New Games |
- Russia's budget-friendy, live-action PS All-Stars ad
- Promoted blog: Seventh generation surprises
- DmC uses Unreal techniques to feel faster than 30 fps
- Project Zwei: Shinji Mikami's swan song as a director
- Drag Mode added to Need for Speed World
- The DTOID Show: Skyrim: Dragonborn, GTA, DmC, Wii U & THQ
- Review: Cargo Commander
- Three major THQ games delayed including South Park
- Persona 4 Arena isn't coming to Europe any time soon
- Review: Logitech G710+ Mechanical Gaming Keyboard
- Live show: Need for Speed World
- Destructoid Mobile has been redesigned. Go play
- Crashmo will support QR codes directly from the browser
- Check out these gaming blogs and discover happiness
- Play Halo 4 with the Dtoid staff and community!
- Jimquisition: In the Hall of the Mountain Dew
Russia's budget-friendy, live-action PS All-Stars ad Posted: 05 Nov 2012 03:00 PM PST
I actually prefer this Russian live-action advertisement for PlayStation All-Stars Battle Royale (via All Games Beta) over the short we recently got to see. While it is clearly lacking in production values, the commercial more than makes up for with its charming cosplay. You've got to love that Fat Princess getup. More than anything, it's nice to see videogame ads that don't take themselves too seriously. After all, the premise of All-Stars is pretty damn silly when it comes right down to it. "Weird" might not always sell, but it can work out well when done properly. |
Promoted blog: Seventh generation surprises Posted: 05 Nov 2012 02:00 PM PST
[Dtoid community blogger crackedbat shares some of the things that surprised him most about the current console generation. Want to see your own words appear on the front page? Go write something! --Mr Andy Dixon] As the Wii/DS era draws to a close, many are wondering if Nintendo will be able to replicate the success, or at least do half as well as they have done in that eight year span. The 3DS is treading slightly above where the DS was at this same period of time, but I’m sure most fans and analysts will tell you that there is very little to no chance of the 3DS selling as well as the DS. On the DS, a game like Cooking Mama could sell five million copies. On the 3DS, Cooking Mama 4 has only just edged the quarter million mark (though that may have to do with them charging forty goddamn dollars for the game). The casual audience that was once there is no longer with us, and only time will tell if those who flocked to Wii Fit will do the same for Wii Fit U.
Be honest, who saw this one coming? I had never played a Silent Hill game before Shattered Memories and now all I want to do is go back and see where the series started. People still complain about how the Wii is underpowered and can’t make realistic graphics, and yet here we are with a title that proves those complaints wrong. Silent Hill: Shattered Memories has the most realistic graphics on the system, period. The story and controls matched the excellence in visuals, with the only real complaint lodged with the chase sequences (I enjoyed them, some reviewers didn’t). It wasn’t enough that Climax Group, a developer not particularly known for its stable of excellent titles, made the best Silent Hill game, but that they released this game a year after they released Silent Hill Origins, a slightly worse-reviewed game. Then there are the other Silent Hill games that were released this generation: Silent Hill HD Collection is a disaster of a game, Silent Hill: Homecoming continued the downward trend started by Silent Hill 4, and the best thing you can say about Silent Hill: Downpour is that it’s not as bad as Book of Memories. I know: some will argue that we the consumers were the big losers of the Motion Control Arms Race, and I could certainly agree to that point when looking at Kinect games. But I’m not going down that road. Instead I’m still reeling from the fact that Sony was the big loser of the race when they were really the ones who started it in the first place. Before the Kinect, before the Wii, there was the EyeToy. I’m sure most people remember this as a camera you used to play rudimentary mini-games. It was gimmicky, but it had potential; potential that I thought Sony had realized when it announced the PlayStation Eye and two very important games: Eye of Judgement and Eyedentify. The former was the first card-collecting videogame that actually included a real card collection. The latter was probably nothing more than a tech demo, but it was an incredible idea that Sony basically abandoned. Nothing really came of the the PlayStation Eye until it was combined with the Move, but