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Headmaster photo
Headmaster

Headmaster is NOT a VR porn game for Morpheus


Though its lessons may cross over
Jun 22
// Steven Hansen
"Though its lessons may cross over," get it? Crossover, like the soccer move? (We kicked it and I scored, soccer game). Because Headmaster is (sort of) a weird soccer game and not about giving virtual blowjobs (you'll only g...
Toys to life photo
Toys to life

Toys-to-life games have a long way to go


Here's something to strive for
Jun 22
// Jordan Devore
Between Skylanders, Disney Infinity, amiibo, and now LEGO Dimensions, I'm hearing an awful lot of talk about the "toys to life" category these days. That's fine, but nudge me when we can do this:

Mario & Luigi: Paper Jam is the mashup fans didn't know they wanted

Jun 22 // Jed Whitaker
Each character's jump is mapped to a different button, meaning to jump up one ledge requires three button presses; multiply that by hundreds of jumps and you'll understand how annoyed I was with the mechanic. Even in the demo, the amount of pressing three separate buttons just to move through the overworld felt excessive. I couldn't imagine doing this through the entire game. Hopefully an option is added that allows all characters to jump at the same time by the time the game releases next year.  Trio attacks and papercraft battles are two additions to the series. Paper Mario allows characters to team up for trio attacks which are timed attacks that play more like a mini-game from WarioWare than the normal timed attacks. One trio attack has your enemies falling from the sky as paper as you whack a ball at them with tennis rackets. Papercraft battles have the heroes standing on top of a giant papercraft Mario and using it to rush down other giant papercrafts to defeat them. Both trio attacks and papercraft are rather minor yet welcome additions to the series.  On-point writing, great dialogue, fun turned-based attacks with a timed button press element -- all staples of both the Mario & Luigi and Paper Mario series are still here and nearly unchanged, which is not at all a bad thing. Fans of either series will more than likely be pleased with this new crossover title, even if it mostly feels like another Mario & Luigi title. The series have always been rather similar other than aesthetic.  Mario & Luigi: Paper Jam is scheduled for release on the Nintendo 3DS in spring of 2016 worldwide.
Mario & Luigi: PJ Preview photo
Too many jumps, too many jumps!
Are you a fan of the Mario & Luigi series? You know, the handheld RPG games that star everyone's favorite brothers in hilarious adventures? Then you'll be quite familiar with how Mario & Luigi: Paper Jam pla...

Super Hypercube would be great even without VR

Jun 22 // Jordan Devore
[embed]294606:59196:0[/embed] This is coming exclusively to Morpheus as a launch title from Kokoromi and publisher Polytron. (We've gotten word that Fez designer Phil Fish is also working on the game. He's back!)
Virtual Reality photo
First-person puzzler for Morpheus
Super Hypercube is another leading Morpheus game. It's a puzzle title about twisting a block around, in three dimensions, so that it fits through holes in oncoming walls. Tension builds as new pieces are added and your simple...

E3 demo photo
E3 demo

25 minutes of Deus Ex: Mankind Divided gameplay


E3 demo
Jun 22
// Steven Hansen
There's so much to talk about in the first minute or two alone. Going in on mechanical Apartheid. Sexy leather pants. Jensen's spiky ass designer facial hair (and skull hair). The fucking Illuminati!!! A game that isn't piss...

My favorite Morpheus game so far is RIGS

Jun 22 // Jordan Devore
Combat isn't anything new for the genre, but after you take enough people out and pick up orbs from fallen foes, you're put into an overdrive mode. It's at this point you need to make a mad dash toward the top of the map where there are ramps leading up to a giant hoop. Jump down through the goal as if you were a basketball to score, but watch out for incoming fire and melee attacks. If and when your mech is destroyed, you'll eject and skyrocket to the top of the map. You can take in the scenery, or get straight back into the action by looking at one of a few colored spawn points and confirming with a button press. Given the immersion of VR, free-falling felt awesome. Had the game just been standard team-based combat centered on blowing up mechs, I wouldn't have thought much of it. This mode, Power Slam, really was the best way to introduce it. RIGS won't be a compelling enough reason to own a Morpheus by itself, but it's a good starting point.
Virtual Reality photo
'Basketball with guns'
Metal Gear Solid V: The Phantom Pain and virtual reality -- those were the two things, by far, I most enjoyed at this year's E3. Steven did an exceptional job of capturing the essence of the former, so now it's on me to ...

