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Halo 4 devs speak out against sexism

Written By Kom Limpulnam on Rabu, 31 Oktober 2012 | 21.50

Halo 4 executive producer Kiki Wolfkill and 343 Industries head Bonnie Ross have denounced sexist behavior on Xbox Live, revealing that Microsoft does its best to monitor and ban players who abuse others over the network.

Speaking to GameSpot, Ross and Wolfkill said there is zero tolerance for Xbox Live players who are found to be making sexist or discriminatory comments against others, with a lifetime ban from the network as penalty.

"I've seen many of the sites that have documented some of the more gender-specific slanderous comments," Ross said.

"This is behaviour that is offensive and completely unacceptable. I'd like to think most of our Xbox Live players don't support this kind of behaviour."

"It can be dangerous to give adolescents a broadcast mechanism," Wolfkill added. "There are always going to be jerks out there, and if you give them a way to express that side of their personality without being seen, you're going to see this type of behaviour manifest itself."

Ross and Wolfkill said that developers have a responsibility to stamp out this behaviour by putting more thought into how their games will be perceived.

"As developers, we have a personal responsibility to think about how our games come across," Ross said. "With Halo 4, we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."

Wolfkill agreed, saying that while games can often reflect the culture of the studio that's building them, the success or failure of games can also reflect consumer responsibility. Part of this responsibility includes changing perspectives about the games industry as an exclusively male-dominated area.

"Most people look at a franchise like Halo, and automatically assume it's run by a guy," Ross said. "People are surprised to learn that it's a woman who's running the Halo 4 show. When Microsoft created 343 Industries to take over Halo, I was given first choice to run the studio because I had proven myself. My gender played no part in it."

Halo 4 is due exclusively for Xbox 360 on November 6 worldwide. The game is a direct sequel to 2007's Halo 3, and is the first numbered entry in the series developed outside of Bungie Studios. It is the first instalment in the Reclaimer Trilogy, which will span Halo 5 and Halo 6.


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Castlevania: Lords of Shadow - Mirror of Fate - Official Trailer

I just want new Alucard game !!!

SOTN 2 where he is the main honcho again ,not a cheap  unlock-able extra to increase sales.

I dont much care for Belmonts and any other characters . Its Alucard all the way .

Im surprised how well konami develop him and knows how popular he is and still he has not got another starring role in  a game.

Its time to bring him back and Ayami Kojima artwork with it. Consoles are powerful enough and even more so next gen ones, why not just use her style fully in game anf make it dark gothic fest like SOTN.

It no Brainer for me.

Instead we get these bland revenge seeking angst idiots fit for Twilight and its fanbase.

Come on Konami indulge us in proper Alucard game .


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Need for Speed: Most Wanted confirmed for Wii U

Written By Kom Limpulnam on Senin, 29 Oktober 2012 | 21.50

Wii U gamers will feel the need for speed, but not until 2013. An Electronic Arts representative confirmed to Polygon that Need for Speed: Most Wanted is in development for Wii U and will ship sometime during next year.

An exact release date was not provided, nor was information regarding whether or not the Wii U version will feature cross-platform play.

Additionally, it is not clear if the Wii U version of Need for Speed: Most Wanted will boast feature parity with the Xbox 360 and PlayStation 3 iterations.

Need for Speed: Most Wanted is due out tomorrow, October 30, for Xbox 360, PS3, and PlayStation Vita, as well as Android, and iOS devices. It was developed by Burnout creator Criterion Games and is an open-world racing game that has players competing against one another as well as an ever-present police force.


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Skyrim Premium Edition spotted

[UPDATE] Following the publication of this story, a Bethesda representative told GameSpot the Elder Scrolls V: Skyrim Premium Edition is a special version of the game that will be released only in Europe. It will be available in the United Kingdom, Benelux, and Germany.

The original story follows below.

The Elder Scrolls V: Skyrim may be returning to retail this holiday season. A listing on Amazon's German website (via Official Xbox Magazine) indicates Bethesda is preparing a Skyrim: Premium Edition for Xbox 360, PlayStation 3, and PC for launch in December.

According to the available product information, the Skyrim Premium Edition will include a range of collector's items, including a map of the game world, a t-shirt, a copy of the Hell City spinoff novel, and various concept art.

No mention was made of downloadable content being included with the Skyrim Premium Edition. Previously released add-ons for the role-playing game include the Dawnguard and Hearthfire expansions, both of which have seen release for Xbox 360 and PC, but not PlayStation 3.

The Skyrim Premium Edition is listed at €59.99, or about $77.

Bethesda has not made any announcements regarding a new version of Skyrim, and the publisher was not immediately available for comment at press time.


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Cliff Bleszinski offers to help 'fix' Resident Evil

Former Epic Games design director Cliff Bleszinski has offered to help Capcom "fix" the Resident Evil franchise.

"Hey, Capcom. Call me," he said over Twitter. "We can fix Resident Evil. Together."

Bleszinski did not go into any further detail regarding why he believes the Resident Evil franchise would need fixing. However, it is likely he is referring to the franchise's latest effort, Resident Evil 6, which shipped this month behind very mixed reviews.

Bleszinski left Epic Games after 20 years with the company earlier this month. At the time, he said it was "time for a much needed break" before embarking on the "next stage" of his career.

It is not clear where Bleszinski is headed, though his Twitter feed of late has led to much speculation. Since leaving Epic Games, Bleszinski has visited the offices of Activision, Zynga, Double Fine, and Electronic Arts. He has also met with God of War and Twisted Metal designer David Jaffe.


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Medal of Honor: Warfighter - Solo Deployment

Written By Kom Limpulnam on Minggu, 28 Oktober 2012 | 21.50

No, he's saying they are almost life-like.  The uncanny valley is a hypothesis in the field of robotics[1] and 3D computer animation,[2][3] which holds that when human replicas look and act almost, but not perfectly, like actual human beings, it causes a response of revulsion among human observers. The "valley" refers to the dip in a graph of the comfort level of humans as a function of a robot's human likeness. (Wiki)


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Guild Wars 2 - First Major Content Update Part 2

 Jestersmiles Didn't think someone would take it so personally, did your dad work on this "content update" or something?

according to the guild wars site there are 4 things that are being added:

Halloween event-temporary, so doesn't count

Black lion store getting Halloween themed items-again, just temporary items.

PvP paid tournaments-no new content here, just a different way to use existing content

"Tyria Evolving"-some new jumping puzzles, achievements to go with them.

So you're right, the MAJOR CONTENT UPDATE(!!!!) gave us some new jumping puzzles.


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This Week in Games: October 27, 2012

Halo 4, Assassin's Creed and GTA news, plus G4 ditching its games programming, Zynga's downsizing, games media hissy fits, and more Meat. Also: Minecraft and League of Legends dominate, still.

Assassin's Creed III ships next week with bonkers, lofty expectations both critically and commercially, but it is already breaking records of sorts. Ubisoft announced on Thursday that the new installment is the company's "most preordered game" (that's a thing people care about these days, apparently) ever, surpassing previous record holder Assassin's Creed: Revelations. The franchise as a whole has now sold more than 40 million units to date across all systems.

If you love the franchise so much that you'd really like to wear clothing evocative of the styles it portrays, you're in luck. Purveyors of high-end games-inspired clothes Musterbrand (it also sells stuff based on Street Fighter, Resident Evil, Hitman, and Metal Gear Solid) has launched an official Assassin's Creed clothing line, which offers various cardigans, coats, and long- and short-sleeve shirts. The most expensive offering is the "AC DNA Coat," (below) which sells for £162, or about $260. Other items included in the virtual marketplace include a "Kingdom Knit Jacket" and an "Ottoman Long Cardigan."

Sticking with the Creed for a moment; the upcoming Assassin's Creed movie is coming sooner rather than later. Ubisoft announced on Monday that its Ubisoft Motion Pictures outfit has "fast-tracked" the film, and partnered with production company New Regency to get the job done. Ubisoft's deal with New Regency allows the game maker to maintain control of "key elements" of the film's creative direction, unlike its deal with Disney that led to some "creative" re-interpretations for Prince of Persia: The Sands of Time. Writing of the screenplay for the untitled film is beginning immediately, Ubisoft said, but did not specify who has been tapped for the job (we say, give it to Book of Eli and The Walking Dead Ep 4 scribe Gary Whitta, he knows games and movies.) "Ubisoft chose to partner with New Regency because they are a talent and filmmaker-driven company, with the same independent and creative mindset that we have at Ubisoft Motion Pictures," said Ubisoft Motion Pictures chief executive officer Jean-Julien Baronnet. What we do know at this point is that the movie will star Michael Fassbender as the Assassin and, presumably (or not?) Desmond.

