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Devolver Digital

Review: RONIN

Jun 30 // Patrick Hancock
RONIN (PC)Developer: Tomasz Wacławek Publisher: Devolver DigitalMSRP: $12.99Released: June 30, 2015 RONIN uses a barebones and cliche story. The main character wants to avenge their father and does so by killing five targets. A photograph with all of the targets together, along with the father, is used as a loading screen, which leads to the assumption that they were close at one time. What happened between then and now isn't ever delved into, and the player is sort of left with little to no story to go off of. Just kill the targets, because dead father. Got it? Every target plays out exactly the same. Two stages of going around and hacking computers, then one stage with the target in it. This repeats every single time, with the exception of the final stage. Even the stages with different objectives play exactly the same way, so it hardly matters. Playing RONIN feels like playing the same mission over and over again, about twelve times.  Each level even has the same three mini-objectives: don't kill any civilians, don't set off the alarm, and kill every enemy. If all three of these are completed, a skill point is awarded. This is the only form of character progression, and is essentially mandatory. The skills add combat techniques like throwing and recalling the sword or deploying a hologram. Certain skills are way better than others. For those who are about to play: get the skill that allows for hanging up unsuspecting enemies, then go for the one that allows teleporting to enemies. They are by far the best skills. [embed]294727:59273:0[/embed] There are two forms of gameplay: free form and turn-based. While outside of combat, movement is free form. Jumping uses the mouse and functions a lot like jumping in Gunpoint, for those familiar with the game. Holding the jump button brings up an adjustable arc, and releasing the jump button sends the player in that arc. However, unlike Gunpoint, this mechanic is incredibly awkward and never seems to work the way it should. When spotted by an enemy, turn-based combat begins. The game pauses and will show where the enemy will be firing, allowing the player to make a move accordingly. The player always moves first, so attacking at a guard who is about to fire works out just fine. The problem is that the only way to move is to jump. If the player is hanging from a ceiling and a guard is about to shoot them, it is impossible to just scootch a little bit to the right. The only option from hanging is to jump down, which isn't always a great option. Jumping on an enemy will stun them, forcing them to recover for two turns. Stunning an enemy also awards one point towards the Limit Break bar. This bar slowly fills up with action points as the player stuns or kills enemies. These points are used to utilize the acquired skills, or to use the Limit Break itself. If the bar completely fills up, the Limit Break is automatically activated, which allows two turns at once. Once used, the bar is completely drained. Most of the time, I would have much preferred to not use the Limit Break and instead use my skills to dispatch enemies. The issue is that jumping takes one action point to use, and if the player doesn't either stun or kill an enemy, that point is lost. Some skills, like throwing the sword, can only be activated mid-air for some reason. This means players have to waste an action point jumping, then next turn they can spend the two points it takes to throw a sword and complete the action. This essentially means it takes three skill points to use the skill instead of two, and can be quite frustrating.  Battles are essentially puzzles to be solved by the player, and there is often only one real solution. Most rooms have one entrance, and from there it is a matter of figuring out how to hop around in the most efficient way. Players with different skills will approach a battle differently, but given a single set of skills, they will solve battles in just about the same way every time. There are also only four enemy types throughout the entire game, so battles are different ways of arranging the same thing. Despite the awkwardness of the jump and frustrating design decisions in many of the levels, every once in a while something beautiful happens. It happens when all the skills are used effectively and players actually feel like a Ronin warrior. These moments occur somewhat frequently, and do a lot of good to help alleviate the otherwise constant frustration of memorizing a level's solution. There are checkpoints throughout each stage, though it's not conveyed to the player where they are. They can be pretty generous at times, usually saving right before a battle. However I did encounter instances where the checkpoint left me in an inescapable position, forcing me to restart the level. At one moment, the game saved just as the alarm was going off, making it unavoidable. The game then crashed immediately afterwards. The option to go back to past checkpoints would be a very welcome addition. The last mission has zero checkpoints, and forces players to do the entire thing all at once. It's a great mission compared to all of the others, largely because it's actually somewhat different, but considering the amount of accidental deaths I've had on it alone, it's an asinine decision. There's also a New Game+ mode, which adds more difficulty to the stages. Behavior also seems to change, as guards that previously shot in a contiguous straight line now had upwards recoil. The problem is, there's no incentive to play New Game+. The standard campaign was already the same mission every time. Why do it again? There are no new skills to acquire, just an added challenge for those who are yearning for more of the same. While I played this game on PC, it is clearly designed for tablets. The user interface is awful, consisting of simple text and gigantic buttons. To perform any action, players must click on big floating circles above the object, whether it be to kill an enemy or ride an elevator. Sometimes players can tap the W key to perform an action, like moving the elevator up a floor, but other times it simply doesn't work, like when entering the elevator. It's gaudy and frustrating to have to click on these bubbles all the time. RONIN strives to achieve the level of masterful design of games like Gunpoint and Mark of the Ninja, but seems to have overlooked what made them so special in the first place. It has its moments of truly feeling like a badass, but they do not make up for the frustration of everything in between. [This review is based on a retail build of the game provided by the developer.]
RONIN review photo
Where are the other 46?
When I first saw RONIN, I thought I was looking at a mod for Gunpoint. The jumping mechanic appeared the same, the environments were almost identical, and the idea looked just about the same. Turns out, RONIN is not that...

