Friday, October 7, 2011

New Games

New Games


Ay dios mio! Sin Cara's on the Latin cover of WWE 12

Posted: 07 Oct 2011 04:00 PM PDT

Ay dios mio! Sin Cara's on the Latin cover of WWE 12 screenshot

I don't recall ever seeing a game getting a Latin American Edition, but it's fitting that a wrestling game would blaze that trail. Masked luchador Sin Cara will be replacing Randy Orton as the cover athlete for WWE 12 in Latin America.

Game content will be identical across all regions with only the cover athlete differing. It's a neat idea, changing the cover athlete of a game based on the region. Given our industry's affinity for changing cover art within the localization process it's not an absurd notion. Well played THQ.

Red Orchestra 2 gets all stats and achievements reset

Posted: 07 Oct 2011 03:30 PM PDT

Red Orchestra 2 gets all stats and achievements reset screenshot

Red Orchestra 2 had a rough launch. While it is a great game, there were some serious issues to deal with, including bugs. One of those issues was stats not being recorded correctly. Players would sometimes have random and ludicrous numbers attached to their profile. The achievement system was also completely bonked.

Since the game's launch, Tripwire Interactive has been hard at work putting out patches. Many of the major issues have been resolved, and they are still fine-tuning the experience. Now that they have a lot of the bugs out of the system, the studio has reset players' stats and achievements. This means that everyone is starting over from square one.

To help make it easier for you to get back to your level before this reset, you will be able to earn double XP for a few weeks. If you were an early player, you'll also get a special achievement called "In B4 Reset." Tripwire wants to find some way to reward players with this achievement later.

Red Orchestra 2 has already outsold the original Red Orchestra, and Tripwire's successful zombie-slaying game, Killing Floor. If you haven't played it, you really should. If you picked it up at launch and were annoyed by the many bugs, this might be a good time to go back and check it out again.

Capcom teases you with three games of 'Guess Who?'

Posted: 07 Oct 2011 03:00 PM PDT

Capcom teases you with three games of 'Guess Who?' screenshot

Capcom wants us to play a little game together.

Take a look at these three new short clips for Street Fighter X Tekken below.

Look closely now...

What do you see? If you can work out what these images are, then tell us in the comments section below, and show Capcom who's daddy. Don't forget to also voice your feelings on your divine revelations, and whether you welcome them or not.

Movies 13 to 15 of Street Fighter X Tekken - Character Intros [4Gamer] [JP]

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LEGO Harry Potter: Years 5-7 shows off some more gameplay

Posted: 07 Oct 2011 02:30 PM PDT

LEGO Harry Potter: Years 5-7 shows off some more gameplay screenshot

LEGO Harry Potter: Years 5-7 is coming out next month (November 11th), and to celebrate the almost-release, Warner Brothers Entertainment and TT Games have put out a new trailer. Its more LEGO and Harry Potter so there shouldn't be any surprises here.

If you haven't played any of the LEGO games, I suggest you do so, and if Batman, Indiana Jones or Star Wars isn't your thing, maybe you should try Harry Potter. Its wizards and comedy, which can't be a bad thing. Seriously, go play some LEGO games. 

The DTOID Show: Bat-Saints, Skyward Jets & Max Payne 3

Posted: 07 Oct 2011 02:20 PM PDT

The DTOID Show: Bat-Saints, Skyward Jets & Max Payne 3 screenshot

Brosephs and homeladies -- We have survived the week, and come before you with another episode of the hallowed Destructoid Show.

Since today is a Friday, we had a contest. The prize this week was a copy of High Flyer Death Defyer, a neat little iOS game that came out this week. After that, we went over some of the highlights from the latest preview for The Legend Of Zelda: Skyward Sword. There are also new trailers for that. Tara's excited because there are baby animals in the latest version of Minecraft, and I'm excited because Saints Row The Third looks hella retarded. Robin looks cool in Arkham City, too. Tara runs down the upcoming DLC for Warhammer 40K: Space Marine. 

We had Destructoid's shark communications minister (or something) on to talk about Battlefield 3, Modern Warfare 3, and Max Payne 3. There are jets in one of those games. Also, I bullet-time punched Hamza in the face.

Spoiler Alert: Next week is going to be our 1-year-anniversary giveaway spectacular. Tune in, we've got cool stuff to give away.

