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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' 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 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...

Zombie Studios photo
Zombie Studios

Exclusive! Zombie Studios announces Phantom Army

New free-to-play cover-based third-person shooter
Oct 24
// Niero Desu
Update: We have an interview! Like '80s comic books?  You're gonna dig this -- Destructoid just received an exclusive look at Zombie Studios' next game: Phantom Army, a free-to-play third-person cover-based shooter with ...

Critical Hit all-star game cover band led by WoW composer

Oct 23 // Dale North
Above, you'll find their very first music video featuring Angry Birds main theme. And below, you'll find the full track for your listening pleasure. I think you'll agree that it's a very nice first outing for the group.  [embed]264053:51029:0[/embed] Their debut album, Critical Hit: Volume One, will ship on October 31. It features 12 arrangements from popular games such as World of Warcraft, Super Mario World, The Legend of Zelda, The Elder Scrolls V: Skyrim, Halo, Final Fantasy, Call of Duty, and Metal Gear Solid,to name a few. This album is available for pre-order now on their official website, where you'll also find information on upcoming performance dates.. The full track listing for Critical Hit: Volume One is as follows: 01. Tetris: "Main Theme" 02. Angry Birds: "Main Theme" 03. World of Warcraft: "Legends of Azeroth" 04. The Legend of Zelda: Ocarina of Time: "Zelda's Lullaby" 05. Halo 2: "Main Theme" 06. Pokémon: "Main Theme" 07. Super Mario World: "Bowser's Castle" 08. Final Fantasy X: "To Zanarkand" 09. Kingdom Hearts: "Hikari"10. Call of Duty: Modern Warfare 3: "Battle for New York" 11. The Elder Scrolls V: Skyrim: "Streets of Whiterun" 12. Metal Gear Solid 2: "Main Theme" 
Critical Hit band debuts photo
Exclusive: Critical Hit's debut song, from Angry Birds
World of Warcraft composer Jason Hayes and VGMarket founder Michael Gluck (remember Piano Squall?) head up new band Critical Hit. This all-star band performs and records their own arrangements of videogame music themes. All-...


You can date Lolo from Klonoa in Namco High

Destructoid Exclusive
Sep 21
// Dale North
Shifty Look's upcoming browser-based dating sim Namco High will welcome recurring Klonoa character Lolo to the cast. She has broke out to make guest appearances before (PS2 game Namco x Capcom), but now she's going to school ...
Chrono Trigger Symphony photo
Chrono Trigger Symphony

Sneak peek at Chrono Trigger Symphony fan album

First volume of three-part set releases tomorrow
Aug 21
// Tony Ponce
On August 22, 1995, Chrono Trigger released in the US and changed the RPG paradigm forever. Exactly 18 years later, Blake Robinson is paying tribute with Chrono Trigger Symphony: Volume 1, the first in a three-part set celebr...

