Tuesday, January 8, 2013

New Games

New Games


CES: Gabe Newell shares some info on Valve's Steam Box

Posted: 08 Jan 2013 03:00 PM PST

CES: Gabe Newell shares some info on Valve's Steam Box screenshot

The Verge got a chance to sit down with Gabe Newell at CES this week and finally shed some light on the much talked about Steam Box. On top of partnering with multiple companies to create Steam optimized PCs, Valve themselves are working on an official Steam Box.

Valve will be selling their Steam Boxes directly to consumers and it will run Linux as we've been hearing. Gabe goes on to describe that you'll be able to install Windows too, stressing that their system won't be "some locked box by any stretch of the imagination."

Gabe goes on to talk about what they're trying to do with their version of a controller, how the Steam Box will act as a server so you can just use one computer to play games on multiple screens with others, and loads more insightful stuff. Pretty damn good read on where Valve is trying to take the future of PC gaming.

Exclusive interview: Valve's Gabe Newell on Steam Box, biometrics, and the future of gaming [The Verge]

CES: Ears-on with 3 new Turtle Beach headsets

Posted: 08 Jan 2013 01:30 PM PST

CES: Ears-on with 3 new Turtle Beach headsets screenshot

I had a chance to listen to a few of the newly announced headsets from Turtle Beach at CES today. Their top option is the new Seven series of headsets, which comes in three configurations: XP Seven for consoles, Z Seven for PC, and M Seven for mobile. Interchangable cable kits allow you to use these sets on any platform, and removable booms let you customize them for different uses. They're the official headset platform of MLG, but you can have them for yourself this year for the first time.

Turtle Beach tells us that the headsets are wired and passive, with their Audio Control Unit doing all of the heavy lifting. It's a small, touch capacitive affair with a universal knob that changes function depending on which option is touched. Eight numbered preset buttons allow you to pick from customized audio mixes, made by Turtle Beach or yourself. 

The headset is lightweight and comfortable, and looks sharp with its black and white coloring. They sounded like winners in my trial session with their high level of detail and solid output power. 

The XP and Z Seven models will be priced at $279 and $249, while the M is set at $149. All three will be released in about a month. 

On the lower end of the scale, the Ear Force PX22 is priced at only $79. This MLG licensed set looks to be a deal with its multiplatform compatibility. A small in-line box features chat, volume, and EQ dials for customizing sound, though it's a shame that the bass and treble dials do not feature default indents. Also, cranking up the treble dial feels like it could cook your eardrums out at high volume; maybe they overdid it on the treble setting a bit.

While not as fancy as the Seven series in the sound department, the PX22 are comfortable and plenty loud. They will be available some time this summer.

Finally, I checked out a new wireless headset for PS3 called the PX51. It sports dual band wi-fi for sound, and Bluetooth for voice. They've upped the audio processing with better presets over last year's model, says Turtle Beach. The PX51 will be available in a month or so for $269.

Check out our gallery for images of these headsets.

 

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Spiritual successor to Shaq Fu out now for iOS, Android

Posted: 08 Jan 2013 01:00 PM PST

Spiritual successor to Shaq Fu out now for iOS, Android screenshot

Shaquille O'Neal has returned to gaming thanks to Hiptic Games, the developer of ShaqDown. An appropriately ridiculous-looking Android and iOS title available as of today, this $0.99 game isn't going to win any awards for originality with its sidescrolling design.

That said, the art by Long Vo, who previously worked on Super Street Fighter II Turbo HD Remix, is pretty darn great. Shaq has to take down zombies who have somehow mutated and turned into -- what else? -- "mutant zombies." Unlike Shaq Fu, however, this is only a buck, so there's a limit to how much post-purchase guilt one can feel. Who's going to be the first to bite here?

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The DTOID Show: Pokémon X & Y, Valve's Piston & Day Z

Posted: 08 Jan 2013 12:45 PM PST

The DTOID Show: Pok�mon X & Y, Valve's Piston & Day Z screenshot


Hey gang! The Destructoid Show is now switching to a twice-a-week schedule, so we'll now be Tuesday and Friday. Today is a Tuesday, so that's why we did an episode.

Major news-things happened: a company called Xi3 announced that they would be showing off some hardware that Valve had invested in, though they've adamantly declared that it's "not a Steam Box," instead calling it "Piston." Meanwhile, Nvidia has unveiled the Shield, a handheld Android gaming device, capable of streaming Steam games and sporting a newly-announced Tegra 4 chip. Also, they made a thing called a Grid that does stuff with clouds and teraflops.

On the actual game side of news, we've got an update on the Day Z standalone, the announcement of LEGO Marvel Superheroes, but most importantly -- POKÉMON X & Y!

Iwata: Women sure do love that Animal Crossing videogame

Posted: 08 Jan 2013 12:00 PM PST

Iwata: Women sure do love that Animal Crossing videogame screenshot

Nintendo has a big problem on its hands. The company can't seem to keep Animal Crossing: New Leaf on store shelves. The game has been out for only a couple months now, but it's already sold upwards of two million copies and the platform holder is struggling to keep up with demand. “I’ve never seen anything sell like this before,” Nintendo President Satoru Iwata confessed to Nikkei while swimming laps in his private vault. 

What's more is that the game appears to be doing quite while with a rather unusual demographic. According to data obtained via Club Nintendo, Animal Crossing is actually quite popular with the ladies, particularly women between the ages of 19 and 24. And despite women reportedly only making up 31% of the "core" 3DS owning audience, more than 56% of New Leaf players are female.

“People often debate whether smartphones will eliminate the need of consoles for gaming," bellowed the Nintendo President from atop his mountain of golden riches. "They say casual female gamers don’t need a console, but after seeing these figures, we’d really like to reconsider that and the true value of console gaming.” Ha! Take that, Angry Birds

任天堂・岩田社長が語る“本当の”ソーシャルゲーム「3DS」「Wii U」の逆襲(前編) [Nikkei via Siliconera]

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CES: Better in person: Nvidia's Project Shield handheld

Posted: 08 Jan 2013 11:50 AM PST

CES: Better in person: Nvidia's Project Shield handheld  screenshot

With the help of our friends over at Nvidia I was able to slide past all the VIPs and execs here at CES to get a short bit of time with the newly announced Android-powered Project Shield handheld game system.

The first thing that struck me is that it's much lighter than it appears to be, and not bulky at all. The system sits nicely in the hands and it feels like even extended play sessions would not be a problem. The screen is nice and big, but it’s also thin and light, meaning that the system is not back-heavy.

Button and stick placement are spot on. The twin thumb sticks fall under the thumbs nicely, with the thumb angle of approach falling at a natural 45 degrees or so. The face buttons are nice and responsive. While I like the floating, circular d-pad, I could see some that prefer cross-style pads having issue with it.

I had the chance to try out a bit of streaming play with Assassin’s Creed III on the Project Shield system. It was almost unbelieveable to see gameplay and cutscenes running at such a high level of quality on the 5-inch screen, and seeing the mirror image of that action running on a PC screen at the same time had me really appreciating the low latency streaming tech they have running under the hood. It really looked as if the handheld was doing all of the processing. Very impressive.

I'm hoping to get a chance to try out some non-streaming games on the system later this week at CES. 

