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Smash Derby photo
Smash Derby

This new indie project is described as Geometry Wars meets Smash TV


I want an HD Smash TV remake
May 27
// Chris Carter
Developer Fenix Fire has provided the first footage of Smash Derby, a game that's described as a mix between Geometry Wars and the retro classic, Smash TV. It's set for the PS4, Vita, and Xbox One platforms, and features loc...

Destructoid chats with Archie's Ian Flynn about Mega Man and Sonic's second 'Worlds Unite' crossover

May 22 // Chris Carter
Chris Carter: Why did you ultimately decide to create another Mega Man and Sonic crossover? Was there unfinished business with "Worlds Collide?" Ian Flynn: “Worlds Collide” was one of those once-in-a-lifetime opportunities, so we poured all our love into it. When we got the opportunity to revisit the idea in “Worlds Unite,” it was great to revisit the premise, but it begged the question: how do we top the last go-around? The answer, of course, was to go bigger, bolder, and with even more crossovers! C: Speaking of "Worlds Collide," how would you rate the sales of those issues in comparison to the regular Mega Man line? I: They were huge. People really responded well to “Worlds Collide.” Hopefully folks will be just as enthused for “Worlds Unite.” C: Did the decision to split them up between different comic lines work well? I: It did! It brought some extra attention to Sonic Universe and Mega Man. We made sure to make it very clear and easy to tell which issue readers needed to pick up next as they jumped from title to title. C: As you may know, there's been a polarizing reception to Sonic Boom, particularly when it comes to the games. How would you sell the inclusion of that subfranchise into the "Worlds Unite" universe? I: The games established the characters and world in that media, the comics and cartoons expanded upon that and have been very well received. The Boom characters help balance the franchise representation -- two types of Mega Man, two types of Sonic -- while also bringing some much-needed levity to an otherwise very dramatic adventure. C: As a follow-up, what went into choosing the additional Capcom universes to represent in "Worlds Unite?" There's massive amount of rich universes to pick from, so it must have been difficult. I: It was really hard to choose, because I wanted to play with all the toys! But we narrowed it down to those we thought would best mesh with Sonic and Mega Man. Resident Evil wouldn’t exactly fit the tone of brightly colored animal-people and robots, right? Capcom was very receptive and supportive. C: I'm really jazzed that the Red Arremer is making an appearance. What's your favorite non-Mega Man/Sonic character that will be joining the fray? I: It’s no secret that I’m a huge Skies of Arcadia fanboy, so having Vyse and the crew show up makes me happy. And I’ve always wanted to play around in the Street Fighter universe, and I had a lot of fun with those characters. C: Can you talk a bit about when the Mega Man X storyline will take place in regards to the game series? I: Everything kicks off some time after Mega Man X7. Axl is a member of the Maverick Hunters, and the Next-Generation Reploids have yet to appear. C: Finally, I asked this years back, but I'll ask it again! What are the chances of getting a standalone Mega Man X comic series? I: Unfortunately, a Mega Man X series is just not in the cards right now. C: Thanks for your time! The 12-part "Worlds Unite" storyline will begin on May 27 at comic shops across the country (and digitally), and will span roughly three months across issues of Sonic the Hedgehog, Sonic Boom, Sonic Universe, and Mega Man. Feel free to peruse the gallery above for a ton of amazing artwork, preview pages, and cover art, some of which has never been seen before.
Mega Man and Sonic photo
It starts next week
Back in 2013, Archie Comics released a rather groundbreaking crossover -- "Sonic & Mega Man: Worlds Collide." It was a joint effort between Capcom and Sega properties, and brought the two iconic heroes together to battle ...

