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Reality Check - Do we need 4K?

Written By Kom Limpulnam on Senin, 30 September 2013 | 21.50

I remember bringing home my first HDTV, it was only a small 720p TV but after hooking my 360 up to it I was amazed by the clear picture, later on I bought a big screen 1080p when there was more full HD movies and tv seasons available.

Now we almost all have Blu Ray, 1080p tvs, and maybe something you use for a media center. There is so much HD content it has overtaken SD in a lot of places and is now the norm.

I don't have crazy amounts of money for a 4K tv now but I would rather wait until it's a lot more popular and has wayyyyy more content and support, I saw a 4K tv running a true 4K demo video running at an electronics store and was amazed by the clarity, I wasn't to surprised to hear the TV had been gawked at by everyone who came in but they hadn't sold any of the few 4K tvs they ordered, people just don't see the value in a 4K tv that only has 1080p content.

Sure there will be early adopters but most people won't have enough true 4K content available to them to justify such an expensive purchase for years, and by then 4K tv and monitors will be better and cheaper, 4K is the future but I think people who jump in to early will feel burned when much better and cheaper models constantly enter the market afterward.

I'll grab my 4KTV when most movies and tv shows have 4K versions, Although if a decently priced 4K monitor were to arrive I might save money for a couple seriously powerful graphics cards and see how games look in true 4k as long as they run at 60 + fps, we choose quality over performance too much


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Batman: Arkham Origins I Am the Knight and Initiation DLC detailed

Warner Bros. Games Montreal's upcoming Dark Knight adventure Batman: Arkham Origins will feature a permadeath difficulty mode, the studio has revealed, alongside new information about the game's prequel DLC set in Asia.

Speaking to Eurogamer, producer Guillaume Voghel revealed more about the one life and no saves I Am the Knight difficulty, which opens up after players complete the game and then its New Game Plus mode.

"The main narrative arc and side missions last about 12 hours," he said, "and then you have all the collectibles. To get 100 per cent of that will take much, much longer. We have a new difficulty level, New Game Plus is coming back--that's really difficult--and when you're done with that there's I Am The Night mode--which is no saves and one life."

Voghel also confirmed that the game's Initiation DLC will offer a single-player campaign set in Asia, with Bruce Wayne training to become Batman.

"You play as Bruce Wayne learning to be a ninja," said Voghel. "That's a really cool one. Narratively there's some added content that will give players a little more background story."

Initiation will be included in Batman: Arkham Origins' $19.99 season pass, along with four other pieces of downloadable content. Three DLC packs have been confirmed as skins, with the last pack yet to be confirmed. The game will also feature Knightfall DLC exclusive to the PlayStation 3.

Part of the Initiation DLC will feature Batman proving himself to his teacher, Kirigi, who also trained Ra's al Ghul's League of Assassins.

"[But] it's not League of Assassins, it's ninja-related," Voghel added. "It's when he learned to be a ninja and learned those techniques. He goes to a monastery--custom content was created for the DLC. You'll be in Asia in the monastery. The team did a great job on that, it looks really good."

Batman: Arkham Origins will be released for Xbox 360, PlayStation 3, PC, and Wii U on October 25.


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Shadow of the Eternals on hold

Shadow of the Eternals, the spiritual successor to Eternal Darkness: Sanity's Requiem on the GameCube, is on hold, developer Precursor Games has said.

Veterans from original Eternal Darkness, Too Human, and X-Men: Destiny developer Silicon Knights formed Precursor Games to work on the proposed survival horror title, including boss Denis Dyack, but the crowdfunding project failed to garner enough interest from the public.

"It is with a heavy heart that we have decided to put the Shadow of the Eternals project on hold," posted Dyack to the Precursor Games forum. "We are very happy with what we have accomplished both as a group and with the community. The community has blown us away and was the one thing that kept us going through it all--we cannot thank you enough.

"Many of us will be taking a break. For those who are not aware, we all worked on this project as a labour of love and self financed 100 percent of everything for a over a year to try to make Shadow of the Eternals a reality. Although we did not succeed on doing this, we succeeded in making many friends and starting something that we hope provided value for those involved."

"We have no regrets," added Dyack.

"Is the project dead? No, but we feel it needs a rest too," he concluded.

"We have all agreed as a group that when and if the time is right we will get together and start it up again. Keep your head high everyone and remember what we have accomplished together."


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State of Decay (PC) - Now Playing

Written By Kom Limpulnam on Jumat, 27 September 2013 | 21.51

Actually you Can make that jump at the start if you get going fast enough.  It takes a really long run-up however, and you have to make the two turns before it at full speed to make the jump.

Also, it IS entirely possible to play through the entire game as one character.  You just have to be pretty good at dealing with zombies, and know where to collect coffee.  Characters have a fatigue mechanic, but by finding and drinking coffee and energy drinks, they will reset your stamina bar so you can keep playing endlessly with just one character.

Also you could have easily taken that horde if you used your equipment properly.  Once again, it is all about knowing how to approach various enemies and encounters.  Once you have experience, you can play through the whole game with just one character.


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Red 5 Studios removes PvP from Firefall, eSports staff no longer with company

Red 5 Studios has removed the PvP and eSports elements from it's free-to-play MMOFPS Firefall.

Red 5 Studios' CEO, Mark Kern, announced in a letter to the Firefall community earlier this month that the studio would be scrapping the current version of its PvP system in its free-to-play MMOFPS. The PvP system was reportedly only being utilized by 3% of the user base.

Kern penned, "we're going to regroup, rethink, and deliver the best PvP system we can that can be enjoyed by everyone. We don't have a timetable for this, but at some near future point we will shut off the PvP aspect of the game, which we feel does not represent Firefall at its best, and relaunch that part of the game when its ready. "

Kern's letter to the community included a remark on their decision to keep eSports in mind during the development process. He wrote, "We have gone through several iterations, and for some time, pursued the controversial e-Sports route. As many of you know, its not working very well."

That announcement, which preceded more announcements, appears to have been made on the heels of a lot of sudden decision making internally. Their tournament partners have not yet taken down their pages for Firefall competition.

The second to last news post on the ESL's Firefall portal says, "Go4Firefall will be taking a little break in September and will be back in October to accommodate the players and teams to catch up with the latest patches and PVP changes and also allow us here to implement some of the many feedback we received to allow a better experience for teams and players that will help grow Firefall PVP."

Turtle Entertainment's Electronics Sports League had been hosting "GO4Firefall" cups since April of this year, paying out €10,000 a month.

Within a week of Kern's letter to the community Red 5 Studios would circulate a press release noting that the studio was "being reorganized prior to the launch of Firefall." The press release would add that the majority of the layoffs, which totaled about 10 percent of its staff, would primarily be from Red 5's video entertainment channel Stage 5 TV.

One of the employees laid off was Morgan Romine, industry veteran and founder of the all girls eSports team the Frag Dolls. She was working as the eSports Director; this is not a position that Red 5 is planning to refill.

Red 5 had previously invited eSports personalities Scott "SirScoots" Smith and Sean "Day[9]" Plott to appear during a streaming marathon last July they called Firefall Fest. Smith and Plott played the game's competitive mode "Jet Ball" and hosted a Q-and-A with one of Red 5's developers.

We reached out to ESL for a comment shortly before publication, but due to the time difference between American and Europe they could not be reached. GameSpot eSports will update this story when they respond.

→ More coverage of ESPORTS on GameSpot.com


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Microsoft shows prototype of cloud-powered streaming game service - Report

Microsoft may be following in the footsteps of Sony and developing its own cloud-gaming streaming service, if a new report proves accurate. Sources familiar with the matter told The Verge that Microsoft officials demonstrated a prototype of the technology during meetings this week.

Halo 4 was reportedly shown running on a Windows Phone and PC, streamed from the cloud. The Verge understands that the prototype runs "smoothly" on both devices and that Microsoft has been able to reduce latency on a Lumia 520 device to 45ms.

The prototype is part of a larger Microsoft initiative to stream games to Windows devices, The Verge reports. The demonstration this week reportedly included a Windows Phone with an Xbox controller attached through an unspecified accessory and a "low-end hybrid PC."

The Verge notes that the Microsoft's cloud-powered streaming technology has not been given an official name yet, as it is only a prototype. Sony's Gaikai-powered streaming technology will debut in 2014 for PlayStation 4, before rolling out for PlayStation 3 and PlayStation Vita later.

"The Microsoft Company Meeting is a great place to demonstrate many exciting possibilities, but we don't have any specific plans to share at this time," a Microsoft representative told The Seattle Times.

Microsoft hinted at tapping into the power of the cloud for backwards compatibility on the Xbox One earlier this month.

"There are so many things that the servers can do. Using our Azure cloud servers, sometimes it's things like voice processing. It could be more complicated things like rendering full games like a Gaikai and delivering it to the box," senior Xbox director Albert Penello said at the time. "We just have to figure out how, over time, how much does that cost to deliver, how good is the experience."

→ More coverage of XBOXONE on GameSpot.com


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Ford CEO top candidate to replace Ballmer at Microsoft - Report

Ford CEO Alan Mulally is a top candidate to replace outgoing Microsoft CEO Steve Ballmer as the Xbox maker's top executive, The Wall Street Journal's AllThingsD reports.

Mulally denied that he was leaving the Detroit-based car company earlier this month, telling AllThingsD that, "I continue to be focused on serving Ford."

Sources with knowledge of the situation told the site that the 68-year-old Mulally was not warm to the idea of joining Microsoft at first, but has become more interested of late.

Mulally has been CEO of Ford for seven years. Prior to that, he served as CEO of Boeing Commercial Airlines in the Seattle area.

Shortly after Microsoft acquired Nokia for $7.2 billion, it was reported that CEO Stephen Elop would be a top contender for the Microsoft CEO job. However, sources told AllThingsD that there has been a "shift" in recent weeks away from Elop and towards Mulally.