Might & Magic: Clash of Heroes DLC lets you be the boss

Posted: 07 Oct 2011 02:00 PM PDT

Might & Magic: Clash of Heroes DLC lets you be the boss screenshot

If you didn't play Might & Magic: Clash of Heroes either when it released for Nintendo DS or later in its fancy, shiny high-definition version, you're missing one of the most strategic and clever puzzle games in recent memory. Its combination of role-playing elements and simple gameplay was endlessly satisfying and I'd highly recommend it to anyone who likes a casual puzzle game with a little meat on its bones.

Ubisoft has released new downloadable content for the game with the "I Am the Boss" expansion. The new content makes four of the game's bosses playable in multiplayer and is available now on Xbox Live Arcade, PlayStation Network and Steam for $2.99 (240 MS points).

Help clean up the planet in Okabu on October 18

Posted: 07 Oct 2011 01:30 PM PDT

Help clean up the planet in Okabu on October 18 screenshot

Never has environmentalism been this fun or adorable! Okabu will be releasing on the PlayStation Network on October 18.

Okabu puts you in the roles of Kumulo and Nimbe, two Cloud Whales who on an journey to save the planet from the pollution corrupting it! But how can such a grand adventure be taken on with the help of 5 spunky youths with power rings and a small spider money? Well, Kumulo and Nimbe will also enlist the help of 4 heroes to bring peace back to the land.

Captain Monkfish, armed with his extending plunger he can pull down draw bridges and wrangle exploding fruit from trees. Picolo, can tame all manner of beasts to help him operate switches, conveyor belts or even plow through wooden planks. Kat and Toto, her speed and combat prowess is second to none on the team, and with her flying pet she can take out enemies as well as rewire their machines. Lastly, Roki is the teams engineer, he can control a variety of enemy vehicles from bulldozers to giant robotic spiders!

This game already stands out with it's unique and charming art style. In world full of muddy textured titles, with detailed normal mapping and mega-textures of dirt, it's nice to have something colorful and cute to balance it out.

Serious Sam: The Random Encounter is almost here

Posted: 07 Oct 2011 01:00 PM PDT

Serious Sam: The Random Encounter is almost here screenshot

The lovely folks at Vlambeer (makers of the brilliant Super Crate Box and Radical Fishing) sent me the latest trailer for their upcoming addition to the Serious Sam legacy, which takes the fast-paced, backwards-running action of the first-person shooter and twists it into a retro-RPG. Allistair Pinsoff got hooked on the combination and I'm expecting it to be a hell of a lot of fun to play. 

Serious Sam: The Random Encounter will release on October 24th for Steam for a mere $4.99. It's Vlambeer's first commercial effort and I'm really pulling for them because this looks charming as hell.

SteelSeries offering the ultimate dorm room

Posted: 07 Oct 2011 12:30 PM PDT

SteelSeries offering the ultimate dorm room screenshot

As a college student, few things were more depressing than clearing out of the dorms at the end of the year. I can vividly remember tearing a year's worth of memories off the four walls I'd come to call home, saying goodbye to dear friends, and leaving a sad, empty husk behind for next year's residents. But what if your dorm room already looks like a cheerless, barren, shell? Well then, the Danish gaming gearsmiths over at SteelSeries want to give you the hook up.

If you're willing to show off the inside of your tin can you'll have a chance to win an Xbox 360, 32 inch flatscreen, gaming laptop, six months of GameFly rentals and other accessories. Head over to SteelSeries' website for more details, then post a photo of your room on their Facebook page for a chance to win. Just be sure to make that room look really pathetic. No-one is going to take pity on the guy with a collection of empty Patrón bottles on his desk. 

Fruit Ninja: Puss in Boots slashes onto iOS on Oct 20

Posted: 07 Oct 2011 12:00 PM PDT

Fruit Ninja: Puss in Boots slashes onto iOS on Oct 20 screenshot

Halfbrick, the developer of Raskulls, Jetpack Joyride, and the hugely popular Fruit Ninja series has just announced a new title in the portable slicing genre. Fruit Ninja: Puss in Boots will be releasing on October 20 at a price of $0.99 for iPhone and $1.99 for iPad.