Wii U, Online Games, and Pre-Orders

An updated Electronic Arts privacy policy document confirms that Wii U gamers wishing to play EA titles online will need an Origin account to do so. Additionally, by signing up for a Origin account for Wii U, players must agree to allow EA to collect their email address, Mii information, friend list, country, language, and date of birth. Further, the document spells out "Nintendo Network ID." Nintendo has previously confirmed that Friend Codes from the Wii era would return for the Wii U, but it is not clear if "Nintendo Network ID" is a new name for these. Having an EA Origin account to play EA games online is not an exclusive requirement for the Wii U. The same policy is in place for Xbox 360 and PlayStation 3 gamers. In all cases and for all platforms, players will not need to agree to share their credit card number or other personal financial account information. 

Speaking of the Wii U, pre-orders seem to be piling up pretty fast. According to Nintendo, Wii U preorders at GameStop have sold out. That, however, has not kept gamers from expressing interest in the new console. Company president Satoru Iwata claimed in new presentation that as of last week, more than 250,000 gamers had put their names on GameStop's Wii U wait list. That same presentation also indicated that the company will be selling the device at a loss, initially. Iwata stated the company's ambition to sell the system at a "reasonable" price trumped its desire to sell the console in line with manufacturing costs.

League of Legends = Insanely Popular. Duh

Riot released numbers on Monday for the recent League of Legends Season 2 World Championships which took place last week at the Galen Center Arena at the University of South California. Riot is reporting that at peak, over 1,154,000 unique people watched the event online, not counting TV numbers. More than 8,282,000 unique viewers tuned in total via online and TV combined, with 2,402,225 people watching through Korean and Chinese TV. Over the course of both the World Playoffs and Finals, people watched 24,230,688 hours of League of Legends. These numbers make the Riot Season 2 World Championships the most watched competitive gaming eSports event of all time. With the rise of streaming services like Twitch.TV and Own3d.TV, this record has been broken several times in the past year. Two months ago, the bar was set by Valve's The International Dota 2 tournament, taking in 567,000 concurrent viewers, half from China. In June, Major League Gaming brought in 437,000 concurrent viewers and 4.7 million unique viewers for the Spring Championships. Riot has now shattered those previous records.

Meat Lovers, Rejoice. Something With Cats Incoming

Super Meat Boy developer Team Meat has unveiled its next game. Writing on the company blog, Edmund McMillen announced Mew-Genics, the two-man studio's next official project.  Details are light on the game, but McMillen said it will be "randomly generated, strange, and involve cats." He added that Mew-Genics is the strangest project he has ever worked on, which is definitely saying something given his back-catalog. Mew-Genics is a result of a game jam Team Meat founders McMillen and Tommy Refenes held one weekend in September. McMillen said development is "moving quite fast," with more information and screenshots coming "soon." He also assured fans holding out for Super Meat: The Game for iOS devices that the game is still in development, but it has been placed "on hold" until the company releases Mew-Genics.

Borderlands Coming to iPhone/iPad Next Week

The Borderlands franchise appears to be branching out from consoles and PC and coming to mobile platforms. A Gearbox forum user first spotted an advertisement for Borderlands Legends in the Borderlands 2 digital strategy guide, indicating the game will release for iPad and iPhone sometime this month. This was later confirmed by a teaser story on Entertainment Weekly's Popwatch blog on Tuesday. EW games report Matt Cabral then followed this up on Thursday with an exclusive hands-on look at the game, which will hit the App Store next Wednesday night. Cabral described the game, saying "its gameplay signifies a drastic departure from the series' defining open-world first-person shooting. Viewed from a top-down perspective, each level unfolds in a small, arena-like battlefield where the original Borderlands' vault hunters — Brick, Lilith, Mordecai, and Roland — are tasked with fending off hordes of ugly foes. Missions contain multiple, increasingly difficult levels, each with four waves of baddies to unload on. More objective-based than story-driven, missions include a clear-cut goal; during my demo, for example, I was required to destroy three crates of Marcus bobbleheads — a cool call-out fans will appreciate. While reducing the crates to rubble doesn't pose much of a problem, staying alive while attempting to do so is another story. Enemies approach from all sides and utilize different attack patterns." He continued, describing its tablet-friendly controls scheme. "Legends evens the odds by putting players behind the ass-kicking arsenals of all four protagonists. Simultaneously controlling the quartet is a delicate balancing act favoring thoughtful strategy over ammo clip-emptying abandon. Characters fire weapons automatically, so it's up to the player to ensure they're in the right spot to get a bead on the bad guys. In terms of controls, this means tapping characters and drawing a destination path, or touching them and then the enemy the player wants them to focus on. Legends also encourages the use of cover, littering each level with waste-high defenses to hunker down behind." The game will boast a total of 36 unique powers and abilities, as well as "thousands" of weapons, and a "strategic cover system." Cabral also noted that the looting mechanic only yields money, not weapon-drops.

Rough Week for Studios

Tuesday was not a great day for many Zynga employees. The social gaming empire confirmed that its Austin, Texas-based studio (home of its The Sims Online-esque The Ville) may eventually be closed, with more than 100 staffers losing their jobs this week. Affected employees were given just a matter of hours to clear their desks and leave their offices. Zynga also closed its Boston studio, which was producing Indiana Jones Adventure World. "These reductions, along with our ongoing efforts to implement more stringent budget and resource allocation around new games and partner projects, will improve our profitability and allow us to reinvest in great games and our Zynga network on web and mobile," said CEO Marc Pincus in an internal memo received by Gamasutra. The announcement of the downsizing came during Apple's much-publicized press event, during which the technology giant announced the long-rumored $329 iPad mini, among other things.

The following day, Zynga said it is forming an exclusive partnership with bwin.party, a real-money gaming operator. This marks the company's first move into real-money from the fake-cash gaming its used to hosting on Facebook, through games like Zynga Poker. The poker and casino games site in the UK will use Zynga's branding and will launch with 180 games that the two companies have worked on together, including slots, roulette and blackjack. Zynga stalwarts will have a presence too; there's a Farmville slots game. Oh, happy day.

In other downsizing news, Bigpoint--the studio behind Battlestar Galactica Online--also laid off 120 workers this week, more than a third of which were from the San Francisco studio, the rest being mainly administrative staff from the office in Hamburg, Germany. It also announced the departure of CEO Heiko Hubertz, who will be taking up the role of executive chairman of the company's supervisory board. The company is cutting its development efforts in the US, claiming that development in the regional is not efficient. "The games that we have developed in the last two years haven't been that successful, and the San Francisco area and Bay Area is quite a competitive market," Hubertz told Games Industry International. "San Francisco is, after New York, one of the most expensive cities you can live in in the US, so the people are quite expensive."

The Boston area development scene took its second hit on Thursday when Warner Bros. Interactive Entertainment confirmed to The Boston Globe that it has enacted a round of layoffs at the Needham, Massachusetts-based Turbine Inc. "As part of the continual review of our business operations and fluctuating market conditions, we have had to make reductions in our Turbine workforce," a spokesperson from the company said. "The group continues to remain an integral part of Warner Bros. Interactive Entertainment." According to the report, Turbine had more than 400 employees before the cuts, making the studio the Boston area's most sizable studio.

G4 Done With Games Programming, Refocusing on "GQ-style" Content

Struggling TV network G4 is cancelling all gaming-related programming, including X-Play and Attack of the Show, a source reportedly close to the situation told Kotaku on Friday. An "exclusive report" on TV Guide's website explains the shows will be winding down over the next two months, rolling out new episodes through December. Tweets from G4 employees, including Attack of the Show host Candace Bailey and X-Play personality Blair Herter, suggested that changes were afoot late on Thursday.

"Attack of the Show and X-Play have been important for G4, and we want to acknowledge the creative people who have helped inspire and showcase the phenomenon of gamer culture," G4 Media general manager Adam Stotsky told TV Guide. "With more than 3,000 episodes aired between them, we have more than enough great material to honor these innovators and their amazing contributions as we bring both shows to a close."

Remember SmartGlass?

Earlier this year, Microsoft announced that it would be bringing the Xbox entertainment experience to tablets, PCs, and phones, but has hardly said a thing about it since. Remember that? SmartGlass? Well, they haven't forgotten all about it;  the new update will actually , be launched this Friday, October 26, on Windows 8 and Windows RT. SmartGlass will live on mobile devices as an app, allowing users to access their 360 content from several mobile devices. The technology will also include a feature that Microsoft is dubbing "multi-screen entertainment," allowing gamers to enhance their gaming experience by integrating their mobile devices as they play games on the Xbox 360. SmartGlass will be free for download on Windows 8 and RT PCs, Windows Phone 8, iOS, and Android devices. The following games and partners have confirmed Xbox SmartGlass integration: Ascend, Dance Central 3, Forza Horizon, Halo Waypoint, Home Run Stars, Karaoke, Kinect Sesame Street TV, and Prima Games.

