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Retro City Rampage


Retro City Rampage photo
Retro City Rampage
  Watch Video

Retro City Rampage is out on iOS today, supports controllers

Surprise! Developer Vblank Entertainment sent me over a note this morning that Retro City Rampage DX was stealth launched on iOS devices this morning. It features controller support as well as touch controls, and runs on everythin...   read

 
Retro City Rampage DX photo
Retro City Rampage DX

Retro City Rampage DX coming to all platforms, including PS4 with Cross-Buy

In a move that could be considered one of the biggest mass updates in recent memory, Retro City Rampage creator Brian Provinciano has announced that every version of the game will be updated to its improved DX version. That i...   read

 
Retro City photo
Retro City

Retro City Rampage dev provides a full map for players, talks WiiWare failure

If you're still tinkering with Retro City Rampage, developer Brian Provinciano has provided a world map for fans to print and take a look at, which includes every interior area in the game. He also provided a crazy update that I j...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage is set to hijack the 3DS in February

Retro City Rampage has hit pretty much every platform under the sun at this point, but there's one more destination left -- the 3DS. After all this time, it's set to finally hit the eShop in February of this year for $9.99, although an...   read

 
Retro City Rampage photo
Retro City Rampage

3DS eShop next for Retro City Rampage

Considering all of the other platforms Retro City Rampage is available on, it only seemed like a matter of time before it would end up on 3DS. In a list of games playable next week at PAX Prime, Nintendo outed the existence of Vblank Entert...   read

 
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8===D

Mr. Destructoid is super popular in Retro City Rampage

According to Retro City Rampage's top fifty character styles, people love rocking that robot look. Mr. Destructoid is the second most popular character portrait on PS3/PS Vita, and the third most popular on PC! In order to unlock the Mr. D ...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage adds mod support and enhanced graphics

Retro City Rampage was released on almost every system possible last year but the PC version is getting a lot of love today. Not only is it reduced by 75% to just £2.99/$3.74 in Steam's Daily Deal, developer Brian Provinciano has also...   read

 
Micro$oft photo
Micro$oft

Retro City Rampage dev's Microsoft horror story

After a shaky relationship that put his career and game on the line, Retro City Rampage developer Brian Provinciano joins Jonathan Blow and Team Meat in talking mess about Microsoft. After developing RCR for over four years, Microsoft cance...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage Wii version a '$20,000 gift to fans'

Brian Provinciano wanted to keep his word. That is the reason Retro City Rampage released on WiiWare earlier this week. Its developer has no expectation of turning a profit on the platform, calling the move a "$20,000 gift to...   read

 
Retro City Rampage photo
Retro City Rampage
  Watch Video

See how Retro City Rampage got slimmed down to 8-bit

Long before Retro City Rampage, developer Brian Provinciano was working on Grand Theftendo, essentially a demake of Grand Theft Auto III. Brian even created his own original Nintendo development kit to make this happen! He would eventually...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage sold way more on PSN than Steam, XBLA

Brian Provinciano, the creative mind behind the wonderful Retro City Rampage, took to Twitter recently and shared how the game has fared on PlayStation Network, Xbox Live Arcade, and Steam. The clear winner is easily PSN, as RCR has "sold m...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage Wii out Feb 28, includes prototype ROM

Retro City Rampage for WiiWare missed its January release window, but creator Brian Provinciano has set his foot down and stated that the game will finally arrive next week on February 28. RCR's entire development history has been a long st...   read

 
Retro City Rampage photo
Retro City Rampage

Developer releases full Retro City Rampage map

Vblank Entertainment has released the full map for Retro City Rampage in image form -- spoiler alert -- it's huge! But the world map wasn't the only thing that was released however, as the entirety of the game is pretty much accounted for. ...   read

 
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Retro City Rampage out now on Xbox Live Arcade

After a sizable wait, Retro City Rampage has made its Xbox Live Arcade debut. While this will be neither the first nor last version of the game, it is nice to know that it costs 800 Microsoft Points ($10) instead of launching at the previou...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage still has a secret

Retro City Rampage was one of the most interesting releases of 2012. Written and designed largely by one man, the game was in development for years, leaving hungry fans to lay in wait. Xbox 360 and Wii owners may still be waiting, as&n...   read