Metroid do photo
Metroid do

Nintendo announced a new Metroid so we gave Zack a haircut


Preview: Metroid Prime: Blast Ball
Jun 22
// Steven Hansen
Ah, young, handsome Zack Furniss. Relatively new to Destructoid and attending his first E3 for the site, Zack was wide-eyed and hopeful. He imagined a world of Metroid Prime 4 or Super-er Metroid and took his e3thusiasm to d...

Extended Rise of the Tomb Raider video is way better than the E3 trailer

Jun 22 // Steven Hansen
This goes along with bigger tombs, either secret ones or ones on the narrative path. At one point Lara came up on an abandoned Cold War installation, which was apparently one of the game's "hubs" that contain quest givers, crypts, secrets, and story missions. There are also "systems that celebrate Lara's intelligence and archaeological background." Reading documents and murals throughout the ancient world gives Lara more experience and improves her proficiency, allowing her to uncover greater secrets. Like the secret of immortality hidden in a lost city beneath a lake, which Lara is fighting evil organization Trinity to get to. One other major gripe I keep having with the snow-ridden portions shown off is that Lara refuses to zip up her jacket and instead keeps showing off that cute infinity scarf. On top of that, no hat or gloves despite that fact that you lose heat fastest through those extremities. Bad guys, too, are not appropriately bundled for Siberian winter. [embed]294565:59186:0[/embed]
E3 preview photo
E3 preview
I was beefing a bit with Rise of the Tomb Raider for its heavily scripted sequences in which you hold forward on the analog stick as the game just sort of nonthreateningly happens around you (except for when a brutal cutscen...

Space is the place photo
Space is the place

The Solus Project sends you alone into space


Space is the place
Jun 22
// Steven Hansen
The Solus Project is a "single-player survival game by Teotl Studios (The Ball, Unmechanical) and Grip Games, coming to PC and Xbox One in early 2016." It basically sounds like the upcoming Matt Damon movie The Martian. Dead...
Video photo
Video

Video: E3 in 36 seconds as an abusive family picnic


Pretty much sums it up
Jun 22
// Niero Gonzalez
I need you darling Come on set the tone If you feel you're falling Won't you let me know Oh-oh-oh-oh-ooh Oh-oh-oh-oh-ooh  [If you can't see the video try this: Yakisoba 8 Bits]  

E3 Photo Gallery

Jun 21 // Steven Hansen
E3 gallery photo
Xbox green, amiibo, nipples and more
[Maintenance note: Just a little weekend site upgrading madness, please let us know what you think of our new photo gallery system!  Also, you can now surf Destructoid via SSL though some non-https elements like comments...

E3 2015 community choice photo
What a year
It's the moment you've all been waiting for: the time to vote for your favorite game of E3! Click below and make your selection, then tell us about it in the comments! There's certainly no shortage of AMAZING games to choose from this year!

Chibi-Robo! Zip Lash is a shockingly good time

Jun 21 // Jed Whitaker
Most of the time Chibi will be exploring levels looking for a plethora of hidden items, be them collectibles or upgrades that power up or extend his plug whilst solving platforming puzzles. Occasionally you'll be fighting bosses, whipping them to their demise. The Chibi-Robo amiibo included with the game can be used to power up the character and make it a bit easier. There are also other purposes Nintendo isn't letting us know yet, or so its Treehouse stream seems to allude to. While the game runs on both the 3DS and New 3DS hardware, currently amiibo can only be used on the N3DS as the adapter for the original 3DS line is still missing in action -- but it's expected to arrive sometime this year. Fans of both Metroid and platformers will want to pick up Chibi-Robo! Zip Lash. It may be linear, but it is the closest thing to Metroid Nintendo is releasing this year and the platforming is great. Nintendo has promised a great deal of collectibles that will take some time to 100%, so maybe by the time you're finished there will be a new proper Metroid game announced. As if.
Chibi-Robo preview photo
Zip it good
Chibi-Robo! Zip Lash for the 3DS seemingly came out of nowhere and captured our hearts, or at the very least mine. Nintendo describes it as a "whipping platformer," which is a phrase I'm not familiar with. But after playing, ...

