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Aliens: Colonial Marines

Jimquisition photo
Jimquisition happens every Monday!
You were promised an episode on season passes, in the wake of Jimquisition complaining about downloadable content. There is a season for all things, and that season has come to pass. Here is a nice little bit of shouting on why season passes are ridiculous, and why it would behoove you to pass up on the bloody things.

The final part of the unthrilling saga
In the thrilling conclusion to a rubbish playthrough of a boring campaign, the noble Jim Sterling fights his way through Stasis Interrupted, fighting more Weyland Yutani mercs, having a close encounter with an alien Queen, and giving up on the last bit because it's dumb. It was going on far too long anyway.

Aliens photo
Hicks and his magical pants!
Lisbeth is dead, and we continue our boring journey through space with ... some other person! Witness the terror of aliens that stand around waiting to die. Be amazed by Hicks' magic pants! Feel shock at the comprehension of Weyland-Yutani's Danger Ammo!

Aliens photo
Jim finally gets a gun!
Hell yeah, I finally gets a gun! After the crawling and dawdling of the first part of Stasis Interrupted, the next slice of Aliens: Colonial Marines action actually gets some action! Thanks for all the watching and feedback on part one! People are really digging this, which is great. Expect more!

Aliens photo
Your ol' pal Sterling plays through the 'final' Colonial Marines DLC
I woke up slightly before 5am this morning and thought to myself, "You know what the world needs? Another man with an annoying voice talking to himself while playing videogames on the Internet." So it is that I sold out and ...


Aliens: Colonial Marines 'Stasis Interrupted' out now

Find out the truth behind a stupid retcon
Jul 24
// Jim Sterling
One of the dumbest elements of Aliens: Colonial Marines was the sudden appearance of Corporal Hicks, a move that undid the canon of the movies for no real reason other than the desperate need for a recognizable character. Hic...

At least Square Enix is honest about Colonial Marines

See that disclaimer? That's how you do it!
Jul 17
// Jim Sterling
According to our friends at Tomopop, Square Enix is working on Aliens: Colonial Marines action figures. Now, while it might be surprising that the critically mauled game is getting toys (of the Spitter and Lurker aliens), the...

Aliens: Colonial Marines campaign DLC uncovered

World excitedly anticipates paying more money for garbage
Jul 08
// Jim Sterling
Aliens: Colonial Marines is getting downloadable campaign content in the near future, with leaked PS3 trophies revealing all. Stasis Interrupted is the name of the DLC, and it'll be part of the Season Pass some people actuall...

Pitchford encourages Aliens: Colonial Marines PR tactics

The School of Bullshit is open to new students
Jul 01
// Jim Sterling
Randy Pitchford is far from ashamed that Aliens: Colonial Marines looked nowhere near as good in real life as it did in highly scripted showcase demos, going so far as to encourage the industry to do it more. According to the...

Aliens: Gearbox defends its right to mislead customers

Studio lashes back at 'frivolous litigation'
May 03
// Jim Sterling
Both Gearbox and SEGA have responded to a class action suit that alleges customers were lied to during the development of Aliens: Colonial Marines. Both companies are happy to defend themselves and seem unswayed by the threat...

Aliens: Colonial Marines gets class action suit for lies

Gearbox and SEGA targeted for misleading advertising
May 01
// Jim Sterling
SEGA and Gearbox have been slapped with a class action suit for Aliens: Colonial Marines, accused of lying about the game to get it sold. It was only a matter of time.  Edelson LLC has taken the case, which alleges that ...