Shadow Warrior 2 photo
Shadow Warrior 2

Enough talk, let's watch some Shadow Warrior 2


Slice 'em up
Jun 23
// Jordan Devore
With all of the stops to carefully pan the camera, you know this is an E3 demo, but the upgraded lighting in Shadow Warrior 2 does look nice. Demons aside, I'd like to retire here. Lo Wang spouts a bunch of cheesy lines, as ...

Mother Russia Bleeds is a brutal throwback to classic brawlers

Jun 19 // Alessandro Fillari
Set in an alternate universe where the USSR has been crippled with crime and drug abuse, leaving society in an ever-present dystopian fugue-state, a group of street fighters take it upon themselves to fight back against the criminal element. Addicted to mysterious drugs in syringes that enhance their abilities, they'll have to use their skills to take down the Russian mafia, the powerful government, and a secret society of sexual deviants to exact revenge on those that have laid waste to the motherland. While the plot is pretty standard for a beat-'em-up, the story gets damn dark throughout. What's interesting is that you're not necessarily a good guy -- just a lesser shade of grey roaming the streets. The presentation does a great job of pulling you into this twisted world. Much like Hotline Miami, it uses dark and hypnotic lights to set the tone, and also manages to mess with your head. There were several points where I really tripped by the visual style. And I mean that as a good thing. The style is trance-like, and once it gets you, it doesn't let go. Much like the classic titles Mother Russia Bleeds pays homage too, its controls are largely easy to get into and remember. With a combination of heavy and light attacks, including grab and dash moves, you'll be able to take out the various enemies trying to rush you down. You'll also find weapons and gear in the field, such as bats, guns, and bar stools. Moreover, each character possesses their own moveset and stats. Out of the three characters available, I chose Boris, a seemingly homeless brawler with serious speed. With his moves, I made quick work of the mobs. Oddly enough, friendly fire was enabled by default, which made battles hectic but also irritating. Thankfully, you can turn it off (unless you're in need of an extra challenge). With that said, there are a number of cool additions to the traditional mechanics. The syringes that the fighters possess grant them buffs for periods of time. When used, the screen turns dark and the fighter on his high will gain super speed and increased strength. Also, they get access to a unique fatality, which instantly kills one enemy. They're brutal and satisfying to pull off, but you'll sacrifice the remainder of your buff period. Also, syringes are used to heal yourself and revive downed allies. Though if you're running on empty, you can sacrifice some of your own life to revive them. Playing Mother Russia Bleeds was a trippy experience. Though there were a number of odd quirks they'll have to iron out before released, I was very pleased with what I played. We also got a peek of some upcoming features outside of the story mode. Along with Boss Rush, challenge missions, Arena, and Versus play, the developers plan on giving the people the total package. I got the sense that this was made from folks that loved the genre, and with their aspirations to help revitalize the brawlers, I can say fans will find a lot to admire here.
Devolver Digital photo
Launches on PC, Mac, and PS4 in 2016
One of my favorite types of games from back in the day was the side-scrolling beat-'em-up. Though the sub-gene has sorta evolved into more standard and narrative-based action games, I still feel there's more to be done with t...


Crossing Souls is a stellar tribute to the 1980s

Jun 19 // Alessandro Fillari
Set in a small town during the summer of 1986, a group of friends stumble across an ancient artifact that allows them to connect with the world of the dead. Interacting with ghosts of former residents, both long-past and recently departed, they begin to learn that things are not what they appear to be in their boring, quiet town. But soon after, they discover that several forces want control of the relic for themselves, and they must evade police, the U.S. government, and other supernatural entities in order to keep it out of their hands. The developers behind Crossing Souls cite '80s films and TV, along with '90s video games like EarthBound and A Link to the Past as their major sources of inspiration. During my half hour with the game, it was clear that this was a love letter to the era. It not only exudes style channeling the playful rebelliousness of E.T. and The Goonies, but also the sense of adventure found in SNES action/adventure titles. Stylistically, it's a charming game featuring VHS-esque distortion during many of the animated cutscenes. And with music from Timecop1983, one of the Internet's more well known Snyth-Pop artists, Crossing Souls pulls those nostalgia strings hard, and it does so in an evocative way. As the group must keep the balance between the world of the living and the dead, they'll have to explore both realms simultaneously. Each of the five friends possess their own strengths, which necessitates switching between them. Some have certain skills for climbing and heavy lifting, while others have access to ranged attacks. While exploring the town, you can freely interact with the folks from both the living and dead realms. It's completely open, and you can uncover side-missions and events that will have you explore the furthest reaches of town. My favorite part of the demo was exploring the town square and seeing ghosts from the past comment about 1980s culture. It was interesting to see the changes between the two. In one world you could be relatively safe in a populated area, but in another you might get swarmed by vengeful ghosts looking to attack anything alive. Also featured in the game will be an Arcade mode. Throughout your adventures, you'll come across mini-games and special encounters that will have you take part in a trial of wits and timing, and after they're completed you can play them again at any time within this mode. During one segment, I had to evade the police on my bike in style very reminiscent of Battletoad's infamous speeder bike sequence. Thankfully, this one was a lot more fun and less stressful. I wonder what else the game has in store. The mini-games were a cool diversion from the core gameplay, and I'm sure most players will find one they'll gravitate to. I wish I could've spent more time with Crossing Souls. I'm a huge admirer of 1980s culture and entertainment, and it hit all the right nostalgic notes. This was totally the type of game any '80s and even '90s kid would want to experience, and it recalled all the cool moments I had playing video games or watching cartoons back then. Fourattic channels that sense of wonder and awe of experiencing something so fresh and charming. I can't wait to see more from this title in the coming months, and with its release next spring, you'll get to re-experience an era of exuberance soon.
Devolver Digital photo
Releasing on PC and Mac in spring
In recent years, Kickstarter has opened the doors for a lot of developers looking to make things happen. It's a real pleasure to see titles that would've never been greenlit by publishers find an audience willing to put up ca...

