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Mortal Kombat X photo
Mortal Kombat X

Predator's Mortal Kombat X appearance contains an unlikely movie reference


Nice work NetherRealm
Jul 01
// Chris Carter
Just this week, the Predator was unveiled by way of Mortal Kombat X's Tower Mode, where players were able to face him as a CPU opponent. People have been recording nonstop since then, trying out every single possible ability ...
Disney Magical World photo
Disney Magical World

Disney Magical World 2 is coming to the 3DS in Japan


Also known as 'Magical Castle'
Jul 01
// Chris Carter
Disney Magical World was released in the west last year, and it was a decent entry-level Animal Crossing game that resonated with a younger audience. Bandai Namco has just announced a full sequel, which is titled Disney Magical Castle 2: My Happy Life in the east. Evidently the full unveiling will happen on July 6, at which point we'll get more information on some updated features.
Dark Pit photo
Dark Pit

Dark Pit amiibo is a Best Buy exclusive


Dark day for Dark Pit
Jul 01
// Brett Makedonski
More cheery news coming out of the amiibo world: Dark Pit will be exclusive to Best Buy. Instead of having the opportunity to snag him at one of five (or so) retailers, you have to deal with The Big Yellow Price Tag. This mor...
League photo
League

Riot is selling skin variation packs again for League of Legends


These should be free character rewards
Jul 01
// Chris Carter
Riot Games is bringing Chroma Packs back to League of Legends. For those of you unfamiliar with them, you'll be able to basically recolor your Champions' skins with them. You can buy them for your champs (Zac, Morgana, Darius...
Inafune photo
Inafune

Inafune is coming to Anime Expo 2015 with a 'special announcement'


'May interest Mega Man fans'
Jul 01
// Chris Carter
Mighty No. 9 is just around the corner, and famed producer Keiji Inafune will be heading over to Anime Expo 2015 once again to make a "special announcement." The convention will be held from July 2 until July 5, and Inaf...
Street Fighter V photo
Street Fighter V

Street Fighter V is...coming to Six Flags?


Uh, okay
Jul 01
// Chris Carter
Street Fighter V is shaping up to be a decent follow-up to SFIV, and Capcom has randomly decided to hype up the Spring 2016 release a bit with a Six Flags cross-promotion, which will see "participating" theme parks host ...
Fallout 4 photo
Fallout 4

A Fallout 4 character is now in Fallout Shelter


Preston Garvey
Jul 01
// Chris Carter
In an interesting turn of events, Bethesda seemingly thought it would use Fallout Shelter to promote the upcoming Fallout 4, but the former has already done very well for itself. Either way though you're getting a hefty amoun...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Humble Borderlands Bundle adds more DLC


Claptrap and Headhunter DLC
Jul 01
// Darren Nakamura
Last week, Humble and Gearbox announced the Humble Borderlands Bundle, featuring Borderlands, Borderlands 2, a coupon for 75 percent off Borderlands: The Pre-Sequel, and a big chunk of downloadable content for the first two g...
Skullgirls photo
Skullgirls

Skullgirls 2nd Encore will arrive on PS4 next week


July 7
Jul 01
// Chris Carter
Developer Lab Zero Games has announced that Skullgirls 2nd Encore will arrive on the PS4 next Tuesday on July 7. It will feature Cross-Buy with the Vita version, which is apparently still in development with a "six week ...
Miiverse photo
Miiverse

Miiverse is getting a complete overhaul soon


Screenshot albums!
Jul 01
// Chris Carter
The Miiverse ended up being a pretty worthwhile experiment, as it provides a source of entertainment that all of its competitors just can't match. Thankfully though Nintendo is keeping up with the times, and is providing some...
Hearthstone photo
Hearthstone

Hearthstone's new card back gives trolls much-needed love


Card back for Zul'jin
Jul 01
// Chris Carter
Normally I don't bother covering Hearthstone ranked seasons, but I figured "what the hell" for this one since it has a card back I actually like. Earning rank 20 or above this month will net you a Darkspear back, which i...
Sonic Boom photo
Sonic Boom

