hot  /  reviews  /  video  /  blogs  /  forum

Mighty No. 9 photo
Mighty No. 9

Vote on Mighty No. 9 support character Call's design


What do you want Beck's online co-op partner to look like?
Sep 28
// Tony Ponce
Good news, everyone! The Mighty No. 9 Kickstarter received a sudden boost in its donation rate. We've cleared $2.75 million, which means we are getting online co-op! Yay! Now that we'll be able to play as Beck's partner Call,...
Mega Man X photo
Mega Man X

Mega Man X series to get a 12-disc music collection


It's like we're paying for life support coverage
Sep 28
// Tony Ponce
*sigh* Let's skip the piss party this time and jump right to the nitty gritty. A listing on Japanese online shop Rakuten has appeared for Rockman X Sound Box, set to arrive on December 18, 2013. The 12-disc set is likely a so...
The Daily Hotness photo
The Daily Hotness

The Daily Hotness: Steam Controller 5 is alive!


Check out everything Destructoid did today
Sep 27
// Tony Ponce
How about that new Steam controller, eh? Boy, it sure is something! Can you play Volgarr properly with it? If not, it can f*ck off. Today, Conrad and Jordan become mighty viking deities, Joshua Derocher gets wet thinking abou...

Review: Angry Video Game Nerd Adventures

Sep 26 // Tony Ponce
Angry Video Game Nerd Adventures (3DS, PC [reviewed], Wii U)Developer: FreakZone GamesPublisher: ScrewAttack GamesReleased: September 20, 2013 (PC) / 2014 (3DS, Wii U)MSRP: $14.99Rig: Intel Core i3-380M, 6GB of RAM, GeForce GT 425M, Windows 7 64-bit The games that the Nerd typically plays fall under one of three categories: otherwise decent games that feature relentless difficulty, average games with a number of very curious or backwards design choices, and outright festering ass. The last group is his main claim to fame, but for an official Nerd game to work, it would have to draw inspiration from all three categories while at the same time being enjoyable enough to play over prolonged periods. In other words, FreakZone had to take shit and simultaneously make it not shit. Quite the paradox, but one that FreakZone achieved quite handily. On the surface, Adventures is both an homage to and parody of the AVGN web series. The Nerd and his friends are sucked into the television and transported to Game Land, divided into eight levels inspired by the show's many themes. There is "Assholevania," a send-up of James Rolfe's own love for the Castlevania franchsie; "Beat It & Eat It," a puerile domain filled with the sights and sounds of Atari porn software like Custer's Revenge; "Blizzard of Balls," a wintry hell born out of the AVGN Christmas specials; and others. [embed]262392:50644:0[/embed] Long-time Nerd fans will note many nods and Easter eggs to the show's history in everything from the enemies and items to the obstacles and backgrounds. You consume Rolling Rock to refill health and acquire tokens to summon the Glitch Gremlin or Super Mecha Death Christ. You fly atop the board from Silver Surfer, go toe-to-toe with Dr. Jekyll and Mr. Hyde, and find Shit Pickle hiding in various locations. Then there's the final stage, a foul monument to one of the Nerd's most despised game companies. Several classic Nintendo games are also paid tribute. In the introductory level, you get instructed by Naggi, the green-hued cousin of Ocarina of Time's Navi, much to the Nerd's displeasure. The disappearing blocks from Mega Man and the giant goblin heads from Air Man's stage in Mega Man 2 feature prominently, as does Doom's Cacodemon, remade out of feces and appropriately dubbed "Cacademon." Even FreakZone's own MANOS is acknowledged with a boss battle pulled straight from that title. But what really gives Adventures the AVGN touch is the running commentary. Every so often, the Nerd will make some kind of rant or observation, although the fact that it's text-based makes it difficult to read during particularly harrowing platforming segments. Whenever you die, the Nerd will spout one of his famous curse-laden analogies (e.g. "This game is rotten fungus coming out of a badger's sphincter!") with keywords randomly generated from a pool of submissions