A puzzle game which has players navigating a colored cube through 150 stages.

<h2>Overview</h2><p>Cubikolor is a puzzle game developed by both Fractal Box and Moving Player. The game was published by Moving Player with the Steam release being published by Moving Player and Plug In Digital. </p><h2>System Requirements</h2><h3>PC Minimum</h3><ul><li>Operating System: Windows XP (SP3), Windows Vista (SP2), Windows 7, Windows 8</li><li>Processor: Intel Core 2 Duo, AMD Athlon X2, or equal at 1.6GHz or better</li><li>Memory: 2 GB RAM</li><li>Graphics: DirectX 9.0c-compatible, SM 3.0-compatible</li><li>DirectX: Version 9.0c</li><li>Storage: 2 GB available space</li><li>Sound Card: DirectX 9.0c-compatible, 16-bit</li></ul><h3>PC Recommended</h3><ul><li>Operating System: Windows 7, 8</li><li>Processor: QuadCore 2.0 GHz+</li><li>Memory: 4 GB RAM</li><li>Graphics: DirectX 9.0c-compatible, SM 3.0-compatible, 1024MB VRAM+</li><li>DirectX: Version 9.0c</li><li>Storage: 4 GB available space</li><li>Sound Card: DirectX 9.0c-compatible, 16-bit</li></ul><h2>External Links</h2><ul><li><a href="http://www.cubikolor.com/" rel="nofollow">Cubikolor Official Website</a></li></ul>

This music-based puzzle game from Q Entertainment and Tetsuya Mizuguchi features contributions from numerous Japanese electronic musicians.

<h2>Overview</h2><p> </p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/4/41195/1521089-lumines.jpg" data-ref-id="1300-1521089" data-size="small" data-ratio="0.68" data-width="400" data-embed-type="image" style="width: 400px"><a class="fluid-height" style="padding-bottom:68.0%" href="https://static.giantbomb.com/uploads/original/4/41195/1521089-lumines.jpg" data-ref-id="1300-1521089"><img alt=" Lumines in Action" src="https://static.giantbomb.com/uploads/original/4/41195/1521089-lumines.jpg" srcset="https://static.giantbomb.com/uploads/original/4/41195/1521089-lumines.jpg 400w" sizes="(max-width: 400px) 100vw, 400px" data-width="400"></a><figcaption> Lumines in Action</figcaption></figure><p>One of the PSP's most lauded launch titles, Lumines is a classic example of rhythm action developer Tetsuya Mizuguchi's development style, combining engrossing gameplay with heavy beats to produce a unique experience. Lumines is basically Tetris in a Tokyo dance club. The puzzle aspect is simple enough: The player has to move and rotate falling squares made up of four blocks each. Each of these four blocks can be one of two colors, and creating a square of four same-colored blocks will cause that square to be cleared from the game board when it's swept over by a line which continually crosses the screen from left to right. Connecting multiple matches into a larger shape before it's cleared by the line will result in combos that yield more points. Lumines' energetic techno soundtrack is a major draw; it features an eclectic mix of Japanese artists like Mondo Grosso working in a variety of electronic musical styles. Each time the song changes, the background and block graphics change to a new visual style corresponding to the style of the new song. More importantly, the music has a direct impact on the gameplay, in that the speed of the falling blocks and the line sweeping the screen are tailored to the tempo of the current song.</p><h2>Mode List</h2><p> </p><h3>Challenge Mode:</h3><p>Background skins and music will changes you progress in the game. This game mode does not have a time limit.</p><h3>Single skin mode:</h3><p>Select a background skin and use the skin throughout the entire game. The background will not change unless the player selects a new skin.</p><h3>Time attack mode:</h3><p>This mode has a time limit of 60, 180, 300 or 600 seconds</p><h3>2P Vs Mode:</h3><p>The playing field is split into two. The more squares you eliminate the larger your part of the field becomes, making it harder for your opponent.</p><h3>Vs CPU Mode:</h3><p>Play by yourself against the CPU opponent in Vs 2 player style gameplay.</p><h3>Puzzle Mode: </h3><p>The CPU will create puzzles with obstacles to overcome.</p><p> </p><h2>Score limit</h2><p>The maximum score in the game is 999 999 points. This is supposedly due to the limited battery life of the PSP. Had the maximum score been higher, players might have had problems reaching it because the battery would have run out.</p><p> </p><h2>Song List</h2><ul><li><i>Shinin'</i> by <b><a href="/mondo-grosso/3040-92243/" data-ref-id="3040-92243"> Mondo Grosso</a></b></li><li><i>Urbanization</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Round About</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Slipping</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Shake Ya Body</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Square Dance</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Talk 2 You</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Just...</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>I Hear The Music In My Soul</i> by <b><a href="/eri-nobuchika/3040-92244/" data-ref-id="3040-92244"> Eri Nobuchika</a></b> </li><li><i>Dark Side Beside The River</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Aback</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Working In he Hole</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Sister Walk</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Da-Di-Do</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Strangers</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Holiday In Sumer</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Take A Dog Out A Walk</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Big Elpaso</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>My Generation</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Meguro</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Spirits</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Get Up And Go</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Fly Into The Sky</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Lights</i> by <b><a href="/eri-nobuchika/3040-92244/" data-ref-id="3040-92244"> Eri Nobuchika</a></b> </li><li><i>Japanese Form</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Auto Mobile Industry</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Please Return My CD</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Bird Singing In Night</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Mekong</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Whoop-De-Do</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>The Spy Loves Me</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Brash</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Chinese Restaurant</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a> </li><li><i>Moon Beam</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Tin Toy</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Water, Flower &amp; Lights</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>45 Degrees</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Prime Factor</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Rodent</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li><li><i>Morning Beats</i> by <a href="/takayuki-nakamura/3040-58523/" data-ref-id="3040-58523"> Brainstorm</a></li></ul><h2> Custom Firmware Infamy </h2><p> Lumines is well known as one of several games that can be used to install a custom firmware onto the console. It is possible to exploit a buffer overflow in the game code by loading a fake game save containing firmware loading code.</p>

Games That Ask You to "Press Start" But Will Accept Other Buttons

NieR: Automata is an action role-playing game developed by PlatinumGames and published by Square Enix for PlayStation 4, Microsoft Windows and Xbox One.

