Friday, October 14, 2011

New Games

New Games


The Amazing Spider-Man Movie game is happening

Posted: 14 Oct 2011 04:00 PM PDT

The Amazing Spider-Man Movie game is happening screenshot

Spidey fans have had their senses tingling for a while about this, and Activision has finally confirmed it: The Amazing Spider-Man movie will be getting its own game. Activision didn't exactly confirm this via some sort of announcement but rather had a poster placed at this year's New York Comic-Con for everyone to see, and you bet it had pictures taken.

The poster has the blue Beenox logo on the bottom; the studio has previously developed games such as Spider-Man: Edge of Time. The poster does not disclose any sort of release date, but as with most games like these, expect it somewhere around the movie's release which is July 4 of next year.

NYCC: The Amazing Spider-Man Movie Game [IGN]

Marvel Pinball planned as a PlayStation Vita launch title

Posted: 14 Oct 2011 03:00 PM PDT

Marvel Pinball planned as a PlayStation Vita launch title screenshot

Zen Studios has taken Comic-Con as an opportunity to talk a little more about Marvel Pinball: Vengeance and Virtue. As far as the PlayStation Vita version is concerned, it's going to be a launch title. Nice!

There's a trailer to look at, if you'd like, and a "virtuous" unveiling of the second pinball table is coming tomorrow afternoon during the New York Comic-Con Marvel Games panel. Sounds like Zen is going all out with the game on Vita, with "both front- and back-panel touch support, gyro sensor, accelerometer and last but not least, cross-platform functionality with PSN."

My near-endless desire for portable pinball videogames is pleased by this.

The Binding of Isaac update delivers improved save system

Posted: 14 Oct 2011 02:00 PM PDT

The Binding of Isaac update delivers improved save system screenshot

If there's something that all The Binding of Isaac players can agree on, it's that the game is bloody difficult. The way Binding of Isaac saves has played some part in this and its creators have finally fixed it up a bit in the game's latest update put onto Steam. Edmund McMillen has told Destructoid that the improved save system basically, "saves every detail in the hard save now instead of the temp save," due to, "some people's cleanup tools," deleting the actual saves. 

Said update, on top of the improved save feature, fixes a couple of problems with the music including both ambush and boss instances, as well as pick-up sounds playing properly. Another, more mysterious fix of "a few exploits" that apparently "breaks the game" is also in it.

Lastly, the update prepares The Binding of Isaac for the big Halloween update which will add more bosses, more items and two more levels for absolutely free. 

 

The DTOID Show: Syndicates, Battlefields, and Bagmen!

Posted: 14 Oct 2011 01:15 PM PDT

The DTOID Show: Syndicates, Battlefields, and Bagmen! screenshot

Good evening, little darklings. It's the last day of our Giveaway Week and we gave out a total of $900 worth of prizes! Special thanks to those of you who spent minutes painstakingly drawing and MS Painting photos for a chance to win one of our many awesome treats. You shall be rewarded in the afterlife with karma and women.

Now, for news. It's getting close to the home stretch, so EA just posted tidbits of information on all nine of Battlefield 3's multiplayer maps. Ten full minutes of Syndicate gameplay footage also got posted to the internet machine, along with new characters for Ultimate Marvel vs. Capcom 3, and those of you lucky enough to score an iPhone 4S today (read: me) will be happy to know that GTA III is heading to mobile devices. That dapper dandy Jim Sterling also sent us a video review of Batman: Arkham City, which we watched and then promptly dismissed because it does not have glittery vaginas.

The Question: Is Arkham City's 'Catwoman Pass' too much?

Posted: 14 Oct 2011 01:00 PM PDT

The Question: Is Arkham City's 'Catwoman Pass' too much? screenshot

[Every Friday, Destructoid will pose topical a question to the community. Answer it if you want!]

One of the biggest news items this week was the confirmation that Batman: Arkham City would feature a unique spin on the "online pass" phenomenon -- locking the game's four Catwoman stages behind a code that could only be redeemed online. 

My thoughts on regular online passes are clear enough, but this is a new thing entirely. It's not just a handful of small bonus rooms like RAGE, it is four sizable chapters from the story mode. Furthermore, those who play with their consoles offline (still a sizable chunk of the population) will have no way of playing these stages, whether they buy new or not. 

