It's tough for me to get excited these days. I ain't jaded, I just hate it. Actually, it's not like I hate everything. I simply feel anxious nearly every waking moment of my life. I need something to look forward to, no matte...
Having now surpassed 500,000 downloads, Terra Battle fans will soon enjoy new characters from the original character and dragon model designer of Panzer Dragoon, Manabu Kusunoki. For more information on upcoming milestones and recently unlocked milestones, please visit Terra Battle's Download Starter.
It's hard not to sound like an old man when you go off on something like this. Decrying modern advancement in favor of some kind of nostalgic never-was is always a terrific way to seem out of touch. Intellectually, I know that the past is usually not as good as you remember it was, and you never appreciate what you have in the present as much as you should. But with that said, I really miss demo discs.
Secret Base it probably most well known for its incredible mock-ups for theoretical Ghostbusters and The Avengers games for the NES. It's clear that the developer has a passion for adapting live-action fantasy/sci-fi icons for classic games, even when they don't legally have the right to.
This passion is strewn all over Devil's Dare, its latest release on Steam. Horror is the theme here, and no expense was spared to pay tribute to all the modern horror icons, both familiar and obscure. Of course there's a boss based on Jason Voorhees, but you might be more surprised to see a tribute to both Baxter Stockman's and Jeff Goldblum's disgusting fly-man monsters. At least, I think that's what's going on here. It's hard to be 100% sure, which is part of the fun.
Devil's Dare is like classic, Glenn Danzig era-Misfits in game form, except it seems to be intentionally ridiculous, where Glenn might not have been as self aware. The references to horror classics, the low-fi aesthetic, the tension, and the levity all come together to form something larger than the sum of its parts. Even better, it plays a lot like a traditional four-player arcade beat-'em-up but with Smash Bros.-style flash and simplicity. This isn't the kind of crossover that Nintendo is likely to publish, but it will likely appeal to many of its fans.
[An aside: We're giving out Lone Survivor Humble Bundle and Wii U eShop codes on Sup Holmes today at 4pm EST. Today's guest is Ron Gilbert (Maniac Mansion, Monkey Island). Chuck the Plant appears in both Lone Survivor and Maniac Mansion, so it sort of makes sense, at least to me.]
Lone Survivor: The Director's Cut has been out on PSN and computers for a while, though it just made it over to the Wii U a few days ago. This post was originally going to be an impressions piece on how the Wii U port came out, but before I knew it, I'd gushed about how the game depicts psychosis with incredible nuance and sensitivity. It's a good thing too, as there isn't much to say about the Wii U port other than 'it's got remote play and it's nice to be able to plug your headphones into the Gamepad.'
Jasper Byrne, the one-man development team behind Lone Survivor, must know more about psychosis than what you can learn from TV and movies. That's the only way I can imagine how he pulled this off so well.
Vib-Ribbon is a game by NanaOn-Sha (Parappa the Rapper, UmJammer Lammy) that was originally released on the PS1. It came to the United States for the first time just recently, by way of PSN. The original game allowed you to take the disc out of the PS1 and replace it with any CD. You could then play levels based on the sounds found on that CD. That's part of why the game has such minimalist visuals. The game's code had to be small enough to be stored in the PS1 on its own. Hence the black and white vector-based graphics.
It's amazing how NanaOn-Sha was able to create such charming and memorable characters with just a few lines. Vibri, the game's star, is a lovable scamp with tons of personality. With this article, I will do my best to follow in his footsteps by using as few lines as possible in my effort to convey to you the joy of Vib-Ribbon.
So here is a dumb thing I do: I make up my own stories in games.
No, I'm not just talking about RPGs like Fallout or Skyrim where the entire point is to go out and make your own mark on the world. I'm talking about just about every kind of game. Action titles that already have stories, multiplayer shooters where there shouldn't even be a narrative; hell in a darker moment in my life, I once tried to make a fictional justification for I.Q.: Intelligence Qube, a puzzle game where you rotate giant cubes floating in a void. HELP ME.
