Daemon X Machina is a mecha game coming to Nintendo Switch next year. Nintendo highlighted it during E3, giving players the first look at its vibrant, fast-paced action. We still had questions about the game, and so we chatted with its producer, Kenchiro Tsukuda, at Gamescom. He might be best known for his work on the Armored Core series, but Daemon X Machina isn’t the same game with a brighter coat of paint. Here’s what you need to know.

Your Pilot Is As Important As Your Mecha

“There are plenty of games where you play either as a human character or as a mecha, but I wanted to bring the two together and produce a synergy between them,” Tsukuda says. “For example, if my player character becomes skilled with a sword, that skill will transfer over so that when he’s inside the mecha he’ll be able to use swords in his mecha as well.”

You can take your character (called an Outer) out of your Arsenal (the game’s name for the mecha) at will. While leaves you vulnerable, going on foot does have strategic benefits. “It can act as a kind of decoy and get the attention of enemies,” Tsukuda says. “As an Outer, you can kind of lay in wait and ambush those enemies and take them down. There are lots of tactical options like that.” The stock Outer has a drone companion, which can blast enemies. Tsukuda says that’s just the beginning of your potential. In a quick demo, I see the standard Outer fighting against some tank-like enemies. If you level your hero enough, you can actually pick up and throw those tanks from outside of your Arsenal.

That’s optional though, and Tsukuda says he imagines there will be hardcore players who purposefully avoid upgrading their Outers to see if they can beat the game that way. What’s his plan? “I prefer to power my guy up,” he says, laughing.

The Team Is Thinking About Co-op Players

You can play the game alone or with friends. If you do decide to bring some buddies along, there are some fun ways to express yourself. If you explore the world, you can find special paint jobs and tattoo-like decals for your Arsenals. “Once you find those kind of items, if you’re playing co-op you can all wear the same mark on your mechas to mark yourself as a team,” Tsukuda says. 

Arsenals also have five upgrade slots, and one of them is mysteriously reserved for co-op. “I still can’t go into too much detail now, but I can tell you that with the fifth slot you can equip something that will be very useful in multiplayer,” Tsukuda says. “It’ll be something that’s more focused on helping you coordinate with your teammates and helping each other out and increase the teamwork ability of your Arsenal.”

On the topic of customization, Tsukuda wants to give players freedom of expression – with the potential of even modifying Arsenals at a fundamental level. “At the moment, they’re all bipedal, humanoid Arsenals, but we want to allow as much customization as possible, so I am thinking of different ways that we could introduce variation.”

Feel Free To Steal From The Battlefield

Don’t expect a full Monster Hunter-style experience, but Daemon X Machina allows players to snatch weapons and other items off fallen enemies. “There are regular enemies and there are bosses,” Tsukuda says. “With the regular enemies, some of the enemies do have weapons you can take, and there are some that don’t. In the game, there’s an element of looking around the world for enemies that have weapons you want – weapons and other equipment as well. Some of them have special abilities. If you have a particular kind of need for a particular kind of item, you’re kind of going through the world looking for it, and that’s part of the game. With the bosses, you can usually get the boss weapons as well, but there’s always a specific way that you have to do it. You can either work it out yourself or by working together with friends to find out how to do it – that’ll be a big part of the fun. One difference from something like Monster Hunter or other games like that is that you’re not collecting materials in order to create items, there’s not an element like that. They’re just items and weapons that exist – you can get them, you don’t craft them.”

That extends to bosses, too, which can potentially hold some of the game’s most powerful items. You’re going to have to work for those, however. “There is an element similar to Monster Hunter, in that in order to immobilize the boss you have to attack its weak points,” Tsukuda says. “Attacking the weak points, in terms of what it does and what effect it will have and what it will allow you to do will differ from boss to boss, so each boss will require a different strategy. So you’ll have to learn as you play. Parts of the boss might come off as you’re fighting them, and if that’s a weapon, you can get it and you can use it. But if something comes off and you destroy it, you won’t be able to get it, so that’s something you’ll need to pay attention to. The way we’ve designed it is if you think, ‘I want to get this item from this boss,’ you need to carefully think about what equipment and what loadout you bring into that battle.”