Of course, there are those who will say, "I'm online and buying new, so it's not a big deal." Are they right? If you're looked after, does it matter about anyone else? In lieu of an actual online mode in Batman, is Rocksteady correct to section off a portion of the single-player mode? Is this the start of games locking even more content behind codes, and does it really matter in the grand scheme of things?

Villains: An analysis of Psycho Mantis

Posted: 14 Oct 2011 12:30 PM PDT

Villains: An analysis of Psycho Mantis screenshot

[Our final promotion this week for our Villains topic is from Revuhlooshun, who focuses on Psycho Mantis from the Metal Gear series. If you want to see your own work on the front page next week, make sure you finish up your Integration blogs by Monday! -- JRo]

I have a confession to make: I cried at the death of Psycho Mantis. In fact, it still brings a tear to my eye each time I replay Metal Gear Solid. Psycho Mantis is remembered for his neat memory card tricks and the incredible fight he puts up. However, these accolades gloss over his more profound accomplishment of being perhaps the most well crafted and sympathetic villain in our culture. He is one of the most tragic figures in memory, one which has a lot more to say than the words he speaks.

Twin Snakes really pissed me off, for a number of reasons. The most significant was the butchering of Psycho Mantis’s death. Through the game and your encounters with him, his character is a playful, almost childish one as he runs around possessing people, playing pranks and showing off before finally deciding to kick your ass. He has an insistence and need for the recognition of his power and importance, going to great lengths to receive it. Mantis needs that attention, that affirmation of his significance and relevance.

But once he’s on his deathbed, lying on the floor after a few kicks upside the head, he cuts the shit. We finally get to see the man behind the mask and talk to him on a personal level. In Twin Snakes, he keeps his nefarious routine going, ruining that element of sincerity which makes the scene so compelling. In the original game, we get to actually hear what he sounds like – he stops acting and he lets us in. He drops his guard, revealing himself to the world due to his own vulnerability – it is only near his death that he reaches out for others after shunning humanity for so long.

What makes Mantis so tragic is that his entire life and fate could have gone the other way. Mantis shuns humanity because humanity had shunned him: his birth took the life of his own mother and inspired hate and resentment for him in his father. From the very moment he is born, Mantis is abandoned and left on his own as he must carry the weight and blame for the death of possibly the only person who could have ever loved him.

It is not until he discovers his telekinetic powers that he realizes the degree of his seclusion, peering into the mind of his father only to become terrified by his contempt. He then unleashes his psychic powers to kill not only his father but to torch the entire village, though this could perhaps have been on accident: Mantis is permanently scarred and disfigured from his uncontrolled rage, perpetually the victim of chance and misfortune, which in turn further exiles him from society due to his grotesque appearance.

His past explains his behavior early on. Children thrive on stability, not on chaos. It is why Mantis must be noticed and respected, and why he goes out of his way to ensure so. But it is that further exclusion in adulthood, as a result of his physical distortion, that sheds light on his behavior at the end of his life, which is far more reflective and gripping.

There is a particular quote from Mantis which always stuck with me:

“In my lifetime, I have read the pasts, presents and futures of thousands upon thousands of men and women. And each mind that I peered into was stuffed with the same single object of obsession. That selfish and atavistic desire to pass on one’s seed…it was enough to make me sick. Every living thing on this planet exists to mindlessly pass on their DNA. We’re designed that way. And that’s why there is war…humans weren’t designed to bring each other happiness. From the moment we’re thrown into this world, we’re fated to bring each other nothing but pain and misery.”

You get a sense from the man that he is both one who despises and envies everyone around him. He is an extrovert forced to be an introvert, wanting so badly to embrace the world but constantly pushed away from it for the simple faults of his birth and who he was born as. Of course procreation appalls him: his birth was a curse, the beginning of a reviled existence which he is forced to endure. Yet deep down he yearns for the tender, womanly care and touch he was and is denied through no fault of his own, making his mutilation that more heartbreaking.