from the game's Facebook page. The current pool isn't all that big, thus many phrases are repeated; perhaps ScrewAttack will continue to update the game with expanded word banks. All the references and potty humor in the world wouldn't be enough if the core game wasn't compelling. Thankfully, there is a solid quest beneath the surface dressing that even those completely unfamiliar with the Nerd's exploits would be able to enjoy. If you happened to have played MANOS, you'll notice that Adventures feels like an extension of that, with many shared elements and environmental hazards -- I wouldn't consider that a knock against this game, though. There's a classic "Nintendo hard" degree of challenge, but it's tempered by very solid controls and enough checkpoints and beer bottles to carry you towards the boss. Oh, and it's got a pretty bangin' soundtrack to keep your fighting spirit high! You begin the game as the Nerd with a multi-directional NES Zapper for a weapon, and careful searching will lead you to three additional party members -- Guitar Guy, who can run fast and shoot wave beams through walls; Mike, with a super high jump and the ability to spot destructible walls and invisible platforms; and Bullshit Man, who can double jump and lob extra powerful lumps of poo. Only by swapping characters on the fly and using their abilities can you reach formerly inaccessible areas filled with 1-ups, health, and weapon upgrades. You may even spot a few NPC cameos, like brentalfloss, Egoraptor, and our very own Jim Sterling and Mr. Destructoid! Every obstacle in the game operates on very simple patterns that can be observed from a distance before being approached. Spikes that emerge from the floor? Fire pillars or laser turrets that trigger at regular intervals? Maces that circle the bricks they are chained to? Just count the seconds and time your progress. Your mistakes are entirely your own. Naturally, the last level throws everything plus the kitchen sink at you at once, but that's what last levels are supposed to do. However, there is one persistent obstacle -- a skull-faced block that causes instant death upon touching -- that caused me great grief. Such blocks appear in clusters and typically blink in and out with the same rhythm as the disappearing blocks. They are everywhere, in every single level without fail, yet they always feel completely out of place. I mean, death blocks that kill you with a mere graze? What's up with that? In a way, death blocks are a quick and easy way to bump up a stage's difficulty without the need to create unique environmental hazards. Sounds rather creatively bereft, no? But if you were the Nerd, wouldn't such an obstacle become the focus of your rage and frustration, the breaking point after which righteous obscenities start flowing like wine? If the designers' goal was to put you in the Nerd's shoes, such an evil element would be necessary to trigger that transformation. Adventures is no insurmountable wall, but neither is it a welcome wagon. On Normal mode, you are given 30 lives and unlimited continues, which should allow anyone with enough drive to at least make it to the final boss within a couple of hours -- whether you can actually beat the final boss is another matter, the god-modding bastard. Beyond that are even tougher difficulty modes that prevent saving between levels and reduce your amount or health and retries. As a pseudo NES-era throwback, it nails the careful balance between cruel and inviting. As a tribute to the Nerd, it does a decent job covering his entire career, although repetitive dialog lessens the humorous impact on repeated playthroughs. As an authentic Nerd "experience"... well... your mileage may vary, but I'd like to think it is. Angry Video Game Nerd Adventures is not a cowa-fucking-piece-of-dog-shit, that's for certain!
AVGN Adventures review photo
He's gonna take you back to the past...
For years, James "Angry Video Game Nerd" Rolfe has suffered the worst that retro gaming could toss at him for the sake of your amusement. Why does he do it? Is he a masochist? Does the rage that burns inside with every sudden...

