Posts Tagged ‘ alice

First-person perspective and Pallet Town in Alien Swarm 21 July 2010 at 4:00 pm by Admin

First-person perspective and Pallet Town in Alien Swarm screenshot

As Alien Swarm becomes increasingly popular, we can expect to see an influx of mods. If not, we can hold PC snob Jonathan Ross personally responsible. He wants someone to make a full-blown Diablo clone, and now my expectations are nigh unmeetable. Thanks a lot, J Ross.

The core game is solid, especially considering the price — isn’t the end-of-mission report with dots of all four players flying through the map awesome? — but the potential for user-created projects is what stands out to me. I kind of can’t believe this thing is a free download.

Anyway, to get everyone in the right mindset, we have two videos for you to check out. The first shows how to enable first-person mode in Alien Swarm, which is incredibly easy. The second, shown after the break, is what Pallet Town (of Pokemon fame) looks like in this setting. Random? Yes. Cool? Double yes.

Play Alien Swarm in first person: guide and video [PC Gamer]

+ Confirmed: Gears of War 3’s Clayton Carmine is a badass By Admin 21 July 2010 at 3:30 pm and have No Comments

Confirmed: Gears of War 3's Clayton Carmine is a badass screenshot

Earlier today we learned that Epic Games is offering players the chance to kill or spare Gears of War 3’s addition to the growing (and terminal) Carmine family. Judging from these new images, in which Clayton is shown off to be some sort of incredible asskicker, I have a feeling fans will not be wanting him to die any time soon. 

One can’t blame Clayton for creating that huge pile of dead Locust, really. Considering what the horde have done to the rest of his family, it’s hardly surprised he’s written “Grub Killer” on his chestplate and likes to mow down as many Locust as he can with his giant tommygun. 

Speaking as a big fan of previous Carmines, this one looks incredible. I might have to toss my vote into the “Save him” pile!


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+ Destructoid interview: Ghost Trick’s Shu Takumi By Admin 21 July 2010 at 3:00 pm and have No Comments

Destructoid interview: Ghost Trick's Shu Takumi screenshot

Shu Takumi isn’t a name many gamers are exactly familiar with. But they should be, especially if they consider themselves of the distinctly surreal and popular Ace Attorney series. Having just completed his latest DS title, Ghost Trick, now available in Japan, Takumi was thoughtful enough to sit down and have a chat with us. What follows is a thoughtful conversation between Destructoid and Takumi fascilitated by his translator, one of Capcom’s localizers, primary editor and product manager for Ghost Trick, Janet Hsu.

In between showing off the E3 build of Ghost Trick to the Dtoid staff, playing our arcade machines and generally being impressed with the Destructoid HQ, he impressed us with a thoughtful and broad interview. We discussed the unique visual style for Ghost Trick and the special mechanics to create that visual style, the status of Phoenix Wright in Marvel vs Capcom 3, the Nintendo 3DS, his videogame future, and even some gender-bending theatrical versions of Ace Attorney.

Hit the jump to hear a little bit from the mind of this unique developer.

Destructoid: As the creator and director of the Ace Attorney series, which is very popular in the US, what was it like to switch over to Ghost Trick?

Janet Hsu, on behalf of Shu Takumi: He’s actually very presently surprised it is so popular in the States. When he made the first three games, they were made for Japan originally. Then the DS came out and there was talk of localizing the game and bringing it out over seas came out. So for him, he didn’t really understand how popular it had gotten until he had come to America, recently with E3, Comic-Con and stuff. He’s actually very happy that it has become popular in the States.

About Ghost Trick, it was kind of daunting, actually, going from an established series to making a completely new IP. For him, moving onto Ghost Trick was high stress. But he’s very happy to have made it.

Does he think that Ghost Trick will have the same international appeal that Ace Attorney had?

Hsu: definitely. Like with Ace Attorney, he feels that Ghost Trick will have worldwide appeal. One of the things with Ace Attorney, like we mentioned, one of the things is that it was made for Japan, without a thought for the worldwide audience. This time with Ghost Trick, we actually took that into consideration and knew it was going to be localized and stuff. As I was mentioning earlier [in the visit], there is no text in the background that you saw, no decidedly “this is this country or this is that country” or anything like that. So because the setting has universal appeal, it is something that we think everyone can appreciate and enjoy, because then people can focus on the story without worrying that this is from this country or that country and this and that.

