Tuesday, January 24, 2012

New Games

New Games


First OC ReMix album of 2012 shows love to unsung RPGs

Posted: 24 Jan 2012 02:00 PM PST

First OC ReMix album of 2012 shows love to unsung RPGs screenshot

OverClocked ReMix has officially rung in the new year with it's first album of 2012. Titled Unsung Heroes, it is a celebration of many classic RPGs that, though beloved, are rarely sourced for fan-made musical tributes. The appearance of this album is a bit ironic, however, considering that OCR's previous release was based on a game that likewise never got brought up in arrangement discussions prior. No matter.

Variety is the word once again, as 14 artists take on 15 solid but often overlooked RPGs via an array of musical styles. Games covered include Persona 3, Faxanadu, Bahamut Lagoon, Luminous Arc, Ghouls'n Ghosts, Suikoden... WHOAWHOAWHOA! Hold up! Ghouls'n Ghosts!? Seriously? That's not an RPG! What's it doing here? Could no one think of anything else to fill that slot? Such a curious inclusion.

Whatevs. The album is free as always. Who's truly going to complain about a single oddball track?

Unsung Heroes [OC ReMix]

So, LEGO Minecraft is really happening

Posted: 24 Jan 2012 01:00 PM PST

So, LEGO Minecraft is really happening screenshot

Get all of the jokes out of your system now before the concept of LEGO Minecraft comes full circle.

Having pitched the idea by way of LEGO CUUSOO, Mojang easily garnered over 10,000 supporters. Considering the overlap between people young and old alike who enjoy LEGO and Minecraft, it's no surprise. The project has officially passed internal review and will proceed.

Yes, this is going to be a real product now. Question is, are you on board? I'm curious to see which aspects of the game they focus on.

New League of Legends patch adds Skynet

Posted: 24 Jan 2012 11:30 AM PST

New League of Legends patch adds Skynet screenshot

Last week, League of Legends saw a patch that swept the game with a massive change: the removal of the dodge statistic. Beyond this, a character was completely reworked, and a new one was introduced. Though it should be an off week for the scale of the patches, this week's patch is bringing about another sizable change to the game.

Stepping aside from the core mechanics, this week League sees the overhaul of the "Cooperative vs AI" mode. The video above delves into the specifics of what exactly is being changed and upgraded. The broad strokes include the addition of a ton of new champion AIs, plus compatibility with the Dominion mode.

In the video, Riot Games discusses how the improvements will be great for training and practice for current players. I think that this will also be a good venue for new players to enter the fray, as they can now play in a much safer environment than what they would get playing League in a full player vs player setting. You can check it out at the game's main website.

Jam to some alien chiptune sex with C-jeff's Preschtale

Posted: 24 Jan 2012 11:00 AM PST

Jam to some alien chiptune sex with C-jeff's Preschtale screenshot

Ubiktune is a musical collective that focuses on chiptunes and videogame sounds and has been kickin' it since 2006. On January 1, Ubiktune's C-jeff released his latest concept album Preschtale on Bandcamp, so you might want to scoot on over and give it a sampling.

Preschtale is some trippy business, drawing influences from progressive rock and metal artists such as Pink Floyd and Dream Theater. It's a seven-track, 40-minute chiptune journey through an alien world, switching from mellow and groovy one second to head-banging and foreboding the next. As a bonus, guitarist Danimal Cannon (Armcannon, Metroid Metal Live) makes a guest appearance.

C-jeff is offering the album for however much you wish to pay for it. How can you pass up that opportunity? If you need just a little more encouragement, I've embedded the second track after the break for your ear canal's pleasure.

Preschtale [Bandcamp]

Two slick new Metroid figures open for pre-order

Posted: 24 Jan 2012 10:30 AM PST

Two slick new Metroid figures open for pre-order screenshot

I know, I know -- some of you weren't exactly thrilled by Metroid: Other M, but take a look at this figma and let your memories fade away. We shared this piece before, and according to our friends at Tomopop, it's now up for pre-order. You may want to get on that right away.

Alternatively, if Zero Suit Samus is more your style, pre-orders are also being accepted for a 1/8th scale figure. Both of these are looking at June releases.