I like to be scared. I'm not some kind of dark-obsessed weirdo, though. I just really enjoy the feeling of being tense or terrified, so much so that I used to think that there was something wrong with me. Maybe there is.
A few years back, after a nearly year-long kick of reading freaky books, watching horror movies, and replaying some of my favorite survival horror videogames, I decided to do some digging into why I like to be scared. It turns out that the typical reasons are fairly tame; some folks like the huge pile of satisfaction feels they get from being able to work through tense or scary moments. It's a break. An escape. Something new and different.
Being armed with the knowledge behind these feelings out doesn't change that I'm still drawn to them. And I've found that survival horror games are still the best way to get that high. I regularly replay the classics. I chomp at the bit for new ones and devour them when they're finally released. I'm hooked.
But I'm starting to feel a bit old-fashioned in my love of these games.
I'm easy. And I think you are, too. Those debut game trailers get me every time. It usually goes like this:
Stirring, slow beds of strings and woodwinds underlay a dramatic shot; an extreme closeup of some unknown character. Or, maybe a well-known one. Just the eyeball, or just the face. Pan out. Wide, lush landscapes that take the breath away. Maybe sunny and bright. Maybe foggy and mysterious. The music increases in tempo and loudness. Quick cuts! Sword slashes. All-white flashes. Strings crescendo as they build via agiato. The heart rate quickens. Fast. Faster! Then, boom. Quiet. Black screen. Some sounds, or maybe some dialogue. Slow, slow text. Subwoofers do something. Fade...
It's bad enough dying a humiliating death at the hands of some random orc, but "Azdush the Dung Collector?" Really? He couldn't have been "Azdush the Shield Breaker" or "Azdush the Invincible?"
I could have taken a bit of consolation dying to someone with a straight-up badass name like that. But The Dung Collector? I knew I'd never live it down, and his constant taunting certainly made sure of that.
With both Driveclub and Forza Horizon 2 hitting the streets this month my mind is fully in racing game mode. We racing fans are spoiled this month with two very nice titles, and I'm racing my days away in them. As of late I am this close to getting a speeding ticket IRL.
I think about racing games a lot. While I'm Destructoid's resident JRPG guy, I've always loved racing games. I've been playing them regularly since Pole Position (yeah, I'm old), and I'm perfectly open to racers of all sorts, from casual kart games all the way up to full-on simulations.
But lately, after spending time with Driveclub and Forza Horizon 2, I'm hung up on what my ideal racing game would be. Both of them hit positive marks for me, but there are plenty of things I'd change or do differently. And I have some ideas of my own that no one has managed to work into a racer yet.
Earlier this morning I told my Twitter followers I was thinking of starting a post about why the term gamer might be "dying" or an article about positive representations of schizophrenia in videogames (like, all two of them). A couple of people wanted me to do the schizophrenia one... but mostly just because they didn't want me to do the gamer one. I got the feeling that they didn't want another ugly, negative post about videogame culture to exist.
That said to me that this "gamer" term has some inherent power to it. It makes people feel something, for better or worse. Compare it to terms like "golfer" or "golf journalism." Imagine if golf pros and commentators were to declare that the term "golfer" is dead. The collective golf community would likely raise an eyebrow, shrug, and get back to golfing. That's not what we're seeing in the "gamer" community right now.
Right now we're seeing groups of once-unified "gamers" look at each other with disappointment, anger, and frustration. The thought is "you're not what I wanted you to be." The gaming press is saying that to game consumers. Game consumers are saying that to game developers. Game developers saying it to the gaming press. It's a constant three-way of pure disdain.
This disdain is born from the budding awareness of how different the goals, perspectives, and priorities of those three groups are. The illusion that we're "all just gamers" has been shattered. That said, the term "gamer" will likely never die. It's just not working as an applicable catch all for everyone who is passionate about videogames. Not anymore. Not after all of the misuse it's seen. That doesn't mean we have to give up on it though.
