New Games |
- Rockstar puts cheating Max Payne 3 players in the corner
- Indie Game The Movie released digitally today
- The key villains of The Amazing Spider-Man
- Dead or Alive 5 has those jiggle physics you love, more
- Get a free ticket to Ninjatown: Trees of Doom on Android
- Snoop Dogg's Tekken Tag 2 rap vid is so unnecessary
- Injustice: Gods Among Us made me all kinds of happy
- Ubisoft announces Just Dance Greatest Hits on Wii, Kinect
- Preview: Assassin's Creed III Liberation is the real deal
- Live show: Win Lollipop Chainsaw swag on Mash Tactics
- Review: Inversion
- Impressions: Rabbids Land is the Wii U's Mario Party
- Destructoid's Best of E3 2012 winners revealed!
- LEGO Batman 2 first LEGO game to have voices, not really
- Team Fortress 2sdays: Back from E3
- Storm's Adventure with Mass Effect 3
| Rockstar puts cheating Max Payne 3 players in the corner Posted: 12 Jun 2012 04:00 PM PDT I think we can all agree that cheaters are the absolute worst. Those self-important jerks who have nothing better to do but ruin the game for everyone else are a constant source of frustration for gamers and developers alike, but Rockstar's announced a pretty great method of dealing with the dilemma: Quarantine. Anyone found cheating in Max Payne 3's online portion will be walled off into what they're calling the "cheater's pool." If the initial punishment fails, repeat offenders will be banned indefinitely. Not only does this rid the leaderboards of illegitimate competitors, but it also affords cheaters an opportunity to repent and, eventually, earn their way back into the fold. Genius. If you spot a cheater, drop them a line at maxpayne3.banhammer@rockstargames.com with the details. Taking Aim at Cheaters in Max Payne 3 [Rockstar] |
| Indie Game The Movie released digitally today Posted: 12 Jun 2012 03:00 PM PDT The acclaimed documentary film Indie Game: The Movie has officially released today as a digital download. We've talked quite a bit about the film in the past -- our pals at Flixist have a review for you -- but today is the day that it can be yours. You can purchase the film in a digital format directly from the filmmakers at their official site, rent or buy from iTunes or, in a first for the service, download the movie via Steam. It seems like everybody I know has watched this movie and raved about it for months now. But as I haven't been to see a movie in a theater more than once in the last couple of years, I've been left out in the cold. No longer! I'm off to be enlightened! |
| The key villains of The Amazing Spider-Man Posted: 12 Jun 2012 02:00 PM PDT So, I'm not liking what I've seen of The Amazing Spider-Man film. On the other hand, the game appears to be coming along perfectly. With a combat system inspired by the Rocksteady Batman games, an open-world setup similar to Spider-Man 2, and amazing visuals, this might just be the best Spider-Man game yet. Beenox just have to get the villains right. This is one of the things I can't stand from the previews I've seen of the upcoming film. The Lizard looks... off. I really don't like their re-imagining of him. Mainly because he's not running around in his trademark lab coat and purple pants. Being a tie-in game, the same applies here. Oh well, at least Scorpion and Felicia Hardy (Black Cat) look great. I've honestly never heard of Vermin though. Should I have? You can have a see for yourself in the gallery below. The Amazing Spider-Man will hit shelves on June 26th for every platform ever. Probably not for the N-Gage though. Sorry N-Gage loyalists. |
| Dead or Alive 5 has those jiggle physics you love, more Posted: 12 Jun 2012 01:30 PM PDT At E3 last week, there were a good amount of new fighting games. Conrad and I made our rounds to all the booths that had fighting games to show off, and Steven Hansen eventually joined us as well. Here we made our way to the Tecmo booth to go hands-on with Dead or Alive 5. As you'll see, Steven discussed the finer points of the game with me. The important stuff, if you will. You know, like how you can see veins popping out where they matter, insane jiggle physics, the sexy lingerie, and the new see-through clothes technology. Okay, we actually talked more about the fine-tuned mechanics and new interactivity with the stages, but I had to get you to watch somehow, right? |
