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Dtoid/GameFan digital magazine is now free for everybody!

Jul 03 // Jonathan Holmes
Perhaps most importantly, this issue features exclusive artwork by the guy who made this space duck. As much as I love words, the art here is really the star of the show. There's so much beautiful stuff, paying tribute to franchises like MOTHER/EarthBound, Street Fighter, Smash Bros., Splatoon, and a lot more. Our exclusive Bloodstained cover art isn't too shabby, either. I've had to look at it just about every day for the past month and a half, and I'm still not sick of it.  To download the magazine for you computer, tablet or phone, go here, start an account, and enter code DTOID0215. You can pre-order the print version of the magazine over here, though orders are filling up fast.  
Dtoid/GameFan mag photo
Tell your friends!
Full disclosure: I was initially against the idea of allowing people to download the debut issue of Destructoid/GameFan magazine for free. That's not because I want money. My paycheck won't change regardless of how many issue...

Capsule Force photo
Capsule Force

Iron Galaxy's Capsule Force looks adorable


Launching this month
Jul 03
// Chris Carter
Iron Galaxy has announced that Capsule Force will launch on the PC and PS4 platforms this month on July 23. It's a retro-styled four player title that's set in the "far future of 1999." Although it's multiplayer oriented, it will have 30 missions to play solo. I really dig the aesthetic here, so I'll probably give it a shot.
Indivisible photo
Indivisible

Skullgirls dev making RPG with Mana composer


Indivisible announced at Anime Expo
Jul 02
// Kyle MacGregor
Tonight at Anime Expo in Los Angeles, Skullgirls developer Lab Zero Games announced Indivisible, a new action role-playing game inspired by the likes of Valkyrie Profile and Super Metroid. Secret of Mana composer H...

Broforce Update photo
Broforce Update

Broforce Freedom Update adds pointy objects, flexing


That's a sharp helmet
Jul 02
// Nic Rowen
Just in time for Independence Day, the testosterone soaked, uber-patriotic Broforce is getting a synthoil injection of content by way of its “Freedom Update.” Featuring two new bros to mangle commies and protect ...
Renoir Kickstarter photo
Renoir Kickstarter

Noir puzzle platformer Renoir on Kickstarter


Now with gameplay footage
Jul 02
// Darren Nakamura
A few months back we got our first look at Renoir and I expressed some cautious optimism since the film noir genre is underused in games but the reveal trailer had no information on gameplay past the puzzle-platformer genre ...
Card Hunter on Steam photo
Card Hunter on Steam

Browser-based tactical card RPG Card Hunter headed to Steam


New expansion coming soon too
Jul 02
// Darren Nakamura
Somehow I have missed out on Card Hunter for the past couple years. It released in 2013 and Destructoid's reviews patriarch Chris Carter loved it. I don't know how it wasn't on my radar; it has a lot going for it I'm into. I...
Sir, You Are Being Hunted photo
Sir, You Are Being Hunted

Sir, You Are Being Hunted has released an early multiplayer build


Robots aren't the only threat now
Jul 02
// Joe Parlock
Sir, You Are Being Hunted was my personal Game of the Year™ for 2014. With its fantastic British tweedpunk art style, some really neat AI and tense-as-hell stealth, it very quickly became a very special game to me. Now,...
Bombernauts photo
Bombernauts

Bombernauts makes me miss Bomberman


Baseball bats and bombs
Jul 01
// Jordan Devore
I probably can't take the day off to play Super Bomberman 2, so I'll pass along word of Bombernauts instead. It's almost ready for us. Ahead of the game's July 31 release on Steam, here's a refresher. Bombernauts is about bo...
Thomas Was Alone toys photo
Thomas Was Alone toys

Thomas Was Alone action figures are a real thing


Autographed by Mike Bithell
Jun 30
// Kyle MacGregor
I haven't had the urge to buy blocks in... a long time, but these Thomas Was Alone "action figures" are testing my resolve. The Claire figure even floats, apparently, which sounds perfect for the tub. Yes, I'm a supposed adul...
Terraria 1.3 photo
Terraria 1.3

Time to boot up Terraria again


Version 1.3 is here
Jun 30
// Jordan Devore
Everything I knew of Terraria's 1.3 update was shown in that mine cart video. Looking over the vast changelog, there are hundreds of additions, tweaks, and fixes. It's here and it's huge! Multiplayer is easier to set up, for ...

