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Halo photo
Halo

Check out the full Halo: Master Chief Collection RTX panel here


Shiny, happy Master Chief
Jul 09
// Brittany Vincent
We all miss big events. It happens. But if you weren't able to make it to RTX this past weekend but are still jonesing for some Halo: The Master Chief Collection tidbits, the entire panel is now available to watch in its ent...
Gungoose photo
Gungoose

Halo 2 gets the Mongoose with a gun in Master Chief Collection


Introducing the Gungoose
Jul 07
// Brett Makedonski
When Microsoft revealed Halo: The Master Chief Collection at E3, it mentioned that Halo 2 would get the anniversary treatment to commemorate ten years since its release. One of the ways this will happen is through t...
Halo Xbox One Collection photo
Halo Xbox One Collection

This new Halo: Master Chief Collection trailer is sexy


Thanks mostly to the silky smooth voice of Keith David
Jul 05
// Kyle MacGregor
A new trailer for Halo: The Master Chief Collection featuring the voice of actor Keith David's Arbiter was unveiled today at the Rooster Teeth Expo in Austin, Texas. The debut took place as part of a panel, hosted by de...

RTX cancels Friday events photo
RTX cancels Friday events

Fire alarm evacuates Rooster Teeth Expo, events cancelled


Evening activities postponed until tomorrow
Jul 04
// Kyle MacGregor
The streets surrounding the Austin Convention Center flooded with people this evening, as Rooster Teeth Expo attendees reported the pulling of a fire alarm, leading to an emergency evacuation of the show. The event organizers...
The Behemoth photo
The Behemoth

Another cupcake-y tease for The Behemoth's next game


What's the deal with this?
Jul 03
// Jordan Devore
Castle Crashers and BattleBlock Theater studio The Behemoth is bringing this thing to RTX this weekend in Austin, Texas. What is it? (Besides a cupcake, obviously.) Dunno. But if you've been following "Game 4," you'll likely ...
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RTX: All the coverage from the South's latest game expo


Jul 09
// Allistair Pinsof
"Bring PAX to the South" you screamed. While Penny Arcade might not have heard you, Rooster Teeth did and they put on a hell of a show this past weekend. With four times the attendance of last year, a public demo of one of th...
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Halo 4: Spartan Ops to drop and shock San Diego Comic Con


Jul 09
// Kyle MacGregor
This past weekend during the Halo 4 panel at the Rooster Teeth Expo in Austin, Texas 343 Industries and Certain Affinity gave us a taste of what's to come for the next installment in the first-person shooting franchise. ...

RTX: Hands-on with millions of guns in Loadout

Jul 08 // Kyle MacGregor
[embed]230931:44318[/embed]  Loadout (PC)Developer: Edge of RealityPublisher: Edge of RealityReleases: Autumn 2012 Given Loadout's cartoonish aesthetics, comparisons to Super Monday Night Combat or Team Fortress 2 seem inevitable here. True enough, it's a free-to-play competitive online shooter with a variety of objective-based modes that you've probably come to expect of the genre over the course of the last decade. And if you have yet to yawn and move on with your day, there's a surprising amount of depth on offer here in terms of combat. As mentioned earlier there are millions of different weapon combinations thanks to Loadout's weapon crafting system. Each gun has a multitude of parts which include scopes, ammunition, triggers, stocks and barrel-types. True to its name, players are given an impressive amount of options when choosing exactly what kind of gear they wish to bring with them into battle. A bit daunting at first, I spent several minutes playing around with the different types of weapons I could create. Whether its a shotgun with incendiary rounds that deal damage over time or a healing weapon that shoots syringes to aid your teammates, I think players will be pretty impressed when they're given the dilemma of what type of gun they want to use.   After making a less than menacing weapon my first time around, one of the developers gave me a taste of one of their most powerful creations to date, an energy weapon that seemed to absolutely flay anything caught in my cross-hairs but had a nasty habit of overheating. That armament really evened the odds and helped my team claim victory in the capture and hold mode that was on display.  Shifting gears a bit, I'm pretty skeptical of free-to-play as a general rule but Loadout definitely looks like something that I could see a lot of people enjoying. When I voiced my concerns, asking about how they planned to monetize the game whilst maintaining a level playing field, a representative said that any content available for purchase could also be earned in-game free of charge. They seem acutely aware just the mention of FTP raises a red flag in the minds of gamers and desperately want to avoid a pay-to-win scenario. I suppose we'll know more in the coming months when Loadout transitions from its current state of closed testing to an open beta later this summer.
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[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] At a glance onlookers might characterize Loadout as yet another emulo...

