Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts

Quantum Break photo
Quantum Break

Quantum Break sure has changed over the last four years


Before it got Shawn Ashmore'd
Feb 07
// Zack Furniss
I haven't been following Quantum Break too closely, even though I love Max Payne and Alan Wake. What I've seen so far has felt a bit generic, lifeless, and grey, so I'm hoping that Remedy's traditional biz...
Song of the Deep photo
Song of the Deep

Thirsty for details about Song of the Deep? Drink up this video


Not my best headline
Feb 06
// Zack Furniss
Us folks at Destructoid didn't attend PAX South this year, so we've been keeping our collective eyes on any information that continues to dribble out now that it's over. Windows Central attended the event, and was able t...
Pokemon photo
Pokemon

Happy Birthday, Mewtwo, you abomination


You would cry too if it happened to you
Feb 06
// Kyle MacGregor
Happy birthday to Mewtwo, the most terrifying and fucked up Pokémon in existence. Years ago on this day, a pregnant Mew gave birth to the creature in a lab on Cinnabar Island, where a team of scientists had tampered wi...

What changes can we expect from an official Mother 3 localization?

Feb 06 // Ben Davis
So, what would Nintendo change during the localization process of Mother 3? Well, let's first take a look at EarthBound, a game that received quite a few notable changes before it made its way out of Japan. This might give us a clue as to the types of things Nintendo will be looking for in Mother 3. Ignoring the many revisions to text and dialogue for now, EarthBound featured several sprites and background visuals that were altered for various reasons. The major ones include: Ness's nude sprites in Magicant being covered with the pajama outfit from the beginning of the game, obviously because nudity would be more problematic in the West. The Octopus and Kokeshi statues changing into Pencil and Eraser statues, since the cultural references would be lost on a young international audience. The Insane Cultists' battle sprites had the letters "HH" removed from their hats and were replaced with little puff balls to make them look less like KKK members. Also, the town name Threek was changed to Threed, possibly because Threek could be interpreted as Three-K, or KKK. Red crosses were removed from hospitals and a certain red truck's appearance was altered to avoid potential lawsuits with the Red Cross and Coca-Cola. Signs that read "drug" were replaced with "store" in most instances (but not in the Dusty Dunes Desert, for some reason), and signs that said "bar" were changed to "café." Moreover, any references to alcohol being replaced with coffee, espresso, cappuccino, and the like. There was an emphasis on removing or reducing references to violence and death, including new sound effects used when Pokey and his brother are disciplined by their father. More changes can be found over at Legends of Localization, a handy resource compiled by Clyde Mandelin of Starmen.net. So, to break it down, with EarthBound, Nintendo was specifically interested in nixing or mitigating any references to nudity, sexuality, drugs, alcohol, violence, material that might lead to a lawsuit, and obscure cultural references. Since Mother 3 happens to contain a few of those things too, here are some of the changes I expect Nintendo might make if (*ahem* when) Mother 3 finally comes to western shores. First off, a few name changes are probably in order. It's safe to assume that the game will be called EarthBound 2, or some other variation on the EarthBound name, rather than Mother 3. With the original Mother being changed to EarthBound Beginnings for its western release (I still wish Nintendo stuck with"EarthBound Zero!"), this would come as little surprise. There are also a few character and location names that might need to be reconsidered. Specifically: Kumatora, Hinawa, Club Titiboo, Osohe Castle, and DCMC. Of course, it's important to note Super Smash Bros. Brawl did use the names Kumatora and Hinawa on stickers, so they would probably stay the same -- although I honestly wouldn't mind Hinawa's name being changed to correspond with her husband's name, Flint. "Hinawa" refers to a matchlock gun, similar to a flintlock gun, and considering the names of with neighbors, Lighter and Fuel, I've always wondered why Hinawa wasn't changed to something more consistent. "Match" would be a weird name, but I'm confident a localization team could come up with something suitable to keep with the theme. As for the others, I'm sure Club Titiboo could be seen as potentially offensive (heh, Titiboo), Osohe Castle is a little hard to pronounce, and the band name DCMC might be too similar to ACDC. They already re-colored the Runaway Five to look less like the Blues Brothers, so who knows what else they might change, but I hope they leave it as is. I also expect we won't see an enemy called the Gently Weeping Guitar for similar reasons, even though it's a great name! Now onto the bigger stuff. Whenever the topic of Mother 3's localization comes up, fans point to a handful of scenes and characters as reasons why it will never see the light of day outside of Japan. For starters, we have the Magypsies. These wonderful characters are technically not human and have transcended gender. Their appearances resemble those of stereotypical drag queens, complete with dresses, makeup, and facial hair. They even give Lucas and friends mementos comprised of razors and lipstick. The Magypsies are some of my favorite characters in the game, but given their depictions, it would be no surprise if Nintendo thought they were too controversial for a western audience. I could see Nintendo changing their outfits, mannerisms, removing any references to gender, or choosing one specific gender and sticking with it. However, I sincerely hope the Magypsies would be left unchanged. I think they're perfect just the way they are. There's