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Review: The Red Star (iPhone) photo
Review: The Red Star (iPhone)
by Sean Carey

Proof that Obama’s socialist agenda is progressing unchecked, a port of 2007’s under-exposed hardcore PS2 title The Red Star made its debut in the App Store this past month. Sourced from the graphic novel of the same name, the game is set in a futuristic Soviet Russia where technology and magic both exist. Part side-scrolling beat-em-up, part top-down bullet hell, the original was praised for forcing varied play and for maintaining a steep challenge.

This port looks absolutely stunning; games like this and Chaos Rings are showing that developers are finally beginning to learn how to successfully leverage the iPhone hardware for graphics. Featuring melee, ranged, defense, and magic functions, the iPhone version requires the same amount of strategic consideration as its progenitor, and the difficulty is still through the roof.

Regretfully, as good as this game looks on the iPhone, it plays badly in equal measure. 

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Pipe dreams: Real choice and consequences photo
Pipe dreams: Real choice and consequences
by Sean Carey

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

There's this game in the back of my head that I've always wanted to play. It's full of choice and causality in infinite variations, and decisions have true ramifications that ripple and manifest for the remainder of the game. In it, a player can interact with other characters any way they want, and the characters will respond organically; the nature and consistency of your approach to them results in dynamic relationships being forged over time, for good or for ill.

I think the desire for this non-existent game first began back when I was playing both tabletop RPGs and videogames consistently. Dungeons and Dragons gave the potential for infinite variety, but the group I played with only cared about hack and slash, which defeated the purpose for me. I didn't want my experience to have to depend on another player, and it also lacked the visceral involvement of controller-based gameplay. On the other hand, videogames gave me control, but the choices and consequences were woefully limited by comparison.

Time goes on and still I dream of this game that combines the myriad freedoms and authentic interactions of tabletop gaming with the single-player immersion and immediacy of feedback that only a well-crafted video game can provide. Wish as I might, I still have to face the facts: it's a pipe dream. Real choice and consequence will never exist in videogames as we know them. 

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The HR Helper: How to fire a gamer photo
The HR Helper: How to fire a gamer
by Sean Carey

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

Don't fret, The HR Helper is here to make it all right! We've collected best practices from around the business world to help you trim the fat from your talent pool; don't settle for sub-par performance and geeky Joss Whedon references in the break room.

This month's tip comes to us from World Wide Widgets, Inc. of Philadelphia, PA. Their method for removing pesky controller jockeys from their ranks is efficient, effective, and shrewd. Once we read it, we here at The HR Helper just couldn't wait to share it with you. We hope the case study below helps you to help those undesirable elements in your workforce to finally reach their kill screen! 

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4:00 PM on 05.19.2010

Competitive online gaming still hasn't crawled out of the MUD

Modern competitive online multiplayer gaming is in many significant ways unrecognizable, when compared to its ancestors. In the 30+ years since the pre-internet days of its infancy, it has changed so dramatically that it a...

Sean Carey

4:00 PM on 05.03.2010

A little love for baby steps

Humans tend to perceive progression mostly in terms of notable milestones. As we age, we don't register the minute changes in our skin, our muscles, or our metabolism even though we see ourselves in great detail on a const...

Sean Carey

4:00 PM on 04.14.2010

All the world's a bonus stage

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a who...

Sean Carey

4:00 PM on 04.07.2010

Don't fear the Farmville

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole,...

Sean Carey

3:00 PM on 03.21.2010

Something about sex: It's only obscene if you ain't got that green

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole,...

Sean Carey

5:20 PM on 03.01.2010

Retronomics: Independent Store Survives Against The Big Boys

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or ho...

Sean Carey





6:00 PM on 12.20.2009

Love/Hate: The five stages of griefing

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

6:40 PM on 10.28.2009

Nothing is sacred: Come with me if you want to live

[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

1:00 PM on 10.25.2009

Enhanced Interrogation: Tales of an Omnipotent Public Servant, Part 5

[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

1:00 PM on 10.24.2009

The one true gaming masterpiece of my generation

[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

6:00 PM on 10.17.2009

A plea to the squeaky wheel, with science!

[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

7:00 PM on 09.21.2009

The Forgotten: The Fantastic Voyage

[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our...

Sean Carey

2:00 PM on 08.27.2009

Fresh From The Oven: More Tales of an Omnipotent Public Servant

In the comments of the second edition of TOPS, many of you in the Dtoid community voiced their desire for a third installment of Ultima Online stories. With a few other write-ups in the rear-view mirror, I'm happy to obl...

Sean Carey