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Episode 07: Duke Nukem 3D - PC
Episode 06: Resident Evil 2 - PS1
Episode 05: Deus Ex - PC
Episode 04: Mega Man Legends - PS1
Episode 03: Jet Grind Radio - Dreamcast
Episode 02: Mega Man 4-6 - NES
Episode 01: The Neo Geo Pocket Color - NGPC

Nostaljourney is a retro gaming podcast that features an new cast every episode. Each episode is based on discussing a particular game or series, then finding people who are nostalgic for it and people who have never played it before. If need be we go so far as to donate all the necessary gaming hardware to the newcomers. We compare the experiences of the two groups to find out how well a game has really aged as well as discuss its history.

For younger community members it may be a chance to learn what gaming was like in the past. For older community members it may be a chance to discover what games are truly classic and what games are not. In general the show exists to evaluate and discuss the nature of nostalgia and for everyone in the community to get to know each other better. Because the show involves giving out free games, it only records once every couple of months.

Recent changes to the game plan will hopefully entail the show recording every 2 weeks.


Shadows of the Damned - Multiplatform
Alice: Madness Returns - Multiplatform
Dead Rising 2 - Multiplatform
Radiant Historia - Nintendo DS
Legend of Zelda: Spirit Tracks - Nintendo DS
Ace Attorney Investigations - Nintendo DS

Wryviews are my personal review series where I try to do things different from the norm by asking myself how well the game achieved its goal, instead of if I liked the game or not. Wryviews are a personal challenge to stay objective and identify who would enjoy a certain game, rather than complain about who wouldn't. I feel that being a good reviewer entails being able to identify each game's audience.


Mega Man and Bass - Gameboy Advance
Maken X - Dreamcast

Gemnalysis is a series where I hunt down lesser known or neglected games and make a case for playing them despite the fact that they're older. Instead of flat out reviewing these games I look at them from the perspective of a collector and go over the game's history, and special trivia it may have.


Boss Battle - Mark of the Wolves
Boss Battle + Final Match - King of Fighters 98

Fatal Impact is a series of community tournaments revolving around SNK fighters; rather, it was. I happen to host the tournaments, but only once in a blue moon when I have the free time. I accept any and all callers, though I am not an entrant. Instead I am a trainer who organizes my entrants and helps to improve their game while introducing them to new and lesser appreciated fighting games.

The Fatal Impact tournaments will likely not continue until SNK releases games with better netcode. With recent promises from Atlus, King of Fighters XIII is likely to become the next big Fatal Impact game.


King of Fighters 94
King of Fighters 95
King of Fighters 96
King of Fighters 97

The King of Fighters Love Letter is a series dedicated to the storyline and history of SNK fighting games. Many people don't know anything about SNK in general, and with King of Fighters XIII on its way I'm going to bring everyone up to speed on the story in the series thus far.

Now that King of Fighters XIII has an actual release date this series may continue beyond the first story arc (Orochi Saga), but it's difficult to find solid information on the series' backstory.





Podsumaki Episode 09: Mortal Kombat Special
Podsumaki is a fighting game podcast that I hosted on and organized. There was a lot of random smack talk but it was a fun show. Currently it's on hold and none of the hosts are sure if it will ever come back. Our last episode was our highlight, where we spoke with three of the best Mortal Kombat players in the US and discussed the Mortal Kombat community and the upcoming game. If you were to listen to any one episode of Podsumaki, I'd recommend it be this.

The Top Three Things "Gamers" Should Care About Less
Somebody on Call of Duty: Black Ops screamed at me for not being good enough at the game, even though I wasn't on his team. Thanks to that I decided to write an article on some of the biggest problems with the gaming community, mostly their inability to care about things that actually matter.

Tainted Beauty: The Death and Rebirth of a Genre
What we have here is an article revolving around the 2D fighting game genre, the path one must go through to become good at the games, and all the obstacles in the way of this that I feel eventually led to the temporary death of the genre prior to the release of games like Street Fighter IV and BlazBlue.

Wry Guides: Goozex Training Manual
Wry Guides are a series where I try to educate the people of the community by writing about something that I in particular know a lot about. More than anything else though, it's just me unleashing a bad pun upon the world.

