hot  /  reviews  /  video  /  blogs  /  forum

PAX

What Samus Wants photo
If she did, her game would probably look a lot like Axiom Verge
Dan Adelman worked for Nintendo for many years, and was one of their unsung heroes for much of that time. While he has consistently voiced affection and respect for the company, he did end up resigning last year, in part bec...

We Happy Few's bright exterior hides a dark secret

Mar 12 // Darren Nakamura
Compulsion was fairly tight-lipped on the story of We Happy Few, but did give a few details to get me started. It takes place in a dystopian city on an island, where everybody exists in a constant state of euphoria thanks to a drug called Joy. At least, everybody except the player, who finds himself to be the only lucid person among the smiling drones. The goal is to find a means and an opportunity off the island, but neither is clear from the outset. Without much obvious direction, the more immediate concern is survival. The player has a few meters to keep track of, including hunger and thirst. Eating and drinking keep those at safe levels, but finding supplies is the tricky part. Or it's one of the tricky parts. Another thing to consider is that the government laces the town's water supply with Joy. It sets up a sort of push and pull, where drinking too little causes dehydration and drinking too much will put a lot of the upper into the player's system. This has some beneficial gameplay effects like increased stamina, but comes with a hard crash after a while. Overdosing can cause the player to black out and lose a day entirely. [embed]288935:57741:0[/embed] Past basic need management, there are other supplies to be found in the world of We Happy Few, many of which can be crafted into more interesting items like lockpicks or weaponry. Fighting isn't always the best option; stealth is often preferable. The interesting thing about We Happy Few's stealth is that it isn't about skulking in the shadows, but about blending in with the population. Walking down the street in broad daylight will garner no suspicion from the locals, but loitering in one spot for too long or sprinting will. I could almost imagine my character passing others with exaggerated arm movements and a forced smile just to avoid any second glances. There is a planned day/night cycle, with different events occurring at different times throughout the day. I was not able to see that in my time with the game, because I jumped out of a third floor window and broke my legs in a botched escape attempt before the day could turn to night. It seems like it's meant to be a fairly short but replayable game, because the team at Compulsion is putting some effort into procedural generation for the city. Though the overarching story and player goals will remain the same from run to run, individual playthroughs may yield different buildings or events, and the layout of the city will always change after the player dies. Creative Dude Guillaume Provost didn't use the word "roguelike," but it did seem to lean in that direction. Combat in the preview build was mostly melee-based, with angry Joy addicts coming at me with skillets and cricket bats. Unlike the crafting and stealth systems, straight combat didn't feel particularly deep, but I didn't have enough time or resources to create any of the cool toys that were available in the menu. Compulsion has already nailed the atmosphere for We Happy Few. As it turns out, there are some cool ideas for a game under that too, and the way the gameplay and the narrative interact via the unique stealth system is a great touch. It certainly needs some more time to fully flesh out the ideas laid out, but so far this looks like one to watch.
We Happy Few photo
Happy, happy, joy, joy!
For a while, the general aesthetic in games was dark and grimy, with muted colors to convey dismal feelings. The more recent counterculture of color was welcomed, bringing happiness back to the medium. But a funny thing happe...

Harmonix Music VR could supplant Audiosurf for me

Mar 12 // Darren Nakamura
Harmonix had two zones on display at PAX East. One was a serene beach scene and the other was an on-rails trip through a constantly changing techno landscape. I chose the latter, and loaded up The Foo Fighters' "Everlong" for my run through. It works a bit like those old school music visualizers in that it reads the characteristics of any song and generates visual content from it. The mini environments were designed; I saw birds flying, giant structures, and other recognizable elements. However, their behaviors and appearances are determined procedurally. I actually had to ask about that last bit, because some sections of the visual content synced up so well to the audio that I wasn't sure if the transitions were built specifically for the limited library on display. During the long snare roll build up near the end of "Everlong," it kept switching between various scenes. The switching increased in frequency until the crescendo when the guitar and vocals come back in, at which point it stuck with one scene that was more colorful and alive than it had been previously. It was incredible. When it was over, it was strange to take off the VR headset. By the end, I definitely felt like I had been in another place, and removing the headset transported me back to the show floor. As a way to enjoy music, I haven't ever experienced anything else like it.
Harmonix Music VR photo
A new way to experience music
Audiosurf is more than seven years old now (wow), but it still holds a place as a desktop icon on my computer. I still play it regularly. The thing is, I almost never play it on any setting other than Casual with Mono. It is ...