I was playing Final Fantasy XIV the other day, engaging in my weekly static raid group (we just beat Turn 7!) when I realized something -- I refer to most of them by their callsigns and not their real names. In fact, I stopped calling a few friends that I've known for years (and went to college with) by their given names, just to uniformly refer to everyone as their in-game character.
It got me thinking on the etiquette for asking for players' real names online, and the reasons why someone may not want to divulge that information.
[Update: Some of you are pretty upset about the article! Sorry about that.
Also, a few people pointed out a couple of mistakes I made. First, I wrote that you can block in the air in Smash Bros. Looks like I "tripped" up! I meant to say "dodge." Sometimes when you type too fast, you put down the wrong word, and it may not get caught in the proofread. My apologies.
Also, there is some dispute over if "L-canceling" is an "unintended abuse" of the game's system, or something intended by the developers. My guess is that it's both -- that "L-canceling" was intended by the developers, but players learned to exploit it to a degree that Sakurai and the gang didn't intend, which could be why it was removed from Brawl entirely. It's hard to say for sure though, as Sakurai hasn't made any comment on the subject that I know of. Either way, you should know that "L-canceling" may be an intended mechanic in Melee and Smash Bros on the N64. Hope that helps, and if you find any other mistakes, you can let me know on twitter- @tronknotts. Thanks everybody!]
There's a Smash Bros. tournament going on tonight at a local comic book store. The creator of Catlateral Damage and I were planning on attending, but they changed the game from Brawl to Melee at the last minute. We both backed out, resigned to the reality of the situation, but still disappointed. It's totally understandable that the majority of competitive Smash players prefer the increased level of fast and precise character control that Melee offers over Brawl, but as diehard Lucas, Olimar, and Squirtle fans, Melee isn't worth the $15 entry fee.
I figured I'd get over it by watching some Melee at EVO, and I quickly found myself feeling frowny. It seems like the longer the game is played, the less high level competitors try new things. Most of the matches were just a high-speed poke and fake contest. The only times things got really interesting was when a character is in the clutch, trying to recover from being knocked off the edge, but those mechanics are just as fun to watch in Brawl or even the original N64 Smash Bros.
I wondered how much more interesting it would be to watch some aggressive play in Brawl. Yes, even though it has tripping. Especially because it has tripping.
Whether it's a humid summer day or just an unpleasantly hot one, there's nothing quite like hiding from the sun in your small dark apartment. Here are x number of videogames to help you stay pale this season.
Everybody's blah blah blah World Cup blah blah blah to celebrate top five blah blah blah soccer videogames blah blah blah. Blah blah blah piggybacking off Google search result algorithms blah blah blah pandering to the interests of those who are more interested in thing other than videogames? Blah blah blah everyone's talking about it blah blah blah you don't want to be left out blah blah blah popular because it is popular blah blah blah Hamza's gotta eat blah blah blah Sup Holmes starts at 4pm blah.
So with out further blah blah blah, lets blah blah blah do blah blah blah this blah blah blah.
E3 2014 begins next week. Destructoid has its bags packed, ready to attack the press conferences and show floor. This year should bring us what we really wanted last year: games for our next-gen consoles. Sony and Microsoft have had time to work up some new things for us since their respective console launches, and Nintendo is running at full steam for its systems. Some of big third-party publishers have had enough time to finally show off what they've been working on.
And this is not counting all of the PC games, indie games, portable offerings, VR dueling (Oculus vs. Project Morpheus), and other new announcements coming. It should be good.
But we hope E3 2014 isn't a huge tease. While we're sure to get some new games for fall 2014, who's to say that the rest of them won't be hanging back to 2015? With all of the recently delayed titles that were supposed to launch this year moving to next, anything is possible.
If nothing else, we'll at least get some exciting software announcements next week. You were heard last year, gamers -- loud and clear. The big three know for sure that you don't want to hear about hardware and entertainment features during your press conferences. It's going to be all about games. Lots of games.
Our guide will set you up for Destructoid's E3 Unfiltered coverage next week. First, we'll lay out what you should know to catch you up. Then we'll list out times for press conferences and other events. Finally, we'll run down the list of top companies and tell you what you should expect.