New Games |
- The hidden joys of buying used
- Dead Block is finally out for PC
- Rhythm Heaven Fever's orgasmic wood people CONFIRMED
- The Binding of Isaac gets a grotesque retail edition
- Weekend Modder's Guide: Planescape: Torment
- Nudity:TtWaV album gets new tracks a temporary price drop
- Review: Final Fantasy XIII-2
- Pre-order Kid Icarus: Uprising, get 3D Classics original
- Review: Defender's Quest: Valley of the Forgotten
- Live show: Mash Tactics' farewell to Jon Carnage stream
- Best Buy stores getting PS Vita demo units
- Gettysburg is an alt history take on the Civil War
- Vita's Mutant Blobs Attack has a silly credits theme
- Brand-spankin' new homebrew NES game features cats
- The Daily Hotness: Freddie Wong heats things up
| The hidden joys of buying used Posted: 28 Jan 2012 12:00 PM PST [Are you a fan or a hater of used game sales? No matter what side of the fence you're on, you have to agree that bbain's take on the subject is probably never discussed in a publisher's boardroom. Interesting stuff. It's also an example of what happens if your blog doesn't have a header image. Hot dogs for everyone! - Kauza] I buy a lot of used games. The act of doing so has become a rather hotly debated issue in the gaming industry lately, but I'm not here to talk about whether buying used games is good or bad for the industry. The point is, it's something that I do.
| |
| Dead Block is finally out for PC Posted: 28 Jan 2012 11:00 AM PST It may not seem like that long ago, but way back in July of last year a little zombie-survival game by the name of Dead Block came out on XBLA and PSN. Now, about half a year later, the Call of Duty Zombie mode-esque downloadable title has found a new home on PC. Dead Block can't be found on Steam, but is instead exclusively available to purchase on other online retailers such as Amazon and GameStop for only $9.99. Our very own Maurice Tan didn't have too many positive things to say about the game in his review, but your next chance to play a co-op zombie-survival game won't come until Resident Evil: Operation Raccoon City launches in March. So, what are you waiting for? It's only ten bucks. | |
| Rhythm Heaven Fever's orgasmic wood people CONFIRMED Posted: 28 Jan 2012 10:00 AM PST
Here's a compilation of some footage of Rhythm Heaven Fever, the English language version of Minna no Rhythm Tengoku. How do you think it sounds? Personally, I like the English voice work here, but I think I'll still prefer the Japanese version in the end. Not knowing what some of these songs are about might make them a little better. The big news here (for me anyway) is that those little orgasmic wood people flying on a cloud are sounding almost as orgasmic in English as they did in Japanese! It's been my guess for while now that the these two naughty little imps and their magical, rhythmic ride into the sky is supposed to be a metaphor for making sex happen. Some people thought I was crazy for thinking that, but according to this interview with mastermind behind the Rhythm Heaven/Tengoku series, those sounds are indeed intended to be sexy sounds. The game comes out in just a few weeks. I can't wait to see how sexual it's going to get! Iwata Asks: Rhythm Heaven Fever - full summary [GoNintendo] | |
| The Binding of Isaac gets a grotesque retail edition Posted: 28 Jan 2012 09:00 AM PST It was only a few days ago that online retailer, Merge Games, announced they would be selling a retail version of Terraria, a collectors edition no less. Now another of my favorite indie games from last year is getting a retail special edition, The Binding of Isaac. Wee Isaac's battle to escape his mother's basement will be available from Merge Games on March 16th, but only in the UK. This version of the game comes with a Steam gift key, a DRM-free copy of the game, the awesome soundtrack, a grim poster and a 40 page "Devzine." No word on pricing yet. Terraria was around three times more than the Steam version, if that's going to be the case with The Binding of Isaac it's still only a tenner. Not too shabby for a fantastic game and extra swag. While indie games and digital distribution sort of go hand in hand these days, I do yearn for tangible goodies like posters and cloth maps, though the latter would be a bit difficult to make for a game with random dungeons. | |
| Weekend Modder's Guide: Planescape: Torment Posted: 28 Jan 2012 08:00 AM PST We're introducing a new regular feature here on Dtoid for all of you PC gamers. The Weekend Modder's Guide will take a game, usually an older one, and show you how to breathe new life into it. PC gaming has a strong legacy of great games, and unlike consoles you can usually run older software on your new PC. Unfortunately, time has not been kind to a lot of games. We used to play them at 640x480 with no problem, but now that will make us cringe. Thankfully, good PC titles have a lot of dedicated fans who are willing to keep updating them long after the developers stop. Fan-made patches can add widescreen, add HD textures, fix bugs, finish content that wasn't included originally, and they can even add brand new content. Planescape: Torment is one of the best RPGs ever made. It focuses on its story -- one that is witty, funny, deep, and engaging -- and pulls this off well. Black Isle wanted to make an RPG where death didn’t stop the game; it's