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Japanese indie games! photo
Japanese indie games!

Doujin fighter Magical Battle Festa strikes PC today


Japanese indie multiplayer brawler localized for western audiences
Apr 08
// Kyle MacGregor
Magical Battle Festa is hitting PC today, courtesy of the localization team at Playism. Set in a future where mankind has averted crisis by harnessing the power of magic, this arena fighter pits up to four-players in an all-...

Review: The Powerpuff Girls: Defenders of Townsville

Mar 23 // Darren Nakamura
The Powerpuff Girls: Defenders of Townsville (Linux, Mac, PC [reviewed])Developer: RadiangamesPublisher: Cartoon Network GamesReleased: March 14, 2014MSRP: $7.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit In standard fashion for the genre, the Powerpuff Girls lose all of their powers at the onset of the adventure. Mojo Jojo builds a device that erases their procedural memories, causing them to forget how to use all of their powers. He also kidnaps Blossom, Bubbles, and the Mayor, leaving Buttercup to try to save the day. At the beginning, Buttercup can do nothing more than walk left or right; she cannot even punch or jump. With robots on her tail, she has to stay on the run. It is sort of interesting to be so completely disempowered, but thankfully the section does not last long. One of the first memories Buttercup regains is how to punch. Shortly after that, she remembers how to fly and things really start to feel right for the Powerpuff Girls property. One design decision that comes off as slightly strange at first is that there are two attack buttons, with one for leftward attacks and the other for rightward attacks. It takes some getting used to, but it quickly becomes clear why it is the way it is: a short time into the game, Buttercup gains a projectile attack, and the control scheme acts as a sort of simplified twin-stick shooter. With independent attack directions, players can fly left while shooting right, or vice versa. [embed]272334:53091:0[/embed] At that point, what appeared to be a brawler becomes more of a shmup. Some enemies put out an unhealthy amount of glowing purple bullets. Though it never reaches the point where it would be called bullet hell, the girls do a fair amount of dodging and shooting from afar, in addition to their more powerful melee attacks when the situation calls for it. Eventually, Buttercup rescues Blossom and subsequently Bubbles, and the player can switch between the three at will with a quick button press. All three have most of the same basic abilities, but each has her own unique projectile attack. Buttercup has a wave beam-esque pulse that can pass through walls, Blossom throws fireballs that deal splash damage and melt ice, and Bubbles has an ice attack that has the widest spread and can freeze open certain barriers. The girls' unique abilities provides one of the avenues for blocking progress and backtracking, though other universal abilities are used for this as well. As far as these types of games go, Defenders of Townsville is more open than most, with multiple paths available at any given time, and not much direction on which path makes the most sense. This highlights one of the weaknesses of the game: the map is less helpful than it should be. With such a nonlinear environment and the backtracking that entails, the map gives no information on what was previously blocking progress. It does show whether a room has a powerup to find and whether it has been cleared of enemies, but little else. It ends up not being a huge deal, because the area to explore is not too large, and the girls' ability to fly makes traversing it a relatively quick endeavor, but it does seem to be a step back for the genre, which has taken steps in recent years to minimize wasted time and effort. After completing the first quest, a second one opens up, but the progression is a bit different. In Mojo's Key Quest, the Powerpuff Girls keep all of their regained memories, and sections of the map are locked off by collectible keys rather than by abilities. To compensate for starting almost fully powered up, the robots to fight are more numerous and more formidable than before. It is in this second quest that the combat really starts to get demanding. With some practice, players are able to fully utilize some of the cool abilities that show up late in the first quest. The girls can punch projectiles out of the sky, use defeated enemies as explosive weapons, and perform devastating charge attacks to drop the robots. Some may find the combat in the first quest to be too easy, but it becomes much more satisfying in the second quest. Mojo's Key Quest has its own map issues, despite the change in progression. While it does clearly distinguish locked and open doors, it is a larger area with certain doors acting as two-way teleporters. The big thing missing from the in-game map is which teleporters lead to one another, requiring a rote memory component for something that could have easily been represented on the map screen. Graphically, Defenders of Townsville matches the recent visual reimagining for The Powerpuff Girls, and while I hated it at first, I got used to it by the end of the first two-hour quest. However, series purists and those who cannot get over it have the option to use the classic, thick-outlined art style, which changes not only the character sprites, but also the whole environment. Otherwise, I experienced a bit of noticeable screen tearing, but nothing too distracting from the experience. The soundtrack is a decent chiptune collection, but it does not especially fit the franchise. It has a bit of a grungy sound to it, rather than the expected sugary pop that many associate with The Powerpuff Girls. It is not bad by any means, but it just does not match. All in all, I came out of The Powerpuff Girls: Defenders of Townsville pleasantly surprised. Not only does it nail the look and feel of flying around and beating up robots as a Powerpuff Girl, but it also stands in its own right as a unique take on the metroidvania genre. Where most focus on platforming as a means for getting around, the girls' constant flight and projectile arsenal puts an emphasis on shmup gameplay instead. Though it suffers from a few design oversights, Defenders of Townsville is a good, solid game. It handles the franchise well enough, but it would be good even without the Powerpuff Girls property. At about four hours of total gameplay, it does not overstay its welcome, and it definitely does justice to the franchise.
Powerpuff Girls review photo
Sugar, spice, and almost everything nice
Fifteen years ago, The Powerpuff Girls was my jam. I used to watch it (along with Dexter's Laboratory) just about every day after coming home from school, but before firing up a videogame. A couple weeks ago, when The Po...