Social Justice Warriors photo
Social Justice Warriors

Did Social Justice Warriors Win PAX East?


Hard to tell the SJWs from the trolls sometimes...
Mar 11
// Jonathan Holmes
Mere seconds ago, I discovered that I am on the original list that inspired the development of a game called Social Justice Warriors. There is even an attack in the game based on some of the specific wording found ...
Hungry Hungry Crossfire photo
Hungry Hungry Crossfire

The best thing I saw at PAX was not on the show floor


A true blend of genres
Mar 11
// Patrick Hancock
Let me set the scene: Day 1 of PAX has come to a close, or at least the show floor has. My friends and I have just finished dinner and are on our way back into the convention center to check out the Super Smash Bros. tou...
Dad by the Sword photo
Dad by the Sword

Dad by the Sword features limp, floppy swords


Jean shorts, evil hot dogs, and jealous beast-men make for a delightful game
Mar 11
// Rob Morrow
Dad by the Sword is iOS developer Rocketcat Games' first entry into the PC market and boy howdy, is it a doozy. Part sword-fighting simulator, part long-running dad joke, all demented loveliness. Rocketcat's design expe...
Enter the Gungeon preview photo
Enter the Gungeon preview

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


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

Tumblestone is the most intelligent 'match three' game I've ever played

Mar 11 // Patrick Hancock
Tumblestone contains both single-player and multiplayer modes. I spent most of the time in the multiplayer mode, which was the most interesting balance of speed and wits that I have seen in a long time.  The idea behind the game is to clear the board of the colored blocks. To do so, the player needs to shoot three of the same color from the bottom of the board. So far, everything is pretty straightforward. However, doing this in the wrong order will result in no possible matches after a while, which then forces the player to reset the board and try again. Yes, it is important to be fast, but it is more important to be correct! In multiplayer, everyone has the same randomly generated board. From there, it's a matter of who can clear the blocks in the right order the fastest. This is possibly the only game of its kind that made me, in a competitive multiplayer match, stop and stand back to really think about my next move. I could hear other players rushing to remove blocks while my section of the screen was motionless, yet I wasn't panicking, just concentrating. [embed]288776:57720:0[/embed] Things only get more complicated when different variants get thrown into the mix. Wildcards, for example, add in multicolored blocks that can go with any color. However, each color needs to use one Wildcard in order to clear the board, so the player must then keep track of which colors have already used Wildcards and which ones haven't. Ty Taylor, the developer, said he wants to make it more obvious to the player as to which colors the Wildcards can be used with to reduce the stress a little. Another interesting modifier was Color Lock, which restricted the same color from being matched up back to back. Though it sounds simple, the puzzle layouts make it quite complicated. The Shot Blocker modifier throws a stone in the middle column that switches on and off with each shot. Knowing this, players need to plan out their shots accordingly, since pieces in the middle will not be available every other turn. Perhaps my favorite modifier was a more complicated version of Shot Blocker, though I can't recall the specific name at the moment. The mode placed a Shot Blocker in the column the player uses for three consecutive shots. So, if a player takes a match from columns one, two, and three, those become off limits after their respective shots. However, the fourth shot will remove the first Shot Blocker placed and move it to the column the fourth shot was in. If it sounds confusing, it is! But only at first. This mode really forces players to think ahead, and "speed" almost becomes an afterthought in this mode. There were even times where I forgot I was competing against other people right next to me! Each modifier forces players to think completely differently, and aren't hard to understand. After a few failed attempts, most players will realize exactly what's up and start going very methodically. Ty also mentioned that future builds may be able to mix modifiers together, which I don't even want to think about right now. A sense of progression quickly becomes noticeable. While at first I felt a bit overwhelmed by some of the game modes, it didn't take long to become acclimated and start churning out victories. It's a pretty great feeling to know where you messed up in a puzzle, then breeze through the first half only to stop and think three moves ahead before diving into the second half.  My time with the single-player components was limited, but there are plenty of options for those who will be going it alone. A Marathon mode is an untimed, infinite mode for those who want to go for high scores. A Story Mode is also included, with 360 puzzles in 12 worlds, each world introducing a new modifier and likely pushing that modifier to the limit. Oh, and for those curious, Tumblestone is just fine for red/green colorblindies like myself. I was worried at first, but not only does each color have a specific face on it, but the reds and greens are at a very different brightness (dark red and light green) and were easy to tell apart. In addition, choosing a wrong color to match with in multiplayer will bring up arrows pointing to possible correct options. Both the single- and multiplayer offerings in Tumblestone come off as incredibly substantial modes. The competitive multiplayer got really heated on the show floor, even with occasional pauses to go into a deep, zen-like thought. This was one of my favorite games of PAX East, and luckily it's headed to just about every platform out there later this year! 
Smart puzzle photo
From the creators of The Bridge
The first impression of a game matters a lot at PAX. If people aren't intrigued almost immediately, they may never play the game at all. My first impression of Tumblestone was "oh cool another match-three game." I don't ...