Shadow Warrior 2 goes even more over the top with co-op action

Jun 17 // Alessandro Fillari
Set after the events of the previous game, Lo Wang returns to battle armies of demons that have invaded our realm, and it's up to him and his new ninja warrior buddies to take them out. The plot is as ridiculous as the original, and probably more so with the addition of new characters and a much larger arsenal of weapons. The claws and throwing blades are extremely fast, and make quick work of the demons in incredibly gory fashion. One thing that was immediately clear was that the gameplay of Shadow Warrior has been considerably expanded. The corridor-shooter aspect of the original game has been ditched in favor of more open levels to explore. While not open world, there is much more room for exploration and traversal throughout the environments. Platforming and general movement has been enhanced to take advantage of the new lateral movement gameplay. Wang will no longer have to worry about managing his stamina, as his ninja abilities have given him enhanced strength and dexterity, allowing him to climb walls and run across rooftops with ease.  Moreover, the general structure of the game has been changed as well. With a new hub area, Wang and his allies will be able to acquire quests and upgrade their characters before venturing out into the missions. As the last game was largely a straight shot through a series of chapters, SW2 gives players more freedom in how they tackle objectives. This also allows players to revisit earlier missions much easier to re-engage past foes in order to build up Wang's strength. With the new character progression system, players will be flesh out the Shadow Warrior in very unique ways. Since the last game, the developers decided to seriously up the combat and character growth aspect with brand new RPG mechanics. As you battle enemies, you'll level up your weapons and acquire gems to augment your equipment, giving them elemental properties and buffs. While it's not Diablo-esque loot where you'll find near-infinite forms of the same weapons, the gems you find will give your gear some interesting buffs that will vary from character to character. Of course, you'll be revisting missions very often, and the devs decided to include new procedural content for the level design. Every mission (save for specific story events) will feature procedurally generated level design and content. Enemy positions, terrain, buildings, and weather conditions are all random, which will make repeat visits interesting. During one level, we came across a town with several buildings and mobs of foes to take down. The design itself was impressive, as it encouraged a large focus on vertical movement and flanking of the demons. Keep in mind that this was random, and it will feature an entirely different design. Furthermore, the level design will also take into account side-quests and other events that happen in real time, which will add more flavor. I only had a brief amount of time with Shadow Warrior 2, but I was plenty pleased with what saw. I sometimes get worried when action games go more RPG for their sequels, but the additions to the growth system and action only enhance the core sword/gun play. I was impressed with SW2. Lastly, co-op play looks to be a lot of fun, and though the new characters are mostly anonymous ninjas, each player in group will play as Wang in their own game, while the others appear as the newcomers. It's in a clever way of making sure everyone gets a bit of Wang. With release set for sometime next year across PC, PS4, and Xbox One, fans of the original will be getting more Shadow Warrior into their hands much sooner than they think.
Shadow Warrior 2 photo
Wang is back, baby
2013's Shadow Warrior reboot from Devolver Digital made a name for itself when it was released on PC. As most reboots of classic titles tend to go for a more gritty and toned-down vibe, the developers at Flying Wild Hog went ...

Devolver photo
Devolver

Devolver bringing Crossing Souls, Eitr, Mother Russia Bleeds to PS4 & Vita


Tasty indie goodness
Jun 15
// Zack Furniss
Devolver's bringing some cool stuff to the PlayStation 4 and Vita. Crossing Souls, Eitr, and Mother Russia Bleeds are on their way to both systems. We'll have impressions when we see them on the floor over the week! I could use a good beat 'em up in my life right now.
Shadow Warrior 2 photo
Shadow Warrior 2

Shadow Warrior 2 confirmed for next year on PC, PS4, and Xbox One


Lo Wang returns
Jun 11
// Chris Carter
2013's Shadow Warrior reboot was pretty great. Developer Flying Wild Hog and publisher Devolver Digital seem to think so too, as they have just announced a full follow-up, ingeniously titled Shadow Warrior 2. Like most ...
Pigeon dating sim 2 photo
Pigeon dating sim 2

Get flirty with Hatoful Boyfriend's sequel this fall


Sexy birds return in Holiday Star
Jun 05
// Kyle MacGregor
Everybirdy's favorite avian dating sim Hatoful Boyfriend is back with a sequel, Holiday Star. Originally released in 2011, the visual novel is now being remastered by Mediatonic and Devolver Digital for PlayStation 4, PC, and...