| Get a free ticket to Ninjatown: Trees of Doom on Android Posted: 12 Jun 2012 01:00 PM PDT Great news Android users. Ninjatown: Trees of Doom is now on Android. And not only is it available for the low low price of zero but with the latest update also comes with a host of fresh features. Players can now earn Feroshi Coins and spend them in the Ninjatown Store for new power-ups and Ninja outfits. Power-ups can now be upgraded five levels, and Facebook integration allows for score keeping and friendly competition. And with Feroshi's Magic Scrolls there's now a daily spin for up to 50,000 free Feroshi Coins so you have more ninja scrill to spend. Head over to Google Play to download now. |
| Snoop Dogg's Tekken Tag 2 rap vid is so unnecessary Posted: 12 Jun 2012 12:30 PM PDT
I still can't get over the fact that Snoop Dogg has a themed level in the upcoming Tekken Tag Tournament 2. It is truly one of the most bizarre bits of news to come out of E3 2012. Aside from his claims that he's long been a fan of the Tekken series, exactly what is ol' Calvin contributing to the game? Katsuhiro Harada must be a big fan of the West Coast scene. In addition to having his own pre-order-exclusive battle arena, Snoop recorded a new song called "Knocc 'Em Down" that plays in the background. Above is the full music video that was played on loop at Namco Bandai's booth. As I mentioned in the header, it's pretty unnecessary. This is hardly what I'd call Snoop's finest work. It's quite bland, to be honest. Uhhh... he works in a bit of wordplay in the line "Tekken a second for me to blow your mind," which is cool, I guess. And he's gone totally Rasta, so there's that as well. On the plus side, the video features a number of fighting game champs and community members. So... yeah. |
| Injustice: Gods Among Us made me all kinds of happy Posted: 12 Jun 2012 12:00 PM PDT In our quest to check out all the fighting games, Conrad, Steven, and myself managed to convince Warner Bros. to let us get down and dirty with Injustice: Gods Among Us. In no time at all, we were behind closed doors where Steven and I played a few rounds of NetherRealm's fantastic new fighter. After releasing the decent Mortal Kombat vs DC Universe as then Midway games, NetherRealm crafted one of the best reboots of all time with Mortal Kombat last year, and now they're putting their efforts to a DC-only fighting game. I don't want to ruin the video, but just know that we really, really liked it. |
| Ubisoft announces Just Dance Greatest Hits on Wii, Kinect Posted: 12 Jun 2012 11:30 AM PDT Responding to the overwhelming demand for a "best of" Just Dance game in North America, Ubisoft has announced Just Dance Greatest Hits. Available on the Kinect and Wii, players will get the top tracks from Just Dance and Just Dance 2, with three bonus tracks from Just Dance 3. If this interests you on any level, you can pick up Just Dance Greatest Hits on June 26, 2012 for $39.99. Meanwhile, I'm pondering how many times I can type Just Dance in a row without my fingers forming an independent will of their own and strangling my own throat mid-sentence. They should just call the next one Just Dance 4: You're Still Buying This Sh*t? Sucker Edition. May as well. • (In the Style of Irene Cara) – "Fame" |
| Preview: Assassin's Creed III Liberation is the real deal Posted: 12 Jun 2012 11:00 AM PDT As far as I'm concerned, there hasn't really been a portable Assassin's Creed worth playing. Despite the release of three story-based handheld games -- only one less than the console releases -- they have contributed nothing of value to the franchise's story or characters. So when news broke of a new installment for Vita, it was perfectly reasonable to have doubts. This is especially true since the promise of a console style had been made before with the PSP's Assassin's Creed: Bloodlines. But the Vita is no PSP, and Assassin's Creed III: Liberation is a new chance to make a quality Assassin's Creed game for handhelds. Perhaps in an effort to distinguish itself from past spin-offs based on console characters, Liberation features a new female protagonist who lived in the same period as Assassin's Creed III's Conner. And just like ACIII, it's looking fantastic. It's 1765, and there's trouble in the South. The Louisiana Rebellion is brewing, and Aveline de Grandpre, a French-African assassin, must help fend off Spanish soldiers in New Orleans. Parts of her story will cross over with Conner's in ACIII, but for the most