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Team Fortress 2 Review

Written By Kom Limpulnam on Jumat, 31 Januari 2014 | 21.51

Longevity is tough for competitive shooters. Hardly a month goes by without new virtual arenas cropping up and enticing you into some fresh conflict, and only a few popular games manage to sustain active player bases even a year after their initial release. And then there's Team Fortress 2. Released in 2007, this class-based classic is still going strong well into its seventh year, thanks largely to its lively and creative community. Since GameSpot's original TF2 review, the game has benefited from numerous updates and made the jump to a free-to-play business model. So how well is Team Fortress 2 faring in 2014 among the current crop of competitors for your time and money?

The short answer is, it's holding up very well. The core action pits two teams of players against each other in a battle to capture points, move a cart, or steal a briefcase. The objective is always very straightforward; it's the interplay between the nine playable classes that makes things so varied and interesting. The speedy scout, the militant heavy, the diligent engineer, the conniving medic, the pesky sniper, the sneaky spy, the feisty pyro, the explosive soldier, and the even-more-explosive demoman all have unique weapons, attributes, and abilities that complement each other and clash in myriad ways. Encounters can vary widely depending on the match type and the makeup of each team, and this unpredictability is crucial to TF2's long-standing appeal.

When you come out of the gate as a heavy with a medic in tow, you're a formidable offensive force, but if a spy loops around to backstab the medic and you round the corner on a pyro, it can all come undone in a matter of seconds. Snipers can cover expected enemy paths, but rocket-jumping soldiers have a knack for finding alternative routes and raining explosive death from above. You may think you have a comparatively weak scout dead to rights, only to be stunned by a baseball and beaten to death. As you watch your giblets splatter on the ground and see a freeze-frame of your gleeful killer, it's hard not to chuckle at the sheer variety of ways you can meet an untimely demise. And the humorous quips, ridiculous outfits, and histrionic announcer help cultivate this lighthearted tone.

Of course, this core dynamic has persisted for most of TF2's life span, so if you stopped playing it a few years ago and come back for a few matches, you'll find things are very familiar. Learning the ropes and getting the hang of your chosen role is still a gratifying experience, and mastering advanced techniques doesn't just make you deadlier; it gives you more options for how to approach combat. Keeping your options open is still valuable too, because being flexible with your choice of character can help you avoid ending up on a catastrophically imbalanced squad. It is Team Fortress, after all.

But though there is much that has remained constant about the core game, there have been some notable changes over the years, as well as regular infusions of new weapons and items. Of the hundreds of things available in the online store, some can be unlocked through play, while others must be purchased with actual money. From small doodads that cost less than a dollar to massive bundles that cost hundreds, there's a wide range of ways to customize your experience.

Many of the items offer nothing more than a playful twist on the game's already cheeky cartoon aesthetic. You can buy hats, shirts, shoes, and other cosmetic gear to dress up like a character from Adult Swim or don spooky seasonal garb that you can wear only during Halloween or a full moon. Even if you don't fancy shelling out for any of this stuff, it's fun to see some visual variety as you try to light your opponents on fire.

Other weapons have more of an impact, like the ones that give your character a new chargeable and expendable power. The scout can build hype, which turns his usual double jump into a triple, quadruple, or quintuple jump, and the soldier can build rage, which allows him to rally his nearby teammates to do extra damage. Skills like these have more of a meaningful impact on the action, bringing something new to the table that your enemies must contend with. And then there are the totally out-there loadouts, like the one that turns the grenade-launching demoman into an extra from the movie Braveheart.In addition to the cosmetic options, there are a lot of weapons and items that offer small buffs or subtle tweaks to your attributes. Depending on which healing gun the medic equips, for example, he can imbue himself and his targeted ally with extra damage resistance or enable himself to match the speed of his target. Differences like these don't do much to change the core action, but they do give experienced players substantial room for strategic variation.

These options broaden the field of viable strategies, which helps keep combat lively and varied. And fortunately, none of the purchasable weapons or items tip the scales unfairly towards those willing to pay. Buffs and bonuses usually come with caveats, and the weapons that bestow new abilities are usually unlocked for free. For this review, I spent some money on goofy hats and some of the stranger weaponry on offer, like the pyro's flamethrower that actually shoots bubbles and rainbows. It was fun to play with the new gear, but I still found myself switching my loadout between free and paid weapons regularly to adapt to the match situation.

Mow 'em down and get paid.

The biggest divergence from the game's origins comes in the cooperative mode, Mann vs. Machine. In it, you and a few other human players must prevent hordes of robotic incarnations of TF2's classes from delivering a bomb to your base. The money you earn from destroying robots can be spent on mid-match upgrades to your attributes and weaponry, which can be crucial to success. Even on the easiest level, the robot legions are fierce enough to test the mettle of an unorganized team. This is a mode where carefully planned weapon choices and defensive strategies can mean the difference between succeeding and having to try, try again. You can play this mode for free, but you won't be eligible to earn rare prizes or complete challenges unless you pay a dollar for a Tour of Duty ticket. Though it lacks the frenetic unpredictability of competitive play, the cooperative mode can still provide satisfaction for those dedicated enough to see it through.

But competition is the real draw, and the Team Fortress 2 community can certainly be competitive. On some servers, you might be berated for unwitting breaches of etiquette, while on others, you might be welcomed with helpful tips and ubercharges. You can even ask for help on certain servers and be paired up with another player who is willing to give you some tips through chat. The community around TF2 is an intriguing one, not just for their deep knowledge of and passion for the game, but for their creative efforts in designing new weapons, items, and maps that have since become part of the experience. It feels like a community of curators, without whom the game may well have dwindled away and passed into obsolescence years ago.

Staying relevant even a year after release is rare for a competitive shooter, and yet, here's Team Fortress 2, still lively after seven years in the business. At times it feels like the same game you could have played back then, and at other times it feels like no one will ever quite nail class-based shooter competition the way TF2 does. The experience has evolved over the years without compromising what made it so great in the first place, so though your free-to-play options may have increased considerably in the past few years, there are few that do it as well as Team Fortress 2.


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Insurgency Starter Guide

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Dark Souls 2 could end up with DLC, despite earlier claims

Dark Souls II developer From Software has suggested it might be rethinking its decision not to consider creating DLC for the upcoming RPG, but added that it's all about what the game's community wants.

"There is definitely potential, I think," said producer Takeshi Miyazoe when asked about the possibility of making Dark Souls II DLC by OXM.

"Again, it's all about fan feedback. Right now we are concentrating on completing what we've got, but I think there are next steps on how we can expand on Dark Souls II."

"So I'm not really ready to say look forward to more information, but I think the potential is definitely there," he concluded.

When asked about DLC for the game last year, Miyazoe said that the team wasn't expecting any to be created.

"For Dark Souls 2, we don't even expect any additional downloadable content because we want to deliver a full game, the full experience, to fans who purchase the package from day one," said Miyazoe back in December.

From Software has dabbled in downloadable content before, releasing the Artorias of the Abyss DLC for the original Dark Souls, which added new weapons, enemies, locations, bosses, and a competitive PvP mode to the game.

"We did do additional content for Dark Souls," continued Miyazoe at the time, "but generally downloadable content for Dark Souls 2 is not really being considered. Buy the package and you'll get the full experience, and you'll have as much fun as anybody else."

Namco Bandai also recently announced that actor Peter Serafinowicz would lend his vocal talents to Dark Souls II, voicing treasure hunter Mild-mannered Pate.

Dark Souls II will be released for Xbox 360 and PlayStation 3 on March 11. A PC version will eventually follow.


21.51 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 29 Januari 2014 | 21.51

