Friday, May 27, 2011

New Games

New Games


New Destructoid Episode: E3 Preview Spectacular!

Posted: 27 May 2011 04:00 PM PDT

New Destructoid Episode: E3 Preview Spectacular! screenshot

Hey guys, for today's episode of The Destructoid Show, we decided that news is stupid and that would should instead twiddle our thumbs and idly speculate about what E3 has in store for us this year.

I'm really looking forward to news on XCOM, Aliens: Colonial Marines, Metal Gear Rising, and Burgertime World Tour (Calling it right now: Game of the Year). Tara wants to watch people play Battlefield 3, but doesn't want to play it because she's a sissy. She does wanna play Dead Island, and she's looking forward to Sniper: Ghost Warrior 2 for some unknown reason. 

I prepared a list (read: ridiculous Photoshop pieces) of what we probably WILL NOT see at E3 this year.

Then, we have special guest Hamza. You know, that guy who says he's a shark. He's done E3 a bunch of times, so we ask him dumb questions. Did you know he previewed Modern Warfare 3? Did you know... Uh. Bioshock Infinite is... A thing?

Giant Robot Alert: An ultra-super-mega-thanks to Insultobot for sending us a copy of friggin' Steel Battalion, complete with the epic cockpit control module. If you want to see a video of me dressed like an idiot and playing pretend with it, click here. (I'm sorry.)

Live Show: Ratchet & Clank begins on Backlog!

Posted: 27 May 2011 03:00 PM PDT

Live Show: Ratchet & Clank begins on Backlog! screenshot

There's a very good explanation as to why the game we are playing tonight is Ratchet & Clank Future: A Crack in Time, and not Parasite Eve II, as voted by the community, I just don't know what that is. For reasons currently outside of my control I can't stream the game. It's all very technical and, as such I can't explain it because I don't actually understand it.

So instead, we'll be playing the second most requested game, and I know there are a number of people who watch the show every night who will probably be ecstatic. I promise we will play Parasite Eve II just as soon as Sony gets their store back online.

In the meantime, why not come and join us for a little Ratchet & Clank? We will be starting the game from the beginning and hanging out with the goons in our live chat. It's all going down right now on Destructoid's Justin.tv channel!

Watch live video from Destructoid on Justin.tv

GOG weekend sale has adventures and Raptor for 50% off

Posted: 27 May 2011 02:30 PM PDT

GOG weekend sale has adventures and Raptor for 50% off screenshot

GOG.com is having another weekend sale, and they appear to have dropped the "it's only 50% off if you buy all of them" bit from older deals in recent weeks. Hooray!

This time the theme is DotEmu games, with the Gobliiins Pack (all three games), the Ishar compilation (all three games), the Robinson's Requiem collection (Robinson's Requiem and Deus) and Raptor: Call of the Shadows 2010 Edition all discounted to a measily $2.99.

The Ishar and Robinson's Requiem games may not have aged that well, but the Gobliiins series is a timeless classic. As for Apogee's classic Raptor, it ranks among Tyrian and Xenon 2 Megablast as my favorite PC shmups of all time, so I can't recommend it enough if you are a younger -- but devoted -- shmup fan who missed it.

The 2010 Edition of Raptor features some improved graphics and support for 640x400, 960x600 and 1280x800 resolutions, while the oldschool graphics are still available should you want them.

Nyanicorn is exactly what you think it is

Posted: 27 May 2011 01:30 PM PDT

Nyanicorn is exactly what you think it is screenshot

Not tired of Nyan cat yet? Here is a Nyan cat game for you! It's not exactly "new" but it's the first I've seen of it, and that's what counts.

It's a dodgy version of Robot Unicorn Attack with Nyan cat -- hence Nyanicorn -- who does things like nyan nyan nya-nyan nya-nya-nya-nya nyan nyan, nyan nyan nya-nya-nya-nya-nya-nya-nya-nya-nya-nya, nyan nya-nya-nya-nya-nya-nya-nya-nya-nya-nya nyan, nyan, nyan nyan nya-nyan nya-nya-nya-nya nyan nyan, nyan nyan nya-nya-nya-nya-nya-nya-nya-nya-nya-nya, nyan nya-nya-nya-nya-nya-nya-nya-nya-nya-nya nyan nyan.

