Norcross, GA — In a surprising turn of events, Game Informer, the iconic gaming magazine, has officially ceased publication after a remarkable 33-year run. The news has left gamers and industry enthusiasts reflecting on the impact and legacy of this beloved publication.
Founded in 1991 by Andy McNamara, Game Informer quickly became a staple for gamers seeking in-depth reviews, previews, and exclusive content. Its monthly issues were eagerly anticipated, and the magazine’s staff—known for their passion and expertise—became trusted voices in the gaming community.
Game Informer’s influence extended beyond its print pages. The magazine’s website, podcasts, and YouTube channel provided additional platforms for engaging with gaming news and discussions. Its cover stories often revealed exclusive details about upcoming games, making it a must-read for fans. Despite its success, Game Informer faced challenges in recent years. The shift to digital media, the rise of online gaming journalism, and changing reader habits all contributed to declining circulation. The magazine struggled to maintain relevance in an ever-evolving landscape.
On July 31, 2024, parent company GameStop announced the closure of Game Informer. All staff members were laid off, marking the end of an era. The magazine’s final issue featured heartfelt farewells from longtime contributors, expressing gratitude to readers and colleagues. Game Informer leaves behind a rich legacy. From iconic cover art to memorable interviews, it played a significant role in shaping gaming culture. Fans fondly recall their favorite issues, cover stories, and heated debates sparked by reviews.
As we bid farewell to Game Informer, the gaming community mourns the loss while celebrating the memories. Many former staff members have already found new homes in other media outlets, ensuring that their voices continue to resonate.
While the magazine may no longer grace our coffee tables, its impact will endure. Game Informer will forever be remembered as a beacon of passion, knowledge, and camaraderie in the world of gaming.
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Welcome back GiGa Community; as you all know, at fifteen years old, in 1992, I had an opportunity and pleasure of interning at Marvel Comics in Manhattan, New York; Spider-man office to be exact. It was during that year that I had delved into the comic book industry, soaking it all in, down to my very fabric of my soul. I loved all of the intellectual properties, their stories, and the craft; I knew I wanted Comics to be a part of my future life story. I was a fan of some characters, and ambivalent to others, but never the less, just like family I loved them all (Some more than others of course); the environment moved my soul. To this day, I still find being an artist to be one of my first loves, and comic books satisfied that yearning. The culmination of efforts between a writer, penciler, inker, letterer, colorist, and editor was to me, an amalgamation of geniuses at work. I love and respect the craft.
GiGa: GeekMagazine was contacted by Sigma Comics asking for an honest review of their newly released comic series, Calico. I was unsure of who this new IP was that was entering the competitive arena, so I did superficial research, watched an interview, and a review; it seemed to be worth the read. The first complimentary comic came and as busy as I am, I opened it and felt the cover art seemed acceptable for a comic book in 2021, but I didn’t have a peaceful undisturbed moment to read it, so I left it on my desk to be ready for the day I found a free opportunity to read it, then write a review. My family and I left the house for a few hours, and when I returned I went straight to my office and hadn’t realized the comic was no longer on my desk. A few seconds after I sat down, my daughter calls me, “Papi, look what Ivi did”!
Ivi Snow is one of my two white German Shepherds, she is 1½ years old, so I am accustomed to finding “surprises” when we come back home; I thought it was poop again. A minute later my daughter comes to my office holding my complimentary issue of Calico in shreds. Needless to say I was peeved and Ivi knew it. Then I remembered what the premise of the comic was. “NYC HAS A NEW ANTI–HERO. Every day millions of animals are abused and killed. Animal rights groups and charities try to help, yet the savagery continues.” Sigma Comics appears to be committed to fighting animal abuse. I laughed at the irony of this moment and took a picture of her with the destroyed comic, apparently, she enjoyed the comic. I couldn’t read it, as a substantial part of the first few pages were now gone. With that above picture attached to an email to Sigma comics, I humbly apologized and requested another review copy, I was willing to pay for it at this point, but the great people at Sigma found humor in the event as well and sent me another. When the next copy arrived I kept it in my safe this time, and that night when I was done with work, I read it before I went to bed. I opened the cover and this time, I was able to really absorb the content. I applauded the first impression, it was transparent in showing their allegiance to the cause, “American Humane”, as a parent to two German Shepherds, I was sold.
