Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 09 Agustus 2014 | 21.50

Gamespot's Site MashupWatch Two Voice Acting Masters Bring Shadow of Mordor to Life in This Behind-the-Scenes TrailerAct of Aggression - Teaser TrailerGS News Top 5 - A Fish Plays Pokemon; Sony Sued Over Killzone On PS4Tony Hawk's Pro Skater 2 Completed in an Unbelievably Short TimeBungie Aimed to Make Destiny's Beautiful Skies "Epic" and "Dynamic"Win a Free PlayStation 4 by Telling Us Your Greatest Gaming MomentEA Access On Xbox One Is a "Game-Changer," Microsoft SaysDarkwood Early Access ReviewQuick Look: Back to BedWith NBA 2K14's Huge Success, Why Doesn't 2K Make More Sports Games?PS4 Getting "Nightmare-Inducingly Fun" Surgeon Simulator Next WeekReality Check - Is Quantum Computing the Future of Gaming?Gamescom 2014: Dying Light Gameplay Trailer Shows Off 4-Player Co-OpThe Witcher 3: Wild Hunt - Geralt's Live ImprovLara Croft and the Temple of Osiris Special Edition Announced, Includes Lara Figurine

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 09 Aug 2014 07:42:29 -0700 http://www.gamespot.com/articles/watch-two-voice-acting-masters-bring-shadow-of-mor/1100-6421590/

A new Middle-Earth: Shadow of Mordor video goes in-depth with the actors working on the title. Shadow of Mordor Features Troy Baker as the ranger Talion and Alastair Duncan playing the ghostly Celebrimbor. In the-behind-the scenes clip, the actors discuss the complex relationship of their characters.

Voice actor Baker is known for roles such as Joel in The Last of Us, the Joker in Batman: Arkham Origins, and Booker DeWitt in BioShock Infinite. Duncan Voice previously voice in other games including Metal Gear Rising: Revengeance and the Mass Effect series.

"What's so interesting about the character was that level of mystery that my character has, the voyage of discovery that the player is going to go on with my character through that game and with Talion" said Duncan. "We are very separate characters in this, but our characters are melded at times. The interesting part is when we are separate and we're either in conflict or trying to make a plan or moving forward through something or discovering things about ourselves."

Baker said, "there were challenges with developing the characters individually and also how those two would work in concert with each other, because not only narratively but systemically we have to establish that. You never want to do anything that, from a narrative aspect, doesn't support gameplay and in turn we don't want to make gameplay in stark contrast to the story."

Shadow of Mordor is an open-world single-player game, with players controlling Talion, a ranger with Wraith-like powers, such as being able to teleport and control enemies. The game features a new Nemesis system where each enemy you face has unique attributes with their own personality, strengths, and weaknesses. Enemies learn from their experiences and can even grow in rank and esteem. The Nemesis system will be scaled back for the Xbox 360 and PlayStation 3 versions of the game compared to the current-gen and PC releases

Warner Bros. recently announced it will launch Shadow of Mordor one week earlier than previously dated. Middle-earth: Shadow of Mordor will now launch September 30 for Xbox One, PlayStation 4, PlayStation 3, and Xbox 360, with a PC release on October 2.

Robbie Palmer is an intern at GameSpot, and you can follow him on Twitter @Robbie_Palmer
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421590Fri, 08 Aug 2014 16:27:00 -0700 http://www.gamespot.com/videos/act-of-aggression-teaser-trailer/2300-6420685/ 2300-6420685Fri, 08 Aug 2014 16:27:00 -0700 http://www.gamespot.com/videos/gs-news-top-5-a-fish-plays-pokemon-sony-sued-over-/2300-6420664/ 2300-6420664Fri, 08 Aug 2014 16:00:00 -0700 http://www.gamespot.com/articles/tony-hawks-pro-skater-2-completed-in-an-unbelievab/1100-6421606/

I spent a lot of time playing the Tony Hawk's Pro Skater series, and I was very rarely able to complete levels with anything resembling style. But there will inevitably be someone who will absolutely master a game, and Pro Skater 2 is no exception. YouTube user GeorgeThePlushie has just posted a speedrun of the game, and it's almost unbelievable.

He managed to beat Pro Skater 2 in 3 minutes and 26 seconds, making it through the objectives and the levels at an absolutely blistering pace. To score high enough to complete the score-based goals, he continually jumps and does tricks as he rides through the level. Almost more impressive than the way he plays, though, is the way he navigates through the menus. It's so quick and efficient that it's difficult to follow what's going on.

The speedrunner does utilize glitches in maps and he clips through some walls, but that doesn't take away from how impressive this run is.

Have you ever attempted a speedrun like this? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421606Fri, 08 Aug 2014 15:17:00 -0700 http://www.gamespot.com/articles/bungie-aimed-to-make-destinys-beautiful-skies-epic/1100-6421603/

Activision would have you believe that nearly everyone who tried Destiny's beta had a positive response. That may or may not be the case, but what does seem to have universally lauded are the game's gorgeous skyboxes (the development term for 3D backgrounds). Bungie has taken note of the adoration the skies have received, and in a post on its website, posed a series of questions to one of what it calls Destiny's "skywriters," which might just be the coolest (unofficial) title you could ever hope for.

"We treat the sky as another character in a game," said principal artist Mark Goldsworthy. "We understand the high impact they can have and we give them the love they deserve. The term 'skybox' is a bit of a misnomer. 'Sky art' at Bungie includes the sky, mountains, epic vistas stretching before you--everything from underground caverns to planets in space, and more."

Being a bigger game than anything in the Halo series (which was no slouch in the good-looking skies department, as this YouTube video demonstrates), Bungie had the opportunity to do some new things with the skies in Destiny. "We'd created great skies in [Halo] Reach, but we wanted to incorporate ever-changing lighting and atmospherics in Destiny," Goldsworthy said. "Transitioning from day to night with clouds, sunrises, and sunsets was the goal. We wanted them to be visually stunning and unique to each planet. Additionally, we layered in unique planetary sky and terrain elements to expand our universe. Above all else, the skies needed to be epic."

Although you might think of them as nothing more than eye-candy, the skies actually serve a further purpose, according to Goldsworthy. "Sky and atmosphere really help establish the mood," he explained. "The sky needs to be dynamic. It's made of many individual components that move and change as celestial bodies travel from horizon to horizon. They feed player immersion and enable us to flesh out the worlds we create on a broader canvas."

Destiny's beta wrapped up late last month after providing 4.6 million people with the opportunity to alternate between shooting and staring up at the sky. No "major changes" are planned for the game before its release on Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 on September 9, though there will be some small refinements. Despite being a PlayStation-oriented game (with those versions getting exclusive content, and Sony releasing a Destiny-themed white PS4), Bungie insists the Xbox One version is not "dumbed down."