Nyan, nya-nya-nyan, nya-nya-nya-nya-nya-nya-nya-nya-nya-nya, nyan nyan, nya-nya-nya-nya-nya-nya-nya-nya-nya-nya-nya, nyan, nya-nya-nyan nya-nya-nya-nya-nya-nya-nya-nya-nya-nya, nyan nya-nya-nyan nya-nya-nya-nya-nya-nya-nya-nya nya nya nyan, nya-nya-nyan, nya-nya-nya-nya-nya-nya-nya-nya-nya-nya nyan, nya-nya-nyan, nya-nya-nya-nya-nya-nya, nyan.

Repeat chorus. There is one intentional mistake in the lyrics.

[Thanks de5gravity!]

I don't like football, but I like Backbreaker Vengeance

Posted: 27 May 2011 01:00 PM PDT

I don't like football, but I like Backbreaker Vengeance screenshot

Frankly, the word "football" -- and we're talking the rough and tumble American-style here, helmets and all -- puts me to sleep. I understand the appeal, but wasn't raised playing or spectating, so it's never been able to hold my attention.

As a kid, I turned to videogames instead. So maybe you'd think the combination of "football" and "videogames" might arouse my interest. Not the case -- I find the wildly popular digital versions of the game to be just as unappealing. To be clear, I know fans love them, and I admire that year after year developers churn out impressive productions and quality products. It's just not my "thing."

So why is it that I spent over an hour with NaturalMotion's Backbreaker Vengeance for Xbox Live Arcade and didn't want to stop?

For starters, Backbreaker Vengeance isn't your typical football game. It's based in part on NaturalMotion's Backbreaker title released last year for Xbox 360 and PlayStation 3. Difference here is that while that game was traditional in the sense that you've got your plays, your first downs and such, Vengeance approaches it from a different angle -- pure action, no fat. 

I got some exclusive hand-on with the game's "Tackle Alley" mode (demoed in the above video) which has a single runner fighting to carry the pigskin across the end zone, a small army of defenders blocking his path. It's not simply about survival, but about doing it style. You'll get points for juking or dodging with the right analog stick, barging through those in your path, hopping over hurdles or defenders, and even sliding under players diving to take off your head. Stringing moves together builds up a combo multiplier, the more varied you are, the more points you'll rack up when you hit that end zone.

Making it to the goal isn't enough to rack up huge scores. Many of the challenges I faced (which come packaged as "waves," not unlike Gears of War 2's "Horde" mode) had score patches scattered on the field. Hitting them would award me with upwards of 500 points, depending on the placement. Later waves had clearly marked boundaries, and stepping into them would result in immediate disqualification.



Between defenders, obstacles, score patches, and the delineated out of bounds markers, things started to feel more like an American Gladiators event than traditional football. Sizing up the best route prior to pushing through became key to getting higher and better scores. I even found myself going back to certain challenges in an attempt to eke out more points by finding new paths and varying my moves.

Showboating as you speed towards the end zone can also earn you additional points, but be careful: Vengeance is as much about getting brutally sacked as it is about getting from point A to point B. NaturalMotion's euphoria animation engine calculates 3D animation and collision on the fly, resulting in some of the most impressively bone-crushing tackles I've seen in a videogame. These aren't canned animations or some sloppy rag-doll collision; every sack had weight and a brutal intensity that had me wincing every time two players plowed into one another. Because of this, successful runs were all the more sweet, knowing that the alternative was some seriously vicious virtual pain.

With the scoring mechanics tied in so well with the fast-paced gameplay, Vengeance feels less like a conventional sports game, and something closer to Tony Hawk Pro Skater meets Gears of War's "Horde" mode. I went into the game with little knowledge of football gaming, and quickly found that it didn't require it. While it has its origins in an established genre, Vengeance seems to be offering a pick-up-and-play experience that even non-sports gamers should be able to easily appreciate.