a specific moment involving a Magypsy named Ionia that I can almost guarantee would be changed, though. The scene in question occurs in a hot spring, when Ionia teaches Lucas how to awaken his PSI powers for the first time. The fan translation makes it a bit unclear what is actually happening, and it's probably just as ambiguous in the original Japanese text. Basically, Ionia (who admits to being naked in the hot spring) turns Lucas around as the screen fades to black. We then hear Ionia saying, "Don't struggle! Just endure it for a little bit!" After a moment, the screen opens back up to Lucas with his head under the water and Ionia standing behind him. And suddenly, Lucas has awoken to his latent PSI abilities. [embed]339478:62147:0[/embed] Now, I'll admit this scene has always left me feeling rather icky. It's more than likely that the scene was meant to be a sort of "baptism," with Lucas keeping his head under the hot water until the stress and pain forced his mental powers to surface. But it's definitely not made clear, and it's easy to see how it could be interpreted in a more sinister, suggestive way. This is actually one change I really hope Nintendo does decide to make, and it would be very easy to do. Simply add a bit of text when the screen goes dark to make it clear what's actually going on, or better yet, don't have the screen go dark at all so that we can plainly see what's happening. Problem solved. Aside from the Magypsies, the other big moment occurs in the jungles of Tanetane Island, where Lucas and friends consume some suspicious-looking mushrooms and end up with some seriously psychedelic hallucinations. With Nintendo's insistence on removing references to drugs and alcohol in EarthBound, it's no wonder why fans would be skeptical of this scene. Personally, I honestly don't think this part of the game is too problematic. They're eating the mushrooms to survive, rather than for recreational purposes, and they have to deal with the consequences. It's meant to be humorous. However, it's possible Nintendo doesn't not view this issue the same way and might decide to alter it, but how anyone's best guess. I think it's likely the mushroom sprite could be changed to something else, perhaps a pool of liquid or a food that causes dehydration, some kind of creature that uses hypnosis, or whatever other creative solution localization editors can come up with. Then just rewrite the text and remove any potential drug references, and Nintendo is in the clear. If they do decide to keep the shrooms though, it would certainly be ideal. It's one of my favorite moments in the story, after all! Staying consistent with the removal of drugs and alcohol, they might also decide to remove the wine-drinking ghost in Osohe Castle. They could also just make a point of having the ghost call it "juice" or something, kind of like the guy in EarthBound who calls his drink a cappuccino when it's obviously a mug of beer. Watching the wine flow through the ghost's body and splash onto the ground is always hilarious, so I hope they keep him. [embed]339478:62148:0[/embed] Next up is the issue of violence. Ignoring the final boss fight (which better not change, or so help me, Nintendo!), there are two questionable moments: the campfire scene and the chapter with Salsa and Fassad. The former is one of the most powerful moments in the story and it would be a huge shame to see Nintendo cut any of it out. But Flint straight up smacks a dude in the gut with a piece of wood and whacks another guy across the face with it before getting clubbed in the back of the head with a huge piece of lumber. If Nintendo is still concerned about the violence in EarthBound, then it's possible some parts of this scene could be edited. As for Salsa and Fassad, there's the whole issue of animal cruelty. But seeing as how Salsa eventually gets revenge on both Fassad and the device he uses to electrocute the poor monkey, hopefully none of that will have to be altered. Last, but certainly not least, we have the Oxygen Supply Machines of the Sea Floor Dungeon. These machines were made to resemble mermen with luscious lips, and in order to get oxygen from them, one must give them a nice big smooch. So, basically, we have a young boy, a woman, a man, and a dog making out with mermen in order to stay alive under water. Now, I'm of the opinion that the Oxygen Supply Machines are too ridiculous and hilarious to be seen as sexually obscene, but it's entirely possible Nintendo feels differently. I sure hope the company would keep them, though, because I love those guys. The Sea Floor Dungeon just wouldn't be the same without them. Oh yeah, and there's also the scene where we see Lucas's butt. Are butts okay, Nintendo? It's a funny moment, but I could take it or leave it. Other than that, I'm sure we'd see some new dialogue, updated enemy and item names, and many other changes to the text to make it stand out from the fan translation. I know the creators of the fan translation offered to let Nintendo use their work for free, but I highly doubt Nintendo would take them up on that offer. And that's fine! I'm excited to see what Nintendo's localization experts come up with, and if I don't like it as much, I can always go back and play the fan-made version. Those are the biggest changes I expect we might see if and when Nintendo finally localizes Mother 3. A few of them I would honestly be okay with, but some others would be severely disappointing. Of course, we'll just have to wait and see what happens. I'll be happy as long as we actually get the game. Anything is better than nothing, and I say we've waited long enough. Nintendo, we want Mother 3!
Mother 3 localization photo
Lucas' butt might be a no-no
We've waited nearly 10 years for Nintendo to officially localize Mother 3. The wait has been so long, it's started to seem like an impossibility. However, due to some rumors over the past week, it's beginning t...