Adam Tierney and Mariel Cartwright on the evolution of Til Morning's Light

May 17 // Jonathan Holmes
Tell us about the origins of Til Morning’s Light. Where did the concept come from and how did you two get involved? Adam: It started as an original WayForward pitch that Mariel and I teamed up on 5 or 6 years ago. In fact, I think it might have been the first project we worked on together. Mariel: I had just gotten started working with WayForward at the time, as one of my earliest game industry gigs. I do a lot of art for WayForward’s game pitches, and this was one of the first ones I did art on! I always thought it was a cool concept so it was great to see it come back after all this time. Five years is a long time. What changed about the concept between that initial document and the game you ended up making? Adam: Not as much as you'd think. From the beginning, the main character was always a teenage girl named Erica, locked in a haunted house, trying to survive overnight and escape by morning. The enemies were different - just bugs and rats and bats, from what I recall. And the concept was originally envisioned as a 2D sideview game (like the original Clocktower), whereas the final game is fully 3D. But thematically, it didn't change much. Mariel: Yeah, surprisingly, from my end the biggest thing visually that changed about Erica was her outfit. It was actually fun to revisit just a few drawings I did back then and really try to bring that character to life. Can you talk about each of your roles on the game? Mariel: I was the lead concept artist.  I designed Erica, the NPCs, and most of the creatures under Adam’s direction. I also storyboarded all the cutscenes in the game, and did a few bit illustrations you’ll see in the game. Adam: I wrote and directed Til Morning's Light, and led the design team. I basically oversaw all creative aspects of the production, working with all the artists and coders as they implemented everything. How would you describe Erica? What did you hope to accomplish with her? Adam: I've always loved the standard setup of a young female protagonist in horror games and films. In the original pitch, we had a very clear visual for Erica (from Mariel's art), but she didn't have much of a defined personality back then. After the game was signed with Amazon Game Studios, we came up with the idea of making her very meek and timid at the start of the game, then slowly evolving her to be more aggressive and powerful over the course of her adventure, so that the girl who came out at the end would feel like a completely different character. Mariel: I think Erica is someone that a lot of girls can relate to— smart, self-aware, but shy and afraid to stand up for herself. Adam: Stephanie Sheh (who voices Erica) really brought Erica to life as sort of a cute dork. Once we heard her take on the character, all remaining dialog was written with that personality in mind. So Erica got a little more hammy and sarcastic as production went along. In what ways does Erica “evolve” over the course of the game? Adam: In terms of VO and story, she begins the game timid and easily-frightened. Her wit and sarcasm is still there, but it's less confident. As the game progresses and she has to defeat all these insane bosses and creatures, Erica gets more and more frustrated and aggressive, so that by the end of the game she's the strongest person in the house. It was a lot of fun to build a story around the idea of your main character slowly evolving over the course of 12 story hours. Mariel: She also changed visually as well - starting with just her normal outfit at the beginning and becoming more tattered, dirty and messy as she progresses through the house. It’s a cool way to evolve her both mentally and physically and show how far she’s come. How would you compare Erica to other WayForward characters? Adam: She's much more subtle than most of WayForward's heroines. With characters like Shantae, Patricia Wagon, and Kebako (Cat Girl) you have very loud, action-packed, dynamic personalities that hit the ground running. With Til Morning's Light, there were still the usual WayForward sensibilities (especially in the visual design and gameplay), but we wanted a very slow build of the characters, and a slow reveal of plot points, with more emphasis on emotional highs and lows than we typically include in our game stories. Mariel: Yeah, Erica is less cartoon-y and more relatable of a character, I think. I definitely I see a bit of myself in her and I’m sure many others will too. Is Til Morning’s Light a “horror” game? How scary is this thing? Adam: Most people would consider it a horror game, I think. "Spooky" might be a slightly more accurate term. There are lots of unsettling, creepy moments, but there's no real blood or gore. If you've ever seen the film Coraline - which is kind of a film for teens, although there is still real risk and death - we're tonally pretty close to that, but maybe a little bit older and darker. I'd say our bosses are probably the scariest thing in the game - even though they're each charismatic (in their own ways), they're also a tremendous, deadly threat to Erica. What’s the gameplay like? Is it a mix of action and puzzling? Adam: Yeah, the game is equal parts exploration, combat, and puzzling. You explore the mansion grounds, which spans over 100 unique locations. Advancing through the game is very lock-and-key driven (in typical horror genre fashion). Combat is rhythm-based, using a touch input system of taps and swipes that get more complicated and challenging as you advance. And puzzling involves a little of everything - deciphering clues, finding pieces, combining and manipulating objects - everything you've come to expect in this genre. Mariel: Erica is a normal girl that’s been thrown into a crazy situation, so she doesn’t have an arsenal of weapons to blow up her enemies. She instead has to rely on what she has, which is basically just herself, so the combat and puzzles were designed around that. Are there any unique features in the game you can talk about? Adam: Most of the ghosts you encounter in the game are friendly. As a general rule in this game, ghosts are good and creatures are bad (and it's explained why through the story). But occasionally you'll come across a ghost that's lost and attempts to flee from Erica. These moments provide a game-long secondary objective to locate and essentially rescue all the 'lost souls' in the game (ghosts without memory of who they are or where they come from). This process involves first revealing the ghost by using the camera on Erica's phone (a mode that's enhanced in the Fire phone version of the