<h2>Overview</h2><p>NieR: Automata is an action RPG directed by <a href="/yoko-taro/3040-96583/" data-ref-id="3040-96583">Yoko Taro</a> and developed by <a href="/platinumgames/3010-6319/" data-ref-id="3010-6319">Platinum Games</a> and published by <a href="/square-enix/3010-104/" data-ref-id="3010-104">Square Enix</a>. It aims to retain the originality of <a href="/nier/3030-26596/" data-ref-id="3030-26596">Nier </a>while presenting more appealing gameplay. It is set in the same universe as Nier but features a separate story in which robots are sent to reclaim Earth from an alien invasion after humanity was exiled to the Moon.</p><h2>Story</h2><p>Nier: Automata opens with 2B and 9S paving the way for a future incursion into machine territory, working to clear out machine threats for the local Resistance. With help from Anemone and later Pascal, 2B and 9S defeat multiple machine threats. During their missions, they witness the birth of and later fight Adam and Eve, physical manifestations of the machine network who reveal that their creators were destroyed centuries ago. 2B and 9S also encounter A2, who is on the run from YoRHa. It is revealed that the machines are beginning to feel emotions and gather in groups, and some like Pascal's group have grown tired of fighting. 9S is eventually captured by Adam, who is killed by 2B. Deprived of his brother, Eve goes mad with grief and drives the machines under his command into a frenzy. 2B and 9S kill Eve, but 9S is infected with the machine's logic virus, forcing 2B to kill him. Despite his body dying, 9S's personality is saved on the local machine network, allowing his transfer into a new body. The second playthrough follows the opening narrative from the perspective of 9S, offering new insight into the machines and Adam and Eve. 9S also learns that humanity has been extinct since the events of Nier aside from a server on the moon holding humanity's DNA and history. YoRHa and its mission were created to keep the androids from losing morale. He also encounters a glitch when performing a standard server sync, and halts the procedure for both himself and 2B.</p><p>The apparent deaths of Adam and Eve throw the machine network into chaos, prompting YoRHa to launch a full-scale invasion. 2B and 9S form part of the vanguard, but a logic virus attack turns every YoRHa unit aside from 2B and 9S hostile. The two retreat to the Bunker, which is subsequently overrun—the "glitch" 9S encountered was, in fact, a hole opening in YoRHa's virus defenses, leaving the entire squadron vulnerable. Infected herself, the Commander orders 2B and 9S to the surface then self-destructs the Bunker. 2B and 9S are forced to separate on the descent when attacked by rogue YoRHa, and 2B ends up infected with the logic virus. Saved from rogue YoRHa by A2, 2B uploads her memories into her sword and tasks A2 with completing her mission. 9S sees A2 kill 2B, and ignorant of their interaction angrily swears revenge against A2. Alongside this, a structure called the Tower created by the machines rises above the land. The story then divides between A2 and 9S, with their respective Pods 042 and 153 interacting with each other.</p><p>A2 continues 2B's missions against the machines. During her story, Pascal's village is attacked when machines begin going berserk, and when A2 and Pascal fight off a machine attack the "children" of his village commit suicide in fear of being killed. A2 has the option of either wiping Pascal's memory at his request, killing him, or leaving him. Meanwhile, 9S investigates the Tower and its purpose: he learns that YoRHa androids and machines are constructed from the same materials, and the Tower is preparing to launch something he assumes is a missile directed at the server on the moon. During his quest, 9S is tormented by the loss of YoRHa and 2B and becomes emotionally and mentally unstable. 9S eventually gains access to the Tower with help from Devola and Popola, who sacrifice themselves to fend off the attacking machines—they are revealed to be the last surviving versions of the android type that triggered the end of humanity as experienced in NieR: Replicant, thus suffering persecution by other androids. They are programmed to feel perpetual guilt and try to atone for their actions. A2 follows 9S inside, where the machines' controlling artificial intelligence confronts them both—A2's backstory as the survivor of a precursor unit to the YoRHa that was designed to be destroyed is revealed, and 9S learns that the logic virus attack on YoRHa was part of the plan to perpetuate the ruse of humanity's survival and trap both machines and androids in a repeating cycle of war.</p><p>When they meet at the top of the Tower, A2 reveals the truth about 2B; her real designation was "2E" (E = Executioner), a YoRHa unit designed to repeatedly kill 9S whenever he discovered the truth about humanity and YoRHa—2B suffered greatly from her role, and wanted to help 9S through A2. 9S, by now driven insane and infected with the logic virus, challenges A2 to a fight. The player then selects which character to control. In the Ending C, should the player choose A2, 9S is defeated, and A2 first cures him of the logic virus, then sacrifices herself to destroy the Tower while Pod 042 takes 9S to safety. In the Ending D, should the player pick 9S, the two kill each other, and in his final moments the machine artificial intelligence tells him that the Tower has changed its function due to the machines' evolution and is instead firing an ark containing the essence of machine kind—including the still-living Adam and Eve—to find a new world. During the credits, Pods 042 and 153 speak to the player upon finding that the data for 2B, 9S and A2 are still intact. If the player agrees to save the data, this triggers the True Ending, Ending E: Pods 042 and 153 reconstitute the androids' memories and experiences and reconstruct their bodies—despite the possibility that the three would merely repeat everything, the Pods hold faith that they will forge a new future.</p><h2>Characters</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/11/119879/2896727-5707895593-2_B.p.png" data-ref-id="1300-2896727" data-ratio="2.078125" data-width="320" data-embed-type="image" style="width: 320px"><a class="fluid-height" style="padding-bottom:207.8%" href="https://static.giantbomb.com/uploads/original/11/119879/2896727-5707895593-2_B.p.png" data-ref-id="1300-2896727"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/11/119879/2896727-5707895593-2_B.p.png" srcset="https://static.giantbomb.com/uploads/original/11/119879/2896727-5707895593-2_B.p.png 320w, https://static.giantbomb.com/uploads/scale_small/11/119879/2896727-5707895593-2_B.p.png 307w" sizes="(max-width: 307px) 100vw, 307px" data-width="307"></a></figure><p>There are three main characters that feature as the events and story of the game progresses. They are listed below:</p><p>1. <a href="/yorha-no2-type-b/3005-34229/" data-ref-id="3005-34229"><b>YoRHa No.2 Type B (2B)</b></a></p><p>- The main female character of the game. A member of special Android task force YoRHa, she is sent to Earth on a mission to return Earth to the humans that once inhabited it, and to destroy the robot menace that the alien invasion left behind.</p><p>2. <a href="/yorha-no9-type-s/3005-36339/" data-ref-id="3005-36339"><b>YoRHa No.9 Type S (9S)</b></a></p><p>- The main male character of the game. Teaming up with 2B, the pair work together on their mission to reclaim Earth from the robots that now inhabit it.</p><p>3. <a href="/yorha-type-a-no2/3005-36362/" data-ref-id="3005-36362"><b>YoRHa Type A No.2 (A2) </b></a></p><p>- A mysterious character of whom not much is known. A main character in the stage play preceding the game, she was once a member of YoRHa, but disappeared and became a wanted fugitive.