Enjoy these Hearthstone: Heroes of Warcraft music samples

Aug 20 // Jayson Napolitano
[embed]259767:49948:0[/embed] Eric Dodds (Blizzard Entertainment)Role: Lead DesignerPast Works: A 16-year veteran at Blizzard Entertainment, he's touched nearly everything On the team's approach to the game's soundtrack "We wanted to make sure the music in Hearthstone perfectly complemented what we were trying to do with the game. I think everyone working on the direction for the music was on the same page in that we needed music that was familiar, and at the same time had its own unique feel and signature. Ultimately, we wanted the music to convey three important things -- Warcraft, whimsy, and warmth -- to reflect the lighthearted nature of the game, and to make players feel as though they were sitting in their favorite tavern from Warcraft. I would love to say that I brought something special to the mix, but I think that right from the start everyone was on the same page about what the game needed." On bringing in composer Peter McConnell to score the music "Working with Peter has been fantastic! When we first started working with him, we gave him the assignment to create music that combined Warcraft themes with something whimsical and mysterious.. He delivered a sample track that captured that, and we were very excited to move forward in that direction. Then the magic happened, and when we started working on the final music, Peter took it in an entirely different direction from the initial tracks. In the end, we felt that this new style -- which is what you hear in the game now -- really nailed the combination of themes we were looking for. We think Peter really knocked it out of the park. The team has listened to a lot of different variations of what could have been our music, and we are really happy with what Peter came up with." On why fans should care about this soundtrack and about a soundtrack release "For us, the focus has been on making great, fast-paced, energetic music that complements a game intended to be played in shorter bursts. Releasing that music in the form of a soundtrack is really just a cool bonus for the community. In the end, if you’ve been playing the game for a while, and you’ve been enjoying the music the whole time, then I would chalk that up as a win. I think Peter has delivered music that’s well-suited to that." Jason Hayes (Blizzard Entertainment)Role: Trailer music, in-game singersPast Works: StarCraft franchise, Warcraft III, World of Warcraft On "Hearthstone Revealed" [embed]259767:49949:0[/embed]"The moment I saw the trailer, with the inclusion of all these classic heroes, I knew the team was going for something that would evoke a sense of myth, magic, and limitless adventure -- the promise of a Warcraft experience. At least, that's the way the beginning had to feel. But at the end of the trailer we wanted to pull the rug out from under the viewer, and reveal that all the buildup is just about having fun playing a collectible card game. We wanted it to have a decidedly more lighthearted tone than some of our other epic gaming experiences. "It was a challenge trying to figure out the logistics of how the surprise twist with this music would take place. We knew that the shot in the tavern would be the pivotal moment, when the dwarf says, 'But of course, you could forget all that and just have FUN!' The question was how to express musically that this was a stark departure from the expected. We decided that the logical choice was to switch to a type of 'tavern music,' but we also didn't want to lose momentum as we headed to the final scene. So I kept the tempo going at the same speed, and left in part of the orchestra in the form of some rhythmic strings and brass to carry the viewer through this moment with energy. To achieve a huge contrast, I added in the sound of an accordion, a hard drum, and the very piercing signature sound of a penny whistle. When you hear a jaunty melody played on that instrument, it immediately connotes a fun traditional Scottish feeling and sounds right at home in a tavern. "I had a lot of fun mixing in a couple of Warcraft thematic elements into the music, albeit in a somewhat hidden way that might not be obvious. First of all, I used the climactic motif from the piece 'A Call To Arms' during the tavern scene. And on the last shot when the cards fly in the box, the lead french horn melody from that same theme plays right before the logo appears. Even if it's not consciously detected by everyone, I think that touches like this add a nice continuity that puts this trailer in the Warcraft universe."In addition to the trailer, I worked on numerous musical stingers for Hearthstone along with Glenn Stafford. These are short pieces of music that last about five seconds each, and happen when you play 'Legendary' cards in the game. Peter McConnell did a great job setting a nice bouncy mood for the music in the game, as if you are hanging out in a tavern with some friends enjoying a casual card battle. But because we still wanted a sense of importance when you cast big spells or summon powerful minions, these special card stingers infuse the gameplay with moments that feel satisfying and add a little extra epic punch." Peter McConnellRole: ComposerPast Works: Sly Cooper series, Brutal Legend, Psychonauts, Grim Fandango On "Bad Reputation" [embed]259767:49950:0[/embed] "When I first started to work on Hearthstone, there were lots of discussions with the team about music style and direction. We eventually honed in on the idea of a small ensemble, capturing the feel of a bar band that might actually be playing in the tavern where the game is taking place. At the same time, we didn't want to be too literal about this, because the music also needed an ambient quality to support the mood of the gameplay without overpowering it. "With all this in mind I had to answer the question: What sort of sound and instrumentation is really going to get across what it feels like to play Hearthstone? Beyond the fact that I knew there would be some pub-friendly instruments like guitar and fiddle, I thought a lot about the attitude I wanted to project -- tough guys and bar-room brawls with a round of cards in the tavern twist. This led me to come up with the unlikely pairing of celtic and early instruments, and blues rock. Like what if ZZ Top or Golden Earring had been transported back in time to the Middle Ages? What would they play? The music would have a swagger, and an attitude, and a certain groove -- a bluesy-ness without being overtly the blues. "So I started riffing around with a triplet guitar groove, and 'Bad Reputation' was what I came up with. The piece has a Celtic flavor, especially in the instrumentation with the guitar, fiddle, and harp, but the Celtic triplet rhythm is transformed into more of a steady blues groove. The wind instruments, especially contrabassoon, give an ancient flavor, and the piece also has a lot of space, so that you have time to feel the mood without being overloaded by melody as you play the game. When bits of original Warcraft themes do appear, they are meant to work like little cheers, as if they are from the player's faction, or taunts from the faction the player is facing. 'Bad Reputation' really set the precedent for the whole score, including the game's title music. "This score has been a wonderful opportunity for me to play instruments I love -- guitar and violin -- and in a spirit of fun, to pay homage to music that I greatly admire. To me, it feels like a jam in my living room that ties into a larger world we all love."
Hearthstone music photo
Exclusive tunes along with commentary from the sound team
It's been a while since we've talked about the Warcraft card game spin-off, Hearthstone: Heroes of Warcraft. Blizzard Entertainment is currently taking beta sign-ups, so I thought it would be a good time to find out what's go...

New Wii U bundle photo
Blue and red 3DS XL bundles with Pokemon X & Y also coming
Destructoid has learned of Nintendo's upcoming plans to release a new Wii U bundle and new 3DS XL bundles. The information was revealed to us by a source at Target, a major North American retailer, where they were able to sho...

