Wednesday, December 14, 2011

New Games

New Games


The DTOID Show: Metal Gear Rising & Command & Conquer

Posted: 14 Dec 2011 01:30 PM PST

The DTOID Show: Metal Gear Rising & Command & Conquer screenshot


Hello my darlings. Here's today's heaping, steaming pile of Destructoid Show news.

The big news today is Metal Gear Rising: Revengeance, and the stuff Hideo Kojima's been saying in interviews about MGS5, but we also talk about the Capcom Digital Collection as well as the latest Duke Nukem Forever DLC. Then there's some new stuff coming to Xbox Live and some new stuff coming to the 3DS, if you were an early adopter. If you have an internet browser, there's a new Command & Conquer game coming at your face soon. Oh! Also, Alan Wake's coming to PC. Honestly, we've got a lot of stories today. Just watch the darn show.

OH, and REMINDER: We're still doing this friggin' Xbox 360 Halo contest. Enter that! Free Xbox! Details here!

TheSpeedGamers will conquer Zelda for charity

Posted: 14 Dec 2011 01:00 PM PST

TheSpeedGamers will conquer Zelda for charity screenshot

More holiday generosity coming down the chimney!

Beginning December 16 at 6 PM CST, game-marathon specialists TheSpeedGamers will be playing through as much of the Zelda series as they can in the span of 72 hours. As usual, they are accepting donations; all proceeds will go to the Paws for Reflection Ranch, Tara Sawyer Foundation, and Trent's Retreat Nonprofit Foundation. If you want to toss some change their way, hit up their site when the video stream begins on Friday night. If they manage to hit $15k, they'll soldier on for an extra day.

All this giving, all this charity, all this love and selflessness is really making me feel bad for being a greedy little man who wonders when he's going to get his. But really, I just try to do my thing by sharing a little something fun or fascinating now and then and hoping I can make people smile a bit. That's fine, right?

Even more Orcs Must Die in the 'Lost Adventures' add-on

Posted: 14 Dec 2011 12:30 PM PST

Even more Orcs Must Die in the 'Lost Adventures' add-on screenshot

As of today, you can now grab the new "Lost Adventures" downloadable content for Orcs Must Die on Xbox Live Arcade. This five-dollar (400 Microsoft Points) pack adds in five fortresses, Frost Bats, Cyclops Mages, more skulls to earn, and a hearty selection of weapons.

The arsenal has been upgraded to include the Mana Well, Vampiric Gauntlets, Alchemist's Satchel, Shock Zapper, and Floor Scorcher. We can all agree that the flying enemies are annoying little sh*ts, so it's great to see a trap that is catered to taking them down.

Having only gotten into the game recently, I'm still making my way through Nightmare difficulty -- but it's consuming my free time at an alarming rate. "Lost Adventures" will likely keep me going for a few more evenings.

New Fortresses and Enemies

  • Five New Fortresses – Repel the orc onslaught in four completely new fortresses plus a reverse version of The Tower where your enemies have the high ground! Each fortress can be played on Apprentice, War Mage, or Nightmare difficulty.
  • Two New Enemies – Fear the icy breath of the Frost Bat, and beware the draining magical attack of the Cyclops Mage!
  • New Leaderboards – Challenge your friends for the highest score on leaderboards for each of the five new levels.
  • New skull rewards – Earn up to fifty additional skulls to further upgrade your arsenal of traps, including the new traps in the Lost Adventures pack.

 New Additions to the War Mage’s Toolbox

  • Mana Well - Place the Mana Well in strategic locations around a fortress for a burst of magical energy at just the right moment.
  • Vampiric Gauntlets – Armed with these grim gauntlets, you can drain the enemy’s health while restoring yours at the same time. If you have a desperate need to use spells, you can also use the gauntlets to drain your health in exchange for mana.
  • Alchemist’s Satchel – Toss a series of deadly acid bombs that explode on your command to melt flesh from the bones of multiple groups of orcs at once.
  • Shock Zapper – Mount the Shock Zapper on the ceiling and zap fliers and ground units equally dead with this oversized pest remover.
  • Floor Scorcher – By the time they see the fire, it will be too late. Burn entire groups of complacent enemies with this pop-up flaming surprise.

Here's your dose of testosterone for the day

Posted: 14 Dec 2011 12:00 PM PST

Here's your dose of testosterone for the day screenshot

I'm really starting to warm up to Fighterpedia. First came that comparison of South Town and Metro City, and now comes the manliest example of mighty manhood to ever make you question your lower confidence.

