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Xbox to indie devs: There's a place for your game on Windows 10, no matter the size photo
Xbox to indie devs: There's a place for your game on Windows 10, no matter the size
by Brett Makedonski

Microsoft announced last week at GDC in San Francisco that it was introducing cross-play between Xbox One and Windows 10 devices. That opens a world of possibility in ways for developers to deliver games to their audience. Some will likely take full advantage; others will be more reserved. But, the option's there, nevertheless.

Following Xbox boss Phil Spencer's talk, I sat down with ID@Xbox program director Chris Charla to discuss what this new ecosystem meant for independent developers. There was a lot of ebb and flow to the conversation, but the main takeaway was "There's a place for [indie devs] -- no matter what size or scale the game is -- on Windows 10."

Charla was the man that was brought aboard by Microsoft almost two years ago to try to keep Xbox in the never-ending arms race to court independent developers. The Xbox 360 generation saw Microsoft use up a lot of goodwill in that department, and it needed to re-establish its name. That's what ID@Xbox was built for: to recruit developers that bring a different flair to the Xbox stable of games.

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2:45 PM on 03.10.2015

The DmC Devil May Cry: Definitive Edition changelog is extensive

With DmC Devil May Cry: Definitive Edition out now, fans of the series have another title to keep them satiated till the next one is ready. As you've likely read, Chris gave his impressions of the game earlier. He was im...

Alessandro Fillari



Skyworld takes unique advantage of Valve's new virtual reality tech photo
Skyworld takes unique advantage of Valve's new virtual reality tech
by Alessandro Fillari

We got a big shock at the beginning of the week when Valve announced its partnership with HTC to produce a new virtual reality headset. We all knew the company had ambitions to enter the console market with Steam Machines, but the inclusion of a VR device makes it seem all the more bold. The VR arms race we're seeing with Facebook, Sony, and now Valve shows that it's likely going to get heated in the coming years.

Over the course of GDC week, Valve let only a select few members of the press go hands-on with its device and play some demo titles. It was behind closed doors, and many people were turned away. But fortunately, Destructoid was among the few to give the new technology a test drive and experience the VR title Skyworld from the developers at Vertigo Games.

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7:00 PM on 03.05.2015

Elite: Dangerous has bold plans for the future

Things have been going well for Frontier Developments. With the success of Elite: Dangerous, which features a sizeable and passionate community of space explorers, and having won the prestigious Audience Award from the 2015 G...

Alessandro Fillari



ArenaNet: Guild Wars 2: Heart of Thorns 'is like Metroid and Zelda slammed together' photo
ArenaNet: Guild Wars 2: Heart of Thorns 'is like Metroid and Zelda slammed together'
by Chris Carter

Guild Wars 2 is one of the most accessible MMOs ever made. Eschewing the Holy Trinity of class builds, you can basically pick any character you want and still fulfill a role in any group. Everyone can heal, and everyone can contribute in some way.

As a result of that design however, a lot of opportunities for advanced tactics fell by the wayside, and the endgame was too simplistic to keep everyone interested. Can the upcoming Heart of Thorns expansion rectify that problem?

I had some time to talk to lead designer Colin Johanson and figure out just that.

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Exclusive: Dot Arcade is a new full color videogame for Wii U photo
Exclusive: Dot Arcade is a new full color videogame for Wii U
by Jonathan Holmes

Two of James Montagna's most well known games are Adventure Time: Hey Ice King Why'd You Steal Our Garbage?!! and Wonder Momo. These games sold because of their characters. Wonder Momo had built up a strong following through her comic strip on Shifty Look, and Adventure Time was a worldwide merchandising phenomenon by the time it first hit the market. 

I'd imagine designing a game that features beloved characters must be a double-edged sword. Expectations are higher, but so are potential for sales. The pressure is on to design something that does justice to the source material, but on the other end, its the source material that will inevitably be the star of the show, not the design decisions. 

Maybe that's why James has designed his first "solo project" on videogame consoles to be something almost completely abstract. The only literal depictions of in-game characters coming form virtual "marquee art" that appears on the side of the screen. All the action takes place between on a field of simple flashing lights. That's just one of the ways Dot Arcade hearkens back to a day long before Montagna was even born, when electronic games were more analog than digital, where actual light bulbs worked as individual "pixels" and the language of videogames as we know it was still largely unwritten. 

