakaguchi since he has the same stache now due to Covid-19 stay home. After everyone introduced themselves and a kanpai, the stream started for real.
The stream alternated with chit chat between the staff, answering fans' questions sent in beforehand via Twitter, and a watch together of the "Live A Live A Live in Shinjuku 2019" concert. Sadly no Live A Live remaster or anything was announced, but it was still incredibly interesting if you'd like to hear about an old game's development stories.
During one of the Q&A segments in particular, a non Japanese fan sent in an English question asking if Live A Live could be officially released in the west soon. Similarly to how Japan exclusive Square games such as Romancing SaGa 3 and Seiken Densetsu 3 were finally localized for the first time recently.
Director Takashi Tokita first translated the question back in Japanese for the Japanese fans watching, and then answered. Tokita first noted that while Live A Live is celebrating its 26th anniversary, they never did a sequel, a remaster, a remake, or any new game project. The only new release was the game coming to the Wii's Virtual Console some years ago. Tokita said it's thanks to the fans' support that they could do this anniversary stream. And if fans keep passionately supporting Live A Live, something might happen one day in some form.
You can hear that part of the stream at the 2:17:20 timestamp.
Long story short, no announcement happened on stream, but Square Enix is teasing something might happen one day. Perhaps a Live A Live remaster might come soon.
Here's a summary of everything that happened on the Live A Live 26th anniversary stream.
Note that this contains spoilers for Live A Live.
Takashi Tokita first explained how the Live A Live project came to life. Dragon Quest, Final Fantasy, Seiken Densetsu (Mana series) and SaGa already existed, so they wanted to do something different. The first idea they got and kept, was making an atypical story with independent chapters where everything would tie up together at the end with a typical story instead, to surprise players. That's why they wrote the medieval chapter first, but it's the last one you unlock along with the final chapter. Later on in the stream, they also explained Live A Live was born because the ROM size on Super Famicom kept increasing, so they realized they could make an RPG with tons of different themes like Westerns, Sci-fi, hot blooded fights, etc. And instead of a very long RPG with the same themes for many hours, players could be able to freely change themes/chapter when they feel like it for a change of pace.
The Near Future chapter is one of Nobuo's favorites, especially how passionate it is, be it the dialogue or everything else. So he's wondering how the dialogue was made during their meetings back then. Takashi Tokita answered the Near Future chapter was first written by Nobuyuki Inoue and then him and the others did a few changes and added the screenplay etc. Famous lines like "Rerero hoge" or "Keep apologizing to me in the afterlife" were all written by Nobuyuki Inoue. Takashi Tokita also explained that back then, they used to polish scenario and dialogues lines in games until the last minute. Checking what works best when play testing the game, since they didn't have to worry about voice acting.
At the end of the Modern Age chapter, protagonist Masaru Takahara has dialogues lines explaining he'll uses the skills of all the previously defeated opponents at the tournament to beat the final boss. At some point in his lines though, Masaru says he'll use "Jackie's power ("chikara") and Morgan's power ("Power")". So he's basically saying the same trait twice. Tokita explained he only realized that years later when seeing fans chat about Live A Live and that scene on the net. He said they were probably supposed to change "power" with something else but forgot.
There's a message saying "congratulations to the newlyweds" at the end of the Bakumatsu chapter. It was to congratulate Nobuyuki Inoue and his wife Yukiko Sasaki, a designer who worked on the backgrounds of the Bakumatsu chapter and the Middle Ages chapter. The Bakumatsu Chapter was made by planer Okuma.
The final dialogue choice in the Bakumatsu chapter lets you pick the answer "interesting". If you do so, there's a scene where Oboro protects Ryoma Sakamoto from assassins. That's an alternate depiction of the Omiya Incident, an alternate future where Ryoma Sakamoto would have survived the assassination attempt.
As for how they came up with the Live A Live battle system, Battle Director Nobuyuki Inoue thought back then there were many turn-based games, so they wanted to do a new, more advanced version of it. He thought it'd be fun if they included tactical RPG elements. They wanted to do something like the ATB system of Final Fantasy but where you'd have more control over the characters' actions, with typical Tactical RPG elements like range and positioning. After a very tedious phase of trial and error where they tested many different things, they arrived at the final battle system which ended up in the game.
