Saturday, October 29, 2011

New Games

New Games


Preview: Haste (working title)

Posted: 29 Oct 2011 03:30 PM PDT

Preview: Haste (working title) screenshot

Techland -- makers of last year's balls-to-the-wall racer Nail'd -- is back yet again, this time in the downloadable space, with Haste (working title).

Along with a handful of other digital titles that Ubisoft was recently showing off, I was able to take the new ATV affair for little ride.

Haste (working title) (PlayStation Network, Xbox Live Arcade [Previewed])
Developer: Techland
Publisher: Ubisoft
Release: Spring, 2012

When I first gazed upon Haste, the striking resemblance to Nail'd caught me off guard until I realized it was by the same developer. Those of you familiar with Nail'd will feel right at home, as Haste looks and plays extremely similar. In fact many of the game's same mechanics have made the transition from retail to download.

You can still control your direction in the air, the boost meter is mostly identical, and brakes -- at least in the Laos track I played -- were irrelevant. That being said: Haste nails the same blazing speed; impressive framerate; and tight, but floaty controls that made Nail'd one intense ride. 



With a chance to let loose on two different style events -- race and stunt -- my initial impression was a little mixed. Racing was an insanely fast experience and gratifying when not crashing, but the stunt mode, in which first place is decided by the highest trick score, was thoroughly lacking. Like Nail'd, stunts are limited to front and back flips and shooting through flaming hoops. It's still very early, so hopefully further variety can be added to spice up the flair.

The rest of the game, especially for a downloadable title, sounds promising. With forty current tracks (sixty total is the goal) and diverse racing locales with multiple routes, there's definitely plenty of racing to be had. My only concern is with such a large amount of tracks, how much are cut up and repurposed segments from Nail'd as opposed to completely new course designs?



Either way, with six multiplayer modes and full customization of each ATV, Haste is shaping up to be one complete downloadable package when it blazes onto Xbox Live Arcade and PlayStation Network next year.

Photo Photo Photo Photo

Wizorb prepped for a November release on PC

Posted: 29 Oct 2011 02:30 PM PDT

Wizorb prepped for a November release on PC screenshot

It's become increasingly clear that, for certain developers putting out Xbox Live Indie games, following up with a secondary PC release is the way to go. If the title in question is of high enough quality, of course. Wizorb is one such game, and its PC release has been set for Monday, November 7.

This will be happening by way of digital distributor GamersGate. Though keyboard and gamepad support is included, the developers say mouse control is where it's at; this input method "makes Wizorb rely even more on reflexes which feels great and makes the game a tad easier."

Grand news for those unwilling or unable to grab the original release. While not currently dated, Linux and Mac ports are also being worked on. I could see it doing particularly well on the App Store, but one step at a time.

Wizorb Coming to PC November 7th [Tribute Games via GameSetWatch]

Games Media Awards trolled by sponsor

Posted: 29 Oct 2011 01:30 PM PDT

Games Media Awards trolled by sponsor screenshot

The Games Media Awards is a UK event, showcasing and recognizing specialist and mainstream games media. The event celebrates games media internationally, as well as in the UK. Amidst the celebrations and commiserations at the most recent event, on the 26th, the behavior of the evening's sponsor, Grainger Games, ruined the experience for some.

The English retailer brought bikini clad women, midgets, a hideous orange hummer and the cherry on top -- Grainger Games' very own brand of condoms. Because all of those things simply scream videogame journalism. Those things on their own are random and tasteless, but it was the actions of the retail chain's representatives that crossed the line. They heckled speakers, flicked condoms into people's food, interrupted the host and according to Xbox LIVE editor, Daniel Maher, "two of them attempted to physically and verbally intimidate [him]." Classy stuff.

Stuart Dinsey, MD of Intent Media -- the company who run the event -- has issued a formal apology for the ludicrous behavior of Grainger Games and it certainly doesn't look like they will have much of a future attending industry events.

I'd like to take this opportunity to apologize wholeheartedly for this -- and to make it very clear that Grainger will not be welcome back in any capacity to the GMAs, or any Intent Media events.

One of the retailer's area managers responsed to criticizm by asking if people don't have better things to do. Perhaps he thinks videogame journalists should be covering politics or wars instead of things that happen in the industry. On the Grainger Games website a more thought out response was put up.

We wholeheartedly apologize if we offended anyone at last night's GMAs. It was never our intention to upset anybody. We sponsored the awards to show our support for everyone invlived in games media and we continue to value and appreciate all their hard work and commitment.

A lovely sentiment, but I doubt it's worth much to those who were heckled or had condoms thrown in their soup. Much like the recent controversy over Cannibal Corpse at BlizzCon, their actions were probably not malicious, but they were utterly stupid. Of course, unlike the BlizzCon fiasco, you'd expect an event sponsor and retail chain to be a bit more professional than a metal band.

