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Wave 4 amiibo photo
Wave 4 amiibo

Wave 4 amiibo launch a bust after only 10 people trampled to death


That's one for every Robin made
May 29
// Fake News (So You Cannot Sue)
The highly anticipated fourth wave of amiibo figures hit stores today and by all accounts sold out within a matter of minutes. This should be good news for Nintendo, but sources within the struggling video game company say ma...
Witcher XP bug photo
Witcher XP bug

The Witcher 3's XP bug will be fixed next week


CD Projekt RED says to keep playing
May 29
// Jordan Devore
Players have encountered a glitch in The Witcher 3: Wild Hunt that's preventing them from earning experience points from certain quests. CD Projekt RED says it will resolve the issue "as soon as possible across all platforms ...
Splatoon photo
Splatoon

Splatoon's servers have held up fairly well at launch


Hopefully they'll stay that way
May 29
// Chris Carter
Splatoon is finally here. There's been quite a bit of community buzz regarding the game, and in my view, it turned out to be a pretty great shooter despite the fact that it's a bit light on content at launch. The really ...
Hot controller reads photo
Hot controller reads

Oops: An Austrian retailer leaked images of the new Xbox One controller


All but confirmed now
May 29
// Brett Makedonski
As if yesterday's rumor that Microsoft is set to reveal an improved Xbox One controller in June wasn't substantiated enough, we have an international retailer to help back everything up. Bless those international retailers; t...
SOMA photo
SOMA

SOMA looks like a worthy successor to Amnesia


Releasing this September for PC and PS4
May 29
// Jordan Devore
A series of live-action videos and an alternate-reality game have led to this: 12 minutes of uncut footage from Frictional's next first-person horror title, SOMA. It's coming to PC and PS4 at long last on September 22, 2015....