Senran Kagura Bust photo
Senran Kagura Bust

Senran Kagura Burst box art was almost even sexier


This is a brawler, by the way
Mar 14
// Steven Hansen
Marvelous AQL didn't shy away from titillation with apparent porn game Senran Kagura Burst's European box art. The initial plan was even more blatant. The original box art design, prototyped above, was a slip cover. The outer...
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Fight Club as a 16-bit beat-em-up game


Do you want to finish her off?
Mar 10
// Conrad Zimmerman
This was a treat to find this morning. It's the latest installment of "8-Bit Cinema", a series from YouTube Channel Cinefix which presents how films might have been represented in classic games, and they've cast Fight Club&n...
Guacamelee! photo
Guacamelee!

Guacamelee's Super Turbo Championship Edition enhancements detailed


Multiple save slots, independent dimension swapping, and more
Mar 06
// Jordan Devore
How many copies of Guacamelee! is too many? At first glance, I was sure I'd be able to pass on the recently-announced Super Turbo Championship Edition for Xbox 360, Wii U, PS4, and Xbox One having played it once before on PS3...
Senran Kagura Busted photo
Senran Kagura Busted

Senran Kagura Burst commercial likens it to pornography


It's a little bit [videogame] and a little bit [boobs]
Feb 28
// Steven Hansen
If you still live at home with an edgy "No stupid people beyond this point" sign on your door and your mom still cleans your bedroom for you because you are a child, she might find your porn game, this unfunny commercial suggests, with bundled up tissues and Vaseline.  Yes, you'll be Senran Kagura BUSTED. 
Double Dragon photo
Double Dragon

Double Dragon: Neon update addresses online lag


Tell your bro
Feb 27
// Jordan Devore
Patrick reviewed the recent PC version of Double Dragon: Neon and found the game itself to be rad but couldn't say the same for its online cooperative play due to input lag. A new update on Steam has been released to remedy t...
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Battle Princess of Arcadias collides with PSN in 2014


It's up to you to defeat the monsters invading your once peaceful kingdom!
Feb 14
// Kyle MacGregor
Battle Princess of Arcadias and its splashy art are bound for North America and Europe later this year, thanks to the fine folks at NIS America. The Odin Sphere-esque action role-playing game will launch on PlayStation 3...
Double Dragon photo
Double Dragon

Double Dragon: Neon now available on Steam


Get ready to ROOOOOOOOCK!
Feb 06
// Conrad Zimmerman
The zaniest adventure of Billy and Jimmy Lee is available for PC players today, as Double Dragon: Neon arrives on Steam. You may now purchase it for the perfectly reasonable sum of $9.99. Setting aside all of the awesome...
To the Death photo
To the Death

Side-scrolling shooter/fighter To the Death looks great


From former Infinity Ward devs
Jan 21
// Dale North
Words can wait. Hop to To the Death's Kickstarter page and hit play on the video. Get past the few concept images and check out the 0:15 mark. Yeah. That. YES. This beauty comes from former Infinity Ward and Sony Santa Monic...
Guacamelee bundle photo
Guacamelee bundle

