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Here are all the Spike VGA winners


Because it was easy to miss them during the show
Dec 07
// Conrad Zimmerman
Did you find there to be a noticeable lack of "A" in the broadcast of the 2012 Spike VGAs tonight? By my count, we had somewhere in the neighborhood of half a dozen actual awards given out during the two-hour presentation. A ...
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Zero Escape writer talks early third game details


Don't click on the source links lest SPOILERS
Dec 02
// Tony Ponce
["K and Rabbit Zero" by Fuju] [Update: Seriously guys? Complaining that news of the hero from the first game returning for the third game is a spoiler? I don't think you know what a spoiler is.] If you've played through Zero ...
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Aksys selling VLR watches for Hurricane Sandy relief


All proceeds go directly to Red Cross
Nov 14
// Tony Ponce
Zero Escape: Virtue's Last Reward is great. The sweet pre-order watch modeled after the in-game bracelet is also pretty great. If you missed the chance to score the watch for free, you now have the option to buy it directly f...

Review: Zero Escape: Virtue's Last Reward

Nov 10 // Tony Ponce
Zero Escape: Virtue's Last Reward (3DS [reviewed], PlayStation Vita)Developer: Spike ChunsoftPublisher: Aksys GamesRelease: October 23, 2012MSRP: $39.99 The most important question is, can you play VLR without having played 999? Yes, although you'll only be spoiling one of the greatest videogame tales ever told -- VLR recaps all the major plot details of the first game. Plus, certain developments will only resonate if you had personally experienced the previous game's events. Do yourself a favor and play 999 if you haven't already. You'll thank me later. Anyway, the general setup here is identical to that of its predecessor. Nine abductees have been locked inside a strange installation and forced to play the "Nonary Game." At first it appears they have nothing in common, but each has been specifically chosen for an unknown purpose. It's up to them to find a way out, determine the identity of their masked captor known only as "Zero," and uncover Zero's true goal. Each participant has been fitted with a bracelet that displays a point value and a color. Teams of three -- consisting of a pair of a one color and a solo of another -- must enter "Chromatic Doors" by forming the appropriate additive color combinations. For example, red and blue bracelets are needed to enter the magenta door, blue and green for the cyan door, and so on. Each team must then solve the puzzles behind those doors before they can progress further. [embed]238140:45709[/embed] In each puzzle room is a set of key cards needed to play the Ambidex Game, a mini-game under the umbrella of the Nonary Game. In the Ambidex Game, or AB Game, the pair and solo team members enter separate booths and must vote to either "ally" or "betray" their teammates. It's an application of the prisoner's dilemma, in which points are added to or subtracted from the current bracelet value based on the parties' willingness to cooperate or serve their own interests. This is the true challenge of the Nonary Game. Only by accumulating 9 BP (Bracelet Points) can a participant open the Number 9 door that leads to freedom, but the door can only be opened once and then never again. On the other end, if a participant's BP drops to 0, needles within the bracelet will administer a lethal injection. Salvation is only assured if everyone trusts one another, but the nature of their ordeal makes trust a rare commodity. VLR is first and foremost a visual novel, which means the bulk of "play" time will be spent scrolling through dialog for many hours at a time with only a few instances of direct input. However, these few moments of interaction open up a wealth of narrative possibilities, coloring you perception of characters and events depending on the decisions you make. Ultimately, every player will reach the same conclusion, but their journeys will be vastly different. Apart from the Novel sections are the Escape sequences -- the aforementioned puzzle rooms. Here you'll have complete control of the action as you navigate the space and solve various puzzles in a fashion quite similar to escape-the-room Flash games. You can use either the analog stick and buttons or the touch interface to move about, but I find that touch controls are more fluid and precise, especially when you have to examine objects that occupy a tiny area on the