Gamespot's Site MashupAssassin's Creed doesn't have an overall ending after all, Ubisoft admitsWar of the Vikings Developer Commentary - PDXCon 2014Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 29 Jan 2014 06:34:20 -0800 http://www.gamespot.com/articles/assassin-s-creed-doesn-t-have-an-overall-ending-after-all-ubisoft-admits/1100-6417414/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/536/5360430/2399089-ac4mp_dlc1_4.jpg" data-ref-id="1300-2399089" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/536/5360430/2399089-ac4mp_dlc1_4.jpg" data-ref-id="1300-2399089"><img src="http://static.gamespot.com/uploads/scale_super/536/5360430/2399089-ac4mp_dlc1_4.jpg"></a></figure><p style="">Last year, <a href="/assassins-creed-iv-black-flag/" data-ref-id="false">Assassin's Creed IV: Black Flag</a> director Ashraf IsmaiI said that Ubisoft had a brief outline of the Assassin's Creed series, <a href="http://www.gamespot.com/articles/ubisoft-says-theres-an-overall-ending-to-assassins-creed/1100-6412508/">including an overall ending</a>.</p><p dir="ltr" style="">This year, however, Revelations and Black Flag lead writer Darby McDevitt has said that's "not exactly true," and that Ubisoft's annual blockbuster cash cow has no definitive end in sight.</p><p dir="ltr" style="">"There's been a bit of confusion in that [Ismail] once said that Assassin's Creed has an ending--that's not exactly true," <a href="http://www.edge-online.com/features/black-flags-red-herrings-assassins-creed-writer-darby-mcdevitt-on-whats-next-for-ubisofts-flagship-series/" rel="nofollow">explained McDevitt in an interview with Edge</a>.</p><p dir="ltr" style="">The Assassin's Creed universe was likened to Doctor Who, with McDevitt saying there can be individual endings as part of an perpetually ongoing story. "Because all of history is open to us we see the universe as a Doctor Who type thing. There are so many possibilities we don't want to definitively end the universe, but we can have storylines that have endings."</p><p dir="ltr" style="">Reflecting on the series so far, McDevitt spoke about how putting a firm date into Desmond-era titles created a challenge for the writers. "The problem with the Desmond trilogy was that back in 2007 they set a date with Abstergo launching a satellite that was going to control people's minds," he said.</p><p dir="ltr" style="">"That unfortunately took a back seat in ACII when they swapped the plot point for the end of the world, which was conveniently going to happen in the same month in 2012. This was a hard date we were going to hit--we realised very quickly that Assassin's Creed is a popular franchise and we'd like to keep it going."</p><p dir="ltr" style="">As for the series after Desmond, McDevitt says "we've moved on from specifically defining when a story will end" in future titles.</p><p dir="ltr" style="">Looking forward, McDevitt said that an in-game list of future settings for the Assassin's Creed series found in Black Flag--which included Shogun-era Japan, Victorian London, the Wild West, and the French Revolution, among others--was Ubisoft parodying the locations that fans most request. "So the fans generated that list, we didn't generate that list," he added.</p><p dir="ltr" style="">But is any of the fan speculation based in reality? "I will say that fans definitely think alike. We have the same goals for the series, let's say. I'll leave it at that. We always want to surprise," McDevitt concluded.</p><div data-embed-type="video" data-ref-id="2300-6415800" data-width="100%" data-height="100%"><iframe src="/videos/embed/6415800/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 29 Jan 2014 06:14:00 -0800 http://www.gamespot.com/articles/assassin-s-creed-doesn-t-have-an-overall-ending-after-all-ubisoft-admits/1100-6417414/ http://www.gamespot.com/videos/war-of-the-vikings-developer-commentary-pdxcon-201/2300-6416995/ Executive producer, Gordon Van Dyke, sits down to play the latest update, split some skulls, and tell us what's new and exciting in War of the Vikings. Wed, 29 Jan 2014 06:00:00 -0800 http://www.gamespot.com/videos/war-of-the-vikings-developer-commentary-pdxcon-201/2300-6416995/ http://www.gamespot.com/reviews/naruto-shippuden-ultimate-ninja-storm-3-full-burst/1900-6415648/ <p style="">There's a lot to be said for fan service and its role in entertainment. Providing material that speaks directly to an audience with a specific love and appreciation of a given source provides a palpable sense of private-club-like inclusion, allowing fans to feel connected through their shared interest whether they're in the same room or on the other side of the world. Rather than feel isolated and frustrated by an undying love for a given movie, character, comic, or novel, the existence of indulgence-orientated products makes us feel part of something bigger--there are people out there who like this stuff as much as I do. The Ultimate Ninja series has always taken this idea to heart, concentrating its focus to a laser point that other franchises would never dare to attempt for fear of alienating all but the most dedicated of followers. If you're part of the club, then such single-mindedness is great. If you're not, then don't let the door hit you on the way out.</p><p style="">Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is perhaps the most extreme example yet of Namco Bandai's attempt to appeal to the converted and only to the converted. Here's a game not simply for any old Naruto fan, but for Naruto fans who are completely up to date with the story and characters as they currently exist in the anime/manga episodes and are seeking a new way of experiencing previously explored plotlines. If you're not up to date, then not only are you going to struggle enormously with the story as depicted in the game's early stages, but you're going to ruin what you've not yet seen of the TV series. Unfortunately, due to gameplay that is as unwieldy and bloated as its title, Full Burst is not an acceptable way to get yourself up to date with this franchise.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426036-0001.jpg" data-ref-id="1300-2426036" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426036-0001.jpg" data-ref-id="1300-2426036"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2426036-0001.jpg"></a><figcaption>With so many characters, the story is all but impossible to follow without intimate knowledge of prior events.</figcaption></figure><p style="">This may be a beat-'em-up, but the primary Ultimate Adventure mode features so little gameplay in comparison to cutscenes and dialogue-heavy exposition that you'd be forgiven for thinking you're sitting through a barely interactive (albeit combat-heavy) soap opera. It feels as though developer CyberConnect2's plan was to create a condensed edition of the anime in which fight scenes are playable, rather than create a game in its own right. This leads to an experience that features such haphazard and irregular pacing that your principal cause for intrigue rests in trying to work out just how long it's going to be before the game asks you to pick up the controller again--and even when you do, the core combat is a shallow, button mashing affair that requires little in the way of skill. While there's definite and worthwhile value in repackaging the events of a beloved series in a new format, there's also value in a game giving you something to do.</p><p style="">There may be a lack of interaction in story mode, but that doesn't hold true for the package as a whole. Including all of the downloadable content released for the original <a href="/naruto-shippuden-ultimate-ninja-storm-3/" data-ref-id="false">Naruto Shippuden Ultimate Ninja 3</a> release, the volume of content on offer is gargantuan. Chief among the additions is the extra Ultimate Adventure chapter, which sees Sasuke and Itachi Uchiha take on the nefarious Sage Kabuto, a segment that is so phenomenally difficult in comparison to the rest of the game that all previously learned tactics become essentially redundant. The same Sage Kabuto is unlockable as a playable character if you have the patience to jump through the numerous hoops to unlock him, and there are also some new costumes to swoon over.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426038-0002.jpg" data-ref-id="1300-2426038" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426038-0002.jpg" data-ref-id="1300-2426038"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2426038-0002.jpg"></a><figcaption>Sage Kabuto is a new and unlockable character, but less interesting to control than he looks.</figcaption></figure><p style="">The biggest, but certainly not most interesting, piece of extra content comes in the form of supplementary challenge missions. One hundred of these have you beating an opponent in a fight while handicapped in some way--removing your ability to jump, for example, or setting a limit on the number of attacks at your disposal. While these missions do add some welcome variety to the combat, they primarily serve to highlight just how shallow the core mechanics are. Without these externally shoehorned twists on battle, fighting suffers from an overwhelming shallowness that sees you engage autopilot once the basics become second nature. Only during set-piece boss battles are you asked to do something out of the ordinary.</p><p style="">To compound matters, the most members of the enormous character roster plays in the same way. You swap between characters regularly during Ultimate Adventure, but this is done predominantly to facilitate the narrative rather than to spice up gameplay through variety and diversity. Granted, significant and impressive visual flair is achieved by switching often between characters with attacks that are literally out of this world, but that aesthetic quality doesn't remain interesting long enough for the combat inadequacies to be forgiven. Clearly, this is not a game with the remotest desire to cement its place in the bastion of hardcore fighting game legacy, but that doesn't excuse the fact that there's so little meat to the gameplay that you're essentially feasting on elaborately painted bones.</p><p style="">Similar problems exist with Ultimate Adventure's role-playing-game-lite elements, which allow you to roam around a number of different environments with a view to collecting and buying items to use in combat (health potions, strength buffs, and so on) and optionally talking to loitering non-player characters. At times, these moments provide a welcome break from the cutscene/fight/cutscene pattern, but more often than not, they feel designed to artificially lengthen the game and trick you into thinking you're playing something with genuine genre-blending aspirations.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426040-0004.jpg" data-ref-id="1300-2426040" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426040-0004.jpg" data-ref-id="1300-2426040"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2426040-0004.jpg"></a><figcaption>The Sasuke/Itachi vs. Sage Kabuto battle is the most difficult in the game.</figcaption></figure><p style="">The closest comparison to this format is <a href="/asuras-wrath/" data-ref-id="false">Asura's Wrath</a>, another of CyberConnect2's offerings. However, where Asura's Wrath succeeds in this style of storytelling thanks to its short length and ferocious pace, Ultimate Ninja Storm 3 suffers from attempting to cover far too much ground for the core mechanics to handle. If you do classify yourself as a Naruto aficionado, then simply having another medium through which to consume the narrative is potentially going to be enough to satisfy you. Without a doubt, everyone else should look elsewhere.</p> Wed, 29 Jan 2014 02:00:00 -0800 http://www.gamespot.com/reviews/naruto-shippuden-ultimate-ninja-storm-3-full-burst/1900-6415648/

