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Fallout 4 photo
Fallout 4

See if your phone will fit the Fallout 4 Pip-Boy Edition


Here's some measurements
Jul 03
// Chris Carter
The Fallout 4 Pip-Boy Edition may be sold out, but you can see if it will actually fit your current smartphone, compliments of a new blog update from Bethesda. According to the publisher, the foam inserts will fit the&nb...
Mortal Kombat X photo
Mortal Kombat X

Mortal Kombat X's Predator gets a firm release date


That ugly mofo is $4.99
Jul 03
// Chris Carter
Although it was possible to fight the Predator in Mortal Kombat X recently, he'll be making his way officially as a combatant very soon. NetherRealm has announced that his debut will be July 7, at which point he will ru...
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 ...

Slain! photo
Slain!

Slain's new trailer has more blood than a GWAR concert


That is to say, there's a lot of blood
Jul 02
// Brett Makedonski
I was originally going to pass on posting this trailer, but I came across it while I was listening to Lana del Rey's Ultraviolence and that just seemed like too great of a coincidence. Also, the developer's name (Wolf Brew) ...
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...
Piranha Bytes RPG photo
Piranha Bytes RPG

Gothic creator working on a science fantasy RPG


Mutated creatures, you say?
Jul 02
// Jordan Devore
Piranha Bytes is known for Gothic and Risen, but it's stepping away from those series to create a new role-playing game, ELEX. That's "eclectic, lavish, exhilarating, xenial." Got it? Me neither! We can't actually see the gam...
Badman photo
Badman

Warner Bros. reportedly well aware PC Batman: Arkham Knight was hot garbage


Duh
Jul 02
// Steven Hansen
"I will say that it’s pretty rich for WB to act like they had no idea the game was in such a horrible state," an anonymous quality assurance tester on Arkham Knight told Kotaku. "It’s been like this for months and...
Harley Quinn photo
Harley Quinn

The Harley Quinn DLC pack for Arkham Knight is painfully brief


Less than 30 minutes
Jul 02
// Chris Carter
Harley Quinn is at it again this time with a pre-order exclusive DLC (yuck) for Batman: Arkham Knight. I have good news for everyone who didn't bother pre-ordering -- you aren't missing much. The entire add-on basically amounts to less than 30 minutes of the same core gameplay as Knight, minus the Batmobile-fest.
Mega Man X: Corrupted photo
Mega Man X: Corrupted

Mega Man X: Corrupted is still happening, here's proof


Jul 02
// Chris Carter
All the way back in 2009, the fan game Mega Man X: Corrupted was shown off to the world, and it looked great -- yet, here we are six years later still waiting for it. There's some good news on that front, as a new set of vid...
Battle Fantasia photo
Battle Fantasia

Beautiful fighter Battle Fantasia is coming to PC


Next week
Jul 02
// Chris Carter
Back in 2008, Battle Fantasia was released for the PS3 and 360. It was unique little fighting game with an amazing art style, but it was sadly swept under the rug. Thankfully it's getting a new lease on life on PC next week,...