Mulally and Microsoft have reportedly not yet entered "formal" contract negotiations, but discussions about the position are said to be "serious."

In August, Ballmer announced that he would retire in the next 12 months and will officially step down once his replacement is found.

Microsoft's board of directors has established a special committee to direct the selection process for Ballmer's successor. This committee is chaired by the board's lead independent director, John Thompson, as well as chairman of the board Bill Gates, among others.

The board is working with executive recruiting firm Heidrick & Struggles International Inc., and will consider both internal and external candidates, Microsoft said.

→ More coverage of XBOXONE on GameSpot.com


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GTAV - Vehicle Mayhem

Written By Kom Limpulnam on Kamis, 26 September 2013 | 21.50

In this episode of GS News, we disucss GTA Online possibly adding microtransactions, The GTA V Soundtrack, Killzone Shadow Fall season pass, Microsoft clams they're 'winning the games message and Notch praises SteamOS.

Posted Sep 24, 2013 | 3:48 | 0 Views


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Takedown: Red Sabre Review

Takedown: Red Sabre should be taken down from the Steam servers where it is currently being sold for $14.99. This alleged tactical shooter from developer Serellan is unfinished and broken, with playability problems everywhere you look. Idiotic enemy AI, hilariously busted rag-doll animations, crippled multiplayer, absurd single-player difficulty, and some bugs make the game nearly impossible to play, let alone enjoy.

At first glance, Takedown: Red Sabre seems to be a standard tactical shooter, complete with both solo missions against computer-controlled terrorists and various multiplayer modes where you can team up with buddies to take on foes. The game is being billed as a close-quarters shooter heavy on SWAT-style realism, where planning your moves is vital if you want to avoid getting one-shot killed by enemy tangos.

But you don't get what you expect. Takedown: Red Sabre is clearly incomplete. While the game does cover the bases pretty well when it comes to the sheer number of modes, maps, and weapons, nothing works as it should. Single-player is a joke. The five maps (plus two rudimentary training levels where you can practice shooting and simplistic tactical maneuvers, like opening doors and leaning to look around corners) and three modes of play--including a Mission option with campaign-like goals and multiplayer-style Tango Hunt and Bomb Disarm--should give you a lot of gameplay, but a host of problems constantly get in the way.

Enemies either shoot more erratically than Star Wars stormtroopers from close range or unerringly nail you in the head from such distances that you can't see them. They also possess either really thick skin or some resilient body armor, because you can hit them with three or four point-blank shots in the back or chest and still watch helplessly as they shoot you in the face. There is no assistance from your squadmates; they simply run along behind you most of the time. There is no way to issue orders to them, either. All they are there for is to provide ready bodies to take control of when you get blown away, and to yell out things like "Eyes on tango!" about enemy contact, since they have far better vision to spot foes than you do. That great eyesight doesn't make your buddies any good in combat, however; most of the time they just shout out that they've spotted an enemy and then stand still doing nothing until the enemy kills them.

Baddies also tend to forget that you're there just seconds after they spot you, although in the heat of engagements they are smart enough to seek cover most of the time, and even flank you on occasion. Still, they tend to ignore wild gunfights just feet away from their patrol routes. You can empty three or four SMG clips, echoing all over the middle of a huge factory, only to hear some enemy goon say, "What was that?" as if he'd overheard nothing more suspicious than a careless footstep. Foes are even laughable in death; atrocious rag-doll animations turn them into awkward piles of limbs or cause them to keel over in midair as though they're leaning against invisible walls.


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Star Wars 1313 was to feature Boba Fett - Report

Additional information on now-defunct action-adventure game Star Wars: 1313 has surfaced.

The new details emerged on IGN following a source sharing a 15-minute demo of Star Wars 1313. The demo had been originally scheduled to debut at this year's E3, and featured protagonist Boba Fett.

In it, a young Boba Fett makes his way through Tattooine while serving Jabba the Hutt. Players would have controlled the character in earlier versions of his armour. Fett's armour would have changed as the story progressed, eventually becoming more familiar to Star Wars fans.

A mention of layer 1314 was also made, with Fett intended to battle his way through it in some parts in the game. Several never-before-seen concept art pieces were also revealed.

Disney acquired the Star Wars brand in October last year, and subsequently shut down LucasArts, putting an end to Star Wars 1313 and Star Wars: First Assault.

LucasArts was most recently known for its Star Wars games, but the studio was also responsible for praised adventure games, including The Secret of Monkey Island, Grim Fandango, and Maniac Mansion: Day of the Tentacle, among others.


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Top Five Skyrim Mods of the Week - Diablo Dungeons & Chicken Mounts

Written By Kom Limpulnam on Minggu, 22 September 2013 | 21.50

The Cam and Seb dream team returns to bring you rideable farm animals, your very own Kevin VanSword, and a dark trip down a Diablo dungeon.

DragonCorn 5pts

#GSSkyrim This show does not only make Skyrim better, it makes my life better. Lots of positive energy from you, guys. Big thank to you!

Saketume 5pts

Cool but why'd you move it to saturday? Now sundays will be all boring again


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Top 5 Skyrim Mods of the Week - Diablo Dungeons & Chicken Mounts

@Monsterkillah @WolfGrey @Sergeant_ @sammoth  

I dont think you understand just how mods can be for a game.  But it honestly doesn't seem like your a open world game enthusiast anyway or a big rpg fan.

Besides, looks, new abilities, races, quests, and everything else make for fresh constant playtrhoughs.

Atm i am a Plague Doctor wandering the country side, spreading healing and disease. Quite a lot of fun. And naturally i do it along a half naked companion.


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Diablo III Loot Comparison - PC vs Console

@WolfGrey @plaintomato @antonio24z 

Kinda agree with you there, but feel there is a general trend in RPG's to shift away from skill tree systems which lock you down. D3 was just a poor implementation of this ideology, albeit fun for the initial few hours. Its a pretty fun game that just got annihilated becuz of AH, plain & simple.

Dunno where i read this, but reaper of souls has some pretty nice new designs, with adventure runs, loot runs ,etc. Dunno where i saw this, but a guy saw the script strings, and there were some pretty interesting things there.

Blizzard farmed the PC community well and good with the AH, thats all!!


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Flippin' out with Strider Hiryu

Written By Kom Limpulnam on Sabtu, 21 September 2013 | 21.51

Strider gives me them nostalgia feels. Kind of wanna play this but I would in all honesty probably not pay much for the privilege. $4.99, maybe.

Good thing you guys aren't photobombing and sabotaging each others videos. That would be a mean thing to do (but pretty damn fun).


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State of Decay hitting PC today

Written By Kom Limpulnam on Jumat, 20 September 2013 | 21.50

Open-world zombie game State of Decay will be released PC through Steam's Early Access program later today, developer Undead Labs has announced.

The game will be available for $20, the same price as the Xbox 360 version. Those who pick up the Early Access version of State of Decay will automatically receive the final version, for free and with no need to restart, when the game is officially launched later in the year.

Undead Labs made clear that the version of State of Decay coming to PC today is a "test version" that is not meant to be reviewed. "It will not be perfect. It may still have crashes," the developer said.

In addition, State of Decay for PC will not work with keyboard and mouse, at least not right away. At launch, the Early Access version requires an Xbox 360 controller or a compatible third-party input, though Undead Labs stated it has not done much testing with non-Microsoft controllers yet.

"This process is not for everyone. Casual players, the easily frustrated, and the short of time should NOT get the Early Access version," Undead Labs said. "Hey, I am all three of those things, y'all. Those are not criticisms. It's just that we want everyone to have the experience that best suits their needs. You all deserve the best, so if you're not into giving feedback, just wait a few months and play the final version after we make it great."

State of Decay launched earlier this year on Xbox 360 and has sold more than 500,000 copies. For more on State of Decay, check out GameSpot's review.


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Sony is "not aware" of streaming issues with GTAV PSN version

Sony has said it is "not aware" of any problems regarding digital copies of Grand Theft Auto V purchased through the PlayStation Store.

Users who have purchased the digital version of GTAV have reported issues with pop-in and the game's textures. "We were not aware of these problems," said a Sony spokesperson to GamesIndustry International.

"However, this isn't an issue we've encountered in any other title, even those which consisted of larger files, such as [The Last of Us]."

Rockstar said to Xbox 360 customers before the game's launch on Tuesday not to install both of the game's two discs to a hard drive, suggesting the game's performance suffers when running entirely from a hard drive--like with the digital PS3 version of the game-- as opposed to using a hard drive and disc drive in tandem.

"Within five minutes of freely coasting around Los Santos' busier Downtown streets there are major instances of geometry bursting into view and textures taking too long to fully resolve," reported Digital Foundry after playing the digital version of the game on PS3.

"In one case we see an entire skyscraper fizzle in and out of sight, while buildings to either side struggle to update their textures. Our many hours of disc-based testing produced nothing like this. For a game occupied with drawing in new objects and textures while hurtling through Los Santos' more detailed districts, it's clear that the extra bandwidth from allowing the game to stream from both disc and hard drive offers a clear improvement compared to the digital edition."

Sony also found itself criticised by upset PlayStation Store customers last week after delaying its previously advertised promise of users being able to preload the game ahead of launch.

After launching worldwide on Tuesday, Rockstar has said GTAV made $800 million in its first 24 hours on sale.


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Sony waiting to "reintroduce" The Last Guardian

Development on Sony's long-awaited PlayStation 3 adventure game The Last Guardian continues, though the company is waiting for the right time to "reintroduce" it, according to worldwide studios president Shuhei Yoshida.

"The team is still there in SCE Japan Studio, [creative director Fumito Ueda] is still there, but we are still waiting for the time to reintroduce it," Yoshida told Game Informer from the 2013 Tokyo Game Show.

Ueda said last month that The Last Guardian is in "earnest" development, though games like Puppeteer and PlayStation 4 launch title Knack were taking priority.

