Tuesday, July 12, 2011

New Games

New Games


You can play the Minecraft 'Adventure Update' at PAX

Posted: 12 Jul 2011 04:00 PM PDT

You can play the Minecraft 'Adventure Update' at PAX screenshot

If you're one of the 2,781,878 people who own Minecraft, then you have something to look forward to at PAX Prime next month. The upcoming "Adventure Update" will be playable at the Minecraft booth. This update will add NPC villages, random dungeons, a new mob, better farming, critical hits, sprinting, and all kinds of other things that we probably know nothing about yet.

The "Adventure Update" was originally going to be a part of the 1.7 update, but due to the growing size of the project, it was pushed back and made into a separate update. An official release date hasn't been announced yet, but we can assume that it will be after PAX.

The Minecraft Adventure Update will be playable in our booth at Pax. [Twitter via Joystiq]

Gameboy Zelda precursor about frogs gets fan translation

Posted: 12 Jul 2011 03:30 PM PDT

Gameboy Zelda precursor about frogs gets fan translation  screenshot

For those of you who've never heard of the game, For the Frog the Bell Tolls is a Gameboy title from 1992 that never left Japan. It was created by members of the teams that brought us Super Metroid, The Legend of Zelda: Link's Awakening, and Metroid II: The Return of Samus. Fans have been working to translate the game into English for a while, and tonight, their work is done (patch found here.)

I want this game for the music alone, but the copious amount of weird comedy, a narrative focus on "...princes who turn into frogs and snakes, bizarre characters with twisted senses of humor, some underage beatings of fairy tale characters, and a deranged inventor working for a parody of Nintendo" has me feeling pretty good.

Also, the main character appears to be beige, just like me! Way to represent my beige brothers, Nintendo. Now just show some support to the fans who worked hard on that translation patch, and bring their localized version of the game (or better yet, the canceled DX version) to the 3DS eShop.

How exotic! For the Frog the Bell Tolls (Game Boy) [N-Sider]

Live Show: More Heavy Rain on Backlog now!

Posted: 12 Jul 2011 03:00 PM PDT

Live Show: More Heavy Rain on Backlog now! screenshot

Time again for the Backlog. Ethan has completely lost his mind, and Norman Jayden is tracking him down. Too bad Madison already got there. Meanwhile, Whore and The Fatman are following some other leads. It can only mean Heavy Rain

Come join me as we continue this mystical adventure in interactive storytelling. I'll be hanging out with the goons in the live chat and playing more Heavy Rain. It's all going down right now on Destructoid's Justin.tv channel!

Another awesome Half-Life 2 fan film

Posted: 12 Jul 2011 02:30 PM PDT

Another awesome Half-Life 2 fan film screenshot

A few dedicated people (including Hey Ash Whatcha Playin' contributor Justin Yngelmo) put in about one year's work to make Half-Life - Singularity Collapse, and, well, let's just say I need some new pants. The production values are spectacular and the ending is just... perfect.

I don't know what it is about the Half-Life universe that inspires so many fantastic independent projects -- Half-Life: Full Life Consequences, Freeman's Mind, Escape from City 17, and now this. I have lots of respect for these guys; they're giving us work of this caliber to keep us going until Half-Life 2: Episode 3 is released, or y'know, announced.

The Binding of Isaac: The new game from half of Team Meat

Posted: 12 Jul 2011 02:00 PM PDT

The Binding of Isaac: The new game from half of Team Meat screenshot

[Update: According to this interview with IGN, the game is influenced by the original Legend of Zelda, Satanism scares of the 1980s, and a passage from the bible about Abraham nearly sacrificing his son in order to show his dedication to God. You play as a "kid whose mum wants to kill him, and he escapes into the basement to get away from her and eventually – maybe – conquer her." Awesome.]