Into the Stars is an intense Space Opera, hits early access July 9

Jul 02 // Alessandro Fillari
Into the Stars (PC, [previewed], Linux, Mac)Developer: Fugitive GamesPublisher: Iceberg InteractiveRelease date: July 9, 2015 on PC (Early Access)Set in the far future where mankind has populated the outer reaches of the known universe, you take on the role of a captain for the last human ship carrying a most precious cargo. After a war with an alien race destroys the last colony of humans, you must lead the remaining survivors and your crew on an exodus through uncharted territory in order to find a new home in Titus Nova, located in the far end of the galaxy. Along the way, you'll recruit new crew members, trade with neutral alien factions, and wage an on-going struggle with the aliens that destroyed your home planet. With the fate of many lives in your hands, you'll have to make many tough decisions in order to secure the future of humanity, while also keeping your one and only ship in working order. The developers weren't shy about sharing their influences for Into the Stars. From Battlestar Galactica, to Firefly, Star Trek, and even Guardians of the Galaxy -- the folks at Fugitive Games wanted a space adventure that emulated the same wonder and awe from classic Space Operas, while injecting a tense and hectic atmosphere that gave players the sense that one wrong move could lead to disaster. Storytelling was an important area of focus for the devs, and while there aren't really any cutscenes or dramatic set-piece moments, the players will be able to create their own captain, crew, and ship parameters (with adjustable stats and areas of focus) from scratch -- giving them freedom in how they play and choose to forge their way across the galaxy.With an entire galaxy map to explore, you'll have to choose wisely where you want to guide your ship, as many different resources are consumed during travel, and dangerous foes might rear their ugly heads. Taking place on over 90 tiles shown on the galactic map, each space represents a sector of the galaxy that can be explored. Players can freely steer their ship within the tile and explore at their own pace. Each tile possess their own unique points of interests, planets, culture, resources, and other sources of intrigue. While some randomness comes into play, the developers wanted to give the entire universe a hand-crafted look and not rely on procedural generation to fill in the blanks. And the results are quite stunning. The visuals within Into the Stars are a feast to behold, and the work from the Unreal Engine 4 shows great promise. From soaring past gas-giants, derelict spacecrafts, to massive floating artifacts from alien cultures, there's much to explore within the galaxy, and it'll take more than one playthrough to witness all the visuals. Though be warned, spending too much time in a certain section of the galaxy will attract the attention of hostile forces that wish to wipe you out.Taking cues from titles like XCOM and FTL, the developers at Fugitive Games wanted to have a strong focus on crew and resource management while gathering resources and keeping ahead of danger. Your ship will need resources and a strong crew to keep flying, and in order to keep both on the up, you'll have to take risks and even make some sacrifices. When you come across planets and installations throughout your travels, you can send probes or Away Teams (a capable team of explorers) down to the point of interest to search for resources and valuables. Though bare in mind, these places can often be dangerous and result in some deaths or harm to your ship if things go south. During one instance, we sent our away team to a remote planet and found many valuable resources with no incidents. Unfortunately, our luck wasn't so great when we went to a derelict human spaceship. An accident occurred which resulted in the deaths of some crew. [embed]295154:59311:0[/embed]As a whole, Into the Stars is a game about taking risks. While some cases may call for the occasional space heroics, most of the time you'll have to play it safe. During planetary examinations, sometimes its better to send probes, which result in a mini-game where you mine materials. Though keep in mind, the lives of your crew and your cargo of human survivors are a valuable resource as well. While traveling in space, you'll come across merchants that may sell goods at the cost of valuable materials vital to the function of your ship. While giving away minerals may be easy, in some cases merchants may request some humans for the trade. It's a pretty grim prospect, and though it may be easy to turn down a request when its first presented to you, you might be in a tight spot and have to entertain the offer. By any means necessary, your ship has to make to Titus Nova, and you may have to make some decisions that could compromise your own captain's humanity.But what would any space opera be without epic ship battles? When you encounter foes that seek to raid your ship, or just want to wipe out what's left of humanity, you'll have to defend the vessel and command your crew in a battle of wits and instinct. Unlike other space-sims, battles take place in quasi-term based format within the confines of the ship. Within the bridge, you have a clear view of the attackers, and you'll have to simultaneously adjust shields, make repairs, and strike against the enemy when the time comes. Initially, I found the battles to be a bit confusing and somewhat dense. It's all in menus, and you have to keep track of different crew attributes and ship parameters to stay one step ahead of your enemies. When making repairs, your view switches over to the engine room as you monitor hull breaches and causalities, all while the enemies are still attacking. While the smaller foes can be easily defeated, facing groups of enemy ships and some of the more massive cruisers can result in somewhat lengthy battles.I was largely impressed with Into the Stars. While we're definitely seeing an influx of space-sims as of late, this title subscribes more to the technical school of thought, rather than the focus on action and explosions. While I admit I got a bit lost during some moments, and had to consult some tutorials, I found Into the Stars to be an incredibly ambitious game that seeks to install a simultaneous sense of dread and awe from players. Not many games can get me feeling nervous while traveling through a lush and colorful galaxy filled with rich cultures and places to explore. If you're looking for something a bit more introspective and technical for your spacefaring needs, then you'll definitely want to keep an eye on Into the Stars.Into the Stars - Early Access [Steam]
Into The Stars photo
Find a crew, find a job, keep flying
The Space Sim genre has been one of the most ambitious and sought after titles from developers and fans alike. Ever since the early days of gaming, there's been a desire to craft a title that allows for exploration across a s...

