Monday, May 14, 2012

New Games

New Games


Ghost Recon's 'Alpha' short film released to the wilds

Posted: 14 May 2012 04:00 PM PDT

Ghost Recon's 'Alpha' short film released to the wilds screenshot

With Ghost Recon: Future Soldier due out next week, Ubisoft's hype train is at full speed. Rather than the usual spread of screens, trailers, and announcements of preorder goodies though, they've released a nearly 25 minute short film that sets the stage for the upcoming near-future shooter, and does so with a good deal of style. Ghost Recon Alpha features the production talent behind a bevy of blockbuster films and it shows. 

Follows the four soldiers of Team Ghost deep into enemy territory, Alpha sets the stage for Future Soldier and makes sure you're comfortable with your little quartet of murders. I wasn't all that excited about Future Soldier when it was announced and, to be honest, I'm still not. This movie, however, was pretty damn exciting. If the singleplayer aspect of Future Soldier ends up rivaling 'Alpha,' I might just give it a shot! 

The Network Roundup: So emo it hurts

Posted: 14 May 2012 12:00 PM PDT

The Network Roundup: So emo it hurts screenshot

I ran across an interesting article today that confirmed one very important fact. Emo hair is bad for your health. Besides possibly destroying your social life and hampering your ability to genre jump, emo hair may cause physical damage. Come to think of it. Is emo even still a genre and subculture? 

On the network we kept out stylings a bit more balanced. Destructoid got sensitive with the luxury of gaming. Japantor cried over cats. Flixist was screaming over some giveaways. Finally, Tomopop starting playing with some snakes, in a sensitive manner. Hey, pass me a tissue.

Japanator

Flixist

Tomopop

Minecraft: Xbox 360 Edition sold 1M copies in five days

Posted: 14 May 2012 11:30 AM PDT

Minecraft: Xbox 360 Edition sold 1M copies in five days screenshot

In news that's equally surprising as it is not surprising, Microsoft has announced the official sales figures of Minecraft: Xbox 360 Edition. Major Nelson and Notch themselves were hinting at very strong sales last weekend, with no official on the actual numbers. As of today, Minecraft 360 has sold just over 1 million copies in just five days. That really is quite impressive.

I'm going to be honest and say I find it weird that people are paying $20 for the 360 version of Minecraft. All the Kinect stuff isn't there yet, it's missing quite a few updates, there's no dedicated servers, and there's no mod support. There is a promise of most of that stuff coming in future updates, but the PC version is definitely the one to go with. Maybe that's just me. If you've been playing the console port, what do you think of it? Are my reservations ridiculous?

Rumor: EA looking to a 'premium service' to Battlefield 3

Posted: 14 May 2012 11:00 AM PDT

Rumor: EA looking to a 'premium service' to Battlefield 3 screenshot

With Call of Duty Elite proving a successful endeavor for Activision, it's hardly surprising to learn that Electronic Arts may be looking to copy the scheme in its own shooter franchise. The latest rumblings asset that a subscription service or some sort of season pass could soon be coming to the Battlefield series. 

The new money maker is tentatively called Battlefield Premium and is meant to roll out for Battlefield 3 (because they've not rubbed that teet hard enough yet) on June 4. That would set it for the day before E3, which is a snazzy enough stage upon which to rock it. 

"Battlefield Premium will land you a number of content drops with unique in-game items not available anywhere else," reads the alleged PR spiel. "First out is the one-of-a-kind Premium knife and black dog tag, plus a set of soldier camos, weapon camos, dog tags and Assignments that will make sure you stand out and get more personalization options."

Turning games into services has long been EA's wet dream, so this rumor seems highly plausible. Expect many to be outraged, many more to throw their money at it, and a quiet minority shaking their heads and wondering what happened to the world.

Battlefield 3 – Battlefield Premium Leaked [MP1st]

The DTOID Show: Tomb Raider delayed, Dark, & Civilization

Posted: 14 May 2012 10:37 AM PDT

The DTOID Show: Tomb Raider delayed, Dark, & Civilization screenshot

Hello everyone! I hope you had a marvelous weekend! Here's today's episode of The Destructoid Show!