We're talking EXPLOSIONS! PILE DRIVERS! MUSCLES! BACK DROPS! MORE EXPLOSIONS!

Fighterpedia Episode 4: Ode to Grapplers: BALLAD OF THE BODY EXPLOSION [YouTube]

Review: Gears of War 3: RAAM's Shadow

Posted: 14 Dec 2011 11:30 AM PST

Review: Gears of War 3: RAAM's Shadow screenshot

"RAAM's Shadow"'s greatest strength is its premise. A prequel set in the hours following Emergence Day, the first piece of campaign DLC for Gears of War 3 hints at what Ilima City looked like before it was destroyed, both by the Locust and the COG's scorched-earth reaction. There's a sense of melancholy that permeates the three-hour campaign as you run through a city you know will soon be ruined, accompanied by characters who will soon be dead.

There's a certain elegance in the way the Gears series (and sci-fi in general) can extract so much meaning out of such broad strokes. Games like Gears of War work because the audience instinctively realizes that war is terrifying; "RAAM's Shadow" works because it situates itself deftly into a world-mythology already primed for despair and hopelessness.

The problem for Gears, though, is the broader themes never get distilled into specific characters or narrative action. The soldiers of Zeta squad are rough-hewn archetypes, and their orders are simply to save any humans and kill any Locust they find.

Gears of War 3: RAAM's Shadow 
Developer: Epic
Publisher: Microsoft Studios
Released: December 13, 2011
MSRP: $14.99 / 1200 Microsoft Points

There's a discernible rhythm to every level of design in the the Gears series. There's the ebb and flow of intense firefighting and measured walking; the surprisingly steady tempo of shooting, taking cover, gaining ground, conceding ground, flanking, and armadillo-rolling-into-shotgunning; the delicate timing of the active reload system. High-level Gears play has a way of mesmerizing people with its locomotion.

Gears' distinctive fight-or-flight characterization fits into the later games, when the stakes and circumstances are clear, but it seems incongruous so early in the war. Michael Barrick -- the bemutton-chopped protagonist of "Shadow" and Zeta Squad's point man -- lacks the necessary self-awareness to wonder what the Locust want, who they are, or where they came from. It’s not so much that Gears is violent; it’s that the series is violent a priori.

I’m not arguing that Gears of War should be re-imagined as a diplomacy simulator, but it’s discordant that Barrick never stops to wonder what the fuck is going on, a question that seems particularly salient when sub-human Morlocks start pouring out of holes in the ground for the first time.

The flipside is that “RAAM’s Shadow” speaks volumes through its setting and visual design. Ilima City starts off relatively intact, but as time goes on, after heavy Locust incursion and a few misplaced COG laser strikes, it starts to break down. The dead bodies start to pile up as the sky darkens, and if Michael Barrick seems mutely oblivious to the destruction around him, maybe it’s by design.



An extended, relatively non-violent horror section in the middle of “Shadow” harks to earlier games, calling up memories of the mission to the New Hope research facility from Gears 2. I can’t think of a single moment in 3 that was designed to be scary, and I had forgotten the role that suspense and atmosphere had played in the first two games. I’m glad to be reminded of it, because it’s in these moments, when Barrick has lowered his rifle and doesn’t have anything to kill, that he and the player both start to reflect on the situation: Barrick with crappy, jingoistic one-liners, and the player to himself, on his own.

I’m willing to believe that soldiers like Barrick have evolved past self-awareness, irony, or self-reflection: those traits might not be useful for survival in a hopeless, helpless war. I’m also willing to accept that Barrick’s machismo and chest-thumping are a protective armor in the face of trauma. This is a videogame, after all, and I’m willing to accept that -- whether or not you agree that the characters in Gears are dumb and loud -- the narrative onus is on me, the player, to see the costs of war for myself.

In that sense, I think “Shadow” fulfills its promise of showing players a starkly different, almost livable, version of the Sera we come to find in the original Gears of War. For those of us with the patience to invest in the surrounding lore, it’s nice to see where Jace Stratton comes from, or to notice that Anya Stroud hasn’t yet become the disembodied voice guiding us through the series.

In almost all respects besides bodycount, the humans fare better than the Locust. Playing as the titular RAAM seems like it should be fun, but it’s not.