part, she'll be on her own. Just like Conner won't be stuck in cities like Boston, Aveline will be able to explore outside areas. Examples given include the bayou, a wilderness area that functions like the frontier in ACIII, and Mayan ruins in Mexico, an area which hopefully gives fans that follow the minutia of the mythology something to wonder about. Don't expect any modern-day revelations though, because Desmond isn't related to Aveline and won't be framing the story. The demo, however, was set purely in New Orleans, 1768, in the midst of a riot against the Spanish soldiers. Aveline must support the townsfolk and keep them from getting killed. Starting above the action, she finds a soldier below to perform an aerial assassination on, leaping down and using her target to break her fall. This provides enough charge to a new meter to let her access the redesigned quick-kill system. First introduced in Assassin's Creed: Brotherhood, the old quick-kill system required timed, focused button presses after Ezio achieved his first kill in a group. Liberation's new system slows down time and allows Aveline to pick her targets just like Splinter Cell: Conviction's "mark and execute" system, wiping out the soldiers once the mode is exited. As combat progressed, I got a chance to see some of Aveline's new tricks. Besides the usual hidden blade weapon and her version of Conner's hatchet, a machete, Aveline has a few gun options. The pistol functions similarly to the Renaissance-era pistols of past games but with a bit more speed and less range, as well as the option to dual wield. On the other hand, the musket is slow, but more powerful. Both guns are loud and likely to draw more attention to Aveline, but at least she has the option of stabbing an enemy with the musket's bayonet. Rounding out the notable weapons was a poison blowpipe, which worked just like a crossbow loaded with poison arrows. The touch screen can also be used to pause the game and switch between the weapons. Soon, a carriage full of gunpowder is lit on fire, requiring Aveline and an ally to drive the carriage through the streets to get it away from the crowds. The direction is naturally controlled with the left analog stick, while acceleration is handled by pressing the touch screen. I wasn't quite sure why this system was better than pressing a button, but it seemed to work well enough. Aveline successfully gets rid of the carriage and jumps off before it explodes, leaving her with one last last duty: to save some kidnapped rioters. She storms a building, picking off guards along the way with a combination of stealth and aggression, and finally rescues the prisoners. The demo officially ended at this point, but I was also shown a separate area of the game, the Governor's Palace of New Orleans. Certain landmarks were shown, such as the St. Louis Cathedral, the highest building of the time. It's certainly not anywhere near as high as some of the points in the past games, but it still gave an impressive view of the city. I haven't visit New Orleans before, so I can't speak to the accuracy of the layout, but I still came away impressed by the work that went into creating the city. Like ACIII, Liberation looks to be an exciting new take on Assassin's Creed with all the new shine of its big brother. My only concern is the fact that both games are releasing on October 30, 2012. Two meaty, console-quality, open-world adventures set in the same time period may overshadow each other, despite their different protagonists and geographical settings. Of the two games, ACIII is clearly the one that's more important to the franchise's continuing storyline, so it would be a shame to see Liberation lose out in the process. Hopefully my fears are unfounded. |
| Live show: Win Lollipop Chainsaw swag on Mash Tactics Posted: 12 Jun 2012 10:30 AM PDT Limber up and be aggressive because King Foom is playing Lollipop Chainsaw on Mash Tactics today! This glitter-laden zombie slashfest is apparently as good a game as any of us could have hoped, so ready your boners because we're also giving away a bunch of boxes of Lollipop Chainsaw swag! Each box contains a USB drive, T-shirt, wall poster, bloody pom poms, megaphone, tattoos, magnets, Nick Head key chains, lollipops, and a Juliet autographed photo. Tune in and try for one of these boxes of zombie-slaying team spirit. 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.