The big news today (aside from Diablo III) is Max Payne 3. Conrad's review is up, and the game sounds rad. Some folks from Harmonix and Irrational have started up Eerie Canal studios, and their upcoming game Dreadline sounds hilarious. Crystal Dynamics' upcoming Tomb Raider reboot has been pushed back to 2013. We've also got some screens and stuff for this upcoming Kalypso title Dark which is a vampire stealth game and also has the worst name I've heard in a while. 

For the second half of the show our producer Zac Minor came on to talk about Civilization V: Gods & Kings. Everybody shut up and listen because this poor man has to tolerate all my bad puns and Tara's insistence on using a slide-whistle.

Live show: Awesomenauts giveaway on Mash Tactics!

Posted: 14 May 2012 10:30 AM PDT

Live show: Awesomenauts giveaway on Mash Tactics! screenshot

It's time to kick off this week of Mash Tactics with a whole lot of awesome! We're giving out a bunch of copies of Awesomenauts to viewers to get things started. After that, King Foom is playing the game with the community, with a little company from some of the devs at Ronimo Games. Later on, Foom will be owning up to a promise he made during our charity marathon, and chopping off his hair live on stream, which he will be donating to Locks of Love. Tune in and catch all of the splendor!

Mash Tactics airs Monday through Friday at 4p.m. Pacific on Dtoid.TV. Watch King Foom play a variety of games, each day with its own theme. With a heavy focus on community and viewer interaction, you can be as much a part of the show as anything else.

 

Review: Max Payne 3

Posted: 14 May 2012 10:00 AM PDT

Review: Max Payne 3 screenshot

Nearly a decade has passed since Max Payne last brought his brand of violent street justice to a dark and unjust world, and videogames have changed dramatically in this time. And Max has changed with it, under the new direction of Rockstar Vancouver who are contributing the first game in the series not created by originating studio Remedy.

Max Payne 3 is a game which is instantly recognizable by its gameplay tropes yet manages to achieve a fresh take on the character and his world without betraying his origins. Packed with fast action, brutal violence, and a striking cinematic style, all of the stops have been pulled out to make this the most exciting entry in the series to date.


Max Payne 3
(PC, PS3, Xbox 360 [reviewed])

Developer: Rockstar Vancouver
Publisher:  Rockstar Games
Released: May 15, 2012
MSRP: $59.99 

The story mode takes Max from the mean streets of New Jersey to the equally mean streets of São Paulo, Brazil. Keeping with tradition, the entire plot is experienced in flashback, narrated throughout by Max as he reflects upon the recent state of his life. Beyond that, events are frequently presented out of their chronological order so that the settings constantly shift and blur together, keeping the player constantly guessing where they'll wind up next.

By this point in his life, Max has effectively hit rock bottom and has been spending all of his time searching for meaning in a bottle. That pursuit doesn't stop just because he's hired by a wealthy Brazilian family to work as a bodyguard, with the promise of good pay for babysitting socialites. But the job doesn't turn out to be the cakewalk it was supposed to be, and a drunk Max fails to protect the family when a local street gang targets them, leading to a series of events which will leave hundreds dead in the wake of his efforts to redeem himself.

Throughout the series, Max has always been the unfortunate victim of circumstance. He's the guy who's in the wrong place at the wrong time, either through no real fault of his own or due to the concerted efforts of others surrounding him. In some ways, you can make the same argument about Max Payne 3, but it doesn't really hold up to scrutiny. Yes, there are secrets to be learned and villains to be punished, and Max is still the guy who gets stuck in the middle of a bad situation.

Unlike prior games, though, Max has to bear far more responsibility for his role in the course of events. Throughout the story, it becomes clear that most of the situation could have been avoided had Max chosen a better way to deal with his problems than becoming a drunk. While it may make him a less sympathetic character, the story is considerably better for the change as it provides an opportunity for Max to be more than just the man standing between evil and its goals and experience genuine character growth.

The tale may be dark, but the presentation is flashy as hell. Max Payne 3 transitions almost seamlessly from cutscenes to gameplay sequences and back, rarely giving the player an opportunity to have the time to think about doing anything but playing further and driving the story forward. The non-interactive sequences give the impression that they fold in and out organically, but serve another function as cover for the game's lengthy loading sequences. One has to wonder if some of the rather lengthy story sequences are of the length they are simply to cover up the fact that the player is playing a game, particularly upon discovering that many of the longer scenes cannot be skipped until they're almost completed. Nevertheless, they are entertaining and effectively maintain immersion by never disconnecting the player from the narrative.