Backbreaker Vengeance is slated for release on Xbox Live Arcade this summer.

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Your first arty glimpse of The Dark Eye - Demonicon

Posted: 27 May 2011 12:30 PM PDT

Your first arty glimpse of The Dark Eye - Demonicon screenshot

Kalypso is mostly known for publishing bright and sunny Tropico series, but the studio has turned to something a little more grisly with upcoming RPG The Dark Eye - Demonicon. With a name like that, it's not going to be blue skies and friendly toucans. 

The first bit of artwork has been released, revealing Heshthot, known more colloquially as The Grim Reaper. He servers Blakharaz, the Arch Demon of Revenge. He sports two blades and a whip. He's probably not friendly. 

The game's out in 2012 and I'll keep an eye on it. Kalypso's stable of games aren't world-beaters, generally, but they're nearly always playable. That's more than could be said for some.

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Razer Fight Pad contest winner announced!

Posted: 27 May 2011 12:00 PM PDT

Razer Fight Pad contest winner announced! screenshot

As you may have seen, here at Destructoid we've launched a streamlined way to challenge other players online to friendly wagered competitions of various Xbox 360 and Playstation 3 games, as well as Starcraft II. By challenging your friends to competitive games such as Marvel vs Capcom 3 or Fight Night Round 4, you can wager points to the winner of head to head or tournament style competitions. You will then be able to trade these points in for prizes as they become available!

Simply by logging in and completing a match, Destructoid readers were entered to win this Razer Onza Tournament Edition Controller for the Xbox 360, a $50 value.  The winner of this contest is Football_Religion! We will be sending you an email soon asking for your shipping information. Congrats!

As time goes on we will support more games and also give away more prizes, so if you don't have any of the games just yet, don't fret! In fact, a little birdie told me there will be another contest sometime this weekend. I've learned to trust little birdies.

What sort of contests would you like to see on fight.destructoid.com? Also, what games would you like to see coming to our system? Let us know in the comments!

New to Fight? Read our getting started guide

11.3 million player deaths in Just Cause 2 look like this

Posted: 27 May 2011 11:30 AM PDT

11.3 million player deaths in Just Cause 2 look like this screenshot

Jim Blackhurst, online operations manager at Square Enix and Eidos, made this fancy little video that depicts a map of all the player deaths in Just Cause 2. And not just player deaths, but death by impact with terrain or an object -- 11.3 million of them.

It's mindboggling how the total of all these instances can create such a map, especially when you see that the dots that represent impact death can form some of the larger structures involved in the game's missions. How do so many people die of impact 10 meters above the ground?

The video also shows how players either explore very little off the beaten track, or simply don't die as much if they do. It's nice to see plenty of deaths surrounding the flying night club though; I think we all contributed at least a few deaths there.

Deathmapping: Just Cause 2's 11m Casualties [Rock, Paper, Shotgun]

Live show: Mash Tactics community picks

Posted: 27 May 2011 11:00 AM PDT

Live show: Mash Tactics community picks screenshot

Wow, I can't believe that it's already Friday!? That means you guys get to run the show. I wonder what you will choose today? Will you request the horses from Assassin's Creed or do you prefer the stallions in Red Dead Redemption? Either way, you're sick buddy, you're sick... :D

[Want to get involved? We are always looking for community content to showcase. If you would like us to read your C-blog post or show off your original Dtoid art, we would love to see it. Get your voice heard by guest starring on one of our many community focused shows. Still want more? With a little bit of consistency, dedication, and responsibility, you too can have your own show on the official Dtoid channel! Join us in chat on Justin.Tv/Destructoid to find out how you can be a part our great expanding community.]

[Join us for Mash Tactics every weekday at 4PM PST on Justin.Tv/Destructoid to watch live streams of new game releases and crazy antics with industry guests. Come join us on the chat and see what all the fuss is about!]