Seeing as how this handheld will release in an already flooded Android gaming market, and will require Nvidia's GTX cards to enable streaming gameplay, it will likely be a niche product with pretty limited appeal. Still, the streaming technology I saw today was impressive enough that I'm hoping they'll work it into other products.

Stay tuned for more on Project Shield later this week.

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'Revolution' pack hits Black Ops II first on Xbox 360

Posted: 08 Jan 2013 11:00 AM PST

'Revolution' pack hits Black Ops II first on Xbox 360 screenshot

A leak late last month gave us the heads up on the Revolution map pack for Call of Duty: Black Ops II, but now we have a video to go on alongside Treyarch's announcement of the first of four "DLC events" planned for the game. Unsurprisingly, Xbox 360 gamers will be getting Revolution first when it arrives on January 29, 2013.

Priced at $14.99 / 1200 Microsoft Points when purchased on its own, this DLC comes with four multiplayer maps -- "Downhill," "Hydro," "Mirage," and "Grind" -- plus the Peacekeeper SMG and a "Die Rise" Zombies map. Better yet, Revolution will introduce a new game mode called Turned in which you can play against others as a zombie. If you take down a human player, you'll then respawn as them. That should be good fun.

Take a look at multiplayer in Tomb Raider

Posted: 08 Jan 2013 10:00 AM PST

Take a look at multiplayer in Tomb Raider screenshot

The Final Hours of Tomb Raider continues with episode four, which offers a look at competitive multiplayer for the first time. It's about what you would expect to find in a third-person shooter, but the traps and ability to scale the environment should provide some entertaining options.

"It's something we talked about when creating the initial design for Tomb Raider, but it was very important that there weren't any distractions from our focus on delivering a great single-player experience, so we parked the idea of creating multiplayer at Crystal Dynamics and looked to our sister studio, Eidos Montréal," said CD studio head Darrell Gallagher.

I doubt this component of Tomb Raider will be the singular reason anyone purchases the game, but if they have a decent time with it as a supplement to the single-player campaign, that's a success in my book.

Promoted blog: Eight emotions elicited in 2012

Posted: 08 Jan 2013 09:00 AM PST

Promoted blog: Eight emotions elicited in 2012 screenshot

[Dtoid community blogger Cutie Honey shares his list of games that made him feel the feels in 2012. Be sure to read the whole thing, too; there's a contest hidden betwixt the text! Want to see your own words appear on the front page? Go write something! --Mr Andy Dixon]

With the 100s of games I've played throughout the last quarter of a century, I could count on just one hand the titles that had some abnormally large emotional effect on me:

  • Final Fantasy X
  • Metal Gear Solid 3: Snake Eater
  • Elite Beat Agents
  • Z.H.P. Unlosing Ranger VS Darkdeath Evilman

These are four treasures that absolutely made me evacuate out an orifice, whether it be from joy or sadness.

So imagine my surprise when 2012 had not one, but EIGHT games that made me react in some peculiar mood. While some of them may have not been on a tear-jerking or mind-blowing level of delivery as the initial four I've listed, they've gotten people like me talking about them long after the credits finished rolling. The following eight games (and some extra stuff) wouldn't be part of my BEST GAMES OF 2012 list, not that I would do one considering they've have been overdone to death by far more prominent figures. They are just eight titles that resonated emotionally with me in one way or another, regardless of gameplay flaws.

Each game will receive a nifty title for their award and an emotion they exhibited that goes with it. Tying it all together thematically is going to be a picture of a moé magical girl being kawaii for you. Except the very last title mentioned, there's no real order of preference with these games so please don't think of it as a countdown. Although akin to an opinion piece, there will be so much hyping, hyperbole, hyperlinks to obscure jokes, and other hypers; you'll wish you equipped V-ism. With that, my eggshell-walking shoes come off and it's time to start handing out fake awards.

Oh right, you're here for the free games? Well, read the article and find out how you can win one of the two games that will be mentioned within. You can try out for both, just follow the instructions when you get to them...

What? If I'm going to whore out the title for hits, I might as well get you to read what I wrote.

The Walking Dead - Guilt - It's All Your Fault Award

It may sound fairly cliché to include this game after its won so many awards by many major publications, but it really deserves the praise its gotten up to this point. At its core, the game is a series of unfortunate events that get more hopeless as time goes on. Every time your survivors catch a break, you can count on things to go HORRIBLY wrong.

Many of your actions and decision in the game ultimately culminate into a linear path with very little deviation to the lives of your characters, and while that has snubbed some players for the illusion of choice, it speaks volumes about the way the dialogue is crafted and delivered. When choosing ANY side or decision in one of the game's many arguments, it frequently results in getting told you've made a bad choice by a naysayer, and many-a-time you'll believe them in hindsight. The options aren't painted as obviously as "THIS IS THE GOOD GUY CHOICE" and "THIS IS THE ASSHOLE CHOICE" either, as some will leave you guessing until the last second. A pessimistic moral one can take away from this game is that: Shit is just out of your control sometimes. But boy, does this game make you feel guilty for screwing up at every turn.


Awkward moments: The Game

Often with your list of dialogue choices, you are also given the option to remain silent. While it allows you to opt out of choosing the lesser of two evils, the game WILL punish your loyalty with other survivors for being wishy-washy. As the episodes started coming out, the developers noticed players would choose silence more frequently as the alternatives get worse and worse in terms of the outcome. While Episode 1 followed fairly conventional story beats for the horror genre, each of following episodes has some pretty disturbing moments, even when you've seen them coming a mile away.

Your relationship with Clementine, the orphaned girl you're required to protect, is what helps you soldier on thought. She'll react and develop based whether you force her to face the harsh realities of the undead apocalypse, or decide to shelter her from it.

The responsibility that clings to you is the thread you're climbing up throughout this story, but as the plot unravels, the string gets heavier and heavier while you desperately try to keep everything under wraps. By the end of Episodes 3 and 5, I wanted to hang myself with that gigantic rope I was left with. Just don't go looking up fanart on Deviantart and tumblr... Not because of spoilers, but there is a lot of gay shipping and pedophilia...


Mass Effect 3 - Affinity - Tummy Tickler Award

Say what you will about the decisions that money-hungry EA has made in developing this game, but I still like the epic tale that was pooped out at the end. Unlike the linear route that The Walking Dead takes, ME3 DOES have a great number of choices that completely fall upon your actions, priorities, and decisions. For this, it would've been hypocritical on a narrative level to applaud The Walking Dead without giving ME3 its fair share of golf claps as well. This was a long trilogy that easily soars over 100 hours in duration and even though it faltered in the last 1% and was hastily pandered retconned, its universe still felt like it has a thick backstory I just wanted more of.

Through a journey only a hyped series of games could convey, ME3 crafts a real sense of comradery between you and your crew. Seeing how side characters are doing from earlier entries lead to some funny, nostalgic, and touching moments. And consistently, I was being offered quests that answered many questions and titillated my soft spots:

  • Did my YEOMAN survive?
  • How has Liara been doing since the first game?
  • Has Jacob done anything after I left Cerberus? No.
  • Was it worth the intangible 5 Space Points to recruit Jessica Chobot?
  • Is the psychic, man-eating alien race I spared in ME1 going to cooperate, or did I make a mistake three games in the making?
  • What happens to Blasto, the Hanar Spectre?