There's a lot of visual style imparted on these sequences. During cutscenes, bits of phrases in Max's narration will pop up on the screen to provide emphasis, and Max Payne 3 makes heavy use of a blurring effect aimed at giving the game a modern, cinematic tone and connecting the player with the sense of disorientation Max feels. While the bits of text are used to great effect throughout, the blur wears out its welcome over time and feels a bit tedious eventually, but it appears so often that it eventually becomes easy to ignore through repetition.

What cannot be ignored is Max's narration. When he's not shooting other people in their heads, he's inside his own, and Max has gobs of dialog throughout the game. He is constantly contributing wry observations about whatever crosses into view, and with fantastic variety. Every time Max picks up health-restoring painkillers, he has something to say about them. If the player tarries too long in a room, Max will pipe up to remind them what the next objective is. His voice is a constant companion throughout the entire affair and expertly performed by returning actor James McCaffrey (who also provides motion capture for the role).

Better still, the writing of Max has been elevated. Gone are the overwrought metaphors in Sam Lake's version of the character; Max doesn't once try to compare telephone lines to a human circulatory system or any such pretentious crap. He's still clever and just as full of pathos as ever, but without giving the impression that his words are forced or disingenuous. He's such a joy to listen to that players will likely be scouring environments in search of more pearls of wisdom, and those who do will be amply rewarded for their diligence.

Controlling Max is also more satisfying than ever before. Max Payne has always been a series where cover played an important role, but Max Payne 3 is the first game to feature an actual mechanic for employing it, allowing the player to hide behind objects, lean out, and blind-fire. The cover mechanic does not provide a means of easily moving from one object to another, however, leaving the player to either rely on a rather slow, rolling dodge, or to take advantage of "bullet time" (earned by being shot at, killing enemies, and more) to slow the action and minimize the damage.

Max isn't a space marine, after all. He may be tough as nails, but it doesn't require much more than a few bullets to take him down, and there are a lot of bullets in his general vicinity pretty much all of the time. But death need not be the end with the introduction of a "last stand" mechanic, activated when Max runs out of health but still has unused painkillers. When in the last stand, bullet time is activated and the player has a few seconds to eliminate the specific enemy responsible for the killing blow. If successful, Max will survive in a prone position with a majority of health restored, at the cost of a painkiller and all stored bullet time.

These new mechanics go a long way toward deepening the gameplay experience, but Rockstar also has an eye for broadening appeal. Max Payne 3 offers a variety of options that gear it toward players of a wide skill range, most significantly by providing aim assistance in the series for the first time in two different forms. When in "Soft Lock" mode, aiming Max's gun causes the targeting reticule to move to the center of mass of the closest enemy. The still easier "Hard Lock" works similarly, with the exception that the reticule will stay with a targeted enemy and try to maintain its relative position on their body even if they move.

Aim assistance is optional; it's set at the beginning of the game and can be switched from the pause menu at any time. Players new to Max Payne or less skilled at third-person action games will likely appreciate the advent of aim assistance, but it's not perfect. Sometimes the game will make questionable choices about which enemy should be targeted, and there's no means of manually switching between targets when the necessity arises, leaving the player no choice but to freely aim. The system works well overall to make a challenging game much easier to manage, up to a point.

That challenge level gets rather considerable late in the campaign. The last third of the game is filled with enemies who are wearing full combat armor, seem capable of taking more rounds than Max, and are best dispatched with a quick headshot. Of course, they are also wearing helmets that will simply fly off their heads when hit, leaving the player to have to shoot them in the head again. Since aim assistance moves the target to the center of enemies, it can go from a crutch to a hindrance when Max is up against these more difficult foes.

Players are able to revisit completed stages in two Arcade modes. First is Score Attack, in which points are tallied for killing enemies and score multipliers awarded for doing so stylishly and effectively. Bonuses are earned for accuracy, the use of bullet time, and a variety of other opportunities which will allow a skilled player to rack up high scores. In addition, the New York Minute mode introduced in Max Payne 2, in which players are given one minute to complete the entirety of the game and awarded more time for killing enemies, also returns; players can race against the clock in each of Max Payne 3's 14 chapters.