It isn’t that he’s overpowered, it’s that the RAAM sections are boring, repetitive, and break up the otherwise smooth pacing of the game. Each chapter in “Shadow” counts down toward the Locust “Kryllstorm,” when the sky is finally dark enough to unleash the ravenous kryll -- the piranha-like bat creatures that live in the Hollow -- upon Ilima. This dawn-to-dusk timeline gives the game it’s own internal structure and a sense of urgency, but the RAAM sections are more like interruptions than fun diversions.

Equally problematic, though, is that the writing team at Epic didn’t seize the opportunity to expand on RAAM’s character, his relationship to Queen Myrrah, or anything about the Locust at all. The Locust appear to all be totally identical and part of a rigid, Huxley-ian caste system of drones, Boomers, Theron, and Kantus. RAAM, however, is freakishly huge and, according to a few scraps of throwaway dialog, smart enough to coordinate complex tactics with Queen Myrrah. How did this happen?

Other nitpicks and inconsistencies abound, anachronistic pitfalls of setting “Shadow” as a prequel. It’s admittedly petty to harp on the question of "cannon," but details are the lifeblood of fantasy genre writing. “RAAM’s Shadow” is relatively small and being sold to an audience that -- as a rule -- is already invested enough in the saga to notice that, for example, the iconic Gears Lancer shouldn't technically exist at this point in the war -- the COG should still be using Retro Lancers.

It’s more interesting to notice that “RAAM’s Shadow” feels and plays more like the first Gears of War than the third, visuals and engine aside. Gears 1 had a unity and cohesion of both level design and mission structure that, I think, went missing in 2 and 3 but returns in “Shadow,” perhaps because of the DLC’s urban landscape. While the level design of 3 feels busy and trench-like, most of the original Gears and “Shadow” feel more open, like an arena. It’s less about winning and maintaining ground than it is using cover to flank and maneuver, and the firefights never feel staid or stale.

The two final skirmishes in particular feel internally consistent and well-realized and are great examples of the dynamism possible within Gears’ ostensibly rigid and heavy framework. The most telling thing about the boss fights, though, is that they don’t feel particularly triumphant. Given that “RAAM’s Shadow” is simply the first salvo in a devastating war, it’s hard to feel too good about evacuating Ilima when it just ends up being swallowed by a giant worm a few years later in Gears of War 2.

Gears of War might be a power fantasy, but it’s tempered, more than any other game I’ve played, by it’s oppressive bleakness -- each victory is small and pyrrhic.

There's reason for hope, though: DLC like this continues to be a low-risk, high-reward laboratory for developers to expand their fictional universes and experiment with new concepts. “RAAM’s Shadow” isn’t perfect -- the Locust sections in particular need work -- but there’s no reason not to look forward to Epic’s willingness and ability to tinker with its formula and find new mechanics. It might take a while before we see anything truly innovative in post-release Gears of War DLC, but, in the meantime, I’ll be holding the line.

Photo Photo Photo Photo

Last Guild Wars 2 profession unveiled, devs put on an AMA

Posted: 14 Dec 2011 11:00 AM PST

Last Guild Wars 2 profession unveiled, devs put on an AMA screenshot

Rounding out the eight professions in Guild Wars 2 is the Mesmer, which was revealed by ArenaNet today. This class type uses illusory magic, like clones and phantasms, to confuse and take down enemies. For years in gaming we've been fighting foes with such abilities, so it's nice to take on the role for once.

The development team has also taken to Reddit for an AMA (Ask Me Anything), divulging that the game's closed beta will commence on Friday -- though it sounds very much like a limited affair. Even still, it's progress! Give the thread a read if you intend to keep up with Guild Wars 2, which you should.

Sony launches PlayStation Game Music service in Japan

Posted: 14 Dec 2011 10:30 AM PST

Sony launches PlayStation Game Music service in Japan screenshot

I love that Japan takes game music seriously. Its singles and albums rank up there right alongside pop and rock, and in music stores you'll find them in the same racks. 

Sony is also taking game music seriously. They've announced a service called PlayStation Game Music for Japan. It lets users stream first and third-party PlayStation game music to mobile devices. 

Andriasang says that the service launches with content from Final Fantasy XIII-2, Monster Hunter, Dynasty Warriors and the Yakuza series. There's also sound effects to get down to.

It's too bad that there's not a similar effort here. The closest thing we have is my wonderful AOL Radio Video Game Scores station. 