by then the time had passed for Sony to do something amazing and instead it spent the race playing catch-up. Visual novels are a really Japanese thing. In fact, most visual novels never leave the country. So it was a surprise to me that the US would see several games from this sub-genre that were not only fun, but also sold well. First there is the Ace Attorney series, which has sold more than four million copies worldwide. That success was followed by one of my personal favorite games of all time, Hotel Dusk. Though we never got the sequel in the US, it was seemingly a critical and commercial success with VGChartz putting it at half a million copies sold. That was followed by the Professor Layton series, which may or may not be a visual novel depending on your definition of the game (I don’t consider it one, some others do). Finally, the genre hit its apex (possibly) in 2010 with the release of 999: Nine Hours, Nine Persons, Nine Doors, a game that was way more successful in the US than it was in Japan, something I thought would never be true of a visual novel game. Bizarre Creations learned the hard way that there is no room for two hyper realistic racers on one system. After releasing four Project Gotham games in six years, that last of which sold over two million copies, the developer shut down after its James Bond game fizzled. Factor 5, the developer I thought could do no wrong when it came to flying games, did wrong when it released Lair. The developer went out of business shortly after. Activision got rid of Underground Developments and Luxoflux in 2010 and then killed Radical Entertainment in 2012, EA closed down Pandemic instead of giving them money to make Mercenaries 3 or the Dark Knight game they were working on, and developers owned by THQ were dropping like flies over this past console cycle. First party studios were also shut down, like Sony’s SOCOM developer Zipper Interactive. Even developers who focused on Nintendo were not able to survive. After making the fatal mistake of creating Bomberman Zero, Hudson Soft was unable to produce a hit on the Wii or DS beyond Deca Sports. Internal squabbling with Konami didn’t help and its three “big” Wii titles (Calling, Rooms: The Main Building, Lost in Shadow), which all failed miserably. Hudson Soft is now wholly owned by Konami, a company surviving on Castlevania, Metal Gear Solid & Pro Evolution Soccer. Ouch. It’s pretty safe to say that with each generation, Nintendo usually comes out on top as the best developer. Not just with its own systems, but across the board. In the NES/Master System days it was Super Mario Bros. 3, in the SNES/Genesis race it was Super Metroid, during the Saturn/N64/PlayStation battle The Legend of Zelda: Ocarina of Time came out of top, with the Dreamcast/GameCube/Xbox/PS2 free-for-all Sega actually came out on top barely with Soul Calibur, but Nintendo still had the best game on the GameCube with Metroid Prime and of course Nintendo dominated its handhelds. That all changed with this generation. If you were to look at the overall picture, then yes Nintendo is on top again. Super Mario Galaxy is the top rated game of this generation while Super Mario Galaxy 2 is the second highest rated game. But this generation is different. There aren’t just Wii games, there are also WiiWare games just as there are DS and DSiWare games. While Nintendo has the best Wii game hands down, it does not have the best WiiWare game. That belongs to Team Goo and World of Goo. It doesn’t even have the second best game on the service (Cave Story). Instead, Nintendo had to settle for third with Fluidity (when counting games with at least 10 reviews. It’s sixth when looking at games with at least five reviews.). On the DS, Nintendo had to settle for third again as both Grand Theft Auto: Chinatown Wars and Chrono Trigger DS are ranked above it. Finally on DSiWare, Nintendo really didn’t seem to show up to the party at all. If you don’t count Flipnote Studios (which is more of an app than a game) and count games with at least 10 reviews, Shantae: Risky’s Revenge is the number one game. Nintendo’s highest rated DSiWare game is The Legend of Zelda: Four Swords Anniversary Edition. If there are other strange things that you noticed about this past/current console/handheld generation I’d love to hear them! |
DmC uses Unreal techniques to feel faster than 30 fps Posted: 05 Nov 2012 01:00 PM PST