Need For Speed is back with double spoilers and customization galore

Jun 21 // Jed Whitaker
While the cosmetic customization in the build I played was deep, it was nowhere near as in depth as the beloved Need for Speed: Underground. The car tuning was fantastic and simple enough for a none car guy like myself to understand. There is a slider that allows you to make cars control more like modern games in the series (drift handling), or more like classic games in the series (grip handling). You can also manually adjust features of cars to make them control as you see fit.  Hundreds of events are scattered around a large open world, and players just need to pull up and hit a button to start the event. Other players can fill out the roster as competing racers. Completing the events advances one of five stories based on different types of driving: speed, style, customization, hanging with your crew, and messing with the cops. It is still unclear how exactly these stories will be advanced, but story is rarely important in racing games. Need for Speed is looking like it really could be the definitive game in the series. Get your hype engines revving. 
Need For Speed preview photo
Definitive version of NFS
The upcoming Need for Speed doesn't have a subtitle because it wants to be the definitive game in the series, according to Craig Sullivan of Ghost Games. The developers have cherry picked the best parts of the previous subtit...

Genei Ibun Roku #FE  photo
Genei Ibun Roku #FE

Gameplay from the Fire Emblem & SMT inspired idol RPG


Genei Ibun Roku #FE
Jun 21
// Steven Hansen
It is almost as difficult to discuss Genei Ibun Roku #FE as it is to fit it into a headline. The JRPG was borne from what was previously "Shin Megami Tensei x Fire Emblemi," but turned into "an entirely new experience" that ...
Gallery Desu photo
Gallery Desu

Random E3 moments immortalized in a quick light suck


This is not a gallery
Jun 20
// Niero Gonzalez
Who had the best E3 booth this year? From a media viewpoint, I'd say it had to be Nintendo. The open plan allowed the fans to channel their excitement in the middle instead of having to elbow through to enjoy the games. The p...

Persona 4 goes full Miku in Dancing All Night

Jun 20 // Kyle MacGregor
This is all a set-up for a rhythm game, where the spotlight shines on Atlus composer Shoji Meguro's infectious tunes, including some new tracks to go along with remixes of old favorites.  Persona 4: Dancing All Night's gameplay is reminiscent of Sega's Hatsune Miku: Project DIVA series, which makes sense given the tiles were both created in part by the same studio, Dingo. Unlike the Project DIVA games, where the notes fly in from off-screen toward the center, Atlus is taking the opposite approach with Dancing All Night. Star-shaped objects appear and fly from the center of the middle of the screen toward six points on the outer edges of a ring, all of which correspond to parts of the D-pad and individual face buttons. As rhythm game veterans know very well, how you time your button presses as the notes fly into these zones will impact how well you score. There are various levels of difficulty to select between, so fans of the genre can challenge themselves while those just looking for a new Persona story can breeze through the stages with less resistance.  As you tap along with the beat, familiar faces like Kanji and Chie will groove out to the music on the Midnight Stage while Shadows look on the in audience. Eventually, the stages will culminate in a Persona summon, which I got a real kick out of. Seeing (the main protagonist) Yu's partner Izanagi jam out on a bass guitar put a big smile on my face. Atlus also showed us the game running on a PlayStation TV, which might be a tad more challenging than playing it in the palm of your hands on the Vita depending on how far away you sit from your screen. Since we were pretty close to the monitor during our demo, this required us to rely heavily on our peripheral vision, which added a layer of challenge. Whether it's an RPG, fighter, or rhythm game, more Persona is always a good thing in my book and seeing Persona 4: Dancing All Night in action this week at E3 has me no less excited about the game. I'm definitely looking forward to seeing more of it when it finally launches sometime this fall.
P4D preview photo
Just set it free and dance!
It's been months since the Investigation Team cracked the case and life is getting back to normal. That is, until members of Rise Kujikawa's J-pop group suddenly go missing. And, surprise, surprise: The rescue mission brings ...