game), then after the ghost is revealed, chasing it around the area until Erica absorbs it. Performing this process on all lost souls in the game yields a very special reward. What’s the story like in this game? And how did that come together? Adam: As I mentioned, it's really all about Erica. Although there are over a dozen speaking characters in the story, the story revolves around her. And even the types of secondary characters we included were done as a way to highlight different aspects of Erica (romance, confidence, being a child, being an adult, etc). I'd say the story legitimately runs the gamut of being very funny at times, then very unsettling, then very depressing, and ultimately a (hopefully) very satisfying conclusion. Mariel: I did all the storyboards, so it was important to really show how she changed from scene to scene. Everything from her expressions, posture, and appearance changed as the story progresses, so I’m hoping people really relate to that. Adam: The story was developed between WayForward and Amazon Game Studios. As a publisher, they are very collaborative and tend to assign 'experts' in each area of the game. So rather than me working on the game's story with only producers, they had a story expert who would go back and forth with me on plot, characters, and drafts of the script. The process was very exciting, and I think the story and dialog we ended up with is more developed than if we'd just put it together on our own. The game is getting a release on iOS, Fire phone, and tablets. Were there any challenges in making a game like this for mobile devices? Adam: Not really challenges as much as things we needed to keep in mind. Thematically, there are a lot of complex actions Erica performs in the game. But we wanted the game's controls to essentially support single-touch throughout the adventure. So boiling down a fairly complex, traditional horror game design to a handful of single screen taps took some real thought. The combat, as I mentioned before, is rhythm-based, and this came from us experimenting with a variety of different approaches early on. Initially, we tried combat that was directly-controlled (hit for hit), but to get that feeling good on a mobile device, we had to essentially overpower Erica (which worked against the game being a horror title). So, we ultimately went with a minigame-like rhythm interface, similar to Buddha Finger or Elite Beat Agents. Once we did that, we were able to have tight, challenging combat, but still keep Erica as only a semi-confident combatant. How is TML different from other action-adventure games offered on the iOS and Fire devices? Adam: First and foremost, it's a really meaty game. I think gamers will be surprised by just how much content is here - story, characters, locations, secrets, battles, etc. It feels like a console experience shrunk down for mobile devices, rather than the more bite-sized adventures you often see on mobile. There also doesn't seem to be a tremendous amount of deep horror games on mobile devices. There are a few that attempt this – Amazon Game Studios just shipped another great horror game, Lost Within, on mobile devices a few weeks ago. But overall, I think most publishers and developers don't attempt the genre on mobile because they doubt the possibility of something being creepy and immersive on a tiny screen. Hopefully Til Morning's Light will go toward proving that these types of games are very possible, and work well, on mobile devices.  How has working with Amazon on this game been? Adam: Amazon Game Studios has been a dream to work with. They're very hands on, but at the same time never interfered with the process or put up walls. I think their primary goal is to understand the kind of game that the developer is envisioning and then do everything they can to help realize that vision. Whether we were tackling story or combat or puzzling, I don't recall ever getting any mandates or notes I disagreed with (which as publisher, would be completely within their rights to do). They just sought to fully understand what this game was all about then use any and all expertise they had available to help make it as great as possible. I look forward to working with them on another project in the future. Were there any previous games in particular that influenced your work on Til Morning’s Light? Mariel: Oh man, I love horror games— Silent Hill, Clock Tower, Resident Evil, Fatal Frame — with a soft spot for ones with female protagonists, like Haunting Ground. I love stories where a normal girl is thrown into a terrifying situation and has to fight her way out, so I tried to channel that into Erica. Adam: I've loved horror games and films ever since I was a kid, so I'm sure it all had a subtle influence on this game. My project previous to Til Morning's Light was a Silent Hill title, which is my favorite game series. So SH fans might note some similarities in this game. The same goes for Resident Evil, Luigi's Mansion, Castlevania, Metroid - anything creepy with room-by-room progression.  Who’s the target audience for this game? Adam: Core gamers, the same people enjoying the best games on PS4, Xbox One, Wii U, and Steam PC right now. From the beginning, Amazon Game Studios let us know that this product should appeal primarily to core gamers, which is why Til Morning's Light is a very robust, console-like experience. Obviously we tailored the controls to what works best for mobile devices and tweaked some of our design implementations based on how people enjoy mobile games. But the goal was generally to create something very substantial and immersive. At the same time, there's no real blood or gore in the game. So although it can get pretty dark and unsettling and tense at times, younger gamers who aren't easily frightened should also find the game appropriate to play. Anything else you want to let our readers know about Til Morning’s Light? Mariel: I’ve wanted to be part of a horror game for a long time, so it was awesome to be given the opportunity to work on Til Morning’s Light. I can’t wait ’til it’s out so everyone can see what we put together! Adam: This is the most personal game I've ever worked on, and the talent on this team was some of the best that WayForward's ever put together. I can't wait for gamers and horror fans to check the game out, and hopefully it resonates with you all the same way it did with us.
Til Morning's Light photo
Skullgirls and WayForward devs speak
[Til Morning's Light is a new horror adventure title from WayForward and Amazon Game Studios, bringing together talent from titles such as Aliens: Infestation, Skullgirls, and... Sailor Moon? We've got a v...