"It's under earnest development," Ueda said at the time. "However, SCE Japan Studio, who's working on The Last Guardian, also has titles like Puppeteer and Knack, and those are only the ones currently announced. Those are taking priority right now."

The Last Guardian has made "slow progress" for years. Sony senior vice president of product development Scott Rohde said during E3 2012 that the game will ship "when it is absolutely ready." He also said Sony has no deadline whatsoever for the game.

The Last Guardian was formally announced at the 2009 Electronic Entertainment Expo.

→ More coverage of PS4 on GameSpot.com


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Former Nintendo president Hiroshi Yamauchi dies at 85

Written By Kom Limpulnam on Kamis, 19 September 2013 | 21.51

Former Nintendo president Hiroshi Yamauchi, who joined the company in 1949 and is widely credited for turning Nintendo into a leading video game developer, has died aged 85.

Under Yamauchi's leadership Nintendo diversified from its beginnings as a trading card company and introduced both gaming hardware--such as the NES--and arcade hits like Donkey Kong into market in the 80s, as well as establishing the development studios that would go on to create some of the industry's most enduring video game characters.

He also oversaw the release of the Super Nintendo, GameBoy, Nintendo 64, Virtual Boy, and GameCube.

Details of Yamauchi's passing have not been revealed, however Nintendo has released a statement saying the company "is in mourning today from the sad loss of the former Nintendo president Mr Hiroshi Yamauchi, who sadly passed away this morning."

Yamauchi served as Nintendo president until 2002, when he was succeeded by Satoru Iwata. He worked as the chairman of Nintendo's board of directors until 2005, when he retired from the company.


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Sega buys owner of Persona developer Atlus

Written By Kom Limpulnam on Rabu, 18 September 2013 | 21.51

Sega has acquired bankrupted publisher Index Corporation, the owner of Persona and Shin Megami Tensei developer Atlus.

Announcing the deal, Sega said it will "gain access to prominent IPs" and "can expect to achieve steady flows of revenue."

Alongside developing games, Sega added that it would be able to maximise the value of its acquisition by "effectively deploying" its new IPs across its Pachislot and Pachinko Machines, Amusement Machine Sales, and Amusement Center Operations divisions.

Atlus was purchased by the Sega Dream Corporation, which the publisher established on September 5.

Bloomberg reported that the deal could be valued at ¥14 billion (approximately £88 million/$141 million)

Index declared bankruptcy at the end of June, with ¥24.5 billion yen of debt.

Sega's buyout of Index is expected to be concluded by November 1.


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Gran Turismo 6 to receive a "fairly large" day one patch

Upcoming PlayStation 3 racing sim Gran Turismo 6 will receive a "fairly large" day one patch, Eurogamer has reported.

Speaking in an interview, series creator Kazunori Yamauchi explained how the game will be updated following its release. "Everything's very tight. It's an incredibly tight schedule. As to being able to include everything we want to on day one, we probably won't be able to," he said.

"I think for the 12 months following the release we'll continue to update the software. Because in Gran Turismo 6 we're preparing a lot of different things we haven't even touched on yet."

Yamauchi elaborated that the game's online features are still being worked out before the game's launch. "I can be almost certain that there'll be a day one patch applied," said Yamauchi. "The online features are already working--we'll be updating it with a day one patch, and we're still overflowing with stuff we'd like to do. So I think the day one patch will be a fairly large patch."

Discussing the future of the series, Yamauchi also reflected on whether Gran Turismo could ever become a service-based game as opposed to a series of numbered releases, and added that studio Polyphony Digital is now able to work a lot faster. "I think you're sort of right in that we've really changed how we make games now," he said.

"Even now when we're near the end of development [of GT6] we're still creating features that will be provided in this game in updates later on. I think it's a possibility that one day these types of update will be continuing for our titles. More recently, the speed of our output is much, much faster."

Last week, Polyphony said that Gran Turismo 7 for the PlayStation 4 would be released in "a year or two".

Gran Turismo will be released for PlayStation 3 on December 6.


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PS4 launching in Asian territories December 2013

The PlayStation 4 is launching in December this year in South Korea, Hong Kong, Singapore, and Taiwan. Sony Computer Entertainment Japan Asia (SCEJA) announced the release date during its pre-Tokyo Game Show press conference today.

A localised price for the console, as well as specific launch dates for each of the Asian territories was not revealed. Details are set to be unveiled during SCEJA's local launch event in November this year.

The PlayStation 4 is scheduled to launch in North America on November 15, Europe on November 29, and Japan on February 22 next year.

Check out GameSpot's Tokyo Game Show 2013 hub for more from the show.

→ More coverage of Tokyo Game Show 2013 on GameSpot.com


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Gabe Newell teases Steam Box news

Written By Kom Limpulnam on Selasa, 17 September 2013 | 21.50

Valve head Gabe Newell has teased an announcement for next week that may be in reference to the Linux-powered "Steam Box" that was first revealed at the Consumer Electronics Show in January.

"Next week we're going to be rolling out more information about how we get there and what are the hardware opportunities we see for bringing Linux into the living room," Newell said (via Ars Technica).

Newell's comments came during the LinuxCon keynote address in New Orleans this week.

"It feels a little bit funny coming here and telling you guys that Linux and open source are the future of gaming," Newell said. "It's sort of like going to Rome and teaching Catholicism to the pope."

Valve is currently looking into biometric sensors for Steam Box controllers as a way of monitoring player activity and sensation. The Left 4 Dead franchise has been used as an example of how understanding heart rates could make a more immersive horror game.

"You need to actually be able to directly measure how aroused the player is--what their heart rate is, things like that--in order to continue to offer them a new experience each time they play," Newell said in March.


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Foul Play Review

Beat-'em-ups have struggled to remain relevant since the death of arcades, with only a few recent entries in the genre managing to break up their quarterless monotony. By taking inspiration from two different sources--rhythm games and theater--Foul Play's unique approach to the genre is admirable. It's got charm, good ideas, and even better intentions. Unfortunately, it still falls into many of the repetitive traps of its beat-'em-up forebears, whether you play alone or with a friend.

All the world's a stage (the world's longest stage, judging by how far you travel left to right), and Baron Dashforth and his sidekick, Mr. Scampwick, are its two players. The game is set around a play in which Dashforth, a Sherlock Holmes-esque gentleman with both intelligence and physical prowess, recounts tales of his adventures as a daemon hunter. With an art style reminiscent of the cutout animation used in South Park, the action takes the form of an elaborate stage play of epic proportions.

While side-scrolling your way through old-timey England and elsewhere, fighting everything from vampires to pirates to robots, things can get a little button mashy. A few moves are unlocked as you play (such as an uppercut and a few charge attacks), but for the most part, it's viable to run up to enemies, hit an attack button repeatedly, possibly dodge or block an attack, and then go back for more. You do have to pay attention to your enemies, however, because Foul Play sports a counter and throw system not unlike that of the Assassin's Creed games. When a foe is noticeably preparing for an attack (or, as the game wonderfully puts it, "whilst he is signaling his intent"), a tap of the block button counters the hit and opens you up for new moves and strategies.

Though the game leans heavily on certain jokes (we get it, that stagehand isn't supposed to be onstage--hilarious!), there's a lot of genuine humor and charm in the visuals and presentation. Even the enemies, who tend to be obvious actors in large monster costumes, are funny to look at. If nothing else, it's refreshing to spend time in a setting that feels unique, even if the gameplay is overly familiar at times.

Style and setting aside, what sets Foul Play apart from most games of its ilk is its focus on maintaining performance instead of using lives and continues. Rather than health, you have a mood-o-meter, which measures how much the audience is into your actions onstage. This bears a striking similarity to the meter in Rock Band and similar games in both form and function. If you're doing well and maintaining combos, the meter goes up and rewards higher score multipliers. If you drop a combo and start getting hit, the meter goes down and threatens you with failure. The audience reacts to all of this both visibly and audibly, cheering loudly and tossing their hats into the air if they're particularly pleased with your performance.

To carry this Rock Band comparison even further, you build up a showstopper ability--basically star power--which, when activated, doubles your combos for a short time. This can be useful both for recovering if you're near failure or for maximizing your score during a point in the level when you know you can achieve a high combo even without help. In fact, the mere task of completing levels is easily accomplished--it's a higher score you're really after.

It's a shame more isn't done with showstoppers. While the system initially feels like a nice change of pace for the genre, the system is easily exploitable and doesn't encourage variety as much as it tries to. Early on, you gain an ability that lets you parry an attacking enemy and pummel him multiple times in midair, helping you build a high combo. The timing of this move works out to where you can almost always parry another enemy immediately after you finish with the first, letting you be in the air with a single combo, safe from enemies on the ground, for a long time. It's not an easy, foolproof key to perfect scenes and five-star success, but it gets awfully close.

The game is split into five plays featuring multiple acts. Each act, with the exception of boss acts, has three optional challenges associated with it that encourage you to play a little differently than you might otherwise. Well, sometimes, anyway. One challenge might be to pull off a certain number of ace returns, which happen when you successfully parry an enemy's projectile and shoot it back at him. That's a good example of something that can add variety to your play style. Most challenges, however, involve some form of getting high combos, which you theoretically should be trying to do anyway. Still, completing all three challenges in an act rewards you with a charm, an item you can equip for certain bonuses or upgrades, like easier combos.

When all the features are brought together, what you have is a brawler that manages to be unique in several ways yet still finds its way into the monotonous zone. The game is more enjoyable with a second player (in fact, a few challenges are tricky to pull off alone), and the animations and clever writing are wonderful enough to inspire cheesy grins. Yet too much of Foul Play is a slog, and sadly, this performance doesn't have enough chops to make it to Broadway.


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Amalur IP up for sale soon

More than a year after 38 Studios collapsed, the defunct game company's most prized assets will go up for sale, Rhode Island news hub WPRI reports.

Free-to-play MMO Project Copernicus and other intellectual property will go on sale at an online auction "soon," 38 Studios' court-appointed lawyer Richard Land said.