One of the things about Ace Attorney is that we made it for the Japanese audience, but the thing he wanted to convey to everyone was the fun and enjoyability of mystery, mystery as a genre. That was something he was just thinking about for the Japanese audience at first, but now that it can have appeal across a wide spectrum of people from around the world. That’s definitely something he has brought to Ghost Trick this time around. As well, he wanted to be able to convey the fun of mystery and mystery games.

I mentioned earlier that it very much reminded me of Zack and Wiki, a very much under-appreciated Capcom game. Has he ever interacted with or played Zack and Wiki or spent much time with that title?

Hsu: He says he’s never actually played the game! *laughs * He said “well, while I have not spent time with Zack and Wiki at all, the creator of Zack and Wiki probably has a similar concept of puzzles and stuff like that. Maybe among Japanese developers there is a sense among making puzzle games and just making the player think about how they want to solve these. Maybe there are some resemblance in that respect.

Would he like to see Ghost Trick and [main character] Sissel become one of the mainstay Capcom characters?

Hsu: He says “I would of course be really happy and honored if Sissel could become a mainstay or flagship character for Capcom.” For when we designed Sissel, we wanted to create a really lasting impact. For example, if you look at his character design, he’s very impactfully [designed]. He’s got the very striking colors and silhouettes. More than Sissel, in Japan, so far the biggest reaction we’ve gotten so far is from Missile the dog. Everyone seems to really like Missile. You’ve got Sissel and Lynne, the guy and the girl, and you’ve got the dog, [who] is one of the more beloved characters in the series. But yeah, it would be great of Ghost Trick characters could become as beloved as the other characters you mentioned.

Could we see a sequel?

Hsu: The same thing happened with Ace Attorney. When they originally made the first Ace Attorney, they put everything into it, not really thinking about making it a sequel, not knowing if they could even get a sequel. Same thing for Ghost Trick. If people really want a sequel, if there is really a demand for it, we’d certainly love to create a sequel or whatever down the line. But right now, we’re just happy with Ghost Trick having made that game, putting everything into it.

I want to ask him, as I know that for a while Phoenix Wright was being considered as a character in Tatsunoko vs Capcom, could see any surprises with regards to Marvel vs Capcom 3 coming up?

Hsu: He’s like “well, sadly, I don’t really know!” In the company, for example Tatsunoko vs Capcom, they showed him some of the rough scetches and the design and stuff like that, he was like “wow, that’d be great if they put him in”, but somewhere down the line they dropped Phoenix, and he was kinda sad about that. Same thing with Marvel vs Capcom. He doesn’t know what’s going to happen with that. Maybe he’ll show up, maybe he wont, but that’s not for him to decide. He would be happy if they put him in. *laughs*

One of my favorite things about Ghost Trick is the fluidity of the animation. Rarely does a DS look this smooth. It’s very much an example of style being used really nicely. What sort of techniques did they go about to create such fluidity of the characters?

Hsu: In terms of the smooth animation, for example, that you were mentioning, if we made them in 3D, like if we made them with 3D polygons, and rendered them in 3D and stuff, you kinda start to see the limitations of the DS. It’s not as high spec’d to be able to handle that many polygons. But we still wanted that smooth animation and smooth movements, so what we did was we actually made the 3D polygons, but then we rendered all the 3D polygons and all the motions to these 2D sprites and these 2D actions. So you end up with this incredible smooth and incredibly well animated motions for these characters, but without having to use the 3D polygons.

One of the nice things, is we say we use 3D polygons, we didn’t actually use any motion capturing at all. It’s all done by hand. You can see in the characters this sort of hand-craftedness to them, like they each have their own quirks. It’s realistic, but there is something unique about them, there’s some sort of quirk, there’s some sort of special move about them something you couldn’t capture in real life. We’ve really gone all out to try and make this as good looking as possible.

One of the things also, is if you use 3D polygons, it looks kinda like a game screen, and we wanted to avoid that. We really wanted to make it look more like an illustration, a moving illustration almost. That was another big aim we strove to fill.

I’m sure the 3DS is with Capcom now, and considering Shu Takumi has worked with the DS almost exclusively for almost the last few years. How does he feel about the 3DS, and if he is looking forward to anything with that handheld.

Hsu: One of the things he feels is spectacular about the 3DS is you don’t have to wear any of these crazy goggles, you know, and it’s awesome that you can just see some 3D, and it’s just on the screen. That’s something really great about the 3DS. Definitely, in terms of something he is looking forward to or wanting to do with it, making mystery games is something on any hardware. The basics of a good mystery game is a good story and a good game mechanic. It’s not something where you are like “it has to be on the 3DS or it has to be on this machine.” But definitely if the 3D aspect could bring something to the genre, if he could actually use the 3D in a way where you can only use it with the 3D, that would really be something great and something we would like to do and incorporate into a game.