It's rare to see my love of videogames converge with collectible toys that don't leave me eating ramen for weeks, but it does happen. That's an increasingly good thing, the more I think about it.

Review: Shinobi (3DS)

Posted: 24 Jan 2012 10:00 AM PST

Review: Shinobi (3DS) screenshot

It has been nearly 10 years since we were last put into the sandals of an Oboro Clan shinobi, the last game of which was well received despite (or perhaps because of) its high difficulty. Though it brought the series into the third dimension, its gameplay hearkened back to a simpler time when health didn't regenerate and levels had to be obsessively studied in order to be conquered.

On the 3DS, Shinobi returns to the 2D sidescrolling roots that popularized the series more than 20 years ago. Staying true to its legacy, this latest entry maintains a lot of the old-school game philosophy, though developer Griptonite Games has added a lot of the new-school fluff that gamers today appreciate. Whether anybody gets to experience the bonus content depends on how much pain they are willing to endure.

Shinobi (3DS)
Developer: Griptonite Games
Publisher: SEGA
Released: November 15, 2011
MSRP: $39.99

I like difficult games -- I finished Super Meat Boy's Dark Cotton Alley, I've completed Bionic Commando Rearmed's Super Hard mode, and I reveled in Contra 4's punishing requirement of both memorization and reflexes. I say this not to brag but to provide a point of reference when discussing the difficulty of Shinobi. I almost gave up on this review entirely, because after wasting a few hours trying to complete the first level on the "Normal," I thought there would be no hope. I had to suck up my pride and drop down to the insultingly titled "Beginner" difficulty, and it was still a tough journey to reach the end credits.

I don't know that Shinobi is necessarily more difficult than any of the aforementioned titles, but it definitely hangs onto a few obsolete ideas that today's difficult games tend to eschew. In contrast to the bite-sized levels seen in many modern challenging games, Shinobi presents fewer levels that can each take more than half an hour to complete. I tend to spend more time playing games with short levels, as there is no "just one more try" desire after being set back by 30 minutes.

Again, a lot of the problem was solved by lowering the difficulty, as the Beginner mode affords the player infinite lives, offers more generous checkpoints, and decreases damage taken from attacks. The higher difficulty levels resemble old-school gaming at its worst, with finite lives and continues, after which a player is forced to start over from the beginning.

The general gameplay in Shinobi is not far removed from its ancestors on the old 8-bit and 16-bit systems. At its heart, it's a 2D sidescroller with a focus on combat finesse and precision platforming. Your hero, Jiro Musashi, has at his disposal the standard double jump and wall jump as well as a small repertoire of melee and ranged attacks.

Of the two main gameplay elements, combat is the more satisfying. Shinobi rewards the player for patience and timing rather than mindless button mashing. Going into battle with a wildly swinging sword will almost always result in an enemy counterattack. Instead, the player must predict the enemy's attack, parry it, and launch a counterattack when the enemy's defenses drop. While that sounds simple on paper, it takes quite a bit of getting used to. That said, once it clicks and the player can build up a high combo by emerging from several fights untouched, it really does instill the feeling of being a ninja.

Boss fights follow a similar philosophy as fights with standard enemies. Attacks are telegraphed a split second before they are launched, and they can generally be parried and countered. While the bosses seemed difficult at first, none are cheap; with some practice, it is not unreasonable to finish a boss fight without taking damage.

In contrast to the combat, the platforming is weak. The controls are fine, and there is a lot of nuance involved in jumping to exactly the location intended, but the main problem is that it just doesn't come up often enough. Platforming sections that really test the player's skill take a back seat to combat sections, so the player doesn't get nearly as much practice. In addition, there are some unfortunate level design choices, like sudden pitfalls and spikes that are just out of sight before making a jump. A more zoomed-out camera during platforming sections could have maintained the necessity for skillful jumping while eliminating the cheap deaths that aren't really the fault of the player.

In keeping with the old-school design, the story in Shinobi ranges from nonsensical to nonexistent. From the anime cutscenes between levels, I gather that it is about a ninja from the 13th century who gets transported forward through time 800 years to fight things. Over the course of the game, the player finds himself riding on top of speeding cars, exploring an undersea laboratory, ad navigating the inside of a volcano, all with little to no explanation of how or why he is doing it.