Top 11 Dreamcast Games You Probably Didn't Play
In this article I recap my experience as a guy who loved the Dreamcast, because he grew up with it as one of his primary forms of entertainment. The games listed aren't the popular and trendy choices so much as the lesser played B-list and C-list games that only true Dreamcast veterans touched.

Hey, I liked it: Mega Man VII
Hey, I liked it was a series where I reflected on games that I'm fond of that weren't appreciated by many people. As opposed to Wryviews which are meant to be impartial, this was a much more personal series. This series might continue some day but I could really not think of a bigger black sheep game than Mega Man VII.

Wry's Dreamcast Homebrew Guide: Pre-Brewed
There was a time when I was extremely, extremely into my Dreamcast. I didn't just play tons of regular games that I found on sale, I also researched the wealth of bootleg Dreamcast programs. These days I'm a collector and I'm not concerned with unofficial software. I'm too busy playing games I actually own. Still I created a quick guide to some of the easiest and best programs available for the Dreamcast that can be used with no hassle.

Untapped potential: Stop breaking my balls
I suck at games: But not forever
My Expertise: The Grand Jackass of Obscurity
Nothing is sacred: Sequels
Groundhog Day: Can you feel the sunshine, Sonic?
I started writing about games roughly a year and a half ago, and since then my viewpoints and my writing style have changed. Destructoid's Monthly Musings were a good way for me to get started when I didn't have many article ideas. These are all the ones I wrote that were promoted to the front page. I'm not super proud of them anymore, but if you want to see my writings evolve a little bit you can compare these to my more recent articles.
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Alice: Madness Returns is an oddity of a game; the kind where a numbered review score doesn't really help say anything about it. I knew I had to have this game as soon as it was announced and had been looking forward to it immensely. That said, it didn't blow me away. What's odd about that is I'll probably play it more than once and recommend it to a ton of people despite that. The game isn't especially deep or varied, yet there's a lot to appreciate about it.

The premise of the game is that you play as Alice from Alice in Wonderland, but the twist is that Alice has gone insane. The majority of the game takes place in Wonderland, which of course only exists in Alice's mind. Because Alice's mind is twisted however Wonderland is a sick, twisted and violent place. Defeating your enemies and returning peace to Wonderland is a sort of visual metaphor for reclaiming your character's sanity. The idea began with the original American McGee's Alice game back in 2000. The game is still considered a classic by its fanbase. I might add every copy of Alice: Madness Returns for the PS3 and 360 comes with a code to download American McGee's Alice for free. It's a ridiculously good deal.



The story of Alice: Madness Returns revolves around Alice trying desperately to remember the details behind her family's death. Alice has become somewhat more sane since the original game and is now allowed to mingle with the outside world, no longer restrained within a mental asylum. She is by no means well, though. While the original game took place entirely in Wonderland, Alice: Madness Returns allows you to spend brief periods in the real world. There's a certain mystery behind all the twisted imagery that goes on in Alice's mind, and the way the game is presented you often question if Alice is ever in the outside world or simply hallucinating the whole way through. I find the real world segments of the game very engaging, but make no mistake you won't be spending much time there. The grand majority of the game still takes place in Wonderland, with Alice trying to press residents like The Mad Hatter for information on the "Infernal Train" which is running mad through Wonderland and slowly destroying Alice's mind.

I'd like to state for the record that while getting the original game for free is a real treat, Alice: Madness Returns is a huge improvement over American McGee's Alice. While the original arguably had a better story and more variety, it was a kind of confused game. It controlled look a shooting game even though it was clearly a platformer and the level design was highly frustrating. Alice: Madness Returns knows exactly what it wants to be: A roller coaster of visual stimulation with fun controls and little to no frustrations.

Right from the beginning of the game you're given a floating triple jump, a teleport dash and a shrinking ability and set off to go have some fun. The controls are extremely responsive and moving Alice around is infinitely more enjoyable than it was before. The platforming is simple and doesn't really toss many new tricks at you as you go along, but it's well done. You'll be spending a lot of time in this game jumping from platform to platform, finding switches and solving very simple puzzles. The game will give you hints if you get stuck and if you die you'll simply respawn nearby. You'll be spending nearly as much time in combat and it's along the same lines: Fun, responsive but relatively simple and non-frustrating. The game even gives you the ability to become invincible for a brief period if you're low on health. This game doesn't mind cutting you some breaks. If you dislike that, just pump up the difficulty I suppose. The game's main attraction is the story and visuals, and the gameplay itself is still fun and easy to just kind of get lost in. I had no problem with this particular case of hand-holding.

If you really want an idea of how streamlined the game is consider that the game doesn't require any inventory management at all. Every weapon and ability has an assigned button, except that later in the game you'll need to use the D-Pad to switch between your two types of guns. This is one of those games where every single ability you get will be used frequently, but the point is that nothing about the game is especially complex.



This is the main thing that will keep some people from enjoying Alice: Madness Returns. While the game's various areas are incredibly memorable and all the abilities fun to use, it definitely gets repetitive. The game does toss some cool segments at you once in a while to spice things up, but for the most part you'll be jumping, fighting, uncovering a bit of the story and then maybe playing a mini-game. I beat the game in two sittings despite all this. I just never felt the need to stop. Alice is the kind of game you can just keep playing and playing until you're done, and if you happen to be a fan of collect-a-thons you won't be done for a very long time. The game is littered with hidden items and collectibles, as well as a New Game+ mode so you can keep all your items and weapons upgrades.

Alice: Madness Returns is a game that's ridiculously easy to recommend. The concept is creative, you get two games for the price of one and it's well polished. The game excels in providing you incredible dream-like imagery and delivers solid platforming and action gameplay on top. There's no other game out there that provides an experience quite like Alice: Madness Returns. Just consider your tolerance for simplicity. If you fancy yourself a hardcore gamer you might find the game unsatisfying and too long. Don't be afraid to recommend this game to others even if it's not for you, though. I will guarantee you that the game's brilliant concept and ease of play will make it Game of the Year material to a pretty large audience.

I could go into more detail on some of the cool things the game does like the Godzilla-esque segment or the part where you're jumping around on cards in the sky, but I feel like it's unnecessary and I'd best save the game's surprises. There isn't a whole ton that really needs to be said. The fact of the matter is that Alice: Madness Returns doesn't do anything to screw up its own concept, and when the concept is this easy for people to get enthusiastic over that's not a bad thing.







Mike Moran
12:40 AM on 06.20.2011



I've heard a lot of people foolishly try to describe Dead Rising in one sentence. "You kill zombies with lots of stuff." I'm serious. That's all a lot of people have to say about it and it's so simple that I would call it false advertising. Beating thousands of zombies to death with everything you can get your hands on is only the beginning. When you first start playing this game you will be borderline helpless. You will not know anything about your surroundings even though all the tools are already there.

In essence you'll be clueless, but eventually you'll start to explore and memorize the countless resources available to you. It won't matter where you are because if you're playing the game right you will remember that there is something useful nearby; maybe you'll even know about a few secrets. Remember that help kiosk with the food on the counter? Somebody threw a bowie knife on the roof of that kiosk. That hidden knife can combine with the boxing gloves in a nearby store to create a new item. Your ability to recognize all the tools around you and create a plan will decide whether you're successful or not. You have objectives, obstacles, and what's more you have limitations. When you have survivors to rescue and protect, zombies to kill, and a crazy mall security guard with a sixshooter in the way you need to have a plan. You need to have a good plan too. Dead Rising 2's story moves in real time and thus you have deadlines.

Dead Rising isn't just about surviving a zombie outbreak, it's about how you survive it. Dead Rising is above and beyond anything else a game about being resourceful.



This Wryview is going to take a moment to discuss the controversy surrounding the Dead Rising series. When the first Dead Rising came out it was an extremely polarizing game. Many people couldn't play it for more than a couple hours before they were completely fed up. At the same time other people played it to the point of absolute exhaustion. Love it or hate it Dead Rising made a big name for itself, but the series also gained a negative reputation. The people who didn't like Dead Rising would often make an argument that the game was flawed. Dead Rising's single save file and its high difficulty level were often cited as the reasons. Because everything you did in the game was real time and you had deadlines: it was entirely possible to play the game in such a way that you backed yourself in a corner. I used to agree that the game was flawed, but after putting more thought into it I believe Dead Rising is just a series that does its own thing. I consider that an immensely positive thing.

In the first Dead Rising once you decided to save your game everything you'd done was set in stone. You only had one save file after all. The game really required you to take things seriously. If you managed to screw up badly enough you could even be forced to start over. As frustrating as that concept can be, can you really consider a game flawed just because you can LOSE? The game ran no longer than 8 maximum. By many peoples' standards that's a really short game anyway.

It's perfectly understandable if a player is frustrated with needing to start a game over. Many people do not find any enjoyment in having to repeat any segment of any game. Repetition can be argued as not being fun; but you can make many arguments for why any game isn't fun. That doesn't mean the idea is flawed or that there's anything inherently wrong with it. Dead Rising was an extremely unforgiving game, but as I've said it was all about using the tools around you. The way I see it Dead Rising is a series that's created an extremely unique identity for itself. Whether you like it or not it's unfair to call the games flawed just because it's different. The day someone comes with the perfect argument for what makes a game flawed is the day people stop having opinions.



Now I have one thing to say directed toward anyone who hated the original Dead Rising or never played it: Go download Dead Rising: Case 0. It's a 5 dollar prologue to Dead Rising 2. It's nowhere near as good as Dead Rising 2 and it's a bit on the buggy side, but for 5 dollars it's a great value and it will give you a basic idea of what to expect. Worst case you spent 5 dollars instead of 60 to find out you're one of the people who hates Dead Rising.

Even if you're already sold I still recommend you download Case 0. Though it pales in comparison to Dead Rising 2 it helps establish an emotional connection to the new protagonist Chuck Greene and his daughter Katey. Dead Rising 2 ditches previous main character Frank West in favor of Chuck Greene, an ex-Motocross champ who's been competing on zombie reality shows for money to buy his daughter medication. Right after getting your pay the zombies from the show are set free while you're framed for it. A new outbreak has occurred and nearly everyone in Fortune City is dead. Through the course of the story you fight to keep your daughter alive and clear your good name.

The actual experience of playing Dead Rising 2 is very similar to the original, though it's far more forgiving. A few people will dislike having multiple save slots because it takes away from the sense or urgency from the first game, but most will probably be happy. Still, all the elements of the original are still here. The item combination system is the one really unique feature the game has--everything else is borderline nostalgic. Guiding survivors to a safehouse, trying to find out the secret behind the outbreak, wearing funny clothes and killing tons of zombies There's even an underground driving segment, but like I said Dead Rising 2 has all the standard tweaks and improvements you expect from a sequel. When you couple that with the fresh setting, story and item combination system it all adds up nicely. I would never call this game a rehash. Dead Rising was a fairly original concept in the first place anyway.



It should really go without saying that Dead Rising 2 is more polished than the original. The controls are tighter and the graphics are better. I don't think anybody is going to be surprised by that, so let's not dwell on the subject considering it doesn't really change all that. What really makes a difference in Dead Rising 2 is the size of Fortune City. The first game took place inside the decent sized Willamette Shopping Mall, but Fortune City is basically a huge network of interconnected shopping malls, casinos, and tourist spots. Even when you include the huge empty areas from Willamette, Fortune City is way bigger.

Again, you're always operating on a time limit. It's possible to make free time for yourself to explore this huge area, but it's going to cost you the lives of some of the survivors. If you don't care about saving every innocent person's life and beating every boss exploration won't be quite as stressful. If you plan to be the hero you're going to be spending a lot of time planning out routes around Fortune City so that you can move quickly and keep yourself stocked up on supplies along the way. There's no one way to play this game. The only thing that you are required to do is complete the story missions on time.

Dead Rising 2 does have a few kinks, though. When you strip away the elements of time management, exploration, and zombie slaughter Dead Rising 2 is very much so a fetch quest and escort mission. You can figure out efficient routes and shortcuts all you want, but outside of the story segments a large portion of the game can be summarized as leaving the safehouse, finding a group of survivors, then coming back to the safehouse with them. You earn rewards for doing so in more ways than one and fortunately survivors are capable of fending for themselves, but described like this the game can sound very boring.

People who don't like backtracking can simply not save any survivors to get around this, but again--the game runs in real time. The game was designed so that you will have enough time to save every single person and do every single quest so long as you manage your time well. That's the challenge that's been presented to you. If you don't intend to do any of the quests that the game intends for you to do, I really hope you like killing zombies while you wait around for the story to advance. It's perfectly possible to play Dead Rising 2 more than one way like I said, but Capcom intends for you to at the very least attempt to complete missions. It's all part of the experience after all. Ultimately the survivors and the psychopaths trying to harm those survivors give you a reason to explore, and the act of exploring Fortune City is what keeps everything interesting. Escort missions aside, Fortune City is still a zombie slaughter playground. The zombies will literally never stop coming and your items wear out pretty quick if you try to kill every zombie you see. You'll be constantly finding new items to fight with and it's actually pretty easy to waste a lot of time just killing zombies once you find the weapons you have the most fun with.



Dead Rising 2's item combination system adds a lot to this sequel. More than any one gameplay mechanic should. Just like it sounds the item combination system lets you take two items that you find in Fortune City and combine them into a new one. It's so much better than it sounds, though. Dead Rising always had this unusual sense of humor to it. There was a certain charm to your ability to beat zombies with something silly like a park bench, make your way into a clothing store and put on a stupid outfit. The item combination system enhances all of that.

Chuck is able to build impossibly unrealistic weapons. Electrically charged wheelchairs, firecracker bazookas and even light sabers are possible thanks to Chuck's magic ability to use a screwdriver and duct tape. This is videogame logic at its finest. It really takes the lighthearted sense of fun from the first game to a whole new level. The game tosses a lot of hints at you as to what kind of special items you can make but there's still a high degree of guesswork involved in making combination items. It stacks another layer on top of a game that already rewarded you for resoucefulness and exploration.

It's really hard to describe Dead Rising 2. For some people it really is just a zombie slaughter simulator, but at its heart it's an open world adventure game. There aren't any traditional puzzles, but critical thinking is still key. The game is geared in such a way that you're not explicitly forced to find every secret, beat every boss, and save every survivor. All you're forced to do is advance the storyline. Still the game does everything it can to encourage you to do absolutely everything possible within the time limits. There's tons to do and explore and the game is fairly challenging, if not just because of the boss battles. Traditional methods rarely work against them. The bosses are simply stronger than you. Preparation is key. Dead Rising 2 isn't necessarily a game created for replay value, it's just that you're really unlikely to see everything on your first playthrough and curiosity can easily get the better of you.










Here is what I was thinking when Mega Man 9 was first announced: "Umm... there already is a Mega Man 9. It's the one where Protoman gets cut in half and you can play as Bass. You know, the one on the Super Nintendo?" People who don't know their Mega Man history are probably thinking I'm stupid right now. Mega Man 8 was on the Playstation (and the Sega Saturn with hidden bosses!). How could Mega Man 9 possibly be on Super Nintendo?

Technically the game's codename was Mega Man 8.5, but its actual title was Rockman and Forte. Mega Man and Bass in English. Man, that game was awesome... but you probably didn't play it because it only came out in Japan. Mega Man geeks were largely aware of it, though. Emulation was big among Mega Man fans thanks to something known as sprite comics. So yeah, for the most part you had to be a pretty big nerd to know about this game when it first came out. Most people who have played it have done so on their computer, not an actual Super Nintendo. Later on a Gameboy Advance version of the game was made and released in the West so don't worry. It is possible to play this game normally.

Now it's obvious why the game isn't considered a true sequel. It's not entirely new content. Several bosses and enemies are ripped directly out of Mega Man 8, but the resulting product is such an incredibly good game that I think it deserves to be considered the real Mega Man 9. In general Mega Man and Bass is just an extremely ambitious game in the series. It has unique level structure, an extremely robust shop system, amazing graphics for a Super Nintendo game and a brilliant set of weapons. Despite all the good ideas that went into this game its single defining trait is being able to play as Bass: Mega Man's rival.



Most people probably don't know much about Bass because he was introduced in Mega Man 7. While that happens to be my absolute favorite Mega Man game, most people didn't play it or didn't like it. . He's basically the prototype of Zero from the Mega Man X series, and he's got a real inferiority complex when it comes to proving he's better than Mega Man. He's also fun as hell to play as. He can dash, double jump, shoot in all eight directions and still steal powers like Mega Man. Bass can pretty much send himself flying across a room while shooting down at enemies. Plain and simple the guy is super fun and completely changes the way the game plays. Thanks to PinkKittyRose from Youtube for providing video and commentary that helps illustrate all the differences between playing as Bass and Mega Man in this game.

I don't feel the need to go into any extreme detail about how a Mega Man game plays beyond the above video. I'm just going to stress the point that this isn't a game that should be written off. If you like action platformers this is a must play. This game is extremely hard, but at the same time it offers you more useful tools than most Mega Man games. Pretty much every weapon is powerful, and you're capable of upgrading yourself significantly in the item shop. Mega Man's upgrades tend to revolve around all his various sidekicks from the series. He can call in Beat to make himself invincible. He can phone Roll to give him advice on enemy weaknesses. He can summon Rush to dig for hidden items and he can get Eddie to fly down and give him health during a boss battle. They're very useful if you take advantage of them. Mega Man also has a couple oddball upgrades like being able to automatically charge his buster or stand still to slowly gain health.

In contrast Bass only has one sidekick upgrade, but it's a doozy where he can fuse with Treble and fly for a limited time. There's pretty much no place Bass can't reach. People like to refer to Bass as the game's easy mode, which is only partially true. He's a less balanced character than Mega Man that needs to rely heavily on upgrades and powers to win boss battles. When you start off the game with Bass it's real rough. His machine gun will work great on regular enemies but he does almost no damage to boss characters. His upgrades largely revolve around making his buster gun more useful by allowing it to do more damage or fire through walls.



One of the coolest thing about the game is the way the stage structure works. You're not immediately allowed to play any stage like in a normal Mega Man game. Instead you're allowed to select from 3 starter stages, and every time you beat one of them you're allowed to branch out to 2-3 connected stages. The brilliant thing is that there's an unseen path here: Whenever you beat one of the starter stages you're given a weapon and led directly to one of the bosses that weapon is strong against. You're also led to stage that can give you the weaknesses of one of the other starter bosses.

The weaknesses in themselves are brilliant as well. They're not the least bit standard. I'll spoil it for you with one example: Cold Man's power gives you the ability to create an ice wall. You can push that wall around and it'll slide into enemies. You're also able to jump on top of that wall and use it as a moving platform. It's an extremely useful weapon if you know what you're doing. Now typically the ice power works on the fire boss. This is still true, but it's not what you expect. Burner Man is a pain in the ass boss who dashes around the screen laying traps on the ground. When he has you cornered he sprays a stream of fire and tries to push you into a spike pit on the edge of the stage. You have to time things perfectly because Cold Man's power doesn't actually hurt Burner Man. What you need to do is block Burner Man's stream of fire with an ice wall, then push it away. If you do it right Burner Man will be pushed away to the opposite side of the stage... into the other spike pit.

Not every weakness in the game is that unusual, but none of them are extremely obvious either. Aside from Bass, the way Mega Man and Bass approaches weapons and upgrades is the other highlight of the game. On average everything is just more useful than your average Mega Man game. Even though the game isn't extremely innovative, it makes up for that by just being really well designed and at least having a few new ideas.



Mega Man and Bass is well worth the time of any Mega Man fan, but it can easily be brushed aside thanks to the argument that it's just a spinoff. I would say Mega Man and Bass is on par with the actual Mega Man 9, but it loses out just slightly thanks to Mega Man 9 having a great retro concept and an awesome soundtrack Despite that, Mega Man and Bass sits on my list of best Mega Man games ever made.

I recommend anyone interested hunt down the Gameboy Advance version that was released in 2003. It's cheap and a solid port. There's only 2 real complaints against it: The graphics and music were slightly scaled back, and Bass doesn't have a dedicated dash button. They're not enough to hold the game back, though. If you like action platformers at all you should hunt this game down.










Deus Ex: Human Revolution is on the way. In anticipation we've got three Destructoid editors ready to sit down, play and discuss the original PC game with the community. Welcome back to Nostaljourney. For those of you who don't recall, Nostaljourney is a donation based podcast where we give games to community members who never played them, then use their fresh perspective to help determine if a nostalgic game has aged well. The nostalgic members of the cast bring forth the enthusiasm and the non-nostalgic members bring us the harsh truth.

Nostaljourney's a show that openly embraces sidetracking and talking about the good old times, because that's what nostalgia's all about. We are not the least bit formal and there's no real schedule when recording. Wry Guy will occasionally help direct the flow of conversation and that's it. Today we're looking for two members of the community to join our crew.



Here's how you audition to join and get a free copy of the game:

Introduce yourself to the cast. Tell us about yourselves and why you want to be on the show. There's no need to be formal. In particular we'd like to hear about how familiar you are with the game in question or why you're interested in playing it. At the end of the day the cast will talk about who they liked and pick someone to be on the show. It doesn't matter if you've played the game or not. We'll be looking for fun people that are both familiar and not familiar.











In this episode of Nostaljourney we cover the wonderfully charming Mega Man Legends series and discuss how well it held up over time. Spoilers: It has aged amazingly well. We discuss the nuances of the game and how it reflects a different mindset from a different time, as well as have fun talking about the game's funny cast of characters. With Mega Man Legends 3 on the way, we recommend you take a listen.

Congratulations to Qalamari for getting married. You're free to sign up for future episodes when you're done living in boxes.


Nostaljourney Episode 04: Mega Man Legends



Mega Man Legends Hosts:
Wry Guy / Mike Moran
MegaStryke / Tony Ponce
The Cleaning Guy / Kris Knigge
Manasteel88 / Chris Hadlock
Senisan / Farseni Jimnez
Qalamari

Sleepy Man / Jonathan Holmes

Download Nostaljourney Episode 04
[right-click and "save as" to download]

Episode Notes

00:00 - Tape Related Hilarity.

[The Flutter vs The Gesellschaft from the Mega Man Legends OST]

04:00 - Introducing the crew.
13:00 - Mega Man's sadly declining success.
16:00 - The morality system nobody knew about.
21:00 - The story and concept of Mega Man Legends.
25:00 - "Old school gaming logic."
28:00 - The Servbots and the Bonne family!
34:00 - Is it really a Mega Man game? / Keiji Inafune's other work.

[The Apple Market from the Mega Man Legends OST]

41:00 - Mega Man's various upgrades.
46:00 - The Misadventures of Tron Bonne.
51:00 - Mega Man Legend's cliffhanger ending (light spoilers.)
53:00 - Mega Man Legends 2 and how it's so impressive.
58:00 - Final consensus: STILL PRETTY DAMN GOOD.

[The Ending Credits Mix from the Mega Man Legends OST]

01:03:00 - Wry Guy's love of abusing his customers.











We're back to donate free nostalgic games to people who've never had a chance to played them. This episode we have a fairly solid staff already in place, but we need one person who wants to chat with some of their fellow D-Toiders about Mega Man Legends. We've talked a lot about Mega Man in the past as it is, but with Mega Man Legends 3 in the works it only seems appropriate. The balance of this episode is already fairly even. We're looking for one non-nostalgic cast member. If you're nostalgic we might be able to squeeze in one extra person depending on how good an impression you make. The only way to definitely have a shot is if you're someone who has an interest in the Mega Man Legends series but never actually played it, however. Whoever is selected gets a free copy of the game and a memory card if you need it.

Everyone in the world has at least one of the Playstation consoles, so we're not gonna worry about hardware. This episode's staff is composed of the biggest Mega Maniacs on Destructoid. These are the fine fellows you have a chance to chat and record with:



If you're interested in being a member of this show all you need to do is audition and introduce yourself to the cast. Tell a bit about yourself and why you're interested in Mega Man Legends. Consider this a chance to let everyone on Destructoid get a chance to learn a little bit about you, even if you don't win a free game. All I personally care about is that you're fun and you have a good attitude. Don't worry too much about recording. Nostaljourney only records for a few hours at the worst and we don't care about being overly formal or on-topic. After that it's over. You're free to come back for later episodes but you're not committed to anything other than the one episode you sign up for.

These are the only real rules for the show:
  • Your availability must be open enough that you have time to play the entire game.
  • Your schedule must be flexible enough that you can arrange some time in the evening to record for a few hours.
  • You will need a decent headset and a Skype account. Please have or go buy a decent microphone. If you seem cool enough I might even help pay for one.


Seriously. Keep in mind that if you sign up for the show you're gonna have fun. One time Jonathan Holmes told us a story about how he dated a woman with a mold of her own ass hanging in her room. Who knows what other crazy stories that guy has in store.