Samus wants to be in Shovel Knight

Mar 11 // Jonathan Holmes
What Samus Wants photo
Like Stella, Samus wants her groove back
When we last checked in with Samus, she was trying to score an interview with Tim Rogers, co-creator of Videoball. Despite the fact that she's been appearing in videogames for over 25 years, he still didn't know who she was....

Harebrained Schemes nails it once again with Necropolis

Mar 10 // Rob Morrow
Another noteworthy difference between the games is the absence of a rolling mechanic in Necropolis. The analog in Harebrained's title is the dash ability -- once tapped, your character will hop back a short distance. By limiting the character's ability to quickly roll out of the way of danger, Necropolis' combat feels riskier to me. Obviously, you can use the dash to escape from danger, but the distance you travel is much shorter, so it may take a few stamina-draining hops to get far enough away from an enemy to avoid its attacks. Before I move on to discussing the game's environments, I wanted to add one last thing about the combat systems that I found intriguing, and that's what the team refers to as its "living ecology of threats." I'd read about it before but with scant details available at the time and wasn't sure what to make of it. In the demo, however, its use was made very clear -- the Gem Eater, or as we've described him, the Shark Man -- has an insatiable appetite for (you guessed it) gems. And, as it happens, the Grine creatures mentioned before are composed of a crystalline substance that the hulking monster finds irresistible. [embed]288700:57694:0[/embed] Mike McCain, art director for the project, tipped me off on this, suggested that instead of going toe to toe with the brute that perhaps I should use him to my advantage instead. McCain pointed out a nearby mob of Grine and advised me to kite the beast in, letting him do what came naturally. As soon as he spotted his prey, he forgot about me entirely and began battling my foes for me. This opened up a wonderful tactical opportunity as I could swiftly and safely move in for a few strikes, gradually chipping away at his health before inevitably having to face off with him by myself once he was through with the Grine. Where Necropolis really sets itself apart is outside of combat, however. As you can see in MMORPG's footage of the PAX demo above, the procedurally generated environments have a stylish and clean look to them, standing in stark contrast to the oppressively gritty-looking From titles that helped inspire it. Necropolis' gorgeous low-poly environments look almost dream-like in their abstract, geometric structure and layout. It's quite impressive, really. For a title that's going for such a minimalistic design, the effect is paradoxically lavish when taken in as a whole. The game also differentiates itself from typical roguelikes in its approach to level design. Harebrained Schemes manages to trick the eye in the way that it handles the procedural elements; the end effect looks more like preplanned environments than randomly assembled rooms tacked together. If you didn't know that the levels were being procedurally generated with each new game, it would be easy to come away thinking that the layouts you'd just played were static. I'm not sure if it's the utilization of wide-open spaces where you can look out into the distance or stare down into an abyss that makes it feel so, but in any case, the effect works very well. Out of all the titles that I saw at this year’s PAX East, it was a no-brainer to choose Harebrained Schemes' stunning new action-roguelike as one of the two games that I would select for my editor’s choice awards for the show. Its elegant and thoughtful combat, both familiar and new, was an absolute pleasure to experience firsthand. For fans of third-person action games, especially those who enjoy From Software’s titles, Necropolis is one to fix firmly on your radar.
Necropolis preview photo
Murderous beauty
As I explored the opening area of Harebrained Schemes' third-person action roguelike Necropolis at PAX East 2015, I discovered an inviting treasure chest. Upon opening it, I realized too late that I wasn’t alone in that...

