I Am Retro Exclusive The Devil Dunny in Pink by Godmachine x Kidrobot

What The Devil?  Godmachine’s crazy 8” in Pink (and blue) ?  I Am Retro will debut their  exclusive edition of the 8” Dunny from Godmachine  and Kidrobot at DesignerCon.  Limited to 150 pieces, the pink edition will debut at their booth [#2029].  They will also have a DCon Exclusive silk screen print (18 x 24”, 50 pcs), smaller litho prints and Godmachine T’s. Arcane Divination keeps coming — look for more in ‘19.

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Transformers Siege Leaked Stock Photos For Optimus Prime & Megatron, Plus Battle Master Scans

Apparently it was too early to observe that the flow of leaks via Weibo had seemed to subside, as usual-suspect "tf-factory" has put out a few minor items in the last little while. We’ve got copies of the final stock images for Voyager wave 1, showing the packaging and robot and vehicle images for Optimus Prime and Megatron. This is not our first time seeing the Voyager packaging, as it had been displayed at Summer Wonderfest in Japan immediately after SDCC. We also have images of the covers for the Hasbro Asia variants of the instructions for wave 1 Battle Masters, which brought an interesting detail to light, especially when taken together with the Voyager packaging. Click through to find out more!

Dont call him Sushi, Uniman Stars in New Blindbox Series from Sesameseedcat x Mighty Jaxx

Sesameseedcat’s Uniman is too busy exploring and fulfilling his foodie desires to end up as a plate of Sushi. Along with his bff, Wasabi-chan, he’s now starring in his very own blindbox series from Mighty Jaxx. The series features five designs with Uniman in various poses and one mystery chase…

HUNGRY by Big C for New York Comic Con 2018

“HUNGRY” by California-based artist Collin Hoffman AKA Big C is a OOAK custom-SprayeeQ with spray-can art, to be made available at the coming New York Comic Con 2018 (Oct 4-7) exclusively via the TENACIOUS COLLECTIVE Booths 780 / 882 / 876 for only US$200!

SWIPE below IG-slidwhsow image to view MORE ion this splendid pieces, and so check out more art from the BIG C via his Instagram @bigc.art

Psyonix VP is ‘really happy’ about Sony’s cross-play decision, but ‘doesn’t have any updates’ on Rocket League at the moment

This morning Sony did the unthinkable. After over a year of denying requests for cross-play between the PS4 and other console competitors like Xbox One and Switch, even going so far as to justify the lack of a feature because “PlayStation is the best place to play,” they kicked off a Fortnite beta, opening up the potential for full cross-platform unity. The key word is “potential,” as the flood gates aren’t completely open yet.

Given that Psyonix has been one of the biggest champions of PS4/Xbox One cross-play since the very start of the conversation, Destructoid reached out to them for comment and received the following response from Jeremy Dunham, Vice President of Publishing at Psyonix:

“We are really happy for the PlayStation and Fortnite communities and think that this is a great step forward. We know that Rocket League players and our own community want to know what this means for them as well, but we don’t have any updates at the moment. In the meantime, we recommend reaching out to PlayStation directly for any further comment.”

In other words, more conversations need to happen, and it’s clear that Sony isn’t allowing cross-play for everything like Microsoft has. Time will tell if Rocket League gets the Gladiator thumbs up, and right now all eyes are on Minecraft, which supports cross-play between PC, Xbox One, Switch, and mobile platforms. Will it be the next wall to crumble? Or will Sony still remain adamantly against cross-play given that Microsoft owns the IP?

The Thing About Rain World

I have not finished Rain World. It’s entirely unlikely I’m ever going to finish it either. Most people push back from getting to the end of something because it’s bad. Take, for example, Weeds or Jupiter Ascending.

That’s not the crux here with Rain World, though. It’s not a great game—not even close—but it’s also not bad. The real problem is that it’s just so goddamn brutal. The Thing is that it’s not deliberate in its difficulty. It is instead wantonly putting you into the grinder just for the sake of doing it, like a kid frying ants on the sidewalk with a magnifying glass.

In some ways, it should be expected given the premise. You are a slugcat, a creature that is exactly what it sounds like, and you must survive a bleak and deadly world. If it’s not the hunger that gets you, it’ll be the randomly spawning enemies. If it’s not the randomly spawning enemies, it’ll be the crushing and eponymous rain. And if it’s not that, it’ll full and completely psychological assault that is simply playing and dying in this game that eventually convinces you that you are Prometheus and that damn eagle found a book on programming.

There are games that do this sort of thing well, this Soulsian torment that feels good even as it is happening to you. You could throw in with the combat-centric lessons of said Souls games where death is a teacher and your education is in not being an idiot. Or you could go the way of Ninja Gaiden where technical mastery should only be matched by your quick reflexes. There’s even Don’t Starve, which isn’t exceptionally hard but it does let you learn how to survive.