SimCity, Colonial Marines, and The Silence

Apr 23 // Jim Sterling
The trouble with games media -- and indeed most news-based media -- is that it's predominantly reactionary. If there is action in the industry, the bloggers and journalists can react. Conversely, without action, there can be no reaction. During SimCity's launch, Electronic Arts and EA Maxis made all sorts of statements and promises -- activities we could react to, in order to keep the story going and add to the pressure being applied to the companies involved.  As soon as EA and Maxis keep their heads down, however, the story largely goes away, almost instantly. After all, most of the information comes directly from the companies, so if they stop giving out, there's nothing to take. A number of outlets can continue to ask for comments from these companies, but with launch period over and a reduced need for promotion, the chances of getting a response start shrinking at a rapid pace. Rock, Paper, Shotgun learned this -- it's attempted to get a comment repeatedly, but to no avail. Neither EA nor Maxis have to say anything anymore -- they had their SimCity launch, they got their money, now they just need to sit back and let the bad press shrivel into oblivion.  Aliens: Colonial Marines is another fine example. During launch, there was plenty to dig up about what I still maintain is one of the most fascinating screw-ups in recent videogame memory. At first, it was amazing to see how deep the rabbit hole went, to try and work out how six years of Gearbox time led to such an unfinished mess of a game, attempting to fathom how much of the project was outsourced to TimeGate, and who developed what. But during this time, Gearbox was largely maintaining a stonewall of silence, and even outspoken developer Randy Pitchford limited himself to a tiny handful of Twitter outbursts.  Nowadays, Pitchford spends his time retweeting positive comments about Colonial Marines, talking up the fanbase and boasting about how many people like it. As negative coverage dries up, these tactics begin to succeed, rewriting the narrative to shut out the criticism and portray a story where only positivity exists. People like me, who covered the debacle extensively, get referred to as harmful individuals, out to personally injure the studio for some vindictive agenda. This is the second major problem with covering these kinds of controversial games -- do it enough, and publishers start to paint you as a lunatic.  We saw this recently with Peter Moore, responding preemptively to its "victory" in The Consumerist's Worst Company of America competition. Moore, having already guessed EA would clinch the prize, wrote a blog demonizing EA's critics, suggesting that most people who dislike the company are homophobes angry about Mass Effect's same-sex romance, or irrational maniacs upset over certain athletes appearing on Madden box art. While EA maintains total silence over legitimate complaints -- such as knowingly launching a game that would be broken by design -- Moore pens self-serving fan fiction in which EA's raked over the coals exclusively by bigots and bedlamites.  The real kicker is, if you want to keep these stories alive, if you care about industry bullshit and feel it's too important to simply forget, you have no choice but to reinforce the publisher's narrative and look like a vindictive crackpot. After all, if publishers are staying quiet, if they're ignoring your requests for comments, what can you do? At that point, your options are limited, and mostly involve inventing new articles from whole cloth -- be it a no-news post that simply reminds people a certain problem still exists, or finding some contrived way to pen a "fresh" op-ed on things people already know about. At that point, you end up becoming the very fanatic publishers say you are.  Most writers don't want to do that. They don't want to become some raving demagogue, and I do find it hard to blame them. Some games writers want to just write about the software and blot out the seedy surroundings -- and I get that. Hell, many readers want that, and I understand it completely. In fact, if you cover a topic too many times, most readers will start a backlash, which is another issue that cripples one's ability to keep the pressure on.  A cat may love being petted, but if you do it to the point of over-stimulation, they start to bite the hand that's stroking, and no matter how passionate gamers are about a subject -- they will grow tired of it in time. It's a natural reaction, and one that I can't blame anybody for, especially in an age of information overload, where news moves quickly and no subject can stick around for long.  Once a reader has had his or her fill of a topic, the backlash begins. The shitstorm surrounding SOPA was exciting to most people for a while, but it required a lot of coverage to truly communicate how vile it was, and a lot of coverage -- in the Internet age of aggressive apathy -- is too much coverage. It didn't take long for comments to go from intrigued to lethargic, with calls for Destructoid to "let it go" and "move on" and "just go back to talking about videogames." Be it about online passes, Aliens: Colonial Marines, Electronic Arts or harmful legislation, I've been told to "get over it" more than I can adequately remember. I've gotten told to "get over" almost everything I continue to care about, and I dare say it's a familiar phrase to anybody who's talked about a certain controversial subject for a long enough amount of time. Sadly, that's exactly what publishers bank on. It's just what they're waiting for. All they have to do is batten down the hatches, erect the flame shield, and wait for the community to turn on itself, to split between those who have gotten over it, and those who need to get over it. Eventually, apathy wins, everybody gets over it, and the publisher can hype its next unfinished piece of shit, that the cycle may begin anew.  So what can be done? Nothing, probably. Just keep on keeping on. However, I do hope that those who do "get over" these things, and angrily demand others join them, understand that they're essentially a brick in the publisher's stonewall. Nobody is obligated to be angry and indignant -- I would not be so arrogant as to demand any reader or fellow writer take up arms for a cause they don't believe in, and more than likely don't think matters. However, I do ask for an understanding equal to mine -- an understanding that it's equally arrogant to demand others stop caring about something, just because you don't care. There are many who continue to give a shit about SimCity, Aliens, and all sorts of other nasty industry crap, and they're having a hard enough time keeping the discussion alive with publishers attempting to drown them out and snootily dismiss them as a "vocal minority." And that goes double for the "game journalists" of the industry. Those whose job it is to cover the industry and serve the readers, yet tell other writers to get over it, to stop whining, and to just talk about videogame press releases. Those journalists who call angry gamers "entitled" and dismiss their complaints. Those journalists who join publishers -- often publicly laughing with them -- and sneer at anybody with a criticism. You know who you are. I know who you are. And I know Electronic Arts is not your friend, no matter how much you cuddle up to them.  It should, really, go triple for publishers themselves. It should be said that they'd be best served not looking like decadent aristocrats, smugly dumping on the "vocal minority" and boasting about how much money they've made, as if raking in ill-gotten dubloons is an automatic invalidation of any complaint, rather than a fallacious use of argumentum ad populum. It should be said, but what's the point trying to squeeze blood from that stone? After all, these are the words of a lunatic from the fringe minority, who really should get over it. But won't.
SimCity Silence photo
Keep your head down, then rewrite the story
Recently, John Walker at Rock, Paper, Shotgun wrote a compelling article on SimCity, and how Electronic Arts' maintenance of radio silence has demonstrated total effectiveness in getting everybody to shut up. The basic argume...