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421603Fri, 08 Aug 2014 14:41:00 -0700 http://www.gamespot.com/articles/win-a-free-playstation-4-by-telling-us-your-greate/1100-6421602/

Sometimes winning stuff is hard, but it doesn't have to be. Here at GameSpot, we want to make it easy for you to win a PlayStation 4. All you have to do is tell us your greatest gaming moment.

Not here in the comments though. You won't win by commenting here. You'll need to squeeze that experience down into a tweet along with @GameSpot and the hashtag #GreatestGamingMoment. And be sure to follow @GameSpot on Twitter as well so we can contact you if you win (don't worry, after the winners are announced, you can always unfollow us).

My personal greatest gaming moment? Getting a five-star rating on EVERY song in Guitar Hero 1 AND 2 on PS2. To everyone who said I could've used that time to learn a real instrument...you were probably right. But if they ever make an instrument controlled exclusively with five colored buttons that you jam in time to notes falling on a screen, I will be a rock god.

Winners for the contest will be picked and announced during our The Lobby live show on August 12 at 2PM PST. Unfortunately, for our international readers, this contest is limited to the US only.

]]> 1100-6421602Fri, 08 Aug 2014 14:31:00 -0700 http://www.gamespot.com/articles/ea-access-on-xbox-one-is-a-game-changer-microsoft-/1100-6421601/

EA Access, the recently announced Xbox One subscription program from Battlefield and Mass Effect publisher Electronic Arts, is a "game-changer," according to Microsoft.

"That was announced last week as well and is very much a game-changer," senior Xbox evangelist Jeff Rubenstein said during Major Nelson's latest podcast.

An EA Access subscription is $5/month or $30/year and lets you play any game in "The Vault" for as long as your subscription is active. You also get a 10 percent discount on EA digital games and content, as well as access to upcoming games five days before they are released. Rubenstein also shed some additional light on this last point during the podcast, saying that early access to upcoming EA games will offer "at least two hours" of gameplay. In addition, he said he thinks "pretty much every [upcoming EA] game" will be available to play ahead of time if you're a subscriber.

According to the official EA Access FAQ, early access for upcoming EA games will vary by game. For some games, you'll be able to play one mode for a limited time, while other games will allow you to play a full version for a limited time. In all cases, if you decide to buy the game when it is released, your progress will be saved, allowing you to pick up where you left off.

When asked for greater clarity on the limitations for EA Access trial games, an EA representative told GameSpot, "Each EA Access trial will be different and the amount of time you have with each free trial will differ depending on the game."

EA Access is currently in beta on Xbox One, with a public release date to be announced soon. As for why EA Access is only available on Xbox One and not PlayStation 4, Sony said last week that it did not think the service offered the kind of value PlayStation fans have come to expect.

The first four games confirmed for The Vault are FIFA 14, Madden NFL 25, Peggle 2, and Battlefield 4. More will be added in the future, and might includes titles like EA Sports UFC, Need for Speed Rivals, and Plants vs. Zombies: Garden Warfare, if box art featured on the EA Access is anything to go on. Earlier this week, EA COO Peter Moore promised that the company will not remove games from The Vault.

]]> 1100-6421601Fri, 08 Aug 2014 13:50:00 -0700 http://www.gamespot.com/articles/darkwood-early-access-review/1100-6421569/ GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

If there's anything that horror has taught us, it's that being stuck overnight in a cabin in the woods really, really stinks. From Robert Bloch's Lovecraftian "Notebook Found in a Deserted House" right through the Evil Dead franchise and send-ups like Joss Whedon's The Cabin in the Woods, it's always been as clear as Crystal Lake that you're as good as dead if you see the sun going down on your log abode in cottage country. Clearly, then, you shouldn't expect any relaxing moments in Darkwood, an adventure-angled experiment in survival horror currently available via Steam's Early Access program. Developer Acid Wizard Studio has replicated many old clichés to the letter, but the game veers away from predictability with a surreal story and setting, freakshow characters, an in-depth crafting system, and off-the-charts difficulty. Darkwood's best elements occasionally combine to make for compelling and atmospheric adventuring, but the current alpha 1.3 build is aggravating and awkward, with a deluge of iffy game mechanics that serve no purpose but to kill you early and often. Right now, the game's frustrations outweigh its frights.

You play the lone survivor of some kind of apocalypse, stuck in the deep, dark woods within a dilapidated cabin that serves as your hideout. There are no immediate goals other than to survive and search the randomly generated environments for an escape route. Of course, this is easier said than done. Those surrounding environs are loaded with murderous freaks straight out of The Hills Have Eyes, aggressive wolves, and hungry things whose very existence defies the imagination. Foes can be found all over the place at all hours (particularly in the deep woods along the map's edge; beware of the smoke monsters lurking there), but the land becomes particularly perilous after the sun goes down. By nightfall, you must remain holed up in your hideout. Chances are good that you'll be slaughtered if you go on any moonlight nature walks, and a mysterious affliction called The Thirst kills you around midnight if you fail to take a drink from a mystic well located just outside your rural headquarters.

Combat is very tough to avoid, even during the day.

There are few resources to use when battling this evil horde. Little access is provided to any sort of real weaponry; instead, Darkwood offers up bits of junk in its woodpiles and crates that almost always have to be transformed into workable gadgets and weapons. Granted, making you scrounge for supplies underlines the grim nature of the setting, and also serves as the foundation of a substantial crafting system. (As a side note, you can't duke it out with baddies with fists alone, as when you're unarmed, you're helpless.) The value of every scrap is so pronounced here that I was positively thrilled to score garbage like rags (bandages and wicks for Molotov cocktails) and nails (vital for weapons and for boarding up windows in the hideout).

The thrill of discovering mundane but useful objects doesn't overwhelm the pervading irritations, however. You risk life and limb constantly--especially in the early hours, as you start with pretty much nothing--by scouring the map for caches of items that can be crafted into useful gadgets and gear, yet you rarely find anything that on its own is particularly valuable. A stockpile consisting of a bottle of booze, three matches, and some old dog meat is worthy of a parade, and that scarcity turns the game into a tedious grind. I would go out exploring at the start of every day. I would pick up a few things. I would get killed by a wolf or demon due to my pathetic lack of any reasonable means to defend myself. (Weapons wear down quickly with use and need to be repaired, which requires repair kits that are as rare and precious as Faberge Eggs.) I would respawn in my hideout the next morning and proceed to do it all over again. Only after I'd played a few hours and scavenged enough items to sell to the werewolf merchant for an axe--and then lucked into finding a shotgun stuck under a rock thanks to tips found online--did I have any success at surviving through a single day.

Holing up in your hideout with the windows and doors barricaded and praying for dawn is the only way to survive nights in Darkwood.