Watch live video from Destructoid on Justin.tv

Preview: Reckoning's combat sets it apart from the pack

Posted: 27 May 2011 10:40 AM PDT

Preview: Reckoning's combat sets it apart from the pack screenshot

When I visited Big Huge Games a few months back to get my first look at Kingdoms of Amalur: Reckoning, it was unmistakably just a sliver of what the massive open world will offer.

The promise of a rich, compelling original fantasy world is a lofty one, but Big Huge certainly has the muscle to back it up. Reckoning has an impressive team at its backbone: comic book legend Todd McFarlane presiding over the game's art; award-winning fantasy author R.A. Salvatore guiding the narrative; and developer Ken Rolston (of Elder Scrolls III and IV fame) leading the game design show.

At Electronic Arts' Los Angeles campus last week, I got a chance to not only see more of the game's burgeoning world, but get my first hands-on with the game's combat. As it turns out, the latter may be what sets this game apart from any title you're disposed to compare it to.

To be certain, on its surface, Reckoning is not likely to turn heads. It's seemingly bursting with fantasy platitudes and role-playing game tropes. After a day full of demos after nearly a week of seeing videogame demos as part of the Game Critics Awards, bleary-eyed game journalists weren't having it. The game looked okay, most said, competent on all levels that would lead to an enjoyable experience for fans of the genre. It looked a lot like a massively multiplayer online game, some said; the visual style, with its broad range of eye-popping primary colors, reminded a few of World of Warcraft.

But beneath the surface, Reckoning definitely appears to have more to offer than what most action role-playing games may have promised in the past. When Big Huge Games' General Manager walks us into the hub city of Rathir, he speaks of its people and its history with conviction. He doesn't have to; it's not important to what he's showing us -- the game's quest system, a little bit of how crafting works in Reckoning, and the repercussions of being a thief -- but he does anyhow.



"This is the city of Rathir," he tells us. "Now the city of Rathir plays a very important part within this world. This is the Dokkalsfar, or the dark elves', capital city. It's also the last kind of bastion of hope for the dark elves. The sister city across the water is Mel Senshir, which has been under siege by the Dokkalsfar's mortal enemies the Tuatha for the last ten years."

He continues on about how the city is responsible for contributing soldiers and supplies for a larger battle (one which gamers will play a part of) in the world of Amalur. He says these things as if he could, if pressed, draw a map of the world and with certainty detail the relationship between the Dookalsfar general's daughter and her best friend. And what she ate for lunch, probably. Point: Salvatore's input seems to be integral in providing Reckoning with an impressively substantial narrative backdrop.

Dunn takes his character and ducks behind an unsuspecting NPC. He points out that the on-screen "percent chance" he'll be successful in pickpocketing, based on classic behind-the-scenes RPG stats and abilities. If he's caught, he can pay a fine, resist arrest, or go straight to jail. Get locked up and you'll be able to fight your way out, or you can use that pickpocketing skill again to nab a key from a guard and escape.

He shows us shops and various vendors of Rathir, this city far more colorful and full of life than anything I had seen previously in Amalur. Character go about their business; I caught one haggling with a shopkeeper over prices of some of his wares. Dunn finds a blacksmith and sets up shop, bringing up the game's crafting screen. Using items found throughout the world, you can create objects by combining a core, hilt, binding, grip, and a gem stone. What items you will and can make will be dependent on your skills; Dunn makes ice daggers, which do additional ice damage, and that's reflected in the item's distinct look.

"We want to make sure that all of these things like ice and poison and fire are visual within the world," he explains.



At this point, Reckoning may sound like it's following in the footsteps of role-playing games that have come before it. Despite a number of clever and welcome in-game tweaks (which gamers will undoubtedly appreciate within the context of the game), it seems to be playing it decidedly safe. Then comes the first glimpse of battle.

Watching Dunn tear through enemies with his ice blades looks impressive, with varied animations and attacks that are simply fun to watch. But with a controller in your hand, it really drives home that Reckoning is as much about "action" as it is about the "RPG."