So while story is unimportant, gameplay is king. Knowing this, the developers added in a substantial amount of bonus content. There are Achievements, each with their own rewards that can be as little as cosmetic bonuses, such as alternate costumes or weapons, or as big as a full boss rush or other challenge levels that really put the player's skills to the test. It's impressive how much extra content there is to find in Shinobi, though how much the player actually sees depends heavily on how much time and effort he is willing to invest.

Shinobi is a great game with tons to do. Some of the old-school elements are sure to turn many players off, but if you can surmount the steep difficulty curve, there is a substantial amount of satisfying gameplay to be found. Those who want a cohesive narrative or who can't afford to endure a few hours of frustration should look elsewhere, but those who can make it past the hump can wring out a lot of fun.

Photo Photo Photo Photo

Live show: Mash Tactics fights the War in the North

Posted: 24 Jan 2012 09:30 AM PST

Live show: Mash Tactics fights the War in the North screenshot

Today on Mash Tactics, the guys are suiting up for Lord of the Rings: War in the North. This action RPG pits players against all forms of Sauron's evil minions. With a heavy co-op focus, it is perfect for Carnage and Wesley's trained swords. Tune in to see the troll massacre for yourself.

Mash Tactics airs Monday through Friday at 4p.m. Pacific. Watch Jon Carnage and Wesley Ruscher down energy drinks and freestyle rap about the human perineum on Destructoid's Twitch TV channel. Also, there are videogames being played. Join us for your chance to win prizes, talk to industry guests, and witness all of the glorious antics.

 

Modern Warfare 3 maps live for premium XBL Elite users

Posted: 24 Jan 2012 09:00 AM PST

Modern Warfare 3 maps live for premium XBL Elite users screenshot

Premium members of Call of Duty Elite can now grab two new multiplayer maps for Modern Warfare 3, "Liberation" and "Piazza" -- if they're on Xbox Live, that is. Subscribers on PlayStation Network are getting this stuff at a later date, because timed exclusivity is how this industry likes to operate nowadays.

Today's downloadable content marks the beginning of a nine-month release schedule for Elite users, which sounds substantial enough to rationalize paying for the service if you frequently play MW3. Pursuing early adopters like this isn't a new practice by any means, but I'll happily decline for now and remain patient.

FIFA Street to get its own in-game social network

Posted: 24 Jan 2012 08:45 AM PST

FIFA Street to get its own in-game social network screenshot

EA Sports' FIFA Street reboot is almost upon us and so the studio has decided to today announce an interesting new feature; the "Street Network."

The Street Network will serve as an in-game social network for FIFA Street as it allows players to track each other's statistics and progress throughout the game and certain modes such as World Tour and Head-to-Head Online Seasons. So you can brag to friends about how you're ahead of them one day, and then quietly take your seat the next day when someone's really handed it to you.

The most emphasised feature of the Street Network is the ability to record video clips of gameplay and upload it onto the network for others to take a look at; whether it's just you showing off a new trick you unlocked or an amazing goal you scored against someone online. To help get people to actually take advantage of this, the Street Network will put on show the best of the best every week -- an example given by EA was "Goals of the Week."

FIFA Street will launch on March 13 for the Xbox 360 and PlayStation 3 and will run on the FIFA 12 engine with its critically acclaimed physics.

Hitman franchise gets a new novel

Posted: 24 Jan 2012 08:15 AM PST

Hitman franchise gets a new novel screenshot

Del Rey has announced a second novel based on the Hitman series of videogames. Hitman: Damnation will be released in Summer 2012 in North America, and will follow in other countries around the world. Its story takes place between games Hitman: Blood Money and Hitman: Absolution, following Agent 47 on an assassination mission of high-level American political figures.

The novel will be written by Raymond Benson. He has published six James Bond novels, three 007 film novelizations and under the pseudonym David Michaels wrote Tom Clancy's Splinter Cell and its sequel, Operation Barracuda.


 

Team Fortress 2sdays: Serious business!

Posted: 24 Jan 2012 07:30 AM PST

Team Fortress 2sdays: Serious business! screenshot

Welcome to another exciting edition of Team Fortress 2sdays!

Every Tuesday, a bunch of us Dtoiders hop online and play Team Fortress 2 on the official Destructoid server, and this week is no different!