Having previously spoken with Capcom about DmC: Devil May Cry running at 30 frames per second as opposed to the series' traditional 60 fps, we heard that "it still feels really good" from Capcom Japan producer Motohide Eshiro. Eurogamer talked to director Hideaki Itsuno, who elaborated on the topic. "During the course of the development of Dragon's Dogma we did a lot of experimentation and happened upon some techniques for working with Unreal Engine, some fairly elaborate techniques, that allow for a controller responsiveness that gives the player the feel of 60 frames per second," he noted. "So even though you have it running at 30 frames per second," he continued, "you create the motions and the poses in such a way that the brain will naturally fill in what would have been the extra frames. Also, on the players' side, we made some adjustments to the button response and when it's reflected on screen." I can't speak from personal experience, but they are certainly setting themselves up for scrutiny here. "We still feel like as soon as you stop playing DmC and play other games they feel very slow in comparison and a bit sluggish," explained Itsuno. "At least that's for me. We're quite pleased with how responsive and how fluid it feels." |
Project Zwei: Shinji Mikami's swan song as a director Posted: 05 Nov 2012 12:30 PM PST
Short of Shigeru Miyamoto, it's difficult to think of a developer with a more impressive library of titles attached to his résumé than Shinji Mikami. The man fathered the Resident Evil series, has been involved with virtually every major Capcom release over the past two decades, co-founded Clover Studios, and has been linked to Platinum Games and Grasshopper Manufacture. The man is an absolute legend. And his next project may just be his last. A staff member from Tango Gameworks, Mikami's new studio, recently revealed that Project Zwei would be the man's final effort as a director. What that means exactly is anyone's best guess, as Mikami has had several titles and worn many different hats over the years. But it would be rather poetic if his farewell as a game designer was a triumphant return to the genre that put him on the map in the first place. Shinji Mikami’s Horror Game Coming In Late 2013, Has Resident Evil Remake Artist [Siliconera] |
Drag Mode added to Need for Speed World Posted: 05 Nov 2012 12:00 PM PST
I remember playing Need for Speed World during its beta days. The free-to-play racing MMO certainly had me hooked for a while, but then something happened; I'm not even entirely sure what it was but it was enough to make me no longer play it. I had a nice time with it, but didn't think it would really take off. Well, it seems that I was wrong because fast forward to today and Need for Speed World is now celebrating 20 million registered users by introducing Drag Mode back into the franchise -- Drag Mode was last seen in a Need for Speed game six years ago. Right now Drag Mode has four different environments to choose from and can be accessed via Match-Making or, of course, by creating a Private Match. To help get players into Drag Mode, the Car Dealer should now contain the Ford Shelby GT500 Super Snake “Pro Stock” Drag Edition and the Toyota Supra “Street Mod” Drag Edition which have, as you probably guessed by the names already, been specifically tuned for Drag Mode. Drag Skill Mods such as Aero Drag Reduction, Launch Grip and Gear Ration Enhancement have also been included, though they sound like advantages you may have to pay for. |
The DTOID Show: Skyrim: Dragonborn, GTA, DmC, Wii U & THQ Posted: 05 Nov 2012 11:45 AM PST
Big news today is Skyrim's Dragonborn DLC, which looks really friggin' cool. Grand Theft Auto V is now pre-orderable, though we don't have a new trailer because Rockstar's power is still out. Hey, want some jewelry for your neck? Buy the DmC: Son of Sparda Edition. Wanna play the Wii U? Go to some stores! And finally, THQ's making some bad business noises. |
Posted: 05 Nov 2012 11:30 AM PST
Space. Since the dawn of time, man has looked up at the sky and dreamed what incredible wonders could be out there. There could be new planets with advanced civilizations, moons made entirely out of dairy products, and attractive humanoid species that we can somehow mate properly with, or at least use to get our rocks off. But one important question still remains unanswered: Can humanity scavenge enough obscure items from lost space transport containers so that they can make a steady profit out of it? The folks at Serious Brew looked up at those same star-filled skies and dared to say, “Yes!” Followed by, “But can we get some lone nut with a beard to do all the work for us?” As it turns out, the several hours of sifting through identical space junk which follows that answer may not be as rewarding as one would hope it would be.