actually part of your character's story to die over and over again. You have the power to resurrect your party too, so you never have to worry about being penalized for dying. This doesn’t mean that the game is easy, though. Since Planescape's graphics are hand drawn, they don't suffer from the aging of a 3D game made in the same era. In fact, once you increase the resolution and do some tweaks to speed things up, it looks really good. The animations are smooth and detailed, and all the environments are fleshed out and stylized. I'm going to show you how to install all of the mods you need to play this fantastic game in HD. Before mods: After mods: You can grab Planescape: Torment from GOG.com for $9.99, and it includes a whole bunch of extra goodies like the soundtrack, wallpapers, and a collection of artwork. Even if you have the discs lying around somewhere, I really suggest that you just grab it off of GOG.com since they handle much of the back-end tweaking. You can still use this guide for a different version of the game, but you would have to do a bunch of extra steps to make it work correctly. Trivia: Planescape: Torment was localized for Poland by CD Project, who later went on to make The Witcher. The game’s dialog script is over 800,000 words long, which is about the same length as The Lord of the Rings plus A Game of Thrones. The game was designed by Chris Avellone, who was also designing Fallout 2 at the time. He later went on to work on the Icewind Dale games, Baldur’s Gate: Dark Alliance, Champions of Norrath, Star Wars: Knights of the Old Republic II, Neverwinter Nights 2, Alpha Protocol, and Fallout: New Vegas. The voice actors include Jennifer Hale (female Commander Shepherd from Mass Effect), Michael T. Weiss (Tarzan, from the Disney animated Tarzan television series), Keith David (Commander Anderson from Mass Effect) and John de Lancie (Q from Star Trek: The Next Generation). The rest of the cast have done voice acting for Marvel, DC, Disney, Pixar, and plenty of other videogames. All right, let’s get down to business! Time: 1-2 hours 1. Install Planescape: Torment, but not to the normal Windows program directory. This will help avoid issues with the widescreen mods in Windows 7 or Windows Vista. Just make a folder in the C: drive called “RPGs” or something to that effect. 2. Install the Gibberlings 3 widescreen mod. You can set this to whatever resolution that you want. I recommend that you don’t go too high, or everything in the game will be very tiny. I used 1366x768 and it looks good. Get this mod here. 3. Install Ghost Dog’s UI. This will center all of the UI, fill in black spaces with existing artwork, fix loading screens, and just generally make everything work at higher resolutions. Grab it here. 4. Install Quinn’s Unfinished Business, Fix Pack, and Tweaks. This fixes spelling and grammar issues, bugs, allows you to hear all of your parties banter over the course of the game, and adds back some content that was unfinished and cut from the game. Just install all of the recommended files. You can grab the files and read the instructions here. 5. Look in the directory that you installed the game to for a file called “torment.ini”. Open it up and notepad and change the following: path search nodes=32000 Maximum frame rate=40 This will help characters move around better, and it will make sure that the animation speed is fluid without being too fast. 6. Download and install the DirectX SDK. Once the installation is finished launch the DirectX control panel. Go to the Direct Draw tab and disable hardware acceleration. This will help with slow frame rates and control lag. You can download it here. 7. Launch the game and from the graphics option menu, change all the setting to software rendering -- this will help speed things up and reduce lag. That's it! You should be all set to play Planescape: Torment in glorious HD! | |
| Nudity:TtWaV album gets new tracks a temporary price drop Posted: 28 Jan 2012 07:30 AM PST
Well this is exciting! The recently released Talking to Women about Videogames album just got 5 five brand new tracks. Actually, that's not exactly right. The remix heard above by Cartoon Food was secretly added to the album a little over a week ago. It was supposed to be on there from the start, but I flubbed. That means that if you downloaded the album within the past week or so then that song wont be new to you, but the new track by Jim Sterling and Raik Hohendorf will be new to everyone. It is a rock and roll song. For the troops. There are also 2 new bonus tracks (including an alternate take of Jim's song), as well as cover of The Zombies classic The Way I Feel Inside. If you bought the album before, you should be able to redownload it again with all this new content for no additional charge. That said, I wasn't sure if that would actually work, so I dropped the price for the whole 34 track album to $.99 for just this weekend. I figure the 5 new songs are worth at least that. As for the rest of you, you can grab all these songs for the first time for so cheap. It's less than 3 cents per track! C'mon now, people. C'mon now. On top of all that, we've got the music videos for Sterling's song and the Podtoid tribute hidden bonus track Muddy Buddy waiting for you below. Buy the album here if you want. Either way, it's a great time to be alive!