RTX: Halo 4 multiplayer gets a serious upgrade

Jul 08 // Allistair Pinsof
[embed]230894:44317[/embed] Halo 4 (Xbox 360)Developer: 343 IndustriesPublisher: Microsoft StudiosRelease: November 6, 2012  The first thing that struck me about Halo 4 is how much the loadout changes the pace and style of play, especially from a team-based strategic standpoint. With the shield, you can brute force your way into enemy territory and slowly back out with the shield preventing damage for a temporary amount of time. Paired with the assault or storm rifle, you can deal a lot of damage this way. For most of the demo, I focused on using the battle rifle with either the Vision augment (see through walls) or Thruster (boosts player forward). Comparing this style of play to the one above is night and day. Smartly using your augments is crucial in Halo 4 and they give it a unique feel unlike any other multiplayer shooter, including its predecessors. I played Reach a fair bit but never felt this way about its armor abilities. There is something different about Halo 4 that I just can’t put my finger on. For one thing, the game has a weight to it that comes across in its sound design, art direction, and control. One important thing to note is that the game doesn’t feel or look like Call of Duty, despite the addition of loadouts and a run button. The developer compared the loadout system to Gradius and I have to agree that’s a closer comparison. You aren’t being bombarded with unlocks and medals as you play or constantly upgrading gear. One key difference to the game is the emphasis on teamplay. The audition of the augments and close-quarters-focused level design make teamplay feel perfect and normal deathmatch a bit awkward. This is a shame since it tarnishes Halo’s legacy in multiplayer gaming, but it also builds something new in its place. Deathmatch isn’t gone, but it just doesn’t feel the same with the augments. I’m open to this change since I enjoy Halo 4 so much, but I can see some loyal fans having a hard time adjusting to the change of pace and more cerebral approach to combat. Accuracy will still get you far, but it’s not the only valuable skill in this game. Halo has always had great weapons and 343 Industries have brought a couple soon-to-be favorites to the series. The Scattershot is one of the most satisfying shotguns I’ve controlled in a game, mostly due to the deafening sound it makes. Another great one is the Sticky Detonater which projects a sticky grenade in an arch and then pops open a screen displaying information on enemy proximity to the grenade, letting you know the opportune time to trigger it. The weapon really highlights the care going into animation and visual design. It’s not the most practical weapon but it’s stunning to see in action. My time with the game was split between team deathmatch and a solo deathmatch variant called Regicide, where the current best player in the room has a bounty on his head. Even worse, everyone can see where he is on the map. I found this mode stressful and not all that fun. This had a lot to do with the claustrophobic map, but even then the mode seemed counter-intuitive to using the game’s augments. Since you never have the safety of teammates, using augments is a much greater risk that leaves you vulnerable in this mode. It also slows you down when you need to always be moving forward. Walking away from this demo, I’m convinced this is the Halo reboot many have been waiting for. It’s also the reboot that will alienate some longtime fans. The pace and feel of the game has changed on a fundamental level. It’s neither Halo 3 all over again or a Call of Duty clone. It’s something new, fresh, and inviting. Though solo deathmatch may not be the same with augments, these additions open up so many possibilities. More importantly, they feel unique and intuitive in a way that Reach’s armor abilities didn’t. Though I think the initial flash of Halo 4’s audio and visual design won’t wear off anytime soon, I’m happy to know there is a rich, strategic shooter to be had beyond it.
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[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] A month ago at E3, Hamza saw, conquered, and approved of Halo 4. But, why woul...