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| Posted: 12 Jun 2012 10:00 AM PDT Inversion is one of those games that seem to have been around forever, quietly popping its head up out of the bushes every few months to remind us it still exists while we continue living our lives and barely so much as grunt an acknowledgement. Such games come along now and then, and rarely do we expect a lot out of them. Suffice it to say that not many people expected much from Inversion. Suffice it to say that Inversion delivered what was expected. Inversion (PC, PlayStation 3, Xbox 360 [reviewed]) There is not a single original idea to be found in Inversion. That's not inherently a bad thing, but for all the game's attempts to stand out from the crowd, it really doesn't do anything to differentiate from the titles it liberally pinches from. A third-person cover-based shooter with gravity manipulation, Inversion is basically Gears of War with Half-Life 2's Gravity Gun and Dead Space's Zero-G sections. Again, not a bad thing on its own, but Inversion does none of its pilfered concepts any real justice. Standing in for Gears' Locust horde are the Lutadores, a group of bulky barbarians who look like they could exist in any of Epic Games' recent titles. These bellowing raiders have invaded a place at a time to do things, kidnapping the wife and child of a protagonist who probably has a name. The story earnestly attempts to make the player care, but the delivery is so lacking in energy and the scenario so vague that my mind glazed over with every cutscene. It's telling that the game's primary antagonist is reintroduced in passing roughly ten minutes before the final boss encounter, as if the developers suddenly realized they were building to a fight with a guy who had, until that point, done absolutely nothing. As a shooter, Inversion is not too terrible, serving up a bowl of straightforward, paint-by-numbers cover-centric combat. You go from point A to point B, hiding behind convenient walls and shooting at chunky opponents with a range of bog-standard guns. Every now and then, a drill will come out of the ground and unleash more enemies until it's destroyed with a grenade -- yes, just like Gears' Locust holes. There's room for one online co-op partner, and the occasional machine gun turret to mow down waves of incoming enemies. It's a guided tour through every single third-person shooter ever released, only the guide is a tired old man who's counting the minutes until his shift ends.
The ability to manipulate gravity serves as the dividing line between this game and the one it's copying, and it admittedly adds a little more fun to the fights. The so-called GravLink has two settings, one that reduces the gravitational pull within a certain radius, and one that increases it. Using these two settings, players are able to aim at a chosen spot in the environment and cause items to either float or stay pinned to the ground. Floating objects (and enemies) can be pulled toward the player and shot back with a huge amount of force, making for some nice improvised kills. A nice touch is the ability to raise balls of gas or lava and fling them around, directing explosions and spreading fires. For the most part, the gravity manipulation is somewhat amusing, though it can be fairly unwieldy. With so many objects floating around, it is sometimes difficult to grab the thing you want, and the GravLink blasts have a nasty habit of hitting cover and other objects, regularly failing to land on their intended targets. Still, being able to lift annoying enemies out from behind cover and riddle them with bullets is a pretty sweet feeling. At various points in the adventure, players will enter areas of zero gravity where they'll need to float from cover to cover. As seen in Dead Space, it's a simple case of selecting the next bit of debris and tapping a button to fly over, though enemies may turn up to initiate a zero-G shootout. There are also areas where the gravitational pull can be shifted by walking into various hotspots, making the entire world spin as players run up buildings, cling to ceilings, and fight enemies who may be stood on separate gravitational plane. These fights in particular are surprisingly well executed and quite remarkable, but there's simply not enough of them. Over the course of the six-to-eight hour campaign, only a handful of minutes are dedicated to these sections, when they ought to have represented the full product. Outside of these inventive arenas, the majority of the game is a straightforward and uninteresting slog from checkpoint to checkpoint. It lacks