Review: Not a Hero

May 14 // Steven Hansen
Not a Hero (PC [reviewed], PlayStation 4, PS Vita)Developers: Roll7Publisher: Devolver DigitalReleased: May 14, 2015Price: $12.99 BunnyLord, a rabbit from the future, is running for mayor to prevent humanity from some sort of possibly bee-related extinction on a campaign of hunting down and murdering various crime bosses. His mayoral bid starts with his campaign manager, Steve, and gunman join the cause with rising poll numbers. The health bar shared by Not a Hero's nine playable characters is only a few ticks. It regenerates rather quickly when you're not being shot, but you're often being shot, and one bad volley of enemy fire can kill you immediately. This frailty, which feels more "retro" than the pixel art in and of itself, is mitigated with a cover system, the crutch of the contemporary third-person shooter. Movement here is just as key as shooting, so there is a slide button that you can contextually release before pieces of cover to snap to safety. Shooting while in cover automatically exposes you and enemies can still come head-on and give you a thwack lest you think you can reload in absolute peace. You can play sheepishly -- and cover is helpful when you're down to the last tick of the health bar -- but are not encouraged to. Shots at close range do critical damage while sliding into enemies will knock them out and allow you to perform executions. The result is a cover-supported game rather than a cover-based game. It's there to be used when you're not slide tackling and brutally stabbing folks to death room to room. Your tactics are as brazen as the boss' campaign, which includes perpetuating the war on drugs, rescuing pandas, giving bees to the children, and shooting a not-insignificant amount of police officers. Established trends voters are for. [embed]292134:58536:0[/embed] There are power ups and limited secondary weapon pickups to go along with the nine characters, all of which except the last two feel distinct from one another. There were some power ups I tended to avoid, especially after unlocking an assassin with a devastating, but slow to reload, double barrel shotgun. Coupled with the quick reload power up, the only one not limited to one magazine worth of ammo, it's hard to beat. That same character is quick with a rapid slide which did end in some undue-feeling fall deaths. When I had to jet down a descending series of rooftops, it felt about as precarious as playing a 3D platformer. You can change direction midair which is great for busting out of a window and then busting into one on the floor below, but occasionally I found myself careening forwards to death despite feeling like I'd moved the stick the other way. Having multiple buildings to flit between and different points of entry keeps every multi-floored stage from feeling like a Donkey Kong zigzag to the top, but running or sliding in between any open spaces that weren't perfectly in line with each other just feels a bit off. Additionally, there's just the three visually distinct areas -- the first two of which are even more similar outside of the color swap -- that fall in line with Not a Hero's general flattened action tropes and references. First, it's the Eastern European shipping underbelly. Then it's off to the "urban" (read: dark skinned enemies) area, in an apparent reversal of the first two seasons of The Wire. One of the player characters is Spanish, named Jesus. He wears bright pink, is in a permanent hip thrust animation, and sounds more like Al Pacino doing a Cuban accent in Scarface. Meanwhile the black guy pulls extra magazines out of his afro. On the other hand, the rest of the cast are regional UK in-jokes. The most visually distinct area is the Yakuza-boss-run, an Asian-themed one (much of it related to a sushi restaurant run by bossman Unagi) that also introduces one-hit-kill samurai and ninja, as well as triad folks doing combat barks sometimes not in English, sometimes with thick accents. It also introduces timed door locks which are antithetical to momentum and are often situated at hall ends, meaning you've already done all the murdering on the way there and are waiting for nothing to move on to the next level. And while BunnyLord makes for a unique employer, the extreme irreverence is sometimes amusing and sometimes feels like a forced @dril imitation. There's a bit too much, "Look, it's so random!" at times, like a deadpan presentation of Borderlands 2. More importantly, BunnyLord gives post-mission and pre-mission monologues back to back and to keep the comedic timing you can't just read the text boxes more quickly. It's either wait for the slow text crawl hoping for payoff or just skip it entirely and go shooting. I often went with the latter. Each stage has three optional objectives, too, that go towards determining BunnyLord's political station. Apparently mayor doesn't cut it. But while I completed most everything in the first two areas on my way up from mayor to prime minister to King of England to Global Megalord, I'm stuck as mayor overall. The third act ratchets up the difficulty a lot. I almost spent as much time in the last and third from last stages as I have everywhere else. And I still haven't been able to complete any of the side-goals in the last level, which is basically a boss fight followed by a level, with no checkpoint. It's a bit of a pain, but given how quickly I breezed through a majority of the game, perhaps those more challenging, borderline frustrating bits add to the longevity of what is a pretty lean little game. Translating cover shooters into 2D makes for a good  mix of contemporary and classic sensibilities. It's nice to play a shooter where avoiding enemy bullets is a bit more necessary and I like the tools Not a Hero provides with its slick cover system, mechanically varied cast, and constant chain of slide kicks and executions. [This review is based on a retail build of the game provided by the publisher.]
Not a Hero review photo
I can be your hero, baby
Roll7 has received much adulation distilling skateboarding into pixel-based 2D fun with OlliOlli so it's not surprising that the team has been able to do the same with cover-based shooting. But OlliOlli's pixels belie the pol...