Halo 4 = Hella Expensive to Make. Also, Maps

If you're looking to grab Halo 4 and all its add-on map packs, you're going to end up spending around $85 by next Spring. Microsoft announced the Halo 4 "War Games Map Pass" on Wednesday this week, a very-reasonable (compared to comparable offerings) $25 package that gets players nine maps in total that will be released between December 2012 and April 2013. The map packs will sell for about $10 each as standalone downloads. So, if you commit up front you'll be saving about 15 percent. In addition, players who purchase the Map Pass will receive two in-game helmets ("Scanner" and "Strider") and an in-game emblem ("Falcon"). The Pass is included as part of the $100 Halo 4 Limited Edition release. The first pack due out  is titled "Crimson" and will launch in December with the maps "Wreckage," "Harvest," and "Shatter." You then have to wait a couple of months, and then in February 2013 you'll get the "Majestic" pack, which adds "Landfall," "Monolith," and "Skyline" to the mix. The last pack comes in April, dubbed "Castle" with "Daybreak" (shown below,) "Outcast," and "Perdition."

In other Halo 4 news, we also learned this week that the game is the most expensive game ever produced by a studio at Microsoft. If the game is a bust, it won't be for lack of trying. Microsoft Game Studios boss Phil Spencer told Polygon this week that the company has spent more money making Halo 4 than it has developing any other game in the company's history. Absolutely. Nothing's even close," he said. He added that the Halo series, which he estimated to be a "three billion dollar franchise," is the company's "most important entertainment product." Some of Microsoft's other major franchises include Forza, Fable, and Banjo-Kazooie.

Speaking of Polygon. Congratulations to the whole team over at Vox Media. After months of teases, and their content being buried within parent-site The Verge, the full site games finally launched this week with much fanfare on Twitter. We wish them well. Check it out here.

GTA Info-Dribble 

Want another dribble of Grand Theft Auto V info? A new piece of artwork emerged this week, showing nothing we haven't already seen in the trailer that hit ages ago. The real motivation for the non-news seems to be pre-awareness for a substantial info-dump in November, via the Game Informer cover story that we mentioned a couple of weeks ago. Still, GTA is GTA, and the lack of real info doesn't make us any less excited for it. In fact, indulge your love of the franchise with this anniversary celebration from earlier this week.

Speaking of anniversaries, Grand Theft Auto: Vice Cityturns ten years old this month, and to celebrate, Rockstar Games will release an "Anniversary Edition" of the game for select iOS and Android devices this fall. According to Rockstar, GTA: Vice City for mobiles will contain the "full experience" found in the original PlayStation 2 title. It will feature high-res graphics and "several" enhancements unique to the iOS and Android platforms.

Libel, Legal Threats, and Doritos

Criticisms of games media, like any other kind of media these days, are many and frequent in public forums in in opinion pieces. Normally they're not particularly newsworthy, but this week the fallout of such criticism sparked debate and controversy across a variety of communities.

It all started when Rab Florence, a comedy writer, performer, and occasional writer-about-games wrote a piece for Eurogamer dubbed Lost Humanity 18: A Table of Doritos. He opened with the widely-circulated and derided image of Spike's Geoff Keighley surrounded by licensed Halo 4 junk from Mountain Dew and Doritos, characterizing it as "tragic and vulgar" before going on to explore how seemingly innocent actions can easily be interpreted as an act of bias by a reader. He also skewered the European "Games Media Awards," which happened recently in London. "Games PR people and games journos voted for their favourite friends, and friends gave awards to friends, and everyone had a good night out," Florence noted, before elaborating on his disdain for such chummy behavior. The story discussed writers tweeting with the hashtag #gmadefience at the event in order to win a PS3 from publisher Trion, and a few instances of behavior he found questionable. As Ben Kuchera noted in his analysis of the events, that's not news. Opinion pieces rarely are. What happened next however, is.

Intent Media, the publisher of MCV UK, reached out to Eurogamer to complain about comments made about their journalist, Lauren Wainwright, about whom Florence had expressed some suspicions due to tweets arguing that she saw nothing wrong with GMA attendees winning free PlayStations n return for social media promotion. Absurdly, given that everything quoted was done so on a public forum (Twitter, though Wainwright has now made her profile private) Eurogamer has since deleted sections of the story, and it has been claimed that MCV threatened Eurogamer with legal action. MCV editors, on the other hand, state that no legal action was actually threatened. The Eurogamer piece now carries the sidebar, "Following receipt of a complaint from Lauren Wainwright, Eurogamer has removed part of this article (but without admission of any liability). Eurogamer apologises for any distress caused to Ms Wainwright by the references to her. The article otherwise remains as originally published."

Much has been written about this in the past few days. Adam Pavlacka wrote about it on Worth Playing, there's Kuchera's piece on Penny Arcade Report, as noted above, along with a  withering piece from Rock, Paper, Shotgun's John Walker, who concluded, "The last two days have been an utter disgrace for UK games journalists and PRs. I'm sick with anger about it. I'm embarrassed by my profession, and I'm once again reminded that even though being outside the cliquey circles can feel like you're doing something wrong, it likely means I and others are doing something right. I implore young writers getting started in this business to avoid getting embroiled in the cosy world of PR-journo group hugs, and I desperately suggest to them that if you ever think you might want to prevent another journalist from publishing their thoughts, that you instantly quit and get a job where you won't be a disgrace to our industry."

Florence, sadly, has endured criticism and derision from some quarters for choosing to criticize what he observed, as he noted on Twitter on Thursday.

As you can imagine, the whole debacle has spawned plenty of discussion on forums such as Reddit, and NeoGAF.

Minecraft More Popular than Call of Duty on Xbox 360 

Minecraft: Xbox 360 Edition is already a breakout hit. It has sold over 4 million copies since launch in May, driving $80 million in revenue. Now, it has hit another milestone. The latest Xbox Live activity chart reveals the game was the most popular title on Xbox Live for the week of October 15. The game tallied more unique users on Xbox Live during the week than big-budget retail releases like Call of Duty: Modern Warfare 3, FIFA 13, Call of Duty: Black Ops, Borderlands 2, Halo: Reach, and Battlefield 3. Not surprisingly, Minecraft: Xbox 360 Edition was also the best-selling Xbox Live Arcade title of the week, outperforming the likes of The Walking Dead, Sonic Adventure 2, and Trials Evolution. Specific sales figures were not released, but in August, Minecraft: Xbox 360 Edition was selling at a clip of 17,000 copies per day, amassing revenue of a staggering $340,000 every 24 hours.

To celebrate, enjoy this Minecraft-themed Gangnam Style parody from CaptainSparklez. 


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Field Trip: Contests & EyeCandy

This week's Field Trip is packed with Halloween themed activities, contests, and information about the latest game industry community news along with ways to find free stuff or discounts on games.

Many game industry communities like Capcom, Bethesda, Sega, EA, Gearbox, and Blizzard are rolling out in-game content and contests around Halloween. This report is packed with ways for you to celebrate the spooky holiday, but don't worry, there's some regular happenings too!

Industry Community Activities

- Bethesda Killer Dishonored Moves Contest ends Oct. 31
- Halo 4 Soundtrack Remix Contest ends Oct. 29
- Win a role in Activision's Walking Dead game
- Resident Evil 6 LampFree projector sweepstakes
- Turbine Pumpkin Carving Contest ends Nov. 2
- GameStop Assassin's Creed III Reward Giveaway ends Oct. 31
- Blizzard Halloween Pumpkin Carving Contest ends Oct. 28
- Call of Duty Fan Megapack IV Giveaway ends Oct. 30
- Blizzard Comic Contest ends Oct. 31
- Amazon.com Halloween Gamer Costume Contest ends Oct. 31
- Capcom Design your own Darkstalker ends Oct .31
- World of Tanks Trailer Contest ends Oct. 28
- Unreal Games Wallpaper Contest ends Dec. 10
- Capcom Okami Pumpking Carving Contest ends Oct. 30
- Reddit Pumpkin Carving Contest ends:Oct. 29

To Loot or Not to Loot

- Borderlands 2 Halloween Masks you can print!
- Ravaged $10 off only $14.99 for a limited time.
- Borderlands 2 Golden Keys Giveaway at Gearbox.
- SEGA Halloween Sale on Mobile platforms.
- Lord of Ultima 50% off Castle Themes sale ends Nov. 2.
- Sonic the Hedgehog Toy Collection by Erector.
- XBL: Resident Evil 4 HD, Dead Rising 2 on sale.
- Guild Wars 2 Gems Cards Available at select retailers.
- Minecraft: Halloween Skin Pack for the Xbox 360.
- PSN SFxT Swap Costumes 50 percent off.
- End of Nations Original Soundtrack coming soon.
- Paint your own Dragonborn figure
- Guild Wars 2 Halloween Guide
- ClapTrap blue edition
- Gears of War and Fortnite Twitter headers
- Capcom store has 10% off when you donate towards charity; also earn a chance to win a Street Fighter 25th Anniversary Chess Set.