Cargo Commander (PC [reviewed], Mac) The premise of Cargo Commander is straightforward: you play as an average blue-collar interstellar salvage specialist, working long hours away from your wife and child in the hopes of gathering enough valuable items in order to advance your ranking in Cargo Corp and return to your family. One of the more enjoyable aspects of the game encountered early on is the way Cargo Commander tells its story: through regular e-mails you receive from others. Each sender has their own attitude that becomes apparent once you delve into the messages. Cargo Corp’s cold and clinical disposition when listing off its expectations for you stand in stark contrast to the warm and personal tone found in the e-mails sent by your wife. Each sector that the player enters presents the same challenge: find as many cargo crates as possible during each wave and try to bring them back to your home container. Many obstacles litter the path to successful scavenging; glowing explosive crates, the airless vacuum of space between containers, wormholes destroying the ground from under you leaving you stranded in open space, and former Cargo Corp employees turned savage semi-crystalline undead beasts bent on doing a great deal more than just ruining your lunch break. Once in every sector, you will be faced with a larger container to search for a Sector Pass, a key that allows you to travel to another sector or randomly generates a new sector for you to explore and plunder. This little addition does give the game a fair bit of replay value to it; with a Sector Pass to be found in each new sector, you could potentially create infinite amounts of new levels to further explore. If you happen to die while on one of many deep space excursions, your score is added to the leaderboard, your salvage is added to your collection, and you get to repeat the process all over again from wave one. You aren't without some assistance from Cargo Corp, though -- enhancements are purchasable from the Upgrade Benches to improve your drill, weapons, and armor. These boons are only good for the current play session, and once your commander shuffles off this mortal coil, so will your upgrades. Of course, Cargo Corp’s decision of trading enhancements for the company hats of your fallen former associates seems a little questionable by most business practices, but I still thought it was a neat touch and helped make Cargo Corp seem that much more heartless. Cargo Commander offers two main modes of play: Normal mode, which is available from the beginning of the game, or the slower-paced scavenging session of Journey mode that you unlock after reaching rank six. Journey mode tasks you to again find more crates in any sector that you have unlocked or generated yourself, without the fear of wormholes opening up but also without the safety of your home container, either. You still have access to your console before you can unload the cargo you find as well as Upgrade Benches, but now their locations are scattered in different containers. Any cargo that you don’t upload to the console will be lost, should you parish in the unending void of space. While Normal mode is no slouch on the action and helps keeps the game moving forward at a steady rate, I still found more enjoyment from Journey mode. It asks you to take the skills you have honed in Normal mode and act with a little more caution when getting those stray crates. Without the safety net of a home container, and later on the convenience of an ammunition respawn point, players are forced to make use of any weapons that they can find as they make their way across space. Health and Upgrade Benches may be few and far between as well, so with dwindling health and ammo, decisions carry more weight. Early on, Cargo Commander introduces you to its level progression system, the Cargo Corp ranks. In order to progress up the ranks, players will need to collect the various types of cargo that can be found in the crates. The added benefit to gaining higher ranks is that you also get a permanent reward for your character, such as starting out with ten Cargo Corp caps to upgrade your drill. In order to reach rank 16 (Super Cargo Commander) and gain leave from Cargo Corp, players will need to find one of each type of cargo available. Cargo Commander has 88 different types of items that can be potentially found throughout the game, however at the time of sector generation, each one sets six random items to be found in that specific sector. Whether or not the game decides to give you a decent mix of rare and regular cargo, or just give you all standard cargo, is all up to chance. This sort of "collect them all" concept is nothing new nowadays, but considering how the game decides what items you can collect per sector, it seems like players will be spending a lot of time sifting through many Kitty Sweaters to find that much sought after Alien Sex Toy. Players will rank up fairly quickly early on, as every item they can find will boost their ranking. But once you hit rank four, get ready for a slow climb. It took me over an hour just to find one new item, and the rank points that I received didn’t even boost me into the next rank. The rank system could have been designed differently to better account for the time investment of different players. They could have modeled the rank system to give each item a set amount of experience points towards the player's next rank; the rarer the item, the more points they get. In