Aliens: Colonial Marines photo
Aliens: Colonial Marines

Aliens: Colonial Marines Wii U canceled

What. A. Shock.
Apr 05
// Jim Sterling
Those of you left caring may have noticed Aliens: Colonial Marines missed its Wii U release launch window. There's a very good reason for that -- SEGA finally decided to shoot the lame dog in the head, and has quietly cancele...
Aliens: Colonial Marines photo
Aliens: Colonial Marines

SEGA admits Colonial Marines trailers are unreflective

European branch of publisher 'fesses up
Apr 03
// Jim Sterling
Following an upheld complaint with the UK's Advertising Standards Authority, SEGA Europe has admitted that trailers for Aliens: Colonial Marines do not reflect the game's final (shoddy) content.  The complaint was upheld...

Aliens: Colonial Marines 360/PS3 update released

Nope, still not 'getting over it'
Mar 21
// Jim Sterling
I'm sorry, dear readers. I've still not "gotten over" Aliens: Colonial Marines. After a set period of time, gamers tend to get aggressively apathetic over certain situations, and seem to grow angry if someone else isn't as re...

Aliens: Colonial Marines 'Bug Hunt' DLC out now

Extra content for this game is almost impressive in its arrogance
Mar 20
// Jim Sterling
Aliens: Colonial Marines' long-awaited (haha) "Bug Hunt" downloadable content is now available on Steam, Xbox Live, and PlayStation Network. It's a wave-based survival mode that, given the general brevity of the game's hyped ...
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Aliens: Colonial Marines

4GB Aliens: Colonial Marines patch available for PC

Oh man, remember this game? It wasn't very good!
Mar 19
// Jim Sterling
Gearbox continues to demonstrate that, contrary to popular idioms, you can actually polish a turd. Aliens: Colonial Marines is being made shinier -- but no less stinkier -- in a 4GB PC patch that improves textures, A.I. behav...
Aliens: Colonial Marines photo
Aliens: Colonial Marines

Aliens: Colonial Marines update rolls out for Xbox 360

PS3 and PC updates are on the way too
Mar 07
// Brett Makedonski
Gearbox Software has taken steps to make its awful game slightly less awful. The studio's second update for Aliens: Colonial Marines is rolling out on Xbox 360 right now. The update covers issues and bugs found throughou...
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TimeGate layoffs

Aliens: CM co-creators TimeGate Studios hit with layoffs

As many as 25 people have been let go
Mar 04
// Patrick Hancock
TimeGate Studios, one of the development teams that worked on the poorly received Aliens: Colonial Marines, has had some of its staff laid off according to Polygon. The development of the game, its reception, and the story of...

Developer on why Aliens' E3 demo was better than game

Feb 25 // Allistair Pinsof
"We were constantly cutting back more and more in terms of texture, shader and particle fidelity, in order to fit into the jacked memory restraints," said a separate unnamed source. And that is how you go from "wow" to "2.5." From Dream To Disaster: The Story Of Aliens: Colonial Marine [Kotaku, image by VideoGamer]
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'There was a reason [the demos] were never playable.'
That Aliens: Colonial Marines E3 demo sure was neat, but you know what wasn't neat? The actual game. According to an anonymous source that spoke with Kotaku, this was always going to be the case since the demo ran on hardware...