I doubt the actions of the childish representatives of Grainger Games was enough to spoil the evening for the award winners, though. Eurogamer won best website, Edge walked away with best print magazine and Rock, Paper, Shotgun nabbed best blog.

Here's the full list of the winners:

Games Magazine: Edge
Games Website: Eurogamer
Specialist Writer (Print): Christian Donlan – Freelance
Specialist Writer (Online): Keza Macdonald – Ign
Coverage In A National Newspaper: The Guardian
Coverage In A Mainstream Magazine: Shortlist
Regional Games Columnist: Dave Cook – The Scotsman
Games Broadcast/Podcast: Sentuamessage
Games Blog: Rock, Paper, Shotgun
Rising Star: Martin Gaston – Videogamer
Games Media Awards: Colin Campbell

Congratulations to all the winners.

Games Media Awards soured by sponsor... [gamesindustry.biz]

Shoot Many Robots' survival missions are a blast

Posted: 29 Oct 2011 12:30 PM PDT

Shoot Many Robots' survival missions are a blast screenshot

If you haven't already read Conrad's preview about Shoot Many Robots, then you should probably take a moment to click the different colored text above and catch up. For those of you already in the know, keep reading and I'll share a little more about Demiurge Studio's drunken Metal Slug-meets-Borderlands action romp that's coming to console and PC download services next year.

At an event earlier this week, Ubisoft was showing off the latest build of its recently acquired four-player side-scrolling blast-a-thon. The campaign section I played remains faithful to what our mustached muse described back at GDC, but I also had the pleasure to tackle a little of Shoot Many Robots' take on horde mode -- survival missions.

Shoot Many Robots (PlayStation Network, Xbox Live Arcade [Previewed], PC)
Developer: Demiurge Studios
Publisher: Ubisoft
Release: Spring 2012

Survival missions are exactly what they sound like: destroy wave after wave of robot enemies with the hopes of lasting long enough to acquire some sweet new loot. The one map I played saw a bevy of different enemy robots attack in hectic hordes. Choppers, Tankbots, and Small Frys all attacking with only mine and my partner's death in mind. Like Gears of War's Horde mode, thankfully, it's not over until every player has fallen and if you're quick enough, you can resuscitate a downed teammate to prolong the carnage.

It's all pretty typical by today's gaming standards, but Shoot Many Robots' elaborate loot system adds to the strategy needed to make the most out of each survival mission. Messing around with some of the equipment I had available to me, my redneck warrior was decked out in some fairly nonsensical gear. Every item in the game grants some sort of tactile advantage for success. The bat wings that were strapped to my back afforded me a floating ability -- gliding me gently out of harm's way -- and my Viking helmet let me smash foes from the skies with thunderous ground punches. Ironically, this was a great combo as I was able to stay alive for a very long time.



The stage I played on was fairly claustrophobic, but eventually one side of the area busted open from robots an expanded the play field. It's going to be interesting to see if this mode can provide enough variety to make it worthwhile. Survival missions like much of campaign level I played were crazy, intense fun, but as of now it's definitely an appetizer to the main course -- something you only want to snack on to get the taste buds salivating.

Oh yeah, before I forget. One quick tidbit regarding the campaign and its branching pathways offered. When online -- since everyone has their own screen --teammates can split-up and go different routes. It's a nice touch for an already promising game, but a simple feature that could have made games in the past (see: Moon Diver) much more enjoyable.



Shoot Many Robots aims to recapture the magic that this genre once dominated the market with. It may be a run-and-gun shooter at its core, but with all the RPG, co-op, and whacky character customization piled on top -- as Conrad put it -- "fans of classic shooters are going to have one hell of a good robot apocalypse to look forward to" next spring.

Photo Photo Photo Photo Photo

TtWaV teaser: Battlefield 3 Vs. Modern Warfare 3

Posted: 29 Oct 2011 11:00 AM PDT

TtWaV teaser: Battlefield 3 Vs. Modern Warfare 3 screenshot

Some people had strong feelings about Jim Sterling's opinion of Battlefield 3. Some people were upset that Jim didn't like the game as much as they did, while some were actually happy to see the game get a "low" score like a 7.5, because for them, that score confirmed that Modern Warfare 3 is a better game. Never mind that Modern Warfare 3 isn't even out yet, and has yet to recieve a review. If Battlefield 3 got a 7.5, then that means it automatically lost the fight going on between these two inanimate objects that we call videogames, which was a good thing for some.

