New Games |
- What's real anymore? My Little Pony / Fallout novels
- Skullgirls PC Port finally moving ahead
- Celebrate Skulls of the Shogun's release with MURDER
- New director signs on for Legendary's Warcraft movie
- Doorbusting the Dead Island tourism board on PC standards
- FIFA 13 brings in $100 million in net revenue
- Arma Tactics deploying onto NVIDIA's Project SHIELD
- Fuse gets delayed to Spring 2013
- Ninja Theory explains DmC: Devil May Cry's satire
- First look at Killzone Mercenary for Vita: OMG WINGSUITS
- I'll face myself: Transcending the gender binary in games
- Battlefield 3 Premium hits 2.9 million subscriptions
| What's real anymore? My Little Pony / Fallout novels Posted: 30 Jan 2013 03:00 PM PST There exists a five-book My Little Pony / Fallout crossover series entitled Fallout: Equestria. Written entirely by fans for fans, it takes two absolute extremes and mashes them together in a 2000+ page, 620,000+ word labor of blood, sweat, and tears that no one in a million years would have thought could exist in a real form. But exist it does. You can download the PDFs for free. You can listen to an audio reading of the entire shebang. Or you can set aside at least $73 for honest-to-God physical prints. All for the love of Hasbro's equine heroines and Interplay / Bethesda's vision of a post-apocalyptic future. I've organized my thoughts of this impressive effort into a brief summary after the break. HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HAAAAAAAAAAAAAAAAAAAAA!!!!! Fallout: Equestria [Absolutely Everything!, via Cracked] |
| Skullgirls PC Port finally moving ahead Posted: 30 Jan 2013 02:30 PM PST Autumn Games, the team behind the wonderfully crafted fighting game Skullgirls, has at last shared details about the long awaited PC port of the game. According to the official blog post, they are in the "final stages" of reaching an agreement with Marvelous AQL to publish the PC port. Work on the PC version of the game should begin within the coming weeks, with a final release estimated to be about four months away. The extra time is due to this not being a direct port, but one with extra features like "expanded multiplayer functionality." It is also coming to pretty much every distribution service, including Steam and Origin. Update On the PC Version of Skullgirls! [Skullgirls] |
| Celebrate Skulls of the Shogun's release with MURDER Posted: 30 Jan 2013 02:00 PM PST
Skulls of the Shogun is now out for Xbox Live Arcade, Windows Phone, and Windows 8! With the release comes a launch trailer, and I'm going to just go ahead and say that this is the first best trailer of 2013. Check out our official review to learn more about Skulls of the Shogun, and join us on Saturday Morning Hangover this weekend as Conrad Zimmerman and Jordan Devore play through the new strategy title. |
| New director signs on for Legendary's Warcraft movie Posted: 30 Jan 2013 01:30 PM PST Legendary Pictures' big-screen adaptation of Warcraft has landed a new director, Duncan Jones, according to Hollywood Reporter and later confirmed by Blizzard Entertainment. He's best known for directing Source Code and Moon, two highly-regarded films, and also has the distinct honor of being David Bowie's son. Lucky! If you've been following Warcraft, you've likely done so for years, at this point. Last I was actively paying attention, news of Sam Raimi being tapped to direct had just broken. That was somehow in 2009, though it sure doesn't feel like it now. While little is known about the script other than who's writing it -- Charles Leavitt (Blood Diamond) -- the live-action adaptation won't be hitting theaters for a couple years yet; Legendary is reportedly looking at a 2015 release. 'Warcraft' Movie Lands 'Source Code' Director (Exclusive) [Hollywood Reporter] |
| Doorbusting the Dead Island tourism board on PC standards Posted: 30 Jan 2013 01:00 PM PST
In this latest installment of Office Chat, Jordan Devore, Brett Zeidler, and I consider whether Dead Island's cinematic trailers are misleading and if PC gamers should expect ports of games that utilize the superior power of their hardware. Plus, Nintendo's Virtual Console promotion might be a bit confusing, but represents a pretty good value. |
| FIFA 13 brings in $100 million in net revenue Posted: 30 Jan 2013 12:30 PM PST In their financial reports released today, EA has shown that FIFA is still a very powerful franchise. According to the reports, FIFA 13 sold more than its predecessor, totaling over 12 million units through the third quarter. While the FIFA brand brought in over $230 million, including FIFA World Class Soccer and FIFA Online 2, FIFA 13 alone raked in $100 million in the same quarter. I guess everyone still loves fast kicking, low scoring, and ties! You know what they say, if it's good enough for Snoop Dogg Lion, it's good enough for anyone. |
