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Dark Souls photo
Dark Souls

Dark Souls franchise sells 8M copies


Just think of all those deaths
Jul 01
// Vikki Blake
The Dark Souls franchise has sold over eight million copies worldwide, with more than 3.25 million copies sold on PC alone. Famitsu - reporting from a From Software presentation - confirmed the original Dark Souls game s...
Dark Souls photo
Dark Souls

Play Dark Souls like a boss...literally


Get your own back with this new mod
Jul 01
// Vikki Blake
Dark Souls modder White Lord of DaTeHaCKs has created a mod that'll put you squarely in the shoes/hooves/claws/whatever of your favourite worst nightmare. The Darks Souls Boss Arena Mod "enhances the Debug Mode opt...
Shovel Knight retail photo
Shovel Knight retail

Shovel Knight headed to retail with a proper instruction manual


'No two-page inserts here!'
Jun 30
// Jordan Devore
Shovel Knight is one of those games that's so good, you want as many people as possible to hear about it, play it, and hopefully dig it as much as you do. To that end, some good news: Yacht Club Games is pushing for a retail ...
Fast-paced MOBAs photo
Fast-paced MOBAs

Matches in Gigantic should only take 15 minutes


'That's a goal of ours'
Jun 30
// Jordan Devore
I'm not much of a MOBA person, but I have really gotten into Heroes of the Storm as of late thanks to its snappy, streamlined design. Shorter matches are a godsend. I've also been eying Gigantic, Motiga's super pretty third-p...
Terraria 1.3 photo
Terraria 1.3

Time to boot up Terraria again


Version 1.3 is here
Jun 30
// Jordan Devore
Everything I knew of Terraria's 1.3 update was shown in that mine cart video. Looking over the vast changelog, there are hundreds of additions, tweaks, and fixes. It's here and it's huge! Multiplayer is easier to set up, for ...
RollerCoaster Tycoon photo
RollerCoaster Tycoon

RollerCoaster Tycoon World looks way better


But I'm still worried
Jun 30
// Jordan Devore
The last time I wrote about RollerCoaster Tycoon World, I said the game looked bad. Because, well, it did. I was hardly the only one, writer or otherwise, to say as much. Atari certainly heard. Flash forward to now, and we've...

Blizzard: 'We have the freedom to bring any character we want into Heroes of the Storm'