I'm having trouble wrapping my head around that. Why do people feel the need to pit these two games against each other? Though they have similar settings and themes, they have pretty different features, gameplay styles, and priorities, right? Why treat them like two titles that are trying to do the same thing, where only one can win? Is it a Coke Vs. Pepsi, Team Edward Vs. Team Jacob, or Sony Vs. Nintendo Vs. Microsoft-type thing, where riling up the consumer on either side of the rivalry only works to instill cult-like brand loyalty, and in doing so, ensuring profits for both "competing" parties? Is it partially a PC Vs. consoles thing, because the Battlefield series is associated by some with PCs, while many think of Modern Warfare as a largely console focused affair? What's really going on here?

And why wont anyone just tell me which game is factually better than the other? Is the one where you shoot guys, or is it the other one? I NEED TO KNOW.

Bethesda devs actually talk about Squidbear

Posted: 29 Oct 2011 09:15 AM PDT

Bethesda devs actually talk about Squidbear screenshot

In case you guys missed yesterday's Destructoid Show, we had some big news. On their first ever Skyrim-centric episode of the official Bethesda podcast, a couple of the artists discussed Squidbear. I guess the moral of this story is, if a joke isn't funny, just repeat it as loud as you can and eventually someone will pay attention to you.

Also, if you haven't already, go read my big fat Skyrim preview. When I write things with words in them, it makes me feel like a legitimate journalist. Y'know, as opposed to a guy who invents animals by accident.

Is the dual-stick controller a game design crutch?

Posted: 29 Oct 2011 09:00 AM PDT

Is the dual-stick controller a game design crutch? screenshot

It has been nearly two months since Nintendo unveiled the 3DS Slide Pad Expansion (Circle Pad Pro in the West). Despite the initial cries of "Nubageddon," the fervor has since died down, allowing everyone to reflect upon the news with an open mind and clearer perspective. Some have concluded that this move is proof that the 3DS hardware was rushed to market, whereas others have dismissed it as just another peripheral that will soon join the ranks of the Super Scope, e-Reader, and Wii Balance Board.

I have drawn a completely different conclusion, however. In attempting to rationalize the absolute necessity of a second pad for Nintendo's latest handheld, I broadened my scope to include the very concept of the dual-stick controller. What has the second analog stick brought to the table? Why has it become a staple of console gaming? What gaming experiences would be impossible without it?

The truth is that I simply see no real justification for the Circle Pad Pro's existence. In fact, I believe the dual-stick controller is a stopgap that has overstayed its welcome.


[Image from Don Hertzfeldt's Anesthetics comic strip]

Allow me to offer some insight into my personal gaming sensibilities.

I am a very precise and calculating person -- extremely meticulous and borderline neurotic. I am a strong proponent of that old proverb, "A place for everything and everything in its place." I keep my room tidy and my work space organized. Hell, I even like to line up my pens so that their lengths run parallel to the edge of the desk. Whenever I see a neighbor's garage so cluttered with junk that cars cannot actually be parked inside, I get a little antsy. That's the kind of crazy I am.

Naturally, this behavior carries over into hobbies such as gaming. I have an issue with what I consider controller bloat -- the need for manufacturers to add more and more functions to input devices regardless of logic, necessity, and ergonomics. Despite the abundance of available options, some devs still don't have enough space to map all their "needed" commands.

If you want a good example of a nonessential controller addition, consider the "select" button on the Nintendo Entertainment System. That thing was so utterly useless that devs opted to remove functions from elsewhere in order to give "select" something, anything to do. Remember how many "player select" or "password" screens could only be navigated by pressing "select" rather than the directions on the D-pad? Then once the game began, "select" was never used again? Please tell me I wasn't the only person who thought that was six degrees of stupid.

Modern games don't fare much better, with "select" dedicated almost solely to opening some secondary inventory menu. At the very least, though, the "select" button is an innocuous fixture that doesn't impede regular play, so I can't bitch too much about its shortcomings. The same can't be said of the second analog stick, the inclusion of which does impact game design and play significantly.

No matter how you slice it, the second analog stick was a byproduct of the advent of 3D gaming. Analog control was introduced because three-dimensional space could not be adequately navigated with a simple D-pad. Unfortunately, the addition of depth meant that the previously fixed camera would have to be scrapped in favor of a more dynamic one. This was never an issue with older software, where movement was restricted to single plane and the camera could remain locked on your avatar.

The camera is, without a doubt, one the biggest shortcomings of 3D, free-roaming videogames. It's kind of difficult to focus on the action when your view is obstructed by a giant box in the foreground or fixated on a featureless rock wall. A complete overhaul of the camera would be required to prevent such scenarios, but devs were still trying to get a handle on player movement in the third dimension. If they couldn't figure the camera out, they would do the next best thing -- give the player direct camera control.

Sony would eventually release a dual-stick version of its PlayStation controller, but Nintendo had already incorporated some of that "second stick" functionality right on the Nintendo 64 controller. The aptly named C buttons allowed players to reorient the camera in Super Mario 64 and other 3D platformers. Sure, there were some serious hiccups, but it was decent solution to the problem... for the time.