Hotline Miami photo
Hotline Miami

The Hotline Miami Story covers the making of this trippy series


Cocaine Cowboys and Neon Lights
May 07
// Alessandro Fillari
I still remember how the original Hotline Miami suddenly came out of nowhere and left an incredible impression on those who took a chance on it. It was such an unusual title. Its bright, vivid visuals, along with the overhea...
Not a Hero delay photo
Not a Hero delay

Not a Hero delayed for a frame-rate upgrade


2D cover-based shooter slides to May 14
May 01
// Jordan Devore
I feel like one of the few remaining people on staff who hasn't tried Not a Hero, the upcoming action game from OlliOlli studio Roll7, but that's fully on me. There's a demo! Publisher Devolver Digital has sent word that the ...
Devolver demos photo
Devolver demos

Indulge your murder boner with these latest Devolver demos


Fun fact: Rabbits from the future cause 86% of violent crime
Apr 25
// Rob Morrow
In the not-so-golden era of tiered pre-order pricing shenanigans, shady downloadable content marketing, and other distasteful practices, it makes one wonder: whatever happened to the beloved demo build? Ap...
Sup Holmes photo
Sup Holmes

Gods will be watching Sup Holmes today with Jordi de Paco


Get to know the people who make great videogames
Apr 19
// Jonathan Holmes
Today on Sup Holmes, we're welcoming Jordi de Paco of Deconstruction Team to the program. Jordi is probably most well know for working on Gods Will Be Watching, the unofficial winner of the Most Feel-Bad game of 2014. We'll ...
Titan Souls photo
Titan Souls

One last Titan Souls trailer to prepare you for your journey


Well, it won't really prepare you
Apr 14
// Brett Makedonski
Let's face it: Nothing can adequately prepare you for the undertaking that Titan Souls presents. Every bit of pre-exposure is nothing more than wishful thinking. Because, when you come face to face with those towering m...

Review: Titan Souls

Apr 13 // Steven Hansen
Titan Souls (PC [reviewed], Mac, PS Vita, PS4)Developer: Acid NervePublisher: Devolver Digital  Release: April 14, 2015 MSRP: $14.99 Titan Souls is simple. Its art is in pixels and you wouldn't need much more than an NES controller to accommodate its two-button layout. One button serves as a run (hold) and roll (tap), the other shoots and retrieves a lone arrow. That's some pared down resource management: one. The land is in ruin with pleasantly varied color palettes. The goal is to kill all the monsters guarding fragments of the Titan Soul so you can put it back together. Groups of titans are sequestered around checkpoints in various themed areas and you'll have to walk around a bit to stumble on them. You might not even hit them all because you don't need to kill every titan to beat the game. I am sitting at 16 slain and a nice credit sequence, but no unlock of the conspicuous "TRUTH" achievement that seems to hint at more story resolution than is otherwise present. Mostly though it is a game about killing monsters -- yetis and brains and treasure chests and cursed predecessors -- with your one arrow, which you can retrieve by picking up or by holding down the shoot button and calling it back to you. Of course, you can't move while doing this, which makes it a dangerous tactic, but it is also a necessary way to use the arrow sometimes. [embed]290383:58146:0[/embed] Shadow of Colossus was about endurance, down to the grip gauge. Here, a fight can be over in two seconds, either in your favor or the AI's. This is not about endurance as much as it is relentlessness. About trying again and again and again. Because when enemies are killed in one hit (some take work in exposing weak points), they need to hit hard to compensate. I killed a few titans on my second try. Seconds of effort. Others took a couple dozen tries. The last two made up the bulk of my 306 deaths and it was a thoughtlessly loosed arrow that brought me to the credit sequence. Aside from the last two fights and maybe one other, I found it quickly obvious what to do -- shoot it in the brain, shoot it in the butt. Winning was dependent more on execution than puzzle solving, though there are some inventive uses of your bow's recall power. The one, two seconds of swelling music before somber death or quick success is almost farcical. The brief, but cumulative, walks back to the individual bosses, even from nearby checkpoints, kind of became a nuisance. What would've been nominal loading stacks in rapid succession (compared to the immediate "one more try" return of an Olli Olli or Super Meat Boy). Titan Souls, with its arcane aesthetic and sweeping music, plays at being a moody and thoughtful piece, but it is a punishing, reflex-oriented affair and I'm not sure why boss fights couldn't have just restarted in the boss lairs. It disincentives and punishes death, but in the most annoying way, and walking up the same seven seconds of path over and over after death lacks the tonal poignancy of, say, Shadow of the Colossus's treks between golems. Trying to realize boss patterns a couple seconds of life at a time takes patience. Completion unlocks Hard mode, which is still kicking me around (no more smooth second try victories thus far) as well as Iron (one life) and No Rolls (or run). You can toggle any or all three of these settings on for a more brutal time, but hamstringing myself, leading to more deaths, just exacerbates the problems of unnecessary loads and walks back to bosses.  My normal difficulty run through, save for some exasperation at the final two titans, did make for good pacing. Death or victory come quickly because, for the most part, the titans are designed to leave you few opportunities to win. Running around and staying alive isn't an impressive feat because you're no closer to winning. The moments of opportunity are designed to put you in harms way -- surely killing you should you miss the shot -- doubling down on an intense thrill. The quickness with which these things kill you leaves you always feeling unsafe. That you often have to stare down these charging killers, like drawing an arrow against an oncoming train with a baseball-sized weak point, is exhilarating. [This review is based on a retail build of the game provided by the publisher.]
Titan Souls review photo
In the shadow of Shadow of the Colossus
I've always clamored for the all-boss-fights game. Shadow of the Colossus, an inescapable inspiration here, did it right and others have done it wrong, like Prince of Persia (2008), but I love the idea of removing fluff encou...