Eye Candy

- Command & Conquer Nod Pie
- Team Fortress Doomates Digital Comic
- Line of Defenses Digital Comic
- Street Fighter Car Spotted in Miami
- Epic Jack O'Lanterns
- SWTOR Fan Art - Movie Poster
- Brick Force Comic Episode 12
- Elder Scrolls Online: Tamriel, Now and Then
- Treyarch Bloody Office Makeover
- Gears of War Wall Sculpture
- Plants vs. Zombies:: Stop Zombie Mouth!
- World of Tanks Fan Art Spotlight
- Starcrafts, the animation
- Dragon Ages III: Inquisition Concept Art First Look
- Resident Evil BGS2012 Cosplay

The Buzz

General
- Barcraft Gatherings
- Need for Speed Halloween Community Event
- Rift: Storm of Legions Beta event November 2-7
- Secret World Halloween Celebration
- The first annual Edmonton Comic & Entertainment Expo
- Team Evil Geniuses reveal some Starcraft 2 pro tips
- Team Fortress 2 Scream Update
- Wicked Weekend Celebration over at BrickForce
- Play BioShock Infinite: Industrial Revolution to earn rewards
- Pixar visited the Blizzard office report
- EA Breast Cancer Walk 2012
- Official Dishonored Mapp App
- Free-to-Play Shooter Hits Home

Spotlights

- SOE October Gamer of the Month
- Community Creation of the Week: A Bard's Song
- BrickForce's Community Spotlight
- Concept Artist Spotlight: Naomi Baker
- PSN Community Spotlight – The Joy Of Horror

Career Path

- GameSpot Senior Software Engineer
- Amazon recruiting 10,000 extra Christmas staff
- Gamasutra Hiring Report : PopCap, Riot, and Retro Studios


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Medal of Honor: Warfighter Review

Written By Kom Limpulnam on Sabtu, 27 Oktober 2012 | 21.50

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


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Medal of Honor: Warfighter Review

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

You can't be afraid to kick up some dust.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


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Guild Wars 2 - First Major Content Update Part 2

GW2 is a decent game.  I paid the purchase price plus $30 in gems for extra storage.  What really turned me off was a major bug.  There was a full set of boxed armor that was supposed to be exotic when opened but there was a bug that was causing the wrong set of armor ( just a rare set) to be in the box.  I spent all of my 17gold that i had grinded out over 3 weeks only to get a crappy set of armor.  They acknowledged the bug and since have fixed it, but their response was "we have no way to compensate anyone, we dont have the tools to spawn items."  They told everyone effected to be patient while they addressed the issue, but its been a month and they have done nothing.  It was the customer service that turned me off, not the game.  If they dont change their stance no one is going to buy their gems in game if its a :buyer beware" atmosphere.


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Video Review - World of Warcraft: Mists of Pandaria

Written By Kom Limpulnam on Jumat, 26 Oktober 2012 | 21.50

 max-hit  Reavingangel 

Guild Wars two is pretty awesome...but I don't think there is a way to compare the two...the community often determines the success of the MMO.  If the community dies when endgame is achieved, then the MMO's replayability through expansions die with it.  Like all of you who complain and bash on WoW, I too want to see a true successor that has a involved community that LASTS for years to come.  Either gamers these days are to ADHD to stick to one mmo, or no mmo is as good as WoW originally was, and still is.  I didn't start playing WoW until late 2005, right before BC released and I thought the whole concept was retarded until I tried it.  The game literally drew me in with its mechanics alone, and since then, they've simplified the mechanics to appeal to the more casual player.  That is probably the only reason I am still playing it today, like the millions of other subscribers that share my same views.  


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World of Warcraft: Mists of Pandaria Review

The Video Review

The continent of Pandaria goes to war with Brittany Vincent in this video review for World of Warcraft: Mists of Pandaria.

The spellbinding world Blizzard spun into existence eight years ago has been a stalwart presence in the realm of massively multiplayer online games. World of Warcraft is a pioneer in many ways, though its core mechanics seem quaint and outdated considering the inroads made by other games since WoW's original 2004 release. Nevertheless, it's still the online hangout of choice for subscribers who cling to the nostalgia factor: glorious raids of the past, milestones achieved, relationships destroyed. The indomitable role-playing game powerhouse is still a pretty big deal after all these years--and Mists of Pandaria offers another reason to cling to this familiar world.

Three-player scenarios are a good way to pass the time with good friends.

The expansion acts as a sentimental renaissance for longtime devotees who have been there since the original WoW beta, as well as a welcoming launching pad for newcomers on the fence about committing to the monthly fee. It's simultaneously alien and traditional, with brand-new content to explore that still channels the charm amassed the ambitious project's enormous fan base.

The continent of Pandaria brings a different dynamic to the world of humdrum sameness that has permeated any number of high-fantasy multiplayer experiences over the years. When you launch the expansion for the first time, the distinct Asian flavor of the sprawling landmarks and sweeping mountain ranges get those exploration urges gnawing at you once more. Whether you're traversing the breathtaking Kun-Lai Summit or trudging through the lush Jade Forest with loads of verdant greenery dotting the countryside, Pandaria is a whole new side to World of Warcraft that reignites the spark for adventure that, for many, peaked in the days of The Burning Crusade.

But as aesthetically pleasing as the continent of Pandaria is, a fresh coat of paint can't single-handedly revitalize an entire world. It sorely needed the aid of the additional playable Pandaren race and the monk class to turn established conventions on their heads. Fortunately, nods to modernization abandon older barriers and break new ground. These changes haven't affected classic questing, which usually involves killing X number of creatures to collect Y amount of loot to exchange for Z. It's tempting to call out Blizzard for content mired in tired trappings such as these, but Mists of Pandaria exhibits little tiredness: the grind feels fresh, effervescent even, especially in the moments from levels 85 to 90.

Questing has never felt so immersive, with assignments ranging from the frivolous to the stoic, including references to the Alliance and Horde conflict that rages on--welcome, grounding narrative touches in a fantasy land filled with pandas and adventurers. No matter the importance of the quest you're picking up, there's a sense of fitting into the goings-on unfolding around you. There's the feeling that you're contributing to the machinations of how the land grows and evolves. And that's something that keeps you coming back for more long after the appeal of looting has faded.

Unfortunately, Pandaria's social aspects are muffled by world phasing and linearity. Group questing has always been a main draw for WOW as a whole, and while Pandaria still supports grouping of course, most of the quests here feel more appropriate for a single-player session in the vein of Star Wars: The Old Republic's quests. That's not to say there isn't any room for enjoyment with friends. It simply feels like the focus has been shifted to solo questing and plot advancement. Fortunately, plenty of options for adding others to the fold come in the form of tactical scenarios requiring three players, where a group is thrust into different situations that keep things casual.


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Wii U to be sold at loss

Written By Kom Limpulnam on Kamis, 25 Oktober 2012 | 21.50

Nintendo confirms new system will be sold below manufacturing costs at launch out of desire to sell console at a "reasonable" price.

The Wii U will be sold at a loss at launch. Presentation slides from Nintendo's latest financial report were made available today, with president Satoru Iwata saying the company's ambition to sell the system at a "reasonable" price trumped its desire to sell the console in line with manufacturing costs.

It is not clear how much of a loss Nintendo stands to take by selling the Wii U below cost or when profitability on the console is expected to be achieved.

The Wii U will hit retail in North America on November 18 beginning at $300 for a basic model and scaling to $350 for a deluxe version. Nintendo had previously promised a reasonable price for the Wii U, saying it would not make the same mistake with the 3DS, which launched at $250 before Nintendo slashed the portable's price by about 40 percent to $170.

Yesterday, Nintendo reported its fiscal half-year earnings for the period ended September 30. The company posted revenue of ¥201 billion ($2.5 billion) down 6.8 percent from the 215.7 billion ($2.7 billion) it took in during this time last year. Losses came in at ¥28 billion ($351 million), compared to losses of ¥70.3 ($881 million) this time last year.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Minecraft more popular on Xbox Live than Modern Warfare 3

Minecraft: Xbox 360 Edition is already a breakout hit. It has sold over 4 million copies since launch in May, driving $80 million in revenue. Now, it has hit another milestone. The latest Xbox Live activity chart reveals the game was the most popular title on Xbox Live for the week of October 15.

Minecraft: Xbox 360 Edition tallied more unique users on Xbox Live during the week than big-budget retail releases like Call of Duty: Modern Warfare 3, FIFA 13, Call of Duty: Black Ops, Borderlands 2, Halo: Reach, and Battlefield 3.

Not surprisingly, Minecraft: Xbox 360 Edition was also the best-selling Xbox Live Arcade title of the week, outperforming the likes of The Walking Dead, Sonic Adventure 2, and Trials Evolution. Specific sales figures were not released, but in August, Minecraft: Xbox 360 Edition was selling at a clip of 17,000 copies per day, amassing revenue of $340,000 every 24 hours.

Upon launch on May 9, Minecraft: Xbox 360 Edition became profitable in just one hour, selling more than 400,000 copies during its first 24 hours on sale, and breaking all previous Xbox Live arcade digital sales records. The game reached 1 million in sales in just five days.