Despite the overall grim apocalypse your universe faces, I was giddy with glee at some of the interactions your old friends and enemies gave, and the affinity I've developed for the cast compelled me to see their stories through to the end. Except Kai Leng, that dude's a dick.

Mass Effect 3 is going to be a game I remember for the good times it gave me. That's the same tactic I use when I reminisce about my creepy uncle Vinny and his Van of Secret Dreams.

Binary Domain - Empathy - Perhaps MAN is the REAL Monster Award

Created by the brains behind the Yakuza series, this SEGA romp plays itself off as a serious story with a comedy-driven cast. A futuristic company has built robots that look exactly like humans and even think they're people. Obviously, this frightens the World Governments, and your team of mercenaries (a Rust Crew) is commissioned to not only stop this company but also terminate all of the faux-humans.

The plot is fairly laughable, but it has some quite serious moments that address racism and class values in a way that I haven't seen other games venture. I felt empathic towards the robots that have lived for years thinking they were human. With the way "good people" in the game treat robots, I was even somewhat siding with the point of view of the antagonist in the end. I'll also have to admit that a convoluted Kojima-esque revelation you uncover during the climax was completely unexpected. If you like the questions that Snatcher or Ghost in the Shell bring up, this is one story that's worth biting into. Just make sure you aren't lactose intolerant, because this game is very cheesy.

The plot aside, your in-game teammates also steal the show, pulling off every cliché in the Action Film (and racial stereotype) tropes. They become a very likeable squad that has no shortage of quips about your highly improbable situation, where you're casually killing motorcycle chimeras that are the size of building with a pistol. And you can bet your main character has some snide retort for every kerfuffle he encounters. This ties into a Trust System game mechanic that changes your team's fate depending on whether the individual members believe in you or not.

I personally got a bittersweet ending that resulted in the sacrifice of a teammate. And unlike The Walking Dead and ME3, I actually want to eventually play the game again and earn myself the best ending, not for the achievements, but for my (Rust) Crew.

Hotline Miami - Curiosity - Serious Business Award

Sporting a very unique visual flair, an excellent soundtrack, and a serialized story that carries you from stage to stage, this stylish tale will keep you wondering what's going on until you've uncovered every secret. Featuring a very quick feedback loop upon a Game Over akin to Super Meat Boy, I was playing that game more intently than many other releases this year. Even after several deaths, you'll get into this white-knuckled mode of concentration as you attempt to brutally destroy all in your path.

Lots of strategy must be placed into how you want to clear a room of hostiles and there's often more than one way to solve a conundrum. Upon each death, small enemy placement changes occur to keep some randomness in check against those who would approach the situation with triage tactics.

The curiosity not only stems from the addictive and heart-thumping gameplay, but the plot that slowly lets on that there's something bigger going on behind its many masks. Your reason for existence is to go from murder spree to murder spree, doing the same wet-work again and again. But as the repetition of dazzling lights and death starts to set in, some changes in your apartment you use between missions and the shady characters you interact with lead to some intrigue. By the "end" of the game, you can open up more questions than you've originally attempted to close. The most I can do with spoilers for this is that the game is much more than the bloodbath it sells itself as, and that's only if you've reached that conclusion yourself while playing.

Contest time! To score a free Steam copy of Hotline Miami, write down the name of any game that made you cry in the comments, along with the keyword Jordan, mentioned anywhere inside or out. Examples include:

"CHRONO'S SACRIFICE IN CHRONO TRIGGER BROKE ME DOWN! #JORDAN"

-or-

"I REALLY LIKED FF7, AERITH's DEATH MADE MY CRY JORDAN WEEP EVERYTIME!"

A lucky person will be chosen at random on January 11th, 2013. Victors will be contacted through Destructoid's PM system or by Steam if you choose to leave your ID in the comments.

We're at the halfway point and we're doing great so far. But actually, what's all this we stuff? I'm doing all the hard work. So let's take a break to give out a special Anti-Award for the worst narrative experience of the year, presented by one of the best narrative experiences of 2009, 50 Cent: Blood on the Sand.

Amy - Disappointment - The 50 Cent: Blood on the Sand Award (For Being Shit)

Disappointment is an emotion that's hard to let go, and what better game to award it to than one of the biggest letdowns of the year. Featuring terrible level design, muddy graphics, stilted animation, retarded poor AI, broken checkpoints, an uninspired story, and the gall of the developers to jump on any criticism they've rightly deserved, I was never more disappointed in a game all year. And this was even after I got it at a quarter of the original price.


The game can look realistic in the right lighting.

After games like Amy and Resident Evil 6 this year, an idiot one could think Survival Horror was not a viable genre to stick around for the next generation...

It's kind of like that terminal elder in the family who everyone knows doesn't have much left in him to go on. He's the one that keeps mentioning at Thanksgiving:

"Not one of you thieving dogs in the family will get the inheritance!"

 Luckily, our next game proves that a rightful successor will come to fruition.

(Until I write a large life insurance policy and kill him in the most convoluted way possible. Then the riches will be mine!)

ZombiU - Fear - True Horror Award

 From a modeling perspective, ZombiU is not the best looking game... by a long shot; however, it cakes itself well in an atmospheric frosting of well designed screen filters, lighting, and sound direction. Often, the player will be hearing zombie screams in the distance. The dilemma is that you don't know whether it is a background noise or an enemy quickly approaching you from behind, leaving you to psyche yourself out over nothing. The implied narrative in many of the game's well-lit areas (in the aesthetic sense, some set pieces are pitch black) instantly put you into a sense of caution regardless of whether there's any real threat. The sense of immersion lost in other Wii U games that switch between the GamePad and television is remedied by the dark corners, one way detours, and piles of bodies that keep your attention on the action (or lack thereof).


I can't be alone in seeing this thumbnail on my recommended videos on YouTube all the time and being kind of annoyed by how ugly it is.

The gameplay itself is no slouch either on the psychological dread. Your radar on your GamePad often can be deceiving, as large masses of blips can simply be animals. But it also only shows targets that are moving, so an unconscious zombie can take you by surprise as well. This makes the GamePad's reliability dubious at best, but as your only helpful tool, it's begrudgingly going to be your best friend. The moments where you're scavenging containers for supplies or performing one of the other minigames on the GamePad are actually some of the most nerve-wracking moments in the game because there's always a chance a zombie could come sneaking behind you, and the Law of Averages ensures your doom at some point or another. If this game brings Survival Horror back to life, I welcome its death and reanimation with open arms.

Puella Magi Madoka Magica Portable - Despair - It Keeps Happening Award

Suspicions of bias aside (trust me, I was unsure that a licensed game could have any place on here as well), this game graciously lives up to its source material. And then it keeps coming back to haunt me no matter how many times I've buried the body. Luckily, Madoka also have given me great thematic hook for this article in general. The game is a dungeon crawler with an emphasis on monitoring your limited schedule (ala Persona 3 and 4), deciding when to interact with characters, and replaying the game's five main routes to bring the story to a final conclusion.


You want this scene to happen? You have to watch these characters die over, and over, and over, and over.

In order to get the official ending or anything remotely close to a "good" resolution, you have to run through the game multiple times by getting the bad endings, some of which outclass the anime in terms of "crazy shit dat goes down". While one can eventually just power their way to an ending that's actually happier than the series, it is built upon a foundation of some tough dungeon crawling and seeing some real messed up shit that you can't avoid, or inadvertently cause. The game itself mirrors the plot's sentiment, as you can intentionally "kill off" your allies or aim for bad endings in order to build up more power for the next "cycle" as well.