DCUO cross-play photo
DCUO cross-play

DC Universe Online rolls out cross-platform play


PS3, PS4, and PC
Feb 06
// Jordan Devore
As of this week, DC Universe Online now supports cross-platform play between PC, PlayStation 3, and PlayStation 4. That means you'll be able to play alongside folks who own the game on a different platform, "including in grou...
Promoted Blog photo
Promoted Blog

The meaning of The Witness (Part 1 of 3)


Promoted from our Community Blogs
Feb 06
// seanHTCH
Hi - this is Part 1 of an essay about the game The Witness! This part tries to establish what The Witness is trying to convey, then, I discuss how well the message is communicated. I'm Sean Han-Tani-Chen-Hogan, and ...

Review: A Boy and His Blob

Feb 06 // Brett Makedonski
A Boy and His Blob (Linux, PC, Mac, PS4, PS Vita, Wii, Xbox One [reviewed])Developer: WayForward TechnologiesPublisher: Majesco EntertainmentReleased: October 13, 2009 (Wii), January 20, 2016 (Re-released on other platforms)MSRP: $9.99 WayForward's take on A Boy and His Blob is intentionally vague and that's possibly its best quality. In an opening sequence reminiscent of EarthBound, a child is woken in the middle of the night to a crash outside his window. After a brief bout of exploration, Blob is discovered. From there, it's just adventuring for the sake of adventuring, and saving the world for the sake of saving the world. Blob is billed as the greatest asset, a shapeshifter who can perform about a dozen different functions. For example, Boy feeds Blob a jellybean and Blob turns into an anvil. Or a soccer ball. Or a trampoline. Over the course of 40-some levels, variations of this sequence play out hundreds (maybe thousands) of times as the main function of this puzzle platformer. You wouldn't think it from the game's title, but Blob is actually a tertiary character. If it were named more accurately, this would be called A Boy and His Jellybean Wheel. A disconcerting amount of time is spent in a time-frozen state clumsily navigating a menu of the level's eight-or-so pre-assigned jellybeans. After a jellybean is thrown and Blob (hopefully) performs his duties, it's only a matter of seconds until you're forced to again pull up that menu. That process sucks the life out of A Boy and His Blob. Even though most of the game's levels are notably short, they often feel like arduous endeavors because the pace grinds to a crawl. Puzzle solutions are usually easily identifiable -- in fact, there are often giant signs pointing out the answer -- but their execution is needlessly slow and sluggish. [embed]338372:62152:0[/embed] Making matters worse, there are many many instances when Blob simply won't do what you want. Blob has a tendency to shift shapes just ever-so-slightly not quite where intended. It's annoying at first, but becomes a detriment in later levels. That combined with stiff and unresponsive platforming controls often leads to starting the section over from scratch.  And, that's all when Blob is actually on-screen. It's not uncommon for Blob to be missing altogether, either because it was left behind or it hopped into an abyss. When this happens, the game would like for the balloon jellybean to be tossed, causing Blob to eventually float to your position. Mercifully, however, there's a call button that can just be impatiently pressed over and over until it balloons your way automatically, slowly but surely. What A Boy and His Blob has on its side are intangibles, of sorts. They're plucky attributes that significantly and understatedly enhance a game, but don't necessarily make a game. For instance, there's no denying A Boy and His Blob's innocent aesthetic, unspoken emotion, or charming spirit. Those are the qualities that make the game more tolerable than it would otherwise be. Without much option of anything besides leaning on the NES version's method of using Blob (a non-playable character) as the means of gameplay execution, WayForward's take on A Boy and His Blob is frustratingly imprecise and inaccurate. But, by deviating a bit and adding the jellybean wheel, it killed any momentum and turned the game into a slog. That is truly the worst of both worlds. [This review is based on a retail build of the game provided by the publisher.]
A Boy and His Blob review photo
Blah-b
A Boy and His Blob, a 2009 "re-imagining" of the NES game of the same namesake (and recently re-released on current platforms), is an interesting case study. When does retro game design and a devotion to source material becom...