Ideally, the camera should not be user-controlled. It was a developer-level issue that had been passed on to the player because the devs couldn't come up with a decent solution of their own. This should have been a temporary measure until something better came along. How would you feel if whenever you watched a movie, you had to manipulate a device in your hand to find an optimal viewing angle for every scene, all because the cinematographer thought that properly framing the shots himself was too hard?

The kicker is that better solutions exist yet haven't replaced the "old standard." Instead of a free camera, Ocarina of Time delivered the innovative Z-targeting mechanic whereby pressing the Z button would fix the camera on the nearest enemy or behind the player when no enemies were present. Then there have been games like God of War that featured cinematic framing and never once asked the players to get their hands dirty. The former example still allows some control freedom while condensing the capabilities to a context-sensitive button, while the latter completely eliminates any obligation on behalf of the player.

At least the N64's C buttons had the benefit of being actual buttons in games that didn't require camera control. This multipurpose flexibility is lost on modern dual-stick controllers where the second stick is effectively a dedicated camera crane. Yes, there are a few games that find alternative jobs for the stick to perform, but I'd hardly call them the norm. When one-off devices like the EyeToy or MotionPlus get derided for their lack of use outside of a handful of titles, I see no reason why we can't level the same complaints against a controller feature that's so rarely exploited beyond a function that I doubt anyone truly enjoys.

Doesn't it bother you that, in order to operate the stick, you have to remove your thumb from the main button panel since you can't operate both at the same time without adopting some unorthodox, claw-like controller grip? Is this actually a welcome function in any game, or is it a burden that we begrudgingly accept because, by golly, that's how it's been done for over a decade? We've fallen into the trap of accepting mediocrity simply because we aren't accustomed to anything else.

I am disgusted that many modern games still suffer from the same pitfalls that annoyed players back on the friggin' N64. Know who's fault that is? Developers and the hardware manufacturers who cater to their every whim. They aren't going to step up their game when maintaining the status quo requires very little thought and effort. With the myriad options available to them, devs choose the safe and familiar, an ethic that pervades most branches of modern game design.

I don't want anyone to think this is just about camera controls, though -- this is about failing to capitalize on potential. I've played games that made great use of that second stick. One example that immediately pops in my head is the Katamari series, in which you roll your giant ball o' stuff like it was an RC car with independent left and right wheel drive. But when it comes to gaming, you can't trust a few sporadic flashes of genius to spark a chain reaction throughout the industry. It's like a child with a box of LEGOs who can't build anything unless it's spelled out in a full-color instruction manual.

Something I have yet to address is the first-person shooter genre. With Call of Duty and its ilk dominating the landscape, console gamers associate dual sticks with FPS more than anything else. I admit that dual-stick shooting controls have been refined over the last decade, but let's not pretend that they are the end-all and be-all, especially in the face of the superior mouse.

Again, there have been advancements in this area. The Wii Remote and PlayStation Move trump the standard pad in every area when it comes to shooters. The complaints that players have against these alternatives, and the reasons devs haven't capitalized on them, are fear of needing to acclimate themselves with a new setup and ignorance of motion controls. That Ken Levine pretty much had to be dragged kicking and screaming to implement Move controls in BioShock Infinite, despite the obvious benefits, should demonstrate how little the industry cares about deviating from the norm.

The moment I knew with utmost certainty that dual-stick controls were the tip of a much deeper problem was with the announcement of the Circle Pad Pro. People must have had it in their heads that one of the primary reasons for the PSP's failure to completely dominate the handheld landscape was its lack of a second analog stick (no, it wasn't). How else could you explain why they were furious that a second stick wasn't included on the 3DS from the outset?

If this was such a huge issue, why were people so excited for the 3DS during the E3 10 reveal? The hardware clearly lacked a second stick, yet no one was up in arms. Why raise a stink now? Do people think that crappy software like Bust-a-Move Universe is somehow linked to stick's omission? Has the 3DS suddenly become an "incomplete" machine, and will every game from here until the peripheral's release suffer for lack of nub?

I think it's unfair and extremely shortsighted that anyone can say the 3DS is lacking in control options when it has a stick, a D-pad, four face buttons, two shoulder triggers, a gyroscope sensor, and a touch screen. The touch screen alone offers a wealth of possibilities that makes a second stick much, much more than a bit redundant.

The Circle Pad Pro is being released alongside Monster Hunter 3G, so if any game is be the perfect demonstration of why the add-on is absolutely necessary, this would be it. However, as I've observed previously, the game incorporates a variant of Z-targeting, eliminating any need for more direct camera control in most situations. Even if you do need further control, the touch screen offers an easily accessible virtual D-pad -- in addition to a map and inventory hot keys. Let's see a stick pull that off!