</p><p>Several side characters also appear in the game:</p><p>4. <strong>YoRHa Commander</strong></p><p>- Working from the Bunker, the orbital home of YoRHa, the Commander oversees your operations over the course of the game.</p><p>5. <strong>Operator 6O &amp; 21O</strong></p><p>- Servicing 2B and 9S respectively, these characters transmit mission information and conduct daily reports.</p><p>6. <strong>Adam and Eve</strong></p><p>- The mysterious antagonists of the game, the "machine brothers" are elusive and extremely powerful.</p><h2>Multiple Endings</h2><p>One of NieR: Automata's defining characteristics is its use of <a href="/multiple-endings/3015-27/" data-ref-id="3015-27">multiple endings</a>. There are 26 different endings in total; one for each letter of the English alphabet which makes up a part of the ending's title. A majority of these endings include various <a href="/bad-endings/3015-8058/" data-ref-id="3015-8058">bad</a> or <a href="/joke-ending/3015-5657/" data-ref-id="3015-5657">joke endings</a> where a character fails to complete a task or walks away from an objective. When a player triggers one of these endings, text will appear on screen describing the fate of a character and the credits will scroll by very quickly. Once one of these alternate endings is triggered, the player will be brought back to the main menu where they will be able to continue the story from their last save.</p><p>NieR: Automata has five main story endings: Routes A through E. After the player completes the first ending, Route A, a message signed by Square Enix PR will appear. The message thanks the players for playing NieR: Automata and encourages them to play through the story again in order to see additional story elements and gameplay systems. With each subsequent playthrough, the player learns more about the main characters, the other androids, and the machines, in addition to seeing new events that weren't featured in the previous routes.</p><h2>Soundtrack</h2><figure data-align="right" data-size="medium" data-img-src="https://static.giantbomb.com/uploads/original/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg" data-ref-id="1300-2956116" data-ratio="0.85142857142857" data-width="1400" data-embed-type="image" style="width: 1400px"><a class="fluid-height" style="padding-bottom:85.1%" href="https://static.giantbomb.com/uploads/original/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg" data-ref-id="1300-2956116"><img alt="NieR: Automata Original Soundtrack Cover" src="https://static.giantbomb.com/uploads/scale_medium/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg" srcset="https://static.giantbomb.com/uploads/original/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg 1400w, https://static.giantbomb.com/uploads/scale_super/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/24/240025/2956116-nier_automata+%28original+soundtrack%29.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></a><figcaption>NieR: Automata Original Soundtrack Cover</figcaption></figure><p>NieR: Automata's original soundtrack is composed by <a href="/keiichi-okabe/3040-98154/" data-ref-id="3040-98154">Keiichi Okabe</a>, Keigo Hoashi, and Kuniyuki Takahashi. Several songs change dynamically by adding and removing vocals and instruments based on where the player is located in an area and during certain events. Several songs also have <a href="/chiptune/3015-3745/" data-ref-id="3015-3745">chiptune</a> style versions that play during the game's <a href="/hacking/3015-1154/" data-ref-id="3015-1154">hacking</a> segments.</p><table data-max-width="true"><thead><tr><th scope="col">No.</th><th scope="col">Title</th><th scope="col">Artist</th><th scope="col">Length</th></tr></thead><tbody><tr><td>1</td><td>Significance</td><td>Keiichi Okabe</td><td>2:38</td></tr><tr><td>2</td><td>City Ruins (Rays of Light)</td><td>Keiichi Okabe</td><td>6:21</td></tr><tr><td>3</td><td>Peaceful Sleep</td><td>Keiichi Okabe</td><td>6:49</td></tr><tr><td>4</td><td>Memories of Dust</td><td>Kuniyuki Takahashi</td><td>5:28</td></tr><tr><td>5</td><td>Birth of a Wish</td><td>Keiichi Okabe</td><td>4:39</td></tr><tr><td>6</td><td>The Color of Depression</td><td>Keiichi Okabe</td><td>3:16</td></tr><tr><td>7</td><td>Amusement Park</td><td>Keigo Hoashi</td><td>6:18</td></tr><tr><td>8</td><td>A Beautiful Song</td><td>Keigo Hoashi</td><td>4:04</td></tr><tr><td>9</td><td>Voice of no Return</td><td>Keiichi Okabe</td><td>3:50</td></tr><tr><td>10</td><td>Grandma (Destruction)</td><td>Kuniyuki Takahashi</td><td>5:28</td></tr><tr><td>11</td><td>Faltering Prayer (Dawn Breeze)</td><td>Keigo Hoashi</td><td>3:10</td></tr><tr><td>12</td><td>Emil's Shop</td><td>Kuniyuki Takahashi</td><td>5:27</td></tr><tr><td>13</td><td>Treasured Times</td><td>Keigo Hoashi</td><td>3:44</td></tr><tr><td>14</td><td>Vague Hope (Cold Rain)</td><td>Keigo Hoashi</td><td>3:34</td></tr><tr><td>15</td><td>Weight of the World (English Version)</td><td>Keiichi Okabe</td><td>5:44</td></tr><tr><td>16</td><td>Significance</td><td>Keiichi Okabe</td><td>2:38</td></tr><tr><td>17</td><td>City Ruins (Shade)</td><td>Keiichi Okabe</td><td>6:00</td></tr><tr><td>18</td><td>End of the Unknown</td><td>Keiichi Okabe</td><td>4:29</td></tr><tr><td>19</td><td>Voice of NO Return</td><td>Keiichi Okabe</td><td>2:51</td></tr><tr><td>20</td><td>Pascal</td><td>Keiichi Okabe</td><td>4:45</td></tr><tr><td>21</td><td>Forest Kingdom</td><td>Keigo Hoashi</td><td>5:51</td></tr><tr><td>22</td><td>Dark Colossus (Kaiju)</td><td>Keigo Hoashi</td><td>6:04</td></tr><tr><td>23</td><td>Copied City</td><td>Keigo Hoashi</td><td>3:58</td></tr><tr><td>24</td><td>Wretched Weaponry</td><td>Keiichi Okabe</td><td>7:03</td></tr><tr><td>25</td><td>Possessed by Disease</td><td>Keiichi Okabe</td><td>5:00</td></tr><tr><td>26</td><td>Broken Heart</td><td>Keiichi Okabe</td><td>3:29</td></tr><tr><td>27</td><td>Wretched Weaponry</td><td>Keiichi Okabe</td><td>3:05</td></tr><tr><td>28</td><td>Mourning</td><td>Keiichi Okabe</td><td>4:50</td></tr><tr><td>29</td><td>Dependent Weakling</td><td>Kuniyuki Takahashi</td><td>5:03</td></tr><tr><td>30</td><td>Weight of the World Kowaretasekainouta - Marina Kawano</td><td>Keiichi Okabe</td><td>5:43</td></tr><tr><td>31</td><td>Rebirth &amp; Hope</td><td>Keigo Hoashi</td><td>0:36</td></tr><tr><td>32</td><td>War &amp; War</td><td>Keigo Hoashi</td><td>4:31</td></tr><tr><td>33</td><td>Crumbling Lies (Front)</td><td>Keigo Hoashi</td><td>3:25</td></tr><tr><td>34</td><td>Widespread Illness</td><td>Keigo Hoashi</td><td>3:17</td></tr><tr><td>35</td><td>Fortress of Lies</td><td>Keiichi Okabe</td><td>2:47</td></tr><tr><td>36</td><td>Vague Hope (Spring Rain)</td><td>Keigo Hoashi</td><td>4:38</td></tr><tr><td>37</td><td>Song of the Ancients (Atonement)</td><td>Keiichi Okabe</td><td>5:08</td></tr><tr><td>38</td><td>Blissful Death</td><td>Keiichi Okabe</td><td>2:35</td></tr><tr><td>39</td><td>Emil (Despair)</td><td>Keigo Hoashi</td><td>4:44</td></tr><tr><td>40</td><td>Faltering Prayer (Starry Sky)</td><td>Keigo Hoashi</td><td>3:43</td></tr><tr><td>41</td><td>Alien Manifestation</td><td>Keiichi Okabe</td><td>6:26</td></tr><tr><td>42</td><td>The Tower</td><td>Keiichi Okabe</td><td>7:42</td></tr><tr><td>43</td><td>Bipolar Nightmare</td><td>Keigo Hoashi</td><td>4:57</td></tr><tr><td>44</td><td>The Sound of the End</td><td>Keigo Hoashi</td><td>5:23</td></tr><tr><td>45</td><td>Weight of the World / Nouveau-FR Version Emi Evans)</td><td>Keiichi Okabe</td><td>5;43</td></tr><tr><td>46</td><td>Weight of the World / The End of YoRHa</td><td>Keiichi Okabe</td><td>5:38</td></tr></tbody></table>

