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Star Wars Battlefront photo
Star Wars Battlefront

EA debuts survival mode in Star Wars Battlefront


Beautiful '70s explosions
Jun 15
// Darren Nakamura
We saw a bit of Star Wars Battlefront's competitive multiplayer earlier today, but at Sony's press conference tonight, Patrick Bach of DICE showed off its cooperative survival mode. A small team of rebels fight off the Imper...
Black Ops III photo
Black Ops III

Call of Duty: Black Ops III multiplayer looks chaotic


Same goes for four-player co-op
Jun 15
// Jordan Devore
Treyarch showed competitive multiplayer for Call of Duty: Black Ops III as well as the game's four-person co-op campaign at Sony's E3 2015 press conference. The former had wallrunning and sliding all over the place while the...
Microsoft at E3 photo
Microsoft at E3

Halo 5 will feature 24-player mode with 'Warzone Multiplayer'


Coming this October
Jun 15
// Chris Carter
[Update: watch some footage of the campaign below.] Today at its E3 conference in LA, Microsoft revealed a brand new mode for Halo 5 called "Warzone." It basically looks like PlanetSide, Halo-style. and features tons of...
Dishonored 2  photo
Dishonored 2

Dishonored 2 announced with female protagonist


Or a male protaganist
Jun 14
// Jed Whitaker
Arkane Studios announced Dishonored 2 on Bethesda's E3 2015 stream, featuring the option to play as a female protagonist named Emily Kaldwin. In the trailer Emily takes on four-armed robots, and she does some cool shadow pow...