Not A Hero Let's Play photo
Not A Hero Let's Play

Watch Bunnylord f@%k s*#t up in Not A Hero


Vote Bunnylord!
Apr 10
// Rob Morrow
Roll7's stylish 2D arcade-style shooter Not A Hero has quickly become a frontrunner for my favorite gleefully homicidal title due for release this year. While it's quite a change of pace from the fantastic, ultra-t...
Titan Souls demo photo
Titan Souls demo

Oh good, there's a PC demo for Titan Souls


Shoot the core!
Apr 02
// Jordan Devore
Titan Souls is a certain kind of game for a certain kind of person. It's stripped down. Refined. Your fragile hero will die in one hit, and he's only got a single arrow with which to kill numerous monsters that would serve as...
Talos Principle photo
Talos Principle

A Serious Sam voice pack for The Talos Principle is weird and awesome


And free
Apr 01
// Brett Makedonski
The Talos Principle is a puzzler that requires deep and philosophical thought. Serious Sam is, well, it's pretty much the exact opposite. That's why it's so excellent that the latter will be doing voicework for the ...
 photo

Devolver Digital Dtoid Live Stream: VOTE for your favorite!


Democracy? Conspiracy? YOU CHOOSE!
Mar 28
// Caitlin Cooke
Today marks the end of our week of Devolver Digital streaming, and to celebrate I'll be playing through one or two the various games we've streamed this week. Vote for your favorite in the comments or let me know on Twitter&n...
Not a Hero live stream photo
Not a Hero live stream

Devolver Digital & Dtoid Live Stream: Not a Hero


Vote BunnyLord
Mar 25
// Caitlin Cooke
Welcome to day two of our special partnership with the amazing folks over at Devolver Digital! Yesterday, we took a look at Farmer Gnome's western shooter A Fistful of Gun and Titan Souls, an action game w...
Talos Principle expansion photo
Talos Principle expansion

The Talos Principle bringing more deep thoughts with Road to Gehenna expansion


Follow Uriel in a previously hidden section of the simulation
Mar 24
// Darren Nakamura
Players who took the time to really explore The Talos Principle might recognize the name Uriel. Though the base game is seen through the eyes of a particular simulation participant, evidence of others exists in the form of QR...
Devolver Digital Stream photo
Devolver Digital Stream

The Devolver Digital and Destructoid live-stream series starts today


It's like being at PAX East, but without all the fart smells and cosplay
Mar 24
// Rob Morrow
Howdy, partners! In a special collaboration with the city slickers over at Devolver Digital, we're gunning for a five-day-long series of live game streams on our Destructoid Twitch account featuring some of the rootinest toot...
Hotline Miami photo
Hotline Miami

Get both Hotline Miami games in a brutal physical box set


Comes with some art cards, comics and stuff too
Mar 22
// Laura Kate Dale
Rejoice Hotline Miami fans who still like physical boxed releases, there's a Hotline Miami and Hotline Miami 2 physical collectors edition in the works. The $60 (£40) box set, due to ship out in August 2015, comes with ...
Hotline Miami 2 photo
Hotline Miami 2

I'm going to play the Hotline Miami 2 soundtrack on repeat until I'm utterly sick of it


It's the only way
Mar 17
// Jordan Devore
If there's one thing we can all agree upon re: Hotline Miami 2: Wrong Number, it's that Dennaton Games did an exceptional job matching songs with the tone and feel of specific levels. This series wouldn't be what it is -- a ...
Dropsy photo
Dropsy

Did a clown who farts in a Porta Potty win PAX East?


Dropsy like it's hot
Mar 15
// Jonathan Holmes
Last week on Sup Holmes, I ranted to David Fox about how his game Zak McKracken is the greatest point and click adventure about subversion of corporate power structures, empathy,  and opening your eyes to the world...