Review: RONIN

Jun 30 // Patrick Hancock
RONIN (PC)Developer: Tomasz Wacławek Publisher: Devolver DigitalMSRP: $12.99Released: June 30, 2015 RONIN uses a barebones and cliche story. The main character wants to avenge their father and does so by killing five targets. A photograph with all of the targets together, along with the father, is used as a loading screen, which leads to the assumption that they were close at one time. What happened between then and now isn't ever delved into, and the player is sort of left with little to no story to go off of. Just kill the targets, because dead father. Got it? Every target plays out exactly the same. Two stages of going around and hacking computers, then one stage with the target in it. This repeats every single time, with the exception of the final stage. Even the stages with different objectives play exactly the same way, so it hardly matters. Playing RONIN feels like playing the same mission over and over again, about twelve times.  Each level even has the same three mini-objectives: don't kill any civilians, don't set off the alarm, and kill every enemy. If all three of these are completed, a skill point is awarded. This is the only form of character progression, and is essentially mandatory. The skills add combat techniques like throwing and recalling the sword or deploying a hologram. Certain skills are way better than others. For those who are about to play: get the skill that allows for hanging up unsuspecting enemies, then go for the one that allows teleporting to enemies. They are by far the best skills. [embed]294727:59273:0[/embed] There are two forms of gameplay: free form and turn-based. While outside of combat, movement is free form. Jumping uses the mouse and functions a lot like jumping in Gunpoint, for those familiar with the game. Holding the jump button brings up an adjustable arc, and releasing the jump button sends the player in that arc. However, unlike Gunpoint, this mechanic is incredibly awkward and never seems to work the way it should. When spotted by an enemy, turn-based combat begins. The game pauses and will show where the enemy will be firing, allowing the player to make a move accordingly. The player always moves first, so attacking at a guard who is about to fire works out just fine. The problem is that the only way to move is to jump. If the player is hanging from a ceiling and a guard is about to shoot them, it is impossible to just scootch a little bit to the right. The only option from hanging is to jump down, which isn't always a great option. Jumping on an enemy will stun them, forcing them to recover for two turns. Stunning an enemy also awards one point towards the Limit Break bar. This bar slowly fills up with action points as the player stuns or kills enemies. These points are used to utilize the acquired skills, or to use the Limit Break itself. If the bar completely fills up, the Limit Break is automatically activated, which allows two turns at once. Once used, the bar is completely drained. Most of the time, I would have much preferred to not use the Limit Break and instead use my skills to dispatch enemies. The issue is that jumping takes one action point to use, and if the player doesn't either stun or kill an enemy, that point is lost. Some skills, like throwing the sword, can only be activated mid-air for some reason. This means players have to waste an action point jumping, then next turn they can spend the two points it takes to throw a sword and complete the action. This essentially means it takes three skill points to use the skill instead of two, and can be quite frustrating.  Battles are essentially puzzles to be solved by the player, and there is often only one real solution. Most rooms have one entrance, and from there it is a matter of figuring out how to hop around in the most efficient way. Players with different skills will approach a battle differently, but given a single set of skills, they will solve battles in just about the same way every time. There are also only four enemy types throughout the entire game, so battles are different ways of arranging the same thing. Despite the awkwardness of the jump and frustrating design decisions in many of the levels, every once in a while something beautiful happens. It happens when all the skills are used effectively and players actually feel like a Ronin warrior. These moments occur somewhat frequently, and do a lot of good to help alleviate the otherwise constant frustration of memorizing a level's solution. There are checkpoints throughout each stage, though it's not conveyed to the player where they are. They can be pretty generous at times, usually saving right before a battle. However I did encounter instances where the checkpoint left me in an inescapable position, forcing me to restart the level. At one moment, the game saved just as the alarm was going off, making it unavoidable. The game then crashed immediately afterwards. The option to go back to past checkpoints would be a very welcome addition. The last mission has zero checkpoints, and forces players to do the entire thing all at once. It's a great mission compared to all of the others, largely because it's actually somewhat different, but considering the amount of accidental deaths I've had on it alone, it's an asinine decision. There's also a New Game+ mode, which adds more difficulty to the stages. Behavior also seems to change, as guards that previously shot in a contiguous straight line now had upwards recoil. The problem is, there's no incentive to play New Game+. The standard campaign was already the same mission every time. Why do it again? There are no new skills to acquire, just an added challenge for those who are yearning for more of the same. While I played this game on PC, it is clearly designed for tablets. The user interface is awful, consisting of simple text and gigantic buttons. To perform any action, players must click on big floating circles above the object, whether it be to kill an enemy or ride an elevator. Sometimes players can tap the W key to perform an action, like moving the elevator up a floor, but other times it simply doesn't work, like when entering the elevator. It's gaudy and frustrating to have to click on these bubbles all the time. RONIN strives to achieve the level of masterful design of games like Gunpoint and Mark of the Ninja, but seems to have overlooked what made them so special in the first place. It has its moments of truly feeling like a badass, but they do not make up for the frustration of everything in between. [This review is based on a retail build of the game provided by the developer.]
RONIN review photo
Where are the other 46?
When I first saw RONIN, I thought I was looking at a mod for Gunpoint. The jumping mechanic appeared the same, the environments were almost identical, and the idea looked just about the same. Turns out, RONIN is not that...