Life dealt him an incredibly shitty hand, invoking anger and disgust towards anyone able to enjoy it. It’s why he joins the Boss’s revolution – not for world conquest, as he explains, but for the simple excuse to kill people. If Mantis cannot be happy, no one can be happy. It’s what makes his interaction with Snake so captivating because they are literally the same character. The player gets a sense of respect between the two of them, with Snake showing extreme mercy and reverence for this man’s dying breaths as he confronts him not in a battle of blows, but of ideas and spirit.

It is because of their similar natures, their pasts, that Mantis allows Snake to see him for who he is, and it is why he reaches out to him. It is why he pulls off that mask, figuratively and literally, which he uses in an attempt to filter out the filth and corruption that surrounds him. But what is most telling is that despite their shared experience of horror and solitude, Snake is the negative to Mantis: he does not allow his suffering to define and disfigure him mentally, whereas Mantis has. Everyone has problems – what differentiates people is how they deal with them. Mantis seeks to shield himself from the wickedness amongst him, but he cannot expunge the poison already in his soul. And it is what makes the Mantis character even more tragic.

What if Mantis was able to come to terms with what had happened to him? If it hadn’t seeped into his heart and infected it from within? What if he had the strength Snake had, and could have used it to better his self and others?

It is what gives Mantis’s last words a deep, emotional sting:

“This is the first time I’ve ever used my power to help someone. It’s strange. It feels kind of…nice.”

Was Psycho Mantis the most effective, destructive villain ever? No. Is he the most interesting one?

You bet your ass.

Huge Final Fantasy XIV update, PS3 version next year

Posted: 14 Oct 2011 12:00 PM PDT

Huge Final Fantasy XIV update, PS3 version next year screenshot

Yes, Final Fantasy XIV is still a game. Today, Square Enix announced "Final Fantasy XIV 2.0" alongside the news that the game is releasing for PlayStation 3 at some point between October and December of next year. This update better be amazing or else I don't think the game can stay relevant for another year.

FFXIV has had one of the most lackluster launches in MMO history and even Square Enix has said the game has damaged the Final Fantasy name. In that same post, they said they'll "continue with our reform work, which basically amounts to fully redoing the game, and hope to revive the FFXIV that should have been released." Well, after looking at these upcoming patch notes, I'd say they might be doing just that.

There is an absolute ton of new information released today and you can read everything on the official update site (be sure to click the .pdfs on the bottom!) but I'll highlight some of the big ones here:

  • The game will shift back to the subscription model between "late November and early December 2011"
  • Redesign of maps, graphics engine, server system, and user interface
  • Many community-centered ideas (new PvP, mail)
  • Planned to be released in increments, finishing around late 2012

So what do you guys think, is this update enough to get you interested in this train wreck again? Or is it just too late to even care?

New Dev diary from The Secret World

Posted: 14 Oct 2011 11:00 AM PDT

New Dev diary from The Secret World screenshot

Even if you want to forget about The Secret World, EA and FunCom won't let you. In addition to multiple teaser trailers, they have now released a dev diary that takes a look at pvp and factions. The nice thing is that this trailer shows some actual gameplay, so you have a better idea of what you might expect from the title.

The Secret World still looks like fun, the factions still look interesting and I still like the idea of mixing legends and stories with secret societies in a modern setting. These guys really don't need to do anything more to convince me to try their game, I'm sold, but extra information is always nice, so I have no reason to complain about the dev diary. I do kind of wish I was playing the game, instead of watching a video about it though.

The DTOID Show goes live today with tons of prizes!

Posted: 14 Oct 2011 10:30 AM PDT

The DTOID Show goes live today with tons of prizes! screenshot

Yep, it's Friday and that means not only will The Destructoid Show be going live at 3:30pm PST today, it's also the last day of our GIVEAWAY WEEK! Tune in at youtube.com/DTOID for your daily dose of gaming news and sarcasm, where we'll be announcing the winners of our Astro A40 headset and PC Shooter Prize Pack contests, as well as giving out some Steam codes for Serious Sam 3: BFE.

House of the Dead trailer is ad for a crossbow emporium

Posted: 14 Oct 2011 10:00 AM PDT

House of the Dead trailer is ad for a crossbow emporium screenshot

Yes. A crossbow emporium. A store -- presumably a large one -- which caters solely to the crossbow enthusiast who has a lot of zombies to kill. What a wonderful world that must be.