I would like to end the interview with sort of funny question. My co-worker loves Ace Attorney, and he was so excited when they made that all-female production of Ace Attorney the musical. Can he talk about that and his experiences with that or what was it like to see his creation become this play.

Hsu: Well, first he wants to ask you, what do foreigners think about an all female review?

Well, it’s kinda funny, but we live in San Francisco, and we can see all-male productions of plays, and those type of productions are not unheard of. Some parts of the country might be uncomfortable or unsure about it, but I can say with certainty that the people in this room would not find it as shocking or as surprising as he may suspect. It is something interesting to see an all-female review. I know that for myself and for a lot of fans, even if it was still in Japanese, it would be a fun thing to see.

Hsu: Well, when he heard that they were going to make this Takarazuka production, which is made with an all female cast, he was actually kind of shocked, thinking “can they really pull this off?” But surprisingly, when he saw the final result, it fit the Phoenix Wright world pretty well. What he means by this is, when you play the Phoenix Wright world by itself, like when you the game, you leave the real world. It’s like the real world, but a parallel real world. There are somethings in there that are not the real world per se. So you’ve got this extra special world they are in. And the same thing with the all-female cast. That’s not necessarily the “real world” quote-unquote, you’ve got people playing roles they are not supposed to play. So it’s like you’ve got this almost surreal world being played by an almost surreal theatre troop. IT actually made for a good match, in his mind, so he was very impressed by how well it turned out.

The first one, he wasn’t really involved in the planning of the play…

Did he have to allow any rights or anything?

Hsu: Of course copyright stuff, they had to work through Capcom, and we were informed of this. But he wasn’t helping to plan it or anything like that. But after the first one, he helped out a little bit with two, and around the middle of production, and he gave back some input.

One of the things he was really happy about and impressed by the play, because the person who wrote the script for it, for the Tarakuzuka one, that person actually cleared the game seven times. Each of the four games seven times. That’s what [Takumi] says anyway. But yeah, he was really impressed with the writer guy. Obviously he sat down and really played all the games and was familiar with the material before writing the scripts.

So what’s next? What is he getting started on soon, and hopefully we can get a hint at what we can expect next?

Hsu: We he says we just finished wrapping up Ghost Trick, especially for the Japanese version that just went on sale. Right now he’s not sure on what to do next. He’s waiting for people’s reactions to Ghost Trick, and he would love to make a sequel if the reaction is good and people like it. But he also hears from a lot of people, like when we come here, for example, when he comes over seas, we just got back from Spain, people keep asking the game. He’s hearing a lot of things from a lot of different people, and he’s just trying to see what people’s reactions to Ghost Trick is going to be.


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+ Have some sexy Shank screenshots By Admin 21 July 2010 at 2:30 pm and have No Comments

Have some sexy Shank screenshots screenshot

Yesterday we posted a new Shank trailer that showed off the game’s co-op mode. Now we’re posting some screenshots that pretty much serve the same purpose. Screenshots are like trailers that don’t move!

I don’t need these screens to convince me that Shank is worth picking up. It’s already appealed to me on the basis that it’s a beat ‘em up and the main character looks like former Destructoid editor and Electric Hydra co-host Brad “I Have A Number of Muscles” Nicholson. What’s not to like?

Shank’s coming to PSN on August 24 and XBLA on August 25. Can’t wait!


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+ The Sly Collection costs a tidy $39.99 By Admin 21 July 2010 at 2:00 pm and have No Comments

The Sly Collection costs a tidy $39.99 screenshot

Sony has today announced that The Sly Collection — the PS3 re-release of the Sly Cooper games — will hit store shelves for the very reasonable price of $39.99. For less than a full retail game, you’ll get your hands on three respected action platformers, all jazzed up in high definition. 

The Sly Collection will also feature 3D visuals for all three games, and a collection of PlayStation Move minigames, because we definitely need those on the PS3. All that and the obligatory Trophy support makes this quite the worthy package. 

I’ll be picking it up for sure. What about you lot?

The Sly Collection…sneaking into retailers for $39.99! [PlayStation Blog]

+ Rockstar going after griefers in next Red Dead update By Admin 21 July 2010 at 1:00 pm and have No Comments

Rockstar going after griefers in next Red Dead update screenshot

Within a few seconds of first entering Free Roam mode in Red Dead Redemption, I spotted another player. Thinking, “Hey, I’m going to go see what he’s doing,” I started calmly walking toward the gentlemen. I never made it; he shot my in the face without hesitation.