Steam Controller photo
Steam Controller

Steam Controller and FPS: PAX East 2015 impressions


'A little rumbly'
Mar 10
// Jed Whitaker
One of what was seemingly the better-kept secrets at PAX East 2015, the Steam Controller, was available for hands on at the Alienware booth connected to the company's Steam Machines. I was able to test the previous iteration...
Cosplay photo
Mama Mia!
Sexy Nintendo is inevitable. Some will try to fight it, or even mock it. In doing so, they are choosing to live on the wrong side of history. I know how they feel. I scoffed along with the rest of them back when the burgeoni...

Severed is full of one-handed vengeance

Mar 10 // Caitlin Cooke
The colorful art style of Guacamelee! makes its return in a beautiful, dark package. In Severed you play a young heroine set out on a course of vengeance after losing her home and her arm in a brutal attack. Her dark story coupled with the deserted surroundings made for a chilling atmosphere, and etched within the demo were moments that tugged at my heart ever so slightly.   The movement style is a refreshing version of old-school first-person dungeon crawlers, allowing you to choose directional paths in a four-pointed compass-like system. Enemies spawn immediately when arriving to a location, and players swipe to attack while moving directionally to combat multiple monsters in a room. Each enemy has its own rhythm in terms of attacking, blocking, and parrying, and when various monsters start to compound together in a room it becomes advantageous to memorize their patterns.  Once enough successful attacks have been built up, players can enter a mode that slows down the monster’s movements and allows them to sever appendages to go in for the final kill. Once slayed, enemies drop various objects which can then be used to upgrade health, defense, and severed power. Health is only given from a mysterious orange fruit which hangs in solitude on a magical tree.  The final boss in the demo took me a while to master, but once I did I felt like I was on top of the world. He dropped a piece of neat-looking armor, which supposedly imbued my character with a special power for the rest of the game. I learned later that all bosses drop a piece of armor with a unique power, and that both the power and the armor can be upgraded throughout the game. At first it took me a while to adjust to the movement and touch screen-style exploration, especially when I needed to move and attack at the same time. I have such tiny hands, so having to hold the Vita while swiping and hitting the directional pad proved to be difficult at times. However, I quickly came to appreciate the interactivity of the world, especially when it came to fighting monsters.  Although the demo was pretty fleshed out, the team mentioned that it plans to make a lot of improvements before launch. Vertical elements will be added to levels, like staircases in rooms that will expand the dungeons vs. one flat area. A daytime/nighttime feature will also be included, which will enable environmental puzzles in the world. The team also plans to feature NPCs, who will introduce more dialogue to the story. Personally, I loved the quiet nature of the character and general silent plot progression, so my hope is that the team keeps it as simple as possible. Severed comes out this summer for the PS Vita, and Drinkbox also anticipates releasing it for other touch screen-friendly devices as well. I can tell that there are big things to come from this game, and can't wait to get my hands on the full release.
Severed photo
But hopefully, you'll have two to play with
There’s something serene about exploring a desolate place for the first time. Too often in games I find myself dropped into an environment, expected to pick up the pieces quickly to achieve a goal and left with little t...

