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Xeodrifter photo
Xeodrifter

Xeodrifter has more room to breathe on Wii U


No frills port, no complaints
Jul 26
// Jonathan Holmes
Xeodrifter stands among a proud line of games we recommended to Metroid fans who were disappointed with the idea Metroid Prime: Federation Force, and now it's coming to Wii U next week. It's yet another game to hit the c...
FF7 photo
FF7

The Final Fantasy VII port you don't want is coming in October


Contain your excitement
Jun 22
// Brett Makedonski
[Update: Square Enix reached out to "...confirm that the published release date for this title is incorrect. As discussed at this year's E3, Final Fantasy VII will be ported to the PlayStation 4 in Winter 2015. The pricing ...

PC Port Report: D4: Dark Dreams Don't Die

Jun 03 // Steven Hansen
D4 isn't a robust PC port, but it's functional. There were two instances of models (once a full character, once a tie) kind of spazzing out and shaking for a bit; I had a crash trying to bow out to the main menu between episodes; and things aren't crazy cleaned up from the Xbox One release, but the port is a fine option and not any kind of messy downgrade from the original. It's clear a lot of work went into adapting usable mouse controls (replacing the stripped out Kinect controls), UI, and so on. Not that it needs much else. Xbox One DLC is packed in with a "free shirt" section of the store that hilariously gave me a Gears of War tee right off the bat. Buying clothes is very important for no reason. Nice to see a game with different outfits in this day and age. There's some new DLC if you're into that sort of thing. The controls are the big thing, though. Chris was sure it was better without Kinect when he played it, but I do feel there is something missing, oddly enough. Never thought I'd be going to bat for the Kinect. I also never used Kinect controls for longer than 30 minutes at a time, so maybe that would drag after a while. It's just that some of the mouse swipes, especially when your cursor is at the opposite end of where you're being prompted to begin swiping across, don't quite have that same tactile connection. It feels like flailing more than literal arm waving. Clicking, pushing, grabbing -- those all work, maybe even better with point-and-click precision. But then I sort of miss those dramatic, painterly slashes across the screen. Particularly during big action sequences, but also for the rote swipe-to-do-somethings, like opening doors. And the middle mouse button to look around felt finicky to me, but that may have something to do with my broken finger. Mouse versus Kinect versus controller, it's mostly preference. The best thing about mouse controls is pure one-handed play, leaving the other hand free to sip some tequila.
Agave photo
1 tequila, 2 tequila, 3 tequila, D4
First, let's take a moment to really appreciate my tequila sub header. It's the little details that count. That's what D4: Dark Dreams Don't Die is all about. Sure, when a catgirl is doing karate in your face it's easy to thi...

