Sony has filed for a new patent regarding their PlayStation Move controller, and it looks like it's going modular, if the filing is actually going to be acted on at some point. The patent allows for the controller to be ...
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Few games represent that sense of indie pride better than Sportsfriends, a compilation of local multiplayer titles which includes Johann Sebastian Joust. It was already getting a PlayStation 3 release after a succe...
You know what's awesome? Wild-west style duels. You know what else is awesome? Touching butts. Fortunately for you, dear reader, Papa Spencer is here to deliver.
I ran into Stephen Morris at Indiecade at E3 this year and I'm...
People often love Valve because they're the company that keeps on giving. Today, you'll be able to bottle some of that love in the form of free Portal 2 DLC, exclusively for the PS3 version of the game. The DLC is said to be...
Deadly Premonition: Director's Cut comes out next month (4/30) on PS3 and it will offer retailer-specific pre-order bonuses, which is a little bit of an oddity for a game getting its unexpected second life. Almost takes the s...
Media Molecule took the stage at Sony's PlayStation 4 event and revealed that their next project will help players cut through the crap, sweep away the techy mess, and put players in the designer's chair. After two years of r...
If current estimations are to be believed, the current console generation will be the longest we’ve seen in the history of gaming. As of right now, just a little less than one-third of my life fits between November 16, 2005 and now.
That’s a huge chunk of time. Think about it. The entire presidency of Barack Obama, the collapse of the global financial markets, and the rise of cellphones (and then smartphones) all fit pretty neatly in that space. Not to mention, things like Netflix, Youtube, Facebook, Twitter, and nearly everything else that the tech savvy among us use on a daily basis did not exist when this generation started. Hell, Destructoid wasn’t born until March 2006. So much has changed that it’s easy to lose sight of the past.
Destructoid’s love affair with the inimitable, idiosyncratic Deadly Premonition is a point of public record. Jim’s infamous, glowing, 10/10 review turned a lot of people onto the game -- myself included -- and for that we are as thankful as Resident Evil 6 are indignant. Or, if you’re playing along at home, substitute any game that we score low. “[x] gets a [y] when Deadly Premonition gets a 10,” the commenter scoffs and chortles into his Cheetos.
We’re all aware, of course, that there are some technical issues in the game. Deadly Premonition’s release was a rare one. A Japanese studio was developing, plainly, for a Western audience. The project was helmed by a man, SWERY (or SWERY65), committed to his bizarre vision and allowed creative control. That something so unique and personal got a retail, console release was amazing enough. The team being able to revisit the title to address niggling concerns, beautify it, and add content just seems unreal. Yet, that’s precisely what’s happening with Deadly Premonition: The Director’s Cut.
BioShock Infinite begins much as the original begins: a mysterious man, lost at sea, on a mission that starts at a lighthouse and leads to who knows where. But then, the player ascends up toward the heavens, or at least what a citizen of the flying city Columbia calls, “the closest you can get to heaven.”
It’s as if Irrational is commenting on BioShock’s own evolution. Upon entering Columbia, the story we left behind in 2007 is so far below that you can barely see it. Any lingering memories of Rapture fade away among the bright sky and lights of Columbia’s floating city blocks. It's a world so detailed that it makes one wonder what’s the point of high definition if not all of our games feature a similar quantity of original art assets as this one.
In my three hours spent playing BioShock Infinite from its opening, I have to say that it indeed seems to be the closest you can get to heaven.
A new patent from Sony has revealed a unique little idea that potentially hints at future PlayStation plans -- a hybridized controller that blends both the DualShock and PlayStation Move into one gestalt beast.
Over half a decade of frustration is about to be unleashed with glorious fury.
It's been six years, the tech has been demonstrated, yet still the tech demos come. So few games have found a way to implement new interfaces gra...
As announced on the PlayStation Blog, the In Motion content for Portal 2 that was originally playable using the Razer Hydra motion controller will be releasing on PlayStation Network this Tuesday, November 6. You might recall...
Announced at gamescom earlier this year, Until Dawn puts players in control of the cast of characters in what looks to be a classic teen horror film. It's a PS3 title set for next year, and it uses the PlayStation Move controller exclusively.
I got a full walkthrough of one particularly horny extened segment of the game here at New York Comic-Con. It followes characters Jessica and Michael as they head out and away from the lodge. The folks with them on this group trip have had enough of their horniness, and have sent them away to do their thing in a secluded cabin in the woods.
If you've seen enough horror flicks, you probably know how this goes.
I don't know how many times I can play Okami and come up with something to say without feeling like I'm repeating myself. I played it on the PS2, then again on the Wii, and today I played it on the PS3 in its latest incarnation, Okami HD. I suppose it's a testament to how much someone at Capcom believes in Okami that they're trying yet again to get the game to sell in the numbers that it likely deserves.
This latest version is just as fine as any other, for what it's worth. The PlayStation Move controller works a treat for using Amaterasu's painting powers, as you'd expect if you have any experience with the Wii version. Honestly, it's probably better, but I'm not prepared to make that call on the basis of a press room experience (though, in fairness, the demo took place in a busy conference room; hardly the tightly controlled environment which would arouse suspicions). The jump to high-definition visuals is noticeable and everything looks crisp.
Everything except Amaterasu, that is. Maybe it's just the godly energy showing through, but the white wolf has a noticeable blur in motion that directly contrasts with the crisp, clean environments and other characters. I found it mildly distracting, but that could also just be down to my seeking of anything new or different about this release. Even the three visual filters found in the game's options menu failed to give me anything to work with, as I couldn't observe any discernible difference between "Normal," "Light" and "Heavy" filters.
Okami HD is, in all likelihood, going to be the definitive release of a game hardly anybody bought. I'd like to believe that somehow, this time will be different. I'd also like to believe that if I eat Taco Bell every day, I'll never get fat, but reality has a way of disappointing no matter how hard you wish for something.
Wonderbook: Book of Spells will be out on November 13 for $39.99, just in time for Black Friday shopping madness. There will also be a bundle version available for $79.99 that will come with the game, Wonderbook peripheral, ...
Mini-games. Apparently, they're still a thing. If you own one of those new-fangled motion controllers for your system, invariably you'll discover that there are mini-game collections to be found for your device. PlayStation Move users have one of these collections available now as a download on PlayStation Network.
This is a review of said game, Lights, Camera, Party! The exclamation mark is only part of the title, nothing more.