I've got to say, I'm looking forward to Infamous: Second Son. Now, this might surprise you if you follow my infuriatingly titled posts. Up until last week I didn't have any interest in Second Son. Sure, it looked neat, but who cares? It looks like I do.
Last week Phil and I got to play through a fairly sizable chunk of the game with Sucker-punch co-founder Chris Zimmerman. Oh my god the game is a ton of fun. Fortunately for all of you lovely kiddos the show was recorded so you get to see Phil and I take play through the game with both good karma and bad karma. It's surprising how much actually changes depending on your alignment.
For those of you who missed it, despite it being on almost every platform imaginable, Dungeon Defenders is masterful mixture of co-op, RPG, lootfest, tower defense action. Seriously, you can play it on your phone or it's free with an Xbox Gold membership this month. Go try it! Trendy Entertainment isn't resting on its laurels, as development of Dungeon Defenders 2 is well under way. The fine folks at Trendy recently sat down with Max Scoville to show of a sizeable chunk of pre-alpha gameplay of the work in progress, and talk about the advancements and changes they are implementing in DD2.
Two week's ago on Sup Holmes (now on iTunes), we welcomed Molly Carroll to the program. Molly used to be a big part of the Dtoid Forums community before moving on to become community manager at Chucklefish (Starbound). We talked about how Molly got into the game industry, the role that she plays in the development of Starbound, how to develop and maintain a passionate and creative community around your game, the stuff that happened when the Mighty Number 9 community manager was announced, her pending move to England, and a lot more.
Outside of her work at Chucklefish, Molly's been working on smaller games with a development collective called Owl Cave. With games like Richard and Alice and Starbound already under her belt, it's pretty clear that Molly's going to have a long and fruitful career in the game's industry. I'm glad I got to know her now before she ends up sheltered away from shows like Sup Holmes by some big publisher. It's going to be fun to see what she does next.
Thanks again to Molly for appearing on the show, and tune in to Sup Holmes live at 1pm PST/4pm EST today when we welcome legendary adventure game developer Jane Jensen (King's Quest VI, Moebius, Gabriel Knight) to the program. It's going to be one for the books.
Man, you guys hear about Shaq-Fu: A Legend Reborn? That's a pretty great idea, but here are some even better ones, like a game where James Van Der Beek's head is a Hydro Thunder boat, or where the cast of Love Actually beats each other to death.
[We post a lot of articles here at Destructoid. The endless, ouroboros news cycle has us burning the snake at both ends, which will ultimately push big news, thoughtful original pieces, and all sorts of other great content off of the front page. Check here every Saturday for my attempt to rectify that.]
This week was all about Metal Gear. It still doesn't feel exactly like a new Metal Gear is coming out, maybe because Ground Zeroes is only a prologue. But, anyway, Max infiltrated Kojima Productions and wrote a million words about Metal Gear over several articles. Literally a million words. Go see. I'm not a liar.
By the way, I'm definitely taking you to Disneyland this year and I will definitely make it to your last softball championship even though I missed all those other games.
What a news week! On this episode of Hardline, Hamza Aziz and Steven Hansen joined me in getting all excited for Rocksteady's Batman: Arkham Knight, wondering what caused Uncharted creative director and writer Amy Hennig to leave Naughty Dog, and recapping Konami's recent press showing of Metal Gear Solid: Ground Zeroes. There are no boxes!
We also flew through a bunch of smaller topics, including PS4 sales, Duke Nukem, and why we don't like attending review events (for reviews, anyway).
While in Japan to preview Metal Gear Solid V: Ground Zeroes, I was taken on a tour of the Kojima Productions offices. In theory, there's a certain magic to getting to go behind the scenes of where videogames get made. In reality, videogames are usually made in regular offices, with desks and cubicles, and because of this, studio tours can sometimes be a bit dry.
I'm sure by now you fine folks have seen the stuff I posted about Metal Gear Solid V: Ground Zeroes, but I'm not done quite yet. Here's a quick rundown of what I thought about the game, as well as some responses to concerns you guys had.
In games like Rust and DayZ, you run around in a world and murder and/or get murdered. These games are getting more and more popular, in a way that is different from the other games where you run around and murder and/or get murdered.
Phantasy Star Online 2 has gotten some pretty crazy crossovers so far, but this one is probably the coolest. Attack on Titan will be invading PSO 2 in multiple ways, the most obvious of which is new outfit selections.
You'll be able to deck yourself out with Survey Corps outfits, as well as recruit stickers, weapons, Mikasa's hair and scarf, and the Three-Dimensional Maneuver Gear. The best addition though is the appearance of the Colossal Titan, who will "attack" (but not actually attack) the lobby and the background.
Dying to hear all the dirt but don't want to take the time to read my full preview of Metal Gear Solid V: Ground Zeroes? Well, if you're not a fan of verbose explanations, I can't imagine you're much of a Metal Gear Solid fan. In any case, here's a quick rundown of some classic Metal Gear elements that you won't be finding in the latest release.
Last Sunday on Sup Holmes (now on iTunes) we welcomed Erin Reynolds of Flying Mollusk to the program. We talked about so many things, like the influence Ecco the Dolphin and Gremlins had on her formative years, why she got into game development, that jerk from Fox News (my words, not hers), her work at Disney and Zynga, her thoughtful-but-dead baby drawings, the Michelle Obama awarded student game Trainer, depicting mental illness in games, the idea of "positive games," and of course, Nevermind -- the biofeedback-integrated horror game she's been working on for the past few years.
Nevermind is designed to make you feel uncomfortable, but the real goal of the game is to help players learn to be aware of their own anxiety and learn how to manage it. You play the role of a new kind of mental health counselor who enters the subconscious minds of their clients, in an effort to help them work out repressed memories of trauma. It's your job to stay calm in the midst of a world teeming with surreal threats. If you can't do it, how can you expect your client to?
That's just the tip of the iceberg on what Nevermind has to offer. Check it out on Kickstarter here, and back it while you still have the chance. Erin tells me that even if they don't make their funding goal, that backing still helps them immensely, as the closer they get to their goal, the better they'll look to potential publishers. Backing any amount will help them to make their game, regardless of how much funding they get in the end.
With so much to talk about, I failed to ask Erin an incredibly obvious question. What are the fears that she's had to overcome in her life, and how might they relate to Nevermind? Erin was kind enough to fit that question in after the show was over. You can find her answer below.
Titanfall is just one week from release, which also means we're nearing hype critical mass. Here is today's reminder that Titanfall will provide a much-needed feather in Microsoft's cap when the game releases for Windows and Xbox One on March 11, a gameplay trailer full of robots, action and drama.
The robot designs are by far my favorite aspect of this game. They're rough, functional machines built solely to serve a military application. This isn't a sleek, futurist aesthetic, but the kind of hulking battle bots made by people who recognize little benefit in prettying up devastation. And yet, they're beautiful all the same because you have to acknowledge the effort in bringing that to life visually is much more demanding than smooth lines and contours.
After months of leaks, we finally saw the reveal of Batman: Arkham Knight as the upcoming cover story for this month's Game Informer. As the final installment in the Arkham series, The Dark Knight faces his toughest challenge yet as the Scarecrow has taken over Gotham City and joined forces with Two-Face, Harley Quinn, and other villains to take out Batman.
In addition to the reveal, we also have a brand new CG trailer setting up the events of the game. As a next-gen only release, it's looking like Rocksteady is going all out with this one. I can't wait to hear more from this title, which is expected to release later this year.