Affordable Space Adventures is the Wii U experience I imagined in 2012

Mar 09 // Darren Nakamura
Affordable Space Adventures puts players in the role of space tourists, in control of a Small Craft™, a ship woefully underequipped for the perils of interplanetary exploration. It starts with only a flashlight, but gains new components over the course of the game. Early on the fuel-burning engine activates, and the explorers can get moving. As new systems come into play, they are controlled on the GamePad, referred to in game as the "heads down display" (heh). Some systems are binary; they are either on or off. Most have variable levels of power, from zero (off) to five (max). Success hinges on managing which systems have power at which times. For instance, pushing the thrusters' power up to the higher levels can allow for a quick escape but will overheat the engine if left for too long. Further on, the explorers encounter armed drones to circumvent. Though they are dangerous, their sensors are limited. Some detect heat, some detect sound, some detect electrical activity, and the most robust detect a combination of the three. Each ship component produces some amount of each, so the key to getting past the sentries is figuring out which systems are essential and which can be temporarily powered down or shut off. [embed]288785:57661:0[/embed] At this point, Affordable Space Adventures becomes a sort of puzzle game. It starts simple: if a drone senses heat and/or sound but the ship just wants to descend, then the trick is to hover above the danger zone, kill the engines, then restart it after passing safely by. Climbing through a similar situation would require the electric engine, which has a different feel to it in addition to producing different detectable effects. Later on, things get more complicated. Some drones can sense both heat and electricity, so players have to come up with clever solutions for avoiding detection or destruction. One section had us turning off the decelerator and coasting through a drone's area of effect. Another had me crank up the antigravity to gain upward momentum, kill the engines, then restore them just in time for my pilot to navigate us to safety. The game can be controlled by a single person using the GamePad, and it works fine, though it can get a little hectic coordinating the systems management on the touch screen with the piloting on the big screen. Where Affordable Space Adventures really shines is in two- or three-player cooperative mode. With two players, the one with the GamePad controls the systems and the flashlight while the other controls piloting, scanning, and firing flares. Almost everything players can do is interconnected so communication between teammates is essential. For instance, while the pilot is the one who activates the scanner, the engineer is the one who aims it. Adding a third player splits the labor further, adding a science officer to the mix. I was only able to play with two during my time, but even that was a great experience. It simulates the action on a spaceship bridge, where each person has specific roles and success comes from coordination and communication between teammates. Other games have done this, but Affordable Space Adventures is probably the most accessible of its ilk, requiring fewer players and just a single console. As a single-player or a cooperative game, Affordable Space Adventures makes excellent use of the Wii U GamePad. Any who like asymmetric cooperative multiplayer would do well to check it out. When the team works well together it can overcome some tricky circumstances. When the team doesn't work quite so well and the ship explodes and everybody dies, well, that's funny too. Affordable Space Adventures should be available on the Wii U eShop on April 9. The final price has not yet been decided.
PAX East photo
Better late than never
When Nintendo first unveiled the Wii U, my mind raced with ideas for games that could be created with the two-screen interface. A lot of the cool stuff that the DS did could be transferred to the big screen. Better yet, title...