Gravity Rush 2 photo
Gravity Rush 2

Sony 'waiting for the right time to unveil' Gravity Rush 2


The Vita isn't dead! Unless it's PS4
Jun 20
// Steven Hansen
As is always the case after a Gravity Rush 2-free show goes by, the lack of Gravity Rush 2 at E3 this year was a bummer, even after the report six months ago that it was, "in earnest development." With Sony skipping gamescom ...
Linguo photo
Linguo

Sony pays lip service to Vita with 1 minute showcase video


Vita...dead? Vita...IS...dead
Jun 20
// Steven Hansen
Sony did pretty dang well with its press conference this year, but one area where it was sorely lacking is Vita support. The closest we got was World of Final Fantasy, which is also coming to PlayStation 4, and the furthest ...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends' Dungeon Master surpassed my expectations


A critical success?
Jun 20
// Zack Furniss
I was supposed to Dungeon Master a session of Dungeons & Dragons tonight, but that post-E3 fatigue comes in hard. So why not tell you about my hands-on session with n-Space's Sword Coast Legends, a new asymmetri...
Nier New Project photo
Spoilers?
Interviewing developers can sometimes feel like pulling teeth. For example, when I spoke to Nier producer Yosuke Saito and director Taro Yoko about their game the other day, the pair spent a good portion of the interview dodg...

How and why Platinum Games is making Nier 2

Jun 19 // Kyle MacGregor
"So, with the previous game, we got some feedback from our fans, not only in Japan but also from abroad, that for being an action RPG, the controls weren't great," Nier producer Yosuke Saito told Destructoid (through a translator) earlier this week at E3 in Los Angeles. "And that's one of the things we've really learned from the previous game." "When I thought about developers that are really known for great gameplay and design (in terms of gameplay implementation), there aren't that many," Saito continued. "But Platinum is one of them. They're known for great gameplay and development of gameplay engines and so we brought up this conversation dialogue and decided to make this collaboration project." "Honestly, in my personal opinion, the best action game developer in Japan has to be Platinum Games," Nier director Taro Yoko added. "So, being able to collaborate with them on this endeavor on the new Nier project is a great feat for us." But Platinum Games is known for action titles, not role-playing games. I wondered how different from its predecessor the sequel might turn out. Would it just be a straight-up action game? "It's more of a varied approach," Yoko replied. "It's not necessarily going to be the same way as before. I want to keep trying new things. And obviously with Platinum Games, they're renowned for their action game controls. So, we may do a little re-balancing and redesign in terms of some aspects, but we are considering a varied approach." [embed]294470:59163:0[/embed] What does that mean exactly? "Obviously Platinum Games are known for their quick, speedy combat. But if we go too far that direction, it gets too difficult for other people to really enjoy. So, since this is a JRPG we're trying to do that good balance with typical Platinum Games-style action elements with JRPG-element combat." "A lot of people think of action when they think of Platinum Games, but with this team they really showed a lot of respect to the original Nier. We actually have several fans of the previous game on the team, and through that respect they haven't completely deconstructed the old combat system or created a completely new one. They've taken the old combat system from the original and out of respect sorted of added onto it, added their own sort of flair here and there to improve upon what we already had and make a better game experience." It sounds like people needn't worry about this being a linear action game. "It's not going to be a game on rails so to speak," Yoko said when asked about the game systems. "It's not going to be one straight path. You are going to have room for exploration similar to the previous Nier." Yoko has long lived in Tokyo, but the director recently moved across the country to Osaka, where he is now embedded at Platinum's offices. So I asked him to talk about the studio, while also expressing some concern about the sheer number of titles Platinum is working on at the moment. "I don't know what Platinum Games was in the past. I've only been with them recently. I can't really comment on Platinum Games. But for my team specifically -- it's a very young team. For example, the game designer [Takashi Taura] is 29 years old." "So it's a very young, but passionate team. They have a lot of desire and passion for our project to do a good job. They're extremely skilled and very quick. Obviously we may do overtime here and there, but it's not like we're slave drivers necessarily. They love their job, they love being in the industry. Honestly I've been in the industry and I'm just amazed at the amount of skill and how efficiently this team works." We can look forward to seeing more of what the team has been up to sometime this fall.
Nier 2 interview photo
An interview with the RPG's creators
Nier isn't the sort of game you would expect to get a sequel, but that's exactly what's happening. Square Enix surprised (and delighted) folks the world over when it announced the new project at E3. That news alone would...

 photo

The hottest booth babes of E3 2015


...bet it gets sweaty in there
Jun 19
// Kyle MacGregor
E3 is over. But before we get back to our normal routines, check out these steamy booth attendants.
Yoshi's Woolly World photo
Yoshi's Woolly World

Yoshi's Woolly World is unbelievably beautiful


Nintendo really have nailed yarn
Jun 19
// Laura Kate Dale
While I was a huge fan of Kirby's Epic Yarn on the Wii, it was never a game I could really recommend that people play. The gameplay was overly simple, it was tough to actually die and the art style, while beautiful, really su...