Jun 30 // Chris Carter
Destructoid: Let's start out with a simple question -- what inspired Blizzard to create Heroes of the Storm? Kaeo Milker: It all started out as just a cool way to show off what the StarCraft II Editor was capable of for BlizzCon back in 2010. We’d just launched StarCraft II: Wings of Liberty and set a few very small teams of developers loose on creating fun mod maps for the show. These teams built several maps, and we selected four to bring to BlizzCon, including one that was an homage to Warcraft III Defense of the Ancients that we called, “Blizzard All Stars.” The expectation was that we’d release these maps to StarCraft II shortly after the show, but something special happened with Blizzard All Stars and the feedback we received changed the course of things.  There was so much excitement about the game from our team, from Blizzard, and from the BlizzCon attendees that we had to take a step back and reconsider how much additional work should go into the map before its release. We ended up holding it back and we assigned a handful of developers to continue working on it en route to BlizzCon 2011, where we showed it again as, “Blizzard DOTA.” There were new heroes, a redesigned map, and some different takes on game mechanics, and we got even more positive reinforcement on its potential. This growing excitement from internal folks as well as our community led to some very intense conversations about the scope of the game and how we should approach it.  Some serious discussions spawned where we started asking questions like, “What if we ignore the recent games in this space and approach this as a reimagining of what those early mods could have become?” Those conversations led to a decision to make a standalone game where we’d throw out the expectations and rules, and simply make the game we wanted to play. That decision was super scary in its departure from the norm, but also very liberating, and we ended up calling that game Heroes of the Storm when we re-announced it at BlizzCon 2013. D: Tell us a bit about the beginnings of the MOBA genre and its origins. How did the team react to this level of engagement out of a use map settings creation? K: The genre originated all the way back with our own mapmaking community’s Aeon of Strife UMS maps from the original StarCraft. Those maps set the stage for the now-familiar single-hero control and multi-lane map layouts that later inspired mapmakers in Warcraft III to create offshoots including the immensely popular Defense of the Ancients maps. Along the way, many of the RPG-like mechanics that were core to Warcraft III’s gameplay like individual heroes, unlocking and empowering abilities via hero leveling, and item-based stat manipulation were creatively used to evolve the gameplay from Aeon of Strife into that of DOTA and everything that’s come since. It’s inspiring to look back on the game genres that have incubated and spawned from the Blizzard mapmaking communities. The team responsible for Heroes of the Storm also made the original StarCraft as well as Warcraft III, and many of the people working on Heroes of the Storm today were either here at Blizzard or active in our communities when this all started. We’ve all watched this evolution with equal amounts of respect and admiration for everything our players have created. D: Can you give us a rundown of what to expect going forward after launch, both in terms of timelines and content? K: Historically for our team, launching a game has meant that it is “done,” but with Heroes, launch is truly just the beginning. The content and features in the game today represent the foundation of a game that we expect to be in constant evolution moving forward, and we have a growing team that’s been refining our tools and processes to allow us to create and deliver more stuff, more often. We’re moving into a phase now where we’ll be bringing new heroes into the game every 3-4 weeks and are planning for incremental changes and additions to the game even between hero releases.  We currently have several battlegrounds in development and we’ll continue to bring them into the game multiple times a year, starting with the Eternal Conflict release where we’ll introduce a collection of Diablo-themed battlegrounds, heroes, skins, mounts, and events over the next few months. There’s a lot more in store that I can’t talk about yet, but know that we have some amazing things in development and our team is just as excited about this game as our players are! D: What niche do you believe Heroes fulfills in the current MOBA scene today? K: Heroes of the Storm is Blizzard’s take on a genre that has been around for over a decade. We’ve set out to capture and accentuate the elements of these games that we found most compelling, while improving or eliminating the things that we found detracted from the fun. We approach this process with all of our games from the perspective of gamers, and again, we set out to build the games that we want to play.  The game we created features some pretty dramatic departures from the norm like action-packed 20 minute games, an ever-growing pool of objective-based battlegrounds, team leveling, per-hero talent trees that let players modify each hero’s playstyle, and of course, real Blizzard heroes and worlds – all wrapped up in the fun, light-hearted humor we’re known for. It’s free to play, so I invite everybody to check it out and see if it’s the kind of game they want to play, too. D: What is the current state of the MOBA genre financially as a whole? Is there room for more major releases? K: I’m much more of a development guy than a business guy, but clearly there is a ton of interest in this genre and there has been since the Warcraft III days. I’m excited about that interest not because of some potential financial opportunities, but because it represents players who might be open to checking out our game and I think we’re doing something really different with Heroes that can build on the things they’ve loved from past games, while also addressing concerns from players who may not have liked those other games.  Ultimately, I think there’s always room for great games. Our focus is to make the best games we possibly can, and history has shown us that if we stay true to that goal and uphold our commitments to quality and fun, success is within our reach. D: Who is your biggest competition currently, and what do they do right? K: We’ve always looked at other game companies less as competition and more as part of a community that’s pushing game development, technology, user experiences, gameplay, genres, and the industry forward together. Coexisting in a creative space like gaming can help lead to refinement and innovation, and that’s a very healthy thing for us both as developers, and as gamers.  We’ve clearly benefited from the things other developers have learned with similar games – the right choices as much as the wrong choices  –  and as we’re starting to see already, they will in turn benefit from the things we’re trying as well. D: What efforts are you going through in terms of growing Heroes as an eSport? K: This year will be a time where we establish Heroes as an eSport alongside establishing Heroes as a game. We’re off to an amazing start with Heroes of the Dorm, where we brought college teams together from across the US and Canada to battle it out for full college tuition. That event cemented the legitimacy of Heroes as an eSport given the intense competition and its undeniable strengths as a spectator event. The recently-announced 2015 Road to BlizzCon will be the professional extension of that path we’ve started down, and we’ll all get to watch the very best teams from each of our regions work their way through their regional qualifiers and semi-finals en route to the ultimate global showdown at BlizzCon. Like the game, our eSports support will be in constant evolution and I’m very excited to see what develops. D: Walk us through a basic outline of what it takes to create a hero from start to finish. K: Hero creation is a very involved, multi-month process that relies heavily on iteration tied to ideas and feedback from many people across our team, and even across Blizzard. It all starts with paper design, where a Hero Designer comes up with a written pitch for the hero, its playstyle, and its kit. After several rounds of feedback and refinement, that paper design gets approved for prototyping. Our tools allow our Tech Designers to stand up a first playable version of the hero with placeholder art, sounds, and effects very quickly and an exhaustive process of playtesting and iteration begins amongst our design team. This process can span several weeks, with constant reaction to feedback every step of the way.  Once the design team is feeling good about a hero’s progress, it graduates to team playtesting. These tests take place several times per week and several hundred of our team members and support personnel are invited to participate and provide feedback to help further refine the hero’s design.  Another multi-week reaction cycle begins based on that ongoing feedback, and only after successfully making it through the team playtesting phase does a hero graduate to full production where we unleash the full power of the development team on its finalization.  During production, our art, user interface, writing, sound, localization, and quality assurance teams begin their respective processes creating, refining, and testing the version of the hero you’ll eventually play in the game. Throughout the hero’s journey, each developer bolsters their part of its creation with a ton of polish and love, and that really shows in the final product. D: Can you give us an idea of potential heroes or kits you've been working on for future patches? K: Sure, up next is…wait a sec…nice try!  I can confirm that we’re spending some time with Diablo heroes for the Eternal Conflict before returning to heroes from other game worlds. Beyond that, all I can say is that anything’s possible – any hero from any Blizzard game, ever!  D: As a follow-up, are you concerned that certain franchises like Warcraft may be overrepresented? K: We currently have a disproportionate number of Warcraft heroes, but more than anything that is a function of the abundance of incredible Warcraft heroes to pull from when we started out. Our goal moving forward is to bring in excellent heroes from all of our games – past, present, and future. We value variety tremendously in this game and are trying to provide players with a dynamic experience where they have choices to make which give them the ability to directly impact that experience. This starts with selecting the hero they want to play and continues with choices in skins, mounts, team compositions, battleground strategies, and talent builds. Be on the lookout for an ever-increasing number of non-Warcraft heroes coming into the game with our Eternal Conflict event starting later this month! D: What is one hero from the Blizzard universe that will absolutely not fit in Heroes of the Storm? K: So far, this hasn’t been an issue. We have the freedom to bring any character we want into the game and enough flexibility in our game mechanics and design to re-interpret each one in a way that captures their essence while tailoring their gameplay for the best possible experience in Heroes. It’s an amazing space to play around in and we’re really enjoying this limitless potential. D: Finally, what is your favorite current hero? K: I love Kerrigan and have played her extensively since the first day of our Development Alpha. Her combo-driven, melee assassin kit brings out the overcommitting lunatic in me and I play her much more aggressively than perhaps any other hero in the game – for better or for worse. She’s incredibly powerful early game and can scale really nicely into late game, especially when paired up with another hero to complement her kit (Tassadar is one of my favorite partners). Beyond her gameplay, I have a personal connection to the character dating back to my passion for the original StarCraft and leading through my 8+ year investment in producing StarCraft II. And I’ve been saying this a lot lately, but my daughter is even named Kerrigan! While Kerrigan is my all-time favorite, I’ve been maining Nazeebo lately and have him on the cusp of hitting Level 20.  I relish the perfect Zombie Wall and am thrilled pulling off the well-timed Ravenous Spirit to clean up a team fight from afar after all of the enemy interrupts have been blown. Ayyyeeeee!!!
Heroes of the Storm photo
A Q&A with the game's lead producer
Heroes of the Storm has been out for almost a month now after a lengthy set of alpha and beta sessions, and I'm still enjoying it as much as I did at launch. Blizzard has vowed to constantly support and update the game w...

