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Lost Constellation is a pay-what-you-want Night In The Woods ghost story photo
Lost Constellation is a pay-what-you-want Night In The Woods ghost story
by Jonathan Holmes

The success of Night In The Woods on Kickstarter once again proved that the best way to win at crowd funding is to create something that people actively want to lob on to their own image/identity. So many games on Kikcstarter look fun, well made, and interesting, but they lack that charm that drives others to wave the game's flag and join up with its developers. 

Would Obama have become President if those "Hope" images didn't make cool t-shirts and desktop wallpapers? Would so many people have proudly backed KONY 2012 if the campaign had targeted an evildoer with a harder to pronounce name? Probably not. Marketing is everything, and though it may sound obvious, the most important part of marketing is being marketable. 

Thankfully, a lot of marketable games are also genuinely great. If reaction to Lost Constellation is any indication, Night In The Woods will fit that bill. This Holiday-themed romp is available now for the suggested price of $5, but how much you pay is up to you. I haven't gotten a chance to play it myself, but if it's anywhere as good as this, we'll all have cause to laugh and be disillusioned at the same time. What a feeling!

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Two scrappy upstarts discuss working with Xbox and Playstation photo
Two scrappy upstarts discuss working with Xbox and Playstation
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.]

With the year winding down, videogame news has dribbled to a crawl. I've you've never listened to the show before, then it may be the perfect time to take the Sup Holmes plunge.

We've got a rerun here with Mike Mika, creator of #IDARB (I Drew a Red Box) that's pretty amazing. Mike's worked on over 100 games over the years,causing him to cross paths with Jimmy Fallon, Adam Sandler (almost) John Lithgow, and a host of other unexpected celebrities. Having worked on everything from Street Fighter to Alice In Wonderland, Mike has insider experience on what it's like to collaborate with Nintendo, Disney, Capcom, and many other huge names in the industry.

Surprisingly enough, it was the creation of a Donkey Kong hack for his daughter that put him in the mainstream spotlight. That experience inspired him to create #IDARB, which led to partnering with Microsoft to create the first home console game with built in Twitter and Twitch integration. What people say on Twitter or Twitch can actually affect your game. It's pretty bonkers. 

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Destructoid's award for Overall Best Game of 2014 goes to... photo
Destructoid's award for Overall Best Game of 2014 goes to...
by Jonathan Holmes

[Image credit: Mike Lambert]

Why do we love videogames? Some say it's the escapism, or the ability to wrap you up in a story that you get to help tell as it's being told to you. Others say it's the way they can bring friends together, or occupy your mind with interesting mechanics to master and problems to solve. 

The truth is though, no one really knows why we love videogames so much. When you truly connect with something, be it a song, a movie, a game, or another person, it's not always easy to put the feeling into words. When asked "How do you know when it's love," legendary rock and roll group Van Halen responded with the unhelpful axiom "I can't tell you but it lasts forever." If Van Halen couldn't explain love, then how the heck are we supposed to? 

We may not be able to explain why we love games, but we sure as spit can talk about which ones we love the most. We saw a lot of write-in votes here, for games like Bravely Default, Hyrule Warriors, Grimrock 2, inFamous: Second Son, Tomodachi Life, and a bunch of others that we talked about in the Mechanics, World Design, Multiplayer Design, and Narrative Design award announcements earlier this week. In the end, the top four games came within arm's reach of each other. Dark Souls II came in fourth, Shovel Knight beat it out for third. Super Smash Bros. for Wii U just barely missed the top spot, landing in second. 

The winner is a true Cinderella story of gaming, which I will likely gush about in the paragraphs to follow. Before we get into that, be sure to vote in our reader's poll. It's democracy in action.

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The award for Best World Design of 2014 goes to... photo
The award for Best World Design of 2014 goes to...
by Jonathan Holmes

[Image credit: Mike Lambert]

Growing up, a lot of kids I knew liked to try to sound grown up by saying they played videogames "for the story". Maybe they had adapted the phrase from the adults they saw on TV who said they read Playboy magazine "for the articles". Regardless, the stories in the games they loved were often terrible, and they weren't the only ones. I'm not one to point fingers. There was a time when this was some of my favorite storytelling ever, in gaming or otherwise. 

