Posts Tagged ‘ psp

Super Meat Boy claymation aint no California Raisins 13 November 2010 at 10:11 am by Admin

Super Meat Boy claymation aint no California Raisins screenshot

I’m a big fan of claymation and of Super Meat Boy, so I had to post this. It’s clearly not a big budget production, but as a piece of fan art, this little film has lovably shambled its way into my heart.

It makes me wonder how a real Super Meat Boy claymation TV show might turn out. Though they were far from perfect, I was sort of into the Parappa, Viewtiful Joe, and Mega Man Starforce shows. Maybe a Super Meat Boy show could trump them all?

Video Game Art – Super Meat Boy claymation [GoNintendo]

 

 

+ Josef from Machinarium is in Super Meat Boy PC By Admin 13 November 2010 at 7:00 am and have No Comments

Josef from Machinarium is in Super Meat Boy PC screenshot

Have you played Machinarium? If not, you should do that. The game is amazing. I can’t wait to buy it (again) when it comes out on WiiWare.

In the meantime, I’ve got this appearance from Josef in Super Meat Boy PC to tide me over. Josef replaces Alien Hominid’s slot from the XBLA version of the game, which is sad, but understandable. Somebody had to be cut, and while I love Alien Hominid, he’s hard as hell to use properly in Super Meat Boy.

I wonder how hard Josef will be to use? Will he have to point and click his way through all of Super Meat Boy’s deathtraps, or will he have some other method of survival?

It’s Official! [SuperMeatBoy's Twitter]

 

+ Killzone 3 removes the ‘lag’ but keeps the ‘weight’ By Admin 13 November 2010 at 3:00 am and have No Comments

Killzone 3 removes the 'lag' but keeps the 'weight' screenshot

Much has been made of Killzone 3’s controls and the removal of the notorious lag. Many gamers, myself included, were worried that the heavy, weighty feeling of the game were in danger by the removal of what some call “lag”, but senior producer Steven Ter Heide says that we’ve got it wrong — the lag and the weight are two separate issues, and while the former is eradicated, the latter remains.

“Controls are very important and have been quite the challenge,” he says. “There still is some confusion about the ‘weighty’ feel and lag. Those two things are different. We removed the lag completely. This means that when you press a button or move a stick, things happen. This is instantaneous, as it should be. This was a problem with Killzone 2 that we in part remedied with a patch. 

“The weighty feel and skill required to pull of shots comes from things like animation and weapon setup with things like recoil. We are carefully balancing the weapons so each retains its properties and plays into people’s preferences. We’re not done yet, and part of why we do a public beta is to get more feedback on top of all of the playtesting we have already done. 

“Fine-tuning this will go on for a while as it’s very important to get that right feeling. We’re looking for something that is easy to get into, and takes skill to master.”

This is good news. I have never been a fan of the 90’s era “floaty” feeling that I get when I’m playing Halo, and you’d think heavily armored men with massive guns wouldn’t glide along with the grace of a pink swan. I’m sure some people will still complain that it doesn’t feel exactly like every other shooter, but screw those guys.

+ The Daily Hotness: Sega be trolling By Admin 12 November 2010 at 5:59 pm and have No Comments

The Daily Hotness: Sega be trolling screenshot

Look at this drawing that Sega PR sent Jim along with his review copy of Sonic Colors. I’d say they pretty much nailed the guy except for one crucial detail: I have never once seen Jim Sterling near fruit of any kind. So close, and yet…

Speaking of Jim, there’s a new Jimquisition and, f-ck it, he did it live. Plus, Kinect is remarkably cheap to produce, Carnage talked dismemberment in Dead Space 2 and lots more happened on 11/12/10.

Destructoid Originals:
Get a limited Destructoid pin from FanGamer! 
The Jimquisition Live: Call of Duty: Black Ops
Me, you, and Dead Space 2 
PAD LIVE: Can we Sports Champions Move already?
Dtoid (the show): L.A. Noire, Tetris, Tears, and Concelmo

Previews: 
Hands-On: The Sims Medieval
Preview: DC Universe Online character creation

Contests:
Contest: Win a Dead Rising 2 DLC PSN code!

News:
Udon’s Complete Handbook to the Mega Man Universe
Splatterhouse bashing onto mobile platforms
Tim Schafer wants to make Psychonauts 2
Call of Duty: Black Ops PC lag patch released
Gran Turismo 5 release confirmed for November 24
Zelnick: Don’t punish gamers who buy used
Killzone 3 to feature better paced story, more Helghast
Check out Fangamer’s Earthbound fanfest marathon
Call of Duty to feature largest line of DLC ever
Grand Theft Auto Trilogy now available for Macs
Kinect costs $56 to put together
Guerrilla: 3D gaming ‘packs a bigger punch’
Rock Band DLC: Bee Gees, B.B. King, and more
Gamebryo engine for sale, I’d buy that for a dollar
Sub-Zero’s back-story is serious business
Free App of the Day: Ghosts n’ Zombies
Guerrilla not bothered by Killzone vs. Halo comparisons
No Super Meat Boy on PS3, and you can blame Sony
Animated $2 short Assassin’s Creed: Ascendance detailed
GSC Game World wants your S.T.A.L.K.E.R. 2 quest ideas
Saints Row movie still on, THQ trying cheaper games
Angry Birds making the jump to Xbox 360, Wii, PSN
Xbox LIVE Indie developers band together against crap