"The process is taking longer than we anticipated for a variety of reasons including the complexity of the game itself," Land told WPRI. "We have engaged an auctioneer and they are developing an Internet marketplace--or website--to market the game."

This website is expected to launch later this month.

Land also noted that in addition to the auction, "other interested parties" for the IP have come forward. These were not named, nor was an estimation of how much the assets would sell for.

Wedbush Securities analyst Michael Pachter said in May 2012 that the Amalur IP is worth around $20 million.

On top of the Project Copernicus assets, Land said there are "other games" that 38 Studios took over when it acquired Big Huge Games in 2009 that could be sold at auction. In addition, Land pointed out that Kingdoms of Amalur: Reckoning "continues to sell" and a buyer may come forward to purchase the rights to release a sequel.

Two auctions last year liquidated office equipment from 38 Studios in Providence, Rhode Island and the company's office in Timonium, Maryland, netting less than $1 million, WPRI said.

The United States Securities & Exchange Commission (SEC) has launched an investigation into the controversial $75 million loan that brought 38 Studios to Rhode Island in 2010.


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EA clarifies Battlefield 4 beta dates

Electronic Arts has clarified when the Battlefield 4 console and PC beta will begin after releasing vague details last week.

Gamers who preorder the Battlefield 4 PC Digital Deluxe Edition, Battlefield 3 Premium members, and owners of Medal of Honor: Warfighter Limited or Digital Deluxe Edition can begin playing on October 1.

On October 4, the Battlefield 4 beta will be opened to all Xbox 360, PlayStation 3, and PC players. All dates are subject to change, EA said.

The Battlefield 4 beta features the Siege of Shanghai map in Conquest or Domination mode. New features and elements like Levolution and Amphibious Assault will be featured in the beta.

For more on Battlefield 4's multiplayer mode and what new features it introduces to the series, check out the video below.

Battlefield 4 launches on October 29 for Xbox 360, PlayStation 3, and PC. The PlayStation 4 version arrives on November 12, while the Xbox One iteration hits November 19.

Players can begin their progress on current-generation and have that experience carry over to the next-generation version for a $10 upgrade fee.

→ More coverage of PS4 on GameSpot.com


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History of Grand Theft Auto

Written By Kom Limpulnam on Senin, 16 September 2013 | 21.50

Yeah, only every open world city video game past 2001 was inspired by GTA. From franchises like Infamous, Prototype, Deadrising, City of Heroes, Dead Island, to copycat games like Saints Row, Driver, Test Drive, Sleeping Dogs, True Crime, Mafia etc. 

Not to talk of the way it made us think about music in video games, or the way it influenced a grittier/more realistic aesthetic in video games, when the majority of the top games at the time were practically all incredibly far fetched or fantastical in nature. 


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Top 5 Skyrim Mods of the Week - ALIENS!

Written By Kom Limpulnam on Minggu, 15 September 2013 | 21.50

I entered gs and my eyes in millisecond spotted just "TOP SKYRIM" then my brain said: "you really think they would do that, don't be a child, continue with reading." then I realize it is "TOP 5 SKYRIM MODES"

whyyyyyyyyyyy, whyyyyyy!!  if it is so hard I have a suggestion.

You don't have to make an article and write "TES win pool and GTA lose", just write "TES win pool" or something what will not include GTA. no too much info, no links to that page, and everything should be fine. also if it is so hard to make a page for that (and write, what you have to write) than I am willing to do that. I don't know what reason more to give you to do that. AND I promise everyone will be happy.     :)


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Top Five Skyrim Mods of the Week - ALIENS!

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By Johnny Chiodini, Video Producer | Cameron Robinson, Video Producer

This week's Top 5 Skyrim Mods sees Cam, Johnny and the ever brave Kevin VanNord face off against the terrifying Xenomorph Alien Horde!

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Zelda Music Swap by -cC+ Wolfy

aMidianBorn Blades Armor by CaBaL

ALIENS by Dogtown1

HD Armored Circlets by cyanideja

Goat Dynasty: Genesis by Fisto the Sexbot

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Battlefield 4 beta starts October 1

An open beta for Battlefield 4 will launch on October 1, Electronic Arts has announced. The beta will be available on that date for all Xbox 360, PlayStation 3, and PC players.

An "Exclusive" Battlefield 4 beta was previously announced for Battlefield 3 Premium owners, those who preordered the Battlefield 4 Digital Deluxe version, and owners of Medal of Honor: Warfighter. It is not clear when this version will be released.

Battlefield 4 launches for current-generation consoles and PC on October 29. For more on the Battlefield 4 beta, check out a FAQ page on the game's website.

EA also has announced Xbox One and PlayStation 4 launch dates for Madden NFL 25, FIFA 14, and Battlefield 4.

These games will be available on November 19 (North America)/November 21 (Europe) for Xbox One and November 12 (North America)/November 29 (Europe) for PlayStation 4.

For more on Battlefield 4, check out GameSpot's previous coverage.

→ More coverage of ESPORTS on GameSpot.com


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StarCraft II and Counter-Strike: GO head into finals at DreamHack Bucharest

World's best players from around the world travel to Romania to compete for over $40,000.

The best StarCraft II players and Counter Strike: Global Offensive teams from around the world have come to Bucharest, Romania to compete for over $40,000 at DreamHack's Open Bucharest event.

The final day of competition has now arrived for what is said to be the most competitive DreamHack StarCraft II tournament in the event's long history. Players competing this weekend include Blizzard WCS Season 1 Champion Lee "INnoVation" Shin Hyung, Artur "Nerchio" Bloch, Lee "Jaedong" Jae Dong, Samuli "elfi" Sihvonen, Song "HerO" Hyeon Deok, Lee "Life" Seung Hyun, and Mun "MMA" Seong Won, and are among the final 16 players remaining. Brood War legend and favorite Lee "Flash" Young Ho was eliminated in the first day of competition, with losses to MMA and Jung "YugiOh" Seung Il.

The winner of the StarCraft II tournament will earn $9,240, and 750 WCS points to help in their quest to qualify for the WCS Grand Finals at BlizzCon later this year.

The Counter-Strike: Global Offensive tournament has only four teams remaining, featuring reigning Swedish champions Ninjas in Pyjamas led by Christopher "GeT_RiGhT Alesund, Ukraine's Na'Vi and Astana Dragons, and Sweden's Lemondogs. Each of the teams dispatched their opponents convincingly 2-0 in the quarterfinals, while Lemondogs eliminated fellow countrymen Fnatic from the event in what was the biggest upset from the first day of competition.

Both tournaments resume in the morning hours of Sunday, September 15, beginning at 5 a.m. EST/2 a.m. PST. Watch the StarCraft II event at DreamHack's Twitch channel, and CS:GO also through Twitch.

Check out more eSports coverage at the GameSpot eSports hub.

Image credit: Helena Kristiansson, eSportPhoto.

→ More coverage of ESPORTS on GameSpot.com


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GS News Top 5 - Xbox One and PS4 talk specs and Steam shares

Written By Kom Limpulnam on Sabtu, 14 September 2013 | 21.50

PS4 has better exclusives: Uncharted, GOW, Last of US (you know there's a sequel coming), Little Big Planet,  Resistance, MGS, Infamous,  Killzone, Valkyria, Journey.

Xbox has Halo and Gears of War. No contest.

Too bad I live in Korea where you can't use Hulu and Netflix on the Vita TV because of rampant piracy issues.


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Torture Chamber - Unfair Mario

@Karjah I bet you play sports better than those fools on TV as well ;)

It's always easier when you're not the one who has to do it.

You have to remember he's on livestream with an office full of people giggling at him and a chatroom full of trolls + he needs to think of what he says and keep an eye on the chat and be entertaining and think of how he looks etc. Then the controls may not be as responsive as you might think.


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Coming of Age with the Press of a Button

Chris Watters analyzes the remarkable bond between narrative and gameplay in Brothers: A Tale of Two Sons.

Brothers: A Tale of Two Sons blew me away. The heartfelt story of two brothers going on a grand journey moved me, the gorgeous environments and evocative art delighted me, and the clever control scheme and light puzzles intrigued me. These are the familiar elements that many games use to captivate players, but few games use them in harmony as well as Brothers. By designing narrative and gameplay to complement and enhance each other, Brothers conveys emotion in a uniquely poignant way and proves itself a powerful example of the expressive potential of video games.

(Be warned, the following contains major spoilers for Brothers: A Tale of Two Sons. If you are merely curious about the game, I suggest you read Mark Walton's eloquent and spoiler-free review. The game only takes about 4 hours to complete and I highly recommend experiencing it for yourself before you read on. It's wonderful.)

This video review is your last chance to get out of here spoiler-free.

Brothers begins laying the groundwork for its best moments in the tragic first scene. The younger brother watches helplessly as his mother drowns in front of him, and soon after, his father falls ill with a mysterious ailment. In order to save him, both brothers embark on a journey to find a mystical tree high in the mountains. When they come upon a river they must swim across, however, the younger brother balks. Still traumatized by his mother's death, he must cling to his older brother's back to make it across.

This dependency goes both ways. The older brother is too large to fit through small gaps that the younger can squeeze through, and big brother can boost his sibling up to ledges that neither would be able to reach alone. Such simple puzzles build on the theme of connectedness. The two brothers are already bound to each other narratively by blood and by the quest to help their father. The environmental design forces them to work together to overcome the obstacles they face, cleaving them to each other through gameplay. And because the left stick and trigger control the elder and the right stick and trigger control the younger, the two are even further bound together on a fundamental mechanical level.

Having to control two characters at once is a curious sensation. The two are physically separate and are controlled separately, yet they must act--you must make them act--in unison. As the brothers are bound to each other through different aspects of the game's design, so too are you connected to them. This is a particularly good example of one of the fundamental strengths of video games: the ability to make you feel connected to characters by putting you in control of them.

