New Games |
- Luigi, the parkour legend
- EarthBound's English editor talks about his masterpiece
- Gravity can't keep us down - The Daily Spelunk
- PAX: It's Karaoke War
- The wonderful world of knock-off gaming
- Review: Disney Infinity
- The Wonderful 101 was almost a Nintendo crossover
- Impressions: Digging into Hyperkin's Pixel Art Controller
- What questions should I ask Keiji Inafune at PAX?
- Ducktales director reacts to reviews, exudes maximum love
- Damn you, Japan! It's Game Center CX 3 on 3DS!
- Super Piano Brothers mash up Zelda and Final Fantasy
- The Daily Hotness: Freaky Constantina!
Posted: 24 Aug 2013 04:00 PM PDT When Nintendo actually puts forth an effort, it can achieve some amazing feats of marketing magic. You remember the live-action commercials for the Wii version of Punch-Out!!, right? Here's the next level: a documentary about the parkour legend Luigi in honor of New Super Luigi U. That goddamn Nabbit, though, I swear... Finding Luigi - Legend of Parkour [YouTube]
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EarthBound's English editor talks about his masterpiece Posted: 24 Aug 2013 10:00 AM PDT With EarthBound tearing up the Wii U eShop and finding its way into some gamers' hearts for the very first time, those responsible for breathing life into that world can look back on their handiwork with pride. Series creator Shigesato Itoi recently shared his piece, and we all thank him for the memories, but English players have someone else to thank as well. In an interview with Kotaku, localization editor Marcus Lindblom expressed joy that EarthBound has finally become such a beloved cult classic today, considering how reviews around the time of the game's original launch were less than kind. "It was pretty difficult in some ways for those of us that had been involved," he said. "I guess the feeling at that time was -- and this is not a lot different than today -- graphics were a big important component to pushing forward the game industry. And a lot of people looked at EarthBound and considered the graphics to be fairly simplistic." Lindblom recalled how he originally joined Nintendo as a call center rep, later became a Software Analyst in charge of localizing various games like Wario's Woods, then was left in charge of a new RPG called Mother 2. Another Nintendo writer, David Owen, had finished roughly 10% of the script before he moved on to other projects, leaving the task to Lindblom with some assistance from Japanese writer Masayuki Miura. He spent four months adapting the raw Japanese translation into readable English, working between 14 and 15 hours a day. Read more... |
Gravity can't keep us down - The Daily Spelunk Posted: 24 Aug 2013 09:00 AM PDT Sorry we're so late with getting The Daily Spelunk out to you today. It must be the weekend. Regardless, we have an excellent episode today, as Jordan once again defies the odds and takes the fight to Hell itself. And I get thrilled by the prospect of an easy jetpack, which never really pans out for me. All this, plus we learn a little bit about a record-setting pilot in today's notable death. We're practically edutainment over here.
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Posted: 24 Aug 2013 08:40 AM PDT Destructoid understands that some of you like to get drunk and sing together towards the end of PAX. You're not going to see each other for another year and its good to let some of these feelings out, even if they were written for Steve Perry's wife. We also understand that there isn't a large karaoke venue within walking distance of PAX, so we went ahead and erected one. Yes, I said erected. Are you not entertained!? Huge thanks to our headliner Total War: Rome II, which goes on sale September 3rd. Whoot. We're lucky to have great friends in the industry who made this party possible: your drinks and prizes have been graciously donated by SXSW Gaming (happening in Austin early March 7-9), a photo booth provided by Play-Asia (our favorite game import shop), and Loot Crate, who will be parking their amazing 40-foot gaming bus of awesomeness right outside the venue on 10th street. You can't miss it. Please show those guys some love for making this happen. The event goes down at 9pm on Sunday, September 1st. Just walk down Pike for less than a mile from the convention center. The address is 925 E. Pike Street - here's directions. See you soon! Here's the flyer: Read more... |