Team Fortress Spla2n photo
Team Fortress Spla2n

Splatoon's Turf War now modded into Team Fortress 2


Team Fortress Spla2n
Jun 30
// Darren Nakamura
You're a squid now, you're a Demoman now. It might be missing the same ring to it, but that's what's going on in this Team Fortress 2 mod. Two teams of four face off to paint the environment and splat one another. Admittedly...

Heroes of the Storm's Butcher is another great addition

Jun 30 // Chris Carter
The Butcher is an interesting mix of styles, despite his labeled as an assassin. While he is big, he's not necessarily "tanky" in that he's an easy target while being focused. You also have to micromanage him at the start, as he needs to collect "meat stacks," power-ups dropped by enemy minions to charge up his attack power. Using the various talents acquired on your journey to level 20, you can reward yourself for constantly staying on top of your meat meter, with abilities like a higher meat cap and the ability to heal yourself from pickups. Or, you can simply build up your abilities. His standard "Q" is a straight line skillshot, and slows enemies in its path. It's very aggressive. You can chase down enemies, Q them, and a few seconds later, Q them again. Much like wandering with enemy stealth combatants unaccounted for, going solo with the Butcher roaming around isn't a great idea. This is exacerbated by his "E," which is a mad dash that grants him "unstoppable" status and stuns the enemy for a second after reaching his target. I actually found some neat ways to use this, like running away from enemies by targeting minions, or saving teammates who are being chased. It's also a dramatic move, with the target getting a demonic mark on their head and the Butcher giving in to his inner, terrifying bloodlust. It's powerful for sure, but it also has a long cooldown of 20 seconds. His "W" is probably his least interesting ability, as it can mark a target for a limited time which grants him health while attacking said marked enemy. I've found that for the most part in teamfights, the amount of healing involved isn't really sufficient enough to prevent you from dying, and it would have been more interesting if it gave teammates a low leech percentage (though you can spec it to heal more and grant movement speed). [embed]295040:59292:0[/embed] His ultimate (Heroic) powers are much more interesting. Furnace Blast is an area-of-effect (AOE) blast in a circle around him, and Lamb to the Slaughter chains an enemy to a hitching post for four seconds (it chains anyone in the radius at level 20). The first Heroic doesn't sound all that interesting, but it has a cool visual effect and can be used while charging with your "E," making it a bit more nuanced. The hitching post is my personal favorite, as it augments the Butcher's keen ability to kill lone heroes while they're hilariously chained in place. This works even better if you're ganking enemies with a partner like Nazeebo, who has enough time to set up his Zombie Wall. I also had a chance to test out the "Iron Butcher" skin as well as the "Butcher's Battle Beast" mount that's exclusive to his bundle. The mount isn't anything to write home about, as it's mostly just an existing Battle Beast with some iron armor added on top. It's exclusive to the bundle though, so some of you may want to spring for it. As for the Iron Butcher, it's a pretty safe choice, but it does fit the character and the fact that his face is covered does give him a new enough look compared to some of the other skins. While the jury is still out on whether or not the Butcher is balanced (it's the first day!), he certainly feels like it. To really capitalize with the hero you'll need to play your cards right, and with a distinct lack of escape abilities and the meat mechanic, players will need to master his ins and outs to truly perform. For now though, I'm happy with the results, and I'm tempted to work on my fifth master skin with him.
Heroes of the Storm photo
15,000 gold or $9.99
Heroes of the Storm has just kicked off its Eternal Conflict event, which will bring more Diablo-related content into the game over the course of the next few months. Characters, mounts, and a new level are a part of the cele...