Almost immediately after completing Super Meat Boy, Tommy Refenes and Edmund McMillen (otherwise known as Team Meat, the two man development team behind the game) were begot with questions about what their next project would be. We're going to have to wait a little bit longer before we find out what Team Meat is up to, but for now, we can set our sets on Edmund's next non-Team Meat project -- The Binding of Isaac.

Not much is know about the game now, other than the fact that it's a roguelike, that it's based off of one of Edmund's favorite games of all time, that Danny B (the award winning composer of Canabalt and Super Meat Boy) will be handling the soundtrack (sample found here), and that the programming will be handled by Florian Himsl (programmer of Coil, Triachnid and the C word).

Other dribbling factoids include word that the game won't be on the 3DS or the 360, and that it will be "much smaller than Super Meat Boy". Then there's the only known images related to the game, both found in the gallery of this post. One depicts a triumphant "me" and a dead-looking mom, the other focuses on a very sad, very vulnerable looking baby. After a bit of research on the game, I found that there is an old folk song about the maltreatment of an African American World War 2 veteran called The Blinding of Issac, made famous by Woody Guthrie.

What do dead-looking moms, sad babies, and blind African American World War 2 veterans all have in common? Hopefully we'll find out this weekend, when Edmund has promised to give me some more info on the game.

New Game! [Edmunds Dev Blog For Gay Nerds]

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New screens of Red Orchestra 2 and 'Rising Storm' mod

Posted: 12 Jul 2011 01:30 PM PDT

New screens of Red Orchestra 2 and 'Rising Storm' mod screenshot

We have some new screenshots of the upcoming World War II shooter, Red Orchestra 2: Heroes of Stalingrad, to show off. In Red Orchestra 2, you will always be playing from first person, even while taking cover. You'll have to fire blindly over walls and hope that you get lucky enough to hit something.

You'll even get to see the interiors of the tanks you drive around, and other players will be inside with you reloading the guns. Red Orchestra 2 will have a campaign that you can play alone, with co-op, or even as a multiplayer game.

"Rising Storm" is a mod being developed by a team of lucky folks who were given the modding development tools early by Tripwire Interactive, the makers of Red Orchestra 2. Tripwire wants to make sure everyone knows that the game is mod friendly as soon as it comes out, and the best way to do that is to have a mod come with the game. The pictures from the mod are the green and leafy looking ones in the gallery. "Rising Storm" is set in the Pacific theater of World War II.

We can look forward to playing Red Orchestra 2: Heroes of Stalingrad and "Rising Storm" on our PCs on August 30, 2011.

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Global StarCraft II League to be held at BlizzCon 2011

Posted: 12 Jul 2011 01:00 PM PDT

Global StarCraft II League to be held at BlizzCon 2011 screenshot

Blizzard Entertainment has formally announced that the ever popular Global StarCraft II League will make it to Blizzcon this October. BlizzCon 2011 this year will be held at the Anaheim Convention Center in California on October 21 and 22, and the finals of the GSL will be held at this same locale too.

The big news behind this is that for the first time, the GSL will be playing outside of Korea. StarCraft has always been very popular as a national sport over in Korea, but this move may very well mark a milestone of the growing popularity of competitive gaming overseas.

BlizzCon is currently sold out, but virtual tickets -- which provide live, comprehensive coverage of the convention -- are available for $39.99 USD at the official website. The GSL finals will be presented for free over the Internet on this site. All that is needed to watch is a free Battle.net account.

Freedom: A closer look at Enslaved

Posted: 12 Jul 2011 12:30 PM PDT

Freedom: A closer look at Enslaved screenshot

[While you all work on your Digital Distribution blogs for this week's Bloggers Wanted topic, I'll be promoting some of my favorite blogs from last week's assignment. Today's promoted blog is from fulldamage, and he'll be talking to you about the theme of freedom, or lack thereof, in Enslaved. Want to see your own blog on the front page? Write a blog about Digital Distribution, and it just might get promoted next week! -- JRo]

Did you know that Enslaved is, before anything else, a game about relationships? In the interest of maintaining a good relationship between myself and the reader, I'll put the SPOILER ALERT notice right here. If you haven't played it yet, you should - but I'll only describe a few simple, early plot events. I finished Enslaved this 4th of July week, and discovered that it was incredibly appropriate, as Enslaved deals with the themes surrounding personal freedom.