So why are we so enthralled with bad stories? I can only speak for myself when I say that the world crafting in a game can often compensate for failings in narrative. When we watch a good movie or read a good book, effective storytelling can transport us to other worlds. A game doesn't need to rely on storytelling to do that. Instead, we can skip over the storytelling part through methods unique to gaming as a medium, planting us directly into their worlds through techniques that we're still learning to truly understand.  

This year in videogames brought many amazing worlds to life. The write-in votes for this category, including Tomodachi Life, Shovel Knight, Broken Age: Act 1, Bayonetta 2, Hohokum, and Extrasolar are about as varied a bunch of games as you could expect to see. That came across in the voting as well, where our staff's preferences were on full display. One staff member would give nearly every vote to South Park, where another would place the game at the bottom of the barrel. In the end, we had yet another three way tie for third place between Valiant Hearts, Five Nights at Freddy's, and Dragon Age: Inquisition. That left two games to fight it out, Bravely Default and Alien: Isolation, with just a vote between them deciding the winner. Read on to find out who came out on top, and don't forget to vote in our reader's poll on the way out

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Review: Xeodrifter photo
Review: Xeodrifter
by Jonathan Holmes

A lot of the kids who grew up with Metroid, Super Mario Bros., and The Legend of Zelda are now older than than their creators were when those legendary Nintendo franchises were first released. Some of those kids are now videogame developers themselves. Jools Watsham of Renegade Kid is one example. He created Xeodrifter in five months, fueled by financial stress, time constraints, and a raw love of Super Metroid. You can read about his process here

Showing your Metroid DNA on your sleeve is a blessing and a curse. It instantly communicates to the relatively large Metroid fan base that your game was made for them. It also sets the bar incredibly high. Begging for a comparison to Super Metroid is a dangerous thing. As we saw with the reaction to Other M, a disappointed Metroid fan can be an intensely spiteful force. 

My guess is Xeodrifter won't inspire that kind of caustic reaction in the Metroid faithful. If it were an official Metroid game, it would rank near or above many of the other games in the franchise. As long as you go into it expecting something short and sweet, it's hard to imagine that Metroid fans will be disappointed. 

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11:00 AM on 12.25.2014

Report: PSN and Xbox Live down after DDoS attack

I'm currently away from my consoles so I can't confirm this myself, but word on the street is that PSN and Xbox Live are both inaccessible. They've apparently been down off-and-on since last night. Business Insider reports th...

Jonathan Holmes

9:00 AM on 12.25.2014

Duck Hunt on the Wii U Virtual Console is too easy

[Update: Reader Darren Bolton reports you can turn off the cross-hairs by using the D-pad. Is this true, dear readers? Has my Duck Hunt Christmas been saved?] Nintendo released Duck Hunt on the Wii U Virtual Console tod...

Jonathan Holmes

6:00 PM on 12.24.2014

Platinum Games teasing a gift for Christmas Day

[Update: The present is the first page of an ongoing downloadable Bayonetta calender, coinciding with the announcement that the weekly Bayonetta 2 dev blog updates are ending. Also, Kamiya blocked me again. Thanks f...

Jonathan Holmes



The winner of Destructoid's Best Narrative Design of 2014 is... photo
The winner of Destructoid's Best Narrative Design of 2014 is...
by Jonathan Holmes

[Image credit: Mike Lambert]

Any game can use cut scenes to tell a great story. That trick was impressive back when CD-ROMs were cutting-edge technology. Today, the expectation for story-focused games is to work towards interweaving narrative techniques into every aspect of the design. Videogames can do so much more than pure linear storytelling devices like text or film. The best Narrative Design award is Destructoid's way of acknowledging the games that best proved that in 2014. 