Top Tentacles: Gaming's greatest cephalopods

May 29 // Ben Davis
Blooper - Super Mario Bros. series Bloopers are the classic squids of gaming. They've been a part of the Super Mario Bros. series ever since the first entry, and have appeared in many different forms, including the Gooper Blooper from Super Mario Sunshine, the Big Blooper from Super Paper Mario, King Calamari from Super Mario RPG, and many more. Blooper was even a playable character once in Mario Party 8. He was the only character I ever played as in that game, of course, but it made me wish Blooper was playable more often. I hope we see him in Mario Kart as a racer sometime, or participating in one of the Mario sports games, or even just appearing as a party member in a Paper Mario game. We need more friendly Bloopers! Ultros - Final Fantasy VI Oh, Ultros. This musclehead-hating, fire-fearing octopus acts as a comic relief boss fight, whom players must battle several times throughout Final Fantasy VI. He'll fight you in the water, on land, in the air, and even on stage during a live opera performance! It's hard to pick a favorite character in Final Fantasy VI, because the cast is so rich and diverse, but Ultros is pretty high up there. The game just wouldn't be the same without him, popping up in the most unexpected places with a big, goofy grin on his face. How can you not love adorable old Uncle Ulty? Octorok - Legend of Zelda series Another classic video game cephalopod, like the Bloopers. Octoroks are octopus-like enemies from the Zelda series, although unlike real octopuses, they often only have four tentacles and they like to spit rocks instead of ink. Octoroks have undergone some major design changes over the years. They started out as little round red and blue land-dwelling dudes who barely resembled octopuses, then moved into the water, turned purple, and began to look more like their namesake in Ocarina of Time, and then became more of a giant squid-like enemy in Wind Waker in the form of the Big Octos. The Big Octos are my favorite incarnation; it was always quite a thrill to encounter one in the big open ocean. No matter what they look like, though, you can almost always expect to run into an Octorok at some point during Link's adventures. Ikachan - Ikachan Splatoon isn't the first game where you could play as a squid! Way back in 2000, Daisuke "Pixel" Amaya released a freeware game called Ikachan, the predecessor to his wildly popular indie game, Cave Story. Ikachan follows the story of the titular hero, a cute little squid on a mission to aid his fellow sea creatures who have been trapped in a cave after a series of earthquakes and are running out of food. It's a rather short game, but it's free and unique enough to be enjoyable. Plus, Ikachan has a little starfish buddy named Ben, so of course I'm gonna like the game! Ikachan actually makes a cameo appearance in Cave Story as well. If players manage to beat Ironhead (another character from Ikachan) in the Waterway without getting hit, a swarm of squid that look just like Ikachan will flood the screen! Octavian, Marina, and Zucker - Animal Crossing series Ever since the first Animal Crossing game, all I've ever wanted was to have an octopus neighbor move into my town. At first, the only available octopus villager was Octavian, the grumpy red dude. I saw him in a list of possible villagers, and dreamed that one day he'd move in next to me, walking around on land like it's no big deal. But alas, it never happened. I never even saw him visiting in a tent or igloo. The newer iterations of Animal Crossing have introduced two more octopus neighbors into the mix: Marina, the cute, pink one; and Zucker, the one that looks like a walking takoyaki. While I was playing New Leaf last year, I somehow had one spectacular week where both Octavian AND Marina moved into my town! They're both still there today, and I'm never letting them leave. Now all I need is Zucker, and I'll have the holy trinity of Animal Crossing neighbors! Launch Octopus - Mega Man X Launch Octopus is the robo-octopus boss from Mega Man X who resides in an underwater military base. He's able to fire homing torpedoes and create huge whirlpools, which can be very dangerous when X is trapped underwater. I also love his opening animation, where he points at X with a tentacle and then points to the ground. "You're goin' down!" There was another cephalopod boss later on in the series in Mega Man X5, who goes by the name of Squid Adler. Unfortunately, I have yet to play X5, but I heard Squid Adler is named after Steven Adler from Guns N' Roses, so that's pretty cool. It reminds me of the Squid Vicious character from the newest Chibi-Robo game. I'm liking this trend of rock star squids. Who's next, Ringo Squid? Inkay and Malamar - Pokémon series Inkay and Malamar are a pair of squid Pokémon from the newest generation. They're pretty interesting because, while based on aquatic animals, they're actually not water-types and cannot learn any water-type moves (aside from one TM move). Instead, they are Dark/Psychic-types. With special techniques like Topsy-Turvy and Contrary, these squids like to pull the old switcheroo, reversing stat changes on themselves or the enemy. Inkay also has a really weird method of evolving. Players actually have to hold the 3DS upside down while it levels up in order for it to evolve into Malamar. Of course, Inkay and Malamar aren't the only cephalopod Pokémon. There's also Octillery, a pretty cool octopus Pokémon, although I've never understood why it evolves from Remoraid. I mean, remoras and octopuses don't really have anything to do with each other. It would have made more sense for Remoraid to evolve into Mantine or Sharpedo, or just not evolve at all. But I guess Pokémon doesn't really have to make sense biologically, so whatever. They can have a fish evolve into a cephalopod; why not? Octodad - Octodad series Hmm... I must have made a mistake. I figured a game called Octodad would be about an octopus, but all I'm seeing here is a normal human dad in a fancy suit standing alongside his beautiful family. How strange. Sorry for the mix-up, folks! Moving along... Giant Squid - Endless Ocean series This one's a bit more on the realistic side. What makes the giant squid in Endless Ocean so exciting for me is the fact that real life giant squids are so incredibly rare that only a few people have ever actually seen one alive. Even though they live on our planet, the chances of actually seeing one are slim to none. So encountering one in Endless Ocean is really as close as I'm ever going to get to meeting my favorite animal. In Endless Ocean: Blue World, players can find the giant squid in a deep ocean crevasse. It blocks the entrance to a cave, threatening to attack, so it has to be lured out by leading a sperm whale (its natural enemy) over to the cave. The squid and the whale then begin an epic fight for survival, right in front of you! Swimming alongside the giant squid in Endless Ocean was such a magical experience for me. I usually went out of my way to visit it, just to watch it float gracefully through the water, propelling itself with its tentacles, staring at me with its huge eyes. It's honestly one of my most cherished video game memories. Inklings - Splatoon I've only played about an hour of Splatoon so far, during the Global Testfire, but I can already tell that these squid kids are amazing. I mean, they're humans with squid-like features and the ability to turn into cephalopods at will. How great is that? If I had the ability to transform into any animal in real life, there's a very good chance I would choose to be a squid, just like the Inklings. This game really speaks to me. I'm a kid now! I'm a squid now!
Top Tentacles photo
Octopus, I love you
Happy Splatoon Day, everyone! With the release of Nintendo's new squid-based cooperative shooter, it only seems appropriate to celebrate by taking a look at some of the great cephalopod video game characters out there. For th...