Dropsy challenges perceptions of beauty, proves that love really can conquer all

Mar 13 // Rob Morrow
[embed]289013:57770:0[/embed] Dropsy features a defined story, though it will require a little effort on the player’s part to put the pieces together to form the whole. Like most good stories, it has a beginning, middle and an end. And as such, the game can be played as a straight point-and-click adventure all the way through; but I think those doing so would be missing out on a great deal of what it has to offer. If you take the time to venture off the preset narrative path, I think you’ll be pleased to discover that the alternate objectives that may seem unrelated to the main storyline are perhaps just as much a reason to play as the objectives that move the game’s plot forward. Dropsy doesn’t waste your time if you choose to do so, though. Unlike typical side quests in games, these have a unique and satisfying quality that are not only fun to complete but offer further insight into this intriguing character in a meaningful way. The ones featured in the PAX demo that I played were what Jay calls “hug puzzles.” As you explore Dropsy’s world you’ll encounter people from all walks of life, as well as animals from time to time. Each seem to be in some form of distress and it’s up to you to discover the nature of their problems and set about to make things right. If can you deduce what’s making them unhappy, you’ll be rewarded with a satisfying hug or fist bump from the NPC, and collect their picture to hang above your bed. This gallery functions as a sort of tally board for all of the good deeds you’ve done and the positive changes you’ve made in the world. It's quite addictive, and one of the most fulfilling side quests that I've seen in a game. The mechanics in Tholen's point-and-click are what you’ve become accustomed to in the genre – certain objects in environment are interactive, serving to either shed light on the broader backstory of the game, or move the narrative forward. Items that can be collected are stored in Dropsy’s pants. A drop-down menu at the top of the screen allows you to access these as needed. One of the first puzzles you’ll encounter is a large yellow bird that is blocking the exit from Dropsy’s tent. When you attempt to communicate with it, the bird screams at Dropsy, startling him, and a series of pictures appears above its head cluing you in to the nature of its distress. In this instance, the bird is hungry, and it just so happens that Dropsy has recently acquired the snack cakes the bird’s icons indicate. Bring down the menu, select the item required and offer it to the NPC. Now that the bird's no longer hungry it flies away and the path is clear. By displaying kindness and an unselfish, caring demeanor in the face of a fearful and prejudiced world, Dropsy overcomes the obstacles that are placed in his path, proving that if given the chance, perhaps love truly can conquer all. This seems to be the central theme in Jay's game and it's a beautiful one. I won't go further into detail on the particular puzzle elements or the many weird and wonderful characters you'll encounter in the strangely enchanting world of Dropsy at the risk of possibly spoiling the game for you. I'll just leave off saying that for those who are planning on picking up this exceptional title, you're in for something truly special.
Dropsy preview photo
Let's go on a hugventure
One of the highlights of my time at PAX East was sitting down and chatting with Dropsy’s creator, Jay Tholen. Jay’s a quiet, thoughtful man with what seems to be unlimited creative energy at his disposal. His some...

Enter the Gungeon preview photo
Enter the Gungeon preview

D&D meets bullet-hell shooter in Enter the Gungeon


Kill the past
Mar 11
// Rob Morrow
During my time on the show floor at PAX East 2015, I had the pleasure of sitting down with Dodge Roll Games to get a hands-on demo of its new gun-fighting dungeon crawler, Enter the Gungeon. When you think gun-centric games, ...
Hotline 2 photo
Hotline 2

There's a fun little Easter egg at the end of Hotline Miami 2


Spoilers: don't expect it to actually happen though
Mar 10
// Chris Carter
After completing Hotline Miami 2: Wrong Number, the credits roll and a suspicious title screen appears. Funnily enough I raced to click "New Game" and it ended up being part of the ending, promptly rewinding back to the Hotline 2 main menu after a few seconds. Spoilers below and in the gallery as to what the Easter egg is.