On top of the DreamWorks fantasy themed visuals, Fruit Ninja: Puss in Boots will also feature an array of new weapons and two new game modes. Desperado Mode puts a new spin on Fruit Ninja's Classic Mode of gameplay with new items and enhanced waves; Bandito Mode introduces four tiers of slicing and chopping challenges that will test even the most experienced blade masters.

This looks to be an interesting addition to the Fruit Ninja series, and the price point is great too! If you haven't given Fruit Ninja a try yet, and you happen to love adorable CG cats, I would look into this version. 

Skyward Sword opening cinematic, beautiful but baffling

Posted: 07 Oct 2011 11:15 AM PDT

Skyward Sword opening cinematic, beautiful but baffling screenshot

The wait for The Legend of Zelda: Skyward Sword is almost over. I don't know about you folks, but I'm more excited about this than I have been about anything with "Zelda" in its name for over a decade. I'm also looking forward to playing my Wii again, it's been a long time.

Still, I haven't got a clue what's going on in this beautiful, but ambiguous opening cinematic. It probably doesn't help that I don't understand Japanese. Any bilingual readers care to englighten this ignorant chap?

Live show: Blarg picks on Mash Tactics

Posted: 07 Oct 2011 11:00 AM PDT

Live show: Blarg picks 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 is playing whatever you want us to. The end of the week is what we affectionately call "A.D.D. Fridays." We take suggestions on what to play, then we play along with the people watching at home. We'll be joined this time by neighboring Twitch TV broadcaster Aria Blarg.

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.

Glitch is a really strange, unique MMO you should try

Posted: 07 Oct 2011 10:45 AM PDT

Glitch is a really strange, unique MMO you should try screenshot

You may have heard people talking about Glitch lately. Tiny Speck's broswer-based, 2D sidescrolling MMO made news a bit ago when word got out that Keita Takahashi, the brilliant guy behind games like Katamari Damacy and Noby Noby Boy, was involved with the game. He is now a permanent part of the Glitch dev team.

Yes, this is a browser game, and it's a free to play one, but there's no friend pestering or temptation to use real world currency. This game is totally different from what you're thinking.

Glitch in beta now, and I've been playing it for a bit. I'm still not quite sure what I'm doing in the game, but I'm having fun doing whatever it is.

 

Tiny Speck, a company formed by Flickr co-founders, has made one of those games where you're not ever sure of what you're doing. They call it "a curious online game for curious people."  It's so different from anything else out there that I have no way of zero-ing in on something to liken it to! A sandbox game? A massively multiplayer playground?

I've struggled with how to write about this game since I've started playing it. It's something I'm definitely enjoying, and I think it's interesting enough to recommend to others, but it's just so off-the-wall that I don't know where to begin. The beginning? You start out by creating a character, but even from that point you're already asking questions. What's up with the strange names? Why is that guy's face green? Then you start the game and realize that it's all wierd. Every bit of it. It walks a line that perfectly balances cute, funny, strange and interesting at all times. It's enough to keep you going, even if you're not quite sure what you're doing. I feel okay in knowing that my write-up may serve only to confuse you. Maybe you'll stop reading it out of confusion and try the game for yourself.

Glitch is arty, silly, happy, interesting, and imaginative, all at once. It's a game for people that like to be creative and think for themselves. What makes it different from any other MMO out there is that there's not anything that you're required to do. You just kind of...do things in a persistent world. And they're all fun and funny. See a pig. You can walk over to it and pet it. Or nibble on it, and get some tasty morsels to eat later. Come across a tree? Water it or harvest from it? Sure, just like in other social online games. But you can also pet the trees to make them happy. Or chat with them to hear the latest conspiracy theory. Yeah, this game is weird. And if you're curious, you'll begin to explore to find more weird. That's what I did.

The game is a 2D sidescroller, and there's actually a bit of platforming, like climbing, or jumping from trees or hills. It looks a bit like a console platformer with its smooth animation, and the control is quite responsive, but platforming is not the focus of the game -- it just gets you around. Still, you can have fun running and jumping around if you wish. It's up to you.

