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Freedom Planet photo
Freedom Planet

Freedom Planet's coming to the Wii U on August 3


Not as much like Sonic as people think
Jul 28
// Joe Parlock
Galaxy Trail's fantastic Freedom Planet is coming to Wii U on August 3, according to the Nintendo eShop page. No price has currently been announced, but the game costs £10.99/$14.99 on PC. We’ve been told for...
Steam photo
Steam

I miss Monkey Ball, so I'll probably play Polyball


Watch the trailer
Jul 27
// Jordan Devore
I miss Super Monkey Ball so much. Granted, I still have my copy, and I'm into Monkey Target now more than ever, but a proper new console game would also be nice, y'know? If it ended up being junk, I could always just return t...

Review: Trials Fusion: Awesome Level Max

Jul 21 // Jordan Devore
Trials Fusion: Awesome Level Max (PC, PlayStation 4 [reviewed], Xbox One)Developer: RedLynxPublisher: UbisoftReleased: July 14, 2015MSRP: $9.99 (DLC) / $39.99 (Full game, Season Pass DLC, and Awesome Level Max) While Ubisoft has spent much of its time talking up "The Awesome Adventure," the group of levels centered on the unlikely duo, that content makes up the minority of Awesome Level Max. It's only short eight levels, one of which is an even-shorter FMX course that has players performing tricks as they fall from space. The other twenty-two levels are a mix of developer and player-made creations. They're far more varied and come packaged under the "RedLynx vs. All-Stars" banner. But back to that unicorn -- it's meant to be ridiculous, silly fun. That may seem obvious, but some people take Trials leaderboards very seriously. Think of this set as something you'll go through once -- maybe a few times more, tops, to get better medals -- and never touch again. The scenery is a change of pace, especially from the core game's offerings. Level layouts aren't particularly memorable or challenging, and I suspect most dedicated players will be able to breeze past them, crashing only because the path ahead wasn't clear enough the first time through. The seventh track culminates in a boss battle, if you can even call it that, against a penguin inside a mech. There are pixelated cats, for some reason. You literally win the fight by balancing on the machine's helmet. I didn't know what to expect for the conclusion, but it sure wasn't that. Weird stuff. It's also worth noting that the unicorn and cat are locked out of other tracks aside from Supercross. [embed]296414:59632:0[/embed] The RedLynx vs. All-Stars side of the DLC is far more fulfilling. For one, it represents a better range of difficulty. Clearing the first checkpoint in the two new Extreme tracks felt like an accomplishment, as it should. I haven't managed to finish either of them yet, and that pleases me. One concern going in was that there would be an inconsistency between the player-created courses and the ones RedLynx designed. I didn't find that to be the case at all. If they weren't labeled separately, I'm not certain I'd be able to tell the levels apart. One takes place in a computer. Another is reminiscent of Limbo's shadowy, saw-filled world. Too many tracks employ lava but, on the whole, this bundle has exactly the variety I missed in the often bland base version of Trials Fusion. Folks who skipped the season pass but want more Trials in the vein of Trials HD and Evolution should consider downloading Awesome Level Max. It's a little on the easy side, but I appreciate RedLynx for trying new ideas and bringing back more of its unusual personality. [This review is based on a retail build of the game provided by the publisher.]
Trials Fusion DLC review photo
Just go with it
Why would Trials Fusion drop its motorbikes for a gun-toting cat on a unicorn? Because it's funny. The touchy controls transfer to your new ride, so when you inevitably lose balance, the quadruped will start hoofing it on two legs. If you're anything like me, you'll burst out in laughter.


Feist lives! photo
Feist lives!

Hot damn! Feist hits Steam soon and it looks phenomenal


I had feared the worst
Jul 21
// Jordan Devore
"Feist isn't dead! Aiming for a 2011 release." That was a headline I wrote in January of 2011 and, no, I wasn't talking about the singer. I was referencing an enchanting, long-in-development game about a creature who must esc...
Journey photo
Journey

Here's what Journey looks like on PS4


It's still breathtaking
Jul 20
// Chris Carter
As part of the 2015 "PLAY" sale, Journey is going to be re-released on the PlayStation 4 tomorrow for $14.99 ($11.99 for Plus members). For the most part this is the same exact game most of you have already played, but ...