Gamespot's Site MashupAssassin's Creed doesn't have an overall ending after all, Ubisoft admitsWar of the Vikings Developer Commentary - PDXCon 2014Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 29 Jan 2014 06:34:20 -0800 http://www.gamespot.com/articles/assassin-s-creed-doesn-t-have-an-overall-ending-after-all-ubisoft-admits/1100-6417414/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/536/5360430/2399089-ac4mp_dlc1_4.jpg" data-ref-id="1300-2399089" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/536/5360430/2399089-ac4mp_dlc1_4.jpg" data-ref-id="1300-2399089"><img src="http://static.gamespot.com/uploads/scale_super/536/5360430/2399089-ac4mp_dlc1_4.jpg"></a></figure><p style="">Last year, <a href="/assassins-creed-iv-black-flag/" data-ref-id="false">Assassin's Creed IV: Black Flag</a> director Ashraf IsmaiI said that Ubisoft had a brief outline of the Assassin's Creed series, <a href="http://www.gamespot.com/articles/ubisoft-says-theres-an-overall-ending-to-assassins-creed/1100-6412508/">including an overall ending</a>.</p><p dir="ltr" style="">This year, however, Revelations and Black Flag lead writer Darby McDevitt has said that's "not exactly true," and that Ubisoft's annual blockbuster cash cow has no definitive end in sight.</p><p dir="ltr" style="">"There's been a bit of confusion in that [Ismail] once said that Assassin's Creed has an ending--that's not exactly true," <a href="http://www.edge-online.com/features/black-flags-red-herrings-assassins-creed-writer-darby-mcdevitt-on-whats-next-for-ubisofts-flagship-series/" rel="nofollow">explained McDevitt in an interview with Edge</a>.</p><p dir="ltr" style="">The Assassin's Creed universe was likened to Doctor Who, with McDevitt saying there can be individual endings as part of an perpetually ongoing story. "Because all of history is open to us we see the universe as a Doctor Who type thing. There are so many possibilities we don't want to definitively end the universe, but we can have storylines that have endings."</p><p dir="ltr" style="">Reflecting on the series so far, McDevitt spoke about how putting a firm date into Desmond-era titles created a challenge for the writers. "The problem with the Desmond trilogy was that back in 2007 they set a date with Abstergo launching a satellite that was going to control people's minds," he said.</p><p dir="ltr" style="">"That unfortunately took a back seat in ACII when they swapped the plot point for the end of the world, which was conveniently going to happen in the same month in 2012. This was a hard date we were going to hit--we realised very quickly that Assassin's Creed is a popular franchise and we'd like to keep it going."</p><p dir="ltr" style="">As for the series after Desmond, McDevitt says "we've moved on from specifically defining when a story will end" in future titles.</p><p dir="ltr" style="">Looking forward, McDevitt said that an in-game list of future settings for the Assassin's Creed series found in Black Flag--which included Shogun-era Japan, Victorian London, the Wild West, and the French Revolution, among others--was Ubisoft parodying the locations that fans most request. "So the fans generated that list, we didn't generate that list," he added.</p><p dir="ltr" style="">But is any of the fan speculation based in reality? "I will say that fans definitely think alike. We have the same goals for the series, let's say. I'll leave it at that. We always want to surprise," McDevitt concluded.</p><div data-embed-type="video" data-ref-id="2300-6415800" data-width="100%" data-height="100%"><iframe src="/videos/embed/6415800/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 29 Jan 2014 06:14:00 -0800 http://www.gamespot.com/articles/assassin-s-creed-doesn-t-have-an-overall-ending-after-all-ubisoft-admits/1100-6417414/ http://www.gamespot.com/videos/war-of-the-vikings-developer-commentary-pdxcon-201/2300-6416995/ Executive producer, Gordon Van Dyke, sits down to play the latest update, split some skulls, and tell us what's new and exciting in War of the Vikings. Wed, 29 Jan 2014 06:00:00 -0800 http://www.gamespot.com/videos/war-of-the-vikings-developer-commentary-pdxcon-201/2300-6416995/ http://www.gamespot.com/reviews/naruto-shippuden-ultimate-ninja-storm-3-full-burst/1900-6415648/ <p style="">There's a lot to be said for fan service and its role in entertainment. Providing material that speaks directly to an audience with a specific love and appreciation of a given source provides a palpable sense of private-club-like inclusion, allowing fans to feel connected through their shared interest whether they're in the same room or on the other side of the world. Rather than feel isolated and frustrated by an undying love for a given movie, character, comic, or novel, the existence of indulgence-orientated products makes us feel part of something bigger--there are people out there who like this stuff as much as I do. The Ultimate Ninja series has always taken this idea to heart, concentrating its focus to a laser point that other franchises would never dare to attempt for fear of alienating all but the most dedicated of followers. If you're part of the club, then such single-mindedness is great. If you're not, then don't let the door hit you on the way out.</p><p style="">Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is perhaps the most extreme example yet of Namco Bandai's attempt to appeal to the converted and only to the converted. Here's a game not simply for any old Naruto fan, but for Naruto fans who are completely up to date with the story and characters as they currently exist in the anime/manga episodes and are seeking a new way of experiencing previously explored plotlines. If you're not up to date, then not only are you going to struggle enormously with the story as depicted in the game's early stages, but you're going to ruin what you've not yet seen of the TV series. Unfortunately, due to gameplay that is as unwieldy and bloated as its title, Full Burst is not an acceptable way to get yourself up to date with this franchise.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426036-0001.jpg" data-ref-id="1300-2426036" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426036-0001.jpg" data-ref-id="1300-2426036"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2426036-0001.jpg"></a><figcaption>With so many characters, the story is all but impossible to follow without intimate knowledge of prior events.</figcaption></figure><p style="">This may be a beat-'em-up, but the primary Ultimate Adventure mode features so little gameplay in comparison to cutscenes and dialogue-heavy exposition that you'd be forgiven for thinking you're sitting through a barely interactive (albeit combat-heavy) soap opera. It feels as though developer CyberConnect2's plan was to create a condensed edition of the anime in which fight scenes are playable, rather than create a game in its own right. This leads to an experience that features such haphazard and irregular pacing that your principal cause for intrigue rests in trying to work out just how long it's going to be before the game asks you to pick up the controller again--and even when you do, the core combat is a shallow, button mashing affair that requires little in the way of skill. While there's definite and worthwhile value in repackaging the events of a beloved series in a new format, there's also value in a game giving you something to do.</p><p style="">There may be a lack of interaction in story mode, but that doesn't hold true for the package as a whole. Including all of the downloadable content released for the original <a href="/naruto-shippuden-ultimate-ninja-storm-3/" data-ref-id="false">Naruto Shippuden Ultimate Ninja 3</a> release, the volume of content on offer is gargantuan. Chief among the additions is the extra Ultimate Adventure chapter, which sees Sasuke and Itachi Uchiha take on the nefarious Sage Kabuto, a segment that is so phenomenally difficult in comparison to the rest of the game that all previously learned tactics become essentially redundant. The same Sage Kabuto is unlockable as a playable character if you have the patience to jump through the numerous hoops to unlock him, and there are also some new costumes to swoon over.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426038-0002.jpg" data-ref-id="1300-2426038" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426038-0002.jpg" data-ref-id="1300-2426038"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2426038-0002.jpg"></a><figcaption>Sage Kabuto is a new and unlockable character, but less interesting to control than he looks.</figcaption></figure><p style="">The biggest, but certainly not most interesting, piece of extra content comes in the form of supplementary challenge missions. One hundred of these have you beating an opponent in a fight while handicapped in some way--removing your ability to jump, for example, or setting a limit on the number of attacks at your disposal. While these missions do add some welcome variety to the combat, they primarily serve to highlight just how shallow the core mechanics are. Without these externally shoehorned twists on battle, fighting suffers from an overwhelming shallowness that sees you engage autopilot once the basics become second nature. Only during set-piece boss battles are you asked to do something out of the ordinary.</p><p style="">To compound matters, the most members of the enormous character roster plays in the same way. You swap between characters regularly during Ultimate Adventure, but this is done predominantly to facilitate the narrative rather than to spice up gameplay through variety and diversity. Granted, significant and impressive visual flair is achieved by switching often between characters with attacks that are literally out of this world, but that aesthetic quality doesn't remain interesting long enough for the combat inadequacies to be forgiven. Clearly, this is not a game with the remotest desire to cement its place in the bastion of hardcore fighting game legacy, but that doesn't excuse the fact that there's so little meat to the gameplay that you're essentially feasting on elaborately painted bones.</p><p style="">Similar problems exist with Ultimate Adventure's role-playing-game-lite elements, which allow you to roam around a number of different environments with a view to collecting and buying items to use in combat (health potions, strength buffs, and so on) and optionally talking to loitering non-player characters. At times, these moments provide a welcome break from the cutscene/fight/cutscene pattern, but more often than not, they feel designed to artificially lengthen the game and trick you into thinking you're playing something with genuine genre-blending aspirations.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2426040-0004.jpg" data-ref-id="1300-2426040" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2426040-0004.jpg" data-ref-id="1300-2426040"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2426040-0004.jpg"></a><figcaption>The Sasuke/Itachi vs. Sage Kabuto battle is the most difficult in the game.</figcaption></figure><p style="">The closest comparison to this format is <a href="/asuras-wrath/" data-ref-id="false">Asura's Wrath</a>, another of CyberConnect2's offerings. However, where Asura's Wrath succeeds in this style of storytelling thanks to its short length and ferocious pace, Ultimate Ninja Storm 3 suffers from attempting to cover far too much ground for the core mechanics to handle. If you do classify yourself as a Naruto aficionado, then simply having another medium through which to consume the narrative is potentially going to be enough to satisfy you. Without a doubt, everyone else should look elsewhere.</p> Wed, 29 Jan 2014 02:00:00 -0800 http://www.gamespot.com/reviews/naruto-shippuden-ultimate-ninja-storm-3-full-burst/1900-6415648/


21.51 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Senin, 27 Januari 2014 | 21.50

Gamespot's Site MashupTitanfall beta coming February 14 - ReportPlayer vs Gamer Episode 5: Mad About MaddenMight & Magic X: Legacy