| |
| Posted: 28 Jan 2012 07:00 AM PST Final Fantasy XIII was not a "4" for me, but I wouldn't have given it much more credit. The story was, at times, confusing and very hard to follow, the proper nouns it used made my ears hurt, and the summoned, transforming Eidolons were so silly that I was embarrassed for Square Enix and videogames in general. Final Fantasy XIII-2 (PS3 [Reviewed], Xbox 360) Final Fantasy XIII's story kicked off with the surly, pink-haired, ex-soldier named Lightning fighting against her former military mates while dodging a civilian evacuation of her home planet, the floating planet named Cocoon. The evacuation and ongoing war between the citizens of Cocoon and the military faded into the background for Lightning, as she was solely focused on saving her sister, Serah, a girl considered to be an enemy of the military. He is Noel, a traveler from 700 years in the future where he lives as the last human born, and he has been tasked by Lightning to help Serah save the future. In a role switch, Serah is now out to save Lightning. Final Fantasy XIII-2's story centers around time travel. Somehow the whole timeline of history has been altered, resulting in multiple paradoxes. Serah and Noel work to hop through history to resolve these paradoxes with the hopes of setting the future straight so that humanity does not come to an end in 700 years. I was worried when I first heard about XIII-2's story, as a sequel that uses a time travel gimmick could easily go very wrong. I imagined revisiting old locales, running through unimaginative missions in an attempt to get more mileage out of XIII's visual assets, with some nonsensical story strung throughout. Although some assets are reused and some previous locales are revisited, there are plenty of new locations, characters, and enemies, while the time travel element actually ties nicely into the game's story. As smart as the aspect of time travel has been handled, I don't want to give the story too much credit. It's certainly stronger than Final Fantasy XIII's story, but since it was built on its predecessor's uneven foundation, it never feels completely whole or in any way less nonsensical than before. The overarching storyline does its best to work with what there was to work with and continue on with something that's entertaining and sometimes surprising, but the smaller bits of story that center around unresolved time paradoxes rarely makes sense. I suppose some might say that these sections are intentionally strange, as they deal with a warping of time, but I feel like the time spent developing these segments could have been better spent on the background characters. If you want to get the most out of this game's story, you're going to have to dig, getting into the optional quests, hidden paradox endings, and in-menu log reading. Even then I suspect that most won't be fully satisfied. It's a shame, as Square Enix has packed some really strong ideas and character possibilities into the story. Be warned that the game's ending is easily spoiled. You won't find spoilers in this review, but know that they're out there, and they will come to find you once this game is released in the West. Get in, keep your head down, and see it for yourself! It's a strong ending, though, and a real visual treat. I thought the game's conclusion was thrilling and very surprising, but I'm sure others are going to take issue with how this one is wrapped up. Final Fantasy XIII-2's gameplay positively shines when compared to its predecessor. Gone are the narrow corridors that run you into forced battles with faceless soldiers. XIII-2's time traveling nature leaves you wide open to explore, bouncing from era to era to take on missions and quests at your own pace. There is a solid story structure with navigable timeline called the Historia Crux, but you're mostly free to conquer it in any order. Time gates open up in each locale, and when you've found the proper Artefact in each era, you're free to use them at gates to open up new locales. Most of these places are open, expansive worlds packed with hidden items, fighting challenges, NPC quests, and lots of extra story bits. Once you find all the Artefacts and open all the Time Gates, the entire game's timeline is at your fingertips, as a simple press of the start button pulls you back to the Historia Crux, letting you jump to any time and place you wish. You're also free to stop anywhere you'd like as Final Fantasy XIII-2 breaks new ground for the series with a save anywhere option, assigned to the Start button. When you want a break from item hunting and time traveling, XIII-2's Serendipity zone should serve as a nice distraction. Anyone that enjoyed Final Fantasy VII's Golden Saucer will find a lot to like here. This lost-in-time casino is packed with scantily clad bunny girls, slot machines, casino table games, and even chocobo racing. The latter diversion is so deep that it almost could be turned into its own game, with options for leveling, betting and training. Gambling and race winnings can be traded in for rare game items. Final Fantasy XIII-2 takes its predecessor's battle system and runs with it, which is great because the battle system was easily the best part of that game. The Paradigm Shift system is still in place this time around, and with it comes its wonderful mix menus and fast-paced action. Again, the key battles make excellent use of lesser used Final Fantasy spells and effects. For instance, Poison is actually effective