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1:30 PM on 09.18.2014

Bad dog! Outpost 13 basically lets you play as The Thing

This is why you name a dog Fluffy or Fido or Spot. When you go and give it a name like Fenrir, after a mythological wolf monster, it gets taken over by an alien being and wants nothing more than to devour your flesh and bone...

Darren Nakamura


7:00 AM on 09.09.2014

Extrasolar Season 2 is being funded through Kickstarter

I do not envy Lazy 8 Studios with the balancing act it has trying to market Extrasolar. By revealing too little, only a relatively small demographic will ever try out the exoplanet rover simulator. By revealing too much, a t...

Darren Nakamura



Review: Halfway photo
Review: Halfway
by Darren Nakamura

One of the things that is so appealing about science fiction is that it deals with situations that seem fantastical, but are ultimately plausible. Technology today would look like magic to those from years past, and so the technology of the future might seem incredible to us now.

Good science fiction brings up not only these possibilities, but the questions that would show up alongside the possibilities. The nature of these questions can be ethical, social, psychological, philosophical, or just technical. Halfway asks: What happens if you spend too much time in the "in-between" when making a faster-than-light jump?

Halfway answers: "Aliens show up and you shoot them a lot."

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I didn't think Dreadnought's hulking ships could be as fun as they are photo
I didn't think Dreadnought's hulking ships could be as fun as they are
by Brett Makedonski

A very specific connotation pops into your mind when you think about spaceship fighters. Your brain's flooded with thoughts of dogfighting ships zooming around, barrel rolling, and flipping end-over-end to fire unceasing space lasers at equally nimble opponents. That's not what Dreadnought is; not even close, in fact.

Dreadnought -- which is currently only slated for PC -- is a thinker's game, a title for those more adept at thinking two steps ahead rather than those that rely on their twitchy fingers. It's a chess match in space -- a chess match that trades in kings and queens for lumbering, massive ships that actually feel like they have weight to them.

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1:30 PM on 09.02.2014

X-ray hands and digital immortality in Soul Axiom

The idea of replicating human consciousness within a computer program has fascinated me since I was first introduced to the concept. Living on, existing only in cyberspace without the need for a meat body seems lik...

Rob Morrow

5:00 PM on 08.21.2014

Ancient Space is a new space RTS from Paradox Interactive

If you're anxiously waiting for that Homeworld HD remake to arrive, we can console ourselves with another nice-looking space-based RTS game in Ancient Space which will dock with us later in the autumn for PC and Mac. Develop...

Alasdair Duncan



Alien: Isolation is haunting and uncompromisingly scary photo
Alien: Isolation is haunting and uncompromisingly scary
by Alessandro Fillari

Though it was initially seen as "Jaws-in-space," the legacy for Alien is certainly much more pristine than the one with the giant shark. Originally released in 1979, the first Alien would eventually become a much-loved horror film that spawned a major movie franchise. And while the sequels would get more attention and prominence among fans, the original still holds a special place in the hearts of fans.

After the release of some rather disappointing Alien titles, and with the Cameron interpretation of Alien as the de-facto standard for the franchise, the developers at Creative Assembly believed it was about time fans went back to the roots of the series. Just a week before gamescom, Sega invited Destructoid out to get some quality time with Alien: Isolation, and to speak with the game's creative lead, Alistair Hope. During our time, we got to learn just how different horror is when faced off with something out of your league.

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3:00 PM on 08.07.2014

You get 12 inches of pure Master Chief with the UK-only Mjolnir Edition of Halo: Master Chief Collection

The Halo: The Master Chief Collection Mjolnir Edition has been revealed and includes a 12-inch Master Chief figure made by Artfx. The figure has two sets of interchangeable arms so you can pose Master Chief all nonchalant wit...

Brittany Vincent

12:15 PM on 08.07.2014

Gunpoint designer Tom Francis has made some good progress on Heat Signature

Last time we saw a bit of Heat Signature, it was essentially just a proof of concept. The thruster physics and heat detection was functional, but the procedural generation of ships was a little wonky and there were no clear ...