screen. Point-and-click adventure fans should be in familiar waters, acquiring and combining items in order to open locked drawers and reveal secret panels. Each room also houses a handful of more complex puzzles, which require you to slide blocks within a certain number of moves or target regions of a dart board in a specific order. Solutions often can't be derived through intuition alone, prompting you to search for clues in the immediate vicinity. These puzzles can be quite maddening; you might even find yourself stuck for an hour without any flash of insight. If you are willing to swallow your pride, you can reduce the room's difficulty level at any time, prompting your team members to chime in with more frequent hints. The Escape sections are enjoyable and rewarding, but the main draw of the game is the incredible story and the colorful characters sharing your plight. You of course are in the role of Sigma, a college student who was snatched away just outside of campus early Christmas morning. Joining Sigma are Tenmyouji, a crotchety old grump wearing a sweet bolo tie; Quark, a 10-year-old with a hat that looks like it's fitted with stereo speakers; Dio, an impatient man with a circus ringleader's attire; Luna, a soft-spoken gal who just wants everyone to get along; Clover, a familiar face from the previous Nonary Game; Alice, a woman so comfortable in her manner of dress that the only article covering her enormous bosom is an oversized necklace; and K, the token amnesiac whose appearance is concealed by full-body armor. Most mysterious of all is Phi, the first person Sigma is paired with. Her general demeanor is a curiosity -- she can be stern and aloof one minute only to let a spark of emotion through the next. She is extremely intelligent and assertive, typically taking charge of group planning, but every so often she cracks a deadpan joke or non sequitur, which only adds to her endearing social awkwardness. Then there's her spooky habit of reciting information that she couldn't possibly be privy to, only to brush off Sigma's inquiries as to how she can be so knowledgeable. Each character has a secret to tell, a clue towards solving Zero's mystery, so it's up to Sigma to gain their trust and obtain those clues. Unfortunately, the constantly shifting balance of trust makes it impossible to form a close bond with more than one or two people at a time. But Sigma has an ace up his sleeve, a technique that he didn't know he possessed until the Nonary Game began -- the ability to send his consciousness through time. Somehow, Sigma can venture back and forth through the time stream and pass data gleaned in one timeline to the next. In a sense, VLR doesn't actually have branching paths and 24 different endings; every possibility is a quantum state that exists simultaneously with one another. There may be a "true" ending, but every outcome is true in its own way. Exploring new story paths has been streamlined since 999. In the original, you were kicked back to the beginning every time you reached one of the endings. Though you could fast-forward through previously read dialog, the process was fairly time-consuming, and you were still forced to replay certain Escape sequences. In VLR, you can access a flow chart at a moment's notice and instantly jump to any major Novel or Escape section you've previously cleared. By returning to a moment just before a Chromatic Door pairing or AB Game voting, you can make a different choice then navigate the new path. And should there be any repeated dialog in this alternate branch, you can fast-forward just as you would in 999. By frequently shifting into different timelines, you are customizing an otherwise linear narrative. Depending on which branch you take in the beginning, you'll be more suspicious of one character than would a player who picked an alternate path. You'll gather clues in wildly different orders, making discoveries that paint actions in a new light compared to how you would have seen them otherwise. In juggling so many plot threads and outcomes, you get lost in a mental web, unable to immediately remember what events led you to that particular moment. You become the traveler lost in time, seeing everything and nothing all at once, overwhelmed by your own power. When you aren't cheating Father Time, you are engrossed in a drama of turmoil, betrayal, friendship, and heartbreak. You get to know these characters inside and out, and you feel responsible for hurting them. Voting "ally" or "betray" becomes a very difficult decision, because even