Anonymous whistle blower claims Gearbox stole from SEGA

Feb 24 // Jim Sterling
"TimeGate is at fault for: Wanting to even take on this project and their shoddy work," Danielson wrote. "Granted, I heard about their claims about Gearbox having full creative control, but they should have tried to show their side of the argument and fight more if they had problems with Gearbox's creative control and creative direction. "Honestly, I thought they should have risked some arguments and the possibility of losing the contract, if they had problems with the project like the Reddit poster said. However, there still is a chance of their claims being a lie or a half truth, but as I said above, TimeGate has some responsibility." The whistle blower addressed the idea of TimeGate throwing out Gearbox's original project work when it took over, but could only offer speculation. The possibility is entertained that TimeGate may not have been legally allowed to use Gearbox's work, but it's also entirely possible the new studio decided to start again from scratch for some other reason. "SEGA is at fault for: Announcing the project in 2007 when no work was done at all," he continued. "In my views, a game project should be announced publicly when it is 50-60% done, so you won't have to wait 6 years for a game that turns out to be shit. "SEGA is also responsible for not permanently cancelling the game in 2008. I don't know who found out about the mishandling of funds by Gearbox, but [canceling Colonial Marines] had to be one of the few right decisions the board has done, or this person is one of the few board members who knew what they were doing (from what I heard, this person may have left the board a while ago when SEGA decided to start the project again). This game should have been cancelled permanently, and the final product is undeniable proof of it. "Despite that, I believe SEGA wanted to try to get some of the money back, at the fans' expense.  So another blame for SEGA there. SEGA should have also watched the project and development a lot better, because there was a lot of warning signs that said this was a disaster in the making. So whoever was assigned to watch Gearbox and the game has some responsibility too, unless the board was forcing him to do it. SEGA and their lawyers also have some blame on the wording of the contract too, but more on that later." The blog then moves onto the main event, addressing the involvement of Gearbox Software and its CEO, Randy Pitchford. In no uncertain terms, the studio is accused of robbing its publisher and lying to its face.  "Now here is the company that should get most of the blame: Gearbox Software and Randy Pitchford. Gearbox stole from SEGA, they robbed us, lied to us about the game, and tried to get another company to make the game instead. Let's see where the funding went shall we? Everyone said the game went to both Borderlands games, but Duke Nukem Forever gets a mention as well, but it's pushed out of the spotlight, because people want to forget about that game, and I don't blame them!  Duke Nukem Forever had a big impact on Aliens: Colonial Marines as well." A Gamasutra article was used to back up the claim. The article in question is an interview with Pitchford, in which he explains how his studio got the rights to Duke Nukem Forever.  "It clearly shows that Pitchford and Gearbox wanted to focus heavily on Duke Nukem Forever, but how would they get the money to hire some of the 3D Realms team and even buy the intellectual property? Sure, they made a lot from Borderlands, but guess where they got the money to fund Borderlands in the first place? Yup, SEGA. "So Gearbox essentially lied to SEGA, mishandled funds, broke agreements and contractual obligations to work on other projects, didn't want to work on a game they were contractually obligated to work on and gave it to another team, poor organization and direction on ACM, took on too many projects from different companies at once, and other things that we may not even know about. Hell, part of me believes that Gearbox wanted this thing delayed as much as possible so they can get more funding money to embezzle from SEGA." Danielson concludes by saying he's heard rumors of possible legal action being taken by SEGA, but admits the contract may preclude such a step from being taken. All Gearbox apparently had to do was ship the game to fulfill the agreement, which it's now done. He added that SEGA should have canceled A:CM and taken the studio to court, rather than try to make the fans pay for the investment. The writer even goes so far as to suggest SEGA ought to have published Borderlands, given it paid so dearly for it.  "In this case, what happened clearly was SEGA had a decent eye on the project, rightfully cancelled it, when they saw the problems, then someone decided to restart the project, leading to this massive mess," he concludes. "Where is our money Randy? We should get sales from Borderlands 1 and 2, since it was our money that funded it." That eventual Aliens: Colonial Marines post [SEGA Awakens]
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Secret SEGA blogger says Duke Nukem Forever had a big impact on Aliens' failure
[Update: Just to make it clear, I have been able to corroborate the basic information presented by "Danielson," not his more editorialized opinions. I can't back his claims of "embezzlement" -- likely more an emotional respon...