JonTron photo
JonTron

JonTron died and on the third day rose again


He also plays some Hercules games
Sep 25
// Tony Ponce
In the climactic war between Grump and Not So Grump, the mighty Jafari fell to the cunning Raptor. Tears were shed for the fallen, seemingly lost to the ether for eternity. Lo, Jafari was merely bidding his time, that he may...
Chrono Trigger Symphony photo
Chrono Trigger Symphony

Chrono Trigger Symphony Vol. 2 is hot and ready


Blake Robinson's second Chrono album takes the fight to Magus
Sep 24
// Tony Ponce
Blake Robinson is in the process of reproducing the entire Chrono Trigger soundtrack into synthesized orchestral form, and the project started bearing fruit last month. For such a massive game with an equally massive score, ...

Review: Volgarr the Viking

Sep 23 // Tony Ponce
Volgarr the Viking (PC)Developer: Crazy Viking StudiosPublisher: Adult Swim GamesReleased: September 13, 2013MSRP: $11.99Rig: Intel Core i3-380M, 6GB of RAM, GeForce GT 425M, Windows 7 64-bit You've played Volgarr the Viking before. It is Contra. It is Battletoads. It is Ghosts 'n Goblins. Most appropriately, it is Rastan, a 1987 Taito arcade game infamous for its unrelenting nature. From the types of hazards and enemies to the general play style and progression, the parallels are so numerous that it wouldn't be wrong to call Volgarr a spiritual sequel with a Nordic flavor. Even the stage layout on the first few screens of the first level mirrors that of Rastan's opening moments. Like its forebears, the greatest achievement in Volgarr is survival. Even if you never come close to completion, being able to squeeze out a few extra seconds of life is its own reward. Volgarr was designed with the mind that just because a game isn't immediately accessible to all players doesn't mean that it can't be enjoyable. The trick is to balance the sheer brutality with a simple control scheme and obstacles that can be overcome with enough patient observation. Knowing what needs to be done doesn't guarantee victory, but it goes a long way towards keeping hope alive, even if barely. [embed]262298:50578:0[/embed] This is why I hate it when people call a difficult game "cheap" or "unfair" when such terms aren't warranted. They imply that the developers didn't know what they were doing, leading to a haphazard assembly that misleads the player into unavoidable situations. Crazy Viking Studios knew exactly what it was doing -- Volgarr is constructed in such a way that the greatest obstruction to victory is your own mediocre skills. What's refreshing is how Crazy Viking Studios did away with seemingly all modern game trappings for a true old-school experience. There are no cutscenes, no dialog, no save files (more on that later), and no hint bubbles. Hell, there isn't even a proper main menu -- after the game loads, the title flashes for a brief moment, Odin commands you to rise from the dead, and you immediately start marching. The lone allowance is a series of brief text prompts in the first few seconds that tell you how to perform the basic moves. You begin with a weak wooden shield that only absorbs two projectile impacts before breaking. You can upgrade your gear by opening treasure chests -- first you'll acquire an indestructible shield that also allows you to throw charged spears, then a helmet that grants an extra hit point, and finally a flame sword with double strength. As you receive damage, you'll lose your equipment piece by piece until you're reduced to an explosion of bloody bones. There is no progress without risk; you'll often find yourself in situations that demand more unconventional strategies. For instance, Volgarr's jump trajectory is locked once he leaves the ground, not unlike in Castlevania, but you can change your trajectory in midair by performing a double jump. This technique comes in handy later, such as when jumping to an adjacent platform means overshooting the ground then doubling back. Perhaps you'll be climbing a rope and can't reach a platform overhead. You can leap away from the rope, toss a spear at the nearby wall to create a makeshift platform, then quickly double jump back onto the rope lest you fall to your death. Now you'll be able to jump onto the spear then hop up from there to the target platform. Your only hope for success is to discover such advanced techniques on your own and master them in controlled environments so that they can effectively be employed in more dangerous territory. As tough as your enemies may be, foolish platforming mishaps will be your greatest adversary. There's nothing to do but try again until your talents are honed to a brilliant sheen. The secret weapon in your arsenal is the zoom function, performed by tapping L on your controller or the space bar on the keyboard, which pulls the camera back and gives you a greater view of the terrain and enemy placement. What makes this so invaluable is that enemies remain motionless while off-screen in the normal camera view. That means you'll almost always have the first-strike advantage if you can hit them with your spear before they have a chance to react. Even with the zoom, Volgarr is a frustrating experience that taxes your spirit like few others. In particular, there is only a single checkpoint in the middle of each level. Even if you fall to the boss, you'll be tossed way back to that checkpoint instead of outside the boss chamber. This setup infuriated me at first, but I later realized that by making you replay half the stage, you have the opportunity to max out your equipment and greet the boss at full strength. In its own way, the game is offering the smallest of mercies. The exception to this is the final stage, which is divided into multiple rooms each with checkpoints at the entrance, including one just before the boss. It's ironic that after enduring five stages of cutthroat brutality, the last stage would be the most forgiving of all. It almost seems like a letdown... until you realize that the game is only half complete. There may not be any save files, but it is possible to skip levels that you've already completed. However, doing so will prevent you from getting the game's best ending. If you manage not to lose your equipment in a level and continue to open treasure chests, you'll eventually start collecting life orbs. Upon beating the boss, you'll unlock the Path of the Valkyrie, an alternate and more challenging route through the following stage. And only by clearing all the alternate routes will you be able to enter the true final stage. The Path of the Valkyrie plays by a different set of rules compared to the main game. Those life orbs you collect indicate how many times you'll be allowed to respawn. Exhaust all your lives and you will be shunted back onto the main path, unable to reenter that level's alternate route without replaying the previous level again. In other words, there isn't much room for practice and experimentation on the Path of Valkyrie -- you are expected to be a master already. I don't mind hardcore difficulty, but the requirements to reach Volgarr's finale strike me as just a tad too restrictive. Essentially, you're being asked to 1CC (one credit clear) the game, or close enough to it, all without ever getting touched once. I've never been one to attempt "perfectionist" runs in anything, which require a level of patience and perseverance far beyond that required to enjoy the base game. If I had to draw the line dividing what I'm willing to endure for the sake of enjoyment, that would be it. That aside, the rest of Volgarr exemplifies the type of experience few games dare to attempt these days. It will humble you, make you feel weak and inadequate. I started playing with great confidence, and within minutes I was reduced to a whimpering mess. I even considered giving up a couple of times, resigning myself to writing a scoreless review. But somehow, in some way, I mustered enough energy to go on. My journey may technically have only just begun, but seeing even a single ending has given me a deep sense of accomplishment. I understand that not everyone is looking to put their pride on the line with every game they play, but sometimes we need a reminder that games can be a test of skill. What kind of test would it be if the average person could coast along merely by doing the extra credit? By guessing the multiple choice? What kind of hollow victory is that? Like a drill sergeant, Volgarr the Viking is here to yank us out of our comfort zone and put us through hell unending. If you survive, you'll feel like the biggest badass of all time.
Volgarr the Viking review photo
RISE FROM YOUR GRAVE!
Can I talk about DuckTales Remastered for a minute? I'm not going to cite any specific examples, but I've read more than a handful of reviews that knocked Remastered down for being a bit too "classic" in the difficulty depart...