Clumsy God photo
Clumsy God

In Clumsy God, helping looks a lot like hurting


God moonlights as a surgeon, apparently
Jun 29
// Jordan Devore
The itch.io Twitter is always bringing strange morsels to my attention. Today, it's Clumsy God, a Windows game about a giant heavenly hand helping people recover from an earthquake. "Just be careful not to crush anyone along...
Riding the Rift photo
Riding the Rift

Watch me get queasy with an Oculus Rift!


Don't do a barrel roll!
Jun 29
// Jed Whitaker
[Update: Stream is over. Embedded the replay below in case you missed it.] So I broke down and got an Oculus Rift DK2 after finding one for a decent price on Craigslist. I've been toying around with my Rift for a few da...

'You paint the world with your Soft Body'

Jun 29 // Jordan Devore
[embed]295022:59271:0[/embed] Introducing Soft Body on PS4, PS Vita [PlayStation Blog]
Soft Body photo
Gooey
Well, that headline wrote itself. Soft Body, *ahem*, looks like a cool, free-flowing take on Snake. Here, you're dodging bullets while filling in the world and your snake can split apart to form two bodies, each controlled by...

Review: Super Star Path

Jun 29 // Jed Whitaker
Super Star Path (PC)Developer: DYA Games Publisher: DYA GamesMSRP: $2.99Released: June 22, 2015 Flying through tons of enemies to get to a boss at the end of a level is nothing new, but how Super Star Path makes you get there is unique. Enemies approach from the top of the screen and are mostly static aside from some small animations. Shooting them causes them to blow up, taking any adjacent enemies of the same color with them. The final enemies to explode in a chain will cause nearby enemies of different colors to crystallize which then can't be cleared from the screen.  After navigating through the maze-like wave of enemies on every level, a boss will appear. Boss battles play similarly to what you'd expect see in a bullet hell shooter; tons of bullets covering the screen with a boss that requires a lot of shots. Luckily the difficulty of a bullet hell boss can be curbed by purchasing upgradeable ships. After normal enemies are destroyed, they leave behind crystals that are used as currency to buy one of the 10 ships. Each ship has some kind of added benefit -- like being immune to certain attacks or increasing the value of crystals -- and stats that can be upgraded. During each stage, three special enemies appear that, when killed, drop upgrade points; one for speed, health, and damage. These upgrades can then be applied to each specific ship to power them up. Upgrading health allows ships to take up to five hits before exploding and is really necessary for some of the later boss fights, unless you're a veteran bullet hell player. Each level has its own unique twist. Some levels have added enemies flying at you, while others have mines that explode when you get too close or lasers that shoot in straight lines, clearing anything in their way. Figuring out which ship to use for each level feels almost Mega Man-like, as each stage's hazards have a ship that is immune to them. Every level also has three black bat enemies that drop green emeralds that are required for completing the game; thankfully, you can play levels over until you come across them without much trouble. While blasting through each 16-bit-esque level, an awesome soundtrack plays and the main character makes quips about what is happening around him. Something these quips include swearing, which may be off-putting to some, but they are far and few between. Nothing you wouldn't see on Dtoid every day. If anything, the swears add some flavor and character to the game, something most space shooters are lacking.  Super Star Path nails the mixing of space shooter, roguelike, and puzzle genres in a way I didn't even know I wanted. Sadly, the whole experience is over within an hour. But at a measly three dollars, I find it hard to complain -- though it did leave me wanting more. If that's the only complaint I had with the game, it is easily recommendable. I just hope we get to see more space shooter puzzlers in the future! [This review is based on a retail build of the game provided by the publisher.]
Super Star Path review photo
Space puzzles, the final frontier
Space shooters used to be popular. Back in the 8-bit and 16-bit days, everyone knew Gradius and R-Type, amongst others. These days they are few and far between, at least quality ones. Sure Steam is flooded with them...