It's a little hard to believe Dot Arcade is real, but according to James, "The game is actually finished. It's ESRB rated, and completely Nintendo Lot Check approved -- I just have to decide the release date and let Nintendo know when to pull the trigger."

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Why are so few of Evolve's characters female? photo
Why are so few of Evolve's characters female?
by Kyle MacGregor

Evolve will launch with twelve hunters: eight men, three women, and a robot, though it's referred to as a "he." Of the three female characters, two are medics (Val and Caira) and the other (Maggie) is a trapper. There are currently no female assault or support class characters.

That could certainly change in the future. The asymmetric shooter's season pass contains an additional four hunters. As it stands, though, three-fourths of the cast are men, a ratio sure to disappoint some. Others may be surprised to learn there are any female characters at all.

The topic came up in an interview I conducted with Evolve creative director Phil Robb late last year. Speaking at developer Turtle Rock Studios' office in Lake Forest, CA, Robb told me "there was no political agenda" behind the uneven gender distribution. "It wasn't a planned thing," he added.

Robb went on to describe a fluid design process, one driven by "what feels right."

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My interview with the voice of Vegeta didn't go so well photo
My interview with the voice of Vegeta didn't go so well
by Bill Zoeker

I was surprised to find myself given the opportunity to interview Christopher Sabat; the founder of voice over studio, Okratron500, and the voice actor for Vegeta, and many other Dragon Ball characters.

I've been a huge Dragon Ball fan for years, if you couldn't tell from the Just Saiyan series we once did, so this was very exciting for me. Perhaps my nerves got to me, or perhaps I'm just rusty from not having done any interviews for a while, but this did not go well. I didn't get the impression that Chris liked me very much.

If you want actual information on Dragon Ball Xenoverse, just click here.

[Disclosure: This interview took place at a Bandai Namco event held at a venue in San Francisco that I forgot the name of. It was catered by a food truck, but I wasn't very hungry. They started serving free alcoholic cocktails at 4:30. Chris was great sport with this video. I didn't actually stalk him.]

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Jacob 'Humble' Browe talks Minelands: Call of the Border photo
Jacob 'Humble' Browe talks Minelands: Call of the Border
by Brittany Vincent

Jacob "Humble" Browe is a visionary. He's just shipped a multi-billion dollar game to hundreds of retailers across the United States and Canada, with additional release dates staggered across the world.

After running a successful Kickstarter that raised over $6.5 million to campaign for Avenged Sevenfold to play in his backyard, he then created a Patreon in an effort to supplement his crippling Starbucks habit month-to-month while using kickbacks from his millionaire parents to create Minelands: Call of the Border, the game that's got millions clamoring for a sequel only a day or so after release. Now he's making waves in the industry like we've never seen before. From humble beginnings, he's rising through the ranks of the video game business like a shooting star. It's going to be one fascinating ride.

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5:00 PM on 02.05.2015

To Infinity and beyond: A chat with Disney Infinity's executive producer

The near-field communication (NFC) figure craze was at its height this past holiday season. Skylanders, amiibo, and Disney Infinity figures flew off shelves in droves. I know my local Wal-Mart looked like an adorable Bat...

Jason Faulkner



Dark Souls II: Scholar of the First Sin is more than just a remaster photo
Dark Souls II: Scholar of the First Sin is more than just a remaster
by Alessandro Fillari

I'll be the first to say it: it's going to be the year of Souls. With the release of Bloodborne only a month away, which looks to redefine the experience along with its wonderful change of setting, From Software has been busy as of late. But that's not stopping the studio from re-releasing its previous title Dark Souls II for new audiences on new hardware.

Recently, the developers released an update for existing versions of Dark Souls II for all players, adding in an invasion faction, characters, and even new encounters. Of course, this is to ease them into what Dark Souls II: Scholar of the First Sin has to offer. Though there's been little information about what to expect from this revisit, the folks behind the title had a lot to say about it.

At a special Bandai Namco Games event last week, Destructoid got to go hands-on with the new and improved version of Dark Souls II and chat with Bandai Namco global producer Atsuo Yoshimura. Though many see it as simply a remaster, From Software thinks of it as much more.