Minecraft: Xbox 360 Edition was developed by 4J Studios, the Scotland-based shop that built Xbox Live Arcade titles Perfect Dark, Banjo-Kazooie, and Banjo-Tooie. It retails for $20. For more on the game, check out GameSpot's review.


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More than 250,000 on GameStop Wii U waitlist

Nintendo claims preorders at speciality retailer have sold out, with quarter of a million gamers on waitlist; $350 deluxe model proving more popular with preorders.

According to Nintendo, Wii U preorders at GameStop have sold out. That, however, has not kept gamers from expressing interest in the new console. Company president Satoru Iwata claimed in new presentation that as of last week, more than 250,000 gamers had put their names on GameStop's Wii U waitlist.

It was not announced how many Wii U units GameStop had available for preorder to begin with.

There will be two Wii U models available at launch in North America on November 18: a $300 8GB basic version and a $350 32GB deluxe model that comes in black and includes a copy of NintendoLand. According to Iwata, the premium set is seeing more preorders than the base model. A more specific breakdown of the differences was not provided.

The Wii U is currently in production and will be sold at a loss at launch. It arrives in Europe and Australia on November 30 and will be available in Japan on December 8.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Asus ROG TYTAN gaming PCs out now

Written By Kom Limpulnam on Rabu, 24 Oktober 2012 | 21.50

Asus' new line of gaming PCs are on sale right now in Singapore, Malaysia, Hong Kong, Taiwan, and Malaysia, the company announced today.

The S$5,900 ($4,825) CG8890 ROG TYTAN CG8890 and S$2,250 ($1,839) ROG TYTAN CG8480 run on the Windows 8 operating system platform. The CG8890 features a one-click overclocking option powered by its six-core Intel Core i7-3960X processor. This allows gamers to dynamically overclock the computer's processor at three different settings without rebooting the system.

The CG8890 also contains the Nvidia GeForce GTX 690 graphics card, a card that melds together two of the companies most powerful Kepler chips on a single board. That makes it the most powerful and most expensive in the current GeForce lineup at $1000. Coupled with a 3TB hard disk, the computer will set gamers back S$5,900 ($4,825).

The CG8480 also has a one-click overclocking feature that makes use of its four-core Intel Core i7-3770K. The computer contains an Nvidia GT640 graphics card and 2TB hard disk space. Gamers will have to fork out S$2,250 ($1,839) for the whole package.


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Now Playing: Hawken

There is this taboo with free to play games especially from strict console players. Free to play IMO, is the developers way of saying "Hey, we want to make a really good game, but help support us with a donation in return we will show you our appreciaition with continued updates, balance and a quality game experience." Granted a lot of games want to prosper off the kid living in moms basement who will pay to win, so he plays those games. Understand though, that good quality games like MW:O (I paid for the $120.00 founders package) simply give you the option to play, and I CHOSE too, because I believe in the games success, not because of better perks to help me win more...Im definitely not getting any favors by paying. True player choice, and in retrospect, the developers of free to play games are taking a big risk doing such a thing because they have to eat too. Thank you for not forcing me to pay $60.00 up front for a game I may or may not like as much as you say, in return, by CHOICE, you received more from me where I could have given none and still been fine.


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Earthquakes, crossbows and Rhinos in Battlefield 3: Aftermath

Written By Kom Limpulnam on Selasa, 23 Oktober 2012 | 21.50

Battlefield 3: Aftermath is the next piece of premium downloadable content for fans of the year-old shooter to experience, and we got to play it early.

Battlefield 3: Aftermath is the next piece of premium downloadable content for Dice's incredibly popular shooter. However, working out when you can actually play the thing isn't all that simple. Here's how it breaks down:

November 27 on PlayStation 3 Premium members December 4 Xbox 360 and PC Premium members December 11 for non-premium PlayStation 3 owners December 18 for non-premium Xbox 360 and PC owners

Got all that!? Good! We were lucky enough to play the expansion ahead of its launch, and we can happily report we had a thoroughly enjoyable time. Here's what you need to know.

There are earthquakes! Remember that bit early on in Battlefield 3's campaign in Iran, where an earthquake brings down a building right in front of you? Well, Aftermath's four new maps take place right after that earthquake--so everything is a wreck, the character models are bruised and bloodied, but you'll feel aftershocks during your matches as well.

New maps The two maps we got to play were named Epicenter and Markaz Monolith, which demonstrated how red propane tanks open doors to tunnels that can be used to sneak around, creating new routes through the map as you progress.

Of course there's a crossbow Not to be outdone by fellow EA shooter Crysis 3 and its crossbow, Battlefield 3 now has one too thanks to Aftermath. There are four different tips--standard, scan bolt (proximity), explosive (C4) and balanced bolt, the latter of which is a sniper-like dart that can travel on a straight line farther than the standard bolt.

Three new vehicles Aftermath's earthquake-stricken maps can be navigated in three new vehicles--the Barsuk, Rhino and Phoenix. These vehicles have been modded in a Road Warrior-esque fashion by the survivors of the 'quake, so they have a more rough-and-ready appearance than the rather pristine vehicles seen in other maps.

New game mode Scavenger is a new game mode just for Aftermath. Everyone has lost their guns, so you start the match searching around for weapons. When you find one, you only get the ammo that's in it, so you need to keep moving around to find new sidearms. This also means that BF3's class system is redundant, so everyone's on the same level, making Scavenger perhaps BF3's purest deathmatch experience yet.

Are you looking forward to Battlefield 3's penultimate piece of DLC? What are you looking forward to the most? Let us know in the comments!


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Blizzard prototyped Diablo in space

Following the launch of Diablo II, Blizzard Entertainment considered taking the role-playing franchise to outer space. That's according to author David Craddock, who provided an excerpt from his book Stay Awhile and Listen about Blizzard Entertainment to Shacknews.

"Have you ever finished a round of Diablo and said, 'You know, I bet that addictive slot-machine formula would be a blast in a science fiction setting?'" Craddock asked. "Blizzard North thought so, too. After [Diablo II], the company split into separate teams: a Diablo team, and a 'We love Diablo but it's time to try something new' team. They started and scrapped more than half a dozen ideas before a few team members suggested making a Diablo clone, but set on a space opera stage."

According to Craddock, this project was nicknamed "Starblo" by developers. Like Diablo II, it was designed to take place over several chapters, but instead of travelling across a singular world, "Starblo" would have allowed players to customize spaceships and fly them across the galaxy, killing and looting creatures they found along the way.

Blizzard has produced several playable builds of the game, Craddock said, but a final name for the project was never conceived. It is not clear if Blizzard has scrapped this idea entirely.

Deep space is not the only place Blizzard considered for its Diablo series. Earlier this month, Craddock revealed that the studio had conceived a Diablo for GameBoy, tentatively titled Diablo Junior. It bore resemblances to Nintendo's Pokemon series, but was ultimately canceled due to steep production costs associated with handheld games.

Stay Awhile and Listen launches in early 2013, published by Digital Monument Press.


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Subsidized Xbox 360 program expanded to 250GB models

Microsoft is expanding its subsidized Xbox 360 program with new models and wider availability. Beginning sometime soon, the technology giant will offer a 250GB model for $99 and a 250GB version with Kinect for $150 when users sign up for two years of Xbox Live at $15 per month. The new models will join the existing $99 4GB model with Kinect.

The subscription-based Xbox 360 offer launched in May 2012 and is currently available only in North America through official Microsoft stores as well as retailers like GameStop and Best Buy.

However, Microsoft is expanding the offer to even more retailers. Microsoft marketing general manager Matt Barlow told The Wall Street Journal recently that the deal will be extended to Toys 'R Us, Wal-Mart, and all GameStop locations in the coming weeks.

He also suggested that the offer may be extended to international markets, though he did not confirm a timeline for this. Additionally, Barlow said a subsidized model is likely to remain in place for future product launches, adding, "This type of program is pivotal to our business."

Microsoft is the only major platform holder to offer a subscription approach. The offer mirrors that of cell phone plan providers, whereby subscribers pay less up front, but are required to commit for two years and face early termination fees should they want out.


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BioWare releases Dragon Age III: Inquisition concept art

Written By Kom Limpulnam on Senin, 22 Oktober 2012 | 21.50

BioWare has released new concept art for Dragon Age III: Inquisition, giving gamers a first look inside the upcoming role-playing game's universe. The three shots, embedded below, show sprawling outdoor and indoor environments, as well as a castle set on a rocky mountain.

Dragon Age III: Inquisition was announced in September. The game will run on a new engine, with the team at BioWare using DICE's Frostbite 2 as a foundation. The engine will allow BioWare to build a "more expansive world" with improved visuals, more "reactivity" to player choices, and deeper customization options.