PC Port Report: The Witcher 3: Wild Hunt

May 22 // Patrick Hancock
[Note: Screenshots and video used in this post are taken from my experience with the game.] Tested on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 7. Framerate measured with FRAPS. I'd be remiss if I didn't address the now-infamous trailer of the game that incorrectly showed what it would look like back in 2013. The developers have since downgraded what the game can do, and have addressed the issue. There are lots of elements to this and it isn't as simple as "downgraded because consoles" or "they couldn't afford it," but the end result is still the same. Regardless of that trailer, The Witcher 3 still looks phenomenal. In order to achieve 60 frames per second with my setup at 1080p, I needed to play with the settings a bit. Most things were kept at the Ultra settings, except for the foliage and shadows, which were turned down to High. The game stays consistently above 60 FPS for me now, even during combat and most in-game cutscenes. Some cutscenes are evidently capped at 30 FPS, which is offputting and incredibly noticeable. The biggest setting to turn off in order to achieve a good framerate is HairWorks. With HairWorks on, hair does looks absolutely stunning and is perhaps the best rendering of hair I've ever come across, though up close it's still a bit funky looking. There are three options for HairWorks: on, Geralt-only, and off. If fully on, even the monsters and Geralt's horse will have HairWorks-quality hair. However, even when I had this on "Geralt only," the framerate would fluctuate between 30 and 50 at any given moment. Yes, the hair looks great, but it is not worth the huge dip in framerate. Another option to be aware of is the "Hardware Mouse." It's located under Options in the Video section for some reason, and anyone playing with a keyboard and mouse is likely going to want to turn this option on. Doing so disables mouse acceleration, essentially making the mouse "feel" like it is supposed to. Many of the .ini files located in the installation folder can also be edited to further customize many of the options. [embed]292553:58627:0[/embed] There's some strange odds and ends in the options to take note of. To turn on unlimited FPS, the FPS slider needs to be all the way to the left. The middle option is 30 FPS, and the right option is 60. For those playing on a big television screen via Big Picture Mode or something similar, be aware that the font size is rather small, and the HUD size does not get any bigger, only smaller. In fact, there's only two sizes for HUD size: Large and Small. Controlling Geralt with a keyboard and mouse is somewhat clunky. Turning is awkward and slow, and managing to interact with a specific object or NPC can be a struggle. Combat on a mouse and keyboard feels fluid, at least. Controlling Geralt with a controller simply feels better, all things considered. It's not that controlling him with a keyboard and mouse is awful, but there's an unfortunate feeling of "this just isn't right." Switching to a controller input is as simple as hitting any button on a connected controller. As soon as the game detects a controller input, everything is switched to controller prompts and the game immediately recognizes it. The same goes with switching back to the keyboard. The responsiveness of switching is fantastic, and future PC game designers better take note. The keyboard keys can be remapped, except for movement. The WASD keys are set in stone. When using a controller, all of the buttons are locked in at the default assignments; there is no remapping of any of the buttons. Since the PC release, there has already been a couple of large patches to help improve performance and fix bugs. CD Projekt RED has always put a lot of focus on the PC community, and that certainly still seems to be the case with The Witcher 3. More patches are on the way, and despite the console-esque nature of the third iteration, I would not expect the game to be neglected on PC going forward. It's also important to note that, apparently, it is coming to SteamOS/Linux. There was a banner on Steam saying as much, but CD Projekt RED has not commented on the Linux situation. Currently, the game is only available for Windows. Some users have been reporting crashes on their systems, but I have yet to encounter a single one. Mods are still in their infancy, but they are there. Mostly small game tweaks at the moment, but the toolkit is evidently on its way. It took a couple of years to get the official modding toolkit out for The Witcher 2, but it has been promised to come out sooner for the latest installment. Plain and simple, The Witcher 3: Wild Hunt is a great PC port. Whether or not it should have ever been a "port" in the first place is a separate discussion, but what's presented here to the consumer is thoroughly enjoyable. Oh. and you can skip all the splash screens when booting up. 10/10, would port again.
Witcher 3 on PC photo
Gwent Simulator 2015
The Witcher is an interesting series on PC. The first game was a PC experience through and through: you could pause the action at any time and movement was mapped to mouse clicks. The second was way more action-oriented ...

D4 on PC photo
D4 on PC

It's official, David: Swery's D4 is coming to PC


'When' is just one more unknown
May 01
// Brett Makedonski
Japanese developer Swery has done a great job curating an air of mystery around the plot of his games. However, he hasn't been as outstanding at keeping the games themselves a mystery. Such is the case with a PC port of D4: D...