First details on Max Payne 3's Gang Wars multiplayer mode

Posted: 14 Dec 2011 10:00 AM PST

First details on Max Payne 3's Gang Wars multiplayer mode screenshot

We knew that Max Payne 3 would indulge in multiplayer, but weren't entirely sure how Rockstar would bring competitive play to fruition. Enter IGN with its exclusive look at Gang Wars.

The team has attempted to infuse Gang Wars with narrative, which comes by way of voice overs and motion comics. Interestingly, objectives will shift on a round-to-round basis, hopefully providing for more fluid, contextualized multiplayer mayhem.

Yeah, there are perks, too -- Rockstar has dubbed them "Bursts." A few examples include Bullet Time (which works based on line of sight), Paranoia (enables friendly fire for the opposing team), and Intution (enemy silhouette become visible). I can't feel much beyond apathy, but I'll keep an open mind.

Max Payne 3: Gang Wars [IGN]

Earth Defense Force: Insect Armageddon now up on Steam

Posted: 14 Dec 2011 09:30 AM PST

Earth Defense Force: Insect Armageddon now up on Steam screenshot

Earth Defense Force: Insect Armageddon has found its way on to Steam and is available for purchase at a reasonable price of $14.99. This discounted rate will remain active through January 2, so there's plenty of time to hold off before it goes up by five bucks.

What's more, this version includes all previously released downloadable content. Granted, it's easy to stop caring about getting more weapons when there are already hundreds to choose from, but the inclusion is appreciated nonetheless. If you disagree, PC-exclusive weapon packs are on the way, so go buy them.

Much like Conrad, I enjoyed Insect Armageddon quite a bit. Here's hoping this PC port is solid.

Tales of Graces F gets a release date for North America

Posted: 14 Dec 2011 09:00 AM PST

Tales of Graces F gets a release date for North America screenshot

Namco Bandai announced today a release date for RPG Tales of Graces f for PS3 here in the US: March 13, 2012. It seems strange that Tales is coming to the PS3 this late in the game, but I suppose it's never too late for a good JRPG.

Of course, this is an up-port of the Wii game. This upgrade will see new graphics, gameplay enhancements, and anew epilogue to the existing story.

But what about Europe? Tales of Graces f will be available in Europe in summer 2012, says Namco Bandai, with German and French localization. 

Club Nintendo is back with games as rewards and more

Posted: 14 Dec 2011 08:30 AM PST

Club Nintendo is back with games as rewards and more screenshot

As a follow-up to Tony's post covering the next set of Club Nintendo rewards, you might want to know that Nintendo's website is now functional. You can spend your hard-earned coins on digital games such as Super Mario Kart, Fluidity, Mario vs. Donkey Kong: Minis March Again!, and 3D Classics: Xevious.

Since this list is only temporary and new games are being swapped in on January 10, I'm hesitant to go all in just yet. If you aren't feeling any of these either, a couple of new physical items have been added as well, including a slick set of 25th anniversary Zelda posters.

Hands-on video with the hottest PlayStation Vita games

Posted: 14 Dec 2011 08:00 AM PST

Hands-on video with the hottest PlayStation Vita games screenshot

Max Scoville and I went to the Vita Hill Social Club in San Francisco for a special press showing of over a dozen upcoming PlayStation Vita games. We have a few videos in the works, but for now you can check us out as we went hands-on with Resistance: Burning Skies, Ultimate Marvel Vs Capcom 3, Escape Plan, Rayman Origins and Touch My Katamari.

I meant what I said at the end of the video. I really want a Vita now after seeing all the games and getting some real quality hands-on with the system. If you're in San Francisco you can visit the Vita Hill Social Club and get hands-on with Sony's new handheld yourself.  

Command & Conquer goes F2P MMO with Tiberium Alliances

Posted: 14 Dec 2011 07:30 AM PST

Command & Conquer goes F2P MMO with Tiberium Alliances screenshot

Up next for Electronic Arts Phenomic, the studio behind BattleForge and SpellForce, is a free-to-play MMO take on Command & Conquer. It was only a matter of time.

In a less obvious move, C&C Tiberium Alliances will be playable on mobile devices in addition to offering standard browser-based play. Of course, you can anticipate there being plenty of social elements. Remember, friends don't let friends spam others with in-game status updates.

Those interested enough to throw their name in the running for beta access can do so here.