They also explained how at first the game had stats like HP etc, but they were hidden to the player, and for example you could only tell a character was low HP if their sprite changed to a crouching position to show they're wounded. Hironobu Sakaguchi told them to not do that and show the HP to players. Tokita agreed since some players would have found the game too stressful. He pointed out there are multiple stats like that which exist in the game but aren't shown. A relic of that idea of not showing stats to players.
Nobuyuki Inoue explained the intelligence stat of the protagonist of the Modern Age chapter, Masaru Takahara, caps at 25 for no particular reason, and it's only something he noticed after fans pointed it out. Tokita said it was to accentuate each character's strengths and weaknesses, and how Masaru's strength lies in his physical force not brains. Either way, this turned out to be a good thing as nowadays Live A Live Japanese fans considers the 25th to be Takahara Day and always share fanart and fanmade content on that date.
The seven protagonists of each chapters were each chara designed by a different Shogakukan affiliated mangaka. However the protagonist of the Medieval Age chapter was made by Square. They did a FF-like knight protagonist to make it look as classic RPG as possible. Apparently Tokita drew a rough draft on paper, and then Kiyoumi Kato made the finished pixel art version.
Yoko Shimomura then shared some stories about her work on the Live A Live OST. She explained making the BGM for the Medieval Age chapter was the hardest. Because she wanted to make it last, but was asked to make it first. It was her first job after leaving Capcom for Square so she felt a lot of pressure too. When she felt at a loss, she remembers Nobuo Uematsu also supported her and told her she could ask him about anything. She had a very hard time with the first BGM she made, "魔王への叙曲", but after that she started to grasp the game's image, and starting the second one she made, "凛然なる戦い" every BGM was quickly completed.
Moreover, Yoko Shimomura also explained the BGM with a Chinese title, "鳥児在天空飛翔 魚児在河里游泳", featured in the Kung Fu Chapter. It's read as "Tori ha Sora wo Tobi Sakana ha Kawa wo Oyogu". Which means "The bird flies in the sky, the fish swim in the river". She asked a programmer from China to translate the title to Chinese for her so she could use it.
The final chapter of the game has 5 hidden bosses who each drop one piece of the best equipment in the game, the Erial series. They were asked how did they decide the names for these bosses and the equipment. Nobuyuki Inoue bluntly said he doesn't remember at all. Erial was probably in reference to air, like the "wind who protects you from petrifaction", because that's what the equipment does, but he didn't put too much thought in picking the names back then.
As for the bosses, Yuraukus is Square backwards (if you do it syllables by syllables like in Japanese, not letter by letter). The name Jaggy Egg originates from pixel art jaggies. There's also Death Prophet, and how you need to run away from battle 100 times to trigger its boss fight. They don't remember why Death Prophet is named that, but Tokita said back then to Inoue that 100 times was way too much. They still did it at the end. Tokita noted that nowadays running away 100 times in an RPG wouldn't be considered a lot. Especially as back then the battle encounter rate in games tended to be higher than now. (Note that how to find the hidden bosses was explained in the game's strategy book they released later.)
The beginning of the Medieval Age chapter shows the tournament finals fight between Oersted and Straybow, Before the fight begins, the king says the winner will marry his daughter princess Alicia. Tokita explained that the king probably did tell his daughter before that. However, the king just wanted the stronger person to inherit him and didn't really care about his daughter's feelings. Tokita said he feels bad for Alicia.
The Sundown Kid, protagonist in the Western chapter, can keep drinking milk endlessly because it's just a typical game thing. Games back then had simple choices like "yes" and "no", with the dialogue looping until you pick the right one. Tokita said that if they had enough memory maybe they would have made something like, if Sundown reaches 30 glasses of milk, then he goes to the toilet and you get a game over. But then everyone would have said the game sucks if they got a game over that way.
Lastly, regarding future events, Tokita said he hopes the Covid-19 crisis will be over by 2021 and they'll be able to do a live event and concert with everyone. Next time they do a concert they're considering live streaming it too. They'd also like to do more events for the 30th anniversary in 2024.