Last week's session was a bit of a cluster, as the server was stuck in an infinite Goldrush loop and wouldn't cooperate with any of our commands (read: THE MACHINES ARE TAKING OVER!), but everything's been running smoothly since then, so hit the jump and check out what we have in store for you tonight!

Here's what's on the docket tonight:

Server: 63.208.142.126:27015
Host: Mr Andy Dixon (Steam: mrandydixon)
Time: 9 PM PST (join earlier if you want!)

Maplist:
koth_sawmill
pl_thundermountain
ctf_2fort
koth_harvest_final
cp_gravelpit
koth_nucleus
cp_steel
pl_barnblitz
cp_dustbowl
pl_goldrush
cp_coldfront
koth_viaduct
pl_badwater
cp_badlands
pl_upward

Note: Hate any or all of the above maps? Fret not! Our maplist -- like the rest of our server -- is always evolving! If you don't see your favorite map/mod/whatever, head on over to the Team Fortress 2 thread in our forums and let us know what you'd like! After all, it's your server, too!

Also, we'd love to recap this week's events during next week's post, so take lots of screenshots and email them to andydixon[@]destructoid.com! Who knows, you might even see your very own giblets appear on the front page!

We'll see you online!

Here's a whole bunch of new art and screens for NeverDead

Posted: 24 Jan 2012 07:00 AM PST

Here's a whole bunch of new art and screens for NeverDead screenshot

Konami's NeverDead is out at the end of the month, and there's a bunch of new art and screenshots to celebrate. Seems like the game's been in development for fifteen thousand years, so I'm glad to see it finally on the horizon. 

NeverDead is a ridiculous game about demons and an immortal protagonist who will physically degenerate with every hit he takes. At their weakest, players will be nothing but a head, rolling around and attempting to regroup. That seems pretty tame, however, compared to the messed up monsters he'll be righting. 

I'm tentatively looking forward to it. Games like this are almost always surprising gems or under-funded disappointments. Really hoping we've got the former on our hands.

Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo

Pharaoh Man looks beast on the Mega Man #13 variant cover

Posted: 24 Jan 2012 06:30 AM PST

Pharaoh Man looks beast on the Mega Man #13 variant cover screenshot

Waitaminute! Didn't I already post the cover to Archie Comics' Mega Man issue #13? Why, yes I did. That's the normal newsstand / subscriber cover, though. This is the variant cover that you'll only be able to find in comic shops, and its grand reveal is right here on Destructoid!

The Mega Man variant covers are typically badass renditions of a Robot Master that features prominently in that issue. To commemorate his grand introduction to the Archie MM universe, Pharaoh Man appears in a sick action pose care of artist Jonathan Hill. This is the finished piece, by the way -- color will not be added. A sketch is the only way to perfectly capture Pharaoh Man's raw murderous instinct.

MM #13 will appear on shelves in May, so you have some time to mentally prepare for Pharoah Man's soul-chilling gaze.

Photo

Review: Jurassic Park

Posted: 24 Jan 2012 06:00 AM PST

Review: Jurassic Park screenshot

Telltale Games has an established modus operandi for making games. The developer obtains licenses to beloved old franchises, then expands the universe with its own fiction, along with a dose of puzzle solving and exploration. It worked well enough with Back to the Future, and now the developer hopes to rein in dinosaur fans with a four-episode game dedicated to another old movie that many hold dear in their hearts: Jurassic Park.

The opening sequence sets the tone for the game. A mysterious woman is being chased through the jungle by dinosaurs, until she falls off a cliff and is nearly hit by a car. The scene brings up several questions, like, "Who is this woman?" and "What is she doing on Isla Nublar?" and "Is the main focus of this game going to be a series of quick time events in which people run away from dinosaurs?"

By the time the end credits are rolling, the answers to these questions are clear. Respectively, they are "I don't care," "I don't care," and "unfortunately yes."

Jurassic Park (PC [reviewed], Mac, Xbox 360, PlayStation 3, iPad)
Developer: Telltale Games
Publisher: Telltale Games
Released: November 15, 2011
MSRP: $29.99

The story in Jurassic Park: The Game occurs during and immediately after the events of the original film. In the first episode, there are a few small callbacks to events from the movie, such as the mention of a hotshot paleontologist on the island and the devastated visitor's center. The focal point of the story is on the fate of the stolen embryos in Dennis Nedry's fake can of shaving cream.