E3 2016: You Got a Little Bullet Hell in My RPG in NieR: Automata

Giant Bombcast 504: Tell Kent’s Wife Where the Stuff Is (Premium)

E3 2018: Xbox One Players Will Finally Become As Gods in NieR:Automata

Ubisoft's open-world racing game returns with boats and planes added to a refreshed United States.

Redheaded swordsman Adol returns in the eighth entry in Falcom's long running action RPG series where he shares the leading role with a blue haired woman named Dana.

<h2>Overview</h2><p>Ys VIII: Lacrimosa of Dana is the eighth numbered installment of the storied action-RPG <a href="/ys/3025-112/" data-ref-id="3025-112">franchise </a>created by <a href="/nihon-falcom-corp/3010-849/" data-ref-id="3010-849">Nihon Falcom</a>. The game was developed for the <a href="/playstation-vita/3045-129/" data-ref-id="3045-129">PlayStation Vita</a> and released in Japan on July 21, 2016. A port of Ys VIII was later released for the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> on May 25, 2017 that contained enhanced visuals as well as additional story content that was originally cut from the Vita version. <a href="/nis-america-inc/3010-618/" data-ref-id="3010-618">NIS America</a> eventually published Ys VIII in North America on September 12, 2017, followed by Europe on the 15th, for the Vita and PlayStation 4. A new region exclusive <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> port was planned to be released by NIS America alongside the other platforms but was delayed multiple times due to technical issues before settling on an April 2018 release window. <a href="/nippon-ichi-software-inc/3010-617/" data-ref-id="3010-617">Nippon Ichi</a> also released a port of Ys VIII for the <a href="/nintendo-switch/3045-157/" data-ref-id="3045-157">Nintendo Switch</a> worldwide in June of 2018.</p><h2>Story</h2><p>Following tradition, Ys VIII once again finds the series' protagonist, <a href="/adol-christin/3005-2477/" data-ref-id="3005-2477">Adol Christin</a>, shipped wrecked in an unfamiliar country although this time around he is not alone, all of the passengers that where abroad the ship with Adol have been stranded on this new land with him. Adol and his group of castaways are now trapped on an inescapable island, that appears to be uninhabited, where they must work together to survive and find a way back home. At the same time, Adol begins having mysterious dreams about a blue-haired woman named Dana who is connected to the island's past and a horrible catastrophe that occurred thousands of years ago.</p><h2>Localization Controversy</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/9/97089/2971655-archeozoic.jpg" data-ref-id="1300-2971655" data-ratio="0.5625" data-width="1600" data-embed-type="image" style="width: 1600px"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/9/97089/2971655-archeozoic.jpg" data-ref-id="1300-2971655"><img alt=""Crevice of the Archeozoic Era" was humorously renamed in NIS's translation" src="https://static.giantbomb.com/uploads/scale_small/9/97089/2971655-archeozoic.jpg" srcset="https://static.giantbomb.com/uploads/original/9/97089/2971655-archeozoic.jpg 1600w, https://static.giantbomb.com/uploads/scale_super/9/97089/2971655-archeozoic.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/9/97089/2971655-archeozoic.jpg 480w, https://static.giantbomb.com/uploads/scale_small/9/97089/2971655-archeozoic.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>"Crevice of the Archeozoic Era" was humorously renamed in NIS's translation</figcaption></figure><p>Ys VIII's Western release was met very negatively by some fans who criticized NIS America's English and French translations for the title. Typos, grammatical issues, strange localization choices, stilted dialogue and an apparent lack of editing lead to a group of fans on Reddit starting a <a href="https://www.reddit.com/r/Falcom/comments/74gurg/unhappy_with_the_localization_of_ys_viii/" rel="nofollow">write-in campaign</a> where emails were sent directly to Falcom in order to express their dismay over NISA's treatment of the game's script. Perhaps because of the campaign, several Japanese news sites even began publishing articles about Ys VIII's poor English release, including the gaming website <a href="http://jp.automaton.am/articles/newsjp/20171006-55650/" rel="nofollow">Automaton</a>. This eventually led to NIS America's president, Takuro Yamashita, issuing an <a href="https://gallery.mailchimp.com/e8fc423eff95099d1ffcc6009/files/492103b2-8156-461a-ae10-506cf603cb0f/ysviii_Localization.pdf?utm_source=NISA+Press&amp;utm_campaign=f8cddfc45d-EMAIL_CAMPAIGN_2017_10_10&amp;utm_medium=email&amp;utm_term=0_19e6c84aa6-f8cddfc45d-128003533" rel="nofollow">message</a> to fans formally apologizing for Ys VIII's localization on October 10, 2017. Yamashita promised in his message that a patch fixing Ys VIII's script would be released by the end of November and that steps would be taken to ensure that future titles released by the company would not have similar issues. However, due to the extensive amount of work needed to fix the game's script, the patch was delayed to early 2018 which in turn delayed the release of NIS America's PC port of Ys VIII, which had already missed its September release due to technical issues. Eventually the localization update was released on January 30, 2018, which re-translated or rewrote a majority of the game's text and featured an almost completely re-recorded dub.</p>

Mix and match colors to paint de world, and defeat de evil I.N.K.T. Corporation, in this colourful "splatformer" from THQ.

