New Games |
- I don't think that's Lon Lon Milk...
- Preview: Need For Speed: The Run 3DS
- Monkey Island collection coming to Europe this fall
- Neckbeard creates 3D printer in Minecraft
- Weekend Destructainment: Super train
- XSeed keen on Earth Seeker and Rodea, less keen on 3DS
- Tips and tricks for maximizing efficiency in Tiny Tower
- Preview: The Sims Medieval: Pirates and Nobles
- Weekend Mobile roundup: QuBIT, Two Worlds II CD and more
- Hands-on: Use gravity to pummel space pirates in Rochard
- Preview: Madden NFL 12
- Introducing That's So MMO!, a weekly MMO news column
- Preview: The Secret World
- Kids and weird ladies are all up on Rhythm Heaven Wii
- Is Mega Man Legends 3 going to get canceled?
- The Daily Hotness: BioShock Infinite
I don't think that's Lon Lon Milk... Posted: 09 Jul 2011 02:00 PM PDT
This sign was found in front of the Atlantic Crossing pub in Seattle this week. I don't know what kind of scrape Link has gotten himself into for which a cup of coffee or possibly booze would lead to his salvation. Check the full image below to discover the sinister mastermind behind this ostentatious display. Taken at Atlantic Crossing, 7/4/11, U District, Seattle WA [So Seattle] |
Preview: Need For Speed: The Run 3DS Posted: 09 Jul 2011 01:00 PM PDT
When Need For Speed: The Run was premiered at EA’s E3 Press Conference back in June, it made quite an impression on the press and series fans. The one feature to stick out was the inclusion of the on foot sequences, which was seen as a bit tad irreverent from fans. Need For Speed: The Run (3DS) For the most part, it follows the same plot as the console releases of the game. You play as Jack, a street racer forced into a high-stakes cross-country race from San Francisco to New York. Along the way you’ll race through locations like Las Vegas and Chicago, while evading police and facing off against rivals who will use any means necessary to take you out. Spread over 5 acts, the game’s narrative is played out in animated cutscenes drawn by artists from Marvel and DC Comics, which are all fully voiced.
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Monkey Island collection coming to Europe this fall Posted: 09 Jul 2011 12:00 PM PDT
The Monkey Island Special Edition Collection, which could possibly be the longest and most complicated name conceived for a videogame bundle, is coming to Europe as a retail release on September 9th, 2011. The Monkey Island Special Edition Collection (say that five times fast) will include The Secret of Monkey Island Special Edition (say that five times fast) and Monkey Island 2 Special Edition: LeChuck's Revenge (don't even bother to say that one out loud). The special editions of both games include new recorded dialog, hand-drawn graphics, enhanced controls, and a hint system for when you don't know that combining the chicken with the pulley is the proper solution. Monkey Island 2 features an optional audio commentary from Ron Gilbert, Tim Schafer, and Dave Grossman, the bizarre minds that made the original games. If getting two fantastic games isn't enough for you, LucasArts is adding some bonus content to sweeten the deal. You'll receive concept art and a soundtrack from both special editions. LucasArts was working with Industrial Light & Magic on an animated Monkey Island movie, which was never released, and you'll get to see some concept art and storyboards from that too. LucasArts hasn't specified the pricing of this combo deal yet, and there is no word on a North American release. The Monkey Island Special Edition Collection will be available on PC, Xbox 360, and PlayStation 3. |
Neckbeard creates 3D printer in Minecraft Posted: 09 Jul 2011 11:30 AM PDT
Minecraft is probably the single most successful indie game ever made. It has sold almost 3 million copies, and it isn't even out yet. It's success is well-earned, though. Mojang created a remarkably simple tool set and let players run wild. We've already seen a fully functional computer, loads of pixel art and even the planet earth. Now we have yet another example of obscenely imaginative people with perhaps a tad too much time on their hands. Shrogg2 has created a 3D printer using red stone and pistons. It's really interesting to watch, and I must admit I'm thoroughly impressed with his knowledge of electrical engineering. As Minecraft gets closer and closer to its full release, I'm excited to see what else people will come up with. I'm half expecting people to cure cancer, solve the energy crisis and invent faster-than-light travel with their own animal-based space program. |
Weekend Destructainment: Super train Posted: 09 Jul 2011 11:00 AM PDT
You Minecraft people are insane. Seriously, I would have lost interest as soon as I cleared the floor for the ground work. Still, an amazing site to see. Solid Snake does Hamlet, Final Fantasy gets all stop motion-y, Falco saves Princess Peach, more cosplay from Anime Expo 2011 and The Legend of Zelda gets dubstepped. Solid Snake does Hamlet. Badass Final Fantasy stop motion fight between Cloud and Sephiroth. Falco saves Princess Peach. Spotted on GoNintendo. Some more cosplay from Anime Expo 2011. The Legend of Zelda theme dubstep remix. Spotted on GoNintendo. |