Fire & Ice isn't the only Sonic Boom game on the horizon


Sonic Dash 2 is already on Google Play
Jul 01
// Chris Carter
You want more Sonic Boom? No? Well too bad! It looks like you're getting a new 3DS game sometime in the near future, and Sonic Dash 2: Sonic Boom has just been released on Google Play. It features the newly-wrapped cast ...
Dirt Rally photo
Dirt Rally

DiRT Rally gets a bunch of new tracks and cars


Woooo, car stuff
Jul 01
// Laura Kate Dale
If you're a fan of Codemasters' racing game DiRT Rally, then you'll probably be excited to learn a new handful of cars and tracks has been added to the game. Vroooooooooooom!!!!! So, what's been added to the game? Twelve new ...
Dark Souls photo
Dark Souls

Dark Souls franchise sells 8M copies


Just think of all those deaths
Jul 01
// Vikki Blake
The Dark Souls franchise has sold over eight million copies worldwide, with more than 3.25 million copies sold on PC alone. Famitsu - reporting from a From Software presentation - confirmed the original Dark Souls game s...
Dark Souls photo
Dark Souls

Play Dark Souls like a boss...literally


Get your own back with this new mod
Jul 01
// Vikki Blake
Dark Souls modder White Lord of DaTeHaCKs has created a mod that'll put you squarely in the shoes/hooves/claws/whatever of your favourite worst nightmare. The Darks Souls Boss Arena Mod "enhances the Debug Mode opt...
Devilian photo
Devilian

Trion announces it's publishing F2P MMO Devilian


Like a less confusing Path of Exile?
Jul 01
// Joe Parlock
That thing you just saw was the trailer to Trion’s newest MMO, Bluehole Ginno Games’ Devilian. I forgive you if you still don’t know what the game is, because that trailer explains exactly fuck all about it...
PlayStation 4 photo
PlayStation 4

The PlayStation 4 has 70-90% of the EU's console market share


Shuhei Yoshida crowned King of Europe
Jul 01
// Joe Parlock
Oh how the tides have changed. This time last generation, Sony was really struggling to keep up with the Wii or the Xbox with the PlayStation 3. But look at it now! (Almost) world domination! VG247 has reported that the ...
Thomas Was Alone toys photo
Thomas Was Alone toys

Thomas Was Alone action figures are a real thing


Autographed by Mike Bithell
Jun 30
// Kyle MacGregor
I haven't had the urge to buy blocks in... a long time, but these Thomas Was Alone "action figures" are testing my resolve. The Claire figure even floats, apparently, which sounds perfect for the tub. Yes, I'm a supposed adul...
Shovel Knight retail photo
Shovel Knight retail

Shovel Knight headed to retail with a proper instruction manual


'No two-page inserts here!'
Jun 30
// Jordan Devore
Shovel Knight is one of those games that's so good, you want as many people as possible to hear about it, play it, and hopefully dig it as much as you do. To that end, some good news: Yacht Club Games is pushing for a retail ...
Fast-paced MOBAs photo
Fast-paced MOBAs

Matches in Gigantic should only take 15 minutes


'That's a goal of ours'
Jun 30
// Jordan Devore
I'm not much of a MOBA person, but I have really gotten into Heroes of the Storm as of late thanks to its snappy, streamlined design. Shorter matches are a godsend. I've also been eying Gigantic, Motiga's super pretty third-p...
No girls allowed photo
No girls allowed

Why you can't be female in The Legend of Zelda: Tri Force Heroes


Link isn't very masculine
Jun 30
// Jed Whitaker
In an interview, The Legend of Zelda: Tri Force Heroes director Hiromasa Shikata explained why players can't choose to be a female character. "The story calls for this sort of legend/prophecy where heroes will come toget...
Terraria 1.3 photo
Terraria 1.3

Time to boot up Terraria again


Version 1.3 is here
Jun 30
// Jordan Devore
Everything I knew of Terraria's 1.3 update was shown in that mine cart video. Looking over the vast changelog, there are hundreds of additions, tweaks, and fixes. It's here and it's huge! Multiplayer is easier to set up, for ...
Terminator Genisys photo
Terminator Genisys