Review: Her Story

Jun 29 // Laura Kate Dale
Her Story (PC [reviewed], iOS) Developer: Sam BarlowPublisher: Sam BarlowMSRP: $5.99Released: June 24, 2015 From the first set of clips tagged murder, I had several options of which narrative thread to pull at first. Did I want to look for clips related to the victim's name first? Maybe I should try to track down the name of the person accused of the crime? Perhaps I wanted to go in a completely different direction and try to find references to the murder weapon on the database. Right from the start, several different avenues opened up and the number of narrative options to explore only expanded as I went deeper into the case. You can't organize clips you find chronologically or watch them in order without re-searching for them, meaning that a lot of the work of piecing the narrative together is down to you as the player. There's an in game application that will show you which pieces of the case you've watched and which you have not, but it's up to you to keep track of where each statement falls in the timeline of police interviews and how their placement fits together. Much of the mechanical challenge in the game comes from piecing the story together in a way that draws conclusions you're personally satisfied with. At around two hours in, I had seen enough that the game offered to let me see the credits roll, but I personally wanted to know much more of what was happening and ended up playing for around six hours on and off before I was truly satisfied with my understanding of the events. Others I know felt they knew everything they needed within half an hour. In terms of pacing, Her Story lasts however long you want it to in regards to narrative. Any time you feel the game is ready to end, you can draw your conclusions and walk away. Ultimately, Her Story is a really inventive way of exploring a narrative with an impressive number of twists and turns. Every time I thought I understood what was happening, a clip would become unearthed that turned my understanding of the case on its head. The story was personal, uplifting, dark, twisted, insightful, and unnerving all at once. I know we get a lot of talk of narrative-focused adventures as "not games," but this is a narrative that undoubtedly benefits from its open-ended interactive nature. If this isn't a perfect example of how video game interactivity can enhance a narrative, I don't know what is. Being able to unearth these twists out of order, rushing to understand what you've found, and bouncing tonally back and forth across a series of interviews truly is the perfect way to experience this skillfully crafted narrative. It's not a typical structure for a game, but the mechanics really do work in the context of the narrative. If you like the idea of an open-ended '90s murder mystery with no guarantee you'll find a solid answer to its mysteries, then I can't recommend this highly enough. Her Story is a spectacular video game, and one of the most gripping personal narratives I've experienced in some time. [This review is based on a retail build of the game provided by the developer.]
Her Story review photo
Let's solve a mid-'90s murder
Her Story is certainly not what you would call a traditional video game. Set entirely on a police computer database in the English town of Portsmouth, it breaks a lot of new ground in terms of blending its narrative and gamep...