Tales of Symphonia photo
Tales of Symphonia

Tales of Symphonia HD coming to PC


Get some Symphonia in you
Jul 02
// Laura Kate Dale
Hey, do you like Tales of Symphonia? Wish it were available on your PC in HD? Are you now holding your breath, reading and hoping I'm not messing with your emotions? Fear not, Tales of Symphonia HD is coming to Steam next yea...
Shenmue 3 photo
Shenmue 3

Give $1000 to Shenmue 3 Kickstarter, get personal message from Ryo


'Let's get sweaty'
Jul 02
// Vikki Blake
The voice actor who played Ryo in the English versions of Shenmue 1 and 2, Corey Marshall, has been confirmed for Shenmue 3. "We would all like to thank Corey-san for coming back," says an announcement on the Shenmue 3 K...
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,...
Huge TF2 update photo
Huge TF2 update

Team Fortress 2 becomes Counter-Strike tomorrow


New map, mechanics, and balance changes
Jul 01
// Patrick Hancock
Team Fortress 2 gets a new update tomorrow called the Gun Mettle Update. To summarize, the game is taking on many ideas from its much more popular cohort, Counter-Strike: Global Offensive. First of all, weapon skins...
Dead or Alive photo
Dead or Alive

Dead or Alive 5 PC still doesn't have working online multiplayer


Embarrassing
Jul 01
// Jordan Devore
Team Ninja was supposed to enable online multiplayer for the PC port of Dead or Alive 5 Last Round by the end of June, months after the game debuted on Steam. Hasn't happened. "[D]ue to major issues found during the beta test...
Spooky scary photo
Spooky scary

Allison Road might fill the P.T.-sized hole in my heart


No looping hallways here
Jul 01
// Jordan Devore
Kojima and co. gave us a glimpse of home-based horror with P.T. and I desperately want more, even if it's from a completely different group of people. Allison Road looks like the next closest thing. A couple of notes about t...
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...
League photo
League

Riot is selling skin variation packs again for League of Legends


These should be free character rewards
Jul 01
// Chris Carter
Riot Games is bringing Chroma Packs back to League of Legends. For those of you unfamiliar with them, you'll be able to basically recolor your Champions' skins with them. You can buy them for your champs (Zac, Morgana, Darius...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Humble Borderlands Bundle adds more DLC


Claptrap and Headhunter DLC
Jul 01
// Darren Nakamura
Last week, Humble and Gearbox announced the Humble Borderlands Bundle, featuring Borderlands, Borderlands 2, a coupon for 75 percent off Borderlands: The Pre-Sequel, and a big chunk of downloadable content for the first two g...
Hearthstone photo
Hearthstone

Hearthstone's new card back gives trolls much-needed love


Card back for Zul'jin
Jul 01
// Chris Carter
Normally I don't bother covering Hearthstone ranked seasons, but I figured "what the hell" for this one since it has a card back I actually like. Earning rank 20 or above this month will net you a Darkspear back, which i...
Dark Souls photo
Dark Souls

Dark Souls franchise sells 8M copies


Just think of all those deaths
Jul 01
// Vikki Blake
The Dark Souls franchise has sold over eight million copies worldwide, with more than 3.25 million copies sold on PC alone. Famitsu - reporting from a From Software presentation - confirmed the original Dark Souls game s...
Dark Souls photo
Dark Souls