The Witcher 3 photo
The Witcher 3

The Witcher 3's free DLC run isn't over, a new quest debuts this week


Where the Cat and Wolf Play
Jun 30
// Chris Carter
Another week, another free content update for The Witcher 3: Wild Hunt. This time around it's a new quest, entitled "Where the Cat and the Wolf Play." For those who aren't aware, CD Projekt Red has been adding small bits of D...
Heroes of the Storm photo
Heroes of the Storm

Heroes of the Storm gets the Butcher today, after maintenance


Watch the awesome backstory video
Jun 30
// Chris Carter
The Butcher is coming to Blizzard's Heroes of the Storm today as part of the multi-month Diablo celebration, which start this week. He's a melee assassin hero, who has the ability to slow, mark targets to...

Review: RONIN

Jun 30 // Patrick Hancock
RONIN (PC)Developer: Tomasz Wacławek Publisher: Devolver DigitalMSRP: $12.99Released: June 30, 2015 RONIN uses a barebones and cliche story. The main character wants to avenge their father and does so by killing five targets. A photograph with all of the targets together, along with the father, is used as a loading screen, which leads to the assumption that they were close at one time. What happened between then and now isn't ever delved into, and the player is sort of left with little to no story to go off of. Just kill the targets, because dead father. Got it? Every target plays out exactly the same. Two stages of going around and hacking computers, then one stage with the target in it. This repeats every single time, with the exception of the final stage. Even the stages with different objectives play exactly the same way, so it hardly matters. Playing RONIN feels like playing the same mission over and over again, about twelve times.  Each level even has the same three mini-objectives: don't kill any civilians, don't set off the alarm, and kill every enemy. If all three of these are completed, a skill point is awarded. This is the only form of character progression, and is essentially mandatory. The skills add combat techniques like throwing and recalling the sword or deploying a hologram. Certain skills are way better than others. For those who are about to play: get the skill that allows for hanging up unsuspecting enemies, then go for the one that allows teleporting to enemies. They are by far the best skills. [embed]294727:59273:0[/embed] There are two forms of gameplay: free form and turn-based. While outside of combat, movement is free form. Jumping uses the mouse and functions a lot like jumping in Gunpoint, for those familiar with the game. Holding the jump button brings up an adjustable arc, and releasing the jump button sends the player in that arc. However, unlike Gunpoint, this mechanic is incredibly awkward and never seems to work the way it should. When spotted by an enemy, turn-based combat begins. The game pauses and will show where the enemy will be firing, allowing the player to make a move accordingly. The player always moves first, so attacking at a guard who is about to fire works out just fine. The problem is that the only way to move is to jump. If the player is hanging from a ceiling and a guard is about to shoot them, it is impossible to just scootch a little bit to the right. The only option from hanging is to jump down, which isn't always a great option. Jumping on an enemy will stun them, forcing them to recover for two turns. Stunning an enemy also awards one point towards the Limit Break bar. This bar slowly fills up with action points as the player stuns or kills enemies. These points are used to utilize the acquired skills, or to use the Limit Break itself. If the bar completely fills up, the Limit Break is automatically activated, which allows two turns at once. Once used, the bar is completely drained. Most of the time, I would have much preferred to not use the Limit Break and instead use my skills to dispatch enemies. The issue is that jumping takes one action point to use, and if the player doesn't either stun or kill an enemy, that point is lost. Some skills, like throwing the sword, can only be activated mid-air for some reason. This means players have to waste an action point jumping, then next turn they can spend the two points it takes to throw a sword and complete the action. This essentially means it takes three skill points to use the skill instead of two, and can be quite frustrating.  Battles are essentially puzzles to be solved by the player, and there is often only one real solution. Most rooms have one entrance, and from there it is a matter of figuring out how to hop around in the most efficient way. Players with different skills will approach a battle differently, but given a single set of skills, they will solve battles in just about the same way every time. There are also only four enemy types throughout the entire game, so battles are different ways of arranging the same thing. Despite the awkwardness of the jump and frustrating design decisions in many of the levels, every once in a while something beautiful happens. It happens when all the skills are used effectively and players actually feel like a Ronin warrior. These moments occur somewhat frequently, and do a lot of good to help alleviate the otherwise constant frustration of memorizing a level's solution. There are checkpoints throughout each stage, though it's not conveyed to the player where they are. They can be pretty generous at times, usually saving right before a battle. However I did encounter instances where the checkpoint left me in an inescapable position, forcing me to restart the level. At one moment, the game saved just as the alarm was going off, making it unavoidable. The game then crashed immediately afterwards. The option to go back to past checkpoints would be a very welcome addition. The last mission has zero checkpoints, and forces players to do the entire thing all at once. It's a great mission compared to all of the others, largely because it's actually somewhat different, but considering the amount of accidental deaths I've had on it alone, it's an asinine decision. There's also a New Game+ mode, which adds more difficulty to the stages. Behavior also seems to change, as guards that previously shot in a contiguous straight line now had upwards recoil. The problem is, there's no incentive to play New Game+. The standard campaign was already the same mission every time. Why do it again? There are no new skills to acquire, just an added challenge for those who are yearning for more of the same. While I played this game on PC, it is clearly designed for tablets. The user interface is awful, consisting of simple text and gigantic buttons. To perform any action, players must click on big floating circles above the object, whether it be to kill an enemy or ride an elevator. Sometimes players can tap the W key to perform an action, like moving the elevator up a floor, but other times it simply doesn't work, like when entering the elevator. It's gaudy and frustrating to have to click on these bubbles all the time. RONIN strives to achieve the level of masterful design of games like Gunpoint and Mark of the Ninja, but seems to have overlooked what made them so special in the first place. It has its moments of truly feeling like a badass, but they do not make up for the frustration of everything in between. [This review is based on a retail build of the game provided by the developer.]
RONIN review photo
Where are the other 46?
When I first saw RONIN, I thought I was looking at a mod for Gunpoint. The jumping mechanic appeared the same, the environments were almost identical, and the idea looked just about the same. Turns out, RONIN is not that...