God, how I love the marketing for House of the Dead: Overkill. In fact, I would go so far as to say I might be willing to purchase a DVD that contained nothing but the ads, trailers and other promotional material made for this game. Maybe we'll get lucky and they'll all be included on the disc when Overkill releases.

NYCC: You should play Batman: Arkham City in Dolby 5.1

Posted: 14 Oct 2011 09:38 AM PDT

NYCC: You should play Batman: Arkham City in Dolby 5.1 screenshot

It's not fair to expect that everyone has access to a Dolby surround sound system set up just for gaming. When you factor in the cost and required space, let alone the noise level that they reach, a surround rig could be considered a luxury for most gamers. Still, if there's one game you want to use one for, it's Batman: Arkham City. I was absolutely blown away with how much work the sound team put into the game's audio -- it's one of the best sounding games I've ever played. I wanted to know if Nick Arundel, Arkham City's audio director, felt as passionately as I do about having gamers play this his game in Dolby 5.1.

He does, he told us in an interview session at New York Comic-con, but he admits that having a surround setup is not practical for some people. For that reason, they spent a lot of time on the stereo mix. Just know that this mix is a downgrade of the original surround audio.

When asked if gamers will miss much in stereo mode, Arundel said, "Oh, you do. Totally. We use the sub so much -- it's incredible. If you can, definitely play it in surround."

He continued: "All of our atmospheres, all of our ambient sounds are recorded in 5.1. [In stereo] you're missing half of it. But I do understand that it's not practical for everyone."

Tonight: Batman: Arkham City on Jimmy Fallon

Posted: 14 Oct 2011 09:14 AM PDT

Tonight: Batman: Arkham City on Jimmy Fallon screenshot

Want to see and hear more on Batman: Arkham City? Of course you do. It's an amazing game. 

If you're hungry for more, you'll want to tune in tonight to Late Night with Jimmy Fallon.  Sefton Hill, Game Director at Rocksteady Studios, will be a guest tonight, and he'll show off the game with a live demo. Cancel your Friday night plans or set your DVR.

Just how evil is ZeniMax?

Posted: 14 Oct 2011 09:00 AM PDT

Just how evil is ZeniMax? screenshot

[Editor's note: Brock Janikowski is currently a law school student with an interesting take on the recent ZeniMax scandal. He will be contributing to Destructoid every once and a while with features focusing on the fascinating role law plays in the world of videogames. Also, his name is Brock ... which is awesome. -Chad.]

What is in a name? If you ask indie developer darling Notch or publishing behemoth ZeniMax, they might say it means quite a lot. Mojang v. ZeniMax has kicked off, a trial that will decide the fate of the title for Notch’s upcoming game Scrolls, but many of us are still shaking our heads.

With seemingly so little to gain and so much much money to lose for the parties involved, is ZeniMax really just evil, or is there something more to the story?

You've probably already read the first indications that there is more to the Notch vs. Bethesda debate than angry bloggers may have led folks to believe. Maybe it was a feeling of loyalty to Bethesda or a skepticism over what seemed like an arbitrary attack on Notch.

Regardless of the reason, since the start of this debacle I've felt a need to dig deeper. After all, Bethesda Marketing VP Pete Hines' statement that, "Nobody here enjoys being forced into this," doesn't mean much unless there is actual justification. 

So, putting my legal training to the test, I dove into researching Trademark Law in an effort to understand whether ZeniMax really was an evil corporation crushing the future of gaming under its uncaring heels, or if just maybe there could be another explanation. What I found was that an issue called Trademark Maintenance may indeed be forcing ZeniMax’s hand.

Trademark Law is traditionally all about protecting consumers from being confused as to the origin or composition of a product. If a trademark holder takes the time to make a mark famous, others aren’t allowed to leech off that success. Therefore, if a court finds that consumers might be confused by the name of a new product, a court may find that the name infringes on the trademark holder’s mark and can therefore not be used. Once a trademark holder establishes its mark though, it has to maintain the mark.

Part of Trademark Maintenance is the idea that a trademark holder must “police” its mark. If ZeniMax becomes aware another developer might be infringing upon its marks, it must address the issue, possibly by sending a letter and asking the developer to stop using the mark, or failing that, by taking the developer to court. If ZeniMax, or any corporation in this situation does nothing, a future court may find that a trademark has become “diluted” and is therefore not deserving of trademark protection.