Sup Holmes photo
Sup Holmes

Sup Holmes gets high on life with Ben Shostak


Sup Holmes every Sunday at 4pm EST!
Jun 28
// 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.] [Update: Shows over folks!...
Sup Holmes photo
Sup Holmes

Game devs talk Shenmue 3, F-Zero, the TG-16, Neo Geo and more


Sup Holmes every Sunday at 4pm EST!
Jun 28
// 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.] What a wacky coincidence! ...
Troops vs Women photo
Troops vs Women

Murder women in SJW Riot: Troops vs Women - in Video Game


'Terrorising men, just for being men'
Jun 27
// Jed Whitaker
An Indiegogo campaign for a new game called SJW Riot: Troops vs Women - in Video Game, in which social justice warriors -- who are apparently only women -- have "lost their mind, again, and are terrorising men" according to t...
Uncle Jack photo
Uncle Jack

Let We Happy Few's Uncle Jack tuck you into bed tonight


Definitely not creepy
Jun 26
// Darren Nakamura
It's getting late. Have you applied the minty paste to the exposed part of your skeleton? If so, let good old Uncle Jack read you a bedtime story. It will be fun! You won't have nightmares. Probably. One of the neat things a...
Ink photo
Ink

Ink is like Super Meat Boy if Meat Boy's blood were a rainbow


And if the environment were invisible
Jun 26
// Darren Nakamura
Today is a good day to celebrate rainbows, eh? I mean, every day is a good day to celebrate rainbows, and even if that weren't the case, I'd still highlight Super 91 Studios' Ink. It started as an entry to Ludum Dare 32, who...
Dad Beat Dads photo
Dad Beat Dads

Belated Father's Day: Throw babies in Dad Beat Dads


My dad could beat up your dad
Jun 26
// Darren Nakamura
True story: my dad used to be quite the brawler. At a stocky 5'5" (165 cm), he was often underestimated. What he lacks in height and reach he makes up for in tenacity. What I'm trying to say is that I'm pretty sure my dad co...

Willy Chyr's Relativity is Escher art come to life

Jun 26 // Jordan Devore
I only got to play around in one world, but there are others, each with a different theme or pattern. One was straight out of House of Stairs. Their designs make a lot of sense once you know that Chyr does, among other things, installation art. It shows. Relativity is somehow his first game. He has something cool in mind for how those worlds connect, but wouldn't say any more about the transitions. I'm curious to see how everything ties together, assuming I don't get totally lost.
Relativity preview photo
Walk on walls
When you jump off a ledge in Willy Chyr's Relativity, you can keep falling. Forever. The abstract world, made up of floating platforms and puzzle rooms, loops. Why climb a huge flight of stairs when you can just "fall" to the...