Clumsy God photo
Clumsy God

In Clumsy God, helping looks a lot like hurting


God moonlights as a surgeon, apparently
Jun 29
// Jordan Devore
The itch.io Twitter is always bringing strange morsels to my attention. Today, it's Clumsy God, a Windows game about a giant heavenly hand helping people recover from an earthquake. "Just be careful not to crush anyone along...
Riding the Rift photo
Riding the Rift

Watch me get queasy with an Oculus Rift!


Don't do a barrel roll!
Jun 29
// Jed Whitaker
[Update: Stream is over. Embedded the replay below in case you missed it.] So I broke down and got an Oculus Rift DK2 after finding one for a decent price on Craigslist. I've been toying around with my Rift for a few da...
Scrolls sunset photo
Scrolls sunset

It's the beginning of the end for Scrolls


Mojang's card game has a year left
Jun 29
// Jordan Devore
No, not The Elder Scrolls, silly. The other one! Just "Scrolls." Microsoft-owned Minecraft studio Mojang has confirmed the inevitable -- that work is winding down on its card title now that the "last major content patch," Ech...

Review: You Must Build A Boat

Jun 29 // Conrad Zimmerman
You Must Build a Boat (Android, iOS, PC) Developer: EightyEightGames Publisher: EightyEightGames MSRP: $2.99 (Android, iOS) / $4.99 (PC)Released: June 4, 2015 You must build a boat, and that's all there is to it. Building a boat means assembling a crew. Assembling a crew means exploring dungeons located at points along the river, which is what you'll spend pretty much all your time in the game doing. When attempting dungeon exploration, the player is presented with a view of their character running left to right through a tunnel. On the run, they'll be stopped by obstacles. Being stopped doesn't prevent the background from moving, and the character is dragged back to the left as long as they aren't running. Enemy obstacles push the player back faster by attacking. If they fall off the left edge of the screen, the run is over. Rather than engaging directly to surmount obstacles, the action is represented through puzzle gameplay. On the most basic level, the play will be instantly familiar to anyone who has experienced a "Match-3" game before. The player moves tiles to create matching lines of three or more. Upon making a match, the connected tiles disappear, tiles above fall into the newly created space, and new tiles drop in to replace those lost. Each of the seven basic types of tiles produces a different effect when cleared. Some are directly used to pass obstacles and progress further, and their effects are wasted when cleared with nothing to use them on. Some have a chance to add special tiles to the grid, which provide one-time use effects when clicked. Others provide no immediate benefit but serve as resources back on the boat, not to mention occupying valuable real estate within the puzzle better served by more urgently needed tiles. Clearing groups of more than three tiles at a time multiplies the effectiveness of the tiles. In YMBAB, tiles are moved as entire rows and columns, wrapping around the edges of the grid. This particular method of movement is a bit more interesting than, say, simply switching the positions of two neighboring tiles. It could have an impact on strategy by allowing a tile at the bottom of the grid to move to the top and drop down to pair more easily with others, or anticipating groupings on opposing sides. That is assuming that you had time to actually think about the actions being taken, which is almost never the case. The near-constant pressure of needing to find a relevant match to clear an obstacle just doesn't allow for it. It does, however, offer a lot of opportunities to create matches once the player gets accustomed to visualizing the whole board and eliminates the risk of a situation where no combinations can be made. The game's tutorial makes it all look so easy. But once you're past the introductory runs which demonstrate how the different tiles work and the game no longer gives you a moment to look at what you're doing, there's no letting up. Speed becomes essential and there's no substitute for it. Intense, yes, but also exhausting. Dungeons are endless but increase their difficulty at regular intervals. Each new difficulty level reached provides a helpful opportunity to restore lost ground on the map while adding a new effect to tweak dungeon elements. Enemies may receive a boost in damage, chests become more difficult to open, or greater financial rewards could be bestowed, among other curses and boons. To reach new dungeons, specific objectives (assigned prior to entering) must be accomplished, with each adding some element to the construction of the boat when successful. Success has less to do with strategy than instinct, luck, and persistence. In attempting specific objectives, it's possible to have some forethought (a vendor added a few dungeons in allows for some adjustment of tile probabilities), but the player is always at the game's mercy to some extent. That said, it isn't cruel either. YMBAB only ever rewards the player for playing it, each run earning additional resources to spend on upgrades that make subsequent runs easier, making progress inexorable as long as the will to play persists. Back on the boat between runs, the player may purchase upgrades to attack and shield tiles, monsters captured in the dungeons can be trained to provide additional bonuses, and acquired crew members offer other benefits. The short round length and simple, lizard-brain gameplay makes it ideal for either the commute or the commode. Dedicating more attention to it than that may prove to be a bit tedious (not least because of the simple, repetitive music) and the design lends itself far better to touch controls for mobile devices than a mouse, so your better bet is to grab it on the phone and take it with you places. [This review is based on a retail build of the game provided by the developer.]
You Must Build A Boat photo
I mean, if you feel like it
The premise of You Must Build A Boat is simple, but unexplained. In order to travel up a river, you must build a boat. The why is, seemingly, irrelevant.

