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Destiny photo
Destiny

Destiny details new Trials of Osiris PVP mode, pre-mades only, no matchmaking


Strictly 3v3
Apr 29
// Chris Carter
Destiny is eschewing the typical raid format this time around with House of Wolves. A lot of people are excited that raids aren't the main focus of endgame this time around, but personally, I just see it as a way for them to ...
Far Cry 4 photo
Far Cry 4

Ride a dune buggy in Far Cry 4's 'Overrun' DLC


Or just keep on riding on elephants, that's cool too
Feb 10
// Jason Faulkner
Already tired of everything Far Cry 4 has to offer? You're in luck, because Overrun, the latest batch of content for Far Cry 4, is available today. This is a more multiplayer-focused endeavor, with a brand new PvP mode in whi...
Depth photo
Depth

Shark vs. diver game Depth adds Megalodon Mode


The latest update brings new mode, more sharks and level editing tools
Dec 21
// Rob Morrow
I've never been much for official "best of" lists for any given year, but if you pinned me down and asked me what my favorite multiplayer experience was in 2014, I'd have to reply that it was had in Digit...
Cannibalism in DayZ photo
Cannibalism in DayZ

DayZ may implement cannibalism in the next update


Would you eat another player to survive?
Nov 20
// Rob Morrow
"With savages, the weak in body or mind are soon eliminated; and those that survive commonly exhibit a vigorous state of health." -- Charles Darwin, The Descent of Man. It appears that the developers of DayZ may impleme...

Wickland Early Access photo
Wickland Early Access

Arena shooter Wickland releases on Steam today


They had me at high-speed, shotgun-toting primates
Nov 14
// Rob Morrow
"Sooner or later, everything old is new again." -- Stephen King, The Colorado Kid As Darren Nakamura noted in his article, it seems that twitch-based arena shooters are making a comeback of late. Quake Live recently re-launc...
Depth photo
Depth

The devil and the deep blue sea: Depth gameplay


I think the sharks may have the advantage
Oct 28
// Rob Morrow
Digital Confectioners' gruesome shark-'em-up Depth has been high up on my list of most-anticipated multiplayer games for a while now. I mean, who doesn't want to assume the role of a great white shark and reduce their friend...
Horizon Danger Greenlight photo
Horizon Danger Greenlight

Horizon Danger looks like my kind of PvP platformer


Think Smash but with more Skynet
Oct 25
// Rob Morrow
Horizon Danger is described by its lone creator, SCaffa, as a "2 to 4 person local-multiplayer action game set in a cyberpunk dystopian future." Without a doubt, this is the kind of local PvP multiplayer game that I would be...
King Arthur's Gold photo
King Arthur's Gold

Build a base/destroy a base in King Arthur's Gold


Or just flood the base so the inhabitants drown
Oct 21
// Darren Nakamura
The developer behind King Arthur's Gold describes the title as sharing elements with Terraria (2D digging and building), The Lost Vikings (class-based problem solving), and Worms (destructible environments). All right, I'm l...
Magicka: Wizard Wars photo
Magicka: Wizard Wars

Magicka: Wizard Wars on Steam Early Access today


We can start competing to see who hilariously kills himself less often
Oct 15
// Darren Nakamura
We've seen footage of Magicka: Wizard Wars previously, and some have been playing the alpha for the competitive multiplayer take on the 2011 element-combining "cooperative" adventure. Today, the Early Access version is avail...
Artemis Bridge Simulator photo
Artemis Bridge Simulator

Artemis Spaceship Bridge Simulator 2.0 is out now


Improved movement, a new race, and player vs. player combat
Aug 19
// Darren Nakamura
Artemis Spaceship Bridge Simulator has been around for a few years now, though we haven't covered it much here on Destructoid. For those out of the loop, Artemis is a six-player cooperative game that mimics a Star Trek-esque ...
The Division photo
The Division

Massive: The Division's player versus player is its hook


'You need to have something to lose'
Aug 17
// Brett Makedonski
It's no secret that Ubisoft is aiming to blur the line between single- and multiplayer experiences. That's the predominant theme with a lot of its upcoming titles. Surprisingly, the Tom Clancy's The Division developers d...
EVE photo
EVE

CCP releases statistics for largest EVE Online fight


Spoilers: It was a glorious death!
Aug 03
// Sterling Aiayla Lyons
Last weekend, we reported on a battle that was taking place in EVE Online. At the time, it wasn't hard to see that it was the literal largest battle that had ever taken place in the game since it launched back in 2004. Develo...
EVE Online photo
EVE Online

Largest EVE Online battle yet is currently in motion


Is a titan about to fall?
Jul 28
// Sterling Aiayla Lyons
[Update #2: All fighting is complete, and the remaining CFC/Goonswarm players are leaving the system now as well.] [Update: Test Alliance has started to back off from the system. A small amount of fighting still remains, b...