Elsewhere, BioWare shared further insight into Dragon Age III: Inquisition during a panel at the Edmonton Comic & Entertainment Expo this weekend. Producer Cameron Lee relayed the discussion via his Twitter feed, revealing a number of insights into the game, the first of which is that players may be able to control castles in the new game.

It was also confirmed that the main protagonist in Dragon Age III: Inquisition will be a human. Customization in the new game, spanning players and followers, is reportedly going to be "bigger" than past games. Additionally, BioWare claimed that "just one level in Dragon Age III is as big as all of Dragon Age II's levels."

Dragon Age III: Inquisition is due during late 2013, the same time period analysts believe next-generation consoles from Microsoft and Sony will be on store shelves.


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Vigil Games cofounder leaves

If a third Darksiders is made, it will be done so without Vigil Games cofounder and creative director Joe Madureira. The developer announced recently that he is parting ways with the Austin, Texas-based developer after seven years and two games: the original Darksiders and its sequel.

"I'm afraid the time has come for me to move on to new adventures," he said in an update to his Facebook page. "I could not be more proud of what we achieved, or the awesome people who helped build up this studio. I can safely say Vigil's future is in very good hands, so expect only awesomeness down the road. This feels surreal…I miss the place already."

Madureira said he will talk in detail about his next endeavor in the coming months. However, in the short term, he said he is focusing on "banging out a bunch of comics," but did not elaborate on this.

Madureira founded Vigil Games in 2005 alongside David Adams, Marvin Donald, and Ryan Stefanelli. The company was acquired by THQ in 2006 for an undisclosed sum. Prior to creating Vigil Games, Madureira spent 20 years at comic book company Marvel, where he worked on the Deadpool, Uncanny X-Men, Ultimates, and Avenging Spider-Man franchises.

Vigil Games' most recent project was this summer's well-received Darksiders II. It released in August and was the month's best-selling title in the United States. No future projects for Vigil Games have been announced.

Darksiders II will be a launch title for the Wii U in North America on November 18.


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Nostalgic Game Design Can't Be Just Skin Deep

Written By Kom Limpulnam on Sabtu, 20 Oktober 2012 | 21.50

Carolyn Petit examines the very different ways in which two games go about celebrating the NES era.

I imagine that when I look back on the games of 2012 in the future, it won't be any of this year's big commercial hits that stand out most. Great as they are, it won't be games like XCOM: Enemy Unknown or Dishonored that spring to mind first. Rather, what will define 2012 for me most is the fact that not one but two of the most memorable and interesting games I played this year are tremendously referential celebrations of gaming's past.

Of course, games that capitalize on the nostalgia of players who grew up with the games of the '80s and '90s are nothing new. Each entry in Nintendo's New Super Mario Bros. series attempts to appeal to those who have fond recollections of the "old" Super Mario Bros. games. And it's not unusual for publishers to resurrect and modernize beloved properties of the past. As a huge fan of Bionic Commando on the NES, I always think of the disappointing 2009 update as an unfortunate example of such games.

At one point, Retro City Rampage references the faux-3D stages in Contra.

But two games released this year--Retro City Rampage and Abobo's Big Adventure--have a different relationship with the past than those other games. These games aren't new entries in old franchises, playing on our fondness for specific characters or worlds, our yearning to play a new game in a series we loved when we were younger. Instead, they reference a wide variety of different NES games, and in doing so, they celebrate the entire NES era. Yet though they share a similar reverence for the past, their approaches are wildly different.

Retro City Rampage takes a type of game that didn't exist in the 1980s--the open-world urban crime adventure--and envisions what it might have looked like if it had. Known early in its development as Grand Theftendo and originally designed to run on actual NES hardware, Retro City Rampage looks and sounds very much like a product of the '80s. If you loved the NES, playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.

It's a heady sensation, with the power of nostalgia making it distinctly different from the contemporary thrill of exploring the lands of Skyrim or the streets of Liberty City. And because games like RCR didn't exist in the '80s, Retro City Rampage initially recaptures the excitement that came with playing something unlike anything you'd ever played before--the first time you played Metroid or Blaster Master or The Legend of Zelda. But eventually, it sinks in that, since we're now in the 2010s and not the 1980s, we have played games that play like Retro City Rampage, and that do what it does better. The visuals and music conjure a pleasing sense of returning to the past, but what it's doing isn't nearly as bold today as what games like Metroid and The Legend of Zelda did back then.

Playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.Retro City Rampage goes beyond its 8-bit visuals and music in attempting to stir up warm, fuzzy feelings for gaming's past, though. It also dishes out references by the dozens to specific games, characters, media personalities, movies, and other pop culture artifacts of the '80s. Some of these nods elicit a pleasing sense of recognition, a simple but satisfying, "Oh, hey, the name of that skate shop is a reference to Skate or Die!" Others may make you chuckle, while some fall flat. But ironically, it's when Retro City Rampage goes beyond textual references and tries to reference classic games via its gameplay that it stumbles the most as a celebration of '80s games.

Games like Paperboy and Tapper, and particular elements of games such as the faux-3D levels in the original Contra, all felt a specific way, and for those of us who played those games when we were younger, the feel of the controls is an intrinsic part of our memories of them. As a result, when playing the sections of Retro City Rampage that are modeled on these games, there's a jarring disconnect between what we see (a room that is clearly modeled on a bar in Tapper, for instance) and what we feel (controls that make no effort to imitate the distinctive way Tapper felt). I know that I enjoyed playing Tapper, but playing the stage that spoofs it in Retro City Rampage doesn't remind me why I enjoyed it.

Retro City Rampage faithfully recreates the look and sound of the games it references, but it goes deeper than that.

Abobo's Big Adventure, on the other hand, duplicates with remarkable precision the way it feels to play the games it imitates. Unlike Retro City Rampage, Abobo's Big Adventure makes no attempt to mix 8-bit visuals and sound with more modern genres or concepts. In fact, nearly every element of Abobo--every character, every environmental detail--is not just a reference to something from gaming's past, but a nearly pixel-perfect re-creation.

Because it's not a commercial product but a free Flash game, Abobo's Big Adventure can get away with replicating the first stage of Double Dragon (complete with its fantastic music), and pitting you against enemies from Super Mario Bros., Renegade, Donkey Kong, Kung Fu, and other games. If you've played Double Dragon, the experience isn't just nostalgic because it looks and sounds like Double Dragon. It's also nostalgic because it feels like Double Dragon. If it didn't, playing this stage would feel just as discordant as it feels to play the Tapper level in Retro City Rampage. But instead, the experience is harmonious, and pleasurable.

Abobo's Big Adventure doesn't just make superficial nods to the games it spoofs. It reminds us why we loved playing them.What's remarkable about Abobo's Big Adventure is that it takes you back to the sights, sounds, and feelings of classic NES games not just once or twice, but over and over again. There's a level that mimics a fortress in The Legend of Zelda and one that imitates a match in Pro Wrestling. One faithfully re-creates early stages in Contra, and another sees you leaping and shooting through a remake of Mega Man 2's Quick Man stage. Like the Double Dragon stage that opens the game, these aren't dry, unimaginative replicas. They're filled with characters from other games and have frequently hilarious surprises in the forms of unexpected boss fights and other tweaks to these scenarios some of us know only too well. But it always nails the most crucial detail. It always feels right. Retro City Rampage reminds us that we played these classic games. Abobo's Big Adventure reminds us that we loved playing them.

What about players who didn't grow up with NES games? Which game has more to offer players who aren't versed in 8-bit gaming history? By offering a sampler platter of 8-bit gaming experiences that are still fun to this day, Abobo's Big Adventure is ultimately a more varied, better-playing game than Retro City Rampage. The direct comparison is, however, perhaps a bit unfair. One game sets out to be a fun open-world game with visuals and humor that reference the 8-bit era. The other is made almost entirely of actual pieces of 8-bit games--sprites, backgrounds, music, gameplay mechanics. But if we see more games in the future that strive to celebrate NES games to the extent that these two do, I hope that they take a cue from Abobo's Big Adventure, and recognize that it's not the pixelated visuals or chiptune music that makes those games so worthy of our enduring affection. It's the way they play.


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Mugen Souls Review

There's a lot to appreciate about the anime-style trappings seen in many Japanese role-playing games. The influence of Japan's rich history of cartoon and comic art can translate to colorful environments, outlandish characters, and even some offbeat humor. Mugen Souls is one such RPG. But while it wholeheartedly embraces the anime-loving, game-marathoning otaku culture that inspired it, Mugen Souls seems to have completely forgotten to be a good game first and foremost.

The premise of Mugen Souls is novel: rather than saving the world from imminent destruction, antiheroine Chou-Chou wants to turn every being in the seven corners of the universe into her loyal servant. She has a knack for getting people to surrender to her will, thanks to her unique ability to pander exactly to anyone's taste in character stereotypes. She also has a commandeered spaceship and an ever-growing army of subservient lackeys under her rule.