Glitch is like a massive playground. Just like in the playgrounds of your childhood, you're going to have a good time if you want to. Your only duty is to play, and in this game, playing is walking around, exploring, talking to people (and things!) and finding something to do for yourself. Those that rely on a story or a series of quests are going to be a bit lost in Glitch. There are quests, but they just sort of pop up out of nowhere, and as you can imagine in a game that takes place in the minds of imaginative giants, they make no sense. You just do them, and you have fun doing them. In one quest I was shrunk down to be the size of a mouse. I walked around a kitchen to find an item for a talking dust bunny. He was grateful.

This is one funny game. Everything talks, and just about every word said is unexpected. Your game guide is a talking rock. Even the item descriptions will make you laugh. Whimsical is a perfect description. It's like walking around in the mind of a person that's not quite crazy, but definitely not all there. He's a good guy, though, so being in his mind is totally safe. And funny.

There's no killing or war or anything like that in Glitch. Actually, there's not much in the way of set goals. You can explore, learn, chat, collect, or create, but how and when you do those things is totally up to you. Skills are important, though. As you build these skills (done offline), you're able to do more and see more in the world. The more you see and do, the more you can create and experience. Yes, there's a lot of clicking and harvesting, but this is not Farmville, and you're never locked into some silly leveling race. It's all jump-in type fun, and no time commitment is required. Just know that what you and other players do actually shapes the world, just like it would when you were on the playground with your friends.

The look of Glitch is very nice, as it mixes drawn art and animation to make something that feels too fluid and pretty to be inside the confines of a browser. 

If you get nothing else from this article, get these two points. First, don't write this game off as a title for soccer moms and Farmville freaks, or call it a kid's game. It's neither. This is a real game that oozes creativity, and not some social spam title. Sure, it's not for everyone, but there's a rewarding experience here, and I'd hate for people to miss it because they wrote it off as a Facebook game. The other point I want to make clear is that if you're in any way interested after reading this, you should definitely try Glitch out. And give it some time if you do. Spend an hour or two goofing off and I bet you'll have a good time.

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Preview: UFC on Xbox Live

Posted: 07 Oct 2011 10:30 AM PDT

Preview: UFC on Xbox Live screenshot

Think you know the more about the Ultimate Fighting Championship than any of your Xbox Live friends? Starting December 1, you will be able to put your mixed martial arts knowledge to the test when the UFC on Xbox Live superman punches its way onto the dashboard.

At its core, UFC on Xbox Live is just another way for MMA patrons to watch UFC pay-per-view events from the comfort of their couch. You won’t find any special exclusive matches on the service since the Xbox Live platform is being treated the same as all PPV providers in terms of fight content. Basically, this means all the pre-PPV fights that happen on Spike or Facebook will stay on those services to keep the market as balanced as possible.

So that begs the question: why should UFC and Xbox Live users alike care about this service?

Meeting with Mike Mahar, producer of UFC on Xbox Live earlier this week, I was given the tour of this new, exciting service and the answer to my question. As I stated above, UFC on Xbox Live at its core is just one more device to access the latest live UFC PPV event. If this was all the service offered, most would be satisfied -- especially those, like me, without cable -- but Microsoft isn’t content with just being another PPV avenue. What they want to be is the one-stop shop, the “ultimate fight center” for UFC fans around the world.

The interface of the service borrows heavily from the format that the upcoming dashboard is going to incorporate. Clean, fast, Kinect-enabled navigation gives users of all levels easy access to the plethora of content that the UFC app offers.

The biggest and most exciting of this content is the interactive fight cards and predictions interface. Before and even during a PPV, information on each participating fighter, their tale of the tape, and previous fight results are available to check instantly without stopping any currently viewed content.



While all this information is cool to have at a moment's notice for fans of all levels, Microsoft’s biggest use of this is for making pre-fight predictions. At the moment, viewers can make decisions on who they think is going to win a fight and by what method up to the start of a PPV event. As the fights conclude a live leader board -- currently only with Live friends -- will award a yet undetermined amount of points to rank who the best fight predictor is. At the moment, correctly calling fights really only lets people brag about their skills to friends, but Microsoft plans to keep and close eye on how the service is being used to continue to build upon it.

During my preview, Mahar couldn’t stress enough that the plan at launch is to keep it simple, but as big UFC fan himself he can’t wait for the service to grow. Right now updates are expected at least once every month, but if needed I was told that the means to pass certain patch procedures can happen. I personally would like to see more variety in the fight predictions, such as round of defeat and perhaps in the case of submission, type, but from what Mahar eluded to I don’t think I will have to wait to long for such dynamic predictions.