Umihara Kawase photo
Umihara Kawase

Umihara Kawase has returned to Steam


That didn't take too long
Feb 06
// Kyle MacGregor
The Umihara Kawase trilogy is now back on Steam, Degica has announced. The trio of bizarre platformers disappeared from Valve's store in December after their publisher Agatsuma Entertainment went out of business earlier that ...

The hardcore Destiny community forgets why we play

Feb 06 // Darren Nakamura
There are a lot of possible answers to that question, but the most common among the hardcore players is because they are not at the maximum light level, or don't have every piece of exotic gear. Basically, they're in it for the stuff. This isn't some mindblowing revelation. Bungie has employed specific knowledge of human psychology in order to hook people into the loop. It's a classic Skinner box through and through, and Bungie wants players to keep hitting that lever for the chance at getting a food pellet. This is even more apparent now that Bungie has shifted to its limited-time events. I read a sentiment about the Sparrow Racing League from late last year that paraphrases to "I play SRL because the loot drops are high and frequent." More recently, Iron Banner Rift has seen players manipulating the Mercy Rule to intentionally throw matches and get to the end-of-game rewards more quickly. The problem with this mindset is that it treats the game like work. As players, we should be saying "I want to engage with this content because it is entertaining," not "I want to get to the end of this content as quickly as possible because my number might go up." I played a decent bit of SRL when it was around because the racing was a nice change of pace to the usual shooting. I played the most recent Iron Banner because Rift is my strongest game type and I knew I'd enjoy the process. I run King's Fall because it's a great feeling coordinating six Guardians into a well-oiled machine. Heck, I will still run the old raids, Vault of Glass and Crota's End, despite that they drop useless rewards. I play Destiny for the intrinsic value. I play Destiny because it is entertaining. When you treat a game like it's a job, then the saltiness comes out. Farming materials for the exotic sword quest is a good example. If you view it as an item on a checklist and try to power through it as quickly as possible, you're in for a bad time. Sure, you can mainline material routes for four hours straight to get it, but it'll be a boring four hours. Instead, I would go on Patrol, grab a few materials, participate in public events, kill some Taken champions, and head back to orbit when I felt like doing something else. It probably took me twice as long over multiple days to finish farming, but that was eight hours of enjoying myself instead of four hours of hating the world. The economics here are clear: if you play only for the reward at the end, you rob yourself of the enjoyment throughout. I implore players: divorce yourself from the reptilian part of your brain that is so susceptible to Destiny's operant conditioning. If you ever find yourself playing because you feel you have to rather than because you want to, ask yourself, "Am I enjoying this?" If you find yourself more interested in the reward at the end than the content in which you use the reward, ask yourself, "Is this worth it?" If your answers to those questions are no, there's no shame in finding something else to do, inside the world of Destiny or outside of it. Never forget the reason we play in the first place: to have fun.
Destiny opinion photo
Forget chasing loot for once
I've been playing a lot of Destiny lately -- late to the party, I know -- and going deep into the rabbit hole almost requires players to frequent r/DestinyTheGame or some other similar community site. Without it, I'd never kn...

Capcom photo
Capcom

Breath of Fire III launches on PSN next week


'Never say never'
Feb 06
// Kyle MacGregor
More than a decade after launching on PSP in Japan, Breath of Fire III will arrive on PlayStation Network in North America next Tuesday, February 9, according to the latest PlayStation Blogcast. Back in 2013, Capcom's th...
Final Fantasy photo
Final Fantasy

Square Enix might bring that Adventures of Mana Vita port to the West after all


Thanks to you
Feb 06
// Kyle MacGregor
Every time I've written about Adventures of Mana, the new Final Fantasy Adventure remake, just about every one of you have clamored for Square Enix to localize the PlayStation Vita version. In case you haven't been following ...