Samurai Warriors photo
Samurai Warriors

Sadly, those Nintendo costumes will not appear in Samurai Warriors Chronicles 3 in the west


Boo
May 29
// Chris Carter
Samurai Warriors Chronicles 3 will arrive next month on 3DS and Vita in the west, but they won't be bringing along a really cool piece of content on the former platform -- Nintendo costumes. In the original Jap...
Ekko photo
Ekko

Ekko, who looks like the Kid from Bastion, is out now in League of Legends


975 RP
May 29
// Chris Carter
If you've been itching for a new champion in League of Legends, Ekko has arrived. He's' described as the "Boy Who Shattered Time." He's an assasin, and his abilities include the power to stack resonance on enemies after hitt...
Lego Jurassic World photo
Lego Jurassic World

Lego Jurassic World isn't as 'completely safe' as they'd like you to think


Damnit, Newman
May 29
// Brett Makedonski
Look, Jurassic Park people. Just because you have this wrapped up in a Lego veneer doesn't mean the outcome's going to be any different. We've all seen the movies. Why should we expect vicious dinosaurs won't attack this time? Fool me once, shame on you. Fool me twice, shame on me. Fool me a third time, and I never should've watched Jurassic Park III.

Review: Adventures of Pip

May 29 // Chris Carter
Adventures of Pip (PC [reviewed], PS4, Xbox One, Wii U)Developer: Tic Toc GamesPublisher: Tic Toc GamesReleased: June 4, 2015 (PC, Wii U) / TBA (PS4, Xbox One)MSRP: $14.99 When Pip kicks off you're introduced to a tiny kingdom fated to be saved by a princess who can create and control pixels -- a sort of Star Wars-esque "Force" that guides the universe. Of course, an evil villain (the Skeleton Queen) wants it all to herself, and captures said princess, crafting the world in her image. It's up to Pip, a lone pixel, to save the day. The premise is fairly cool because it's not overly-meta, at least, not obnoxiously so as some recent games tend to be. It embraces the theme just enough to be adorable, and the queen in particular sports some very neat looking animations. The actual game is a platforming romp, and it's very quick to start. Pip will have to make do in his pixel form at first, which can jump and float, with the ability to kill enemies by jumping on their heads like Mario. Levels are designed with an SNES feel to them, mixing retro graphics, 8-bit, and 32-bit styles, which remind me of classics like Disney's Magical Quest. The main gimmick of course is the aforementioned evolutionary procedure. Using "Bitstream enemies" (read: glowing blue things), Pip can evolve into a boy. His new found abilities include punching and wall-jumping, and can be best compared to getting a mushroom in a Mario game. You can also devolve at will, sparking an explosion that does damage to enemies, and opens up certain walls. To get back to your boy-state, you'll have to find another Bitstream foe -- levels are designed around this concept so you won't get stuck. [embed]292813:58703:0[/embed] What I really like about this system is that it freezes the game when you change forms, adding a bit of tactical value to the act. Sometimes you'll need to kill an enemy to evolve mid-air, jump over a bed of spikes, then blow up a wall to land safely. There's also other nuances like the fact that pixel-Pip can bounce higher off springs, and so on. After several levels you'll also earn the 32-bit version of Pip, which can now use a sword to deal more damage and break blocks. Interestingly, 32-bit Pip cannot walljump -- so you'll need to devolve to the boy to solve some puzzles, and in turn, evolve again, and then revert all the way back to a pixel. It doesn't really get old or tedious. It takes just the right amount of time to switch back and forth, and again, the levels are designed directly around this concept. It's great. As you progress, a bit of wear and tear will set in. You'll save citizens from danger as collectibles of sorts, an endeavor that I tired of after the first few stages. There's also a problem with the level layouts themselves -- they're generally not memorable. While there is a great deal of interesting puzzle-platforming situations, I really can't recall any of them after completing the game, which takes roughly five hours to do. There also came a point where I stopped even trying to locate and open jewel chests to earn the only currency available in the game. The main reason is that the item economy is completely off-kilter, as vendors charge an arm and a leg for everything -- some items will take you an entire playthrough to earn, and they aren't even gamebreaking or special, which is nuts. Don't expect a whole lot of extras or options either. The PC version just has a pair of sliders to tinker with the sound and music volume, the launcher has a few resolution choices and a windowed option, and it sports three save file slots. That's it in terms of functionality. Adventures of Pip is an inoffensive platformer that doesn't do a whole lot wrong, but it won't stand out in your mind a few days after beating it. While it does last though, it'll bring a smile to your face.
Adventures of Pip review photo
From pixel to hero
I've always been fascinated by games that tackle evolution. Not necessarily the scientific principle, but the mechanic -- though a few titles like the brilliant E.V.O.: Search for Eden have managed to address both. Adventures of Pip which features a tiny pixel that turns into a real boy, and then a hero, isn't quite as groundbreaking, but it's still fun to play.