Review: Super Star Path

Jun 29 // Jed Whitaker
Super Star Path (PC)Developer: DYA Games Publisher: DYA GamesMSRP: $2.99Released: June 22, 2015 Flying through tons of enemies to get to a boss at the end of a level is nothing new, but how Super Star Path makes you get there is unique. Enemies approach from the top of the screen and are mostly static aside from some small animations. Shooting them causes them to blow up, taking any adjacent enemies of the same color with them. The final enemies to explode in a chain will cause nearby enemies of different colors to crystallize which then can't be cleared from the screen.  After navigating through the maze-like wave of enemies on every level, a boss will appear. Boss battles play similarly to what you'd expect see in a bullet hell shooter; tons of bullets covering the screen with a boss that requires a lot of shots. Luckily the difficulty of a bullet hell boss can be curbed by purchasing upgradeable ships. After normal enemies are destroyed, they leave behind crystals that are used as currency to buy one of the 10 ships. Each ship has some kind of added benefit -- like being immune to certain attacks or increasing the value of crystals -- and stats that can be upgraded. During each stage, three special enemies appear that, when killed, drop upgrade points; one for speed, health, and damage. These upgrades can then be applied to each specific ship to power them up. Upgrading health allows ships to take up to five hits before exploding and is really necessary for some of the later boss fights, unless you're a veteran bullet hell player. Each level has its own unique twist. Some levels have added enemies flying at you, while others have mines that explode when you get too close or lasers that shoot in straight lines, clearing anything in their way. Figuring out which ship to use for each level feels almost Mega Man-like, as each stage's hazards have a ship that is immune to them. Every level also has three black bat enemies that drop green emeralds that are required for completing the game; thankfully, you can play levels over until you come across them without much trouble. While blasting through each 16-bit-esque level, an awesome soundtrack plays and the main character makes quips about what is happening around him. Something these quips include swearing, which may be off-putting to some, but they are far and few between. Nothing you wouldn't see on Dtoid every day. If anything, the swears add some flavor and character to the game, something most space shooters are lacking.  Super Star Path nails the mixing of space shooter, roguelike, and puzzle genres in a way I didn't even know I wanted. Sadly, the whole experience is over within an hour. But at a measly three dollars, I find it hard to complain -- though it did leave me wanting more. If that's the only complaint I had with the game, it is easily recommendable. I just hope we get to see more space shooter puzzlers in the future! [This review is based on a retail build of the game provided by the publisher.]
Super Star Path review photo
Space puzzles, the final frontier
Space shooters used to be popular. Back in the 8-bit and 16-bit days, everyone knew Gradius and R-Type, amongst others. These days they are few and far between, at least quality ones. Sure Steam is flooded with them...

Review: Her Story

Jun 29 // Laura Kate Dale
Her Story (PC [reviewed], iOS) Developer: Sam BarlowPublisher: Sam BarlowMSRP: $5.99Released: June 24, 2015 From the first set of clips tagged murder, I had several options of which narrative thread to pull at first. Did I want to look for clips related to the victim's name first? Maybe I should try to track down the name of the person accused of the crime? Perhaps I wanted to go in a completely different direction and try to find references to the murder weapon on the database. Right from the start, several different avenues opened up and the number of narrative options to explore only expanded as I went deeper into the case. You can't organize clips you find chronologically or watch them in order without re-searching for them, meaning that a lot of the work of piecing the narrative together is down to you as the player. There's an in game application that will show you which pieces of the case you've watched and which you have not, but it's up to you to keep track of where each statement falls in the timeline of police interviews and how their placement fits together. Much of the mechanical challenge in the game comes from piecing the story together in a way that draws conclusions you're personally satisfied with. At around two hours in, I had seen enough that the game offered to let me see the credits roll, but I personally wanted to know much more of what was happening and ended up playing for around six hours on and off before I was truly satisfied with my understanding of the events. Others I know felt they knew everything they needed within half an hour. In terms of pacing, Her Story lasts however long you want it to in regards to narrative. Any time you feel the game is ready to end, you can draw your conclusions and walk away. Ultimately, Her Story is a really inventive way of exploring a narrative with an impressive number of twists and turns. Every time I thought I understood what was happening, a clip would become unearthed that turned my understanding of the case on its head. The story was personal, uplifting, dark, twisted, insightful, and unnerving all at once. I know we get a lot of talk of narrative-focused adventures as "not games," but this is a narrative that undoubtedly benefits from its open-ended interactive nature. If this isn't a perfect example of how video game interactivity can enhance a narrative, I don't know what is. Being able to unearth these twists out of order, rushing to understand what you've found, and bouncing tonally back and forth across a series of interviews truly is the perfect way to experience this skillfully crafted narrative. It's not a typical structure for a game, but the mechanics really do work in the context of the narrative. If you like the idea of an open-ended '90s murder mystery with no guarantee you'll find a solid answer to its mysteries, then I can't recommend this highly enough. Her Story is a spectacular video game, and one of the most gripping personal narratives I've experienced in some time. [This review is based on a retail build of the game provided by the developer.]
Her Story review photo
Let's solve a mid-'90s murder
Her Story is certainly not what you would call a traditional video game. Set entirely on a police computer database in the English town of Portsmouth, it breaks a lot of new ground in terms of blending its narrative and gamep...

