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PAX East 2014 enjoyed the expo’s largest turnout of indie developers to date, and marked the year where, in my mind, indies definitively trumped the AAA publishers. While many of the better known games had lines far longer than I could wait (I’m looking at you, Below), some of the show’s smaller titles left me the most excited.

Head inside to have a look at some of the titles that I found the most exciting!

In the upcoming Super Smash Bros. for Wii U and for Nintendo 3DS, Lucario has a lot of changes. Perhaps the biggest change to Lucario is that his aura skill, which allows his attacks to grow stronger as he takes damage, has received a huge boost. In the new Smash titles, Lucario's aura will be super-powered. But unfortunately that means sometimes you may underestimate your strength and put yourself in danger.

But Lucario's new (what I presume to be) Final Smash is equally interesting. Lucario will Mega Evolve into Mega Lucario, and his aura will be at maximum strength for all his attacks. That's what I call true power. Are you excited to see Mega Lucario in Smash?

The Deus Ex franchise has been coming back from the grave in recent years with the hit last gen entry, Deus Ex: Human Revolution,and the mobile game, Deus Ex: The Fall, the latter of which well received until it was ported to the PC to mixed reviews. Recently, a trademark appeared on the European Registration Office and was found by a NeoGAF member. The trademark was titled Deus Ex: Mankind Divided. There are no other details as to what kind of game it will be, but we do know that it pertains to computer game software, printed matter, and entertainment services. Hopefully we hear more about this possibly new title in the Deus Ex franchise.

The following is a guest article which was originally posted to rockymoreno.net's blog page. Check out his website for more!

As you may know I managed to snag a test slot for the new Sony Morpheus (virtual reality device) at GDC this week. While I had a moment I wanted to report on my experience.

Much like the Oculus Rift the Sony Morpheus fits pretty snug on the face with the screen just a few centimeters at best from my eyes. It was light enough that I didn't feel encumbered and straps secured enough so that I didn't feel as though it would fly off if I was moving around excitedly. I would equate the fit to a comfortably lose scuba mask (without the suction). After all the comfort adjustments were made and the screen pushed into focus I was fitted with headphones over the device which effectively isolated me from surrounding world (with the exception of muffled Expo noises my test facilitator shouting instructions at me).

Continue reading after the jump...

The story's been making headlines everywhere, from gaming sites to the front page of the Wall Street Journal, and for very good reason: Facebook has bought Oculus VR for a whopping two billion dollars.

For those in the dark, Oculus VR is the company behind Oculus Rift, the virtual reality helmet that makes a reality out of every '80s kid's wildest dreams. It's certainly not the first virtual reality device, but thanks to a wildly successful Kickstarter campaign and a few super-powered brains, Oculus VR aims to introduce sleek and affordable virtual reality to the wider public.

Oculus Rift, and later Oculus VR, was originally conceived as a project by gamers and for gaming. But when news broke that Facebook had bought the company, gamers saw nothing but a red ring. Kickstarter backers began demanding refunds. Notch cancelled the Oculus version of Minecraft. People were painting pictures in their mind of Facebook, the unfeeling corporate powerhouse, sweeping up its prey in a misguided and doomed attempt to absorb Oculus' progress, destroy the Rift we gamers wanted, and repurpose the company to suit their own abstract goal of some weirdly convoluted kind of world domination.

But that's (probably) not true. Head inside to keep reading.

With GDC 2014 now over, one of the games that stood out most was Metrico, by Dutch studio Digital Dream. Being highlighted at the Sony booth for the PS Vita as a pub fund game, it’s clear what Sony’s after; finding studios to create new and innovative experiences in a digestible model. It seems that Sony has found luck with Digital Dream.

With the release of Ground Zeroes (the first, much smaller half of Metal Gear Solid V) the internet seems ablaze in controversy; it's hard to see a single review of the game where the comments aren't filled with angry gamers cursing Kojima for releasing a game with a main story under two hours, and even angrier fans who think the game more than justifies its lower pricetag. The debate has been so fervent that it led me to question the way I value games; just how much does the length of a game matter when it comes to price, and is there a point where quality can't redeem a short campaign?

The discussion video is after the jump.

It was a little over a year ago—I'd finally given Demon's Souls a fair shake and ended up loving it—when I received the renowned Dark Souls, Christmas 2012. It is now March 2014, Dark Souls II has just been released, and I began writing within an hour of finally seeing the credits roll on its 2011 predecessor (or, begin to at least; they're skippable). No, Dark Souls isn't so enormously gargantuan it took me a harrowing year to complete; this was actually my third attempt, and I started it only nine days ago. Up until this point I thought Dark Souls just wasn't for me, that it was too unfair for someone such as myself—even though I loved Demon's Souls—to get into. Goddamn was I wrong. I've still got my complaints, but I stand before you today largely to profess my love for the intelligently challenging, surprisingly beautiful, unfortunately anticlimactic, and wonderfully against-the-grain Dark Souls.

If you've heard one thing about Dark Souls, it's probably the difficulty. Dark Souls is sort of renowned for being this infuriatingly difficult yet still fair beast of a game. That's basically the selling point if you ask the fanbase. But I think that's really underselling this game. At least in my case, I think the difficulty and triumphant victory feeling were only one part of a much larger feat of design.

During SXSW, I was able to stop by the Hyperkin Booth and experience the hotly anticipated RetroN 5. For those of you who are unaware, the RetroN 5 is a home console that plays classic NES, SNES, Genesis and Game Boy cartridges. Not only that, the console outputs and upscales via HDMI and comes with Bluetooth controllers. I sat down with Chris Gallizzi from Hyperkin to ask him a few questions regarding their upcoming console.

In a recent Tweet by Watch Dogs Creative Director Jonathan Morin, he states that "[The] average player which does free roam a bit tend to reach the end within 35-40 [hours]," and he goes on to state that "doing everything is close 100 [hours]."

Many gamers took to forums like NeoGAF to voice their concerns about the game's length and content, as many believe that without the free roam time, the main game may actually only be 10-20 hours long. Some users even went so far as to claim "ugh, another Ubi collect-o-thon!" referencing the high number of of collectibles, town renovations, or ship upgrades in newer Assassin's Creed games. Could we see those game features in Watch Dogs as well?

For more on this, to see the Tweet itself, and to comment, jump on inside!