Mother Russia Bleeds is a brutal throwback to classic brawlers

Jun 19 // Alessandro Fillari
Set in an alternate universe where the USSR has been crippled with crime and drug abuse, leaving society in an ever-present dystopian fugue-state, a group of street fighters take it upon themselves to fight back against the criminal element. Addicted to mysterious drugs in syringes that enhance their abilities, they'll have to use their skills to take down the Russian mafia, the powerful government, and a secret society of sexual deviants to exact revenge on those that have laid waste to the motherland. While the plot is pretty standard for a beat-'em-up, the story gets damn dark throughout. What's interesting is that you're not necessarily a good guy -- just a lesser shade of grey roaming the streets. The presentation does a great job of pulling you into this twisted world. Much like Hotline Miami, it uses dark and hypnotic lights to set the tone, and also manages to mess with your head. There were several points where I really tripped by the visual style. And I mean that as a good thing. The style is trance-like, and once it gets you, it doesn't let go. Much like the classic titles Mother Russia Bleeds pays homage too, its controls are largely easy to get into and remember. With a combination of heavy and light attacks, including grab and dash moves, you'll be able to take out the various enemies trying to rush you down. You'll also find weapons and gear in the field, such as bats, guns, and bar stools. Moreover, each character possesses their own moveset and stats. Out of the three characters available, I chose Boris, a seemingly homeless brawler with serious speed. With his moves, I made quick work of the mobs. Oddly enough, friendly fire was enabled by default, which made battles hectic but also irritating. Thankfully, you can turn it off (unless you're in need of an extra challenge). With that said, there are a number of cool additions to the traditional mechanics. The syringes that the fighters possess grant them buffs for periods of time. When used, the screen turns dark and the fighter on his high will gain super speed and increased strength. Also, they get access to a unique fatality, which instantly kills one enemy. They're brutal and satisfying to pull off, but you'll sacrifice the remainder of your buff period. Also, syringes are used to heal yourself and revive downed allies. Though if you're running on empty, you can sacrifice some of your own life to revive them. Playing Mother Russia Bleeds was a trippy experience. Though there were a number of odd quirks they'll have to iron out before released, I was very pleased with what I played. We also got a peek of some upcoming features outside of the story mode. Along with Boss Rush, challenge missions, Arena, and Versus play, the developers plan on giving the people the total package. I got the sense that this was made from folks that loved the genre, and with their aspirations to help revitalize the brawlers, I can say fans will find a lot to admire here.
Devolver Digital photo
Launches on PC, Mac, and PS4 in 2016
One of my favorite types of games from back in the day was the side-scrolling beat-'em-up. Though the sub-gene has sorta evolved into more standard and narrative-based action games, I still feel there's more to be done with t...

Crossing Souls is a stellar tribute to the 1980s

Jun 19 // Alessandro Fillari
Set in a small town during the summer of 1986, a group of friends stumble across an ancient artifact that allows them to connect with the world of the dead. Interacting with ghosts of former residents, both long-past and recently departed, they begin to learn that things are not what they appear to be in their boring, quiet town. But soon after, they discover that several forces want control of the relic for themselves, and they must evade police, the U.S. government, and other supernatural entities in order to keep it out of their hands. The developers behind Crossing Souls cite '80s films and TV, along with '90s video games like EarthBound and A Link to the Past as their major sources of inspiration. During my half hour with the game, it was clear that this was a love letter to the era. It not only exudes style channeling the playful rebelliousness of E.T. and The Goonies, but also the sense of adventure found in SNES action/adventure titles. Stylistically, it's a charming game featuring VHS-esque distortion during many of the animated cutscenes. And with music from Timecop1983, one of the Internet's more well known Snyth-Pop artists, Crossing Souls pulls those nostalgia strings hard, and it does so in an evocative way. As the group must keep the balance between the world of the living and the dead, they'll have to explore both realms simultaneously. Each of the five friends possess their own strengths, which necessitates switching between them. Some have certain skills for climbing and heavy lifting, while others have access to ranged attacks. While exploring the town, you can freely interact with the folks from both the living and dead realms. It's completely open, and you can uncover side-missions and events that will have you explore the furthest reaches of town. My favorite part of the demo was exploring the town square and seeing ghosts from the past comment about 1980s culture. It was interesting to see the changes between the two. In one world you could be relatively safe in a populated area, but in another you might get swarmed by vengeful ghosts looking to attack anything alive. Also featured in the game will be an Arcade mode. Throughout your adventures, you'll come across mini-games and special encounters that will have you take part in a trial of wits and timing, and after they're completed you can play them again at any time within this mode. During one segment, I had to evade the police on my bike in style very reminiscent of Battletoad's infamous speeder bike sequence. Thankfully, this one was a lot more fun and less stressful. I wonder what else the game has in store. The mini-games were a cool diversion from the core gameplay, and I'm sure most players will find one they'll gravitate to. I wish I could've spent more time with Crossing Souls. I'm a huge admirer of 1980s culture and entertainment, and it hit all the right nostalgic notes. This was totally the type of game any '80s and even '90s kid would want to experience, and it recalled all the cool moments I had playing video games or watching cartoons back then. Fourattic channels that sense of wonder and awe of experiencing something so fresh and charming. I can't wait to see more from this title in the coming months, and with its release next spring, you'll get to re-experience an era of exuberance soon.
Devolver Digital photo
Releasing on PC and Mac in spring
In recent years, Kickstarter has opened the doors for a lot of developers looking to make things happen. It's a real pleasure to see titles that would've never been greenlit by publishers find an audience willing to put up ca...