The great Wave 4 amiibo hunt is on today, and it's about what we expected

May 29 // Chris Carter
Here is the absolute worst part about the Wave 4 launch -- everything is coming out at the same time. Did you want Greninja and Jigglypuff, and missed the 15-minute online order window at 3AM EST? Tough. Unless you have a loving spouse or a family member to wait in line at another store, you have to choose between them. The same goes for Ness, an exclusive that you'll need to go to a GameStop location at opening to snag today. Silver Mario throws another wrench in the equation, as he was only officially announced roughly a week ago and tossed into the mix seemingly to watch consumers squirm. The GameStop I went to was completely sold out of everything but Pac-Man, Silver Mario, and the Splatoon amiibo when I arrived. In case you're wondering, the Splatoon series is looking exceedingly common. Charizard and Wario's rarity kind of jumps store-to-store, and I'd expect a Diddy-like situation in the future where they are rare at first, then become common. Pac-Man seems to be a confirmed common. Ness seems to be very rare, but I don't know if he's a unicorn just yet, unlike Shulk. Surprisingly, Silver Mario seems to be everywhere today, but who knows what his status will be next week. This is what the GameStop situation typically looks like elsewhere. Again, Robin and Lucina are as rare, if not rarer, than Marth at this point. Many stores didn't even have them, and my location only got two of each. I've been listening to testimonies all day, and the rub on Target is that although rumors circled that each store would get as many as 20 Jigglypuffs, most of them only obtained 4-10. One tip I've heard from the East coast crowd is that lots of folks are heading to Target, and not Toys"R"Us, so you might be able to sneak into a smaller line there. Though it must be said that the latter is not getting a lot of extra Greninja stock across the country, with most going to pre-orders -- call your store if possible first to avoid disappointment. For those of you who are in earlier timezones where retail locations haven't opened yet, the folks over at Amiibo News and Nintendo Inquirer have concocted a pretty killer shopping guide for today. If you're going out, good luck!
Wave 4 amiibo photo
Good luck
Today, Wave 4 of the amiibo shopping "experience" begins. We already assumed it was going to be hell on earth based on the pre-order process, and it turned out to be fairly uninspiring all around as shops opened across the US...

Kazumi Mishima photo
Kazumi Mishima

Kazumi Mishima is heading to Tekken 7, and she has a freaking tiger


She looks awesome
May 29
// Chris Carter
Kazumi Mishima will be playable in Tekken 7, Bandai Namco has announced, and man does she look formidable. In addition to sporting a pretty awesome fighting style she also can call upon a freaking tiger to do her bidding. Pr...
DestrUKtoid photo
DestrUKtoid

DestrUKtoid Episode 7 - Now this is where the sick comes in


Vomit ERRRRYWHERE
May 29
// Laura Kate Dale
The UK, it exists and Destructoid now has writers there. Great British Pounds. Eastenders. Steptoe and Son. The Destructoid UK Podcast (DestrUKtoid). Destructoid UK Editor Laura Dale is joined this week by Joe Parlock an...
Allison Road photo
Allison Road

Is Allison Road the spiritual successor to P.T.?


