Destructoid is teaming up with Square Enix Montréal and Unity to throw a Hitman: Sniper PAX Prime 2014 party!
You'll have a chance to play Hitman: Sniper before its release and compete in a high score contest whe...
The father of Final Fantasy, Hironobu Sakaguchi, has announced his PAX Prime 2014 panel where he will discuss his history developing role-playing games, along with revealing more about his new RPG, Terra Battle. Find out more info at PAX Prime website.
Remedy Entertainment has made a living by following a tried-and-true formula: take a third-person shooter, support it with a catchy and innovative gameplay mechanic, and wrap it all up with an emphasis on narrative. Max Payne did it with stylish slow-motion dives while slinging bullets with pinpoint precision. Alan Wake used equal parts light and lead to fend off the evil that encapsulated Bright Falls. And, while Quantum Break's Jack Joyce doesn't lend his namesake to a title, he has his own methods to ensure that he'll be a memorable figure.
The difference between those two examples of Remedy's prior works and Quantum Break lies within the fact that the core mechanic of the latter inherently changes the protagonist. In fact, it's sort of what amounts to be a superhero origin story. At Riverport University, a fictional school in the northeastern United States, a time-travel experiment went awry, and as a result, Joyce found himself with the ability to manipulate time. That's all well and good apart from the fact that the failed experiment also tore the fabric of time and the world is coming to an end.
As Joyce tries to find a solution to the impending doomsday, he has two foes to combat -- an evil business enterprise and time itself. Monolith Corporation learned of Joyce's abilities and are looking to capture him to use for its own nefarious purposes. After all, it wouldn't be a videogame mega corporation without some sort of malicious intent. The divide between Joyce's pair of opponents symbolizes the divide that looks to mark the gameplay experience.
CounterSpy's stylized Cold War re-imagining is on point. It looks good, with its spindly spy running, rolling, and leaping like a jumping spider. It sounds good, with its jazzy soundtrack that reminds of James Bond.
The world can be a difficult place. Even if it looks like you have everything going for you on paper, it can feel like everyone is against you in practice. As a young, attractive, Caucasian millionaire once said, "Have you ever been hated and discriminated against? I have." This type of prideful proclamation of being a part of the victim class, and the Batman-style revenge it entitles one to, is the foundation of modern "outrage culture" -- a trend that I've seen balloon in size in "gamer" circles over the past few years.
Outrage can be inspired by anything - game endings, games being too popular, games not being popular enough, games going down, games going up, games having DLC, games not having DLC, games having sexual themes, games having their sexual themes toned down -- it doesn't matter. Anything is on the table for potential group disgust. It's even more common for this outrage to be directed at individuals in the game industry. Developers may wake up one morning to feel attacked from all sides for being a feminist, a hentai enthusiast, because of their tone, because of their sex life, or just because of their personal tastes.
That rage may fan out to studios or publishers, who are inevitably treated as though they are singular entities and not groups made up of multitudes. A game console may not have a feature, or it may have too many features. Outrage at the entire console ensues. A games reporter will take notice that some people are sometimes a certain way. Outrage at the entire website. A game developer says something. Outrage at them and every game they've ever made.
A lot of people have capitalized on this lust for rage, whether they intended to or not. Would the Angry Videogame Nerd have gained millions of fans if he wasn't "angry"? Would all of the other "ranting", "angry", "grump? gaming personalities on YouTube be a hit if aggression and hostility weren't the language that many videogame fans want to speak? And Neil deGrasse Tyson fans. We can't leave them out. Why is it that the internet in general, and gamer culture in particular, have become so infested with outrage?
Despite how you may feel about the polarizing second arc of Sword Art Online, fans generally have nothing but good things to say about the first arc. It managed to nail a lot of aspects of MMO culture, along with marrying the aspect of a virtual game of death into an interesting narrative full of mostly likable characters.
Sword Art Online: Hollow Fragment manages to re-tell the end of the arc in videogame form, and even though it isn't the best RPG on the Vita, it's pretty much a must-have for hardcore fans of the series who always wondered what lurked beyond the 75th floor of SAO.
The latest update from Super Smash Bros boss Sakurai details Samus and her new outfits. Blue and orange shorts and a small top, both of which were seen at the end of Metroid: Fusion and Metroid: Zero Suit, respectively. Here's what Sakurai had to say:
"Looking at the number of days we have left for development, it would be an impossible task to create this... That's what I told my staff. But thanks to the determination of her female designer, these Zero Suit outfits got completed in time. From the ending of Metroid: Zero Mission, here's Samus in shorts!"
Interesting that Sakurai felt compelled to specify that the designer was one of his female staff members. Personally I would have loved an alt based on her Metroid: Fusion suit. Anyway, news about a videogame characters new outfits. Because videogames.
I've been covering every new League of Legends champion for over a year now, but ever since Braum dropped, I haven't had the chance to really get in and play as many ranked games as I would have liked due to a few other obligations.
But what better time to get back in than the release of Gnar, a new adorable champion that looks like he came straight out of a Disney movie (just like Fizz!). Here's some quick thoughts on the pair.
Which Lara Croft do you prefer? Crystal Dynamics has two versions of her, splitting the iconic character into distinctly different properties. The recentTomb Raider reboot and the scheduled follow-upRise of the Tomb Raider paint Lara in a survivalist light -- someone that's fighting for her life more than anything else. That's all well and good, but you can't fault anyone that favors the other Lara; they're probably just used to her.
Lara Croft and the Temple of Osiris continues what 2010'sGuardian of Light began -- getting back to theTomb Raider roots with a star that had no problem mowing down anything in her path to find more treasure. She’s brash, she’s ruthless, and, (ideally) she has a few friends helping her.