The Witcher 3 photo
The Witcher 3

There was almost ice skating in The Witcher 3


The concept was prototyped
Mar 09
// Jordan Devore
Let's take a moment to imagine Geralt ice skating in The Witcher 3: Wild Hunt. Ahh, sweet bliss. Over the weekend, senior game designer Damien Monnier told a crowd at PAX East about CD Projekt RED's canceled feature. "It was ...
D4 photo
D4

The Kinect's best game may come to PC, compliments of Swery


Swery showed of a build of D4 on PC at PAX East
Mar 09
// Jonathan Holmes
We'd seen the tweets hinting at it before, but over this past weekend at PAX East, Dark Dreams Don't Die on PC became a reality, at least for a few days. Swery, creator of Deadly Premonition and Dark Dreams Don't Die (D...
Toto Temple Deluxe photo
Toto Temple Deluxe

Headbutting for goats in Toto Temple Deluxe!


GET THE GOAT!
Mar 09
// Caitlin Cooke
For better or worse, sometimes you just have a hankerin’ to steal a goat. Those of us at PAX East with said craving headed over to Toto Temple Deluxe, which delivered goat-stealing gameplay in a fast-paced keep-away bra...
Mineplex photo
Mineplex

Weirdest thing at PAX East 2015: Mineplex freezing cold fan line


Popular Minecraft Lets Players meet fans on the streets
Mar 08
// Jonathan Holmes
Videogame events are know for their strange sights, but after going to PAX or E3 for a few years, one can start to feel like they know what to expect. That sense of routine was thrown out the window this past Saturday while ...

Keep Talking and Nobody Explodes is a brilliant asymmetrical game

Mar 08 // Patrick Hancock
The player with the Oculus Rift can manipulate the bomb by rotating it or by choosing one of the many different sections on the bomb to interact with. There are many different possibly sections that could be on the bomb, but the simple ones consist of a series of wires or symbols, or even just one single button with some text on it. The game allows for players to mess up two times. After that, the bomb detonates. Bombs are randomly generated each time, so it's not feasible to memorize what to do in specific situations. Plus, the sections themselves change so it would take a ton of memorization. The player with the binder has a series of instructions that need clear communication as to what the bomb actually shows. For example, one section of the beginner bomb has a set of about six wires. However, depending on what colors those wires contain will affect which wire needs to be cut. The binder will say something along the lines of "If the section contains any yellow wires, cut the third wire." It becomes a constant back and forth between players in a race against the clock that is absolutely exhilarating. [embed]288752:57653:0[/embed] After beating the beginner bomb on day one of PAX, my partner and I decided we were up for the harder bomb on day two. We were not. The first obstacle on the second bomb brought us all three strikes. It was a more complicated series of steps that also included memorization. I was not prepared to keep notes while frantically communicating, but that's exactly what I had to do in order to win. Step five would say "If the number display is a four, press the position of the button you pressed in step two." What the hell did we press in step two? BZZZT-BOOM! Well, shit. Apparently there are even harder bombs. As I was perusing the binder of information, I saw steps that were entire pages long, something called the "Who's on First" section, and mazes. Mazes! Keep Talking and Nobody Explodes looks like it would be a perfect party game for just about anyone. This may be the first and only game ever to bring me back every single day of PAX!
Asymmetrical Oculus photo
Great use of the Oculus Rift
In Keep Talking and Nobody Explodes, a game originally developed at a game jam, one player wears the Oculus Rift and sees a bomb that needs to be defused but doesn't know how to defuse it. Their partner only has a binder...