Photo Photo Photo Photo

WTF?! Final Fantasy XIII-2 OST: Bresha rap, Chocobo metal

Posted: 14 Dec 2011 07:00 AM PST

WTF?! Final Fantasy XIII-2 OST: Bresha rap, Chocobo metal screenshot

The music in Final Fantasy XIII-2 is awesome, but not in the way that Final Fantasy XIII's score was. It's...different. Really different.

Here are two examples that are sure to blow your mind. The Chocobo theme goes straight metal in "Crazy Chocobo," as shown above. I...love it. I LOVE IT.

Gas him up with the greens and let 'em go!

The other selection I have for you (after the jump) is called "Invisible Invaders," or the "Lake Bresha Rap." Yep, rap. It took XIII's Lake Bresha theme and added some old school 1990s style rapping.

At 2:02: Can't stop, won't stop 'till the day that it's done / The enemy's always there, let 'em come let 'em come

I can see it now, though. Purists, old farts and uptight as*holes that don't know the meaning of fun will pick these songs apart, crying "Why, Square Enix?!" at the sky. They're hilarious! Relax! Did you forget that games are for fun?

[Chocobo art by cicik]

Of course, there's epic orchestral stuff in the mix. This song is quite good.

25 Days: Win Space Channel 5: Part 2

Posted: 14 Dec 2011 06:45 AM PST

25 Days: Win Space Channel 5: Part 2 screenshot

It's Sega week for our 25 Days of Giving! Today, you can win Space Channel 5: Part 2 by helping spread the word over, this time over on Facebook! Just Like our Destructoid Facebook page, leave a comment on this Facebook post and you're good to go. We have ten codes to give out for Xbox Live Arcade and we'll be picking winners at random after the contest closes at 11:59PM CST tonight. Contest is open to everyone!

Be sure to check out our Sonic Generations and Sonic Figurine contest going on all this week for more Sega goodness!

I predict that Atlus' next game is 'Gungnir'

Posted: 14 Dec 2011 06:30 AM PST

I predict that Atlus' next game is 'Gungnir' screenshot

So as to avoid making a new post every time Atlus hints at what game they’ll be publishing next, I’m going to predict now that they’ll be publishing Gungnir, a tactical RPG for the PlayStation Portable, released in Japan this May. I know this because the latest hint they dropped on their Facebook page is that the game’s title ends with an “r”.

Well, not only does “Gungnir” end with an “r”, but it starts with a “g”. Further, it’s the latest entry in Sting’s Dept. Heaven series, which includes the games Riviera: The Promised Land, Yggdra Union: We’ll Never Fight Alone, and Knights in the Nightmare, all of which were published in English by Atlus USA.

While I’m fairly sure that I’m right, Atlus seems to be taking a risk, publishing a PSP game on the very cusp of the Vita’s advent. Then again, the Vita's backwards-compatible, so anyone with one and an interest in the sort of games the PSP specializes in (i.e. JRPGs) will have some interesting options from the outset.

Review: Joe Danger: Special Edition

Posted: 14 Dec 2011 06:00 AM PST

Review: Joe Danger: Special Edition screenshot

The team at Hello Games got an opportunity that I wish more studios, particularly those smaller companies with limited budgets, would get: an honest-to-goodness second chance.

Not to say that Joe Danger was a bad game in need of a redo when it originally released on PlayStation Network. Far from it! We gave it a 9 out of 10, after all. But, at some point, you have to stop adding features and put your game out for the world to see.

More than a year after the launch on PSN, the definitive version of Joe Danger has come out. The twist, however, is that it's available exclusively on Xbox Live Arcade.

Joe Danger: Special Edition (Xbox Live Arcade)
Developer: Hello Games
Publisher: Microsoft Studios
Released: December 14, 2011
MSRP: $14.99 / 1200 Microsoft Points

To provide a basic overview for new players not wanting to read the entire aforementioned review, Joe Danger is a happy hybrid of racing, platforming, and puzzling. Tricks are performed with the left and right bumpers, and are how you earn boost. You're given a great deal of control -- crouching jumps allow for greater height, for instance, and acceleration/reverse can be used to maneuver Joe forward or backward while he's in the air. The end result is a control scheme which feels natural.

The immediate comparison for Xbox 360 players to draw is Trials HD, which is a decent enough starting point. Whereas RedLynx provided an experience most of us struggled to survive, Hello Games largely goes for the opposite end of the spectrum.