Review: Tembo the Badass Elephant

Jul 20 // Chris Carter
Tembo the Badass Elephant (PC, PS4 [reviewed], Xbox One)Developer: Game FreakPublisher: SegaReleased: July 21, 2015MSRP: $14.99 Tembo has a rather short little setup, and from there, doesn't really give you any further exposition until the very end. What you see is what you get in essence, which is a Rambo-inspired elephant laying waste to an enemy dictator, who controls the Phantom Force army. It sports a charming little visual style that reminds me of Regular Show and a few other Cartoon Network properties. It even has effects like a literal "BADA BADA" phrase appearing while dashing about, and despite the low key setup it's a very bright and loud game, mostly in an endearing way. The basic gist is that you'll be able to jump, dash, and float in the air momentarily like Yoshi, with the added ability to shoot water from your trunk. More advanced moves involve uppercuts, slides, butt stomps, and a cannonball dive spin with a bounce. As you progress you'll start to learn more nuances, almost like you're fitting Tembo through various keyholes with your moveset. There are no real explicit puzzles, but it sure feels puzzle-esque if you're going for flawless runs. For instance, select levels can be completed without losing any momentum whatsoever, and it's a blast to dash, dive-kick, and slide your way through the entire thing. There's even a modified charge that you can utilize by holding down the water button, which can put out flames while running. It's pretty much the perfect amount of depth, allowing newcomers to pick up and play Tembo while giving hardcore platforming fans room to experiment a bit. [embed]296063:59600:0[/embed] The level design is fairly open-ended, tasking you with finding hidden civilizations scattered across the map, and killing as many enemies as possible -- both of which have separate goals that are tracked. Mini-bosses and a few full-on Big Bads are peppered into progression, but I would consider it more of a traditional platformer than a real action game -- especially with how muted and easy these encounters are. There's many more instances of timing and running than fighting, which is something you mostly happen to do while jumping around. Game Freak keeps things exciting with hazards, well-placed enemies, and lots of explosions, which will keep you on your toes constantly. Tembo has 17 stages, which last a few hours -- if you play very well, that is. Now, here's where my big holdup is with Tembo -- gating. In order to progress past certain stages, you need to kill a certain amount of enemies. Each stage has a death counter of sorts, which requires you to rescue most of the civilians trapped within a level, as well as actually seek out and defeat most of the enemy forces. It incentivizes actually killing foes, which is neat, but it ultimately ends up causing frustration and forcing players to replay levels over and over. While it is cool that levels do split off into branching paths, several of them have points of no return. If you happen to just choose a particular path, you may be locked out of say, 50 kill points or so -- which can easily be the difference between unlocking new levels and being forced to replay. It's maddening in some cases, and at one point I was held back by six points. Now, I did like returning to some levels to try to "master" them per se, but that should be a player choice -- not something that gates main story progression. Tembo the Badass Elephant is a really enjoyable game at its core, but it can get tiring to replay the same stage five times over just to grind out a few kills to see the next set of levels. It's an odd design choice for sure, but most of you will probably enjoy dashing through unsuspecting Phantom Soldiers and butt stomping them into oblivion regardless. [This review is based on a retail build of the game provided by the publisher.]
Badass Elephant review photo
They drew first blood
When someone told me that the developer of Pokemon was creating an action platformer called Tembo the Badass Elephant, I knew I had to give it a shot. While a few of the design choices are a bit odd, they don't overshadow the sum of its parts.

Dinofour photo
Dinofour

Dinofour is a really cute take on the Lost Vikings formula


Switch between four dinosaurs
Jul 17
// Chris Carter
Dinofour was brought to my attention this week, and based on the adorable art, I decided to give it a try -- I wasn't disappointed. As a massive fan of Lost Vikings, I immediately took to the gameplay, which sees four dinosau...