PC Port Report: Grand Theft Auto V

Apr 25 // Patrick Hancock
Grand Theft Auto V (PC, [tested], PS3, Xbox 360)Developer: Rockstar GamesPublisher: Take TwoReleased: September 17, 2013 / April 14, 2015MSRP: $59.99Rig: Intel i7-4770k 3.50 GHz, 8GB of RAM, GeForce GTX 560 Ti GPU  First of all, know this: Grand Theft Auto V on PC is a whopping 60 gigabytes. Let me spell it out for you -- sixty! Be careful if your Internet plan has a data cap, because this is guaranteed to push it to the limit. You also may need to clear some space on your harddrive, so be aware of that before you begin the download! The next step is setting up your Rockstar Social Club account. The account name system bans certain  words, so if your last name happens to contain a "bad word," you can't include it in your account name (sigh). The system has been more or less unobtrusive, though it is annoying that the game can't simply use everyone's Steam ID since they get linked anyway. However, this does allow players to transfer their characters from the consoles to the PC. Grand Theft Auto V has a metric butt-ton of options for the users to play with and optimize. Because of this, many players will be able to find a group of settings that allows GTA V to run very smoothly on their rig. Perhaps the best thing the game does is show the amount of video memory for the installed graphics card. As the user changes the settings, the amount of video memory the game is using will fluctuate. This helps players, especially those not in tune to optimization, fine-tune the numbers to get a smooth experience. After some tinkering, I was able to run the game at my native 1920x1080 resolution and consistently get 60 frames per second. I wasn't able to turn the textures to High, but the game still looks great. In order to run it at this resolution, however, I had to turn off the option that limits players to their graphics card memory usage. The number it was showing was barely higher than the total for my graphics card, and it doesn't seem to have any real trouble running the game smoothly. The framerate does occasionally dip to around 30 when traveling around mountainous or heavily wooded areas. After running at a constant 60 for the rest of the time, this dip in framerate is very noticeable and is very consistent in the aforementioned areas. YouTube user "wiliextreme" did a great job showing different graphics settings in this video. [embed]290676:58331:0[/embed] The biggest issue with the PC version of GTA V is the long and frequent loading times when playing online. When cruising around and enjoying the city of Los Santos, the game is great. However, when players want to do missions, the main way to advance online, they get thrown into frequent long load times. Getting into a mission forces the game to load, and this loading time feels like forever. In reality it's around two minutes, usually. Then there's the potential of waiting for players to join in, which can also take some time, but at least this wait is understandable. I've even loaded into a game that was full, forcing me to load back into Los Santos, back at square one. Once the mission is completed, players vote to either retry (if failed) or for what the next mission should be (if succeeded). Then, when loading whatever is next in store, another long load time rears its ugly head. I have the game installed on a traditional HDD, since the game is HUGE, but I've seen other players who have installed it on an SSD having the same issue with load times. The initial load into the online portion of the game is much longer than loading into missions, but to be fair it is quite a large city to be loaded. Just like any online game, GTAV Online's lag comes from being paired up with players who are far away or with poor connections. Most of my time was rather lag-free, however being in a car with someone who is lagging is not an entertaining experience. "Woah we're just about to crash into that-- oh, nevermind we're on the highway now." Doing missions like this makes certain players virtually useless as they teleport all over the place and neither player knows what's really happening. Playing with friends can be an absolute blast, but also frustrating to get going. Loading into the same instance of Los Santos is easy enough, but joining the same mission, especially on the same team, is not. Since there's no "party" system in GTA V Online, one player needs to join a mission and then invite others to that mission. Then, if there are teams, chances are they will not be on the same team. Heck, the mission might even be started by the host before a friend can join the mission. Part of this can be alleviated by someone becoming the host and having the "Remain Host after Next Job Vote Screen" option enabled, though this is disabled by default. There's also the first-person perspective mode, which is certainly interesting. There is a field-of-view (FOV) slider, but the highest it goes is incredibly low for most people. However, there is a mod to increase the FOV in first-person. In fact, the whole idea of mods being implemented at all is what skyrockets the PC version of the game into the realm of infinite possibilities!  I've seen some users mention that, depending on graphics cards, the framerate can inexplicably go down at times. Some 970 users have seen their framerate drop to the 30s when inside vehicles, for example. The game has gotten a few patches already in order to fix some bugs and performance, so the team seems to be paying attention and can hopefully iron things out in a timely manner. Using a controller (tested with a wireless Xbox 360 controller) is a seamless experience. Players can easily swap between the keyboard and mouse control style to a controller by simply pressing a button on a controller. When playing missions online, the game will even let others know who is using a controller and who is on a mouse and keyboard setup. That way, when one person dominates an online deathmatch mission, everyone understand why. The game also works well using Steam's Big Picture mode. I was initially worried because of the Rockstar Social Club integration, but the game automatically maps the mouse to the left analog stick when using a controller. So when the Social Club overlay is used, players using a controller can still respond to friend requests or look at game invites. Another big draw in the PC version of the game is the video capturing and editing program that's built in to the game, the Rockstar Editor. Capturing footage is as easy as hitting a button, so long as you have the amount of space needed to actually capture the footage. Editing is rather simple, but convoluted in many ways. First of all, it is only possible to access the editor while playing offline, which took me forever to figure out. Adding things like camera angles and filters is incredibly easy, but adding text is a bit annoying. Adding text to a specific location to the video is easy, but the game doesn't give a preview of the video at that time, so players need to go in and out of the actual video to see what it looks like. It's an extra step that's totally unnecessary, but the editor is still crazy good for being in-game. The GTA V port has one of the most important aspects to any PC game: malleability. The amount of options help ensure that players with at least semi-decent rigs should be able to run it well. The online portion of the game isn't as cohesive as it should be, but GTA V can easily be one of the PC ports that players point to in the future and say "why isn't it more like that?" [This review is based on a retail build of the game provided by the publisher.]
GTA V on PC photo
Wonky tennis at 60 frames per second
After many delays and what feels like forever, Grand Theft Auto V is finally on PC. It's incredibly exciting to just think of all the hilarious and unique mods that people will inevitably come up with to change the ...