| Arma Tactics deploying onto NVIDIA's Project SHIELD Posted: 30 Jan 2013 12:00 PM PST Arma Tactics, a turn-based close-combat strategy game, is currently in development as a launch title for NVIDIA's Project SHIELD and other Tegra devices, developer Bohemia Interactive announced today. It will also feature Tegra 4 optimizations, which include enhanced physics, post-processing effects and more. Arma Tactics has you taking control of a four-member Special Forces team in an environment where things aren't pre-determined or strategies given. You'll have to rely solely on your whits to tackle the game's campaign and objective-based missions while using a range of weaponry against local militia groups and deadly mercenaries. Tactics also boasts achievements, weapon unlocks, leveling and "regularly added" campaigns. Taking full advantage of Project SHIELD's controller and features, Arma Tactics will utilize the platform's multi-screen mode when connected to a television, "allowing the audience to experience entertaining vantage points that differ from the player's," -- though this feature sounds beneficial even when others aren't around. A future release on iOS, Android (non-Tegra), PC, Mac and Linux platforms is also possible, though not officially determined at this time. |
| Fuse gets delayed to Spring 2013 Posted: 30 Jan 2013 11:45 AM PST Electronic Arts held an earnings call earlier today and announced that Insomniac's Fuse has been delayed to Q1 of fiscal 2014. That gives us a release window of somewhere between the beginning of April and the end of June 2013 now. The four-player cooperative shooter was originally scheduled for a March release for the Xbox 360 and PlayStation 3. The delay is giving the developer more time to polish and "make a better game," according to Insomniac's official Twitter page. You can check out our hands-on impression of Fuse where you'll find that we weren't wowed at all by it! |
| Ninja Theory explains DmC: Devil May Cry's satire Posted: 30 Jan 2013 11:30 AM PST Rock, Paper, Shotgun had the opportunity to sit down with Ninja Theory and learn a bit more about some of the motivations behind the design of DmC: Devil May Cry, specifically from a narrative perspective. Ninja Theory’s Dominic Matthews states that rebellion, the name of Dante's sword, encapsulates the theme of DmC. Dante is not just fighting a Demon God in Mundus, he's battling corporate America. Parallels to also drawn to obvious references like They Live, and less obvious references like British satire. He goes on to say: "It seems that games are perceived to be for kids and should never tackle themes a Saturday morning cartoon wouldn’t. It would be pretty depressing and limiting if all developers accepted that as the status quo. Our games are being played by intelligent adults, so there is no reason why we can’t treat them as such." Matthews reiterates that Capcom instructed them to take Dante in a new "fresh direction" from a "contemporary western movie." Well, mission accomplished, because Dante felt like a fairly wooden protagonist in a typical "hero's journey" Michael Bay film. As I've said before, I enjoyed the new Devil May Cry from a gameplay perspective even if it didn't measure up to the bar the past entries have set. I'm still playing it, and currently I'm working on the Dante Must Die difficulty. If you're itching to play more, the costume DLC just dropped today. You can look forward to our coverage of the Bloody Palace title update and a full impressions post on the Vergil DLC as well! In the meantime, you can read the interview for a full look at what Ninja Theory tried to accomplish. Reimagining Evil: Ninja Theory On DmC’s Cultural Satire [Rock, Paper, Shotgun] |
| First look at Killzone Mercenary for Vita: OMG WINGSUITS Posted: 30 Jan 2013 11:15 AM PST
At long last the fine folks at Guerrilla Games have unveiled Killzone Mercenary. According to the developer, the upcoming PlayStation Vita title features a nine hour campaign that follows the exploits of a mercenary fighting on both sides of the Helghast-Vektan conflict who has begun to question if the atrocities of war are worth the paycheck. Additionally, the game is said to have eight-player multiplayer across six maps and three different game types. Oh, and it has wingsuits! Because what game doesn't have wingsuits these days? Killzone Mercenary is coming to the PlayStation Vita on September 17, but considering that our corgi-loving overlord is playing the game right now, we'll probably have more to share before then. |