Offbeat:
The most ridiculous controller I’ve ever seen
This is how Sega sees Destructoid’s reviews editor

Media:
Magic: The Gathering Tactics will have angels and such
Enslaved: Pigsy’s Perfect 10 screens ham it up
ACE Team talks Rock of Ages’ art style

+ Xbox LIVE Indie developers band together against crap By Admin 12 November 2010 at 4:30 pm and have No Comments

Xbox LIVE Indie developers band together against crap screenshot

“If you thought that the Xbox LIVE Indie Games service was just filled with massage apps, clones, and garbage, think again! We are fighting back against mediocrity and lameness in the best way we know how — by releasing amazing games!”

That’s the declaration of the developers behind the Indie Games Winter Uprising, and they absolutely nailed it with their description of the Indie Games channel. It’s unbearably hard to find quality content, and everyone knows it. That said, there are gems to be found — and this group is trying to raise awareness.

The so-called uprising consists of 14 separate games, all of which are releasing on the service during the first week of December. It’s quite cool to see these indies come together; that’s definitely become the big trend amongst other designers and the independent scene in general.

Why can’t we be friends?

+ Dtoid (the show): L.A. Noire, Tetris, Tears, and Concelmo By Admin 12 November 2010 at 3:30 pm and have No Comments

Dtoid (the show): L.A. Noire, Tetris, Tears, and Concelmo screenshot

So, we’ve been doing this show for a month now, over a month if you count the pilot episode that we shot in late September. I wonder if we’ve gotten any better? I hope so. We sure are trying hard. But not too hard! That would we bad. One thing I’ve learned from doing this show; you are never supposed to try too hard, or too little. You must always try the exact right amount, or else you suck and should die in a fire.

As for this episode, it’s pretty amazing. Chad Concelmo and Jim Sterling both make an appearance, we talk about that Mario 3 remake, Rockstar upcoming blockbuster L.A. Noire, Adam Sandler’s PIXELS movie, the creator of Tetris, and Post Traumatic Stress Disorder. We also recap the whopping seven reviews, including Call of Duty: Black Ops, Kinectimals, and Goldeneye Wii. If you’re not into reading reviews, but still want to know what other people think about videogames, than this video recap will totally be your thing.

Also, we’re still giving away that platformer prize pack to anyone who subscribes to us on Youtube or iTunes (in HD or large sizes). It’s pretty awesome.

+ Angry Birds making the jump to Xbox 360, Wii, PSN By Admin 12 November 2010 at 2:00 pm and have No Comments

Angry Birds making the jump to Xbox 360, Wii, PSN screenshot

Angry Birds, that game everyone won’t shut up about and I only just saw in motion for the first time five minutes ago, is coming to new gaming systems. We knew that already — kind of. It was previously made clear that the game will release on PlayStation 3, PSP, and DS.

The new word on the street is that Angry Birds will also get Wii and Xbox 360 versions (presumably via download), as revealed by Rovio CEO Peter Vesterbacka at London’s Social Gaming Summit. Purportedly, multiplayer will be a major emphasis and feel like classic Worms.

I’m super interested to see how well Angry Birds does on non-mobile platforms. You can’t really compare any of those marketplaces to what’s happening on the AppStore, which continues to blow my mind on a daily basis and makes me long for programming skills. It’ll be neat to see how that success translates.

Angry Birds coming to Wii, Xbox, PSN. Multiplayer to resemble ‘old school Worms’ [Pocket Gamer via MTV Multiplayer]

+ Preview: DC Universe Online character creation By Admin 12 November 2010 at 1:00 pm and have No Comments

Preview: DC Universe Online character creation screenshot

Last week, I had the opportunity to visit Sony Online Entertainment’s studios in Austin and see the work they’ve been doing on DC Universe Online. During my time there, I was given the opportunity to play four solid hours of an internal beta starting from character creation.

I’ll be talking more about the experience of playing the first few hours of the game in another preview. Since this is the first chance we’ve had to get a good look at the options for building heroes and villains in the game, I thought it best to chronicle the creation of my own mighty villain.

Armed with the expectation that I would have to make a character of some kind at this event, I started fleshing out some ideas in my head. I could have simply selected one of the quick-create configurations and tinkered until I had something suitably weird but I enjoy the exercise of dreaming up characters. It seems silly to say it, but the concept I had going in was of a chubby kid with a sunny disposition whose good nature and telekinetic abilities would always seem him through the day.