The bosses we’ve seen in Daemon X Machina have been fairly large, and it would be silly for an Arsenal to wield a sword that’s twice as tall as itself. Fortunately, you’ve got science on your side. “If you defeat a boss and take its weapon with you in the process, you would take the weapon back to your hangar and your research guys will make a modified version of the weapon for you to use,” Tsukuda says.

Bonus: What’s Up With Mecha, Anyway?

If you look at TsuKuda’s gameography, you’ll see that he’s worked on a lot of mecha games. Why giant robots? “I think what draws me to the whole mecha thing is that it’s like a cool technology that seems like it could realistically actually happen in the future or near future,” he says. “It’s kind of believable in that sense. To use a superhero analogy, we as normal human beings are never going to become Superman, but Iron Man, it could be possible for us to all become Iron Man in the future. If it did become possible in the future, I would want to commute to work every day in a mecha suit.” And there you have it.

Capcom’s Resident Evil 2 remake is coming along nicely, but as we move close to its January 25 release date, fans are beginning to wonder what could be next for the series. Seriously, we’re impatient. Will Capcom stop remaking RE games with 2? Are they willing to talk about what they have planned next? During our Gamescom exploits we set off to find out.

“We want to get this one out the door, and see how it goes first,” said director Kazunori Kadoi. “We’ve got a lot of fans who ask for their favorite games, but we’re not going to commit to anything right now. We’d like to keep our possibilities open for the future and see what makes the most sense when we come to it. We don’t want to feed just nostalgia. We want to bring [out] how people felt about the original games and if we can, reimagine it in a way so that it bridges the generation gap between people who played it 20 years ago and newcomers.”

No matter how many creative ways I found to asked them about their next project, Capcom never slipped up and revealed anything they weren’t supposed to. So if they aren’t going to talk about previous projects, would they talk about past ones? I asked them about the original RE remake and the NES game that spawned Resident Evil in the first place.

“Certainly enough time has passed that it wouldn’t be laughable to remake the remake. I personally think that would be an interesting thing to do,” said Kadoi. “In regard to Resident Evil’s spiritual predecessor, Sweet Home, we don’t have the rights to that game anymore, because it was actually based on a movie, and that’s the reason Capcom started making Resident Evil in the first place and why you don’t see any rereleases. It’s off the table at this point.”

During my investigation I also learned that Capcom isn’t planning any story DLC for the RE 2 remake, or adding any new enemies, but Tofu will be back!

I know what you’re thinking: hold on, did you have an interview with the RE 2 remake team, but you didn’t feel like it was worth transcribing the whole thing, so you crammed the most semi-interesting quotes into a single story?

No. Don’t be absurd. In truth, I was just too lazy and tried to transcribe the whole thing. But trust me; everything I do is because I care and respect you as a reader.

Now get out of my face and go read some hands-on impressions.

Focus Home Interactive has released the first gameplay trailer for Call of Cthulhu, the upcoming immersive sim based on the incredibly popular tabletop game of the same name. Check out the guided video below.

Call of Cthulhu actually has a rather strange and coincidental development history. The other day, we posted a video of another Lovecraftian title called The Sinking City. That game is being developed by Frogwares, who at one time was developing Call of Cthulhu, which was supposed to be similar to the Sherlock Holmes games Frogwares was known for. After two years with no real information, publisher Focus Home Interactive announced that Frogwares was no longer involved. Cyanide, the studio behind the stealth fantasy game Styx, had taken over.

Frogwares still wanted to make their Lovecraft game, so they pivoted to a more water-based title which they’re self-publishing, so there’s more Lovecraftian games than you can shake a stick at.

Call of Cthulhu releases in time for Halloween on October 30 for PlayStation 4, Xbox One, and PC.