I can only see the Circle Pad Pro causing confusion among gamers who believe the existence of this Frankenstein abomination implies that the current controls are ineffectual. Never mind that the original DS has one of the most varied and popular libraries of software of any console ever, a feat which it accomplished without any sticks at all. Naturally, a second stick is imperative.

I can hazard a guess as to why Nintendo designed this peripheral. In an effort to attract the third-party support it so desperately craves, Nintendo wanted to extend an invitation to those devs that refused to make portable software because the control schemes weren't 100% identical. Capcom may be making a concerted effort to ensure that the default controls are spectacular, but I know there are going to be a few apples in the bunch that are more interested in "relevancy." A second stick is not needed in any way, shape, or form, and I guarantee that Nintendo was perfectly aware of that but pulled this stunt anyway.

I'm not sold on the idea that just because something has been done one way means we must carry on the tradition. Just because we've had two analog sticks on our controllers since the late '90s doesn't mean that they must be permanent fixtures in successive generations. The jobs that the second stick performs can be done better -- and in some cases have already been done better -- by more logical and intuitive means, but the only way for that to happen is for the industry to collectively agree to step out of its comfort zone. Fat chance of that happening, though.

Maybe I'm wrong for wanting more significant changes. Maybe I ought to behave more like a good little Charlie Consumer and accept matters beyond my power. But then I remember how anal retentive I am and I cross my arms in a huff.

Photo Photo Photo Photo Photo Photo Photo Photo

Win Gotham City Impostors and a console of your choice!

Posted: 29 Oct 2011 08:30 AM PDT

Win Gotham City Impostors and a console of your choice! screenshot

Gotham City Impostors sees everyday citizens dressing up as the Caped Crusader or the insane Clown Prince of Crime in an all out warfare. The downloadable first-person shooter will be released early next year for the PlayStation Network, Xbox Live Arcade and PC and finally gives players the chance to join Batman and Joker-inspired factions in a multiplayer setting.

One of the great things about Gotham City Impostors is that each Bats and Jokerz costume is unique. These are regular people emulating their icons with the limited budget at their disposal. To enter our Gotham City Impostors giveaway, we want to see YOUR attempt at a homemade Batman or Joker costume.

Use whatever you need to make your costume and leave your entry in the comments below. Make sure there's some kind of sign in the picture you take that says Gotham City Impostors and Destructoid.com in it too (No photo altering with a program allowed). A panel of judges will be picking the overall best costume to give the winner their choice of either an Xbox 360 or PlayStation 3, a copy of the game and a Gotham City Impostors t-shirt. Four runner ups will win Gotham City Impostors for their platform of choice and a t-shirt. Originality will be the key to your success!

You have until November 1 @ 11:59PM CDT to enter and contest is open to anyone with a US based address the prizes can be shipped to. Good luck!

Take that! First footage of the Phoenix Wright movie

Posted: 29 Oct 2011 08:00 AM PDT

Take that! First footage of the Phoenix Wright movie screenshot

Remember the news from earlier this year that wacky-tobacky Japanese film director Takashi Miike was going to give the Ace Attorney series the live-action film treatment? A couple days ago, Capcom Europe posted the first still from the film shoot; just yesterday, teaser footage that aired on Japanese television was uploaded to YouTube.

As you can see above, the film is looking deliciously campy and fun. Phoenix and Edgeworth engage in a heated "OBJECTION!" ("IGIARI!") screaming match, Phoenix scrambles to produce evidence that he's not even sure is in his possession, and Minority Report-like holographic displays appear in the air at the snap of a finger -- err, well, the games do technically take place in the future. We even catch a few glimpses that confirm the Manfred von Karma chapter from the original game will be incorporated in the story.

The end result may possibly be a crock of sh*t, but Phoenix's crazy, slicked-back, cockatiel hairstyle is giving me a glimmer of hope. The film will drop in early 2012; perhaps some magic will happen and the eventual DVD release will receive a Western localization.

Gyakuten Saiban "Full" [YouTube]
No objections: Phoenix Wright, Takashi Miike film exists
[Flixist]

Photo

Review: PixelJunk SideScroller

Posted: 29 Oct 2011 07:00 AM PDT

Review: PixelJunk SideScroller screenshot

No, PixelJunk SideScroller is not old-school. Nor is it retro -- OK, maybe a little. But, more than that, it’s a completely contemporary game full of visuals and ideas that feel fresh and original within videogame’s oldest genre: the shooter.

Considering SideScroller is based on the framework of a bonus stage (“Road to Dawn” in PixelJunk Shooter 2) and the most genre-defined game in the PixelJunk series, Q-Games latest PS3 downloadable can be easily mistaken as a stop-gap between projects or proof that the developer is taking too many psychedelics (see: PixelJunk 4am). Whether this is the case or not, SideScroller is one of the most visually exciting and fun games to be released this year.