Even then, I got killed. A lot. If I wasn't murdered by the wolves or mutants or monsters, I was running into tough-to-spot bear traps under trees or stomping on mushrooms and winding up fatally poisoned. As an extra bit of punishment, weapons always degrade when you're killed--even if you didn't use them in the battle that took you down--and there is never an obvious way to tackle many of the obstacles you encounter. For example, there is an antidote to mushroom poison, but good luck finding the necessary ingredients to make and use it before your health bar slips to zero. The same goes for slapping together bandages to stop bleeding, or whipping up healing concoctions, or finding pills to recover health.

Aside from the sheer frustration factor, dying so much also caused me to all but abandon some key elements of Darkwood. Going back to my cabin at night, for instance, soon came to seem like a waste of time. It was easier to keep going and die--as I would inevitably anyhow--and respawn with a full health bar the next morning than it was to trudge back to my place every time the sun went down. With that said, these all-nighters offered up the most frightening moments in the game. All I could do was curl into a ball and wait for dawn hoping that nothing would break in and eat me, all the while listening intently to every little creak of the floorboards and the regular scurrying of monsters right outside. When my luck finally did run out and a creature suddenly began to smash down a door to get at me, I jumped right out of my chair.

A werewolf arms dealer is one of the least weird characters that you encounter in Darkwood.

Frequent death also makes another key game system almost pointless. Those poisonous mushrooms noted above can be harvested and then cooked back at the cabin to make an injectable serum. Shoot up enough of this stuff and you level up with various skills, including being able to see better in the shadowy woods, and being able to tote more stuff. But you lose all of these acquired skills every time you're killed, along with all of your uncooked mushrooms. As I could rarely stay alive long enough to get lasting benefit from these magic shrooms, I soon gave up on the whole idea.

The camera angle also causes some interference, locking your viewing perspective into a top-down one that removes you from the action. Being forced to take in everything from directly above negates the in-your-face atmosphere vital to creating scares. While the feel of the game is reminscent of horror board games like Arkham Horror, which use detailed top-down artwork to give scenery an ill-omened air, the camera here is too distant and the surroundings too indistinct. As a result, enemies and items are tough to discern. Only immersive sound effects like crashing thunder and ominous twig-snapping impart the right brand of midnight-movie ambience.

Occasional plot points float to the surface, but they amount to little more than gibberish at this stage.

Camera-specific frustrations are further exacerbated by having to get remarkably close to objects to determine if you can search them. This can also cause you to get poisoned, as you often need to practically walk on top of mushrooms to harvest them. There are no difficulty settings to ease the pain, although there is a perma-death option that is all but impossible to find enjoyment in. Saves are all automated, so you can't cheat on the crazy difficulty by manually saving your progress before attempting an expedition into the deep woods. Furthermore, buttons aren't as responsive as they should be. You need to right-click on some inventory items to select them and then left-click to actually use them, but too often this function fails to work right away. I was killed a number of times while the game refused to let me use poison antidotes and bandages. Something as basic as using items from an inventory should not require trial-and-error experimentation.

Darkwood's story is as offputting as its adventuring; I couldn't make sense of any of it, beyond understanding only that I was a guy trapped in a horrific wilderness with all manner of monsters prepared to rip me to shreds if I was ever dumb enough to step outside after twilight. Nothing connects A to B--certainly not the opening cinematics that refer to what may or may not be a plague (although I must give kudos to the genuinely discomfiting accompanying worm-infected eyeball imagery.)

Chances are good that you'll be slaughtered if you go on any moonlight nature walks.

Events grow progressively weirder as you stumble forward. One moment I was taking quests from a werewolf trader; the next, I was hanging out with a Baba Yaga-like old woman with a chicken fetish and the bubble-headed monster child playing the violin on her lawn. Occasional plot points float to the surface, but they amount to little more than gibberish at this stage. The burned scraps of paper, old photographs, and other seemingly random detritus gathered and logged into a journal may well form a story in the future, but for now, all of these elements only add to the confusion.

Venturing into the creepy wilderness of Darkwood is as questionable a call right now as heading off to the country for a weekend getaway with Evil Dead's Ash Williams. Even though the game has an eerie atmosphere, along with some legitimate scares and an intricate crafting system emphasizing the grim nature of this post-apocalyptic world, a host of issues--the fragmentary surreal plot, off-kilter mechanics, and extreme difficulty in particular--mean that this current alpha build isn't really ready for play yet. You should allow Darkwood a few more updates before you get out your credit card, or you might find yourself realizing just how much it really does stink to get stuck in a cabin in the woods.

What's There?

The Alpha 1.3 build includes the first chapter of the full game. Expect a good seven or more hours of gameplay, more if you get killed a lot and explore every inch of the map.

What's To Come?

Acid Wizard Studio is promising to expand the story, further refine game mechanics, and possibly even make major changes to the design based on player feedback.

What Does it Cost?

$14.99, available via Steam Early Access.

When Will it Be Finished?

Mid-2015. Look for a final release around July of next year.

What's the Verdict?

Darkwood is spooky, but it's also kind of kooky and ooky. The bizarre setting and extreme difficulty make for an experience that is more frustrating than frightening right now, though its sheer weirdness makes the game occasionally compelling despite its flaws.

]]> 1100-6421569Fri, 08 Aug 2014 13:26:00 -0700 http://www.gamespot.com/videos/quick-look-back-to-bed/2300-6420681/ 2300-6420681Fri, 08 Aug 2014 13:16:00 -0700 http://www.gamespot.com/articles/with-nba-2k14s-huge-success-why-doesnt-2k-make-mor/1100-6421599/
NBA 2K14

Gripes about its in-game currency system aside, there's no denying NBA 2K14 is a massive success. Take-Two announced this week that 2K14 has become its best-selling sports game ever, with more than seven million units sold worldwide--an accomplishment none of the company's past sports games has ever managed.

Despite this, Take-Two's 2K Sports division isn't as prolific as it once was, with just NBA and WWE games left after making NHL, MLB, and NFL games in the past. Given the success of NBA 2K14, why is that 2K Sports has limited itself to the degree it has? That was the question raised during a Take-Two investors call earlier this week, which CEO Strauss Zelnick answered by saying the company is "trying to grow the business." However, he noted it's "doing so selectively."

"What we found is, when we're a leader in a space, we do really, really well," Zelnick explained. "When we're an also-ran in the space, we don't do well. And one of the things we try to do around here is start from the point of delighting audiences and putting out the highest-quality products, and then thinking about making money. But equally, we really, really object to losing money."

"[A] sport is a licensed property, so we have to be exceedingly selective in our licensing" -- Strauss Zelnick

Developing a mainstream sports game involves obtaining the license for its respective professional league--the NBA, NFL, MLB, NHL, and so on. Doing this increases the cost of producing such a game, which raises the level of sales needed in order to be profitable.

