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Vermintide photo

Warhammer: End Times - Vermintide will be releasing rats into your house on October 23

It's a simple pest control simulator
Sep 25
// Joe Parlock
  The release date for FatShark’s Warhammer: End Times - Vermintide has been announced. The Left 4 Dead-styled game, that has you take on hordes of Skaven (giant rats) in four-player co-op and an emphasis on melee ...
Warhammer 40K photo
Warhammer 40K

Steam's hosting a free weekend for Dawn of War

And not just the first game!
Sep 24
// Jordan Devore
It isn't the weekend yet, but I'm about to have me some fun. Ready up. The Warhammer 40,000: Dawn of War series is free to play on Steam until Sunday at 1:00pm Pacific. I'd recommend Dawn of War II and Chaos Rising -- they'll...
Deals photo

Cities: Skylines After Dark release-week deal is 24% off

The better SimCity gets better
Sep 24
// Dealzon
Releasing a game (expansion) on a Thursday instead of Tuesday? Must be a Paradox thing. Colossal Order's popular Cities: Skylines is receiving its first expansion today, titled After Dark. New features include, well, the...
7 chances to win crazy awesomeness!
Almost seven years ago, Mommy's Best Games unleashed Weapon of Choice upon the world. Soon it was followed by Shoot 1up, Explosionade, and Game Type. Xbox Live indies were never the same. Now on Steam, Mommy's Best Games have...

Review: Undertale

Sep 24 // Ben Davis
Undertale (PC)Developer: Toby FoxPublisher: Toby FoxReleased: September 15, 2015MSRP: $9.99 Undertale is the story of a human child who falls into a deep underground cavern filled with monsters and must find a way to escape back to the surface. The monsters had all been banished there by the humans long ago, so tensions are high whenever a human drops in to visit. The player quickly meets two monsters, a flower named Flowey and a motherly cow/rabbit monster named Toriel. They seem nice enough, but they are monsters after all, so should they really be trusted? The journey through the caves is filled with puzzles, turn-based random encounters, and a whole lot of humor. The outstanding gameplay mechanic here, though, is combat. It's a unique system, and even though encounters are random, they don't occur often enough to become an annoyance. In fact, I usually found myself looking forward to my next encounter. [embed]312265:60496:0[/embed] The turn-based combat in Undertale works very differently from most other RPGs. While attacking or defending, a box will appear with a short mini-game to complete in order to determine the amount of damage given or received. Attack mini-games involve stopping a moving bar along a slider at the perfect moment for maximum damage. The majority of defense mini-games play out a bit like a bullet hell; enemies will usually send out a volley of projectiles, and the player must move their heart around to avoid getting hit by anything. Bosses each have their own slight alterations to the defense mechanics, and the game does a good job of changing things up from time to time so that it's not always strictly bullet hells. Attacking is not the only option, however. There are two other choices, Act and Mercy, which will provide much of the core combat gameplay for many players. The Act option offers several ways to interact with the enemy, which change depending on which monster is being fought. These can range from friendly actions such as "Compliment" or "Hug" to meaner things such as "Pick On" or "Ignore." Choose the wrong interaction and the monster might become more aggressive. Choose the correct interaction and the monster might become happier or no longer wish to fight. When this happens, the Mercy function opens up and the fight can be ended non-violently. I honestly enjoyed trying out every possible option anyway, even if I already knew what to do, just to see how the monsters would react. Basically, it's the player's choice whether to destroy the monsters or show them mercy. Killing monsters grants money and XP which can raise the human's LV. Sparing monsters is only rewarded with money (and perhaps a new friend). It's entirely possible to play through the entire game without killing anything and remain at LV 1, and it's also possible to kill everything. But keep in mind that every decision has consequences. Aside from combat, there are also puzzles to be solved in order to navigate the caverns, but for the most part these are very light. I can't imagine many players will get stuck on any of the puzzles, and actually some of them are solved by the monsters themselves because they doubt the human's abilities. The puzzles aren't particularly impressive, but they're used more as a way to keep things interesting as the player is exploring rather than trying to stump them. One of Undertale's greatest strengths is its wonderful cast of characters and its extremely witty sense of humor. While the main character is sort of a gender-neutral blank slate for the player to inhabit, the monsters are anything but. I quickly fell in love with just about every character I came across, even some of the common enemies, since it's possible to have conversations with them during battle. Everyone in Undertale is so memorable and interesting, I just wanted to hug them all (and I did hug some of them!). The humor is spot-on as well. I haven't laughed out loud this consistently during a game since EarthBound. Between listening to a long conversation of terrible skeleton puns, having a flexing contest with a muscle-headed merhorse, cooking and eating a cup of instant noodles in the midst of battle, finding out how item names like Butterscotch Pie or Spider Donut are abbreviated, and hundreds of other hilarious moments, my face was starting to hurt from smiling and laughing so much. The thing that really hooked me, sealing the deal for Undertale being such a phenomenal game, was how it deals with player choices. I don't want to spoil much in this regard, but there are multiple endings as well as many moments and lines of dialogue which can be altered depending on the player's actions, and some of the things the game remembered seriously surprised me. It's really difficult to talk about what makes Undertale so great without spoiling anything, but if the concept sounds interesting to you at all, I highly recommend checking it out. Don't let the somewhat plain-looking graphics turn you off, because the game more than makes up for that through its superb gameplay, characters, and writing (not to mention the excellent soundtrack!). And actually, many areas, objects, and characters are surprisingly beautiful and well-drawn, so even the lackluster art style started to grow on me after a while. Undertale provided me with many hours of laughter, happiness, and warm, fuzzy feelings, all the while surprising me with some truly sad and shocking moments out of the blue. It's the kind of game that I'll want to replay many times in order to see how all of the various choices play out, and I'm sure I will remember it fondly for years to come. I hope everyone else can find as much joy from playing Undertale as I have! [This review is based on a retail build of the game purchased by the reviewer.]
Undertale review photo
Pure happiness
Every once in a while, a game comes along that takes you completely by surprise. I noticed a lot of people talking about Undertale recently, and how great it was. The screenshots looked a little underwhelming, but I decided t...