Telltale had two games nominated this year. Neither won the award, though they didn't do half bad either. The Wolf Among Us and The Walking Dead Season 2 found a place next to Broken Age: Act 1, Either One, and Dragon Age: Inquisition near the middle of the pack. Notable write-in votes include The Talos Principal, The Banner Saga, The Vanishing of Ethan Carter, Wolfenstein: The New Order, Lightning Returns: Final Fantasy XIII, Danganropa 2, Civilization: Beyond Earth, 80 Days, Wasteland 2, and Valiant Hearts, among others.

In what some would call a Christmas miracle, two games got the exact same amount of votes to win, making them Prom King and Queen of this year's best Narrative Design award ceremony. I know a lot of people hate ties, but I love them, so I'm going to embrace it. Sometimes two things are equally successful, standing side by side with their own important roles to fill. It's hard for me to find anything not to like about that. If you don't feel the same, go on and vote in our Reader's GOTY poll and make your tie-hating voice heard. The two winners of today's best narrative design award will be waiting for you below when you get back. 

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The award for Best Game Mechanics of 2014 goes to... photo
The award for Best Game Mechanics of 2014 goes to...
by Jonathan Holmes

[Image credit: Mike Lambert]

The idea behind the best mechanics category is to highlight games that you'd love to play even if they had stick-figure graphics, no multiplayer, no music, and no story. Some of them may be filled with complex operations. Others may be simple one-button affairs. Regardless, these are games that keep you coming back again and again, hoping to get all the parts to fit together just a little bit better each time.  

The votes were really all over the place here. Games that I figured had a good chance of taking the top spot like Sunset Overdrive and Geometry Wars 3 were beat out by write-ins like Super Smash Bros. for Wii U, The Castle Doctrine and Divinity: Original Sin. Other surprise staff nominations like Wolfenstein: The New Order, Xeodrifter, Road Not Taken, Mario Kart 8, Borderlands: The Pre-Sequel, Bravely Default, Metal Gear Solid V: Ground Zeroes, Dragon Age: Inquisition, Xenonauts, Mercenary Kings, Freedom Wars, Destiny, and Infamous: Second Son didn't do quite as well, but regardless, the message is clear: the Destructoid staff plays a lot of different kinds of games strictly for the mechanics. 

There was also a three-way tie for third place in this category, between three games that couldn't be much more different. In the end, Bayonetta 2, Octodad, and Shovel Knight all tied for the bronze medal in this particular popularity contest. Now that's a three-way crossover I'd pay top dollar for. With those games down, only OlliOlli and Middle-earth: Shadow of Mordor remained. Keep reading to see which one landed on top, and don't forget to vote in our Reader's Poll for your favorite game of 2014

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The winner of Destructoid's Best Multiplayer Design of the year is... photo
The winner of Destructoid's Best Multiplayer Design of the year is...
by Jonathan Holmes

[Image credit: Mike Lambert]

Counting up the votes for Dtoid's Best Multiplayer Design was exciting. I had no idea how the voting would go. Big games like Destiny, Titanfall, and Call of Duty: Advanced Warfare didn't do half as well as you might have expected In fact, Advanced Warfare got just as many votes as small-but-scrappy titles like Sportsball and 1001 Spikes. Nidhogg and Sportsfriends managed to beat the lot of them though, landing near the middle of the ranks.

Sadly, Plants vs. Zombies: Garden Warfare didn't do so hot, though I chalk that up in part to the fact that not a ton of our staff have played it yet. On the other hand, it was nice to see a strong showing from write-ins like Samurai Gunn, Octodad, Divinity: Original Sin, Borderlands: The Pre-Sequel, Screencheat, Crawl, Cannon BrawlGang Beasts, Mercenary Kings, Hearthstone, Magicka Wizard, and GTA Online.

In the end, it was down to three big games: Towerfall: Ascension, Mario Kart 8, and Smash Bros. for Wii U. Keep reading to find out which title won, and don't forget to vote in the Reader Poll!

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5:00 PM on 12.21.2014

Dtoid on Twitch returns with a Splatterhouse champ playing Bayonetta 2

I'm proud to have been a part of Destructoid's Twitch channel back when Jon Carnage got it started in 2010. Kicking off the Super Meat Boy charity stream with DannyB was one of the highlights of my whole darn life. For a vari...