What I want from Fallout 4

Jun 13 // Nic Rowen
Better stealth I'm going to take for granted that better gunplay is a given for Fallout 4. The awkward, inaccurate shooting of Fallout 3 was probably the most common complaint about it, and New Vegas' attempt to address it with a janky iron-sights system was so rough and amateurish that it felt like a hacked together mod. Fallout 4 will obviously have to do better in the guns-and-ammo category, so I'm not going to waste my breath begging for it. What I will beg for though, is better stealth design. Some of the best moments in Bethesda's games have emerged from the shadows. The Thieves Guild and Dark Brotherhood had the best quests in Oblivion and Skyrim, encouraging many players to roll up at least one sneaky character. I know I personally spent a huge chunk of my time in Fallout 3 trying to skulk through super-mutant camps, silently seeding the area with mines and booby traps before pulling down on some mutant and watching the chaos pop off as his buddies came running. When done well, the tension and power dynamics of stealth can provide some of the best gameplay around. Bethesda seems to know this. It includes so many quests and options in its games that encourage you to be a sneaky little jerk. So why does sneaking around feel like some after-thought, Scooby Doo bullshit? The old "crouch down and watch an icon that tells you if a raider can see you or not" routine isn't going to cut it anymore. Stealth should be more than a factor of your sneak stat and a matter of breaking line of sight. I'm really not interested in another stealth experience that allows enemies to pick you off from 50 yards away in the dark like you were holding a road flare if your sneak skill is low, or let you squat down straight in front of their shins like you're the Invisible Man if the skill is pushing 90 and above. Make stealth active, give us something to do to make us feel sneaky. Instead of making the Sneak skill and active camouflage gear the end-all-be-all of stealth, how about throwing in some active abilities to let us dynamically manipulate the enemy? They don't have to be complicated. Take a page from the Far Cry games and give players with a moderate skill investment in stealth the ability to throw a distracting rock or bullet casing to draw enemies away. Make some cubbyholes or hiding spots that only intermediate ninjas can use. Let Sneak-Kings focus down like Joel from The Last Of Us and get some "I'm super good at hearing" ghetto-SONAR ability. I'm not asking for Metal Gear Fallout: Sons of the Atom Bomb or anything here. I understand that in a game as big and complex as the Fallout games have been, you can't layer on every little system and nuance you'd like (that's what paid mods are for, am I right folks?) but I'd like to see something to make crawling around in the shadows fresh for Fallout 4. More skill checks please, but keep them quiet One of the things I love, love, LOVED about New Vegas was its focus on non-combat skills. Reaching back to the original Fallout, New Vegas went out of its way to incorporate skills like barter, repair, and science outside of their obvious (and boringly pragmatic) purposes way more than Fallout 3 did. This is without a doubt the right direction to move in and I would love to see Fallout 4 double down on the idea. I love this idea because it makes each character feel unique. My tech obsessed teenaged hacker had a much different experience in the Mojave Wasteland than my cannibalistic night stalker. Not just because she preferred to melt her worries away with a stream of molten plasma while he would literally cut to the heart of a problem; they moved through the world differently, physically and socially. She would hack into systems, open doors, appropriate security drones, all that good, typically sneaky stuff. But she was also able to use her skills as a currency, occasionally repairing broken gear or fixing otherwise unsolvable problems for people in the Wasteland. She fell in with the equally tech obsessed Brotherhood of Steel and it felt natural. My cannibal used his detailed knowledge of anatomy to occasionally work as a makeshift surgeon, appearing as a wolf in sheep's clothing to the unaware, and was invited into a cabal of secret people eaters. Each of them had opportunities and moments that were totally unique and exclusive from each other and that's amazing. That's exactly what Fallout should be about. I just don't want to know about it up front. I would love a little more subtlety and mystery when it comes to skill checks in Fallout 4. As I loved how New Vegas worked, I couldn't help but find the giant, full caps skill messages jarring. Nothing quite reminds you "oh yeah, you're playing a videogame" like a big old block of mechanical text that says something like [MEDICINE 60 REQUIRED]. Fold skill checks into the game more organically. If a player doesn't have the skill required to pull something off, don't show the option. Or, maybe show the option, but don't promise success. Let Prof. Goofus with his measly 15 points invested in repair set off a bomb when he tries to defuse it. Let someone who thinks they're a smooth talker chat their way into a slaver's pen. I know some people may prefer to know their options up front and the stats they should shoot for, but I'm a big believer in surprises and trusting the player to figure things out. Besides, if you really want to know the stat requirements for every interaction, there are always wikis and FAQs.   I can't believe I'm saying this, but maybe make it a little darker? Okay, hold on. Don't go branding me with the mark of #Darksiders2 just yet. I'm not asking for Fallout 40K edition here and I'm not saying I want some grim and dirty "realistic" depiction of a blasted out radioactive wasteland, because realism wouldn't do the game many favors. All I want to see is Bethesda even out the tone. Make the normal world a little darker and saner so the black humor and absurd moments can pop in contrast. I love the line Fallout walks, that razors edge between unimaginable despair and corny '50s sci-fi pulp. It's a difficult balance to find and while I think both Fallout 3 and New Vegas did a decent job at it, I think they could have done better. I think the problem is that neither game is willing to let you get your feet under you before piling up the silly stuff. Fallout 3 starts in a Vault isolated from the realities of the world, so I'm willing to put up with the greaser shenanigans of the Tunnel Snakes. But then the first town you come across in the real world, Megaton, is full of equally goofy shit and ridiculous people. You go from one silly place to another without a big change in tone when the game could have set you up for a gut punch by showing you a very zany life in the Vault and then plunging you into the harshness of the wastes. New Vegas starts its story by introducing you to Victor, a robotic cowboy with a TV in his chest and machine guns in his arms like a very well armed Teletubby. Again, don't get me wrong, I love the idea of a robot cowboy, but couldn't we wait five dang minutes to establish the stakes and condition of this post-apocalyptic world before saddling up on the wacky horse? When you come across a crashed alien saucer, find a settlement of pacifist super-mutants, or liberate a slave mine with Lincoln's very own rifle, it should be a hell of a moment, not business as usual in the wastes. Fallout 3 and New Vegas come at you with the bizarre and ludicrous so hard and so often that it runs the risk of losing its impact and blurring together. I'd like to see Fallout 4 avoid that if possible. Don't get rid of the black humor and ridiculous moments, just space them out a little more, or make the average day in the wastes a little more grounded so they can stand out better. Going by the very sombre trailer we've seen, I may just get my wish on this one. How about you? What are you looking forward to in Fallout 4? What kind of perks do you want to see? What kind of companions? How much are you hoping all these rumors about a voiced protagonist and a very focused main-plot with a mandatory male character are black and filthy lies? I know I am! Hopefully we'll find out more at Bethesda's big event tomorrow. Then we can either sing the praises or count our dead.
Fallout 4 wishlist photo
We'll find out soon enough
I'm a huge Fallout nerd. I can wax poetic about the Fallout games and how much they mean to me all day (I've done it before), so to say I'm looking forward to what Bethesda does with Fallout 4 is a little bit of an understatement. I do have some requests though. A wish list of things I would personally like to see in the next installment.  