The first page was gripping, showing an example of the atrocities committed upon animals and the visualization was almost too tough to bear, but I was roped in, I had to read on. We get our first glimpse into the soul of our Anti-Hero on page two, with tears running from angry eyes, the penciler, inker, and colorist nailed the conviction this character was driven by, and we’re then introduced to Calico “A one-man arsenal of destruction in constant pursuit of justice for the smallest and weakest among us…”
In his apartment he works his frustration on a double end bag, his thoughts speak poignant commentary as to the nature of life being nothing but conflict in every facet of existence and we see where his psychological state dwells; he’s scared and/or resentful of life and bitterly expresses this in his own twisted way. The Boxing Gym advertisement on page 5 could easily be dismissed as fictitious until a little research clarified that it is indeed a real business; as an ex-fighter boxer, martial artist, and ex-body guard myself, I respected that blurring between fantasy and reality as it was perfectly in line with the tale that I was uploading to my brain.
The writer then takes the reader on a journey through the life of Calico, recalling childhood memories of being bullied. This alludes to post traumatic damage; he hates bullies and had long since made the decision to suffer them no longer. We next accompany the protagonist from his apartment to a local boxing gym where he trains and prepares for an upcoming tournament, and while there, he loses himself in the art of combat. His thoughts become louder than spoken words; he’s a fighter with unfortunate luck, struggling skill, and lots of animosity. Here is where the reader learns this character has no reservation about the thought of condemning the abuser to death and that animals were his only friends since his youth.
Page 8 we’re given a full frontal nude of the hero in the shower after leaving the gym, even in the shower he’s consumed by antipathy as conveyed by more flashbacks of the same bully from his youth; he’s never recovered from those years. This memory was different, ironically, it was in this recollection where he was impressed by an alley-cat that scared off the bully and his dog, which serves as a perfect transition into revealing his super-hero outfit emblazoned with a black cat’s profile in front of what appears to be a moon. He also has a flying robotic AI assistant named Bumble that is a metallic sphere with one camera eye. Then, we’re back to his childhood memories, this time he evokes the very first time he inflicted pain by punching that bully in the face before fleeing the scene. Page 13 is where things escalate quickly, so I won’t spoil it for interested readers.
So here’s my honest review and rating:
Comic book Production: I feel the writing could have been more impacting and/or expansive; a name would have been nice to have, but it served its purpose; The art is what communicated the story the most. Lettering was great, the penciling and inking were acceptable as well, but gets a little hard to understand what’s happening during the murder scene.
The Character: His real name is never revealed, but from how Calico was insultingly called a “Dominican York” translated from Spanish, he is likely Latino. I think the character is less anti-hero and more of a deranged, sociopathic, villain with post-traumatic stress. He’s fed a list of targets by an unknown accomplice, he intends to kill, (and/or violate) which to me is the modus operandi of a serial killer. I couldn’t see the word “Hero” being applicable to this guy in anyway.
The full frontal nude, to me, was unnecessary, but being a student at the Art Institute of Atlanta I’ve drawn male nudes before, so I respect the art, 100%. That scene only became awkward after the second penis comment. Which helped me to get a better understanding of the mind of the protagonist as portrayed and communicated by the writer. I think the outfit really is too similar to Black Panther.
As per the multiple male phallus related comments and insults, along with, what I found to be excessive homo-erotic language, it seemed in my humble opinion, as if there’s other unresolved issues besides being bullied that Calico has never addressed. In one scene, I had to look at one scene under better light to understand that Calico actually violates or rapes his victim with a red hot pipe, all while making references to size; he says to his victim, “Relax! It’s only one-inch thick pipe. In penis size its only four-inch girth. You got this”. the last unnecessary thing I read that really nailed the coffin shut for me was the statement, “F*** em. Hard. in the @ss. With no vaseline”.
Concept: I personally, don’t think the character could have longevity, and if so possibly as a novelty act; appropriate for an 8-Issue Series. He possibly may develop a fan base, but with a very niche market. He is not a “Deadpool” type of anti-hero, I’d say this brooding character is damaged psychologically which easily could bleed over into villainy. I couldn’t see the Dark Knight tolerating this character, or working with him in any way, and would probably bring him to justice. In comparison to other anti-heroes, such as Hulk, Ghost Rider, Blade, or the Punisher, I’d say even Frank Castle wouldn’t see his motivations, means, or ends as acceptable. I see a more deviant sociopathic “Joker” kind of weirdness from Calico minus the smiles and laughing.
Conclusion: It’s a comic book, it fits the criteria. I wasn’t left feeling like I want to read more, but I am only one man, with one opinion worth 2 cents. I endeavor to say it could have been written for a broader appeal to a wider audience; for me, I feel the niche-aspect will leave some put off or uninterested. But somehow, I’m sure this will pull the targeted audience it was meant for. In the end, Sigma successfully this debut is a great accomplishment for the creators and production team and for that I salute and respect their creative vision, hard work, and love for the craft.
Giga Geek Magazine was gifted with access to an early build of the game. All of the opinions in this article are for that early version, some things are subject to change as more is developed.
