Thursday, October 6, 2011

New Games

New Games


Demon's Souls celebrates its second anniversary today

Posted: 06 Oct 2011 04:00 PM PDT

Demon's Souls celebrates its second anniversary today screenshot

When Demon's Souls released two years ago, it literally came out of nowhere. It was, and still is, one of the most refreshing, difficult and satisfying RPG experiences to date. Its surprise success proved that you don't always need big-budget marketing to sell a fantastic game and that a game could sell almost by word-of-mouth alone.

In addition to extending the servers for the game into 2012, Atlus is also celebrating the second anniversary of Demon's Souls by shifting the world tendency to all-white, the game's easiest difficulty setting, from today until October 17th. After that, the tendency will be all-black, the game's most difficult setting, until the end of the month. So if Dark Souls keeps kicking your ass, why not hop on Demon's Souls to see where it all started?

Cartoon Network's Punch Time Explosion on consoles soon

Posted: 06 Oct 2011 03:00 PM PDT

Cartoon Network's Punch Time Explosion on consoles soon screenshot

In case you've forgotten, let me remind you about Cartoon Network Punch Time Explosion XL, which is the upgraded console version of the fighting game that came out for the 3DS this past spring. Punch Time XL will be out this holiday for the Xbox 360, PS3 and Wii and will have more playable characters, combo attacks, modes and levels. 

Make fun of this game if you want to, that's okay. I don't care because I am going to play it. Because the Scotsman from Samurai Jack is in there. Captain Planet is also a playable character. So while this game looks a bit goofy, and may not revolutionize the fighting genre, it still looks like a hoot. Their dev diary is fairly amusing too. Mustache.

One more time: VVVVVV headed to the 3DS eShop

Posted: 06 Oct 2011 02:00 PM PDT

One more time: VVVVVV headed to the 3DS eShop screenshot

It's no secret that we love VVVVVV. Really, we can't get enough. Terry Cavanagh's acclaimed platformer is making the transition to 3DS, of all places, thanks in part to publisher/indie superfriend Nicalis.

Rather than being a full retail release, this will smartly be available for download on the eShop. In addition to offering a real-time map on the lower screen, VVVVVV will also include 3D support, new featured levels, and future content updates.

Those attending Indiecade in Culver City, California can get their hands on the new game. Do want?

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Neverwinter co-op RPG becomes Neverwinter MMO

Posted: 06 Oct 2011 01:30 PM PDT

Neverwinter co-op RPG becomes Neverwinter MMO screenshot

If you have a fabulous memory you may recall that way back in 2009, there was a rumor floating around that Cryptic Studios might be handling a Neverwinter Nights MMO. You may also remember that there was a cooperative RPG Neverwinter coming from Cryptic Studios around the same time. Well, today we've found out that both of these ideas have merged together to form the upcoming free-to-play MMORPG Neverwinter

According to IGN, the game will not play like the Neverwinter Nights games but instead be more action oriented while still maintaining its Dungeons and Dragons roots. While the focus on action is definitely an interesting choice, I'm remaining cautiously optimistic on this one because I have a special attachment to the Neverwinter Nights series. As long as the game doesn't get too "Korean MMO," I think it could be a good distraction for a while.

You can watch the new story trailer over on IGN and keep up with news about the game on the official site. Neverwinter is scheduled to release in late 2012.

Big Changes to Cryptic's Neverwinter [IGN]

Minecraft Patch 1.9 adds baby animals

Posted: 06 Oct 2011 01:00 PM PDT

Minecraft Patch 1.9 adds baby animals screenshot

If you have been longing for tiny versions of animals to romp around in Minecraft, then today is your lucky day. Minecraft developer Jeb posted on his Twitter that you can now download and install the pre-release version of the 1.9 patch, which adds baby animals to the game.

Minecraft 1.9 adds an enchanting table, a new potion crafting system, and baby animals. BABY ANIMALS! They're just little versions of the full-sized critters, but they are really adorable. They don't drop loot or XP, so you won't have any reason to harm these little guys.

Get the patch right here.

@jeb_ [Twitter via PC Gamer]

Tetris World Championship goes down October 16

Posted: 06 Oct 2011 12:30 PM PDT

Tetris World Championship goes down October 16 screenshot

For the record, I hate everyone that is good at Tetris. There's so many other things you can be good at.