Batmod photo
Batmod

Batman: Arkham Knight mod lets you play as 10 extra characters


Forget DLC
Jun 29
// Steven Hansen
While the PC version of Arkham Knight was busted enough Warner Bros. stopped selling it on Steam (probably wouldn't have happened if Steam didn't just start allowing refunds), some users are making the best of a bad situatio...
Sup Holmes photo
Sup Holmes

Sup Holmes gets high on life with Ben Shostak


Sup Holmes every Sunday at 4pm EST!
Jun 28
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] [Update: Shows over folks!...
This is Unreal photo
This is Unreal

Mario looks shiny and new in Unreal 4


Princess is in another castle
Jun 28
// Jed Whitaker
This fan-made mod of Mario in Unreal Engine 4 looks fantastic, and makes me want another 3D Super Mario game stat. I'm actually really surprised that Nintendo didn't announce at least some DLC for Super Mario 3D World&n...
It gets better photo
It gets better

Batman: Arkham Knight PC gets status update, new patch


Console graphics obtained!
Jun 28
// Jed Whitaker
Rocksteady has posted the following update on the Steam Community for PC version of Batman: Arkham Knight, which you can read below. Basically, they've acknowledged all the problems people were having and already release...
Troops vs Women photo
Troops vs Women

Murder women in SJW Riot: Troops vs Women - in Video Game


'Terrorising men, just for being men'
Jun 27
// Jed Whitaker
An Indiegogo campaign for a new game called SJW Riot: Troops vs Women - in Video Game, in which social justice warriors -- who are apparently only women -- have "lost their mind, again, and are terrorising men" according to t...
Shantae: Risky's Revenge photo
Shantae: Risky's Revenge

Shantae: Risky's Revenge - Director's Cut is better than the original


Now on PS4 this week
Jun 27
// Chris Carter
Let's take a little trip down memory lane, shall we? Back in 2002, WayForward released the original Shantae for the Game Boy Color. It wasn't a massive hit, but it quickly became a cult classic, and eventually lead to th...
Mighty Switch Force! photo
Mighty Switch Force!

Mighty Switch Force! is out on PC this week, and it plays great


$8.99 until July 2
Jun 27
// Chris Carter
If you haven't played the fantastic Mighty Switch Force! yet, now would be a good time to start. WayForward has just released the game on PC, and it's the most complete version to date, while also sporting the same gorge...