 
Retro City Rampage photo
Retro City Rampage

Retro City Rampage comes to XBLA on January 2

Retro City Rampage will be flying onto WiiWare some time in January, but the XBLA version has a much more definite launch date. Direct from creator Brian Provinciano himself, you will be able to download the XBLA port of the pixel-tastic op...   read

 
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8===D

Retro City Rampage set to drop in January on WiiWare

Ever since Retro City Rampage hit pretty much everything other than WiiWare (and XBLA), fans have been waiting patiently for any sort of Wii release date news. Finally, we now have a soft release window of "January 2013," which should give ...   read

 
Retro City Rampage photo
Retro City Rampage
  Watch Video

Review: Retro City Rampage

[Full Disclosure: Not only do current and former Destructoid staff appear as unlockable character skins in the game, there's also a main story mission during which you go inside a giant Mr. Destructoid robot. For these reasons, we are with...   read

 
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Retro City Rampage soundtrack gets limited CD release

Retro City Rampage is finally here, and many of you are probably enjoying the 8-bit soundtrack provided by virt, Norrin Radd, and Freaky DNA. The game had been in the works for a long time, and that's why it was all the way back in Feb...   read

 
Dtoid staff in a game?! photo
Dtoid staff in a game?!
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How to unlock Destructoid staff in Retro City Rampage

So, by now, you've obviously bought and downloaded Retro City Rampage (or are desperately waiting for it to arrive on your platform) because I made it pretty clear a couple of hours ago that this was a thing you were going to do today...   read

 
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8===D
  Watch Video

Retro City Rampage is out today, watch the launch trailer

It's finally here! It seems like I've been writing about Retro City Rampage for as long as I've been writing about games, but the day of sweet release has finally arrived and you can pick up the game right now on PC (through Steam and...   read

 
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Retro City Rampage is out October 9 on PS3, Vita, and PC

Retro City Rampage. October 9, 2012. PlayStation 3, PlayStation Vita, PC. You read that correctly. Brian Provinciano's NES-style Grand Theft Auto parody has been cooking for just over a decade, and when it missed its proposed May release ea...   read

 
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Retro City Rampage supports FREE PS3/Vita cross-play

Retro City Rampage will support cross-play between the PS3 and PlayStation Vita versions, which is certainly neat. Even neater, however, is the fact that when you buy it on one platform, you'll get it on the other. One payment, both version...   read

 
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E3: Retro City Rampage in my hands! My dreams came true!

The final game I checked out at E3 was the PS Vita port of Retro City Rampage, the title I was most looking forward to playing. With the copious amounts of hands-on previews and the frustration of its seemingly endless development, I have b...   read

 
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8===D
  Watch Video

Meat Boy goes stereoscopic in Retro City Rampage

Today is May 31... HEY! Wasn't Retro City Rampage supposed to come out this month? Briiiiiiaaaaaan! You've got some 'splainin' to doooooooooooo! In all seriousness, the game is finished and running through a final bug check. Unfortunately,...   read

 
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8===D
  Watch Video

Here's what Retro City Rampage looks like on the Vita

Retro City Rampage's mastermind Brian Provinciano sat down with the PlayStation.Blog to show off his baby running on the PlayStation Vita. Brian details some of the Vita features, from the optimized visuals for the handheld screen, the tou...   read

 


Probably Kirby. When you think about it, he's really the Rogue (X-Men) of Nintendo games, he can absorb any other power he wants. Except Kirby's more my style, because he is large, pink, and loves to swallow.




Favorite track you wrote for the game (with lots of detail!)



Two tracks. The two that took the longest to finish!

The first is the track "Cyborg Mission II" (from the pre-order bonus tracks).