the intensity and personality of Gears, it misses the atmosphere and storytelling of Dead Space, and generally feels like a mediocre retread of everything we've seen before. I'm all for games stealing ideas if they do the ideas well, but so much of Inversion simply staggers through the motions, seemingly pleased with itself while ticking boxes on a checklist of established game features. Nowhere is the game's lack of creativity more apparent than in the boss encounters. There are maybe five bosses in the whole game, but more than double the amount of boss fights. Expect to see bosses -- with inventive names such as "Butcher" and "Brute" -- return at least two or three more times after their initial defeat, and expect them all to be fairly aggravating. The only real "challenge" is derived from Inversion tossing a ton of minion enemies around the arena, and opponents that can destroy the player in two or three hits. It's the kind of challenge that is never too hard to beat -- it's just annoying and demands success through stubborn attrition. Outside of bosses, this principle of challenge continues. Enemies hidden behind doors or around corners that will chew the player to death before they can find cover. Flying robots that ignore the cover system completely and punish our hero for playing the game as intended. The usual ways in which an otherwise easy game tries desperately to increase the running time by making the player retry various sections. Again, this isn't a difficult game at all, it just tries to ambush you and score a free kill that you will see coming next time. Still, like I said, the game's not horrible. It's not very good, or compelling, but it's far from offensive. It's just another shooter that pinned all its hopes on one gimmick that wasn't quite good enough to make us forget how mediocre everything really is. It's just there, showcasing its potential and betraying it with a lack of verve and an unwillingness to stray too far from the well-worn path. Speaking of the well-worn path, there's an obligatory multiplayer mode, though it won't surprise anybody to learn that very few people are playing it. After wasting a lot of my time, I was able to get into a Deathmatch mode consisting of me, one other person, and an idle player who served as free target practice. Combat consists mostly of seeing who can be first to hit the other with a heavy gravity blast before shelling the crap out of their prone body. There are some objective-based anti-gravity modes to keep things interesting, but absolutely nobody is playing them. Still, if you manage to find some friends to play with, there's an experience system with custom loadout weaponry to unlock. All the usual stuff, really. I am surprised by how good Inversion looks, though not because it looks particularly wonderful. It's riddled with texture pop-in and the colors are blandly brown, but I expected it to look like a terrible budget game and was shocked to find something rather competent. There is a nice style to it, even if that style has been largely appropriated from Epic, and the gravity effects are very well done indeed. The voice acting is forgettable, but there's some surprisingly nice tunes hidden away in the soundtrack. For a relatively obscure "middle shelf" game, I'd say Inversion does its level best to look and feel like a big-budget experience, and sometimes comes close. Inversion could have been so much worse than it is, but there is evidence suggesting it could have been better. Flashes of genuine brilliance occur during its most inventive segments, and I can tell that the team behind it really did care about what they were doing but lacked enough of something -- be it money or skill -- to see Inversion become an exciting prospect. Perhaps it was believed that it had to stick to formula in order to be successful, or maybe those in charge just didn't know how to capitalize on its own ideas. All that matters is that there's a lot of heart in Inversion, but absolutely nothing going on the brain department. There is desire, with absolutely no thought. A real shame, but an expected one. |