If you’re excited to have Blizzard’s blockbuster lootfest on your Switch, you’re not the only one. Nintendo worked closely with Blizzard to move Diablo III over to its portable system. In fact, Nintendo had practically been waiting for Blizzard to make the call.

“The Switch came out and we were all playing it,” says Blizzard associate producer Matthew Cederquist. “Some of us were playing Mario and some of us were playing Zelda, and we were kind of thinking to ourselves, ‘We’ve got a pretty good game for this.’ We all travel a lot and we were sitting on a plane and thinking, “We’ve got the perfect game for the Switch.’ So we brought the pitch to Nintendo and they said, ‘What have you guys been waiting for?’ They were pumped. They were as excited as us.”

However, Diablo III isn’t a small game. It’s currently over 14 GB on PC, which is almost half of the Switch’s internal memory, so Blizzard knew it would have to trim the game a bit to fit it on Nintendo’s portable system – not to mention optimize its processing power.

When Blizzard decided to bring Diablo III over to Switch, the studio made a promise that it wanted to stick to 60fps as much as possible, and by-and-large it has. The lowest we saw it dip was into the mid-50s. If you don’t believe us, just read our hands-on impressions (you’ll just have to believe us, I guess). Impressively, Blizzard obtained this miracle almost solely through reducing the texture sizes on the art assets.

“We did most of the work a few years ago when we moved the game to PlayStation, so, by-and-large, thousands of hours have already been spent getting this right for console,” says senior producer Pete Stilwell. “Where we did spend time playtesting and iterating on the game was with the joy-cons. Individual joy-cons have fewer buttons, so we replaced the second joystick’s roll with the joy-con’s flick.”

When we asked if Diablo’s move to the Switch opens the door for other Blizzard games to jump over to Nintendo’s system, Stilwell added, “We’re focused on D3. That’s where we’re at. One thing that I think is really awesome about Blizzard is that each team is very autonomous and gets to play in their part of the pool and decide what they want to do. Sometimes that means other teams don’t have that much transparency. Our team is really excited about the Switch and what we’ve accomplished on it, but we can’t speak for other teams.”

So that is one question dodged. We’ll played Blizzard … but we’ll be back.

Check out our hands on impression of Diablo III and other games in our Gamescom preview roundup.

A lot of Destiny players are looking forward to the next major expansion soon. Forsaken launches on September 4, which isn’t too long now, but people looking forward to the raid won’t have to wait too long after. Destiny 2: Forsaken’s first raid, Last Wish, will arrive shortly after September 14.

Bungie shared the first details in a blog post today.

“Forsaken is proof that the full Destiny 2 experience is just beginning when the campaign comes to a close,” senior designer Joe Blackburn wrote. “With so many new things to do and so much Power to gain, we knew that players would need more than just three days to prepare for the incredible challenges of Forsaken’s raid. That’s why “Last Wish,” the next chapter in Destiny’s raiding legacy, goes live on September 14 at 10 a.m. PDT, a week and a half after you’ll have first set foot on the Tangled Shore. Good luck, Guardians.”

While the ten day wait is not absurd, it is the longest gap so far for Destiny fans. Destiny 2’s launch to Leviathan had a gap of about seven days, so hopefully players will really be able to dig into Forsaken using those extra 72 hours. If you’re still eager for more Destiny 2: Forsaken content, Bungie posted the scene of Cayde-6 going down for the final time earlier today.

Game Informer’s Ben Hanson calls up Suriel Vazquez, Ben Reeves, and Jeff Cork from Gamescom 2018 to learn more about Cyberpunk 2077, From Software’s Sekiro: Shadows Die Twice, and the Resident Evil 2 remake. Then, Javy Gwaltney, Kyle Hilliard, and Imran Khan join the show to talk about a ton of exciting sequels like Yakuza Kiwami 2, Guacamelee 2, and Darksiders III. Then we answer some wonderful community emails.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Playlisten to episode 412 on SoundCloud, or download the MP3 by clicking here. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show.

