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Sadness

Super Arcade photo
Super Arcade

Super Arcade denied permit to re-open in Azusa, California


Public urination?
Jun 25
// Nic Rowen
Once a mecca for arcade and fighting game fans, the venerable FGC hot-spot Super Arcade closed the doors of its Walnut, California location last December after failing to reach a lease agreement with its landlord. After being...
OP Gamers photo
OP Gamers

New show for gamers might be the worst thing I've ever seen


We've achieved maximum awkwardness
Jun 16
// Nic Rowen
Do you like forced memes? Sure you do. Want to see some YouTube clips you've probably already seen six months or more ago? Of course! How do you feel about awkwardly inserted slang and grown-ass men talking about &ldquo...
Blast Ball photo
Blast Ball

Nintendo is making me sad with Metroid Prime: Blast Ball


And here is picture proof
Jun 16
// Zack Furniss
I don't plan on backing down from the haircut, but this Metroid is not what I had in mind.

Review: Sym

May 30 // Caitlin Cooke
Sym (PC)Developer: ATRAX GamesPublisher: MastertronicReleased: May 7, 2015MSRP: $7.99 You are Josh, a teenage boy battling social anxiety disorder which manifests itself through an oppressive and dangerous maze where dark creatures and objects lurk. Josh exists through two alter egos -- on the upside he’s a black, lanky humanoid and on the underside, an oblong alien-like figure. Both creatures represent a different side to Josh, yet at the same time act as opposing gameplay agents. Your goal is to switch between both sides to make Josh reach the door, signaling the end of the level. In doing so you must avoid various ghastly obstacles, which differ depending on which side you’re standing on. For example, when Josh is standing upright, he is susceptible to walking creatures and giant human-eating plants, but when he flips he is confronted by spinning saws of death. This interesting use of the environment allows for an additional layer of puzzle solving, and in some cases there are many ways to reach the end of the level. However, as the game progresses the levels are much more strict and to complete them, you must master speed and timing. There’s also a symbol mechanic within the levels that can change spaces from black to white and back again depending on the type of symbol, which side you’re standing on, and when you decide to activate certain switches. This adds another tricky element to the gameplay. Josh’s thoughts are riddled everywhere, sometimes giving hints to the player on what to do next such as “Run!” “Fall!” “Wait!” -- but most of the time, displaying projections of inner conflict like “Lies," “Miserable person," “Please don’t stare." Inner demons come out of the woodwork to work against the player, full of stress and dread: “The bogeyman is coming for you, pray and cry tonight.” These  thoughts combined with the jagged, monochromatic visuals instill a constant sense of being on-edge. While the art style is intriguing, the gameplay can be downright frustrating at times. The logic of the symbols and switches aren’t very intuitive, and I often found myself just jumping around the level versus intentionally trying to solve what was supposed to be done in a particular situation. Luckily, this tactic seemed to work against itself since fast reflexes and timing tend to win over anything else that Sym presents. The controls also could have stood to be a bit tighter. Getting caught between spaces or sticking to walls when trying to maneuver through smaller gaps were common occurrences. I also found the pacing of the character’s movements to be loose and difficult to adjust to. This would result in an extra layer of difficulty, which was frustrating especially in intricate, long levels in which death was not welcome. Sym can be plain confusing at times -- but I think that’s part of the intended nature of the game (if it wasn’t, the creators may be secret geniuses). Levels twist and turn, obstacles block and re-open paths, and just like life it’s never clear where you’re supposed to head. Trial and error are ever present, along with the notion of failure hanging over your head. Sym ties these concepts together well. There is also a subtle beauty to this game, and one that I can relate to. The constant battle of light versus dark, of fear and loneliness, building yourself back to where you need to be -- these are struggles that most humans face at some point, and Sym allows you to play through that emotional roller coaster in a visual way. I enjoyed its thoughtful nature and its ability to evoke feelings that I only thought were available in darker moments. However, Sym’s atmosphere transcends its loose gameplay and controls, which unfortunately creates a frustrating experience and stifles the impact of its message. [This review is based on a retail build of the game provided by the publisher.]
Sym review photo
Sadness distilled
Forget games as art -- games as emotion is the new wave of the indie industry. Exploration of inner feelings and thoughts manifesting through a screen and a keyboard is probably one of the most difficult things to build, ye...

Wii causes fire? photo
Wii causes fire?

Firefighters blame Wii for RV fire


Fire bad
May 23
// Jed Whitaker
Firefighters in Colorado Springs are blaming a Wii for starting a RV fire. They believe the Wii console itself, and not the cables, started the fire. According the victim the console was turned off when the fire was started b...
Nintendo port problems photo
Nintendo port problems

President of Nintendo confirms port strike is partially responsible for U.S. New 3DS and amiibo shortages


amiibo, amiibo everywhere, but not a port to dock
Feb 22
// Jason Faulkner
Tired of waiting for that beautiful King Dedede amiibo? Well you can stop blaming Nintendo, at least if you want to be rational. I personally don't, and am still pining to complete my wave 3 collection, so it's still Nintendo's fault in my head. During the Q&A session after Tuesday's 3rd quarter accounts briefing, President and CEO of Nintendo Co. Ltd. Satoru Iwata stated:
Sadness is alive, I guess photo
Sadness is alive, I guess

Sadness continues its vaporware saga on Wii U


Sigh
May 21
// Kyle MacGregor
Sadness, perhaps the Wii's most infamous piece of vaporware, is still a thing apparently. We last heard about the "game" in 2010, when Polish studio Nibris closed its doors, and the project was laid to rest. A pair of little-...
Bethesda photo
Bethesda

Bethesda will not show anything new at VGX


No, Fallout 4 will not be revealed anytime soon
Dec 05
// Alessandro Fillari
Looks like we got our first disappointment of the week. With the VGX awards only two days away, the anticipation for what new titles are going to be revealed is reaching fever pitch. Unfortunately, we just got a confirmation ...
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Ex-Vigil staffer on what Darksiders III could have been


Four player co-op was always the hope says former creative director
May 31
// Abel Girmay
In an interview with IGN, Ex-Vigil creative director Joe Madureira released a few nuggets of information on what Darksiders III could have been, provided Vigil staff, and not Nordic Games, had won the bidding war. “It w...
 photo

In the glorious pantheon of vaporware, Sadness stands at the tippy top. The hype behind the game -- if it ever truly existed in some playable capacity at any point in time -- was only matched by the curious insistence of its ...

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GameStop just called me to say Sadness is cancelled


Dec 23
// Jim Sterling
Jesus Christ ... can anybody can confirm this? This was the reason I bought a Wii in the first place!

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