This tends to lead to some rather ridiculous cases for companies with famous trademarks; McDonalds for example has a long history of suing the "little guy" for using names that might be "confusingly similar." Just a few cases include a man named Norman McDonald who was forced to change the name of his restaurant, and another man by the name of McAllan who won a case brought against him for opening a restaurant under his name. 

ZeniMax has stated that they believe consumers could potentially be confused by the similarity between The Elder Scrolls mark and Notch’s Scrolls. Is ZeniMax truly worried that people won’t be able to tell the difference? Possibly, but even if the company has little fear of such confusion, allowing Scrolls to slide by could create an unfortunate precedent should a larger, future trademark issue arise. 


Keep in mind as well that Notch's offer to change or alter the Scrolls name doesn't count for much in this case. If Scrolls became Scrolls: Insert Sub-Title Here the potentially confusing word "scrolls" still exists. In fact, adding something to Scrolls might make is seem even more similar to The Elder Scrolls. The only thing that would truly end this case would be Notch dropping the Scrolls title altogether, an option Notch and Mojang have yet to offer.

But Scrolls will most likely be a niche game with a niche audience, so then why spend all this time and money to litigate a case against a poor indie developer? It’s the reality of Trademark Law. If you don’t make efforts to maintain your mark, you may lose your mark.

I believe that Bethesda and ZeinMax are taking very little joy in this litigation, but if they are worried about the long-term survivability of The Elder Scrolls mark, the companies may well feel they have no choice but to take Notch to court. Whether or not this is right, or whether Trademark Law should be revised to avoid “trademark maintenance” litigation are entirely relevant questions to ask, but this case won’t be addressing these issues.

So is ZeniMax evil? I personally don’t think so, but that determination is up for debate. I think the company is following what is ultimately an unfortunate aspect of Trademark Law and Notch is suffering as a result. Maybe adherence to this flawed system still makes ZeniMax evil, but if it were a choice between potentially losing your ability to protect your famous trademark and suing an indie developer, what would you do?

Photo Photo Photo

JForce: Unstoppable is the "Best Indie Game EVER"

Posted: 14 Oct 2011 08:45 AM PDT

JForce: Unstoppable is the

Self-aggrandizing statements aside, JForce Games is certainly ambitious. The five man development team have been hard at work for the past four years and are finally gearing up for a release of their eponymous top-down shooter in 2012. Bursting at the seams with content, JForce: Unstoppable is said to include online co-op, deathmatch, capture the flag, a level editor, endless survival mode, and even fully animated cutscenes -- courtesy of Metal Gear Awesome animator Egoraptor.

In addition to all that content, the game is planned for virtually every platform you can imagne: 360, PC, Mac, iOS, Android, and Windows Phone. If you're interested in supporting the Dallas-based developer or getting in on their beta (whenever that happens), just head over to their Kickstarter page and make a donation. JForce: Unstoppable looks like a really exciting project, but I can't help but feel like they might be biting off more than they can chew. I guess we'll just have to wait and see.

Meet Jimmie Johnson's first kart racer, Cinderblock

Posted: 14 Oct 2011 08:30 AM PDT

Meet Jimmie Johnson's first kart racer, Cinderblock screenshot

Jimmie Johnson's Anything with an Engine looks to be an interesting spin on the kart racing scene. Here we have the first character reveal for the game, former cement worker Cinderblock. He appears to be made entirely out of concrete and can fire cinder blocks from from the front of his mixer as well as drop concrete abutments behind him.

I have to say, I'm intrigued. I've never been much of a kart racer, but that's because I'm absolutely horrible at them and have no patience for the rubber banding that always seems to plague the genre. From what Abel has seen of this one, it sounds like the team behind Anything with an Engine have some good ideas going here. I'm looking forward to seeing more of this as it speeds toward release later this month.

Transformers: Fall of Cybertron trailer AW F*CK GRIMLOCK!

Posted: 14 Oct 2011 08:00 AM PDT

Transformers: Fall of Cybertron trailer AW F*CK GRIMLOCK! screenshot

A teaser trailer has been unleashed for Transformers: Fall of Cybertron. It's short, it's full of static, but it says absolutely everything you need to know. Click on the video above and drown in pure, unadulterated badassery. 