Who could have guessed a wild west setting plus online multiplayer would equal “kill everything that moves … and also the stuff that doesn’t”? Well, that’s pretty much what Free Roam is like, for better or worse. In a title update coming next month, Rockstar hopes to make it less chaotic.

Cheaters/hackers will be banned, and those being trolled will have the option of teleporting to a new location on the map. Furthermore, whenever someone gets a six-kill streak, the game will alert NPCs and players of the killer’s new “most wanted” status.

Sounds good to me!

+ Meet The Sniper in this Monday Night Combat trailer By Admin 21 July 2010 at 12:40 pm and have No Comments

Meet The Sniper in this Monday Night Combat trailer screenshot

Now, I know what you’re thinking. You’re thinking “ZOMG THIS IS A BLATANT RIP-OFF OF TEAM FORTRESS 2! PLAGIARISM!” I don’t blame you, either. The over-the-top multiplayer combat, the class system, the art style, and even the sense of humor all seem taken right from Valve’s popular shooter. I can’t even justify it. The “inspiration” is clear as day. 

You know what though? It doesn’t matter. The game looks like mad fun and seems like it’ll be a perfect addition to Xbox Live’s “Summer of Arcade” season. In this industry, it’s fun that matters, and Monday Night Combat looks like a boatload of fun. End of debate. 

+ Destructoid vs. FrontierVille: The great chicken scandal By Admin 21 July 2010 at 12:00 pm and have No Comments

Destructoid vs. FrontierVille: The great chicken scandal screenshot

The fine editors of Destructoid are hard-hitting journalists dedicating to giving you, the hardcore gamer, all the facts fit to flaunt. This is why, for the

past several days, we have been clobbering snakes, scaring bears, and feeding chickens in the name of science and JOURNALISM. That’s right, folks … Destructoid has been playing FrontierVille

On today’s episode of Destructoid vs. FrontierVille, Nick Chester has a problem with me. Me and my chickens. Read on to find out what the bokking fuss is about!

From: Nick Chester
To: Jim Sterling, Dale North, Conrad Zimmerman
Subject: Why Does Jim Have So Many Fucking Chickens?

Is this necessary? Get a pen or something. Christ.

From: Jim Sterling
To: Nick Chester, Dale North, Conrad Zimmerman

Some of us are driven to achieve, Nick, and those chickens were part of an overall goal!

From: Conrad Zimmerman
To: Jim Sterling, Nick Chester, Dale North

Some of those are Geese. Need 9 of them for a quest line.

From: Jim Sterling
To: Conrad Zimmerman, Nick Chester, Dale North

Is this enough fucking chickens for you, Nick?

From: Nick Chester
To: Jim Sterling, Conrad Zimmerman, Dale North

I’m more than happy to help out, but I am not going to be coming by to feed that many chickens. That’s just silly.

From: Jim Sterling
To: Nick Chester, Conrad Zimmerman, Dale North

I won’t lie Nick. I’ve bought too many chickens and it’s kind of your fault so I’m gonna need them fed.

From: Dale North
To: Jim Sterling, Dale North, Conrad Zimmerman

Fuck guys!!!! Slow down!! B

Some of you may be siding with me on this clearly thorny issue, and some of you may be siding on Nick. If you’re compelled to agree with Nick that I do own too many chickens and that he shouldn’t be responsible for them, I’d like you to consider this piece of damning evidence, discovered on my Facebook Profile earlier this week:

I ask you: What is Nick Chester, he who has a problem with chickens?

I tell you: He is Nick Chester, and he IS the problem with chickens!


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+ Front Mission Evolved screens confirm cockpit, lady pilot By Admin 21 July 2010 at 11:40 am and have No Comments

Front Mission Evolved screens confirm cockpit, lady pilot screenshot

It’s been a long time coming, but the robot game dry spell that has bedeviled sci-fi fans for the longest time may be coming to an end. Front Mission Evolved, Square Enix’s action-oriented, er, evolution of the classic strategy franchise is due in September.

That wait might still be a little long for some, but now we’ve got a few screenshots to tide us over. And they’re quite educational, as they confirm that yes, girls do pilot big war machines, that someone threw away their last chance to save themselves, and that Wanzer cockpits are actually quite roomy. It’s a bit surprising, considering how cramped the typical fighter-jet or tank cockpit is.