PixelJunk SideScroller (PlayStation Network)
Developer: Q-Games
Publisher: Sony Computer Entertainment
Released: October 25, 2011 
MSRP: $9.99

If you beat PixelJunk Shooter 2 and played the unlockable sidescrolling shmup stage, like a tru3 hxcorez dude, then you know SideScroller is a labor of love for Q-Games. SideScroller is more than just an expansion on that idea. It’s the developer’s best game yet. From beginning to end, SideScroller is an immaculately polished, trippy adventure back into the heart of what made a good shooter in the ‘90s. Don’t worry, there are also unlockable difficulty modes and online leaderboards for fans of modern shmups.

Like Salamander and Harmful Park, SideScroller gives the player access to a versatile arsenal at all times. The machine gun is self-explanatory. It’s a bit weak, which makes it only useful for the beginning of levels. Then there is the laser and wall gun. The laser is essential for dealing damage fast and the wall guns will help you deal with turrets and other enemies clinging to the walls, above and below. You can level each weapon up to five times (a la Harmful Park), extending their range and power.



Finally, there is the charge attack which, as far as I can tell, is completely useless. You hold down the L1 trigger to power-up a charge that sends you spiralling in the direction of your choice. It feels like a half-baked idea that Q-Games never fully developed. We’ll see if high score YouTube videos prove me wrong.

The weapon system constantly puts you to the test, as enemies and environments force you to adjust your strategy. Despite the cliché weapon-types, the way Q-Games implemented the system is completely unique and exciting. The challenge grows immensely after the opening stage. (Confusingly, the game has three “stages” that contain four sectors each.) If you don’t know what weapons are good for which environments, you’ll soon find yourself accepting the game’s invitation to play on Casual Mode.

Hey, you don’t want that. DO YOU? You want to go to school and have all the kids call you pissy-sissy pants and have sex with your mom? Because that’s what happens when you play on Casual, strangers come to your house and have sex all over your mom. ALL OVER! ON TOP, ON THE SIDE, FROM THE CURTAINS ... I SHOULD KNOW! I'VE BEEN THERE, MAN! I'VE SEEN IT HAPPEN! ALL A SUDDEN YOUR COOL FRIEND BOOZY WITH THE ATV AND KICK-ASS MULLET ISN'T SO COOL ANYMORE. THEN IT'S YOUR SHY FRIEND GABRIEL, THEN IT'S THE ENTIRE FOOTBALL TEAM AND, BEFORE YOU KNOW IT, THE SCHOOL FACULTY! IT'S LIKE A --

As I was saying, Q-Games have done an immaculate job of making every level feel unique through its layouts, mini-bosses, hectic finales, and environmental obstacles. Your ship will weather the elements, although to a lesser extent than the Shooter games. There are no puzzles to be solved here, but lava, gas clouds, and other colorful substances (that I can’t quite identify) make for an ingenious way to restrict the player’s movement. At one point, I cleared a wave of enemies and suddenly found myself searching for safety as a tidal wave of red, boiling death came flowing my way. This game is pretty intense, so feel no shame in punching your pillow, biting your tongue, and letting out a breath of relief as you approach a checkpoint. We all do it. Especially on Hard mode.



Along with Casual Mode (...) and Normal Mode, you’ll unlock Hard and Burtal after that. Each difficulty level feels like it was examined in detail, as enemies and environmental hazards are tailored toward each play-level. Even better, Hard mode has an awesome graphics filter that makes the game look like what we thought future Game Boys would look like in 1992. Along with having a less exciting greyscale filter, Brutal mode gives enemies suicide bullets and bullet patterns that flirt with Danmaku.

Unlike most shmups, SideScroller doesn’t connect levels together. Each level is played for its own score, so a 1cc isn’t really possible with this game. On the other hand, the combo system and hidden bonuses should keep the dedicated genre-fans returning. Everything in the game, including the bullet patterns, is pretty simple but the game never feels dumbed-down. The weapon system and fluid hazards even out the challenge. However, the checkpoint system may kill it. You basically have infinite continues and you respawn at your last checkpoint. It may be a bit too Call of Duty for shmup-purists, but you’ll be thankful for this in later stages.



The visuals in SideScroller are the next best thing to dropping acid at a Daft Punk concert. The scanlines and warped corners of the screen, that replicate a CRT TV, are a loving ode to the '90s, but the actual graphics are jaw-dropping. I thought past Q-Games titles looked like boring Illustrator images made by an ad company, but this game is something entirely different. The way the neon-glow and color palate mix is incredible. I had so much fun getting to the next level just to see how it looked and I was never disappointed. I only wish the game were in 3D, since the game’s scrolling parallax layers naturally pop-out at you due to the colors.