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 27 Jan 2014 06:36:32 -0800 http://www.gamespot.com/articles/titanfall-beta-coming-february-14-report/1100-6417362/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg" data-ref-id="1300-2236603" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg" data-ref-id="1300-2236603"><img src="http://static.gamespot.com/uploads/scale_super/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg"></a></figure><p style="">A <a href="/titanfall/" data-ref-id="false">Titanfall</a> beta will take place starting February 14, <a href="http://www.xboxygen.com/News/16631-Titanfall-la-date-de-la-beta?lang=fr" rel="nofollow">a report on French site Xboxygen</a> (<a href="http://www.neogaf.com/forum/showthread.php?t=758825" rel="nofollow">via NeoGAF</a>) has said.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2425697-0684317151-leak-.jpg" data-ref-id="1300-2425697" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2425697-0684317151-leak-.jpg" data-ref-id="1300-2425697"><img src="http://static.gamespot.com/uploads/scale_medium/1493/14930800/2425697-0684317151-leak-.jpg"></a><figcaption>Image credit: Xboxygen.</figcaption></figure><p dir="ltr" style="">The beta will run from February 14 through February 19, and access will be restricted to those who have preordered the game from participating retailers, said to be GameStop in the US and Micromania in France.</p><p dir="ltr" style="">Some Xbox One owners were given a chance to play Titanfall earlier this month, with developer Respawn Entertainment dubbing the release an alpha. Titanfall was criticised by gamers at the start of the year when it was revealed that <a href="http://www.gamespot.com/articles/titanfall-player-count-is-6v6-respawn-confirms/1100-6416998/">only 12 human players would feature in each game</a>, although Respawn later said that matches <a href="http://www.gamespot.com/articles/titanfall-matches-will-have-up-to-48-combatants-at-once/1100-6417050/">could feature up to 48 combatants</a>.</p><p dir="ltr" style="">It is not indicated whether the beta will apply to Xbox One, Xbox 360, and PC: GameSpot has asked EA for confirmation.</p><p dir="ltr" style="">Titanfall will be released on March 11.</p><div data-embed-type="video" data-ref-id="2300-6416481" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416481/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Mon, 27 Jan 2014 06:20:00 -0800 http://www.gamespot.com/articles/titanfall-beta-coming-february-14-report/1100-6417362/ http://www.gamespot.com/videos/player-vs-gamer-episode-5-mad-about-madden/2300-6416958/ DeSean Jackson of the Philadelphia Eagles & Recording Artist Mike Posner test their Madden might and go head to head in Madden 25. Mon, 27 Jan 2014 03:00:00 -0800 http://www.gamespot.com/videos/player-vs-gamer-episode-5-mad-about-madden/2300-6416958/ http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/ <p style="">You need to have the nostalgia gene to fully appreciate Might &amp; Magic X: Legacy. I do, especially when it comes to role-playing games, so I did. But this is one of those "genre within a genre" retro affairs that self-consciously turns its back on modern conventions and embraces what us old folks were stuck with back in that antediluvian era known as the 1990s. Limbic Entertainment has created an old-fashioned RPG epic that might well have landed on some "best of" lists at the end of 1996. If you're the sort of person who fondly remembers a time before the Might &amp; Magic name meant nothing but turn-based fantasy strategy, this game is for you.</p><p style="">Noting that M&amp;MXL is not for everyone isn't necessarily an insult, either. On the contrary, it's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans. Everything about this game can be traced back to first-person party-based RPGs from the 1990s, like the original M&amp;M games, the Wizardry series, and even the Eye of the Beholder D&amp;D line. The campaign setting of Ashan is all new for this franchise, however, having been ported over from Might &amp; Magic Heroes right down to the goofy winged helmets. Oddly enough, this approach actually makes M&amp;MXL more of a traditional fantasy game than its forebears, as the original M&amp;M role-players blended spaceships in with their swords and sorcery. Still, the general objective seems to have been to create a new game that picks up right where this style of RPG left off about 15 years ago.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423600-0001.jpg"></a><figcaption>The M&amp;MXL bestiary includes the usual roster of fantasy monsters and mythological creatures, like this manticore, which almost looks like a cute puppy dog about to tear your throat out at this angle.</figcaption></figure><p style="">And that mission has been accomplished. Well, mostly. Several core components of the game are well done. There is a fair amount of choice when it comes to character creation, with four races and 12 classes (three per race) spread along the might and magic spectrums. Don't expect anything more revolutionary than the likes of dwarven defenders, human freemages, elven bladedancers, and orc barbarians in the beginning, but you have a lot of freedom to specialize once your party starts leveling up and you begin doling out points between attribute stats and skills. You can specialize in everything from maces and bows to a whopping seven schools of magic, allowing for the custom-crafting of almost any sort of heroic adventurer that you can dream up. The sheer amount of liberty even allows for some evolution during gameplay. I started off with an elven ranger who I thought would be good in ranged combat, but I eventually realized that she worked better as a second spellcaster who specialized in healing. A few levels later, and I had an impressive cleric wannabe curing poison and dishing out restoration incantations when she wasn't offing foes with her bow and arrow.</p><blockquote data-align="right" data-size="large"><p style="">It's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans.</p></blockquote><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure. First, you need to take care of business by buying food. Without it, you're not allowed to rest, which soon causes your party to grow tired and drop ability scores. You also need to rest to regain health and mana, because neither regenerates on its own over time. Not much of this is spelled out, and the tooltips offered up at the start of the game don't do much to explain the basics. All becomes clear if you're patient, though, or if you remember doing this stuff many years ago. Nevertheless, the game could use more hand-holding in the beginning.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423601-0002.jpg"></a><figcaption>Battles in M&amp;MXL are spectacularly hard and unforgiving. It took three hours to beat these guys. Well, not really, but it felt that long.</figcaption></figure><p style="">Like most RPGs released when grunge was still a thing, M&amp;MXL features a first-person camera and grid-based movement where you move one step at a time. This system works relatively smoothly. Yes, you're stuck with an odd perspective that forces you to view the world as if the party were crammed into a car and looking out through the windshield, and the entire four-person party has to trudge as one through dungeons and forests, like a tank bristling with battle-axes and magic wands. But you soon get used to navigating in such a restricted fashion.</p><p style="">Movement has even been improved from the days of yore. M&amp;MXL features turn-based combat, so you can't gimmick the system. Back in the day, it was common to cheat through real-time battles with tricks like the Eye of the Beholder Two Step, where you would zip forward to hit a monster and then immediately retreat before it could hit you back. Here, you're locked into battle once an enemy closes and the fight begins. So instead of dipsy-doodling back and forth, you're stuck going toe-to-toe with the bad guys. This results in some grueling combat, since you have virtually no range of motion once melee combat has started and no ability at all to choose the better part of valor and run away.</p><blockquote data-size="large" data-align="left"><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure.</p></blockquote><p style="">In some ways, the game goes too far. Not only does it take away the exploits common to first-person RPGs in the '90s, but it hammers away at you relentlessly (even at the lower "adventurer" setting). Combat is unforgiving right from the opening tutorial quest to clean spiders out of an underground lair. Monsters flank and surround you in almost every other fight, frequently spawning in out of nowhere to your rear. Just when you've got your hands full with that minotaur in your face, along come two more to hassle you from behind. Most monsters also have devastating special abilities. Almost every enemy has the ability to stun you, poison you, enfeeble you, petrify you, hit you with extra attacks, and more. Wolves and goblins can insta-kill party members if they get lucky. I don't recall an easy battle in the entire campaign. That sounds sort of fun and intense, but really, I could have done without titanic half-hour struggles to best the likes of two goblins, a couple of cavemen, and a pack of panthers.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423610-0003.jpg"></a><figcaption>Balance can be an issue in spots. You can easily run into enemies that will slice you to ribbons for not being at a high-enough level, like these nasty spectres.</figcaption></figure><p style="">M&amp;MXL isn't impossibly hard, but the punishing difficulty can lead to tedium. You can (eventually) beat any monster, group of monsters, or even the game's collection of brutally tough bosses by thinking about what you're doing when it comes to strategizing and spellcasting. The extreme challenge is a natural fit for a revamped classic, but that doesn't make the occasional bitter pill of a battle easier to swallow. When actually playing the game, I was too busy cursing out the nagas or spiders gooning me from all sides to appreciate the retro character of the battle difficulty.</p><p style="">How dated M&amp;MXL is in other areas is harder to appreciate. The story isn't particularly well developed. The opening preamble is about as exciting as listening to someone recite a tax return, and there isn't much of a tale told during the game itself. Your party consists of a bunch of heroes, oddly called "raiders," who are out to do good things for the human empire in a time of unrest. There isn't much role-playing to be had here; the game is a dry tactical affair where combat is the first order of the day, followed up by the odd puzzle.</p><p style="">Monster stock is limited. Areas and dungeons are populated by just a few specific types of creatures or human thugs, and the pace can drag because fighting the same fight over and over again. Loot isn't varied or particularly imaginative, either when it's dropped or when you check out what's available in shops. It gets better as you go, but there isn't a lot of memorable "gotta have it" gear. As a result, you can go for hours with few serious upgrades of weapons and armor. How items are doled out is also strange. Monsters don't tend to drop much when they're slain, but chests loaded with goodies and gold are strewn all over the wilderness like some kind of medieval take on geocaching.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423612-0004.jpg"></a><figcaption>Minotaurs aren't too hellish in a labyrinth, but you don't want to be surrounded by three or four of them in a forest.</figcaption></figure><p style="">The throwback production values are as traditional as the adventure itself, though these elements have not aged all that tastefully. Animations can be choppy, especially in forests, and slowdown is a common occurrence in the wilderness and when there are multiple lighting effects on the screen at the same time. Sound is also sparse, with what seems like a handful of weapon and monster effects. Hero battle boasts like the orc warrior's "I kill you!" are repeated constantly. Even worse, your heroes shout their cries of sadness about being knocked out or killed a few seconds before the blow is actually delivered, so you get advance warning when somebody is about to be taken down. This makes battles a teensy bit anticlimactic.</p><p style="">Might &amp; Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations.</p> Fri, 24 Jan 2014 12:01:00 -0800 http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/

Gamespot's Site MashupTitanfall beta coming February 14 - ReportPlayer vs Gamer Episode 5: Mad About MaddenMight & Magic X: Legacy