Review: Cosmochoria

Jun 25 // Patrick Hancock
Cosmochoria (Linux, Mac, PC [reviewed])Developer: Nate SchmoldPublisher: 30/30Released: April 27, 2015MSRP: $9.99  When Cosmochoria begins, the player is plopped into an unknown point in space with a few seeds and a gun. From there, they are tasked with restoring planets using seeds to bring some color and harmony back to the universe. Along the way, the player uncovers secrets about the history of the universe and destroys some evil beasts that come to ruin the party. The backstory isn't exactly rich with details or particularly interesting, but it does help build the universe. The game is a bit of a mix between a tower defense and a twin-stick shooter. It's a very unique combination, and honestly I'm not sure that description does it much justice. As the player flies around to different planets, they must plant seeds to restore the planet back to life. The bigger the planet, the more seeds needed. A player must first tend to the seed to plant it, which makes them immobile for a short time. Then, it takes some time for the seed to fully bloom. Once a seed blooms, it drops more seeds for exponential seed gains (players will never run out of seeds). After enough seeds have bloomed on a planet, it becomes restored! This does two things: the planet now has a "health pool" that it can transfer to the player to heal them up, and it brings the game one step closer to the next boss fight. The latter is not explicitly stated, but from my experience is true. Naturally, enemies come to chop off the player's green thumb. Luckily, the player can use a resource called Bricks to create towers and defend the planets. In addition, there's always the trusty gun to ward off foes. Ammo is unlimited, but Bricks are not. Bricks are occasionally dropped by enemies and are far scarcer resource than seeds. Towers are the standard fare of rapid-fire, fireballs, shields, and close-ranged.  [embed]293752:59233:0[/embed] While playing, I heavily favored gunplay over towers, especially once I unlocked the shotgun. When I was building towers, it was generally because I felt guilty for having so many Bricks saved up or because I expected a boss fight to break out. The bosses are quite the mixed bag. A handful of them act in very similar ways, but the game does change them up often enough to keep the players on their toes. Towards the mid-point of the game, I had no idea what to expect from any upcoming boss fight. In some cases towers were quite useful, whereas in others they were borderline useless. The final boss fight, while fittingly grand in scale, can be confusing because it forces the player to use a weapon they may have never tried before. For anyone stuck like I was: your weapon during the final boss fight can be charged, so charge it. The common enemies have interesting behaviors, but there are not enough different types. Towards the latter half, everything starts to feel like it's on auto-pilot. Plant seeds, kill the same enemies, move on. It got to the point where I could predict what was going to happen and when. Enemy spawning felt way too formulaic instead of being organic.  Cosmochoria is not meant to be completed in a single life, but it isn't what would be considered a "rogulike," "roguelite," or even a "rogue-lighter-that-lite." Killing foes rewards red crystals, which can be used in between playthroughs to purchase upgrades. Things like life, speed, starting seeds, and new weapons can all be purchased and have various prices. While it is probably technically possible to complete the game with the starting stats and equipment, it's very unlikely. Plus, it would be a slow and painful process. The increase in efficiency after getting a new weapon is huge and dramatically improves the experience. The early-goings can get a bit dull, since even a skilled player has to take their time killing enemies and bosses at the slow pace the starting weapon achieves. My second run lasted for a couple of hours, but I didn't make tremendous progress. New characters can also be unlocked, but not through spending crystals. They need to be found, usually through completing mini-objectives, during the game. They do have slight differences. For example, the ninja character becomes intangible while planting seeds. This is an incredibly neat mechanic, though enemies still know where the player is and will often just hover above and hurt them as soon as they become tangible again. Regardless, it still has its uses and is better than the starting character (but not as naked). In addition to upgrades, players can find artifacts to modify the way the game is played. The modifiers vary wildly in what they do and are completely optional. Some make the game harder, like only refilling jetpack fuel with kills, while others do the opposite, like removing certain types of enemies completely. It's a great way to spice up the core gameplay with mini-objectives of finding artifacts and to customize Cosmochoria to the player's liking.  The game saves the player's progress after each boss fight, though towers and location of planets do not stay between lives. The amount of planets restored is saved, but they are in different locations and different sizes. In addition, all planted towers are removed between lives, which further discouraged me from planting them in the first place.  The art and music are both wonderful, making the time spent in Cosmochoria memorable. The art is downright adorable in every way. Colors pop, which has a huge impact when restoring planets. Players can really see their progress in that regard. What once was a drab and lifeless husk of a planet becomes a bountiful and beautiful one,giving the player a real sense of accomplishment. Cosmochoria is a great way to explore space, but falls short in some aspects of its design. The core mechanics are great, but the latter half feels too repetitive, and there's not much real incentive to replay the game, despite there being many new things to uncover. It is certainly worth the time invested into it, though it may not have players screaming for more. [This review is based on a retail build of the game provided by the publisher.]
Cosmochoria review photo
In space, no one can hear you plant
When I first played Cosmochoria at PAX, I had to be pulled away from the demo station because of an appointment. The game's blend of calming gardening mixed with tower defense and space spelunking really jived with me. A...