And then there's multiplayer content, as well. Players will be able to choose between playlists designed for "Soft Lock" and "Free Aim" targeting, and play in three different types of competitive multiplayer. The standard Deathmatch appears, offered in solo and team flavors. "Payne Killer" is a game in which one player assumes the role of Max (well-populated games allow a second player to become his partner, Passos) who becomes the target for the other players and must try to survive as long as possible to earn points. Finally, "Gang Wars" consists of a dynamically selected series of objective-based scenarios linked together, where two gangs compete to claim dominance.

It's a robust offering, complete with experience progression, tons of customization options, and a host of social features. Players earn experience and cash, which is then used to unlock new weapons. Balance between player loadouts is achieved with an encumbrance mechanic that compensates for a heavily armed player by making him slower in movement and healing.

And since this is Max Payne, the multiplayer would be remiss if it did not include the bullet time system in some regard, though it does function a little differently. When activated, bullet time only affects those players who are within the line of sight of whoever activates the ability. It's also a bit of a double-edged sword to employ, as human players have a far easier time putting a little dot on the head of a slow-moving character and a player in bullet time might find themselves overwhelmed if there are more than a couple of opponents aiming at them.

Rockstar has also expanded this concept beyond just bullet time to create a range of abilities called "bursts" relating to the meter in multiplayer, now referred to as "adrenaline." Whatever you call it, adrenaline is earned the same way as in the solo campaign, but players can accumulate more by looting the corpses of other players. Bursts come in a delightful variety of forms more interesting than a basic damage buff. In addition to standard bullet time, bursts also can allow you to pinpoint the locations of your enemies or even confuse an opposing team by making all teammates appear to be opponents.

It's damn good fun, creating an environment of chaos and thrilling combat. The new Rockstar Social Club features allow players to team up easily in Crews, pairing them up with players on teams who are members of the same Crew, and it makes it easy to get into a game with people you might actually want to play with. Crew members will engage in the game on a whole new level, becoming embroiled in bitter feuds through a mechanic which adds another objective layer to playing online by giving players specific enemies to target based on their associations and prior conflicts between Crews.

Max Payne 3 is a fantastic package, with a top-notch presentation and plenty of content to keep players busy and happy. It may have been a long time in coming, but there's no arguing with results, and Max is the kind of guy who gets them. Fans and newcomers alike are going to find plenty to enjoy in this exceptional title.

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

E3: About that Wii U ...

Posted: 14 May 2012 09:00 AM PDT

E3: About that Wii U ... screenshot

All eyes will be on the Wii U at this year's E3. While Sony and Microsoft will most likely have some exciting news, it seems the thing people are the most interested in learning more about is Nintendo's upcoming console.

What will the final model look like? How will it work? What secrets is it hiding? What will the games look like? How will they play?

There is a lot to be revealed, and with the Wii U scheduled to release later this year, Nintendo has a lot to talk about at this year's big show.

But the big question is: Are you excited to listen?

The Wii U has had an interesting history leading up to this year's E3. Last year, it was leaked that Nintendo was working on a next-generation console -- a console given the codename Project Cafe.

Before last year's E3, rumors were running wild. It will be twice as powerful as the Xbox 360 and PlayStation 3! It will have one of the craziest controllers ever conceived! Oh, just kidding about the new system being powerful: it will actually be less powerful than the two other current-gen consoles.

There was a lot to speculate about. Some true. Some ... not so much.

When E3 2011 started, people were dying to see what Nintendo would reveal.

At their press conference, they most definitely revealed this mysterious Project Cafe ... but it was one of the strangest and most confusing announcements in recent memory.

At the end of their long, yet stellar press conference, an odd image of a white tablet-looking thing popped up on the giant screen. A white tablet-looking thing called the Wii U. The Wii U? Huh.

After that, a montage played of the Wii U being used. It looked cool and interesting, but no one in the press conference audience really understood exactly what it was. Since no actual console was focused on in the video, people didn't know what they were looking at.

Was the Wii U an add-on to the current Wii? Was the entire console the tablet controller? Was it in HD? There were many questions, but before anything was answered, the video just ... ended.