To begin with, Monkey, your gruff bruiser of a protagonist, has been in fact enslaved by his sidekick character, Trip. Trip is in good shape, but she's not a fighter at all - she's a techie, excellent at figuring out computer systems but lacking any combat ability. To compensate for that lack of ability, in the wake of a disastrous transport crash, she has fitted Monkey with a slavers' control headband. If Trip dies, or gets separated from Monkey by too great a distance, then Monkey dies.



The fact that wandering off too far can lead to insta-death, combined with the fact that Trip will yell commands at you if you go too far, can make for some truly rage-inducing moments. Bluntly, being a slave sucks. Now, mechanically, this is really no different than putting up invisible walls in places you're not meant to go, or sealing off doors behind you as you pass. But what I love is that, through the narrative, they direct your attention to these limitations, and create a reason for them. Thus, something that was previously a simple limit on your freedom, now becomes a story-telling device. You COULD go out and explore this gorgeous post-apocalyptic city-jungle, if not for this damned death-headband. And the scheming ho-bag who made you wear it. Malarky!

The main characters' relationship is not a one-way street, either. In one of the earliest encounters in the game, Monkey and Trip stumble by accident into a small force of enemy mechs. The first one to awaken immediately begins spraying the area with gunfire. Monkey yells at Trip to move to a safer position, only to find that, infuriatingly, she won't respond. She's terrified by the gunfire, and is huddling in a motionless ball behind a low concrete divider, petrified. As Monkey, you're forced to charge into the fray and hope you don't get flanked.

When the encounter is over, Monkey screams at Trip that, in life-or-death situations, she needs to act on instructions immediately if the two of them are to survive. Humbled, she nods, agreeing in monosyllables. It is in this way that the game introduces the Command Wheel, the interface through which you can get Trip to perform actions, move to locations, and upgrade Monkey's gear. It's slick, the way they punctuate the introduction of a gameplay mechanic with a point of high emotional impact in the story. And by occasionally switching up the role of "command-giver," Enslaved begins the process of blurring the line between slave and master.



The game becomes a partnership, in which you'll find yourself trading roles and working together to get out of danger - and as you do, you begin to look towards what your partner helps you do, rather than what they stop you from doing. You follow her instructions, and she follows yours. It's a perverse and amazing gameplay accomplishment that neatly solves the whole "crippled" feeling that you get from doing "escort missions" in other games. Every five minutes, you're helping Trip to scale an out-of-reach ladder or pushing aside something that's too heavy for her to lift - immersing yourself in the bodyguard role, and subconsciously buying into it a little bit more with each button press. And nearly as often, she's scanning the environment, getting you access to places you couldn't otherwise enter - holding up her end of the deal, in other words. So when she gets in trouble, you really DO want to rush to her aid - and not because of the headband.



Ostensibly, Trip needs the headband to control Monkey because their relationship is unequal - he can survive on his own, and she can't. At the very beginning of the game, that seems true. But over the course of the adventure, as you work together more frequently and survive more challenges, you learn that they function more effectively as a team - and between the lines, you can watch Monkey begin to struggle with the awareness that maybe, without Trip, life is less worth living. The headband stays on for the duration of the adventure - but not for the reasons you might expect. By the end of the game, you've been brought time and time again to examine the notion that, really, you can't get through life without being in service to SOMEthing - whether it's home, family, employers, dreams, lovers, you name it. It's more a matter of picking the right master.

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Review: Earth Defense Force: Insect Armageddon

Posted: 12 Jul 2011 12:00 PM PDT

Review: Earth Defense Force: Insect Armageddon screenshot

Following on a cult hit is a dicey proposition. On the one hand, there's an expectation that the following product need to be superior to the original. But if you make too many changes, you risk damage to the success of your game among that rabid fan base that your original release garnered. And if you don't have them, who have you got?