| I'll face myself: Transcending the gender binary in games Posted: 30 Jan 2013 11:00 AM PST [Dtoid community blogger Pixielated shares an introductory blog with the community and examines how some positive gender representations in gaming can help people better understand their own identity. Want to see your own words appear on the front page? Go write something! --Mr Andy Dixon] I think before I proceed further with blogging there's one additional detail about myself that I should reveal. I guess you could say I wanted to make sure this gaming blog was about gaming first and let you guys into my head for a bit before dropping heavier stuff on you. Additionally, my comments reveal I'm more than a bit LGBT positive. In my first introduction post I alluded to being born "under a rainbow"; what I didn't say about being a part of the LGBT community was that I can claim two parts of that acronym rather than one. I think it's only fair that if I continue on with blogging and talking about gaming and -- at times -- sex, sexuality and gender as it pertains to gaming, that I address the fact that I'm transgender as well. It's a complicated explanation as to how I came to realize this for myself, but suffice to say I knew very young that this was part of who I was. As for the "op" status, it depends on if I'm in America or Japan per Yoshinori Ono. Growing up and not accepting this facet of myself -- that I felt I was really female -- and trying to be what other people wanted was actually damaging to me, as it often can be for anyone in the LGBT community. When I've been in-touch and accepting of the fact that this is just who I am, I'm an outspoken gal that can get a lot of things done and when I haven't I'm more like a black hole: all consuming, miserable and not fun. At a certain point in my life I had to choose which I wanted to be. It's probably the best and briefest way of explaining it, though for people like me or on other points of the spectrum the reasoning can be different. Some people just cross-dress, others are gender-fluid, androgynous, or may prefer not to claim a gender at all. Gaming has been both a passion and a lifeline through all of this in my life, but growing up and partly into adulthood it's probably one of the few or only things society would deem masculine about me. I allowed my zeal for gaming to become part of my male persona, which allowed gaming to become a target for when I failed. It kept my parents fooled, that's for sure, and at times gave me an opportunity to be myself when they weren't looking, at least in a digital sense. They didn't want to understand games, they just saw them as a pacifier I would grow out of. Naturally, I didn't grow out of gaming, it grew up along with me and while it was a good shield for a time, it couldn't stop me from forgetting the truth. In that way I was just stalling, hoping these feelings might change; but they never did. I tried pleasing the expectations of others, such as my parents, and I was pushed toward "masculine" things like sports. I didn't perform well. I even sucked at softball. When you break it down, gender is really a social construct separate from your physical sex. It is a guideline humans invented to give a particular sex a path to follow: masculinity or femininity. Gender expression is actually so much more broad than this binary portends, though. I struggled with the masculine things thrust upon me and deeply desired more of the feminine things. Every day I looked in the mirror, I couldn't stand what I saw -- any of it. Kids like Kanji Tatsumi and Naoto Shirogane struggle with gender issues in Persona 4. Kanji is a guy that has hobbies society deems as feminine; Naoto desires a profession that's deemed masculine. Making use of a needle and a ball of yarn doesn't require a vagina, nor does it define your sexuality. Being a good, resourceful detective does not require a penis. The way that society blurs the lines between sex, sexuality, and gender to define a person can be infuriatingly unfair. Kanji is forced to deal with insinuations about his sexuality and masculinity based on a joy of crafting. Naoto uses her natural inclination to masculine behaviors and presentation as somewhat of a rationale for fighting what she sees as a sexist culture within the police force. People should be allowed to determine themselves. Instead, gender is used to pigeonhole a lot of the time. Kanji and Naoto had to learn to be bigger than the adults and society when facing down these assumptions regarding them. They came to accept themselves and find friends who respected them. Kanji now knows he's a masculine guy no matter what and maybe he just loves who he loves without a gender or sex preference at all. In Persona 4 Arena we see a Naoto that embraces her gender-fluidity fully, remaining a clever boy detective to strangers and a capable girl to her friends. And to see this self-determination play out time and again in games is powerful. To see Samus Aran