I, for one, was confused. I left the press conference excited (I am always excited!), but I definitely needed to know more.

Once I finally got to play the Wii U at last year's E3, I finally understood what it was all about.

Most importantly, I noticed that it was a new console. Sitting under the pretty monitors in Nintendo's booth was a small, sleek white machine. Kind of like a Wii, but much sexier. Ah, I thought. That must be the actual Wii U. It started to become clearer. The tablet was just the controller.

After playing the demos Nintendo had on offer, I liked what I saw. The interface was interesting. The graphics were polished and in beautiful HD (at last!). The tablet was comfortable and easy to hold.

When I walked away, I was happy. Still a little confused, but much more satisfied than I was after the Nintendo press conference.

I was intrigued about the Wii U, but still needed to know more.

Over the last year, more rumors have popped up about the Wii U. The release date, the specs of the system, the games that may or may not be in development for it -- the rumors keep on adding up.

Even though Nintendo revealed the Wii U at last year's E3, people are still a little confused and just want to know exactly what the system will have to offer.

And that leads us to this year's big show in just a few more weeks ...

This is the E3 that matters for Nintendo. This E3, Nintendo needs to explain exactly what the Wii U is and exactly how the Wii U will play. When E3 ends, people need to not have any more questions about the mysterious little console. Outside of price or release date (those are expected to be announced later), all other questions need to be addressed.

So what should we expect? What will be revealed at this year's E3 regarding the Wii U?

It goes without saying that the final design of the Wii U will be on display (and fully playable!) on the show floor. And, given Nintendo's track record, I expect that a bunch of cool features that have not yet been revealed will be announced for the promising tablet controller. (One of these may have been hinted at in the recent Rayman Legends trailer.)

Will there be a huge redesign from what we saw last year? As much as I would love to see a true analog stick replace the sliding analog pad, I doubt much will change. But, again, Nintendo could surprise on that front as well.

What is most important is that Nintendo doesn't just show off tech demos like they did at last year's E3. As fun as those tech demos were (the one with the ships and the arrows was fantastic!), Nintendo has to reveal a large amount of real, hopefully playable games that will eventually be released for the system. They have to.

And these games have to excite people.

If the rumors of a new HD Mario and Zelda both being shown are true, this could easily happen. I know I would personally lose my mind seeing Mario and Zelda in high definition for the first time.

Throw in some other fun franchises (Pikmin 3), a strong third-party lineup (this is the biggest question mark), a functional online presence, and a truly refreshing new game experience using the crazy tablet controller, and Nintendo could not only impress with the Wii U, they could set themselves up for another huge seller this holiday season.

Whether the Wii U will generate the same heat in the casual market as the original Wii did is yet to be seen, but if Nintendo knocks the Wii U's appearance at E3 out of the park, the company will be in a very good position.

This is an unbelievably important E3 for Nintendo. And it is all riding on the Wii U. No pressure, right?!

Gamers are ready to be impressed and excited. It's up to Nintendo to deliver.

 

---

What do you think? Are you excited about the Wii U? What do you think will be revealed at E3? What games do you think will be announced?

There is so much to talk about! I am so excited!

Photo Photo Photo Photo Photo

Bloggers Wanted: Hype

Posted: 14 May 2012 08:30 AM PDT

Bloggers Wanted: Hype screenshot

[When we're looking for blogs on a specific topic, we'll put out a Bloggers Wanted call. Check out the blog prompt, write your own response in the Community Blogs and tag it with the "Bloggers Wanted Essay Response" tag, and you may see your blog promoted to the front page. -- JRo]

Diablo 3 releases tonight, and I will finally get the game I've been waiting almost twelve years for. I don't think I've been this excited for a game in a long time -- certainly not since I've been an adult.

For Bloggers Wanted, I want you to tell me about the game or piece of gaming hardware you've been most excited for. It doesn't matter if it actually ended up being good or not; I want to hear about your hype and excitement. It can be a recent thing, or something you really wanted as a kid. Tell us about it, why you were so pumped up for it, and whether it met your expectations or not.

To participate, just write a CBlog, title it "Hype: [Your Blog's Title]", and select the Bloggers Wanted Essay Response tag. Throughout the week, keep an eye on the blogs and get some discussions going with your fellow Dtoiders!