<h2>Overview</h2><p><i>de Blob</i> is a <a href="/puzzle-platformer/3015-3124/" data-ref-id="3015-3124">puzzle-platformer</a> where de monochromatic <a href="/inkt-corporation/3015-2957/" data-ref-id="3015-2957">I.N.K.T. Corporation</a> have taken over <a href="/chroma-city/3035-1615/" data-ref-id="3035-1615">Chroma City</a>, banning color, music and fun from everyday life. You play as a <a href="/de-blob/3005-6240/" data-ref-id="3005-6240">Blob</a> on a quest to reanimate de city with ground and aerial manoeuvres and color-spray gameplay, which takes full advantage of de <a href="/wiimote/3055-1304/" data-ref-id="3055-1304">Wii Remote</a>. By solving quests and having fierce bouncing battles, de player will help to liberate and revitalize de city from its oppressors.</p><h2><b>History</b></h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/3699/361931-198408_1_2.jpg" data-ref-id="1300-361931" data-size="small" data-ratio="0.69965277777778" data-width="576" data-embed-type="image" style="width: 576px"><a class="fluid-height" style="padding-bottom:70.0%" href="https://static.giantbomb.com/uploads/original/0/3699/361931-198408_1_2.jpg" data-ref-id="1300-361931"><img alt="de Blob against de devious I.N.K.T." src="https://static.giantbomb.com/uploads/scale_small/0/3699/361931-198408_1_2.jpg" srcset="https://static.giantbomb.com/uploads/original/0/3699/361931-198408_1_2.jpg 576w, https://static.giantbomb.com/uploads/scale_medium/0/3699/361931-198408_1_2.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/3699/361931-198408_1_2.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>de Blob against de devious I.N.K.T.</figcaption></figure><p><i>de Blob</i> is based on de freeware <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> game of de same name, designed by nine students studying Game Design &amp; Development at Utrecht University’s School of the Arts in <a href="/the-netherlands/3035-1279/" data-ref-id="3035-1279">de Netherlands</a>. (The "de" in de title is nothing more than "the" in Dutch.) When de students started creating de concept, Utrecht was being rebuilt and de principal task for creating de game was to convey how de railroad station area of Utrecht would look in ten years. De city of Utrecht later adopted de character of de Blob as its mascot. De game was later picked up by <a href="/thq/3010-15/" data-ref-id="3010-15">THQ</a> to be developed by their Australia-based studio, <a href="/blue-tongue-entertainment-pty-ltd/3010-2458/" data-ref-id="3010-2458">Blue Tongue Entertainment</a>.</p><h2>Gameplay</h2><p>All versions of <i>de Blob</i> feature a blob of paint as de protagonist who must restore color to de environment. As de Blob moves around de game's expansive levels, he absorbs paint, which allows him to splatter paint onto buildings, <a href="/car/3055-322/" data-ref-id="3055-322">cars</a>, and other objects through touch. There's also an element of platforming present, which mainly involves using buildings as stepping stones to get to higher ground.</p><h3>Nintendo Wii Gameplay</h3><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/2014/341101-1290_bss_09.jpg" data-ref-id="1300-341101" data-size="small" data-ratio="0.75111111111111" data-width="450" data-embed-type="image" style="width: 450px"><a class="fluid-height" style="padding-bottom:75.1%" href="https://static.giantbomb.com/uploads/original/0/2014/341101-1290_bss_09.jpg" data-ref-id="1300-341101"><img alt="Nintendo Wii version" src="https://static.giantbomb.com/uploads/scale_small/0/2014/341101-1290_bss_09.jpg" srcset="https://static.giantbomb.com/uploads/original/0/2014/341101-1290_bss_09.jpg 450w, https://static.giantbomb.com/uploads/scale_small/0/2014/341101-1290_bss_09.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Nintendo Wii version</figcaption></figure><p>In de <a href="/wii/3045-36/" data-ref-id="3045-36">Nintendo Wii</a> version, you control Blob primarily with de analog stick on de <a href="/cerberus-nunchuks/3055-4700/" data-ref-id="3055-4700">nunchuk</a> controller. De game unfortunately relies on motion-sensitive controls by flicking de Wiimote upward to jump. Shaking de Wiimote is also necessary from time to time to escape de grasp of certain enemies when they attack you. There's a lock-on mechanic as well. This is used for attacking enemies, collecting paint, and jumping to special platforms that allow de Blob to climb up otherwise unclimbable areas or cross great distances by locking onto them and pressing A.</p><p>De Wii version takes place in a fictional metropolis called Chroma City, which features ten unique sections. Each section consists of an extremely large main level containing multiple challenges in addition to de main objective, and two shorter levels that are essentially lengthier versions of de challenges from de main levels set in smaller, more linear environments. All levels are timed, annoyingly.</p><p>There are four main types of challenges. De most important is de landmark challenge type, which tasks de Blob with collecting a certain amount of a specific color of paint before de landmark can be restored. By completing challenges you get more paint points - de method by which de game tracks your progress through each level -- more challenges, and are rewarded with more time.</p><p>Various pickups are available in each level. De player can not only pick up extra time and lives, but more ways to revitalize de environment as well. Styles, when picked up, add different designs to what Blob is painting. Transform Engines, when hit, change a once glum area, into a booming and colorful one. Finally, a paint tanker makes Blob invincible, and grants him an unlimited amount of paint for a short period of time.</p><h3>PC Gameplay</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/16893/698640-pc.jpg" data-ref-id="1300-698640" data-size="small" data-ratio="0.75" data-width="640" data-embed-type="image" style="width: 640px"><a class="fluid-height" style="padding-bottom:75.0%" href="https://static.giantbomb.com/uploads/original/1/16893/698640-pc.jpg" data-ref-id="1300-698640"><img alt="PC version" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/1/16893/698640-pc.jpg" data-srcset="https://static.giantbomb.com/uploads/original/1/16893/698640-pc.jpg 640w, https://static.giantbomb.com/uploads/scale_medium/1/16893/698640-pc.jpg 480w, https://static.giantbomb.com/uploads/scale_small/1/16893/698640-pc.jpg 320w"><noscript><img alt="PC version" src="https://static.giantbomb.com/uploads/scale_small/1/16893/698640-pc.jpg" srcset="https://static.giantbomb.com/uploads/original/1/16893/698640-pc.jpg 640w, https://static.giantbomb.com/uploads/scale_medium/1/16893/698640-pc.jpg 480w, https://static.giantbomb.com/uploads/scale_small/1/16893/698640-pc.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>PC version</figcaption></figure><p>De PC game is a simple experience. It is a <a href="/freeware/3015-1325/" data-ref-id="3015-1325">freeware</a> game developed by a team of nine students in de Netherlands. This was de first game in de <a href="/de-blob/3025-1624/" data-ref-id="3025-1624"><i>de Blob</i></a> line. De game is basic in that all you do is paint a level full of buildings, <a href="/tree/3055-643/" data-ref-id="3055-643">trees</a>, and cars. There is only one level available to play, and, like de Wii version, features enemies that turn you into a blob of black ink. In addition, there are seventeen landmarks which you can paint and restore color to, depending on how much paint you have. There are also fifty coins scattered around de level that de player can collect.</p><h2>Levels</h2><p>De Blob's main story mode contains 10 levels:</p><ol><li>Last Resort</li><li>Uptown</li><li>Downtown</li><li>Chroma Dam</li><li>Guggentraz Island</li><li>The Docklands</li><li>Hanging Gardens</li><li>Chroma City Fun Park</li><li>Ministry of Ink</li><li>Lake Raydia</li></ol><h2><b>Blob Party</b></h2><p>Blob Party is <i>de Blob</i>'s <a href="/split-screen-multiplayer/3015-322/" data-ref-id="3015-322">multiplayer</a> mode. Blob Party allows 2-4 players to play as their own version of de colorful rebel. It has a total of three main games that can be played over various areas. All of de games are a variation on trying to get de most points by painting de most buildings.</p><h3>Games</h3><ul><li><b>Paint Match</b> - Battle to see who can paint de most buildings before time runs out.</li><li><b>Blob on the Run</b> - Only one person can paint. As this player paints, de others are following and trying to get de ability for themselves.</li><li><b>Blob Race</b> - Race throughout de city as players attempt to get to de flashing landmarks first to win de game.</li></ul><h2>Soundtrack</h2><p><i>de Blob</i> includes music of a jazz and funk variety. At de beginning of each level, de player could choose a song to play. As de player completed levels, more songs would be unlocked. De game's soundtrack was also dynamic, meaning as de Blob paints de world, de music will change in significant ways. Every playthrough of a level could be different audibly.</p><p>If people bought de game at Best Buy stores, they also got de game's soundtrack. It included all ten songs and de title screen music. De name in parentheses is de name given in de game.</p><ol><li>de Blob Theme (The Title Screen)</li><li>The Funky Blob (Funky)</li><li>Decor (Blissful)</li><li>Raydian Day (Unstoppable)</li><li>Dub Blob (Smooth)</li><li>Into It (Righteous)</li><li>DB 606 (Euphoric)</li><li>Splashback (Defiant)</li><li>Crescent Chroma City (Brazen)</li><li>Un Pasado Lleno de Colores (Revolutionary)</li><li>INKT Downfall (Fearless)</li></ol>

An action platforming game that stars a chicken that lays bombs instead of eggs.

2D platform game with classic platform gameplay, deadly traps, dark storyline and unique hero abilities, all in Tim Burton's-like audio-visual.

<h2>Overview</h2><p><a href="/puzzle-platformer/3015-3124/" data-ref-id="3015-3124">2D platformer</a> game with classic platform gameplay, deadly traps, dark storyline and unique hero abilities. All coated and strongly influenced by <a href="/tim-burton/3040-103114/" data-ref-id="3040-103114">Tim Burton</a>'s audio-visual workshop.</p><p> </p><h2>Synopsis</h2><p>Mysterious sickness strikes a quiet village. People, one by one, fall into a coma, whole families lying down in death-like state. When the hero’s family becomes affected by the disease, he starts a dangerous journey to find the mythical Lady Death, who is supposed to have powers, that can stop or even revert the disease. The hero travels through many levels designed as forest, cemetery, battlefield, ghost town etc. All (or nearly all) levels have their alternative reality versions, slightly different, with a few more objects or differently located traps. As the story develops, the player uncovers more about main hero’s past, his motivation and dark secrets.</p><p>A mistake, wrong jump or simply being not careful enough equals death. Precision jumps and quick running is, however, not enough. Some traps need to be deactivated. Some object, like stones or crates, need to be moved into certain position. Sometimes there’s no object to move or trigger to switch, unless the hero uses one of his special powers, which are available scarcely during the game. The hero can jump into an alternative reality. Some traps can be avoided only if time moves slower than usual, again, thanks to the hero’s another special ability. In some cases hero can even create a clone of himself!</p><p> </p><h2>Features</h2><ul><li>Grayscale graphic with original “old horror” camera effects</li><li>Unique gameplay due to alternate reality levels and time warp</li><li>Varied game mechanics</li><li>Atmospheric story bringing to mind the darkest of fairy tales</li><li>Beautiful minimalist soundtrack</li></ul><h2>External Links</h2><ul><li><a href="http://dreamalone.com/" rel="nofollow">Official Website</a></li><li><a href="https://facebook.com/DreamAloneGame" rel="nofollow">Facebook Fanpage</a></li></ul>

<h2>Overview</h2><p>Figment is an action-adventure game developed by Bedtime Digital Games. It is currently scheduled to be released in the Summer 2017.</p><p> </p><h4>Story</h4><p>Figment follows the story of Dusty and Piper, who are inhabitants of someone's mind. They live there with all the emotions and mental mechanism of the mind: optimism, anger, anxiety... One day, old fears thought to be gone come back to the mind. It is then Dusty's task to chase those fears, taking the shape of nightmarish creatures, to bring peace to the mind again.</p><p> </p><h4>Gameplay</h4><p>Although labelled as an action-adventure game, Figment also relies a lot on puzzle solving in its gameplay. The game also relies heavily on music, both in its gameplay (with musical puzzles) and in its story-telling (every boss battle is a musical).</p><p> </p>

An Action/Adventure game about digging for fossils, building skeletons and exploring underground worlds.