TimeGate resumes show a LOT of Colonial Marines work

Studio more than 'helped' Gearbox, according to TimeGate employees
Feb 21
// Jim Sterling
The Aliens community has been digging hard to get to the bottom of the ever-winding Aliens: Colonial Marines story. The latest development involves the unearthing of a number of resumes attributed to TimeGate employees, revea...

Developer: Gearbox lied to SEGA, 2K over Colonial Marines

Feb 19 // Jim Sterling
"Gearbox was taking people off the project to put them on Borderlands 1," he says of his time on the job. "This was before the big art style change happened on Borderlands. Our team was getting smaller by the month, making it very difficult to get the game made. Ironically several of the team members were ex-3D Realms people who were saying [paraphrasing] 'Finally, we're going to Gearbox to make Aliens, and we're going to ship a fucking game!' Hah." According to our man with the inside track, it was later learned that SEGA actually canceled Colonial Marines, deciding to cut its losses after such a long development cycle.  "At some point in 2008, SEGA temporarily pulled the plug on the game," he said. "They caught wind of Gearbox shifting resources (despite still collecting milestone checks as if the team were full size) and lying to SEGA AND 2K about the number of people working on each project. This led to the round of layoffs at Gearbox in late 2008." The developer confirms he later spoke with people attached to the project at the beginning of 2012, and learned they actually didn't expect the game to ship in February, given its current state. It would appear staff on the game knew the thing was a bust, and were prepared for a fresh delay. Obviously, that never happened, and now we're here. Naturally, and like so much about this situation, information was provided on the hush-hush and cannot be taken as factual evidence of any wrongdoing on anybody's part. It is, however, yet another perplexing piece of the puzzle, one reflective of other things we've been hearing over the past week. Meanwhile, as SEGA and Gearbox both maintain a poker face, these whispered words are really all we have to go on.
Gearbox lied photo
Anonymous Aliens whistle blower blows whistle anonymously
It's fair to say the Aliens: Colonial Marines story has been a fascinating one. From the years of hype, to the negative reviews, to the later confusion over who actually developed the game, there's a lot of mystery and contro...


Gearbox 'looking at' an explanation for Colonial Marines

Pitchford claims there are 'stakeholders' to think of first
Feb 19
// Jim Sterling
After breaking his radio silence this morning to respond to lots of praise for Aliens: Colonial Marines, Gearbox CEO Randy Pitchford went on a bit of a blocking spree, cold-shouldering yours truly and a number of other people...

Randy Pitchford has only time for Colonial Marines praise

Still zero explanation for the game itself
Feb 19
// Jim Sterling
While the Internet at large still waits for Randy Pitchford -- or anybody -- from Gearbox to come clean and explain what went wrong with Aliens: Colonial Marines, the studio CEO has decided his best course of action is t...