Guardian of Light is highly regarded by most -- an isometric, top-down twin-stick shooter that was a delight to play. With few complaints from the fans, Crystal Dynamics knew that Temple of Osiris wasn’t an effort that it’d necessarily want to revamp, but rather just improve. The two levels that we played at gamescom 2014 indicate that it's certainly poised to do just that.
Hohokum is amazing. It can also be awful. My time with it was often as captivating as it was arduous. Hohokum is everything right and wrong with videogames. It's equally worthy of condemnation and acclaim.
Nintendo has said time and time again that they have no plans to start making games for other developer's hardware, and time and time again, analysts, editorialists, and enthusiasts have called them out for this decision.
Nintendo seems to think that the potential short term profit they could make from supporting other devices wouldn't be worth the long term devaluation of their own hardware that would come with it. Critics say that Nintendo's hardware has been so devalued by +15 years of little to no AAA third party support that it's time to face the sad facts and give up.
It's not that black and white of a situation. There are ways for Nintendo to have their 3DS/Wii U cake and eat the other guys' install bases too. Case in point -- The Pokémon Trading Card Game Online for iPad, which according to Pokémon Master and YouTube personality @TheJWittz, is planned for release later this year.
Apparently he was strolling around the Pokémon Trading Card Game World Championship event being held this weekend and just stumbled upon a kiosk with 8 iPads running an all new virtual adaptation of Nintendo's classic card game. That's a weird way for Nintendo and/or The Pokémon Company International to make their biggest announcement of the year, but there you go.
Further details are scant at the moment, but JWittz was able to tell us that "It is an official app in works by The Pokémon Company International (TPCi). I'm not 100% sure on TPCi's relationship with Nintendo, but it is definitely official and not fan made in any way. It's an official display run on a TPCi-run event, with a TPCi employee and developer answering questions." He's planning on getting a video of the game up on his Youtube channel this weekend, so keep your eyes peeled.
Firefall is a game that has seemed to get a lot of press over the past few years, often for the wrong reasons. Whether it's word of troubled staff, protests, or delays, most Firefall news isn't good news.
But alas, as we all know, the true test of a game's strength is how it plays on its own merits, when it's fully released. After testing it out for a few weeks I can safely say that Firefall hasn't blown me away, but it has laid a decent foundation to build upon in the future.
Gamescom is the largest videogame trade show in the world. Sound like a big deal? It absolutely is. Hundreds of thousands of people cram together in a convention center that's massive, but doesn't feel even close to huge enough. Need a frame of reference? This is the crowd in the main hall on Thursday -- what's supposedly the least busy of the three days it's open to the public.
Reciprocating the scale of the event is the size of the games that publishers have on display. That was the theme at gamescom 2014: Big. All the biggest titles are here, and given how close we are to the holiday launch season, they're looking the most polished that we've seen them yet.
In no particular order, these were Destructoid's top ten games of gamescom 2014, as explained by Dale North and myself.
A lot of people seemed disappointed when Sony closed its gamescom press conference without much mention of the PlayStation Vita. And it isn't difficult to understand why.
The struggling portable seemed like an afterthought yesterday. Anyone hoping for an exciting new Vita reveal was left wanting. Adding insult to injury, the system actually managed to lose an exclusive, as Tearaway was announced for PlayStation 4.
There was a single moment during the event that seemed indicative of Sony's approach to the handheld. Thomas Was Alone creator Mike Bithell took the stage in Cologne, and showcased his upcoming project, Volume, a stealth title destined for PS4 and Vita next year. It's an independent game from a tiny, but talented developer. And it's cross-platform to boot.
Outside of cursory mentions like that, Sony's show was all about PS4. And why not? It's the newer and more successful system. Sony allocated its airtime wisely, highlighting its breadwinner, rather than choosing to fight an uphill battle. It made perfect sense, too, given Microsoft's strong showing earlier in the day.
That's a rational outlook, though. Sadly for Sony, humans aren't always rational creatures. Vita owners felt spurned, and they made sure Sony heard about it.
[Update: Konami has confirmed this news live at its gamescom conference. No release dates were given.]
For years, Metal Gear Solid fans have been asking director Hideo Kojima if and Konami would bring the games to PC. Traditionally the series has been a mostly console-only affair, but with Metal Gear Rising we saw that maybe the publisher was changing its mind in regards to the platform.
Gamescom is a noisy, crowded mess. Shoulder to shoulder with patrons that didn’t seem to care what they bump into, I trudged my way to my next appointment. As I stepped through the door to the meeting room, something unexpected happened. I was teleported from a loud convention center to a rebellious teenager’s room.
Seated at the foot of a twin-sized bed, I took in my surroundings. The top of a makeshift television stand housed a half-smoked joint, while a pair of dirty Converse rested underneath. Posters of influential punk rockers littered the wall, all askew. “Fuck” was scrawled on almost everything, but especially a tattered American flag.
I wasn’t in Germany anymore. I was in Arcadia Bay, Oregon. More specifically, I was in Chloe’s safe place -- the only spot in the world where a misunderstood teenage girl can be herself. I was inside the world of Dontnod’s newly announced Life is Strange, and it was a wonderful place to be.
Far Cry 3 had some pretty wild moments. Like, remember when Vaas was dancing around on the stripper pole? Good stuff. Far Cry 4 will have some crazy segments as well, but these are a little more grounded to the core of the game.
Scattered around Kyrat are hidden tankas that, once discovered, allow the main character to meditate and travel to Shangri-La to relieve the life of a legendary warrior. You'll be transported to a surreal world with floating islands and you are equipped with only a bow and arrow to take on the enemies of these environments.
Oh, and you have a tiger that you can command to attack others. The tiger can also turn invisible.