Jonathan Holmes



Playstation Vita, Death and rising from the ashes with Luc Bernard photo
Playstation Vita, Death and rising from the ashes with Luc Bernard
by Jonathan Holmes

[Update: Argh! Sorry to everyone who was confused seeing that the video was "private". That's because the live show ended on 12/21/2014 at 5:30pm EST. The rerun should be up this weekend. Here's a trailer for Desert Ashes in the meantime.]

Today on Sup Holmes, we welcome Luc Bernard back to the program. Luc was one of our original guests on the show, back when he was working on Imagination is the Only Escape and Mass Effect's sex options were still a hot topic of discussion. Luc has been through a lot since then, though lately he's been riding high in the horse with Steam titles like Desert Ashes and the free-to-play Playstation Vita exclusive Death Tales (formerly known as Reaper). 

We'll be talking to Luc about his highs, lows, our games of the year, ambitions for Playstation TV,and whatever else comes up along the way. Join us at 4pm EST and maybe something good will happen to you. 

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Nominees for Destructoid's Overall Best Game of 2014 photo
Nominees for Destructoid's Overall Best Game of 2014
by Jonathan Holmes

[Image credit: Mike Lambert]

I've long been of the opinion that the relationship between a person and a videogame is similar to the relationship between a person and another living being. It's part of why you see people fiercely defend their favorite games, like they would their friends or family. It's undeniable -- we form two way relationships with these things. I first picked up on that back when Little Computer People launched on the Commadore 64, though the idea didn't really solidify in my mind until Nintendogs was released on the Nintendo DS. 

The idea of reviewing a videogame like it is a static, concrete product is similar to the idea of reviewing a person via some testing method or other wholly "objective" assessment tool. It can't ever be totally accurate. There will always be some subjectivity in there. More so, trying to diminish the importance of the personal relationship between two things, be they a game and person or a person and a person, causes you to bypass the most interesting stuff. We can't ever completely separate our unique perspectives from out assessment of videogames, so why not embrace them? 

That's what we did with this year's Game of the Year Awards. While we worked to do a some analysis on why the world design, multiplayer design, mechanics, and narrative design of various games were particularly impressive in 2014, the truth is we don't really understand why we love certain games, just like we don't always understand why we love certain people. We just do. They fit with our brains and make us feel right. 

Here are some of the games we loved the most in 2014. Don't forget to vote for yours

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10:00 AM on 12.21.2014

Iconoclasts creator imagines a Daisy focused 2D action game

My first waking thought this morning was "What if the next Wii U Mario game stars Peach, Daisy, Rosalina and Toadette as they giant sentient broccoli people who reluctantly eat children because they are nutritious?" The ...

Jonathan Holmes







Jonathan's personal GOTY for best butt goes to... photo
Jonathan's personal GOTY for best butt goes to...
by Jonathan Holmes

The Captain Falcon amiibo is apparently pretty hard of get a hold of right now. Through a strange series of events, I ended up with one last night. Without getting into all the details, I'll let you know that I ended up standing beside a local Pokémon champion at nearby Target store. He influenced the clerks behind the counter to look in their backroom for Captain Falcon amiibos. The clerks were sure they didn't have any in stock. The Pokémon champion was sure that they did. Somehow, he was sure.  

Guess who was right?

To be clear, I don't entirely approve of the amiibo craze. Seeing so many people spend their time and money on all these ornamental plastic statues while they ignore great Wii U games like Stealth Inc 2, Lone Survivor, 1001 Spikes, and Thomas Was Alone makes me a little blue. That said, the Captain Falcon amiibo is a charmer worth squawking about, which is why it won my personal butt of the year award.

Thanks again to the Beastie Boys. 