Steam Summer Sale, an embarrassment of riches

Jun 24 // Nic Rowen
Wolfenstein: The New Order Embarrassment factor: A Neville Chamberlain ass-tattoo From the moment I first laid eyes on Wolfenstein: The New Order I thought “that looks like a great game!” followed almost immediately with a second thought “I'll wait for a Steam Sale.” And so it was. Yes, I know, I'm the kind of scumbag that disincentivizes publishers from backing games like Wolfenstein, and I feel bad about that, really. But I know in my heart of hearts that between work and every other game tugging at my arm, I will probably never find the time to run through a single player shooter, no matter how much fun the nazi-murder spree looks. At least it's there for me now if I ever re-watch Jin-Roh and feel compelled to dump a belt-fed machine gun into a human wall of Wehrmacht. Long Live the Queen Embarrassment factor: Mortified monocle dropping Look, sometimes I buy games because I think they might be fun to play with my girlfriend. Stop judging me. Also, the trailer was cute, and it was $2.00, and sometimes I like nice things, and you're going to stop judging me right now or I will cut off your head and parade it around court on the end of a pike. Iron Brigade Embarrassment factor: Serving with pride I don't think I need to make excuses for wanting to ride atop a glorious mobile trench/mecha, obliterate endless waves of lethal cathode ray enemies with ridiculously oversized cannons, and sport a splendid hat while doing so. If you don't understand the self-evident joy of such things, we're just never going to see eye-to-eye. Sunless Sea Embarrassment factor: Muttering about mutiny Sunless Sea looks like Darkest Dungeon, but on the water, so it's bound to be a delightful time. The embarrassment factor isn't too high here because I'm sure I'll get some play out of this one and I love to support indie devs like Failbetter Games. Besides, any game recommended by our very own Ben Davis has to be worth a look. Borderlands 2: GOTY Embarrassment factor: C:/My Documents/DankMemes Ever hear of the sunk cost fallacy? Well this is it. I loved Borderlands 2, played through the main campaign with my brother, did a bunch of co-op and challenge stuff with Dtoid's StriderHoang, and bought the big dumb fancy DLC pack. Problem was, I did most of that playing during the first three weeks of the game's launch and never quite got back to all that expensive DLC. This is why you never buy the season pass folks. It's always loomed over me and I'd like to revisit those characters and see all that content I missed, but most of my 360 friends have moved on to other consoles and it's not like I'm going to solo another character through the game, that's not how I get down with Borderlands. But, the Steam sale gave me and my brother a chance to grab the game on the cheap on our PCs, so we can delude ourselves all over again that somehow we'll find 30 hours of mutually schedule-friendly time to plunder, raid, and explode all over Pandora again. Look forward to next year when I tell you all about how I picked up the Pre-Sequel Definitive Edition on the cheap and will toootally play through it.. Sometime. Westerado: Double Barreled Embarrassment factor: I aim to misbehave No embarrassment here. Everything I hear about Westerado makes it sound like a hell of a game. Rustlin' cattle, solving mysteries, and laying down the law by whipping out a gun mid-dialog scene, these are all things I can stare at over the horizon and give a knowing nod. Gravity Ghost Embarrassment factor: WHEEEEEE! Mea culpa. I did not do the research before I bought this game and I just assumed that you played as the deer wearing socks that you always see in the screenshots. 100% of my purchasing thought process was based on loving the idea of a deer wearing socks. Sadly, you do not play as a deer wearing socks. On the plus side, it's a beautiful, charming, and magical experience and all that... Sigh, I really wanted to play as a deer wearing socks. The Fall Embarrassment factor: File not found The only embarrassment here is that I didn't pick up The Fall sooner. Seriously, this is a gorgeous indie game about a possibly malfunctioning robot-suit trying to save his unconscious pilot while stranded on a planet populated by insane drones and fascist super-computers. Just saying that last sentence out loud activates my saliva glands. Payday 2 DLC: Clover Character pack, Alesso Heist, and the Butcher's BBQ pack Embarrassment factor: A poster of Waingro in the family room I picked up Payday 2 during last summer's Steam Sale and it was a gift that kept on giving. Surprisingly fun co-op heisting with months of content patches and bug fixes behind it, and I picked it up for a song. I ended up playing it for months before my attention drifted and I don't think I ever spent more than $15 or $20 on it all told. With that in mind, even though I'm living on the straight and narrow now, I thought it might be a good idea to pick up some of the cooler looking DLC bits I've missed just in case the bastards ever pull me back in. See, smooth over the truth enough and you can justify something as dumb as buying DLC for a game you don't even have installed any more. That's the kind of moral flexibility the Payday crew can respect. Metal Gear Solid V: Ground Zeroes Embarrassment factor: Listening to “Love Deterrence” by Paz Oretga on loop It's Metal Gear for like $5.00, how could I not? I know, buying Ground Zeroes is essentially paying for the privilege to play a demo of The Phantom Pain (which is not too far away from coming out itself now), but you know what? The demo from Metal Gear Solid back on the PS1 was dope as hell and I ended up playing it over and over again FOR HOURS. That demo was basically a loading dock and the front yard of Shadow Moses, so imagine the kind of fun I can wring out of an entire military base. Again, I miss demo discs. The Vanishing of Ethan Carter Embarrassment factor: Mistaking a shadow for a ghost and making a little yelping noise The Vanishing of Ethan Carter looks like a positively beautiful mystery/horror game that will sit in my Steam backlog with pride. I'll be glad it's there, and think of playing it often. “Maybe around Halloween” I'll say. But then the month will come and some big name title will drop hoping to get a jump on the November rush, or Team Fortress 2 will do some adorable ghost themed event and I'll end up plugging hours into an eight year old game again, and poor Ethan Carter will be forgotten. Left to haunt my backlog forever. More like The Vanishing of my Free Time, am I right? Wait, no, that doesn't make much sense. I'll show myself out. Alien: Isolation Embarrassment factor: Closing your eyes in the theater and hoping no one notices Oh man, I hope I don't lose this one to the backlog, because so far it's pretty great. Alien: Isolation is one of those games I was really interested in at launch, but just couldn't bring myself to cough up $60 for it. Now that I've had a chance to play it, I'd say it probably would have been worth the full sticker price (but I'm much happier paying the $10 or so it ended up costing me). The best part of the game so far has just been noodling around the station, checking out all the little touches and messing with the retro-future computers and technology. It's a lot like Gone Home, only instead of being “a little spooky” it's a full-on assault on the nerves that ratchets up the tension until finally skewering you on the end of a Xenomorph's spiked tail. I'm still holding out hope that Amanda will just find some nice girl to elope with and get out of the station. Marine Sharpshooter 2 Embarrassment factor: Marine Sharpshooter 2 I didn't buy this one. A friend “gifted” me a copy, and oh what a gift. Marine Sharpshooter 2 apparently came out in 2004, but after five minutes in it's muddy, jagged jungles, you'll swear it was 1999 all over again. With what I would describe as a “generous” Metacritic score of 52, it doesn't have many upsides. So of course I immediately installed it instead of any of the other many fine games I spent actual money on. In the clinical world, this is what they call “self hate.”
Steam Sale haul photo
We all have our vices
I still firmly believe that one of the greatest upsides of being a PC gamer are the twice annual fire-sales hosted by Steam. Those sales, alongside the multitude of other deals and bargains that can be scooped up from Humble ...