"The bulk of what we do around here is our owned intellectual property; by definition, a sport is a licensed property, so we have to be exceedingly selective in our licensing, and the company has a history around that," Zelnick said. "Generally speaking, I think this is a very disciplined--sometimes to a fault--management team, and that applies to the sports business.

"But I don't want that to be confused with a lack of ambition, because we are very, very ambitious to grow the enterprise."

Contacted for clarification regarding what Zelnick meant about "grow[ing] the enterprise," Take-Two would only confirm that he "was specifically referring to our sports business when answering that question."

As noted above, 2K Sports used to have a much larger catalog of games. Before obtaining the WWE license last year, 2K Sports had the MLB 2K (put on hiatus last year) and NHL 2K (put on hiatus in 2011) series, as well as the one-off All-Pro Football 2K8.

ESPN NFL 2K5

Visual Concepts, the Take-Two-owned developer responsible for its sports series, is the same studio that was responsible for the beloved NFL 2K series. The series was originally published by Sega (when it still owned Visual Concepts), before Take-Two became involved with the final game in the series, ESPN NFL 2K5. That game was famously sold for $20 at launch, far below the $50 price of the competing Madden NFL 2005. (2K5, many would argue, was also the far superior game despite the price disparity.)

Following 2K5's release, Take-Two purchased Visual Concepts, while Madden publisher Electronic Arts obtained the exclusive rights to the NFL (and ESPN), which it has held onto ever since, preventing the NFL 2K series from continuing. 2K Sports tried to get back into the football business with the aforementioned All-Pro Football 2K8, which featured retired NFL legends, in 2007, but the game never received a sequel.

It's unclear how, exactly, Take-Two plans on expanding its sports business. With it having so recently exited the baseball and hockey businesses, they don't seem like obvious choices for what it could be exploring, but that's merely speculation. Going after the NFL license after EA's deal expires--something that EA said in January is a "number of years" away--would be far more interesting, if only because Madden would then finally have the competition it's lacked for more than a decade. But as we saw with All-Pro Football and, more recently, NBA Live, offering a quality game after years away is no easy task.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421599Fri, 08 Aug 2014 13:04:00 -0700 http://www.gamespot.com/articles/ps4-getting-nightmare-inducingly-fun-surgeon-simul/1100-6421600/

Funny doctor training game Surgeon Simulator will launch for PlayStation 4 on August 12, it was announced on the PlayStation Blog. The Surgeon Simulator Anniversary Edition, as developer Bossa Studios is calling it, will also have a PlayStation-exclusive mode. Pricing was not disclosed. The PC version sells for $10, while the iPad iteration goes for $6.

Unfortunately, the developer isn't revealing what the PlayStation-exclusive mode will entail just yet. "All we CAN say is that it's something our community asked for. Daily. And we hate to disappoint," Bossa Studios community manager Poppy Byron said in the blog post. "Our awesome (and twisted) dev team wanted to make sure that this newest version of the game was even more nightmare-inducingly fun."

The Anniversary Edition of Surgeon Simulator includes the eye and teeth transplants and trolly mode from the iPad version. Also included is the original operating theater and ambulance, as well as the space and alien spacecraft operations.

Surgeon Simulator's famously inelegant controls are one of the game's most compelling features. For the PS4 version, hand movement and rotation has been mapped to the DualShock 4's left and right thumb sticks, while you'll use the two shoulder buttons to control the fingers. You can also control the orientation of the hand using the controller's motion sensors if you want. "Our playtesters were pleasantly surprised by how good this felt," Bossa Studios said in June. "It's quite an alien feeling at first, but it gives a lot of agility to the hand, so people tended to prefer it over the stick control once they got a feel for it."

Surgeon Simulator originally launched for PC in 2013, and came to iPad earlier this year. The Anniversary Edition is coming to PC on August 14 alongside an Android version. Since the game's original release, a spate of "simulator" games have come to light, including Goat Simulator and Bear Simulator. For more on Surgeon Simulator Anniversary Edition, check out the trailer above.

]]> 1100-6421600Fri, 08 Aug 2014 13:02:00 -0700 http://www.gamespot.com/videos/reality-check-is-quantum-computing-the-future-of-g/2300-6420671/ 2300-6420671Fri, 08 Aug 2014 12:00:00 -0700 http://www.gamespot.com/articles/gamescom-2014-dying-light-gameplay-trailer-shows-o/1100-6421598/

Ahead of Gamescom next week, Warner Bros. and Techland today released a new gameplay trailer for 2015's open-world zombie game, Dying Light.

The intense, zombie-infested trailer shows off the game's key features, including its free-running elements, brutal melee combat, and four-player co-op. We also get a look at some of Dying Light's weapons and environments, and learn that you'll be able to swim underwater in the game.

Dying Light launches in February 2015 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Developed by Polish studio Techland (Call of Juarez, Dead Island), the game was originally expected to launch this fall, but was delayed in May so the developer could improve the parkour elements.

For more on Dying Light, check out GameSpot's previous coverage. Gamescom 2014 runs August 13-17, and GameSpot will be on the ground at the show bringing you all the news as it happens.

]]> 1100-6421598Fri, 08 Aug 2014 11:54:00 -0700 http://www.gamespot.com/videos/the-witcher-3-wild-hunt-geralts-live-improv/2300-6420674/ 2300-6420674Fri, 08 Aug 2014 11:10:00 -0700 http://www.gamespot.com/articles/lara-croft-and-the-temple-of-osiris-special-editio/1100-6421597/

Lara Croft and the Temple of Osiris was announced at E3 in June, and developer Crystal Dynamics showed off how you'll be able to team up with three of your friends to take on tombs and dungeons. It's a top-down adventure-platformer starring the iconic protagonist from Tomb Raider, Lara Croft.

Today, Crystal Dynamics announced the special edition of the game and it focuses on Lara Croft. Temple of Osiris Gold Edition includes in-game content and several real-world items, most notably a 3-inch figurine of Lara Croft. The figure is a caricature compared to the more rugged and realistic Lara from the last Tomb Raider game.

The Gold Edition also includes a physical map of the game's overworld and an art book. According to the press release, the book showcases "never-before-seen concept art from the development team."

Finally, you'll also get the game's season pass, which gets you both of the DLC content packs that'll be released. These packs bring six costumes, new tombs to explore, and new gear and weapons to collect.

Temple of Osiris is also getting three retailer-specific preorder bonuses, which you can see below.

  • Digital Preorders through Steam, PlayStation Network, and Xbox Live: The Hitman Pack, which includes Hitman-themed skins and a ring that increases weapon and bomb damage.
  • Preorders through Amazon: The Deus Ex Pack, which includes Deus Ex skins and a ring that lowers the cost of treasure chests.
  • Preorders through GameStop: The Lara Croft Legend Pack, which includes Tomb Raider skins and a ring that gives you health regeneration and a more powerful torch.