XSeed keen on Earth Seeker and Rodea, less keen on 3DS Posted: 09 Jul 2011 09:30 AM PDT
XSeed are the guys that brought JU-ON, Little King's Story, Rune Factory Frontier, and Fragile Dreams to the Wii. They're also the U.S. publisher for Retro Game Challenge, Flower Sun, and Rain and the upcoming Solatorobo on the DS. In short, they have the love of videogames and marketing savy needed to take the weird Japanese titles that other U.S. developers don't have the guts to publish, and make them profitable in the West. If it weren't for the fact that Pandora's Tower, The Last Story, and Xenoblade are Nintendo products, I'm sure they'd be working to snatch that gravy up and bring it to the Western Wii audience posthaste. Instead, XSeed will be keeping a close eye on two other Wii titles; the post apocalyptic RPG Earth Seeker, and Yuji Naka's next big project, Rodea: The Sky Soldier. I'm really looking forward to playing those two, and as long as they don't totally bomb in Japan, it sounds like XSeed is feeling pretty optimistic about the publishing the both of them. The same can't be said for games on the 3DS. According to Ken Berry, director of publishing at XSeed "We are looking at some 3DS titles, but for now I don’t think we’re ready to jump into that market just yet unless the perfect opportunity comes by. We’re still sort of sitting back and watching how the market plays out on the 3DS." Mr Berry sounds a lot more optimistic about the PS Vita- "If we could be there at the launch of Vita, that would be absolutely great for us. It just seems like a natural transition from all of the PSP work we’ve been doing recently to be able to move on to Sony’s next handheld platform." This isn't the first time I've heard a publisher voice caution towards the 3DS. Failing to hit Nintendo's projected 4 million in sales within the launch window changed a lot of people's thinking on the console. It's worrisome to hear that even XSeed, the masters of publishing risky and potentially unprofitable games on Nintendo consoles, is feeling gun shy towards Nintendo's latest handheld. I really hope the 3DS has an exceptional year, lest they loose too many publishers to the imposing PS Vita and the budding smart phone market. Xseed Interview Part 2 – Exceeding The Future [Siliconera] |
Tips and tricks for maximizing efficiency in Tiny Tower Posted: 09 Jul 2011 08:30 AM PDT
Tiny Tower may not be everyone's cup of tea, but that hasn't stopped me from obsessing over it and playing it way too much in the past week. In that time, I've encountered a couple of tricks to make my tower run like a well-oiled machine.
2. Managing your Tower layout
4. What floor should I build next? Always build a new residential floor first if you have an equal distribution of shop floors, or you won't have anyone to work in the next shop floor! New Bitizens might move in while you save for the next shop, and those in turn might yield you more profits or goods storage if you're lucky. 5. Damn those VIPs, I always waste them! If you want to maximize these VIPs, save them if you can build a floor in the next ten minutes, or potentially use a Tower Bux to sell out a good that's nearly sold out and takes less than 3 hours to stock. Provided you keep an eye on your tower that would cost you 1 Tower Bux, in exchange for a new fully stocked good and not having to keep an eye on that good for a long time. The hard part is when you have to distinguish between extra-customer VIPs (they wear glasses) and VIPs that instantly buy up one type of good. 6. Look, I really don't have time to play this all day In the end, it comes down to your own play-style and how much time you have. If you can play all day, just stock some 40+ minute goods before making dinner. And just because a good takes 5 minutes to stock doesn't mean you should obsess over it. They will sell out quick and the income is not worth the hassle. If you're a management buff, go all out and tailor everything for efficiency. If you just want to make a tower that looks fun, you can do that too. Try to find a middle road between "fun looking" and efficiency if you can, since looks don't get you paid in this game. Last but not least, someone over on the Touch Arcade forums has created a spreadsheet with all data you could possibly need! |
Preview: The Sims Medieval: Pirates and Nobles Posted: 09 Jul 2011 08:00 AM PDT