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 27 Jan 2014 06:36:32 -0800 http://www.gamespot.com/articles/titanfall-beta-coming-february-14-report/1100-6417362/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg" data-ref-id="1300-2236603" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg" data-ref-id="1300-2236603"><img src="http://static.gamespot.com/uploads/scale_super/mig/6/6/0/3/2236603-gsm_169_waitinggame_titanfall_091713_320.jpg"></a></figure><p style="">A <a href="/titanfall/" data-ref-id="false">Titanfall</a> beta will take place starting February 14, <a href="http://www.xboxygen.com/News/16631-Titanfall-la-date-de-la-beta?lang=fr" rel="nofollow">a report on French site Xboxygen</a> (<a href="http://www.neogaf.com/forum/showthread.php?t=758825" rel="nofollow">via NeoGAF</a>) has said.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2425697-0684317151-leak-.jpg" data-ref-id="1300-2425697" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2425697-0684317151-leak-.jpg" data-ref-id="1300-2425697"><img src="http://static.gamespot.com/uploads/scale_medium/1493/14930800/2425697-0684317151-leak-.jpg"></a><figcaption>Image credit: Xboxygen.</figcaption></figure><p dir="ltr" style="">The beta will run from February 14 through February 19, and access will be restricted to those who have preordered the game from participating retailers, said to be GameStop in the US and Micromania in France.</p><p dir="ltr" style="">Some Xbox One owners were given a chance to play Titanfall earlier this month, with developer Respawn Entertainment dubbing the release an alpha. Titanfall was criticised by gamers at the start of the year when it was revealed that <a href="http://www.gamespot.com/articles/titanfall-player-count-is-6v6-respawn-confirms/1100-6416998/">only 12 human players would feature in each game</a>, although Respawn later said that matches <a href="http://www.gamespot.com/articles/titanfall-matches-will-have-up-to-48-combatants-at-once/1100-6417050/">could feature up to 48 combatants</a>.</p><p dir="ltr" style="">It is not indicated whether the beta will apply to Xbox One, Xbox 360, and PC: GameSpot has asked EA for confirmation.</p><p dir="ltr" style="">Titanfall will be released on March 11.</p><div data-embed-type="video" data-ref-id="2300-6416481" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416481/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Mon, 27 Jan 2014 06:20:00 -0800 http://www.gamespot.com/articles/titanfall-beta-coming-february-14-report/1100-6417362/ http://www.gamespot.com/videos/player-vs-gamer-episode-5-mad-about-madden/2300-6416958/ DeSean Jackson of the Philadelphia Eagles & Recording Artist Mike Posner test their Madden might and go head to head in Madden 25. Mon, 27 Jan 2014 03:00:00 -0800 http://www.gamespot.com/videos/player-vs-gamer-episode-5-mad-about-madden/2300-6416958/ http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/ <p style="">You need to have the nostalgia gene to fully appreciate Might &amp; Magic X: Legacy. I do, especially when it comes to role-playing games, so I did. But this is one of those "genre within a genre" retro affairs that self-consciously turns its back on modern conventions and embraces what us old folks were stuck with back in that antediluvian era known as the 1990s. Limbic Entertainment has created an old-fashioned RPG epic that might well have landed on some "best of" lists at the end of 1996. If you're the sort of person who fondly remembers a time before the Might &amp; Magic name meant nothing but turn-based fantasy strategy, this game is for you.</p><p style="">Noting that M&amp;MXL is not for everyone isn't necessarily an insult, either. On the contrary, it's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans. Everything about this game can be traced back to first-person party-based RPGs from the 1990s, like the original M&amp;M games, the Wizardry series, and even the Eye of the Beholder D&amp;D line. The campaign setting of Ashan is all new for this franchise, however, having been ported over from Might &amp; Magic Heroes right down to the goofy winged helmets. Oddly enough, this approach actually makes M&amp;MXL more of a traditional fantasy game than its forebears, as the original M&amp;M role-players blended spaceships in with their swords and sorcery. Still, the general objective seems to have been to create a new game that picks up right where this style of RPG left off about 15 years ago.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423600-0001.jpg"></a><figcaption>The M&amp;MXL bestiary includes the usual roster of fantasy monsters and mythological creatures, like this manticore, which almost looks like a cute puppy dog about to tear your throat out at this angle.</figcaption></figure><p style="">And that mission has been accomplished. Well, mostly. Several core components of the game are well done. There is a fair amount of choice when it comes to character creation, with four races and 12 classes (three per race) spread along the might and magic spectrums. Don't expect anything more revolutionary than the likes of dwarven defenders, human freemages, elven bladedancers, and orc barbarians in the beginning, but you have a lot of freedom to specialize once your party starts leveling up and you begin doling out points between attribute stats and skills. You can specialize in everything from maces and bows to a whopping seven schools of magic, allowing for the custom-crafting of almost any sort of heroic adventurer that you can dream up. The sheer amount of liberty even allows for some evolution during gameplay. I started off with an elven ranger who I thought would be good in ranged combat, but I eventually realized that she worked better as a second spellcaster who specialized in healing. A few levels later, and I had an impressive cleric wannabe curing poison and dishing out restoration incantations when she wasn't offing foes with her bow and arrow.</p><blockquote data-align="right" data-size="large"><p style="">It's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans.</p></blockquote><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure. First, you need to take care of business by buying food. Without it, you're not allowed to rest, which soon causes your party to grow tired and drop ability scores. You also need to rest to regain health and mana, because neither regenerates on its own over time. Not much of this is spelled out, and the tooltips offered up at the start of the game don't do much to explain the basics. All becomes clear if you're patient, though, or if you remember doing this stuff many years ago. Nevertheless, the game could use more hand-holding in the beginning.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423601-0002.jpg"></a><figcaption>Battles in M&amp;MXL are spectacularly hard and unforgiving. It took three hours to beat these guys. Well, not really, but it felt that long.</figcaption></figure><p style="">Like most RPGs released when grunge was still a thing, M&amp;MXL features a first-person camera and grid-based movement where you move one step at a time. This system works relatively smoothly. Yes, you're stuck with an odd perspective that forces you to view the world as if the party were crammed into a car and looking out through the windshield, and the entire four-person party has to trudge as one through dungeons and forests, like a tank bristling with battle-axes and magic wands. But you soon get used to navigating in such a restricted fashion.</p><p style="">Movement has even been improved from the days of yore. M&amp;MXL features turn-based combat, so you can't gimmick the system. Back in the day, it was common to cheat through real-time battles with tricks like the Eye of the Beholder Two Step, where you would zip forward to hit a monster and then immediately retreat before it could hit you back. Here, you're locked into battle once an enemy closes and the fight begins. So instead of dipsy-doodling back and forth, you're stuck going toe-to-toe with the bad guys. This results in some grueling combat, since you have virtually no range of motion once melee combat has started and no ability at all to choose the better part of valor and run away.</p><blockquote data-size="large" data-align="left"><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure.</p></blockquote><p style="">In some ways, the game goes too far. Not only does it take away the exploits common to first-person RPGs in the '90s, but it hammers away at you relentlessly (even at the lower "adventurer" setting). Combat is unforgiving right from the opening tutorial quest to clean spiders out of an underground lair. Monsters flank and surround you in almost every other fight, frequently spawning in out of nowhere to your rear. Just when you've got your hands full with that minotaur in your face, along come two more to hassle you from behind. Most monsters also have devastating special abilities. Almost every enemy has the ability to stun you, poison you, enfeeble you, petrify you, hit you with extra attacks, and more. Wolves and goblins can insta-kill party members if they get lucky. I don't recall an easy battle in the entire campaign. That sounds sort of fun and intense, but really, I could have done without titanic half-hour struggles to best the likes of two goblins, a couple of cavemen, and a pack of panthers.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423610-0003.jpg"></a><figcaption>Balance can be an issue in spots. You can easily run into enemies that will slice you to ribbons for not being at a high-enough level, like these nasty spectres.</figcaption></figure><p style="">M&amp;MXL isn't impossibly hard, but the punishing difficulty can lead to tedium. You can (eventually) beat any monster, group of monsters, or even the game's collection of brutally tough bosses by thinking about what you're doing when it comes to strategizing and spellcasting. The extreme challenge is a natural fit for a revamped classic, but that doesn't make the occasional bitter pill of a battle easier to swallow. When actually playing the game, I was too busy cursing out the nagas or spiders gooning me from all sides to appreciate the retro character of the battle difficulty.</p><p style="">How dated M&amp;MXL is in other areas is harder to appreciate. The story isn't particularly well developed. The opening preamble is about as exciting as listening to someone recite a tax return, and there isn't much of a tale told during the game itself. Your party consists of a bunch of heroes, oddly called "raiders," who are out to do good things for the human empire in a time of unrest. There isn't much role-playing to be had here; the game is a dry tactical affair where combat is the first order of the day, followed up by the odd puzzle.</p><p style="">Monster stock is limited. Areas and dungeons are populated by just a few specific types of creatures or human thugs, and the pace can drag because fighting the same fight over and over again. Loot isn't varied or particularly imaginative, either when it's dropped or when you check out what's available in shops. It gets better as you go, but there isn't a lot of memorable "gotta have it" gear. As a result, you can go for hours with few serious upgrades of weapons and armor. How items are doled out is also strange. Monsters don't tend to drop much when they're slain, but chests loaded with goodies and gold are strewn all over the wilderness like some kind of medieval take on geocaching.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423612-0004.jpg"></a><figcaption>Minotaurs aren't too hellish in a labyrinth, but you don't want to be surrounded by three or four of them in a forest.</figcaption></figure><p style="">The throwback production values are as traditional as the adventure itself, though these elements have not aged all that tastefully. Animations can be choppy, especially in forests, and slowdown is a common occurrence in the wilderness and when there are multiple lighting effects on the screen at the same time. Sound is also sparse, with what seems like a handful of weapon and monster effects. Hero battle boasts like the orc warrior's "I kill you!" are repeated constantly. Even worse, your heroes shout their cries of sadness about being knocked out or killed a few seconds before the blow is actually delivered, so you get advance warning when somebody is about to be taken down. This makes battles a teensy bit anticlimactic.</p><p style="">Might &amp; Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations.</p> Fri, 24 Jan 2014 12:01:00 -0800 http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/


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EA Sports UFC: Martial Arts and Manhandling

Written By Kom Limpulnam on Minggu, 26 Januari 2014 | 21.51

Since 2006, I haven't missed a single UFC event. Whether the fights take place in Vegas on a Saturday night or in Macao at the crack of dawn, there's something about the young sport that demands my undivided attention. I might lack the technical proficiency to pull off the slick sweeps, pinpoint punches, and tight transitions that professional mixed martial arts fighters have in their arsenals, but I've been drawn to the pay-per-view events for as long as I've been aware of the sport.

It's an undeniable passion of mine, so as you'd guess, I've played just about every UFC game that's out there. Sure, I didn't enjoy myself while trudging through Global Star's UFC: Sudden Impact or Crave Entertainment's UFC: Tapout, but I couldn't keep myself from indulging in MMA's unique brand of action in whatever form possible.

It hasn't been all bad for MMA games, though.THQ managed to do the UFC name justice with the Undisputed franchise, which looked and, for the most part, felt like a real UFC event. EA also found some success with EA Sports MMA, which managed to blend a deep roster of non-UFC fighters with Fight Night-esque controls.

Still, there hasn't been a single game that makes you feel like you're actually locking in a tight guillotine choke or transitioning from a loose half guard to a commanding mount. MMA doesn't have a solid video game counterpart for fans to call their own, but EA looks to change that this year with EA Sports UFC.

We've seen very little from the company's first crack at a licensed MMA product up to this point, but speaking with creative director Brian Hayes last week gave me hope for the game's future. Not because he passed along early gameplay footage or an exclusive screenshot to convince me of his team's work. Instead, what grabbed my attention was his deep passion for the sport of MMA.

"People understand fighting," Hayes explained. "Let's say you took a guy who had been in space for 100 years with no idea what was happening on planet Earth, and the first thing you did when he got back was take him to an event. And he was sitting in the crowd, and he saw a cage and two guys walk into it, and then the door shut. Even a guy who had spent the past 100 years in space...he'd probably understand that these guys aren't about to knit."

Hopefully for the more casual people, we can give them a broader appreciation for the multitude of different things that can happen.

Brian Hayes

The project for the Xbox One and PlayStation 4 looks to make you "feel the fight," and while Hayes doesn't necessarily think fans will be spurred to train in the complex martial art of jiu-jitsu after dropping the controller, the former Fight Night developer hopes that the game will give people a greater appreciation for what these athletes are capable of.

"I don't think we're trying to teach anyone [how to fight], but hopefully for the more casual people, we can give them a broader appreciation for the multitude of different things that can happen in a mixed martial arts fight by getting them more immersed in it," Hayes explained. "Hopefully, that'll lead to growing fandom of the game, as well as growing fandom of the sport."

That level of immersion can be achieved only by a team familiar with the many facets of MMA. With this in mind, the animators, producers, and even Hayes himself have been training in the physically taxing, technically complicated art of Brazilian jiu-jitsu since the game first entered development. This has allowed the developers to understand the sudden nuances of striking, grappling, and body control to a much higher degree.

Hayes also let me know that Kron Gracie, renowned grappling instructor at Gracie Jiu-Jitsu, has been monitoring the game's submission animations over the last few months. The academy instructor has a first-degree black belt in BJJ, a black belt in judo, and more than 15 grappling championship titles to his name. Although he has yet to make his MMA debut, there are few people as well versed in the many techniques featured in the game as the Gracie family.

Fortunately for the EA Sports UFC team, CEO Andrew Wilson has been training with Gracie for quite some time. Wilson then used his experience with Gracie to infuse the game with a more authentic feel, and the impact of the Gracie touch was instantly apparent when I saw the game in motion at last year's Electronic Entertainment Expo. Instead of depicting binary submissions that start as a simple hold and skip to its limb-bending resolution, EA Sports UFC allows arms to naturally bend to their breaking point. Veins bulge as a fighter desperately battles a choke, making the ground work just as thrilling as the bombs being thrown on the feet. It's a technically sound approach, and this commitment to mechanical accuracy has helped Hayes understand just how difficult it is for these fighters to step into the cage and compete for up to 25 minutes.

"You don't have to have firsthand experience wrestling with a wrestler for very long before you realize that all the stuff that you thought looked very easy while watching TV is insanely physically taxing," he explained. "Having come from an MMA gym and having some firsthand experience of gorilla-strong guys manhandling me and throwing me around, I was just amazed at the stamina, technique, and explosiveness of these UFC athletes."

The joints and tendons of the programmers have been pushed and pulled for the sake of tighter gameplay.

Not every developer participating in these sparring sessions has come out unscathed, either. Training like a professional MMA fighter puts the body at risk, so the joints and tendons of the programmers have been pushed and pulled for the sake of tighter gameplay. "Producer Nate McDonald ended up getting his toe caught in between the mats and snapping a tendon, and one of our animators who actually won a Vancouver BJJ championship in his weight class...one day he armbarred me about six times in five minutes," Hayes conceded. "I couldn't go past 90 degrees for a while."

It's this combination of the development team's MMA training, Kron's BJJ guidance, and next-generation technology that has me believing we'll finally see virtual fights analogous to what happens in the real UFC octagon. Hayes argues that none of this would have been possible if it weren't for the horsepower of the PlayStation 4 and Xbox One, and he remains stunned at what these pieces of hardware allow his team to do.

"I've been making this game for a year and a half, and I still geek out at what the fighters look like when they're walking out to the ring," Hayes admitted. "Our goal was to bring the fighters to life like never before, and being able to deliver on that objective is probably the thing I think everyone on the team should be most proud of."