Game Arts photo
Game Arts

Should GungHo bring back Grandia and Lunar?


The company is gauging interest in porting the Game Arts catalog to PC
Apr 16
// Jordan Devore
GungHo Online Entertainment America wants to know which Game Arts titles it should port to PC. Grandia. Lunar. Uhh, Thexder. The list goes on. Problem is, there's only enough room in this survey for one choice, so you've got ...
Metal Slug 3 photo
Metal Slug 3

Metal Slug 3 blasts its way onto PS4, PS3, and Vita


Rocket lowncha!
Mar 24
// Ben Davis
Have you played the phenomenal Metal Slug 3 yet? If not, you really have no excuse at this point, as the game has come to just about every console imaginable. Today, the Neo Geo classic is also available on PS4, PS3, and PS V...
Neo Geo photo
Neo Geo

SNK asks which Neo Geo games we want ported to PlayStation


Mark of the Wolves and The Last Blade 2 are leading
Dec 04
// Jordan Devore
Despite never owning a Neo Geo (I was mad jealous of my friend who had a Neo Geo Pocket back in the day), I've played many of the system's best games thanks to digitally-distributed ports and compilation discs. SNK shows no s...
The Last of US PS4 photo
The Last of US PS4

Naughty Dog: Porting The Last of Us to PS4 was hell


'I canít describe how difficult a task that is' - creative director Neil Druckmann
May 18
// Kyle MacGregor
Remastering The Last of Us for PlayStation 4 isn't as simple as flipping a switch, according to Naughty Dog's Neil Druckmann. Speaking in an interview with Edge, the creative director explained the developer "expected it to b...
 photo

Disgaea 4: A Promise Revisited out this August for PlayStation Vita


August 12 for North America, August 29 for Europe
May 16
// Hamza CTZ Aziz
Disgaea 4: A Promise Revisited finally has a release date for the PlayStation Vita! North America can expect this one on August 12, while Europe will see this on August 29. The game will be available via retail and digital st...
Wii U photo
Wii U

Capcom confirms GBA games coming to Wii U


Mega Man Battle Network 3 first announced
Apr 29
// Conrad Zimmerman
Nintendo started launching Game Boy Advance titles for the Wii U Virtual Console earlier this month, but now the third-parties are getting in the act. Speaking with IGN, a representative of Capcom has confirmed Mega Man Battl...
Tales of Heart R photo
Tales of Heart R

Hideo Baba confirms Tales of Hearts R for Western release


A tale of too many awesome Tales games
Apr 18
// Brittany Vincent
Ready for more Tales games to invade your backlog? Who isn't, right? Like a fabulous shooter once said, get psyched, because Tales series producer Hideo Baba has just confirmed that the PlayStation Vita Tales entry Tales of ...
PvZ: Garden Warfare photo
PvZ: Garden Warfare

Impressions: Plants vs. Zombies: Garden Warfare (Xbox 360)


A downgrade, but still absolutely worth playing
Mar 08
// Jordan Devore
It's as if we slipped into some alternate dimension. The long-awaited Plants vs. Zombies 2 went straight to mobile, passing over PC fans, and while it wasn't bad -- not at all -- I sure lost interest. Instead, it's PopCap's t...
PS Vita photo
PS Vita

Magnetic puzzle-platformer Teslagrad coming to PS Vita


Another port confirmed
Feb 27
// Jordan Devore
Another worthwhile indie port for PlayStation Vita. What else is new? Following Teslagrad's "good reception" on PC, Rain Games will be porting its puzzle-platformer over to the system this summer. Before that, however, the ti...
 photo