Come suffer with me.

I've played through the game in Japanese and read through mountains of translated text and video so I can say all that work is not going to pay off for most people, especially those that haven't seen the series. And compared to some other recent narratives from across the sea like 999, Dangan Ronpa, and Corpse Party that are more accessible, it's not the highest in terms of plot delivery. But personally, I could only handle the game in chunks before I would find myself too depressed to do anything. This game hurts so much, feels real bad, but that's why it burned a hole into my list.

WeeabooNus Stage

Because this is a text-heavy import game and many Madoka fans won't be able to play it, I've included one of the bad endings in italics below if you're curious. I wrote it under the assumption you've seen the series, and it has a major spoiler. So if you haven't seen the series yet, give this a skip as it won't make much sense without three hours of backstory:

After Sayaka gets her soul gem thrown off the freeway by Madoka, instead of it being found immediately by Homura, you have to basically search for it in the game itself. Finding it quickly enough will result in the same flow of events as the series, but if you fail to find it in the required time, you'll immediately trigger a bad ending path. Sayaka's body starts to decompose and when she gets revived, she physically resembles a zombie with her skin basically falling apart (see spoiler pic). Her love interest, Kyosuke, sees her and calls her a monster, forcing her into the eventual tragedy she has in the anime, just with a more psychologically agonizing buildup.

Now back to superior American Games.

Journey - Wonder - Shitting Bricks Award

Looks good, sounds good, plays good, and feels good. Journey hits the nail on the head for me in every possible way for game design and presentation. Immediately upon entering the very shiny and brown world, I was sucked into the game with a childlike wonder I haven't experienced in decades. Despite its simplistic appearance, it felt like an environment that had a history to it and I wanted to explore it.

This was a linear experience that carries an epic weight to it as you venture from set piece to set piece. I was in awe in several driven sections where I could just sit back and enjoy the view. Your diminutive size to your surroundings only aid in the experience, I actually got scared in the underground section of the game when I encountered hostile creatures that were reminiscent of the giants in Shadow of the Colossus. And I felt the exhaustion of my avatar as it pressed on foolishly during one of the final weather effects you encounter. The hieroglyphs you encounter and read between zones illuminate you on the bittersweet plot as you proceed, and even though it is bittersweet, it actually gives some reasoning to the flow of gameplay.


Make sure to type in "game" when you google "Journey", because there's a lot of band and Hobbit pictures.

Another main component of the game is the uncontrollable matchmaking system which pairs you with another anonymous random player in each area. Based on my multiple experiences with Journey, these players are often quick to help you proceed and find hidden glyphs that increase your flight capabilities. Since you cannot communicate with anything other than pinging noises, far removed is the feel of dread one has when playing an online FPS with sailor-mouthed adolescents. It's hard to explain, but I would develop a kinship with the other silent players I've encountered... only to find out at the end that I was paired with names like "xX[420Sephiroth]Xx". Journey has done something few games could do: Not only did it force me to play games with people I would normally avoid, it made me enjoy playing the game with said individuals.

Despite being so small by technical measure, Journey opens up a world larger than my own comfort zone and I'd like to make a return trip sometime in the future.

Spec Ops: The Line - Obligation - Rustles Everything Award

This one is for all the jimmies. Spec Ops: The Line was supposed to be a forgotten game, a mindless military shooter that would be forgotten under the sales of its more popular brethren. Delayed multiple times, several staff changes, and no hype given for it, it's a miracle the game even came out. The "Baby Jesus of Video Games" (as I'm now calling it) was even advertised under the most generic of buzzwords.

However, this little diamond in the rough became one of my favorite games of the year. While it starts in the most typical way a game with sand and guns could proceed, it features some brutal plot pivots that unnerve and define your motivations throughout (in more ways than one).

Your team undergoes some psychological duress throughout the game in both the cinematics and gameplay. One hit executions in the game start with merciful knockouts, and then slowly turn to savage beatings as you reach the conclusion. Calm and collected squad orders turn feral as the situation gets desperate. The game deploys a wide range of talented voice actors with Nolan North as the lead. If you thought Nathan Drake sounded a little deranged whenever he whispers, "That's your neck", you need to hear him argue with himself on the brink of insanity. The soundtrack that plays in the background of each area comes from either a maniacal Radio DJ or your own psychosis, both taunting you at every possible moment, with the most fitting music.

Some scenes will run the gambit of emotions, from humor to mystery and even horror. If you're into games that mess with the your mind like the Metal Gear Solid series, you'll be right at home with some of the illusions at play. Despite the pretense one has with the setting, you actually venture into some pretty colorful areas with lots of backstory, caked into the walls themselves. The mystery at heart kept me obligated to press forward, despite commonsense, in both the game and real life. I expected to slowly drag myself through the game in bite-size chunks over a week, and found myself up at 4 A.M. in the morning wondering what the hell happened as I did it all in one obsessive run. And then I spent another two hours reading player reaction to the game and looking up the deeper, hidden stuff I would only notice in retrospect. Hell, someone even wrote a lengthy eBook about the game.

As Spec Ops: The Line has gone on sale for under 10 dollars several times this year, there's little reason to miss this six hour romp for the narrative alone. Fans of Apocalypse Now, Jacob's Ladder, or Heart of Darkness may see it all as pastiche, but for a game that was advertised as something completely different, it sold me on the surprises in store. If you enjoyed the weird messages Hotline Miami contained, you'll get a similar experience with this overlooked tale.


Who vandalized that graffiti with all that blood?

Contest #2! To score a free Steam copy of Spec Ops: The Line, write down the name of any game that made you cry in the comments, along with the keyword Darren, mentioned anywhere inside or out. Examples include:

"OMG! METAL GEAR SOLID'S PSYCHO MANTIS THING WAS SO DARREN!" -or-
"DARREN. WHOA, THAT ETERNAL DARKNESS REALLY MESSES WITH YOU!"

A lucky person will be chosen at random on January 11th, 2013. Victors will be contacted through Destructoid's PM system or by Steam if you choose to leave your ID in the comments.

But before we bring this show to close with a giant circle jerk, let's do some damage control for games I didn't bring up:

Honorable Mentions

There's been a wealth of other games this year that got people shaking and quaking. Sadly, I wouldn't have room to address all of them in a timely fashion. Plus, it ruins the alliteration for me to include more than eight. So here's a bunch of games that came out this year that could've easily made this list but were left out for one reason or another:

Close but no cigar:

Papa Y Yo (PS3) - A heart to heart tale about the creator's childhood and his abusive father, told in the most abstract and whimsical sense.

Asura's Wrath (360/PS3) - Although mostly quick time events, that over the top story and high octane pacing can get your blood pumping.

Dust: An Elysian Tail (360) - An amnesic furry finding a talking sword and an annoying fairy sounds like a bad and uninspired start, but this fairly dark story about genocide has its moments and is quite the accomplishment; especially considering everything except for the sound design was done by one man.

Dragon's Dogma (360/PS3) - The game's plot smokes a huge blunt right after the last boss and actually turns the idea of New Game+ on its head while also explaining the game's lack of multiplayer... Through the narrative! It's pretty much the inverse of Mass Effect 3.