acknowledged for her accomplishments first and her gender second was important to me. To see Terra Branford trapped between the life of humans and espers, trapped between power and powerlessness, between fear and strength and eventually triumph gave me hope for myself. Samus had a mask and Terra came from a place between the norms, and both were women that could help and protect others. A more contemporary example would be Deus Ex: Human Revolution, as I found Adam Jensen to be in a position I sympathized with. Choices were made for him that were beyond his control. All those augmentations he never asked for resulted in him being perceived and judged as deviating from the human norm and becoming a different class. He lost social privileges in some respects, too. There are points where you can't tell if people that mattered to him are really being fair to him, being nice or slighting him in some way. Jensen keeps his inner-struggles contained as best he can to get the job done, but the shards of his broken mirror tell a story I have partly known much of my own life. Yet he continues on, knowing only he really defines himself . He's not transgender. He's not gay. He's white, he's straight, and yet his struggle with his own trans-humanism speaks for the experience of many. At the end of the day, he's still human. His will to determine himself and move forward is something that's worthy of respect. These are just some of the games that inspire and keep me going. Gaming's track record for female, gay, intersexed, and transgender characters might be spotty, but from my childhood to present I can say it's getting better. I can say that there are writers out there working for Obsidian, Atlus, and others that get it while some like Eidos Montreal can get there without that direct intent of inclusion. They create characters that have faults and foibles, that have passions and interests that are a factor ahead of sexual orientation, gender presentation or race. This makes for stronger characters, yes, but more importantly, for normal human beings. I don't need people like me portrayed as sex objects, exotic or edgy -- just human. And if it has to be a stereotype make sure it's on even ground with other stereotypes. Despite Mr. Ono's quirks, Poison is just as much a stereotype as any character in the Street Fighter universe, which is why I'm okay with her. It's just when Grand Theft Auto or Dragon Age dig for the "tranny" gags without a proper, respectable transgender characters that I have a problem with that "comedy." It only works when everyone who is respected is also fair game. Catherine is a game that shows those two up with a simple waitress. Erica is a friend to Vincent and the gang, someone that gives as good as she gets. She has flaws and a past but her friends respect her choices and leave the onus on her to reveal the truth about herself to others, if at all. That she's transgender is but a footnote, something that doesn't even come to light until late in the game. She's not perfect, but she doesn't need to be. When you get that portrayal right, you can't imagine how helpful it is to those that need to come out or how much insight it lends to people that wouldn't have understood otherwise. Where TV and movies have time restrictions and are watched, games are made for players to interact with and that sometimes means a narrative can go deeper to provide more insight on how various people live. Anyway, that's just another thing about me. I'm a gamer, I'm transgender, a woman, a lesbian, a blogger, a libertarian -- but a human above all else. A human that never really wants to shut up about her videogames. I think I have a perspective to offer. I also say all of this knowing I might get some flak or hate for it, but I think from what I've seen of the Destructoid community and its camaraderie so far, there's little to fear. I have certainly enjoyed my time reading and blogging here so far, so thanks for the good times :) |
| Battlefield 3 Premium hits 2.9 million subscriptions Posted: 30 Jan 2013 10:45 AM PST In EA's third fiscal quarter financial reports, it was announced that Battlefield 3 Premium hit 2.9 million subscribers by December 31 of this past year (up from July's total of 1.3 million). For a rough estimate, just multiply 2.9 million by $50. Yeah, that's a lot of cash. For the third quarter specifically, EA says Premium generated $108 million. Of course, I would only assume that these numbers reflect subscriptions also obtained through the Battlefield 3: Premium Edition, which was $30 at pretty much any retailer during Black Friday. Seems like there'd be some lost cash there, but hey, $108 million alone just for a stream of still being released digital content isn't half-bad. |
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