If you are one of those good players that I hate, in Los Angeles on October 16 The Tetris World Championships will take place at the University of Southern California’s Bovard Auditorium. Players there will compete in one-on-one battles on NES or PS3, or join a 2-player battle on PS3.

A press release says any fan, from beginner to expert, can try their luck at competing for the title of Tetris World Champion and a prize of $1,000.  For more information about the tournament structure and to pre-register, head to the event's official webpage.

By popular demand: Duke Nukem Forever gets DLC next week

Posted: 06 Oct 2011 12:00 PM PDT

By popular demand: Duke Nukem Forever gets DLC next week screenshot

Duke Nukem Forever DLC. Like a terrible birthday gift from a close relative, you just have to force that smile as a disingenuous "Thank you!" escapes your cringing lips. Except you won't be able to run to the PlayStation Store and exchange it for something else. DLC, much like herpes and diamonds, is forever. You'll just have to hope that Uncle Pitchford gets you something better next year.

Members of the Duke's First Access Club will be getting The Hail to the Icons Parody Pack for free next week. Lucky bastards. Everyone else will have to pony up the 10 bucks for the four new multiplayer maps. An update will be going live on the same day (October 11th) that will fix a few of the game's many bugs. Hopefully it's like 10 gigs and will be a completely different game. A boy can dream.

Duke Nukem Forever DLC Dated [Eurogamer]

How to juggle mascots in Saints Row: The Third

Posted: 06 Oct 2011 11:30 AM PDT

How to juggle mascots in Saints Row: The Third screenshot

With explosive rounds in hand, you can "juggle" characters in Saints Row: The Third, as this comically brief video shows. Harming innocent mascots has always been the way to go, at least where I come from.

THQ will be putting out more of these one-off "memories," from the sound of the press release. "As the Third Street Saints wrestle control of this seedy metropolis from the Syndicate in Saints Row: The Third, we look back on our fondest moments here, from eliminating a gang of ornery, stun gun-toting senior citizens, to skydiving naked into a Syndicate pool party."

The pool party video had best be next in line.

Need for Speed The Run: On The Edge trailer

Posted: 06 Oct 2011 11:15 AM PDT

Need for Speed The Run: On The Edge trailer screenshot

You'll see why they call this trailer "On The Edge" when you watch it. 

EA really has arcade racing on lockdown, and they're not letting up. The next game in the NFS series, Need for Speed The Run, centers around a cross-country run, from San Francisco to New York, and it looks good. 

If you get nothing else from this trailer, at least get that they're squeezing every last drop out of that Frostbite 2 graphics engine. The entire trailer was made from actual game footage! 

You'll get your chance to almost fall off a cliff this November. For now, enjoy the trailer and these new screenshots.

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Stronghold 3 goes gold and gets a new trailer

Posted: 06 Oct 2011 11:00 AM PDT

Stronghold 3 goes gold and gets a new trailer screenshot

Castle building and total destruction sim, Stronghold 3, has gone gold and will be arriving on PC worldwide on October 25. So man your trebuchets or grab some of that tar! Normal people have those things in their homes, right? If you don't own any of those things just enjoy the video and wait.

In Stronghold 3 aspiring Lords will have to construct and maintain a settlement and deftly manage their resources so they can build an impenetrable fortress. Then they can sit back and watch their enemies throw their lives away. Or they might just watch everything they built get destroyed by siege engines.

Beware Xbox Live's zombie expired credit card charges

Posted: 06 Oct 2011 10:45 AM PDT

Beware Xbox Live's zombie expired credit card charges screenshot

This blog on Consumerist caught my eye because I've experienced the very same thing. My credit card expired while I was living in Japan, and I let it go as I wouldn't be using Xbox Live there anyway. I came home months later to find that Microsoft was still somehow charging me on a dead card. I called my bank and asked how they could do that? They weren't sure. 

Consumerist calls it zombie billing. When an account you thought was dead is suddenly re-animated, and you get charged automatically from auto-billing, that's zombie billing.

After Rob found that his expired card was being hit for a year or more, he called Microsoft to get things resolved:

I called XBox Live and requested to be refunded $134.15 for the 5 charges since July 31, 2010 when the credit card they had expired. The representative I spoke with acknowledged that they were still charging my credit card even though it was expired because 'the system' just needs an account number to keep charging and as long as the bank accepts the charge or I call, regardless of what the expiration date is or the fact that their website says that I have no valid payment option. 