It follows a group of survivors left on the island after having missed the evacuation boat during the storm that knocked out the power in the park. These include the park's veterinarian and his visiting daughter, a jilted geneticist who cares more about dinosaurs than people, the mysterious woman sent to steal dinosaur embryos, and a few mercenaries to rescue the stragglers.

While that seems like a decent enough premise on which to build the story in Jurassic Park, it falls flat in practice. Each of the characters has a backstory that the player learns more about as the game progresses, but most of the characters are so unlikable that it's difficult to care. Perhaps it is by design that the characters are mostly irritating, so the player doesn't feel too bad when they are inevitably devoured by a tyrannosaurus rex.

Some of the situations the characters find themselves in are too ridiculous, even for a story about an island where we cloned dinosaurs using ancient mosquitoes and frog DNA. If it weren't as cumbersome to say, I would try to coin "velociraptors on a roller coaster" as a new version of "jump the shark."

The story is far from the worst element of Jurassic Park. While the gameplay isn't exactly terrible, it is incredibly boring. It is broken up into two types of sections: action sequences and puzzle sequences.

The action sequences consist entirely of quick time events. While this would be tolerable in moderation, it feels like 75% of the time spent with Jurassic Park is in these QTEs. Compounding on that is the fact that many of them feel arbitrary until after you see the effect. For instance, an arrow may appear on screen instructing the player to press left, and while it's clear from the action on screen that the character may want to dodge, it's not always clear why he has to dodge to the left specifically.

The worst offenders are the double or triple arrow quick time events. The arrows themselves are surrounded by a number of circles letting the player know that there are multiple sequential inputs necessary, but the second command isn't displayed until the first button is pressed. With the limited time allotted to input the commands, the player would either have to be clairvoyant to input the correct command, or he would have to go memorize the order of button presses and return to the sequences to replay them. It's unfairly difficult the first time, but then stupidly easy the second time, and it gives the player no satisfaction.

The upside to this abundance is that failing certain segments will get your character killed. Although Telltale marketed these deaths as gruesome and intense, they really don't accomplish that. Most death scenes show a few seconds of the character being bitten or swallowed whole, then immediately cut to the "you are dead" screen. While it could be annoying to have to sit through the same long death sequence multiple times, their brevity gives them no weight, and the lack of graphic detail makes them more comical than I think was intended.

Following the lead of the boring action sequences, the puzzle sequences require virtually no thinking. Most are solved by clicking all the investigate icons until something happens. Over the four episodes, there were exactly two puzzles that one could rightfully call puzzles; the remainder of these sequences essentially play themselves.

Outside of the story and the gameplay, Jurassic Park has some decent production values. There are a few graphical glitches, but overall, the environments and the dinosaurs look fine. The human characters all have a bit of a stylized look to them, which works fine until they start talking; the low-quality facial animation brings them a bit into the uncanny valley. The music is appropriate, and although the original songs weren't composed by John Williams, the score sounds similar enough to the movie that it doesn't seem out of place here.

As a game, Jurassic Park is pretty bad. Both the action and puzzle sequences are uninteresting at best and obnoxious at worst. As a movie that forces you to press buttons arbitrarily and occasionally rewinds thirty seconds because a character died when he shouldn't have, it fares a bit better. Still, considering the grating characters and the ridiculous plot, I can't recommend it to anybody, even hardcore fans of the Jurassic Park fiction.

Photo Photo Photo Photo

Preview: Ninja Gaiden 3 is bloody fun

Posted: 24 Jan 2012 06:00 AM PST

Preview: Ninja Gaiden 3 is bloody fun screenshot

I was in Tokyo last year for the unveiling of Ninja Gaiden 3 to a select group of press. It certainly looked great, but some in attendance were worried about Team Ninja's changes to the tried-and-true formula. The latest in the series was to bring a new focus to storytelling, with the hardened ninja assassin finally realizing that he's killed bazillions of people. Others were concerned about the team's move to make the series more accessible with an easier play mode. Series fans were worried that Team Ninja had changed too much.