Earth Defense Force: Insect Armageddon enters this very uncomfortable territory by presenting a game which is not only a dramatic overhaul of its predecessor but manages to capture the very essence of what makes it fun to shoot bugs in the face.


Earth Defense Force: Insect Armageddon
(Xbox 360 [reviewed], PS3)

Publisher: D3 Publisher
Developer: Vicious Cycle
Released: July 5, 2011
Price: $39.99 

Your objective as a member of Strike Force Lightning is to save the city of New Detroit from the Ravagers, an invading extraterrestrial force, even if it means leveling the place to do it. It's kooky and weird, to say the least, with its story told through radio communications with characters "Ops" and "Intel" who provide you with your objectives.

The dialog is delightfully (and professionally) voiced, with tongues planted firmly in cheeks, and winds up being very funny in a much more intentional manner than the screams of "EDF! EDF! EDF!" found previously. Those are still in there, of course, and the shouting of your AI partners during heated battles still provides a lovely bit of comic relief to the pressure of being set upon by gigantic spiders.

With the advanced armor of the EDF, you might just have a fighting chance against the Ravagers in wielding some of the most absurdly powerful firearms found in games. How many shotguns have you seen where the shot homes in on a target? Not many, I'd wager, but they exist here. The weapons are a huge part of the appeal in Earth Defense Force, but this time around they come with some restrictions. Instead of simply being capable of wielding any weapon which you grab, loadouts are now limited to class-specific weapons available to four specialty armor types.

The all-around performing Trooper armor gets access to the widest variety of weapons and reloads at a faster rate, making it a valuable contributor to any team. The more specialized armor types are more role-specific. Quick-moving Jet armor sacrifices damage resistance for speed and powers all its weapons and abilities from one regenerating energy pool that can leave you on empty if you aren't careful. Tactical armor allows for the use of turrets while the Battle armor takes a beating with its energy shield while packing some of the heaviest ordinance in the game.

While you can purchase some implements of destruction from the loadout screen, the best weapons are all dropped by enemies. Weapon drops are fairly infrequent, with only the game's larger foes dropping equipment (and not always). And in addition to the class restrictions, players are limited to using weapons within one of their earned experience levels ("Tiers"). Tiers are class-specific, so you'll have to earn experience using each type to unlock everything in the game, and there's a level cap for each of the game's difficulty levels to gradually nudge the player towards ever-greater challenges.

While it might seem restrictive to limit the choice of available weapons by class and tier, with the abilities these armors convey to players there's significant risk of imbalance further into the game's progression and avoiding that was the right decision here. Not to mention the nightmare that choosing between hundreds of weapons can be in an inventory system. Thankfully, Insect Armageddon features a clean and attractive loadout management screen which makes swapping out your gear quick and easy. It also helpfully retains the last weapon selection you made with an armor type to let you hop right into the action if you don't have to change more than what you're going to wear.

Fighting giant bugs is more than a little joyful. The combination of over-the-top enemy death animations and the range of weapons with which this task can be accomplished make every mission a little different and a lot thrilling, though there isn't a ton of variety in terms of actual mission objectives. By the time you've blown up your fourth troop carrier, you may be wanting for something else to do but that other thing is pretty much simply shooting bugs. No complaints from this quarter, as the impact of weaponry and mutant insects is the most important thing and it feels great, but some players will find the repetitive nature of missions a bit disheartening. 

The city of New Detroit isn't a completely open world, but mission areas within it are significant in size and every building within those areas can be decimated with enough firepower applied, useful for clearing cover and eliminating the height advantage from enemies who have no difficulty climbing walls and entertaining because they all tumble to the ground like controlled demolitions. There are few things more satisfying than looking out over an engagement area and seeing nothing but rubble in your wake.