The entirety of the final sector, which can only be unlocked via Normal Mode, is one of the most memorable moments of gaming this year. Much like Rez, SideScroller saves the best for last with this epic, mind-bending stage. I’ve never seen graphical glitches so creatively used for tension and visual effect like this before. It’s a brilliant moment when the game’s aesthetic and gameplay come together to make something incredible. I just wish the entire game could have been on this level.



Touhou and Cave fans may find issue with SideScroller’s slower-pace and constant checkpoints -- not to mention the levels have individual scores -- but this is a rare shooter that will have appeal to a wide audience. Stoners, hi-score chasers, and shmup veterans will all find something to love in Q-Games' latest. Along with Deathsmiles and Gradius V, SideScroller is one of the few side-scrolling gems of the past decade.

So long and thanks for all the bullets, Q-Games.

Photo Photo Photo Photo Photo

Fruit Ninja Kinect unleashes my ninja penis

Posted: 29 Oct 2011 06:28 AM PDT

Fruit Ninja Kinect unleashes my ninja penis screenshot

I refused to rearrange my living room to play Fruit Ninja in my girlfriend's tiny San Francisco flat, so after a few failed attempts at calibration I just jumped behind the sofa, causing my body to turn into a floating severed torso.  The result glitch in my Kinect setup causes another limb to come to life.

How's that for enhanced male performance?

Brawl in the Family pulls off a BRILLIANT Pokemon joke

Posted: 29 Oct 2011 06:00 AM PDT

Brawl in the Family pulls off a BRILLIANT Pokemon joke screenshot

Brawl in the Family by Matthew Taranto is one of my absolute favorite webcomics. For those unfamiliar, it's a Nintendo-themed comic with a primary focus on the cast of the Kirby series. The jokes don't tend to be laugh-out-loud hilarious, but the art is adorable in its simplicity and each new entry always leaves a smile on my face.

The most recent strip is so masterful in its execution that I just had to share it with all of you. As you can see from the set-up above, a trio of children are going trick-or-treating dressed as their favorite Pokémon -- one of them is the infamous glitch Pokémon MissingNo. The punchline is extremely subtle, but fans of Generation 1 should instantly get the joke. It's quite amazing!

Check the full strip at the link below.

374 – Missingno. [Brawl in the Family]

Guess which games were banned in Germany in October

Posted: 29 Oct 2011 06:00 AM PDT

Guess which games were banned in Germany in October screenshot

When it comes to banning videogames or at least restricting their sales, there just is no country quite like Germany! There are several lists to take into consideration, so I'll try to make things simple and clear for you, dear readers. So, which games made the index in October, I hear you ask? Well, the EU-versions of Mortal Kombat and X-Men Origins: Wolverine have been put on the B-list, meaning selling those at all is prohibited. Same goes for the EU-version of Dead Rising: Off the Record, but I'm quite surprised this happened so fast, since normally it takes some months for the institution responsible to notice certain games.

Making the A-list, which means they can't be sold to minors or promoted, are the EU-versions of Fallout 3: Game of the Year Edition and Splatterhouse. You might think that making the A-list is not that big of a deal, but sales-wise you would be quite wrong there, since a lot of shops refuse to carry them at all as they can't put them on display. It's also important to note that this is always about the EU-versions, if there are toned down German versions of these games, then those are not affected. Also, if gamers there are lucky, the B-list titles will be taken off after an appeal like it happened with the first two Doom games...

Spiele-Indizierungen Oktober 2011 [Maniac]

Zombie brentalfloss gets lyrical with Ghost 'n Goblins

Posted: 29 Oct 2011 04:00 AM PDT

Zombie brentalfloss gets lyrical with Ghost 'n Goblins screenshot

Halloween is around the corner, which means that spooky-themed YouTube videos are upon us! Here we have a recently undead brentalfloss as he sings the tortures of NES death trap Ghost 'n Goblins. Also, Thriller.

Ghosts n' Goblins WITH LYRICS [YouTube]

Remember The Nightmare Before Christmas: Oogie's Revenge?

Posted: 29 Oct 2011 03:00 AM PDT

Remember The Nightmare Before Christmas: Oogie's Revenge? screenshot

It's the weekend before Halloween, and my mind turns to thoughts of the spooky. After recently re-watching The Nightmare Before Christmas, I suddenly remembered its sequel, Oogie's Revenge. Never heard of the sequel? Well, it wasn't a movie -- it was a videogame!

In fairness, it was a very mediocre videogame, gameplay-wise. However, what was so interesting about it was the fact that it had full musical numbers that took the form of rhythmic boss fights, and Dr. Finkelstein even got his own song. 

Many of the songs were cool new takes on the original movie soundtrack, and there was a neat idea in place that had Jack able to switch between his normal, Sandy Claws and Pumpkin King forms, each with unique powers. As I say, the game wasn't all that hot, but it was still a fun idea. I'd love to see it remade with much better gameplay. 