on bosses. Likewise, casting defense altering spells, like Deshell and Deprotect, is a valid strategy now. Paradigm Shift is faster this time around, with almost direct switching from one paradigm to the next, letting you shift tactcs on the fly without waiting for change animations. There's one new damage type in XIII-2 called Wound, and receiving this type of damage subtracts from your total maximum available hit points in a battle. But, at its core, the battle system here is largely the same as that of Final Fantasy XIII's, so if you hated that one you're not going to like this one much more. Each monster has its own special attack, which becomes available after filling an attack meter. Collected monsters also have their own Crystarium, letting you level them up, change their abilities and even transfer abilities from one monster to another. This incredibly deep system lets you create your dream party. I took in a Chocobo early on in a battle, trained him, leveled him up to a ridiculous level, and liked him so much that he dealt what looked to be the final blow in the very last battle. He was a beast, and his special screaming "Kweh" attack never stopped being funny. Cinematic Action sequences are also new to the Final Fantasy series, making their debut in this game. These are prompted battle inputs that give players some control of interactive cutscenes -- quick time events, if you will. Most of these take place during battles, where standard fighting seamlessly transitions into a scene that, if timed correctly, will let players avoid attacks, stagger an enemy or deliver flashy final hits. Most of these sequences are flat-out awesome, with all the dynamic camera work and flashy lighting you'd expect from a Final Fantasy cutscene. There isn't a penalty for missing prompted button and stick inputs during these sequences, but there's often a benefit that could make your battle easier, and perfect performance brings about an item reward. Shopping in Final Fantasy XIII-2 is really weird; you won't find the traditional RPG town store here. Instead you'll find a being that looks to be part human female, part Chocobo, with plenty of exposed skin, but feathers covering her crotch, breasts and arms. Oh, and her hat appears to be a dead chocobo head. She calls herself Chobolina and she travels through time to be right where you need her when you need her most. She sells typical healing items as well as weapons and upgrades. Her prices never change and the selection rarely does either, but what she has to say to you every time you encounter her does, and it's almost always hilarious. Sometimes she screams "Choco-boco-lina" when you see her. Other times she becomes philosophical and talks about how she's not quite human. It's almost as if Square Enix is using Chobolina to apologize for how terrible shopping was in Final Fantasy XIII. The real gift from Square Enix comes when the inevitable Chobolina cosplay trend begins this year. I've heard the same question many times in the last few months: Will those disappointed by Final Fantasy XIII enjoy this sequel? I think so. In fact, it seems like Final Fantasy XIII-2 was made with these people in mind as it seems to address many of the criticisms of its predecessor. Many of the best aspects of this game seem to be direct responses to concerns raised on the last game, so now the combat is deeper, the customization options are wide open, and the pacing is sensible and anything but linear. Lack of substance? Not here, I'm glad to say. The story, while still a bit stunted in the character development department, is vast, and now offers a lot in the way of player choice. There's better writing for better characters, and the performances for these characters are outstanding. | |
| Pre-order Kid Icarus: Uprising, get 3D Classics original Posted: 28 Jan 2012 07:00 AM PST Still on the fence on whether or not you'll be getting Kid Icarus: Uprising for 3DS when it's released this March? The fact that it comes with a stand not enough for you? How about a free download of the original NES classic, all gussied up in three dimensions? Gamers who pre-order at GameStop, Best Buy, or Amazon will receive a bonus download code for the 3D Classics Kid Icarus. The download code will be delivered with the purchase of Kid Icarus: Uprising, and the offer is only good in the US only. It's nice to see another NES title getting the 3D Classics treatment (and one that's actually worthy of the title "classic"). Will this sway you to pre-order the title? What other NES games are you hoping will eventually hit the 3DS eShop? SPECULATE! Nintendo Unveils Kid Icarus: Uprising Pre-Order Details [Nintendo World Report] | |