Review: Odallus: The Dark Call

Jul 16 // Jed Whitaker
Odallus: The Dark Call (PC)Developer: JoyMasherPublisher: JoyMasherMSRP: $14.99Released: July 15, 2015 Haggis's son has been taken by darkness, his village has been set ablaze, and his Gods have abandoned him, so he does what any father would do in this situation, brandish a sword and go on a killing spree. Along the way Haggis picks up axes, spears and torches to add to his arsenal of demon-dispatching weaponry; axes go in a straight line and torches ignite the ground much like throwing knives and holy water from Castlevania respectively. These sub weapons can be found and replenished via various chests along the way or at shops set up throughout the land in exchange for orbs enemies drop. Knowing when to use these sub weapons are key to success in Odallus, especially at the start of the journey as your sword is rather weak in comparison. Certain enemies and obstacles fall faster to sub weapons.  A weapon bag dictates how many of each weapon can be carried, luckily it can be upgraded by finding upgrades hidden throughout the landscape. Health, sword, and armor upgrades can also be found hidden in hard to reach places. Odallus is anything but hard as I was able to breeze through it in just over four hours. Health is carried over between levels, only being refreshed by finding health pickups in chests or by purchasing them at shops. Lives can be purchased at shops but there is little reason to as running out only causes you to restart the current level at the beginning instead of the latest checkpoint. The only real difficult part of the game is the final boss whose attack pattern was seemingly random and extremely cheap: the only way I was able to defeat him was to be equally cheap and abuse the final armor upgrades and their ability to make myself invulnerable for a brief moment while spamming attacks. Bosses in general are pretty easy, having predictable patterns and falling quickly to sub weapons or upgraded swords which is a shame because they all look so cool, mostly like hellish H. R. Giger creations. I found myself purposefully not being aggressive in boss fights just so I could see what attacks the bosses had in their arsenals. Like the bosses, many of the levels look awesome, even if some of them rely on Castlevania tropes such as a burning village or a dark forest. Graphically Odallus looks like an NES game, which isn't a bad thing, as the game honestly feels like a spiritual successor to the NES Castlevania games. While there are some commonplace level locations for this type of game, there are also some that mix up the formula a bit such as underwater levels and even a mine cart level. Riding in a mine cart, ducking stalactites, and jumping over other mine carts and gaps in the track are just as fun as they were in Donkey Kong Country, albeit a bit easier. The underwater levels play generally the same as the other levels, though jumping gets a bit of additional height. Jumping higher underwater when wearing armor may not make much sense, but it doesn't take away from the experience.  Each level has multiple paths to progression, though a lot of times they end up looping back to where they started in clever ways that prevent the need for backtracking. If you're like me and you always wonder which path you should go and worry about missing something, Odallus is pretty good about making sure you end up back in that area for one reason or another.   One thing I've never liked about metroidvania style games is the tedious, boring backtracking that is forced upon you if you're a completionist. Luckily here you're able to use a Ghosts 'n Goblins-esque map to jump between levels. The level selection screen also provides details on how many secrets are left to collect, if the boss is alive, and if you've unlocked the alternate routes. No levels are really secret as they are marked on the map when you unlock the levels that they can be accessed from. I had to repeat a couple of levels maybe two times to clean up on some secrets I'd missed, but for the most part your time isn't wasted to try to artificially extend the playtime.  Traversing levels at first feel mostly like a classic platformer; You have one jump, and getting hit knocks you back a bit, but unlike those games of old there are no bottomless instant-kill pits to be found. While cheap deaths plagued classic Castlevania games making them "NES hard," I was very pleased Odallus didn't follow in their footsteps. Another nice feature is the ability to grab ledges and pull yourself up; this leads to some interesting platforming and puzzles that I won't spoil here. Eventually you'll gain the ability to double jump, dash, and perform other actions to help you blaze through levels, though this is late into the game. Typically I'm team whip, but Odallus goes team sword and it feels great. Slicing enemies into pieces doesn't feel much different than using a whip, what is different though is the ability to parry an enemy's projectiles. Hitting a fireball or other projectile out of the air with a sword just feels awesome, Odallus definitely rewards aggressive play.  The entirety of the story plays out in an opening cutscene, hidden collectible runes, boss dialogue, and an ending cutscene. There are a few instances where the localization seemed a bit off on grammar, but it wasn't unintelligible. Just like the visuals, the music is very much NES-inspired. While the chiptune music is all right it certainly isn't as catchy as the music found in actual games available for the NES. Sound effects are seemingly more Genesis-influenced, as they sound more realistic and are often times brief voice clips much like Splatterhouse's effects. Odallus does nothing extraordinary in the audio department but what it does do works well enough. Only lasting four easy-to-complete hours and having a few minor localization issues are really the only hangups I had with Odallus, which aren't all that bad. Though JoyMasher has promised that a harder veteran mode will be made available in a few weeks, I just wish it were included at launch as this was a rare case of game being a bit too easy. Regardless of a few minor gripes, Odallus: The Dark Call is a worthy addition to any metroidvania fan's library and is worth the asking price. Do yourself a favor and play it. [This review is based on a retail build of the game provided by the publisher.]
Odallus Review photo
The best Castlevania game in years
JoyMasher, the Brazilian team behind Odallus: The Dark Call doesn't have a ton of games under its belt, but that doesn't mean it can't produce quality content. Somehow the developer has done something Konami hasn't ...