Originally, [Brian Provinciano] wanted to use a lot of my older tracks as casual music you could hear on the radio when you are driving around the world map. Some of the tracks date back quite a ways to my first chiptune album (Melodia di Infinita). When I wrote those songs, the idea of ever having my chiptunes in a game was a pipe dream. There were no real retro throwback games, and mobile devices weren't yet used for gaming. I wrote them as a hobby, and I was (in my opinion) pretty bad at it from a technical standpoint. I've had years and years to listen to these old songs, and more and more I found little things I wished I could change. It had become so bad that I couldn't even listen to my old stuff. A couple of these songs, Brian was interested in using for the game! This was kind of a chance for redemption, because I was able to go back in to my original .IT files [Editor’s Note: .IT is a file format native to Impulse Tracker, a DOS-based software used to write music] and fix them up. It took quite a while, but I was actually able to make peace with every single "classic" track Brian wanted to use... Except one. The original "Cyborg Mission."

Brian, however, seemed to enjoy the original quite a lot, and even featured it in a cut scene for one of the demo builds he'd sent me. I knew that this track had to be fixed, no matter what. I struggled and struggled with my original file, trying to make it sound up to par, but my methods back then were just too crusty. In the original .IT file, I must have used drum samples from 6 or more NES games, and my drum fills were just a machine gun firing out all of them all over the place. There were also little melodic bits that trailed off and didn't connect anywhere (transitions are so important). It seemed like a lost cause, so, I just decided it was time to rewrite the entire song anew, using my modern templates and techniques. Instead of just recreating the song though, I went somewhere totally new with it, and it came out very epic. I look at it as a triumph over my old careless ways, and I can finally put the original Cyborg Mission to rest. Though, I still have online friends that tell me they prefer the original. Psssht, fanboys.

The second is the track "Smut Peddler."

[embed]226249:43460[/embed]

This all started out so simple... In November of 2010, Brian asked me if I could write a parody track for a mission in the game that would resemble the classic Paper Boy. The original Paper Boy only had one extremely simple song that played during every second of gameplay. One simple song that will forever haunt my dreams.

This was the first time I had ever been tasked with parodying a song in chiptune format. Up until this point, I had painstakingly worked at accurately recreating songs in NES format. But making something sound similar, without actually being the original is so much harder (virt makes it look and sound so easy). And since this was not just a project for fun, I learned I could potentially get Brian in some legal trouble.

My first draft was a little too close to the original song for Brian's comfort. I basically, directly, referenced portions of the original song, then transitioned into my own unique sections, and back and forth. Brian really liked my sections, and asked me if I could just alter the pieces that referenced the original enough so that it would not be a legal issue, and this was what caused so much trouble. Altering the sections was definitely foreign territory for me, and I didn't really know what was allowed, or how much you needed to change it. Throughout the entire process I kept pestering virt through email, asking him if he thought I had changed it enough. But in the end, the portions of the original song just pervaded, and Brian was quite concerned. The real shame was, the parts that I wrote from scratch were some of Brian’s and my favourite music I had written for the game, and neither Brian or I wanted to see them go. But simply removing the portions that sounded too close to the original and leaving just my parts were not possible due to the way everything was transitioned together.

In November of 2011, a year of 'here and there' revisions went by, still with no luck, and it came time to release the soundtrack for Retro City Rampage. “Smut Peddler” was a definite choice to be on the soundtrack, if only it could be finished. Eventually, I think it was Len (FreakyDNA) who came along and peppered my file with some of his own melodies and sent it back to me as a suggestion for how to proceed. I didn't end up using the suggestions, but it was this small collaborative effort that really sparked my creativity again for this track, and over the next couple days, I was able to belt out a finished version that was finally license free! It wasn't until I heard Freaky's ideas and a different perspective that I was finally able to pull myself out of the depths of hell and finish. For any other musicians out there who are simply stuck (both creatively, and systematically), if it is in your means, have a friend offer you some suggestions. It will kick your butt into shape.

All said and done, I spent over 100 hours of my life on this song... now go back and listen to the original, hahaha. My nightmare.



[embed]226249:43461[/embed]

My favourite track for the game is "Bit Happy." I had a listen to the original game and thought I'd try to follow some of the existing song melodies but I ended up not taking anything from the original game at all. I basically just sat down and composed the core of the song in a few hours by figuring out some riffs that I really liked on the acoustic guitar while sitting in the sun at home. I transposed these riffs into OpenMPT and figured out how to arrange them for the NES sounds. Unlike a lot of my other chiptune songs, I really tried to keep the percussion really simple as having a lot of beats tends to make the song heavier and not as happy as I wanted it to be. It was really a good exercise in restraint for me to not add extra notes but to really focus on the transitions between segments of the song. There's a heavy little electro-beat breakdown that happens in the song that I'm really pleased with as I feel I was able to move in and out of this section in a way I hadn't tried before. Basically, this song makes me happy each time I hear it so I'm glad to have been able to include it on the vinyl.

