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Sterling in We Happy Few photo
Sterling in We Happy Few

Jim Sterling doing voice work for Compulsion's We Happy Few


Thank Joy for him
Jul 18
// Darren Nakamura
ScrewAttack Gaming Convention is going on right now, and some news relevant to longtime Destructoid readers has come out of it. Our old pal Jim Sterling put on Jimquisition Live there, and he made a few announcements during t...
Game of Thrones trailer photo
Game of Thrones trailer

Telltale's Game of Thrones Episode Five: A Nest of Vipers trailer ramps up


The calm before the storm (of swords)
Jul 16
// Darren Nakamura
From that trailer, A Nest of Vipers seems like a perfect title for this episode. The question is: which character is in the nest? Asher finds himself in a pit fight (presumably to the death), Gared is north of The Wall in Wi...

Review: Worms World Party Remastered

Jul 16 // Darren Nakamura
Worms World Party Remastered (PC)Developer: Team17 Digital Ltd.Publisher: Team17 Digital Ltd.Released: July 16, 2015MSRP: $14.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit The trailer below does a good job summarizing what is new in this remastered version. Resolution can now go as high as 1920x1080. Sound effects have been updated. Controller support is in for those who are more familiar with the console versions. Steam features like leaderboards, achievements, and trading cards are all here. While those are all welcome additions, some feel half-baked or manifest in unexpected ways. The Steam integration is a little wonky, since the default screenshot button is F12, which is used in game to select the "Skip Go" and "Surrender" actions. These don't come up frequently and there are ways around it, but I have already taken a few errant screenshots because of it. It goes the other way too; intentionally taking a screenshot will inadvertently bring up the actions. When it happens (or when any Steam notification comes up), the notification window covers a good chunk of the bottom right corner of the screen, where wind velocity and weapon information live. More jarring is the visual upgrade. While the battles (the parts that matter most) can now be viewed in 1080p, the title screen and menus are still their old, fuzzy, 4:3 selves. It isn't a huge problem, but it's a strange first impression to go into a game expecting a clean presentation and be met with pixelated opening screens pulled straight from the year 2001. [embed]295986:59506:0[/embed] In battle, the resolution increase works as it always had: instead of sharpening up the graphics and textures it presents a larger field of view. In other words, each worm, sheep, and banana bomb maintains the same sprites and animations, but the camera is zoomed out so everything appears smaller. Functionally, this is a welcome improvement. Taking long shots and planning big moves (especially the twitch action of the Ninja Rope) are easier with the entire level in view. Calling down an Armageddon and seeing every meteorite hit is a delight. Aesthetically, it doesn't feel like a remaster at all. Eschewing the 3D elements found in Worms Revolution, the looks of these worms and environments are the classic 2D versions, unchanged since 1997's Worms 2, only now we can see more of them at a time. By and large, this is the same game that released in 2001. Play as a team of well-armed worms. Use an array of conventional (bazooka, grenade, shotgun) and unconventional (banana bomb, flying sheep, old woman) weapons to blow up, maim, drown, and otherwise murder the other team. Part turn-based strategy, part action platforming, part artillery game. For many, just being the same game as before is enough. After all, Worms is an institution in gaming for a reason. Still, there are some design elements that betray how dated Worms World Party is. In addition to being ugly, the menus aren't intuitive. Some require a single click to enter, others a double click. Most are represented by images that aren't self-explanatory. After setting up a custom game type so I could practice with the Ninja Rope, I couldn't figure out how to set indestructible terrain. The campaign is a collection of unconnected scenarios. Some are clever and some teach players a new technique or idea, but there isn't much of an impetus to do any of them. Worse, the mission descriptions are often obtuse or incomplete, forcing players to play and replay missions just to understand them or to know what "surprise" pops up halfway through. This is exacerbated by a lack of a way to quickly restart; a failed attempt results in players being kicked back to the menu, forced to click through a text box and to restart the mission, and made to wait for it to load up again. At the very least, load times are quick now that the game isn't disc-based. The merit system is also never explicitly explained, so new players might be confused why a sloppy, "by the skin of their teeth" run might net a gold medal and an expert, no damage run might only be worth a bronze. It's a simple system once you know (it has to do with the number of attempts since the last victory), but it isn't ever spelled out. Worms World Party does this a lot. It assumes players already know what they're doing, which made sense when it first released on the heels of Armageddon but is less welcoming today for new players (or rusty ones like me). Of course, the main selling point of a Worms game is the multiplayer. With six-team local or online action and a bevy of options to tinker with, this does what it needs to do. I did log onto WormNET prior to launch and found exactly zero others online. This will live and die with its community, so we'll keep watching post-launch to see if it's thriving or withering. Worms World Party Remastered might be the go-to PC Worms experience for hardcore fans of the series with a taste for nostalgia. It definitely doesn't serve as a good place to get started for those who might want to try the series out. While it looks a little shinier than it used to, it still doesn't look new, and it certainly doesn't play like a modern game. [This review is based on a retail build of the game provided by the publisher.]
Worms World Party review photo
Dig in
Worms World Party has always been a divisive entry in the long-running series. Released as a followup to the almost universally lauded Worms Armageddon, some viewed it as a welcome refinement to a great game while others saw ...