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Meet the winner of Nintendo Power's The Mask II contest photo
Meet the winner of Nintendo Power's The Mask II contest
by Tony Ponce

In my heart of hearts, Nintendo Power will never die. If you were an American Nintendo gamer in the late '80s to early '90s, this monthly rag granted you unfettered access to a world of insider news and gossip that made you the envy of every schoolyard game jockey. The magazine itself may be gone, but its legacy is immortal.

Over the course of nearly 25 years, a number of features and events inside and outside the pages of Power became legendary -- the Super Mario and A Link to the Past comics, the Star Fox 64 promotional VHS, EarthBound's literally stinky ad campaign. But among the most infamous was the ill-fated The Mask II Player's Poll Contest.

In Vol. 77, published in October 1995, Nintendo offered one lucky winner a spot as an extra in the sequel to the smash hit action comedy The Mask. Production on the movie was halted indefinitely after Jim Carrey declined to reprise his role, which also meant that whoever won the contest was boned. The Nintendo Power editorial staff did eventually deliver a public apology... in the final issue. What happened in the 17 intervening years? Was the winner awarded an appropriate consolation prize, or did the Big N leave the kid high and dry?

Well, why don't I just ask him directly?

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Evolve director on DLC: 'I don't like people thinking we're doing underhanded, dirty shit' photo
Evolve director on DLC: 'I don't like people thinking we're doing underhanded, dirty shit'
by Kyle MacGregor

Evolve was peddling pre-order bonuses before its publisher had even shown off what the game looked like. A year later, we have a better idea what type of experience Evolve will offer when it releases next month. However, concerns regarding its business strategy linger.

Months ago, Turtle Rock Studios co-founder Chris Ashton made headlines when discussing the developer's plans for DLC. He stated the game was built "from the ground up" for add-on content, something he claimed Evolve would support "more so than any game ever before."

I broached the snafu with creative director Phil Robb during a studio visit late last year, a conversation that once again seems relevant in light of recent announcements surrounding the game's mystifying DLC plan and the negative reaction it has elicited from fans.

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Project Scissors dev: 'Working with a renowned film director could easily become a nightmare'  photo
Project Scissors dev: 'Working with a renowned film director could easily become a nightmare'
by Jonathan Holmes

[Art by Mariel "Kinuko" Cartwright]

We're closing out our Project Scissors: NightCry pre-release interview series with director Hifume Kono by bringing the focus back on the historic pairing between developer Kono-san (Clock Tower) and his new partner in horror Takashi Shimizu (Ju-on, The Grudge). This was the second biggest paring of a horror film director and a game developer that I heard about in 2014. The first was Guillemo del Toro and Hideo Kojima, who are currently working to develop Silent Hills.

I asked Kono-san what he thought of the pairing between Kojima and del Toro, how his collaboration with Shimizu-san might work to combine the best aspects of Ju-on with Clock Tower, and for a final word on what makes Clock Tower/Project Scissors so special.

Thanks again to Kono-san for sharing his one-of-a-kind insights and inspirations with us. He has left and indelible mark on the evolution of the survival horror genre. It will be exciting to see what fascinating, nail-biting tour of doom he takes us on next.

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4:00 PM on 01.13.2015

You play as a woman in Project Scissors because 'who wants to hear the screams of a grown man?'

The original Clock Tower was a cult hit when it was first released, and it's managed to stay fresh in the minds of horror game fans ever since. The Jennifer Connelly look-a-like lead; the shocking juxtaposition between quaint...

Jonathan Holmes

4:00 PM on 01.12.2015

The Grudge director is working on Project Scissors 'for free'

Earlier this month, our first look at Clock Tower spiritual successor Project Scissors: NightCry arrived in the form of a live-action trailer made by Ju-on and The Grudge director Takashi Shimizu. It was p...

Jonathan Holmes



RuPaul on drag, games, and those who fear a changing world photo
RuPaul on drag, games, and those who fear a changing world
by Jonathan Holmes

RuPaul has taken just about every form of media by storm. Film, music, talk shows, reality shows, live performances, comedy, drama: You name it, Ru's tried it. Now she can also scratch game development off the list as well.

Dragopolis 2.0 is a "drag puzzle-action game filled with stunning fashion, challenge, levels, outrageous humor, and more." Yes, in a move that few expected, Dragopolis 2.0 combines aspects of pinball, Bust-A-Move, something akin to Street Fighter X Tekken's gem system, and an evil super villain who hatches a plot to steal all the cutest outfits in town. This may be the closest thing to a Bayonetta puzzle game we ever see.