Microsoft! Do you need money that badly? You're already famous for giving people the runaround when they try to cancel Xbox Live, so what's with the zombie billing now? Sure, Rob should have checked his card statements more regularly, but billing an expired card seems a bit...greedy. 

Speaking of, you owe me some money!

Live show: More Rage on Mash Tactics

Posted: 06 Oct 2011 10:30 AM PDT

Live show: More Rage on Mash Tactics screenshot

[Not sure what Mash Tactics is? I've included a clip from a recent episode to show you just a glimpse of what you've been missing, you daft fool! You can see all of Destructoid's previously aired live shows in our archives.]

Today, Mash Tactics will be jumping into id Software's new post-apocalyptic shooter Rage. The excitement over Rage seems to be matched only by its data size. Here's your chance to get an in-depth look at the game and see if it's the ride through the wastes for you.

Mash Tactics airs Monday through Friday at 4pm Pacific. Watch Jon Carnage let loose with off-the-wall humor and discuss the issues of the day in the live chat on Destructoid's Twitch.tv channel. Also, there are videogames being played. Join us for your chance to win prizes, talk to industry guests, and witness all of the glorious antics.

Review: Eufloria

Posted: 06 Oct 2011 10:00 AM PDT

Review: Eufloria screenshot

Eufloria on PlayStation Network is an updated port of the PC version that released two years ago, which is something I learned after playing through the game. After writing most of this review, I curiously checked out Anthony Burch’s review of the first release, which left me even more disappointed in this new iteration.

Eufloria is a game with promise and some interesting ideas that ultimately falls short. Even more disheartening is the fact that Burch espoused a similar, equally frustrated sentiment two years ago, yet the issues that plagued the first release of the game still persist in this port. It's vexing how half-hardheartedly or ineffectually done the "fixes" to long-standing, fundamental issues are. 



Eufloria (PSN)
Developer: Rudolf Kremers and Alex May
Publisher: Omni Systems Limited
Released: October 4th, 2011
MSRP: $9.99


The independently developed Eufloria is a tranquil, streamlined real-time strategy game. The player controls tiny seedlings, used offensively and defensively, that orbit around asteroids and are sacrificed to plant more seedling-producing trees. The goal of each of the 25 main stages is to expand and take control of all the other asteroids in the system, while a sparse text box frames stages with an unobtrusive narrative meant to validate the expansionism of the player’s seedling empire. In short, the goal is to obtain enough asteroids to bring back the mythical “growers” while facing opposition from a violent, brutish force known as “the grey menace” and, later, other seedling empires.

The music and aesthetic are the most striking elements of Eufloria and they set the tone for what is meant to be an ambient, oddly tranquil affair. It’s easy to get lost in the smooth, melodic tracks and they serve as great background music, though there are a limited number of tracks relative to the hours you’ll sink in the game.

Eufloria’s visual style is distinctly minimalistic and meshes well with the music. It’s quite pretty and colorful, especially when you gather large masses of seedlings or come up against other empires, as other empires boast seedlings of different colors than your own. Unfortunately, the strategic nature of the game, coupled with some incredibly large, expansive stages, means the best way to manage your seedlings and asteroids is to remain zoomed out. When zoomed out, the aesthetic loses its charm, as you’re mainly staring at plain, circular asteroids orbited by nondescript bunches.



The actual gameplay elements of Eufloria are where things turn most tragic. The overall pacing of the game is good. New features, abilities, and enemies are introduced in a consistent fashion and the spacing of these introductions allows ample time to take them into account and factor them into your strategy.

However, the game largely boils down to one terrible tactic -- waiting. The best way to beat most levels is to merely wait for your trees to slowly produce more seedlings and wait for your numbers to grow exponentially so you can send an ungodly swarm of seedlings to eviscerate tiny, barely populated asteroids. This was a complaint levied on the first version of the game, so a “fast forward button” has been added to pick up the pace, but all that does is shrink the wait time from half of an hour at a time to increments of, say, ten or twenty minutes.