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A game like X-Files and True Detective? Just don't go Normcore photo
A game like X-Files and True Detective? Just don't go Normcore
by Jonathan Holmes

Oh no! It's the end of our three part interview with Ron Gilbert and Gary Winnick, creators of Maniac Mansion and the masterminds behind Thimbleweed Park, a game that has currently raised over $500K on Kickstarter. We didn't learn that David Fox, the creator of Zak McKracken and the Alien Mindbenders, was on the team until after this interview was over. Otherwise we would have included him in this interview too. Sadly, it's too darn late for that, as the Kickstarter has less than 24 hours to go until it's all over

The campaign recently hit the stretch goal for full voice acting, but it's still far off from the iOS/Android goals. It'd be a big deal if they got there, as it would open up their potential audience by at least a few hundred people, maybe more if Apple could just figure out how to properly market the iPhone. C'mon Apple, when are you going to learn how to properly promote your brand?

We talked to Ron and Gary about why those smart phone stretch goals are important to them, the potential for console ports, fetishes, being otherwise unemployable, Joe Flaherty, and a lot more. Thanks again for the interview gentleman, and for returning to the style of game design that helped me to fall in love with the medium all those years ago. I've been waiting for you two to get the band back together since I was 12 years old. Now let's just cross our fingers and hope that you can live up to 25 years of built-up expectations.

No pressure.

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6:30 PM on 12.16.2014

Shantae and the Pirate's Curse Wii U releasing Christmas Day

The long awaited Shantae and the Pirate's Curse is finally about to hit the Wii U. The game has been out on the 3DS for a little while now, but I've been holding out for the home console version. Wii U-specific features like...

Jonathan Holmes

7:00 PM on 12.15.2014

Lisa: The Painful RPG is out on Steam, gets new feel-bad trailer

Lisa: The Painful RPG is 10% off on Steam for its first week on the storefront. I make a cameo in the game as an idiot who might get a sort of super rabies if you play your cards right (or wrong, depending on how much y...

Jonathan Holmes

6:30 PM on 12.15.2014

Monkey Island creator on Kentucky Route Zero, designing worlds and not sucking

It's time for part two of our interview series with Gary Winnick and Ron Gilbert, two of the fathers of the Point & Click genre. as we count down to the end of their Thimbleweed Park Kickstarter. Talking to these leg...

Jonathan Holmes

2:00 PM on 12.14.2014

Playable Pauline, shipping 120 games and #IDARB with Mike Mika

[Update: Show's over folks! Man, that was one whopper of a conversation. Turns out Mike has worked directly with Jimmy Fallon, Nintendo, Adam Sandler, Disney, and almost John Lithgow. Definitely of the most eye opening episo...

Jonathan Holmes

12:00 PM on 12.14.2014

Fighting game science, advice from the pros and more with Cardboard Robot

[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 ...

Jonathan Holmes

10:30 AM on 12.14.2014

Phoenix Wright was almost named 'Roger'

The Ace Attorney series has gradually built itself a small but loyal following outside of Japan. One of the reasons for that is how the games offer an experience that you can't get anywhere else in gaming. Their popularity ha...

Jonathan Holmes

7:00 PM on 12.12.2014

Thimbleweed Park Kickstarter was a joke for five seconds

The Thimbleweed Park Kickstarter is almost over! We're celebrating this historic event with an explosive interview series starring not one, but two amazing middle aged men -- Mr. Ron Gilbert (Monkey Island) and Mr. Gary ...

Jonathan Holmes

6:30 PM on 12.12.2014

We're doing our GotY awards differently this year

The days when games were tailor made to suit the tastes of a small subset of society are over. You can no longer look at a game and know on sight who it was made for and what hardware it's running on. There are more reasons t...

Jonathan Holmes



The most disrespectful push-ups in videogames photo
The most disrespectful push-ups in videogames
by Jonathan Holmes

Like I was saying to the creators of Pocket Rumble, the minutia is what will make or break a fighting game. All the little moment-to-moment experiences in a given round of combat have to come together to create a vast psychological landscape. That big picture is easy to take for granted unless you take the time to pick it apart now and again.

For instance, winning or losing a fight doesn't have to be about how the game defines victory. The player can define victory on their own terms if they choose to. Using the old Dan/Servbot/Amingo team in Marvel vs. Capcom 2 and knocking just one of the opponent's characters out of the match is the peak of competitive fighting game majesty for some. For others, taking on all comers with Pichu and surviving a three-minute battle in Super Smash Bros. Melee is the zenith of videogame achievement. Setting a goal and reaching it. That's what winning is all about, regardless of how the game or anyone else judges you.