Home (PC) - A very different take on the Adventure genre. Even if you catch onto what it's doing early on, it is set up in a way that has you wondering (and writing) what exactly happens in the end.

Frog Fractions (PC) - A very unexpected and awesome sheep in wolf's clothing. It lost some of that initial shock after the first few "revelations" but it's worth a playthrough. A very brave and clever game that's a love letter to late 80s PC floppies.

Thirty Flights of Loving (PC) - I can see why people think this is one of the best experiences of the year, but I personally didn't get much out of it. Running less than 15 minutes long and it makes you wonder what defines a game, but the number of glitches and bugs in that short of an experience, plus the MSRP didn't work in my favor. There's beauty there, but it just didn't do it for me.

Didn't get to finish:

Lone Survivor (PC) - Only got 30 minutes in. I can tell this love letter to the classic Silent Hill is going somewhere awesome with multiple endings, but I need to put more time into it.

Katawa Shoujo (PC) - A dating sim with girls that have a myriad of disabilities. Only got halfway through one route, but it piques my interest, and the fandom has exploded. You could do worse for the price of FREE.

Fez (360) - It was alright, but I didn't have the motivation to proceed terribly far into it without getting distracted by other releases. I'm truly sorry, Fez. Maybe in another world, another time, another plane.

Ports of pre-existing games:

Persona 4: Golden (PSV) - Although full of anime tropes, it's one of the most endearing RPGs tales to come out in awhile. Give the updated version a try as it adds a lot of content (if you even have a Vita).

Dark Souls: Prepare to Die Edition (PC) - If you want the perfect example of atmosphere in a video game, this 2011 game is a sterling example. Unfortunately, these are the 2012 awards and a PC port doesn't count. Still, it's cheap and if you're looking to get absorbed into something deep, check it out.

Where other mediums may have taken decades to achieve great strides, games have evolved at remarkable speeds, turning somewhat new concepts into overdone tropes within a year. Some of the things these eight wonders of the world have done, cannot be delivered to the same effect again. The mercy killings in The Walking Dead won't have the same effect in Season 2, nor would a game suddenly titled Hotline Miami 2 possibly pack the same narrative punch without going in a different direction. Revolutions in survival horror games have come and gone in waves, and while a sequel to ZombiU can refine the gameplay, it will already be old hat with the presentation. And you know what? All of that is alright. A blessing of game design is that designers, publishers and players often immediately know when something is overdone and will do what they can to push forward. If 2012 could output so many quality products in such a short period (amidst the muck), then the next few years are going to be interesting to witness, just to see what surprises us.

But let's not forget all the good games that have paved the way to this point. Let me know what games struck a chord with you or what you disagreed with in this article. Or let me know any games I should really try, because I'm always looking for a good story. And if you haven't got a chance yet, try some of the games I've listed; if I haven't hyped them up too much for you, I'm sure you'll get your time and money's worth out of playing some of them.

But you don't have to take my word for it...

CES: Razer's Project Fiona launching as Razer Edge

Posted: 08 Jan 2013 08:30 AM PST

CES: Razer's Project Fiona launching as Razer Edge screenshot

A year ago at the Consumer Electronics Show, Razer announced an unusual-looking tablet called Project Fiona. Described by the company as being a tablet, PC, and console, the device is now called the Razer Edge and will be releasing this quarter in two models starting at $999.

The Edge has an Intel Core i5 processor, Nvidia GT640M LE GPU, 4 GB of DDR3 RAM, and a 64 GB SSD, while the Edge Pro ($1,299) includes a Core i7 processor, NVIDIA GT640M LE GPU, 8 GB of DDR3 RAM, and a 128 GB or 256 GB SSD.

Curiously, the accessories -- a keyboard dock, a specially designed gamepad controller that attaches to either side of the Edge, and a dock with standard controllers -- are all sold separately. Although the sheer functionality of this Windows 8 machine is impressive, consider it yet another Razer product that, while cool, is prohibitively expensive for many of us.

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Carter's Quest 2013: Every Mega Man Classic game ever

Posted: 08 Jan 2013 08:00 AM PST

Carter's Quest 2013: Every Mega Man Classic game ever screenshot

[Read on for a description of every Mega Man classic game ever released in the US, and my completion of them all in 2013.] 

2013 is going to be an exciting year. Now that I know you guys enjoy reading my Quests, I'm going to make an effort to do even more of them from here on out. 

I hope that you have learned a bit about the franchises I've covered so far, as my plan is to inspire others to share their thoughts and feelings with the series of their choice as well (which many of you have done!). 

In addition to Metroid, I also have another one ready to go for 2013: Mega Man Classic. 

Why Mega Man? 

Mega Man is my favorite franchise in gaming. Period. Although I'm not a giant fan of every single sub-franchise (Starforce comes to mind), I can't think of a bigger Mega Man fan on the web outside of Destructoid's own Tony Ponce. Specifically, my forte is what I refer to as the "Classic" series, consisting of the properly named Mega Man games, like 1-10, and Rockman & Forte

My Mega Man fandom isn't something recent, however. I still remember to this day the very first time I played Mega Man on the NES. Funnily enough, I was almost turned off by the goofy cover, but I'm glad I braved it anyways, as I would rent every single game in the series after that day. 

But the fandom also doesn't stop there. When I was in seventh grade, I learned HTML, and started a Mega Man fansite with a friend of mine. He did most of the coding, and I provided the content. I wrote boss strategies for every robot master and Wily stage, for every Mega Man game that was currently released. 

Every year for many years, my friend and I would beat Mega Man 1-8 in marathon form. When that friend and I grew apart, I met someone else who indulged my Mega Man fanaticism. We would constantly play Mega Man X speedruns (with two TVs and two SNES units) -- both full upgrade and non-upgrade runs. One day we even ran Mega Man 1 all the way through X5, which was greatly assisted by the Mega Man Anniversary Collections. 

Mega Man often emphasize music through and through, and it's not just because of the meticulously created soundtracks in each game: the entire series is rooted in music. Rock Man, Mega Man's original and Japanese moniker, is literally a play on Rock and Roll (which is his sister's name). 

There are characters named Blues (Proto Man in the US), Gospel (Treble), Forte (Bass), Tango, Enker (named after a style of Japanese music), Beat, and many more facets of music. Series creator Keiji Inafune really put a lot of heart into the series, which shows. 

I'm also a huge Bass (known in Japan as Forte) fan. As in, he's one of my top five favorite characters of all time. If you're ever looking for a gift for me, I'd accept anything Bass related (hint hint). 

Since there are many more Mega Man games out there to play, I will be doing a separate Quest for the X series, including Command Mission, the Zero series, and the ZX series. 

Everything else will most likely be lumped into a third quest, including Legends, Battle Network, and Starforce. At the end of this, there will be three Quests, and I will own every Mega Man game ever released in the US. 

Also, the Game Boy games are in a weird state of kinda sorta remakes, but they're still technically considered in the Classic era, so I'm including them here. 

If you haven't joined me on my Quests before, the way they work is pretty simple. It's kind of like a retrospective, but rather than just give you an overview of a franchise, I'll generally let you know what I thought of the game when it was released, and what I think of it now. 