If you think that these long periods of downtime are in line with the “zen,” ambient nature, you’re wrong. I’ve played plenty of games that put me in a state of zen, where I would contentedly and unthinkingly dawdle away countless hours, often at some listless, aimless task. Eufloria is not one of those games. It’s filled with moments where the best, or even only option, is to literally do nothing for ten, twenty, or thirty minutes at a time. Literally. Just leave the game on and go do the dishes. This can be partially attributed to typically docile enemy AI, even under the newer “fast paced” difficulty setting.



There are brief instances of excitement when the game’s mechanics shine, however, which is what makes the whole so disappointing. I spent almost two hours clearing one stage, for example. In the first 30 to 40 minutes I was dialed into a cat and mouse fight for survival, in the middle of a back and forth war on two fronts against two different enemy empires. I then hit a plateau where I owned about a fourth of the enormous map and there was no way I could be defeated. Accordingly, I spent the next hour mindlessly queuing up droves of units and sending them in to systematically decimate the remaining asteroids in the system, one by one, with absolutely no opposition. It was mind numbingly dull and a painful contrast to the refined, smooth, exciting battle that has just taken place.

This issue is compounded by the poor unit management that still persists in this port. A beacon tree has been added with the intent of alleviating the need to manually send units from one asteroid to the next, but it doesn’t work. The units move at a frustratingly glacial pace and never all at once, so manually moving units is actually more effective, though it takes more time. Managing units on larger stages becomes a chore, especially when you have ten or twenty asteroids completely removed from the front lines whose members you have to manually send forward every once in a while.



In addition to the main campaign, there is a set of Skirmish levels, as well as a Dark Matter mode. Both purport to be a bit faster paced and challenging than the main game, and they are, but a lot of the fundamental issues still exist, like the poor seedling management system. The only reason to revisit levels is to try and improve your record time, which isn’t much of an incentive, and it doesn’t negate the fact that you are still going to have to spend a lot of time waiting and doing literally nothing.

Eufloria is a frustrating experience because of how good it could have been and it’s even more frustrating because criticism of the first version hasn’t been properly addressed. It has some great, fresh mechanics and they mostly work, but it just isn’t satisfying or engaging in the end. The aesthetic and music are charming, while the streamlined mechanics are fresh and a joy to use in the rare instances when the game hits its stride. Unfortunately, the periods of time when there is nothing to do are unforgivable and the poor balancing, indifferent AI, and cumbersome unit management make the game both a bore and a chore to play.

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Beat Hazard Ultra coming to iPad and iPhone

Posted: 06 Oct 2011 09:45 AM PDT

Beat Hazard Ultra coming to iPad and iPhone screenshot

Beautiful music shmup Beat Hazard is coming to iOS. 

Beat Hazard Ultra creator Steve Hunt told Eurogamer that the iPhone and iPad version should be out within the next three or four months. The iPad HD version will probably cost £2.99. "I'll run a discount for a few days when it first comes out to reward early purchasers," he said.

It was definitely cool on PC and Xbox 360, and it will be just as cool on PS3 when it drops, but what's great about an iPhone/iPad version of a game where music drives gameplay is that your music is probably already on that device. 

More people need to experience this game. If you haven't tried it yet, at least promise me that you'll check out the iOS version when it comes out. I bet it's going to look really great on the iPad.

Ratchet & Clank: All 4 One also has reversible box art

Posted: 06 Oct 2011 09:30 AM PDT

Ratchet & Clank: All 4 One also has reversible box art screenshot

Yet another PlayStation 3 release will include reversible cover art, a movement that has been gaining recent popularity thanks to Resistance 3 and The ICO & Shadow of the Colossus Collection. Next in line is Ratchet & Clank: All 4 One.

Rather than merely posting an image of the alternate cover, which can be seen above, Sony has a rather descriptive explanation for how the final (default) packaging got to be the way it is. Anyone interested in seeing what didn't make the cut ought to give the post a read.

It Came from Japan! Boku Dracula-kun

Posted: 06 Oct 2011 09:00 AM PDT

It Came from Japan! Boku Dracula-kun screenshot

[It Came from Japan! is a series where I seek out and review the weirdest, most original and enjoyable titles that never left the Land of the Rising Sun.]

It's still the first week of October, so it's not quite time yet for the really horrific stuff. No, these are the days for Dark Souls, features about wizards, and late, drunken nights of cheesy, B-horror movie viewing. Now is an ideal time for a look back at a little gem that never came to the States called Boku Dracula-kun.