Jimquisition: Videogames Are A Luxury

Posted: 14 May 2012 08:00 AM PDT

Jimquisition: Videogames Are A Luxury screenshot

A common argument used to defend the videogame industry from accusation of anti-consumerism is that games are a luxury, therefore nobody is entitled to them. A fair enough suggestion, but one that misconstrues a number of reasons why the game industry is criticized in the first place, and the real reason why anti-consumerism is a problem.

This week, the Jimquisition explains the folly of the "games as a luxury" argument.

Watch the first episode of the Double Fine Adventure doc

Posted: 14 May 2012 07:30 AM PDT

Watch the first episode of the Double Fine Adventure doc screenshot

Those of you who regret not contributing to the Double Fine Adventure Kickstarter can still help the project, and better yet, get a few rewards in the process. Double Fine has opened up a page to accept PayPal payments.

$15 gets you the game itself, access to the beta and exclusive backer forums, and 2 Player Productions' documentary series of which the first episode is now available for free.

If you like this first episode, you'll really enjoy the recently released second installment. It delves into why people like adventure games beyond the pure nostalgia factor, and offers a glimpse at Tim Schafer's writing process; fans of Grim Fandango especially will want to see his old notebooks.

GameStop now sells Steam Wallet cards in the U.S.

Posted: 14 May 2012 06:30 AM PDT

GameStop now sells Steam Wallet cards in the U.S. screenshot

As rumored last week, GameStop will indeed sell vouchers that allow customers to add funds to their Steam Wallet, opening a new segment of gamers to the platform's hard-to-ignore sales. These gift cards are available as of today in $20 and $50 denominations at all GameStop locations in the United States.

Speaking to Joystiq, GameStop's manager of PC digital distribution Steve Nix explains that "Really, this doesn't affect anything we're doing with Impulse. We doubled the PC download business with the Impulse technology we acquired. We're happy with that. We're now online over 1600 SKUs, we'll continue to grow that and continue to invest in that."

"We're just offering options for customers," he continued. "This in no way changes our investment or what we're doing with that business."

Steam Wallet exclusive to GameStop, doesn't change company investment in Impulse [Joystiq]

Awesomenauts community address teases DLC character

Posted: 14 May 2012 05:30 AM PDT

Awesomenauts community address teases DLC character screenshot

Over the weekend, Ronimo Games sent out an Awesomenauts community address detailing the current state of its immensely fun MOBA and what's left in store. To be perfectly frank, we're a little late in covering this news because we were busy playing loads of Awesomenauts. The game isn't going to prestige itself!

Ronimo is hard at work on the first patch, which will incorporate feedback from fans to achieve a better balance. The team is also looking into connection issues some users are experiencing due to their NAT settings and, more excitingly, they have a teaser for the game's debut downloadable character.

Lastly, it's been noted that somewhere in the neighborhood of 500,000 matches were played in one week across both versions of Awesomenauts. Knowing how easy it is to play five matches in a row, I think that number should be higher. You guys are missing out.

Awesomenauts Community Address

First off, Awesomenauts is out! You might've already noticed that, but we're just so happy that it actually happened despite the last-minute scares. After dtp Entertainment (our publisher) filed for insolvency in the week leading up to release, we were incredibly scared that the game wouldn't come out. Fortunately, dtp is on its way to overcome the obstacles and will continue to do business, and they really wanted to launch the game as well. We quickly came to an agreement that made sure the game could come out and ensured we would still be able to support the game for a long time.

On that note, we're now working very hard to ready the first patch. Our forums have exploded with new users all discussing the balance, and you can rest assured that we're listening to your feedback. So far the consensus appears that the game is already fairly well balanced, which is great. But of course a game like this is never perfect so we're looking into balance chances right now. We'd like to thank the community for all the help and feedback we've received so far! Everybody's been really nice and supportive towards us and towards newer players. We're expecting to post our first patch notes sometime next week.