Brothers builds on this basic connection by drawing you into the emotional bond between the two boys. The gibberish they speak conveys mood and tone perfectly well, and through their exclamations and their actions you see their personalities emerge. You may be drawn to the elder's politeness or the younger's ebullience, or put off by the younger's impertinence or the elder's rigidity. With strengths of one complementing the flaws of the other, the brothers cover more emotional range than a single character could and make it easy to identify with them.

And so Brothers crafts a deep fellowship. By controlling them both, you develop an instinctual sense for each boy's place in the world. Each spoken phrase or idle gesture speaks volumes to you. You get the sense that no more could these two part ways than your hands could detach and walk away from each other. This easy, unthinking intimacy feels like brotherliness, and only through the harmonious interplay of narrative, level design, and gameplay is Brothers able to achieve such a credible representation of that deep bond.

With the foundation of brotherhood established, Brothers sets its sights on other, darker emotions. Because the brotherly bond is so skillfully woven, it becomes all the more upsetting when it begins to fray. A beguiling new presence captures the elder brother's attention late in the game to the confusion and dismay of the younger. There is a period of uneasiness that puts you on edge, and after a dramatic and tragic encounter, the older brother is gravely wounded. For the first time in the game, the younger sets off on his own, desperate to find the item he hopes will save his brother. As you guide him up a twisting, winding tree, the contorting environment mirrors the disorienting feeling of using only your right hand to play the game that has demanded both for so long. When you emerge from the tree, disorientation turns to shock. The older brother has died.

I was playing the same game, but I was no longer playing the same game. How can you convey the feeling of loss? The death of a beloved character can make you feel sadness and regret, but grief goes deeper. There is an emptiness, a hollowing out, a physical sense of loss that mere narrative often fails to capture. But the sensation of my left hand gripping the controller passively, lying dormant while my right continued to work, that sensation felt to me like loss. The physical balance of my play experience was upset; I was playing the same game, but I was no longer playing the same game. Something had been lost.

When a beloved family member passed away recently, my life took on a similar fractured quality; I was leading the same life, but my life was no longer the same. A loss like that reverberates throughout many aspects of life, and so it seems only natural that to convey this poignant sense of loss, Brothers uses multiple aspects of the game. The narrative informs you of your loss by showing you the lifeless body and the weeping younger brother. But you aren't simply told, not merely shown. You are forced to change the way you interact with the game on a physical level and then, in your hobbled state, you must bury your brother. With each pile of dirt you push onto his corpse, you see him passing from your life and you feel your left arm lying limp by your side, a physical manifestation of virtual death.

The emotional impact of this moment is intense, and only the interactivity of the medium allows it to carry the weight that it does. But this isn't Brothers' last trick. Carried to within shouting distance of his home, the younger brother faces an insurmountable challenge. In order to reach his father and deliver the cure, he must swim across a dark expanse of water. It's not possible. At every watery obstacle prior, you moved the elder brother to the shore, pulled the left trigger to make him dive in, then moved the younger towards him and pulled the right trigger to make him grab on to his brother. Yet even as you remember this simple solution, it dawns on you what you must do.

You pull the left trigger. This is a profoundly odd feeling because your mind has so securely bonded the younger brother to your right hand. It feels wrong. It feels uncomfortable. But sure enough, the left trigger sends him foundering and flailing into the water where he slowly makes his way across to the far shore. In that brave act, the younger brother confronts his fears and forges onward, growing up a bit in the process. This narrative coming of age is underscored by your physical action; by pulling the left trigger, you make the younger assume the role of the elder. Because this act is a subversion of what you've been doing for the whole game, you feel some of the trepidation and unease that accompanies the transition from childhood to adolescence. And amidst this tumult of emotions, there is a note of comfort, an assurance that even when our loved ones pass away, a part of them stays with us.

Brotherhood, grief, maturation. These aren't the themes you might expect to find conveyed honestly and authentically in a video game, and yet Brothers: A Tale of Two Sons does just that. By treating the physical act of using the controller as part of the emotional experience of playing a game, developer Starbreeze Studios leverages the interactivity of the medium to create something special. The potential of video games to probe the human condition is vast indeed, and it's inspiring to play a game that takes on that noble challenge.


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Microsoft's Siri competitor to be called Cortana - Report

Written By Kom Limpulnam on Jumat, 13 September 2013 | 21.50

Microsoft is currently developing Siri-like virtual assistant technology under the name Cortana, GameSpot sister site Zdnet reports. The technology will be able to learn and adapt using "machine-learning technology" and the "Satori" knowledge base that powers search engine Bing.

Cortana is, of course, the name of the artificial intelligence character from the Halo series who appears in holographic form throughout the franchise.

"Cortana will be more than just an app that lets users interact with their phones more naturally using voice commands. Cortana is core to the makeover of the entire 'shell'--the core services and experience--of the future versions of Windows Phone, Windows, and the Xbox One operating systems, from what I've heard from my contacts," the site reports.

The Cortana technology is being developed for PC, Windows Phone, and Xbox, the report stated. It has reportedly been in the works for some time, though Microsoft has been intent on keeping it under wraps until it had something revolutionary, instead of evolutionary, to show.

This report tallies with another from February, when The Verge heard from sources that the Xbox One will feature natural-language detection said to be similar to Apple's Siri service, which allows users to ask questions and see results in real time. In an Xbox context, players could ask, "What are my friends playing?" and their friends list would appear.

The Xbox One launches on November 22.

→ More coverage of XBOXONE on GameSpot.com


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Sony on PS Vita TV coming West -- "Stay tuned"

Sony's new PlayStation Vita TV streaming device has only been confirmed for a November release in Japan, but the device could launch in other regions sometime after, according to president of Worldwide Studios Shuhei Yoshida.

Sony Computer Entertainment president and group CEO Andrew House told reporters this week that Sony has no plans, at least right now, to release the PS Vita TV in Europe or the United States.

The Apple TV-style device measures 6.5x10.5cm and connects to a television, with slots for players to insert their PS Vita game cards. The hardware will also beam games remotely to other televisions within the home, as well as work in conjunction with streaming video services such as Hulu.

The PS Vita TV will allow owners to play PSP, original PlayStation, and PS Vita games directly on their televisions. The system will also work with the PlayStation 4's Remote Play feature. In addition, the Gaikai-powered streaming service in the works for the PlayStation 4 could "technically" be supported on the PS Vita TV, according to Sony.

The device will launch in Japan on November 14 for ¥9,480 (around $95) and will also be available in a bundle that includes a PS Vita TV, a DualShock 3 controller, and an 8GB Vita Memory Card.

Earlier this week, Sony published a full list of supported titles for the PS Vita TV.

→ More coverage of PS4 on GameSpot.com


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Aonuma discusses The Legend of Zelda: Majora's Mask remake

The Legend of Zelda boss Eiji Aonuma has briefly discussed the idea of remaking The Legend of Zelda: Majora's Mask for modern consoles.

"Please write that I laughed," Aonuma said to IGN after laughing about the prospect of a Majora's Mask remake.

Aonuma asked that people don't read too much into his laughter, however. "Don't make it sound like I laughed because I was troubled or inconvenienced or put out," he added. "I don't want them to read anything into it. But if you want to say that I laughed, I think that would be a good answer."

But how should people interpret Aonuma's expression? "It's really up to them. If they want to interpret my laughter as, 'yeah, we're making it' or 'no, we're not,' I guess that's really up to them," he said.

The Legend of Zelda: Majora's Mask was released on Nintendo 64 in 2000, and has become an enduring cult favourite due to its dark tone and time-shifting mechanics.

Nintendo is currently in the process of releasing an HD update of The Legend of Zelda: The Wind Waker for the Wii U, which will be released digitally in North America on September 20.

The classic The Legend of Zelda: Ocarina of Time was also rereleased for the 3DS in 2011, and a sequel to the SNES' A Link to the Past will be released for the 3DS later this year.


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Locodoco forms South Korean team with Quantic Gaming to aim for North American LCS

Written By Kom Limpulnam on Kamis, 12 September 2013 | 21.51

Newly-formed South-Korean League of Legends team sets its sights on the North American League of Legends Championship Series.

Korean League of Legends player Yoonsup "Locodoco" Choi, formerly of Counter Logic Gaming and Najin White Shield, has formed a new team comprised entirely of South Korean players, including Gun-woong "Woong" Jang previously of CJ Entus Frost.

Under a new year-long contract with Quantic Gaming, the team has moved into the Quantic Gaming house located in Los Angeles and will attempt to qualify for the North American League of Legends Championship Series (LCS) later this year.

Quantic's lineup will consist of:
• Yoonsup "Locodoco" Choi - AD Carry
• Gun-woong "Woong" Jang - Top
• Gun-Hee "Gunza" Jung - Support
• Du Sik "Prime" Yun - Jungle
• Cheol Woo "Apple" Jeong - Mid

The team arrived in Los Angeles on Tuesday. Speaking to GameSpot, Quantic Gaming owner Simon Boudreault revealed that they had been practicing together "for a while" in the Maximum Impact Gaming (MiG) house located in Korea.

"We believe the team will be a major game changer to the North-American Challenger & LCS scene." Boudreault said.

Commenting on the eligibility of Quantic's Korean team qualifying for the North American LCS, Riot Games eSports Manager Nick Allen cited the three conditions each LCS player must meet. In addition to being at least 17 years of age, the player "must submit proof that, at the time of any LCS-affiliated match, he/she will be (a) legal resident of a country in their region, and (b) work-eligible in the United States". Players cannot be an employee of Riot Games.

Elaborating on Riot's attitude towards international players or teams competing in the LCS, Allen added, "We've already seen some movement between the Leagues. Look at Curse's Edward. Our League rules permit this sort of movement."

The planning for the team took three months according to Locodoco, who chose the rest of the roster alongside Gun-woong Jang with those months consisting of "a month to find the right players and two months of scrimming with them and living as a team in Korea."