To jump to a particular point in the discussion, check out the time stamps below…

2:20 – Cyberpunk 2077
8:30 – Life Is Strange 2
9:50 – Biomutant
11:25 – Sekiro: Shadows Die Twice
16:20 – Devil May Cry 5
21:15 – Resident Evil 2
26:30 – Yakuza Kiwami 2
34:00 – Guacamelee 2
39:35 – Diablo 3 on Nintendo Switch
43:30 – Darksiders III
49:00 – The Dark Pictures: Man Of Medan
56:10 – Taiko No Tatsujin
1:00:00 – Jump Force
1:01:40 – Twin Mirror
1:05:24 – Community Emails

Shigeru Miyamoto, creator of some of gaming’s most iconic series and overall creative shepherd for Nintendo, is warning the industry that getting too greedy could end up badly long term.

In remarks to the Computer Entertainment Developers Conference in Japan, Miyamoto talked about the general trend of the industry, recorded in a Bloomberg report. “We’re lucky to have such a giant market, so our thinking is, if we can deliver games at reasonable prices to as many people as possible, we will see big profits,” Miyamoto told the audience.

That statement does come with a caveat, however. “I can’t say that our fixed-cost model has really been a success,” Miyamoto added. “But we’re going to continue pushing it forward until it becomes entrenched. That way everyone can develop games in a comfortable environment. By focusing on bringing games to the widest range of people possible, we can continue boosting our mobile game business.”

Nintendo has stated a wish to avoid exploitative pricing models in their mobile games, through the late president Satoru Iwata, the former president Tatsumi Kimishima, and now Miyamoto. Current president Shuntaro Furukawa has not stated his preference, but he seems to be continuing the current methodology regarding pricing structure.

This avoidance has seemingly not worked out well for Nintendo, however.  When Super Mario Run was announced two years ago, it was a rather monumental event with Apple bringing Miyamoto on stage to reveal the game. Nintendo was insistent that the game would be a fixed cost without recurring payments like most runners tend to have. In the time since, Nintendo has admitted Super Mario Run did not meet expectations for profit, a hard hit for what was supposed to be a game-changer.

Meanwhile, the free-to-play Fire Emblem Heroes has generated consistently high revenue, though nowhere near some of mobile’s biggest hits. Meanwhile, last year’s Animal Crossing: Pocket Camp was criticized for how aggressive its pricing was, often to the detriment of the game design. The best way to make money, Miyamoto argues, is to learn the lessons the music industry took too long to learn.

“It’s necessary for developers to learn to get along with” subscription-style services, according to Miyamoto. “When seeking a partner for this, it’s important to find someone who understands the value of your software. Then customers will feel the value in your apps and software and develop a habit of paying money for them.”

Nintendo’s next mobile title, Dragalia Lost, is a collaboration with GranBlue Fantasy developer CyGames. While they have mentioned that the game will be released internationally, Nintendo has not spoken much about it since it was announced earlier this year.

[Source: Bloomberg]


He’s not wrong, but Nintendo’s lack of a truly major success in mobile maybe means they can’t hold on to this idea forever. I’d rather they be right and not pursue too much in the way of free-to-play, though.

Just over a year ago, I saw Experiment 101’s Biomutant at its first Gamescom demo. I was immediately taken in by its oddball take on the open-world action-RPG, and I was looking forward to its 2018 release. Well, that planned release date has slipped into 2019, but my enthusiasm for the so-called post-apocalyptic kung-fu fable hasn’t waned. If anything, the demo I got during this year’s Gamescom has fully renewed that excitement.

The latest demo highlighted some elements that weren’t fully explored during its inaugural demo. In particular, I got to see more of the combat, which seems to draw inspiration from games like Rocksteady’s Batman games. Your character has a combo meter that builds up over the course of fights, and when it’s filled you can unleash a devastating Super Wushu attack. This attack varies, depending on what weapon you have equipped at the moment. In one example, time slows down, giving our furry friend ample time to line up devastating headshots – resulting in cascading numbers of critical damage. In another, our hero essentially teleports from enemy to enemy, slashing each one and moving on to the next in the blink of an eye. My favorite had to be the Klonk Fist, though. This massive gauntlet allows you to smash through yellow doors, accessing new areas when you acquire it. Better still, it packs quite a punch; it takes down a miniboss in three deft blows, driving it into the ground like a nail, in a silly and unexpected effect.