I nuked the God of Lightning in Mayan Death Robots

Mar 08 // Patrick Hancock
Each player chooses one god, each with their own special attacks. The design of these gods is absolutely fantastic, and I found it hard to choose one to stick with based on design alone. Eventually I chose the Sun God, who was basically a nuke with a face who could also launch nukes and regular missiles. In retrospect, I guess that was the only answer. A nuke with a face! My opponent chose the Lightning God, who could also reign down attacks from the heavens. The object of the game isn't to kill each other -- though that certainly helps -- but to destroy the opponent's power source. Each god has four options: two unique attacks, jump, or build. The two attacks vary by god; the Sun God could either launch a Flare, which fired a tracer and then a rocket that came in at an angle. His other attack launched a different tracer, and then the next turn reigned down a massive nuke on top of wherever the tracer landed. Firing these takes some calculations. Aiming uses a power and angle line, similar to the classic Tanks game but without a meter for power. Jumping works in the same way, and is used to maneuver the god into a better position, whether it be to get a better shot or to get out of the way of the opponent's shot. Building allows the player to create terrain within a certain radius of the controlled god. These terrain pieces are placed in Tetris-esque shapes and help to protect the power source or possibly even imprison the enemy god! There's only a certain amount of terrain that can be placed, so it's not like you could just cover the screen in terrain. The most interesting part is the fact that turns happen simultaneously. Each player has a few seconds to choose which option they will perform, and then has a few more seconds to either move the angle and power of the attacks/jump, or to build the terrain. This not only keeps things moving, but also keeps things intense as you watch both sides' actions happen at once.  Every so often, a giant wheel comes up that grants each god a new single-use attack. Though it may seem pertinent to use it immediately, the situation may not call for a Cluster Grenade at that particular moment. Plus, it can be a little predictable to always use the new attack after acquiring it. Never be predictable! There are also Mayan statues and civilians running around and worshiping each god. Killing the opponent's statues and Mayans will grant buffs and can help give the player more options as to what kind of battle plan they execute. Should you go straight for the power source? Or will you go for a slower burn and start to aim for the statues? The whole match moves at a steady pace and there were event times where I was too busy watching the action unfold and totally missed choosing an action (it defaults to the last used action). Players need to be attentive, think quickly, and be unpredictable to be victorious. Mayan Death Robots is a fantastic strategy game that doesn't drag on and keeps up the intensity. The game has already been Greenlit and it is just a matter of time until we see it on Steam.
Mayan Death Robots  photo
Fast paced Worms-like
There's been a lot of games that try to copy the success of titles like Worms or Tanks, but often come off feeling too derivative. "Yeah, it's like Worms, but not quite as good" has definitely left my lips a handful of ...

Gearbox x Harmonix photo
Gearbox x Harmonix

Borderlands characters are now in Dance Central Spotlight


From Inside Gearbox panel
Mar 08
// Darren Nakamura
Gearbox and Harmonix have worked together in the past with a dance section in one of last year's trailers for Borderlands: The Pre-Sequel. At the PAX East Inside Gearbox panel, Gearbox and Harmonix announced a new p...
Brothers in Arms photo
Brothers in Arms

Gearbox hints at the possibility for a new Brothers in Arms


Troy Baker wants it
Mar 08
// Darren Nakamura
At the Inside Gearbox panel today, Troy Baker and Laura Bailey were on stage promoting Tales from the Borderlands, when Baker went into a story about how he loved working on Brothers in Arms, and how the final cutscene felt l...
Telltale Borderlands Ep 2 photo
Telltale Borderlands Ep 2

Tales from the Borderlands Episode 2 set to release week of March 17


Atlas Mugged
Mar 08
// Darren Nakamura
Telltale's panel came and went with some fun stories of the studio's journey but nary an announcement of what the developer is doing now. Judging from the comments in just about every Telltale article that goes up, the second...
Borderlands Pre-Sequel photo
Borderlands Pre-Sequel

Borderlands: The Pre-Sequel: Claptastic Voyage comes out March 24


Inside the mind of Claptrap
Mar 08
// Darren Nakamura
During today's Inside Gearbox panel at PAX East, Gearbox unveiled the trailer for the fourth piece of Borderlands: The Pre-Sequel downloadable content. The story content picks up after the end of The Pre-Sequel and leads into...
PAX East poll photo
PAX East poll

Vote now for Dtoid's PAX East 2015 community choice award!


Democracy in action
Mar 07
// Mr Andy Dixon
Ah, PAX East. What a wonderful, sexy convention you are. Are you in Boston this weekend, hanging out with fellow Dtoiders and having a blast? If so, I am totally jealous! Luckily for me and the millions of others in my shoes ...