Borderlands players will probably dig Battleborn

Jun 12 // Jordan Devore
Sure, the copious amounts of loot are gone. And this isn't a wasteland -- it's the last star in the universe. But damn, Battleborn really will feel and sound familiar to Borderlands players despite having an extended cast of 25 playable characters. The roster has the diversity of a typical MOBA lineup, and the rate at which you're leveling up and acquiring new abilities matches that genre. First, Gearbox and 2K had us watch a group of people play a level to, uh, show us how it's done. Then we played that same level. Then we played it again. Then we played it a third time. The intention was to highlight the variation in characters, I guess -- and there's plenty -- but the format also reminded me how grating funny dialogue often becomes on repeated playthroughs. Our short slice of the campaign was set on a snowy area with suitably solemn music. It was mostly linear, with wider areas interspersed for larger engagements. I first chose a gentlemanly robot sniper who could call in an owl. He was great at safely taking down our primary foe -- alien monsters called the Varelsi -- from afar while my four co-op partners soaked up damage. After that, I picked a vampire-looking samurai with twin blades. He was ferocious, but I kept managing to lose my shields and then my health and then I needed to be revived. Sorry about that! I'm squishy! Even if I didn't quite get a handle on how to play him well, I still enjoyed the first-person slicing. On my third playthrough, I went with a witch who shot dark energy out of her four arms and could open portals from which hellish things would leak out. I liked her. Leveling up occurs regularly. Again, think Dota 2 or League of Legends. Instead of separate skill trees like in Borderlands, you're presented with a single either-or decision, one for each of your ten levels. You're able to choose between things like increased shields or higher weapon damage, and boost certain abilities over others. If you're like me, you'll wish you could just have every upgrade. As for mission objectives, the preview build was a lot of pushing forward, wiping out every enemy. Eventually, we had to protect a spider mech guy as he trundled along to his final destination where an inevitable boss battle took place. Along the way, we picked up shards from chests and fallen foes that could be spent on upgrading the mech's offensive or defensive capabilities as well as turrets during the final fight. Doing so seemed unnecessary, but I'm sure we were playing on one of the friendlier difficulty settings and that it can get real tough if you want a challenge. While I didn't get to see much of Battleborn, I'm more into it than I thought I would be as someone who isn't particularly crazy about Borderlands. I think it's the gunplay, which feels tighter here. There's also more care-free room for experimentation in terms of character selection and how you want to build them out. I'm unsure about the PvP, but I'll probably want to round up four friends to run through the story mode when this releases on PC, PS4, and Xbox One this year.
Battleborn preview photo
Hands-on impressions of the story mode
[Disclosure: Years ago, Aaron Linde used to write for Destructoid. He now works on Battleborn at Gearbox Software. As always, no relationships, personal or professional, were factored into this preview.] To sum up Battleborn ...