Fans of Earth Defense Force: 2017 will immediately recognize nearly all of the enemy types present in Insect Armageddon, but they've received a considerable upgrade of their own. The visual appearance of the game in general is a huge step up but the big bugs and robots look particularly frightening now, especially when set upon by a massive swarm of them. New enemies like Ticks add an intensity to combat, leaping on to you and exploding if you can't get them off in time. But even though there may be more challenges here, they feel more fair to the player as well, with far fewer instances where one feels helpless to do anything while being tossed about like a rag doll from one monster to the next.

A huge part of this difficulty easing can be attributed to the design focus moving more towards a squad-based shooter. Online multiplayer support is available in the campaign for up to three players or you can just sit two down on the couch together. If you don't have people to play with, surprisingly competent AI partners will take their place to shoot bugs and revive you should you fall in battle. And, for players looking for an extremely difficult challenge, these AI partners can be switched off after the campaign is completed once so that lone warriors can test their mettle against the Ravager forces.

Insect Armageddon is a title with a huge amount of longevity. The fifteen mission campaign may seem short, but stages are much longer than they have been previously, requiring in the neighborhood of thirty minutes in many cases. Additionally, a "Campaign Remix" mode gives you those same fifteen missions again with completely different groupings of enemies to contend with. Finally, the Survival mode pits you against wave after wave of bugs with limited health drops and offers support for up to six players online. Even on its easiest difficulty setting in the first of ten mission areas, it's absolute murder and should provide countless hours of challenge.

If you like the idea shooting a rocket into the head of a twelve-foot tall ant and watch it fly spinning into the horizon, buy this game. If you like squad-based shooters that use more than sepia tones and are willing to accept a little silliness, buy this game. And, for the love of God, if you liked Earth Defense Force: 2017, even a little bit, buy this game. It's a refreshing and fun experience throughout that offers significant challenge with a ton of heart.

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Tim Schafer's game pitch to Cookie Monster

Posted: 12 Jul 2011 11:45 AM PDT

Tim Schafer's game pitch to Cookie Monster screenshot

In this remarkably adorable video, Double Fine's Tim Schafer pitches a videogame to Cookie Monster.

A few things in particular made me feel all warm and fuzzy:

  • Cookie Monster's iPhone has a Cookie Monster sleeve
  • Cookie Monster calls Tim Schafer "kid"
  • Eating cookies. 'Nuff said

Sesame Street: Once Upon a Monster, everybody! Can't wait to buy this game for my "son."

Dawn of War III to emphasize army customization

Posted: 12 Jul 2011 10:15 AM PDT

Dawn of War III to emphasize army customization screenshot

When pressed for news on Dawn of War III, Relic marketing manager James McDermott was surprisingly up front about the direction of the new Warhammer 40,000 strategy title. Some of it's been said before by THQ's Danny Bilson, but hey, information for the information god!

"Looking at what we had real success with with Dawn of War II – Retribution, with the DLC, and with customization and building their armies and collecting being a big part of what 40k fans really love, we want to make that a big part of DOW3," states McDermott.

"There's going to be lots of opportunities to expand and build your own custom mega army. That's definitely an area we want to invest in. We see a good opportunity."

And then there's the global, "MMO-like" feel to look forward to as well. Hopefully Relic invests some resources back into the narrative for this one, even if allowing multiple armies is the best way to go for these games, I think.

New Dawn of War III details emerge [Eurogamer] [Image]

Free App of the Day: Cubes Free (Android)

Posted: 12 Jul 2011 09:30 AM PDT

Free App of the Day: Cubes Free (Android) screenshot

It's always nice to feature a free Android game, and it's doubly nice when said game comes from a Dtoider! Cubes Free was developed by Destructoid's own Menelaus, who operated under the banner of The Mob Software. Go get it and support one of your own!