Chime Sharp photo
Chime Sharp

Chime sequel Kickstarter has already hit its goal


Looking sharp
Jul 15
// Darren Nakamura
I mostly remember Chime as a game that had one super easy achievement worth 50 Gamerscore. It did a thing where proceeds went toward charity, so just buying the game was enough of an achievement, I guess. I was pretty bad at...
This War of Mine mobile photo
This War of Mine mobile

This War of Mine now available on Android and iOS tablets


Take this war with you
Jul 15
// Darren Nakamura
Released late last year for PC, This War of Mine provided a thoughtful perspective on war in a video game. Rather than focusing on the glory of battle and how cool it feels to land a headshot on a bad dude, it looks at the l...
Crashlands photo
Crashlands

Building, crafting, crashing, and laughing in Crashlands


I am a poet
Jul 14
// Darren Nakamura
I'm fighting the urge to do the lazy blogger "if X and Y had a baby" thing, but I don't know if I can help myself. Crashlands looks like what would happen if The Behemoth (BattleBlock Theater) were to develop Klei Entertainm...
Tony Hawk trailer photo
Tony Hawk trailer

Tony Hawk's Pro Skater 5 trailer darkslides a powerline


Pop shove-it into your eyeholes
Jul 13
// Darren Nakamura
Yep, that looks like a Tony Hawk game all right. There are highly technical tricks on absurdly dangerous terrain. Grinding that increases speed instead of decreasing it. Just the right amount of jank in aerial maneuvers, as ...
Family Man photo
Family Man

Suffer through economic recession in indie RPG Family Man


Capers, please
Jul 13
// Darren Nakamura
Papers, Please released a couple years ago, but it struck a chord with many who played it. One of the most discussed elements was the decision-making process between doing what is right and doing what is necessary. First-per...
Crypt of the NecroDancer photo
Crypt of the NecroDancer

Crypt of the NecroDancer headed to PS4 and Vita


Dance Dance PlayStation
Jul 10
// Darren Nakamura
Well this is nice. Previously available only for Linux, Mac, and Windows, Crypt of the NecroDancer is now on its way to PlayStation 4 and PlayStation Vita. Brace Yourself Games' community manager Heather Wilson made the annou...
Rainbow Six Siege trailer photo
Rainbow Six Siege trailer

Meet the GIGN in this Rainbow Six Siege trailer


Along with some counterterrorist magic
Jul 10
// Darren Nakamura
Ever since the days of Counter-Strike 1.6, I have pronounced GIGN as an acronym rather than as an initialism ("giggen" instead of "G-I-G-N"). I know it's wrong, but it has always made me smile for some reason. Smiling is nic...
Forum Werewolf photo
Forum Werewolf

Destructoid forum Werewolf: The Last of Us edition


Fear the Fireflies
Jul 09
// Darren Nakamura
Over on the Destructoid forums, there is a tradition that began years ago and still continues to this day. We play Werewolf. For those unfamiliar, it's a social deduction game in which a small team with a lot of information i...
Randy Pitchford tweet photo
Randy Pitchford tweet

Celebrating one year since Randy Pitchford's incomprehensible Battleborn tweet


The gift that keeps on giving
Jul 08
// Darren Nakamura
Once more, with feeling! One year ago, Gearbox announced Battleborn, which sounds pretty cool on its own, I guess. But a regular announcement wasn't enough. Not for Gearbox president Randy Pitchford. He had to tell us exactl...
Planet Alpha 31 photo
Planet Alpha 31

Planet Alpha 31 has a fat buzzsaw robot


I missed the first 30 Planet Alpha games
Jul 08
// Darren Nakamura
These days it's pretty common to hear about a developer moving from working on AAA games into the indie space. Planet Alpha 31's Adrian Lazar is another example of that. After working at studios like Gameloft and IO Interact...
The Peanuts Movie game photo
The Peanuts Movie game

Activision publishing companion game to this year's Peanuts Movie


Snoopy and Woodstock cooperate
Jul 08
// Darren Nakamura
Those trailers for The Peanuts Movie are pretty dang cute. It's neat to see the computer models and animation done in the style of the old cartoons. The movie will show up in theaters on November 6. In a move hearkening back...