| Review: Defender's Quest: Valley of the Forgotten Posted: 28 Jan 2012 06:00 AM PST Certain genres more than others can be forgiven when skimping on narrative. I would argue that tower defense games can readily get away this without receiving many complaints, since the act of massacring enemy troops tends to keep us distracted. Independent tower-defense/RPG mash-up Defender's Quest: Valley of the Forgotten does an admirable job of telling a story worth caring about. And if you're in it purely for the strategy and game mechanics, hey, that's fine too. Defender's Quest: Valley of the Forgotten (Windows [reviewed], Mac, Linux) Having been left for dead in a land overrun by a terrible plague, you awaken to find yourself in the Pit. Fittingly, this is where the afflicted are sent. Those not immune to the sickness eventually turn into savage creatures who hunt down the living together as a hive mind led by a powerful being. These plagued beasts aren't so easily fought, but thankfully, you have the ability to bring yourself and allies into a world halfway between this and the next where the infected can be killed. That's the gist of the story in Defender's Quest, which is told through dialogue in and outside of skirmishes. It's a solid setup -- one that helps to rationalize many of this genre's oddities. Rather than have "towers," you have party members that you place on the map. They act like you'd expect -- there's a certain attack range, you can spend dropped energy to upgrade them, etc. -- but outside of battles, it's as if you're playing an RPG. Characters gain permanent experience which can be put toward skill trees. When recruiting more of them from towns, you can customize their appearances, and there's weapons and armor to buy as well. This is about as deep it goes, which was fine by me. The end result is a cast you're somewhat attached to and an incentive to replay levels for the sake of grinding. Surprisingly, the level-to-level difficulty is quite balanced despite all of these extra moving parts. On top of your crew, which is made up of six distinct archetypes, you're able to stop onward-marching foes with spells. One serves as a bomb, another sets foes ablaze, and a third temporarily increases the damage your defenses can dish out. I specifically bring this up because spells help to get you, the player, more directly involved with what's happening on screen. No time to doze off! On that note, you're also given a tremendous amount of control when it comes to the game's speed. You can pause everything -- while miraculously still being able to place units and upgrade them -- or pump the speed all the way up to 4x. Defender's Quest is very respectful of the player in this and a number of other aspects. Controls and hotkeys are configurable, cut scenes and conversations can be skipped (and rewatched later if you so choose), and the rate at which experience is earned can be increased. The developers put thought into the little touches and it makes all the difference. There are around 30 levels to survive, but in practice, it's actually much more than that. You can go back and try to beat maps on harder difficulties. (The range is Casual, Normal, Advanced, and Extreme.) Doing so throws a tougher, more varied group of enemies at you and offers greater XP and loot. Between this and the bonuses for beating levels without taking damage, Defender's Quest is deceptively long. That said, you can get to the end on Normal in a good five hours or less. Personally, I've spent more than 12 hours going back to complete perfect runs on every stage. There's plenty of optional content if you're looking to get the most out of your money. The difficulty never really gets frustrating, though it can be challenging until you figure out the ideal unit placements for individual maps. Again, if you get stuck, you can always go back to an earlier level on a higher difficulty to earn experience. I strongly dislike grinding in most games, but since you can easily speed up battles here, it's relatively painless. Defender's Quest looks like an independent game, but don't let that be the reason you pass it by. The art, particularly that of the cut scenes, is easily the worst part of the experience. Trust me, the mechanics and even the soundtrack, which is at the very least fitting for the old-school aesthetic, more than make up for it. I have very few complaints outside of this area. It would have been nice to have greater variety in terms of locations and enemies. More meaningful items and the option to rewind time so you don't have to start over and set everything back up again would've also been appreciated. But really, these are minor complaints. It's no accident that Defender's Quest is incredibly fun to play. The team behind it clearly had an appreciation for the genre and knew how to offer something familiar yet fresh. The promise of free content updates has me excited to continue playing. You should strongly consider joining me. | |
| Live show: Mash Tactics' farewell to Jon Carnage stream Posted: 28 Jan 2012 05:45 AM PST [Header created by community member and Dtoid Twitch channel moderator Gigabyte Bandito] Today at 12p.m. Pacific, there will be a very special edition of Mash Tactics. This will be Jon Carnage's last planned appearance on Destructoid's Twitch TV channel. Carnage will be joined by former co-host Pico Mause to give their appreciation to the community, and celebrate the end of an amazing chapter in Dtoid's history. For over a year, Mash Tactics has been the flagship show on Destructoid's live channel on Twitch TV and has entertained thousands of viewers for at least 3 hours a day, 5 days a week. The show has had many names; P.A.D. Live, Destructoid Live, Chill Bros Super Show and finally Mash Tactics. Even the co-hosts have alternated over the months, but Jon Carnage has always been at the center of it. 55 million views later, Jon Carnage is stepping down. During this farewell special, Carnage and Pico intend to entertain the masses one more time. Knowing the spirit of the show, the stakes of craziness will surely be raised one last time. Additionally, Jon Carnage will finally be announcing his new position live during the program. Tune in to get your last laughs, and to pay your respects to the "King and Queen of the Stream."