Binary solo photo
Binary solo

P.A.M.E.L.A. looks like a beautiful yet depressing robotic future

Mass Effect + BioShock + Ex Machina
Sep 23
// Jed Whitaker
P.A.M.E.L.A. is the hot new indie game taking Steam Greenlight charts by storm, and it looks absolutely gorgeous. Surprisingly the game has a grand total of six artists working on it, according to this in-depth intervie...
Free game photo
Free game

Grab Oddworld: Abe's Oddysee while it's free on Steam

24-hour deal is in effect
Sep 23
// Jordan Devore
Now through September 24, 2015 at 10:00am Pacific, Oddworld: Abe's Oddysee is free to download and keep on Steam. It's free free -- not one of those only-good-for-the-weekend promotions. Naturally, this deal is a way to get O...
Deals photo

Grab $100 Best Buy or $50 GameStop eGift Cards, get a $10 bonus

eGift Cards, that's how
Sep 23
// Dealzon
Update: We f'ed up that title. Fixed to clarify what the deal is actually about. For those wondering and to make sense on the warranted comments below, the previous title was "Get a $10 bonus for buying anything at Best Buy."...
16 Total chances to win! International!
To celebrate the Steam release of Nom Nom Galaxy and the numerous awards it's received, the awesome folks at Q-Games have given you lovely folks a few chances at some cool stuffings. They also made this contest international ...

Review: Aerannis

Sep 22 // Jed Whitaker
Aerannis (PC)Developer: ektomarch Publisher: ektomarch Released: September 15, 2015MSRP: $9.99Rig: Intel Core i7-3930K @ 3.2 GHz, 32GB DDR3 RAM, Nvidia GeForce GTX 980, Windows 10 64-bit, Intel 750 SSD After receiving an email from one of the developers stating you play as a transgender character, I couldn't help but give Aerannis a chance. I was rather surprised how well the Kickstarted game was able to mesh the adventure genre with a stealthy metroidvania. Traversing different parts of the cyberpunk world to find and complete missions -- mostly consisting of either stealthy sneaking, hits, or investigating -- was pretty satisfying and never felt dull.  The formula is overall pretty simple: Talk to your robot buddy / boss / NPC and receive a mission with directions, follow the directions till you find an arrow in front of described building, do the mission, rinse and repeat. The world isn't exactly huge, but save stations allow you to fast travel between them, thankfully cutting down on dull backtracking that many games in the same genre suffer from.  Missions are all relatively similar even if the goal at the end can be a bit different: Going from point A to point B while hiding or blasting enemies until you reach the goal. But thankfully new mechanics, weapons, and enemies are introduced along the way to keep things interesting, such as the abilities to hang from ledges, jump off walls, and drop varying types of bombs. In a few levels you'll also be tasked with taking down giant boss monsters, which are always satisfying and unique.  [embed]311778:60469:0[/embed] As someone who typically hates stealth sections in games, I actually found the stealth missions fairly enjoyable as they are a bit more action-oriented than games like Hitman. I found myself never having to wait more than a few seconds for an enemy to mill about allowing me to either sneak by or grab them from behind with the decision of instantly killing them or taking them hostage, with any option being equally satisfying.  Politics: this game has them and we have to talk about them. Seeing as you play as a transgender female in a world where men don't exist because... well... the game doesn't really ever explain this, nor does it explain how trans females exists with no males. Are babies born male and forced to be female? How are babies born? I feel like the developers had some kind of agenda with the game's story but never truly make it 100% clear one way or another, which is probably intentional. I imagine that players of every belief will be able to feel like Aerannis story falls into what they think if they wanted.  For instance, one section has you enter a part of the city known as TERF Turf, where radical feminists are in control and rally against "snowflakes" as they call them, a shortened version of the pejorative "special snowflakes" which is often used to slur transgender people. TERF is an acronym for "Trans Exclusionary Radical Feminists" by the way, so it makes sense that the sign outside their part of town says "you must be this cis to enter" with a picture of a tampon. The game treats TERFs as the main villains even going as far as referring to them as Nazis, though without directly saying the word. So many people will take this as meaning "excluding trans people is bad" while others will surely interrupt it as "all feminists are bad," a distinction that is never directly made. My biggest gripe with the game is it never really says anything. Sure it talks about feminism, transgender people, and diversity, but what is the message it is trying to convey? In the end the whole thing kind of feels like the ramblings of a conspiracy theorist who finds the most radical outlier of a group and makes an example of them for what a said group must be like, when that isn't necessarily true. I have a hunch the developers' intentions was to try to hide a wolf in sheep's clothing or apply gotcha tactics by having players play as a transgender character while preaching to them about the dangers of feminism -- insert laughter here -- and it really just never works, mostly because the writing is less than great and the message isn't clear. For a game having two endings, neither really had much to say or made sense to the context of the rest of the game. One ending has the main character reveal a secret twist they had been keeping the entire game, which would be fine if their internal dialogue wasn't presented at times, which made the ending feel jarring and disconnected from the rest of the experience. The other ending just goes completely off the rails that had me audibly exclaim "What the fuck!?" Maybe that is part of the beauty of Aerannis -- aside from its crisp pixel art, matching soundtrack and solid gameplay -- is that it is like staring into the abyss of the mind of a conspiracy theorist, or any random internet hive-mind; it might not make much sense, it might be completely off kilter with the real world, and it might be the complete opposite of what I believe, but it was still good for a laugh. Aerannis is a beautiful, diverse metroidvania with solid mechanics mixed in with some tin-foil hat madness, and regardless of your political views you should give it a shot; you might just enjoy it, I know I did. [This review is based on a retail build of the game provided by the publisher.]
Review: Aerannis photo
Transgender Feminist Illuminati Blues
In a cyberpunk future where men cease to exist, a trans woman and for-hire assassin is fighting the feminist Illuminati that runs the government. Along the way she encounters shape shifting monsters that often are shaped like...

Review: Extreme Exorcism

Sep 22 // Jed Whitaker
Extreme Exorcism (PC, PS3, PS4, Wii U, Xbox One [reviewed])Developer: Golden Ruby Games Publisher: RipstoneRelease Date: September 23, 2015MSRP: $12.99 If you've played one of the many indie couch competitive games that have become popular in the past year or two, you know the drill here: gather three of your friends together and fight to the death. The gimmick in Extreme Exorcism is that winning a round causes a ghost to replay your previous actions, including firing weapons that can kill your enemies, or even yourself depending on the various customizable settings. By default each player can carry up to three weapons at a time, which spawn in predetermined places around each of over 45 stages. Weapons range from basic punches and kicks to rocket launchers, boomerangs, and magical staffs. While the variety of weapons is nice, nothing really feels original, though familiarity makes the game very pick-up-and-play friendly.  Matches are fast and furious, especially when playing with the maximum of four players. Each time someone wins a round, a ghost will spawn of their previous win, and ghosts stay on screen until exorcised via the purple wings weapon that spawns from time to time. The fact that you can potentially have ghosts from four different players running around the screen firing off rocks and kung-fu kicks in every direction makes for some hectic games.  [embed]311776:60466:0[/embed] For those of you without friends in real life, there is an arcade mode and the challenge mode. Arcade mode is a series of matches in each level of the game where you're required to kill so many of your previous ghosts to unlock each level. The first ghost is spawned by killing a possessed chair, which is super simple as the AI isn't anything special, as it doesn't need to be since you're fighting your ghosts. Arcade mode is simple enough to be enjoyable alone, but can be played with up to four players as well, working together towards an enjoyable fight with a boss in the final level.  Challenge mode, however, is for one player only. In 50 different challenges you'll be tasked with completing different goals such as killing 100 chairs with three lives, or completing five rounds only using a boomerang. The challenge mode lives up to its name. It is easily the most challenging part of Extreme Exorcism and will test even the most seasoned players. I was able to unlock every challenge, but completing them is a different story, though I didn't really feel pressed to complete them given that there is no real reward other than feeling accomplished, and achievements if you care about those.  If anything, Extreme Exorcism is a game for those who have tried TowerFall and Samurai Gunn at their parties and want something even more hectic, and bustin' makes them feel good; otherwise players new to the genre may feel a bit overwhelmed with the amount of on-screen action. As for me, I'll stick to the classics for my get-togethers. Simplicity is what appeals to me when I'm trashed and I'd rather not projectile vomit from my eyes trying to keep up with all those ghosts. [This review is based on a retail build of the game provided by the publisher.]
Review: Extreme Exorcism photo
No head spinning here
Four teenagers enter a haunted house and get killed by each other until ghosts show up. No, it isn't the plot to House on Haunted Hill but the mechanics of Extreme Exorcism, the new couch competitive game from Golden Rub...

Deals photo

25% off deal gleams on Fallout 4, Rocket League, and Battlefront

One day only
Sep 21
// Dealzon
For the next 20 hours or so, you can grab 25% off on most (or all) games at Green Man Gaming, meaning Steam keys for Fallout 4, Rocket League, and Star Wars: Battlefront (uh, that'll be an Origin key) are all at a nice d...

Review: Act of Aggression

Sep 21 // Patrick Hancock
Act of Aggression (PC)Developer: Eugen SystemsPublisher: Focus Home InteractiveReleased: September 2, 2015MSRP: $44.99  Act of Aggression's plot takes place in the near-future where political agencies are being exploitative during the worst economic downturn since the Great Depression. The player takes the side of the Chimera and U.S. government, who believe a group called the Cartel are behind this financial crisis. There are also standalone missions that play out from the perspective of the Cartel. The campaign isn't the most interesting story, which is compounded by downright terrible voice acting. I'm honestly not sure if they were going for a "so bad it's good" angle, but the end result is just bad.  The campaign also does a poor job of acting as the game's tutorial. After completing a campaign, jumping into an online match will be mostly foreign. Personally, I recommend playing through AI skirmish matches to get used to how the actual game handles before jumping online. That way, players can take their time reading unit descriptions and getting a feel for the various factions. [embed]309347:60454:0[/embed] Gameplay will be familiar to anyone who has played a real-time strategy game before. Players need to harvest resources, build up their base, create an army, and wipe out the opponents' base. There are four resources to keep track of: oil, aluminum, rare earth elements, and electricity. The first three are harvestable from the map using Refineries, but electricity is created by specific buildings. There are other ways to acquire certain resources, like occupying banks or constructing specific buildings.  Not everything is par-for-the-course RTS gameplay. Players can send ground troops to occupy any building that litters the map. Soldiers inside of buildings have increased defenses from that structure, with the obvious downside of being stuck inside the building. Enemies can either attack the building in an attempt to destroy it and kill the soldiers inside, or send in their own troops to fight inside. Winning battles inside of buildings seems to be a case of numbers; having more soldiers than the enemy will end in a victory. There are tons of buildings spread across just about every map, which makes traversing an area way more interesting since the enemy can be in any of them. As mentioned, large bank buildings will generate (finite) resources when occupied, so the early game usually consists of players rushing towards those areas. It's easy enough for players to take a bank next to their base, but heading directly towards an enemy bank early on can also be worth it. It's an incredible gameplay mechanic that truly does alter competitive play. Another important element involves prisoners of war. After a soldier is defeated in battle, they don't disappear from the map. Instead, they become a unit that has no action other than to move. Players can have the wounded soldiers retreat to base, but if an enemy gets there first, they can capture the POW. From there the enemy can generate resources, and even be traded for different resources. This is something that can really impact the late-game, and can easily separate mediocre and great players.  Base building is standard for the genre, and consists of three tiers of buildings. Certain structures need to be built before constructing anything from a higher tier, and many of the late-game buildings require rare earth elements, the late-game resource. It feels like a natural progression, and still allows for many different "builds" and strategies. Perhaps the best part about playing Act of Aggression is that it actually feels like war. Players, in general, need to have a well-balanced army to see any sort of success. "Deathballs" of a single unit can see mild success, but will usually fail to bring complete victory (trust me, I've tried). Having a balanced army, stationing units in buildings, and occasionally calling in airstrikes made me feel more like a strategist than any RTS in recent memory. Each faction can also build a "superweapon," which takes the form of a nuclear missile. All three superweapons are pretty much identical, with some numbers being changed like area of effect and damage. These aren't an automatic victory once they are built, and in fact can be defended against by certain factions with specific structures.  It's important to note that "actions per minute," or APM, isn't an emphasis here. Players won't need to worry very much about micromanaging their armies in the midst of an intense battle. It's more about keeping your enemy on their toes with a strong overarching strategy, along with intelligent placements and makeups of an army. Visually, Act of Aggression impresses. Players may not realize it, but zooming in reveals a nice level of detail given to each of the units. It can be hard, using the normal camera level, to discern between specific units which makes combating armies tougher than it needs to be.  It's unclear whether or not Act of Aggression will have any legs to stand on within a few months. The player count hovers around the 1,000 to 2,000 range at any given time and I've had no shortage of players to compete against online. The larger price tag is likely limiting its playerbase, and it can be hard to justify due to the lackluster single-player option.  This might not be the prophet of the next wave of "golden-era" RTS games, but it's a fresh entry to a genre that desperately needs it. It's one of the few games that has truly made me feel like a strategist, and changes the way I approach familiar situations when playing online. For those only interest in single-player, I'd recommend looking elsewhere. If online multiplayer or even AI skirmishes are all you need, Act of Aggression delivers a wonderful product. [This review is based on a retail build of the game provided by the publisher.]
Act of Aggression review photo
Enter the hotseat
Act of Aggression claims to be built like games from the "golden era of RTS." You know, back when StarCraft and Command and Conquer were taking the industry by storm. At least, I assume that's what they mean because...

Sup Holmes photo
Sup Holmes

Chimeras and charge beams abound in the Sup Holmes reruns

Sup Holmes every Sunday at 4pm EST!
Sep 20
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] One of the things I love a...
Mondrian photo

Arkanoid meets Art History in Mondrian

Piet a peck of pickled puzzles
Sep 20
// Jonathan Holmes
I grew up watching my mom master two video games in particular, Super Break-Out and Pengo, both on the the Atari 5200. Sadly, they don't make many games like either of them anymore. The brick-breaking action genre pretty muc...

Friday Night Fights - Taco Cat Edition

Game with the Dtoid Community!
Sep 18
// Mike Martin
Honestly, I just want tacos. Was looking at pictures and stumbled across the ole Taco Cat spelled backwards... meme and here we are. LAZY FRIDAY FOLKS! Woot! Everyone still into Metal Gear? Awww yeah baby. I'll put my metal i...
CAVE on Steam photo
CAVE on Steam

Mushihimesama will be the first CAVE shooter to hit Steam

Coming winter 2015
Sep 17
// Chris Carter
As you may have heard, Cave is getting into the Steam business. Today at TGS, the company shared some more concrete info on its move to the PC platform, starting with its debut game -- Mushihimesama. Titled "Bug Princess" in ...

Review: Zombie Vikings

Sep 16 // Jed Whitaker
Zombie Vikings (PC, PS4 [reviewed], Wii U)Developer: Zoink!Publisher: Zoink AB, Rising Star GamesReleased: September 1, 2015 (PS4), October (PC), Q4 2015 (Wii U)MSRP: $19.99 Stick It to the Man! developer Zoink! decided to keep the same great art style from that game for Zombie Vikings, which is a like a combination of papercraft, stickers, and a pop-up book. The graphics really pop during the entirety of this Norse brawler, and that is about all the good things I've got to say. If I listened to my kindergarten teacher and "only said something if I had something nice to say," I'd stop here and this would be a very short review, but I'm a big kid now. Speaking of kindergarten, the humor is about on that level. Be ready for poop and anus jokes. Seems like every fantasy adventure game has to make some kind of stupid reference to the Lord of the Rings movies, which I get are iconic and loved by many people, but if I hear one more "you shall not pass" joke, it had better be next-level, second-coming-of-Christ impressive, otherwise don't. I understand that some people reference things and kind of feel like it is an inside joke -- or something only '90s kids will get -- but it isn't funny, especially when done multiple times. [embed]310977:60391:0[/embed] Now that I've made it crystal clear I think the writing and comedy are unfunny garbage, let's move onto gameplay, which isn't terrible but isn't exactly standout either. Zombie Vikings has the typical beat-'em-up flair. You'll be jumping, running, blocking, dodging, and mashing buttons to beat your enemies senseless, as well as using each character's unique special attacks and abilities. These range from more powerful attacks to swooping from the sky like a crow on top of your enemies, and clearly make some characters better than others. All in all, you're still just mindlessly beating up the baddies without much thought. The problem isn't so much what you can do, but the variety of who you're doing it to, as most every level has a variety of three styles of enemies: tiny, medium, and large. The different styles of enemies vary in appearance between stages but perform mostly the same, and after thirty levels, I was bored to tears. Bosses mix it up a bit every few levels, often requiring specific new strategies to clear before you're sent back to the same repetitive enemies. Every now and then there will be levels that mix up the formula a bit -- such as a few where you're forced to run as fast as possible from enemies -- which are the only fun levels throughout the game. Two levels have you playing a game of what equates to soccer mixed with basketball against the CPU and they easily are the most infuriating levels due to the mechanics just not working; points are really hard to score because the goals are extremely finicky when deciding if your ball goes in. Online multiplayer matchmaking was either devoid of players or just didn't function -- neither option would surprise me. Multiplayer felt necessary as you can revive other players instead of being kicked back to checkpoints, and when I was playing alone, I found myself replaying sections far more often due to death than when playing with a local co-op buddy. The cherry on top of this shit sandwich is the insane amount of bugs and glitches I experienced while playing: persistent screen tearing, levels that wouldn't allow me to complete them due to enemies getting stuck off screen or objective items not spawning, enemies getting stuck on and inside terrain, and so on. Zoink! has already released a patch on the European PSN addressing some of these issues earlier this month, which is still absent in the US for one reason or another, but that doesn't excuse the state in which it was released. I can only review the product I have in hand, not what the game could potentially be. I'm a huge fan of the beat-'em-up genre. It can be rather repetitive, but typically that can be overlooked as the games tend to be rather short. Zombie Vikings, however, overstays its welcome and starts to get rather monotonous around halfway through. While it tries to throw in some interesting levels and boss fights, those mostly end up falling flat, just like the humor. On top of all that, the game is buggy with screen-tearing issues, subtitles not working properly, and glitches preventing levels from being completed. If you're looking for a beat-'em-up to play, I'd recommend Castle Crashers Remastered and the original trilogies of Final Fight, Golden Axe, Splatterhouse, and Streets of Rage. Those games are worth far more than the asking price of this tragedy. [This review is based on a retail build of the game provided by the publisher.]
Review: Zombie Vikings photo
Laugh at this bug-infested corpse
Comedy is as diverse as the world around it. Some people love Larry the Cable Guy. Others prefer Louis C.K. But one thing is for sure: not every comedian is for every person. The thing that makes you laugh may not make me lau...

Undertale photo

Undertale is half EarthBound, half WarioWare, and nobody has to die

Date a skeleton? At least five dogs?
Sep 15
// Jed Whitaker
What if I told you there was a game that looked similar to EarthBound where you could befriend enemies instead of killing them, and combat is a mixture of turn-based and a WarioWare-like mini-game. Would you believe me? That...
Free Amnesia photo
Free Amnesia

Amnesia: The Dark Descent is free on Steam

Grab it before tomorrow morning
Sep 15
// Jordan Devore
Halloween in September? I'm down with that. Ahead of SOMA's release on September 22, Frictional Games has made its earlier horror game, Amnesia: The Dark Descent, free on Steam. You have until tomorrow at 10:00am Pacific. The promotion also has the Penumbra titles and Amnesia: A Machine for Pigs marked down by 80 percent until Friday at 10:00am Pacific.
Afterbirth pre-order sale photo
Afterbirth pre-order sale

The Binding of Isaac: Afterbirth's pre-order discount is perfect

The price point of the beast
Sep 14
// Nic Rowen
The Binding of Isaac: Afterbirth is now available for pre-order on Steam with a hefty 40% discount that brings the price down to an entirely appropriate $6.66. Normally I don't advise pre-ordering anything, but given how much...
Battle Chasers photo
Battle Chasers

Darksiders creator returns to games with Battle Chasers

He's also going to finish the comic
Sep 13
// Jonathan Holmes
Joe Madureira first hit it big drawing X-Men and Spider-Man for Marvel comics in the '90s. He quickly became one of the most influential artists in the field, thanks to a style that melded lessons learned from other American...
XCOM photo

XCOM: Enemy Unknown free to play this weekend on Steam

Buy the full game for 75 percent off
Sep 11
// Vikki Blake
XCOM: Enemy Unknown is free to play on Steam this weekend. The preview is available now and will end at 6pm (BST) on Sunday, September 13, 2015. If you enjoy your trial and fancy jumping into the game for reals...
Dankest Dropsy Beats photo
Dankest Dropsy Beats

Get a damp hug from a dank clown in Dropsy's launch trailer

Sing-a-long, even if the notes are wrong
Sep 10
// Jed Whitaker
The surreal point-and-click adventure game Dropsy is available now on PCs everywhere and to celebrate the occasion Devolver has released this hot new sing-a-long trailer that provides some insight into his damp world. Appare...

Contest: Renowned Explorers

Sep 10 // Mike Martin
Win one of 10 copies!
The fine folks at Abbey Games were awesome enough to bestow 10 copies of Renowned Explorers: International Society upon us, so that I may give them to you fine folks! That's not all though, they are also offering a one of a k...

Final Fantasy V PC photo
Final Fantasy V PC

Final Fantasy V comes to PC with divisive art style

September 24
Sep 10
// Steven Hansen
Square's marking the 23rd [not 20th, because I am dumb - Ed.] anniversary of Final Fantasy V with a re-release on PC, but it's not just a straight port. "Veteran character designer Kazuko Shibuya has returned to recreate th...

Review: Circa Infinity

Sep 09 // Ben Pack
Circa Infinity (Mac, PC [reviewed]) Developer: Kenny Sun Publisher: Kenny Sun Released: September 9, 2015 MSRP: $9.99 The game is so simple there's no tutorial. You play as two nameless characters who must traverse through a seemingly endless corridor of black and white circles while avoiding any red demons that cross their path. The whole aesthetic can be summed up by the question "What if they made a game based on the animation that plays when you enter the TV world in Persona 4?" You can move the character left and right, and hit the action button to either dip down or jump up, depending on what color circle you are in.  Infinity consists of 50 levels split up into five sections. These all do a great job of slowly introducing new mechanics and folding them back into existing challenges. Each section feels distinct, not dissimilar to Braid. The earliest levels teach you the basics of how to dodge enemies, then section two introduces challenges like enemies that will only move when you do.  Sections end with boss fights, which do a great job of wrapping up the lesson of each stage while supplying a completely new gameplay experience. These are the only areas that feel like having a bit of a tutorial might be good, but you can still manage to figure out their secrets without too much worry. The game also features a speedrun mode for those who want to master the stages. As you would expect, things get incredibly difficult. The hardest part of Circa Infinity is keeping track of which direction you are moving in since left and right don't really mean anything when you're running around a circle. This doesn't help that the game itself may make you dizzy. You die if you touch an enemy, but it only sends you back one circle. It's very easy to get frustrated and get sent back several circles, but there are also checkpoints before particularly hard sequences. Outside of a few boss moments, it never feels unfair. The music fits well. It keeps you in a trance-like state. Each section features a different song, as well as unique boss music. The main problem with the soundtrack is that it loops fairly often, which can add to the exhaustion if you're having trouble with a particular level and are spending upwards of an hour on a section. If you can get past the fact that this is another indie puzzle platformer with a simplistic art style, Circa Infinity is well worth the cost. Brilliant level design and a great aesthetic keep the game fresh from start to finish. [This review is based on a retail build of the game provided by the publisher.] Ascendant (PC, PS4 [reviewed])Developer: Hapa GamesPublisher: Hapa GamesRelease Date: May 13, 2014 (PC) / September 8, 2015 (PS4)MSRP: $9.99
Circa Infinity review photo
'Circle Infinity'
Circa Infinity is a trip, as the game is about as simple as it gets. There are three buttons, mostly three colors, and every level is just a circle. But as you start to dig deeper, and the mechanics evolve, Circa Infinity reveals itself as a brilliant puzzle platformer.

They're masterworks all photo
They're masterworks all

Dragon's Dogma: Dark Arisen climbs to PC in January

They're masterworks all
Sep 08
// Jordan Devore
I didn't complete Dragon's Dogma, but I'd like to give it another try one day. Preferably on PC. That hasn't been an option yet, but it will be next year. Capcom is bringing the expanded Dragon's Dogma: Dark Arisen to Windows...

Review: Lovers in a Dangerous Spacetime

Sep 08 // Jed Whitaker
Lovers in a Dangerous Spacetime (Linux, Max, PC, Xbox One [reviewed])Developer: Asteroid BasePublisher: Asteroid BaseReleased: September 9, 2015MSRP: $14.99 Lovers in a Dangerous Spacetime takes place in outer space, the final frontier, a place of wonder filled with various anthropomorphic species, and a heart-shaped space station called the Ardor Reactor, which is powered by love and protected by the League Of Very Empathetic Rescue Spacenauts, also known as The Lovers. Everything was fine and dandy until the dark forces of anti-love destroyed the Ardor Reactor, ripped a hole in spacetime itself and took prisoner many of the lovely inhabitants. That is where The Lovers come in to save the day, running to and fro to control their circular spaceship while spreading love throughout the cosmos. While the story isn't exactly new -- evil force caused by evil being ruins the day, fix it -- the cute presentation and charm more than make up for it. Everything in Lovers is completely adorable, including the enemies. Lots of bright colors fill the screen, and love is emphasized at every turn. As you and a friend guide The Lovers through spacetime you'll be jumping from role to role inside various circular spaceships. Stations include thrusters, shields, turrets, navigation, and laser. Manning the guns is a pretty straightforward affair of aiming and firing, shields can be rotated around the ship to prevent damage from terrain, enemies, and projectiles, and the laser can be triggered causing it to automatically fire while rotating around the ship before needing to cool down. [embed]309747:60277:0[/embed] Piloting the ship is a bit different than any other game I've played. By default, you'll be rotating a thruster around the outside of your ship to determine what direction you'll be heading. If the thruster is on the bottom left of the ship, you'll be heading up and to the right, if it is on the top then you'll head down, and so on. While it may sound confusing, piloting only requires the brief tutorial to get used to and you'll be zipping through the cosmos in no time as if it were second nature.  Your goal throughout each colorful level in the four campaigns you'll be exploring is to find five of a possible ten captive critters to advance to the next stage. Collecting critters also increases your ranking, which unlocks different ships and upgrades for them, so exploring to find all ten critters per stage has its benefits. Gems are also found floating in containers in each stage and can be used to power up each station with power, beam, and metal abilities. Stations can be upgraded to hold two gems each, allowing you to mix and match gems to gain different effects. For example: two metal gems on the shield form a large spiky barrier that rotates a bit slower than other shields but provides more protection, or a power gem and a metal gem on a turret creates a powerful rocket that can be manually controlled. Experimenting with gems until you find the perfect configuration is exciting and leads to hilarious results, especially on the laser.  Campaigns have four levels and then a boss fight with massive creatures based on real-world constellations. Boss fights are as you'd probably expect: learn the bosses pattern, take its health bar down enough to piss it off, avoid an even larger barrage of attacks, success. Don't be fooled though, bosses are no pushovers and we found ourselves teetering on death whenever we finally defeated each boss.  Nearly every level seems to add at least one new enemy or mechanic, which keeps the entire journey fresh. The first campaign gives you the basics, before later campaigns add underwater combat, solar winds, and even wormholes that teleport you throughout the stage. Some of the more interesting stages include stationary defenses against waves of enemies and one particular stage that had to be completed in under five minutes before a star explodes killing everything in sight. We rushed through this time-limited level and ended up getting the last of ten bunnies with ten seconds to spare on the clock. We could see the exit as the clock hit zero, but luckily for us the explosion was a gradual one allowing us to make it by the skin of our teeth. I've never held my breath during a game as much as I have during Lovers, which makes the sigh of relief afterwards all that more rewarding. After finishing each campaign you'll be awarded a badge showing that you've completed it with each ship. While it isn't necessary to complete each campaign with each ship to reach the ending, it does add a bit of replayability and difficulty, especially if you're using the Jelly Roll ship. When piloting Jelly Roll your thruster rotates the entire ship, causing your controls to also change inside the ship along with it. When we played through one campaign with the Jelly Roll we found ourselves getting confused but laughing about it the whole time, though it certainly made the boss extra challenging. Completionists will be happy with the unlockable ships and added difficulty they provide.  Completing each campaign unlocks new cute Lovers to play as which don't change the gameplay, but instead just add to the overwhelming amount of cuteness the game already oozes. One of my favorite things about the Lovers is they have no gender signifiers, thus allowing you to technically be any gender you so wish to view yourself as. Those of you without a couch cooperative buddy -- as there is no online mode -- will be playing alongside a computer-controlled cat or dog that can be directed to man each of the stations at your will. Unfortunately your CPU partner will not control the thrusters, so all driving will be up to you, but the AI is very competent at the other stations. While Lovers is still very much playable as a single player title, it certainly shines as one of the best co-op experiences I've ever had and that is the way I feel it is meant to be experienced. Being able to blast asteroids and baddies out of the way while someone else is driving the ship is far more fun than watching an AI do it for you.  Lovers in a Dangerous Spacetime reminds me why I love video games, because it provides a unique and colorful journey to get totally immersed in that can be enjoyed with a loved one. Probably the most original game I've played to completion in the past five years, and worthy every penny of its asking price. If you've got a loved one to play with, do yourselves a favor and play this game as soon as possible, you won't regret a your lovely journey through space.
Dangerous Space review photo
The Power of Love
Throughout my history of gaming there have been games that stand out as important bonding experiences: Bubble Bobble with my mom, Bomberman with my college roommate, and now Lovers in a Dangerous Spacetime with...


Friday Night Fights - A little light in the trousers

Game with the Dtoid Community!
Sep 04
// Mike Martin
Things are a bit light this week, eh? I'm guessing everyone is enjoying some MGSV? Maybe a few getting down with Mad Max? Beans of coolness. As always, if you get the bug to play with some real people (Eww), sign up in the co...

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