How much “YAR!” can you handle? The Sims Medieval came out back in March and as we might have seen with other Sims games, we have a new expansion ready to roll out in Pirates and Nobles. As the title implies, it adds pirates and nobles to the mix of your kingdom where you are still the ruler and are able to influence the daily activities of all of your citizens. The storyline to this expansion also builds on the current questing- and story-based gameplay that was newer to the Sims franchise with this title. In this expansion, there is a story of forbidden love between these two groups and your job is to either help it along or destroy any hope of them making amends for the sake of the two star-crossed lovers who are NOT Romeo and Juliet. The Sims Medieval: Pirates and Nobles (PC) In addition to the new quests, items and characters, there is a new treasure hunting system in the game that will give your pirates the choice to search the land for buried treasure using maps that you find and earn. There is quite an abundance of new items and you will have plenty of hours to spend trying to unearth all of them. Something that has also been added to the expansion is the addition of little flying birds. The pirates will have the option to use parrots to help them out on their quests, whereas the nobles will have falcons to help them find treasure and solve puzzles. Of course, you will also be able to have cages for them to live in and at the moment there is no confirmation that they will be able to say, “Polly want a cracker.” Hopefully, it will not be confirmed since there is no way to translate anything into Simlish. If you played the original game, one standout aspect of it was something unique called the Pit Monster. This was a monster that you could send people to who did you wrong as punishment and they would be tossed into this deep, dark pit where a giant tentacle monster would do unspeakable things to them in the blackness of the hole. Pirates and Nobles has added a new toy for you to torture play with called the interrogation chair. In it, you will be able to extract information from your enemies/friends and will be able to complete your quests and get information, such as treasure locations. Various methods of interrogation include something as simple as tickling the informant with a feather, or you can use a chinchilla to work the prisoner over until you get the required info, if you are feeling particularly just plain weird. When EA first showed the game during GDC, it was great to see a version of the Sims that guys can play. With all the quests, challenges, item crafting, and leveling, it's great to see them take a great idea and build on what makes the core game interesting and playable to a larger demographic: men with addictive personalities. The Sims Medieval will come out this August for around $29.99. |
Weekend Mobile roundup: QuBIT, Two Worlds II CD and more Posted: 09 Jul 2011 07:30 AM PDT
Gameloft is having some weird Android giveaway thing where they announce a game that will be free for two hours every day. By the time you read this you'll only have Sunday's giveaway left, but you can keep an eye on their UK Twitter account tomorrow. Kairosoft's Pocket Academy came out recently, but I haven't had the chance to get into it yet. If you were a fan of Game Dev Story and Hot Springs Story, you probably know what's up. Those two are currently only $0.99 so here's your chance to pick them up on the cheap. If you are unfamiliar with the Kairosoft games, Brad Nicholson loved Pocket Academy over on Touch Arcade and any disappointments can be hurled in his direction. Other than QuBIT being a lot of fun, Two Worlds II Castle Defense being terrible, and a couple of freebies on iOS, there's not a whole lot to talk about this weekend. But let's take a look anyway!
Ionocraft Racing (iPhone, $1.99; iPad, $3.99) Here we have an actual steampunk racing game. Ionocraft Racing's main strength is that it lets you unlock and purchase, components for your steampunk hover racing vehicle, and that how you design it affects how it controls. Putting powerful main engines at back of your steam-craft makes it feel like you are controlling a rocket at times, while attaching them at the front makes it feel like a pod-racer. To offset the raw power, you can add things like side-thrusters and spoiler-wings anywhere on your vehicle. The idea is pretty fun, if more suited to a console or PC experience than a mobile one. Every level is brown, because in steampunk games and movies there's apparently no such thing as paint (why is that anyway?). There are 13 levels that take between 20 to 80 seconds per level once you have a good engine. And once you do have a good engine, it becomes a grind to buy the remaining quality components to go for the world high score. I lost all level progress at some point, while keeping my craft, and it took me 15 minutes to race through all the levels from the start again. Since you'll need to replay a lot of races for money, and since you need money to get the gold medals, I just stopped playing it shortly after that. This grind becomes tiresome as the levels themselves are not very interesting to play. You race forward, steer, occasionally let go of the throttle, and sometimes jump or take a high route. And the only really steampunk thing about the game is that you see puffs of steam come out of your vehicle. It's not a bad game, but there's nothing about it that makes it worth recommending either.