Independent developers never cease to amaze me. Some of my favorite games of all time have come from these smaller studios, which is refreshing in an age of micro-transactions, always online checks, and broken releases. Songbringer comes from humble folks—inspired by the top down days of Legend of Zelda—and is shaping up to be a memorable classic.
Songbringer is a procedurally generated adventure through mysterious locales, slashing baddies with a nano-sword or tossing a boomerang top hat. Created by a single man with ambition beyond mortals, Nathan Weis is crafting a science fiction love letter to Zelda. Not only is Weis making this one solo, after twenty years or so of being a developer, but he’s also been streaming daily on Twitch. Keeping it simple, Songbringer won’t have A-list actors doing voice overs, or music played by an orchestra; however, that gives it charm.
Primarily, there are two ways to play Songbringer: normal mode will let the hero die to respawn like a normal adventure game, and permanent death mode, which is exactly what it sounds like, turning the whole game into a rogue-like game similar to Binding of Isaac.
Playing around with the build sent to me by Weis, there is a lot to love already. Combat is simple and familiar, using items assigned to buttons and swinging a sword. While combat is essential to survive, there is a heavier focus on exploration. The system generates a fairly large overworld, with areas that require specific items before you can explore.
You can gain harder levitra best prices and fuller erection to participate in lovemaking and enjoy intimate moments with her. The heart is built of mystical black freesia, while levitra samples the base introduces sequoia wood accords, musk and amber. davidfraymusic.com india cheap cialis Garlic – Garlic is a common herb used in kitchens. They fit in order generic levitra the budget of a common man can afford. Dungeons also spawn throughout this strange planet. During my time with Songbringer, I saw the conquering of four dungeons. There weren’t any real puzzles to challenge the sword wielding hero, but there were plenty of enemy types to learn. Demons lower their head and charge with their wicked horns, and little bugs attack in large groups. There are some rooms that have way too many enemies in them, turning the challenge into mashing every item to try and survive.
One of the few criticisms I have for the game is the lack of music. Of course this is bound to come in later builds, but it made the world eerily silent. Overall the sound design is interesting with droning pulses and bit-crushed attack effects, but that lack of music made me realize just how important it is in games like this. Imagine Hyrule Field without that iconic score; it would feel wrong. Once again, the build I played was an early one, so music is probably in the works.
Songbringer is an incredibly ambitious project for a single creator. That alone, the game deserves a large amount of praise. As a game amidst a sea of others, Songbringer does stand out as more than a simple tribute. Its themes and style are excellent and the gameplay is familiar enough to understand in seconds, while building on that framework.
In short, there is a mass amount of potential for this project. I’ll be sure to keep an eye out for future builds and the inevitable release of Songbringer. Beyond that, Weis will be a developer to watch for his creativity and sheer willpower.
To see the game in action, check out my preview below.
Before cutting into the newest spin-off game of the Final Fantasy franchise, let’s take a look at its obvious inspiration, Monster Hunter.
Capcom’s Monster Hunter is about hunting monsters (surprise, surprise) with different weapon types and using pieces of those monsters to make better equipment to in turn kill bigger monsters.
The games are usually set in closed areas, connected together to make themed maps. Its biggest appeals are its brutal difficulty, precise controls with specific functions and monsters with complex animations and behaviors. It’s insanely popular in Japan and has picked up quite a fan base worldwide with its latest titles.
Final Fantasy Explorers takes Monster Hunter formula and adds in the iconic themes and creatures of Final Fantasy. Even though it’s clearly riding on that sort of copycat design, it’s a solid idea, in theory.
In execution, Final Fantasy Explorers is a bland, forgettable experience.
Explorers sets up a fairly interesting premise: Eidolons, powerful beings who usually appear as summons in other games, are running rampant; it’s up to the Explorers to take care of them. To do this, Explorers adopt a class, assign abilities and craft gear. Each class has specific strengths and weaknesses, such as the Black Mage being able to lay out tons of damage with magic, while the Knight can soak up damage and keeping aggression away from other players. The Job System in Explorers is just as fun as it has been in previous Final Fantasy games.
Each job’s abilities are attained through beating missions, adding plenty of skills to outfit a player. This ability system is one of the few features keeping this entry afloat. Learning rotations of spells, as well as knowing which abilities are effective for each situation is interesting, especially in multiplayer.
The controls, while clunky at times, allow players to have eight abilities equipped at once, cycling through them with the shoulder buttons. The targeting system can get confusing at times, but usually does okay with staying focused on the target.
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Throwing everything you have at a boss and dying just to replenish stamina is a game-breaking strategy. Most bosses will fall to this without any troubles. Don’t worry, most missions are set with fifty minute timers. That’s about nine or ten lives per mission.