Hip Tanaka photo
Hip Tanaka

Composer Hip Tanaka honors Yamauchi with Nintendo remixes


Famed Nintendo musician pays respect to his old boss
Sep 23
// Tony Ponce
Hiroshi Yamauchi, the man who made Nintendo a gaming empire, passed away last week. Though he may have been a cutthroat codger while at the company's helm, his influence cannot be denied. His former employees have no doubt fo...
The Weekend Hotness photo
The Weekend Hotness

The Weekend Hotness: Eating with Dale around the world


Check out everything Destructoid did today
Sep 22
// Tony Ponce
Games at TGS? I don't give a toss. Dale, please post more photos of the wonderful food you've been enjoying. Do an entire post just on that. My inner foodie hungers. Elsewhere this weekend, Jim Sterling starts Doorways on Now...
The Daily Hotness photo
The Daily Hotness

The Daily Hotness: Bohemian Gravity


Check out everything Destructoid did today
Sep 20
// Tony Ponce
You could spend many years in grad school accruing massive amounts of debt to earn a master's degree in quantum physics. Or you could watch an a cappella parody of "Bohemian Rhapsody" that condenses all the material in six m...
Uh-oh, SpaghettiOs photo
Uh-oh, SpaghettiOs

Mario SpaghettiOs!? Are we back in the 80s!?


Wash it down with some Hi-C Ecto Cooler
Sep 18
// Tony Ponce
I thought this was a joke. It's not a joke. Campbell's has partnered with Nintendo to release Mario-branded SpaghettiOs. Why, yes, it is the year 2013. Back in the late 80s and early 90s, you couldn't toss a penny down a supe...
Videri String Quartet photo
Videri String Quartet

Videri String Quartet plays game music with class


Debut album Portals covers Journey, Skyward Sword, Kingdom Hearts II, and more
Sep 18
// Tony Ponce
Do you like you game arrangements to have a flair for the classical? Then check out Videri String Quartet, a four-piece string cover band ready to dazzle you with their sensible covers of classic game tunes. After receiving ...
Shantae photo
Shantae

Inti Creates contributing art to both new Shantae games


Pirate's Curse and Half-Genie Hero receive a 'mighty' touch
Sep 17
// Tony Ponce
We all owe WayForward an apology. We haven't been paying the Kickstarter for Shantae: Half-Genie Hero much attention because Mighty No. 9 gobbled up everyone's focus. I knew weeks in advance that WayForward was planning to la...
Mega Man music photo
Mega Man music

Mega Man is getting two more anniversary albums


Capcom-sponsored albums by OverClocked ReMix and Sumthing Else Music Works
Sep 17
// Tony Ponce
As excited as everyone is to watch the Mighty No. 9 train roll on through, there are still some admittedly cool -- and admittedly non-game -- things coming down the Mega Man pipeline. Capcom has commissioned another pair of 2...
Mighty No. 9 photo
$2,200,000 in the bank, son!
You better believe I've had my eyeballs on the Mighty No. 9 Kickstarter like a vulture. I wanted to spread the news as soon as the console port goal was finally cleared. That's right! Mere minutes ago, the donation amount cro...