Never Alone photo
Never Alone

Nuna and Fox have another Never Alone adventure in them


Foxtales, Woo-oo!
Jul 16
// Brett Makedonski
Last winter, Upper One Games introduced audiences to a piece of Iñupiat folklore through Never Alone. It told the tale of Nuna and her pet fox as they attempted to find the source of a relentless blizzard an...
Mega Man Legacy photo
Mega Man Legacy

Get a quick look at Mega Man Legacy Collection's challenges


This is my most anticipated feature
Jul 16
// Chris Carter
Details for the Mega Man Legacy Collection are starting to pop up, and this time, we have some insight into the challenge mode. The final version will have "more than 50 challenges" available, all with leaderboard suppor...
The Swindle photo
The Swindle

The Swindle gets down with the sneaky sneaky


Here's a PC preview
Jul 15
// Zack Furniss
I’ve just spent a few hours with Size Five Games’ (of Time Gentlemen, Please! and Ben There, Dan That! fame) newest offering, The Swindle. As a coalition of thieves in alternate-reality Victorian London, you&rsquo...
N++ photo
N++

Check out some sweet, sweet N++ gameplay


Yep, it's N+ alright
Jul 15
// Chris Carter
There's no denying that N+ was a cult hit, and now series fans are anxiously awaiting the followup N++, which is being released on PS4 on July 28 -- over seven years since the original debuted on the Xbox Live arcade. A lot ...
Tembo the Badass Elephant photo
Tembo the Badass Elephant

Game Freak's Tembo the Badass Elephant drops on July 21


Draws first blood on PC, PS4, Xbox One
Jul 10
// Jordan Devore
I've covered Tembo the Badass Elephant only once -- back when it was unveiled in March -- and the side-scrolling action game is nearly ready for us with a July 21 launch on PS4, Xbox One, and PC. Nice to not drown in promotio...
Mighty Gunvolt photo
Mighty Gunvolt

Inti Creates announces Gal Gunvolt for PS4, Vita


But it isn't coming west
Jul 10
// Kyle MacGregor
Inti Creates' Mighty Gunvolt is coming to PlayStation 4 and PlayStation Vita as Gal Gunvolt. The retro-style action platformer originally released on the Nintendo 3DS eShop last year alongside Azure Striker Gunvolt. It will n...
Gravity Falls 3DS photo
Gravity Falls 3DS

Hey Dipper, Gravity Falls is coming to 3DS


It's not looking great
Jul 10
// Laura Kate Dale
When I heard that there was a Gravity Falls game coming to 3DS, I got very, very excited. As a fan of series like Welcome to Night Vale that juxtapose a pleasant cast of characters with a weird and creepy world, Gravity Falls...

Review: Traverser

Jul 09 // Conrad Zimmerman
Traverser (PC)Developers: Gatling Goat StudiosPublisher: Adult Swim GamesMSRP: $14.99Released: July 9, 2015 The setting for Traverser is its strongest asset. The underground remnants of humanity live in Brimstone, a floating city suspended in a cavern near the Earth's core. It's a city with two sides, literally and figuratively, with one side using some form of anti-gravity technology to allow people to live upside-down. A wealthy populace occupies the upper, properly oriented half, enjoying a life of relative ease under the care of the Raven Corporation. A working class labors beneath, forced to wear breathing masks due to the poor availability of air their work makes possible. This arrangement caused friction over time, as one might expect. Workers striking at an oxygen refinery plant to demand better conditions has grown into a full-scale rebellion, turning to violence to deliver their message. It's in this environment that the player assumes control of Valerie Bennett, the daughter of Raven Corporation's chief scientist. Her story begins on the day she becomes a Traverser, a new form of peacekeeper in the city. With the rebellion more active than ever, Valerie becomes drawn into the conflict to play a central role. [embed]295678:59439:0[/embed] There is a cartoonish element that lies at the core of many aspects of Traverser. Brimstone is a bleak place, a society which has seemingly fallen back to an earlier industrial age in retreating from the world above, but there's a softness to the visual design which undercuts the aesthetic tone. A few scripted sequences exist solely for their comic effect in lightening the mood. Character designs are fairly simple, with slightly exaggerated features and energetic voice acting performances that leave no question exactly what kind of person each is. These are generally good things. Not in terms of the plot, necessarily, which probably would have benefited from a little bit of subterfuge for its twists. No, the whimsical elements function as a distraction in a game that wants you to think about its world, but not too deeply. They make the bigger incongruities easier to swallow. For example, the role of the Traverser itself makes little sense in practice. As described, the job is a sort of secret police force and, upon successfully completing her exam, Valerie is instructed to remain in her street clothes so as to not draw attention to herself. That would be good advice, were it not rendered irrelevant by the large electronic gauntlet she's given, the Gravity Glove, which everyone in the city seems to know exists and is the trade tool of a Traverser. It is a neat tool, though. With it, Valerie can fire a beam to manipulate objects considerably larger than herself with ease. This is done with the mouse, pointing and clicking to lift objects and move them freely. Holding the right mouse button allows a held item to be rotated while the scroll wheel raises and lowers it. Objects can be lifted from a considerable distance but are dropped if the beam is broken. The range of items that can be picked up and moved is not insignificant, but most of the time the Gravity Glove is used to move or stack boxes to gain access to higher areas. Occasionally, there will be a room that takes better advantage of its capabilities and limitations to produce something slightly more challenging, but most of the puzzles will underwhelm experienced players of 3D adventure games. This aspect is quite unfortunate, because it seems like the pieces are in place to do some interesting stuff. About a third of the way through, the player is introduced to the concept of using multiple objects together to accomplish goals, culminating in the game's first boss encounter. Yet it never proves more creative than at this point, the remainder of the game featuring fairly standard adventure puzzle tropes (mirror reflections, levers, dragging items from one end of a room to another) separated by bits of light platforming and stealth. The challenges in Traverser are not poorly designed, merely underwhelming. To Gatling Goat Studios' credit, many can be approached in a couple of different ways and it's enjoyable whenever the player has an opportunity to feel as though they have subverted the intended solution. As there's only light violence and Valerie's capabilities are mostly defensive, the game's content could work for a younger audience. Parents may want to do a solo playthrough (which should take 3-4 hours) or watch a video of the conclusion before sitting down with the kids, though. [This review is based on a retail build of the game provided by the publisher.]
Traverser review photo
The air isn't all that's stale here
The Earth has lost its sun and become a frozen wasteland bereft of breathable air, but humanity struggles on in Traverser, the debut title from Gatling Goat Studios. A 3D platforming adventure, the game excels in presenting a...

Review: Yoshi's Woolly World

Jul 08 // Laura Kate Dale
Yoshi's Woolly World (Wii U)Developer: Good-FeelPublisher: NintendoMSRP: $49.99Release Date: June 26 (EU) / October 16 (NA) Sitting at around 10 hours to complete, Yoshi's Woolly World is a delightful journey through a world full of pleasantly enjoyable surprises. Colours are bright, wool textures are detailed, and animations are always fluid. The game's world is polished where it needs to be, but isn't afraid to have the kind of natural rough edges present in a game about thread and sewing materials. From loose threads that unravel when pulled to fabrics that fold in asymmetrical ways, the game world just feels like an incredibly tangible physical space. Woolly World really shines when it takes advantage of the design aesthetic. From Shy Guys brandishing crochet hooks threateningly to fish spitting out water that, thanks to being made of wool, can be run along, the game excels when it fully commits to its core design concept. Mechanically, Woolly World is at its best and most challenging when it pushes Yoshi out of his comfort zone. Yoshi's abilities are all designed to keep him out of harm, from eggs that can dispatch enemies at a distance to a very forgiving and lengthy jump arc. The times when Yoshi's Woolly World forces you to take a leap of faith that pushes that jump to its limits, requires you to fight enemies in close quarters and experiments with the characters weaknesses are some of the best moments of Yoshi gameplay out there. It's just a shame those moments are few and far between. [embed]295585:59414:0[/embed] The vast majority of Yoshi's Woolly World doesn't push the titular hero's moveset in ways that really challenge the player. While levels frequently throw minor new gimmicks in that freshen up the feel of progression, they rarely have any real effect on the challenge of playing the game. It's not necessarily a problem; if you're looking for a calm and relaxed exploration of new mechanics in a colourful world then this certainly delivers that in spades. But yeah, be aware that the challenges are often spread out for the player. There are a bunch of collectibles to go after in the game, most of which are monotonous to collect and offer very little reward. The main exception to this is collectibles that allow you to re-skin your Yoshi, which are pretty enjoyable to seek out. The game's co-op mode does give you the benefit of being able to use your partner as a source of wool if you run low, but the levels in the game were very clearly designed to be played single player and more often than not, your secondary player will feel like they're hindering progression rather than helping with it. Yoshi's Woolly World is best described as easy, beautiful, and inventive. While the times it offers challenge are a little too spread out for my liking, the game looks and sounds stunning, and offers players a variety of new sights to experience along their journey. If you're looking for something to play to unwind, something pleasant and positive, this would be a pretty darn solid choice to go with. [This review is based on a retail build of the game purchased by the reviewer].
Yoshi's Woolly World photo
Pleasantly fluffy
Yoshi's Woolly World is the epitome of adorable. From Yoshi's cute, easily read facial expressions to the bright colourful world he inhabits, the intricate minor details to the tactile physicality of the world, this game took...

Planet Alpha 31 photo
Planet Alpha 31

Planet Alpha 31 has a fat buzzsaw robot


I missed the first 30 Planet Alpha games
Jul 08
// Darren Nakamura
These days it's pretty common to hear about a developer moving from working on AAA games into the indie space. Planet Alpha 31's Adrian Lazar is another example of that. After working at studios like Gameloft and IO Interact...
The Peanuts Movie game photo
The Peanuts Movie game

Activision publishing companion game to this year's Peanuts Movie


Snoopy and Woodstock cooperate
Jul 08
// Darren Nakamura
Those trailers for The Peanuts Movie are pretty dang cute. It's neat to see the computer models and animation done in the style of the old cartoons. The movie will show up in theaters on November 6. In a move hearkening back...
Disney Infinity 3.0 photo
Disney Infinity 3.0

Disney Infinity 3.0 will arrive on August 30 with a ton of day-one items


Get your Star Wars outfits ready
Jul 08
// Chris Carter
Disney Infinity 3.0 will decidedly focus on Star Wars to promote the upcoming film, and now, we have a solid release date of August 30, 2015. The starter pack will come with Anakin Skywalker and Ashsoka Tano -- which is ...
Rayman Adventures photo
Rayman Adventures

Too bad Rayman Adventures is skipping consoles


There's free movement, at least
Jul 07
// Jordan Devore
Ubisoft has another Rayman in the works for smartphones and tablets. It's pretty! Almost as pretty as Rayman Legends which, despite being phenomenal, not enough folks played. This time, players will be able to move freely th...

Review: Roving Rogue

Jul 03 // Chris Carter
Roving Rogue (Wii U)Developer: Padaone GamesPublisher: Padaone GamesMSRP: $9.99Released: July 2, 2015 The basic gist is pretty genius. Players will take control of Kurt the Righteous, who has just slain the final boss of the game. But what happens when said big bad dies? You can't just jump out of a window at the top of his massive fortress, right -- you have to walk back through where you came from. That's what you'll be doing throughout the course of Roving Rogue. Kurt only has one mechanic to master, so you won't get too flustered as you're busting your way out. Using a two-button system, one button jumps, and the other teleports. By quickly tapping the latter button you can warp a short distance, and holding it will stop your progress and allow you to aim a cursor in whatever direction you desire; it's a lot like Daud's blinking power in the Dishonored DLC. It's an easy concept to pick up, and it works very well. Players can opt to make a lot of jumps manually for safety, or go for a riskier teleport jump at nearly every turn. It makes every platforming portion a choice, but you can only teleport through specially marked "golden" walls to prevent you from breaking the game too hard. While the controls are on point, the levels on which you perform these antics are a mixed bag. Once you've played the first 10 stages or so you've basically seen it all, a feeling that's augmented by the fact that there are only six enemy types in total, all of which essentially operate in the same patrolling manner. There are some new ideas presented on occasion like darkness, and a switch between horizontal and vertical layouts, but it never really iterates beyond that. Four player co-op is definitely a big draw if you happen to have three other people on hand. [embed]295212:59321:0[/embed] Like the level design, the way the developers have chosen to approach the lore is also both brilliant and flawed. Although the premise is based on Kurt's tired old memory loss trope, you're basically rediscovering the fluff of the game's universe as you play it. Picking up collectibles will in turn decrypt diary entries explaining the initial journey throughout the castle, and why you're actually doing it. It even lends itself to multiple endings if you find enough. On the flipside, there's also a less stylish storytelling element -- Twitter feeds. I can't stand these, as they're basically a collective of memes and hashtags that are seemingly chosen at random, presented between levels. They're easy to skip, but feel wholly unnecessary. As for the visual style itself it's a bit plain when it comes to most of the game's animations and structures, but I actually dig the Loderunner feel to it, and as I stated previously, it does play well. Roving Rogue failed to really capture my interest throughout the entire adventure, but from a raw gameplay perspective I had some fun with the platforming bits. You'll enjoy it even more with friends. [This review is based on a retail build of the game provided by the publisher.]
Roving Rogue photo
Beam me up, ninja
When I heard of a game concept that starts you off at the last boss and takes you back through his castle as the story progresses, I was intrigued. Sadly, the mere premise of Roving Rogue is probably its strongest quality.

Renoir Kickstarter photo
Renoir Kickstarter

Noir puzzle platformer Renoir on Kickstarter


Now with gameplay footage
Jul 02
// Darren Nakamura
A few months back we got our first look at Renoir and I expressed some cautious optimism since the film noir genre is underused in games but the reveal trailer had no information on gameplay past the puzzle-platformer genre ...
Mega Man X: Corrupted photo
Mega Man X: Corrupted

Mega Man X: Corrupted is still happening, here's proof


Jul 02
// Chris Carter
All the way back in 2009, the fan game Mega Man X: Corrupted was shown off to the world, and it looked great -- yet, here we are six years later still waiting for it. There's some good news on that front, as a new set of vid...
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 ...
Xeodrifter photo
Xeodrifter

Xeodrifter is officially Cross-Buy on 3DS and Wii U


Submitted to the Wii U eShop
Jun 30
// Chris Carter
[Update: Renegade Kid has clarified that due to "technical limitations," they may not be able to offer a Cross-Buy code for previous owners. New owners should get a code though.] Xeodrifter, which initially launched on the 3D...
Gunman Clive photo
Gunman Clive

Both Gunman Clive games are coming to Wii U


Awesome news
Jun 29
// Chris Carter
The Gunman Clive series is a favorite among eShop enthusiasts. Consisting of just two games on 3DS, they're very simple experiences that can be beaten in less than an hour, but they're both cheaply priced, below the aver...
Mighty Switch Force! photo
Mighty Switch Force!

Mighty Switch Force! is out on PC this week, and it plays great


$8.99 until July 2
Jun 27
// Chris Carter
If you haven't played the fantastic Mighty Switch Force! yet, now would be a good time to start. WayForward has just released the game on PC, and it's the most complete version to date, while also sporting the same gorge...
Ink photo
Ink

Ink is like Super Meat Boy if Meat Boy's blood were a rainbow


And if the environment were invisible
Jun 26
// Darren Nakamura
Today is a good day to celebrate rainbows, eh? I mean, every day is a good day to celebrate rainbows, and even if that weren't the case, I'd still highlight Super 91 Studios' Ink. It started as an entry to Ludum Dare 32, who...
Mario Maker photo
Mario Maker

Super Mario Maker has 100 offline courses


And countless more online
Jun 25
// Jordan Devore
Coming out of E3, the Destructoid staff has been buzzing about Super Mario Maker. It's terrific. While I'm sure the game will attract plenty of talented creators, I've been wondering what all Nintendo will include on the disc...

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