Music photo
Music

Drift away with Chrono Trigger and Game Music Lullabies Volume II


Listen to a sample of 'Scattering Blossoms'
Apr 16
// Jordan Devore
[Disclosure: Jayson Napolitano, the producer of Game Music Lullabies Volume II, previously wrote for Destructoid. As always, no relationships, personal or professional, were factored into this news post.] "Aquatic Ambiance" w...
iam8bit art show photo
iam8bit art show

Mario, Sonic, and other gaming icons have put on some weight


The Famous Chunkies by Alex Solis
Apr 15
// Jordan Devore
Outside of occasional gags like Doughnut Drake in Uncharted 2: Among Thieves, I tend to forget how generally fit most mainstream videogame characters are. Leave it to artist Alex Solis to remind me of that fact with his upcom...
Lovers photo
Lovers

Exclusive: Lovers in a Dangerous Spacetime lets you Rollo on Orion


A walk through this beautiful co-op strategy shooter
Apr 02
// Jonathan Holmes
We first heard about Lovers in a Dangerous Spacetime back in 2012, the day after Hotline Miami first turned the world on with its neosmile, and well before Microsoft's latest home console was anywhere on the h...
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...

Exclusive: Dot Arcade is a new full color videogame for Wii U

Feb 25 // Jonathan Holmes
James isn't working on the game entirely on his own. He's partnered with talented programmer and composer Andrew Lim to help bring the game to life. James tells us Dot Arcade "...started off its life as a physical system prototype! It was essentially a wooden box with an 8x8 LED grid and a SNES controller plugged in. A perfect accessory for any coffee table." Hearing that, my mind immediately turned to Tenya Wanya Teens, a game I've been excited about but unable to play for years. It hasn't been released to the public, and is only available at events due to its unique, lightbulb-intensive controller. James knew what I was talking about, stating "Tenya Wanya Teens came up as a topic a few times during our development -- I think there's a really similar spirit behind that as there is with Dot Arcade." So how did James and Andrew get around the limitation that comes with creating unique hardware for a game? It wasn't an overnight process. According to James "...creating and manufacturing physical hardware is really complicated for just two dudes alone. But the dot games were a sensation with everyone we showed them to, and co-workers at Andrew's day job nearly made it a ritual to have lunch session showdowns for the highest scores. It's definitely the type of game that brings people together, and I remember that's one of the things I mentioned hoping to put special focus on as far back as when I appeared on Sup Holmes." Luckily for us, that passion for bringing people together just happened to be a perfect fit for Nintendo's latest home console. James said "We wanted to find some way we could share the dot games with the rest of the world, and Wii U seemed like the right fit. It was important that the experience emphasize the more intimate GamePad screen, but also beneficial to broadcast gameplay to others in the room on T... and taking it a step further, share scores with friends anywhere through Miiverse! So we started development on the collection of games, Dot Arcade." Dot Arcade isn't one game, but a collection of three games -- Mr. Snake, Dodge Club, and Rally Driver. Each uses the same 8x8 screen of virtual flashing lights to display the action. It's something like the classic Lite Brite art-toy with a mind of its own. Each game has it's own "cabinet artwork" created by a featured guest artist like Jordan Canales and Jeremy Hobbs. While the game wont be out until "probably next month," James isn't shy about letting us know about his future plans for the series, such as "...secret extra cabinets for each game." and a plan to make "...Dot Arcade into something like a bit Generations series and introduce Dot Arcade Vol. 2 with three new games/featured artists... and so on, as long as there's an audience with interest!" It will be interesting to see how enthusiasts react to Dot Arcade. James is well aware that "The end result is a bit tricky to describe" and"static screenshots don't seem to do the games justice" but he's hopeful they'll still find their audience. Like so many successful solo designers before him, James loves videogames, and he's made a game that he and his friends really enjoy. That gives him faith other people will enjoy it too, as according to James, Dot Arcade is "...the most raw form of video game -- there's no story other than what's implied by the cabinet art, and there's no real game graphics to speak of, just a focus on having fun manipulating an object on the screen. They're entertaining in a way that's shared only with the most vintage of video games. " Some cynics assume "vintage" games are all trying to pass off a lack of ambition as "8-bit cool", but that's not the case with Dot Arcade. James and Andrew worked hard to make sure the games provide something fresh while remaining true to the fundamentals, stating they've "...even paid special attention to detail throughout the experience, and kept everything authentic to how it worked on our physical hardware. The beeping / buzzing sound effects, frame-by-frame input feedback, slowdown with many objects on screen... as well as details outside the gameplay, where the menu music on the TV and GamePad are different, but complement each other in unison. We've only seen first party Nintendo games try to pull this off." I take Dot Arcade to be the riskiest type of "retro" game. It's not the type of game many are nostalgic for, and like James said, it's not a game that can sell itself on screenshots and characters alone. Like the 16x16 pixel Zelda demake from a while back, Dot Arcade gets by on a combination of the strength of its design and the imagination of its players. The fact James has enough faith in himself and his potential fans to put out a game like Dot Arcade speaks to love of videogames and the people who play them. 
Dot Arcade photo
James Montanga abstracts upon the abstract
Two of James Montagna's most well known games are Adventure Time: Hey Ice King Why'd You Steal Our Garbage?!! and Wonder Momo. These games sold because of their characters. Wonder Momo had built up a strong following thr...

Starr Mazer photo
Starr Mazer

Starr Mazer has gradually turned into a massive crossover


Kickstarter campaign enters its final days
Feb 18
// Jonathan Holmes
At last count, the Smash Bros. series has featured characters from 21-24 different series. That number fluctuates depending on if you count R.O.B. as part of a "series" and if you think of Super Mario, Donkey Kong, and ...

Starr Mazer adds Transformers composer Vince DiCola, high profile crossovers

Feb 12 // Darren Nakamura
[embed]287554:57304:0[/embed]
Starr Mazer photo
Shovel Knight, Hyper Light Drifter, Children of Morta
Starr Mazer came out of the gate with an impressive roster of artists working on its soundtrack. Despite having a huge list of talent to pull from, developer Imagos Softworks has added another composer sure to pull on some n...

Shovel Knight photo
Shovel Knight

PSA: Here's the status on all of the Shovel Knight Kickstarter rewards and stretch goals


Straight from Yacht Club Games
Jun 19
// Chris Carter
When Shovel Knight drops next week, everything from the Kickstarter won't be ready just yet. I had a chance to chat with Yacht Club Games and I got the lowdown on everything -- from digital stretch goal inclusions to phy...
VVVVVV on iPad photo
VVVVVV on iPad

Terry Cavanagh to release two VVVVVV games on iPad this week


The core game is $2.99, the minigame is free
Jun 09
// Chris Carter
After sending over a code for VVVVVV on iPad, which is set to release this week, creator Terry Cavanagh confirmed another VVVVVV related game to Destructoid -- Super Gravitron. This is a free minigame based off the ...
E3 secret leaks photo
We've left no stone unturned!
We've gotten our hands on some verifiable official E3 2014 leaks and secrets and we're spilling the beans. Find out what's in store from Microsoft, Nintendo, Ubisoft, Epic Games, EA, and all the other big companies making important announcements. Get a sneak peek at news about Battlefield 5, a new Nintendo MMO, Destiny, and all every other E3 reveal and announcement.

Chop up and equip your enemy's body parts in Severed

Apr 13 // Hamza CTZ Aziz
Severed (TBA)Developer: DrinkBox StudiosPublisher: DrinkBox StudiosRelease: 2015  The trailer that you're seeing here exclusively on Destructoid shows a pretty great progression of the character that you'll be experience. You begin your adventure missing an arm, but as you defeat more and more bosses you will end up looking like a total badass.  The world you're in is completely opened from the start offering many different branching paths, and you're free to move about the world however you want. "The high-level structure is kind of like a Mega Man structure I would say," lead designer Greg Lesky told Destructoid. "You can go down one path, or you can try going down one path and if it's not really working you can go down a different path and try that path, get the new piece of armor or whatever it is from that path, and then try that first path again [as] you'll be more upgraded."  A more visceral experience than Mega Man though, seeing as you're wearing the dead flesh of your enemies in Severed. There's a big emphasis on exploration, and you'll want to revisit locations you've been to before after gaining new abilities as to access areas you couldn't before.  The game is all gesture-based, and with combat it was likened to that of Infinity Blade in that you'll be swiping to perform attacks. The Punch-Out element comes in on how all the enemies require different strategies, and that foes have different tells to make you aware of their incoming strikes or weaknesses. It'll be interesting how difficult combat will become, as enemies can surround you yet you can only be facing one direction at a time. There will be something in place to make you aware there's multiple enemies around you, and learning the tells of enemies will be key in these situations so you know who to strike at first.  Players will be able to use magic spells along with their physical attacks, and this system was compared to The Legend of Zelda. Magic will be usable in offense ways (such as blinding enemies), along with doubling as a tool for exploration (being able to unlock doors).   Obviously this game is a touch-screen affair, so mobile platforms are a given, but the team is open to bring Severed to wherever makes sense. That includes the PlayStation Vita, 3DS, and even the Wii U. They're open to the idea of trying out stuff like the PlayStation Move, Kinect, and Project Morpheus as well. Severed is aiming for a 2015 release, so the team is still very early on in development and they need to see if bringing the game out to non-touch devices would be a good experience, however.  The team is hoping for a roughly eight-hour experience, but again DrinkBox is very much in early design phases with Severed, so anything can change from here 'til release next year. Regardless, I am floored for this game if it can live up to what the debut trailer is aiming for. Oh, and if you're curious the music from the trailer is by the band Yamantaka // Sonic Titan. I bought their album immediately after hearing the featured song, "Crystal Fortress Over the Sea of Trees." 
Severed exclusive photo
Think elements of Mega Man, Infinity Blade, and Punch-Out
Severed is the next game from DrinkBox Studios, the creators of Mutant Blobs Attack and Guacamelee! Severed follows a distraught warrior trying to piece together a mystery, such as how she wakes up missing part of her arm. Y...