I am officially fully erect right now, and I'm not even a big Dinobot fan! This game is going to make me do terrible things to myself.

Payday: The Heist's Long Arm of the Law

Posted: 14 Oct 2011 07:30 AM PDT

Payday: The Heist's Long Arm of the Law screenshot

[This is the first in a series of five guest blogs from OVERKILL Software creative director Simon Vicklund about the forces that stand between you and incalculable wealth in Payday: The Heist, coming soon to PlayStation Network. Stay tuned to Destructoid as we continue this series up to the release of Payday on October 18th]

Hi there! This is Simon Viklund on the behalf of the OVERKILL crew. I've served as creative director on this rather neat robber co-op action FPS we've developed, called Payday: The Heist. It's coming out later this month and to prepare you for the onslaught of law enforcers I've written this little piece on what kind of resistance you can expect in the game. You didn't think you could just waltz right into the bank's vault and then stroll out to the escape vehicle, now did you?

The arm of the law is indeed long - and limber. If you're wanted by it, you'd better run pretty frickin' far if you want to escape punishment. As a bank robber in Payday, you can expect the police's first assault wave to be quite predictable (and likely to consist of poorly armed units), but whatever location you're in it's only a matter of time before it's gonna be swiss cheese - and before you know it you have Heavy SWATs rappeling down from skylights and crashing through windows around you!

 

That's the long arm of the law reaching in and looking to get a hold of you. In Payday, this arm has a hand with five fingers - and those fingers are the security guard, the police officer, the FBI agent, the SWAT and the Heavy SWAT. Those are the "basic" enemies you'll encounter - the "meat and potatoes" on your cannon fodder menu:

The security guard is the guy who didn't have what it takes to be a policeman. While his shirt is just as ineffective as a police officer's when it comes to stopping bullets, the security guard is much weaker in mind: He will give up more easily if intimidated (and make a fine hostage) and he does not cooperate with other law enfocerement branches as well as, say, the police.

The police officer, the man in blue, the backbone of law enforcement. Although poorly armed the police makes a fearsome adversery in their numbers - there's simply a hell of a lot of 'em! Any experienced robber maintains a healthy amount of respect for the police.

Police officers are also a lot more tactical than security guards - they will, for example, stand around and guard a downed robber to hinder other robbers from helping him back up.

This is an FBI agent and he's mad as hell because this was his day off, and you just destroyed it by robbing a bank and forcing the authorities to bring EVERYONE! FBI agents are often involved in infiltration operations that require them to keep their true identities as law enforcers secret, so in fear of ending up on the news they sometimes wear ski masks - just don't confuse him for a robber!

When there are FBI agents on the scene you know it's business - they're more agile and shoot more accurately than security guards and regular police, and they also use smoke bombs - so when you hear one of those go off you know you *at least* have FBI agents to deal with. They are often part of hostage rescue units that operate in the lull between assault waves - look away for a minute and all your bargaining chips will be gone!

The "regular SWAT" - or the "blue SWAT" - are tough, although not the toughest. When these guys arroce they increase the bullet whizby frequency by a couple of hundred percent because these are the first guys who carry SMGs and other fully automatic weapons. In other words: They're not here to negotiate - they're here to mow you down.

The Heavy SWAT (left) are easily distinguished from the regular SWAT in that they are dressed completely in black and they're generally just bigger and badder. These guys can take a lot of bullets to the chest, so when a pair of them comes around a corner you'd better pick 'em off with headshots, or you'll be standing around like a doofus with an empty weapon when the third guy comes through the window behind you and unloads his shotgun in your lower back.

Some missions also pitches you against Murky Water mercenaries (right). These are the toughest common enemies in Payday - they can take even more hits to the body than Heavy SWATs, but they are more vulnerable to headshots and give up more easily than (probably because they are motivated solely by money and no conviction).

This article was part one of a five piece series. Tomorrow we'll move on and study one of the game's four "special" enemies: The Shield.

Payday: The Heist is a digitally distributed title, coming to PSN (PS3) and Steam (PC) later this month, for $20. Check out www.overkillsoftware.com, www.payday-theheist.com and our Twitter account "overkill_tm" for news!