<p>Fossil Hunters is a game about spelunking underground caverns in search of fossils, which you connect together to create custom dinosaurs. The game is playable with 1-4 players (local) and focuses mostly on exploration &amp; building.</p><p>The game relies heavily on exploration and building across 30 unique and persistent levels. Players discover new fossil pieces, items, creatures, and traps as they go deeper underground. </p><p>Launched originally on PC/Mac in February 2018, Fossil Hunters is now beginning to launch on consoles, starting with Nintendo Switch on June 28. </p><p>History</p><ul><li>It is the first major title from Reptoid Games, a Toronto-based indie game developer</li><li>It was the winner of Ubisoft's Indie Series Grand Prize in 2017</li><li>It enjoyed a successful Kickstarter in September 2017, raising ~$36k from 745 backers</li></ul>

A game from Limbo developers, Playdead, set in a dystopian environment.

<h2>Game Announcement</h2><p>Inside is Playdead's follow-up to 2010's indie-puzzle game Limbo. Playdead revealed the game at <a href="/e3-2014/3015-7932/" data-ref-id="3015-7932">E3 2014</a> and released it on <a href="/xbox-one/3045-145/" data-ref-id="3045-145">Xbox One</a> June 29th 2016, on <a href="/steam/3015-718/" data-ref-id="3015-718">Steam</a> July 7th, and on Playstation 4 August 23rd. </p><p> </p><h2>Story</h2><p>Inside begins similarly to Limbo in that the player controls a small boy running through a wooded area with a limited color palette. The child protagonist must evade capture from various enemies, control zombie-like entities to solve puzzles, and journey through industrial environments that become increasingly littered with horrific elements before eventually making a terrible, life-altering discovery.</p><p> </p><h2>Alternate Ending</h2><p>There are 14 hidden light orbs scattered across the environment that enable a hidden ending for the player if found. </p>

E3 2014: Inside is the Latest Adventure from the Developers of Limbo

A young boy seeks to rescue his lost sister from the dreary, dangerous world of Limbo in this monochrome puzzle-platformer.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/4/42426/1311693-08.jpg" data-ref-id="1300-1311693" data-size="medium" style="width: 400px" data-ratio="0.5" data-width="400" data-embed-type="image"><a class="fluid-height" style="padding-bottom:50.0%" href="https://static.giantbomb.com/uploads/original/4/42426/1311693-08.jpg" data-ref-id="1300-1311693"><img alt="Early concept art for Limbo." src="https://static.giantbomb.com/uploads/original/4/42426/1311693-08.jpg" srcset="https://static.giantbomb.com/uploads/original/4/42426/1311693-08.jpg 400w" sizes="(max-width: 400px) 100vw, 400px" data-width="400"></a><figcaption>Early concept art for Limbo.</figcaption></figure><p><i>Limbo</i> is a platform game made by developer <a data-ref-id="3010-7132" href="/playdead/3010-7132/">Playdead</a> in Copenhagen, <a data-ref-id="3035-2077" href="/denmark/3035-2077/">Denmark</a>, with heavy emphasis on ambience. The game is entirely monochromatic, with nothing more than black and white and shades of grey filling the world. There is no map, <a data-ref-id="3015-569" href="/no-hud/3015-569/">no HUD</a>, no dialogue or descriptions - indeed, the only word that appears outside of menus at all is the word "Hotel" which appears on two signs. There is also very little music throughout the game, with it only being heard in specific locations and maintaining the minimalist approach in its composition. The game also contains no loading screens, and can be played continuously from start to finish without pause. It was released on July 21st, 2010, the first game to appear on <a data-ref-id="3015-5553" href="/summer-of-arcade-2010/3015-5553/">Xbox Live's Summer of Arcade 2010</a>.</p><p>The story in <i>Limbo</i> is never properly detailed in the game. The only written source of the game's story can be found on the internet. "Uncertain of his sister's fate, <a data-ref-id="3005-16130" href="/limbo-boy/3005-16130/">a young boy</a> enters <a data-ref-id="3015-5751" href="/limbo/3015-5751/">Limbo</a>..." This is never stated in the game itself, and players are left to interpret the narrative for themselves.</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg" data-ref-id="1300-1404070" data-size="medium" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg" data-ref-id="1300-1404070"><img alt="A puzzle in Limbo." src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg" srcset="https://static.giantbomb.com/uploads/original/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404070-limbo_esrb_t_720p30_st_6300kbps_52.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></a><figcaption>A puzzle in Limbo.</figcaption></figure><p><i>Limbo</i> is a <a data-ref-id="3015-3124" href="/puzzle-platformer/3015-3124/">puzzle-platformer</a>. The game only uses two buttons in addition to movement controls, one to cause the boy to jump, and one for contextual action, such as dragging boxes, pulling levers, or pushing buttons. The boy can grab onto ledges within reach and lower himself from platforms, climb ladders, push and pull objects and also swing from ropes found in the environment. <i>Limbo</i> features a lot of what developer Playdead describes as "trial and death" gameplay, requiring players to die frequently (and gruesomely) in order to fully understand the puzzles. <i>Limbo</i> has an extremely generous checkpoint system with almost instantaneous reloading, usually bringing the boy back to <i>just</i> before he set off a trap or fell into a chasm, minimizing (but not avoiding) player frustration.</p><p><i>Limbo</i> focuses mostly on physics-based puzzles. These puzzles involve the player pulling or pushing objects with true momentum, affecting fluids, and manipulating electromagnetism and gravity to move objects as well as the player. The game introduces a number of different types of puzzles as the game progresses. A frequent puzzle element involves brain slugs which burrow into the boy's head and force him to walk forward, leaving him unable to stop or turn around until he walks into a bright light, which harms the brain slug and makes it turn him around to flee back into the dark. When afflicted by a slug, previously benign areas and easily-avoidable hazards turn into horrific obstacle courses and death traps.</p><h2>Environments</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg" data-ref-id="1300-1404042" data-size="medium" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg" data-ref-id="1300-1404042"><img alt="Nice and safe in this huge, creepy forest." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 480px) 100vw, 480px" data-width="480" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 480w"><noscript><img alt="Nice and safe in this huge, creepy forest." src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg" srcset="https://static.giantbomb.com/uploads/original/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404042-limbo_esrb_t_720p30_st_6300kbps_24.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></noscript></a><figcaption>Nice and safe in this huge, creepy forest.</figcaption></figure><p><i>Limbo</i>'s environments change as the protagonist journeys through a number of different locations throughout the game. The player plays straight through these environments without any pause or loading screens.</p><p><b>The Forest</b></p><p>The first environment of the game. The boy first wakes up in the forest where he then continues on to cross a large river on a boat, battle against the giant spider and first encounter the psychotic natives of <i>Limbo</i>, who appear to be murderous children. The Forest covers the first four chapters of the game. The Forest area has no industrial traits and differs quite a bit from locations in the game's later chapters.</p><p><b>Wasteland</b></p><p>The environment then begins to change when the player meets the murderous children. In the background, broken old shacks and trees are seen. Objects that are used in the environment are broken objects like old crates. Crows are seen perched on the old buildings. The player encounters violence from the natives in this area of the game. They chase the boy, trying to kill him using their darts. There are various wooden structures seen throughout this area, obviously built by the natives. Forestry from the opening environment can be seen dotted around the area. The brain slugs, which force their host to walk in one direction only, make their first appearance in this area.