While I’ve my own mild reservations about seeing another turn-based strategy franchise try out the real-time tip, I’m actually rather excited about Front Mission Evolved. Are you?

Check out our exclusive Q&A preview of the game here.


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+ The top ten toys in videogames By Admin 21 July 2010 at 11:00 am and have No Comments

The top ten toys in videogames screenshot

As much as I love all the comics, movies, videogames, and general chaos that accompany Comic-Con every year, I mainly make the pleasant Los Angeles to San Diego trip each summer for one thing and one thing only: the toys. Oh, those lovely, lovely toys.

Fighting through the enormous crowds, I do whatever it takes to fill my extra empty suitcase with as many fun toys as possible.

With Comic-Con starting bright and early tomorrow morning, I thought it appropriate to celebrate the larger than life expo by putting together a list of the ten best toys featured in videogames.

But what do I mean by “toys featured in videogames?” Well, I am not referring to “toys” in the head-exploding guns or crazy gadgets sense of the word. I am talking about actual toys. In videogames. Dolls, kites, toy trucks, blocks, etc. Those kinds of toys. There have been many of these featured in videogames over the years — some used in ways you wouldn’t expect! — and this list narrows them down to the ten best!

Which toys made the cut? Hit the jump for a list of the top ten toys in videogames.

Also make sure to check out Destructoid’s sister toy site Tomopop all week long. They are going to have some awesome Comic-Con coverage all about — what else? — TOYS!



I never understood the appeal of a top. I mean, Inception is making tops cool again (wait, were they ever cool?), but what is fun about spinning something, staring at it, and watching it fall down? Oh, you get to do it over and over again for hours on end? Oh, well, never mind. That changes everything!

As cool as tops may be now, none are cooler than Top Man in Mega Man 3 for the original Nintendo. Not only is Top Man one of the best bosses in this is-it-or-is-it-not-better-than-Mega-Man-2 sequel, the weapon Mega Man gets for defeating the robot boss (Top Spin) is awesome and actually pretty useful.

Oh, who am I kidding? The Top Spin is pretty useless. But still, Top Man is a great boss with one of the better stages in the game. So let’s focus on that. TOPS!



One of my favorite toys as a child was my giant owl kite. Make fun of me as much as you want, but I would sit outside in my backyard for hours watching the kite swoop back and forth against the bright blue sky. It was a very soothing and magical moment for me as a kid.

That is, until I flew it so high one day the string looped off the handle and my owl kite disappeared forever.

I miss that kite.

Lucky for me, there have been many kites featured in videogames over the year. My favorite, though, appears in The Legend of the Mystical Ninja for the Super Nintendo. At the end of the castle level, Kid Ying and Dr. Yang (the game’s two playable characters) balance on the side of an enormous kite, all the while fighting a challenging, hard-to-dodge ninja boss.

Yup. Fighting a ninja on the side of a gorgeous, 16-bit kite. That’s almost enough to make me forget about my beloved owl kite!

(You know I didn’t mean that, owl kite. I will never forget about you. Come back to me … )



Getting the skateboard power-up in Adventure Island is always a treat. Seeing Master Higgins don his helmet and knee pads (safety first!) makes me giggle every time.

But this giggling immediately comes to a stop once I realize that GETTING THE SKATEBOARD POWER-UP IN ADVENTURE ISLAND IS TERRIBLE!

Seriously. By picking up the toy, Master Higgins is automatically thrust in a constant state of forward motion. This makes picking up the required fruit and jumping over the already-tough platforms all the more difficult. And, really, there is no reason to pick up the skateboard other than to make your character look cool and move a little bit faster through the level.

Still, something about that irritating skateboard makes me happy. Hehehe. Looking at his cute helmet and knee pads is making me giggle again. Damn you and your trickery, Adventure Island skateboard!



Playing with a Frisbee … er, flying disc in real-life is not nearly as fun once you get a hold of one in Tron the arcade game.

In Tron, the main playable character uses his badass flying discs to destroy mechanical spiders in an attempt to infiltrate the Input/Output Tower and receive instructions on how to destroy the MCP. How cool is that?! The last time I threw a flying disc it was to my dog Luna on the beach (which she did not catch, for the record). And as much as I love my Luna, she is not a mechanical spider.

Huh.

New topic: How amazing would it be to have a mechanical spider as a pet? Discuss.



The only thing more fun than shooting a random, unsuspecting person in the face with a water gun is shooting a random, unsuspecting zombie in the face with a water gun.