If I didn't provide a complete vision of what the game is like before I replay it, I'll provide an "extended thoughts" section below each applicable entry. I'll update my progress in real time through my blog, and after I finish the entire Quest, I'll share it with you guys on the front page. 



Mega Man - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PSN (PsOne Classics Import) [Owned], PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

I've had an affinity towards platformers ever since I played the original Mario Bros., but it wasn't until Mega Man that said affinity really came alive. The non-linear nature of the game (that allowed you to select which stage you wanted to do in order), which was pretty much unheard of at the time, took my little brain quite a while to wrap around. 

The concept of earning new abilities (essentially RPG elements inside of a platformer) blew my mind, and having to "figure out" the correct order of bosses to exploit their weaknesses was like a mini puzzle game. 

I also think it's one of the hardest games in the whole franchise -- entirely due to the difficulty of the Wily levels. While it's not always my first choice for constant replays, the impact the original Mega Man had on the industry is well known even today. 



Mega Man 2 - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PSN (PsOne Classics Import) [Owned], PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

The second entry in the franchise is often regarded as the best in the series by most fans. If you ask people what their favorite Mega Man game is, nine times out of ten they'll probably say "2." 

Having played it many, many times, I can see where they're coming from, even if it wouldn't be my own personal choice. It hosts one of the best soundtracks of all time, the level design is top notch, and the robot masters included in the game are wholly more interesting than the first time around. 

I really can't say much about Mega Man 2 that hasn't been said a million times already. It's platforming gold. You need to play it. 



Mega Man 3 - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PSN (PsOne Classics Import) [Owned], PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

Mega Man 3 is my favorite of the NES series. I know, it's not a popular opinion to enjoy it over 2, but screw it. I think the robot masters are more interesting, the levels are more varied, and the introduction of Rush helps add more character that would really let Mega Man come into its own as a series. 

Also, for the first time ever, Mega Man could slide, which added a lot of depth to core gameplay. It was at this moment that I became a fan -- not just someone who played Mega Man casually -- but a hardcore fan who couldn't get enough of it. 



Mega Man 4 - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PSN (PsOne Classics Import) [Owned], PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

Ah, Mega Man 4. Although it wasn't really remarkable in that it didn't do a whole lot to change the face of platformers forever, I still enjoyed it, and it's a solid entry in the franchise that still holds up today. 

Pharaoh Man is my favorite robot master ever, and the level design is fairly top notch. Although I wouldn't mark it as a "must play" entry, any platforming fan owes it to themselves to at least try it out. 

To add on top of his fancy slide move from 3, Mega Man could now use his charge buster, which allowed him to store up energy and unleash a more powerful blast. The adorable Eddie was also introduced. 



Mega Man 5 - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

I never really had that deep of a connection to Mega Man 5. I don't know what it is -- the lack of robot master characterization, or the lack of innovation in general, but I kind of just slept-walk through it a number of times. 

Even still, Star Man, Wave Man and Gravity Man are three of my favorite robot masters to date, and the inclusion of Beat added a lot of enjoyment to Mega Man 5

Although I've played it a ton, I'm double checking my memory banks here with an extended section after I've completed it. 

EXTENDED THOUGHTS 

Mega Man 5 has some swarthy Robot Masters (Star Man is one of my all-time favorites), but there's literally no "wow" factor involved. It enhances the "locating secrets" mechanic in the form of finding the letters "MEGAMAN V" to unlock Beat, but that mechanic isn't truly fleshed out until 6

As a result, it feels a bit bare-bones, and almost forced in. On top of that, it has the slide from 3 and the charged shot from 4 -- as a result, nothing is really unique to 5. It isn't a bad game by any means, but it's not really special, like most other Mega Man games are. 



Mega Man 6 - NES, Wii Virtual Console [Owned], GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

I've always had a love/hate relationship with Mega Man 6. The music was rad, the level design was great in that it added more secret exits, and the suit-switch mechanic was pretty fun. 

Still, the selection of robot masters was fairly dull, and although it was a solid platformer, it kind of just lacked heart -- even after playing it close to fifty times. 

I know Tony will kill me, but that's ok. Stay tuned for a closer, fresher look at what I think of Mega Man 6

EXTENDED THOUGHTS 

I never realized how great 6 really was until I beat it twice for this Quest. It just feels so...clean. I don't really know how else to describe it aside from the fact that it's a blast to play from start to finish, and it doesn't really drag like some other games do. 

Once you unlock the Rush Jet and Power adapters, you can basically play the game the way you want to play it. As a more versatile yet weaker Mega Man (Jet), a stronger but bulkier Mega Man (Power), or a balanced version. 

Changing your boss order to net these powers even earlier makes it even more fun, and the addition of the very welcome Energy Balancer item (which automatically refills weapon energy even if you don't have a weapon equipped) is something that would be carried into nearly every game following it. 

It also expands upon the "secret location" mechanic in 5, and adds full-fledged additional paths and exits, rather than a mere few secret rooms. These secret exits truly make the game feel less linear, on top of the fact that you already have the non-linear choice of your order of the stages. 

Neato. 



Mega Man 7 - SNES, GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

Fan reaction was not good when Mega Man 7 was released. Graphically it wasn't that big of an upgrade, and mechanically, it felt a bit sloppy. Sound wise, although the music wasn't bad at all, the sound effects felt tinny and a bit cheap. Although it was a solid effort, the damage had been done, as many people (even myself at one point) swore off of Mega Man 7

It took me a few years to really gain respect for it. The introduction of Bass was a highlight for me, as adding a new "main" character helped increase the fresh factor a bit (it was tiring to keep staring at Mega Man, Proto Man, and Wily), but the secrets are what really got me eventually. 

Even though there were only a few real meaty extras in the game, they were fairly mighty. An entire 1v1 fighting game was part of the package, as was the ability to earn the flying rush module from Mega Man 6, and Proto Man's shield. 

It may not be one of the best Mega Man games to date, but I can still play it to this day and get some enjoyment out of it. 



Mega Man 8 - Sega Saturn, PlayStation [Owned], GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

8 is entirely underrated. Yeah I said it! If you haven't played 8 yet, you absolutely need to: ignore everything else you've heard about this game (as long as you skip the "Dr. Wiwy" terribad dub). 

Animation wise, it's superb. Although the actual gameplay doesn't stray too far from classic entries, the new anime style in-game graphics all help forge a brand new experience that feels more like a Treasure game than a Mega Man game -- and I can dig that. 

The Mega Ball trick is something I figured out fairly quickly (probably on my third playthrough or so), which increases the enjoyment of the game tenfold as you search for hard to find bolts and secrets.  This was also the first Mega Man to break levels into multiple sections, complete with their own loading screens.

It also adds a new character named Duo. While he isn't the most interesting character in the franchise, his addition isn't really offensive, and he's pretty fun to play in the Arcade fighting game, Mega Man 2: The Power Fighters



Rockman and Forte (Mega Man & Bass) - Game Boy Advanced [Owned] 

COMPLETED 

This is my favorite Mega Man game, plain and simple. No, it's not just because I can finally play as Bass -- it's because of the solid level design, the insane amount of collectibles, and the amazing replay value you get with both Mega Man and Bass in tandem. 