Maybe the Wii Fit Trainer's unorthodox crawl animation in Super Smash Bros. for the Wii U will become the next great disrespectful fighting game handicap. Doing a quick set of push-ups while in the middle of a super-powered combat scenario really sends a message. It's a message about priorities, about how seriously you take your opponent, and the importance of doing whatever the heck you want. It's beautiful. So beautiful that I had to write a song about it. 

Thanks Leonard Nimoy!

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8:00 PM on 12.09.2014

Amiibogeddon update: Toys "R" Us no longer carrying the 'holy trinity'

[Image assistance from CJ Melendez] We've yet to get a straight answer from Nintendo about the Villager, Wii Fit Trainer, and Marth Amiibo's collective status on the endangered toy species list. First we hear they are discont...

Jonathan Holmes

9:00 PM on 12.07.2014

Father of videogames Ralph Baer passes away at 92

Ralph Baer was an electronics and engineering pioneer, known as the "father of videogames." Baer designed the Magnavox Odyssey, starting work on the machine in the late 1960s before releasing it in 1972, when it became the w...

Jonathan Holmes

8:00 PM on 12.07.2014

Looks like those amiibos aren't really discontinued

Maybe I'm just being overly cautious, but it's almost impossible to know what to believe on the internet, so take this with a grain of salt. A screengrab of a email from Nintendo of America's David Young has popped up on NeoG...

Jonathan Holmes

7:00 PM on 12.07.2014

Mercedes Carrera comments on the charity stream hubbub

[Image provided by Mercedes Carrera.] A few hours ago, I wrote a story about how the AbleGamers suffered a DDoS attack after pulling out of a collaboration with adult film star Mercedes Carrera on a charity live stream. Some ...

Jonathan Holmes

2:20 PM on 12.07.2014

Sup Holmes goes live with the creators of Pocket Rumble

[Update: Thanks for watching everybody! Since the stream is over, I put up the Pocket Rumble episode of Two Best Friends up there in their place. Rumor has it a storm is coming...] Capcom recently announced Street Fighter V,...

Jonathan Holmes

1:00 PM on 12.07.2014

AbleGamers backs out of charity event after reading it will 'weaponize porn'

[Update: Looks like AbleGamers' site is back up.] [Update 2: I asked AbleGamers to comment on those questioning if they were DDoS'ed or if their site went down because of unusually high traffic. The told me "Three different r...

Jonathan Holmes



Katamari creator teams with former EA designer for Wattam photo
Katamari creator teams with former EA designer for Wattam
by Jonathan Holmes

Wattam is a new PS4 exclusive from Robin Hunicke (Boom Blocks, My Sims) and Keita Takahashi (Katamari Damacy, Noby Noby Boy, Tenya Wanya Teens). The game was inspired by Takahashi's experiences playing with his two year old son, as they wondered "what if all toys lived, and connected by themselves?" Sounds a lot like amiibo and Skylanders, though knowing Takahashi, it's unlikely that Wattam will end up going in that direction. 

We'll be finding out more about Wattam when 2015 rolls around. Hopefully Funomena doesn't stretch out the reveals for too long. 

Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi [Playstation]

 

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11:30 AM on 12.07.2014

Hot Sticky Mess is the 'hardest' Electronic Super Joy DLC to date

[Update: The levels in Hot Sticky Mess were designed by Don Nguyen and Cassie Chui, not Michael Todd and Cassie Chui as originally reported. Apologizes for the error.] Electronic Super Joy is a happy, scary game about a...

Jonathan Holmes



Megan Fox talks Lego Universe, pigeon racism and nonviolent gun play  photo
Megan Fox talks Lego Universe, pigeon racism and nonviolent gun play
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 week on Sup Holmes we welcomed Megan Fox of Glass Bottom Games to the studio. Megan is a powerhouse of imagination and business acumen. We chatted about her time working for Lego on Lego Universe, how your portfolio is more important than your degree when applying for work in the business, the right and wrong way to do Steam sales, the non-intrusive themes of race and sexuality in her upcoming game Hot Tin Roof and a lot more. 