Anybody else play it? Check out the videos of some of the musical numbers. It was pretty interesting stuff.

Sally's Song, now with a giant spider. I like the faster tempo they gave it.

Dr. Finkelstein gets his own all-original song. Obviously this was due to high fan demand.

The Trick-or-Treaters boss fight. This stuff is shameless fan service.

Oogie Boogie Man in a recreated casino brawl sequence, complete with badass song.

Lollipop Chainsaw's bloodsoaked Halloween goodie bag

Posted: 29 Oct 2011 01:00 AM PDT

Lollipop Chainsaw's bloodsoaked Halloween goodie bag screenshot

Publishers send some weird things that mostly just clutter up my office (especially at this time of the year, this room looks like I've just moved with all the boxes). At least with this Lollipop Chainsaw Halloween bag, I can eat the evidence. 

Contained in this official San Romero Knights sports bag is a selection of candy fun for the Halloween season, including branded lollipops, body part sushi, and gummy band-aids. There is also a foam chainsaw, cheerleader pom-poms, a notebook and hand-sanitizer for some reason.

That thing attached to the notebook is a USB drive with a new trailer that will go live on Halloween itself, so keep watching on Monday for that bad boy to drop. 

Now I am going to eat all this candy. Because fat.

Photo Photo Photo Photo Photo

It's StarCraft II weekend on Fight.Destructoid!

Posted: 29 Oct 2011 01:00 AM PDT

It's StarCraft II weekend on Fight.Destructoid! screenshot

Finished carving your pumpkins already? Then why not go play StarCraft II over on Fight.Destructoid?!

In the wake of BlizzCon 2011 and the unveiling of some of the new units featured in the upcoming Heart of the Swarm expansion, we know your pointer finger is itching to click that mouse. So why not play some friendly matches against your fellow Dtoiders and earn yourself some Fight points while you're at it?!

As you can see, StarCraft II is quite the popular game over on Fight. Now's the perfect time to experience it for yourself!

(Check out Jesse's awesome Fight.Destructoid manual for a quick guide on how the whole thing works!)

The Daily Hotness: Organ Mario World

Posted: 28 Oct 2011 04:59 PM PDT

The Daily Hotness: Organ Mario World screenshot

I'm not going to lie to you guys, this video is really old, but nothing gets me ready for Halloween like an organ. Even better is my favorite piece of video game music piped through said organ oh-so-masterfully, drawing me back to my days as a wee child leaving Yoshi at the door to take on another castle.

Jetpack Joyride is free if you want, Extra Life (and our marathon) raised a ton of money, Nintendo's wallet has seen better days, Blizzard issues an apology, and more happened on 10/28/2011.

Destructoid Original: 
Podtoid 173: Fetus Dreams
Friday Night Fights: You guessed it, Battlefield 3
This weekend on TwitchTV: Metal Gear!
Unboxing The Elder Scrolls V: Skyrim Collector's Edition!
The DTOID Show: Bethesda acknowledges Squidbear!

Community:
Community blogs of 10/28
Forum Thread of the Day: Fable 3

Contests: 
Contest: Win Serious Sam: The Random Encounter
GUNNAR winners and new Modern Warfare 3 contest soon!

News:
Diva DLC announced for WWE '12 
War of the Worlds avatar gear invades XBLA
Nintendo mid-year financial reports not great
Final format of Wii U to be shown at E3 2012
Nintendo to allow eShop access to PC and phones in future
Battlefield 3 online passes not working
Jetpack Joyride is free if you Like it
Nintendo blames lack of games this year on Wii U
Sonic Generations is the most pre-ordered Sonic game ever
Activision hunting down Modern Warfare 3 pirates
Dinosaurs meet World War I in 1916 - Der Unbekannte Krieg
Third annual Team Fortress 2 Halloween event is on
Good Old Games offers 50% off select titles for Halloween
Amazon Lightning Deals include El Shaddai and a few more
Arkedo working with Sega on 'Project Hell Yeah'
Extra Life marathon raised $1.1 million for CMN Hospitals
Blizzard apologizes for slur-filled BlizzCon video
'More crazy than Limbo,' Playdead speaks on 'project two'
BioShock mirroring history and Occupy Wall Street

Media:
This Rayman: Origins trailer shows you ten ways to travel
Tim and Eric provide a trailer for Saints Row: The Third
Europe escalates in these new Wargame screenshots
You put some tower defense in my AC:Revelations
Battlefield 3's 'Strike at Karkand' has seen better days
New execution moves revealed for The Darkness II
A LEGO Voldemort practices his game face
BioShock Infinite's voice actors explain themselves

Related Posts Plugin for WordPress, Blogger...