I also see a new mutation, which looks handy. Your character can modify its DNA over the course of the game, gaining a variety of new abilities. Last year, I saw one that let your hero barf out moths. This time around, I see a useful, but unsavory, ability called mucus bubble. It works like it sounds – the hero is enveloped in a giant snot bubble, which serves a couple of different purposes. You can roll around and bounce, which allows you to cross areas such as a broken rail bridge. Since it’s a giant snot bubble, enemies stick to it if they’re unfortunate enough to make contact with the glistening orb. From there, you can slide out of it and pop the bubble, causing them to fall off a cliff if you’re feeling devious.

The most interesting new element was a big demonstration of how the game’s mechs work. You work with a critter called Greasemonkey, who sends you on an errand to find scrap. If you survive the collection quest (which took place in a low-oxygen environment, in this instance), he’ll set you up with a cool vehicle. It can be customized with different limbs, heads, and weapons, and it also has a special pump device. The pump can suck away harmful toxins, creating a path for when you’re on foot, and it can also be used to launch small creatures called Sqvips. They look kind of like squirrels, and they come in a variety of different colors. The orange ones I see in the demo are a great diversional tool. When launched, they run around and grab the attention of any nearby enemies, giving our character a chance to take care of them with ease. Each color has a different characteristic, but Experiment 101 isn’t elaborating at this point.

I see just how handy these critters can be in a boss battle against something called Jumbo Puff. It looks kind of like a platypus with a mouthful of fangs. If you fill that mouth with sqvids, it’ll eat until it’s full, at which point the titanic beast’s tongue flops out. That’s your cue to snap it, and then get in a series of free hits while it’s stunned. The fight continues through several phases until you’re eventually eaten, at which point you have to navigate through a series of slick, veiny (and disgusting) pathways through its innards. Fortunately, the way to the Jumbo Puff’s heart is through its mouth, and after attacking it enough the beast finally flops down for a final time.

Biomutant is coming to PlayStation 4, Xbox One, and PC next summer. When I ask if it will be shown at next Gamescom, studio head Stefan Ljungqvist jokes “I hope not!” Given the choice of having to wait until next August to play the finished game, I’m with him.

Have you ever received emails about someone trying to break into your Epic account? With Fortnite being so popular, it’s a pretty common occurrence for a lot of players, especially those that signed in once or twice to try the game and never touch their account again. Epic really wants you to enable two-factor authentication to help combat this, but not a lot of people are willing to undergo the extra hassle.

So Epic is seemingly going to give people an exclusive emote for locking their account doors. The news was found by a Fortnite news Twitter account that finds new updates to the game.

For people who don’t know, two-factor authentication, or 2FA, makes it so a personal account or device gets checked and verified after trying to login. That might be the email account account associated or a text message to your phone to verify the person logging in is you.

If you like styling on people with emotes or just having things other people don’t have, it looks like there will be an option for you in the future while securing your account.

Call of Duty has had an up and down relationship with the PC gaming community, but Activision is hoping to make some overtures for Black Ops 4 by showing off the game’s PC features.

In the trailer, which you can see below, ultrawide monitor support is confirmed by adjusting the aspect ratio on the game footage. The game also supports native 4K resolution and an uncapped framerate.

Additionally, the trailer confirms that the Blackout mode will be getting an open beta on PC on September 15. Preorders get access to the beta, which gives us the first glimpse at Call of Duty’s take on the battle royale formula. Black Ops 4 joins Destiny 2 as one of the few non-Blizzard games on Battle.net, making it more of an Activision Blizzard launcher than just Blizzard itself at this point. 

Call of Duty: Black Ops 4 releases on October 12 on PlayStation 4, Xbox One, and PC.