Silent Horror soundtrack photo
Silent Horror soundtrack

Silent Horror soundtrack is back from the dead and ready to download


Get the main theme for free
Apr 08
// Darren Nakamura
Back in 2005, a small team made Silent Horror, an independent film homage to survival horror, with obvious nods to the legendary Silent Hill franchise. Before he was Destructoid's Editor-in-Chief, Dale North composed the soun...

The co-founder of Devolver Digital has some words for Peter Molyneux

Mar 27 // Hamza CTZ Aziz
  Dear, Peter.  I'm writing you from Moscow... (Just kidding.) The gang here at Devolver wanted to offer our thoughts on last night's Destructoid article inspired by Peter Molyneux's comments to CVG, to say that we respectfully disagree, not so much with Mr. Molyneux's own words based on his experience, but in the interpretation that infers that the current indie game "craze" (which we believe is more of a revolution) won't last and is doomed to repeat the same cycle and mistakes of the previous decades. We definitely understand the confusion (and even disdain) by artists and companies who bought into the 'bigger is better" dream - chasing the perceived money and power having not yet realized or remembered how much more fun it is to be small.  To create fun games instead of impressive games. These tiny teams are making incredibly tight, creative games with tools that anyone can acquire, non-programmers can use and that don't require the hiring of engineering and art departments on a massive scale. The gameplay mechanics... aka the FUN, and even the storytelling of indie games (which are not a genre, by the way) are made by artists who are truly independent and not owned or beholden to some corporate machine that has nothing to do with the art itself. Indies are surpassing the big games on a regular basis, even while 2013 had some of the most awe-inspiring AAA games ever made.  It's not that one is any better than the other, in our opinion... it's just different types of artists working on entirely different types of projects within this world of digital entertainment we call 'games.' But the core difference, and why we disagree with the idea that this is just a fad or cycle that will repeat itself, is that the basic aspiration of these artists is different. Yes, they are experiencing the excitement of money and opportunity thrown at them, but so far they aren't biting, at least for the most part.  These artists are creating whatever they want on their own terms, and that is way more valuable to them than selling out or trying to make something massive.   We aren’t trying to speak on behalf of the indie community here, that’s not our goal. But what we’ve observed is that these ladies and gentleman of the indie community aren't making small games with small teams because they are trying to prove themselves so they can grow into bigger teams and projects. They are choosing to do what they do because they love it. They aren't competing in secrecy but rather openly collaborating, lifting one another up and inspiring one another. Gamejams!!! And while many of them are doing incredibly well financially, that's not the point, or certainly not the main point. Which we think is what is quite different than the past, at least to our eye.   So, while we agree that time is a flat circle and all that, assuming that Devolver Digital or any of these new star developers aspire to become a triple-A studio is like assuming that rappers or DJ's (both also fads or "crazes" right?) wish they could be rock bands or orchestras. That Wes Anderson wishes he were Peter Jackson. That Oculus wishes they were Faceb-... nevermind. That Devolver wishes we had an office and a secretary.   The point is that this isn't a fad; these are the fruits of the breaking down of the brick-and-mortar, corporate driven machine via the miracle of digital distribution (thanks, Gabe!) and therefore are easy, global and accessible for the fans to find whatever they want, not what's being fed to them en masse. The Internet happened. Social and mobile gaming happened. These things aren't going away.   The one point of the article we strongly agree with is that this is indeed a Golden Age for games of all sizes, and we are extremely happy for all the artists, publishers and platforms who are finding freedom in getting small and staying small (and privately held).  Video games have blazed a trail of innovative technology, impressive digital feats and given us this glorious industry we call home. Here’s to many more years celebrating games big, small and indie. Team Devolver ** This message was not approved by Fork Parker and does not in any way reflect his views on making fat stacks of cash. **
Devolver vs. Moyneux photo
'A Golden Age for games of all sizes'
Yesterday, Destructoid ran a story in which designer Peter Molyneux shared his belief that the indie craze will disappear. Specifically, he said that what we're seeing is just a cycle, and that "it won't last." Many people di...

Critical Hit does Tetris photo
Bands led by composers Nobuo Uematsu and Jason Hayes
Jason Hayes' (World of Warcraft) band, Critical Hit, and Nobuo Uematsu's (Final Fantasy series) band, The Earthbound Papas, will tag team, co-headlining upcoming Orlando Nerd Fest 2014, set for August 9 in Orlando, Florida.&...