There's an in-theater Terminator game, and it's real silly


What a surprise!
Jun 30
// Mike Cosimano
Terminator Genisys is a very dumb movie, as you would expect from a series that both resolves its franchise-long conflict with every other installment and involves copious amounts of overly complicated time travel. From the n...
RollerCoaster Tycoon photo
RollerCoaster Tycoon

RollerCoaster Tycoon World looks way better


But I'm still worried
Jun 30
// Jordan Devore
The last time I wrote about RollerCoaster Tycoon World, I said the game looked bad. Because, well, it did. I was hardly the only one, writer or otherwise, to say as much. Atari certainly heard. Flash forward to now, and we've...
Amazon photo
Amazon

Amazon's started offering game discounts to Prime members (and some are really good)


This is an interesting development
Jun 30
// Brett Makedonski
Amazon's started something new and interesting -- it's offering Prime members discounts on some games without explicitly stating that it's offering discounts on those games. Yeah, it's weird, but Prime members benefit which t...

Blizzard: 'We have the freedom to bring any character we want into Heroes of the Storm'

Jun 30 // Chris Carter
Destructoid: Let's start out with a simple question -- what inspired Blizzard to create Heroes of the Storm? Kaeo Milker: It all started out as just a cool way to show off what the StarCraft II Editor was capable of for BlizzCon back in 2010. We’d just launched StarCraft II: Wings of Liberty and set a few very small teams of developers loose on creating fun mod maps for the show. These teams built several maps, and we selected four to bring to BlizzCon, including one that was an homage to Warcraft III Defense of the Ancients that we called, “Blizzard All Stars.” The expectation was that we’d release these maps to StarCraft II shortly after the show, but something special happened with Blizzard All Stars and the feedback we received changed the course of things.  There was so much excitement about the game from our team, from Blizzard, and from the BlizzCon attendees that we had to take a step back and reconsider how much additional work should go into the map before its release. We ended up holding it back and we assigned a handful of developers to continue working on it en route to BlizzCon 2011, where we showed it again as, “Blizzard DOTA.” There were new heroes, a redesigned map, and some different takes on game mechanics, and we got even more positive reinforcement on its potential. This growing excitement from internal folks as well as our community led to some very intense conversations about the scope of the game and how we should approach it.  Some serious discussions spawned where we started asking questions like, “What if we ignore the recent games in this space and approach this as a reimagining of what those early mods could have become?” Those conversations led to a decision to make a standalone game where we’d throw out the expectations and rules, and simply make the game we wanted to play. That decision was super scary in its departure from the norm, but also very liberating, and we ended up calling that game Heroes of the Storm when we re-announced it at BlizzCon 2013. D: Tell us a bit about the beginnings of the MOBA genre and its origins. How did the team react to this level of engagement out of a use map settings creation? K: The genre originated all the way back with our own mapmaking community’s Aeon of Strife UMS maps from the original StarCraft. Those maps set the stage for the now-familiar single-hero control and multi-lane map layouts that later inspired mapmakers in Warcraft III to create offshoots including the immensely popular Defense of the Ancients maps. Along the way, many of the RPG-like mechanics that were core to Warcraft III’s gameplay like individual heroes, unlocking and empowering abilities via hero leveling, and item-based stat manipulation were creatively used to evolve the gameplay from Aeon of Strife into that of DOTA and everything that’s come since. It’s inspiring to look back on the game genres that have incubated and spawned from the Blizzard mapmaking communities. The team responsible for Heroes of the Storm also made the original StarCraft as well as Warcraft III, and many of the people working on Heroes of the Storm today were either here at Blizzard or active in our communities when this all started. We’ve all watched this evolution with equal amounts of respect and admiration for everything our players have created. D: Can you give us a rundown of what to expect going forward after launch, both in terms of timelines and content? K: Historically for our team, launching a game has meant that it is “done,” but with Heroes, launch is truly just the beginning. The content and features in the game today represent the foundation of a game that we expect to be in constant evolution moving forward, and we have a growing team that’s been refining our tools and processes to allow us to create and deliver more stuff, more often. We’re moving into a phase now where we’ll be bringing new heroes into the game every 3-4 weeks and are planning for incremental changes and additions to the game even between hero releases.  We currently have several battlegrounds in development and we’ll continue to bring them into the game multiple times a year, starting with the Eternal Conflict release where we’ll introduce a collection of Diablo-themed battlegrounds, heroes, skins, mounts, and events over the next few months. There’s a lot more in store that I can’t talk about yet, but know that we have some amazing things in development and our team is just as excited about this game as our players are! D: What niche do you believe Heroes fulfills in the current MOBA scene today? K: Heroes of the Storm is Blizzard’s take on a genre that has been around for over a decade. We’ve set out to capture and accentuate the elements of these games that we found most compelling, while improving or eliminating the things that we found detracted from the fun. We approach this process with all of our games from the perspective of gamers, and again, we set out to build the games that we want to play.  The game we created features some pretty dramatic departures from the norm like action-packed 20 minute games, an ever-growing pool of objective-based battlegrounds, team leveling, per-hero talent trees that let players modify each hero’s playstyle, and of course, real Blizzard heroes and worlds – all wrapped up in the fun, light-hearted humor we’re known for. It’s free to play, so I invite everybody to check it out and see if it’s the kind of game they want to play, too. D: What is the current state of the MOBA genre financially as a whole? Is there room for more major releases? K: I’m much more of a development guy than a business guy, but clearly there is a ton of interest in this genre and there has been since the Warcraft III days. I’m excited about that interest not because of some potential financial opportunities, but because it represents players who might be open to checking out our game and I think we’re doing something really different with Heroes that can build on the things they’ve loved from past games, while also addressing concerns from players who may not have liked those other games.  