Play Dark Souls like a boss...literally


Get your own back with this new mod
Jul 01
// Vikki Blake
Dark Souls modder White Lord of DaTeHaCKs has created a mod that'll put you squarely in the shoes/hooves/claws/whatever of your favourite worst nightmare. The Darks Souls Boss Arena Mod "enhances the Debug Mode opt...
Shovel Knight retail photo
Shovel Knight retail

Shovel Knight headed to retail with a proper instruction manual


'No two-page inserts here!'
Jun 30
// Jordan Devore
Shovel Knight is one of those games that's so good, you want as many people as possible to hear about it, play it, and hopefully dig it as much as you do. To that end, some good news: Yacht Club Games is pushing for a retail ...
Fast-paced MOBAs photo
Fast-paced MOBAs

Matches in Gigantic should only take 15 minutes


'That's a goal of ours'
Jun 30
// Jordan Devore
I'm not much of a MOBA person, but I have really gotten into Heroes of the Storm as of late thanks to its snappy, streamlined design. Shorter matches are a godsend. I've also been eying Gigantic, Motiga's super pretty third-p...
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 ...
RollerCoaster Tycoon photo
RollerCoaster Tycoon

RollerCoaster Tycoon World looks way better


But I'm still worried
Jun 30
// Jordan Devore
The last time I wrote about RollerCoaster Tycoon World, I said the game looked bad. Because, well, it did. I was hardly the only one, writer or otherwise, to say as much. Atari certainly heard. Flash forward to now, and we've...

Blizzard: 'We have the freedom to bring any character we want into Heroes of the Storm'