Whereas Ionocraft Racing focuses on craft customization with boring racing mechanics, QuBIT just focuses on creating an interesting racing game that is fun to play. Moving left and right by tilting the device and going forward automatically, the goal in QuBIT is to last as long as possible. You are surrounded by tiny colored cubes. By racing over colored crystals, you make these colored cubes go dark and fill up a wave meter to finish a wave. You progress to the next wave after going through a short bonus section for extra points. Every wave you get an additional colored cube to "fill" and any time you race over crystals of the color that you had already "filled" it costs you energy. When you run out of energy, it's game over. The continuous levels also include rails and nodes that boost you forward and give you energy. As you progress through the waves you'll go from casually tilting the device around to fill the initial two cubes, to manically moving around trying to grab the right crystals while avoiding the others. It comes hard quickly, but it's ridiculously fun to play QuBIT. You can switch to touch controls for moving if you want, but it doesn't work quite as well. Part of the fun of the tilt controls is that you end up tilting your device around like a madman and really get into it. As a $0.99 universal app, it's highly recommended to go try it out. You do need a current-gen device that supports iOS 4.3 though, and your device will also get pretty hot pretty fast because of all the graphical power displayed on screen. The biggest downside is that you are going to look like an idiot if you play this in public areas; but you will do so while wearing a gamer-face and a smile. 100 Rogues (iPhone & iPad, free -- universal app) This is a pretty cool little rogue-like game for iOS. 100 Rogues sees you exploring dungeons, collecting loot, killing monsters, and pretty much doing what you'd expect from this type of game. It's all top-down 2D with dungeons made out of typical grid structures, and everything moves as you either move yourself or decide to wait a "turn." Despite the core being turn-based, it plays like a real-time game for the most part. Since it's free for the moment, and more of a "hardcore" kind of game than most of the typical popular mobile stuff out there, give it a shot if you are in the market for an old-school dungeon crawler. The music is pretty awesome too! Cute Cloud is, simply put, Katamari or Feeding Frenzy with a cloud. You eat smaller clouds while evading larger clouds for as long as possible and that's all there is to it. This game has tilt controls, which may take some getting used to. Don't expect to play this while lying in bed or anything, but on a couch, chair, or standing upright it works well enough. Since it's free right now, you can't really go wrong other than having it fill up your apps list in iTunes, but it's the kind of game you'll occassionally play while in transit when you have five minutes to kill.
It includes hot-seat multiplayer and graphics options to switch to the German and English boardgame styles. Apparently you need to purchase the Seafarers expansion (3 euro/$5-ish) to play the campaign though, so you might want to save this for multiplayer sessions. It probably has some skirmish stuff, but if you need players around you to get the most out of it then you might as well play the boardgame, right? Still looks a bit expensive to me. Two Worlds II Castle Defense (iPhone, $4.99, lite; iPad, $4.99, lite) I usually force my way through at least half of a game's content before giving a verdict on a mobile game, but Two Worlds II Castle Defense is something else. As a castle defense game, you place units (soldiers, archers, mages, etc) at pre-set locations to keep incoming waves at bay. Each unit can be upgraded in health and attack power, and you can heal it for gold as well as use some other abilities. The idea is to put the world of Two Worlds II into a mobile game environment. However, this game is just terrible. The tutorial is one screen filled with tons of info that the player is expected to just remember, with no option to recall it in-game. If you close the app to check email or Twitter or whatnot, you need to start the entire level all over again. What!? Worst of all, the units move from their placement spot, but the placement spots are laid out in such a way that you can easily end up with one unit that always walks to the front of an incoming wave, while the rest just sits back and laughs at you for even trying to play the game. You can teleport units, but nothing in the game encourages you to keep playing it. Despite trying to force my way through the game, I just ended up sighing and facepalming at my screen, and any time a notification pop-up appeared it felt like divine intervention to quit and never go back. At a $5 price, this is just an insult to mobile gamers whether you liked Two Worlds II or not. It's one of the worst mobile game I've played since buying an iPod Touch. Don't even bother with it if it goes free, because ther's plenty of better and cheaper defense games out there. Although you can play the lite versions or a PC demo in case you are a glutton for punishment.