While the storyline isn't award-winning material, there's enough here to trump pretty much any other Mega Man game before it. Graphically everything was clean, and the compromise of old and new ended up with a much better visual presentation than Mega Man 7

The sad part is, not many people have played it. It was a Japanese-only SNES release, so the Game Boy Advance version is the only way to play it in America (as a side note, the Wonderswan had an exclusive sequel: Megaman & Bass: Challenger from the Future). If you can swing it, I highly recommend picking up the GBA version -- this is an unsung hero of the Mega Man franchise.

For years, fans thought the unofficial title for the game was "Mega Man 9," and that it bridged the gap into Mega Man X [10]. That is, until Mega Man 9 actually came along and turned that theory inside-out. 



Mega Man 9 - PSN [Owned], XBLA, WiiWare [Owned] 

COMPLETED 

Mega Man returned to his roots in Mega Man 9 -- and boy was it a comeback. Featuring some of the best level design in the entire series, MM9 was near platforming perfection. I can't tell you how many times I replayed level after level in the game's time trial mode just to top my previous score by a few seconds. 

Every time I made a new attempt, I learned something new about the level I never knew before: that's staying power. When you add in the "endless mode" DLC, the possibilities in MM9 are literally endless, and allow for more constant play than any game in the entire franchise. 

Everything worked out fairly well for Capcom. It was on nearly every platform, it sold really well, critics adored it, and they could sell DLC for it without too many people complaining. So far so good right? Why not make another one and keep these good times going? 

About that... 



Mega Man 10 - PSN [Owned], XBLA, WiiWare [Owned]

COMPLETED

Things didn't work out so well for our blue friend this time. Capcom pretty much forgot everything that made Mega Man 9 magical, and "10" didn't do very well at all commercially or critically. 

As a result, we haven't had any announcement of a possible continuation -- instead, we're left with fan games to fill the void. 

Since I've only beaten Mega Man 10 twice, I'll provide some extra thoughts below to help you in your potential purchasing decision somewhere down the line. I can pretty much say with certainty though that this is a "miss." 

EXTENDED THOUGHTS: 

Mega Man 10 presents a whole lot of ancillary ideas, like a playable Bass (DLC), and awesome challenge levels that pay homage to the Game Boy games (DLC), but the core package is wholly uninteresting. 

The Robot Masters feel dull, levels lack the spark that made Mega Man 9 so well designed, and after it's all said and done, you don't really feel compelled to play it again. 

Unlike Street Fighter X Tekken, which would be the next "official" classic release, 10 doesn't really set out to shake the franchise up, and I think that's why so many people kind of wrote this one off. 



Mega Man: Dr. Wily's Revenge - Game Boy, 3DS eShop Virtual Console [Owned] 

COMPLETED 

The Game Boy Mega Man series would introduce a lot of elements that would either be incorporated, or paid homage to in later games. 

The characters of Enker (Mega Man I), Punk (Mega Man III), and Ballade (Mega Man IV) would later appear in DLC for Mega Man 10. Elements of the Game Boy games would make their way into the NES titles, like the concept of a shop, for instance, which would become a heavy part of the series from 7 onward. 

Despite the fact that some of them were outsourced projects, most of them were decent titles that augmented the Mega Man Classic series -- even if the first three didn't fundamentally change the formula in the slightest. 

This one uses elements from Mega Man 1 and 2 on the NES, including an improved Item-1, called "Carry." It also uses passwords, which Mega Man 1 didn't utilize.

Sadly, after the cancellation of Mega Man Mania (which would have collected all five games on one GBA cart), it's pretty tough to find these outside of the 3DS eShop.



Mega Man II - Game Boy [Owned] 

COMPLETED 

Mega Man II was sort of a disaster, and a dark highlight of the Game Boy games. Unlike the first game, which had a project leader that Inafune referred to as a "huge Mega Man fan," this one was outsourced to Biox, which did an all-around terrible job. 

In fact, I'd probably outright make the claim that this is the only "bad" game in the Mega Man Classic franchise. Let's see if it's as bad as I remember it. 

Mega Man II uses elements from Mega Man 2 and 3 on the NES, including Rush Jet, Rush Coil, and Rush Marine (like MM3). 

EXTENDED THOUGHTS: 

Yep, this is one of the worst games in the entire franchise. Not only is the level design sub-par, but the game really doesn't try to do *anything* different on top of some weird design choices. 

It also features Quint, one of the worst original characters in the series, and probably one of the worst in all of videogames. How did Quint come about you ask? 

Wily goes forward in the future and captures a peaceful Mega Man, only to reprogram him for war. The kicker? He gives him a pogo stick as a weapon. 

Yep, this is a real thing that happened. I'm glad Quint only made a cameo in Mega Man V, and was erased from franchise canon forever. 



Mega Man III - Game Boy [Owned] 

COMPLETED 

Everything past Mega Man II on Game Boy is kind of a haze. I remember playing them, but they were so hard to find (even back then), that I didn't know anyone else who really liked them. 

As such, it was hard to get into them. Despite my hazy memory, I do remember Punk being pretty cool. Expect some extra thoughts after I tackle it. 

In terms of recycling, this one uses elements of Mega Man 3 and 4 on the NES, including Rush Jet and Rush Coil. 

EXTENDED THOUGHTS: 

Mega Man III is the definition of "alright." Like Mega Man I, it's not a bad game per se, it just doesn't really do anything different. Back in the day as a kid, having Mega Man on the go for family road trips was one of the coolest things ever. 

Today, I don't see much of a reason for playing the first three Game Boy games. Mega Man IV and V on the other hand... 



Mega Man IV - Game Boy [Owned] 

COMPLETED 

See my experience for Mega Man III

I'm at a loss for this one, although I'm aware of Ballade's impact on the franchise, as well as the in-game shop, which was included for the first time in a Mega Man game. 

You'll find parts of Mega Man 4 on 5 on the NES in IV, including Rush Coil, Rush Jet, Beat, and more, in addition to the Energy Balancer found in 6. Half of 5 and all of 6's Robot Masters (NES) would never be incorporated into a Game Boy game, as the last GB title, V, had a wholly original cast. 

EXTENDED THOUGHTS: 

As previously stated, Mega Man IV makes little tweaks that fundamentally change the feel of the series, even if it reuses assets and bosses. It has a new stage-select screen, a shop, new items like Mini Energy Tanks, a new kickback mechanic for the Mega Buster, and the ability to pick up P-Chips for the shop (P-Chips would later become screws). 



Mega Man V - Game Boy [Owned] 

COMPLETED 

One major reason why I love this Quest series so much is because I'm able to rediscover some of my favorite franchises all over again. 

Beating Mega Man V for what I think is the first time is no exception. As far as new elements go, this one added Tango, and it was Super Game Boy compatible (remember that?). 

EXTENDED THOUGHTS: 

Despite how great Mega Man IV was, V really shook things up, because it had a completely original story, and completely original Robot Masters. 

In fact, V kind of exposes the fact that Capcom had been reusing assets and bosses, because of how original it is. Robot Masters (called StarDroids) are named after planets, such as Mercury and Mars, and their levels are all new. 

You also fight Enker, Quint, Punk and Ballade at the end, and it's one of the only games in the entire franchise where Wily is *not* the final boss (!). 

It's a wonderful game that highlights how much of a shame it is that Capcom stopped producing classic style portable games outside of Rockman & Forte. This was outright one of my favorite games of the Quest. 