Combat is fast, smooth, and responsive. With two buttons mapped to the weapons of my choice (a massive hammer and a pair of razor-sharp shakram), I was able to swiftly slice through enemies with satisfying heft and responsiveness. Fluid combos were based on the timing of button presses, and I was able to quickly switch between both weapons, chaining moves together in ways that were instantly gratifying and simply felt right. 

My character was also equipped with a fast teleport move, generally used to evade enemy attacks. But this particular dash was something special, releasing a green puff of smoke as you moved; passing through enemies would render them poisoned, slowly leeching their life. I was also able to use a sneak attack, creeping up behind heedless enemies to deliver a potentially fatal blow.

Many action role-playing game developers advertise that they mix traditional action combat with deep RPG systems. But the reality is that most focus on one over the other, with one suffering a middling fate. With Reckoning, it's clear that both are being given care in equal measure. It feels every bit as God of War in your hands as it evokes Elder Scrolls with its massive world, quests, and character progression.

While the game seems so well adapted for a game controller, we're told a control scheme is being translated for PC gamers who prefer mouse and keyboard support.

Kindgdoms of Amalur: Reckoning is in development for Xbox 360, PlayStation 3, and PC. If you're a fan of either action or role-playing games, it's a game you'll definitely want on your radar in 2012.

 

E3 11: If you missed last night's episode of GTTV ...

Posted: 27 May 2011 10:20 AM PDT

E3 11: If you missed last night's episode of GTTV ... screenshot

... you can watch it right here!

In this episode, I represent Destructoid and talk to Geoff Keighley about this year's upcoming E3! Antics ensue!

I always get extremely uncomfortable talking about appearances like this, so let's quickly change the subject. Let's talk about your favorite cereal! I think I have a three-way tie between Cookie Crisp, Crunch Berries (roof of my mouth be damned!), and Fruity Pebbles. But, lately, Lucky Charms has been making a surprising comeback.

Discuss! Oh, and watch the show if you want. It was fun! Everyone that works on GameTrailers TV is awesome.

Review: Dungeons And Dragons: Daggerdale

Posted: 27 May 2011 10:00 AM PDT

Review: Dungeons And Dragons: Daggerdale screenshot

Dungeons and Dragons: Daggerdale is an action-RPG developed by Bedlam Games, the new dudes behind the troubled Scratch: The Ultimate DJ project. This isn’t the kind of pedigree you want from a studio handling a new Dungeons and Dragons joint, but it does execute on the implementation of the tabletop game’s new 4th Edition rule set well. It even manages to nail the loot and grind components.

Sadly, monstrous production and technical issues, as well as an unflinching adherence to old design concepts, bury the good work done and make Daggerdale a near-complete “pass.”

Dungeons And Dragons: Daggerdale (XBLA [Reviewed], PSN)
Developer: Bedlam Games
Publisher: Atari
Released: May 24, 2011
MSRP: $15.00

This is a game that is afraid to let you act out a story. Instead of weaving its tale through your actions, most of the major plot points are revealed via abrupt and flat cut-scenes adorned with pieces of concept art. Worse, the moment-to-moment story is told via dry bits and pieces of text delivered by cheesy characters who always need you to do something trivial like, say, light torches, escort someone, or kill a mob.

During the horrendous climax of the game, there are a few spots where you’re an active participant. But it’s hard to give Bedlam props because these are easily the most underwhelming and underdeveloped spots in the game. 

The task at hand is a big deal, though the setup isn't a surprising one. A bad guy named Rezlus is erecting an evil dark spire and gathering an army of goblins, sellswords, and other nasty dudes to his side. You, as one of the four pre-set heroes, are tasked with stopping him from accomplishing his goal of taking over the Dalelands. 

The classes are familiar archetypes: there’s the fighter, the cleric, the wizard, and the rogue. Each has several special attacks that separate them from the other, but your fighter or whatever will always be the same as your buddies’ -- these are pre-rolled pugilists; customization outside of equipment has been thrown out the window, and as a result, so has a lot of D&D flair.