| Impressions: Rabbids Land is the Wii U's Mario Party Posted: 12 Jun 2012 09:30 AM PDT I remember picking up the first Rayman Raving Rabbids game when the Wii launched in 2006. While I had planned on buying Red Steel alongside Twilight Princess (a purchase mandated by Nintendo fan law), a negative early-morning review had convinced me to drop the mediocre FPS in favor of a minigame collection that seemed much more fun. Was Rayman Raving Rabbids worth the $50 I paid at launch? Hell no, but I sure got more enjoyment out of it than when I played my friend's copy of Red Steel. Since then, the Rabbids have become a successful property of their own, not only because of the Wii's lucrative minigame market, but because of their charming, silly personality. I never picked up any of the original game's sequels, and part of me feels like the Rabbids' schtick is played out, but I'd be lying if I didn't crack a smile every time they do something silly or scream "BWAH!" And so as it was with the Wii, it is with the Wii U. Ubisoft is making a new game in the series, Rabbids Land, that is set to be a launch title for Nintendo's new system. This time around, the Rabbids are taking aim at Mario Party. In Rabbids Land, the Rabbids have invaded an amusement park and intend to have a good time, rules be damned. This takes the form of a board game punctuated by minigames. My demo didn't really show how the board game would be set up, but focused on a few of the minigames so that I could see the possibilities of the Wii U controller. The first minigame I played took its inspiration from Indiana Jones. The Rabbids dressed up like the famous adventurer and rode around on top of boulders in a vaguely Temple of Doom-themed area. Like many Wii U games this year, this one featured asynchronous multiplayer. One player tilted the Wii U GamePad horizontally to control three Rabbids on small boulders and gather ten diamonds. Meanwhile, the second player tilted the Wiimote to move one Rabbid on a big boulder who needs to squash the other player's Rabbids. The Rabbid on the big boulder could roll faster than the Rabbids on the smaller boulders, but the weaker Rabbids could slip through small green gates to momentarily escape their hunter. The GamePad had a top-down view of the entire area while the TV screen had an angled, slightly zoomed-in view, but in practice this difference didn't matter. If the big boulder Rabbid couldn't see one of the smaller boulder Rabbids, it was obvious that it was in the corner not currently visible. It might have been a lot more interesting if the small green gates shifted over time and were only visible to the GamePad player, but as it was, there wasn't anything here that couldn't have been done with two Wiimotes on one screen. Innovation aside, it was a fun game, with good tension for both players. The other minigame I was able to check out was a riff on a Tunnel of Love ride. The two players must work together to help unite soul mates by picking them out of a crowd. The identification process is both silly and dirty: pull up the Rabbids' skirts or kilts to see if they have matching symbols on their underwear. This game showed off asynchronous multiplayer much better than the first, thanks to the different views actually mattering. The Rabbids have different symbols on their fronts and backs, and each player can only see one side. So the Wiimote player aims at a Rabbid, presses A, and aims higher to lift the skirts or kilts, while the GamePad player simply drags the clothing up with their finger. The goal is to find as many matching pairs as possible before time runs out, and all the Rabbids are replaced once a pair is found. It turns into a shouting match as both players try to compare and match the symbols they have as fast as possible. Well, that's what it would be in theory at least, since my Wiimote partner seemed very overwhelmed by the concept and only spoke up once he had very carefully analyzed all of his Rabbids. Despite my partner's reluctance to have any fun with it, I could see this being a good icebreaker game at parties. There are many more minigames set to be included in Rabbids Land, and I'd imagine not all of them make "innovative" use of the GamePad. But if they're as fun as the Indiana Jones minigame, it shouldn't really matter. The GamePad just opens up more possibilities; there's nothing wrong with using old methods if they work. I'd still be interested in seeing how fun the board game element is before committing to Rabbids Land over the inevitable Wii U Mario Party installment. |