Lara Croft and the Temple of Osiris launches on December 9 for PC, PlayStation 4, and Xbox One. You can check out our preview of the game here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421597Fri, 08 Aug 2014 10:59:00 -0700
Gamespot's Site MashupWatch Two Voice Acting Masters Bring Shadow of Mordor to Life in This Behind-the-Scenes TrailerAct of Aggression - Teaser TrailerGS News Top 5 - A Fish Plays Pokemon; Sony Sued Over Killzone On PS4Tony Hawk's Pro Skater 2 Completed in an Unbelievably Short TimeBungie Aimed to Make Destiny's Beautiful Skies "Epic" and "Dynamic"Win a Free PlayStation 4 by Telling Us Your Greatest Gaming MomentEA Access On Xbox One Is a "Game-Changer," Microsoft SaysDarkwood Early Access ReviewQuick Look: Back to BedWith NBA 2K14's Huge Success, Why Doesn't 2K Make More Sports Games?PS4 Getting "Nightmare-Inducingly Fun" Surgeon Simulator Next WeekReality Check - Is Quantum Computing the Future of Gaming?Gamescom 2014: Dying Light Gameplay Trailer Shows Off 4-Player Co-OpThe Witcher 3: Wild Hunt - Geralt's Live ImprovLara Croft and the Temple of Osiris Special Edition Announced, Includes Lara Figurine

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 09 Aug 2014 07:42:29 -0700 http://www.gamespot.com/articles/watch-two-voice-acting-masters-bring-shadow-of-mor/1100-6421590/

A new Middle-Earth: Shadow of Mordor video goes in-depth with the actors working on the title. Shadow of Mordor Features Troy Baker as the ranger Talion and Alastair Duncan playing the ghostly Celebrimbor. In the-behind-the scenes clip, the actors discuss the complex relationship of their characters.

Voice actor Baker is known for roles such as Joel in The Last of Us, the Joker in Batman: Arkham Origins, and Booker DeWitt in BioShock Infinite. Duncan Voice previously voice in other games including Metal Gear Rising: Revengeance and the Mass Effect series.

"What's so interesting about the character was that level of mystery that my character has, the voyage of discovery that the player is going to go on with my character through that game and with Talion" said Duncan. "We are very separate characters in this, but our characters are melded at times. The interesting part is when we are separate and we're either in conflict or trying to make a plan or moving forward through something or discovering things about ourselves."

Baker said, "there were challenges with developing the characters individually and also how those two would work in concert with each other, because not only narratively but systemically we have to establish that. You never want to do anything that, from a narrative aspect, doesn't support gameplay and in turn we don't want to make gameplay in stark contrast to the story."

Shadow of Mordor is an open-world single-player game, with players controlling Talion, a ranger with Wraith-like powers, such as being able to teleport and control enemies. The game features a new Nemesis system where each enemy you face has unique attributes with their own personality, strengths, and weaknesses. Enemies learn from their experiences and can even grow in rank and esteem. The Nemesis system will be scaled back for the Xbox 360 and PlayStation 3 versions of the game compared to the current-gen and PC releases

Warner Bros. recently announced it will launch Shadow of Mordor one week earlier than previously dated. Middle-earth: Shadow of Mordor will now launch September 30 for Xbox One, PlayStation 4, PlayStation 3, and Xbox 360, with a PC release on October 2.

Robbie Palmer is an intern at GameSpot, and you can follow him on Twitter @Robbie_Palmer
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421590Fri, 08 Aug 2014 16:27:00 -0700 http://www.gamespot.com/videos/act-of-aggression-teaser-trailer/2300-6420685/ 2300-6420685Fri, 08 Aug 2014 16:27:00 -0700 http://www.gamespot.com/videos/gs-news-top-5-a-fish-plays-pokemon-sony-sued-over-/2300-6420664/ 2300-6420664Fri, 08 Aug 2014 16:00:00 -0700 http://www.gamespot.com/articles/tony-hawks-pro-skater-2-completed-in-an-unbelievab/1100-6421606/

I spent a lot of time playing the Tony Hawk's Pro Skater series, and I was very rarely able to complete levels with anything resembling style. But there will inevitably be someone who will absolutely master a game, and Pro Skater 2 is no exception. YouTube user GeorgeThePlushie has just posted a speedrun of the game, and it's almost unbelievable.

He managed to beat Pro Skater 2 in 3 minutes and 26 seconds, making it through the objectives and the levels at an absolutely blistering pace. To score high enough to complete the score-based goals, he continually jumps and does tricks as he rides through the level. Almost more impressive than the way he plays, though, is the way he navigates through the menus. It's so quick and efficient that it's difficult to follow what's going on.

The speedrunner does utilize glitches in maps and he clips through some walls, but that doesn't take away from how impressive this run is.

Have you ever attempted a speedrun like this? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421606Fri, 08 Aug 2014 15:17:00 -0700 http://www.gamespot.com/articles/bungie-aimed-to-make-destinys-beautiful-skies-epic/1100-6421603/

Activision would have you believe that nearly everyone who tried Destiny's beta had a positive response. That may or may not be the case, but what does seem to have universally lauded are the game's gorgeous skyboxes (the development term for 3D backgrounds). Bungie has taken note of the adoration the skies have received, and in a post on its website, posed a series of questions to one of what it calls Destiny's "skywriters," which might just be the coolest (unofficial) title you could ever hope for.

"We treat the sky as another character in a game," said principal artist Mark Goldsworthy. "We understand the high impact they can have and we give them the love they deserve. The term 'skybox' is a bit of a misnomer. 'Sky art' at Bungie includes the sky, mountains, epic vistas stretching before you--everything from underground caverns to planets in space, and more."

Being a bigger game than anything in the Halo series (which was no slouch in the good-looking skies department, as this YouTube video demonstrates), Bungie had the opportunity to do some new things with the skies in Destiny. "We'd created great skies in [Halo] Reach, but we wanted to incorporate ever-changing lighting and atmospherics in Destiny," Goldsworthy said. "Transitioning from day to night with clouds, sunrises, and sunsets was the goal. We wanted them to be visually stunning and unique to each planet. Additionally, we layered in unique planetary sky and terrain elements to expand our universe. Above all else, the skies needed to be epic."

Although you might think of them as nothing more than eye-candy, the skies actually serve a further purpose, according to Goldsworthy. "Sky and atmosphere really help establish the mood," he explained. "The sky needs to be dynamic. It's made of many individual components that move and change as celestial bodies travel from horizon to horizon. They feed player immersion and enable us to flesh out the worlds we create on a broader canvas."

Destiny's beta wrapped up late last month after providing 4.6 million people with the opportunity to alternate between shooting and staring up at the sky. No "major changes" are planned for the game before its release on Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 on September 9, though there will be some small refinements. Despite being a PlayStation-oriented game (with those versions getting exclusive content, and Sony releasing a Destiny-themed white PS4), Bungie insists the Xbox One version is not "dumbed down."