I SAID, LOOK BEHIND YOU
May 29
// Vikki Blake
Though Konami wants to "scorch the earth" and deny that P.T. was possibly the best game reveal in the history of forever (do I still sound bitter?), there are some determined to keep the dream -- or nightmare -- alive. Christ...
Sony photo
Sony

UK consumer rights programme not happy with Sony


Insert Weakest Link joke here
May 29
// Vikki Blake
Sony headlined UK consumer rights programme Watchdog last night. Following a recap of Sony's troublesome history with hacks and insecure customer data, the programme took umbrage with Sony Europe's digital refund po...
Steam photo
Steam

Steam's summer sale is apparently coming June 11


Prepare thy wallet, the harvest is nigh
May 29
// Joe Parlock
On a dark, humid night, you hear it. Slowly, it creeps towards you – clink. Clink. Clink. It sounds inhuman. You close your eyes, hoping the thing won’t find you… but it does. It always does. You can feel i...
Greed Monger photo
Greed Monger

Greed Monger cancelled after raising $100k


Another in a long line of KS failures
May 29
// Joe Parlock
Here’s a fun game dev fact for you: making an MMO is a long, hard, and expensive task that will generally end in failure and misery for everyone involved. If huge companies like BioWare can screw it up, it’s proba...
Splatoon Live Stream photo
Splatoon Live Stream

Tonight we paint the town orange in Splatoon live on Twitch


Splat-ta-ta-ta-ta-ta-ta-ta-ta-Splatoon
May 28
// Jed Whitaker
Update: The stream is over, but feel free to watch the replay embedded below! Tonight the game you've all been waiting for releases at midnight, Splatoon. I'm so darned excited I'm sitting here dripping ink in anticipation, b...
Legend of Pip photo
Legend of Pip

Surprise! Adventures of Pip bumped up to June 4, 2015


New game from WayForward vets
May 28
// Jonathan Holmes
Breaking News! I just received a top secret communique via the World Wide Web that reads as follows ~ "Due to popular demand & the magic of @NintendoAmerica, Adventures of Pip will launch on #WiiU early: June 4!" Destruc...
Splatoon photo
Splatoon

Why yes, I would like an NES Zapper in Splatoon


Too good to be true?
May 28
// Jordan Devore
This supposed image of the Prima strategy guide for Splatoon shows some curious weapons including, oh my god, NES Zappers. The names even reflect the light guns' release years! Is this stuff real? One of the weapons, the Inkb...
Desktop Dungeons photo
Desktop Dungeons

Brilliant puzzle roguelike Desktop Dungeons now portable


$10 for iPad and Android tablets
May 28
// Jordan Devore
With Desktop Dungeons now available for iPad and Android tablets, I can easily see it becoming an obsession all over again. This is $10, straight up; no in-app purchases, no bullshit. The Enhanced Edition's daily challenges a...
Deals photo
Deals

Humble is bundling Relic's Warhammer 40,000 and Company of Heroes games


Step one: Play Space Marine
May 28
// Jordan Devore
There's a lot to love in this Humble Weekly Bundle of Relic games, but I have to give a special shout out to Warhammer 40,000: Space Marine. Years later, I'm still amazed it turned out as well as it did. Satisfying shooting, ...
NCSOFT photo
NCSOFT

NCSOFT ready to get some of that mobile money


Where there's a will, there's a whale
May 28
// Robert Summa
Whether we like it or not, mobile gaming has become huge. And for a publisher like NCSOFT that has long been an exclusive MMO provider, the company is making the smart move of shifting some of those dying genre resources over...
Japanese indie games! photo
Japanese indie games!

Supercharged Robot Vulkaiser invades Steam next week


Let's go, giant robot of steel!
May 28
// Kyle MacGregor
A blast of '70s-inspired action is bombarding Steam next week in Supercharged Robot Vulkaiser. Announced for a western release nearly two years ago, the mecha shooter from doujin studio Astro Port (Gigantic Army) is fina...

