Keiji Inafune and his superstar development collective are hard at work with creating Mighty No. 9 for every platform under the sun -- but who knows when it's actually coming out. As confirmed to us at BitSummit 2014, we know for sure that Azure Striker Gunvolt, Inafune's other Mega Man game is hitting the 3DS this summer.
That's starting to become a bit more real, as Inti Creates has launched an English version of a Gunvolt site, complete with character bios and some information, as well as screenshots. The site has been having some traffic issues as of this morning, so stay tuned if it doesn't work for you at the moment.
[We post a lot of articles here at Destructoid. The endless, ouroboros news cycle has us burning the snake at both ends, which will ultimately push big news, thoughtful original pieces, and all sorts of other great content off of the front page. Check here every Saturday for my attempt to rectify that.]
Yes, I missed the last two weeks for various reasons, but the checks are in the mail and I'm trying to make it up. Please don't take my baby from me. She's all I have. This every other weekend thing is already depressing enough. I can tell she hates coming over, too, away from her friends and her regular everyday life, but what am I supposed to do? Give her up?
I'd rather be "every other weekend dad" than a yellowing Polaroid.
Here's the last recap. Let's all try to be just a little better, because the world ain't going to be a little better to us. Let's try to be a little better to each other. Let's begin anew.
The real-time strategy genre has undergone quite the transformation throughout time. Seemingly gone are the days where games require that you focus on strategy, often replaced by experiences that reward combat ability and quick clicking. Petroglyph Games aims to right this with Grey Goo -- a title that will try to put the "S" back in RTS.
The way that Petroglyph intends to do this is by forging the most balanced game that it possibly can. Grey Goo will put equal parts emphasis on economic management, base-building, and strategic combat. Over-reliance upon any of these three facets won't necessarily result in sure victory; it could just as easily result in sure failure.
If that sounds complicated, that's because it might be. However, Grey Goo won't necessarily overencumber the player with weighty mechanics. Everything's relatively straightforward and basic as far as commands go, most of it mapped to the mouse and QWERT keys. Again, it's the actual strategic approach that's going to trip most people up.
When I see the name SOMA, all capitalized as Amnesia developer Frictional is wont to stylize, I think of my dentist. Because that's its name. And it's not a scary thought. I never had frightening associations with dentistry, even when it was around the corner from where I lived in a dingy office above a fruit stand (before it relocated to the nicer SOMA area).
But I have little explanation or forethought for that anecdote. SOMA's underwater origin -- it was previously assumed to be set in an abandoned space station -- was also, "decided [on a] whim during a meet-up," between Frictional's co-founders.
It was a good whim. The ocean is a terrifying, unexplored place, particularly in games. It's not all Ecco the Dolphin down there. There are goblin sharks, damn it. And James Cameron putting around in his deep sea submersible. And the creepy, bioluminescent things that doomed SOMA's world like belief in laughable Randian philosophy doomed Andrew Ryan's.
Sony discovered the 12 person team's game as part of its Latin America, Incubation Program and has been "instrumental" in getting it exposure, flying Palacios out to GDC to rep the game, and technology, giving the team dev kits.
Palacios discovered me, hustling to take advantage of his good fortune, while I shambled, eyes glazed over, trying to remember where I was going and where I had been. I'm glad he did, because chatting with him and playing To Leave perked me right up.
Last year, the news of Ubisoft making an old-school throwback to the JRPG genre took a number of people by surprise. When Destructoid got the chance to check it out, there was a healthy amount of curiosity around it. Not too many people knew what to make of it, especially considering it was coming from the team that made Far Cry 3, which is a title that seems very far apart from it.
But after spending some time with Child of Light, about three hours to be exact, there might be more in common with these two titles than you think. I got the chance to talk with lead writer Jeffrey Yohalem, and saw what passion and a small team working on a unique throwback to JRPG titles managed to come up with.
As an institution within the videogame racing genre, Mario Kart has always been an example of what arcade style racing is all about. Focusing on simple, pick up and play gameplay, while still offering high level skill based action, the Mario Kart series has been going strong for over twenty years; and it doesn't seem like it'll stop any time soon.
Now, the series is finally taking its first steps onto an HD platform, and after spending about an hour of playtime with it, I just don't see how they can go back after this. I'm just going to come right out and say it: Mario Kart 8 is one gorgeous game.
As the first full HD release of the series, the developers at Nintendo went the extra mile with creating a game that is visually spectacular, but also the most content rich game of the series.
Earlier this week I got to spend some time with Ultra Street Fighter IV, Capcom’s fourth and final iteration of the original 2008 game. My demo was presented by professional fighting game player turned Capcom employee Peter “Combofiend” Rosas, who walked me through the fifth and final new character, Decapre, as well as the other changes of the version.
The game features five new characters, including four adopted from Street Fighter X Tekken. These characters are Hugo, Elena, Rolento and Poison. The first two characters are meant to play like their versions in Street Fighter III: 3rd Strike, and the later two are more similar to their SFxT versions.
Practice makes perfect in racing games. "Sight reading" a new course (so to speak) might turn out okay, but any perfectionist will spend hours learning the every nuance of every track in order to shave precious seconds off their times. But what if that weren't an option? What if the racetrack wasn't a static entity?
That's what Krautscape has going on. One of the many defining characteristics of this indie racer is that the leader procedurally generates the track. As you pass through the gates that mark the building points, different lanes dictate different directions to send the action.
That's a unique concept for a game, but not enough for developer Mario von Rickenbach. That's why the vehicles can also fly. That's right, if you don't like the way that the track is going, find a place to soar off the edge and take the lead away. Pick your spots wisely though, because a miscalculation could end up in a supposedly savvy move putting you even further behind.
Let's face it: massively multiplayer online games can be intimidating for some people. Between the incredibly nuanced systems that some titles tout, and the tales of time and dedication required to "properly" play a game, it's not exactly an inviting scene. It's tough to fault those that shy away from the genre altogether.
Funcom's out to make an accessible free-to-play MMO, and it's got the world's most beloved toy brand behind it. LEGO Minifigures Online is a game that's technically aimed at children, but it's plenty reasonable to expect a more mature audience will find a certain cathartic thrill, too.
Rocksteady Studios has found itself in a somewhat precarious position with Arkham Knight. The team's two previous installments in the series are so universally revered that it begs the question "What can it do to live up to, and surpass, Arkham Asylum and Arkham City?" Rocksteady's opted to take the path of increasing the scope of everything and changing the formulaic approach to some of the series' conventions. It remains to be seen how well it'll work.
Arkham Knight is the first in the "Rocksteady Trilogy" (this term kept coming up, presumably to distance themselves from Arkham Origins) to give Batman free rein of Gotham City. The plot device driving this iteration is that Scarecrow has threatened to release a fear toxin so the entirety of the city has been evacuated. Well, except for all the thugs, criminals, and super villains that refuse to leave. They'll be Batman's punching bags en route to finding Scarecrow.
If this version of Gotham City sounds like semi-familiar territory, that's because it kind of is. The cynically analytical might say this walled-off playground full of baddies smacks of Arkham City with skyscrapers. The optimist might suggest that this added verticality is a welcomed progression for the series.
The adventure genre has seen a bit of an upswing in recent times. With Telltale Games and Double Fine's recent efforts helping to revitalize the genre, a new generation of gamers are experiencing a type of game that was once relegated to a niche audience. The adventure genre has also proven to be a natural fit for the mobile space, which sees many ports and recreations of classic titles. But now, we've got brand new title to keep an eye on.
During this year's Game Developers Conference, I got the chance to check out an upcoming adventure title, The Perils of Man, from former LucasArts developer Bill Tiller, who worked on such classic titles as The Dig, Full Throttle, The Curse of Monkey Island, and A Vampyre Story. And this one seeks to recreate and renew the wonder from the genre's past.
Mario Golf: World Tour features four player multiplayer via online, or local play with just a single cartridge. As it should, but you know the best part of all this? Everyone is playing simultaneously. You don't have to wait...
[Update: Frima Studios has reached out and informed us that it miscommunicated its statement about not being able to clear the game solo. The game can be beaten singleplayer, but only about 80 percent of the optional paths are accessible without a cooperative partner.]
Of all the titles on display at IGN's independent games mixer at GDC, I couldn't help but be intrigued by one in particular. It was kind of tucked away in a corner, but that didn't mean that it wasn't getting its share of traffic. That's because it immediately looked cute, colorful, and challenging -- three criteria that certainly help indie games flourish. At first glance, it seemed like the kind of game that could win your heart in an instant.
The game in question is Chariot, a co-op platformer by Frima Studios. Chariot's centered around a princess that's out to take her recently deceased father to the resting place of his choosing. She does this by lugging his casket through perilous ancient caves in an effort to please him.
Hey you, what if I were to tell you about a free-to-play shooter that has you fighting against zombies. Not impressed? Well, I don't blame you. Zombies are kinda all over the place now. Fine, what about a free-to-play shooter...
Obsidian is probably the last company you'd expect to make anything like Armored Warfare, a free-to-play MMO tank shooter. It's certainly different than anything the company has brought us in the past, that's for sure.
I got ...