Each attack (including the standard ranged and melee options) are mapped to buttons in good, natural ways. And while the combat has no fluidity or nuance to speak of, the action does click with me... but only because the loot and grind aspects are good drivers. 

Daggerdale counters all good feelings with its assortment of odd design decisions, ranging from the lack of original foes, to the meeting of random and wildly overpowered regular enemies and bosses, to increasingly poor pacing and distribution of garbage loot towards the last three-to-four hours of the six-to-seven hour game.

The bugs are the worst. Textures load in constantly as you play, drawing your eyes annoyingly when your glossy balls should be staring down foes instead. Screen tearing is a threat, too. And as if that wasn't enough, there's also disappearing enemies, invincible enemies, enemies that fall through floors, spells that randomly go missing, quest objectives that refuse to appear to disappear, some teleportation oddities, movement issues, and sometimes enemies just... freeze -- it’s weird. 

Another couple of stumbling blocks are married to the game’s economy and loot systems, the former of which feels busted. You make money by killing dudes, selling things and breaking barrels, but what you get compared to what stuff costs doesn't line up. Items are mad expensive.

Wholesale health potions reliance is also an issue, mainly because merchants carry limited quantities. If you don’t have the concoctions, you simply can’t progress in the later game. It would have been nice, as a fighter, to have something else to lean that wasn't so hard to find for my healing needs.

This stuff should be expected from a hack-and-slash, right? The genre is all about, after all, the user having to suckle from the red teat and pick up dropped loot. As a whole though, there’s too much of this brand of archaic design in Daggerdale. The class archetypes are just as dull as the fantasy-ass fantasy story, the fantasy-ass characters, the fantasy-ass levels, the fantasy-ass monsters, and the slow fantasy-ass dice-based gameplay. 

In some ways I like how Daggerdale embraces convention. I like old-school RPGs, too. The problem is that this design mentality breeds frustration in the form of overwhelming inventory management, slow combat, and a lot of been-there-seen-that stuff. Daggerdale is a game that needs to offer something, anything, other than loot and grind and it just... doesn’t. 

I’d love to note that the co-op element, which allows you to roll with up to three other people in these missions, is some sort of magical savior, but it’s not really. It’s riddled with its own specific bugs and problems, which are the makings of an even worse experience. The balance, which is already kind of broken in single player, is totally defective in co-op as well. 

That's not wholly surprising. Daggerdale is a game that takes all its cues from the past, and while that sounds like an okay idea, it isn’t. From UI, to writing, to systems, this feels like an ancient game that was also, tragically, not given enough time in the oven. The loot and action components might click with you at times, but there are just too many technical issues and other problems in the way of this basic, visceral kind of experience. 

Score: 3 -- Poor (3s went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely.)

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Mattel turns custom Smackdown vs. Raw character into toy

Posted: 27 May 2011 09:40 AM PDT

Mattel turns custom Smackdown vs. Raw character into toy screenshot

Late last year, THQ ran a contest for its WWE Smackdown vs. Raw community, asking users to submit their best in-game created characters. The best of the bunch -- submitted to THQ's Smackdown vs. Raw online portal -- would be turned into a one-of-a-kind figure by legendary toy manufacturer Mattel.

Rudy Gutierrez was chosen as the winner, and his created wrestler, Widow, was delivered to him in action figure form just last week. It's one thing to spend hours detailing your in-game avatar to fight the Undertaker in a "Hell in a Cell" match. It's another to have him brought to life and put on your shelf.

Congratulations, Rudy. I'm still a bit upset THQ didn't choose my own submission, Dr. Dilldoes MD. He looked like a big, well… you get the idea. I don't understand where I went wrong.

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Kingdoms of Amalur: Reckoning screens you can look at

Posted: 27 May 2011 09:20 AM PDT

Kingdoms of Amalur: Reckoning screens you can look at screenshot

Here are a few fresh screens for Kingdoms of Amalur: Reckoning. I'm pretty eager to see more of this game, and the new shots look rather pretty. 