Mega Man Soccer - SNES [Owned] 

COMPLETED 

I'm not a huge fan of soccer. But what about a soccer game that lets you turn balls into giant death traps? Or fireballs? Yep, long before Mario Strikers came along, there was Mega Man Soccer

I'll tell you outright: I would not recommend "Soccer" to pretty much anyone out there but the most dire of Mega Man fans. All in all, the controls get in the way too much for it to lend itself to a quick pickup and play affair. 

Often times you'll be fighting the controls to get them to do what you want, and after a while, a lot of the robot masters tend to blend together in their play-styles. 

If you like soccer in general, you'll get more out of it, because you can strategize each position by choosing certain Robot Masters for the job (such as the quick Gemini Man as a Forward, or the hefty Wood Man as an OP Goalkeeper). 

In fact, I actually brushed up on my soccer knowledge just to play this game again, which was a pretty cool unintended experience. 



Mega Man Battle & Chase - PlayStation, PS2 (Mega Man X Anniversary Collection) [Owned] 

COMPLETED 

Capcom really took some chances with the franchise -- with a sports game, a racing game, and two fighting games, Mega Man really tried to spread his wings, to mixed success. 

I've only played Battle & Chase a scant few times, making it one of the only games in the franchise I don't have a vivid recollection of. Still, it does take place in the classic universe, so I opted to include it in this Quest. 

The reason being, it was only released in Japan and in the PAL region until Capcom opted to randomly include it in the Mega Man X Anniversary Collection. Although the X games aren't included in this particular quest, I also happen to own that very same collection, so Battle & Chase is good to go! 

Stick around for extended thoughts below. 

EXTENDED THOUGHTS 

There's not a whole lot I can say other than the fact that it's a serviceable, yet ultimately "meh" kart racer. If you can pick up the X Collection still, it's a worthy free addition to the set that is basically a cherry on top of the already stellar X series. 

Graphically, it isn't terrible looking for a PS1 game, and it's a nice little "what if" side distraction for fans of the series. A remake on a system like the 3DS would be a great way to reintroduce people to the Mega Man franchise. 



Mega Man: The Power Battle - Arcade, GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

A Mega Man fighting game? Yep, it happened. It was also really, really fun. It wasn't a fighting game in the sense that Mega Man, Proto Man and Bass kicked and punched their way to success -- you still use your trusty blaster abilities -- but it worked surprisingly well. 

But yeah, it had Bass in it, which means I had to get my hands on it at some point. I love the Power Battle/Fighters series, and it's even more enjoyable with a friend. 



Mega Man 2: The Power Fighters - Arcade, GameCube (Mega Man Anniversary Collection), PS2 (Mega Man Anniversary Collection) [Owned], Xbox (Mega Man Anniversary Collection) 

COMPLETED 

Power Fighters is pretty much the same as the last game -- just with different robot masters and bosses. It adds Duo from Mega Man 8 to the mix, and attempts to vaguely explain the connection between the Classic series and the X series, with a special ending involving Wily's plans to create Zero. 

Like the first game, it's also really enjoyable, and a nice way to spend a quaint afternoon. If you can find a way to acquire the Anniversary Collection, pick it up, if only just for these two games. 



Mega Man Powered Up - PSP [Owned], PSP (Powered Up and Maverick Hunter X Double Pack) [Owned] 

COMPLETED 

I can't say enough good things about Powered Up. It's everything that's right about the Mega Man franchise, distilled into a contemporary portable. 

Naturally, Capcom had to kill it. Although many fans would be content to eat up Mega Man Powered Up 2, 3, 4, 5, and 6, there are currently no plans to develop the Powered Up series further. Low sales in America contributed to this decision, despite the extremely solid reception it received. 

It's a shame, because a lot of love went into creating this Mega Man game that not only fit the current market, but also had elements of tradition, and tons of content to boot. 

Not only can you select from an Easy, Normal, or Hard mode like Mega Man 10, but you can also play as robot masters, create and share brand new levels (two years before LittleBigPlanet), tackle 100 challenges, and play both the "New" and "Old" style versions of the game. 

Time Man and Oil Man would be added to make the original game's six Robot Masters a full cast of eight. Both had serviceable levels that felt like they would have fit into a classic style game. 



Street Fighter X Mega Man - PC [Owned] 

COMPLETED 

Due to my obligations to cover contemporary games as much as possible, I couldn't wait the two required weeks to play this game -- so I beat it -- twice. 

While I do have mixed feelings about it (no save or password system, a few hiccups, and a few uninspired levels), overall, I think this is a really solid release with some quality boss fights. Expect more thoughts as I beat it in 2013. 

EXTENDED THOUGHTS 

I really enjoyed this very well made fan game. The bosses are challenging, their animations are stellar, and although a few sections could use some work, the fact that this was made by basically one person is amazing. 

With a few tweaks and an XBLA/PSN/eShop release, this could be a classic entry into the series. 

Collection Photo: 



Hi-Res 

Final thoughts: 

This is probably my most enjoyable Quest so far, because it allowed me to rediscover my favorite franchise all over again. I was able to experience a new game (SFxMM), play a few games I missed in the process (Mega Man IV and V), and learn to appreciate a few ones I didn't like as much before (4 and 6). I even went back and beat a few of them again (namely 4 and 6), directly after I completed them. It was a pretty enlightening experience to say the least.

What was really interesting is seeing the evolution of tiny nuanced mechanics throughout the franchise. Like how the Rush Jet changes its functionality from broken (MM3) to useful (MM4) to balanced (MM6). 

Or how the brief invincibility frame from hitting enemies or bullets doesn't spare you from insta-kill spikes in the first game, but works in subsequent titles. Obvious changes include things like the introduction of the slide in 3, and the charge shot in 4 -- having to cope with that and constantly up your game as you play each title is really fun, and something that's fairly unique to the Mega Man franchise 

Overall, I feel like my knowledge of Mega Man is much stronger, and I'm looking forward to seeing what the future holds. Now, my near future holds Mega Man X and Mega Man Spinoff Quests, but outside of that, perhaps there will be a new Capcom game in the cards!

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Team Fortress 2sdays: The world didn't end

Posted: 08 Jan 2013 07:30 AM PST

Team Fortress 2sdays: The world didn't end screenshot

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!

It seems like so long ago, but we avoided the apocalypse. That's right, we haven't had a good old-fashioned Team Fortress 2sday in quite some time. Fortunately we're here to help destroy this drought with a fair bit of murder. 2013-style

Hit the jump for tonight's details.

Server
IP: 63.208.142.126
Port: 27015

Early Match
Time: 8 PM EST

Late Match
Time: 12 AM EST

cp_manor_event
sd_doomsday
pl_goldrush
cp_dustbowl
ctf_2fort
cp_badlands
pl_badwater
cp_gravelpit
plr_hightower
koth_viaduct_event
pl_cashworks_prefinal
cp_degrootkeep
koth_nucleus
ctf_well
cp_fastlane
cp_well
koth_king
cp_foundry
plr_pipeline
pl_thundermountain
cp_egypt_final
pl_barnblitz
cp_granary
ctf_turbine
pl_upward
koth_harvest_event

If you have any suggestions for next week's match, sound off below! Also, we'd love to recap this week's events during next week's post, so take lots of screenshots and email them to spencer[@]destructoid.com!

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