[embed]226249:43462[/embed]

One of the songs I'm most happy with on the technical side is "Riff Down." It was one of the first songs I came up with for Retro City Rampage and was basically through figuring out an interesting riff on the acoustic guitar. I really enjoy all the breaks that are in there and feel that it has a great funky feel without getting too technically oriented. There're parts that I really have no idea how I came up with which really helps keep the song fresh. The way I worked on the songs for Retro City Ramapge is to come up with strong melodic bits on the guitar, translate them over to the tracker program and then repeatedly polish a group of songs over the course of the two years we spent developing the songs for the game. This song and other songs have basically received days of tweaks by me over the time of the project so it's always important to not get things too "tweaky" and to make the groove the king. I've basically only been doing chiptunes a couple years now and still really like this song so it has a special place in my heart when I'm listening to it.

Overall:
For those that don't know, making quality chiptunes is really a labour of love, a certain amount of talent and a massive amount of time. I'd say that I can produce conventional electronic music about ten times faster than working on a similar amount of chiptune music. It's really like making music through a microscope and the tricky part is making all the details come together but still have the big picture make sense so that the song conveys the right feeling. I've learned tons by working on Retro City Rampage and the problem is that I've kinda been bit by the chiptune bug so it's hard for me to listen to certain types of music now as I can almost see their notes streaming by in a tracker. I'm really lucky to have been able to work with [Matt “Norrin Radd” Creamer] and “Jake “virt” Kaufman] and hope that people can really enjoy the depth of emotion and detail that we've done our best to put into the songs of Retro City Rampage.



[embed]226249:43463" data-vidtitle="

Interview: The music of Retro City Rampage We've been talking a lot about Retro City Rampage and its soundtrack dating all the way back to 2010. The game's finally due out on nearly every platform in May, and after our favorable review of the soundtrack and a look at ...  
Full story

" data-purl="interview-the-music-of-retro-city-rampage-226249.phtml" data-vidsummary="" data-remodal-target="watch"> photo
8===D


Probably Kirby. When you think about it, he's really the Rogue (X-Men) of Nintendo games, he can absorb any other power he wants. Except Kirby's more my style, because he is large, pink, and loves to swallow.




Favorite track you wrote for the game (with lots of detail!)



Two tracks. The two that took the longest to finish!

The first is the track "Cyborg Mission II" (from the pre-order bonus tracks).

Originally, [Brian Provinciano] wanted to use a lot of my older tracks as casual music you could hear on the radio when you are driving around the world map. Some of the tracks date back quite a ways to my first chiptune album (Melodia di Infinita). When I wrote those songs, the idea of ever having my chiptunes in a game was a pipe dream. There were no real retro throwback games, and mobile devices weren't yet used for gaming. I wrote them as a hobby, and I was (in my opinion) pretty bad at it from a technical standpoint. I've had years and years to listen to these old songs, and more and more I found little things I wished I could change. It had become so bad that I couldn't even listen to my old stuff. A couple of these songs, Brian was interested in using for the game! This was kind of a chance for redemption, because I was able to go back in to my original .IT files [Editor’s Note: .IT is a file format native to Impulse Tracker, a DOS-based software used to write music] and fix them up. It took quite a while, but I was actually able to make peace with every single "classic" track Brian wanted to use... Except one. The original "Cyborg Mission."

Brian, however, seemed to enjoy the original quite a lot, and even featured it in a cut scene for one of the demo builds he'd sent me. I knew that this track had to be fixed, no matter what. I struggled and struggled with my original file, trying to make it sound up to par, but my methods back then were just too crusty. In the original .IT file, I must have used drum samples from 6 or more NES games, and my drum fills were just a machine gun firing out all of them all over the place. There were also little melodic bits that trailed off and didn't connect anywhere (transitions are so important). It seemed like a lost cause, so, I just decided it was time to rewrite the entire song anew, using my modern templates and techniques. Instead of just recreating the song though, I went somewhere totally new with it, and it came out very epic. I look at it as a triumph over my old careless ways, and I can finally put the original Cyborg Mission to rest. Though, I still have online friends that tell me they prefer the original. Psssht, fanboys.