That's all the information shared. We'll be sure to tell you if another Live A Live events happens and if a remaster or a new project ever gets announced by Square Enix.
When launched in 2019, Call of Duty Modern Warfare introduced a brand new co-op mode to the series called Spec Ops Survival, which remained as a PS4-exclusive mode since launch for one year. Today, the exclusivity is over and all PC and Xbox One players get access to the mode.
During the current generation of consoles, there has always been a great partnership between Sony and Activision on Call of Duty titles. Most of the Call of Duty entries over the last six years launched with some exclusive content or privilege on PS4, which somehow forced the Call of Duty community to get the games on PS4 rather than other consoles.
Last year, just a few weeks ahead of the game's launch, Activision and Infinity Ward officially revealed Special Ops as a brand new 4-player co-op mode for Modern Warfare, where you have to survive as long as you can against the multiple waves of enemies. The series received various maps and scenarios since launch, but it was exclusive to PS4 for one year. With the exclusivity deal expiring yesterday, now the mode is available for Xbox One and PC players as well.
Despite being an exclusive mode, Spec Ops Survival didn't receive favorable reviews from the media and was mentioned as one of the weakest areas of the game by the majority of the critics. That being said, you never get to know how good or bad it is until you get the chance to play it. However, if you weren't able to jump into Spec Ops in Call of Duty Modern Warfare, the wait is now over.
The partnership between Sony and Activision is going on with the upcoming Call of Duty Black Ops Cold War as well, allowing all PS4 owners to play the Open Beta phase earlier than others. The game is expected to feature more PlayStation-exclusive content when it launches in November.
The post Call of Duty Modern Warfare Spec Ops Game Mode Is Now Available on Xbox One and PC by Mehrdad Khayyat appeared first on DualShockers.
Codemasters revealed the first point-to-point track in Dirt 5, which is a dirty off-road track set in China with an incredibly gorgeous environment.
Point-to-point races usually are a bit tougher to beat than ordinary circuits as till the end of the road you will face new corners and new challenges so you don't have any idea what the next part of the track would look like while racing in a circuit allows you to have a better understaning of the whole track once you beat in the first lap. That being said, point-to-point tracks are more fun to play as you don't get to see repetitive roads or environment over and over.
As shown in the trailer above, one of the point-to-point tracks in Dirt 5 is set in China, featuring awe-inspiring environment design. The track will be available through Rally Raid event which is a host to Modern Rally cars and point-to-point tracks. That said, you can compete on the same type of tracks in other events with vehicles such as Trucks and Buggies.
Dirt 5 is aimed to deliver the best experience in the series, thanks to its wide variety of events and car classes. The game is promised to feature a brand new career mode, which has been voice acted by Troy Baker and Nolan North.
Dirt 5 is set to be launched on November 6 for Xbox One, PS4, Stadia, and PC. The game will hit Xbox Series X and Xbox Series S on November 10th, with PS5 versions arriving on November 12th. You can now pre-order the Amplified Edition of the game including a season pass key, three unique cars, and some other in-game items.
Dirt 5 will support Smart Delivery on Xbox consoles, meaning you can upgrade your Xbox One version to Xbox Series X or Xbox Series S for free.
The post Dirt 5 New Gameplay Footage Reveals Point-to-Point Races by Mehrdad Khayyat appeared first on DualShockers.
In a tweet this morning, the official Twitter account for Xbox Game Pass posted a photo revealing one of the latest perks for Game Pass Ultimate: two months of free Funimation Premium Plus. Funimation is an anime streaming service that seems like a perfect pair for Game Pass Ultimate. There is a high crossover between anime fans and gamers so this deal is perfect for consumers while also being just one more thing to add to the incredible service that Game Pass Ultimate provides.
We like games but we also like anime pic.twitter.com/JoszULFAzH
— Xbox Game Pass (@XboxGamePass) October 2, 2020
Offering a great selection of shows like My Hero Academia, Dragon Ball Z Super, and Death Parade, the Funimation streaming service is something of a Game Pass Ultimate itself, but for anime.
This addition to Game Pass is just one of several that makes the deal even sweeter. Just last month, Microsoft announced that EA Play will also be added to the service this holiday season with no extra cost.