Review: 0rbitalis

Jul 07 // Darren Nakamura
0rbitalis (Mac, PC [reviewed])Developer: Alan ZucconiPublisher: MastertronicMSRP: $9.99Release Date: May 28, 2015 0rbitalis starts off with a simple goal: keep the probe from hitting a star or a planet for a set period of time. Generally, this can be achieved by finding just the right launch conditions to get the missile into a stable orbit. Soon after teaching that basic rule of thumb, it puts out levels in which stability is impossible and the surest course can be one with dangerous fly-bys and slingshot maneuvers, smashing into the surface of a star just moments after the timer runs down. That's just the first set of levels. Each set has only about five levels in it, with a progression that goes from introduction to experimentation to display of mastery quickly. Some levels can take a lot of time to complete as a result of their difficulty, but pacing is fast in terms of the number of conceptual tweaks. Long before a single idea feels played out, the next one is ushered in. [embed]293514:58888:0[/embed] These ideas can sound mundane, like having planets move along fixed paths, or they can sound fantastical, like anti-stars made of antimatter that produce antigravity fields. Either way, they bring something new to puzzle over. Other notable tweaks featured in certain level sets are pulsars whose gravitational pulls are variable over time, multiple star systems, and multiple rockets launching simultaneously from different locations. One major gameplay tweak comes with a total shift in goals. In certain levels there is a demarcated zone and the object is to spend a certain amount of time in the zone. Rather than surviving for as long as possible, the goal is to finish as quickly as possible. Instead of searching for a smooth orbit, the ideal solution often involves a high-power shot meant to break free and end once it has achieved its purpose. Personally, I prefer the more relaxed feel of the "survive as long as possible" levels. Since player interaction ends at the moment of the launch, there is a fair amount of downtime when the player isn't strictly doing anything other than watching the probe and predicting its path. That aspect in itself is almost a zen experience. With a mellow atmospheric music backing and a film grain filter over the simple geometric shapes, it's easy to be lulled into an almost catatonic state. I sat around just watching one orbit for about five minutes and it felt like it was only about thirty seconds. The visual effects work toward this as well. The subtle glow of space debris is calming, but the most striking effect is the trail following the probe. It fades slowly, so a long run over an interesting path creates an image reminiscent of those produced by a Spirograph. 0rbitalis has built-in screenshot functionality (in addition to Steam's), presumably because a good shot can result in some beautiful minimalist art. On the surface, 0rbitalis is a competent puzzle game with a simple central mechanic. It explores many facets with modifications and additions to that mechanic, and each new idea changes up gameplay enough that it never feels like its retreading ground. That's how one could describe 0rbitalis, but that doesn't really convey it. Finding the right groove and reaching a hypnotic state, that's 0rbitalis at its best. Fire a shot, have it smash into an asteroid. Fire another, have it slingshot off into deep space. Fire another, then contemplate the nature of the universe as it bends and loops around for minutes at a time, leaving behind a trail of where it has been. [This review is based on a retail build of the game provided by the publisher.]
0rbitalis review photo
Hypn0tizing
A lot of ideas come out of the 48-hour game jam Ludum Dare, but only a small handful of them gain any appreciable notoriety past that. Every now and then a submission will get enough attention that its creators decide to deve...

A Mini Falafel Adventure photo
A Mini Falafel Adventure

Freeware metroidvania A Mini Falafel Adventure playable now


Get that Game Boy aesthetic
Jul 07
// Darren Nakamura
Look, we're all still a little peeved that Nintendo has neglected to make a 2D Metroid game in more than 10 years. However, while Nintendo has consistently jilted its Samus fans, we have been spoiled for choice in terms of o...
Super Impossible Road photo
Super Impossible Road

Super Impossible Road is the Mario Kart 64 Rainbow Road shortcut over and over


Coming to PlayStation 4
Jul 07
// Darren Nakamura
Mario Kart 64. Rainbow Road. Lakitu flashes the green light. The kart gets a boost of speed due to a well-timed acceleration. The track starts to curve down. The driver careens to the left and floats off into space. If done ...
Myriad on PlayStation photo
Myriad on PlayStation