One aspect of the fight predictions that struck me as a clever way for Microsoft to get the word out on this service is its Facebook integration. Every fight prediction made can be uploaded to the social media site to let more than just your Xbox Live friends know who you think is going to pound whose face in.



The social integration doesn’t just start and stop with Facebook. UFC on Xbox Live itself is very social by nature. Besides seeing what picks your friends have made, and how you stack up on the leaderboard, you can also see what on-demand videos they have been watching to help confirm that you too possess an equal amount of knowledge before each PPV.

Outside of ordering the latest fights -- which begin December 10 with UFC 140 -- the majority of video content that is found on the UFC’s website will be available for instant streaming through the app. Pre-fight interviews, live weigh-ins, and highlights are amongst some of the content that is accessible anytime, completely free and in HD.

The tech behind the streaming is impressive. Using technology from iStreamPlanet -- who’ve previously handled Olympic coverage for NBC -- Microsoft is pulling no stops when it comes to insure that the live HD, on-demand experience for users is as smooth as possibly. Every PPV has the option to be purchased in SD or HD for their respective prices and based on your connection speeds you will know ahead of time what the best option is. If your HD connection ever begins to dip, similar to how Netflix adjusts, UFC on Xbox Live has 3-4 different bit rates in HD to adjust to, keeping the action flowing at its promised 60 fps.

To help secure that everyone using the app has the best UFC PPV experience, Microsoft also plans to have reachable customer service reps to contact in case of performance issues. UFC on Xbox Live will have an easy to read widget that can be pulled up on the fly for users to relay information such as current framerate, bandwidth, and bitrates quick and efficiently to solve whatever the performance issue may be.

This app is so much more than watching PPV through your Xbox. The amount of interaction that will be present at launch is already enough to separate itself from the same old cable PPV experience, but Microsoft is not set on delivering just an adequate experience. Whether you're a fan or not of the UFC and MMA in general, what Microsoft is doing here is exciting for both the Xbox and the future of online entertainment.

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The DTOID Show goes LIVE today with free codes!

Posted: 07 Oct 2011 10:20 AM PDT

The DTOID Show goes LIVE today with free codes! screenshot

Codes for what, you may ask? Well, I guess you'll just have to tune in and find out!

Max and I will hosting The Destructoid Show live at 3:30pm PST today on youtube.com/DTOID and will be joined by the elusive Hamza Aziz to talk about Battlefield 3, Minecraft, Max Payne 3, and a whole bunch of other games. Hope to see you there!

Writing destiny: Big Huge Games speaks on Reckoning

Posted: 07 Oct 2011 10:15 AM PDT

Writing destiny: Big Huge Games speaks on Reckoning screenshot

Narrative design in role-playing games has to be one of the most difficult areas to work in, especially if you are working with an already well-established world. You are not only put under the microscope by the fans of the lore, but also by the fans of role-playing and fantasy games. After watching this video, it looks like Kingdoms of Amalur: Reckoning is finding the balance point between keeping fans of the fiction happy, while keeping players engaged through the many options 

The video goes into how the team worked alongside New York Times Bestseller R.A. Salvatore to help build the world on the 10,000 years of fiction that he already laid down, as well as working with designer Ken Rolston from The Elder Scrolls IV: Oblivion on testing out new quest lines and puzzles. One of the big features that the developers wanted was to create a world in constant flux; a world full of souls in need of your help. 

It also sheds some light on the different factions in the game: The Travellers, The House of Ballads, and The House of Sorrows. Each faction will have quests that you can pick up at any time, with the added bonus of not being tied down exclusively to one faction. As the player completes these quests, they can gain skills and also unlock new "destinies."

Kingdoms of Amalur: Reckoning will be releasing on February 7, 2012. Mark your calendars, adventurers!

Review: Rochard

Posted: 07 Oct 2011 10:00 AM PDT

Review: Rochard screenshot

Side-scrollers, while they still exist, have mostly become indie fare recently while larger companies focus on different genres. Enter Rochard, a side-scrolling physics platformer/puzzler that combines a slightly twisted sense of humor with some genuinely entertaining gameplay, both of which help to distinguish this title from the rest in this category. 