The Ship HD photo
The Ship HD

Sneak and backstab: The Ship HD is coming next year


I'm (soon to be) on a boat
Jun 12
// Darren Nakamura
I was always intrigued by The Ship, but the timing wasn't ever right for me to play it. Back when it was active I didn't have a gaming PC, and once I built my current rig the community just wasn't there. With today's announc...
New retail indies photo
New retail indies

Tower of Guns and Ether One are coming to retail


Exclusive content for Tower of Guns
Jun 11
// Patrick Hancock
Tower of Guns, a delightful FPS roguelike, and Ether One, a beautiful adventure game, are going backwards in time and releasing in physical boxes this September. Ether One will have retail copies for PC and PS4, while To...
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 ...
Reinhardt photo
Reinhardt

Overwatch adds a robotic knight to its roster


Go team silver foxes
Jun 11
// Nic Rowen
Well, Steven asked for more old men and Overwatch delivered. Reinhardt, the latest character to receive a personal sizzle reel, is a 61-year-old self-styled knight who fights evil by encasing himself in a robotic suit of arm...
Halo photo
Halo

All new Halo games will be publicly beta tested first, says 343i head


Beta safe than sorry, right?
Jun 11
// Vikki Blake
From here on in, all new Halo games will be preceded by public beta testing.  "Going forward, you will never see a Halo game coming out without a beta. [Master Chief Collection] was obviously painful for our fans and for...
Halo 5 no co-op photo
Halo 5 no co-op

Halo 5 campaign doesn't have splitscreen co-op


Preserve 60FPS gameplay
Jun 10
// Steven Hansen
I have only ever played Halo campaigns in split-screen, couch-sharing co-op. This streak will end with Halo 5: Guardians, according to this month's Game Informer cover story, because Halo 5 does not support splitscreen co-op,...
Deathwing photo
Deathwing

What righteous fury looks like in Space Hulk: Deathwing


Exterminate the heretics
Jun 09
// Nic Rowen
I've been interested in Space Hulk: Deathwing ever since they put out that trailer with the groovy music from Kadebostany a few months back. Today, Streum On Studio (the same team who brought us the wonderfully strange E.Y.E....
Black Ops 3 photo
Black Ops 3

Call of Duty still entrenched in its last-gen ways


Black Ops 3 confirmed for old consoles
Jun 09
// Brett Makedonski
No matter what Activision says, warfare hasn't advanced all that far. That's evident by the fact that Black Ops 3 will release on legacy consoles, making it the eleventh Call of Duty title on PS3 and Xbox 360. Activ...
Halo 5 story details photo
Halo 5 story details

Nathan Fillion returning for Halo 5: Guardians


Fresh story details
Jun 09
// Jordan Devore
Uncanny. Nathan Fillion, who played Gunnery Sergeant Edward Buck in the well-liked Halo 3: ODST, will be back for Halo 5: Guardians. That's him up there looking like his usual dashing self. Game Informer has new details about...
Destiny photo
Destiny

Destiny leak hints at Taken King release date, new subclass abilities


Get ready, Guardian
Jun 09
// Vikki Blake
Destiny's next content drop, The Taken King, will release on September 15 and open up a third subclass and ability for each of the Guardian classes according to a report from Kotaku. Kotaku is asserting this following a tip o...
Torbjörn photo
Torbjörn

Blizzard multiplayer shooter Overwatch gets an old Swedish dwarf


Torbjorn
Jun 05
// Steven Hansen
Blizzard's first new franchise in 17 years, Overwatch, keeps adding to its cast of original characters. Well, as original as grouchy dwarves and Man With No Name knock off cowboys can be, anyways. The defensive-minded Torbj&...
BIOS photo
BIOS

Who put racing in my FPS?