Darren Nakamura



Father of the Wasteland: How to trust your fans and revive a classic photo
Father of the Wasteland: How to trust your fans and revive a classic
by Alessandro Fillari

Take a moment and think about your dream game. You've probably been thinking about this for awhile. It's always in the back of your mind. Whenever you see new a title promising to do what your dream game does, you wonder if it can possibly reach it. Your dream game, it feels fleeting and impossible, but the joy and wonder it evokes is still real and raw. 

Suddenly, you've been given the chance to make you dream game real. Friends look to you and hope you won't screw things up. Now you've got strangers invested in it. With so many people now following you, watching you, wanting you to make your game, it puts an enormous amount of pressure on you. 

Sounds nerve wracking, right? This is all too real for Brian Fargo and his development studio inXile Entertainment. Two years after an enormously successful Kickstarter for Wasteland 2, they're quickly approaching the time for its release. We were invited to meet Fargo during his press tour for the game. During our talk, we learned just how much inXile and the creator are putting on the line with this revival of a classic post-apocalyptic adventure.

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1:00 PM on 07.27.2014

They grow up so fast: Game Informer interviews Aaron Linde about writing Battleborn

It doesn't feel like it has been that long since former Destructoid reviews editor Aaron Linde moved on to work in the game industry, but it has been almost six years now. In that time, he has contributed to a number of deve...

Darren Nakamura





5:00 PM on 07.16.2014

Oh man, I need Halfway in my life right now

I already liked Chucklefish. The indie developer best known for making Starbound has gone on to act as a publisher for smaller teams with great ideas. The studio has helped to release Hopoo Games' Risk of Rain, and is p...

Darren Nakamura

1:15 PM on 07.08.2014

Yup: Cliff Bleszinski is making a sci-fi arena shooter

Former Epic Games designer Cliff Bleszinski is back from his hiatus. He's been teasing his next project for a while now, commenting that he'd like to make an arena shooter for PC and dropping concept art. The mystery game, Bl...

Jordan Devore



Dreadnought's huge spaceships are a fairly untapped idea, but still feel familiar photo
Dreadnought's huge spaceships are a fairly untapped idea, but still feel familiar
by Darren Nakamura

The reveal trailer for Dreadnought pushes a lot of the right buttons for science fiction fans. It puts potential players into the right frame of mind and really sets up the scale of the endeavor. Combatants will not be darting around in fighters, they will be commanding huge, lumbering vessels that scoff at smaller ships. "Probably just debris, sir."

Despite the inherent coolness of taking control of a ship on the scale of a Battlestar, it is not something that comes up too often in games. In practice, it makes sense: the speed and control afforded by a smaller vessel is exciting, and that alone does not translate to huge ships. However, with its focus on tactical combat, Dreadnought makes it work, and it does so while remaining accessible to new players. Even though it treads less traveled ground in its subject matter, it features classes and tactics that will feel familiar to most gamers.

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Hello Games talks about No Man's Sky for 12 minutes and oh my God photo
Hello Games talks about No Man's Sky for 12 minutes and oh my God
by Jordan Devore

Hello Games' sci-fi exploration survival game No Man's Sky is looking and sounding as amazing and unbelievable as ever. Here's an in-depth conversation with founder Sean Murray at E3 2014 explaining what is and isn't possible within the procedurally-generated title.

"This isn't an ambient universe," he said. "This isn't something you just wander around and look at trees and breathe it in. There is danger everywhere. So the creatures are dangerous, the ecology. But more than that, in space, there are friends -- like the wingmen who fly besides you, the enemies who are attacking those freighters -- but in terms of gameplay systems, this is a universe and you make your own gameplay within that."

Those ships shown in the most recent trailer were AI-controlled, but the universe in No Man's Sky is shared. "You could encounter other players," Murray explained.

"The reality is the likelihood of that is tiny, basically. What we're dealing with is planet-sized planets -- so even just one planet, if a million of us played, we would still be really far apart." That said, "...there are elements where you will get crossover and interaction from other players, but that's not what this game is about ... We're the opposite of an MMO."

As high as expectations are, I have a feeling Hello Games will deliver, or come remarkably close.

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10:45 AM on 05.27.2014

Float and sputter: Halo assets coming to Minecraft: Xbox 360 Edition

Previously, we have seen Skyrim and Marvel come to Minecraft: Xbox 360 Edition, but the flagship Xbox franchise Halo has been suspiciously absent. You don't think Microsoft would pass up on an opportunity to marry two of its...

Darren Nakamura