Chrono Trigger Symphony photo
Chrono Trigger Symphony

Chrono Trigger Symphony Volume 3 is out now


Have some free samples
Feb 04
// Darren Nakamura
Last year, Blake Robinson announced that he would be working on a three-part tribute to the legendary Square role-playing game, Chrono Trigger. Volume One of the Chrono Trigger Symphony released in August and Volum...
Music photo
Music

Composer Alexander Brandon's collab album, Just Fun


Exclusive track sample
Feb 04
// Dale North
Composer Alexander Brandon has is best known for his work on games like the first two Deus Ex games, Unreal, and the Jazz Jackrabbit games. For the last two years, he has been working on a collaboration album titled Just Fun...

Archie officially announces Mega Man X crossover event

Feb 03 // Chris Carter
What made you decide to tackle the Mega Man X universe? Was it fan demand, personal interest, or a bit of both? Ian Flynn (Writer): It was both -- although you could argue which was more ardent. When I was told we had “Mega Man,” I was excited, but my first question was “What about Mega Man X?” And when the book launched, the fans were very positive, but their first question was: “When will you do Mega Man X?” Paul Kaminski (Editor): I think everyone, both Archie team and readership alike, were dying to do an “X” story from day one, it was just a matter of timing. After the Sonic/Mega Man “Worlds Collide” crossover hit with it’s unprecedented levels of success (volume one of the graphic novel on sale now!), we knew it was time to push to keep the momentum rolling. We worked closely with the great team over at Capcom and put together an entrance point into the Mega Man X franchise that I think both fans and new readers will love. As you know, fans have always wondered how Capcom would have "linked" the classic and X series. There have been hints, but never a concrete link. Are you going to address that in the Archie Comics?IF: I’ve heard Capcom has that story in a vault somewhere, but I’ve not asked about it yet. The mystery of what happened between Classic and X is such a big part of the mythos that I’m hesitant to pull back the curtain on it.PK: "The Dawn of X" event uses some clever storytelling tools to link the franchises in a way that doesn’t fill in any gaps best left to the fan’s imaginations. The intrigue of the gap of time between franchises remains intact.How do you feel the X series is different than classic Mega Man? Most fans will agree that it takes on more "mature" topics, but what's your take?IF: “Mega Man X” is a tricky balancing act. The stakes are definitely higher, and it’s a certainly a darker themed story. At the same time you’ve got a bright blue robot-man shooting lasers at neon-colored animal-robot-people, so it can’t be too serious. Ultimately, it’s all the fun of “Mega Man” with a bit of an edge.PK: The Classic series screams “adventure” to me, and X screams “action.” The threats are more intimidating, the weapons get more intense -- it’s a darker, scarier place with the stakes amped way up, but at its core maintains the kinds of high concepts that makes the classic series work so well. We can't wait to dig in!Along those lines, what specifically is the staff doing to inject their own "Archie" flair into X and Zero? Is there anything you didn't like about Capcom's creation that you would change, or expand upon?IF: I’d say that this is Archie’s interpretation of the series. We’re looking at the series as whole and seeing how we can present it cohesively. PK: The readers of the classic series know we always stay respectful to the franchise, be it characters, thematic elements, you name it. Fans can expect the same kind of storytelling with X -- it ain’t broke, why fix it? What is a bigger deal for you? Combining Sonic and Mega Man in the "Worlds Collide" arc, or taking on Mega Man X?IF: “Worlds Collide” squeaks ahead since it’s a meeting of different franchises, but I’m still really excited about getting X. Though how cool would it be if we could combine all three?PK: Oh man, that's a tough one. I’m more excited to see where the X franchise takes our books over the long term. Sonic and Mega Man was incredible, and it’s lasting impact still felt (particularly in the Sonic titles), but "Dawn of X" could be the beginning of a whole new chapter for the Archie Mega Man comics. Fans, make sure you get out there and support this storyline! We want to do more!  If this ever gets made into a series, do you see yourself naturally progressing to Mega Man Zero and ZX to continue the storyline?IF: My dream is to follow the entire timeline, straight through Legends -- maybe even get Volnutt off the moon. I’d love to tell the story of the Elf Wars, fully bridging MMX and MMZ. I could very happily write Mega Man books for the rest of my life.PK: As long as we continue to receive such awesome love and support from the Mega Man fans, you will see as many Mega Man comics as we can possibly muster. We love working with Capcom, we love every iteration of the Mega Man mythos, and we want to see it all! Mega Man #37, the first part of "Dawn of X", hits this May -- get out there and help us make this happen! My personal favorite game in the series is Mega Man X3. Do you have a favorite X game in particular?IF: I guess it’s a toss-up between the original game and Command Mission. The first game set the tone and introduced us to the world, and Command Mission did some fun things while transforming a fast-paced platformer/shooter into a turn-based RPG.PK: I think I was a kid at just the right time for that first game to make a titanic impression on me, so I got to go with the original!Finally, who would win in a fight? X or Zero?IF: Trick question. The correct answer is Vile!PK: Here here! Thank you for your time guys, and good luck on "Dawn of X!"
Mega Man X comic photo
Check out our full interview with Archie!
Archie Comics has been busy. In addition to hosting two Sonic comic lines, a Mega Man series, and a crossover event between the three, they've also added "backup" stories to Mega Man #34-35, which feature fan favori...

Mega Man comics photo
Mega Man comics

Dr. Wily gets a shot at being good in Mega Man #36


'A Chance at Redemption'
Jan 15
// Chris Carter
The Archie comics Mega Man and X backup event will debut in Mega Man #34-35, but after that, Issue #36, "A Chance at Redemption" will drop in April. This story will deal with Dr. Wily as a free man, cleared of all h...