this way, even if players didn’t find a rare item, they could still make progress towards higher ranks, giving them access to better tools at the start of a wave, and moving the game along at a steady pace. Cargo Commander supports both traditional WSAD controls as well as gamepads. Controls can also be easily remapped to any key or controller available. Once you start playing the game, you can tell that Serious Brew designed the character to be controlled using the keyboard -- and not just for the dexterity given to your mouse-assigned cross-hair. Playing with a gamepad can take some getting used to. For starters, your targeting reticle is now assigned to the right analog stick. While the responsiveness to your action on the gamepad does match your character’s movement, accuracy takes a large hit. Shots that would be simple by using the mouse regularly undershoot or overshoot the target, wasting precious ammo. On top of that, certain areas of the user interface cannot be accessed using the gamepad. Every time I wanted to change a sector or buy an upgrade for my character, I had to switch to my mouse to confirm the selection. One other notable mention is the addition of an “F You” button. During the course of gameplay, you can make the character shout a profanity -- or if you spam the button, a stream of profanities -- making this a case of art imitating life, at least in terms of some parts of my playthrough. Cargo Commander does get the little details right, and it’s those little things add a great deal of charm to it. At certain moments through Normal mode, you will have the opportunity to receive a parcel of a new picture drawn by your son, in admiration of his seldom seen father. I found that all of the keepsakes and small messages from your family help accentuate what lonely environment your home container can truly be. Consider this: you are stuck inside a literal metal box that is flying through space, with your only human contact coming from e-mails from your boss and your wife; as you stare wistfully at pictures from your child. Now add to that the ever present droning Cargo Corp song in the background and it really makes you feel sorry for this guy. The game’s music does a good job of enhancing the mood of the environment; the cold and dimly lit containers play host to an eerie industrial track while the office containers have the constant chatter of the intercom system to keep you company. The one knock I do have against the music is that there are only a few tracks. After playing for a few hours, the music can start to get monotonous. Serious Brew did add in an option to turn off your home container’s sound system as well, and I recommend using it if you are planning an extended play session. Leaderboards are shown before entering a sector; it helps add a bit of friendly competition with others sector salvagers. There is also a notification system in place letting you know if someone else has usurped your position in the Leaderboards. As an added touch, once you make your way up to the top of the leaderboards, your commander will sport a finely crafted #1 crown, to let you savor your achievement. The first few hours of Cargo Commander were a joy to play: the smooth animations, the satisfying feel of the weapons, and the mad dash to your home container with ten enemies on your toes, as a wormhole forms beneath your feet, was awesome. The thrill of finding some strange new piece loot in every excursion, and enjoying a small chuckle as you read the clever description. But those quieter moments stand out just as much, like reading about how your son is doing through an e-mail, and then taking the time to admire that new picture he drew for you. Those quieter moments help build and solidify that feeling of loneliness that Serious Brew was after. It’s after those first few hours that you really start to notice some of its shortcomings: aiming weapons can feel imprecise, the limited music tracks can start to grate on your nerves, and gaining new ranks can be painfully slow. The game's biggest flaw however is its unevolving gameplay: searching through the same level, collecting the same crates in the same spots, with fingers crossed that you will find that one rare item you need to reach the next rank…only to have your hopes dashed. All that is left for you to do is to repeat the process all over again, from square one. Serious Brew clearly aimed for the stars with Cargo Commander, it’s just unfortunate that so many nagging issues obscure the finer details that really make this game interesting. |
Three major THQ games delayed including South Park Posted: 05 Nov 2012 10:45 AM PST
In reporting its second-quarter fiscal 2013 results, THQ announced the delay of South Park: The Stick of Truth. Originally scheduled for March 5, 2013, the Obsidian Entertainment-developed role-playing game is now looking to release "early fiscal 2014" -- in other words, at the earliest, in April 2013. Unfortunately, there's more where that came from. Company of Heroes 2 and Metro: Last Light are now expected to ship in March. "Our fourth quarter releases are the first titles that I have had the ability to materially impact," stated THQ president Jason Rubin, "and experience told me that the games needed additional development time to be market-ready." Disappointing news to come home to, no doubt about it. Hopefully that extra development time can be used effectively. Obviously we want every game to be good -- who wouldn't? -- but I do have high hopes for these three titles in particular. |