The second is the track "Smut Peddler."

[embed]226249:43460[/embed]

This all started out so simple... In November of 2010, Brian asked me if I could write a parody track for a mission in the game that would resemble the classic Paper Boy. The original Paper Boy only had one extremely simple song that played during every second of gameplay. One simple song that will forever haunt my dreams.

This was the first time I had ever been tasked with parodying a song in chiptune format. Up until this point, I had painstakingly worked at accurately recreating songs in NES format. But making something sound similar, without actually being the original is so much harder (virt makes it look and sound so easy). And since this was not just a project for fun, I learned I could potentially get Brian in some legal trouble.

My first draft was a little too close to the original song for Brian's comfort. I basically, directly, referenced portions of the original song, then transitioned into my own unique sections, and back and forth. Brian really liked my sections, and asked me if I could just alter the pieces that referenced the original enough so that it would not be a legal issue, and this was what caused so much trouble. Altering the sections was definitely foreign territory for me, and I didn't really know what was allowed, or how much you needed to change it. Throughout the entire process I kept pestering virt through email, asking him if he thought I had changed it enough. But in the end, the portions of the original song just pervaded, and Brian was quite concerned. The real shame was, the parts that I wrote from scratch were some of Brian’s and my favourite music I had written for the game, and neither Brian or I wanted to see them go. But simply removing the portions that sounded too close to the original and leaving just my parts were not possible due to the way everything was transitioned together.

In November of 2011, a year of 'here and there' revisions went by, still with no luck, and it came time to release the soundtrack for Retro City Rampage. “Smut Peddler” was a definite choice to be on the soundtrack, if only it could be finished. Eventually, I think it was Len (FreakyDNA) who came along and peppered my file with some of his own melodies and sent it back to me as a suggestion for how to proceed. I didn't end up using the suggestions, but it was this small collaborative effort that really sparked my creativity again for this track, and over the next couple days, I was able to belt out a finished version that was finally license free! It wasn't until I heard Freaky's ideas and a different perspective that I was finally able to pull myself out of the depths of hell and finish. For any other musicians out there who are simply stuck (both creatively, and systematically), if it is in your means, have a friend offer you some suggestions. It will kick your butt into shape.

All said and done, I spent over 100 hours of my life on this song... now go back and listen to the original, hahaha. My nightmare.



[embed]226249:43461[/embed]

My favourite track for the game is "Bit Happy." I had a listen to the original game and thought I'd try to follow some of the existing song melodies but I ended up not taking anything from the original game at all. I basically just sat down and composed the core of the song in a few hours by figuring out some riffs that I really liked on the acoustic guitar while sitting in the sun at home. I transposed these riffs into OpenMPT and figured out how to arrange them for the NES sounds. Unlike a lot of my other chiptune songs, I really tried to keep the percussion really simple as having a lot of beats tends to make the song heavier and not as happy as I wanted it to be. It was really a good exercise in restraint for me to not add extra notes but to really focus on the transitions between segments of the song. There's a heavy little electro-beat breakdown that happens in the song that I'm really pleased with as I feel I was able to move in and out of this section in a way I hadn't tried before. Basically, this song makes me happy each time I hear it so I'm glad to have been able to include it on the vinyl.

[embed]226249:43462[/embed]

One of the songs I'm most happy with on the technical side is "Riff Down." It was one of the first songs I came up with for Retro City Rampage and was basically through figuring out an interesting riff on the acoustic guitar. I really enjoy all the breaks that are in there and feel that it has a great funky feel without getting too technically oriented. There're parts that I really have no idea how I came up with which really helps keep the song fresh. The way I worked on the songs for Retro City Ramapge is to come up with strong melodic bits on the guitar, translate them over to the tracker program and then repeatedly polish a group of songs over the course of the two years we spent developing the songs for the game. This song and other songs have basically received days of tweaks by me over the time of the project so it's always important to not get things too "tweaky" and to make the groove the king. I've basically only been doing chiptunes a couple years now and still really like this song so it has a special place in my heart when I'm listening to it.