Cubes Free is pretty cool, as it goes. You tilt your device (HD tablets are supported) to steer one of three ships and avoid speedily encroaching cubes. It's simple but it does the trick, and the music is quite good too. You could do many more worse things than download this little fella. 

[Found a free App for iOS or Android? Think it's good? Hit up Jim Sterling or Maurice Tan and let 'em know. Please do so -- finding good free games is hard!]

Dino murder mode coming to Project Blackout

Posted: 12 Jul 2011 09:15 AM PDT

Dino murder mode coming to Project Blackout screenshot

Project Blackout, an MMO of the  first-person shooter variety, is a free-to-play game by SG Interactive (formerly Ntreev). As is the case with FPS games, there is a lot of killing with a variety of weapons, but this game will soon feature a mode involving the slaughter of dinosaurs with bullets.

Dino mode will, as you can see in this shiny new trailer, pit players against the nastier variety of prehistoric monsters. It almost reminds me of Jurassic Park 2, except you get to use rocket launchers to shoot the T-Rex in his ugly reptilian face. If you are curious about what Project Blackout has to offer, trying the game is as easy as downloading it, and before too long it will offer dino murder.

Win Steel Series kit from Runes of Magic and Mash Tactics

Posted: 12 Jul 2011 08:45 AM PDT

Win Steel Series kit from Runes of Magic and Mash Tactics screenshot

Destructoid loves to give you free stuff, you know this. That's why we're hooking up with Frogster and Steel Series to give you an opportunity to win some pretty great prize packs from Runes of Magic. We're giving away two prize packs, each containing a pair of Steel Series Siberia v2 headsets, a Steel Series mouse pad and a selection of other cool Runes of Magic goodies.

Want to win? Watch Mash Tactics on Destructoid's Justin.tv channel all this week to find out how you can get your hands on this sweet gear. 

Electronic Arts to acquire PopCap games

Posted: 12 Jul 2011 08:35 AM PDT

Electronic Arts to acquire PopCap games screenshot

Rumors have been circulating about a potential buyout of casual game publisher PopCap games, famous the world over for addicting legions of office workers to Bejeweled and Plants vs. Zombies, changing the face of productivity as we know it. Today, word has come down that the company has accepted a bid of 750 million dollars (with 100 million of that in common stock) from Electronic Arts.

Now, EA isn't stupid (despite what some of us may think) and I'm pretty sure that they know a good thing when they see it well enough not to screw things up by getting their fingers in the pie. So the practical upshot of this is probably going to be that PopCap has more development resources with which to make fantastic casual games. If that's the case, I approve, though I will say that I'm a little disappointed that I won't get a chance to buy a chunk of PopCap myself now.

Jimpressions: Catherine demo

Posted: 12 Jul 2011 08:30 AM PDT

Jimpressions: Catherine demo screenshot

Alarm bells for Catherine were set when nothing more than screenshots and promises were released, yet I ignored them because it looked so delightfully weird. When the gameplay was shown, I finally sensed concern, and suggested that it might be "Q*Bert with tits."

After playing the demo today, I can confirm that it's not quite that ... but it's definitely the complete opposite of anything I would call fun.

For a start, Catherine is an undeniably fractured game, if the introductory hour is anything to go by. It tries to be both an anime and a videogame at the same time, and the two pieces aren't welded together so much as placed next to each other awkwardly. There's a jarring split between sometimes-quasi-interactive cutscenes and puzzle-based gameplay, with no real attempt to reconcile the elements. 

As for the gameplay itself? Well, I can certainly see the appeal. It is simply not an appeal that speaks to me. The frantic block-puzzle gameplay has a certain charm, but the ludicrously twitchy controls that have protagonist Vincent spazzing from left to right are far too exuberant for the urgency that the game imposes on the player. You'll be wanting to grab a block or move to a location, only to have the hopped-up Vincent overshoot his proposed location. 