While Rochard may not be my game of the year, it does a lot right, and proves that side-scrollers are not dead, or even dying. They are alive and well, and now include redneck miners in space.


Rochard (PlayStation Network[Reviewed])
Developer: Recoil Games
Publisher: Sony Online Entertainment
Released: September 27th, 2011
MSRP: $9.99

The game follows John Rochard, an unassuming redneck who makes a living mining asteroids with his crew, an old mechanic named Zander and the sassy techie Skyler. Its a good thing they excel at being heroes, because they are terrible at mining. As the game starts you find out that Rochard and company are about to be sacked because they are costing their company, Skyrig, more money than they're worth. Their boss, Maximillian gives Rochard an ultimatum; find something worth money, or pack up and get out. So the group finds a ruin. In an asteroid.

Gameplay starts by introducing you to the basic mechanics and, more importantly, the G-lifter, a multi-function gun that will eventually allow you to lift and throw heavy objects, lower gravity, shoot bullets, grapple and throw grenades. That, combined with color-coded energy shields make for some interesting puzzles. The further you get into the game the more intricate puzzle combinations get. At one point I was running around reversing gravity (that is something else that happens, walking on the ceiling), lowering gravity, using the G-lifter to pick up large crates and dodging enemy gunfire. 

Besides the G-lifter, there is one other gameplay mechanic at work that helps the bring variety and challenge to the puzzles and platforming: energy shields. There are a few different types, and each has a specific purpose. Blue and red shields block inorganic and organic matter respectively, yellow act as shields against energy (bullets or lasers) while white block everything. Although use of these shields can sometimes lead to frustration (see below), there are other times that they can provide unique solutions to defeating enemies or avoiding death. On more than one occasion I was able to remove the red shield under a guard, causing him to plummet to his death, or put up a white or yellow shield to avoid laser or enemy fire. The only thing more satisfying than dropping a guard onto an electrified bit of ground was solving some of the puzzles.

Not all of the puzzles were fun, however, and there were some that felt rather obtuse. While none of them were ever so hard I couldn't figure them out, there was a time or two when solving them did not bring a sense of satisfaction, only an annoyed feeling of 'about time'. For example, during one puzzle I was required to move an object from one room to another, which sounds easy, except that a blue object-blocking shield prevented me from just taking it to the other room. Due to the camera angle I missed the small hole above the door with no shield, which I could throw the object through. It wasn't until I moved to a different part of the room that I even noticed the gap. Small tricks like that were not always present in puzzles, but when they were it felt as though the developers were using sleight of hand to compensate for a lack of an actual challenge. 

Despite my frustration with some of the puzzles, most were entertaining with some of my favorites showing up later in the game. Using the G-lifter and pulling either the top or bottom of a laser, I was able to change the angle at which it fired and while the lasers were not new, the approach to these puzzles were. They were in small, one floor, rooms and all that was required of me was moving the lasers in a way that would give me a path out. These were not flashy, or complex. They did not require a bunch of objects thrown or pulled or dropped, and I found them delightful because of that simplicity. 

While my feelings on the puzzles were occasionally less than enthusiastic, none of them ever brought the sheer level of irritation I experienced with some of the enemy encounters. For the most part killing enemies was fun and even amusing (when you knock them out, they will scream funny little lines) but there were times when, in Contra fashion, I died again and again and again. Some of you may love that sort of encounter; I did not. Besides the fact that enemies could see me before they were even on screen, and thus shoot -- and often kill -- me before I even knew where they were, there were times where four or five enemies were thrown at me all at once. This might not sound like many but Rochard is not a space marine and dies fairly quickly, which meant that even if I took out one or two targets, chances are I would die and have to repeat the entire section over again. This wouldn't have been an issue if combat was always difficult, but for the most part it was fairly easy to get past enemies. As with some of the puzzles the more difficult combat felt more like a cheap shot than an actual challenge.

Repeating areas might not have been so bad, but the sections between checkpoints were sometimes rather large, as was the case later on in the game when I had to complete two areas in one section, both filled with enemies. During this section it became more a matter of route memorization than figuring out unique or creative ways to take out the bad dudes. By the time I completed that part of the game I was not thrilled or triumphant that I was victorious over my foes, I was just ready to move on. I will give the devs credit though, since as the game progressed I was given more powerful upgrades on the G-lifter to help me take down enemies, as well as upgrades for health, weapons fire and grenade capacity. Even if the encounters were aggravating at times, I never felt under prepared as far as weapons and ammunition went.