Overall:
For those that don't know, making quality chiptunes is really a labour of love, a certain amount of talent and a massive amount of time. I'd say that I can produce conventional electronic music about ten times faster than working on a similar amount of chiptune music. It's really like making music through a microscope and the tricky part is making all the details come together but still have the big picture make sense so that the song conveys the right feeling. I've learned tons by working on Retro City Rampage and the problem is that I've kinda been bit by the chiptune bug so it's hard for me to listen to certain types of music now as I can almost see their notes streaming by in a tracker. I'm really lucky to have been able to work with [Matt “Norrin Radd” Creamer] and “Jake “virt” Kaufman] and hope that people can really enjoy the depth of emotion and detail that we've done our best to put into the songs of Retro City Rampage.



[embed]226249:43463" data-vidtitle="

Interview: The music of Retro City Rampage We've been talking a lot about Retro City Rampage and its soundtrack dating all the way back to 2010. The game's finally due out on nearly every platform in May, and after our favorable review of the soundtrack and a look at ...  
Full story

" data-purl="interview-the-music-of-retro-city-rampage-226249.phtml" data-vidsummary="" data-remodal-target="watch">  Watch Video

Interview: The music of Retro City Rampage

We've been talking a lot about Retro City Rampage and its soundtrack dating all the way back to 2010. The game's finally due out on nearly every platform in May, and after our favorable review of the soundtrack and a look at the limited edi...   read

 
 photo
8===D
  Watch Video

Retro City Rampage cereal is a download for your face

"I can really taste the graphics!" How many videogames can you play as well as eat? Inspired by Ralston's nasty-ass Nintendo Cereal System from back in the day, Retro City Rampage: The Cereal brings the pixelated action of Retro City Rampa...   read

 
 photo
8===D

Retro City Rampage OST now on Bandcamp and limited vinyl

Retro City Rampage is just a few short months away, and I for one have been looking forward to the game's 8-bit soundtrack composed by Jake "virt" Kaufman, Leonard "Freaky DNA" Paul, and Matt "Norrin Radd" Creamer. It looks as though the te...   read

 
 photo
8===D
  Watch Video

Retro City Rampage out in May, also on PSN, Vita, and PC

Retro City Rampage creator Brian Provinciano promised a development update for February 20, so here it is. Is he not a man of his word? The most important bit of news is that, in addition to WiiWare and Xbox Live Arcade, Retro City Rampage...   read

 
 photo
8===D
  Watch Video

The 'Splosion Men blast their way into Retro City Rampage

Oh, Brian Provinciano! How do you keep managing to squeeze cameo after reference and reference after cameo into Retro City Rampage? Keep it up and the game will never be released in our lifetime! This latest trailer announces that Twisted ...   read

 
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8===D
  Watch Video

Biffman brings vigilante justice to Retro City Rampage

Vblank Entertainment dropped off a new trailer for Retro City Rampage, arriving early next year on Xbox Live Arcade and WiiWare. When The Player discovers the secret lair of Theftropolis' greatest vigilante, Biffman, he takes the opportuni...   read

 
 photo
8===D
  Watch Video

Retro City Rampage literally has everything

It's safe to say that everyone at Destructoid is a big supporter of Retro City Rampage, the upcoming XBLA homage to retro gaming. After all, the editors are playable characters in-game alongside Mr. Destructoid himself. So of course Tara a...   read

 
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8===D
  Watch Video

Retro City Rampage playable at PAX Prime!

[Update: Winners picked!] Brian Provinciano's Retro City Rampage will be making its last visit to a PAX before its release later this year. Fans will get to play the game at booth #3011 and have a chance to win some sweet prizes! Brian and ...   read

 
 photo
8===D
  Watch Video

Retro City Rampage gets some murderous new screens

In case you've forgotten, Mr. Destructoid is a playable character in Retro City Rampage! Not only that, but Destructoid is a playable level. Nuts! These new screens from developer Vblank Entertainment show off some parts of the Destructoid ...   read

 

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