Worry not, ninja. I've been enjoying some early code this past week or so, and I can tell you that you're probably going to love Ninja Gaiden 3. Yes, things are a bit different this time around, but the series' roots are still here under the changes. 

Ninja Gaiden 3 (PlayStation 3, Xbox 360)
Developer: Team Ninja
Publisher: Tecmo Koei
Release: March 2012 

Series fans will be surprised at how talky Ryu and friends are. It's not to the point where I think he'd ninja off to the mall foodcourt to gossip with his girlfriends, but the chatter ever-present, and markedly different than what fans are used to. In his journey in this early code through London and later Dubai, he flaps his yap in cutscenes, in between battles, and even as he moves through these locales. Sometimes he's talking to himself, others he's chatting with a remote agent via headset, and in one scene he blows off his blue-haired student, Ayane. But, for as talky as he is, know that Ryu hasn't lost that dark killer vibe. 


Call me!

Some of the talk is directive, helping Ryu set a path through these levels, but most of it is story development, as Team Ninja is focused on telling you a real story this time around. It's a bit too early to know where the story is going, but take comfort in knowing that scenario writer Masato Kato has been brought on board to help with that. You've seen Kato's work in the original Ninja Gaiden, as well as in Chrono Trigger and Final Fantasy VII. I don't mind that Ryu thinks about his killing a bit more now, and that there's a deeper narrative this time around, but I hope they don't make him soft. We love Ninja Gaiden because Ryu is a badass killer. I hope he stays that way.

When Ryu isn't running his mouth, he's cutting bitches, and it's...it's glorious! Coming off working on reviews of multiple Japanese role-playing games, playing Ninja Gaiden 3 is like a well-deserved, bloody vacation. Thrashing buttons to jam swords into flesh has never felt so good, and it also looks pretty fantastic with the dark red sprays of blood fountaining up from piles of still-standing victims that should have been dead a long time ago. It only took about three minutes of play for me to find myself laughing maniacally at my ridiculously long-lasting chains of kills. The game's new cinematic kills only served to increase the volume of my laughing as they zoom in on the action and prompt you with what button you should be mashing to make your kills even more gory.

The control feels tight and fast, and it seems like Team Ninja has worked hard keep you focused on the action, and not stuck trying to find your bearings. I'm pleased to say that the game's camera gave me very little issue, with only minor hang-ups in really tight quarters like stairwells. The majority of the time I found that the camera was smartly focused on the action, and I never found myself waiting for it, or trying to correct it. Combine this with the game's ability to smoothly transition attacks from one body to the next and you have seamless, satisfying cutting action. 

NG3 is more varied and cinematic than other series games. The chains of bloody carnage were broken up with sequences that had me climbing walls with throwing knifes, sliding under speeding trucks, or gliding from rooftops to the ground, dodging missiles on the way down. I loved cutting the legs off a massive robot spider tank to make it explode in the background in that very Japanese way. It's all one ninja against the world, with attacks and fire coming from everywhere, sometimes so much so that Ryu has to duck into an alley to catch a breather. One memorable section had me creeping through endless heavy fog, stepping around laser sights to avoid detection. When found by a stray sight, a heavy percussion-only song kicked up while I dodged incoming missiles and invisible attacks from all directions. Mind you that none of these bits were cutscenes -- all gameplay!

The game eased me into the killing with fewer enemies that were just asking to be cut up and juggled, but quickly moved me into situations where I was surrounded on all sides by soldiers, gunmen, guys with swords, other ninja, and even assholes with rocket launchers. In those times I couldn't cut fast enough, which let me know that the developers have not forgot their roots. As always, combat centers being able to quickly attack and watch your back to evade or block at the same time, mixing up the two to make it through bouts of relentless attacks. Feels good, man.

Of course, it's not all cutting. Later in the game, escalating the challenge, Ryu gets a crossbow that has the player trying to pick off distant attackers while watching his back. Another new weapon, Ryu's cursed arm, builds up attack power from consecutive kills. When it glows red it can be charged up for an ultimate attack that kills all surrounding enemies in one hit. Finally, ninja magic is a bit different this time around. In the only example the demo provided, kills fill up a Ninpo meter that will let you unleash a flaming dragon into the sky to burn all enemies and fill your lifebar back up at the same time. 