The character designs are cute and appealing (if a little uncomfortable at times--some of the characters look quite young), and the theme of conquering the universe with your egotistical charm is inherently appealing. But the problems with Mugen Souls emerge from the get-go. Chou-Chou's one-note appeal fades quickly as she and the supporting cast fail to undergo any satisfying character development, even after Chou-Chou displays her ability to assume seven different personality types.

The one-dimensional characters might be forgiven if their interactions were as funny as the game seems to think they are. Alas, attempts at humorous exchanges between the characters fall flat with resounding thuds, save for a few cute digs at video gaming conventions. There's little to the story besides the supposed humor, so when the funny fails, every lengthy dialogue exchange turns into an excruciating experience.

Solid gameplay can rescue an RPG with a weak story, but the gameplay of Mugen Souls is a superficially complex mess of disparate mechanics that fail to gel into anything cohesive. Chou-Chou, her seven personalities, and her servants traverse small, sloppily designed, uninteresting overworld areas, which chug along at incomprehensibly low frame rates, despite their simplistic visuals and object models, unless you lower your display resolution to 720p. There are mobs of endlessly respawning enemies on each map, and though you can see them before you fight, they tend to move so quickly that avoiding them (or slashing Chou-Chou's weapon fast enough to enter battle with an advantage) is extremely difficult once they notice your presence.

When you enter a fight, there are lots of options available to you, all of which are explained only one time through poorly presented tutorials--which then become completely inaccessible should you want to review anything you've learned. You've got a fairly standard RPG array of basic attacks, special skills, and items to use, as well as a positioning-based combat system that lets your party and the enemies run around the field. Characters can also perform team-up attacks that have some amusing animations, but they become so drawn out that you are quickly tempted to turn off the "battle animations" option.

Chou-Chou has access to some unique skills, however. She can shift into one of her seven personalities mid-combat, which changes her affinities toward special attacks; rather than being based on traditional RPG elements like fire, wind, and water, skill and character affiliations are based on personality traits like bipolar, graceful, and sadist. Chou-Chou also has an ability called the "moé kill": by pandering to enemies' particular tastes, she can transform them into willing peons, who then power up her spaceship. This is accomplished by trying to match a series of three action selections to an enemy's taste and current mood. Make the enemy happy, and you are rewarded; pick the wrong choices, and you get an agitated, more powerful foe to contend with.


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Wii U voice chat limited

Written By Kom Limpulnam on Jumat, 19 Oktober 2012 | 21.50

Nintendo fans may be happy to learn Nintendo has finally confirmed the Wii U will support voice chat. However, the implementation of it appears to be limited and involved. Though the Wii U GamePad does have a built-in microphone, it cannot be used for voice chat.

IGN reports that only select games will support voice chat through third-party, officially licensed headsets from Turtle Beach and Tritton plugged into the GamePad's headphone jack. Titles that have been confirmed to support voice chat thus far include Call of Duty: Black Ops II, Assassin's Creed III, and Mass Effect 3.

Gamers keen on using a Wii U Pro Controller will have an even more involved process to undertake if they wish to use voice chat. The Pro Controller does not have a headphone jack, meaning players will need to plug their third-party headset into the GamePad and set it next to them as they play.

Nintendo has not announced any first-party headset options for the Wii U. The system is due out in North America on November 18, with releases to follow in Europe and Australia on November 30, and Japan on December 8. The Wii U will be available in North American beginning at $300 for a basic bundle and also through a $350 deluxe edition that includes a copy of NintendoLand.


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GS News - 70 Million Xbox 360s sold

That's also factoring in all the "red-ringed" units that people had to replace. Hell, by this point in the 6th gen (7 years in), Sony had sold 110 million PS2s. So I'm not impressed. The PS2 is still the best selling gaming console in history, and that isn't likely to change.

PS2 is still the best selling console in history, and that ain't lookin' to change.


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70 million Xbox 360s sold

Microsoft has now sold 70 million Xbox 360s across the world since the console launched in November 2005. The news comes by way of Microsoft's first quarter 2013 (July 2012-September 2012) financial report, which saw its Xbox division post total revenue of $1.95 billion, down just 1 percent from the prior year.

Microsoft sold 1.7 million Xbox 360s across the world during the period, down 600,000 units--or 29 percent--from this time last year.

Microsoft chief financial officer Peter Klein said the console market "continues to be challenged," and is thus forecasting a decline in revenue for the company's Entertainment and Devices division for the upcoming quarter. Single-digit growth, however, is expected for the full fiscal year.

A bright spot on Microsoft's sheet was Xbox Live. The company said Xbox Live membership was up 15 percent during the quarter, though a new user milestone figure was not announced. The latest Xbox Live user tally from April this year stood at 40 million. Microsoft said it continues to see the online platform as a "strength."


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Infinity Blade: Dungeons delayed

The next installment in Epic Games' popular Infinity Blade series has been delayed to 2013. Company spokesperson Wes Phillips told AllThingsD that Infinity Blade: Dungeons will not make it out this year due to its newly formed developer Impossible Studios adding fresh ideas to the game, as well as various logistical issues.

"Ever since the talented team at Impossible Studios got their hands on Infinity Blade: Dungeons, they've been busy adding their great ideas to the game," Phillips said. "There was also the matter of getting the Impossible Studios team up and running with desks, chairs, staplers, and computers. The logistics of a new studio and implementing all these great ideas required a little extra time, so Infinity Blade: Dungeons will hit iOS in 2013."

Epic opened the Hunt Valley, Maryland-based Impossible Studios in August, tasking the outfit to collaborate with Chair Entertainment on Infinity Blade: Dungeons. The studio is led by Big Huge Games, Activision, and THQ veteran Sean Dunn.

Epic Games announced Infinity Blade: Dungeons during Apple's new iPad event in March. Epic Games president Mike Capps said of the game, "These guys are redefining gaming again."


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Starhawk dev lays off half its staff

Written By Kom Limpulnam on Kamis, 18 Oktober 2012 | 21.50

LightBox Interactive confirms it has laid off 24 staff as part of shift towards making games for iOS devices.

Starhawk developer LightBox Interactive has laid off half its staff as part of a shift toward developing games for iOS devices. Company president Dylan Jobe confirmed to Gamasutra that 24 of the studio's 45 employees will be let go effective Friday.

"The reason for the layoffs is a strategic shift in our product development as we move forward with a very focused and self-funded team to bring our next game to iOS devices," Jobe said.

The studio was founded in 2009 out of the ashes of Incognito Entertainment (Warhawk, Twisted Metal). According to Jobe, LightBox remains "very close" with Sony following the layoffs.

The third-person shooter Starhawk released in May this year to a positive critical reception, but was not one of the month's top ten titles in the United States, according to NPD data.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Derrick the Deathfin Review

Derrick is a shark. And like many sharks, he has an appetite that's never satisfied. But while the sharks of the real world won't flop over and die if they miss a meal, Derrick's life hangs by a thread with each missed mouthful. That's not an easy life for a fish--despite being at the top of the food chain--particularly when, as you discover, his parents are turned into seafood by an evil organisation intent on polluting the world's oceans. And what beautiful oceans they are: intricate, handmade papercraft oceans that are as bright and colourful as the likes of SpongeBob's Bikini Bottom, but with a playful imagination and design all their own. Derrick certainly doesn't want them turned into sludgy, rotten wastelands.

Fortunately, Derrick's shark ancestry gives him quite the advantage when it comes to roaming the world's 2D, side-scrolling oceans. He can chow down on the many inhabitants of the sea with ease, with the delightful papercraft crabs, fish, squid, and other creatures disappearing in a puff of smoke. He's fast too, and by holding down the right trigger you can make him even faster and gracefully leap out of the ocean like a modern-day Ecco the Dolphin. Such manoeuvres are tricky to master, though. There's an impreciseness to Derrick's movements that means you're never in total control of his actions; it's all too easy to swim straight past or leap right over a group of delicious sea creatures.

And that's not something you want to do too often. With each flick of a fin, a health bar at the top of the screen depletes, and quickly too. As you roam around each level, trying to make it to the finish line on the other side, you must eat constantly; go too long without a meal, and it's lights out for Derrick. It's that constant pressure to survive that makes navigating the well-designed mazelike courses a serious challenge. Eat everything in sight too quickly, and you might leave yourself without enough food to make it to the end of the level. If you take a wrong turn down a tunnel, only to reach a dead end, you might not have enough energy to swim your way back again.

There are a few things around to help you out, though. Trails of pink diamonds to collect often point you in the right direction, as well as double up as food for Derrick. They're one type of collectible found in each level, the other being giant tires that float above the surface of the water, ready for you to skilfully leap through as they burst into flames. Collectibles are totalled at the end of each level, giving you a score that's placed on a leaderboard, albeit a local one. They unlock new areas too, including fun fast-paced levels that are based on speed, which shun the health bar for a time bar that ticks down quickly as you make your way through each maze.