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Hands-on: Use gravity to pummel space pirates in Rochard Posted: 09 Jul 2011 07:00 AM PDT
Upon first playing Rochard, some immediate impressions come to mind. The art style of the game is very reminiscent of Team Fortress 2, using a similar bold and simple color pallet and cartoonish characters that seem to carry themselves with the same kind of heft as the characters from the famed team-based shooter. The mechanics call to mind Half-Life 2 with a device that works quite similarly to the gravity gun. Even the general format of the game is a hearkening back to other "2.5D" games released on the PlayStation Network and Xbox Live Arcade, most notably Shadow Complex. Yet what makes Rochard stand out is exactly how it incorporates these elements with a fine level of polish, while simultaneously adding some new twists to well-tread formulas. Rochard (PlayStation Network)
The story begins with your hefty hero, astro-miner John Rochard (voiced by John St. John) narrating as he explains how the trouble he's in all began. I won't go too much into story detail as I certainly wouldn't want to ruin it but I will say that it involves your plucky blue collar gravity-manipulating hero involving himself in something about alien artifacts, space pirates, and plot twists rife with betrayal and sabotage. The first half of the beginning chapter of the game serves as a tutorial of sorts, guiding the player's hand through the game mechanics that are gradually introduced. Even at these early parts of the game, Rochard's vibrant character shines through. Much of the first chapter of the game involves banter between John and his fellow miner Skyler as she carries the plot along or goads the player into figuring out puzzle sequences. The primary item of use that the character gets is the G-Lifter, a sort of gravity gun that first allows you to manipulate objects such as crates and movable platforms in order to solve relatively simple puzzles to progress. While you're holding onto an object with your G-lifter, the object is encased in a protective gravity bubble that serves as a shield and even deflects bullets back at enemies when held at the correct angle. It's a pretty neat defensive strategy, but the most fun comes from simply lobbing large objects at your enemies a la Half-Life 2, and Rochard never lacks the endless supply of large crates, explosive canisters, and other items to lob at enemies in various strategic ways. Throughout the game, Rochard comes across upgrade stations that add a new twist to what his G-lifter can do. One of the first new tricks you discover and one of the primary new mechanics of the game is the complete manipulation of the gravity around you, so that you can jump and float at will in order to reach areas that may be otherwise too high or too far out. Once this mechanic is introduced, it can be tricky to remind yourself to implement it at the right time. Or perhaps it was just that I had issues as I had to make repeated attempts to jump from insane heights without low gravity switched on. I was told that upgrades you'll find may relate to more active abilities such as new powers for your G-Lifter, or to passive abilities such as upgrading your health and regenerative powers. Throughout my session with the game, I was treated to more active upgrades and each one added more ways to solve puzzles and gave interesting new twists to combat. One of my favorite examples of these upgrades actually came in the second chapter, which takes place in a refreshing change of atmosphere, a sort of space casino with all of the neon and noise expected of such an environment. At a point near the end of my session with the game, I was finally able to grab turrets with my G-lifter and throw them at enemies or even use them to help solve puzzles. I really appreciated this new upgrade as throughout the earlier parts of the game a turret often meant I could either run like hell or expect a pretty quick death. Being granted with this new ability gave me a feeling of power sort of akin to the gravity gun in the final hours of Half-Life 2. Though by the time I got the upgrade, I had so many other abilities that I began to forget that I could even use this new one. I found myself using other strategies to destroy the turrets before remembering I could simply grab them and throw them off into electrical fields. Beyond the upgrades to your G-Lifter, Rochard also shines when it comes to puzzle-solving. It has that unique "one-more-time" ability that causes you to attempt a scenario despite your frustration simply because you know the goal is attainable and just within your grasp. And if you're feeling especially clever, most puzzles have an added wrinkle that end in successfully finding a Trophy collectible that presumably adds up to new Trophies. Overall, I came away impressed with the game mechanics and the light and sometimes humorous dialogue of Rochard. A part near the middle of the second chapter actually had me laugh aloud, as a sort of Native American character gave some cheeky dialogue about losing an important game item due to gambling. It was especially funny as the character was already portraying a stereotypical "Indian" by going into a metaphysical tirade about how the item was within us all. Or something. Until he admitted of course, he simply lost it. Unofficially, the price of Rochard won't hurt your wallet at all (so not around the $15.00 price range) and will provide the average player with eight to ten hours of gameplay. It may take some gamers much longer as the puzzles ramp up and really take knowledge of physics and combat strategy. I was told that Rochard will feature a total of five chapters, and from the chapter and a half or so that I got to play I could tell the game would be a relatively lengthy and diverse experience, with multiple ways to solve puzzle and combat scenarios. Though Rochard was slated to release July 19, the date has gone to a more ambiguous "Summer 2011." I know that I'll be booting up my lonely PlayStation 3 to log into the PlayStation Network for this game though, as the end of my playthrough just left me wanting to know what new puzzles and storyline elements would be revealed next. |