No one would accuse RuPaul of shying away from self promotion. Thankfully, she was willing to take the time to answer a few of our questions regarding her game, the parallels between videogames and drag, and her similarities with Sonic the Hedgehog. Her answers were relatively brief, aside from the one about Sonic. That one seemed to strike a chord for some reason.  

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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 12.12.2014

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



Oddworld creator talks Jim Henson, VR, Videogame Awards and more photo
Oddworld creator talks Jim Henson, VR, Videogame Awards and more
by Jonathan Holmes

Last Sunday on Sup Holmes (also on Libsyn and iTunes) we talked with Oddworld series creator Lorne Lanning... a lot. It's the longest episode we've done, chalking in at almost 2 1/2 hours. I know that sounds like a long time, but it really flew by. On top of that, I think I talked for total of 10 minutes, and I wouldn't have had it any other way. Much like his games, Lorne's brain is an endless landscape filled with surprises, insights, oddities, and brilliance. I hope to go back there soon.

He's also lived quite a life. I had no idea he worked on an Academy Award winning film, and that his wife helped create the God damn Labyrinth owl. That puts Abe just one degree of creator separation from Jennifer Connolly, Kermit the Frog, and the naked organist from Monty Python. It would be cool to see the those four in the same room someday. I bet they'd get along great.

On top of his sizable body of work, we talked with Lorne on the multiple influences that helped him to birth the Oddworld series, his experience working with (and later rebelling against) the big publisher system, his confidence that VR is on the cusp of going mainstream, why he's chosen this time to bring back Oddworld, teases of future projects, and a lot more. 

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This War of Mine is a harrowing journey of survival photo
This War of Mine is a harrowing journey of survival
by Alessandro Fillari

War, what is it good for? For starters, it makes for easy entertainment in fiction. With the rise of war games over the last two decades, it's common to see these experiences as nothing but an over-the-top spectacle to show off explosions and the might of the military. But in recent years, we've begun to see more games that pay attention to the philosophical and existential conflicts related to war.

One of my favorite last-gen games, Spec Ops: The Line, subverted expectations by reintroducing the horror and dread that war imparts on those it touches. And with last summer's Valiant Hearts, which told the stories of men and women during World War I, I'm glad we're seeing more of the human and emotional side of armed conflict.

Back at PAX Prime 2014, I had the opportunity to experience another such title called This War of Mine. Meeting with the developers at 11 bit studios, I got to chat about the origins and intentions they have with their survivalist take on war.

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Resident Evil was a difficult game to remaster in HD photo
Resident Evil was a difficult game to remaster in HD
by Alessandro Fillari

With the rise of high-definition re-releases, many fans have likely made a wish list of titles they hope will eventually get the HD treatment. Whether they be classics from the '90s or 2000s, we're seeing a variety of games find new life in today's market. Unfortunately, not every title can make that transition to modern consoles, be it for technical or design reasons.

Thankfully, Resident Evil is an exception. During a special hands-on session with the game, I experienced what it was like to return the mansion in full HD, and even got to speak with members of Capcom staff to learn about the challenges they faced with Remastered.

They certainly had their work cut out for them.

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Four things I loved about playing Assassin's Creed: Rogue photo
Four things I loved about playing Assassin's Creed: Rogue
by Alessandro Fillari

It's been four years since Assassin's Creed became an annual fixture. Every year, like clockwork, Ubisoft releases a brand new, fully developed title in the AC series. But things have changed slightly this year. In a surprising move, Ubisoft decided to ditch the cross-gen development for this year's release of Assassin's Creed, and focus on making two different titles that focused on different directions. With Assassin's Creed: Unity coming to current gen and PC only, many fans will likely miss out. But it seems like people have forgotten that another title in the series is releasing on the same day.

The ever elusive Assassin's Creed: Rogue, which was just announced two months ago, is Ubisoft's attempt to try to offer something for fans who haven't made the jump to current gen, but also aims to improve upon the design and structure set by fan-favorite Assassin's Creed IV: Black Flag. Speaking with Rogue's producer, Karl Luhe, and after spending a good four hours with the tittle at a recent preview event, I see that there's a lot to like with this recent entry in the series.