Overall we're very glad to report the launch went pretty smoothly. Combining stats from both Playstation®Network and Xbox Live Arcade, over half a million games have been played over the weekend! Unfortunately, we have also heard that a small number of users have users have reported repeated connection errors. It appears these issues are the result of players joining a game with the NAT-settings on their router set to either "Strict" or "Moderate", in addition to our game being quite strict in its ping requirements. We're looking into what we can do to resolve both these issues, but resetting your console as well as your router seems to resolve most issues until we can get a patch out.

Finally, as you might have heard, we are also working hard on preparing the first batch of extra heroes for release. As a gift for all the support we are getting we have decided to show everyone a glimpse of our first female Awesomenaut!

TL:DR
- Yay, Awesomenauts is out!
- More than half a million games played in one week!
- Support and DLC is still coming!
- First patch underway, lots of fixes, new character!
- Join our forums to discuss balance and battle stories!

Photo

A Sons of Anarchy console game is on the way...eventually

Posted: 14 May 2012 05:00 AM PDT

A Sons of Anarchy console game is on the way...eventually screenshot

Due to the enormous success of FX's hit show Sons of Anarchy, it seems as if series creator Kurt Sutter was pressured into creating a multiplayer browser based game to help monetize the IP. Well, some time has passed since that idea came to light, but as of this week, Sutter has called the idea of a browser based game "slapcrap", and now there are even bigger plans for a legit full console release. Right now there is no announced publisher or planned release date.

I initially dismissed the series as "some dumb testosterone-filled biker show", but was immediately swayed when one of my friends called it "Hamlet on wheels". One week later, I had already sucked up all four seasons, and now eagerly await Season 5. One of my biggest mantras is "I'll give anything a chance if someone recommends it". If you're one of those people, Season 1-3 are available on Netflix.

As for the game, even if it's bad, if it utilizes the show's cast it could be decent fan service at the very least. Let's just hope it doesn't turn out like the Prison Break game (which I somehow ended up beating through sheer force of will).

Sons of Anarchy game coming to consoles says series creator [GamesRadar]

Cory Johnson's post-rock Zelda album is complete

Posted: 14 May 2012 04:30 AM PDT

Cory Johnson's post-rock Zelda album is complete screenshot

Back in December, I shared a demo of an upcoming Zelda tribute album by Cory Johnson. Several months later, the album is complete and ready to occupy your music library.

The finished album consists of 23 tracks spanning the entire Zelda series. As I mentioned before, the arrangements are post-rock instrumentals with an intentionally rough-sounding edge. Listening to it, I am envisioning the cast of FLCL decked out as Zelda mainstays. Naota would be Link, obviously, but Haruko would have to be Tetra, specifically. Because Tetra Zelda is the best Zelda. Legit.

If you wanna cop the whole pack of jams, just pay Cory whatever you think he deserves. Meanwhile, check out the killer "Outset Island" rendition below.

The Legend of Zelda (Cory Johnson) [Bandcamp] (Thanks to all who tipped this!)

Former Harmonix and Irrational devs announce Dreadline

Posted: 14 May 2012 04:00 AM PDT

Former Harmonix and Irrational devs announce Dreadline screenshot

Eerie Canal Entertainment is an independent studio based out of Boston that's made up of people from companies you've heard of and probably like a good deal: Irrational Games, Harmonix, and Iron Lore.

They have just announced their debut game, Dreadline, and it's described as a Diablo/Freedom Force mashup in which you control a group of monsters who travel to "human calamities" (e.g., The Titanic and Pompeii) to finish off the poor folks since, hell, they're already screwed anyway.

The premise seems promising, as does the game's sense of humor. Throw in the aforementioned gameplay style and I think we've got something to look forward to in the first quarter of 2013.

Eerie Canal Entertainment is an independent game company recently formed in Boston, MA formed by Bryn Bennett and Steven Kimura. The two have collectively worked on such titles as System Shock 2, Bioshock, Titan Quest, Guitar Hero 2, Freedom Force 2, as well as the entire Rock Band collection.

Additional Sexy Team Info:

Bryn Bennett: Former Lead Programmer at Irrational Games, Iron Lore, and Harmonix.

Steven Kimura: Former Lead Artist at Irrational Games and Harmonix.

Arthur Inasi: Audio Lead/Senior Sound Designer at Harmonix.

Aaron DeMuth: Former artist at Harmonix. His house just burned down.

Mallika Sundaramurthy: Former artist at Harmonix.

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