While there are only five images, we get a nice glimpse of the environments and the Todd McFarline-doodled monsters. I'm digging it, and you can all go boil your heads if you disagree.

Photo Photo Photo Photo Photo

The many splendid sides of PC gaming

Posted: 27 May 2011 09:00 AM PDT

The many splendid sides of PC gaming screenshot

On the Internet, people focus on the negative to the detriment of the positive, and nowhere is this evidenced more than among gamers. Just one criticism of a platform or company can be taken as proof that somebody "hates" whatever's been criticized. 

I've made my fair share of complaints about PC gaming -- from the hassle it can take to get certain games running, to the long-standing piracy issue, to saying some PC games are simply "alright" instead of saying they're flawlessly brilliant. Usually, I'd call people idiots for only focusing on the positive and accentuating the negative, but to be totally, completely honest ... I have not done the positives justice. 

In a move that some will call cynical, I decided to lay out my love for PC gaming -- because I use my computer for gaming more than I use consoles these days, and it pains me to think that I'm considered a hater of the platform. Commence the love!

It would have been easy to hit the really obvious points, such as dedicated servers, highly customizable control options, and the like. I tried to find a few aspects of PC gaming that don't get lauded quite so much, so please don't get angry that I didn't mention your particular favorite thing. 

Games Are Good, Old Games Are Good, Good Old Games Are Old Games That Are Good

As much as people love to go on about powerful computers running gorgeous new titles that shame the Xbox 360 and PS3, one of the best aspects of PC gaming, to me, is the ready access one has to obsolete classics. The visual splendor of Crysis is fleeting, but the ready gratification of DOOM II is eternal. 

Thanks to the Good Old Games service, a significant number of terrific, old school classics are available at a great price and are almost always compatible with your current machine. If I get a sudden urge to play Blood, or Messiah, or Planescape: Torment, it's right there. I could click a link now and be winning at life within the hour! 

Home Of The Weird

You wouldn't get a game like The Void on consoles. I'm not even a fan of The Void, but I still find it a respectable example of what PC gaming brings to the table. The fact a game like that can get made, and even do quite well, is testament to the great creative freedom that PC developers can get. 

I think of some of the titles scheduled to come out -- A Valley Without Wind, Dark Scavenger, Jeklynn Heights -- and have to admit that you wouldn't get such eccentric ideas on a console. They might all end up being terrible, but then they could end up as brilliant examples of genius. The important thing is, they're wonderfully weird and they all have a chance to prove themselves. 

I've become a big fan of letting the market decide the fate of games, rather than the small group of out-of-touch executives that control whether a project lives or dies in the retail space. Mobile gaming and PC gaming put more control in the hands of the market, and we've seen some big success stories because of it. 

I think Amnesia would never have become such a hit were it not for the PC medium. 

Someone Is Always Online, Playing Everything, Always

I don't know what it is about PC gaming, but you can fire up any online game, no matter how old or obscure, and almost guarantee that there's a session running. While games that aren't Call of Duty or Halo quickly see their online communities disappear on the Xbox 360 and (to a lesser extent) PS3, it seems that a community will form around almost any PC title, and it'll stick around. 

It's because of this curious mentality that games like Counter-Strike and Killing Floor are still alive and kicking, and that I can still get my Xenomorph action in Aliens vs. Predator. It's kind of insane, but plenty welcome. I bet I could even play Dark Sector online right now if I wanted to. Not that I can be bothered, but knowing it's possible is a warm comfort. 

It's Satisfying To Make A Borked Game Work

Some don't like to admit it, but PC gaming can be a hassle sometimes. Getting games to work with various operating systems and graphics card drivers can be a pain in the arse, not to mention the time one can spend tweaking the settings to get the optimal performance. However, once one has gone through the obligatory bullshit, it feels pretty damn awesome. 