One of my favorite aspects of Rochard was the level design. The entire game is broken into five levels, all of which are on space stations. Despite the potential to reuse the same environments, each of the levels has its own character and personality, and I never felt bored with the look and feel of the areas I was running around in. Each level has its own theme and color palette, and none of them were bland or dull. The cartoony feel of the game, combined with the vibrant colors kept the environments from feeling stale or uninteresting. It would have been easy, and probably cheaper, for the team at Recoil to recycle some of the areas -- especially since you will revisit one of the sections -- but they didn't, and I applaud them for that. 

The story was also fairly unique, if not a bit strange. What seems like a straightforward problem becomes more deep and odd the further in I went, and there were even hints of a larger conspiracy. Sadly a lot of the questions and ideas brought up during the course of the game were never fully explained, and at the end I was left with more questions than I had answers to. I hope all these unanswered questions means a sequel, otherwise it is just a slightly confusing and unfinished premise.

All in all, Rochard is a solid game with a few frustrating flaws, which are not big or bad enough to topple my appreciation for what Recoil Games did here. It isn't a terribly long game compared to the 40+ hours I normally spend on a title, and took me about 10-12 hours to beat, but for the price they're asking that isn't a bad deal. There is even a trophy for beating the game in three hours or less (something you will almost certainly need to do a second runthrough for) which adds replay value. I think it is a testament to the quality of the game that, despite how frustrated certain areas made me, I would absolutely not mind sitting down and replaying it. Rochard is a solid title with more going in its favor than going against it and I hope to see a sequel that builds upon all the good things the developers did here.

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Weekend PC download deals: Fable III and Activision

Posted: 07 Oct 2011 09:45 AM PDT

Weekend PC download deals: Fable III and Activision screenshot

Yeah, it's that time of the week where you know you're gonna be sorely tempted into buying some games for your PC. It's weekend deals time on Steam and Good Old Games. We've got the latest installment of Peter Molyneux's RPG series and some interesting classics from Activision.

First up, Steam has reduced the price of Fable III and its five accompanying pieces of DLC by 66%. The main game is just $16.99 and it'll cost you $6.41 for all the add-ons. Fable III uses Games for Windows Live but Destructoid's own Josh Tolentino thought very highly of the PC version

Meanwhile, Good Old Games is continuing with its new weekend discount system, this time with a bunch of Activision strategy titles. For each game from the bundle you buy, the discount increases all the way up to 50% off the whole lot. There's an interesting mix of titles, from the sci-fi RTS Dark Reign to the tactical shooter SWAT 1-3.

Bethesda 'forced' to sue Minecraft dev over Scrolls name

Posted: 07 Oct 2011 09:30 AM PDT

Bethesda 'forced' to sue Minecraft dev over Scrolls name screenshot

We've heard lots from Minecraft developer Notch over the lawsuit that Bethesda has filed against him, but not a lot from the company throwing its legal weight around. Bethesda has finally addressed the matter in public, claiming it's been "forced" to sue Mojang Games over the name Scrolls.

"Mojang's public comments have not given a complete picture as it relates to their filings, our trademarks, or events that have taken place," said marketing VP Pete Hines. "Nobody here enjoys being forced into this. Hopefully it will all be resolved soon."

Zenimax, the company in charge of Bethesda, certainly has to protect its trademarks. If Mojang releases Scrolls uncontested, it could open the door for more grievous permutations of the name, diluting the strength of the Elder Scrolls as a brand. This is basically what attorneys and Zenimax are saying at the moment, that they have a "duty" to stop Notch for the sake of protecting their product. 

Trademark law is a messy thing, and while it's very easy to take Notch's side and root for the little guy against an evil corporation, there's a lot more at work. Companies often have to go after these little guys just to stop bigger, more nefarious infringements taking place. It's a messed up thing, but Pete Hines is right -- this isn't something that can be solved by Notch's goodwill or developers weighing in. It's something for the lawyers to hash out, however ugly that is. 

Mojang v. Bethesda Part 2: The Attorneys (and Notch & Pete) Weigh In [Kotaku]

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