Halt and Catch Fire explores the early days of online gaming

May 28 // Alessandro Fillari
[embed]292774:58672:0[/embed] Twenty months after the end of season one in 1985, the lead characters have essentially moved on from work on PCs and plan on striking out into something new. After the launch of the Giant, the PC they spent all of the first season building, Joe McMillan (Lee Pace) seeks to rebuild his life after ultimately compromising on his vision for what the future of computers could be, and realizing that his methods of success have harmed others. His number two, Gordon Clark (Scoot McNairy), struggles to find direction after departing Cardiff Electric, and Cameron Howe (Mackenzie Davis) and Donna Clarke (Kerry Bishé) have been hard at work on their new start-up company Mutiny, an online gaming network running on the Commodore 64 platform. With users paying a monthly fee to play multiple titles online with a community of gamers, they seek to expand the company and plan to change the way people seek entertainment and communicate with others. Much like the last season, Halt and Catch Fire's attention to detail and faithfulness to the era is as strong as ever. Focusing on the early stages of the consumer version of what we now know as the Internet, there's a lot of ground to cover for a start-up that deals with the state of online gaming. Though there were other (real) online PC services that offered gaming and many other functions around 1985 -- such as Prodigy, CompuServe, and Quantum Link (now known as AOL) -- the fictional Mutiny of HACF is a service that exclusively streams games to users. With such titles as Tank Battle, Checkers, Chess, and Backgammon serving as the basics, much of their attention towards game creation is focused on a title known as Parallax, a MUD (Multi User Dungeon) RPG series that spans multiple chapters. Looking back, the 1980s was a strange time for games. With the console video game market in a crisis, arcades serving as a hub for social interaction and competitive gaming, and the home PC audience gradually expanding, it's certainly a far cry from what we experience now in the present. What I really like from these episodes so far is that we're seeing a sense of  uncertainty during the time. Given that this is set post-video game console crash, games on cartridges are often regarded by characters as inferior to the offerings and potential of PC gaming. During one of my favorite scenes, the coders at Mutiny are discussing what game to work on next, with one of the new hires suggesting that they focus on technical innovation rather than game creation, as the former usually gives rise to the later. [embed]292774:58671:0[/embed] It's interesting to see a television series focus not only on game development, but the building of an online community during 1980s. Let alone doing it in a way that actually depicts realism, and quite frankly, honesty for what the gaming audience is all about. I watch a lot of television. I'm quite used to seeing different programs spout out random catchphrases and obligatory references to popular games in order to connect with gamers. But the brilliant thing about Halt and Catch Fire is that it not only features characters who are hardcore gamers, but they use their passion as the fuel for their creative endeavors. And that is refreshing to see on a television series. I was a big admirer of the first season, and though it felt a bit uneven and had some pacing issues, it definitely showed potential to become something great. And I can safely say that its potential is finally being realized in its second outing. I was impressed with the beginning of this season, and though I may be biased because it's got a deep focus on gaming, I feel that the new change of scenery, and a new focus, has given the series a much needed rejuvenation. It sure feels much more energetic and hipper because of it. If you haven't seen the show yet, the first season is available now on Netflix, and its second season is set to debut May 31 on AMC. If you're interested in the creation of technology, and hearing a bumping soundtrack to go along with it, then I highly recommend giving it a watch. Also, this series has by far the coolest TV intro ever. That alone is enough to deserve it your attention.
Halt and Catch Fire photo
The thing that gets us to the thing
In case you couldn't tell, the 1980s is having a bit of comeback. With so many games and films (Kung Fury is out today!) seeking to emulate the vibrant and lively era, there's plenty of people out there feeling nostalgic for ...

Extreme Exorcism photo
Extreme Exorcism

Your ghosts come back to haunt you (literally!) in Extreme Exorcism


Four player fun
May 28
// Steven Hansen
You know that great feeling in life when you've fucked up? Maybe it's immediate, like when you drop your iPhone or accidentally dismember and decapitate your neighbor and dump his body piecemeal into the ocean. Maybe it's th...