Size

See, the silly thing was thinking that I could make the character chubby. While heroes and villains come in a few sizes, with three different levels to choose from, they’re all in shape. This should not have mattered to me — it certainly has no bearing on the game — but it instantly changed my character concept. If he couldn’t be fat, by God, he’d be villainous. I must be mad.

I selected the runtiest model available and moved on to choose my mentor. These are iconic DC characters who set the tone for your progression through the game and represent your character’s aspirations. Since I had made the decision to follow the path of evil, Batman, Superman and Wonder Woman were not options. I could choose from Joker, Lex Luthor and Circe. Now, I don’t truck with witchcraft and I wouldn’t follow Joker anywhere but Luthor has style. This was a no-brainer and meant that I would begin my adventures in Metropolis.

Next we have power selection. There are six different types of powers available in DC Universe Online, but don’t let that fool you into thinking the options are small in number. Each of the six sets of powers – Fire, Ice, Gadgets, Mental, Nature and Sorcery — has two different development trees within them. Each of those trees has more than a dozen powers and buffs to build up, allowing for a considerable variety of character loadouts. While I couldn’t make him tubby, I still wanted my villain to be telekinetic and selected the Mental powers.

Powers

Powers in mind, so to speak, it was time to consider how else my character would be mixing it up with his enemies. DC Universe Online is a very action-oriented game and every character comes prepared to fight with more than just super-abilities. There are ten combat options available and include unarmed combat styles, melee and ranged weapons. Regardless of what you choose all have short and long-range capability and have development trees of their own which open up new combos and attacks as you progress. Keeping with my theme of mental abilities and appreciating the exotic nature, I decided to equip my villain with energy blasts from his hands.

The choice which followed was movement. This determines, obviously, how your character will move within the world. Metropolis and Gotham are both huge environments that would take forever to traverse without superpowers. So, every character will have the power of flight, acrobatics or super-speed to help them get around. These powers level up as well, making great distances even easier to traverse. I could not see my villain being willing to dirty his feet with the soil of the common man, so flight was the only way to go.

Then it was time to figure out the aesthetics of my villain, starting with the skins. There are a bunch of different animal designs which I can’t say looked all that appealing. On the other hand, the robot skin looks a lot like Michael Jackson’s robot form in Moonwalker, which is awesome. There are a ton of these to choose from and all can have their colors adjusted, so people should have no trouble finding one they like if they want something a little less human. I did not, so I moved on after scanning through the options.

Skins

There are also a bunch of different faces and hairstyles to choose from. The hair in particular had a lot of options to choose from with everything from afros to crew cuts represented. The face variety is less impressive but I also can’t imagine folks spending a lot of time examining each other’s facial features when everyone is wearing an ostentatious costume. I gave bad guy a side part which made him look a little bit like a kid and called it a day.

My work with the character creator at its end, my future lord of villainy was ready to take his first steps toward global domination. The only thing left was to think of a name. It would have to be something dignified and strong, a name which would inspire compatriots with admiration and enemies with terror.

And so it was, on that day, that the great and powerful villain Steve came to conquer.

[Look for more of the adventures of Steve tomorrow in our hands-on preview!]


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+ Saints Row movie still on, THQ trying cheaper games By Admin 12 November 2010 at 12:00 pm and have No Comments

Saints Row movie still on, THQ trying cheaper games screenshot

THQ has been getting out of its comfort zone lately, by turning some of its franchises into movie and television properties, and now, by experimenting with lower-priced games. CEO Brian Farrell talked with Gamasutra about some of these new strategies.

“We spent a lot of time in Asia watching that freemium model. I think our markets are migrating that way, but you see it more in iPhone and iPad games right now,” he said. As such, the next MX vs. ATV title will launch at $40, and this cheaper price will be supplemented by downloadable content.

An interesting concept, for sure. I could see it working quite well in the right hands. Of course, Farrell was quick to point out games with bigger budgets, like Homefront, would remain at the normal $60. He also mentioned that the Saints Row movie is still in the works. Yeah — it’s really happening.

The full announcement will be made next month. THQ is hoping to align this release with the launch of Saints Row 3, but Farrell mentioned that’s subject to change.

Interview: CEO Farrell On THQ’s Path Through The Changing Game Landscape [Gamasutra]

 

+ Animated $2 short Assassin’s Creed: Ascendance detailed By Admin 12 November 2010 at 11:20 am and have No Comments

Animated $2 short Assassin's Creed: Ascendance detailed screenshot

Today, Ubisoft has revealed the details of the Assassin’s Creed: Ascendance project it teased just yesterday. As suspected, it’s a short animated film, and its release will coincide with the November 16 launch of the game, Assassin’s Creed: Brotherhood.

Ascendance is said to bridge the gap between Assassin’s Creed II and the upcoming Brotherhood, with Ezio Auditore in the lead role. The film will be available on Xbox Live Marketplace, PlayStation Network, and “other digital channels” for $1.99.