El Bundle Fantástico de Guacamelee! está en PSN ahora


If you don't already own it, now is a good time to get it
Jan 14
// Darren Nakamura
Guacamelee! came out early last year, and ended up being my second-favorite game of 2013, with its bright colors, unique setting, and satisfying brawler combat all wrapped up into a Metroidvania. I recommend it whenever ...
Double Dragon photo
Double Dragon

Double Dragon: Neon coming to Steam with online co-op


Sold
Jan 08
// Jordan Devore
Midnight City has announced the PC version of Double Dragon: Neon and the big new addition for Steam is the inclusion of online cooperative play. That's more than enough reason to play this again, in part, for its killer sou...
Senran Kagura 2 photo
Senran Kagura 2

Tamsoft announces Senran Kagura 2: Deep Crimson


Also for the 3DS
Jan 07
// Chris Carter
Even though it may be lacking in some areas, people seem to be enjoying Senran Kagura Burst -- at least, enough for developer Tamsoft to announce a sequel. Famitsu has confirmed that the game will be called Sen...
Sup Holmes photo
Get to know the people that make great videogames
Eight days ago on Sup Holmes (now on iTunes) we were joined by Interabang Entertainment's Justin Woodward. His story is among the most engaging we've had on the show yet. Justin went from hustling burnt CD to gaining two col...

Dubstep Dragon photo
Dubstep Dragon

Allez cuisine! Double Dragon hits Wii U, 3DS eShop


The power of might! The power of right!
Dec 13
// Steven Hansen
The original Double Dragon, the game that started it all, is now available on the Wii U and 3DS eShop. I don't know if it still holds up. I can tell you the movie starring Iron Chef America's Chairman does not. I can bet the cartoon doesn't, either. But, in the words of my uncle: that music is still balling. I've looped the trailer a few times already just listening to it.
Samurai Gunn photo
Samurai Gunn

Samurai Gunn stealth released on PC today


You want in on this insanity
Dec 10
// Brett Makedonski
Samurai Gunn (from boy genius Beau Blyth) has been flying under the radar for a while, but now it's available for the entire world to experience. The frantically-paced Bushido brawler released on Steam and the Humble St...
Super Comboman photo
Super Comboman

Sup Holmes is super with combo man Justin Woodward


Get to know the people that make great videogames
Dec 08
// Jonathan Holmes
This week on Sup Holmes we continue Adult Swimember with Justing Woodward of Interabang Entertainment. Justin's worked in the industry for years, but it probably best known for Super Comboman, the 2D action platformer with be...
3DS photo
3DS

Sega 3D Classics Altered Beast and Sonic out now for 3DS


Take a trip to the ol' eShop
Dec 05
// Jordan Devore
Following last week's debut of 3D Space Harrier and Super Hang-On on the 3DS eShop, another pair from the Sega 3D Classics line is available: 3D Sonic the Hedgehog and 3D Altered Beast. These are priced at $5.99/€4.99/&p...
ATLUS photo
ATLUS

Dragon's Crown shipments soar past 800,000 copies


Atlus vaunts successful figures for contentious PS3 and Vita brawler
Dec 03
// Kyle MacGregor
Atlus has announced Dragon's Crown shipments and digital sales have climbed north of the 800,000 mark since Vanallaware's PlayStation 3 and Vita brawler ventured out into the wild this summer. The controversial...

