[Update 2: It's all over! We had a blast, and thank you for tuning in. If you missed it, I'm gonna try to get an archive up. Unfortunately, we had the cameras rolling several hours before we were live, and the entire setup go...
On this week's installment of Hardline, Destructoid's new podcast about the week's gaming news and whatever else happens to be on our minds (in this case, Dwayne "The Rock" Johnson's sweaty body), I'm once again joined by Steven Hansen and we also got Conrad Zimmerman to fill in for Dale and Hamza. There wasn't a whole lot of captivating "news," but no matter -- this is more of an informal discussion show than an outlet with which to deliver timely facts.
That said, we chatted about a few topics, including: the PlayStation 4's far-off backwards compatibility via Gaikai cloud streaming, what we would want in a possible Fallout 4, that list of developers who will be self-publishing on Xbox One, and the best / worst characters of the year.
For the audio-only episode, you can subscribe on iTunes and RSS, or download directly. We also stream Hardline live via Twitch on Wednesdays at 11:00am Pacific, so be sure to stop by if you'd like to participate in chat while we record!
Hey hey! This video was supposed to go up yesterday afternoon, but a series of unfortunate events resulted in it going up very late last night, and then internet witchcraft prevented me from putting up a post. So, if you don't mind a little reheated day-old news, here ya go. CUT ME SOME SLACK I'M DOING THIS ALL ON MY OWN.
Hello everybody! This is just a wee announcement to let you know that Challenge Scot is going on a little hiatus until January. I work a full-time job and make these videos in my free time, but as we race towards Christmas and New Year's I'm finding myself with less free time and even less energy.
No, Xbox 360s haven't magically become irrelevant now that the Xbox One is out, but developers are starting to make the transition all the same. For a game like Super Time Force, it makes total sense that it would release across both systems.
Capy will self-publish its side-scrolling shooter on Xbox One "a few months into 2014." As a result, the Xbox Live Arcade version won't be done this year as previously expected. Instead, it will be out at the same time as Xbox One -- that's the plan, anyway. A long wait made even longer, but Super Time Force should be well worth it based on how well the game shows at expos.
There's a bit of footage in this trailer, as well as another look at the studio's other Xbox One game, Below. Both are shaping up quite nicely.
Last night, on the eve of the Starbound beta's release, the developers at Chucklefish put out a new trailer commemorating the early access of this unique and ambitious title. For the uninitiated, Starbound is a randomly generated 2D action RPG title in the vein of Terraria, but features a sci-fi setting and a deeper level of customization for players to delve into.
The trailer does well to show off much the game's potential, as the element of randomization will continue to keep the game fresh for some time to come. As an early access title, this beta period will give fans a taste for what's to come, while also helping out the developers find bugs and other issues with the title.
Beta keys for those who preordered should be going out right now. For more information on Starbound, check out the official website for more trailers and plans for future updates.
It's time for the second episode of Destructoid Huge News of the Week EVER! It's pretty exciting. We added some segments, tried to improve on the stuff that debuted last week, and are having a heck of fun time trying to put it all together. We've got talk about the end of Twitch's broadcasting of content from the PS4 Playroom app, Xbox One users getting banned for saying the word dick, a singing recap of the week's reviews, a first-ever look at Holmes' family tree, and so much more.
Thanks again to Huge subscribers for making this show possible, and don't forget to write in to HolmesSupHolmes@gmail.com with your questions and comments. We may read your mail on the next episode, but only if you send it in!
[Thanks to the great Benny Disco for all the amazing photoshops, and Mike Pugliese for the fantastic music.]
It's been an embarrassingly long time coming, but we finally managed to pull ourselves together for a news-focused podcast. We're calling it Hardline. (That sounds vaguely newsy, right?) To be clear, this is not a replacement for Podtoid -- expect news on its return in the near future.
Instead, Hardline is a casual hour-long discussion of the week's gaming news, recorded live on Wednesdays at 11:00am Pacific via Twitch and released after the fact on YouTube and on iTunes in an audio-only version. If you were a fan of Office Chat on YouTube, it's like that, only longer, and we'll be chatting with Destructoid Huge members. The regular cast is going to be Hamza Aziz, Dale North, Steven Hansen, and myself, though travel and otherwise busy schedules will have us rotating in other familiar faces. Special thanks also goes out to Bill Zoeker, our producer.
Thanksgiving threw off our production schedule, so please note that this debut episode covers last week's stuff. But there's plenty of weird tangents as well as discussion of our Game of the Year deliberations in there too. We also have a bonus pilot episode in the feeds below.
[Teenage Pokemon is about that awkward phase between cute and cool, 1st and 3rd, young and old.]