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Square Enix plans to party at New York Comic-Con

Posted: 14 Oct 2011 07:15 AM PDT

Square Enix plans to party at New York Comic-Con screenshot

Square Enix has a whole bunch of fun stuff lined up for this week's New York Comic-Con, set to go down at the Javits Center in Midtown Manhattan from Oct. 13-16. They're bringing lots of games, hosting fun events, and throwing a party with us! 

At their booth you can expect to find Final Fantasy XIII-2, Heroes of Ruin, Dead Island, Deus Ex (upcoming "The Missing Link" DLC), and Wakfu.

As for events, I'm looking forward to the “East Meets West: Art Direction for a Worldwide Audience,” which will feature art from both Deus Ex and Final Fantasy XIII-2, and will include the art directors from both games. There's also a Tomb Raider art signing, a Heroes of Ruin poster giveaway and the last of the Word to your Moogle world tour events.

Finally, there's a cool party that I hope you'll come out to. Square Enix is teaming with Destructoid and our friends at Machinima to throw a party to celebrate the January 31 launch of Final Fantasy XIII-2Attendees of the event at Tonic Bar (727 7th Ave., Times Square) will be treated to drinks and swag as well as the chance to win prizes at a Final Fantasy trivia contest. That goes down on Friday, October 14, from 8-10p.m. Come hang out with us!

New York Comic Con attendees are invited to join “East Meets West: Art Direction for a Worldwide Audience” on Friday, Oct. 14 from 10:45 a.m. to 11:45 a.m. for an exclusive panel presenting concept and finished art from FINAL FANTASY XIII-2 and DEUS EX: HUMAN REVOLUTION. Moderated by industry consultant and former Newsweek senior writer, N’Gai Croal, the panel will include an in-depth discussion between Isamu Kamikokuryo, art director of FINAL FANTASY XIII-2 and Jonathan Jacques-Belletête, art director of DEUS EX: HUMAN REVOLUTION.

Friday, Oct. 14, (2:30 p.m. to 3:30 p.m.): Fans can participate in TOMB RAIDER’s 15th anniversary celebration by attending an exclusive signing session featuring urban contemporary artist Camilla d’Errico. Attendees can stop by the Square Enix booth to receive a free 5x7 art print and autograph featuring d’Errico’s unique interpretation of TOMB RAIDER, a franchise that has sold over 35 million copies worldwide as of Oct. 2011.

Thursday-Sunday, Oct. 13-16 (all day): The FINAL FANTASY XIII-2 “Word to Your Moogle” tour embarks on its third and last stop at New York Comic Con, where fans can enter to win event-exclusive prizes. The leaderboard and official contest rules can be found at www.wordtoyourmoogle.com. The contest will run every day during show hours at the Square Enix booth.

Saturday and Sunday Oct. 15-16 (11 a.m. and 2 p.m.): HEROES OF RUIN fans can receive a free poster signed by Adi Granov, the cover artist for HEROES OF RUIN, whose most notable works include the Iron Man: Extremis series and the Iron Man films. With the poster, you’ll also be entered into a raffle to win a free Nintendo 3DS™ at the end of the day, Friday through Sunday!

Here's the HUGE NYCC trailer for Final Fantasy XIII-2

Posted: 14 Oct 2011 07:04 AM PDT

Here's the HUGE NYCC trailer for Final Fantasy XIII-2 screenshot

Square Enix has released a nice and meaty new trailer for Final Fantasy XIII-2 here at New York Comic-Con. If you've been wanting to see more of the game, this new video won't let you down with its 7 minutes of footage. It sets the stage for you, bringing you right up to speed, letting you to move from the first game into this one easily.

You'll also get a taste of the events from the beginning of XIII-2. Lightning, now a Warrior Princess, ends up in an epic battle that takes place on land, then air, and eventually even from space. I've seen all of this battle, and I can tell you that it's absolutely nuts.

From there it jumps around, giving you just a tease of what you can expect when you get your hands on this game next year, on January 31, 2012. It all ends in a sort of music video, set to the Charice theme song "New World."

If you can't wait after seeing this, Final Fantasy XIII-2 is playable at Square Enix's booth on the New York Comic-Con show floor.

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