Review: Final Exam

Nov 12 // Wesley Ruscher
Final Exam (PC, PSN, XBLA [Reviewed])Developer: Mighty Rocket StudioPublisher: Focus Home InteractiveReleased: November 5, (PC, PSN); November 8, 2013 (XBLA)MSRP: $9.99 Mighty Rocket Studio’s 2D beat em’ up, Final Exam, wants to fool you into thinking it’s not another game centered around a zombie outbreak. For starters, the ghastly crew of abominations plaguing the world are referred to as “monsters.” But one would be hard pressed to see them as any anything other than stylized versions of the zombies from the Left 4 Dead series, once the action breaks outs. Being that this is a arcade game, it does not take long for the proverbial shit to hit the fan either. As a group of friends -- who would never in a million years actually hang out with each other -- head off to their high school reunion for some good old nostalgic times, the fun has to be put on hold when they, literally, come crashing into a horde of monsters. It's a simple set up, but then again this game is all about smashing and blasting anything dumb enough to get in your way. On its surface Final Exam appears to be your run-of-the-mill side-scrolling brawler. There are four characters to choose from, each starting out with their own affinities to certain play styles (explosives, hand-to-hand combat, and guns) and a set of zombie-esque monsters to slay over the course of eight stages. Combat is pretty straight forward too with melee attacks regulated to one button and guns and explosives set to the right stick (for aiming) and shoulder buttons for firing. It’s fun, for what it’s worth, in short bursts, but over the course of the game, it begins to wear thin. Mighty Rocket Studio aims to keep their title fresh; with basic RPG stat development, character skill trees, and environments that lend themselves to limited exploration for new weapons and collectables. Unfortunately, monotony sets in rather quick. Combat becomes the same combo strings over-and-over (regardless of melee weapon equipped) and ranged combat offers little variance. [embed]265479:51306:0[/embed] Levels additionally flow the same each time. Environments are typically multi-floored to allow the freedom to go in any direction, and while this could have been used more cleverly -- possibly hiding alternative routes and other secrets -- it's unfortunately used to send players on fetch quests. One level you may be rescuing and carrying children to safety and the next collecting samples, but regardless of what you're doing it all blends together in the end. Really the only shining light to the game’s level design are the few throwbacks to other old school arcade game genres tossed in the mix. There’s a shmup style boss fight and something akin to Space Invaders tossed in, but they are too few and far between. There is decent assortment of enemy fodder to to dismantle though, ranging from rampaging monsters to acid spitters, but by the end of the game you'll be quite sick of them. Enemies constantly come in swarms, and respawn over time, which causes any uniqueness they have to wear itself thin. What escalates the repetitiveness the most, and perhaps the game’s biggest shortcoming, is the reuse of environments. Nothing is worse than doing the same stuff on repeat in the same location. Multiplayer does little to fix anything. Local play is limited to two-players, with online supporting four, but over time the enjoyment of playing with others teeters off into just more monster mashing. Upon completion a timed survival mode unlocks (kill as many enemies without dying in seven minutes) as well as a harder difficulty to try out. If you're truly a sadist this will be up your alley, since the best scores for the leader boards come from playing at the highest skill challenge. I know I've painted a pretty grim picture of Final Exam, but I do want to state it’s not the worst of games. It does an admirable job bringing some modern systems into an old school brawler and at a more than affordable price. It controls well and the visuals are mildly entertaining with all the gooey giblets that are constantly flying around. It’s just  a game you'll go through once and never go back to again. To put it simply: Final Exam is forgettable.
Final Exam Review photo
Class dismissed
Eight years ago when Microsoft kicked off this generation with the Xbox 360, the concept of downloadable arcade titles on a home console was nothing more than a vision. With the Xbox 360 came the Xbox Live Arcade and one ad...

Senran Kagura launch date photo
Senran Kagura launch date

Senran Kagura Burst hits Nintendo 3DS on November 14


XSEED announces provocative side-scroller for release next week
Nov 08
// Kyle MacGregor
Senran Kagura Burst is hacking and slashing its way to North America on November 14, XSEED Games has announced. The "buxom ninja brawler" will be available exclusively via the Nintendo 3DS eShop for $29.99.  The story f...
Vanillaware photo
Vanillaware

Muramasa Rebirth transports DLC westward early next year


Meow
Nov 01
// Kyle MacGregor
Muramasa Rebirth's long-awaited Genroku Legends downloadable add-ons will finally make their way to North America in early 2014, Aksys Games has announced. The supplementary content for Vanillaware's PlayStation Vita action ...
Killer Instinct photo
Killer Instinct

New Killer Instinct trailer reveals Spinal and much more


Double Helix shows off the goods
Oct 31
// Alessandro Fillari
During IGN's recent livestream event for Killer Instinct, much of the focus was on B.Orchid's return in the newest entry of the series. As a fan favorite, Double Helix was keen to show off its redesign and new mechanics for ...
Akiba's Trip 2 photo
Akiba's Trip 2

Akiba's Trip 2 knocks more than socks off


PlayStation panty punching pummeler
Oct 27
// Wesley Ruscher
Acquire's Akiba's Trip 2 is a demon destroying beat'em up where you literally beat the pants off your enemies. The latest video for the title showcases... well it showcases exactly what one would expect from a game wher...
Senran Kagura photo
Senran Kagura