Review: Gun Monkeys

Jul 08 // Chris Carter
Gun Monkeys (PC)Developer: Size Five GamesPublisher: Size Five GamesReleased: June 28, 2013MSRP: $9.99 There really isn't too much to Gun Monkeys at first glance. After all, the game is literally just an arena battle experience that pits monkeys with giant guns and power-ups against each other as they battle for energy cubes. Every match plays out the same -- you have to both grab cubes and deliver them back to your base (three at a time) and frag your opponent until the energy count for their home base reaches zero -- at which point, you win the round, and go onto your next battle. If you bring back cubes, your counter goes up, and if you kill an enemy his counter goes down. The tricky part is out-playing your opponent and avoiding all the environmental hazards that get in the way. Since the arenas are randomly generated, you're going to have a different experience every time you play. While more themes would help alleviate some similar-looking maps, the random generation does a really great job of mixing things up, and the underwater and space themes completely change the way you approach each level. Given the lack of NPCs, it's a good thing Gun Monkeys has support for online as well as local play -- all of which is strictly for two players -- no more, no less. For those of you who may need a refresh or a crash course on platforming tactics, there's a lovely five-minute tutorial to help you get started and up to speed. [embed]257494:49447:0[/embed] English actor Kevin Eldon (who is frequently and prominently mentioned) lends his voice as the narrator, and generally does a pretty good job. During the tutorial specifically he teaches you the basics of the game, and has a bit of fun jabbing at the poor monkey's unfortunate situations, which is a nice touch. Unfortunately his quips are far less frequent during matches, which detracts from the production a bit. Platforming is a bit floaty, but given how versatile the double-jumping and wall-climbing mechanics are, after a few matches I was ready to go. Strategy, twitch and a bit of luck are key factors here, as you can constantly rain fire down on your opponent to deplete their energy reserves. Grabbing new guns like the Contra-inspired "Retro" spread shot and the shoot-through-walls "Sniper" also help, and contribute to the aforementioned luck factor if they drop into your lap -- but nothing can substitute for good old-fashioned skill, and power-ups don't drop too often to really break the game. Should you succeed online, you'll start accruing cash that can be used to unlock perks -- none of which are particularly game-breaking, but help add to the replay value. New characters, map themes and more would be a neat idea for future updates however, because while the perks are fairly balanced, they also aren't all that exciting. More modes would detract from the condensed "quick-queue" concept, but down the line it wouldn't hurt to give people a reason to keep playing. Once you start combing your regional servers, Gun Monkeys states that if you aren't seeing any games, "just wait," as matches in progress do not show up on the server list, and opponents will populate when they're done fighting. In my experience this is absolutely true, but it would be ideal if there was still a list of in-progress games, as it would be great to at least see that you may be jumping in sooner than later. A better lobby system that allows for spectators and full-on sub-lobby chat would be even better. As long as you don't come in with any expectations above a simple arena combat game, Gun Monkeys is a great way to spend a weekend. It takes the basic idea of competitive 2D platforming and runs with it, which can result in some pretty high-octane skill-heavy matches, which, in short spurts, I had a blast with. Just keep in mind that you may need to fall back to local play when the server population slows to a crawl.
Gun Monkeys review photo
Good enough to monkey around in
In an era where some games tend to get weighed down by convoluted designs, overindulgent narratives, and overdone mechanics, simplicity can often times not only evoke brief moments of nostalgia, but can also deliver us a much...

Dragon's Crown PVP photo
Dragon's Crown PVP

Dragon's Crown will feature some form of PVP


Cue the 'hnnnnnghs'
Jul 03
// Chris Carter
We already knew that Vanillaware's upcoming Dragon's Crown will feature raw four player cooperative action involving six classes, and a robust leveling system to encourage multiple playthroughs. But according to Siliconera, F...
Magicka: Wizard Wars photo
Magicka: Wizard Wars

First screens for Magicka: Wizard Wars revealed


Wizards, ho!
May 15
// Chris Carter
It seems as if we haven't heard from the folks at Paradox North about Magicka: Wizard Wars for ages, but here we are with fresh screenshots, showing off the game in action. Set to combine the humor of the Magicka franchise wi...
Camelot Unchained PvP photo
Camelot Unchained PvP