Jun 30 // Chris Carter
Destructoid: Let's start out with a simple question -- what inspired Blizzard to create Heroes of the Storm? Kaeo Milker: It all started out as just a cool way to show off what the StarCraft II Editor was capable of for BlizzCon back in 2010. We’d just launched StarCraft II: Wings of Liberty and set a few very small teams of developers loose on creating fun mod maps for the show. These teams built several maps, and we selected four to bring to BlizzCon, including one that was an homage to Warcraft III Defense of the Ancients that we called, “Blizzard All Stars.” The expectation was that we’d release these maps to StarCraft II shortly after the show, but something special happened with Blizzard All Stars and the feedback we received changed the course of things.  There was so much excitement about the game from our team, from Blizzard, and from the BlizzCon attendees that we had to take a step back and reconsider how much additional work should go into the map before its release. We ended up holding it back and we assigned a handful of developers to continue working on it en route to BlizzCon 2011, where we showed it again as, “Blizzard DOTA.” There were new heroes, a redesigned map, and some different takes on game mechanics, and we got even more positive reinforcement on its potential. This growing excitement from internal folks as well as our community led to some very intense conversations about the scope of the game and how we should approach it.  Some serious discussions spawned where we started asking questions like, “What if we ignore the recent games in this space and approach this as a reimagining of what those early mods could have become?” Those conversations led to a decision to make a standalone game where we’d throw out the expectations and rules, and simply make the game we wanted to play. That decision was super scary in its departure from the norm, but also very liberating, and we ended up calling that game Heroes of the Storm when we re-announced it at BlizzCon 2013. D: Tell us a bit about the beginnings of the MOBA genre and its origins. How did the team react to this level of engagement out of a use map settings creation? K: The genre originated all the way back with our own mapmaking community’s Aeon of Strife UMS maps from the original StarCraft. Those maps set the stage for the now-familiar single-hero control and multi-lane map layouts that later inspired mapmakers in Warcraft III to create offshoots including the immensely popular Defense of the Ancients maps. Along the way, many of the RPG-like mechanics that were core to Warcraft III’s gameplay like individual heroes, unlocking and empowering abilities via hero leveling, and item-based stat manipulation were creatively used to evolve the gameplay from Aeon of Strife into that of DOTA and everything that’s come since. It’s inspiring to look back on the game genres that have incubated and spawned from the Blizzard mapmaking communities. The team responsible for Heroes of the Storm also made the original StarCraft as well as Warcraft III, and many of the people working on Heroes of the Storm today were either here at Blizzard or active in our communities when this all started. We’ve all watched this evolution with equal amounts of respect and admiration for everything our players have created. D: Can you give us a rundown of what to expect going forward after launch, both in terms of timelines and content? K: Historically for our team, launching a game has meant that it is “done,” but with Heroes, launch is truly just the beginning. The content and features in the game today represent the foundation of a game that we expect to be in constant evolution moving forward, and we have a growing team that’s been refining our tools and processes to allow us to create and deliver more stuff, more often. We’re moving into a phase now where we’ll be bringing new heroes into the game every 3-4 weeks and are planning for incremental changes and additions to the game even between hero releases.  We currently have several battlegrounds in development and we’ll continue to bring them into the game multiple times a year, starting with the Eternal Conflict release where we’ll introduce a collection of Diablo-themed battlegrounds, heroes, skins, mounts, and events over the next few months. There’s a lot more in store that I can’t talk about yet, but know that we have some amazing things in development and our team is just as excited about this game as our players are! D: What niche do you believe Heroes fulfills in the current MOBA scene today? K: Heroes of the Storm is Blizzard’s take on a genre that has been around for over a decade. We’ve set out to capture and accentuate the elements of these games that we found most compelling, while improving or eliminating the things that we found detracted from the fun. We approach this process with all of our games from the perspective of gamers, and again, we set out to build the games that we want to play.  The game we created features some pretty dramatic departures from the norm like action-packed 20 minute games, an ever-growing pool of objective-based battlegrounds, team leveling, per-hero talent trees that let players modify each hero’s playstyle, and of course, real Blizzard heroes and worlds – all wrapped up in the fun, light-hearted humor we’re known for. It’s free to play, so I invite everybody to check it out and see if it’s the kind of game they want to play, too. D: What is the current state of the MOBA genre financially as a whole? Is there room for more major releases? K: I’m much more of a development guy than a business guy, but clearly there is a ton of interest in this genre and there has been since the Warcraft III days. I’m excited about that interest not because of some potential financial opportunities, but because it represents players who might be open to checking out our game and I think we’re doing something really different with Heroes that can build on the things they’ve loved from past games, while also addressing concerns from players who may not have liked those other games.  Ultimately, I think there’s always room for great games. Our focus is to make the best games we possibly can, and history has shown us that if we stay true to that goal and uphold our commitments to quality and fun, success is within our reach. D: Who is your biggest competition currently, and what do they do right? K: We’ve always looked at other game companies less as competition and more as part of a community that’s pushing game development, technology, user experiences, gameplay, genres, and the industry forward together. Coexisting in a creative space like gaming can help lead to refinement and innovation, and that’s a very healthy thing for us both as developers, and as gamers.  