Persona 4 Arena isn't coming to Europe any time soon Posted: 05 Nov 2012 10:30 AM PST
You can add Persona 4 Arena to the long list of titles that have snubbed European game enthusiasts over the years. The title's European distributor, Zen United, announced via Facebook today that the game won't be making the jump across the Atlantic this calendar year. Apparently the European build of the fighter is still in development, causing it to miss its original August 31st launch target. Unfortunately, if you're desperate to play the game, importing the game isn't really an option as the PlayStation 3 version includes an unprecedented region lock. So unless you want to acquire a foreign console along with the game and a voltage converter, you're out of luck for the time being. Patience is a virtue. Persona Europe's Timeline Photos [Facebook] |
Review: Logitech G710+ Mechanical Gaming Keyboard Posted: 05 Nov 2012 10:00 AM PST
Before eventually realizing the error of my ways, I was perfectly content with buying very cheap keyboards and burning through them once they became too dirty to deal with or simply broke. As someone who plays PC games and generally does a lot of typing, I clearly wasn't looking at this buying situation from a long-term perspective. That changed when I picked up a Das keyboard and experienced the joys of regularly using a well-made mechanical keyboard. While I'm a big fan and it still gets the job done to this day, those keyboards admittedly don't offer the kinds of functionality that other models do. The Logitech G710+, on the other hand, is specifically geared toward gamers. With its approach to illuminating keys, you'll never lose track of WASD when playing late into the night. Oh, and yes -- it feels pretty great to type with. Product: Logitech G710+ Once you get properly acquainted with a mechanical keyboard, the device becomes an extension of your hands and fingers. The lack of resistance required to press down individual keys means you can in all likelihood type faster than you'll be able to think up cohesive sentences. For gaming, particularly when it comes to competitive titles, input speed can obviously be the deciding factor. I'm no would-be professional gamer, but I did test out the Logitech G710+ for a solid couple of weeks as my primary input device. The first noticeable difference was that this keyboard isn't nearly as loud as others are, particularly the Das line. It's by no means quiet -- it is, after all, mechanical -- but those of you who are turned off by the general noisiness of these products likely won't be quite so distracted. The people around you will probably appreciate it as well. The sound dampening doesn't seem to come at the expense of responsiveness, as the G710+ feels very light to the touch. For those of you with a specific preference, know that this keyboard uses Cherry MX Brown switches. Personally, I don't have an exact preference and tend to adapt after the first ten minutes of use. In general, this keyboard felt immediately comfortable. During my time, I also had zero issues with incorrect key rollover or other input-related funkiness that can sometimes crop up. At first, I didn't expect to find the keyboard's backlighting particularly useful. It wasn't long before I came to appreciate the white LEDs -- to the point where I now feel obligated to leave them set on the highest brightness level at all times. Even in my absurdly bright office, it makes reading keys somewhat easier during the occasional times when I need to glance down. Interestingly enough, the WASD and arrow keys have their own brightness settings which are separate from the rest of the keys. If you wanted to, you could have everything else turned off while leaving those on full brightness. One complaint that I could see people having is that, even on the brightest setting (of which there are four, plus "off"), the keys aren't actually all that bright depending on your room's lighting. This didn't bother me so much, but I couldn't help but notice it nonetheless. Additionally, there's a game-mode key which disables the Windows / context-menu keys when enabled; media controls (play/pause, skip, mute, etc.); and a rolling volume control that's far more fun to use than it has any right to be. A lone USB (2.0) pass-through sits at the top, right next to the keyboard's USB cord. I'll go ahead and admit to not even knowing about it for a few days. While it worked for my purposes (wireless headphones), the placement might be awkward for certain devices. The G710+ includes six programmable "G-keys" on its left-hand side that, when used in conjunction with three different modes, can perform 18 separate functions. I found these keys to be within reasonable reach but not so tightly packed in that I inadvertently hit one of them instead of, say, the Esc key. The software used to set all of this up is fairly intuitive and minimalistic, thankfully offering a decent selection of suggested commands to choose from. Of course, you can get totally crazy with this and make your own involved script for keys if that's what you desire. Lastly, there is a detachable wrist rest that becomes rather useful due to the keyboard's height. It's not the most comfortable thing I've set my wrists on, but it is adequate, and its shape complements the device's overall aesthetic, which looks nice -- except for the fingerprints that will surely ensue. All told, I really enjoyed using the Logitech G710+. There's solid performance to back up the stylish look of this keyboard, from the vibrant orange finish to the sleek body angles to the white LED backlighting. If I were out looking for a replacement mechanical keyboard with reasonable game-centric functionality, this would be a serious contender, even at $149.99. |