I'm never going to step inside the octagon and face down another man willing to break my arm to get his hand raised. For that, I feel pretty fortunate. However, this might be the closest a game has ever come to simulating each and every element of MMA, and a strong debut could mean big things for the future of the UFC brand in the world of interactive entertainment. "There's a huge opportunity for the sport, and as a result, for this game to be a very successful franchise all over the world," he said. "I think those are our plans starting now and into the long-term future."

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EA Sports UFC

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Might & Magic X: Legacy

You need to have the nostalgia gene to fully appreciate Might & Magic X: Legacy. I do, especially when it comes to role-playing games, so I did. But this is one of those "genre within a genre" retro affairs that self-consciously turns its back on modern conventions and embraces what us old folks were stuck with back in that antediluvian era known as the 1990s. Limbic Entertainment has created an old-fashioned RPG epic that might well have landed on some "best of" lists at the end of 1996. If you're the sort of person who fondly remembers a time before the Might & Magic name meant nothing but turn-based fantasy strategy, this game is for you.

Noting that M&MXL is not for everyone isn't necessarily an insult, either. On the contrary, it's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans. Everything about this game can be traced back to first-person party-based RPGs from the 1990s, like the original M&M games, the Wizardry series, and even the Eye of the Beholder D&D line. The campaign setting of Ashan is all new for this franchise, however, having been ported over from Might & Magic Heroes right down to the goofy winged helmets. Oddly enough, this approach actually makes M&MXL more of a traditional fantasy game than its forebears, as the original M&M role-players blended spaceships in with their swords and sorcery. Still, the general objective seems to have been to create a new game that picks up right where this style of RPG left off about 15 years ago.

The M&MXL bestiary includes the usual roster of fantasy monsters and mythological creatures, like this manticore, which almost looks like a cute puppy dog about to tear your throat out at this angle.

And that mission has been accomplished. Well, mostly. Several core components of the game are well done. There is a fair amount of choice when it comes to character creation, with four races and 12 classes (three per race) spread along the might and magic spectrums. Don't expect anything more revolutionary than the likes of dwarven defenders, human freemages, elven bladedancers, and orc barbarians in the beginning, but you have a lot of freedom to specialize once your party starts leveling up and you begin doling out points between attribute stats and skills. You can specialize in everything from maces and bows to a whopping seven schools of magic, allowing for the custom-crafting of almost any sort of heroic adventurer that you can dream up. The sheer amount of liberty even allows for some evolution during gameplay. I started off with an elven ranger who I thought would be good in ranged combat, but I eventually realized that she worked better as a second spellcaster who specialized in healing. A few levels later, and I had an impressive cleric wannabe curing poison and dishing out restoration incantations when she wasn't offing foes with her bow and arrow.

It's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans.

Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure. First, you need to take care of business by buying food. Without it, you're not allowed to rest, which soon causes your party to grow tired and drop ability scores. You also need to rest to regain health and mana, because neither regenerates on its own over time. Not much of this is spelled out, and the tooltips offered up at the start of the game don't do much to explain the basics. All becomes clear if you're patient, though, or if you remember doing this stuff many years ago. Nevertheless, the game could use more hand-holding in the beginning.

Battles in M&MXL are spectacularly hard and unforgiving. It took three hours to beat these guys. Well, not really, but it felt that long.

Like most RPGs released when grunge was still a thing, M&MXL features a first-person camera and grid-based movement where you move one step at a time. This system works relatively smoothly. Yes, you're stuck with an odd perspective that forces you to view the world as if the party were crammed into a car and looking out through the windshield, and the entire four-person party has to trudge as one through dungeons and forests, like a tank bristling with battle-axes and magic wands. But you soon get used to navigating in such a restricted fashion.

Movement has even been improved from the days of yore. M&MXL features turn-based combat, so you can't gimmick the system. Back in the day, it was common to cheat through real-time battles with tricks like the Eye of the Beholder Two Step, where you would zip forward to hit a monster and then immediately retreat before it could hit you back. Here, you're locked into battle once an enemy closes and the fight begins. So instead of dipsy-doodling back and forth, you're stuck going toe-to-toe with the bad guys. This results in some grueling combat, since you have virtually no range of motion once melee combat has started and no ability at all to choose the better part of valor and run away.

Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure.

In some ways, the game goes too far. Not only does it take away the exploits common to first-person RPGs in the '90s, but it hammers away at you relentlessly (even at the lower "adventurer" setting). Combat is unforgiving right from the opening tutorial quest to clean spiders out of an underground lair. Monsters flank and surround you in almost every other fight, frequently spawning in out of nowhere to your rear. Just when you've got your hands full with that minotaur in your face, along come two more to hassle you from behind. Most monsters also have devastating special abilities. Almost every enemy has the ability to stun you, poison you, enfeeble you, petrify you, hit you with extra attacks, and more. Wolves and goblins can insta-kill party members if they get lucky. I don't recall an easy battle in the entire campaign. That sounds sort of fun and intense, but really, I could have done without titanic half-hour struggles to best the likes of two goblins, a couple of cavemen, and a pack of panthers.

Balance can be an issue in spots. You can easily run into enemies that will slice you to ribbons for not being at a high-enough level, like these nasty spectres.

M&MXL isn't impossibly hard, but the punishing difficulty can lead to tedium. You can (eventually) beat any monster, group of monsters, or even the game's collection of brutally tough bosses by thinking about what you're doing when it comes to strategizing and spellcasting. The extreme challenge is a natural fit for a revamped classic, but that doesn't make the occasional bitter pill of a battle easier to swallow. When actually playing the game, I was too busy cursing out the nagas or spiders gooning me from all sides to appreciate the retro character of the battle difficulty.

How dated M&MXL is in other areas is harder to appreciate. The story isn't particularly well developed. The opening preamble is about as exciting as listening to someone recite a tax return, and there isn't much of a tale told during the game itself. Your party consists of a bunch of heroes, oddly called "raiders," who are out to do good things for the human empire in a time of unrest. There isn't much role-playing to be had here; the game is a dry tactical affair where combat is the first order of the day, followed up by the odd puzzle.

Monster stock is limited. Areas and dungeons are populated by just a few specific types of creatures or human thugs, and the pace can drag because fighting the same fight over and over again. Loot isn't varied or particularly imaginative, either when it's dropped or when you check out what's available in shops. It gets better as you go, but there isn't a lot of memorable "gotta have it" gear. As a result, you can go for hours with few serious upgrades of weapons and armor. How items are doled out is also strange. Monsters don't tend to drop much when they're slain, but chests loaded with goodies and gold are strewn all over the wilderness like some kind of medieval take on geocaching.

Minotaurs aren't too hellish in a labyrinth, but you don't want to be surrounded by three or four of them in a forest.

The throwback production values are as traditional as the adventure itself, though these elements have not aged all that tastefully. Animations can be choppy, especially in forests, and slowdown is a common occurrence in the wilderness and when there are multiple lighting effects on the screen at the same time. Sound is also sparse, with what seems like a handful of weapon and monster effects. Hero battle boasts like the orc warrior's "I kill you!" are repeated constantly. Even worse, your heroes shout their cries of sadness about being knocked out or killed a few seconds before the blow is actually delivered, so you get advance warning when somebody is about to be taken down. This makes battles a teensy bit anticlimactic.

Might & Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations.


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Top 5 Skyrim Mods of the Week - Top Immersion Mods

Top 5 Skyrim Mods trawls the enormous mod catalogue so you don't have to, bringing the very best world-changing mods to your screen. From high detailed armour mods to exploding chickens, there's nothing our bold adventurers won't try.

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Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 25 Januari 2014 | 21.51

Gamespot's Site MashupLeague of Legends revenues for 2013 total $624 million [UPDATE]Call of Duty: Ghosts - Onslaught DLC Live from Infinity WardMight & Magic X: Legacy