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg" data-ref-id="1300-1404052" data-size="medium" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg" data-ref-id="1300-1404052"><img alt="The game's areas begin to degrade." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 480px) 100vw, 480px" data-width="480" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 480w"><noscript><img alt="The game's areas begin to degrade." src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg" srcset="https://static.giantbomb.com/uploads/original/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404052-limbo_esrb_t_720p30_st_6300kbps_34.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></noscript></a><figcaption>The game's areas begin to degrade.</figcaption></figure><p><b>The Caves</b></p><p>The wasteland areas then move into the caves. The caves' main theme is water. Many of the puzzles seen throughout the caves involve using water to advance and also trying to avoid drowning in said water, as the boy appears to be soluble. Many waterfalls can also be seen in the backgrounds of some areas in the caves. The caves are also the first area of the game where the player goes indoors. The industrial traits of the game begin to appear here. Cogs, levers and metal platforms are seen in the caves, replacing the old wooden structures of the wasteland area.</p><p><b>The Hotel</b></p><p>This is the first area of the game to involve a modern/urban theme. When players first enter this environment, they are greeted by a large "HOTEL" sign which must be navigated over to continue. The player then breaks into the hotel via a glass ceiling and continues on their journey. This environment contains puzzles involving elevators and electricity. After the player travels through the Hotel, they exit back outside for a short time before entering the next enviroment, the Industrial Mill.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg" data-ref-id="1300-1404055" data-size="medium" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg" data-ref-id="1300-1404055"><img alt="The "HOTEL" sign." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 480px) 100vw, 480px" data-width="480" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_medium/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/669/1404055-limbo_esrb_t_720p30_st_6300kbps_37.jpg 480w"><noscript><img alt="The "></noscript></a><figcaption>The "HOTEL" sign.</figcaption></figure><p><b>Industrial Mill</b></p><p>This is the final environment in the game and takes up the most chapters and most of the latter parts of <i>Limbo</i>. There are a number of different concepts which appear here, navigating cogs, gravity puzzles, spinning rooms, avoiding fire from incongruously-placed machine gun turrets, and using electrical magnets. The Industrial Mill differs greatly from the Forest area at the beginning of the game. This area contains less of the strange atmosphere which defines the early part of the game, and focuses more on puzzle-solving then building atmosphere. Once the player breaks free from the mill, by blasting their way through a glass window, they are greeted with the final moment of the game.</p><p><b>Secret Underground Level</b></p><p>A hidden area that can only be accessed after finishing the game and finding all of the other eggs, the majority of this area is entirely in darkness, forcing the player to navigate by sound alone. It is one of the most difficult sections of the game. It was added to the PS3 and PC releases, and is tied to the " <a data-ref-id="ding" href="/achievements/ding/116706/">Ding!</a>" trophy/achievement. It has not been patched into the 360 release, to punish 360 players for getting the game first.</p><h2>Ending</h2><p>The ending to <i>Limbo</i> is quite abrupt and is open to much interpretation. After finishing the final puzzle, the boy is thrown through a pane of glass. On the other side, the boy finds himself in the forest once again. After travelling for a moment, the boy comes across a young girl, the only female seen in the game, and most likely his sister, outside of a treehouse. When the young girl sees the boy, she stands up. The game then abruptly ends and the credits begin to roll. When they player is returned to the main menu, they realize that the scene which has always accompanied the main menu upon loading the game depicts the same area as the ending, but with a decrepit treehouse and flies buzzing around something on the ground, with the most cynical interpretation being that it is the corpses of the boy and his sister.</p><p>The ending of the game has a number of interpretations that can be drawn from the proceedings. Since the game is named <i>Limbo</i>, it is reasonable to assume that the game's dream-like world is the religious idea of <a data-ref-id="3015-5751" href="/limbo/3015-5751/">limbo</a>. It is believed by some that the boy completes his journey by returning to the place where he once started; a single circular loop, like limbo itself. Some believe that the two children have already died, hence the menu screen, and that meeting each other in the end is the last task they must complete before they can continue to the afterlife. A number of theories exist on the matter and the developers of <i>Limbo</i> have said nothing officially on the subject of the ending.</p><h2>Reception</h2><p><i>Limbo</i> has received very positive critical acclaim. Reviewers applauded the game's graphical and audio presentation as they have not been seen in many games before. <i>Limbo</i>'s "noir" qualities are also a common plus point for many reviewers. Some reviewers praised the game's lack of a proper narrative and that it is shrouded in mystery, but many found this lack of narrative unappealing. A common criticism made on message boards and in reviews was due to the lack of value for the initial $15 asking price. Such complaints were levied against the linearity of the title, the short length (most players are able to complete it in about three hours), and the lack of replay value endemic to puzzle-platformers. Some reviews noted the game's second half abandoned the initial focus on ambience and organic placement of game elements in favour of the introduction of new mechanics and disjointed puzzle areas, leaving the player with an unoriginal yet still technically well-executed platformer. <i>Limbo</i> has scores of 90% and 92% on GameRankings and Metacritic respectively. <a data-ref-id="3040-89869" href="/brad-shoemaker/3040-89869/">Brad Shoemaker</a> awarded the game a maximum five stars and included it in his game of the year list.</p><h2>Avatar Awards</h2><p><i>Limbo</i> has 2 <a data-ref-id="3015-3749" href="/avatar-awards/3015-3749/">avatar awards</a> to unlock in the Xbox 360 version.</p><ul><li>White Logo T-Shirt - Earn your first achievement</li><li>A Creature from Limbo (prop) - Complete the game</li></ul><h2>Acclaim</h2><ul><li><i>Limbo</i> was awarded the "Excellence in Visual Arts" and "Technical Excellence" awards at the 2010 Independent Games Festival.</li><li><i>Limbo</i> has also won 3 Milthons at the 2010 <a href="http://www.milthon.com/" rel="nofollow">European Games Awards</a> including the one for <a href="http://www.milthon.com/palmares-2010.html" rel="nofollow">Game of the Year</a>.</li><li>Voted "Best Indie Game" in <a href="http://blog.us.playstation.com/2012/03/06/2012-psn-gamers-choice-awards-and-the-winners-are/" rel="nofollow">Playstation Network's Gamers' Choice Awards 2012</a> (voted online by the community), and went on sale for 30% off (50% off for Playstation Plus Members).</li></ul><h2>PC System Requirements</h2><ul><li><strong>Operating System:</strong> Windows XP, Vista, 7</li><li><strong>Processor:</strong> 2 GHz</li><li><strong>RAM Memory:</strong> 512MB</li><li><strong>Hard Disk Space:</strong> 150MB</li><li><strong>Video Card:</strong> 5 years or younger. Integrated graphics and very low budget cards may not work. Shader Model 3.0 required</li><li><strong>DirectX®:</strong> 9.0c</li></ul>