Review: Hotline Miami 2: Wrong Number

Mar 10 // Chris Carter
Hotline Miami 2: Wrong Number  (PC [reviewed], PS3, PS4, Vita)Developer: Dennaton GamesPublisher: Devolver DigitalReleased: March 10, 2015MSRP: $14.99 For those of you who didn't play the first game, Hotline basically functions as a top-down shooter with a completely open-ended style of play. Each map features a host of different enemy types and weapons, all of which can be used in an almost endless combination of ways. Your goal is to simple destroy an entire floor of foes, move on to the next part, and repeat the process until everyone is dead. It's that simple. After the very first broken-down door I was hooked again. Heck, even when I proceeded to die five times in rapid succession immediately, I had a blast. It's still amazing to me how many different ways you can approach a room, and no two methods between players are the same. That's due in part to a slight randomization for each spawn, where select enemies may not have the exact same weapons or may vary in their patrol routine -- but for the most part, the maps are technically laid out in the same manner, allowing you to divine a plan of sorts. Of course, plans almost never go off without a hitch, and you'll constantly have to reinvent the way you approach every level. While it may seem like going in guns blazing in a certain room is the quickest way to clear out the guys impervious to melee attacks, it's easy to miss a window right where you're standing that leaves you open to gunfire. It's variations like this that cause you to think twice before doing anything, and patience ultimately wins out in most circumstances. It's not just a shooter, it's a thinking man's game. There are still are some cases of poor AI though, where luck will win out above all else. While most enemies will come running if they hear gunfire, some are oblivious to muzzle shots two feet from their face. In very rare occasions, baddies glitched into doorways, rendering them invincible for a few seconds, only to re-materialize and take me out when I wasn't looking. It's maddening to die repeatedly, especially on tougher stages, but these instances are so few and far between that they didn't impede my overall enjoyment. [embed]288703:57643:0[/embed] One of the big draws of Hotline 2 is the addition of more masks, which function as playable characters. Powers like roll dodging can change the game up significantly. Another character can't use lethal weapons, and ejects bullets from guns Batman-style. A different style, one of my personal favorites, focuses on lethal punches, but cannot use weapons at all. "Alex and Ash," another standout mask, actually features two people at once in an Ice Climbers-like situation. If Alex dies both perish, but the duo wields a chainsaw and pistol, respectively, that are controlled with two different buttons. Without giving away the context, there's also a number of jungle scenes that really remind me of the old-school MSX and NES Metal Gear -- the character featured here can even switch between CQC at will. There's also a cool "heist-like" level featuring multiple perspectives and rapid character switching. Thankfully, Hotline 2 has plug-and-play controller support for those of you who prefer it -- it just worked. You can also fully customize your keyboard or gamepad controls. Musically, Hotline Miami is still at the top of its game, and Hotline 2 is easily one of my favorite gaming OSTs in recent memory. The hard-hitting electronica beats fit perfectly with the high-octane atmosphere, and artists such as M|O|O|N, El Huervo, Perturbator, and Magic Sword absolutely nail their compositions. From a narrative standpoint, Hotline 2 jumps around a lot more than its predecessor. There's no cohesive "Jacket" and "Helmet" tale this time around, as Dennaton is content on shifting the perspective to multiple gangs, a corrupt cop, a soldier, and a few other surprises. The entire affair is framed around a violent action movie, and once again the concept of what's real and what's not comes into play. There are a select few cutscenes of sexual nature, but the latter can be turned off, and everything is par for the course for the series in general. The story is often engrossing, but the content not surprising in games where you brutally murder hundreds of people to "win." When Hotline 2 is said and done, there's 25 levels to play with. And in case you're worried: no, the totally manageable stealth level that everyone hated for some reason does not return -- it's all action all the time. There's also a hard mode to tinker with if you're so inclined, which restarts your journey back to the first level and functions as a new playthrough. In addition to the inherent score-attack element built into the game, you'll also have the level editor to play with, exclusive to the PC version. It's shockingly easy to use, and right now, the interface reminds me of '90s first-person-shooter editors. Everything is an instant click away, from furniture to stairs to enemies, meaning pretty much anyone can craft stages without advanced programming knowledge. While I'm not super keen on creating my own puzzles, I'm anxious to see what the community comes up with. Hotline Miami 2: Wrong Number is more of the same, but that's not a bad thing if that's all you want out of it. After beating the sequel I was immediately inspired to go back and play the original, which in turn inspired me to start playing Wrong Number again. Between the level editor and the iron-clad gameplay, I'll be enjoying this franchise for years to come. [This review is based on a retail build of the game provided by the publisher.]
Hotline 2 review photo
More of the old ultraviolence
For some, Hotline Miami was an existential look at the current macro-state of videogames. You were told to commit random acts of murder seemingly without remorse, and at the end, you get a bit of interesting commentary on the...

Downwell has a simple premise but it's damn fun

Mar 06 // Darren Nakamura
In the well, there is an assortment of enemies to shoot. In the first area, frogs hop, bats fly, and spike-shelled snails climb up the walls. Some of the foes can be stomped, but the more dangerous ones must either be shot or avoided. So there's a lot of shooting involved, and the shooting serves a dual purpose: keeping from falling and defeating enemies. However, there's also a drawback. Platforms can be fired through, but most of the blocks are destructible. Fire too much and the nearest safe landing will disintegrate, leaving the player to plummet into unknown territory. Still, there are reasons to destroy blocks. Nestled inside some blocks (and all enemies) are gems, which also serve a dual purpose. Collected gems can be spent at any of the randomly-occurring shops that line the well. Here, the player can restore or increase health or increase the magazine size on the gun boots. The more interesting function for gems is a system wherein a steady gem income will result in more powerful shots to be fired. What falls out of that is a constant risk/reward assessment, where the player can opt to advance downward quickly, chaining together gems to keep the power shots fueled. Another approach is to take it more methodically, carefully dispatching enemies to avoid taking damage, but at the cost of reduced firepower. The impressive thing is that both are equally valid philosophies, though I found the most success with a hybrid of the two. Downwell is releasing for PC and mobile platforms. I tried it on both, and while the controller and the big screen were ideal, it only took a little bit of time to get used to playing it on an iPhone. The big pitfall with the mobile version is that a lot of the action to keep an eye on is at the bottom of the screen, precisely where the controls -- and therefore the player's thumbs -- are set up. That said, the mobile version still worked well enough to dig into. Perhaps ironically for a game about a semi-chaotic descent down a well, Downwell is built on a solid foundation. Like other recent lo-fi games, it focuses on gameplay, and it really nails it. I had a ton of fun playing, so much that developer Ojiro Fumoto commented on how long I stayed at his booth. The PAX weekend is still young and there is still a lot to see, but I can imagine going back just to get a few more rounds of Downwell in.
Downwell at PAX East photo
Three-button bliss
A glance at Downwell's tricolor palette in still shots doesn't really do it justice. Watching it in motion gives a better idea what it does, but not until actually playing it does it all click. It is built around a simple mec...


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