Gotta Catch 'Em All photo
Gotta Catch 'Em All

Start hunting! Pokemon's 'Gotta Catch 'Em All' event


Big Poke Balls! Big prizes! I love it!
Sep 16
// Tony Ponce
Pokémon X / Y launches on October 12, so to psych players up, The Pokémon Company is running a fun little event from now until the launch date. On Destructoid and several other sites across the net, you'll find...
AVGN Adventures photo
AVGN Adventures

AVGN Adventures diarrhea dumps on Steam on September 23


Console versions will have to wait until next year
Sep 16
// Tony Ponce
I got to play an improved build of Angry Video Game Nerd Adventures at PAX this year, and I can reaffirm that it's going to be one hell of a challenge for those in dire need of classic "Nintendo hard" platforming. It's pure e...
Archie Mega Man photo
Archie Mega Man

Archie Mega Man vs. Bad Box Art Mega Man


Mega Man #33 variant cover is the dream fight
Sep 16
// Tony Ponce
Archie has released the cover art for Mega Man #33, which immediately follows the "Blackout: The Curse of Ra Moon" arc currently running. What's amazing is not the regular newsstand cover but the variant, featuring the infamo...
The Weekend Hotness photo
The Weekend Hotness

The Weekend Hotness: Mighty Matsumae


Check out everything Destructoid did today
Sep 15
// Tony Ponce
Over a week ago, the Mighty No. 9 Kickstarter teased a short preview of composer Manami Matsumae playing the game's theme on piano. It was all to hype up the interview above, in which Miss "Chanchacorin" talks about her time...
World 1-2: Encore photo
World 1-2: Encore

World 1-2: Encore offers more world-class game arranges


Follow-up to the amazing composer collab World 1-2
Sep 15
// Tony Ponce
World 1-2 was pretty amazing. If you didn't snatch it up when it was first released, do realize that you have been missing out on a masterful collaboration of professional game composers and enthusiast arrangers, with contrib...
Aladdin photo
Aladdin

Make way for DLC!


I can show you the world...
Sep 15
// Tony Ponce
OH MY GOD! I am dying, you guys! I'm dead! This isn't the only parody that YouTuber SMNtoob slapped together (OH SNAP! It was our own Genki-JAM the whole time! Why didn't I read the video descriptions more carefully?). He's got a Mulan one from last month. I don't even mind the bad signing, 'cause this sh*t is golden! Make Way For DLC! - An Aladdin Parody [YouTube via NeoGAF]