These guys did!
Jun 05
// Vikki Blake
Former Far Cry 2 developers Julien Cuny & Louis-Pierre Pharand have formed a new studio to release their new take on first-person shooters... by adding racing into the mix. The Montreal-based developers describe the...
Rainbow Six Siege photo
Rainbow Six Siege

Rainbow Six Siege's Operators all have annoyingly awesome names


No care for fine interior decoration
Jun 04
// Brett Makedonski
Rock, flag, and eagle time; Ubisoft's slowly pulling back the curtain on all of Rainbow Six Siege's international operators, and today the Americans get profiled. As is to be expected, all of them have excellently punchy nam...
PlanetSide 2 photo
PlanetSide 2

PlanetSide 2 coming to PS4 June 23


PlanetSoon
Jun 03
// Zack Furniss
It's been a long time comin', but the free-to-play PlanetSide 2 is going to be on the PS4 in just a few short weeks. Starting June 23 you too can be overwhelmed by the enormous scale of the persistent war.  Ser...
Fallout 4 rumor photo
Fallout 4 rumor

Is this old Fallout 4 leak true? No gender options?


Fired employee tells all
Jun 03
// Jed Whitaker
[Update: Looks like this is most likely a hoax. The leaker said they had accidentally given information to Kotaku, which in turn caused her to get fired. Kotaku confirmed today that no information was ever given to them by th...
Killing Floor 2 photo
Killing Floor 2

Killing Floor 2 teases gameplay changes and new weapon


Barbecue some Zeds
Jun 03
// Zack Furniss
Despite being in Early Access, Killing Floor 2 has been the multiplayer title I've returned to any time I get a chance. While everyone is alternating between kids and squids and skids and quids, I've been dissecting Zeds...
Metro Redux demos photo
Metro Redux demos

The Metro games have hours-long demos on PS4, Xbox One


Sharing is caring
Jun 03
// Jordan Devore
4A Games has rolled out demos for the revamped Redux releases of Metro 2033 and Last Light on Xbox One and PlayStation 4, each offering "about one-third of the total game." For free. The trial for Metro 2033 Redux covers the ...
Team Fortress 2 photo
Team Fortress 2

The Team Fortress 2 Maps Workshop Beta has arrived


We're free from the tyranny finally
Jun 03
// Joe Parlock
A few years ago, I used to read through a forum dedicated to making maps for TF2. It had people producing stuff that might be even better than the official maps from Valve. They would collaborate, share tips, and teach each o...