Konami's adorable Castlevania spin-off is a charming, well-designed platformer that lets players take the role of a preteen vampire. Although small and offensively cute, Kid Dracula (Dracula-kun) could easily put the hurt on Spike McFang. Despite being the distant spawn of the grim, unforgivingly difficult Castlevania series, Dracula-kun is a lighthearted and brief Konami classic that is highly recommended to anyone looking for an early-October Halloween game or Nintendo platformer.

Akumajou Special: Boku Dracula-kun (Famicom)
Developer: Konami
Released: October 19, 1990
Current value: $30-70 

Fan translation: Yes
For fans of: Mega Man, Splatterhouse: Wanpaku Graffiti, Tiny Toon Adventures

 Dracula-kun is not part of the Castlevania canon, but you can think of its protagonist as a pre-teen Alucard, son of Alucard, or Alucard's brother if it makes you feel better. The elements that this platformer shares with Konami's signature Nintendo series are few and far between. For the most part, Dracula-kun is its own thing, but it borrows plenty from Mega Man, Contra, and other platformers of the time.

The story of Drcaula-kun is fairly ridiculous. If the opening scene is any indication, Kid Dracula (the name given to him in America for this game's Game Boy remake/sequel) wakes up from a 10,000-year sleep to hear the Grim Reaper whine about some dinosaur who is causing havoc. So Kid Dracula sets off across the world to put devil dinosaur-thing Galamoth to rest. I'm not really sure this is the story -- I played in Japanese, so let me know if got it wrong. Either way, I'm pretty sure there is no good explanation for visiting an amusement park or beating up Spider-Man clones in New York.

Instead of using a whip or robotic arm, Kid Dracula spits out fireballs. The controls feel great -- you can even shoot up or jump and fire downward. Like Mega Man, holding down the fire button will charge your shot, and you'll acquire new abilities after defeating each boss to augment your charge shot. Unlike Mega Man, the bosses don't use these weapons against you and rarely have a reason for having them anyway. These charge shots range from snowballs that will freeze your enemies to the ability to transform into a bat (used for certain platforming sections).

Although you can switch between the powers with the select button, the game would have played a lot better with the Super Nintendo's shoulder buttons. You can pause the game and switch weapons during desperate moments, but it still feels awkward. To make matters worse, you need to wait for your projectiles to clear the screen before you can properly switch to a new charge power. This never caused me much trouble, however, since I mainly stuck to one weapon throughout the game.

 

Dracula-kun isn't a cakewalk, but making use of the homing missile weapon that you get from defeating the first boss certainly helps make it easier. Not only does the ability deal a great amount of damage, it also has a wide spread that rarely misses. Since there is no limit on charge shots, you can spam it on bosses without much difficulty. I was able to defeat some bosses without suffering a single hit, but you’ll have a much tougher time on the last stage which limits your arsenal's impact.

The bosses in Dracula-kun are as random, colorful, and impressive as the game's stages. Overall, the game is one of the best-looking in the Famicom's entire catalog -- few developers knew the hardware as well as Konami by 1990. Boku Dracula-kun opens with a very traditional Castlevania-inspired stage that even borrows assets from the series, but even if you don't recognize the clock gears in the background or the swinging pendulum, you'll certainly feel at home as you climb the ominous steps to the boss fight.

Since YOU are (Kid) Dracula, you can't have a proper fight against another vampire. Kid Dracula wouldn't stand for that, so who does Konami send in for Kid Dracula to fight instead? A KKK leader wearing white sheets with an embroidered swastika, of course!

Although it's unsettling and surreal to see a swastika in a kid’s game, I'm not sure if it qualifies as being offensive. After all, you are defeating a Klansman! In the U.S. version of the Game Boy remake, Konami removed the swastika and unveiled the figure to be an old wizard, once defeated. That's lame, part of why we aren’t talking about that game -- not yet, anyway.

Although nothing can possibly top that opening boss fight, the following ones are more visually and mechanically interesting. Other highlights include a blue dragon that loops across the sky in crazy patterns, a tall robot that you have to fight upside-down, and a hard-as-balls final boss that will make most players cry, assuming you can get past the maddening mini-boss before him.