When asked if he had any message he wanted to share with his fans in the west, Locodoco said, "Results first, trash talk after."

→ More coverage of ESPORTS on GameSpot.com


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Valve to offer Steam deals to IGF 2014 Main Competition finalists

Independent Games Festival (IGF) organisers have announced a renewed partnership with Valve for next year's IGF event.

As reported on Gamasutra, Main Competition finalists at the 2014 IGF will be granted the opportunity to accept a distribution agreement for Valve's digital platform Steam.

Main Competition finalists in jury-voted categories, including Excellence In Design, Excellence In Art, Excellence In Narrative, Excellence in Audio, the Nuovo Award, and the Seumas McNally Grand Prize will be eligible to receive Valve's offer.

Past IGF finalists and winners include Braid, World of Goo, Super Meat Boy, Minecraft, and Fez. This year's Independent Games Festival was subject to multiple changes, including the removal of the Technical Excellence category.

This is not the first time that Valve has worked with the Independent Games Festival. The 2013 IGF finalists were also offered a distribution deal with the company.

The 2014 Independent Games Festival will take place on March 19 next year in San Francisco, California, as part of the annual Game Developers Conference.


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Sony working to make sure PlayStation 4 won't sell out at launch, says CEO

Sony's American CEO Jack Tretton has said that the company is holding back stock of the PlayStation 4 so machines will be available in stores on launch day.

When asked by Fox Business about how many current preorders Sony had for the PlayStation 4, Tretton said that "it's everything we can manufacture. We want to make sure that consumers have an opportunity to buy one on November 15, and through the holidays, so we're holding back some inventory to make sure that people will have an opportunity to buy one."

"We can pre-sell every unit we can manufacture," added Tretton, before saying that "production yields have been phenomenal, so this will be, by a magnitude of a lot, the biggest launch we've ever had."

When pressed to give a number, Tretton said that Sony was unlikely to publicly release an updated figure--Sony announced the PlayStation 4 had been preordered by a million customers at Gamescom 2013--but said "there's so much pent-up demand for it that you could sell every one that you could create."

Praising the new hardware, Tretton said that Sony was at "an all-time high right now" and that the PlayStation 4"is the crown jewel in what has been a tremendous road for us since the debut of the original PlayStation here back in september of 95."

Elsewhere in the interview, Tretton said that the PlayStation 4's advantages over Microsoft's Xbox One was the game lineup and $100 cheaper price.

The PlayStation 4 will launch on November 15 in North America and on November 29 in Europe.

→ More coverage of PS4 on GameSpot.com


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Grand Theft Auto V world map leaked

Written By Kom Limpulnam on Rabu, 11 September 2013 | 21.50

The map for Rockstar Games' upcoming open-world game Grand Theft Auto V has been revealed. According to Forbes, the leak came from a "prematurely released copy of Brady Games' strategy guide." The game is set in fictional city Los Santos, which is modeled after Los Angeles.

The map gives indication to the full size and scale of Los Santos, which reportedly sports a larger gameworld than Red Dead Redemption, Grand Theft Auto: San Andreas, and Grand Theft Auto IV combined.

GTA V's three playable protagonists are Trevor, Michael, and Franklin. Players will also be able to access the online component, GTA Online, when it launches on October 1 as a free update to the game.

According to Rockstar Games, real-life gang members were brought on to contribute authentic voice-overs to the game. GTA V will also feature over 240 licensed songs.

GTAV will be released on September 17 for the Xbox 360 and PlayStation 3.


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Kojima has no plans to license Fox Engine to small developers

Kojima Productions studio head Hideo Kojima has confirmed that there are currently no plans to license the Fox Engine to small developers. The studio had initially issued a statement in 2011 announcing that a tailored version of the Fox Engine would be available to schools and small developers.

Speaking to Gamasutra at last week's Kojima Productions Los Angeles event, the Metal Gear creator said it would be "too difficult" to license the Fox Engine at this point in time, and withdrew the studio's 2011 statement.

"A lot of maintenance will be involved if we're to get the Fox Engine in a workable enough state to license it," Kojima said. "[As a result] at the moment there are no plans to license it to schools or other organisations."

Kojima did not rule out all options, saying that the studio is "always open to discussing it with companies one on one."

The Fox Engine was first showcased at the Metal Gear 25th Anniversary event on August 30 last year. Kojima has since explained that one of the goals in creating the engine was to achieve photorealism.

The game will feature returning protagonist Snake, and introduces a number of tweaked gameplay components.

Kojima Productions is currently working on Metal Gear Solid V: The Phantom Pain for the PlayStation 3, PlayStation 4, Xbox 360, and Xbox One. The game currently has no announced release date.


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Call of Duty: Ghosts will include Kinect voice controls

Call of Duty: Ghosts executive producer Mark Rubin has told OMX that the Xbox One version of its hit shooter series will include Kinect voice controls. The studio also sees "a lot of potential" to explore additional voice-driven gameplay in the future.

"We're doing some stuff, not really mentioning it yet," Rubin recently told the publication. "It's mostly menu stuff, so you can work all the menus with Kinect--that's a big thing that Microsoft's pushing. We need to see where it goes before we jump into it."

Rubin confirmed that while Xbox One owners will be able to navigate through the game's interface in this year's game by using speech, the studio hasn't yet made any final decisions about how far it is willing to go with the Kinect's functionality, but acknowledged that it has a lot of potential.

"We've never really been the company that thinks it has to be first in the line for tech," he said. "It's the tortoise and the hare thing, and we'd rather be the tortoise, take our time on the tech and make sure it's right.

"So we haven't jumped into that yet, but some really interesting things came up, some interesting ideas--especially the voice, there's a lot of potential for voice in the game, and I'm hoping we can explore that. Whether it makes it into this game, I'm not a 100 percent sure, but definitely in the future, I think there's some really cool stuff there," he said.

Call of Duty: Ghosts will launch on the Xbox 360, PlayStation 3, Wii U, and PC on November 5. Xbox One and PlayStation 4 versions will follow.

→ More coverage of XBOXONE on GameSpot.com


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Namco Bandai announces free-to-play Soulcalibur: Lost Swords

Namco Bandai's latest free-to-play fighter coming to PS3.

Namco Bandai is working on a free-to-play version of its long-running fighting series Soul Calibur.

The latest issue of Japanese gaming magazine Famitsu (translated by Gematsu) confirmed that Soulcalibur: Lost Swords is being developed for PlayStation 3.

No additional information about the game was provided.

Soul Calibur is Namco Bandai's latest attempt at free-to-play, following Tekken Revolution and Ridge Racer Driftopia.

The last entry in the series, SoulCalibur V, was released in 2012. "Once the steep learning curve is surmounted, you will find a fresh-yet-familiar fighting system that's fun to explore," said GameSpot in its review.

Martin Gaston
By Martin Gaston, News Editor

Martin Gaston has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


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Trials Frontier is free-to-play

Written By Kom Limpulnam on Selasa, 10 September 2013 | 21.50

RedLynx's upcoming mobile Trials game, Trials Frontier, will be a free-to-play game, the developer has announced.

The mobile game will also feature its own village-building metagame, featuring its own storyline and a world map to explore. Finding collectible parts will allow players to upgrade their bikes and riders.

The mobile spin-off will also feature asynchronous and time-limited global events.

RedLynx also asserts that the free-to-play mobile game will be a "worthy successor" to the well-regarded series. "Trials Frontier is being created by RedLynx as a worthy successor in the Trials line," said the company in a statement, "with console quality graphics in its own right. It's also being developed in tandem with next-gen console game Trials Fusion, meaning the two games will connect in the right way."

RedLynx has previously released DrawRace 2 and MotoHeroz for mobile devices. Trials Frontier was announced alongside upcoming Trials Fusion at E3 2013. Owning both games will give confer bonuses in each title.

Trials Frontier will launch in 2013.


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Free-to-play EndWar Online revealed

Ubisoft today announced Tom Clancy's EndWar Online, a free-to-play browser-based game for PC and Mac. In development at Ubisoft Shanghai--the same team behind 2008's Tom Clancy's EndWar for consoles--the game is described as a "tactical and strategic MMO."

EndWar Online will feature real-time battles, HQ and army management, and "massive" community-based wars. This is all set in "next stage" browser technology, Ubisoft said.

In EndWar Online, players are put into the shoes of the last leader in the aftermath of World War III. In this time, resources and money have run out and communities are on the brink of collapse as rogue warlords have taken control.

Players must rebuild their homeland by reuniting their faction and leading a battle for earth's remaining resources. Gamers can enlist as either the "high-tech" European Enforcers or Russia's Spetnaz, described as a group that uses "brute force tactics."

EndWare Online features single-player and player vs. player challenges, Ubisoft said.

"We have been looking for a way to bring EndWar back to its fans and have found an accessible way with Tom Clancy's EndWar Online," Ubisoft EMEA FTP publishing director Thomas Painçon said. "By offering gameplay directly in browsers, we hope old fans and new alike will enjoy this new EndWar experience and join in the quest to lead their faction to victory."

EndWar Online is currently in beta. Those interested can sign up through the game's new website.


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Kingdom Hearts HD 1.5 ReMIX Review

On paper, the idea seems just a little bit too fantastic to actually work: take a handful of Disney characters and worlds, mix them with some Final Fantasy heroes and a brand-new universe, infuse everything with light role-playing game elements, and hope for the best. It takes little imagination to envision such a formula producing any number of disappointing outcomes, but instead, the idea was realized as Kingdom Hearts and went on to become a beloved and popular franchise. Now, years after that initial triumph, Kingdom Hearts HD 1.5 Remix is a good reminder of the series' great joys and occasional frustrations.