Joe Danger is simple in all the right ways, which very much seems to be by design. If there's fat in need of being trimmed, I haven't found it yet. It's the type of colorful, enjoyable, ageless entertainment that's suitable for the whole family. I'm reminded of the days when the ESRB still used its Kids to Adult rating.

Though the game ultimately culminates in demanding courses which may or may not result in the occasional swear, the build up is gradual to the point where this fact isn't obvious until you go back to the beginning levels; their simplicity seems laughable by comparison.

Getting frustrated by a botched combo, or the unforgiving end-game content, is a weird experience. On the one hand, you were so close, but on the other, Joe Danger is a game in which one background ad depicts a gentlemanly dinosaur mascot for Tea Rex brand tea. I can't stay mad at you.

Splitscreen multiplayer and the sandbox-style level editor also make a return. The latter deserves a special mention for its rapid-prototyping philosophy. They even managed to smartly incorporate tutorials for it as "puzzle" courses within the core single-player mode.

Okay, so what's new? Better anti-aliasing, new playable characters, "80% faster loading times" (!!!), The Lab, and Pro Medals. Those last two I'll need to expand upon, but -- as if my crazed use of exclamation marks didn't stress this enough -- quicker loads for a game of this nature is hugely important. Particularly for those who want to get wrapped up in leaderboard dueling with rivals.

The Lab is like a shorter, alternate-universe take on the standard Joe Danger experience. Your progression in it is separate from that of Career Mode, and for good reason. While there are far fewer levels on offer (25), they're some of the more interesting, engaging courses in Special Edition.

Due to the compactness of levels in The Lab, you're expected to perform well, in a short amount of time, with all of the tricks in the book being thrown your way. The end-stage Assault Courses combine prior lessons and expect nothing short of excellence from the player.

Now, on to Pro Medals. In Joe Danger, getting to the finish line is rarely enough -- you have to earn stars along the way. Stars can be obtained by keeping a combo throughout an entire level, landing on targets, collecting coins, and clearing a course quickly, to name a few methods.

Not every star type is available for you to earn on every level, and the same can be said of Special Edition's 25 Pro Medals. These are awarded when you complete every star objective simultaneously in a single run. Easier said than done. Those tracks with a Pro Medal up for grabs are often the more challenging ones.

Unlockables such as characters and Xbox Live Avatar gear are attached to Pro Medals, so there's incentive beyond simply aspiring to master the game. That said, you haven't truly played Joe Danger until you've attempted to get some of these things. The end result is beautiful in its fluidity.

I'll be coming back to Joe Danger for some time to come. In getting this review written for the game's launch, I haven't had too much extra time to go back and improve high scores to the best of my ability. With every new name added to the friends leaderboard, that urge will grow stronger.

Special Edition is indeed the definitive version, but not merely for a new audience; there's just enough in here to warrant a double dip for even the more casual of returning players, especially when you consider how catered to the familiarized much of the additions are. This utterly delightful game is one everyone owes it to themselves to play.

Photo Photo Photo Photo Photo Photo

Office Chat: Faith in Valve, Zelda's motion-based future

Posted: 14 Dec 2011 05:30 AM PST

Office Chat: Faith in Valve, Zelda's motion-based future screenshot

We have another delightful edition of Office Chat for you today. Join Jim Sterling, Jordan Devore and I as we consider a world where all Zelda is motion-controlled. We also contemplate what Valve fans might do for confirmation of Half-Life 3 and what starts as an innocent question about Jim's sunglasses takes a turn for the sordid.

Capcom Digital Collection brings eight games to retail

Posted: 14 Dec 2011 05:00 AM PST

Capcom Digital Collection brings eight games to retail screenshot

With a growing number of last-generation games getting high-def compilation discs, it's odd there haven't been more digital titles making it to retail. Leave it to Capcom, however, to jump right on that.

Due out in spring 2012, the Capcom Digital Collection brings together eight Xbox Live Arcade games for $39.99 while retaining the individual Achievements and online functionality.

  • 1942: Joint Strike
  • Bionic Commando Rearmed 2
  • Final Fight: Double Impact
  • Flock!
  • Rocketmen: Axis of Evil + "Rocketmen: It Came From Uranus" expansion
  • Super Puzzle Fighter II Turbo HD Remix
  • Super Street Fighter II Turbo HD Remix
  • Wolf of the Battlefield: Commando 3

There's enough worthwhile content in there to make this bundle valuable. I have to imagine that most people reading this website have at least a few of 'em already, though.

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