http://auth.spacecat.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 25 Jan 2014 05:56:47 -0800 http://www.gamespot.com/articles/league-of-legends-revenues-for-2013-total-624-million-update/1100-6417224/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1535/15354745/2421277-6424573982-23871.jpg" data-ref-id="1300-2421277" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1535/15354745/2421277-6424573982-23871.jpg" data-ref-id="1300-2421277"><img src="http://static.gamespot.com/uploads/scale_super/1535/15354745/2421277-6424573982-23871.jpg"></a></figure><p style=""><strong>UPDATE:</strong> Following the publication of this story, a representative from Nexon reached out to clarify that their game, Dungeon&amp;Fighter "surpassed the number one game, Crossfire, by a significant amount."</p><p style="">Although they're unable to provide specific revenue figures due to a contract with Tencent, the Nexon representative wrote, "If you were to take the figure stated in the Superdata report as net revenue and apply the industry standard 30% revenue share to the developer (as stated on page 25 of Deutsche Bank analyst Hanjoon Kim's July 1, 2013 report), that would make the gross revenue for Dungeon&amp;Fighter $1.4bn, exceeding Crossfire by over $450 million. While these are not our internal figures, I believe that this gives a good indication of the size of Dungeon&amp;Fighter."</p><p style=""><em>The original story appears below</em></p><p style="">League of Legends' revenues for 2013 totaled $624 million, making it the second top free-to-play game in terms of earnings, a report from <a href="http://www.superdataresearch.com/blog/us-digital-games-market/" rel="nofollow" data-ref-id="false">SuperData</a> reveals.</p><p style="">Coming in at the number one spot is CrossFire, a South Korean free-to-play first-person shooter which brought in $957 million in revenues during 2013. Tencent, which owns a majority stake in League of Legends developer Riot Games, publishes CrossFire as well.</p><p style="">Valve rounded out the top 10 list with Counter-Strike Online, which brought in $121 million, and Team Fortress 2 at the number nine spot bringing in $139 million.</p><p style="">Electronic Art's Star Wars: The Old Republic, <a href="http://www.gamespot.com/articles/star-wars-the-old-republic-free-to-play-nov-15/1100-6399697/" data-ref-id="1100-6399697">which added a free-to-play option in 2012</a>, took the number eight spot with a little more than Team Fortress 2, and less than Blizzard's World of Warcraft, which generated $213 in microtransactions alone (not counting subscription fees).</p><p style="">Last week we also reported that <a href="http://www.gamespot.com/articles/world-of-warcraft-studio-beefing-up-its-microtransaction-efforts/1100-6417150/" data-ref-id="1100-6417150">Blizzard was beefing up its microtransaction efforts in World of Warcraft</a>, when it posted a pair of new jobs on its "Strategic Initiatives" team, calling for a <a href="http://us.blizzard.com/en-us/company/careers/posting.html?id=13000IU" rel="nofollow" data-ref-id="false">director</a> and <a href="http://us.blizzard.com/en-us/company/careers/posting.html?id=13000IT" rel="nofollow" data-ref-id="false">manager</a> for the company's new "Microtransaction Strategy" unit.</p><p style="">World of Tanks was fourth on the list with $372 million.</p><p style="">Overall, the digital games market in the United States (including social, mobile, DLC, free-to-play, and subscription) grew by 11 percent, reaching a total of $11.7 billion in sales during 2013. Mobile represented the biggest portion of the market with 26 percent, but free-to-play showed the greatest growth, increasing by 45 percent over last year. Meanwhile, revenues from social games dropped by 22 percent and revenues from subscriptions dropped by 21 percent.</p> Fri, 24 Jan 2014 17:07:00 -0800 http://www.gamespot.com/articles/league-of-legends-revenues-for-2013-total-624-million-update/1100-6417224/ http://www.gamespot.com/videos/call-of-duty-ghosts-onslaught-dlc-live-from-infini/2300-6416952/ Celebrate the launch of Call of Duty: Ghosts - Onslaught with us live from Infinity Ward on January 31st at 12:30 pm PST. We'll be interviewing developers, streaming gameplay from the Infinity Ward development teams, and giving away prizes, including Call of Duty: Ghosts season passes, Onslaught Tokens, and the Wolf skin micro-DLC. Fri, 24 Jan 2014 16:49:00 -0800 http://www.gamespot.com/videos/call-of-duty-ghosts-onslaught-dlc-live-from-infini/2300-6416952/ http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/ <p style="">You need to have the nostalgia gene to fully appreciate Might &amp; Magic X: Legacy. I do, especially when it comes to role-playing games, so I did. But this is one of those "genre within a genre" retro affairs that self-consciously turns its back on modern conventions and embraces what us old folks were stuck with back in that antediluvian era known as the 1990s. Limbic Entertainment has created an old-fashioned RPG epic that might well have landed on some "best of" lists at the end of 1996. If you're the sort of person who fondly remembers a time before the Might &amp; Magic name meant nothing but turn-based fantasy strategy, this game is for you.</p><p style="">Noting that M&amp;MXL is not for everyone isn't necessarily an insult, either. On the contrary, it's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans. Everything about this game can be traced back to first-person party-based RPGs from the 1990s, like the original M&amp;M games, the Wizardry series, and even the Eye of the Beholder D&amp;D line. The campaign setting of Ashan is all new for this franchise, however, having been ported over from Might &amp; Magic Heroes right down to the goofy winged helmets. Oddly enough, this approach actually makes M&amp;MXL more of a traditional fantasy game than its forebears, as the original M&amp;M role-players blended spaceships in with their swords and sorcery. Still, the general objective seems to have been to create a new game that picks up right where this style of RPG left off about 15 years ago.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423600-0001.jpg"></a><figcaption>The M&amp;MXL bestiary includes the usual roster of fantasy monsters and mythological creatures, like this manticore, which almost looks like a cute puppy dog about to tear your throat out at this angle.</figcaption></figure><p style="">And that mission has been accomplished. Well, mostly. Several core components of the game are well done. There is a fair amount of choice when it comes to character creation, with four races and 12 classes (three per race) spread along the might and magic spectrums. Don't expect anything more revolutionary than the likes of dwarven defenders, human freemages, elven bladedancers, and orc barbarians in the beginning, but you have a lot of freedom to specialize once your party starts leveling up and you begin doling out points between attribute stats and skills. You can specialize in everything from maces and bows to a whopping seven schools of magic, allowing for the custom-crafting of almost any sort of heroic adventurer that you can dream up. The sheer amount of liberty even allows for some evolution during gameplay. I started off with an elven ranger who I thought would be good in ranged combat, but I eventually realized that she worked better as a second spellcaster who specialized in healing. A few levels later, and I had an impressive cleric wannabe curing poison and dishing out restoration incantations when she wasn't offing foes with her bow and arrow.</p><blockquote data-align="right" data-size="large"><p style="">It's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans.</p></blockquote><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure. First, you need to take care of business by buying food. Without it, you're not allowed to rest, which soon causes your party to grow tired and drop ability scores. You also need to rest to regain health and mana, because neither regenerates on its own over time. Not much of this is spelled out, and the tooltips offered up at the start of the game don't do much to explain the basics. All becomes clear if you're patient, though, or if you remember doing this stuff many years ago. Nevertheless, the game could use more hand-holding in the beginning.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423601-0002.jpg"></a><figcaption>Battles in M&amp;MXL are spectacularly hard and unforgiving. It took three hours to beat these guys. Well, not really, but it felt that long.</figcaption></figure><p style="">Like most RPGs released when grunge was still a thing, M&amp;MXL features a first-person camera and grid-based movement where you move one step at a time. This system works relatively smoothly. Yes, you're stuck with an odd perspective that forces you to view the world as if the party were crammed into a car and looking out through the windshield, and the entire four-person party has to trudge as one through dungeons and forests, like a tank bristling with battle-axes and magic wands. But you soon get used to navigating in such a restricted fashion.</p><p style="">Movement has even been improved from the days of yore. M&amp;MXL features turn-based combat, so you can't gimmick the system. Back in the day, it was common to cheat through real-time battles with tricks like the Eye of the Beholder Two Step, where you would zip forward to hit a monster and then immediately retreat before it could hit you back. Here, you're locked into battle once an enemy closes and the fight begins. So instead of dipsy-doodling back and forth, you're stuck going toe-to-toe with the bad guys. This results in some grueling combat, since you have virtually no range of motion once melee combat has started and no ability at all to choose the better part of valor and run away.</p><blockquote data-size="large" data-align="left"><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure.</p></blockquote><p style="">In some ways, the game goes too far. Not only does it take away the exploits common to first-person RPGs in the '90s, but it hammers away at you relentlessly (even at the lower "adventurer" setting). Combat is unforgiving right from the opening tutorial quest to clean spiders out of an underground lair. Monsters flank and surround you in almost every other fight, frequently spawning in out of nowhere to your rear. Just when you've got your hands full with that minotaur in your face, along come two more to hassle you from behind. Most monsters also have devastating special abilities. Almost every enemy has the ability to stun you, poison you, enfeeble you, petrify you, hit you with extra attacks, and more. Wolves and goblins can insta-kill party members if they get lucky. I don't recall an easy battle in the entire campaign. That sounds sort of fun and intense, but really, I could have done without titanic half-hour struggles to best the likes of two goblins, a couple of cavemen, and a pack of panthers.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423610-0003.jpg"></a><figcaption>Balance can be an issue in spots. You can easily run into enemies that will slice you to ribbons for not being at a high-enough level, like these nasty spectres.</figcaption></figure><p style="">M&amp;MXL isn't impossibly hard, but the punishing difficulty can lead to tedium. You can (eventually) beat any monster, group of monsters, or even the game's collection of brutally tough bosses by thinking about what you're doing when it comes to strategizing and spellcasting. The extreme challenge is a natural fit for a revamped classic, but that doesn't make the occasional bitter pill of a battle easier to swallow. When actually playing the game, I was too busy cursing out the nagas or spiders gooning me from all sides to appreciate the retro character of the battle difficulty.</p><p style="">How dated M&amp;MXL is in other areas is harder to appreciate. The story isn't particularly well developed. The opening preamble is about as exciting as listening to someone recite a tax return, and there isn't much of a tale told during the game itself. Your party consists of a bunch of heroes, oddly called "raiders," who are out to do good things for the human empire in a time of unrest. There isn't much role-playing to be had here; the game is a dry tactical affair where combat is the first order of the day, followed up by the odd puzzle.</p><p style="">Monster stock is limited. Areas and dungeons are populated by just a few specific types of creatures or human thugs, and the pace can drag because fighting the same fight over and over again. Loot isn't varied or particularly imaginative, either when it's dropped or when you check out what's available in shops. It gets better as you go, but there isn't a lot of memorable "gotta have it" gear. As a result, you can go for hours with few serious upgrades of weapons and armor. How items are doled out is also strange. Monsters don't tend to drop much when they're slain, but chests loaded with goodies and gold are strewn all over the wilderness like some kind of medieval take on geocaching.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423612-0004.jpg"></a><figcaption>Minotaurs aren't too hellish in a labyrinth, but you don't want to be surrounded by three or four of them in a forest.</figcaption></figure><p style="">The throwback production values are as traditional as the adventure itself, though these elements have not aged all that tastefully. Animations can be choppy, especially in forests, and slowdown is a common occurrence in the wilderness and when there are multiple lighting effects on the screen at the same time. Sound is also sparse, with what seems like a handful of weapon and monster effects. Hero battle boasts like the orc warrior's "I kill you!" are repeated constantly. Even worse, your heroes shout their cries of sadness about being knocked out or killed a few seconds before the blow is actually delivered, so you get advance warning when somebody is about to be taken down. This makes battles a teensy bit anticlimactic.</p><p style="">Might &amp; Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations.</p> Fri, 24 Jan 2014 12:01:00 -0800 http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/

Gamespot's Site MashupLeague of Legends revenues for 2013 total $624 million [UPDATE]Call of Duty: Ghosts - Onslaught DLC Live from Infinity WardMight & Magic X: Legacy