— DualShockers (@DualShockers) September 9, 2020
Microsoft's gamer/consumer-friendly model has been giving it a name ever since Game Pass was announced back in 2017. Heading into this new generation of consoles, however, it's certainly leaning on that aspect of its marketing to really sell the Xbox Series X/S. Their approach of putting gamers first by offering big AAA first-party games for free on the service the day they launch is huge for fans who are deciding which of the next-gen consoles they want to buy.
In 2020, Game Pass Ultimate has gone from something described as "the Netflix for gaming" to undeniably the best deal that gaming has to offer. With the constant addition of huge titles like Doom: Eternal and Resident Evil 7, Game Pass seems like it can do no wrong, and adding Funimation to the mix is just another step in the right direction.
For more on Microsoft, make sure to check out our tag right here on DualShockers.
The post Xbox Game Pass Ultimate Also to Include 2 Months of Funimation Premium Plus by Peter Hunt Szpytek appeared first on DualShockers.
For all of you Switch owners out there, I am willing to bet at least half of you have to experience Joy-Con drift. And for those of you who somehow have no idea what that is, Joy-Con drift is when one of the controls acts as if the user is pushing the analog stick in a certain direction when they aren't. Nintendo is reportedly downplaying the issue during a class-action lawsuit that was filed in July of last year.
Chimicles Schwartz Kriner & Donaldson-Smith (CSK&D), a law firm in the US reports that Nintendo is arguing that the Joy-Con drift issue "isn't a real problem or hasn't caused anyone any inconvenience."
CSK&D is working to get the case through the arbitration process. The law firm has been replying to consumers who have previously contacted them and asking if they could provide videos that can display the defect. On top of that, they would like to see how Nintendo handled their complaints and if it affected the consumer's confidence in Nintendo's products.
An email from the firm had been republished on Reddit and states: "Thank you for contacting our law firm about the Nintendo Switch Joy-Con Drift litigation. We are working on putting together a montage of video clips from Nintendo Switch owners such as yourself as a way to give voice to the joy-con drift issues you've experienced. This will be helpful to us in responding to Nintendo's arguments about how this isn't a real problem or hasn't caused anyone any inconvenience. In an effort to humanize and demonstrate these issues and their impact on consumers, it would be helpful to our prosecution of the case if you would submit a short (90 seconds or less) video to us describing your experience with the Joy-Con drift on your controllers."
The law firm would like if videos could be submitted no later than October 16. They intend to share them with both Nintendo's attorneys and the company's representatives.
After the suit was filed last year, Nintendo did stop charging Switch owners for Joy-Con repairs. On top of that, the company also refunded those who had sent in their controllers to be fixed.
It does seem a little weird that Nintendo would refund and fix controllers for free but also not acknowledge and try to downplay the issue. Who knows. I am sure there is legal mumbo jumbo that has caused them to do so. It does still seem a bit misguided though.
The post Nintendo Is Reportedly Downplaying the Joy-Con Drift Problem by Grant Huff appeared first on DualShockers.
Bloodborne has been a free title for PlayStation Plus users in the past, but without warning, it seems as though the game has once again become available.
In what looks like it could very well be an error, Bloodborne can currently be added to your cart free of charge on the PlayStation Store if you're a PlayStation Plus subscriber. The iconic action title wasn't set to be available as a free title in the month of October with this month's lineup instead consisting of Vampyr and Need for Speed: Payback.
It seems as though the most likely cause for why Bloodborne could be appearing for free comes with PlayStation's new PS Plus Collection program. Announced in the most recent stream dedicated to the PS5, Sony revealed that it would be expanding PS Plus to contain a library of popular PS4 titles that could be downloaded on the next-gen system. While the program wasn't supposed to have started yet, Bloodborne was indeed included in the Collection's initial lineup that was unveiled. Perhaps this could be why we're seeing it appear for free at this moment.
Either way, you can head to the PlayStation Store right here to add Bloodborne to your own game library if you haven't already.
The post Bloodborne is Currently Appearing Free for PS Plus Members on PS4 by Logan Moore appeared first on DualShockers.