But I still do have some misgivings.

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12:30 PM on 10.11.2014

Smash Bros. clones didn't 'increase required man-hours'

Smash Bros. for the 3DS has been out for a week now, and while reception has been generally positive, there are naturally going to be some gripes after the hype dies down -- fighting Little Mac on a totally flat course, 3DS n...

Jonathan Holmes







Watch Dogs: Bad Blood goes punk, features co-op play and new modes photo
Watch Dogs: Bad Blood goes punk, features co-op play and new modes
by Alessandro Fillari

Say what you will about Ubisoft, but they've got a knack for trying something a little different for their DLC offerings. After the incredibly successful launch of Watch Dogs back in May, it seemed like they've been biding their time with the release of some smaller DLC packs to one of their best-selling new titles. With so much content packed in Watch Dogs, I was curious to see how a single-player campaign DLC can stack up.

But now, it seems Ubisoft felt that four months was enough for players to explore the city of Chicago as Aiden Pearce. With a new playable character, a new set of tools, and new missions to dive into; players can see the streets of Chicago through a fresh perspective, and can even bring a friend along for the ride.

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BioWare is working to specifically differentiate Dragon Age: Inquisition from Dragon Age II photo
BioWare is working to specifically differentiate Dragon Age: Inquisition from Dragon Age II
by Chris Carter

When I entered BioWare's offices and had a chance to speak to the game's Executive Producer and Studio GM, I had one goal in mind -- to find out how Dragon Age: Inquisition was going to be more like Origins, and less like Dragon Age II.

You'd expect a lot of Molyneuxian backpedaling when confronted with the idea that the last game was a letdown in many eyes, but the responses I received were genuine, with a real concern for learning from past mistakes, and a confident assurance of the game Inquisition could really become.

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SoundSelf with Oculus Rift is the ultimate trip photo
SoundSelf with Oculus Rift is the ultimate trip
by Alessandro Fillari

It's no secret that gaming conventions are fertile ground for developers to try out their new creations. Back in April, Jonathan Holmes got the chance to check out SoundSelf with Robin Arnott, the creator of the unorthodox horror title Deep Sea, and saw first hand the impression it had on players. Utilizing virtual reality, players are taken for a ride through their own personal odyssey of light and sound.

During the hustle and bustle of PAX Prime, I got the chance to go on a special trip of my own, and it was clear that SoundSelf made quite a name for itself on the show floor. I also got some time to speak with Robin Arnott about his creation and the desire to create an existential experience that brings players to a state of zen and wonder.

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How Final Fantasy Type-0 came to PS4 and Xbox One photo
How Final Fantasy Type-0 came to PS4 and Xbox One
by Kyle MacGregor

Final Fantasy Type-0 HD wasn't on the show floor at PAX last weekend, but Square Enix did show off the action RPG behind closed doors.

During our meeting with the publisher, Destructoid touched base with director Hajime Tabata to discuss how different the game is from the rest of the series. We also learned about the Tabata's strong desire to create a MOBA.

Now let me tell you about the part where we delved into title's strange development history.

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Final Fantasy Type-0 HD is a mature new take on the series photo
Final Fantasy Type-0 HD is a mature new take on the series
by Kyle MacGregor

Final Fantasy Type-0 HD is taking Square Enix's beloved RPG series in a bold new direction. According to director Hajime Tabata, it's "much more mature in comparison with previous titles" and provides "a completely new take on the franchise" for adults. 

Destructoid met up with Tabata over the weekend in Seattle to check in on how the remaster of the 2011 PSP game is coming along. Visually speaking, it looks quite good, though that's far from the upcoming PS4 and Xbox One title's most striking quality.

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12:30 PM on 08.24.2014

Experts think competitive doubles could make it big in Smash Bros.

The Super Smash Bros series is one of the few ongoing competitive fighting game series that was designed from the ground up for two-on-two simultaneous play, but you might not know that if you only went by the biggest moments...

Jonathan Holmes



Alien: Isolation is haunting and uncompromisingly scary photo
Alien: Isolation is haunting and uncompromisingly scary
by Alessandro Fillari

Though it was initially seen as "Jaws-in-space," the legacy for Alien is certainly much more pristine than the one with the giant shark. Originally released in 1979, the first Alien would eventually become a much-loved horror film that spawned a major movie franchise. And while the sequels would get more attention and prominence among fans, the original still holds a special place in the hearts of fans.