| Destructoid's Best of E3 2012 winners revealed! Posted: 12 Jun 2012 09:00 AM PDT As we announced last week, The Last of Us took home our Game of the Show award for E3 2012. And unlike in years past, we went all out with our E3 awards by expanding to a total of 18 categories. We tried to cover all the major areas, from best console game, best PC game, best indie, best tech, and much more. After much deliberation, we can finally reveal the winners of each category today, including our Community Choice winner. While we could only pick one winner for each category, it's a safe bet to say that we're in for an excellent year of gaming with all these offerings on the horizon. Congratulations to all the winners and nominees! Game of the Show: Winner: The Last of Us (PS3) Pikmin 3 (Wii U) Community Choice Award: Winner: Watch Dogs (360, PS3, PC) Community choice runner-ups (in order): The Last of Us (PS3) Best PlayStation 3 Game: Winner: The Last of Us Beyond: Two Souls Best Xbox 360 Game: Winner: Halo 4 Gears of War: Judgment Best Wii U Game: Winner: Pikmin 3 Rayman Legends Best PC Game: Winner: Hawken PlanetSide 2 Best Portable Game: Winner: Assassin's Creed III: Liberation (Vita) Luigi's Mansion: Dark Moon (3DS) Best Downloadable: Winner: Hell Yeah! Wrath of the Dead Rabbit (XBLA, PSN, PC) Rock Band Blitz (XBLA, PSN) Best Indie: Winner: Hell Yeah! Wrath of the Dead Rabbit (XBLA, PSN, PC) Natural Selection II (PC) Best Action/Adventure: Winner: Metal Gear Rising: Revengeance (360, PS3) Assassin's Creed III (360, PS3, PC) Best Shooter: Winner: Call of Duty: Black Ops II (360, PS3, PC) Halo 4 (360) Best Platformer: Winner: Rayman Legends (Wii U) LEGO Batman 2: DC Super Heroes (360, PS3, Wii) Best Role-Playing Game: Winner: South Park: The Stick of Truth (360, PS3, PC) Ni No Kuni: Wrath of the White Witch (PS3) Best Fighting Game: Winner: Persona 4 Arena (360, PS3) Tekken Tag Tournament 2 (360, PS3) Best Sports Game: Winner: NHL 13 (360, PS3, PC) Pro Evolution Soccer 2013 (360, PS3, PC) Best Rhythm Game: Winner: Kickbeat (Vita) Theatrhythm Final Fantasy (3DS) Best Racing Game: Winner: Need for Speed Most Wanted (360, PS3) Forza Horizon (360) Best Tech: Winner: Luminous Studio, Square Enix's next-gen Final Fantasy engine Gameglobe (Browsers) |
| LEGO Batman 2 first LEGO game to have voices, not really Posted: 12 Jun 2012 08:30 AM PDT
LEGO Batman 2: DC Super Heroes is being billed as the first LEGO game to feature talking characters, even though it totally isn't. Though the series may have gotten away from using voice acting in recent years, seeming to prefer grunts and other non verbal means of communication, the spoken word has its genesis in the toymaker's first piece of software. Released back in 1997, LEGO Island may not be much to look at or listen to any longer, but it holds the distinction that Warner Bros and Traveller's Tales are looking to usurp. But I suppose that really doesn't matter, just a marketing complaint from a crotchety gamer with fond memories of delivering plasticy pizzas and hunting down that notorious Brickster. Anyway, back to the game that people actually care about. Batman won't just have Robin at his side in this adventure, as some of the other Super Friends will be at The Caped Crusader's side to rescue Gotham from the clutches of Lex Luthor and The Joker when the adventure begins on June 19 for the PlayStations, Xbox 360, Wii, 3DS and PC. |
| Team Fortress 2sdays: Back from E3 Posted: 12 Jun 2012 08:30 AM PDT Every Tuesday a bunch of us Dtoiders get together and hop online to play some Team Fortress 2 on the official Destructoid server! You should join us! Phew, it's been too long Dtoid. I missed you all. Last week was incredibly hectic, and I didn't have a round of Team Fortress 2sday to relax with. Fortunately, it's been a week and it's time for us all to get together and shoot each other in the penis. Hit the jump to to learn the specifics of this week's dickshot session. Server IP: 63.208.142.126 Early Match Late Match cp_badlands ctf_sawmill pl_badwater koth_harvest_final pl_goldrush cp_granary ctf_turbine pl_upward koth_nucleus cp_foundry plr_pipeline pl_thundermountain cp_egypt_final pl_barnblitz koth_viaduct cp_well vsh_manncohq_v14 koth_megaman6_b5 ctf_2fort ctf_well arena_lumberyard arena_sawmill arena_watchtower cp_degrootkeep cp_kakariko_a3 vsh_Hakurei_Shrine_v3 pl_cashworks_prefinal arena_watchtower koth_hyrulecastle vsh_partyisland_v7 dr_horrors_prefinal BaseballFuries was the only one to send in screenshots this week (what gives?) but Swishiee recorded the session again this week over on Streamtoid. |
| Storm's Adventure with Mass Effect 3 Posted: 12 Jun 2012 08:15 AM PDT
Mass Effect 1 and 2. You're welcome. There's not much of a review here. Well, these were never really reviews...just opinion pieces with yelling. But this time, it's more of an outlet for video and game productions frustrations. I promise to hit all of the points of interest in Mass Effect 3, which of course is the ending, the only point of interest since one week after launch. Also, I hope none of this makes me sound like an asshat. |
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