Ultimately, I think there’s always room for great games. Our focus is to make the best games we possibly can, and history has shown us that if we stay true to that goal and uphold our commitments to quality and fun, success is within our reach. D: Who is your biggest competition currently, and what do they do right? K: We’ve always looked at other game companies less as competition and more as part of a community that’s pushing game development, technology, user experiences, gameplay, genres, and the industry forward together. Coexisting in a creative space like gaming can help lead to refinement and innovation, and that’s a very healthy thing for us both as developers, and as gamers.  We’ve clearly benefited from the things other developers have learned with similar games – the right choices as much as the wrong choices  –  and as we’re starting to see already, they will in turn benefit from the things we’re trying as well. D: What efforts are you going through in terms of growing Heroes as an eSport? K: This year will be a time where we establish Heroes as an eSport alongside establishing Heroes as a game. We’re off to an amazing start with Heroes of the Dorm, where we brought college teams together from across the US and Canada to battle it out for full college tuition. That event cemented the legitimacy of Heroes as an eSport given the intense competition and its undeniable strengths as a spectator event. The recently-announced 2015 Road to BlizzCon will be the professional extension of that path we’ve started down, and we’ll all get to watch the very best teams from each of our regions work their way through their regional qualifiers and semi-finals en route to the ultimate global showdown at BlizzCon. Like the game, our eSports support will be in constant evolution and I’m very excited to see what develops. D: Walk us through a basic outline of what it takes to create a hero from start to finish. K: Hero creation is a very involved, multi-month process that relies heavily on iteration tied to ideas and feedback from many people across our team, and even across Blizzard. It all starts with paper design, where a Hero Designer comes up with a written pitch for the hero, its playstyle, and its kit. After several rounds of feedback and refinement, that paper design gets approved for prototyping. Our tools allow our Tech Designers to stand up a first playable version of the hero with placeholder art, sounds, and effects very quickly and an exhaustive process of playtesting and iteration begins amongst our design team. This process can span several weeks, with constant reaction to feedback every step of the way.  Once the design team is feeling good about a hero’s progress, it graduates to team playtesting. These tests take place several times per week and several hundred of our team members and support personnel are invited to participate and provide feedback to help further refine the hero’s design.  Another multi-week reaction cycle begins based on that ongoing feedback, and only after successfully making it through the team playtesting phase does a hero graduate to full production where we unleash the full power of the development team on its finalization.  During production, our art, user interface, writing, sound, localization, and quality assurance teams begin their respective processes creating, refining, and testing the version of the hero you’ll eventually play in the game. Throughout the hero’s journey, each developer bolsters their part of its creation with a ton of polish and love, and that really shows in the final product. D: Can you give us an idea of potential heroes or kits you've been working on for future patches? K: Sure, up next is…wait a sec…nice try!  I can confirm that we’re spending some time with Diablo heroes for the Eternal Conflict before returning to heroes from other game worlds. Beyond that, all I can say is that anything’s possible – any hero from any Blizzard game, ever!  D: As a follow-up, are you concerned that certain franchises like Warcraft may be overrepresented? K: We currently have a disproportionate number of Warcraft heroes, but more than anything that is a function of the abundance of incredible Warcraft heroes to pull from when we started out. Our goal moving forward is to bring in excellent heroes from all of our games – past, present, and future. We value variety tremendously in this game and are trying to provide players with a dynamic experience where they have choices to make which give them the ability to directly impact that experience. This starts with selecting the hero they want to play and continues with choices in skins, mounts, team compositions, battleground strategies, and talent builds. Be on the lookout for an ever-increasing number of non-Warcraft heroes coming into the game with our Eternal Conflict event starting later this month! D: What is one hero from the Blizzard universe that will absolutely not fit in Heroes of the Storm? K: So far, this hasn’t been an issue. We have the freedom to bring any character we want into the game and enough flexibility in our game mechanics and design to re-interpret each one in a way that captures their essence while tailoring their gameplay for the best possible experience in Heroes. It’s an amazing space to play around in and we’re really enjoying this limitless potential. D: Finally, what is your favorite current hero? K: I love Kerrigan and have played her extensively since the first day of our Development Alpha. Her combo-driven, melee assassin kit brings out the overcommitting lunatic in me and I play her much more aggressively than perhaps any other hero in the game – for better or for worse. She’s incredibly powerful early game and can scale really nicely into late game, especially when paired up with another hero to complement her kit (Tassadar is one of my favorite partners). Beyond her gameplay, I have a personal connection to the character dating back to my passion for the original StarCraft and leading through my 8+ year investment in producing StarCraft II. And I’ve been saying this a lot lately, but my daughter is even named Kerrigan! While Kerrigan is my all-time favorite, I’ve been maining Nazeebo lately and have him on the cusp of hitting Level 20.  I relish the perfect Zombie Wall and am thrilled pulling off the well-timed Ravenous Spirit to clean up a team fight from afar after all of the enemy interrupts have been blown. Ayyyeeeee!!!
Heroes of the Storm photo
A Q&A with the game's lead producer
Heroes of the Storm has been out for almost a month now after a lengthy set of alpha and beta sessions, and I'm still enjoying it as much as I did at launch. Blizzard has vowed to constantly support and update the game w...

Guest editorial photo
Guest editorial

GAME DEVELOPMENT IS GETTING VERY CROWDED


So many games!
Jun 30
// thegamedesigner
[Here's a promoted community blog from Electronic Super Joy creator Michael Todd. Thanks Michael!] Wanna make a game? That’s cool! Let’s say you download Unity3D, you roll up your sleeves and you get to work. Six ...
Gold wheel photo
Gold wheel

Ride in style with this blinged-out Mario Kart 8 wheel


Link's sponsored by the Big Tymers
Jun 30
// Brett Makedonski
Somewhere along the way, Link traded Epona for a sleek sportbike. It's unconventional, but probably necessary in the high-octane world of Mario Kart 8. I mean, Epona is literally one horsepower. That doesn't quite cut it. Lin...
Mega Man Tribute photo
Mega Man Tribute

That kickass Mega Man Tribute artbook is getting a hardcover rendition


$59.99
Jun 30
// Chris Carter
A few years back, Udon put out a very cool artbook called Mega Man Tribute, which featured a ton of original art from creators all across the world. Right now used copies are going for roughly $45 online, but Udon is putting ...
Video games on Fallon photo
Video games on Fallon

The Tonight Show's (lack of) video game coverage has been disappointing


Show some Fallout, Fallon
Jun 30
// Darren Nakamura
I have been a fan of Jimmy Fallon for a long time now. I used to have to qualify that statement with something like, "I know it's not cool, but..." These days it's a lot more acceptable to enjoy his playful take on late night...

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