though you can change the outcome at the drop of a hat, you realize that there will always exist a dimension in which you sold out your friends for your own selfish gain. Part of that bond is due to the stellar voice acting. Even though you can choose to play with Japanese dialog, I found myself far more attached to the English cast. Everyone has their moment to shine, to deliver a powerful performance that mere text couldn't hope to convey. The only character whose acting I felt was weak was Quark, but that's because I feel a strange disconnect whenever adults voice children in animation and games. The character who benefits the most from the voice acting is Zero III, the rabbit-looking AI construct who serves as the Nonary Game's moderator. Manic yet playful with a heavy undercurrent of sadism, he behaves as though everyone ought to be having fun and even assigns pet nicknames to each of the participants. The levity in his speech is in stark contrast with the reality of the game, making him all the more frightening. I honestly believe Zero III is a strong contender for videogame antagonist of the year. Kudos to Aksys as well for the translation as well as the minor additions that add a healthy dose of good-natured humor. There are a few corny bits sprinkled throughout the script -- I could probably do without Sigma's painful cat puns -- but many provide hearty laughs. One particular Tenacious D reference caught me off guard, but it might be my favorite line in the game. All that said, there are a couple of dark clouds that dot an otherwise clear sky. Even though the in-game assets imply that development led on the 3DS, the whole package appears to be optimized for the Vita. I've previously discussed a nasty save-corrupting bug that only plagues the 3DS build and which carried over from the original Japanese release. On top of that, there are instances of text being cut off the bottom of the screen and scenes where the 3D effect completely breaks, neither of which the Vita version has to worry about. Vita brings it all home with three separate save file slots versus a measly one on the 3DS. VLR on Vita sounds like the way to go. Even so, I've heard second-hand reports of the Vita version locking up the system when you go to shut down. I can't confirm this myself, but it doesn't sound as serious as what the 3DS has. But aside from the save glitch, which can be easily avoided by not saving during any Escape sequence, the 3DS problems are more cosmetic than anything else. It does make the overall package feel a tinge sloppy, however. The other major area where the game falters is in its resolution. The ending to 999 is simply perfect, with one of the most mind-blowing twists in any videogame ever. The twist made use of the design of the DS hardware to great effect, so I was hoping a similar hook would be employed in the sequel. Since VLR is multi-platform, it obviously can't rely on hardware-specific tricks to such a degree. Disappointing but perfectly understandable. The true disappointment comes from how overwrought the closing chapter actually is. I guess the only way Uchikoshi thought he could top the last game's big revelation was to hit players with several bombs all at once. Suspension of disbelief is to be expected in a series like this, but VLR expects just a little too much. I guarantee that at least one of the multiple revelations will legitimately shock you, but the rest are so out in left field that you'll be more dazed than surprised. The ending makes it quite clear that there will be another sequel, so hopefully the conflicting emotions I feel now will be properly addressed by the time Zero Escape 3 rolls around. I spent over 30 hours with Sigma and company, and I'll be damned if a bizarre final act will spoil an otherwise fine adventure. Through our shared struggles, I connected with these characters. By skating the time stream, I charted my own narrative. I want to share my experience with other players and have them share their own stories in turn. To be able to compare how our individual tales unfolded is a gift that few other story-driven games can provide. Virtue's Last Reward is a worthy follow-up in the Zero Escape series. You need to play it. Just, you know, play 999 first.
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Welcome to my kingdom
I cannot express enough how much I love 999: Nine Hours, Nine Persons, Nine Doors. A cross between escape-the-room puzzler and visual novel, it sits as a shining example of how powerful and engaging videogame narratives can b...

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ALERT: Save-corrupting bug in Virtue's Last Reward on 3DS


Vita players should be just fine
Nov 04
// Tony Ponce
I've got good news and bad news. The good news is that, after more than 30 hours of play time, I've finally finished Zero Escape: Virtue's Last Reward. Expect the review later in the week. The bad news is that there is a game...

From a bag of Doritos to a bag of dirty laundry

Oct 29 // Jim Sterling
From hashtags to harshtags Florence's criticism of Wainwright stemmed from her defense of a suspicious contest being held at the GMAs, where media folks were encouraged to Tweet a marketing department's hashtag for a chance to win a PS3. Lauren's insistence that there was nothing wrong with such a practice rang alarm bells in Rab's ears. "Now, a few tweets earlier, she also tweeted this: ‘Lara header, two TR pix in the gallery and a very subtle TR background. #obsessed @tombraider pic.twitter.com/VOWDSavZ'," he wrote. "And instantly I am suspicious. I am suspicious of this journalist’s apparent love for Tomb Raider. I am asking myself whether she’s in the pocket of the Tomb Raider PR team. I’m sure she isn’t, but the doubt is there. After all, she sees nothing wrong with journalists promoting a game to win a PS3, right?" Wainwright took umbrage with Florence's words, and her response was to accuse him of libel. Her employer, MCV, backed her 100%, and after a day of back-and-forth between Rab's supporters and hers, Eurogamer eventually capitulated to the implied threat of legal action and amended the offending article. That is when everything went truly south.  The Internet will CUT you Various communities, most notably NeoGAF, began talking in earnest about the situation, with many of them reposting and immortalizing Rab's redacted words. Rab, meanwhile, stepped down as a writer for Eurogamer, feeling his position was untenable at an outlet that would censor him (that said, he did not bear his former employers any ill will). In no time at all, Lauren was revealed to have listed Square Enix as an employer, at the same time as she was reviewing and covering Square Enix games. She claimed she had not reviewed any of the publisher's games while working for it as a consultant, but an image of her Deus Ex: Human Revolution review for The Sun was quickly shared online. Meanwhile, she locked her Twitter account to escape a torrent of abuse, and also set about deleting references to her Square Enix connections. This all added fuel to the fire, as a public found such behavior all the more suspect.  Lauren and MCV deny any sort of legal threats being made, but even that has been called into question, with Lauren having been found to have Tweeted that her media law qualifications were finally paying off. Eurogamer's Tom Bramwell said that Lauren had made it quite clear to them that lawyers would be involved if nothing was done. Such a threat cannot be taken lightly in the UK, where libel suits are costly, risky, and can prove destructive to the losing party.  Neither Lauren nor MCV have made further comment on the matter, and are more or less attempting business as usual.  Media uncoverage The story gained traction at many outlets, with articles from Penny Arcade, Forbes, and myself via GameFront pouring in. At this time, the hardcore gamer community demanded other outlets cover the ongoing controversy, with some publications such as Kotaku brushing it off as not important. This was seen as a position of cowardice by the likes of GAF, who felt the story shone too bright a light on the dodgy dealings of the gaming press at large. Meanwhile, Stephen Totilo's argument that good games journalism was what mattered only seemed to amuse the accusatory GAF, who wasted no time in juxtaposing the statement against Kotaku's Halo 4 unboxing video.  It didn't end there. As the GAF thread goes on, everything is scrutinized from free review copies to press kits to writers and game marketers being far too friendly to provide a useful service to readers. All of it's worthy of scrutiny, all of it's worth thinking about. It is tempting to cover each subject individually, and that may indeed happen here if enough people would like a series on the subject.  Are there any writers who deserve to be called game journalists? Does calling yourself a blogger really give you the right to be lax on journalistic ethics? Should reviewers buy all their own review copies? The story throws up a plethora of questions, so many that no single article could cover them all. Most importantly, people have been asking, "Why is nobody covering this?" In a few ways, Totilo isn't incorrect. Many gamers do just want to hear about the games, and they don't really care for journalism or controversy. Maybe a site that talks about Japanese food isn't the right environment in which to say it, but it's not untrue. Then again, the size of the GAF thread alone proves there's a huge audience for these kinds of stories, so there is definitely something to gain from writing about it.  As for having something to lose from doing so ... maybe. There's no doubt that this is an uncomfortable story, and I don't think there are many writers at all who could claim to not be on friendly terms with at least somebody on the other side of the fence. Trust between a writer and a reader is crucial, and perhaps it is true that this story makes every writer just that little bit less trustworthy. I will quite happily admit that I have repartee with several members of the industry-side of things, and it's up to the readers whether or not that makes me unworthy of trust. It's not for me to say. It's not for any games media to claim it's trustworthy. That's a decision for the readers.  The ongoing discussion Many writers have decided to shrug this whole thing off as nothing but, a week later, it's still being talked about and, as Ben Kuchera says, it doesn't look like it's going away. Everybody covering games professionally is currently being viewed under a microscope, but not by publishers looking to see who they should favor -- it's by the people who ultimately matter. The readers are the ones taking a long and dirty look.  That's a good thing. Ultimately, it's the readers we are meant to serve. It's not our job to look after a developer's Metacritic bonus, or ensure that Ubisoft is happy with the way we phrase a particular thing. As a guy who got himself blacklisted at Konami in the name of entertaining and informing gamers, and who writes for a site that gained its popularity back when no publisher gave a damn about us, I can confidently say that it all begins and ends with the audience. We can live without the blessing of a game manufacturer, but we're dead without you. I'm glad the audience is judging our worth to them and I'm glad we're all getting a chance to reflect on what's going on.  I invite you to look at what Destructoid does. Read our reviews, check out the pictures of plastic tat that publishers send us, and by all means examine the games that our mascot, Mr. Destructoid, has appeared in. Take a good, long look at every site you enjoy. I can only speak for myself, but I welcome the scrutiny, and your decision as to whether or not we're worthy of your readership. If you decide we're too friendly with the games industry to do you a service, then it's a consequence I embrace. If you decide we are capable of giving you honest analysis of the game industry, then I can only be grateful for you allowing us to do that. In any case, it's given me and others a lot to think about, and those of us who did not simply close ranks on this issue will likely continue to think about what we've done and how we can improve. Maybe Destructoid is doing something wrong. Maybe I'm failing you as reviews editor somewhere. I like to think about this, because I believe we can always get better.  And if you don't care about any of this stuff, and just want to talk about videogames? That's fine too. Unless you're a professional writer, doing this for a living. I don't think we get to not care. None of us have earned that kind of privilege.
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How the games media got into a big crispy mess
Who knew that a picture of a man sat next to a bag of Doritos could snowball into anger, humiliation, and intrigue? The most startling thing about this industry is that the biggest of avalanches can erupt from the humblest of...

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Surprise! The Virtue's Last Reward OVA is in English


I can get away with one more VLR post, can't I?
Oct 23
// Tony Ponce
Can anybody tell how excited I am about this game? Is it that obvious? Aksys has dubbed the 13-minute Virtue's Last Reward OVA that originally came out last year. Unlike the game which uses polygon models, this mini movie fe...
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Virtue's Last Reward has me caught up in the game


By the way, the game is out RIGHT NOW
Oct 23
// Tony Ponce
No, I am not LeVar Burton, but I've been told by several people (read: no one) that I greatly resemble him. This is your notice that Zero Escape: Virtue's Last Reward is available right now on 3DS and PS Vita. I'm plugging my way through right now and can't think about much else. I've got Bracelet Points and sh*t on the brain.

Review: Dragon Ball Z for Kinect

Oct 20 // Ian Bonds
Dragon Ball Z for Kinect (Xbox 360)Developer: Spike ChunsoftPublisher: Namco BandaiRelease: October 9, 2012MSRP: $39.99 By now, I'm sure we realize that some games can work for Kinect and some just simply do not. Sadly, that second category is the more prevalent one, and yes, Dragon Ball Z for Kinect falls squarely into it. From the outset, it looks like a solid attempt was given to ensure that the Kinect motions would be simple to execute to give the game some simple play control. And while that does hold true initially, once you venture into the realm of the more complex motions (i.e. your special attacks), you'll find frustration once again rearing its ugly head. First off, if you're going to play this game (or any game on Kinect), you should prepare yourself to look like an idiot. Jumping in place has your character leap into the air for ranged attacks. When charging your Ki, you have to squat a bit, sort of like you're taking a hunching dump in your living room. Charging a Ki blast has you holding your hand almost to your shoulder while you build up a charge before thrusting your hand forward to throw it. Even simple moves have their faults, as punches look normal but kicking at your TV feels silly. [embed]236758:45491[/embed] Besides looking goofy while playing, you'll also get tired very quickly. This is due to the fact that, while the game may be built to be a Kinect title, some of the gameplay remains decidedly QTE-inspired. As you land a series of successive hits, a small meter builds. Fill it and you'll be treated to a cutscene series of attacks in which you occasionally punch rapidly to fill more meters. If an enemy attacks with a power move, you'll have a series of options that appear on screen, one of which you must choose quickly to avoid being struck. This is where the real problem is, as some of these motions are more than the Kinect can see and thus don't register well. In fact, the Kinect works about 60% of the time. When throwing simple punches or occasionally holding both arms in front of you to block, it responds surprisingly well. Even the occasional special attack is executed with surprising ease -- I've thrown a fair number of Kamehamehas in the comfort of my living room, with no environmental damage to my walls or apartment complex (just to the landscape in the game, of course). However, not all attacks are performed the same way, and various times you'll struggle to have the Kinect register your movements as you flap your arms around like some wounded man-bird. That's not to say that the game is difficult. Far from it, actually, as the enemy characters move so slowly and telegraph their actions so much you can avoid contact from practically every attack -- if the Kinect registers your lean out of the way, that is. Even so, you'll end up doing the same thing just about every match: land a flurry of punches to initiate the cutscene combo, punch more to sustain it, cutscene of your enemy's attack, QTE to avoid, lather, rinse, repeat. For what are supposedly the mightiest fighters in the universe, these guys are all pushovers. You'll find yourself fighting through the majority of the series' biggest battles, but don't look for a cohesive story here. Before each fight you're given a very small cutscene that pertains to what is about to occur but may not have any connection to the previous battle. I won that last fight, so why is Goku's shirt suddenly torn and why is he incapacitated? If you know the show, no issues here (and goodness knows we've seen the story in enough games as it is), but it does feel a little disjointed. Thankfully, the graphics do little to offend, as the crisp cel-shading does the title justice, if not seeming only slightly flat due to the first-person perspective. Since the story itself is so truncated, you'll find you're actually able to beat the game in about three to five hours. There is no multiplayer this time around, merely a Score Attack mode in which you attempt to best your story mode score for more achievements. There's also an exclusive animated episode included on the disc, but as far as meat, there's not much left on the bone. DBZ for Kinect is just what you'd expect: a half-realized game for a half-realized piece of hardware. While some of the motion work as intended, too often they do not, but at least there's no real repercussion or headache for that, as even if an enemy lands a hit, it does little to slow you. Unless you're the hardest of hardcore or a kid who wants to wear the included cardboard "Goku Hair" BK crown while you scream and squat in your living room, this game's not worth your time. But at least it's not on rails.
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Kame-Hame-Hoo-Boy
It seemed like a good idea at the time: Take the popular Dragon Ball Z fighting games and put them in first person perspective with Kinect controls, allowing players to punch, kick, and Kamehameha their way through the series' popular battles, allowing players to be immersed in the Dragon Ball world like never before. Wait... Kinect? No, I was wrong. That doesn't seem like a good idea at all.

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LucasArts to announce new Star Wars game franchise soon


May 25
// Jordan Devore
Ahead of this year's E3, GameTrailers TV will showcase a new Star Wars game in development at LucasArts. We'll first get a look at the concept, name, and team working on this project during the pre-E3 episode of GTTV which ai...
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Kenka Bancho's back with some more punk ass whoopin'


May 16
// Raz Rauf
The wonderful guys at Spike Chunsoft who gave us gamers an excuse to beat up tons of cocky, chauvinistic, angst-ridden Japanese delinquents time and time again are about to give us yet another offering. It's time for Ke...
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Live show: Deadliest Warrior giveaway on Mash Tactics


Apr 16
// Bill Zoeker
Ready your arms for today's Mash Tactics. King Foom is playing Deadliest Warrior and Deadliest Warrior: Legends in anticipation of Deadliest Warrior: Ancient Combat's release tomorrow. DW: Ancient Combat is a disc release of ...
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Shocker! Batman: Arkham World is not a real thing!


Dec 13
// Jim Sterling
Gamers love their mysteries, so it was hardly surprising that a Batman: Arkham World reference at the Spiked Game Video Trophies set brains afire. The reference was spotted during The Joker's CGI acceptance speech for his "Be...
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Office Chat: Revengeance wins best made-up word


Dec 13
// Conrad Zimmerman
Obviously, we at Destructoid were all forced to watch the 2011 Spike Video Game Awards show this weekend. Shackled to our computers, driven by cruel taskmasters, we had no option but to witness it. In this casual chat from o...
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Ravens RB Ray Rice voted onto NFL Blitz digital 'cover'


Dec 12
// Samit Sarkar
If there's a marketing opportunity to be exploited, you can bet that Spike and the producers of the network's annual Video Game Awards will be there to take advantage of it -- no matter how absurd it may seem. I can just imag...
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The DTOID Show: Watch us recap the VGAs!


Dec 12
// Tara Long
Happy Monday, Destructoid! In the event that you were too busy huffing ether to pay attention to the Spike TV VGA's this weekend, Max and I have managed to condense the only important parts (i.e., the trailers) into a simple...
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Tonight, the Spike Video Game Awards ceremony was broadcast live, packed full of new trailers, game announcements and wretched, pandering humor. We caught the intriguing trailer for The Last of Us. We watched Miyamoto sm...

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Spike VGA game of the year: Skyrim


Dec 10
// Dale North
Elder Scrolls V: Skyrim is the 2011 Spike Video Game Awards Game of the Year. I knew it. I won't tell you what I chose as a Spike Video Game Awards panelist judge, but I bet you could guess.  It was a shame that the staf...
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Revengeance. Hideo Kojima showed up to the Spike VGA awards to present his newest game. He flubbed up a bit with some nervous English during his presentation, but finally was able to offer up the first look at the new M...

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Fortnite, Epic Games' cute zombie game


Dec 10
// Dale North
Zombies have been done to death (pun intended), but have we done cute zombies yet? Don't answer that. Still, Epic is trying something a bit less uptight and more fun with upcoming game Fortnite.  Even though it seemed t...
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Wow: Transformers: Fall of Cybertron trailer


Dec 10
// Dale North
Slo-mo, dark, slick and dramatic as f*ck, here's your debut trailer for Transformers: Fall of Cybertron, fresh from tonight's Spike VGA show. Explosions, bashing, transformations and fire breathing? So far, this is easily the best trailer of the night. Who's down for the Fall of Cybertron?
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Miyamoto accepts Hall of Fame award for Legend of Zelda


Dec 10
// Dale North
At tonight's Spike VGA awards, Shigeru Miyamoto took the stage to accept an award for the induction of The Legend of Zelda into the hall of fame. He took the stage like a champ, coming out of the floor and fog to accept the a...
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New Mass Effect 3 trailer has worms


Dec 10
// Dale North
Straight from the Spike VGA show, here's the latest Mass Effect 3 trailer. You know you want this sh*t. Gears of Giant Enemy Crabs!
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Come watch the Spike VGAs with us!


Dec 10
// Conrad Zimmerman
So, what are you up to tonight? We're sat at home watching beautiful people we have a hard time identifying with make casual remarks about our beloved hobby. Yes, it's time once more for the glitz, glamour and high-brow enter...
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The 2011 Spike Video Game awards are tonight


Dec 10
// Dale North
The 2011 Spike Video Game awards show goes down tonight at 8 p.m. Eastern/5 p.m. Pacific. It's a live show, as always, and can be found on Spike's television channel, as well as one of the MTV variants and a few others. You w...
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Hey! Listen! Watch me on GameTrailers TV tonight!


Dec 08
// Chad Concelmo
If I was one of Link's companions in a Zelda game, I would definitely be less cryptic and more direct. Instead of a "Hey!", "Listen!", or "Watch out!", I would be more of a "Look, Link. You could go light those torches...
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The Amazing Spider-Man game premiere at Spike VGAs


Dec 07
// Dale North
Activision and Beenox's The Amazing Spider-Man will be shared with the world for the first time through an exclusive trailer to be shown during Spike TV’s Video Game Awards, airing live on Saturday, December 10 at 8:00 ...
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'Unbelievable' PS3 exclusive teased as 'The Last of Us'


Dec 05
// Jim Sterling
Sony has a PS3 exclusive in the works that, apparently, we "will not believe." It's due for unveiling at the Spike Videogame Awards on Saturday, but we've been given a little taste today, courtesy of a teaser site called The...
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'Chuck' star Zachary Levi to Host Spike Video Game Awards


Nov 30
// Dale North
Any Chuck fans out there? Chuck star Zachary Levi has been chosen to host this year's Spike TV Video Game Awards, says The Hollywood Reporter. The actor isn't new to the game world, as he's voiced characters in...






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