The wonderful world of knock-off gaming Posted: 24 Aug 2013 08:00 AM PDT [Dtoid community blogger Handy has scoured the world over and uncovered just how lucky we are to have the games and consoles we do. Want to see your own words appear on the front page? Go write something! --Mr Andy Dixon] While searching the PlayStation Network recently, my eyes were met with an odd sight: a new Uncharted! Have they re-released them digitally? Is this the free-to-play multiplayer I heard about? No. This is not Uncharted. This is Unearthed. I instinctively dismissed it as some puzzle game trying to cash in on the success of Sony's flagship series, but oh no, it goes much deeper than that. Unearthed is the first game to come from Saudi Arabia, and darn it if they didn't set the bar high for themselves. Not content to rip-off Mario or Sonic, these guys have gone for the full AAA experience on their first attempt, and the results are... well.... Read more... |
Posted: 24 Aug 2013 07:00 AM PDT With the success of Skylanders and Skylanders Giants, it was inevitable that someone would challenge the concept of marrying toys to videogames on such a large scale. So what better company than the juggernaut that is Disney, who was able to sink $100 million dollars into research and development for the project, titled Disney Infinity. But Disney Infinity isn't exactly the same as Skylanders beyond the concept of toys as DLC. They're fairly different games -- for better, and for worse. Read more... |
The Wonderful 101 was almost a Nintendo crossover Posted: 24 Aug 2013 06:00 AM PDT Nintendo big boss Satoru Iwata recently brought PlatinumGames director Hideki Kamiya onto Iwata Asks to discuss The Wonderful 101. In a followup roundtable, a healthy chunk of the W101 development crew went into even greater detail about the upcoming Wii U title. Right out the gate, Kamiya revealed the origins of W101 as a Nintendo crossover game. The idea, pitched by Platinum CEO Tatsuya Minami, was to gather a bunch of Nintendo all-stars into a single adventure à la Konami Wai Wai World or Famicom Jump: Hero Retsuden. Kamiya's team then conceived of having tons of Nintendo characters on-screen at once, forming into different shapes using what would later be known as "Unite Morphs." When this idea was brought to Nintendo Software Planning and Development Group 2 leader Hitoshi Yamagami, he exclaimed, "This is impossible!" Getting characters from different games to work sensibly in Smash Bros. was already a challenge, but the way this new Platinum concept was presented would have been even more challenging. The plan was shelved for several months, then Platinum returned with the same idea but replaced Nintendo characters with completely original superheroes. Now the wheels were finally turning. Read more... |
Impressions: Digging into Hyperkin's Pixel Art Controller Posted: 24 Aug 2013 05:00 AM PDT Game accessory manufacturer Hyperkin recently announced the Pixel Art Controller line of PC / Mac gamepads. I took a look at the blocky SNES-inspired design and concluded that handling this hunk of plastic would have the same effect as rubbing your palms against a cheese grater. The folks at Hyperkin were not about to let me drag their name through the dirt, so they hooked me up with a prototype controller so that I may get a feel for its construction. I spent the morning putting the beast through its paces, and I thought I'd share what I learned. Again, this is a handmade prototype, so some of my criticisms may be addressed by the time the controller officially releases in September. Read more... |
What questions should I ask Keiji Inafune at PAX? Posted: 24 Aug 2013 04:00 AM PDT PAX attendees are in for a super special treat next week. The infamous Keiji Inafune will be delivering an hour-long panel in the Kraken Theater on Saturday from 4:30 PM to 5:30 PM. He'll run through his 25-year industry career, make comments about how Western development is better that Japanese development, and probably take a little time to discuss Mega Man. If you can't attend, there will also be livestream so you can catch the action from home. And wouldn't you know it, I get to have another one-on-one interview with the man on Sunday! My dream came true when I got to meet him at E3 this past June, but our discussion was unfortunately limited to Yaiba: Ninja Gaiden Z. This time, no topic is off the table! I can grill him however I see fit! So exciting! This is a chance to get some real answers to long-pondered questions, yet I don't want to leave any of you guys out. I have my own set of questions, but it's obviously very stacked in favor of Mega Man. Perhaps by reaching out to the Destructoid community, I can get a little variety cooking. If there is something you are dying to learn from the man, let me know in the comments below. I'll try to ask as many of your questions as I can.