XSEED targeting November launch for Senran Kagura on 3DS


Nothing set in stone just yet
Oct 21
// Kyle MacGregor
Senran Kagura Burst will descend upon the Nintendo 3DS eShop in November or sometime thereabouts, XSEED has revealed. The publisher hasn't quite nailed down a definite launch date just yet, but is still on targeting an a...
Megabyte Punch on Steam photo
Megabyte Punch on Steam

Megabyte Punch now on Steam, 20% off until October 22


One part megabyte pineapple juice, one part megabyte ginger ale
Oct 16
// Darren Nakamura
While only a relative handful of titles have risen from the pits of Steam Greenlight to be featured on Steam proper, the number of games able to make that claim is steadily rising. One such title is Megabyte Punch, which Pat...
ATLUS photo
ATLUS

Dragon's Crown cross-platform multiplayer now live


New patch allows PS3 players to play with Vita owners
Oct 16
// Kyle MacGregor
Dragon's Crown is now equipped with cross-platform multiplayer in North America, Atlus USA has announced. A new title update allows PlayStation 3 and Vita players to set aside their differences and band together in four-player co-op adventures. Happy hunting!

Review: Legend of Dungeon

Oct 11 // Fraser Brown
Legend of Dungeon (PC)Developer: Robot Loves KittyPublisher: Robot Loves KittyRelease: September 13, 2013MSRP: $9.99Rig: Intel i5-3570K @3.40 GHz, 8 GB of RAM, GeForce GTX 670, and Windows 7 64-bit Robot Loves Kitty is keenly aware of the things we're into right now: pixel art, permadeath, and hats. With that in mind, Legend of Dungeon caters to lovers of all three of those things. It's a roguelike-like, a term that isn't so much a solution to the problem that the roguelike genre is ill-defined and the source of many internet arguments as it is a safety net, allowing people to make games that are ostensibly roguelike in nature without needing to worry about upsetting folk who are easily distressed by genre definitions.  So, really, Legend of Dungeon is a roguelike, but with the combat of a brawler. Heroes must traverse 26 floors of a randomly generated dungeon, fending off all manner of deadly beasties, getting more powerful and -- hopefully -- more skilled as they go deeper into what may well end up being their tomb, and most likely the conclusion of the adventure will be the death of the hero. The randomness of dungeons ensures that dying doesn't mean you'll have to go through exactly the same experience again and again, but certain obstacles and monsters do tend to be more common at certain depths. The permadeath system's real flaw is that even quitting the game essentially kills your character. If you're in the middle of a dungeon delve and you get a call from a mate explaining that he's been kidnapped by the Mafia and needs you to come to the docks to rescue him, you're going to either need to just pause the game or say goodbye to all of your progress. Robot Loves Kitty is working on a save feature, but it boggles the mind that it didn't ship with something so clearly needed.  The whole romp is presented side on in 2.5D with gorgeous pixel art. This isn't retro for the sake of being retro, however -- in fact, I'd argue that it isn't really retro at all. It's a style, not a throwback. The character and monster designs are detailed and lively, and the gloomy, stone-clad dungeon is juxtaposed to the vibrant lighting. Rainbows are puked up onto granite slabs, spell effects light up pitch-black tombs, and doorways eerily glow to denote rooms you've already explored.  Accompanying you on your journey through these deadly catacombs is an excellent soundtrack that runs the gamut from ominous and foreboding to electric and groovy. The music is also randomized and dynamic, shifting and changing as you travel down into the forgotten depths of the dungeon. It's usually pretty seamless, though on a few occasions I noticed that it would stop and change abruptly. Scattered throughout the dungeon is a mountain of equipment and potions -- from objects that encase foes in vines to the aforementioned rainbow-vomit-inducing elixir. For the most part, however, you'll be finding hats. Or at least stuff that you'll be putting on your head. Some of them give you Cyclops laser vision, others are just cats. Yes, more cats. Finding a new bonnet is wonderful, because chances are it will change how you play quite dramatically, giving you insane boosts in speed or completely new abilities -- all very welcome when the basic attack amounts to slapping things with a sword over and over again with variety only coming in the form of the ability to hold down the attack button for a supercharged cleave. Unfortunately, it's often hard to figure out what a new item does. A tiny box of stats sits at the bottom left corner of the screen, almost looking like an afterthought, and at first (and second, third, and fourth) glance, it's just a bunch of numbers and brackets. It's jumbled and cluttered, making it a bit challenging to decipher what items to keep or ditch.   