Thanks again to Megan for hanging out with us, and tune in today at 4pm EST when we welcome the developers of Rocket Rumble to the program. 

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9:30 AM on 12.07.2014

What would you want out of an amiibo focused game?

The jury is still out on the success of Amiibo. Although certain figures have pretty much sold out, we don't know if that's because they were "incredibly popular" or just "made scarce by design".  Regardless, it's clear ...

Jonathan Holmes



Street Fighter V teaser trailer leaked, planned to be a PS4/PC exclusive photo
Street Fighter V teaser trailer leaked, planned to be a PS4/PC exclusive
by Jonathan Holmes

There is a big PlayStation event happening this weekend, and as is customary for big events in this industry, we have been granted a nice pre-event leak to chew on. Unlike the big Smash Bros. leak from earlier this year, this one seems to have come from the publisher itself. Capcom posted this teaser trailer on its YouTube page a few hours ago, and has since taken it down. Oops! I'm guessing it will be putting it back up again in the next 72 hours or so, hopefully with a little more info on what Street Fighter V will have to offer. 

It doesn't look like Street Fighter V will be that different from its predecessor, at least where graphics are concerned. Ryu and Chun Li look a lot like they did in Street Fighter IV but with less exaggerated features and a little more detail in their character models. With diminished visual wow-factor, its status as a PS4 and PC exclusive, and "Street Fighter IV update fatigue" plaguing less competitive fans of the series, I'm already a little worried that the game may not drum up as much excitement as Street Fighter IV did all those years ago. 

Then again, EVO is bigger than ever, and the PS4 and PC are the easiest consoles to stream from. Maybe Street Fighter V will surpass Street Fighter IV's popularity through those means. I sure hope so. After Street Fighter III: 3rd Strike, the series went into hibernation for almost ten years. Those were sad times. Hopefully Street Fighter V will prevent them from returning.

Street Fighter 5 officially announced, Capcom releases teaser trailer [EventHubs]

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Does amiibo work on the Boston subway system? photo
Does amiibo work on the Boston subway system?
by Jonathan Holmes

The reality of Amiibo is kinda cool, but the dream of Amiibo is infectious. The Russian Instagram video of someone trying (and apparently failing) to use a Samus Amiibo to get on the subway is at over 100K views on my Youtube channel. That's a lot of passion for the potential of Amiibo. It's the kind of thing that myths and legends are made of. 

Case in point, I was at my local GameStop yesterday and the clerk behind the counter mentioned to me that his "buddy confirmed" that "only the Samus Amiibo would get you a free ride on the Boston area subway system." Without name dropping too hard, I told him I worked for a videogame blog that reported on that story, but that it was the Moscow subway and that it didn't actually work. He was polite but insistent, stating that his "buddy was never wrong about this kind of stuff."

Being the consumed truth seeker that I am, I dashed right off to the subway with my four Amiibos in my pocket, determined to get to the bottom of this breaking videogame news story. The results speak for themselves, as seen above. Only one question remains -- would you want to see an ongoing series of videos focused on busting Amiibo-related myths? I'm already hearing stories of Amiibos being used to open locked doors, tricking food stamp card readers into thinking you're rich, and to making mean, bad children become good, nice children with just a quick scan of their brains, all thanks to Amiibo's power. A team of "Amiibyth Busters" could take on these alleged truths if that's something you'd want to see. Let us know in the comments. 

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10:00 PM on 11.30.2014

The indie advent calendar is the gift that keeps on giving

The team over at Rat King (TRI) has partnered with a number of independent game developers to create an online advent calendar that offers up daily downloadable game related presents. First up is the soundtrack for Endless Le...

Jonathan Holmes

9:00 PM on 11.30.2014

This cancelled Dirty Harry game was a wonderful, terrible idea

Back in the mid-2000s, Warner Bros. was planning on bringing Clint Eastwood's iconic, brutality-friendly policeman Dirty Harry back to life in videogame form on the PS3, Xbox 360, PC, Wii, and even the DS. Eastwood had agree...

Jonathan Holmes