Each level is gorgeous and completely different than the one before it, along with unique enemy types that fit the theme. Once you depart the Klansman's castle, you'll fight cacti in Egypt, robots in space, and Spider-Man and Jason Voorhees clones in New York City. The game even has an homage to the airship levels of Super Mario Bros. 3!

Even better, the boss of the NYC stage is the Statue of Liberty! Instead of taking you on in a direct fight, she puts you on a quiz show and asks you questions about America. This wouldn't be so difficult had I not been playing it all in Japanese! To be fair, she also asks for the name of Konami's, which I wouldn't have gotten right in English, anyway. 

Boku Dracula-kun is full of little moments like these that stay with you long after the game is complete. We talk a lot about "set piece moments" in games today, but they were rare during the NES/SNES years. Nonetheless, I can think of a couple classic ones in this game!

My favorite moment is a toss-up between the roller coaster and subway train rides. The roller coaster is expected, since the stage takes place in an amusement park. However, the ride itself is crazier than a shit-house rat. You are constantly in fear of losing your ground and flying across the screen, yet it never happens. As you are going through loops, you still need to battle enemies coming at you from all sides. It's extremely hectic, but it wouldn't be as much fun if it wasn't.

The subway train, which precedes the quiz show "boss fight" in the NYC stage, is another key moment. It's the classic "run on top of a moving vehicle while ducking underneath tunnel ceilings"-scenario we've seen in plenty of games over the years, but I struggle to think of one that predates Boku Dracula-kun. Even if one exists, it doesn't take away the surprise of it being there or the fact that it's one awesomely intense platforming segment.

I don't feel bad about spoiling these two moments as the game is full of them. Before every boss, the game will throw some crazy stuff at you that will make you fret for your life, yet it's always designed well-enough to keep you from falling into cheap deaths. Sadly, the same can't be said for some of the platforming segments.

Boku Dracula-kun may not be a faithful adaptation of the Castlevania series, but it does share some annoying quirks. Like Castlevania, you'll be stunned and fall back a couple steps when damaged. Thankfully, there aren't many enemies that come right at you, but you'll sometimes step back into a chasm and yell at the screen. The same can be said of some tricky sections that remind you of the wide gap between Mario and every other Nintendo platformer  -- Dracula-kun is no exception.

These are minor gripes for what is otherwise a near-flawless Nintendo platformer, which is surprising considering it's the first one of its type that Konami made. Even similar Konami games that followed, such as Tiny Toon Adventures, didn't live up to Boku's personality, level design, and soundtrack (did I mention how good it is?). The game's aesthetic straddles a unique niche between horror and childrens anime. In fact, Namco's Splatterhouse: Wanpaku Graffiti -- another quirky Japanese title that never reached the States -- is the only game that is remotely similar.

To be fair, Dracula-kun did reach the U.S., but not in the form some of us would like. The Game Boy remake Kid Dracula, released in 1993, took away certain levels, weapons, and enemies, and inserted new ones in their place. That game has a more coherent story, but it lacks the charm of the original. It's also a much shorter, easier game. It's not bad, but I wouldn't recommend it over the first one.

There are few older franchises that haven't been remade for current gen platforms in some way and even fewer that I'd really care to see make the transition. Kid Dracula/Dracula-kun is the exception. The game's colorful world, likable protagonist, and unique design make it a welcome candidate for a 2.5D remake for current gen systems.

There aren't many games that speak to the fun of a horror-themed world without the guts and gore. I love films like Monster House and The Goonies, and I struggle to see why there aren't games of the same ilk. Well, Dracula-kun is just such a game, one well worth seeking out for fans of platforming and/or lighthearted horror.

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Would you like to see a new Kid Dracula? Why or why not?

What are your favorite "lighthearted horror" games, like Dracula-kun and Wanpaku Graffiti?

Are you still recovering from the 500+ comment shitstorm that accompanied my last review?

 

[Those who defile my home shall feel my wrath!]

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Good neighbors help build community in Gotham City

Posted: 06 Oct 2011 08:30 AM PDT

Good neighbors help build community in Gotham City screenshot

It's really important to know the people whom you live among. Neighborhoods should operate like support systems where individuals can seek assistance from people who live in the vicinity, trading services and resources. By building this sense of community, we can all learn to live in peace and harmony.