http://auth.spacecat.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 25 Jan 2014 05:56:47 -0800 http://www.gamespot.com/articles/league-of-legends-revenues-for-2013-total-624-million-update/1100-6417224/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1535/15354745/2421277-6424573982-23871.jpg" data-ref-id="1300-2421277" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1535/15354745/2421277-6424573982-23871.jpg" data-ref-id="1300-2421277"><img src="http://static.gamespot.com/uploads/scale_super/1535/15354745/2421277-6424573982-23871.jpg"></a></figure><p style=""><strong>UPDATE:</strong> Following the publication of this story, a representative from Nexon reached out to clarify that their game, Dungeon&amp;Fighter "surpassed the number one game, Crossfire, by a significant amount."</p><p style="">Although they're unable to provide specific revenue figures due to a contract with Tencent, the Nexon representative wrote, "If you were to take the figure stated in the Superdata report as net revenue and apply the industry standard 30% revenue share to the developer (as stated on page 25 of Deutsche Bank analyst Hanjoon Kim's July 1, 2013 report), that would make the gross revenue for Dungeon&amp;Fighter $1.4bn, exceeding Crossfire by over $450 million. While these are not our internal figures, I believe that this gives a good indication of the size of Dungeon&amp;Fighter."</p><p style=""><em>The original story appears below</em></p><p style="">League of Legends' revenues for 2013 totaled $624 million, making it the second top free-to-play game in terms of earnings, a report from <a href="http://www.superdataresearch.com/blog/us-digital-games-market/" rel="nofollow" data-ref-id="false">SuperData</a> reveals.</p><p style="">Coming in at the number one spot is CrossFire, a South Korean free-to-play first-person shooter which brought in $957 million in revenues during 2013. Tencent, which owns a majority stake in League of Legends developer Riot Games, publishes CrossFire as well.</p><p style="">Valve rounded out the top 10 list with Counter-Strike Online, which brought in $121 million, and Team Fortress 2 at the number nine spot bringing in $139 million.</p><p style="">Electronic Art's Star Wars: The Old Republic, <a href="http://www.gamespot.com/articles/star-wars-the-old-republic-free-to-play-nov-15/1100-6399697/" data-ref-id="1100-6399697">which added a free-to-play option in 2012</a>, took the number eight spot with a little more than Team Fortress 2, and less than Blizzard's World of Warcraft, which generated $213 in microtransactions alone (not counting subscription fees).</p><p style="">Last week we also reported that <a href="http://www.gamespot.com/articles/world-of-warcraft-studio-beefing-up-its-microtransaction-efforts/1100-6417150/" data-ref-id="1100-6417150">Blizzard was beefing up its microtransaction efforts in World of Warcraft</a>, when it posted a pair of new jobs on its "Strategic Initiatives" team, calling for a <a href="http://us.blizzard.com/en-us/company/careers/posting.html?id=13000IU" rel="nofollow" data-ref-id="false">director</a> and <a href="http://us.blizzard.com/en-us/company/careers/posting.html?id=13000IT" rel="nofollow" data-ref-id="false">manager</a> for the company's new "Microtransaction Strategy" unit.</p><p style="">World of Tanks was fourth on the list with $372 million.</p><p style="">Overall, the digital games market in the United States (including social, mobile, DLC, free-to-play, and subscription) grew by 11 percent, reaching a total of $11.7 billion in sales during 2013. Mobile represented the biggest portion of the market with 26 percent, but free-to-play showed the greatest growth, increasing by 45 percent over last year. Meanwhile, revenues from social games dropped by 22 percent and revenues from subscriptions dropped by 21 percent.</p> Fri, 24 Jan 2014 17:07:00 -0800 http://www.gamespot.com/articles/league-of-legends-revenues-for-2013-total-624-million-update/1100-6417224/ http://www.gamespot.com/videos/call-of-duty-ghosts-onslaught-dlc-live-from-infini/2300-6416952/ Celebrate the launch of Call of Duty: Ghosts - Onslaught with us live from Infinity Ward on January 31st at 12:30 pm PST. We'll be interviewing developers, streaming gameplay from the Infinity Ward development teams, and giving away prizes, including Call of Duty: Ghosts season passes, Onslaught Tokens, and the Wolf skin micro-DLC. Fri, 24 Jan 2014 16:49:00 -0800 http://www.gamespot.com/videos/call-of-duty-ghosts-onslaught-dlc-live-from-infini/2300-6416952/ http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/ <p style="">You need to have the nostalgia gene to fully appreciate Might &amp; Magic X: Legacy. I do, especially when it comes to role-playing games, so I did. But this is one of those "genre within a genre" retro affairs that self-consciously turns its back on modern conventions and embraces what us old folks were stuck with back in that antediluvian era known as the 1990s. Limbic Entertainment has created an old-fashioned RPG epic that might well have landed on some "best of" lists at the end of 1996. If you're the sort of person who fondly remembers a time before the Might &amp; Magic name meant nothing but turn-based fantasy strategy, this game is for you.</p><p style="">Noting that M&amp;MXL is not for everyone isn't necessarily an insult, either. On the contrary, it's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans. Everything about this game can be traced back to first-person party-based RPGs from the 1990s, like the original M&amp;M games, the Wizardry series, and even the Eye of the Beholder D&amp;D line. The campaign setting of Ashan is all new for this franchise, however, having been ported over from Might &amp; Magic Heroes right down to the goofy winged helmets. Oddly enough, this approach actually makes M&amp;MXL more of a traditional fantasy game than its forebears, as the original M&amp;M role-players blended spaceships in with their swords and sorcery. Still, the general objective seems to have been to create a new game that picks up right where this style of RPG left off about 15 years ago.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423600-0001.jpg" data-ref-id="1300-2423600"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423600-0001.jpg"></a><figcaption>The M&amp;MXL bestiary includes the usual roster of fantasy monsters and mythological creatures, like this manticore, which almost looks like a cute puppy dog about to tear your throat out at this angle.</figcaption></figure><p style="">And that mission has been accomplished. Well, mostly. Several core components of the game are well done. There is a fair amount of choice when it comes to character creation, with four races and 12 classes (three per race) spread along the might and magic spectrums. Don't expect anything more revolutionary than the likes of dwarven defenders, human freemages, elven bladedancers, and orc barbarians in the beginning, but you have a lot of freedom to specialize once your party starts leveling up and you begin doling out points between attribute stats and skills. You can specialize in everything from maces and bows to a whopping seven schools of magic, allowing for the custom-crafting of almost any sort of heroic adventurer that you can dream up. The sheer amount of liberty even allows for some evolution during gameplay. I started off with an elven ranger who I thought would be good in ranged combat, but I eventually realized that she worked better as a second spellcaster who specialized in healing. A few levels later, and I had an impressive cleric wannabe curing poison and dishing out restoration incantations when she wasn't offing foes with her bow and arrow.</p><blockquote data-align="right" data-size="large"><p style="">It's clear from the very first moments of the game that the developers are trying to be as unfashionable as a pair of acid-washed jeans.</p></blockquote><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure. First, you need to take care of business by buying food. Without it, you're not allowed to rest, which soon causes your party to grow tired and drop ability scores. You also need to rest to regain health and mana, because neither regenerates on its own over time. Not much of this is spelled out, and the tooltips offered up at the start of the game don't do much to explain the basics. All becomes clear if you're patient, though, or if you remember doing this stuff many years ago. Nevertheless, the game could use more hand-holding in the beginning.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423601-0002.jpg" data-ref-id="1300-2423601"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423601-0002.jpg"></a><figcaption>Battles in M&amp;MXL are spectacularly hard and unforgiving. It took three hours to beat these guys. Well, not really, but it felt that long.</figcaption></figure><p style="">Like most RPGs released when grunge was still a thing, M&amp;MXL features a first-person camera and grid-based movement where you move one step at a time. This system works relatively smoothly. Yes, you're stuck with an odd perspective that forces you to view the world as if the party were crammed into a car and looking out through the windshield, and the entire four-person party has to trudge as one through dungeons and forests, like a tank bristling with battle-axes and magic wands. But you soon get used to navigating in such a restricted fashion.</p><p style="">Movement has even been improved from the days of yore. M&amp;MXL features turn-based combat, so you can't gimmick the system. Back in the day, it was common to cheat through real-time battles with tricks like the Eye of the Beholder Two Step, where you would zip forward to hit a monster and then immediately retreat before it could hit you back. Here, you're locked into battle once an enemy closes and the fight begins. So instead of dipsy-doodling back and forth, you're stuck going toe-to-toe with the bad guys. This results in some grueling combat, since you have virtually no range of motion once melee combat has started and no ability at all to choose the better part of valor and run away.</p><blockquote data-size="large" data-align="left"><p style="">Managing your party is more involved than in most RPGs, so you can't just storm off looking for adventure.</p></blockquote><p style="">In some ways, the game goes too far. Not only does it take away the exploits common to first-person RPGs in the '90s, but it hammers away at you relentlessly (even at the lower "adventurer" setting). Combat is unforgiving right from the opening tutorial quest to clean spiders out of an underground lair. Monsters flank and surround you in almost every other fight, frequently spawning in out of nowhere to your rear. Just when you've got your hands full with that minotaur in your face, along come two more to hassle you from behind. Most monsters also have devastating special abilities. Almost every enemy has the ability to stun you, poison you, enfeeble you, petrify you, hit you with extra attacks, and more. Wolves and goblins can insta-kill party members if they get lucky. I don't recall an easy battle in the entire campaign. That sounds sort of fun and intense, but really, I could have done without titanic half-hour struggles to best the likes of two goblins, a couple of cavemen, and a pack of panthers.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423610-0003.jpg" data-ref-id="1300-2423610"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2423610-0003.jpg"></a><figcaption>Balance can be an issue in spots. You can easily run into enemies that will slice you to ribbons for not being at a high-enough level, like these nasty spectres.</figcaption></figure><p style="">M&amp;MXL isn't impossibly hard, but the punishing difficulty can lead to tedium. You can (eventually) beat any monster, group of monsters, or even the game's collection of brutally tough bosses by thinking about what you're doing when it comes to strategizing and spellcasting. The extreme challenge is a natural fit for a revamped classic, but that doesn't make the occasional bitter pill of a battle easier to swallow. When actually playing the game, I was too busy cursing out the nagas or spiders gooning me from all sides to appreciate the retro character of the battle difficulty.</p><p style="">How dated M&amp;MXL is in other areas is harder to appreciate. The story isn't particularly well developed. The opening preamble is about as exciting as listening to someone recite a tax return, and there isn't much of a tale told during the game itself. Your party consists of a bunch of heroes, oddly called "raiders," who are out to do good things for the human empire in a time of unrest. There isn't much role-playing to be had here; the game is a dry tactical affair where combat is the first order of the day, followed up by the odd puzzle.</p><p style="">Monster stock is limited. Areas and dungeons are populated by just a few specific types of creatures or human thugs, and the pace can drag because fighting the same fight over and over again. Loot isn't varied or particularly imaginative, either when it's dropped or when you check out what's available in shops. It gets better as you go, but there isn't a lot of memorable "gotta have it" gear. As a result, you can go for hours with few serious upgrades of weapons and armor. How items are doled out is also strange. Monsters don't tend to drop much when they're slain, but chests loaded with goodies and gold are strewn all over the wilderness like some kind of medieval take on geocaching.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2423612-0004.jpg" data-ref-id="1300-2423612"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2423612-0004.jpg"></a><figcaption>Minotaurs aren't too hellish in a labyrinth, but you don't want to be surrounded by three or four of them in a forest.</figcaption></figure><p style="">The throwback production values are as traditional as the adventure itself, though these elements have not aged all that tastefully. Animations can be choppy, especially in forests, and slowdown is a common occurrence in the wilderness and when there are multiple lighting effects on the screen at the same time. Sound is also sparse, with what seems like a handful of weapon and monster effects. Hero battle boasts like the orc warrior's "I kill you!" are repeated constantly. Even worse, your heroes shout their cries of sadness about being knocked out or killed a few seconds before the blow is actually delivered, so you get advance warning when somebody is about to be taken down. This makes battles a teensy bit anticlimactic.</p><p style="">Might &amp; Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations.</p> Fri, 24 Jan 2014 12:01:00 -0800 http://www.gamespot.com/reviews/might-magic-x-legacy/1900-6415645/


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