I can't say I really appreciate the lack of time given to the player, either. Even by the second stage, Catherine demands you to just "know" which path to take. Any time taken to think through a puzzle is met with inevitable death. As Dale North previously said, this is a hard game -- but whether that difficulty is through legitimate challenge or unfair limitation is not something I'm prepared to judge from a mere demo. All I know is, it's not the kind of challenge I think is particularly enjoyable. 

When Vincent isn't running around in his boxer shorts and being chased by fork-wielding women, he's moping in cutscenes that presented with either in-game visuals or unpleasantly choppy anime sequences (and I mean it's choppy by anime standards). So far, the characters seem rather mundane and stereotypical. Vincent is miserable, his friends are nothing to speak of, and neither Katherine nor Catherine make an impression. 

During these sections, Vincent can receive and send text messages, and his actions will impact a karma meter that has an influence on the story -- though the demo won't show the results of this feature, naturally. It seems like it could make the game far more interesting, but I'd need to buy the full title to check it out.

From this early stage, the game looks to me like it really just wanted to be an anime, but stuffed in just enough gameplay to qualify as a bit of software rather than a movie. I could be wrong, and the full experience could offer far more. I just don't know, and I doubt I'll be buying it to find out.

I am not saying Catherine is a bad game, at all. I can appreciate the quality in place and I have little doubt that a select type of gamer is going to absolutely fall in love with the thing. I am not that type of gamer, however, and I have a feeling I will be far from alone. I'd advise everybody interested in the game to thoroughly check out the demo. You may love it or you may hate it. I am speaking more from the latter half of the audience, but I can most certainly respect that there will be many from the former, who will absolutely revel in Atlus' latest offering. 

All I know is, I'm glad I'm not reviewing it, and so are you.

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I really want this little tiny Space Invaders machine

Posted: 12 Jul 2011 08:15 AM PDT

I really want this little tiny Space Invaders machine screenshot

So cute! I'm a sucker for miniature things, especially when they're somehow related to gaming. Space Invaders isn't my favorite retro game, but this little cab is so cute that I don't really care what they put on it or on it. I just want it! 

This seven-inch playable model of a Space Invaders cabinet uses the innards of a Game Boy Advance SP. The tiny joystick and buttons are little marvels, as are the art details on the cab. The builder did a beautiful job of scaling the art down The best part? You can replace the cartridge to play many other games. The back cover of the cab is magnetic and can easily be removed.

The builder, YouTube user vcoleiro1, says that he'll actually build and sell more of these for those interested. I wonder how much he wants for one. I'd kill for a mini Dig Dug cabinet.

Mini Space Invaders arcade cabinet big on nostalgia, small in size [engadget]

New 'Conspiracies' trailer for Deus Ex: Human Revolution

Posted: 12 Jul 2011 08:00 AM PDT

New 'Conspiracies' trailer for Deus Ex: Human Revolution screenshot

The almost continual promotional build up for Deus Ex: Human Revolution has me foaming at the mouth wanting this game. This new trailer shows some of the shadowy forces that the main protagonist, Adam Jensen, will be hunting. Knowing how deep the the original game went into the murky world of The Illuminati and similar groups, Human Revolution looks to be following the same dark path.

As a Deus Ex fanboy, these trailers have convinced me that Eidos Montreal have at the very least, nailed the look and the aesthetic of the series. The game's grim, urban dystopias fit right in with the cyberpunk stylings Deus Ex is known for. Again there's the obligatory takedown sequence where Adam uses his wrist blades on some poor unsuspecting fool. These are getting more wince-inducing the more I see them.

If you've read the prequel novel, Icarus Effect, you might also recognize some of the characters in the trailer here, but I won't spoil any details for anyone. The game's still on track for it's late August release which for me, just ain't soon enough.

My dad works at Nintendo ...

Posted: 12 Jul 2011 07:45 AM PDT

My dad works at Nintendo ... screenshot

... and he said the Wii U is getting Grand Theft Auto: Mushroom Kingdom at launch. 

And he works at Nintendo so that's for definites.

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