Swapper popping in on PlayStation in May


Cross-buy for PS3, PS4 and PS Vita
Feb 26
// Conrad Zimmerman
The Swapper came seemingly out of nowhere to be a pleasant surprise last year on PC. The fun won't be stopping there, as Curve Digital has announced that they (through their in-house developer, Curve Studios) will be por...
 photo

Batman: Arkham Origins Blackgate Deluxe Edition dated


HD port of handheld title due April 1
Feb 20
// Conrad Zimmerman
Batman: Arkham Origins Blackgate released to tepid reviews (at best), but that's not stopped Armature Studios from taking another crack at the Dark Knight as they transition the handheld game to PC and console platforms in t...
PS Vita photo
PS Vita

Risk of Rain is coming to PS Vita


More of the good stuff
Feb 11
// Jordan Devore
I quite enjoy playing Hopoo Games' action-platformer Risk of Rain, and like most independently-developed games, I'd be happy to see it ported over to PlayStation Vita. That's happening. The list of indies on the handheld grow...
Grand Theft Auto photo
Grand Theft Auto

GTA V on other platforms if 'that is where consumers are'


But Take-Two won't 'drive them there'
Feb 07
// Jordan Devore
There was no official word about Grand Theft Auto V coming to PC, much less PlayStation 4 or Xbox One, during Take-Two's earnings call. CEO Strauss Zelnick was asked about the possibility of such ports, of course -- these are...
Treasure photo
Treasure

Treasure has plans for more ports to Steam and a new game


Company is focused on PC development right now
Jan 29
// Jordan Devore
Ikaruga coming to Steam by way of Steam Greenlight was an unusual sight to behold but if that's weirdly what it takes to get Treasure games on the platform, I'm all for it. In an interview with Famitsu, Treasure president Mas...
Metal Slug photo
Metal Slug

Okay, sure: Metal Slug 3 hits Steam next month


Where are you going with this, SNK?
Jan 28
// Jordan Devore
I have lost track of the number of times I've bought Metal Slug 3, which usually isn't a good sign -- but it's one of those timeless games and I can't help myself. Absolutely no regrets. Temptation will arise once again in Fe...

Impressions: Tomb Raider: Definitive Edition

Jan 27 // Chris Carter
Tomb Raider: Definitive Edition (PS4 [tested], Xbox One [tested])Developer: Crystal DynamicsPublisher: Square EnixReleased: January 28, 2014MSRP: $59.99 To be perfectly clear, outside of the graphical upgrades, the Definitive Edition is basically the exact same offering as the original Tomb Raider package on 360, PS3, and PC. DLC has been bundled in (sans one previously exclusive character), mostly consisting of unimpressive multiplayer maps and even less impressive costumes. There's also approximately 15 screens of art from the official artbook which, while beautiful, isn't something you'll spend more than a minute on. You'll also get a 28-page Dark Horse comic book, which serves as a nice little prequel, providing back stories to flesh out the poorly developed supporting characters in the game. It has a nice UI that automatically zooms in on panels, and it's pretty easy to read overall. There's also a six-part developer video series with Chuck's Zachary Levi. In other words, it's all ancillary content, nothing to get excited about, and nothing really meaty or new. The real question is does it look better? Yes. Yes, it does. That's evident after the first ten minutes with the cave-in sequence and all of the particles that dance about in the environment, whether it's embers from your torch's flame or just general dust. Pretty much everything is better, which not only makes the game enjoyable to look at, but makes combat that much more intense when all of the enhanced filters are applied. Lara's impressive new hair effects are a standout improvement as well, and her face has been completely rebuilt. Every strand on her head is active (and it shows), and effects like sweat are now more noticeable. [embed]268858:52211:0[/embed] Bushes also sway in the wind, the water is more clear, and just about every single environmental aspect of the game is improved. It's a good thing, too, as Tomb Raider's island is pretty iconic, and I found myself looking at some of my favorite sequences in an all new light. Although I don't think most fans will care or notice the differences, I was fairly impressed by them.Does it look sixty dollars better (or that much better than the already souped up PC version)? Not really -- at least to most people it won't. It runs at 1080p and 30/60 fps (Xbox One/PS4 respectively), so it's at the very least on par with the PC version, even exceeding it at points with the completely reworked portions. There are other gameplay-related extras like Kinect support for the Xbox One and remote play for the PS4, but again, nothing major. The DualShock 4's lightbar is a factor, as it flashes when you fire a shot or light a torch, and the speaker also plays random ambient sounds (which can get annoying after a while). Along with the PS4 version's 60 fps, it's the clear-cut winner here. The Definitive Edition of Tomb Raider truly is meant for those who haven't played this great game yet, and in that regard, it's a shame that it wasn't competitively priced. A clear amount of effort went into making this look like the best version, and with all existing content in tow, it's also the easiest way to get everything. The catch is you'll find it much cheaper on the 360 and PS3 sans visual upgrades, and even cheaper on PC during a Steam sale. If you've never played it though, wait for a price drop and try the Definitive Edition.
Tomb Raider impressions photo
Definitive version, not so definitively priced
Tomb Raider had a rather interesting development cycle. It went from pure hype, to "this looks like an Uncharted clone," to controversy, and back to hype. But all of that dev drama aside, when the game actually came...