The evil corporation gets a dose of Derrick thanks to small puzzle levels where you have to blow up an oil rig or take down a mighty trawler. But these sections are more of a missed opportunity than a break from the fast-paced action. Puzzles are painfully easy to solve and often just involve nudging a few bomb-fish around until they're in just the right place to explode. Indeed, there's a lack of depth to much of Derrick's adventures. Every level lasts just a few minutes, and you can easily make your way through all 32 of them in a single sitting--a little longer if you hunt down all the collectibles.

It's a format that lends itself greatly to mobile--a fact that's referenced in loading screens--but it works less well here. As fun as many of the levels are, you don't ever feel like you're getting enough of them, even if you go back and replay them, as the collectibles compel you to do. But that's not enough to discount Derrick the Deathfin. The beauty of its colourful visuals, the wonderful trip-hop soundtrack, and the compelling, enjoyable levels create an utterly charming package that's big on imagination, if just a little short on execution.


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GameSpot Asia Beat Ep. 11: Gametoberfest!

It's October, there's a lot of games to talk about, and there are four editors with mics handy. You do the math.

First off, we apologize for the extra week delay for our GameSpot Asia Beat podcast; there were conflicting schedules and whatnot waylaying us last week. With that out of the way, this week's episode is a megaton of games-talking courtesy of yours truly, GameSpot Asia's Randolph Ramsay, CNet Asia's Aloysius Low, and SGCafe's Sim Cheng Kai.

Topics of interest include the best way to not mess up your XCOM single-player session, reasons why Code of Princess is a great successor to Guardian Heroes, and why Project X Zone isn't hot stuff. On with the show!

Timestamps are below for your reference:

2:14 - FTL
6:58 - Giana Sisters
7:30 - XCOM: EU
18:01 - Intermission #1 ("Gemini Salsa" by McVaffe)
18:33 - Dishonored
23:29 - Borderlands 2's pirate DLC
26:18 - Torchlight 2 (again)
28:01 - Project X Zone
33:41 - Unfinished Swan
37:50 - Code of Princess
42:38 - Harmoknights
45:39 - Dance Central 3
49:23 - Intermission #2
50:01 - News on Tetsuya Mizuguchi
55:07 - Mechwarrior Online
1:02:40 - Project Eternity,Baldur's Gate series
1:06:44 - Halo 4 on two discs
1:11:22 - Intermission 3
1:11:52 - StarCraft II WCS, MOBAs
1:17:12 - Prey 2 In Limbo
1:19:02 - Darkstalkers Are Not Dead, GGPO Blues

As ever, download the podcast here and dish out your two cents at the comments box below.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Battlefield 3: Aftermath DLC out Nov. 27

Battlefield 3: Aftermath will launch on November 27 for PlayStation 3 Battlefield Premium users, developer DICE announced today. The content releases a week later on December 4 for Xbox 360 and PC Premium users, and launches for all PS3 players December 11. Xbox 360 and PC gamers without a Premium subscription can get in on the action December 18.

The content is free with a $50 Battlefield Premium subscription, and will also be available as a $15 standalone download.

Aftermath adds four new multiplayer maps set in the streets and cities of a post-earthquake Iran. Additionally, the content brings a new game mode called Scavenger. Gamers who play this mode begin a round with only a knife, one grenade, and a sidearm, and must scour the terrain for more powerful weapons to get the upper hand on their enemies.

The Aftermath content also brings a new weapon, the crossbow, to players' arsenals. Additional achievements, assignments, and vehicles are also up for grabs in the new add-on.

Battlefield 3: Aftermath is the game's fourth of five planned expansions. It follows Back to Karkand, Close Quarters, and Armored Kill, and precedes the final expansion, the suitably named End Game.


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IGN up for auction - Report

Written By Kom Limpulnam on Rabu, 17 Oktober 2012 | 21.50

IGN could be going up for auction, according to a report from the Wall Street Journal.

The paper reported that News Corp. is working with investment bank Allen & Co. on an auction to sell IGN's network of video game and entertainment sites, following a year of failed efforts to produce a sales deal.

According to the report, News Corp. publicly stated its intention to sell IGN Entertainment after news that it was preparing to restructure its internal publishing and journalism assets, separating them from its media and entertainment businesses.

News Corp. bought IGN in 2005 for a price tag of $650 million (a deal that also included other sites, such as GameSpy.com and TeamXbox.com), but now hopes to sell the network of video game and entertainment sites for around $100 million.

According to the report, Break Media and SAY Media are among potential buyers for IGN, although sources close to News Corp. told the paper that other potential bidders could include private equity funds.

Sales negotiations were affected by turnover at both IGN and News Corp., with the departure of IGN chief executive Roy Bahat in August, and the resignation of News Corp.'s chief digital officer, Jon Miller.


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Are Modern Games Being Dumbed Down?

Yes, contemporary games are attempting to appeal to a broader audience rather than meet the expectations of a gaming one, an audience game companies now consider as niche in a post-casual-game world.  You can easily observe this trend in once-hardcore genres like RPGs and fighters. 

Take RPGs: they are no longer as grindy as those in the late 90s or early 00s or offer RNG elements like random encounters.  In addition, contemporary RPGs offer fewer stat-based character customization eliminating the need for theory crafting, making the user experience more homogenous and simplified.  Compare Diablo 2 to Diablo 3.  Vanilla WoW to Mist of Pandaria.  Compare the Baldur's Gate series to Dragon Age.  Final Fantasy X and older entries in the series to Final Fantasy XIII.  Contemporary RPGs have more hand-holding and linear elements and fewer permanent decisions than before.  Ask yourself how often you were lost in older RPGs versus in new RPGs.  In new RPGs, objectives are often blatantly highlighted giving users a clear path to the goal.

You can observe something very similar in fighters where many of the control schemes have been simplified.  Many fighters now offer 1-button supers, block assist, and input assist.  In Marvel vs. Capcom 2, each character had a unique launcher you had to learn to begin an air combo.  In Marvel vs. Capcom 3, there is a universal button devoted for launching.  Street Fighter 4 utilizes an undocumented input assist system -- if your input comes close to the input of say a fireball, your character will perform a fireball.  This chips away at the series' once unforgiving input precision seen in Third Strike and Super Turbo.

I have no issue with streamlined design, but when games are gutted to an unrecognizable state just for broad appeal, it becomes rather dull and insulting.


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Project Eternity most-funded video game in Kickstarter

Written By Kom Limpulnam on Selasa, 16 Oktober 2012 | 21.50

Obsidian Entertainment's recent Kickstarter project, titled Project Eternity, is now the highest-funded video game on the crowd-source funding platform.

According to its Kickstarter page (via Polygon), it has surpassed Double Fine Adventure's Kickstarter campaign total of $3,336,371. At the time of writing, Project Eternity's total is at $3,348,171, and has 22 hours left before the project closes. The project started on September 14 and had exceeded its pledged goal of $1,100,000 within 24 hours.

Due to the goals being met, the developers will use the extra funding to possibly feature new playable races, factions, crafting systems, and a personal stronghold for players to store gear and weapons in. The developers will also attempt to enlist the aid of Neverwinter Nights 2's creative lead George Ziets. If the campaign reaches beyond $3.5 million, the developers will add a final goal, called "Big Big City", where the game will feature a giant city hub, reminiscent of Athkatla from Baldur's Gate 2: Shadows of Amn.

Project Eternity is an isometric party-based fantasy RPG that will be developed by Obsidian Entertainment, the company behind Fallout: New Vegas and the upcoming South Park: The Stick of Truth.


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Soul Reaver to originally be new IP - Naughty Dog director/writer

The 1999 action adventure title Legacy of Kain: Soul Reaver was initially planned to be a game called Shifter, according to former Crystal Dynamics producer/director/writer Amy Hennig.

In an interview on PlayStation Blog, Hennig--now a Naughty Dog writer/director--said that the game's narrative was inspired by John Milton's Paradise Lost.

"The protagonist was, essentially, a fallen angel of death, a reaper of souls hunted by his former brethren, and now driven to expose and destroy the false god they all served."

She also added that Crystal Dynamics was sceptical in adapting Shifter's concept into the Legacy of Kain franchise because of the unnecessary technical risks.

"Creative constraints can be inspiring and invigorating, and once we dug into the challenge, the concept evolved in all kinds of exciting ways."

While the plane-shifting concept was kept in the final product, Hennig mentioned that Raziel was originally planned to have shape-shifting powers, but was cut due to technical limitations at the time.

Concerning the first Soul Reaver's abrupt ending, Hennig said that the team had to cut the last few levels of the game and set it up so that Soul Reaver 2 would meet its August 1999 release date. The original plan was for protagonist Raziel to hunt down his former brother and antagonist Kain, then activate the pipes of the Silenced Cathedral to kill off the remaining vampires of Nosgoth. Hennig said that the final ending opened up more narrative options for future sequels, like Soul Reaver 2 and Legacy of Kain: Defiance.

A reboot of the franchise was rumoured earlier this year, thanks to a survey conducted by Square Enix.


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