Camelot Unchained is being designed for 500-player PvP


Everyone can join the party
Apr 11
// Joshua Derocher
In an update to its Kickstarter page for Camelot Unchained, City State Entertainment showed off a video with 500 players on the same battlefield running smoothly on a Macbook pro. That's pretty impressive if a game...
Magicka: Wizard Wars photo
Magicka: Wizard Wars

Magicka: Wizard Wars combines PvP with men in dresses


At last, killing your friends is actively encouraged
Mar 25
// Fraser Brown
No game of Magicka is complete without a ruined friendship or two. Fellow wizards have a way of getting in between monsters and fatal spells, and it's always their fault, never yours. The latest iteration of the Magicka seri...
Guild Wars 2 tournaments photo
Guild Wars 2 tournaments

Guild Wars 2 removing paid tournaments


Free fighting for everyone!
Feb 25
// Joshua Derocher
With the recent introduction of a ranked matching system, ArenaNet has decided to drop the current system in Guild Wars 2 of paying to participate in high-level player-versus-player matches. The earlier system -- ch...
Guild Wars 2 PVP photo
Guild Wars 2 PVP

Guild Wars 2 introduces the Spirit Watch PVP map


Bring out your Norns
Feb 18
// Chris Carter
ArenaNet has a new video out showcasing their new Norn-themed PVP map for Guild Wars 2, Spirit Watch. It promises huge idyllic vistas, crystal clear waters, and of course, deadly combat. The map will combine conquest g...
League of Legends photo
League of Legends

Riot Games inspired by the NFL for League of Legends


Developer talks about the future of eSports in League of Legends
Jan 30
// Sterling Aiayla Lyons
Riot Games is no stranger to the spotlight, and certainly not above giving players their own chance to shine. The competitive scene for League of Legends has blown up in the past two years since it launched. Things ...

One pilot's mistake leads to massive battle in EVE Online

Jan 30 // Joshua Derocher
[embed]243509:46605:0[/embed] A simple operation went horribly wrong when a Titan pilot from the ClusterFuck Coalition (CFC) clicked the wrong button. Instead of warping his fleet to his location, he warped himself alone into the territory of the Pandemic Legion (PL). PL had a prime target with a solo Titan so they began the assault. CFC didn't want to lose their Titan, so they called for back-up, and the reinforcements started to come in droves. Many EVE players use messaging services like IRC, Jabber, or even their cell phones to always be on call when things like this happen. Pilots called in their corporations to help out, and then entire alliances began to show up. PL is a part of the HoneyBadger Coalition, and they decided that they would also rally their forces to the fight. Something like this can be a good excuse to blast someone you don't like. If anyone had a grudge against someone, this was a good time to join the opposing side. It's sort of like how everyone got involved in World War II. Allies called on allies and some people just hated Germany so they joined in the war. In the Battle of Asakai, 717,033,768,274 ISK worth of ships were destroyed -- or $24,921.30, converted to US currency. Let that figure sink in for a second. This killboard shows every ship that players lost. A total of 3,161 players from 262 alliances consisting of 715 corporations were involved in the battle. The most amazing part is that no one planned on this happening; people started calling in their friends and allies to help them out, and it just kept escalating. EVE uses a system called Time Dilation to keep lag to a minimal on the servers. Time slows down when massive amounts of players are in one system, and this allows everyone to respond to what's happening. It also prevents the server from crashing or getting overloaded with commands. The amount of ships in this battle caused the system to move at 10% speed. So if it normally takes a missile three seconds to hit an enemy ship, it would have taken 30 seconds during this battle. An interesting side effect of this is that it makes it easier for other players to jump into a battle already in-progress. Only the system where the battle is happening is effected, so everyone outside has time to get into the action. A battle that would normally be over in an hour can last for ten hours, for example. It's not just the players involved directly in the battle that make this impressive. Most of these ships, weapons, and even ammunition were made by players from materials gathered by players. I mostly mine when I play EVE, so I don't often take part in these large-scale encounters, but I know the materials I sell contribute to the massive war machine. Three giant Titan class ships (the largest in the game) were destroyed. These ships have to be built at player-controlled structures, and they can take up to two months of real time to be constructed. The player stations have to be guarded and fueled to keep everything running as well. That's a lot of time and resources to build these ships, folks.  At the end of the battle, CFC was thoroughly beaten. CFC lost over 650 billion ISK worth of ships while HoneyBadger's side lost only 67 billion. That is quite the whooping. If you want to read the real heavy insider story filled with EVE-speak and info from the corps that were involved, then checkout this article on The Mittani. A weekend of epic destruction in eve online  [EVE Insider Dev Blog]The battle of asakai and poinen must burn by the numbers [EVE Insider Dev Blog]
EVE Online photo
A misclick causes The Battle of Asakai
Every once in a while I have people who don't play EVE Online ask me about something major that happened in the game. This past weekend, I have had a lot people asking me about the Battle of Asakai, in which one pilot's simpl...