Phoenix Wright trilogy photo
Phoenix Wright trilogy

Wright on: GBA Phoenix Wright trilogy coming to 3DS


In 3D! And only in Japan, for now. But with English!
Jan 22
// Steven Hansen
Capcom is bundling the first three Ace Attorney games for 3DS, according to Famitsu, picked up by Siliconera. Ace Attorney 123: Wright Selection will include Ace Attorney, Justice for All, and Trials and Tribulations, all gu...
Disgaea 4 Vita photo
Disgaea 4 Vita

Disgaea 4 Return gets a debut Vita trailer


Portables are perfect for this series
Oct 31
// Chris Carter
Disgaea 4 is coming to the Vita in the form of Disgaea 4 Returns, and you can get a quick look at what's on offer in this new trailer from developer NIS. The franchise's signature style is all here, including Prinny costumes...
Castlevania photo
Castlevania

PC version of Castlevania: Mirror of Fate HD coming later


Confirmed-ish
Oct 23
// Abel Girmay
We've been teased before about the possibility of a PC release for the console-bound Castlevania: Lords of Shadow -- Mirror of Fate HD. When asked on Twitter if the game would see a simultaneous PC and console release, produc...
Tales of Hearts iOS photo
Tales of Hearts iOS

Namco hates you: Tales of Hearts R is on iOS in Japan


Don't go breakin' my heart
Oct 10
// Steven Hansen
I don't want to break your Tales of Hearts, Tales fans, but I guess it builds character. Tales of Hearts was a DS game that never got localized. It's supposed to be quite good. Namco polished the game, added a new character, ...
Spelunky PC Port photo
Spelunky PC Port

PC Port Report: Spelunky


Pugs for everyone!
Aug 18
// Fraser Brown
[Want to know how a developer handled the PC version of a multiplatform game? Check out the PC Port Report for the full scoop.] The original Spelunky, now known as Spelunky Classic, was a freeware PC title, but it was XBLA pl...
Real Boxing Vita photo
Real Boxing Vita

Get your box off with Real Boxing on Vita


More like real boring har har har
Jul 31
// Steven Hansen
The mobile title Real Boxing is coming to PlayStation Vita next month, August 27. Its press release boasts it is the, "first console-style boxing simulation for the PlayStation Vita" and has newly featured, "console-style mu...
Disgaea 4 Vita photo
Disgaea 4 Vita

Disgaea 4 is coming to the PlayStation Vita in Japan


Scheduled for a January release as 'Disgaea 4 Return'
Jul 13
// Chris Carter
Rejoice Valvatorez fans, as Disgaea 4 is officially headed to the PlayStation Vita this January in Japan as Disgaea 4 Return. Following suit with every core game in the series that's either rocked the DS, PSP, ...
XCOM photo
XCOM

Critical Hit! XCOM: Enemy Unknown finally out for Macs


Running a paramilitary organization has never looked this trendy
Jun 29
// Jason Cabral
Seems like a fair bit of critically acclaimed titles are finally making their long-awaited hop over to the Mac gaming universe. Last week we had Rockstar's take on a modern noir story in Max Payne 3, and this week we have Fir...

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