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Ducktales director reacts to reviews, exudes maximum love Posted: 24 Aug 2013 03:00 AM PDT On last week's Sup Holmes (now on iTunes and t-shirts), we welcomed Austin Ivansmith back to the program. We heard all about his fine arts background and formative experiences which brought him to game development in his first appearance on the show, so this time we concentrated on his biggest project to date -- Ducktales Remastered. There was a lot to talk about, which lead to use going almost 30 minutes longer than usual. Taking on a largely abandoned but still beloved Disney/Capcom franchise like Ducktales is no small potatoes, but Austin clearly had the heart and mind necessary to make it happen. Reuniting the original voice actors from the show, bringing on original artists from Disney, staying true to the spirit of the show and the game while adding new content while cutting design elements that limited the original title, and putting it on almost every console out today took a lot of risk taking, know how, and inspiration. You'd imagine that after having put so much of yourself into a project, that reading a few damning reviews would be disillusioning, but Austin remains cool and respectful towards the game's detractors. There was a whole lot more we talked about, but if I recap it all hear, you'll be reading this all day . Thanks again to Austin for hanging out with us, and tune in this Sunday at 1pm PST/4pm EST when we welcome Yacht Club Games and WayForward composer Jake "Virt" Kaufman. Watch as Wayforgust continues on to victory.
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Damn you, Japan! It's Game Center CX 3 on 3DS! Posted: 23 Aug 2013 09:00 PM PDT I'm still extremely sore that Retro Game Challenge 2 was never localized. The original game, based off the brilliant Japanese "Let's Play before Let's Plays were a thing" TV program Game Center CX, was a retronaut's dream -- a collection of old-school, NES-styled parodies played from the perspective of a typical 80s gamer child. XSEED made the effort to localize this gem, but too few people bought it to make localizing the sequel a worthy endeavor. There is a fan translation in the works, but progress on that has been as slow as molasses. Studio G.rev, responsible for the recent 3DS shmup Kokuga, is hard at work on Game Center CX 3 for the 3DS. GCCX host Shinya Arino recently checked on progress during a recent episode of the show (check that sweet footage here and here). The first minigame he played was a witch-themed Mario Bros. clone, while the second seemed reminiscent of Namco's Sky Kid. A few other games were then briefly shown, including a Pong-esque foosball number. I won't lie that I cried a bit inside. It should be mine! But there doesn't have to be an unhappy ending this time. Quite a few 3DS games have made the jump overseas as digital-only releases thanks to lower overhead costs, so perhaps there's hope CX3 could do the same. Kokuga was a boxed title in Japan and came here via eShop, after all! First look at Game Center CX 3! [Tiny Cartridge via GoNintendo] Read more... |
Super Piano Brothers mash up Zelda and Final Fantasy Posted: 23 Aug 2013 07:00 PM PDT
The Asian sensation, the Super Piano Brothers, have been delivering stirring piano renditions and medleys of our favorite classic game tunes for around half a year now. Their latest takes us into familiar yet wild new territory, as they set their sights on The Legend of Zelda and Final Fantasy. "To Zanarkudo Valley" takes everyone's Ocarina of Time favorite, "Gerudo Valley," and splices it with the beautiful "To Zanarkand" from Final Fantasy X. Quite a fitting choice in light of the upcoming FFX HD spooge-gasm. By themselves, the individual pieces are pure magic. But together, they transcend the boundaries of time and space. To Zanarkudo Valley [YouTube]
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The Daily Hotness: Freaky Constantina! Posted: 23 Aug 2013 04:59 PM PDT Thomas Truong wins the 1st Annual Podtoid Classic. In lesser news, we list our top 10 games of gamescom, Jordan and Conrad spelunk into madness, reviews for Madden 25 and Divekick! make our lives complete, Alessandro Fillari test drives The Crew, don't listen to David Cage while operating heavy machinery, Wind Waker HD Wii U bundle is the real McNeil, and get limber for Grand Theft Auto V's hot yoga. Destructoid Originals: Community: Contests: Reviews: Previews: Read more... |
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