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421603Fri, 08 Aug 2014 14:41:00 -0700 http://www.gamespot.com/articles/win-a-free-playstation-4-by-telling-us-your-greate/1100-6421602/

Sometimes winning stuff is hard, but it doesn't have to be. Here at GameSpot, we want to make it easy for you to win a PlayStation 4. All you have to do is tell us your greatest gaming moment.

Not here in the comments though. You won't win by commenting here. You'll need to squeeze that experience down into a tweet along with @GameSpot and the hashtag #GreatestGamingMoment. And be sure to follow @GameSpot on Twitter as well so we can contact you if you win (don't worry, after the winners are announced, you can always unfollow us).

My personal greatest gaming moment? Getting a five-star rating on EVERY song in Guitar Hero 1 AND 2 on PS2. To everyone who said I could've used that time to learn a real instrument...you were probably right. But if they ever make an instrument controlled exclusively with five colored buttons that you jam in time to notes falling on a screen, I will be a rock god.

Winners for the contest will be picked and announced during our The Lobby live show on August 12 at 2PM PST. Unfortunately, for our international readers, this contest is limited to the US only.

]]> 1100-6421602Fri, 08 Aug 2014 14:31:00 -0700 http://www.gamespot.com/articles/ea-access-on-xbox-one-is-a-game-changer-microsoft-/1100-6421601/

EA Access, the recently announced Xbox One subscription program from Battlefield and Mass Effect publisher Electronic Arts, is a "game-changer," according to Microsoft.

"That was announced last week as well and is very much a game-changer," senior Xbox evangelist Jeff Rubenstein said during Major Nelson's latest podcast.

An EA Access subscription is $5/month or $30/year and lets you play any game in "The Vault" for as long as your subscription is active. You also get a 10 percent discount on EA digital games and content, as well as access to upcoming games five days before they are released. Rubenstein also shed some additional light on this last point during the podcast, saying that early access to upcoming EA games will offer "at least two hours" of gameplay. In addition, he said he thinks "pretty much every [upcoming EA] game" will be available to play ahead of time if you're a subscriber.

According to the official EA Access FAQ, early access for upcoming EA games will vary by game. For some games, you'll be able to play one mode for a limited time, while other games will allow you to play a full version for a limited time. In all cases, if you decide to buy the game when it is released, your progress will be saved, allowing you to pick up where you left off.

When asked for greater clarity on the limitations for EA Access trial games, an EA representative told GameSpot, "Each EA Access trial will be different and the amount of time you have with each free trial will differ depending on the game."

EA Access is currently in beta on Xbox One, with a public release date to be announced soon. As for why EA Access is only available on Xbox One and not PlayStation 4, Sony said last week that it did not think the service offered the kind of value PlayStation fans have come to expect.

The first four games confirmed for The Vault are FIFA 14, Madden NFL 25, Peggle 2, and Battlefield 4. More will be added in the future, and might includes titles like EA Sports UFC, Need for Speed Rivals, and Plants vs. Zombies: Garden Warfare, if box art featured on the EA Access is anything to go on. Earlier this week, EA COO Peter Moore promised that the company will not remove games from The Vault.

]]> 1100-6421601Fri, 08 Aug 2014 13:50:00 -0700 http://www.gamespot.com/articles/darkwood-early-access-review/1100-6421569/ GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

If there's anything that horror has taught us, it's that being stuck overnight in a cabin in the woods really, really stinks. From Robert Bloch's Lovecraftian "Notebook Found in a Deserted House" right through the Evil Dead franchise and send-ups like Joss Whedon's The Cabin in the Woods, it's always been as clear as Crystal Lake that you're as good as dead if you see the sun going down on your log abode in cottage country. Clearly, then, you shouldn't expect any relaxing moments in Darkwood, an adventure-angled experiment in survival horror currently available via Steam's Early Access program. Developer Acid Wizard Studio has replicated many old clichés to the letter, but the game veers away from predictability with a surreal story and setting, freakshow characters, an in-depth crafting system, and off-the-charts difficulty. Darkwood's best elements occasionally combine to make for compelling and atmospheric adventuring, but the current alpha 1.3 build is aggravating and awkward, with a deluge of iffy game mechanics that serve no purpose but to kill you early and often. Right now, the game's frustrations outweigh its frights.

You play the lone survivor of some kind of apocalypse, stuck in the deep, dark woods within a dilapidated cabin that serves as your hideout. There are no immediate goals other than to survive and search the randomly generated environments for an escape route. Of course, this is easier said than done. Those surrounding environs are loaded with murderous freaks straight out of The Hills Have Eyes, aggressive wolves, and hungry things whose very existence defies the imagination. Foes can be found all over the place at all hours (particularly in the deep woods along the map's edge; beware of the smoke monsters lurking there), but the land becomes particularly perilous after the sun goes down. By nightfall, you must remain holed up in your hideout. Chances are good that you'll be slaughtered if you go on any moonlight nature walks, and a mysterious affliction called The Thirst kills you around midnight if you fail to take a drink from a mystic well located just outside your rural headquarters.

Combat is very tough to avoid, even during the day.

There are few resources to use when battling this evil horde. Little access is provided to any sort of real weaponry; instead, Darkwood offers up bits of junk in its woodpiles and crates that almost always have to be transformed into workable gadgets and weapons. Granted, making you scrounge for supplies underlines the grim nature of the setting, and also serves as the foundation of a substantial crafting system. (As a side note, you can't duke it out with baddies with fists alone, as when you're unarmed, you're helpless.) The value of every scrap is so pronounced here that I was positively thrilled to score garbage like rags (bandages and wicks for Molotov cocktails) and nails (vital for weapons and for boarding up windows in the hideout).

The thrill of discovering mundane but useful objects doesn't overwhelm the pervading irritations, however. You risk life and limb constantly--especially in the early hours, as you start with pretty much nothing--by scouring the map for caches of items that can be crafted into useful gadgets and gear, yet you rarely find anything that on its own is particularly valuable. A stockpile consisting of a bottle of booze, three matches, and some old dog meat is worthy of a parade, and that scarcity turns the game into a tedious grind. I would go out exploring at the start of every day. I would pick up a few things. I would get killed by a wolf or demon due to my pathetic lack of any reasonable means to defend myself. (Weapons wear down quickly with use and need to be repaired, which requires repair kits that are as rare and precious as Faberge Eggs.) I would respawn in my hideout the next morning and proceed to do it all over again. Only after I'd played a few hours and scavenged enough items to sell to the werewolf merchant for an axe--and then lucked into finding a shotgun stuck under a rock thanks to tips found online--did I have any success at surviving through a single day.

Holing up in your hideout with the windows and doors barricaded and praying for dawn is the only way to survive nights in Darkwood.