For the first time, Team Ninja is thinking about accessibility. Series games have always been difficult, and I'm sure Tecmo Koei realizes that this limited accessibility, so that's probably why they added a new Hero mode to the mix. "Normal" is right in line with what series fans would expect, meaning that it's still pretty difficult -- classic Ninja Gaiden. "Hard" is hilariously difficult, and will likely be a treat for Ninja Gaiden followers. But Hero makes it so that ninjas-in-training can also enjoy the story, with what seems to be assists in blocking, and less agressive enemies. I probably enjoyed myself most on "Normal," but that's not to say that "Hero" didn't provide a strong challenge. I definitely wouldn't call Hero mode dumbed down.

One bit the devs still need to work on is the enemy voice work. When you combine the lack of variety of voice bits and their high frequency, you get a funny really voice track. I couldn't stop laughing at the near endless string of exclamations on the battleground:

That's the ninja! Ninja! Shit! Back me up! Shit! Shit! Shit! Gimme some backup! Shit!

It's still early, but Ninja Gaiden 3 is on the right track. The game is looking great, with a liquid smooth frame rate and some slick lighting. The camera needs more polish in tight areas, but it shows promise in the open ones. It is still too early to make a call on where the story is headed, but there's hints of something interesting brewing with Ryu's cursed arm and his occasional hesitance to kill. Yes, Ryu talks more and now seems to at least give pause before killing some people, but the action fans love is still in there. 

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Death is eternal in new Darksiders II trailer

Posted: 24 Jan 2012 05:15 AM PST

Death is eternal in new Darksiders II trailer screenshot

Here's a grim, brooding trailer for Darksiders II, bigging up its grim, brooding protagonist. I am so stoked for this game it's not even funny. 

If you haven't already, check out Wesley's great preview of the game. He got to check it out in detail, and seemed suitably impressed. Can't argue with that!

QuakeCon 2012 dated

Posted: 24 Jan 2012 04:45 AM PST

QuakeCon 2012 dated screenshot

If you're already planning out your travel for 2012, mark down that QuakeCon 2012 will take place on August 2-5 this year. It takes place in Dallas, Texas, at the Hiltone Anatole Hotel.

QuakeCon is always the world's largest LAN party, and a great place to see the coolest/strangest computers and the even stranger collection of files within them. If you're not a LAN kind of gamer, Bethesda will be there to give attendees the first chance to play upcoming titles. Other exhibitors also bring their games and wares, and even gaming hardware is shown off on the show floor. It's a good time, so you should probably clear your schedule.

There's a special room rate of $154 a night when you tell Hilton that you'll be there for QuakeCon. See you there?


Podtoid recording today, and we'll take your questions!

Posted: 24 Jan 2012 04:15 AM PST

Podtoid recording today, and we'll take your questions! screenshot

Oh look, it's almost time for another episode of Podtoid. That's fun, isn't it? Why don't you ask us some questions, so we can answer five of them before realizing we recorded for over two hours and don't have time? 

You all know how it works. Ask some questions if you want!

Operation Rainfall regroups, focuses on The Last Story

Posted: 24 Jan 2012 03:45 AM PST

Operation Rainfall regroups, focuses on The Last Story screenshot

Nintendo of America got to look like a big hero last year when it caved and announced that Xenoblade Chronicles would come Stateside. The consumer pressure group Operation Rainfall, however, is not satisfied, and intends to focus its efforts on The Last Story

"Between the dates of January 27th (the 1 year anniversary of The Last Story releasing in Japan) and February 24th (the European release date for The Last Story) we will be focusing our content on The Last Story as well as the people behind the game, Hironobu Sakaguchi (the creator of Final Fantasy) and Nobuo Uematsu (famed Japanese composer, best known as well for his work on Final Fantasy)," said Rainfall member Tyson Gifford.

"On the 27th we will be contacting Nintendo in mass again, after that we will be doing everythign we can to raise public awareness of the title and it's link to Sakaguchi and the Final Fantasy franchise.  We find it absurd that the title is so little known considering it's pedigree, and we hope to correct that this month."

The group will be coordinating efforts on Facebook and Twitter, and will be presenting videos on Youtube. As someone who wanted this game the moment it was announced, I totally wish them the best!

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