After the release of some rather disappointing Alien titles, and with the Cameron interpretation of Alien as the de-facto standard for the franchise, the developers at Creative Assembly believed it was about time fans went back to the roots of the series. Just a week before gamescom, Sega invited Destructoid out to get some quality time with Alien: Isolation, and to speak with the game's creative lead, Alistair Hope. During our time, we got to learn just how different horror is when faced off with something out of your league.

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Father of the Wasteland: How to trust your fans and revive a classic photo
Father of the Wasteland: How to trust your fans and revive a classic
by Alessandro Fillari

Take a moment and think about your dream game. You've probably been thinking about this for awhile. It's always in the back of your mind. Whenever you see new a title promising to do what your dream game does, you wonder if it can possibly reach it. Your dream game, it feels fleeting and impossible, but the joy and wonder it evokes is still real and raw. 

Suddenly, you've been given the chance to make you dream game real. Friends look to you and hope you won't screw things up. Now you've got strangers invested in it. With so many people now following you, watching you, wanting you to make your game, it puts an enormous amount of pressure on you. 

Sounds nerve wracking, right? This is all too real for Brian Fargo and his development studio inXile Entertainment. Two years after an enormously successful Kickstarter for Wasteland 2, they're quickly approaching the time for its release. We were invited to meet Fargo during his press tour for the game. During our talk, we learned just how much inXile and the creator are putting on the line with this revival of a classic post-apocalyptic adventure.

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1:00 PM on 07.27.2014

They grow up so fast: Game Informer interviews Aaron Linde about writing Battleborn

It doesn't feel like it has been that long since former Destructoid reviews editor Aaron Linde moved on to work in the game industry, but it has been almost six years now. In that time, he has contributed to a number of deve...

Darren Nakamura



Slender: The Arrival is coming to consoles, bringing new VHS-based terrors photo
Slender: The Arrival is coming to consoles, bringing new VHS-based terrors
by Bill Zoeker

Slender: The Arrival is coming to Xbox 360 and PlayStation 3 this year, and it's arriving with some added content (which owners of the game on PC will receive for free). Casey Lynch from Midnight City came by to play through one of the new levels with Max.

The level shown in the above video actually takes place on a VHS tape being viewed by another character from the game. It puts the player in the shoes of CR, who is investigated the disappearance of a child named Charlie Matheson.

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11:00 AM on 07.13.2014

Two pros are 'edgy' about slight landing lag in Smash Bros. 4

Yesterday I wrote an article about why I'd like to have the option to turn on tripping in Smash Bros for the Wii U and 3DS. It upset a lot of people. Sorry, guys. One part that some people found particularly insulting was ins...

Jonathan Holmes







Throw children and provoke raccoons in The Road Not Taken photo
Throw children and provoke raccoons in The Road Not Taken
by Bill Zoeker

Max hung out with Dave and Daniel of Spry Fox Games to check out their upcoming title, The Road Not Taken. From the makers of Triple Town, this puzzle roguelike puts the player in an adorable world, with dark undercurrents. It's up to you to save the village's children from perilous evils using sheer wit, and the ability to throw things around. Coming this year to Playstation 4, Playstation Vita, PC and Mac (via Steam).

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DNA splicing will make you a better you in Subnautica photo
DNA splicing will make you a better you in Subnautica
by Hamza CTZ Aziz

Natural Selection began life in 2002 as a mod that successfully married the first-person shooter and real-time strategy genres. It's since gone on to eat up the last 12 years of developer Unknown Worlds' time as they created a sequel, and even an eSports tournament around it. Now, development of Natural Selection II is being handed over to the dedicated community around the game as the studio focuses on their next project, Subnautica.

Subnautica, a vast departure for Unknown, is an underwater exploration and survival game that doesn't have an emphasis on combat. It made its worldwide debut at PAX East and, despite hiding the game inside a little booth on the showfloor, I saw people lining up every day of the show just to see what this new title was all about.

I visited the team at Unknown Worlds and talked to co-founder Charlie Cleveland to see what the public reception was like, and got some new details on what they hope to achieve with Subnautica

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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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