Review: Forge

Jan 06 // Sterling Aiayla Lyons
Forge (PC)Developer: Dark Vale GamesPublisher: Dark Vale GamesRelease: December 4, 2012MSRP: $19.99Laptop: Intel Core 2 Duo P4750 @ 2.30 GHz, 4 Gigs Ram, Nvidia Geforce GTX 260M Forge is a bit weird to me. I think I knew everything I wanted to say about the game within the first hour of playing. It's also technically incomplete, with some features missing currently, though the hooks are in the game for them already. I feel that it is complete enough to have loads of fun with, and there's enough included to still warrant a full review. The combination of a shooter and an MMORPG player-versus-player mode, Forge plays out with two teams engaged in arena-style combat, with a small variety of modes featuring different objectives. At its core, the shooter aspect influences these modes a bit more. Objectives range from killing enemies to capturing the other team's flag, or in Forge's case, a crystal. Teams are made up of players who can choose one of five character classes, each one falling more towards the MMO roles, such as tank or healer. There's the Assassin, a melee damage dealer with some stealth abilities; the Pathfinder, a ranged bowman than can lay traps; the Pyromancer, a magical damage dealer; the Shaman, a healing dwarf with some light offensive skills; and the Warden, a damage sponge and enemy distraction.  This fusion leads to interesting gameplay, as well as a control scheme that I just absolutely love. Forge controls less like a typical MMO and more like a shooter. You strafe with the A and D keys, not turn, and your mouse movements directly aim your viewpoint. Following the MMO formula, instead of swapping weapons with your hotkeys, they control your character's abilities. The biggest innovation here comes in how the default layout is set for the hotkeys. Eschewing the standard 1-9 keys that are used for weapon selection in shooters, and casting abilities in MMOs, Forge lays out the hotkeys on the keyboard buttons next to the WASD keys, and above the space bar. It takes a little getting used to, and perhaps a little rearranging, but the end result is that all your skills are easier to hit without having to compromise your movement or aim. This approach feels really cool and takes into account the fast pace of the game. MMORPG PvP isn't usually slow, but the pacing in Forge falls a lot closer to something like a Team Fortress or Unreal Tournament, but with the ability spam and cycling of World of Warcraft integrated. The choice in controls also allows for much more varied actions to be performed, such as wall jumping, which can be chained with no specific limit other than space or resource points. This brings me to the next point, stats. Each class has its own stats, including a unique "resource point." It sounds special, but it basically amounts to the mana or stamina for that class. These points substitute ammunition in shooter terms, though instead of governing how much you can use your weapon, they govern your ability usage. Not only do your abilities eat up this resource, but so does sprinting, jumping, and blocking. Resources do recharge at a quick rate, but the drain from skills and actions is fast enough that players still have to be conscious of their skill choices. After sprinting across the map, you may opt to hide in a corner for a bit to recover some resources before entering a fight, for example. It also can shut down popular shooter strategies such as bunny hopping, making the choice between fighting and fleeing more distinct in these cases. The stats extend beyond simply health and resources, with a usual bevy of RPG statistics that vary per character. Unlike an MMO, you don't "level up" to gain any new points to grow these stats. Each character starts with all the abilities, and all the stats that they will ever have. This means two things. Firstly, that skill in gameplay is the major distinction between levels of play. Second, it means that anyone who enjoys the feeling of growing in power will be disappointed. Characters do level up, though the usual association with what happens does not apply here. One of a few things can happen: you can rearrange some statistics, reallocate your armor's points, or you'll unlock something unimplemented yet. While there is no gain of power in Forge, you can make each character into a specialized version of that character by rearranging the points that it has at the start of the game. So if one really wanted to, they could make a Warden that dies more quickly than others, but is faster and deals more damage. The idea of specializing is something that I really enjoy in most games. That's no exception here, and it still helps keep the playing field even across the board, as becoming strong in one area takes away from another. Leveling goes back on one of the major claims in the marketing -- that there is no grind. There's a general pool of experience, earned from performing specific feats in a match, such as capturing flags and surviving for extended combat periods. The experience can then be distributed to a character to level them up. Earning experience takes a good few matches early on, and only continues to take longer with each new level. Add in varying performance each match, 99 listed levels per character, and you have a grind! Of course, this leveling can be ignored. Much like Team Fortress 2, one can hop between characters and still do well, even without having a lot unlocked for each of them. Similarly, it feels like the game emphasizes playing characters as the match calls for them, rather than just sticking to one familiar class each time. This specialization is the only small thing that feels counter to that idea, as it rewards you more for pouring all your experience into one character. Graphically, Forge manages to hold up to the standards of today, despite being an indie game. The environments of the levels vary wildly, from a medieval city square, to a forest outpost with cave network underneath, as well as a couple of massive temple ruins with a valley and single bridge between them. The characters are also intricately designed, with each one having a very distinct look, yet they all look like they fit with everything else in the game. I only counted three maps, not including the tutorial map, but each feels well designed. They are all large, offering multiple paths, and have a nice amount of "verticality" to them, such as underground caverns or high-laid rooftops. The nature of having each map need to apply to all of the modes in Forge shows -- each one has two distinct "bases," but given that all the modes are team-based, it works as a strength. The bases also usually have healing totems in them, which help fight back against spawn camping most of the time. The audio design is good too, once again fitting around a single theme, or a single track in this case. What is there is well composed, but at the same time, there's not too much variety in music or sound effects. I think I heard maybe two or three footstep sounds, and what feels like only one background track. Some skills even seem to use the same sound effects. The game performs well, even on my now aging laptop. The framerate with everything maxed out, running at 1366x768, the maximum resolution my screen supports, remained stable and smooth. The network connection also prove to be sturdy, as I noticed lag maybe once in my initial hours of playtime. Load times were fairly quick for me, taking roughly 20-30 seconds when changing maps. All in all, Forge is quite enjoyable. At the same time, I did find myself struggling to want to continue playing. I'm not sure if maybe it's that the game is more of a shooter than I expected, or how it lacks that progression and stat growth, or if it is just because it's incomplete. When I do play, I enjoy Forge, but I wish that I was playing an MMORPG with the same gameplay setup instead. In the end, unless you're someone heavy into shooters who is looking for something different yet familiar, or are into MMOs for the PvP mainly, then it would be worth waiting for the game that will be "forged" a few months down the road. 
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Disclaimer: Forging may not be featured
Maybe it's just me, but it seems that every once in a while there is a game that comes out that makes a statement about MMORPGs. That the best part of those games is the player-versus-player segments. In 2007, there was the "...