Stark, trippy shooter Myriad also heading to PS4 and Vita


Another baffling press release, too
Jul 07
// Darren Nakamura
Earlier this year I was impressed by several parts of Myriad. The first was its use of bold colors and hard edges. The second was its unique mechanical take on the twin-stick shooter genre. The third was its head-scratchingl...
Renoir Kickstarter photo
Renoir Kickstarter

Noir puzzle platformer Renoir on Kickstarter


Now with gameplay footage
Jul 02
// Darren Nakamura
A few months back we got our first look at Renoir and I expressed some cautious optimism since the film noir genre is underused in games but the reveal trailer had no information on gameplay past the puzzle-platformer genre ...
Card Hunter on Steam photo
Card Hunter on Steam

Browser-based tactical card RPG Card Hunter headed to Steam


New expansion coming soon too
Jul 02
// Darren Nakamura
Somehow I have missed out on Card Hunter for the past couple years. It released in 2013 and Destructoid's reviews patriarch Chris Carter loved it. I don't know how it wasn't on my radar; it has a lot going for it I'm into. I...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Humble Borderlands Bundle adds more DLC


Claptrap and Headhunter DLC
Jul 01
// Darren Nakamura
Last week, Humble and Gearbox announced the Humble Borderlands Bundle, featuring Borderlands, Borderlands 2, a coupon for 75 percent off Borderlands: The Pre-Sequel, and a big chunk of downloadable content for the first two g...
Video games on Fallon photo
Video games on Fallon

The Tonight Show's (lack of) video game coverage has been disappointing


Show some Fallout, Fallon
Jun 30
// Darren Nakamura
I have been a fan of Jimmy Fallon for a long time now. I used to have to qualify that statement with something like, "I know it's not cool, but..." These days it's a lot more acceptable to enjoy his playful take on late night...
Team Fortress Spla2n photo
Team Fortress Spla2n

Splatoon's Turf War now modded into Team Fortress 2


Team Fortress Spla2n
Jun 30
// Darren Nakamura
You're a squid now, you're a Demoman now. It might be missing the same ring to it, but that's what's going on in this Team Fortress 2 mod. Two teams of four face off to paint the environment and splat one another. Admittedly...
Uncle Jack photo
Uncle Jack

Let We Happy Few's Uncle Jack tuck you into bed tonight


Definitely not creepy
Jun 26
// Darren Nakamura
It's getting late. Have you applied the minty paste to the exposed part of your skeleton? If so, let good old Uncle Jack read you a bedtime story. It will be fun! You won't have nightmares. Probably. One of the neat things a...
Ink photo
Ink

Ink is like Super Meat Boy if Meat Boy's blood were a rainbow


And if the environment were invisible
Jun 26
// Darren Nakamura
Today is a good day to celebrate rainbows, eh? I mean, every day is a good day to celebrate rainbows, and even if that weren't the case, I'd still highlight Super 91 Studios' Ink. It started as an entry to Ludum Dare 32, who...
Dad Beat Dads photo
Dad Beat Dads

Belated Father's Day: Throw babies in Dad Beat Dads


My dad could beat up your dad
Jun 26
// Darren Nakamura
True story: my dad used to be quite the brawler. At a stocky 5'5" (165 cm), he was often underestimated. What he lacks in height and reach he makes up for in tenacity. What I'm trying to say is that I'm pretty sure my dad co...
Battleborn demo video photo
Battleborn demo video

Watch 23 minutes of Battleborn footage from E3


Dibs on Miko
Jun 26
// Darren Nakamura
Jordan got some hands-on time with Battleborn at E3, and while his write up does a good job of laying down the basics, sometimes it's helpful to see a video in order to really get how a game plays. Now us poor, decrepit non-...
Borderlands screenshots photo
Borderlands screenshots

Tales from the Borderlands: Catch a Ride screenshots, we got 'em


Catch a screeeeeeeeeen!
Jun 23
// Darren Nakamura
Tales from the Borderlands: Catch a Ride is out today, and it continues the excellence the series has been known for thus far. As I normally do while playing through Telltale titles, I had my finger firmly planted on the F12 ...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Borderlands headlines the current Humble Bundle


A good entry point for newbies
Jun 23
// Darren Nakamura
Today is just a Borderlands day, it would seem. Not only did the third episode of the stellar Tales from the Borderlands release today, but now we have word that the mainline loot-shooters will be doing the whole Humble Bund...