Contest: Win a copy of Nitroplus Blasterz

Feb 06 // Kyle MacGregor
[embed]339227:62151:0[/embed]
Contest photo
Four PS4 codes up for grabs
The localization team at XSEED Games has generously given Destructoid four PlayStation 4 codes for the studio's excellent new fighting game Nitroplus Blasterz to give away you fine people.  For a chance to win ...

Deals photo
Deals

Spicy weekend deals on XCOM 2, Doom, and Bayonetta 2


Something for everyone
Feb 06
// Dealzon
After last month's lull, it's weekend for games. New titles are launching left and right, like XCOM 2, which seems to be fairing well with critics and regular folks alike. If you're looking to pick it up, the best deal i...
Fire Emblem Fates photo
Fire Emblem Fates

PSA: Fire Emblem Fates does not feature dual audio in the west


English only
Feb 06
// Chris Carter
I woke up today to tons of emails and PMs, asking one simple question -- does Fire Emblem Fates have dual audio? So I quickly hopped over to the Extras menu, and found that no, it does not. It's curious, as the option for Jap...
Pokemon photo
Pokemon

These Bulbasaur planters are pretty adorable


Oddish too!
Feb 06
// Kyle MacGregor
I've never been into gardening, but these Bulbasaur planters have convinced me to give it a shot. The design is just too perfect; after seeing it, I had to snap one up right away. If you're interested in following suit, ...
XSEED photo
XSEED

Return to PopoloCrois gets March 1 release date


At least in North America
Feb 06
// Kyle MacGregor
Return to PopoloCrois: A Story of Seasons Fairytale launches on March 1 in North America. While XSEED will release the "farming-flavored" role-playing game in both physical and digital form across North America, Marvelou...
ATLUS photo
ATLUS

The Legend of Legacy is out now in Europe


Ribbit
Feb 06
// Kyle MacGregor
The Legend of Legacy is now available across Europe, NIS America has announced. I wasn't too fond of the role-playing game when it launched in North America last fall, finding it to be a repetitive experience without muc...
Tomorrow Children photo
Tomorrow Children

The Tomorrow Children beta returns this weekend


The only 'big game' I care about
Feb 05
// Jordan Devore
I attempted to play the recent beta for The Tomorrow Children only to realize that, darn it, I was a few hours too late. After going through the brief tutorial section, I rode on a subway that was supposed to run to a town wi...
Corgi gun photo
Corgi gun

Why yes, yes there is a corgi gun in XCOM 2


Thank you based mods
Feb 05
// Steven Hansen
Shout out to the ravioli-date-owing boo Dalé and shout out to XCOM 2, which, damn, I want to be playing right now and shout out to JonTerp whose mod turns a gun into a cute-ass corgi. It fits fight up there with the th...
Site Update photo
Site Update

Site maintenance notice: a new Destructoid is coming soon


Check out the beta
Feb 05
// Niero Desu
Just a quick note - we're launching a new version of our site soon, which you can preview at http://dev.destructoid.com. It still has a number of bugs to address before launch, but just wanted to give you an early head's...
TrackMania photo
TrackMania

TrackMania Turbo hits PC and consoles in March


Back on the radar you go
Feb 05
// Jordan Devore
At some point during the past several months, TrackMania Turbo slipped off my radar. Which is a shame, because it looks super good. You can air-drop from a helicopter into a race and drive upside down on magnetic rollercoaste...
Community replay photo
Community replay

Community Replay: Bayonetta


Don't fuck with a witch
Feb 05
// StriderHoang
Welcome to Community Replay! Instead of offering up our usual Bloggers Wanted idea, which is a prompt to get you started, the Community Replay focuses on a specific game or game series in order to get you to talk about anythi...
 photo

Game Night at Giant Robot 2 Gallery


In LA tomorrow from 7-10pm!
Feb 05
// Mike Martin
Hey LA area Dtoiders! Looking for something to do tomorrow night? Why not head down to the Giant Robot 2 gallery? What's going there? Well check below (or hit the link to the left) for details silly!
Rise of the Tomb Raider photo
Rise of the Tomb Raider

First Rise of the Tomb Raider PC patch mostly just makes sure you can go 'sploring


And murdering too, I guess
Feb 05
// Brett Makedonski
Rise of the Tomb Raider is quite the good showing from Crystal Dynamics. Good enough, in fact, that we awarded it our Best Xbox Game of 2015. But, when we put it through its paces on PC, we found performance to be lackin...
The Binding of Isaac photo
The Binding of Isaac

Looks like The Binding of Isaac is coming to iPad


I, Zack, write about Isaac, on iPad
Feb 05
// Zack Furniss
Oh, Edmund McMillen. Oh, Tyrone Rodriguez. You're both such teases. You always seem to have something new to show fans of The Binding of Isaac. Do you ever sleep? Is there perhaps a flying Twitter drone in your house that sna...