Beyond Earth & Civilization titles 81% off in Weekend Deals

Jun 27 // Dealzon
Civy Deals Use Code: GET23P-ERCENT-OFFGMG Civilization: Beyond Earth (Steam) — $15.40  (list price $50) Civilization V (Steam) — $5.77  (list price $30) Civilization IV: Complete (Steam) — $5.77  (list price $30) Civilization III Complete (Steam) — $0.96  (list price $5) Xbox One + Free Game + $50 (Saturday Only) Update: AC Unity now included for free in the bundles below. Xbox One Halo MCC Bundle + 2 Free Games + $50 Promo — $349 Xbox One 1TB Halo MCC Bundle + 2 Free Games + $50 Promo — $399 Recent Releases s06/25: Total War Attila: The Last Roman (Steam) — $9.95  (list price $15) 06/23: Final Fantasy XIV: Heavensward — $29.99  (list price $40) 06/23: Devil May Cry 4: Special Edition (Steam) — $16.49  (list price $25) 06/23: Batman: Arkham Knight (PS4) — $49.99  (list price $60) 06/23: Batman: Arkham Knight (Steam) — $32.99  (list price $60) <- ehhhh maybe wait? 06/23: Evolve Hunting Season 2 (Steam) — $19.25  (list price $25) 06/09: Europa Universalis IV: Common Sense (Steam) — $10.49  (list price $15) Upcoming Releases 07/21: F1 2015 (Steam) — $35.49  (list price $55) 11/06: Call of Duty: Black Ops 3 (Steam) — $51.49  (list price $60) TBA: Trine 3: The Artifacts of Power — $18.69  (list price $22) TBA: Guild Wars 2: Heart Of Thorns + 2 Steam Games — $44.99  (list price $50) PC Game Deals Mac Game Store Super Summer Sale Use Code: PCGAMES5OFF Borderlands 2 Complete Edition Bundle (Steam) — $14.24  (list price $60) Daedalic Comedy Bundle (Steam) — $11.39  (list price $80) Broforce (Steam) — $11.39  (list price $15) Blackguards Franchise Pack (Steam) — $11.24  (list price $75) Star Wars Starter Pack (Steam) — $4.14  (list price $70) <- KOTOR, Jedi Knight I & II, etc. Games Republic Summer Blockbuster Sale Dark Souls II: Scholar of the First Sin (Steam) — $26.79  (list price $40) Dark Souls: Prepare to Die Edition (Steam) — $4.99  (list price $20) DLGamer Hot Deals Ultra Street Fighter IV (Steam) — $15  (list price $30) Sid Meier's Civilization V: Complete Edition (Steam) — $12.50  (list price $50) Borderlands 2: Game of the Year Edition (Steam) — $10  (list price $40) XCOM: Enemy Unknown The Complete Edition (Steam) — $9.99  (list price $50) More PC Games Killing Floor 2 (Steam) — $25.49  (list price $30) Cities: Skylines Deluxe Edition (Steam) — $17.95  (list price $40) Football Manager 2015 (Steam) — $17  (list price $50) Cities: Skylines (Steam) — $14.49  (list price $30) <- cool beans. Alien: Isolation (Steam) — $12.50  (list price $50) World of Diving (Steam) — $9.24  (list price $20) Lost Planet 3 (Steam) — $6.25  (list price $25) Remember Me (Steam) — $6  (list price $30) Valkyria Chronicles (Steam) — $5  (list price $20) <- get it Console Game Deals $50 PlayStation Network Code (Digital Delivery) — $45  (list price $50) Bloodborne (PS4) — $39.99  (list price $60) The Order: 1886 (PS4) — $19.99  (list price $40) <- maybe  at this price? Final Fantasy Type-0 HD - Pre-owned (PS4, Xbox One) — $19.99  (list price $40) Gran Turismo 6 (PS3) — $14.99  (list price $30) Assassin's Creed 4: Black Flag + AC Rogue (PS3) — $14.99  (list price $60) Xbox Live Gold 3 Month (Digital Code) — $14.95  (list price $25) Battlefield 4 (Xbox One) — $11.99  (list price $30) Plants vs. Zombies Garden Warfare (Xbox One) — $11.99  (list price $40) Laptop Deals 15.4" MacBook Pro, i7-4870HQ, 16GB, 512GB SSD — $2,049  (list $2,499) <- only $2k, you peasants. 14" Lenovo Y40-80, i7-5500U, Radeon R9, 16GB, 512GB SSD — $849  (list 1,600) 15.6" Asus, i7-4720HQ, 12GB, GTX 950M — $749  (list $1,000) Game deals from Dealzon. Sales from certain retailers help support Destructoid.
Weekend Deals photo
Facing Gandhi's wrath
Steam's Summer Sale is behind us but the the Summer PC gaming discounts continues on, especially on Civilization titles. This weekend GMG launched a wave of discounts on this year's Civilization Beyond Earth, drops to on...

Uncle Jack photo
Uncle Jack

Let We Happy Few's Uncle Jack tuck you into bed tonight


Definitely not creepy
Jun 26
// Darren Nakamura
It's getting late. Have you applied the minty paste to the exposed part of your skeleton? If so, let good old Uncle Jack read you a bedtime story. It will be fun! You won't have nightmares. Probably. One of the neat things a...
Ink photo
Ink

Ink is like Super Meat Boy if Meat Boy's blood were a rainbow


And if the environment were invisible
Jun 26
// Darren Nakamura
Today is a good day to celebrate rainbows, eh? I mean, every day is a good day to celebrate rainbows, and even if that weren't the case, I'd still highlight Super 91 Studios' Ink. It started as an entry to Ludum Dare 32, who...
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Dad Beat Dads

Belated Father's Day: Throw babies in Dad Beat Dads


My dad could beat up your dad
Jun 26
// Darren Nakamura
True story: my dad used to be quite the brawler. At a stocky 5'5" (165 cm), he was often underestimated. What he lacks in height and reach he makes up for in tenacity. What I'm trying to say is that I'm pretty sure my dad co...

Willy Chyr's Relativity is Escher art come to life

Jun 26 // Jordan Devore
I only got to play around in one world, but there are others, each with a different theme or pattern. One was straight out of House of Stairs. Their designs make a lot of sense once you know that Chyr does, among other things, installation art. It shows. Relativity is somehow his first game. He has something cool in mind for how those worlds connect, but wouldn't say any more about the transitions. I'm curious to see how everything ties together, assuming I don't get totally lost.
Relativity preview photo
Walk on walls
When you jump off a ledge in Willy Chyr's Relativity, you can keep falling. Forever. The abstract world, made up of floating platforms and puzzle rooms, loops. Why climb a huge flight of stairs when you can just "fall" to the...


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