Though it's not entirely clear from the title, Kingdom Hearts HD 1.5 Remix is a compilation of two separate games in the franchise (the Final Mix versions of Kingdom Hearts and Kingdom Hearts Re: Chain of Memories), and a semi-interactive retelling of a third (Kingdom Hearts 358/2 Days). Kingdom Hearts Final Mix is the gem in the compilation's crown, the game most likely to entice returning fans to take the fresh plunge and the starting point for any new arrivals. It introduces the hero, a young boy named Sora who lives on an island and regularly meets with friends Riku and Kairi for adventures. The members of that happy trio long to leave their peaceful tropical home in search of adventure, and one day they get their wish. Nothing goes as planned, though, and their friendship is inevitably tested as they are forced to make their way through a universe full of memorable new allies and scheming villains from various Disney films.

If you're familiar with the original release of Kingdom Hearts in North America, you'll discover that there are subtle changes to the Final Mix presentation, including new weapons and different item locations. In spite of those modifications, the game plays largely as it did in the past, which is a great blessing and an occasional curse. Sora and friends often wander through interconnected and mostly barren environments, talking to various characters and frequently battling a few of the same enemy mobs on their way to trigger another cutscene so that they can backtrack and keep the story moving. Along the way, an uncooperative camera likes to get hung up on the architecture, and there are occasional platforming sections that seem to have been designed with tighter controls in mind. The latter issue is eventually alleviated once Sora gains new abilities that improve his agility, but such annoyances put a damper on the action..

It's relatively easy to tolerate occasional tedium because there is always something unexpected but delightfully familiar around the next turn to make up for it. For instance, you are greeted upon arrival in Wonderland by a scene in which the frantic White Rabbit rushes off to his audience with the Queen of Hearts. The events that follow that introduction largely mimic those seen in the classic animated feature Alice in Wonderland, and as you visit more such worlds, you influence the outcome of well-known stories and witness key characters in a new light. There's also a satisfying character progression system that lets you equip favored abilities, and whaling away on enemies with your keyblade is cathartic once you get used to monitoring Sora and his companions all at once.

Over time, the graphical impact the original releases once had has faded, but Kingdom Hearts HD 1.5 Remix applies a fresh coat of paint with modest success. Environments are still rather barren, but the backdrops are usually presented sharply, and the character models and action are animated beautifully. Presentation isn't entirely consistent, and some areas look more spectacular than others, but Remix doesn't feel antiquated, and the widescreen aspect ratio makes it easier to follow the combat.

Re:Chain of Memories, for its part, has gained the most compared to its original release. Square Enix at one point reworked the Game Boy Advance game for the PlayStation 2, and now that edition has been further tweaked. Many of the art assets from Final Mix are thus reused, and the story elements are similar (because Sora is now working his way through memories of his previous time spent in those worlds). If you've just played through Final Mix, jumping into its successor feels overly familiar, though combat and exploration are given a boost. Instead of simply running around and striking foes with his keyblade, Sora must activate cards from a deck he has built.

There's a lot of depth to the system, since you can form combos (at the risk of temporarily losing access to the first card in a series of three) and must consider placement of cards outside of battle. The process of navigating the world is also different. You connect rooms by placing expendable cards and often can determine what you find on the other side of a door. For instance, you might lay out a card that causes the ensuing area to be full of drowsy foes, or treasure. Though the new system is intimidating and awkward initially, the deck building eventually becomes more enthralling than anything featured in Final Mix.

The final game in the compilation, Kingdom Hearts 358/2 Days, is presented only in a viewing mode. Instead of participating in an interactive fashion, you watch reworked cutscenes stitched together using art stills and brief text summaries. It's primarily an exercise in listening to dialogue as characters sit around eating ice cream on a clock tower, and the star of the story is now Roxas, an important figure who appears in Kingdom Hearts II. The story's structure works well to expand the Kingdom Hearts mythology beyond its apparent boundaries, though the lack of action leads to waning interest.

Kingdom Hearts HD 1.5 Remix presents a couple of the earliest games in the beloved series in their best light and makes a revealing cinematic experience out of a third one. The three experiences complement one another with unique elements and welcome context that is a treat for longtime fans and newcomers alike; plus, there's enough variety to keep everyone engaged for the 50 or 60 hours it can easily take to absorb everything. There was a time when the mixture of Disney and Final Fantasy characters felt magical, and this new compilation capably proves that the magic has not yet dissipated.


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BioWare cofounder plays games with indigenous tribespeople

During a recent trip "deep" into the Ecuadorian rainforest, BioWare cofounder Ray Muzyka played iPad games with the Shuar tribespeople.

On his Flickr page (via Kotaku), Muzyka explained that members of the Shuar tribe shared their traditions and culture with him and then asked Muzyka to share something from his own culture.

Muzyka had his iPad with him and handed it over to allow the tribespeople to play air hockey on the Apple device.

"The indigenous tribespeople and the rest of our group enjoyed playing air hockey together on my iPad, with the local children all taking turns playing until we reluctantly had to call it a night," Muzyka wrote. "That evening was a lot of fun."

Muzyka left BioWare in September 2012 alongside other founder Greg Zeschuk after 17 years with the role-playing game studio. Muzyka is now working on various social impact endeavors, like getting involved with charities in education, health care, and animal rights. Meanwhile, Zeschuk has launched a web series called The Beer Diaries.

BioWare has appointed Matthew Bromberg, former head of BioWare Austin, as the group general manager for the entire BioWare label.

→ More coverage of PS4 on GameSpot.com


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Madden NFL 25 sales cross 1 million units

Written By Kom Limpulnam on Jumat, 06 September 2013 | 21.51

Madden NFL 25 sold more than 1 million units during its first week at retail and was the top-selling game of August overall in North America, Electronic Arts has announced.

Gamers played nearly 6 million hours of Madden NFL 25 since launch. A Seahawks vs. 49ers matchup was three times more popular than any other contest during the first week, EA said.

Madden NFL 25's Ultimate Team has gotten off to a quick start, EA said, noting players have opened more than 3.3 million packs, the most in any single week since Ultimate Team was introduced in Madden NFL 10.

In addition, Saturday, August 28 marked the highest day for net revenue in Madden Ultimate Team history, EA said.

Madden NFL 25's sales of 1 million units is down from 1.65 million for last year's Madden NFL 13, but the full picture won't come into focus until later. The game will be released on Xbox One and PlayStation 4 as launch titles for the next-generation platforms in November.

Sterne Agee analyst Arvind Bhatia said first-week sales of Madden NFL 25, though down year-over-year, are in line with the company's guidance. He noted that the $10 upgrade offer from current- to next-generation versions of the game will also boost sales.

"In any case, we think the true picture of EA's overall sports business this year won't emerge until the arrival of the next-gen version of its games this holiday," Bhatia said.

Robert W. Baird analyst Colin Sebastian echoed Bhatia's comments, saying the "softness" in sales of Madden NFL 25 reflects the nature of the console transition.

→ More coverage of PS4 on GameSpot.com


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EA closing BattleForge

Publisher will shut down RTS on October 31; players encouraged to spend in-game currency before game closes.

Free-to-play real-time strategy game BattleForge will be shut down on October 31, Electronic Arts has announced.

"Today we bring sad news to the world of Nyn as the rift between our worlds is coming to a close, and with this we come to the unfortunate retirement of BattleForge," the company said in a statement.

"The decision to retire older games is never easy," the statement goes on. "We hope you've enjoyed playing BattleForge as much as we enjoyed making it and we wish to extend our sincerest thanks to all of our passionate and dedicated players for supporting BattleForge over the past four years."

EA encouraged users who still have a balance of in-game currency to spend it before the game is gone for good on Halloween. BattleForge is an online fantasy-themed real-time strategy game for the PC that borrows from the world of collectible-card games

The retirement of BattleForge comes after EA reportedly closed German developer EA Phenomic in July.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Nintendo cuts price on New Super Mario Bros Wii

Company lowers entry price for NSMB Wii, Super Mario Galaxy 2, and Wii Sports Resort to $30.

Nintendo today cut the price of three top-selling Wii games. Starting today, New Super Mario Bros. Wii, Super Mario Galaxy 2, and Wii Sports Resort are available in North America for $30.

It is not clear if the price cut is also in effect in Europe or other regions.

Wii Sports Resort (bundled with new systems) has already sold 31.89 million units across the world, while New Super Mario Bros. Wii has moved 27.88 million copies globally. Super Mario Galaxy 2 has sold more than 2.7 million copies in the United States alone.

The Nintendo Wii system is currently available for $130.

Its successor--the Wii U--launched last November and failed to reach sales targets. Nintendo announced a price cut for the 32GB Deluxe system recently, dropping its MSRP from $350 to $300 effective September 20. The 8GB Basic model will be phased out.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Halo dev calls MGSV female character design "disgusting"

Halo designer David Ellis has spoken out regarding Hideo Kojima's recent announcement that the Metal Gear Solid V: The Phantom Pain character Quiet has been specifically designed to be "sexy."

Asked if the Metal Gear Solid franchise's "eccentric" nature supported the character design, Ellis said, "Eccentricity is a cute cover word for objectification and sexism."

Sexuality in games can be "used for purpose," Ellis said, noting he thought it worked in Platinum Games' action title Bayonetta. However, in the case of Metal Gear Solid V, he said, "this feels lazy and exploitative."

"I like breasts as much as the next guy but this felt icky," Ellis said.

In a string of tweets earlier this week, Kojima said he directed MGSV's art director to make some of the game's characters, including Quiet, "more erotic" in an effort to encourage cosplay and promote figurine sales. He has since clarified these tweets, saying "sexy" was a better word to use.

"What I'm really trying to do is create unique characters. One of those is, of course, Quiet. She's a really unique character, I wanted to add that sexiness to her," Kojima said. "It wasn't really supposed to be erotic, but sexy."

GameSpot recently attended a live demonstration of Metal Gear Solid V prologue Ground Zeroes at Kojima Productions' new office in Los Angeles. Check out GameSpot's impressions for more.

→ More coverage of PS4 on GameSpot.com


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Dark Souls II beta begins October 12

Written By Kom Limpulnam on Kamis, 05 September 2013 | 21.51

PlayStation 3 owners can register for the Dark Souls II beta by downloading a ticket from the PlayStation Store.