Nintendo eShop: A work in progress

Sep 14 // Tony Ponce
Armikrog - Pencil Test Studios Even the most casual gaming news reader understands that Wii U has been lacking in new retail game announcements. Publishers realize that software sales on the platform have been poor, so they've opted to withhold software support until Nintendo can build a sizable install base. But Wii U can't build a sizable install base unless it has solid software support -- quite the pickle, no? On the other hand, smaller independent studios are a lot more willing to take risks with Wii U. Adelman explained, "I think indie developers by their very nature are open to taking risks. They don't have big shareholder communities that they have to answer to, it's really trying something new and taking the path less taken." To that end, Nintendo has tried to lower the entry barriers in a number of ways, namely through Nintendo Web Framework and a special Unity deal. Though he's discussed both in past, Adelman restated the company's mission with these initiatives: "Nintendo Web Framework allows things like HTML5 and Javascript development, which I really think the big bonus there is just in terms of rapid prototyping and being able to take advantage of the features of the Wii U and seeing like what kinds of new gameplay mechanics you can do with that." As for Unity, "Normally, you have to pay twice. You have to buy Unity Pro, and then once you ship a game, you have to pay for a license to ship for the different platforms, so we did a deal with Unity so they can get the development tools for free and they don't have to pay any license fees. Really trying to make sure that their break-even point, the financial risk should be so minimal that, you know, why wouldn't they just bring it out to as many platforms as possible?" Q.U.B.E. - Toxic Games Nintendo is new to such an open environment, so many devs may still be unaware of the benefits of publishing on the eShop. This is where Baker chimed in: "Really our focus is, like Dan said, on education to the development community, to let them know that it's easier than ever before to develop content for Nintendo platforms." Roughly 80% of Wii Us thus far have connected to the Internet. That may not seem like much when you factor that fewer than four million consoles are out in the wild, but the percentage is still significant enough to make releasing digital-only titles an extremely viable strategy. Nonetheless, we aren't quite at a stage where digital games have as much mainstream appeal as boxed titles. "That's kind of my personal mission in life these days," Adelman stated. "If you talk to someone outside of the gaming industry, someone who doesn't necessarily follow [or] read all the blogs and keep up with the latest news, a lot of them are really unaware of a lot of these games. They've never heard of them, don't know that they even exist. So right now, it's a little bit of a niche audience of people who follow all of these games. "But I'm personally convinced that if you get these games into people's hands and they try them, they'll be shocked. They'll be surprised at how good these games are and say, 'I had no idea you could get these amazing games for $15, $20, $10 sometimes.' So I spend all of my time playing indie games; frankly, it's been a while since I played a full retail game just because there's so much great stuff out there. That probably says more about me than it does about anything else." Teslagrad - Rain Games Before he started working for Nintendo, Adelman helped launch Xbox Live Arcade on the original Xbox. You may think Nintendo hired him for that experience, but that wasn't the case. "It's more coincidental than anything else. I don't think Nintendo hired me because of that experience working on XBLA, because when I worked on XBLA, it was before it was a well-known brand anyway. That was back when it was on the launcher disc bundled with different games." Nonetheless, that time spent with Microsoft clued him on the direction digital console software ought to follow: "The main thing that I think that experience demonstrated to me -- and really just getting WiiWare started -- was there was this natural inclination when you start a digital distribution platform especially back then that it was, well, what digital games are out there? It was casual games, which are great -- match-three games and puzzle games -- but it seemed like a lot of those were very similar to each other. There were a lot of clones of, you know, if there was a popular game, immediately five clones of it. I always suspected that there's got to be a lot more you could do with digital distribution and a lot more variety of content." As he shared earlier in the interview, Adelman only really plays indie games these days. Not because big games don't have a place, but because he admires the passion and exuberance found in smaller communities. "I remember my first Indie Games Summit at GDC about seven years ago, and it was a small room with folding chairs, and some people were talking about some new little fragment of a game mechanic that they were just working on and playing around with. And I thought, these are my people! These are the guys that I've been looking for!" The big elephant in the room is, of course, Nintendo's lack of a unified account system. You've all undoubtedly read mountains of comments on this and other sites from users who refuse to make any digital purchases on Nintendo platforms until this glaring issue gets solved. Though this matter isn't under Adelman or Baker's direct control, I had to ask if there have been any new developments in recent months. Two Brothers - Ackk Studios The response was disappointing, as you might have guessed, but Adelman at least tried to offer some ray of hope. "We don't have anything new to announce, unfortunately, other than we've definitely heard that feedback many times from both inside and outside the company. It's definitely something that we're very much aware of. All development for the infrastructure really happens out of Japan, so we've kind of communicated this need in the market, and they're very much aware of it and working towards really just always improving the eShop." Curiously, developers themselves don't have as much of an issue with the current account structure. He continued, "In terms of how developers or consumers are impacted by it, I've definitely read a lot of frustrations from consumers. I actually haven't heard it too much from developers -- it just doesn't come up as much in conversation, or if it does come up, it's usually from a standpoint of them also being a consumer as well as a developer. But I have never heard a developer say, 'I'm interested in making games for the eShop, but because of this account system, I really don't feel comfortable doing that.' That hasn't seemed to be a barrier at this point." Long story short, Nintendo is aware of matters and is doing things its own way. But we already knew that. What I took from this interview was just how closely to its chest Nintendo likes to hold its cards. It's quite incredible to see that play out in person after reading countless other interviews and watching major figures like CEO Satoru Iwata and NoA president Reggie Fils-Aime ask for our patience and forgiveness during Nintendo Direct video streams. That's just the kind of company Nintendo is, for better or worse. Hey! There's a big Wii U update coming soon, so hopefully we'll see serious changes soon.
Wii U eShop interview photo
NoA's Dan Adelman and Damon Baker lay out Nintendo's digital plans
As we creep towards the one-year anniversary of Wii U's launch, players are readying themselves for the second-generation lineup of games that will hopefully make up for the rather dull spring and summer months. But with upco...