Review: Tales from the Borderlands: Catch a Ride

Jun 23 // Darren Nakamura
Tales from the Borderlands: Catch a Ride (iOS, Mac, PC [reviewed], PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: June 23, 2015 (Mac, PC)MSRP: $4.99, $24.99 (Season Pass)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit [Editor's note: there will be no major spoilers present for the episode reviewed here, but events in previous episodes may be discussed.] When we last saw Fiona and Rhys, the duo had just constructed the Gortys Project while Vaughn and Sasha were being held hostage. Atlas Mugged ended with a significant Telltale choice for Rhys to make: trust Fiona in her ability to improvise the situation or trust the shadow of Handsome Jack residing in his own cybernetic head. Though the decision was given a lot of weight, the episode concluded before we got to see much of an effect. As it turns out, the opening sequence to Catch a Ride plays out quite differently depending on which option was selected earlier. It's enough of a difference that along with the review code, Telltale sent a message imploring me to play through the episode twice in order to see just how far-reaching the consequences are. The differences are there, and they persist until about the third act, but at that point the two branches sort of homogenize together. Without giving away too much, trusting Handsome Jack unlocks the help of three characters who aren't necessarily available to those who instead trusted Fiona. However, by the end, all three are out of the picture one way or another, despite that they could have been particularly useful. [embed]294552:59205:0[/embed] It shouldn't come as a surprise to anybody who has played a Telltale game in the past few years that the overall narrative threads all begin and end in the same place, but Catch a Ride does feel like an improvement in that regard, if only slightly. Though the player cannot really affect how the story ends, certain scenes play out differently enough to warrant another look. One silly change I appreciated was that Rhys's Echo Eye ability is corrupted if he lets Jack into his systems. Instead of the dry humor found in the default descriptions, Jack inserts his own brand of over-the-top musings. I do wish this idea were taken further; there is a section in which Rhys has to hack a computer and having a digitized version of Handsome Jack ought to have helped in that situation. Fiona also goes through some questionable design territory with her abilities. Where her sleeve gun was previously limited, providing the possibility for interesting choices, its power is unlocked in the episode. It nullifies the opportunity cost that piqued my interest in Atlas Mugged; when I spent that incendiary bullet singing Finch's hair off in the second episode, I thought that would be the last time. Now it almost feels like Telltale is trying to set Fiona up to be a proper Vault Hunter in Borderlands 3. While on the one hand it will definitely be cool to see Telltale's original characters in Gearbox's next effort in the main series, it would detract from her uniqueness as a smooth-talking con artist were she to become another gunslinging badass. Speaking of characters, we do get a few new cameos from the main series here, although their inclusion feels a bit like fan service. After playing through twice, I'm still not quite sure why they were there, but it could very well be something that is planned to be explained in the future. As it stands, they show up, say some funny lines, do some outrageously violent things, and advance the story in a way, but their motivation isn't clear. That is a relatively minor complaint, especially considering the best thing Catch a Ride has going for it is one of the new characters. Gortys turns out to be a friendly robot and she easily has some of the best lines in the episode. With the personality of an earnest young child, she feels so out of place in the dark wastelands of Pandora that I couldn't help but be charmed. Everybody on the planet is gruff, insane, murderous, jaded, or at least sarcastic that having one character who is none of those is just perfect. Some of Gortys's lines tap lightly on the fourth wall; those are worth a lasting grin. There is one scene of hers in particular that had me laughing heartily, both times I played through. Even knowing it was coming, the setup and delivery were so on point that it killed. Ashley Johnson's voice work was perfect for the role. I don't know how this story ends, but I hope Gortys survives the ordeal in one way or another, because Borderlands needs to keep that character around. It may seem like a lot of my thoughts on Catch a Ride are negative, but they are minor quibbles in the grand scheme. Though I'm a little disappointed the two protagonists aren't using their unique skills as much as they did in the first episode, the story they team up to tell is still completely engrossing. The writing is as sharp as ever, with plenty of laugh-out-loud moments. The end of the episode has just the right amount of cliffhanger to it. Tales from the Borderlands: Catch a Ride feels like a complete chapter in the story, but now I have a rough idea for what to expect in the next two episodes. With that narrative skeleton in mind, I am looking forward to watching the rest of the series play out now more than ever. [This review is based on a retail build of the game provided by the publisher.] Tales from the Borderlands: Atlas Mugged (iOS, Mac, PC [reviewed], PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: March 17, 2015 (Mac, PC)MSRP: $4.99, $24.99 (Season Pass)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit
Telltale Borderlands photo
Worth the fare
[Disclosure: Anthony Burch, who consulted on the story for Tales from the Borderlands, was previously employed at Destructoid. As always, no relationships, personal or professional, were factored into the review.] Ever s...


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