Confounding things even further is an inventory system that needs to be doused in petrol and set on fire, then the ashes need to be thrown into the ocean. I'm getting frustrated even thinking about it. It's the sort of system that maybe works if you're juggling three or four items, but in Legend of Dungeon you have more items than that before you even leave the tavern at the top of the dungeon.  Shuffling through one's inventory amounts to selecting the next or previous items in a single row. It's annoying enough when nothing's happening, but attempt to switch to a new item in the middle of a fight and you're pretty much inviting death. About to die mid-battle? Enjoy scrolling through the inventory, looking for an apple, consuming it, and then scrolling all the way back to your sword so you can fight again. Oh wait, sorry, you've died before you can do any of that.  Even more infuriating than the fiddly nature of it all is that it encourages players to discard most of their inventory so they don't need to fight to absurd system every time they want to quaff a potion or choose a hat. Many of the items are tailored to different approaches rather than being simply "better" -- I found myself keeping a lot of different hats and a few weapons so I could alter my tactics when facing new, challenging foes. I was punished for this. Punished for exploring the game's variety and not simply doing the same thing in every battle.  If limiting gear was the goal of this horrible system, then surely limited inventory space would be more appropriate rather than a feature that makes the mundane act of switching items a horrible, and often fatal, chore.  It's a shame that it was such a pain, because it gets in the way of the delight that is slaughtering countless monsters. The freakish denizens of the dungeon all have their own little tricks, from flinging simple magical projectiles to paralyzing you with a mere touch. Encountering a new foe is both exciting and terrifying, as there's no way to tell how powerful they are until you engage them in a scrap. Hence my aforementioned death at the paws of a kitten.  Choosing your battles wisely is paramount, and involves a lot of risk assessment. Will you take a chance and slap a minotaur around even though you have no more apples? Are you going to risk going toe-to-toe with three vampires, knowing the substantial amount of gold they tend to carry? Fights and bosses can be avoided, to take on later when you have leveled up and have a nice bit of health or some crazy gear, but you might need the rewards they spill upon death before that point. Perhaps bringing some friends along will make such choices easier to make? Then again, that might be more bother than it's worth. Legend of Dungeon is billed as a co-op dungeon romp, but it's hard to take that seriously when it's limited to couch co-op only. An online co-op mode was planned, but the Kickstarter failed to reach that stretch goal, leaving us with a more troublesome alternative. Everyone has a different PC setup, of course, so it might work better for some, but in my case an offline mode simply isn't worth the hassle of changing my room. My PC is in my bedroom/office, where I only have one chair, and certainly not enough space for four people to comfortably play a game. At least I use a big TV, but others will be even more restricted with typical PC monitors.  Despite some strange design choices and the unfortunate omission of saves and online co-op, Legend of Dungeon still manages to be a hoot. But there's a sense that it's not finished; that what I really played was a polished beta and not the game Robot Loves Kitty envisioned. The good news is that more features are being planned, and being the price of a pizza or a couple of beers, it's not a bad investment even if it's not quite all it could be.
Legend of Dungeon review photo
Death by kitten
I was feeling pretty cocky when I entered the home of a classy vampire and her kitten chum. I had a magical sword, a hat that gave me Flash-like super speed, and more health-giving apples than you could possibly eat in a life...

Dragon's Crown photo
Dragon's Crown

Dragon's Crown now available in Europe for PS3 and Vita


Cross-platform play coming at a later date
Oct 11
// Kyle MacGregor
Hell hath no fury like a European Atlus fan. That much I know. Still, every once in a while there's cause for celebration across the pond. Today is one of those days, as Dragon's Crown now available across Europe for PlayStat...

Contest: Win Foul Play on Steam!

Oct 10 // mrandydixon
[embed]263355:50868:0[/embed]
Foul Play Contest photo
The co-op brawler that rewards performance over pummeling
[Update: Contest over! Winners have been PM'd their codes.] Our friends at Devolver Digital have given us 20 codes for their new co-op brawler Foul Play to hand out to the Destructoid community! In Foul Play, you get to contr...


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