Co-op and horror don't work together in Dead Space 3

Feb 18 // Taylor Stein
With the admittance of co-op functionality within the horror genre, it begs the question, is it possible to produce an authentic fear-driven experience while playing a game with two players? How scary can a dark room, narrow hallway, or eerie mansion be when you've got a geared-up teammate watching your back? Many of the recent horror titles such as Resident Evil 6, Aliens: Colonial Marines, and Dead Space 3 have embraced the action-driven narrative, but adding co-op might just tip the scale in determining whether we're left with a true horror game or just another third-person-shooter. Let's take a trip down memory lane to explore how the videogames of old, the grandmasters of horror, were able to convey terror in the simplest of ways.The titles that put the horror genre on the map, Resident Evil and Silent Hill just to name a few, carved a unique space within the videogame gamut. Without the use of high-def visuals or stellar controls, the early horror installments were able to successfully embody the atmosphere of trepidation. Fear was derived from the fact that the odds were not often in your favor. Fighting a deformed nightmare monster with a baseball bat almost always ended in getting your ass kicked. Run out of bullets? Kiss your sweet life goodbye.Survival was the overarching sentiment, not guns-a-blazing battle. With a combination of fixed camera angles, few health packs, invulnerable enemies and ineffective weaponry, terror tactics of the past were brought to fruition by making the player as vulnerable as possible. It wasn't about how many necromorphs or zombies you could kill, rather, how you could get from point A to point B without running into a giant monster that would instantly reduce you to a bloody pile of mush. Nowadays, it seems like people just like to shoot stuff. Gears of War creator Cliff Bleszinski shared similar concerns about the fate of the horror genre in his blog. Within the current gaming market, Bleszinski predicts that horror games will be unable to flourish; instead, he points to indie and PC titles as the next step for the genre. He states, "When we’re fully digital we’ll see more true horror games coming back. Look at Amnesia and Slenderman on PC."Action is one potential strike against the effectiveness of in-game apprehension, strike two and possibly the icing on the cake, is co-op. Gun battles and explosions are welcomed inclusions to any shooter, but it's arguably difficult to maintain the same level of nail-biting suspense or edge-of-your-seat anxiety when you're equipped with weapons galore and a buddy who is ready to lay any ferocious creatures to waste. Dead Space 3 is the most recent title to deviate from its single-player, nightmare entrenched roots. With a friend, players are able to explore the frozen wasteland of Tau Volantis and the decrepit remnants of derelict space vessels together. While two heads are definitely better than one, two guns make all the difference. Taking on a horde of necromorphs with an added set of autonomous weaponry highlights each room as a tactician's dream. Quelling waves of resistance is as easy as positioning your character relative to your squad mate to cover all avenues of attack. If an enemy unsuspectingly emerges from an overhead air duct, my partner has my back. While tag team monster annihilation is amazingly entertaining, the last thing I would describe the experience as, is frightful.The shift within the genre from perseverance to action, from defense to offense, was one that reflected the popularization of shooters within the gaming landscape. Horror developers are forced to adapt, and what we are left with, is an attempt to maintain the same level of suspense captured during the golden age of scary gaming, while providing room for the mechanics that represent the current trends within the mainstream industry. The reality is, the vision of crafting an insanely scary experience is often lost when combined with multiplayer features, over-the-top action, and shooting elements. The good news is, Dead Space 3 allows players to complete the campaign alone OR with a friend, so thrill-seekers have the option of pursuing the story in the scariest way possible. Unfortunately, minus a few jumps here and there, I haven't found the two-player gameplay to be the least bit intimidating on a horror level. The co-op functionality enhances the playability of the game by welcoming a shared experience between two players, yet it adds nothing to make the title more suspenseful or daring besides adding a bit of character back story via co-op side missions.  This is not a discussion about whether Dead Space 3 is a good or bad game, even though I quite enjoyed it personally. It's not a debate about which genre is better, action or horror. This article serves to ask a simple question, does combining action with the comforting appeal of 2-player support create an authentic horror experience?What is your impression of the complicated relationship between co-op and horror? If you played Dead Space 3 with a friend, did you find the game to be as nerve-wracking as the previous installments? Sound off in the comments below.
When co-op meets horror photo
Action plus co-op is fun, but scary? I'm not so sure
The room is dark, cold, and unusually calm. The once bare walkways are now riddled with blood and severed limbs. In the distance, a faint hum can be heard echoing throughout the metal encampment. Its repetition is a solid rem...


Jimquisition: Previewed, Preordered, Prescrewed

Jimquisition happens every Monday!
Feb 18
// Jim Sterling
Preorder culture expects gamers to trust developers more than ever, but how does that work when they inspire so little faith? The "take cash now, provide content later" tactic is currently serving companies well, but with re...
DTOID Show photo

PlayStation 4, Watch_Dogs, Destiny, & Iwata's Luigi Hat

The Destructoid Show Learns How To SEO
Feb 15
// Max Scoville
Hey guys, if you missed it, here's today's Destructoid Show, which was live earlier. Because we do that every Friday. Lots of news today: Naughty Dog delays The Last Of Us for an extra month. This thing is an actual prototyp...

Randy Pitchford doesn't like being called a liar

Gearbox CEO breaks radio silence after Colonial Marines launch
Feb 15
// Jim Sterling
Gearbox CEO Randy Pitchford raised his head above cover today, making a few indirect Tweets regarding the controversial Aliens: Colonial Marines launch. While he didn't provide an explanation or an apology, he did make it cle...

Aliens: Colonial Marines not canceled for Wii U

Publisher confirms the shame is still coming
Feb 15
// Jim Sterling
In the fallout of the Aliens: Colonial Marines controversy, fact and fiction are difficult to separate. SEGA has, at least, put paid to one of the not-so-true suggestions, denying rumors that the Wii U version has b...

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