Final Fantasy XV looks great and feels even better

Mar 07 // Kyle MacGregor
After getting acquainted with Prince Noctis and his entourage, Episode Duscae gives players the opportunity to familiarize themselves with the action-oriented battle system. The combat is fast and fluid, vaunting stylish special techniques and a warp ability that allows Noctis to teleport across the battlefield and strike opponents when they least expect it. The basic controls involve holding down or hammering at the attack button, and discerning when to back off and elude oncoming attacks. There are dodge and parry moves to do this, but my personal favorite (though least effective) is an awkward scrambling animation where our hero is on his hands and knees trying to get out of the way of an enemy assault. Noctis is equipped with a handful of different weapons, all of which have specific abilities and are useful in varying circumstances. Anticipating which technique is appropriate for the situation at hand will be key to mastering the combat system, as is monitoring the MP gauge, given just about everything the player does on the battlefield requires its use. Since players only have direct control over Noctis, the rest of the squad acts as support, and they're certainly no slouches. The other guys always followed my lead, rushing to join me in the fray and retreating when I ran for the hills, while also pointing out nearby objectives. One of their most important qualities is reviving fallen teammates. Upon depleting the life bar, characters will stagger around helplessly until they succumb to their wounds. Luckily, a helping hand from one of your pals should keep the game over screens to a minimum. Clashing with the local fauna or imperial patrols feels incredibly satisfying, especially so after dusk, when larger and more dangerous bands of frightening creatures materialize out of the pitch black night. These encounters are avoidable, though, as camping plays an important role, giving the party a safe haven to wait out the dangers of the witching hours, recuperate, and gear up for whatever hardships await on the long and winding road ahead. I look forward to coming across those obstacles and going toe to toe with the behemoth, a voracious beast causing trouble for the Duscaen residents. After following a rather bloody trail of breadcrumbs, I managed to track the monstrosity back to its lair in a lengthy stealth (!) sequence before a Square Enix representative pried the controller from my hands.  I'm not sure what happens next, but I'm certainly eager to find out. You can too, starting March 17.
Final Fantasy XV preview photo
Our first trip to Duscae
Even though the clock was ticking, it was difficult not to stop and smell the roses. I had a behemoth to hunt, but couldn't help myself. A gorgeous landscape teeming with majestic wildlife distracted me from my objective. I w...

PAX East 2015 plans photo
PAX East 2015 plans

Destructoid's PAX East 2015 schedule is here!


Party with the best damn community on Earth
Mar 07
// Mr Andy Dixon
PAX East 2015 is happening RIGHT NOW! And just like years past, the Destructoid community is there in a big, big way. Did you make the trek to Boston this year? Then check out our daily meetup schedule below! And be sure to j...
Wolfenstein: TNB photo
Wolfenstein: TNB

Check out 20 minutes of Wolfenstein: The Old Blood in action


Mein Luftkissenfahrzeug ist voller Aale!
Mar 07
// Brittany Vincent
There's a $20 standalone expansion to Wolfenstein: The New Order, and it's called Wolfenstein: The Old Blood. You aren't nearly as excited about this as you should be. I've got just the remedy here. Check out 20 minutes of f...
What Samus Wants photo
What Samus Wants

Samus tries to interview Tim Rogers at PAX about Videoball


Guest starring Lollipop Chainsaw's Juliet Starling
Mar 06
// Jonathan Holmes
We've got a whole lot of PAX East 2015 coverage headed your way over the next week. On the video front, a lot of our coverage will feature Destructoid regulars like Jed Whitiker and myself talking to videogame developers and...
Radio Dtoid live photo
Radio Dtoid live

Radio Dtoid LIVE from PAX East 2015 is happening!


Here's how to get involved
Mar 06
// nanashi
[Dtoiders Nanashi and TheDustinThomas have once again agreed to assist us with a recording of Radio Destructoid live from PAX East! Now's your chance to be a part of Radio D history! --Mr Andy Dixon] It's that time once again...

  Around the web (login to improve these)




Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter!
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -