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God of War, inFAMOUS, Ratchet all getting PS Collections


Aug 06
// Jim Sterling
You already knew that Ratchet & Clank was getting an HD Collection of its very own, but Sony has waved a magic wand and conjured new teets on the milky udder of re-releases. On August 28, not only will you be able to pick...

QuakeCon Preview: Going to hell in Doom 3's Lost Mission

Aug 04 // Allistair Pinsof
[embed]232545:44598[/embed] Doom 3: BFG Edition (PC [previewed], Xbox 360, PlayStation 3)Developer: id SoftwarePublisher: Bethesda SoftworksRelease: October 16, 2012MSRP: $39.99Whether out of curved expectations or improvements made to an eight-year-old game, I was surprised to find myself thoroughly enjoying Lost Mission. Though the game still lacks the open space, high enemy count, and ridiculous speed that defined Doom 1 & 2, this new environment brings Doom 3 a bit closer to its heritage. Instead of creeping down dark corridors with a flashlight in hand, I strafed past enemy projectiles while filing the screen with rockets. I didn’t play Doom 3 until 2008 but I was still impressed with its visuals on a PC with max settings. BFG makes the game look even better with a redesigned lighting system and impressive 3D capabilities (for those with the proper hardware to use it). The game looks better than many current releases, yet doesn’t seem all that different than I remember. That’s pretty much all you can ask of a HD re-release. As Jim Sterling said in his E3 preview, BFG Edition makes some minor changes to the combat. Most noticeably, the flashlight is now accessible while carrying a weapon. However, the flashlight has a battery that drains quickly. I personally was a fan of the flashlight in the original, since some memorable moments came from it. One moment had the player defending moving cargo on a track in a pitch black room. The tension between shooting enemies and seeing where the track extends to was unreal. I am worried how this new mechanic will affect that amazing scenario and others like it. Though changes were made, BFG Edition isn’t perfect. One thing that really irked me is the infuriatingly slow reload speed on the double-barreled shotgun. It rendered Doom 2’s defining weapon useless which is a real bummer as a series fan. There are a less lost souls, closet spawns, and other annoying features of the original Doom 3 but this is largely the same game. Well, except for Lost Mission. Lost Mission can be accessed at any time from the main menu. It takes place in Hell and is centered around killing hordes of enemies until the path forward unveils itself. It’s nothing groundbreaking but its the sort of cathartic, violent release that Doom 3 largely neglected to offer the player. It was a real shame too because the game has such amazing gun and enemy design that it begs for these big bombastic battles. Lost Mission gives the player a couple hours worth which may merit the return for some Doom fans. Though this expansion has no new weapons, it does contain modifications of established Doom 3 enemies, including a boss. It's also quite difficult, designed for players who have already mastered the game and its previous expansion. Doom 3 BFG Edition will come with the Xbox Live arcade ports of Doom 1 & 2, Resurrection of Evil expansion, and a revised, visually updated Doom 3. No word on whether the co-op mode exclusive to the Xbox port will be part of the package but one can hope. Though I don’t look forward to going through the slow start of Doom 3, there is still a lot to love about this re-imagining of a bold but flawed shooter. If nothing else, BFG stands as a definitive collection of the series highs and lows, all while trying to make its rough moments a bit more smooth.
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] In 2004, Doom 3 was a disappointment. It n...

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Iwata: 3D not quite as popular as it once was


Jul 12
// Jim Sterling
Nintendo president Satoru Iwata has said that the 3D fad might be dying down a little bit, and that while the visual effect makes for better graphics, it will only be a minor part of future gaming generations.  "I think ...
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E3: Star Trek hands-off event was NOT like Disney World


Jun 07
// Tony Ponce
It's kind of unfair to compare Star Trek to Star Wars 1313, and I know I'm only furthering the Star Wars vs. Star Trek rivalry, but there's no way I could not think about my hands-off LucasArts session. Whereas the Star Wars ...
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CES: Gaming with Sony's goofy-ass 3D space visor thing


Jan 12
// Dale North
We saw an early version of Sony's wearable visor television thing at last year's CES and laughed loudly and rudely in Sony's face. Now that silly space visor is a real thing, called the Personal 3D Viewer, model number HMZ-T1...
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Peep at these 3D Mutant Mudds screens on your 3DS


Jan 10
// Tony Ponce
I'm hearing that Renegade Kid's unapologetically retro platformer Mutant Mudds has breached the last defensive line and should be invading the eShop some time in February, if all goes according to plan. Nintendo isn't exactly...

Review: Sony PlayStation 3D Display

Nov 21 // Jim Sterling
Sony PlayStation 3D DisplayManufacturer: SonyReleased: November 26, 2011MSRP: $499.99 The Sony PlayStation 3D Display is light and thin, and can go pretty much anywhere in the house. Easy to assemble with its own stand, the monitor's been designed with usability entirely in mind. Connecting it to a console or PC is as simple as plugging an HDMI cable into both ends. There's very little fiddling around required, especially if you're hooking it up to a PS3, which it was obviously designed for.  With no TV tuner and just two HMDI ports, the monitor's intended purpose as a streamlined, user-friendly console display is self evident. There are few customization options once it's hooked up, either. You can switch between two 3D modes, and there are the usual volume and channel controls, all situated behind the screen. There's no included remote control, which is slightly annoying considering it has no standby mode and will need to be switched manually every time you want to use it. Still, if you hate fiddling around and just want something that can be hooked up and switched on, this thing does the trick.  The screen is reflective, and by that I mean you can see the world in it. My cat cannot leave it alone, as it presents a beautiful mirror image of her to attack. It's up there with the PSP in terms of needlessly glossy screens that put aesthetics above functionality. It certainly looks pretty, but you'll want to be careful about playing it near any light sources, and you'll want to invest in some kitten mittens to stop wayward felines from scratching the hell out of it.  Once plugged in and switched on, you do have a very nice looking 240Hz LCD display. Colors are bright and contrast is pretty solid, and games look rather beautiful on it. The 3D is generally decent, although certain games ghost pretty badly. Dynasty Warriors 7 practically has two characters instead of one running around the battlefield, but Killzone 3 looks really great. The monitor supports Simulview, which uses the glasses to have two players seeing entirely different things on the screen. You can play local co-op with two players having the entire screen to themselves, thanks to the glasses filtering out what the other player can see. Sadly, this trick is restricted to only a handful of Sony titles so far.  The bundled 3D glasses aren't the most comfortable or attractive of items, certainly nowhere near as good as the Nvidia 3D Vision glasses that I'm used to. They feel quite bulky and boast some harsh, angular corners, but they get the job done.  Stereo sound has been built into the monitor, with two prominent speakers on either end. As you might expect from built-in sound, it's not very good and an exterior sound source comes highly recommended. Despite claims of an included subwoofer, games sound tinny and flat. It can get some decent volume on it, but above a certain threshold it just becomes unpleasant to listen to.  The PlayStation 3D Display has an express purpose in mind, and it fulfills that purpose adequately. It's a good looking screen that showcases 3D imagery decently enough, and the added PlayStation branding is certainly going to attract some hardcore fans. Nevertheless, with only a 24" monitor size, its audience is incredibly limited. In fact, I'd say it's limited almost exclusively to small dorm rooms or people who live in tiny, one-room apartments. For those who live in real places, the screen is entirely too small for a decent gaming experience, and certainly does a bad job of capturing a PS3 gaming experience.  Bigger isn't necessarily better, but you're never going to be able to communicate the visual majesty of Uncharted 3 on a screen this small. For the past few years, the PS3 has been about created gorgeous looking games that punch you in the face with explosions or beautiful, big environments. This monitor just cannot do those graphics justice, and I struggle to see the benefit in showing off the PS3's 3D capabilities on something that doesn't adequately exploit the 2D potential of the console.  Furthermore, there are better 3D PC monitors on the market than this one, so I would suggest saving that $500 and going for something a little more versatile. Whether you need a display for console or computer, Sony's new offering just doesn't quite have enough to make its decent price and usability worth investing in.  As I said, if you're really tight on space and want a pretty gaming display that doesn't take up much room, then the Sony PlayStation 3D Display will give you what you need in a pinch. If you have more room or you're looking for a PC monitor, then I would suggest shopping around. There are displays out there far more suited to your needs than this. 
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Sony's love for 3D is no secret, with the company being unable to shut up about the gimmick's future potential. In order to show that potential, the company has taken matters into its own hands to create a PlayStation-branded...

Mario Clash: The first, forgotten 3D Mario game

Nov 11 // Chad Concelmo
For anyone that doesn’t know, the Virtual Boy was Nintendo’s failed videogame console released in 1995 that displayed games in fancy stereoscopic 3D. In fact, it was the first system to display its games in 3D right out of the box! Take that, 3DS! Unfortunately, all of this cool technology was implemented in a horrible way. Unlike the sleek, easy-to-use 3DS, the Virtual Boy was an uncomfortable, ludicrous console. The strange system had players placing their head against a weird goggle/helmet thing and controlling with an admittedly cool boomerang-shaped controller. Too big to be used as a handheld (or faceheld?), the entire setup was ridiculously cumbersome, as the system had to be placed on a table at the perfect height in order to be comfortable. But that wasn’t the worst of it. Because of the 3D technology, all of the games on the Virtual Boy could only be displayed in red, void of any other colors. On top of all this, the discomfort level was so high (be it the headache caused by the red 3D or the neck and back pain caused from hunching over a table) that players could never play for more than a few minutes. The Virtual Boy may go down as Nintendo’s biggest, weirdest disaster. But there was a light at the end of the really red tunnel ... Despite all of the system’s shortcomings, there were actually a couple really great games for the Virtual Boy. The first was Virtual Boy Wario Land -- a really solid, creative platformer -- and the other was Mario Clash. In a refreshing twist, Mario Clash plays much more like the arcade Mario games than the more recent 2D Mario platformers we have all come to know and love. When people mention an “old school” Mario game, they are usually referring to one that plays like Super Mario Bros. Mario Clash is so “old school” that it plays like Mario Bros., the arcade classic that pre-dated Super Mario Bros. by two whole years! In the game, you play as Mario as he navigates a simple series of platforms at various heights, trying to destroy all the enemies in the single-screen level. Putting the 3D effects of the Virtual Boy to good use, Mario can travel between the foreground and background using a set of pipes. Each level consists of various enemies, each having to be taken down in a different way. To do this, Mario must use a turtle shell, which he can either kick from side to side (like in most Mario games), or, in a clever twist, throw between the foreground and background. This is what makes Mario Clash so neat. It is a really cool effect to throw the turtle shell back and forth between two layers of depth, all in 3D. Maybe it was the harmful rays being admitted into my head by the Virtual Boy, but, when I first played Mario Clash, I thought the game looked and played great! The game is very basic, but its solid design, addictive combo-based gameplay, and large collection of levels makes Mario Clash a tough game to put down. Or, step away from. Whatever you call it when you stop playing the Virtual Boy. It may be a little embarrassing to admit, but I still find myself playing Mario Clash every once and a while. Playing the game itself is not the embarrassing part, but nothing is more humiliating than dragging out a Virtual Boy from your closet, sitting down, placing your head in the crazy ass system, and grabbing that funky controller. I think it is physically impossible for someone to look cool playing the Virtual Boy. It is so uncool, that there is a reason no pictures of me playing the Virtual Boy exist. I HAVE BURNED THEM ALL! Looking past all the theatrics, Mario Clash is actually something special. It is a solid game with really fun gameplay, and, most importantly, it was the first 3D Mario game ever -- one that was released 16 years ago! That is an entire new driver’s lifetime before this weekend’s Super Mario 3D Land. That alone is worth celebrating. Once you get past the initial embarrassment of putting your head in a giant pain-making machine, Mario Clash is really fun. I know most of you don’t own a Virtual Boy, but if you are ever hanging out at my house, I will make sure to pull out the system and let you try out the game. You may be surprised by how much fun you actually have with it. Okay, that decides it: VIRTUAL BOY PARTY AT MY HOUSE! Someone bring the aspirin.
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When people complain about getting a headache from playing the 3DS, I want to roll up my old man sleeves, wave my cane, and tell them how much worse it was back in the days of the Virtual Boy. “You think a little headac...

Review: The House of the Dead: Overkill - Extended Cut

Oct 25 // Jim Sterling
The House of the Dead: Overkill - Extended Cut (PlayStation 3)Developer: Headstrong GamesPublisher: SEGAReleased: October 25, 2011MSRP: $39.99 For those who did not play the Wii original, The House of the Dead: Overkill takes the arcade on-rails shooting of the House of the Dead series and transplants it into an over-the-top grindhouse setting, as Agent G and Isaac Washington team up to chase down the nefarious Papa Caesar. Along the way, they'll meet audacious sex object Varla Guns and shoot their way through an army of violent undead mutants and utterly horrific bosses.  Much of the game is unchanged from the 2009 version. You'll defend yourself from incoming mutants using either the PlayStation Move or SIXAXIS controller while the camera does all the movement for you. Bonuses such as concept art, 3D models or music can be unlocked by shooting special items in the environment while health packs, bullet-time power-ups and grenades can also be fired at and collected throughout every stage.  New to Extended Cut are two levels focused around Varla Guns and stripper friend Candy -- Naked Terror and Creeping Flesh. Set in a strip club and slaughterhouse respectively, these stages feature fresh banter between the two extra characters, a selection of new mutants and a pair of previously unseen bosses. These new levels are decent and the bosses are some of the most disgusting ever seen in the series, although they're not quite as challenging as what the established stages offer. Also, the new cutscenes between Varla and Candy are rather offensive with the "dumb bimbo stripper" stereotype portraying Candy as borderline autistic. Her child-like personality is juxtaposed with so many upskirt camera angles that the whole thing comes across as disturbing -- and not in a fun way.  Extended Cut supports 3D (both stereoscopic and anaglyphic) and the game has even retooled itself a little to justify the experience. Stages and boss fights feature new elements that throw the combat right into the player's face, but while these moments might be cool for those wearing 3D glasses, they waste the time of anybody else. They're rather forced and come across as little better than when a 3D movie constantly tosses garbage at the camera in slow motion. It's tacky and excluding, not to mention rather annoying with excessive repetition to the point where even those wearing 3D glasses might get tired of it. Naturally, the game's visuals have been upgraded in the transition from Wii to PS3 so that everything gets an HD lick of paint. That said, it's definitely still a very basic looking game, with awkward animations and simple textures remaining in place. While the HD boost is very welcome, the visual changes aren't amazing to the point of revelation and don't quite do enough to justify a purchase from those who have experienced it on the Wii.  Even with the two new scenarios, Overkill is still a rather short game, able to be beaten in a handful of hours. There's a "Director's Cut" version that unlocks upon completion, extra guns to purchase with in-game cash and several bonus levels to keep things spicy but this is a game designed around replay and will only truly reward those who intend to keep beating the same stages in a bid to top their high scores. That poses a large issue, however -- while Overkill is a lot of fun, Extended Cut has taught me that it's not a game worth playing more than once.  Playing The House of the Dead: Overkill a second time round, I found it significantly less entertaining than it was on the Wii. Much of this is due to the shock value fading away as the endless stream of swearing and sex jokes fails to maintain the element of surprise. Initially hilarious, the vulgarity comes across as rather desperate on a second playthrough. The relative ease and simplicity of the game compared to others in the House of the Dead series if far more evident, too. That does not mean the game will fail to amuse new players. What it does mean, however, is this isn't a game I feel fans of the original need to play. The visual boost is nice but not overly significant, the extra levels are nothing to write home about and the new 3D elements are annoying more than complimentary. Those who played Overkill in 2009 won't miss anything of great value by skipping over this new iteration.  However, those who are yet to experience a game so foul it broke a world record for most F-bombs in a game will likely carve out a portion of entertainment from the experience. At the very least, it gives PlayStation Move owners a damn solid game to enjoy and one might imagine that Move owners are desperate for anything at this point. That said, the fact that even SIXAXIS controllers are supported means that any PS3 owner can enjoy it.  For those fresh to Overkill's saucy blend of violence and crude humor, The House of the Dead: Overkill - Extended Cut is a fun little game that will soak up a few hours and provide some laughs along the way. Those who have been to the rodeo before, however, don't need to get on the horse again. In fact, I'd go so far as to say that the Wii version is better for not shoving the 3D gimmickry down anybody's throat and providing a more streamlined experience without the addition of that infuriating Candy character. Whatever version you play, you only need one, because this is a game that just isn't as much fun the second time around.
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The House of the Dead: Overkill is one of my favorite Wii games. Not because it's of the quality of its gameplay or its narrative depth, but because it's one of the most gloriously stupid productions ever committed to disc. F...

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The DTOID Show: It's our Saints Row 3 EXTRAVAGAZMO!


Oct 19
// Tara Long
Good news, everyone! The Destructoid Show is back for our 215th episode EXTRAVAGAZMO! It's a lot like a regular episode, except we add the word 'extravagazmo' at the end to make it sound interesting! On today's extravagazmo,...
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Sony 3D display: Available Nov 13, FAQ


Oct 19
// Dale North
I want that Sony 3D gaming display. I want it bad. I've wanted it from the moment I saw it at E3 this year. It's finally coming out, with the release date set for November 13. This is the easy way into 3D gaming. For $499 you...
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Nintendo partners with DreamWorks for 3DS videos


Oct 04
// Dale North
Nintendo has signed a deal with DreamWorks Animation to bring their videos to the 3DS...in stunning 3D. Kicking this partnership off will be a couple of Halloween-themed animated shorts, the first of which, a "Monsters vs. Al...
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Study says 51 percent of gamers are against 3D consoles


Sep 29
// Dale North
I'm not against 3D consoles; I just don't want one. You can have one -- sure. If it doesn't hurt your eyes and scramble your brain like it does for me, enjoy.  Games comparison and marketplace site Playr2.com h...
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The House of the Dead on PS3 may make your eyes hate you


Sep 27
// Liam Fisher
The nostalgia-fest that is The House of the Dead: Overkill - Extended Cut for PS3 continues with Sega's announcement that the game will support not only Sterescopic 3D on your fancy new display, but also the anaglyphic 3...
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Study: 3D gaming unpopular among 3DS owners


Sep 25
// Jim Sterling
Research group Interpret LLC claims that almost a third of 3DS owners feel the system's main attraction -- its 3D screen -- actively detracts from the gaming experience. Shockingly, there are even people who don't know the 3D...
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Sony's 3D head-worn visor thing costs $800, supports PS3


Sep 23
// Dale North
I saw this silly head-mounted personal 3D display earlier this year at CES. It was at Sony's booth, where I was too excited by the glasses-free 3D to care about some cyclops visor thing. It seemed like something too far away ...
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Child of Eden is ready to Move you on the 27th


Sep 23
// Smurgesborg
The PS3 version of Child of Eden is almost here and Ubisoft gave us a fancy launch trailer to show off.  There's not too much to say about it. Just like Rez the game is a swirl of pretty colors and abstract visuals, and...
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Watch the graffiti hero of Sideway: New York do his thing


Sep 21
// Victoria Medina
We've already told you about the PSN game Sideway: New York and its October 11th release date, and if you were curious, enjoy this gameplay trailer to get a look at how the 2D/3D works. The game follows Nox, a graf...

Review: The Ico & Shadow of the Colossus Collection

Sep 08 // Dale North
The Ico & Shadow of the Colossus Collection (PlayStation 3)Developer: Team ICO Publisher: Sony Computer EntertainmentTo be released: September 27, 2011MSRP: $39.99  Ico Here's the CliffsNotes version of Ico's story for those who have somehow missed this game: Ico's opening shows a young boy with horns being dragged off to a massive stone temple. He is placed inside a large stone container and put on an even larger stone shelf containing many more of these containers. The boy was to be the next sacrifice. Some kind of natural tremor happens just after his imprisonment and this allows him to escape. While working to make his way out of the temple, he encounters a mysterious girl held captive in some kind of bird cage, held up and away from scary shadow people who seem to want to drag her underground.  After freeing her, the boy finds out that they will have to work together to make it out of the temple.  Ico's gameplay is platforming, but the twist is that this boy has to drag along his companion, Yorda. Literally. You'll hold down the L1 button to hold her hand and guide her away from danger, onto platforms, over ledges and more. She really sucks at all of that, but at least she holds some mysterious power that lets her open temple doors for Ico. Together their powers make for excellent puzzle platforming. There's also a bit of scaredy-cat combat, with Ico swinging a little stick at Yorda's creepy pursuers. Your stick doesn't do much, so the swinging is frantic and sad. Still, you'll find yourself doing what you can so that she isn't dragged under.  Puzzle-platforming, dragging a girl around and wimpy stick combat together sounds tedious, but it works really well, and we have Team Ico's beautifully paced and designed levels to thank for that. Fantastic artwork, eerie audio and innovative storytelling all add to this combination to make this an unforgettable experience. It's a game that you'll be happy to get lost in. It's one of those rare games that takes you away to another place, one that's hard to forget after completion. Sure, you could nitpick on edge/ledge detection or the syrupy-slow camera movement, but I promise you that once you complete this hauntingly beautiful title, you won't be hung up on minor details like that.  Everything I've said so far applies to both the original and the PS3 remake, so if you've somehow missed this game, I'm hoping my high praise will get you to pick it up. Well, either that or its technical upgrades. Ico is even better now with its graphical overhaul. It won't blow your eyes out with color and shininess, though. Ico was always a visually muted game, and the remake does not change that. The lighting seems to have been tweaked; it's so pretty now, though not always perfect. The higher-resolution textures make the game's design and architecture even easier to appreciate. It's so true to the original that those who have played Ico won't think much about it after it gets going. They did just enough with this overhaul to make sure that anyone who wouldn't be able to get over early PS2-era graphics would have nothing to complain about here. Seriously, there's nothing to complain about. Shadow of the Colossus If you thought the opening to Ico was depressing and heavy, get a load of this: A desperate guy travels to a strange land on the back of his trusty horse. His only other companion is his dead girlfriend. Their journey ends at a sort of temple (Team Ico loves temples), and there he places this girl on an altar, begging for her life to be restored. A huge voice from the sky actually responds, telling him that he has to visit every corner of this realm to slay 16 colossi in order for his wish to be granted. Sure, no prob.  Shadow's gameplay is a mix of open-world exploration/platforming and massive, drawn-out, insanely-scaled boss battles. Our hero has to travel rugged, varied land by horse, guided only by a legendary sword that focuses sunlight as a sort of compass. About 25 percent of the fun is looking for the big bastards, and the other 75 is taking them down. Beasts of every type await you, and all of them are so huge that you'll have to scale them, working up them like you would a tower in a 3D platformer. You'll ride on the backs of massive flying creatures, hang from the fur of stories-tall upright bipedal walkers, and roll and duck from mountain-sized rammers. Each one is an absolute wonder, so much so that if you're anything like me you'll die many times just marveling at them.  The magic in Shadow is the scale, and how it shows just how weak you are in comparison. Scaling these beasts takes so long that you could look at each of the colossi as a game level. After scaling them, if you manage to survive and hang on, all sense of accomplishment fades as you peck away at the colossus's life bar with your little weapons. Each beast has a weak spot, and you'll have to use every trick in the book to find them and attack them with your comparatively small and weak sword or arrows. Only after successfully scaling a beast, managing your limited grip strength, and getting in enough hits to take its life will it fall. Trip up and you'll start all over. Trust me on this: you'll start over many, many times. Some of those times you may curse the game's wonky camera or Agro's (the horse) reluctance to let you mount, but most of the time it will be your fault. You won't care about any of this when you see just how beautifully this game's story unfolds. The original game had a few issues in the graphics department. Maybe Team Ico dreamed too big for the PS2, as I remember the game's frame rate coming down to a stutter in some really intense sections. Pop-in and other graphical glitches were blemishes on this otherwise beautiful game. I'm glad to say that all of these issues disappear in the PS3 version. And unlike Ico's upgrade, which was more subtle, Shadow's really shows off all the fine art and detail we missed in the original. This looks pretty close to a modern-day PS3 release. Everything from wall textures to backdrops looks so much better that I found myself a bit distracted during the heat of battle. I really shouldn't be dying this much, considering how many times I've played this game! Summary Everyone wins with this collection. I don't know of a fan of Team Ico's games who wouldn't kill to play them again in high definition at 1080p, not to mention with added Trophy support and a 3D option. If you're like me, and have played each of these games a few times, you'll probably forget that you're playing a PS2 game most of the time. Both games really look so good that they feel new. I'm sure that current fans of these games needed no convincing, so I'll stop here. Oh, but you've got to see the colossi in 3D! Borrow a 3D television if you must. Those who have somehow missed either or both of these titles have the perfect excuse to jump in now. The price is right at $40 for the two. You can see what all the buzz is about without having to deal with those blurry old PS2 textures and frame rates, or hiked collector's asking prices for the originals. You shouldn't notice that these are old games aside from a few small glitches. My guess is that new players will be sucked in, joining current fans in adding both of these titles to their all-time favorites list.  To the new player: I've slapped a lot of scores on a lot of games in my games-writing career, but I'm asking you to forget about scores for now. Both of these games remain at the top of my list of games to recommend, even today. I really can't think of any other games that I'd recommend more. The originals are both so lovingly crafted and inspiring that I think gamers 50 years from now will still be talking about them. No, they're not perfect, but they're both fine examples of brilliant game design, and they both put forth an experience you won't soon forget. Please, play these games.
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Two of the finest PlayStation 2 titles I know of were created by the same team. Both Shadow of the Colossus and Ico were crafted by the creative minds at Team Ico, a group that is slow to release games, but makes masterpieces...

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Star Fox, Kid Icarus, Link/Sonic porn, and more now in 3D


Aug 28
// Jonathan Holmes
One of my favorite features of the 3DS is the ability to explore the world of mainstream media in 3D. Unfortunately, other than the still expanding Nintendo Video (which has some good stuff from college humor and few quality ...
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Sony: 3DS doesn't work very well


Aug 24
// Jim Sterling
Sony has offered some snarky commentary on the 3DS, attempting to avoid a direct assault but very clearly letting the world know what it's talking about. The attack comes by way of Mick Hocking, who expressed no surprise...

Review: 3D Classics: Urban Champion

Aug 21 // Jonathan Holmes
3D Classics: Urban Champion (3DS eShop)Developer: NintendoPublisher: NintendoReleased: August 18, 2011MSRP: $4.99 "This game is genius!" giggles Miyamoto. "If only people today understood how great it is!" Iwata presses pause on the game, grabs Miyamoto by the cheeks, forcibly turns his head towards Iwata's, and looks him dead in the eyes. "I'm the President of the greatest videogame developer on the planet," he hisses. "I'll make them understand." "I'll make the world see that it doesn't get any better than Urban Champion. On the 3DS, it will become the most popular portable game of all time." "Damn straight, son!" bubbles Miyamoto. "Angry Birds can suck Urban Champion's chin-chin [Japanese word for penis]." OK, maybe it didn't happen exactly like that, but there had to be some kind of non-logic-based Folie à deux at Nintendo for a game like this to be included in the 3D Classics line-up.  Have you ever talked to someone who hates fighting games? I sure have, and I'm usually quick to ask them why they don't enjoy the genre. Most often, they say something along the lines of "They're just stupid. One guy punches another guy until one of the two guys falls down and doesn't get back up. That's all. That's it. That's stupid." In the case of most fighting games, that bleak summation would be missing a lot of the fine details. When it comes to Urban Champion, it's one-hundred percent accurate. Urban Champion is a versus fighting game with a grand total of one selectable character, who comes equipped with two types of attacks (high and low). That attack comes in two flavors (weak/fast and strong/slow), giving you a total of four different attacks, spread across two glorious buttons. As for defensive options, you can block (high or low) and dodge. That's all you get in Urban Champion; no jumping, no ducking, and there sure as hell aren't any Hadoukens. It's sort of like Punch-Out!! turned on its side, except even more simplistic. There aren't even any health meters. The winner of each fight is determined by who can knock the other guy off the opposing side of the screen first. The combat plays out sort of like competitive rock/papers/scissors, except without the scissors. Rock (high punch) crushes paper (low guard) unless paper (low punch) hits rock (high guard) first, and vice versa. You could also say that Urban Champion is like that non-videogame game where you try to slap someone on the top of their hands before they can move them out of the way. It's game that wholly relies on reflexes and guessing games, rather than on dexterity or complex strategy. There are a couple of other random elements thrown into the game to keep things from getting totally repetitive. Disapproving neighbors will try to drop flowers pots on you and your combatant. If they score a hit, you'll be dazed, giving your enemy an opportunity for a free attack. The cops also come by every so often, breaking up the fight and causing the young, eager street toughs to head back to their respective sides of the block to avoid looking like criminals. That causes the fight to more or less start over from scratch, which can be a problem as you also have to watch your stamina and your time as the match goes on. If your stamina runs out, your punches will be much slower; if time runs out, whoever is closest to losing the fight will be hauled off by the cops. And that's really all there is to the game. Nintendo didn't add too much to the formula for this re-release. Of course, you get some glasses-free stereoscopic 3D. The game's world and characters are now made from polygons, though they stay completely faithful to the original game's low-res, sprite-based style. The 3D here looks really good, especially with the angled camera mode turned on. Seeing old NES games remade with new visual pop via the 3DS' glasses-free 3D display still hasn't gotten old for me. I just hope that in the near future, we see more deserving NES games -- games like Kung-Fu, the original Mario Bros., and the previously mentioned Punch-Out!! would be great for this 3D classics treatment. That's not to say I don't like Urban Champion. I know that I really should dislike it, as it is incredibly stupid, but I just can't help but enjoy it. The game asks so little of the player in terms of thought or effort, and is so quick to reward you for simple violence, that it's hard to not get back more than you put in. It reminds me a lot of one of the many addicting micro games from the WarioWare series, except stretched out into a full, standalone title. There are a couple of catchy little chip tunes to keep you smiling, some simple and charming little animations, and constant moments of anticipation to keep you playing. "Am I about to punch a man?", "Are the cops going to catch us being bad?", and most intensely, "Why am I still playing this?" are questions you'll be constantly asking yourself while playing the game. The action, as incredibly shallow and random as it may be, is still non-stop. Unlike in most real fighting games, there are no moments of breaks between "big moments." There's no waiting out a turtling opponent, no sense of deflation after failing to pull of a big combo, or feeling as though you are incredible outclassed by your enemy. There's also no bordom in being pitted against an opponent you can easily beat the crap out of. With Urban Champion, all you get is non-stop, stupid violence. The enemy A.I. in single player mode also ramps up considerably. I've only been able to get to round 61 (which took about an hour, and earned me the in-game achievement of "Village Champion"). By that point, I was really getting my ass kicked. A quick save feature allows for you to put the game down if you don't want to slog through that many rounds in one sitting. There is also local multiplayer, though I haven't been able to test that out, as I don't actually know anyone else in real life who is willing to purchase the game. I have played "competitive" Urban Champion on the NES plenty of times though, and assuming that this 3D port is faithful enough, I can wager that the Vs. mode is just as stupid and compelling as the single player "campaign." All in all, Urban Champion is almost an un-game. There is nearly no design here. I'm sure that most of you will hate it, but I know for a fact that few like-minded readers of Dtoid will enjoy it. In fact, I've already gotten a few private messages requesting that I fight them online. The game doesn't actually support online play, which shows just how weirdly enthusiastic fans of Urban Champion can be. This is an extremely acquired taste. Even fans of the game will likely admit that it is technically shallow and idiotic, almost to the point of self-parody. That said, if you have similar tastes as Miyamoto, Iwata, and myself, you'll find yourself enjoying Urban Champion much more than you rightfully should.
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A 3D update of Urban Champion? How did this happen? Here's how I think it went down... Nintendo President Satoru Iwata (the responsible one) heads over to the house of Nintendo creative mastermind Shigeru Miyamoto (...

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