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E3 2013: D4

Posted on June 14, 2013 AT 08:30am

Publisher Microsoft Studios
Developer Access Games
Platform XB1
Release Date TBA
Not sure what any of this stuff means? Head on over to our E3 hub for all the deets.

The Rundown

Private detective David Young has a special gift: by touching mementos from the past, he can dive through history to the times from whence they came. David is now determined to use his ability to go back in time and try to prevent the death of his wife—despite knowing that he’s not supposed to be able to change the past.

The Verdict

Given my love for creator Hidetaka “Swery” Suehiro’s previous game, Deadly Premonition, I was looking forward to seeing what D4 might bring—and I wasn’t disappointed. The quick E3 preview we were given was brimming with charmingly ridiculous dialogue and crazy character interactions, all crafting something that doesn’t make a lot of sense yet, but which I’m sure will later. Or maybe not. Not knowing is part of the fun.

D4 will be set up as a episodic murder mystery, and the main form of interaction we saw came via the Xbox One’s new Kinect sensor. At one point, David gets into a fight aboard an airplane with Antonio Zapata, a prisoner being transported on the flight. During the fight, the player had to defend David from attacks, move out of the way, and battle back against Antonio, all with specific hand movements tracked via the Kinect. While I’m no fan of motion controls, I didn’t hate what I saw of D4 in this regard. However, there’s good news for those who want nothing to do with hand-waving: the game can also be played using the standard Xbox One controller.

Although, it’s worth noting Swery gave us a damn convincing reason for using Kinect: he wants those experiencing D4 to be able to sit back on their couch and eat popcorn while playing the game (and without having to get a controller messy). As someone whose favorite snack for extended gaming sessions is popcorn, how can I say no to Swery’s ideal D4 playing situation?

Eric L. Patterson, Executive Editor
Eric L. Patterson got his start via self-publishing game-related fanzines in junior high, and now has one goal in life: making sure EGM has as much coverage of niche Japanese games as he can convince them to fit in. Eric’s also active in the gaming community on a personal level, being an outspoken voice on topics such as equality in gaming and consumer rights. Stalk him on Twitter: @pikoeri. Meet the rest of the crew.

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