Posted: 09 Jul 2011 06:00 AM PDT
The yearly appearance of the Madden franchise seems to be a constant in the videogame industry, acting as a reminder to football fans everywhere that the new season is right around the corner. Except, potentially, this year, when the fate of a full NFL season still hangs tenuously in the balance. Madden NFL 12 (PlayStation 3, Xbox 360 [previewed])
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Introducing That's So MMO!, a weekly MMO news column Posted: 09 Jul 2011 05:30 AM PDT
[Editor's Note: Hey, everyone! I would like to introduce David Moore. He has run the site gamebunny.com for the past ten years and co-runs torwars.com, a site focused on all things Star Wars: The Old Republic. Basically, he is an MMO MASTER! He will be contributing a new weekly series, That's So MMO!, rounding up the week in MMO news. If you are a fan of MMOs, you are in for a treat! Let's give David a warm, wet Destructoid welcome! -- Chad] Welcome to the inaugural edition of Destructoid’s That's So MMO! I’ll be your MMO master of ceremonies for this weekly wrap-up (July 03 - 09) of what’s hot and happening in the world of online games. Let’s get right down to it!
“Battle of the planets” - SOE has been busy shuffling its deck. After killing off one eight-year-old game, Star Wars Galaxies, they’re pumping new life into another eight-year-old game with the confirmation of a long-rumored sequel to PlanetSide. PlanetSide 2 doesn’t yet sport a release date, but Sony is promising that “technology” has now caught up with their original “vision.” Those looking for a space age Call of Duty, with customizable players and weapons, may want to enlist.
“Let the blood flow freely” - Funcom’s barbaric MMO Age of Conan has gone free-to-play. If you have any desire to quaff mead with brazen wenches, ride exotic beasts and behead your sworn enemies, now would be a good time. Check into AoC’s “Unchained” offering and commence with the slurping and slaying.
“Raid Aid” – You may have heard about World of Warcraft’s new “Starter Edition”, which allows prospective players to fire up a character and reach level 20 without time constraints. What’s new and fabulous for the subscribed faithful? Patch 4.2 introduced a Dungeon Journal containing locations, loot tables and boss abilities for all instances in the game. Your need to Alt-Tab out of WoW for tips & tricks has just decreased.
“Origin Story” – EA’s recently announced Origin digital download service will be the only way to obtain a digital client for Star Wars: The Old Republic when it launches later this year. No Steam for you! If you are worried about lack of content in SWTOR, simmer down. EA Games President Frank Gibeau has stated that each character class in SWTOR offers 200 hours of fresh gameplay. Let’s see: 8 classes x 200 hours = like … a bazillion hours! Not bad.
“Trails and tribulations” – With the new "Waves of Madness" Update 1.3 certain shards (servers) in Rift have been re-designated as “Trial” servers. These Trial shards will be destinations for the waves of incoming newbies sampling the game with trial accounts and promotional offers. What does this mean for paying players with characters already living on these shards? Eviction notices!
“Macro not micro?” The just introduced “Incarna” patch for EVE Online brought with it the Noble Exchange (NeX), or “Item Shop.” Many players are up in arms at the high prices and possible future introduction of non-vanity items, such as ships and powerful guns, which could unbalance gameplay, favoring those with thick wallets. Player protests are ongoing. Stay tuned.
“Opening the gates of Hell” – T3 Entertainment has remade Hellgate: London and are inviting interested adventurers to jump into the fire with the debut of the Hellgate Global Open Beta. Is this formerly derided and failed game now worthy of your time? Hey, it’s free-to-play. You’ve got nothing to lose by burning your shoes with a download.
That’s going to do it for this time around worldly ones. I’ll see you next week with the latest and greatest in Massively Multiplayer. Keep it logged-in. |
Posted: 09 Jul 2011 05:00 AM PDT
As more and more MMO’s are popping up in today’s market, it’s difficult to stand out in the crowd. However, the veteran MMO developer Funcom (creators of Anarchy Online and Age of Conan: Hyborian Adventure) is looking to create an online game unlike any other. Shown off at EA’s Summer Game’s Showcase, The Secret World is a new MMO that aims to take a new approach to the genre. The Secret World (PC) Now take a moment and try to imagine what our world would be like if myths, legends, and all things supernatural actually existed. A world where vampires, werewolves, ghouls, and demons stalked the streets of major cities around the world. And that the only ones keeping the balance between the human world, and the world of the supernatural, are three secret societies called The Illuminati, The Dragons, and The Templars; that have long been controlling the course of mankind from behind the curtain.