Those sorts of games (of a certain threshold of quality) have something in common, though. You can even see it in that one little paragraph: you are accruing knowledge. If there’s a certain arrangement of enemies, you can eventually figure out how to overcome it. Or if there’s a particular hard opponent, you can slam your head against a wall until you gain the dexterity to win. Or you can learn how to simply exist.

Rain World isn’t interested in any of that, though. To its credit, it is uncompromising in its vision, and that’s an unfortunate rarity in the industry. But in refusing to bend, it has instead cultivated a series of systems and mechanics that make playing it impossible. Instead, you suffer for it.

Rain World

The randomly placed enemies, for instance, can be fine. It gives you a chance to hone your ability to think on your feet and gives you the opportunity to further explore what is possible within the game. But so many of them only have one-hit kills to offer you in return, which teaches you nothing except to avoid them.

And that’s fine, too, since avoidance can be its own intrigue as shown by the immense stealth genre. But the slugcat moves almost exactly as what you think a slugcat would move like, especially with physics-based procedural animations. Making jumps between poles isn’t about dexterity or skill; it’s about overcoming the innate imprecision of the character, which makes sneaking around a more time-consuming prospect.

But guess what: that could be fine, too. Games like Starwhal and Human: Fall Flat are based entirely around the idea that your character is hard to control and have found success. But Rain World instead only ever delights in pushing you to move fast but never giving you the tools necessary to do so. The threat of a debilitating and fatal rain that will shred you to slugcat pieces should you take too long to get to the next hibernation spot is constant and unrelenting.

Rain World

I don’t mean to solely bash on Rain World. It’s not a bad game by any stretch. There are many moments, in fact, where it made me feel precisely the way I assume it wanted me to feel. Taking a guess I could throw spears into a wall and use them to climb up and then doing it was pretty damn cool.

There simply aren’t enough ways to get to those moments, though. Rain World seems perfectly content not giving you the proper tools to get where you and it want you to go. It has cultivated a perfect ecosystem of despair where myriad mechanics put it in a strange internal conflict of intent and execution, and you get the dubious honor of being right in the middle of it.

You Should Probably Play Persona 5

Most games aim for a moment. The Moment, really. They want to make the sort of splash that doesn’t just generate waves but leaves a lasting impact on the shores miles out. And despite the incredible breadth of suitors that indulge in this journey, very few make it.

It’s hard to explain how Persona 5, then, manages to land not just The Moment but a series of moments that are tremendous. (And against all odds, we already had one of those this year.) The series is known for that exact sort of enrapturing charm. A grocery store jingle. A looming fog. A perfect silence.

This is a game that takes its time—slow and deliberate—to work its way up to these things. It lays a wide and scattered foundation that feels a lot like getting hit with the full blast of a shotgun but somehow does it so with the precision and accuracy of a laser. And then the game just simmers. Like a slow cooker flirting with being completely inert over the course of a hundred hours until one time you look up and there’s a roast.

Yeah, I said a hundred hours. Almost certainly more since you’re going to be indulging in all the side quests, too. And most of that is going to be reading dialogue bubbles and crawling through dungeons. In fact, most of the time, it feels like you’re making zero progress. As if you’re just throwing away your precious time on nothing at all, albeit a nothing that looks and sounds fucking stupendous.

That, perhaps, is the genius of these games. It takes a familiar setup (i.e., a high school) and twists it. Romance lands with catastrophic aplomb. Friendships forge themselves with an iron will and inevitability. It’s almost soap opera melodrama in many ways, a notion certainly not helped by the Japanese flair for anime tropes.

The twist, however, is very specific. Even though you are a mask-wearing thief with the ability to summon for a physical manifestation of his psyche to battle shadow creatures while often taking little sojourns into a room that doesn’t exist with a man that shouldn’t exist, this tends to be the least interesting stuff. Sure, it’s cool to beat the bad guy, but it’s not like you haven’t done it before.

Persona 5

The high school grind of studying for exams, taking part in sports, just going to a store and browsing. That stuff? That’s what makes it so worth playing. It’s a tightly compacted world with a greatest expansive and deep cast. Relationships develop even from just bumping into folks after class, the same way you would when you went to school. And from that, grand and exciting emotional adventures spark to life.

It does it in a surprising way, too. Unlike the focus of, say, a Mass Effect, your moment-to-moment choices often yield little in the way of impact. Instead, how you decide to allocate your time dictates how your story moves. Who you attend to, who you ignore. It takes one of the primary components of Night in the Woods and makes it bigger and meaner and somehow more loving.

Perhaps it’s less of shotgun blast and more of one of those net launcher guns. Each of those pellets is connected and feeds into one another, fostering an impressive sensation that it’s all yours and only yours. I do wish these characters, as meaty and complex and wonderful as they are, tackled mature and nuanced topics like they did in Persona 4, but you know what? I wouldn’t be surprised if they got around to that in the second 50 hours.

So you guys better start playing now.