And that’s exactly what you get to do in Zombies Ate My Neighbors for the Super Nintendo.

To be fair, the water gun is not really the best weapon in the SNES cult classic, but it does kill most undead enemies with only one hit since it is filled with holy water. And if we all learned anything from 1987 masterpiece The Lost Boys, it’s that water guns filled with holy water are totally radical (and surprisingly effective).



I have to be honest. Although I used to love playing with marbles as a kid, I never really knew any of the technical terms used to describe them (I would mainly use them to create makeshift pinball machines out of pushpins, rubber bands, and a bulletin board). Looking up information for this article, though, has kind of changed my opinion on the simple marble. It went from a harmless, rather innocent toy in my mind to something that, quite frankly, kind of intimidates me now.

Did you know there are marbles called the “Oxblood”, “Devil’s Eye”, and “Clambroth”? Those sound like the names of gangsters in the 1920s! And here I was prepared to make fun of the name “Marble Madness” (pfft, how can a wimpy marble be mad?). Never again will I think such crazy thoughts!

And the more I think about it, the more I get it. Anyone that has played Marble Madness knows those marbles can be quite the trouble makers! Have you ever played the game with a friend, only to find their marble rolling so far ahead your marble is forced to disappear and warp forward, your precious time stripped away from you?

It’s madness! Marble madness!



Like the kite, the yo-yo has made several appearances in videogames over the years. (Two of my favorites are classics StarTropics and EarthBound.) But, for some odd reason — whether it’s my love of the addictive 8-bit Cyndi Lauper theme or how close this game is to my heart — my favorite use of a yo-yo in videogames is in The Goonies II for the Nintendo Entertainment System.

As one of Mikey’s main weapons (the other being a slingshot) the yo-yo serves as a veritable rat, bat, and spider killing machine.

It also comes in handy should Mikey ever find himself a guest on a popular Bulgarian talk show.



Okay, technically Scrooge McDuck, star of legendary NES game Duck Tales, doesn’t use an actual pogo stick to jump around and bounce on the heads of enemies — his cane turns into something that resembles a pogo stick.

But that doesn’t make it any less fun … and it’s close enough to an actual pogo stick to place it on this list. And, really, do I need a detailed explanation of why I am mentioning the glorious Duck Tales on any list? I would bring up the game in every article I write for Destructoid if I could. I love the game that much.

Let me guess, you now have the Moon level music stuck in your head.

You’re welcome.



I am going to say it right now: I love R.C. Pro-Am.

Controlling cute little remote-controlled cars and trucks around windy tracks in the NES gem is a blast, even all these years later. With upgradeable vehicles, weapons, and speed boosts, R.C. Pro-Am really was a revolution at the time (1988!) and inspired so many racing games that followed. Throw in the fact that the use of remote-controlled cars completely warrants the game’s isometric perspective and out-of-vehicle controls and you have a classic on your hands.

There have been some pretty great uses of remote-controlled vehicles in future games (Ape Escape is of notable mention), but R.C. Pro-Am will always be my favorite.

It also could have easily taken the #1 spot on this list had it not been for …



Anyone that has played Super Mario RPG: Legend of the Seven Stars knows the backstory of fan favorite Geno: he is the doll of a young boy, brought to life and inhabited by a star spirit intent on helping Mario recover the lost Star Pieces.

His incredible backstory alone makes him worthy of taking the top spot on this list.

But Geno is so much more than a simple wooden toy (in your face, Pinocchio!). He is one of the best playable RPG characters of the retro age. And that’s not just coming from a Super Mario RPG fanboy (although it is one of my favorite games of all time).

Geno is a wooden doll that punches his enemies in the face. He also has the ability to call down the energy of the heavens in battle. He is the fastest character in the game. The Geno/Mario/Mallow party combo is UNBEATABLE (well, save for the Mario/Bowser/Peach classic)! Oh, and did I mention he is a cocky bastard? (Best line: “I serve … a higher authority.”)

Geno is the best toy ever to appear in a videogame. I wish there was a way I could buy him at Comic-Con. Can you imagine how great that would be? Traffic on the way back from San Diego? No problem. GENO BLAST!

Best. Toy. Ever.

So, what do you think? Do you agree with the choices? Any toys of note I might have missed (my list of runner-ups is surprisingly long!)? And, just because I am curious, what’s your favorite real-life toy?

TOYS!

Enjoy Comic-Con! And make sure to check out Tomopop. They are awesome.


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