When taking new quests or otherwise watching cutscenes during instanced locations, you’ll be treated to a scene with the non-playable characters that feature full voice and motion capture animation. As one of the main pillars for The Secret World, having fully voiced and dynamic characters will be able to bring more into the experience. While it did look a bit rough at times during these scenes, it is impressive to know that all encounters with NPC’s feature such detail in speech and animation.
For the sake of time, Funcom skips ahead to the later half of the dungeon to encounter another boss known as the primordial dweller. A large mammoth-like creature that uses lighting spells, the dweller is seemingly the source of the invasion on Solomon Island. Using similar tactics from the previous boss, this boss is quickly defeated. The party members are then extracted from the dungeon by the same helicopter from earlier, and another cutscene is shown where a large monster swoops by the helicopter and forces the vehicle down. As for the game model, Funcom stated that they are exploring all possible options as either a F2P game or with a subscription model. |
Kids and weird ladies are all up on Rhythm Heaven Wii Posted: 09 Jul 2011 04:00 AM PDT
Rhythm Heaven Wii is about to be released in Japan, and marketing for the title is starting to pick up. We've already gotten a look at some of the game's 50+ levels, multi-player mode, and a endless games, but these TV spots show us a few more levels in greater detail. The "taking pictures of sweaty luchadors" level seems to be a big hit with the kids, and it looks like that vaguely androgynous middle aged woman really loves making those seals wiggle. I know a lot of you might scoff at paying full price for a game that you can likely complete in 4 or 5 hours, but to me, it's more than worth it if both the replay value and memorability are there. Just like with movies and songs, a game's "length" isn't a real way to measure value. I'd much rather own Fist Full of Dollars over Paint Your Wagon, or Jive Talkin over MacCarthur's Park. There is nothing wrong with short and sweet, as long as you're getting a quality product. I still replay (and think about) Rhythm Heaven and Rhythm Tengoku on a regular basis, not because they're long games, but because I love the gameplay and music so much. From the sounds of it, I'll feel the same with Rhythm Heaven Wii. "Pica Pica Pica Desu Ka!' indeed. Rhythm Heaven Wii - 2 Japanese commercials [GoNintendo] |
Is Mega Man Legends 3 going to get canceled? Posted: 09 Jul 2011 02:40 AM PDT
That's the question a lot fans are asking. If you look at the history of the game's development thus far, it's easy to see why. First the game was announced by Mega Man series co-creator Keiji Inafune, and that this was a project that he's been trying to get made for a while. Shortly after that, he left Capcom (which probably had something to with the cancellation of Capcom's other current Mega Man project, Mega Man Universe), putting the future of the Mega Man series on much shakier ground. After that, a prototype version of Mega Man Legends 3 was announced, set to launch alongside the 3DS eShop launch in June. Going by these videos, this prototype version of the game looked pretty much finished well before June, which makes it all the more worrisome that it still hasn't launched. Also worth noting is that Capcom claimed that Mega Man Legends 3 wouldn't be finished unless the Mega Man Legends 3 Prototype sold well. With the Prototype nowhere in sight, it's easy to think that the future of the full game is even more in question Now the Mega Man Legends 3 tab has been removed from Capcom Japan's homepage, which is what happened shortly before Mega Man Universe was canceled. With Inafune gone, and the 3DS selling less than expected, is Capcom getting ready to ditch one of the 3DS's most promising titles? Because Everyone Else Is Doing It... [Protodude's Rockman Corner] |
The Daily Hotness: BioShock Infinite Posted: 08 Jul 2011 04:59 PM PDT
The Internet was finally treated to the E3 presentation of BioShock Infinite. The game looks amazing, needless to say. The new episode of Podtoid is out, we got a first real look at PlanetSide 2, Suda 51 and Kojima team up for Sdatcher, I'm amazed that Nick Chester still enjoys doing the Rock Band DLC of the week story on a regular basis and more happened on 7/8/11. Destructoid Original: |
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