There's a sense of satisfaction that comes with installing a game, finding it runs like crap or looks horrible, and then playing around with its guts and getting gorgeous results. Even if the software runs fine and you just need to switch a few settings in the options menu, there's an egotistical charm in clicking "Ultra" on all the graphics options and feeling like you have massive metaphorical penis. 

And what is PC gaming for, if not having a huge, fake, dick?

Digital Distribution Done Right

When I think of digital distribution taking over the industry, I want to crawl into a cave and never come out. The prospect of major publishers gaining total market control should be concerning to anybody who cares about videogames, and the pathetic digital efforts seen in the console market should demonstrate why. 

On the Xbox 360, we can buy digital versions of games that cost considerably less in a physical format. Same goes for the PSP, which demands money for games that can have cheaper special editions at retail. The PS3/PSP Minis are a failed attempt at countering iTunes with games that cost far too much for a market used to $0.99 titles. Then there's Nintendo, with online marketing efforts that resemble someone from the Special Olympics being forced into a race with Jesse Owens. 

Compare this to Steam and Good Old Games, where classics are laughably affordable (no old game on GOG is more than $10.00) and brand new titles typically start out at ten bucks less than their console counterparts. Not to mention, Steam is famous for ludicrous sales where games can be bought for a pittance, and developers have a lot more freedom over their prices. You're not forced into fixed pricing structures with terrible fake money like on Xbox Live Arcade. 

It's Just Kinda Good, Isn't It?

As you may have noticed, Destructoid is ramping up its PC gaming coverage considerably. We have a dedicated PC editor in Jordan Devore, Josh Tolentino and Maurice Tan are always looking for obscurities and I am reaching out to more PC developers to get extended review coverage. We're taking this silliness seriously, folks. 

PC gaming is a fascinating creature, still utterly unique compared to console gaming, something strangely on the "outside" of modern gaming, despite being an older medium and remaining the leader in terms of graphical power and raw developer ambition. It's exciting, and we love it, even when PC gaming hasn't been given its fair share of the spotlight. 

Yeah, we'll bitch and moan about some of the bullshit that happens, because sometimes there are issues that really deserve to be complained about, but there's also a lot of good, some of which hasn't been given the attention it deserves.  

I love PC gaming, as do many Destructoid editors. As do many of you. Hopefully that love becomes more apparent, and then we'll have a legitimate reason to call you an idiot if you start saying how much we hate it. 

That was a joke, by the way. 

Kinda. 

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Take a gander at Dungeon Siege III's four characters

Posted: 27 May 2011 08:40 AM PDT

Take a gander at Dungeon Siege III's four characters screenshot

By now you probably know all you need to know about Dungeon Siege III's characters, but in case you didn't, here is a trailer that shows all four characters. The characters have received their individual trailers before, with Anjali the sorceress, Lucas the fighter, Katarina the ranged lady and Reinhart the necromancer caster type.

To be fair, what else can you say about Dungeon Siege III? You cooperatively hack and slash things to bits and collect loot with up to four players, which is pretty much what most of us fans of the genre want from a game like this. You know, as long as it's good. Or if Dungeons & Dragons: Daggerdale leaves you wanting for more; a review of which will be up later today.

Infinity Ward shoots down Modern Warfare 3 co-op talk

Posted: 27 May 2011 08:20 AM PDT

Infinity Ward shoots down Modern Warfare 3 co-op talk screenshot

Infinity Ward has put the cards on the table and addressed the many naive fans who have asked if co-op is coming to Modern Warfare 3's campaign mode -- it isn't. 

Robert Bowling was recently quoted as saying that co-op was coming to the campaign, but he revealed that his co-op statements were only in reference to the "Spec Ops" mode -- a series of short cooperative missions that players can undertake together.

"That was in reference to Special Ops coming back in [Modern Warfare 3] with new modes and features," he said to one fan. 

I don't know why people expect co-op to be in the game. The series can sell ten trillion copies without having to add a thing. And with the dozens of games that force co-op into everything, don't you have enough to choose from? I can't imagine co-op adding much of anything at all to the experience. 

No campaign co-op in Modern Warfare 3 [Videogamer]

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