Even then, I got killed. A lot. If I wasn't murdered by the wolves or mutants or monsters, I was running into tough-to-spot bear traps under trees or stomping on mushrooms and winding up fatally poisoned. As an extra bit of punishment, weapons always degrade when you're killed--even if you didn't use them in the battle that took you down--and there is never an obvious way to tackle many of the obstacles you encounter. For example, there is an antidote to mushroom poison, but good luck finding the necessary ingredients to make and use it before your health bar slips to zero. The same goes for slapping together bandages to stop bleeding, or whipping up healing concoctions, or finding pills to recover health.

Aside from the sheer frustration factor, dying so much also caused me to all but abandon some key elements of Darkwood. Going back to my cabin at night, for instance, soon came to seem like a waste of time. It was easier to keep going and die--as I would inevitably anyhow--and respawn with a full health bar the next morning than it was to trudge back to my place every time the sun went down. With that said, these all-nighters offered up the most frightening moments in the game. All I could do was curl into a ball and wait for dawn hoping that nothing would break in and eat me, all the while listening intently to every little creak of the floorboards and the regular scurrying of monsters right outside. When my luck finally did run out and a creature suddenly began to smash down a door to get at me, I jumped right out of my chair.

A werewolf arms dealer is one of the least weird characters that you encounter in Darkwood.

Frequent death also makes another key game system almost pointless. Those poisonous mushrooms noted above can be harvested and then cooked back at the cabin to make an injectable serum. Shoot up enough of this stuff and you level up with various skills, including being able to see better in the shadowy woods, and being able to tote more stuff. But you lose all of these acquired skills every time you're killed, along with all of your uncooked mushrooms. As I could rarely stay alive long enough to get lasting benefit from these magic shrooms, I soon gave up on the whole idea.

The camera angle also causes some interference, locking your viewing perspective into a top-down one that removes you from the action. Being forced to take in everything from directly above negates the in-your-face atmosphere vital to creating scares. While the feel of the game is reminscent of horror board games like Arkham Horror, which use detailed top-down artwork to give scenery an ill-omened air, the camera here is too distant and the surroundings too indistinct. As a result, enemies and items are tough to discern. Only immersive sound effects like crashing thunder and ominous twig-snapping impart the right brand of midnight-movie ambience.

Occasional plot points float to the surface, but they amount to little more than gibberish at this stage.

Camera-specific frustrations are further exacerbated by having to get remarkably close to objects to determine if you can search them. This can also cause you to get poisoned, as you often need to practically walk on top of mushrooms to harvest them. There are no difficulty settings to ease the pain, although there is a perma-death option that is all but impossible to find enjoyment in. Saves are all automated, so you can't cheat on the crazy difficulty by manually saving your progress before attempting an expedition into the deep woods. Furthermore, buttons aren't as responsive as they should be. You need to right-click on some inventory items to select them and then left-click to actually use them, but too often this function fails to work right away. I was killed a number of times while the game refused to let me use poison antidotes and bandages. Something as basic as using items from an inventory should not require trial-and-error experimentation.

Darkwood's story is as offputting as its adventuring; I couldn't make sense of any of it, beyond understanding only that I was a guy trapped in a horrific wilderness with all manner of monsters prepared to rip me to shreds if I was ever dumb enough to step outside after twilight. Nothing connects A to B--certainly not the opening cinematics that refer to what may or may not be a plague (although I must give kudos to the genuinely discomfiting accompanying worm-infected eyeball imagery.)

Chances are good that you'll be slaughtered if you go on any moonlight nature walks.

Events grow progressively weirder as you stumble forward. One moment I was taking quests from a werewolf trader; the next, I was hanging out with a Baba Yaga-like old woman with a chicken fetish and the bubble-headed monster child playing the violin on her lawn. Occasional plot points float to the surface, but they amount to little more than gibberish at this stage. The burned scraps of paper, old photographs, and other seemingly random detritus gathered and logged into a journal may well form a story in the future, but for now, all of these elements only add to the confusion.

Venturing into the creepy wilderness of Darkwood is as questionable a call right now as heading off to the country for a weekend getaway with Evil Dead's Ash Williams. Even though the game has an eerie atmosphere, along with some legitimate scares and an intricate crafting system emphasizing the grim nature of this post-apocalyptic world, a host of issues--the fragmentary surreal plot, off-kilter mechanics, and extreme difficulty in particular--mean that this current alpha build isn't really ready for play yet. You should allow Darkwood a few more updates before you get out your credit card, or you might find yourself realizing just how much it really does stink to get stuck in a cabin in the woods.

What's There?

The Alpha 1.3 build includes the first chapter of the full game. Expect a good seven or more hours of gameplay, more if you get killed a lot and explore every inch of the map.

What's To Come?

Acid Wizard Studio is promising to expand the story, further refine game mechanics, and possibly even make major changes to the design based on player feedback.

What Does it Cost?

$14.99, available via Steam Early Access.

When Will it Be Finished?

Mid-2015. Look for a final release around July of next year.

What's the Verdict?

Darkwood is spooky, but it's also kind of kooky and ooky. The bizarre setting and extreme difficulty make for an experience that is more frustrating than frightening right now, though its sheer weirdness makes the game occasionally compelling despite its flaws.

]]> 1100-6421569Fri, 08 Aug 2014 13:26:00 -0700 http://www.gamespot.com/videos/quick-look-back-to-bed/2300-6420681/ 2300-6420681Fri, 08 Aug 2014 13:16:00 -0700 http://www.gamespot.com/articles/with-nba-2k14s-huge-success-why-doesnt-2k-make-mor/1100-6421599/
NBA 2K14

Gripes about its in-game currency system aside, there's no denying NBA 2K14 is a massive success. Take-Two announced this week that 2K14 has become its best-selling sports game ever, with more than seven million units sold worldwide--an accomplishment none of the company's past sports games has ever managed.

Despite this, Take-Two's 2K Sports division isn't as prolific as it once was, with just NBA and WWE games left after making NHL, MLB, and NFL games in the past. Given the success of NBA 2K14, why is that 2K Sports has limited itself to the degree it has? That was the question raised during a Take-Two investors call earlier this week, which CEO Strauss Zelnick answered by saying the company is "trying to grow the business." However, he noted it's "doing so selectively."

"What we found is, when we're a leader in a space, we do really, really well," Zelnick explained. "When we're an also-ran in the space, we don't do well. And one of the things we try to do around here is start from the point of delighting audiences and putting out the highest-quality products, and then thinking about making money. But equally, we really, really object to losing money."

"[A] sport is a licensed property, so we have to be exceedingly selective in our licensing" -- Strauss Zelnick

Developing a mainstream sports game involves obtaining the license for its respective professional league--the NBA, NFL, MLB, NHL, and so on. Doing this increases the cost of producing such a game, which raises the level of sales needed in order to be profitable.