| |
| Best Buy stores getting PS Vita demo units Posted: 28 Jan 2012 05:00 AM PST Sony's done a good job of getting the Vita into fans' hands with their multi-city social clubs, but a lot of us can't make the drive to the nearest event. I could take a 3 hour trip to Atlanta just to play a Vita or, apparently, I could just wait until my local Best Buy gets a demo unit. A reader in Connecticut has reported that his store has received a pair of Vita systems - complete with a 4gb memory card and Little Deviants - for their staff to show off. Rather than be relegated to a lowly display stand, the units will be strapped to an employee. So if you're on the fence, you may want to take a minute to find out if you can get your filthy mitts o the handheld at your nearest store. | |
| Gettysburg is an alt history take on the Civil War Posted: 28 Jan 2012 03:00 AM PST Think back to the American Civil War. Now think how the war would have been had there been tanks, mini-guns, and even zeppelins! That's what developer Radioactive Software is doing with its alternative historical take on the Civil War. You can expect an experience system tied to the units, but at the moment it's just a cosmetic feature as it only earns you different ranks. Radioactive Software is open to the idea of the XP system actually affecting your characters skills and such, but as the team is small they're only focusing on getting the core game out there first. Radioactive wants to be very open to the community and is looking for all sorts of ideas and feedback that can be added to the game post-release. [Special credit to Angry Joe Show and Steve Butts of The Escapist whom you can hear asking questions throughout the video.] | |
| Vita's Mutant Blobs Attack has a silly credits theme Posted: 28 Jan 2012 02:00 AM PST The tilt controls in DrinkBox Studios's Tales From Space: Mutant Blobs Attack certainly have me intrigued, and chances are looking good that the title will make the PlayStation Vita launch window as one of the handheld's first downloadable titles. On the game's music front we've been told that multi-talented musician and journalist Shaun "MEGASHAUN" Hatton will be providing a rather tongue-in-cheek credits theme. | |
| Brand-spankin' new homebrew NES game features cats Posted: 28 Jan 2012 12:00 AM PST Being an indie game developer can be tough, so it's no surprise that few wish to add to their difficulties by developing homebrew software for legacy hardware. Sure, almost every other week, we hear of some dudes making a new Dreamcast shmup, but now and then, we hear about a new Atari 2600 or NES project. I still want to grab myself a copy of Battle Kid: Fortress of Peril and tear the f*ck out of it one of these days. Here is another team, Gradual Games, with a fresh NES homebrew straight from the coffee pot. It's called Nomolos: Storming the Catsle (that isn't a typo), and it's a blend of Castlevania, Super Mario Bros., Ghosts'n Goblins, and quite possibly a bit of Cheetahmen. From the trailer, gameplay consists of dashin from left to right through waves of enemies while swinging a short sword. It looks easy, but hands-on previews insist that it is hard as balls. I'm not totally sold on the game just yet from what little I've seen; I'm definitely not sold on the music. Still, I respect the challenge of mucking about in NES Assembly, and I would like to give the finished game a spin. First Impressions: Nomolos: Storming the Catsle (NES) (Yes, that NES) [RoboAwesome] (Thanks, Donnie!) | |
| The Daily Hotness: Freddie Wong heats things up Posted: 27 Jan 2012 03:59 PM PST
Freddie Wong's videos don't always do it for me, but his latest was pretty special. It's more than just the story of a man on a quest for fire-based flora, it's a critical look at man's constant quest for power and the (often) unintended destruction that follows. The cycle th... Nevermind. Kingdom's of Amalur has an online pass that people aren't happy with, Samit reviewed NFL Blitz, PC players are getting an upgrade on their Witcher 2, and more happened on 1/27/2012. Destructoid Original: Community: Reviews: News: |
| You are subscribed to email updates from Destructoid To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
| Google Inc., 20 West Kinzie, Chicago IL USA 60610 | |