A la cartridge: Dragon's Crown pork monster

Aug 16 // Steven Hansen
Dragon's Crown pork monster Ingredients: Salt, pepper Pork shoulder (on the bone) 1 white onion 1 carrot 1 celery stalk 1 small can of tomato paste 1 cup of red wine Minced garlic 2 cups of beef stock Instructions: Preheat your oven to 350 degrees Fahrenheit. Rub your meat with salt and pepper, coating evenly. Heat up a pan. Sear the meat for about one minute on each side. Remove the meat from the pan. Pour wine in the pan, scraping up burnt on bits of flavor. Let the wine boil for a bit. Add carrot, celery, onion, all chopped to equal proportions. Cook the vegetables for about 5 minutes. Add minced garlic, tomato paste. Mix. Add beef stock. Transfer the liquid and vegetables into a large, oven safe receptacle. Submerge the pork as deeply as possible. Let it cook in the oven for 2 hours. Side option: Rosemary potatoes Ingredients: Potatoes Olive oil Minced garlic Minced rosemary  Salt, pepper Instructions: Cut the potatoes into equal-sized pieces. Quartering works for small potatoes. Toss in a mixture of olive oil, minced rosemary, minced garlic, salt, pepper. Place on a pan and put in the oven for 1 hour, or until potatoes are a desirable softness on the inside. To brown the outside, you can set the oven to broil and cook a bit longer, but be mindful they don't burn.
 la cartridge photo
Come see my Dragon's Crowning achievement: A dumb cooking show
Food is good. Videogames are good. Food inspired by videogames are doubleplusgood. It's simple science. Science and art. I would like to humbly present the first episode of Steven Hansen's À la cartridge, a straightfo...

Secret of Mana photo
Secret of Mana

Celebrate 20 years of Secret of Mana with fan remix album

Your ears are ready to be invaded
Aug 14
// Jayson Napolitano
It's really been 20 years since Secret of Mana was released. I still listen to the game's amazing soundtrack composed by Hiroki Kikuta on a weekly basis, so it's great news that a group of musical masterminds have combin...

Debut trailer for the social sandbox game, Windborne

Aug 13 // Hamza CTZ Aziz
Story wise, Michael tells us that there's "an evolving single-player mystery that players can choose to investigate at their own pace, and you can continue to invest time in your island or guide it towards a self-sustaining state in order to focus more on exploration, interaction, and collaboration with other players." That said, you can "just completely ignore the quest lines and just build, and at any point you can take your single-player world online." As for the crafting system, Michael wasn't ready to talk specifics on that but did tell us that gathering resources will play a big part of the system. You'll need blueprints to build things of which you can find on quests or through researching them. Those Jin characters we mentioned before will be able to help you build masterwork items too. Hidden Path will continually update the game through Steam with more content, which will be free. Additionally, Michael told me that they "plan on leveraging Steam Workshop, Steam Trading, and Steam Community Marketplace so players can create new blocks and blueprints and sell them to each other, and possibly even new biomes or player-created dungeon types." Lastly, I asked Michael about the dragons you can get. While you can have many dragons, there will be one that's special to you. "We want the relationship with your dragon to be really special but not limit you to how many you can train and hatch, so one dragon will be your constant companion (where it enables special moves), and the others will do things that are interesting to them on your island.  They are not just different skins, but have favorite foods and locations they enjoy, so observing your dragons is part of the fun." We'll have more details on Windborne when we go hands-on with it later this month at PAX Prime.
Windborne photo
Explore the story, or just go create things with other players
Last week, Destructoid brought you the first real details on Windborne, the next game from Hidden Path Entertainment heading to Steam on the PC. Now we can exclusively debut the first gameplay trailer showing off the game's ...

Build, create, and share your own world in Windborne

Aug 06 // Hamza CTZ Aziz
Part of your story will involve guiding creatures called Jin, where you will have to teach them, defend them, build them homes, and in turn they will help you in many different ways. Plus, there are dragons that you can breed that will unlock special abilities for you such as flying. There's a big emphasis on community, and players will be able to see other player islands floating by. You'll be able to visit them to trade with their owners, join up with friends to help build stuff, and even attack other islands. Don't worry though, you're only attacking a copy of the island, so players won't actually lose anything here. You're merely earning points and putting a player's island to the test. Windborne is planned for Steam on PC at the moment, and will be available on Steam Early Access. There will be achievements, leaderboards, cloud saves, Steam trading cards are in the works, and best of all, there will be no DRM. Hidden Path is also looking into mod support, but we should expect that after launch. For now we have some exclusive artwork to share, and we'll be bringing you a more detailed looked at Windborne soon. Plus, those of you attending PAX Prime later this month will be able to go hands-on at booth #3330.
Windborne photo
The next big game from Hidden Path Entertainment
Hidden Path Entertainment, makers of Defense Grid: The Awakening, Counter-Strike: Global Offensive, and Age of Empires II HD, have exclusively revealed to Destructoid their next project, Windborne. The new title is a social s...

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