NieR interview photo
Director explains how they came to be
Nier is a game of extremes. For all its strengths, it has as many weaknesses. One of the roughest elements of the experience is fishing. The whole thing is poorly implemented and just as badly explained. And one of them wasn'...

Frictional Games' SOMA brings true horror to PS4

Jun 19 // Alessandro Fillari
[embed]292979:58725:0[/embed] In an underwater research station, you play as an engineer, Simon, who must uncover the mysteries behind the disappearances and deaths of the crew. After finding himself alone in an unknown part of the station, he discovers that things have taken a turn for the worse as machines begin inhabiting human characteristics. Some robots have even gone rogue after merging with the biology of the deep, and will hunt down anything they find. Using his own resourcefulness and whatever gadgets he can find, Simon will have to evade these horrors to reach safety. Following the school of design found in Amnesia: The Dark Descent, the player will not have any weapons at their disposal to take on whatever creatures they encounter. And gadgets and other support tools to help evade the creatures will only do just that. The name of the game is evasion, and hiding behind crates or other furniture scattered around is usually your best bet. Much like studio's previous title, this can make encounters incredibly nerve-wracking. Though my session only had one real encounter with one of the deep-sea abominations, I got pretty tense during it. That sure made solving the puzzle to escape more challenging. The environment is an interesting setting as well. The underwater research facility is dank and in disrepair, and with the horrors of the deep seeping into the facility, it feels like an industrialized take on the Lovecraftian aesthetic. While venturing through the halls of the station, you'll come across the bodies of workers that still possess clues and other secrets. As each member has in internal black-box installed, you can experience their last moments in audio-log form. It's a clever take on the mechanic, and it does a lot to flesh out the story as well. Though I only had a brief session with SOMA, I found the developers made something that felt like a more natural evolution of Amnesia -- a continuation of the same hide-and-seek-style horror that many fans loved. And in such a rich setting, surprises are in store. Without saying too much, there's a lot more going on with the character's journey and his surroundings than you might think.
SOMA preview photo
Releasing September 22 for PC and PS4
Even though it doesn't seem that long ago, it's been five years since a group of indie developers struck it big with the release of Amnesia: The Dark Descent. The game became a hit with players looking for...

The Phantom Pain photo
The Phantom Pain

Konami's stance on Metal Gear Solid V microtransactions


And, uh, 40 minutes of footage!
Jun 19
// Jordan Devore
I'm back home from E3 2015 thanks to a too-early flight. I can safely watch this 40-minute demonstration of Metal Gear Solid V: The Phantom Pain without any guilt trips from Steven. Yes! Straight away, "While it is true that...
Feminism! photo
Feminism!

E3 2015: You play like a girl


And that's a very good thing
Jun 19
// Matthew Razak
[Here's a guest editorial from Matthew Razak, Editor-in-Chief of Flixist, and former Destructoid staff. You may remember him as Cowzilla. It's nice to have him back.] This year as I sat at home watching press events from all ...

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