22 (probably) games that are way harder than Dark Souls

May 28 // Steven Hansen
Conversation around From Software's turgid-uttered sacred cow, the Souls series (Bloodborne, too) has such a strange fixation on difficulty, of shuddering players shivering under its hurts so good sadism. Namco Bandai fed into it with Dark Souls and Dark Souls II's marketing. I've died hundreds of times in hundreds of games. And it's very strange how people nod in agreement to the novelty of death and difficulty as if instant fail states were not one of gaming's founding blocks (to the point where some people have stupid arguments about whether things are or are not games). It reminds me of how Telltale's recent adventure games trump up "player choice" as if players haven't been choosing since positioning their Pong paddle. Ok, "narrative" choice? Umm, how about text adventures from 1981. Come on. Souls games aren't hard. I don't say that as a nose-upturned, "gotten gud" vet. They are about endurance and resilience more than sadistic, chronic difficulty. They are a challenge, but not monstrous or mean as people often make them out. Heck, I've seen someone who plays maybe one or two games a year get a platinum trophy in Demon's Souls. There's no club. Anyone can do this. They're designed to let anyone play and finish. Over on the webpage (and mobile application) Twitter, one-time Destructoid contributor Stephen Beirne (no relation!) loosed a series of posts about Souls and I am in accord. "I can't get behind the argument that Dark Souls is abusive due to its (presented sense of) difficulty. And I think this is because I find Dark Souls to be far, far less difficult than a game like, for example, Super Mario Brothers. Platforming is difficult! It's very difficult! It's not fun and it's agonizing and it's pointless and hateful." I love platformers, but this raises some great points, aside from the subjectivity of difficulty. No one's good at everything. I am bad at not having loads of sex, for example. Irish Stephen (not to be confused with Welsh Stephen) is bad at platformers. Young Steven (me) was bad at telling Kurt Russell and Patrick Swayze apart. There is a relative novelty to Souls games, though, and I think that's where some of the obsession over exaggerating the difficulty comes from (aside from general chest pounding reinforced by marketing to try and create a positive-feeling in-group). But it isn't in death. It's as a 3D action game. Late '80s, early '90s gaming was filthy with platformers. Mario, a pop culture icon up there with Michael Jordan and the wild shirtless Mark Farner, comes from New Jump City. The genre has only gotten easier, shedding quarter-gobbling design (the removal of "lives"), allowing you to skip levels after repeated death. While some folks are plum bad at 'em, we've had a lot of tries at being good at them. Compare to the 3D action game, which might not have even hit its stride until the PS2-era in the 2000s (PS1-era ones tended to be wonky and platforming-heavy), but at least didn't even exist until 3D graphics. In our young medium, the 3D action genre is younger still, (blood)born(e) of platformers and agèd over the last decade. Souls games occupy a genre that has a decent chance at being a new challenge to folks. It also operates different than genre-defining stuff like Devil May Cry or God of War, thanks in part to the RPG bits. The latter, reflex-based ilk are linear and need momentum. And so you can limp along, button mash, and be not all that good, for which they'll stratify you (chumps skirt by with C-ranks and stamina, experts carve up the world with SSS-rank endless combos). But you're still getting through, moving along. Even I meandered my way through the "hard" Devil May Cry games. And on the RPG side of the Souls mix, there's a history of having the numbers and grind fallback, limited reflex-oriented fighting. And suddenly, Souls, where the difference isn't "coast by or be good," but, more closely, "coast by or die." It rewrites the expectations of 3D, third-person action relative to genre standard bearers. All it asks you to do is get by, and so it skews the relationship to death and performance. The general experience of Devil May Cry is that sometimes you'll die. Mostly, you'll empty out rooms with the killing precision of a child flailing at a piñata. Eventually, you'll be an expert slayer. Souls changes that bell curve. Mostly you'll die. Eventually you'll get by. Rarely, you'll be a wrecking machine, an offensive weapon. It's about winning, eventually, instead of winning more and more impressively.  Souls offers other outs, too. You can go grind and level up, get more gear, buy more arrows. You can often fuck off elsewhere, to another stage, or on another path, rather than bang your head against one boss. Masochistic? When's the last time a text adventure let you type, "this is stupid, next question?" How about trying to suss a point-and-click puzzle that expects you to pry open a manhole, stretch a patch of human skin over it into a trampoline, and jump up through an open window? Souls games are designed to encourage you towards eventual success, even if it means breaks, detours, or extra hours. You don't get a gold star for killing the Flame Lurker without the ribcage exploit. You don't get a demerit for safely perching yourself with a bow and taking 100 potshots to down a far off creature. In Souls' judgment, it's all the same. What matters is you did it. I don't find that sadistic at all.
Not actually a listicle photo
Why the Souls series' hardened rep?
"Prepare to die," Dark Souls warns, flashlight under face, as if 30 years of video games hasn't already prepared me. "I'm not a masochist," people say, letting six years of Souls pass from afar, like they're looking out a tra...