XCOM 2 cover: Cool or #darksiders2?

Feb 05 // Steven Hansen
Even original Doom guy had a sick ass crop top exposing his abs and a bunch of ankle-biting demons. And so we come back around to XCOM 2. It's a hell of a lot more interesting than Enemy Unknown's squad silhouettes and science-y blue. But I've been torn on it since the first time I saw it. It feels oddly like an artsy idea and less artful execution. The logos don't help, of course. The title typeface doesn't, either (but how do you make "XCOM2" look not stupid?). Does it look, I don't know, busy? Does the title up top draw away too much from the close-up symmetry of the design? Did you notice that the skulls have different facial expressions? Look close. This is decidedly Not How Skulls Work. There aren't supposed to be some mad eye sockets, some happy eye sockets. Granted, I've never seen my own skull and lived to tell about it (kills me every time) and I'm no bonologist, but it's kind of goofy. And, hey, goofy skulls otherwise intended for ominous portent? [Darksiders 2 comes sliding through the doorway on cue like Kramer] For those of you too young to remember, we had a glorious time with Darksiders 2 here at Destructoid. That game looked like a goth teen's middle school notebook. Handy might've had the definitive blog, counting all of the skulls in a small batch of screenshots (over 100!!!), but #darksiders2 continued as a hashtag ready to be loosed anytime a bleach-tipped, puka-shell-necklace-wearer finger blasted his girlfriend in a Chili's bathroom (thanks, Occams!). The hashtag still persists anytime something so specifically assaults the senses. Sometimes people use it to reference the game by the same name. That's where I'm at. I like the hustle on XCOM 2's behalf. I like the ambition. I like that it isn't boring as all get out. I can't say they nailed it. It looks a tad goofy, a tad off to me, but that's okay. Better than bland. The actual game has a lot more visual flair going on this time around too. PS: Someone count the skulls, please.
IS IT ART? photo
Good luck, Commander
While I would sell out any one of you reading right now to have spent the last week or two playing XCOM 2, our review copy must have been lost in the mail. It's out, probably dope as hell, and my guy Nic is on it working on t...

H1Z1 photo
H1Z1

H1Z1 is becoming two separate games


'King of the Kill' and 'Just Survive'
Feb 05
// Jordan Devore
Daybreak plans to split up its multiplayer zombie survival game H1Z1 on February 17, 2016. It's becoming two titles: H1Z1: Just Survive, an apocalyptic open-world experience with the usual scavenging and crafting, and H1Z1: K...
Content has changed photo
Content has changed

OK K.O!: Cartoon Network made its own, original game


Steven Universe x Regular Show collab
Feb 05
// Steven Hansen
How many Adventure Time games has WayForward done now? Thirteen? Twenty-seven? It makes sense. Its original anime like Adventure Time, Regular Show, and Steven Universe are hits. But why have someone else make the games when ...
 photo

Friday Night Fights - Snuggie time


Game with the Dtoid Community!
Feb 05
// Mike Martin
I feel like hot garbage. Woke up just... blech. I feel like the inside of Andy's asshole after a NARP. Heavy, floppy, and grossly wet. Anyway, games. We should play them. I still have to drag my carcass to work, so I won't be on until late, but... I don't even know. Bah, play games, make love. Eat chicken soup. *falls over* 
WHAT!? photo
WHAT!?

GameStop is publishing a game AND 'not trying to be a publisher'


Got peas on my head don't call me a pea
Feb 05
// Steven Hansen
Hahaha. The new hotness from Insomniac (aside from the Ratchet and Clank tie-in) is Song of the Deep, a 2D, underwater metroidvania. It's $15 for PC, PS4, Xbox One. And GameStop, the retailer, is publishing it. But don't call...

Auto-loading more stories ... un momento, corazón ...