Gunstar Heroes photo
Gunstar Heroes

Celebrate 20 years of Gunstar Heroes with OC ReMix


Be Agressive! is the latest OCR tribute album
Sep 14
// Tony Ponce
Treasure knows how to make some f*ckin' games. That's an undisputed fact. And one of the best Treasure games is of course Gunstar Heroes on SEGA Genesis. Did you know it just celebrated its 20th anniversary this past Monday?...
Mega Man art photo
Mega Man art

This is the big one, guys: Orioto's Mega Man fresco


It's like it was made just for me
Sep 14
// Tony Ponce
I knew it would happen eventually. It was inevitable. Now my wallet is starting to get very antsy. To bring you up to speed, digital artist Mikaël "Orioto" Aguirre has been whipping up tasteful spreads of games like Fina...
The Daily Hotness photo
The Daily Hotness

The Daily Hotness: Best of luck, Max and Tara


Check out everything Destructoid did today
Sep 13
// Tony Ponce
["Destructoid - Max Scoville vs Tara Long" by LegionWings] No snark remarks from me today. I'm just here to wish two very talented people the best of luck in their careers. I met Max and Tara for the first time during E3 2011...

Mega Man #29 sample pages and miniature anime conventions

Sep 10 // Tony Ponce
As with "Worlds Collide" Act 2 artist Tracy Yardley!, Cavallaro was not familiar with the Mega Man mythos prior to joining the team. Of course, the best artist does his or her best to catch up on the material, getting a feel for the character relationships and subtle complexity. "I also noticed there's a LOT of Mega Man artwork out there," he said in reference to the Mega Man fan art and Japanese Rockman manga scans that he stumbled upon during his research, "and there are numerous stylistic differences that don't necessarily overlap, so I stick to Archie's version because that's what's pertinent here." Osamu Tezuka's Astro Boy naturally came up when discussing other non-Mega Man robot comics, which led to an unrelated yet fun anecdote about anime and manga fandom from decades past. "I was traveling hours away from home to go to manga and anime conventions in the early 80s -- that's almost 30 years ago! Back then, a so-called anime 'convention' took place in a room the size of my kitchen on a side-street in Philadelphia or NYC. There'd be maybe 10-20 people milling around, tops, maybe one guy in a homemade Star Blazers uniform, and the only things to buy were very grainy fourth-generation VHS bootlegs. There was no Internet, and this stuff was incredibly hard to find." I can personally vouch for such a story, having purchased my share of boots from very shady mall vendor carts as a young 'un. Doesn't have much to do with Mega Man, but I always enjoy looking back at how much has changed in the celebration of our hobbies. Check out sample pages of MM#29 in the gallery below, along with promo pieces showcasing Cavallaro's line art from the rest of the arc. The issue will go sale in shops starting tomorrow.
Archie Mega Man photo
A brief chat with new Mega Man comic penciller, Mike Cavallaro
With Archie Mega Man #29, the "Blackout: The Curse of Ra Moon" arc has officially begun. All the world's technology has been disabled by an EMP wave, causing untold collateral damage that could take years to recover from. Meg...

The Weekend Hotness photo
The Weekend Hotness

The Weekend Hotness: Wings of Freedom, baby


Check out everything Destructoid did today
Sep 08
// Tony Ponce
Well, f*ck me. So many people were talking up Attack on Titan at PAX that I had to jump on that bizniz when I returned home. I just got finished watching all the episodes up through yesterday, then I blazed through the manga...
Angry Video Game Nerd photo
Angry Video Game Nerd

AVGN braves the unholy tide of Tiger LCD games


Attack on Tiger
Sep 08
// Tony Ponce
I knew this day would come. The Angry Video Game Nerd made a video about Tiger's line of LCD handheld games. I've warned you all about the horrors of these infernal contraptions. I even pointed you in the direction of an onl...
Mighty No. 9 photo
Mighty No. 9

Rock and piano covers of the Mighty No. 9 theme


Since we can't call him 'Blue Bomber,' how about 'Mighty Mauler'?
Sep 07
// Tony Ponce
Is anyone else playing and replaying the Mighty No. 9 Kickstarter video and jamming out to the theme song? Because that is totally what I'm doing. It's so great to hear Mega Man 1 composer Manami Matsumae hard at work again,...






Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Why were we all put on this earth, and where are the best tacos?
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -