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1:00 PM on 06.28.2014

Nintendo shareholders meeting is like a bad comments section

[Update: Here's a transcript of the full shareholders presentation.] One of the first things you learn when you start creating content on the internet is that a lot internet commenters are also aspiring content creators. They...

Jonathan Holmes

11:30 AM on 06.28.2014

Journalist and developer team up for GaymerX 2 attendee documentary

Former Capcom developer James Morris and Pokemon-inspired beefcake photographer Matt Baume are traveling across the country, interviewing attendees of upcoming GaymerX 2 event. Sadly, I'm not going to GaymerX 2, but Jam...

Jonathan Holmes

10:00 AM on 06.28.2014

Skyward Sword and 1001 Spikes speed runs will get your blood pumping

Skyward Sword and 1001 Spikes may not look like they have a lot in common, but they share a lot of the same design sensibilities. Both games are about exploring relatively small, densely packed areas that appear simple on th...

Jonathan Holmes



Reggie recognizes the Metroid influence in Axiom Verge, gets heckled photo
Reggie recognizes the Metroid influence in Axiom Verge, gets heckled
by Jonathan Holmes

[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on Youtube, and can be found in Podcast form on Libsyn and iTunes.]

Last Sunday on Sup Holmes we welcomed Tom Happ, creator of the upcoming PS4 and PS Vita game Axiom Verge to the program (full episode here). Tom had just returned from E3, with the help of Sony, who is backing Axiom Verge via their Indie Pub Fund. Tom's worked in the industry for years, but this was his first time standing along side the likes of games like Destiny and The Witness, with a game that he made entirely by himself no less. You can imagine how he might have felt.

Axiom Verge looks a lot like what people might want from a classic 2D Metroid game, but with all new mechanics that work to inspire the feeling of infinite possibilities in a "hackable" world that Metroid used to evoke. That's something that Sony and Gamespot clearly appreciate, but what does Nintendo of America President Reggie Fils-Aime think of the game? His answer, and the spot-on heckling it inspired, were one of the many enlightening treats found in this episode. Also, Tom worked on a proof of concept prototype of a 2D Maximo game? Amazing. 

Thanks again to Tom for appearing on the show, and be sure to stop by the Youtube live stream today at 4PM EST when we welcome Chris Chung, creator of the Katamari-prequel rascal cat simulator Catlateral Damage to the program. Be there or be (made of) square(s). 

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7:00 PM on 06.21.2014

What if other Nintendo characters had Bayonetta's proportions?

There are a lot of different ways to look at Bayonetta, as she manages to be many different things to many different people at the same time. Depending on what angle you're looking at her from, she could appear to be a sex ob...

Jonathan Holmes

10:00 AM on 06.21.2014

Bayonetta Wii U-specific outfits empower Bowser kicks and visor flips

Bayonetta 2 is almost here, and from everything I've played, it seems to be a more consistently exuberantgame than the original. While the first game frequently toggled between serious face grim-darkness and light-hearted whi...

Jonathan Holmes

9:30 PM on 06.19.2014

Guacamelee console specific outfits 'possible but unlikely'

A new version of modern Canadian classic Guacamelee! is about to hit PS4, Xbox One, Xbox 360, and Wii U in a few weeks. It's got tons of bonus content! But it wont have the awesome fan-made skins available on the Steam versio...

Jonathan Holmes



Sometimes it's better for your Kickstarter to fail photo
Sometimes it's better for your Kickstarter to fail
by Jonathan Holmes

On a recent episode of Sup Holmes, we met Dan and Jackie of Holy Wow Studios, creators of the modern American classic Icarus Proudbottom Teachers Typing. Did you know the original Icarus Proudbottom game was about air travel via poop blast? Giving context to Icarus's name somehow makes it less and more funny at the same time. It's amazing how something can exist in two opposite positions simultaneously. 

Icarus Proudbottom recently made his way to Kickstarter, with a new game that simulates the experience of being Captain Kirk of the Starship Enterprise. Not the new, soft lipped, normal talking modern Kirk. We're talking softbelly, stilted speech pattern, '60s Kirk. Sounds good to me! Sadly, the game didn't make it's funding. At least, I was sad about it. Dan and Jackie seemed both disappointed and relieved. More proof that it's not impossible to be in two opposite mental states at once. 

We talked about a whole bunch of other stuff, like what it's like to work on a game with your significant other, the special multiplayer version of Icarus Proudbottom Teacher Typing, and a lot more. Check out the full episode here, and check back to the YouTube page this Sunday at 4pm when we welcome Chris Chung of Catlateral Damage to the program!

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'Is it more like Melee or Brawl?' Your Smash Bros. questions answered photo
'Is it more like Melee or Brawl?' Your Smash Bros. questions answered
by Jonathan Holmes

[Photo by Zalno]

Six years ago, I shot my first video for Destructoid at the Worcester Polytechnical Institute's Smash Bros. Brawl Pre-release tournament. Things have come full circle. My how I've changed.

What hasn't changed is the fact that the Smash Bros. fans (including the developer of the Katamari fan-prequel cat simulator Catlateral Damage!) have the most trustworthy, meaningful opinions on how the next game in the series is coming together. We talked about what characters they were most excited to use, which they were afraid will be cut, how the game compared to past Smash Bros. games, and a lot more. The general consensus seemed to be that characters with fast, powerful normals and less hang-time while in mid-air like Little Mac and the Wii Fit Trainer often had the advantage to characters with wider mobility and flashier moves, though that may have been due to the fact that they were more effective for beginners. As for the marketing effectiveness of the event, about a third of the people I talked to at the event didn't have a Wii U yet, but after playing Smash Bros. for the Wii U, they all said they were planning on getting one.

We also saw a lot of the 3DS-specific Smash Run mode. It felt like the Zelda-stage of Melee's Adventure mode, but much more densely packed with enemies. We saw Robotnik robots, Rios from Metroid, Bullet Bills, 16-bit Cuckoos taken straight out of A Link to the Past, Mites from Subspace Emissary, and tons of other enemies. It didn't seem like more than a few seconds would go by before a new group of enemies was filling the screen, only to be cleared fairly quickly. If Subspace Emissary suffered from spreading the good parts too thin across a large, inconsistent world, Smash Run looks to make up for that by packing every inch of the game with action and and an all-star cast of Nintendo enemies.

We're hoping to get someone from the Nintendo Treehouse on for Sup Holmes (which airs live today at 4pm EST right here) to talk about what's next for Smash Bros., so stay tuned!

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9:00 PM on 06.13.2014

Rhythm Heaven enemy surfaces in Smash Bros. 4

Buried under all the other E3 news this weekend as the eagle-eyed observation that one of the Sneaky Spirits from the original Rhythm Tengoku/Heaven on GBA is an enemy in the Smash Run mode of Super Smash Bros. for 3DS....

Jonathan Holmes



Review: Aban Hawkins and the 1001 Spikes photo
Review: Aban Hawkins and the 1001 Spikes
by Jonathan Holmes

I'm angry that I had to write this review of 1001 Spikes, as I would have rather spent this time playing more of it. That anger makes me all the more similar to the game's titular hero Aban Hawkins. Neglected and disrespected by his famous father and stuck in the shadow of his intelligent and responsible sister, he's got every reason to be a grump. This is a man with something to prove and he doesn't care how badly he's going to get hurt in the process. He's not going to stop until he shows the world that nobody and nothing can keep him down.

Aban's story is a perfect fit for the world of hurt he runs into headfirst. 1001 Spikes is a game of endless danger, a place where eye contact with death is a near constant. The game fights you nearly every step of the way, but it always fights fair, making each small victory feel like a life affirming success. Those who can summon the bravery to risk the challenges here are bound to discover that they are capable of more than they had given themselves credit for.

For the tenacious, nothing is impossible.

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5:00 PM on 06.07.2014

This is why you can't touch Barbie

[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on Youtube, and can be found in Podcast form on Libsyn and iTunes.] Last week on Sup Holmes, we met Mike Kasprzk (...

Jonathan Holmes

12:30 PM on 06.07.2014

Get a load of the new Pokemon R/S Mega Evolutions and trainer duds

The latest issue of Japanese game mag CoroCoro has revealed some of the new Mega Evolutions for the Pokemon Ruby/Sapphire remakes, including new Megas for starters Sceptile and Swampert, event Pokemon Diance, and series masco...

Jonathan Holmes

11:00 PM on 06.04.2014

Udon's Art of Capcom Complete Edition don't give a f*ck

Like the WWE, Capcom has been around long enough to have history that spans several distinct eras. They may be in the "all our old fans hate us but we still put out some good games sometimes" era now, but in the '90s, they we...

Jonathan Holmes

2:30 PM on 05.30.2014

The Cave Story/Kero Blaster/Gero Blaster connections

Daisuke "Pixel" Amaya (Cave Story, Kero Blaster, Ikachan, Guxt) has a unique style that would be hard for anyone to convincingly counterfeit. His music, visuals, stories, and designs complement each other in ways that allow t...

Jonathan Holmes



Cave Story creator on wanting to quit, working with publishers photo
Cave Story creator on wanting to quit, working with publishers
by Jonathan Holmes

[Kero Blaster art by Paul Veer]

Cave Story is one of the most influential games to see release in the past ten years. It showed the world that one person can make a videogame that is as good if not better than works from major studios, and without asking for a dime. That's a tough act to follow for the game's creator, especially seeing how long Cave Story was in development. Daisuke "Pixel" Amaya had put years of work into the game before it was released. There was even a completely different version of Cave Story, now known as the Cave Story Beta, that had to be almost entirely reworked before it became the classic that it is today. 

A similar thing happened with Kero Blaster, Pixel's latest game. It was originally called Gero Blaster, and had a completely different story, premise, level design, music, enemy design, items, and just about everything else. After months of production, Pixel had doubts about what Gero Blaster had become, so he scrapped nearly every aspect of it, despite being very close to wrapping development. Instead, he took "cat and frog" premise of Gero Blaster in a whole new direction for a whole new game called Kero Blaster (and its semi-prequel Pink Hour), which was released on Playism and iTunes earlier this month.  

In this first entry in a two-part mini-interview, we asked Pixel about what it took to remake Cave Story and Gero/Kero Blaster, and if he'd ever want to work with Sony or Nintendo. His answers may surprise you. 

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11:00 PM on 05.22.2014

1001 Spikes weaves a Knytt'ed Cave Tempura Story of the Dead

Development of Aban Hawkins and the 1001 Spikes is over, which appears to have put Nicalis into full throttle publicizing mode. That's great news, as I'll take any excuse I can get to talk about good old Aban and company. Th...

Jonathan Holmes

8:00 PM on 05.20.2014

1001 Spikes development complete, Curly Brace confirmed

Did you see the new multiplayer trailer for Aban Hawkins and the 1001 Spikes? Look closely and you'll see Commandgirl Video from the Bit.Trip series, an all new boss fight, and Curly Brace from Cave Story. That's just the sta...

Jonathan Holmes



Review: Kero Blaster photo
Review: Kero Blaster
by Jonathan Holmes

Kero Blaster stands directly in the shadow of not one but two other games by creator Daisuke "Pixel" Amaya. First is Gero Blaster, the original build of Kero Blaster which was announced back in early 2013. Gero Blaster was based on comics that Amaya drew in college about himself as a frog and his girlfriend as a cat. The cat is kidnapped by cyclops aliens and the frog must head off to rescue her. The game looked to be a lot of fun, and was quite far along before Amaya  reportedly scrapped the whole thing and rebuilt it as Kero Blaster

The other game that Kero Blaster has hanging over its head is Cave Story. Released in 2004, Cave Story changed the way many people viewed independent game development. It took Amaya five years to develop the game, and he released it for free. Later, it would receive enhanced ports for WiiWare, DSiWare, 3DS retail, 3DS eShop, and Steam. Fans of the game will tell you that it's one of the greatest Metroidvania titles ever made.

Seeing that Kero Blaster is the first action-platformer that Amaya has released since Cave Story, expectations are understandably high. Ironically, it's diehard fans of Cave Story who may be the most disappointed with Kero Blaster, as they are in for a much shorter, less ambitious experience. That's not to say it's any less worthwhile. If Cave Story is a rock opera, then Kero Blaster is an album of energetic, perfectly paced pop songs. As long as you don't go into one expecting the other, there's no reason you can't enjoy both in equal measure.

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6:00 PM on 05.17.2014

Pong-style assist trophy bounces into Smash Bros. 4

There was a time when Pong was one of the most popular videogames in the world. This was a time when games were often freely copied by anyone who wanted to take a stab at the fragile, untested world of videogame publishing. C...

Jonathan Holmes





12:00 PM on 05.11.2014

Adventures of Pip planned for Wii U and Xbox One

Some of the developers responsible for the original Shantae and Wayforward's A Boy and his Blob are burning up Kickstarter with a thing called Adventures of Pip. It's the story of a single square who evolves into a full, 16-...

Jonathan Holmes

1:30 PM on 05.10.2014

Retro Game Challenge 2 fan translation almost complete

The old rule of thumb was that fan translations never get picked by the game's original developer or publisher, but Stiens;Gate and Ys: The Oath of Felghana proved differently. I hope that Retro Game Challenge 2 (known as Ga...

Jonathan Holmes

10:00 PM on 05.07.2014

Wonder Red appears in Smash Bros. 4... as a trophy

One of the intrusive thoughts that would hit me while playing The Wonderful 101 is how great the game's collection of 100 simultaneously controlled heroes would work as a contestant in the next Smash Bros tournament...

Jonathan Holmes

9:30 PM on 05.07.2014

Nintendo announces Skylanders-style NFC toys for Wii U/3DS, much more

[Update: Full financial briefing transcript in English with slides can be found here.] Nintendo recently announced that they didn't make as much money as they wanted last year. That's bad news for them, but good news for us, ...

Jonathan Holmes



Advance Wars is better than CoD: Advanced Warfare photo
Advance Wars is better than CoD: Advanced Warfare
by Jonathan Holmes

When the word leaked that the next Call of Duty game is called Advanced Warfare, there was just one thing everyone everywhere wanted to know -- will Advanced Warfare be as good as a 10-plus-year-old Game Boy Advance game with a name that sounds kind of like Advanced Warfare?

Sadly, the answer is "no."

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9:30 PM on 05.06.2014

Back Treachery in Beatdown City and get Aces Wild for free

Former Rockstar man Shawn Alexander Allen and his partner Diana Santiago have a passion, and that passion is Treachery in Beatdown City. Their game has less than a day left on Kickstarter and just about $10K left to do before...

Jonathan Holmes

11:30 PM on 05.05.2014

Shaq Fu: A Legend Reborn is fully funded

With only three hours left in its Indiegogo campaign, Shaq Fu: A Legend Reborn currently sits at 104% of its funding goal. How did the sequel/remake of one of the least respected games in history manage to succeed where...

Jonathan Holmes

5:30 PM on 04.27.2014

Sleepy Time is a Rhythm Depression Masturbation sensation

A lot of weird, unmarketable, one track minded games are referred to as "masturbatory" by their detractors. From a wider perspective, many detractors of videogames in general refer to the medium as "masturbatory", as so many ...

Jonathan Holmes



Twist and shout with your body, Caitlin Cooke and Bounden photo
Twist and shout with your body, Caitlin Cooke and Bounden
by Jonathan Holmes

PAX East was completely bonkers this year. There was a marked decrease in big publisher representation, with Microsoft showing strictly old stuff and Nintendo and Sony bowing out completely. The indies more than made up for it though. In past years there were relatively distinct boundaries between the Indie Megabooth and the rest of the show. This year, it was like the Indie Megabooth was the entire show. It just didn't seem to end. Even when you ventured into booths run by relatively large publishers like Cartoon Network, Adult Swim Games and Devolver Digital, it was still all indie stuff. 

That was a good thing for plenty of reasons, but more than anything, the heavy indie presence this year meant for more games at the show overall. In the space that would have normally been taken up by ten kiosks for the new Mario game, we got the likes of Kero BlasterWoah Dave!, Not a Hero, Tetropolis, Mushroom 11, Y2K, Max Gentlemen, Mewgenics, Videoball and so many more. 

This made it impossible to see everything at the show, but we tried anyway. That's how we ended up with 30 interviews this year, conducted over a day and a half. The video we have here with Bounden, the Twister+Sonic+Ballet game, with hunky developer Adriaan de Jongh (Game Oven) and starlet Caitlin Cooke, is the last of those interviews. We did our best to see everything, but we failed. I was so excited to interview the developers of A Hat in Time, Treachery in Beatdown City, Hotline Miami 2, TransistorGods Will Be Watching, Actual Sunlight, and all the rest, but it didn't happen. Still, the playlist above should give you something of an idea of what it's like to try to meet every available game developer at PAX East 2014, so that's better than nothing. 

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10:30 AM on 04.20.2014

She Got Game doc focuses on the strengths of women in gaming

One of the criticisms that's commonly levied at feminism (in gaming or otherwise) is that it focuses a lot on what people can't or shouldn't do, and not enough on what they can and should do. I don't share that criticism ove...

Jonathan Holmes



Take a look at the PAX East Diversity Lounge photo
Take a look at the PAX East Diversity Lounge
by Jonathan Holmes

While our event video matron Conrad Zimmerman was off editing video at PAX East last weekend, Caitlin Cooke and I went to take a quick look at the much ballyhooed Diversity Lounge. I had heard from Conrad and Caitlin that the area was far off from the central PAX attractions, and that it was barely populated. When I got there, I was happy to see that it was quite well populated. 

I found out later that that Penny Arcade's Mike Krahulik just happened to be at the Diversity Lounge playing his game Thornwatch when we stopped by to shoot this video. Apparently, things went back to "incredibly quiet" after he left. If Mike's appearance at the lounge (and the crowd he brought with him) is a sign that Penny Arcade's efforts to make PAX a more universally accepting place was a success or a failure is up for interpretation. 

As for me, I did not feel very comfortable entering the lounge. Given how comfortable I am in general, that's saying a lot. On one hand, I felt like I may be intruding on someone else's space, as they may have gone to the diversity lounge specifically to get away from people like me. On the other hand, I felt like I would potentially come of as a "fraud" for treating the diversity lounge as place designed for me, when I don't feel that it was.

That's right, the diversity lounge made me feel irrationally defensive and paranoid that I might be accidentally offensive at the same time. Quite a feat for a place designed to make people from varied backgrounds feel at home together, though some of the exhibitors there seemed to have had a much more favorable experience with the thing. 

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Divekick Addition Edition+ will keep growing if you keep playing photo
Divekick Addition Edition+ will keep growing if you keep playing
by Jonathan Holmes

We've got about 30 videos from PAX East to show you soon, many of which (Mewgenics, Rain World, Shovel Knight, Crypt of the Necrodancer, Interstellar Selfie Station, Kero Blaster, La-Mulana 2) are already up on the Dtoid YouTube page, with so much more to come. Argh! So many games!

One of the more salacious interviews we scored was with Adam "Keits" Heart, creator of Divekick. He told us all about how Johnny Gat from Saints Row ended up in the upcoming release of Divekick Addition Edition+ and how he fights. Johnny's jump and divekick offer a balance of both offensive and defensive attributes that are rivaled only by Dive and Kick themselves. It's only when he starts throwing out specials that things get really wild. His black hole move is extremely versatile, and allows for a myriad of possible effects on a fight. It changes the way gravity works for both characters, creating a suction point that might help or hurt either fighter. His dubstep gun and car-hit-you attacks are a little more straightforward, but even they have more to them than you might have guessed. 

The biggest shocker was that Adam has pledged to keep adding new characters to the game for no additional cost to the player as long as people keep playing Divekick. While Adam's got plenty of work in front of him on designing new content for Killer Instinct, he's not going to let his first game go by the wayside as long as there is an audience there that wants to keep the game alive.

Who would you want to see join the cast of Divekick Addition Edition+? From what I hear, the gang at Yacht Club Games would love to see Shovel Knight join the cast. Hmmmmm...

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Conker creator on Rare barns, sequel plans, Rusty Pup and more photo
Conker creator on Rare barns, sequel plans, Rusty Pup and more
by Jonathan Holmes

Some weeks ago on Sup Holmes, we welcomed Chris Seavor of Gory Detail to the program. Chris got his start in games working on the original Killer Instinct at Rare. From the sound of it, Rare was able to harness the best aspects of big-budget and independent development in those days. Back then, each team at Rare worked in their own "barn" and made the games they wanted to play. And no, "barn" isn't slang for something else. They were really working in farmyard barns.

Other topics included Rare's special relationship with Nintendo, the hot competition between the Banjo-Kazooie barn and the Conker barn, the surprising, lasting success of GoldenEye, the creative freedom that allowed for Conker's Bad Fur Day to exist, the joy and pain (mostly pain) of voice acting, the company wide vote that contributed to Rare's sale to Microsoft, the malaise that set in thereafter, Chris' old plans for a Conker sequel, and a lot more. Chris even let a bit out about his highly secret new project The Unlikely Legend of Rusty Pup, currently planned for computers and Nintendo consoles. It's one to watch. 

Thanks again to Chris for appearing on the show! I certainly hope it won't be the last time we hear from him. Speaking of which, updates regarding the future of Sup Holmes can be found on our Kickstarter page. The campaign still has a few hours to go and you can already get a few free games on there. Who knows what will happen once the campaign is actually complete?!?! (Hint: we'll make more Sup Holmes and other stuff). 

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The pros and cons of releasing Smash 3DS before Smash Wii U photo
The pros and cons of releasing Smash 3DS before Smash Wii U
by Jonathan Holmes

When I first heard that the 3DS version of the next Smash Bros. was releasing months before the Wii U edition, my immediate feeling was confusion, which inspired the thought, "Nintendo, are you trying to kill the Wii U?" The game looks so good on the 3DS that it's already got potential to eat into the Wii U game's sales. Now that it's releasing first, is there any question that the home console version sales are going to suffer?

Actually, yeah, there is question. There are definitely positives to releasing on 3DS first. If Nintendo plays its cards right, it could work this situation to the benefit of both game versions.

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7:30 PM on 04.09.2014

Natasha Allegri pays tribute to Smash Bros.' new high heels

When Nintendo unveiled Samus' new footwear in yesterday's Smash Bros. presentation, the internet went wild. "How dare they!?!" they cried, tears of shoe-serious stress and tension streaming down their faces. "Just because she...

Jonathan Holmes



Sup Holmes kickstarter offers free game, dancing idiot photo
Sup Holmes kickstarter offers free game, dancing idiot
by Jonathan Holmes

The Sup Holmes kickstarter is less than 60 hours away from completion and we've almost prestigued 3 times already. Thank you so much! We're going to stretch that funding towards creating as many extras as we can. There's a lot in the planning stages at the moment, including a new show with Caitlin Cooke, a new show with Samus and Sagat, a new intro song by Jake "Virt" Kaufman, and a load of other sweet surprises. That's all on top of the additional 50 episodes that we've committed to doing on top of the initial proposed season 3.

We did it, guys.

In case you missed it, we've also got the announcement that Gordon Midwood of Different Cloth/Different Tuna is offering a code for Derrick the Deathfin on Mac/PC to anyone that backs at the $20 level. That's on top of the Steam code for Retro City Rampage and the weird comic book that I'm going to draw for backers at the $15 level! So many things!

And on top that, James Montanga has created a free game for all to love called Holmesball 64! It's like a cross between Pong, Bit.Trip CORE, and a conversation. It's so great. I love it a lot. And on top of even all that is a free digital toy/app/thing by Mike Lambert (Binding of Isaac Rebirth, Cave Story 3D, 1001 Spikes) that simulates what it's like to stare into my face and make the face do things while the body dances forever. My life is great and I wish I could make you all feel great too.

Sup Holmes Season 3 [Kickstarter]

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6:00 PM on 04.06.2014

Retro City Rampage 3DS revenues already surpassed 360, new patch live

When Retro City Rampage was released last year, developer Brian Provinciano was inundated with requests to put the game on the 3DS. It didn't look likely at first. Brian was already tackling the job of building the game on P...

Jonathan Holmes

1:00 PM on 04.06.2014

Rhythm Heaven music producer diagnosed with Laryngeal cancer

The Rhythm Heaven series hasn't become a household name outside of Japan (yet), but in its native country, the games sell in the millions. That success is due in no small part to the work of Tsunku, the singer/songwriter/prod...

Jonathan Holmes

12:30 PM on 04.06.2014

Vlambeer apologizes for 'discomfort' from Luftrausers imagery

Vlambeer are no strangers to positive press, having endeared themselves to many through their tenacity in the face of a sometimes malicious marketplace, constant efforts to help others find success, and most importantly, prod...

Jonathan Holmes

11:00 AM on 04.06.2014

New Joylancer build adds new enemies, attacks, and more

The last time we talked about Joylancer it was just starting out in this world. While many were impressed with the premise and mechanics, most wanted more -- more enemies, more action, more multi-player, more everything. &nb...

Jonathan Holmes