Review: Call of Duty: Advanced Warfare: Supremacy

Jun 02 // Chris Carter
Call of Duty: Advanced Warfare: Supremacy DLC (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: Sledgehammer Games (Current-gen) / High Moon Studios (Last-gen) / Raven Software (Zombies)Publisher: ActivisionReleased: June 2, 2015 (Xbox) / TBA (PC, PS3, PS4)MSRP: $14.99 ($50 Season Pass for four packs) First up is Skyrise, a map that takes place in futuristic Greece. Well, you wouldn't notice the setting unless you really looked, as the only clue is the Acropolis landmark on one side of the map. As it stands, it's basically a straight remake of Modern Warfare 2's Highrise. It's a classic arena in its own right -- but as I've said in the past, I'm not a fan of injecting remakes in a $15 DLC pack. Having said that, Highrise really holds up. It's a classic tiered map with plenty of high, middle, and underground paths, with a giant playground in the middle, and hidden side paths. It's a nice addition to the rotation, and enough time has passed between the release of Modern Warfare 2 to not piss me off. Parliament is set on the River Thames in London, and is yet another tanker map. It's almost like Activision needs to fulfill an imaginary quota of tankers in every Call of Duty, so this is where you can get your fix if you're a fan of steel traps. It's a lot like Skyrise in that most of the cool stuff is happening in the background, but there's some decent opportunities to jump around the map and over hazards like the river itself. It's not quite on par with Skyrise's layout, but I have no real qualms when it comes up, since it takes advantage of the increased Exo mobility quite well. Kremlin, obviously set in Russia, is extremely colorful, and sets itself apart from the rest of the pack immediately. I love that it feels like a legitimate map from an older game like World at War, as there's tons of detail inside and out, and nearly none of the layout is wasted. It's one of the best objective-based maps currently, as there are multiple chokepoints built into it, including one really rad area that involves a long road and a mounted machine-gun perch. Whenever it comes up in a playlist, my eyes light up and I mash the vote button. It seems like there always needs to be one bad apple in these DLCs, and Compound fulfills that niche. Taking place in a staging ground in Colorado, Compound is a boring, small map that serves no real purpose in Advanced Warfare, which is a much more mobile game than past iterations. From what I've played, opposing teams tend to spawn on top of one another, leading to a bunch of messy firefights. They tried to go for a more tiered design here, but it mostly fails because everything is so low to the ground. Thankfully, the Exo Grapple playlist returns for Supremacy, and I recommend playing it to get more mileage out of Compound. In case you were wondering, there's no DLC weapon this time around -- which I'm more than fine with. [embed]293187:58782:0[/embed] Like clockwork, a number of issues I have with Supremacy have been alleviated with the third part of the Exo Zombies tale, Carrier. I really love how Sledgehammer and Raven Software are moving the story along with the same cast of characters, and its narrative style is pretty much exactly where it needs to be. It's not as cryptic as Treyarch's method, it's not too on-the-nose, and it's far more interesting than Infinity Ward's alien-oriented Extinction lore. It helps that Bruce Campbell is now along for the ride, and he fits the tone of the game perfectly. Maybe he'd be better suited as a full-on Ash cameo down the line with a wackier take on the zombies mode in general, but he does a great job of acclimating to the already talented cast here. Carrier itself looks aesthetically similar to the first Exo Zombies mission, but the intricacies will soon start to pop out the more you play. One of my favorite bits involves a makeshift Pachinko machine on a random wall that takes spare grenades, rewarding you with cash. There's also a lot of cool skirmishes with humanoid opponents this time, which elevates the mode and gives it a certain degree of depth that exceeds your normal "horde" expectations. Objectives like defusing bombs while fighting off ravenous zombies do a great job of keeping you on your toes. Call of Duty: Advance Warfare's DLC drops have become incrementally more impressive as Sledgehammer is willing to take more risks. While I didn't think it'd be able to bring anything new to the table for its first Call of Duty outing, the studio has proven me wrong, surpassing Infinity Ward in my mind. While the jury is out on the fourth DLC for Advanced Warfare, Sledgehammer has already done enough to make me look forward to its next project. [This review is based on a retail build of the game provided by the publisher.]
Call of Duty DLC review photo
Third time is a charm
Another year, another round of Call of Duty DLC -- four rounds, yet again, in the case of Advanced Warfare. We've already had the Havoc and Ascendance packs drop so far as part of the Season Pass, and while they weren't bad offerings, nothing about them really vied for a purchase. With Supremacy, there may be a case for the pass, at the very least at a discount down the line.