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The DTOID Show: Adam Sessler's 2013 Gaming Predictions


Dec 28
// Tara Long
It's our last Destructoid Show episode of 2012, so filling in for Max today is Adam Sessler, whose name I am in no way ashamed to peddle so long as it drives views to this post! (Plus, who doesn't love a good predictions epi...
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EVE Online update overhauls bounty hunting


In a game this crazy, the patch notes are just insane!
Dec 05
// Sterling Aiayla Lyons
EVE Online is one tough cookie to crack. Sure, it's a massively multiplayer online game. It's also one part space-faring strategy game, business simulator, and space-pirate dream fantasy as well. Much of the game is filled wi...
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Preseason Update is live for League of Legends


Apparently, preseason means 'test things on everyone'
Dec 04
// Sterling Aiayla Lyons
It wasn’t too long ago that big sweeping changes were being discussed about the future of League of Legends. Well, now it seems like the change has gone live on the main servers. To commemorate this, Riot games has put...
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Upcoming League of Legends preseason update detailed


Competative gaming > eSports
Nov 19
// Sterling Aiayla Lyons
It seems like we can't go too long without there being some big news about League of Legends. It can be something small like a record-breaking number of users, or perhaps a map with a new mode, or even a holiday getting the f...
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League of Legends Harrowing event officially begins


So many spiders, not enough fire!
Oct 26
// Sterling Aiayla Lyons
A week ago, Riot Games teased its new Halloween event while keeping a good bit of detail secret. Now, not only are more details available, the event has gone live and is in action! There's a new champ out, new harrowing-them...
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Riot announces League of Legends Championship Series


Aug 06
// Sterling Aiayla Lyons
It wasn't too long ago when Riot Games was hyping up the season two championship as being the big new thing to begin a strong focus on revolutionizing competitive gaming, or "eSports," into something that no one ha...
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MLG League of Legends Summer Arena wrap-up


Aug 06
// Sterling Aiayla Lyons
This past weekend, Major League Gaming hosted a League of Legends competition, featuring a $10,000 prize, winner take all. Two teams, Curse Gaming and Team Black, won qualifying tournaments beforehand for spots in this compet...

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