Namco Bandai has announced that the Dark Souls II PlayStation 3 beta will kick off on October 12.

PlayStation 3 owners in North America, Europe, and Australasia can sign-up for a chance to participate by downloading the Dark Souls II Closed Beta Registration Ticket from the PlayStation Store.

"Out of the players who have downloaded this registration ticket, players will be chosen and those who qualify will receive notice of how to take part in the Closed Beta testing," reads the description for the ticket.

A second wave of beta invites will be sent out on October 27. Namco Bandai has not said if the beta will head to Xbox 360 or PC.

Developer From Software says Dark Souls II will feature more open-world elements than the original game, but has yet to say what area the beta will be set in.

Dark Souls II will be released for PlayStation 3, PC, and Xbox 360 in March 2014.

Martin Gaston
By Martin Gaston, News Editor

Martin Gaston has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


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Sony refunds Final Fantasy XIV customers as servers remain unstable

The bungled relaunch of Final Fantasy XIV Online: A Realm Reborn has seen Sony fully refund customers who purchased the PlayStation Network version of the game on August 27 or August 28.

Affected customers will see a full refund to their wallet, the entitlements for the game reset, and the game reappearing in their download list. "We apologise for any inconvenience this may cause and thank you for your patience," says Sony.

The servers for Final Fantasy XIV have been overloaded since the game's relaunch a week ago, leading Square Enix to suspend digital sales in an attempt to balance the heavy load.

Square Enix has repeatedly apologised to users finding it impossible to play the MMO, and game director Naoki Yoshida has taken to the company's forums to explain that he expected far fewer players after FFXIV's first iteration flopped.

"The night following the announcement of our plans to temporarily limit sales of the download version," said Yoshida. "A Realm Reborn recorded upwards of 218,000 concurrent connections. This is in spite of the fact that the peak login times for separate regions around the world arrive at differing intervals. We estimate that without time zone differences, the total number of concurrent connections would number anywhere from 300,000 to 350,000."

"As many of you know, this is the second launch for Final Fantasy XIV--something unprecedented in the MMORPG market. Considering the outcome of our first launch, our sales estimates for this one were decidedly conservative, as we believed that there would be a more gradual rise in users over the opening weeks and months."

"Instead, to our pleasant surprise, we experienced tremendous support from a great number of players who were eager to get into the game from day one. To ensure that these players, once logged in, were able to play in a stable environment, we were required to implement login restrictions which kept server population near maximum capacity without exceeding those numbers."

"The fact that we had to implement these restrictions is a direct result of my inaccurate sales and login estimates, and as producer, I must accept complete responsibility for this misstep. Each and every player who has been affected has my deepest apologies."

Yoshida added that each World server in FFXIV can handle a maximum of 5000 concurrent connections, and that a higher amount of players leads to server crashes and errors. Square Enix has chosen to limit logins to give the servers room to breathe, and Yoshida says that the team is monitoring the Worlds "24 hours a day" in an attempt to strike the right balance.

Logins are more likely to be restricted between 21:00 and 00:00, Yoshida added, which is the peak login time for the game.

Earlier this week Square Enix offered an additional seven days of free play time as compensation for customers affected by the outages.


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Best Buy holding Xbox One, PS4 launch events

Gamers who just can't wait to get their hands on the Xbox One and PlayStation 4 can attend midnight launch events at Best Buy this November, the company has announced.

Best Buy said (via CNET) that it will begin selling PlayStation 4 consoles and Xbox One systems at 12:01 a.m. on November 15 and November 22, respectively in North America.

A list of participating Best Buy locations is available on the company's website for the PS4 and Xbox One.

In addition to the special midnight events, Best Buy announced a new promotion for select Xbox One titles for those who have bought the game's Xbox 360 counterpart and elect to trade it in at the retailer.

Best Buy will give up to $40 of in-store credit for these games, which will also include a $10 trade-in coupon when purchased. This effectively equates to upgrading from the Xbox 360 version of a game to the Xbox One version for $10.

More information about the trade-up program is available on Best Buy's website.

Retailers Amazon and GameStop, as well as publishers like Sony and Activision, are holing similar promotions.

→ More coverage of PS4 on GameSpot.com


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Sony showing more than 50 games at TGS 2013

Written By Kom Limpulnam on Rabu, 04 September 2013 | 21.50

Sony Computer Entertainment Japan has announced (Japanese) that it will show more than 50 games at this year's Tokyo Game Show, including the first major details on Capcom's Deep Down.

As reported by CVG, the list includes a mixture of first- and third-party software for currently available and soon-to-be-released platforms. Of these, 10 games will be for Sony's upcoming PlayStation 4, with the remainder split between the PlayStation 3 and the company's PlayStation Vita handheld. Standouts include Tearaway, Gran Turismo 6, Pro Evolution Soccer 2014, Lightning Returns: Final Fantasy XIII, Knack, and Capcom's mysterious PS4 fantasy game Deep Down.

First shown during the PlayStation 4's February reveal event, and teased further in a new trailer on the game's official website, last month, Siliconera reported that Deep Down is being developed by Capcom Online Games. It is expected to be an online RPG that "supports a large number of players", and will require an Internet connection. While some players have wondered whether the game may be connected to Dragon's Dogma, Capcom has assured fans that Deep Down is a new intellectual property, with no connection to any existing franchises.

Tokyo Game Show 2013 will run from September 19-22 this year, including two business and two public days. GameSpot will be in attendance.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


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Metro: Last Light Tower Pack add-on released

Deep Silver has released additional DLC for post-apocalyptic first-person shooter Metro: Last Light. Named the Tower Pack, the add-on is available now for purchase via Steam, the PlayStation Network, and Xbox Live online in North America, Europe, Australia, and New Zealand.

In the Tower Pack, players fight their way through a tower filled with hordes of enemies. Difficulty increases as progress is made. The tower pack will be sold for US$4.99/€4.99/A$5.59, and is the second of four planned DLC packs for Metro: Last Light.

The pack is also obtainable in the Metro: Last Light Season Pass, which can be purchased for US$14.99/€14.99/A$16.79. The season pass includes an exclusive bonus weapon, the new semi-automatic shotgun called Abzats.

Deep Silver has revealed additional details for the remaining two DLC packs. The Developer Pack will include a fully stocked shooting gallery, AI arena, Metro Museum, and a bonus solo mission. The final add-on, named the Chronicles Pack, will feature three original single-player missions that cast the player as Pavel, Khan, Ulman, and Anna.

Metro: Last Light was released in May this year for the Xbox 360, PlayStation 3, and PC. For more about the game, check out GameSpot's review.


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PlayStation 4 will support four controllers

The PlayStation 4 will allow four controllers to be used with the machine at once, Sony confirms.

Sony's PlayStation 4 will support up to four controllers simultaneously, the company has announced.

SCE Worldwide Studios boss Shuhei Yoshida confirmed the PS4's controller support on Twitter, following news that Microsoft's Xbox One will allow for eight controllers.

The PlayStation 3 can support up to seven controllers, though few games take advantage of this capability.

The PlayStation 4 will come with a single DualShock 4 controller, and Sony has announced that red and blue variants of the controller will be introduced shortly after launch. The new controller features a touch pad, light bar, and a Share button.

The recommended retail price for DualShock 4 is £54/€59/$59.

The PlayStation 4 will launch on November 15 in North America for $399, and on November 29 in Europe for €399/£349.

→ More coverage of PS4 on GameSpot.com

Martin Gaston
By Martin Gaston, News Editor

Martin Gaston has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


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God of War writer on challenge of bringing Kratos to the big-screen

Written By Kom Limpulnam on Selasa, 03 September 2013 | 21.50

A gamer-approved God of War movie would be a challenge to pull off because players already have expectations for how Kratos should act and sound, according to series writer Marianne Krawczyk.

Speaking today during a PAX Prime panel, Krawczyk recalled that when she was younger she very much enjoyed the Garfield comic strip and was looking forward to the TV show. However, when the show debuted, she heard his voice and it "completely threw" her. She never watched the show again.

Krawczyk said a God of War movie could suffer, at least for fans of the series, for the same reason.

"And I think, if [Kratos] ever makes it to the big-screen, there will be that similar dissonance," she said. "The player has a personal experience with him, and then he's going to be embodied by a different actor, he's going to have a different voice, he's going to say a lot more words."

"So I think it will be hard to get that across," she added. "But I hope they will someday. We don't know."

Universal Studios is currently producing a God of War movie with a pair of Saw writers, not Krawczyk.. According to the latest version of its draft, the big-screen take on the series will improve on films like Clash of the Titans and Immortals by taking a step "in a more bold direction."

The current status of the God of War movie is unknown.

Krawczyk also offered a critique of the recent Disney-produced Prince of Persia movie, 2010's Prince of Persia: The Sands of Time. She said had the film not been rooted in source material people were already familiar with, it would have stood a better chance to be more commercially successful.

"I think if it was just a movie called Prince of Persia starring Jake Gyllenhaal, and it didn't have source material, it probably would have been fine. I saw it [and] it didn't suck," Krawczyk said. "But I think it was received poorly because the player already had a relationship with who they thought the character was and it was actually a different story than the Sands of Time game. And the Sands of Time game had a better story. I had that to compare it to. But if I didn't, I'd say it's a fine popcorn movie."

→ More coverage of PAX 2013 on GameSpot.com


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Greatest Game Series of the Decade: Sweet 16 Rundown

I love the "Souls" games dearly but I voted for GTA. Why? Because although Dark Souls/Demon's Souls are incredibly innovative games GTA has possibly had the greatest cultural impact of any videogame during the last decade. What Rockstar have achieved reaches beyond gaming and influences popular culture like few other games.

To uber-non-gamers videogames consist of Space Invaders, PacMan, Mario and GTA with a possible side order of Frogger and Tomb Raider.


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