Rustic photo
Rustic

Rustic: Rust generates avatar cock size by Steam ID


Rustic
Jun 23
// Steven Hansen
Haha, rustic. I think it's time for Jordan to take another Rust adventure. The open world survival sim is fascinating. It recently made headlines when players flipped out after it randomly assigned face and skin tone to users...
Phantom Dust photo
Phantom Dust

Xbox One's Phantom Dust no longer in active development


Microsoft-canceled project done
Jun 22
// Steven Hansen
Microsoft announced a Phantom Dust reboot at its E3 conference in 2014, but less than a year later the project was shelved, allegedly due to unfair demands by Microsoft. Developer Darkside was shutdown and over 50 people lost...
Eitr photo
Eitr

Hands-on with 2D Souls-like Eitr


Eitr? I hardly even know her!
Jun 22
// Steven Hansen
Zack and I finally played Eitr, which I've talked about before, at E3 this year. Then we sat very close together in camping chairs, shared a mic, and talked about it. To quote a YouTube comment, "Is everyone is dtoid just ga...

Pee on sandwiches and poop on hot dogs in Butt Sniffin Pugs

Jun 22 // Jed Whitaker
[embed]294562:59185:0[/embed] While not a very deep experience, Butt Sniffin Pugs was good for a laugh and a break from all the seriousness that was at this year's E3. I laughed, I pooped, I pissed myself, I smelled butts; what more could I man want in life?
Butt Sniffin Pugs preview photo
Poop EVERYWHERE
Sometimes you're walking around a convention floor and you just find the diamond in the rough of the show. This year's E3 2015 diamond is for certain Butt Sniffin Pugs, a game played with a giant tennis ball, two buttons, and...

Headmaster photo
Headmaster

Headmaster is NOT a VR porn game for Morpheus


Though its lessons may cross over
Jun 22
// Steven Hansen
"Though its lessons may cross over," get it? Crossover, like the soccer move? (We kicked it and I scored, soccer game). Because Headmaster is (sort of) a weird soccer game and not about giving virtual blowjobs (you'll only g...

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