It's common to hear that a new videogame "pushes boundaries". To break the rules, pave new ground, to break down the existing barriers between the player and the game -- some take it as a given that these are all inherently good things for a game to do. David Cage seems to think so. That's why he works so hard to use techniques not normally used in games to try to elicit "real emotional responses" in players. The developers of Pokemon X/Y seem to think so too. That's why they put so much stuff in their game designed to make the player feel physically and emotionally connected to the Pokemon world -- to break down the walls that separate us from the characters on the other side of the screen.
Over the past few years, we've seen internet cartoons about videogame characters see success for breaking their own set of barriers. Defying concepts of "good taste" and "acceptable behavior" are often seen as selling points for modern animation. Show videogame characters behaving like people do when they're playing videogames, and you've likely got a hit on your hands, especially if you show them hurting each other, getting horny, or both. Not only does it come off as edgy and rebellious, but it makes the viewer feel like the in-game avatars they've been inhabiting all these years really are them. Feed the audience's narcissism, and they will feel close to you and the thing that you made. It's one of the oldest tricks in the book.
But how close and intimate to we really want to get to our videogames? Do we want to get so close to them that we can smell them? Where is the line between "edgy" and "disgusting"? Explore these questions and more in a very special, very spiritual episode of Teenage Pokemon.
Last Sunday on Sup Holmes (now on iTunes) we were treated to company of Cristina Vee, voice actress for League of Legends, BlazBlue, Tekken: Blood Vengence, Skullgirls, Pokemon Origins and many other games and animated films. She is utterly charming, almost to the point of inducing speechlessness.
On one hand you have her compelling underdog story -- learning to overcome shyness through discovering anime and its surrounding fan community, getting discovered online for singing anime theme songs, getting her first job in the industry as a teenager, and finally making it to the success she's found today. On the other hand, you have her personality -- a mix of wit, shyness, and slightly unhinged creativity. Over the course of the show she became Pokemon Cubone, sang about Rainicorns, and auditioned with me for the role of Marie Rose, the new Dead or Alive fighter. I made up lines for her to read on the spot about bunk beds and Burger King for her to read in-character. Her performance was flawless. Tecmo Koei would do well to sign her for the roll ASAP.
We also talked about what it's like to be typecast, the growing attention that games are getting from Hollywood actors, what its like to to do voice acting for perverts and sex secenes, and so much more. Thanks again to Cristina for appearing on the show, and please tune in tomorrow at 1pm PST/4pm EST when we kick off Adult Swimbemer with Soundodger+'s Michael Molinari.
This week's challenge takes place in Grand Theft Auto Onlinein which I must win a race without braking whilst constantly accelerating. I'd like to think I'm actually pretty decent at driving in GTA V, but one bad corner is going to completely ruin my chances of winning in a race.
If you've got any ideas for future challenges you'd like me to have a go at, feel free to leave them in the comments!
If you've been playing Forza Motorsport 5, you're probably very familiar with the game's awful microtransactions. If not, basically the game uses tokens you buy in-game that can be used to purchase cars if you don't have enough credits. The problem is it's severely broken and takes advantage of consumers, specifically with the value of said tokens being misleading.
Players are not happy, and Turn 10 responded to both their feedback and in-game data with programs to be implemented this week as a means of tiding players over for the supposed permanent changes to come to the Forza 5 economy.
Like it or not, Christmas is happening yet again. I know you've yet to sit through fraught Thanksgiving dinners, but I'm here to remind you in advance and offer you a primer for planning your consumerist immolation.
This list is just games. Hardware, accessories, and miscellany are coming up throughout the day.
As much as I loved hosting and co-creating The Destructoid Show, it was a show that was often limited by reality -- the reality of working for a big outlet like Revision3 (where producers and directors make all the final creative decisions), the reality that if the show didn't do well that my wife and I would starve to death, and the reality that not everyone can get behind ideas that burst into my brain after 2 hours of sleep and 6 cups of coffee.
Thanks to Huge, I now have the opportunity to do a news show my way. The first order of business was finding a collaborator. I was lucky enough to rope the unflappable Caitlin Cooke into the job, and she's already taken to it like a fish to water. From there we had to figure out how to make a news show on our own. Considering the conditions I think we did pretty well, and with luck and experience we'll hopefully keep getting better.
We've got a lot planned for future episode including review recaps, interviews with developers, and other surprises. I really hope you give the show a shot, and drop us a line at HolmesSupHolmes@gmail.com with your feedback and questions. We'll be reading a selection of them aloud on the next episode, so don't say anything you wouldn't want the world to hear.
Last Sunday on Sup Holmes (now on iTunes) we spent an hour and a half with the enigmatic, pragmatic, elastic, fantastic Porpentine. This one was a real blur for me, more so than most episodes. Talking to Porpentine imbues you with an infectious energy that makes you feel slightly out of reality. It's a real treat.