Take Steve and Frank of Gotham City. Here's a pair of next-door neighbors who play pivotal roles in one another's lives though unaware of how much they mean to each other. And when they find out, why, they're going to be closer than ever before.

Ultimate MvC3 Norcal vs Capcom event at Southtown in SF

Posted: 06 Oct 2011 08:15 AM PDT

Ultimate MvC3 Norcal vs Capcom event at Southtown in SF screenshot

[photo credits: fixelexif]

On October 4th, our good friends over at iPlayWinner and Southtown Arcade teamed up with Capcom to stream an "invite-only" NorCal Ultimate Marvel vs. Capcom 3 tournament. Many of the top players from the Bay Area gathered at San Francisco's premiere arcade to not only compete for prizes donated by Madcatz but also get their hands on the latest build of Capcom's other upcoming fighter, Street Fighter X Tekken.

After many great matches showcasing the power of Nemesis' one-frame Level 3 grab, how annoying Ghost Rider's jumping S can be, and some brilliant uses of Virgil's Level 1 Ouroburos in combos, coL.cc's Ryan "Filipino Champ" Ramirez showed that these players still have a lot to learn if they are going to beat his Dark Phoenix. But as Capcom's Seth Killian mentioned to me multiple times that night, "Just wait till you see Phoenix Wright...."

For some more coverage of this event, read on!

Southtown Arcade is a growing arcade tucked away in downtown San Francisco, and it's starting to be the hub of the city's fighting game community. The owners of the arcade aren't in it for the money -- like many of us, they miss the arcade days of the past. Therefore, this location was the perfect place to hold this Ultimate Marvel vs. Capcom 3 invitational.

It was really amazing to watch these professional fighting game players, some who had never played the game before, pick up the new characters. Dacidbro, a competitive BlazBlue player in his own right, picked up playing Virgil that night. Before long, he was fully utilizing Virgil's quick teleport to initiate some crazy mixups. Two other characters that impressed me were Hawkeye and Captain America. Hawkeye's instant Level 1 Hyper Arrow was fast enough to catch Dark Pheonix right after her transformation, earning that player his win. As far as the Captain is concerned, many people were starting to utilize his new off-the-ground Shield Slash to extend his already powerful combos.

Check out this awesome match between Dacidbro and X-Ray, one of the top eight finishers at EVO 2011, to see how amazing Virgil can be!

Not only did Capcom bring Ultimate MvC3 to Southtown Arcade, but during the tournament, there were also two demo units of Street Fighter X Tekken. I've had some time with this game already, but it was great to pick it up and play against some high-level fighting gamers. The attitude for this game was pretty mixed amongst the competitors. Some players picked up the game fairly quickly, using Tag cancels to extend their juggle combos. Others took a while to warm up to the game. Filipino Champ, a seasoned Dhalsim player in Street Fighter IV, noticed that most of Dhalsim's normals are completely different and will require extensive adjusting if he wants to maintain his previous strategy.

All in all, this was an awesome event that shows how close Capcom seems to be with its fighting game community fans. Special thanks goes out to Southtown Arcade for hosting the event, Capcom for bringing the games for us to play, and iPlayWinner for inviting me along!

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Storm's Adventure with Crysis 2 and Portal 2

Posted: 06 Oct 2011 08:00 AM PDT

Storm's Adventure with Crysis 2 and Portal 2 screenshot

Sequel time!  For the originals, here's Crysis and Portal.

I've learned my lesson.  Crysis joins the list of franchises I'll never touch again.  That's not to say Crysis 2 was a bad game.  Just a bad all around experience.  That aside, Crysis 2 really shocked me by turning the franchise around and bringing it closer to all the other, better first person shooters.  Giving the player stuff to hide behind and a power suit that can actually do something.  Now if Crytek could just compensate me $1,000 for all the broken stuff the "Crysis Curse" brought upon.

Portal 2 was, as fully expected, some great stuff.  And you know what else is great?  Whenever I see Destructoid's name appear in a trailer.  It makes me proud to post on this site.  And that robot head guy...nicest person you'll ever meet.   I'm skillfully avoiding posting anything further about Portal 2.  Yeah, it was good game.  We all know this.  Did you also know that we see with our eye's and hot things are hot?

Also, click click click click click...

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