Visually, Final Fantasy Explorers has some solid ideas behind it. The Eidolon monsters are wicked, often using unique designs to the established molds of the iconic monsters. Classic Final Fantasy monsters also look pretty cool, but overall the game lacks variety in creatures. The environment is also lacking with no discerning features to make it stand out. It’s made up of bland fields that are far too open, dotted with lame enemies that die in a single hit. Even giving the player monster buddies to recruit in the single player is worthless, as they get in the way of the camera and usually don’t get to see any action anyways.
Even multiplayer can’t save this one. Sharing terrible experiences with friends can be memorable, like watching awful movies for the laughs. Yet, being in a group adds nothing to Explorers. It lacks challenge, good design and variety, all things that make is inspiration, Monster Hunter, great.
To really show Explorers lacks polish, players can wear outfits and wield weapons of classic Final Fantasy characters. Swing Cloud’s Buster Sword, wear Yuna’s short shorts, spend hours grinding for those parts in a sparse field, questioning your existence. I’m surprised this feature wasn’t locked behind a pay wall.
It’s like Square Enix noticed its quickly emptying wallets, saw the popularity of Monster Hunter, and then looked to the ridiculously expensive Final Fantasy XV and thought, “Monster Hunter is selling well, lets make that, but with Chocobos and Bahamut. Brilliant!”
Final Fantasy Explorers continues the trend of forgettable games and lost opportunity. This game could’ve been a solid multiplayer experience, but just lacks polish. After enduring this, Type-0 and XIII, Final Fantasy XV better be the best game I’ve ever played.
Until then, I’ll keep going through Final Fantasy IX on my Vita. Wake me up when XV comes out, Giga Bytes.
This year looks to be a competitive year in the multiplayer space. The past few years have shown the rise of E-Sports centered on MOBAs, creating some of the most exciting and memorable moments in gaming history. Looking to cash in on this action, or looking to innovate, many large gaming companies have invested in pursuing character-based, multiplayer experiences. What has resulted is many, many games, most of which are in testing phases and are almost ready for launch. While there may be too many to note in one article, I’ll be attempting to catalog the newest fad in game design.
Paragon – Release date to be announced
Paragon comes from Epic Games, the team behind the Xbox giant Gears of War. Even with limited footage, Paragon looks like Gears if each character had special powers in a MOBA setting. Gameplay looks awesome and the characters carry that detail expected from the studio. Beta tests will roll out early this year and hopefully Giga will get a chance to try it first had. Either way, given Epic’s resume in the multiplayer space, Paragon is a game to watch.
Battleborn – May 3rd, 2016
Created by Gearbox Software, Battleborn looks to be bringing its chaotic style to the MOBA market. The art style is stylized using similar character designs to its hit Borderlands franchise, but with more accentuated limbs and body types. Characters range from a fungal ninja to a penguin in a mech suit to provide a hilarious spin to gameplay. Battleborn looks to be a game with tons of variety in characters, but will its final version be able to stay afloat in the market? We’ll find out in May.
Overwatch – June 21st, 2016
Sporting a visual style comparable to a Pixar film, Blizzard‘s Overwatch has recently seen positive praise in closed beta. While that same beta is currently taking a break for improvements, it should be returning early this year with a full release coming in June. Blizzard’s excellent design creates a fun blast-fest with each character teeming with personality. As of yet, this game doesn’t sport the MOBA-style gameplay as the games I mentioned earlier, but it does have some solid modes that are familiar to anyone who’s played Team Fortress 2. Blizzard’s track record and knack for continued support could make Overwatch a must play, not just for this year, but for years to come.
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Paladins is a game from one of my favorite studios, Hi-Rez the same team behind Smite, an awesome MOBA with mythological characters. Its newest project, Paladins, seeks to shake up the arena FPS genre with its card system. While I’ve already went in depth with Paladins, its important to note that its being made by a much smaller studio by comparison. That said, Paladins is shaping up to be an awesome game, as its updated frequently with help by its players. Even in its early stages, there is tons of potential in this one.
Final Thoughts
What is there to take from this movement in game design? Following major success, many game companies try their hand in similar styles. It’s nothing new for the industry. When Street Fighter 2 became insanely popular, there were tons of fighting games to come out soon after like TMNT: Tournament Fighters and King of Fighters. That’s just a small example as it’s happened several times over each generation of video games.
Taking a step back and looking at this similarity in the market is a bit disconcerting and comical. Yet, these games need to be made to explore the genre. Who knows which of the games above will truly blow its players out of the water? Each explore similar concepts in different ways. It’s a necessary part of the evolution of gaming as a whole.
What’s important is that even if these games succeed or fail, gamers win. These shooters could release to a trumpet of praise, standing on their own merit and creating awesome experiences and communities. Each of these character-based games, while similar, will provide another world for gamers to explore.
Nothing is wrong with more worlds to visit, but all of them seem to have a blue sky.