We’ve clearly benefited from the things other developers have learned with similar games – the right choices as much as the wrong choices  –  and as we’re starting to see already, they will in turn benefit from the things we’re trying as well. D: What efforts are you going through in terms of growing Heroes as an eSport? K: This year will be a time where we establish Heroes as an eSport alongside establishing Heroes as a game. We’re off to an amazing start with Heroes of the Dorm, where we brought college teams together from across the US and Canada to battle it out for full college tuition. That event cemented the legitimacy of Heroes as an eSport given the intense competition and its undeniable strengths as a spectator event. The recently-announced 2015 Road to BlizzCon will be the professional extension of that path we’ve started down, and we’ll all get to watch the very best teams from each of our regions work their way through their regional qualifiers and semi-finals en route to the ultimate global showdown at BlizzCon. Like the game, our eSports support will be in constant evolution and I’m very excited to see what develops. D: Walk us through a basic outline of what it takes to create a hero from start to finish. K: Hero creation is a very involved, multi-month process that relies heavily on iteration tied to ideas and feedback from many people across our team, and even across Blizzard. It all starts with paper design, where a Hero Designer comes up with a written pitch for the hero, its playstyle, and its kit. After several rounds of feedback and refinement, that paper design gets approved for prototyping. Our tools allow our Tech Designers to stand up a first playable version of the hero with placeholder art, sounds, and effects very quickly and an exhaustive process of playtesting and iteration begins amongst our design team. This process can span several weeks, with constant reaction to feedback every step of the way.  Once the design team is feeling good about a hero’s progress, it graduates to team playtesting. These tests take place several times per week and several hundred of our team members and support personnel are invited to participate and provide feedback to help further refine the hero’s design.  Another multi-week reaction cycle begins based on that ongoing feedback, and only after successfully making it through the team playtesting phase does a hero graduate to full production where we unleash the full power of the development team on its finalization.  During production, our art, user interface, writing, sound, localization, and quality assurance teams begin their respective processes creating, refining, and testing the version of the hero you’ll eventually play in the game. Throughout the hero’s journey, each developer bolsters their part of its creation with a ton of polish and love, and that really shows in the final product. D: Can you give us an idea of potential heroes or kits you've been working on for future patches? K: Sure, up next is…wait a sec…nice try!  I can confirm that we’re spending some time with Diablo heroes for the Eternal Conflict before returning to heroes from other game worlds. Beyond that, all I can say is that anything’s possible – any hero from any Blizzard game, ever!  D: As a follow-up, are you concerned that certain franchises like Warcraft may be overrepresented? K: We currently have a disproportionate number of Warcraft heroes, but more than anything that is a function of the abundance of incredible Warcraft heroes to pull from when we started out. Our goal moving forward is to bring in excellent heroes from all of our games – past, present, and future. We value variety tremendously in this game and are trying to provide players with a dynamic experience where they have choices to make which give them the ability to directly impact that experience. This starts with selecting the hero they want to play and continues with choices in skins, mounts, team compositions, battleground strategies, and talent builds. Be on the lookout for an ever-increasing number of non-Warcraft heroes coming into the game with our Eternal Conflict event starting later this month! D: What is one hero from the Blizzard universe that will absolutely not fit in Heroes of the Storm? K: So far, this hasn’t been an issue. We have the freedom to bring any character we want into the game and enough flexibility in our game mechanics and design to re-interpret each one in a way that captures their essence while tailoring their gameplay for the best possible experience in Heroes. It’s an amazing space to play around in and we’re really enjoying this limitless potential. D: Finally, what is your favorite current hero? K: I love Kerrigan and have played her extensively since the first day of our Development Alpha. Her combo-driven, melee assassin kit brings out the overcommitting lunatic in me and I play her much more aggressively than perhaps any other hero in the game – for better or for worse. She’s incredibly powerful early game and can scale really nicely into late game, especially when paired up with another hero to complement her kit (Tassadar is one of my favorite partners). Beyond her gameplay, I have a personal connection to the character dating back to my passion for the original StarCraft and leading through my 8+ year investment in producing StarCraft II. And I’ve been saying this a lot lately, but my daughter is even named Kerrigan! While Kerrigan is my all-time favorite, I’ve been maining Nazeebo lately and have him on the cusp of hitting Level 20.  I relish the perfect Zombie Wall and am thrilled pulling off the well-timed Ravenous Spirit to clean up a team fight from afar after all of the enemy interrupts have been blown. Ayyyeeeee!!!
Heroes of the Storm photo
A Q&A with the game's lead producer
Heroes of the Storm has been out for almost a month now after a lengthy set of alpha and beta sessions, and I'm still enjoying it as much as I did at launch. Blizzard has vowed to constantly support and update the game w...

Team Fortress Spla2n photo
Team Fortress Spla2n

Splatoon's Turf War now modded into Team Fortress 2


Team Fortress Spla2n
Jun 30
// Darren Nakamura
You're a squid now, you're a Demoman now. It might be missing the same ring to it, but that's what's going on in this Team Fortress 2 mod. Two teams of four face off to paint the environment and splat one another. Admittedly...

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