Review: Shooter

Jun 02 // Nic Rowen
Shooter (Book)Released: June 2, 2015MSRP: $5.00 Shooter is a collection of essays from recognizable names in game criticism speaking on a wide range of topics related to games that involve some kind of gunplay. Some chapters take a deep dive into the mechanical and technical details that make shooters what they are. Steven Wright's “The Joys of Projectiles: What We've Forgotten About Doom” for example, laments the rise of “realistic” modern shooters and how their largely interchangeable hitscan assault rifles have abandoned many of the mechanics that made early FPS games so pleasurable and skill testing. Others are more personal, such as Gita Jackson's touching reflection on how Counter-Strike could be seen as a microcosm of the (seemingly one-sided from her self-deprecating perspective) sibling rivalry she shared with her brother. Shooter strikes a great balance, it never gets so bogged down in technical minutia that it feels like a lecture in game design, but has enough mechanical grounding that it doesn't just become a series of anecdotes either. The games Shooter examines are varied and numerous. Of course genre forebears and trendsetters like Doom, Half-Life and Call of Duty are discussed as you would expect, but there is plenty of attention paid to less bombastically popular titles as well. Genre-defying shooters like Red Orchestra 2 with its brutally unforgiving depiction of realistic combat, and the insidious darkness of Far Cry 2, which sets aside the typical rationales for heroic violence to make the player complicit in something unsettling, get entire chapters dedicated to them. It's a great technique. By examining the few games that step outside of the bounds of typical FPS conventions and power fantasy dynamics and figuring out why they feel so different, it is easier to pinpoint the standard tropes and expectations of the genre that have become so ubiquitous that they are nearly invisible. Perhaps the greatest praise I can give to Shooter is that it made me reexamine and reflect on my feelings about a few games. When a piece of criticism grabs you by the collar and demands you take a second look at something, you know its doing it's job right. Filipe Salgado's chapter on the intentional ugliness and barely contained chaos of Kane and Lynch 2: Dog Days almost made me want to play through the game again with a fresh set of eyes -- eyes more willing to see past the clunky mechanics and thoroughly unlikable protagonists to scan for deeper meaning. Almost anyway (this is still Dog Days we're talking about). At its best, Shooter feels like a lively conversation with some very smart people who enjoy, but expect more from, their trigger happy games. Its snappy, intelligent, and occasionally funny. At it's worst, the book veers into the pretentious. At times, it feels less like a conversation and more like an awkward dinner party dominated by a lecturing windbag everyone is too polite to interrupt. Thankfully these rough patches are few and far between. The rest of the book is well worth putting up with the occasional eye-rolling turn of phrase. Mostly though, Shooter feels important. The industry needs more “capital C” Criticism to unravel the subtext and ideas behind the games we love. Games mean something. They impart messages, communicate ideas, either by conscious choice on the part of their developers or by the assumptions they make -- the casual omissions and things taken for granted. We have to start examining these ideas in a mature, intelligent, and yes, academic way. Shooter isn't the first example of this kind of criticism in games writing of course; there have certainly been other books written, and articles penned (on sites like Destructoid, I might add) that dive into these waters. But, it is still very much a nascent field. Video games are a young medium, and we haven't had time to establish a critical tradition like film and literature has. We need to cultivate these voices; the generation of writers that will talk about games in a serious manner in the coming decades. What better way to stake a claim in this new field than to gather a variety of exceptionally talented voices to talk about and critically examine what is generally considered gaming's dumbest, most developmentally arrested genre? The thrill of shooting a Cyber-Demon with a rocket launcher may be obvious and simple, but there is a lot to unpack when you take a closer look.
Shooter Review photo
Looking at life down the barrel of a gun
Shooters seem simple. You step into the shoes of your typical tough guy space-marine or mercenary and empty clip after clip into the faces of Nazis, or aliens, or alien-Nazis from the vaguely disembodied gun bobbing up and do...

Call of Duty photo
Call of Duty

Call of Duty's newest DLC has some kickass weaponry


And a shark
Jun 01
// Brett Makedonski
Activision's going through that awkward time of year where it's gearing up to make a big splash at E3 with it's new Call of Duty game, but it's not quite done promoting its old Call of Duty game. That's how we get trail...
Titanfall 2 photo
Titanfall 2

Titanfall 2 won't appear at E3 2015


Respawn bringing no games to E3
Jun 01
// Laura Kate Dale
A few months back, we learned that Titanfall 2 exists thanks to a throwaway line said during an interview someone working at Respawn Entertainment. Since this news, many people have been predicting a reveal for the game at E3...
Dirty Bomb photo
Dirty Bomb

Dirty Bomb is hitting open beta on June 2


It's not quite Brink, but it could be
May 28
// Joe Parlock
I’ve mentioned this on Destructoid before, but I’ll be damned if I’m missing the chance to mention it again: Brink was a great game, people were wrong about it being bad. I bring that up, because Brink devel...
Borderlands photo
Borderlands

Legendary weapons now drop three times as often in Borderlands


Orange you glad you're still playing?
May 27
// Brett Makedonski
While dedicated players still roam the fringes of the Borderlands, Gearbox has been playing the part of mad scientist. Or, at least normal scientist. The developer's been toying with the way that legendary drops function in t...

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