RTX: Killing orcs with a buddy in Orcs Must Die! 2

Jul 08 // Allistair Pinsof
[embed]230892:44314[/embed] Orcs Must Die! 2 (PC)Developer: Robot EntertainmentPublisher: Robot Entertainment Release: July 30, 2012 What you’ve heard is true: The orcs must die and your Apprentice (or Sorceress) is the body for the task. For those not so taken with the original OMD, it’s easy to write-off this sequel as DLC-grade fodder. I can’t say these naysayers are entirely wrong. In a previous age, this sequel would have been an expansion pack. In a previous age, that expansion would have cost as much or more than this downloadable sequel. So, let’s just get to the game. The biggest addition to the series is co-op play, which highlights the second biggest addition to the series: a playable Sorceress (yes, the villain of the first game). Having played a couple levels single-player and co-op, I can confirm that nothing is sacrificed in the transition. Single-player doesn’t feel nerfed and co-op doesn’t feel frustrating, assuming you choose the right partner. I had the benefit of playing beside my co-op buddy which may have made things easier, so consider that a disclaimer of sorts. Sadly, the game will not have local co-op. In addition to having most of the same traps as the Apprentice, the Sorceress has a her own set of traps, weapons, abilities, and trinkets (a new addition). Her larger mana resources make her ideal for long-distance play. Her default staff can send bolts rapid-fire or charged. Even better, the alternative fire coaxes enemies to attack their fellow orc, regardless of how advanced and large they may be. My favorite weapon, however, was this bone thing. I know, descriptive! While I didn’t get its name, I was in awe of the power it wields. Its primary fire summons a line of skeleton hands from the ground that grope enemies for massive damage. This is extremely useful for crowd control. The alternative fire summons a skeleton that fights alongside the player until defeated. The Sorceress’ specific traps were nothing all that special. I only played with one which temporarily froze enemies (her version of the Apprentice’s tar trap), so maybe the other three are more creative. Though the Sorceress is an exciting new addition, the Apprentice gets a fair amount of love in terms of upgrades in this sequel. No longer will you be forced to have the crossbow take up a slot. In its place will be numerous weapons to chose from, including a powerful shotgun. Regardless of which character you choose, you’ll be able to customize them in more ways than in the original. The player can now upgrade traps five to six times, changing their power and attributes. Weapons and trinkets (which give passive and resource-draining buffs in battle) will also be upgradeable, so you won’t need to constantly swap out your preferred arsenal if you don’t want to. Skulls were limited to player performance in OMD and capped at 290 skulls. Now, there are 1,700 skulls which can be acquired through rare enemy drops, fulfilling tasks (e.g. kill 1,000 orcs, perfect victory), and preventing orcs from reaching the rift. Co-op play works as you’d expect. There are more orcs and they are a bit tougher, which balances out the additional player. In response, players will need to use a greater variety of traps and have good communication in laying out a method of action. I can see things getting very frustrating, which makes me not want to play co-op. But, that’s just me: I’d rather not depend on others if I don’t have to. Though, it is fun to come to your buddy’s rescue and watch a plan play out as you imagined. One area I’m not impressed with is the level design and art direction. It’s as great as ever, it just isn’t very fresh. If you are just looking at screenshots, you’d be forgiven for thinking it’s OMD and not its sequel. There is a greater focus on environmental elements, however, such as mine carts that can mow down enemies randomly. I’m not blown away by the additions Robot Entertainment have made to the series, but when I love the original as much as I do, I wouldn’t say that’s a problem. Orcs Must Die! was one of my favorite games of last year and after an extensive hands-on time I feel confident saying this sequel will be one of my favorites of this year. It takes a lot to ruin a winning formula and the developer has only improved it, despite how minor these changes may be. Due to original’s poor XBLA sales, this sequel will be released exclusively for PC on July 30.
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[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] Sometimes the right game comes at the wrong time in your life. For me that was...

RTX: Exclusive footage of Halo 4's revamped Forge

Jul 07 // Allistair Pinsof
[embed]230910:44315:0[/embed] [Special thanks to djnealb for filming]
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[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] As promised, here's the Forge demo shown at today's 343 Industries panel at RT...

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RTX: Photos of Team Rocket, Mega 64 hugs, and dumb stuff


Jul 07
// Allistair Pinsof
[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] Yes, that's Team Rocket cosplayers hanging out with a stormtrooper. Do you now ...
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RTX: Rooster Teeth, now with more Elijah Wood and fans


Jul 07
// Allistair Pinsof
[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] From 500 in attendance last year to 4,000 this weekend at RTX, Rooster Teeth ha...

RTX: Halo 4 Forge details unveiled

Jul 07 // Allistair Pinsof
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[This weekend Destructoid is reporting live from RTX in Austin, Texas, the community based gaming expo for Rooster Teeth fans and everyone else.] Forge, the world-building Halo tool that players have used to make and share le...

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RTX vs EVO: Only one weekend gaming convention can win


Jul 06
// Allistair Pinsof
If watching fighting game streams coming out of EVO isn't your thing, perhaps Destructoid's RTX event coverage this weekend will be more to your liking. RTX, or Rooster Teeth Expo, is shaping up to be the PAX of the South and...
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Rooster Teeth Expo brings playable Halo 4 to Austin


Jun 19
// Allistair Pinsof
Though PAX South may be a pipe dream, internet sensation Rooster Teeth (Red vs. Blue) are offering Southern gentlemen and ladies the next best thing with Rooster Teeth Expo (RTX), coming to Austin, Texas July 7-8. For this pu...

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