Live show: Need for Speed World Posted: 05 Nov 2012 09:37 AM PST
[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.] Join us tonight on Mash Tactics as check out a bit of the free-to-play racing game Need for Speed World. I had heard about this title for a while, and was very intrigued, but sadly, I never actually took the time to play it. Well, that's all going to change this evening as I hop in head first, along side a couple of the game's developers. Go get registered, set up your driver, then come by and get in on the action as we sit down, learn about the games ins and outs, give away some sweet in-game goodies, and race the night away with the Dtoid.TV community! QotD: What's your favorite type of racing game: simulation, arcade, or other? |
Destructoid Mobile has been redesigned. Go play Posted: 05 Nov 2012 08:45 AM PST
We've been promising you a better mobile for ages, and it's finally here. You can now use virtually all of the features of our desktop site on our new smartphone site. No apps to download, no nonsense to install, no gimped commenting or community blogs experience. It also looks mighty sexypants on the new iPad Mini, so give it a go! Now that it's done, we can't wait to make it even better. Please give us some feedback, how can we make a mobile Destructoid even better for you? Sound off in the comments. Next time you're on a toilet, we hope you'll think of Destructoid! Wait. |
Crashmo will support QR codes directly from the browser Posted: 05 Nov 2012 08:30 AM PST
Crashmo has a neat little feature that will mark the beginning of in-house QR code support. When loading up a custom QR level in Crashmo, you can visit a website within the 3DS browser, save an image, and load it up in-game. Previously, you had to take a picture of the code with the 3DS' camera with the aid of a laptop/smartphone/printed paper or what have you. Now, it's a tad bit easier, which should help those people out there who don't have easy access to a PC. Essentially what this translates to is another confirmation of more free DLC, in line with Pushmo -- it's just easier to obtain this time. Cool little things like this make me excited to see what Nintendo can bring with the Wii U. |
Check out these gaming blogs and discover happiness Posted: 05 Nov 2012 08:00 AM PST
I came across Destructoid back in 2006. At the time, it was barely a blip on the industry's radar. It was just a pack of dedicated bloggers with a rebellious streak. Now, this site has seen at least a dozen of its own graduate and pursue other roles in the gaming industry. It's grown to a site with millions of monthly views. Somehow, this little robot army crawled its way to the top. We didn't do it alone though, and there's a new crop of really incredible writers and bloggers working their way up. It's time for us to pay it forward. So here's a list of some folks to whom we'd like to give a shout out to with pithy, Twitter-style descriptions. Our Special Selections These are the sites that we think are particularly excellent for one reason or another. Critical Distance and Dire Critic Nightmare Mode Awesome Out of 10 Venus Patrol Die Gute Fabrik Unwinnable Dorkisms General Gaming Brainy Gamer Attract Mode Twinfinite Action Button Rock Solid Audio Beeps and Bloops Grantland Electron Dance Good Games Writing Quarter to Three Themed websites Indie Games Free Indie Games Tiny Cartridge HookShot Inc. Dead End Thrills Rock Man Corner & The Mega Man Network We sincerely hope that you'll take a look at some of these sites and give them the traffic and recognition they deserve. If you don't like one, don't worry there's plenty here to keep you occupied for a long time to come. |
Play Halo 4 with the Dtoid staff and community! Posted: 05 Nov 2012 07:30 AM PST
Wanna play Halo 4? Of course you do! Wanna play Halo 4 with a bunch of awesome Dtoid staff and community members? Double of course you do! Well, this Friday, November 9, you'll have your chance! Destructoid is hosting yet another Xbox LIVE Community Playdate, and this time we'll be rocking the brand new game from 343 Industries! Join myself, Director of Communications Hamza Aziz, Mash Tactics host King Foom, Contributing Editors Chris Carter and Abel Girmay, and community members BadStar, Justin Villasenor, and SuperMonk4Ever as we live-broadcast for three hours on Dtoid.TV and shoot each other full of pink needles! Just visit the Xbox Community Playdate page and send us a PM if you'd like an invite. Get your requests in soon, as we're bound to fill up fast! We hope to see you there! |
Jimquisition: In the Hall of the Mountain Dew Posted: 05 Nov 2012 07:00 AM PST
This week's Jimquisition is fueled by Mounting Dudes. Halo 4 is out this week, and if you've been paying any attention to its marketing, you'll know that you won't be able to enjoy it without the crisp, refreshing taste of Mountain Dew, and a bag of faithful Doritos at your side. Why not play Halo 4: King of the Hill fueled by Mountain Dew while you're at it? It's fueled! By all of the Mountain Dew. Yeah ... why are we paying so much for ad-supported content, anyway? |
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