AC Syndicate photo
AC Syndicate

Ubisoft: No second screen experience for Assassin's Creed Syndicate


Getting further and further from Unity
May 28
// Brett Makedonski
Plenty of publishers are high on the second screen experience, but Ubisoft's coming down from that -- well, at least a little. The next installment in the Assassin's Creed franchise won't come paired with a companion app...

Review: Hatred

May 28 // Chris Carter
Hatred (PC)Developer: Destructive CreationsPublisher: Destructive CreationsReleased: June 1, 2015MSRP: $19.99 To be clear, I don't have an inherent problem with Hatred. We've seen far, far worse in terms of the video game medium -- in this very generation with Grand Theft Auto V's playable in-game torture scene. Or even Ninja Gaiden III's new "cutting" system, where enemies scream in agony as they're sliced into multiple pieces of flesh. The obvious difference here is that a lot of the targets in Hatred are civilians, which put people on edge. But really, plenty of mainstream action titles have more nuanced takes, killing servicemen and women, officers of the law, and yes, plenty of civilians. Where Hatred partly fails is that it doesn't really make any meaningful statements in regards to its violence. That that it needs to, mind, it kind of just "is." The main character (who is not named) hates the world, so he's going to take down as many people as he can before he dies. That's basically it. He starts in his neighborhood, then branches out across the surrounding area, using various forms of transportation to do it. I suspect there are going to be thinkpieces spouting up across the 'net after release, but don't expect anything as interesting as the ones that were spurred by Hotline Miami playthroughs -- another ultraviolent romp. All the while, he's ranting pseudo-philosophical nonsense. The developers have noted that he isn't trying to quote or channel anyone in particular, and boy can you tell when he says repeats tired phrases like "dust to dust" and "the death is waiting." Half the time you can't even hear what he's saying over the sound of gunfire and explosions. Nothing about the presentation is memorable outside of the distinct visual style. [embed]292912:58710:0[/embed] As a shooter, Hatred is fairly impressive (outside of the sparing terrible vehicular controls). Destructive Creations clearly has a knack for the genre, which makes the fact that it decided to create this lifeless world more disappointing. Shooting feels responsive, and the control scheme is easy to pick up and play, especially on a controller. I don't like that there isn't a toggle option for sprinting (you have to hold it down, which hurts your thumb after a while), but aiming, including the precision-aim system that provides an imaginary laser sight while holding the trigger, is spot-on. Visually, Hatred is somewhere in-between unique and messy. The grey sheen generally looks great, but it does get old after a few levels. Plus, you'll want to jack up the gamma considerably, as the playable character tends to get lost in the fray. Individual objects are all rendered with care though, and the destruction system allows you to do things like craft new exits by blowing through walls. There isn't a whole lot to do in those worlds though. It's level-based, and most missions boil down to "kill [x] number of civilians, then kill [x] number of police, then escape." There's a few unique levels like a sewer chase with the SWAT team or a linear stage taking place on a moving train, but most of them follow this same principle. The train scenario in particular presents some interesting possibilities, in that random civilians on-board are armed. It's often hard to pick them out of a crowd, and if a gun drops, they'll run to pick it up. That mission only lasts a few minutes though, then it's onto the next generic hub. Seriously, that's about all the game has to offer.  I also encountered a few bugs while playing, including disappearing bodies, wonky physics that caused some deaths, and a few fatal game crashes. Several levels were also mislabeled in the level select screen and sometimes, mission objectives wouldn't calculate correctly. The crashes in particular really hindered my playthrough, as they were all at the very end of a level, which forced me to replay them from the start. If it weren't for these issues, it would be a decent twin-stick shooter. Developer tools are evidently going to happen which may allow more interesting levels, but haven't been provided at launch. If you're curious, here's a full video rundown of the options menu. There's nothing really special about Hatred. It's a twin-stick shooter. It has guns in it. It has objectives. Most of the time those objectives involve acting like a menace to society or blowing stuff up. It doesn't have anything new to bring to the table, or anything interesting to say about the genre. You can go back to yelling at it now if you want.
Hatred review photo
Do you hate it?
When Hatred debuted, I pretty much kept quiet. No one can really win in that situation, when the explosion of opposing viewpoints was at its loudest. I decided to wait until the finished product was out and play it for m...







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