Exclusive: Suda 51's top 7 Killer is Dead moments

Dec 19 // Jonathan Holmes
#7 Episode 01 The New Executioner Mondo flirting with Natalia in a bathroom, teamwork among the members of Bryan’s Execution Office, the former executioner Damon… This scene is the true start of the seductive and mysterious story this game has to tell. #6 Episode 51 Sebastian’s Transformation Like the Dragon Ball series, this scene completely ignores all concepts of time and space for comedic effect. You might find yourself thinking, “How the hell long is this table?!” or “How long is Mondo going to keep running?!” I also really like that Sebastian speaks with a British accent in the English version as we wanted to give him that little extra bit of authenticity. #5 Episode 09 The Request from Area 151 This is the funniest/most comical briefing scene in the game. You’ll see proof positive that Bryan stays true to his motto of never refusing any execution requests, no matter who his clients and targets may be. I’ll let you in on a little secret, too – this was inspired by a particular scene from a certain base in a certain sentai (Power Rangers-style) series… #4 Episode 08 Mondo’s Dream This is the scene where Mondo’s mother is shown being killed over and over again, and players are given their first clues (via the dinner table) that David is actually Mondo’s brother. Even though the game is rather complicated all the way through, you’ll get some hints in this episode that might help you find answers to some of the mysteries you’ve encountered, such as the scene where Mondo gets his arm cut off and is taken to Bryan’s office. #3 Episode 12 Battle with David By hiring and motion-capturing real actors who specialize in staged sword fighting, I tried really hard to make this long action scene as flashy and appealing as possible. Although Killer is Dead is a game full of action, this is the pinnacle in terms of action cinematics. #2 Episode 07 Hamada-Yama’s Hara-kiri Hamada-Yama and Mondo both work in the shadows of the world. At the end of their battle, they understand and respect one another, and the final scene where Mondo helps him commit hara-kiri as an executioner is practically overflowing with idealized aesthetics and themes of masculinity. #1 Episode 12 Dealing the Final Blow to David After winning his fierce battle against David, Mondo strikes the finishing blow. As Mondo sentences his brother to death, he says, “You talk too much.” This is the scene where it’s clear that Mondo understands everything there is to know about his bloodstained job.
Killer is Dead photo
Just in time for the holidays
Killer is Dead was a day one purchase for me, though from what I hear from my peers, a lot of consumers didn't have the confidence to pick it up upon initial release. With the gift giving holidays just around the corner, and ...

Mega Man X comic photo
Mega Man X comic

Mega Man X & Zero return in Archie's Mega Man #34-35


I hope they get their own series
Dec 11
// Chris Carter
The regular Mega Man Archie comics storyline will continue as planned for the foreseeable future, but Mega Man X and Zero have decided to cut in with their own tale to tell. As the second half of Issues #34 and 35, ...
Awesomenauts photo
Awesomenauts

Awesomenauts' PS4 release chance this year 'slim to none'


Still waiting on approval from Sony
Dec 09
// Chris Carter
Ronimo Games has confirmed to Destructoid that the chances of the PlayStation 4 release of Awesomenauts are "slim to none" in 2013. According to the developer, the studio handling the PS4 port, Abstraction Games, has sub...

The PS3 is porn console king, 360 is indeed for Teens

Dec 05 // Steven Hansen
Top 10 categories by Console vs. regular Traffic Rank Xbox PS3 PS4 Nintendo Wii Regular Traffic 1 Teen MILF MILF Hentai Teen 2 Lesbian Ebony Teen Lesbian MILF 3 Ebony Lesbian Ebony Teen HD 4 MILF Teen Lesbian Ebony Lesbian 5 Squirt Squirt Big Tits MILF Mature 6 Hentai Big Tits Ass Squirt Squirt 7 HD Ass Mature Big Tits Amateur 8 Big Tits Mature Squirt HD Anal 9 Ass Anal Hentai Big Dick Big Tits 10 Mature Hentai Anal Anal Big Dick Wii users really like their hentai (also, cocks; see: #9), Xbox users are wading in the creepy "teen" category, while PlayStation users are apparently into older women.
Console porn breakdown photo
Teen, MILF, MILF, Hentai: What does your console of choice say about your sexual fetish?
Shortly after the PS4's launch, Pornhub announced that it was the first porn site to fully support the PS4. Destructoid reached out to Pornhub following the announcement and got a load of interesting facts and breakdowns of c...

Hawken photo
Exclusive on Destructoid
Adhesive Games has given Destructoid the first exclusive look at the latest map coming to Hawken. Called Wreckage, the new map is based around a crash-landed derelict cargo ship. Wreckage ties into the backstory of the series...

Big Steel Wheels photo
Big Steel Wheels

Download a free track from C-jeff's Big Steel Wheels


C-jeff's 'A Thousand Bridges' coming through your CB radio
Nov 14
// Darren Nakamura
Ubiktune has impressed us in the past with its chiptune bundles and its various other published albums. As it turns out, the founder of Ubiktune Dmitry "C-jeff" Zhemkov is not just the Ubiktune founder; he's also a membe...