An indie action game for PC, Mac, and Linux that melds fast-paced first-person shooting with the random levels and permanent death of roguelikes.

<h2>Overview</h2><p>Paranautical Activity is a <a href="//www.giantbomb.com/first-person-perspective/3015-330/" data-ref-id="3015-330">first-person</a> shooter developed by <a href="/">Code Avarice</a> for <a href="//www.giantbomb.com/pc/3045-94/" data-ref-id="3045-94">PC</a>, <a href="//www.giantbomb.com/mac/3045-17/" data-ref-id="3045-17">Mac</a> &amp; <a href="//www.giantbomb.com/linux/3045-152/" data-ref-id="3045-152">Linux</a>. The game uses a <a href="//www.giantbomb.com/roguelike/3015-1065/" data-ref-id="3015-1065">roguelike</a> structure in which death is permanent, but players can acquire <a href="//www.giantbomb.com/rpg-elements/3015-3603/" data-ref-id="3015-3603">upgrades</a> and <a href="//www.giantbomb.com/power-up/3015-700/" data-ref-id="3015-700">power-ups</a> that will tip the scales in their favor (<a href="/power-down/3015-2228/" data-ref-id="3015-2228">or not</a>) over the course of each life.</p><p>After a long stint in <a href="/pre-release-public-testing/3015-7541/" data-ref-id="3015-7541">public beta</a>, including a paid version through <a href="/steam/3015-718/" data-ref-id="3015-718">Steam</a> Early Access, the finished version was released on October 20, 2014. The game is currently available on <a href="/desura/3015-6514/" data-ref-id="3015-6514">Desura</a>, but was delisted from Steam due to a <a href="https://www.giantbomb.com/paranautical-activity/3030-42635/#toc-0-4" data-ref-id="3030-42635">death threat</a> issued by one of the developers via Twitter. Those who purchased the Steam version previously can still access it, but it cannot be found on the storefront.</p><p>The game is set to be released on <a href="/gogcom/3015-2379/" data-ref-id="3015-2379">GOG.com</a> sometime in the future.</p><h2>Gameplay</h2><p>Much like in <a href="/the-binding-of-isaac/3030-35899/" data-ref-id="3030-35899">The Binding of Isaac</a>, the game's levels are a descending series of floors, each composed of separate rooms laid out on a grid. The floors are <a href="/procedural-generation/3015-328/" data-ref-id="3015-328">procedurally generated</a> from a range of preset room layouts. Upon entering a room for the first time, the player is locked inside and enemies appear - kill them all, and the doors open.</p><p>Each floor contains a boss who must be killed to exit the level, an optional <a href="//www.giantbomb.com/mini-boss/3015-420/" data-ref-id="3015-420">mini-boss</a> who leaves a valuable item when killed, and a Gift Shop that sells three different items on each floor. These rooms all have distinctive colored doors leading to them, and are marked on the map when found.</p><p>As the player descends to lower floors, new enemies and room types begin to appear, along with environmental hazards like <a href="/arrow/3055-4447/" data-ref-id="3055-4447">arrow</a> launchers and <a href="/lava/3055-220/" data-ref-id="3055-220">lava</a>.</p><h3>Character Progression</h3><p>Items the player finds can affect the character's <a href="/health/3015-130/" data-ref-id="3015-130">HP</a>, fire rate, damage, movement, and various other properties. These items are dropped by bosses and can also be purchased at a Gift Shop.</p><h3>Classes</h3><p>The game currently offers 5 classes:</p><table data-max-width="true"><thead><tr><th scope="col">Class</th><th scope="col">Primary Weapon</th><th scope="col">Superweapon</th><th scope="col">Stats &amp; Starting HP</th></tr></thead><tbody><tr><td>David Bowie</td><td><a href="/crossbow/3055-107/" data-ref-id="3055-107">Crossbow</a></td><td>None</td><td><p>Very high damage, high speed and fire rate, 4 HP</p></td></tr><tr><td>Dy-No-Mite!</td><td><a href="/grenade-launcher/3055-252/" data-ref-id="3055-252">Grenade Launcher</a></td><td><a href="/katana/3055-690/" data-ref-id="3055-690">Katana</a></td><td>Very high damage and fire rate, average speed, 6 HP</td></tr><tr><td>Gilead</td><td><a href="/gatling-gun/3055-288/" data-ref-id="3055-288">Gatling gun</a></td><td><a href="/energy-weapons/3015-6658/" data-ref-id="3015-6658">Laser Rifle</a></td><td>High speed and fire rate, average damage, 7 HP</td></tr><tr><td>Gorton</td><td><a href="/sickle/3055-2804/" data-ref-id="3055-2804">Sickle</a></td><td>Blow Fish launcher</td><td>Very high speed, average damage and fire rate, 3 HP</td></tr><tr><td>The Tank</td><td><a href="/shotgun/3055-114/" data-ref-id="3055-114">Shotgun</a></td><td>None</td><td>Very high damage, very low speed and fire rate, 9 HP</td></tr></tbody></table><h2>Relationship with Steam</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/12/121177/2694182-2694028-4006631551-itqfp.jpg" data-ref-id="1300-2694182" style="width: 636px" data-ratio="0.37893081761006" data-width="636" data-embed-type="image"><a class="fluid-height" style="padding-bottom:37.9%" href="https://static.giantbomb.com/uploads/original/12/121177/2694182-2694028-4006631551-itqfp.jpg" data-ref-id="1300-2694182"><img alt="The Twitter threat (the unfortunate alias, "Murderbeck", was part of a Halloween nickname trend on Twitter at the time)." src="https://static.giantbomb.com/uploads/scale_small/12/121177/2694182-2694028-4006631551-itqfp.jpg" srcset="https://static.giantbomb.com/uploads/original/12/121177/2694182-2694028-4006631551-itqfp.jpg 636w, https://static.giantbomb.com/uploads/scale_medium/12/121177/2694182-2694028-4006631551-itqfp.jpg 480w, https://static.giantbomb.com/uploads/scale_small/12/121177/2694182-2694028-4006631551-itqfp.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The Twitter threat (the unfortunate alias, "Murderbeck", was part of a Halloween nickname trend on Twitter at the time).</figcaption></figure><p>In October 2014, Code Avarice developer Mike Maulbeck, frustrated by Paranautical Activity's awkward transition out of <a href="/steam/3015-718/" data-ref-id="3015-718">Steam</a> Early Access, <a href="https://www.giantbomb.com/articles/developer-threatens-gabe-newell-valve-removes-game/1100-5052/" data-ref-id="1100-5052">threatened</a> to kill <a href="/valve-corporation/3010-1374/" data-ref-id="3010-1374">Valve</a> co-founder <a href="https://www.giantbomb.com/gabe-newell/3040-4498/" data-ref-id="3040-4498">Gabe Newell</a> in a post on Twitter. The tweet resulted in the game's delisting from the Steam marketplace. Maulbeck subsequently wrote a blog post apologizing for his behavior, and briefly left Code Avarice with the hopes that the game would be reinstated to the online service if he distanced himself from the situation. However, co-founder Travis Pfenning disagreed with his decision, and Maulbeck later rejoined the company due to concerns about finding other employment. Code Avarice also announced new company policies on its website, aimed at preventing excessive personal involvement of either developer in the company's operations.</p>

<h2>Overview</h2><p>Wolfenstein II: The New Colossus is a sci-fi historical-fantasy first-person shooter developed by <a href="/machinegames/3010-7331/" data-ref-id="3010-7331">MachineGames</a> and published by <a href="/bethesda-softworks/3010-786/" data-ref-id="3010-786">Bethesda</a> for the <a href="/xbox-one/3045-145/" data-ref-id="3045-145">Xbox One</a>, <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a>, and <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> on October 27, 2017. A <a href="/nintendo-switch/3045-157/" data-ref-id="3045-157">Nintendo Switch</a> port developed by <a href="/panic-button/3010-7250/" data-ref-id="3010-7250">Panic Button</a> is scheduled for release sometime in 2018.</p><p>It is a direct sequel to <a href="/wolfenstein-the-new-order/3030-42581/" data-ref-id="3030-42581">Wolfenstein: The New Order</a>, set five months after <a href="/bj-blazkowicz/3005-753/" data-ref-id="3005-753">William "B.J." Blazkowicz</a> and the revived Kreisau Circle put an end to the plans of <a href="/nazis/3015-113/" data-ref-id="3015-113">Nazi</a> general <a href="/wilhelm-strasse/3005-11687/" data-ref-id="3005-11687">Wilhelm "Deathshead" Strasse</a> in an <a href="/historical-inaccuracy/3015-1390/" data-ref-id="3015-1390">alternate-historical</a> 1960. After waking up from a five-month coma aboard a commandeered Nazi <a href="/submarine/3055-828/" data-ref-id="3055-828">U-boat</a> (Eva's Hammer) and constantly hunted by Nazi commander <a href="/frau-engel/3005-29498/" data-ref-id="3005-29498">Frau Engel</a>, Blazkowitcz (now in <a href="/power-armor/3055-511/" data-ref-id="3055-511">super-powered armor</a>) must help form a larger <a href="/resistance/3015-2542/" data-ref-id="3015-2542">resistance</a> and liberate the <a href="/the-united-states-of-america/3035-396/" data-ref-id="3035-396">United States of America</a> from Nazi occupation.</p><p>The game is built on <a href="/id-tech-6/3015-8504/" data-ref-id="3015-8504">id Tech 6</a> (the same used for the 2016 revival of <a href="/doom/3030-20654/" data-ref-id="3030-20654">Doom</a>) and is known for its use of current events in the game's marketing. The game also features the entirety of <a href="/wolfenstein-3d/3030-7694/" data-ref-id="3030-7694">Wolfenstein 3D</a> emulated as an <a href="/easter-egg/3015-2/" data-ref-id="3015-2">easter egg</a> (as the in-universe "Wolfstone 3D", with the roles reversed).</p>

E3 2017: Take a Trip to America in Wolfenstein II: The New Colossus

E3 2017: Things Get Personal in Wolfenstein II: The New Colossus