Super Mario 3D World composers talk cats, dogs, and more

Nov 06 // Jayson Napolitano
On the game's cat theme and how that influenced the scoreMahito Yokota: I worked on a lot of pieces with fun, energetic themes to them, fitting for a "cat" running all over each stage. A lot of the tracks were performed live for this game as well, and there are a few electric-guitar and trombone sequences meant to imitate a cat's meowing.On their specific roles on Super Mario 3D WorldMahito Yokota: I was the sound director and main composer. Outside of Koji Kondo, the other composers were Toru Minegishi and Yasuaki Iwata.Koji Kondo: I worked on two tracks for the athletic and seaside courses.On whether we'll be hearing arrangements from Super Mario WorldMahito Yokota: Sadly, there isn't any remixed music from Super Mario World. However, this is a game where you take control of four characters, each with different abilities. Does that remind you of Mario 2 at all? You might just find some musical rearrangements from that game here.On the differences between Super Mario Galaxy and Super Mario 3D WorldMahito Yokota: With this game, too, there are naturally a lot of tracks performed live. The game chiefly takes place on terra firma, so there isn't the majestic or floaty feel of the Mario Galaxy series; instead, the music has a more rhythmic atmosphere, something you'll want to dance to. Like you at Destructoid have noticed, we're arranging the music with a big-band feel, taking advantage of a full horn section with trumpets and saxophones, as we try to differentiate the music feel here from the Mario Galaxy series.Dogs get a lot of attention in Japan (Nintendogs!), but this game is all about cats. After working on this game, which do you prefer?Mahito Yokota: I like dogs! I had to run Cat Mario around a lot during development, but I don't think that changed my opinion at all!Koji Kondo: Sadly, I like dogs more too, although I do like cats.A message to Mario music fans as they play through Super Mario 3D WorldMahito Yokota: We've changed our musical aims here from the Mario Galaxy series, but I'd like to know what you think about this kind of Mario sound. It's the first multiplayer 3D Mario game, so hopefully you'll be enjoying this music while having a blast with your friends.Koji Kondo: There are a lot of fun tracks here, a good match for all the variety in the stages and all the new ways to play. It's a new soundtrack for the Mario series, a lavish one with some live performances, and I hope you can enjoy it with family and friends as you play on a big screen.
Super Mario 3D World photo
Interview covering influences for the game, references to past soundtracks, and cats vs. dogs
We mentioned a few days back that we had an interview with Nintendo composers Mahito Yokota and Koji Kondo regarding their work on Super Mario 3D World in the works. Well, here it is! The two take the time to share with us how cats influenced the game, their thoughts on the great cats vs. dogs debate, and some surprises that we'll hear when it comes to the game's soundtrack.

Talking about F2P & Phantom Army with Zombie Studios head

Oct 25 // Steven Hansen
"You lost me at free-to-play," some say. I frequently find the same voices that bemoan the free-to-play pricing system also damn cyclical sequels in the same breath. Why? There's nothing inherently wrong with the free-to-play model, but a lot of shoddy implementations have conditioned people to cast aspersions on the phrase. Of course, those are outnumbered by, say, Riot's legion of League of Legends fans, for example. "You're supposed to put out new stuff," Gerritzen said, talking about the freedoms of the free-to-play model. You're not supposed to put it out there and let it sit. You don't have to put out a new game every year, just make sure the game is constantly evolving." It's the same kind of development cycle people wish certain genres, like sports, would head to. I asked, why a new shooter rather than a new Blacklight. One answer was that Blacklight: Retribution isn't done; Phantom Army comes from a separate team in the studio. "We still believe Blacklight has many, many more years and we have plenty more ideas.We wanted to make another franchise we believed in the way we believe in Blacklight." And this is true. Retribution is coming to PlayStation 4, still totally free-to-play, for example. The other answer was that this game occupies a different space. No mechs and rail guns. Phantom Army is more grounded, with familiar weapons like AK-47s. It's also in third-person, with an action-figure-inspired visual and a focus on positioning and movement. "It's very fast," Gerritzen explains. A clamber system allows you to see your character leaping over barricades and ducking into holes while sprinting around the map in ways that bring Brink to mind. The game is about getting to position, finding cover, and strategically moving yourself based on positioning and the varied ranges of the weapon you choose. Couple with changing maps, it could make for a dynamic system. "'Fast to action' is what we want to try to do, but because of the cover system it allows you to get to the action, then chess/checker your way around." Before a bout, one team chooses one L-shaped map portion, the other team chooses theirs. A random square in the middle completes the map, which comes together "almost seamlessly." Gerritzen explains that once players in competitive shooters learn a map, "they just run their routes." He's hoping that the ever-changing map system will keep players from getting bored because, "you run across a border and you change your play style." The focus is pared back on nailing the meat and potatoes of running and shooting, though players can nab specific abilities and power weapons will be available on the maps that can turn the tide of battle. Gerritzen is unveiling the game at the Brasil Game Show, which is happening this weekend. "It's really interesting how Brazil has really exploded for the PC market -- well, for the gaming market," Gerritzen said. "We joined with SmileGate, who has honestly made one of the biggest first-person free-to-play games in the world, in order to make a game that is for the world market, not just western territories "I don't think a lot of people really think about it...it took me literally going to all these different places to understand that. Brazilian players are just as hardcore [as Americans], same with Australia and Shanghai and Singapore and Korea. It’s kind of that western mentality of 'the US is the biggest, the US is the best.' There’s a lot of other territories growing and thriving so well that it's stupid to not pay attention to them." It's true. I spotted (and groaned at) banners for Crytek's Warface over two years ago. It's finally launched in the West, but boasts millions of players in Russia, China, and elsewhere. Just look at World of Tanks' success. "Doing free-to-play is not easy -- figuring out a monetization plan that works, that isn't just pay to win," Gerritzen explains. "'Let's charge the fans for this premium gun' - I hate that mentality." Gerritzen says that some of the less fair, pay-to-win, and arguably broken systems of free-to-play have come into contention as the price model has become popularized in North America. Gerritzen says some of the more unfair and unsavory practices have started to come into question elsewhere, as well, as players echo American complaints. We'll see if Phantom Army becomes a competitive shooter juggernaut that stands side by side with CrossFire. Coupling the company behind CrossFire with Zombie, which has done very well with free-to-play and Blacklight, the change of pace third-person shooter should prove interesting.
Phantom Army interview photo
Blacklight: Retribution dev teams up with makers of the biggest F2P FPS for a new, third-person shooter
Last night, we brought you the first look at Phantom Army, the upcoming (2014) free-to-play third-person shooter from Zombie Studios (Blacklight: Retribution, Daylight) and SmileGate, makers of the massively popular CrossFire...







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