"The bulk of what we do around here is our owned intellectual property; by definition, a sport is a licensed property, so we have to be exceedingly selective in our licensing, and the company has a history around that," Zelnick said. "Generally speaking, I think this is a very disciplined--sometimes to a fault--management team, and that applies to the sports business.

"But I don't want that to be confused with a lack of ambition, because we are very, very ambitious to grow the enterprise."

Contacted for clarification regarding what Zelnick meant about "grow[ing] the enterprise," Take-Two would only confirm that he "was specifically referring to our sports business when answering that question."

As noted above, 2K Sports used to have a much larger catalog of games. Before obtaining the WWE license last year, 2K Sports had the MLB 2K (put on hiatus last year) and NHL 2K (put on hiatus in 2011) series, as well as the one-off All-Pro Football 2K8.

ESPN NFL 2K5

Visual Concepts, the Take-Two-owned developer responsible for its sports series, is the same studio that was responsible for the beloved NFL 2K series. The series was originally published by Sega (when it still owned Visual Concepts), before Take-Two became involved with the final game in the series, ESPN NFL 2K5. That game was famously sold for $20 at launch, far below the $50 price of the competing Madden NFL 2005. (2K5, many would argue, was also the far superior game despite the price disparity.)

Following 2K5's release, Take-Two purchased Visual Concepts, while Madden publisher Electronic Arts obtained the exclusive rights to the NFL (and ESPN), which it has held onto ever since, preventing the NFL 2K series from continuing. 2K Sports tried to get back into the football business with the aforementioned All-Pro Football 2K8, which featured retired NFL legends, in 2007, but the game never received a sequel.

It's unclear how, exactly, Take-Two plans on expanding its sports business. With it having so recently exited the baseball and hockey businesses, they don't seem like obvious choices for what it could be exploring, but that's merely speculation. Going after the NFL license after EA's deal expires--something that EA said in January is a "number of years" away--would be far more interesting, if only because Madden would then finally have the competition it's lacked for more than a decade. But as we saw with All-Pro Football and, more recently, NBA Live, offering a quality game after years away is no easy task.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421599Fri, 08 Aug 2014 13:04:00 -0700 http://www.gamespot.com/articles/ps4-getting-nightmare-inducingly-fun-surgeon-simul/1100-6421600/

Funny doctor training game Surgeon Simulator will launch for PlayStation 4 on August 12, it was announced on the PlayStation Blog. The Surgeon Simulator Anniversary Edition, as developer Bossa Studios is calling it, will also have a PlayStation-exclusive mode. Pricing was not disclosed. The PC version sells for $10, while the iPad iteration goes for $6.

Unfortunately, the developer isn't revealing what the PlayStation-exclusive mode will entail just yet. "All we CAN say is that it's something our community asked for. Daily. And we hate to disappoint," Bossa Studios community manager Poppy Byron said in the blog post. "Our awesome (and twisted) dev team wanted to make sure that this newest version of the game was even more nightmare-inducingly fun."

The Anniversary Edition of Surgeon Simulator includes the eye and teeth transplants and trolly mode from the iPad version. Also included is the original operating theater and ambulance, as well as the space and alien spacecraft operations.

Surgeon Simulator's famously inelegant controls are one of the game's most compelling features. For the PS4 version, hand movement and rotation has been mapped to the DualShock 4's left and right thumb sticks, while you'll use the two shoulder buttons to control the fingers. You can also control the orientation of the hand using the controller's motion sensors if you want. "Our playtesters were pleasantly surprised by how good this felt," Bossa Studios said in June. "It's quite an alien feeling at first, but it gives a lot of agility to the hand, so people tended to prefer it over the stick control once they got a feel for it."

Surgeon Simulator originally launched for PC in 2013, and came to iPad earlier this year. The Anniversary Edition is coming to PC on August 14 alongside an Android version. Since the game's original release, a spate of "simulator" games have come to light, including Goat Simulator and Bear Simulator. For more on Surgeon Simulator Anniversary Edition, check out the trailer above.

]]> 1100-6421600Fri, 08 Aug 2014 13:02:00 -0700 http://www.gamespot.com/videos/reality-check-is-quantum-computing-the-future-of-g/2300-6420671/ 2300-6420671Fri, 08 Aug 2014 12:00:00 -0700 http://www.gamespot.com/articles/gamescom-2014-dying-light-gameplay-trailer-shows-o/1100-6421598/

Ahead of Gamescom next week, Warner Bros. and Techland today released a new gameplay trailer for 2015's open-world zombie game, Dying Light.

The intense, zombie-infested trailer shows off the game's key features, including its free-running elements, brutal melee combat, and four-player co-op. We also get a look at some of Dying Light's weapons and environments, and learn that you'll be able to swim underwater in the game.

Dying Light launches in February 2015 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Developed by Polish studio Techland (Call of Juarez, Dead Island), the game was originally expected to launch this fall, but was delayed in May so the developer could improve the parkour elements.

For more on Dying Light, check out GameSpot's previous coverage. Gamescom 2014 runs August 13-17, and GameSpot will be on the ground at the show bringing you all the news as it happens.

]]> 1100-6421598Fri, 08 Aug 2014 11:54:00 -0700 http://www.gamespot.com/videos/the-witcher-3-wild-hunt-geralts-live-improv/2300-6420674/ 2300-6420674Fri, 08 Aug 2014 11:10:00 -0700 http://www.gamespot.com/articles/lara-croft-and-the-temple-of-osiris-special-editio/1100-6421597/

Lara Croft and the Temple of Osiris was announced at E3 in June, and developer Crystal Dynamics showed off how you'll be able to team up with three of your friends to take on tombs and dungeons. It's a top-down adventure-platformer starring the iconic protagonist from Tomb Raider, Lara Croft.

Today, Crystal Dynamics announced the special edition of the game and it focuses on Lara Croft. Temple of Osiris Gold Edition includes in-game content and several real-world items, most notably a 3-inch figurine of Lara Croft. The figure is a caricature compared to the more rugged and realistic Lara from the last Tomb Raider game.

The Gold Edition also includes a physical map of the game's overworld and an art book. According to the press release, the book showcases "never-before-seen concept art from the development team."

Finally, you'll also get the game's season pass, which gets you both of the DLC content packs that'll be released. These packs bring six costumes, new tombs to explore, and new gear and weapons to collect.

Temple of Osiris is also getting three retailer-specific preorder bonuses, which you can see below.

  • Digital Preorders through Steam, PlayStation Network, and Xbox Live: The Hitman Pack, which includes Hitman-themed skins and a ring that increases weapon and bomb damage.
  • Preorders through Amazon: The Deus Ex Pack, which includes Deus Ex skins and a ring that lowers the cost of treasure chests.
  • Preorders through GameStop: The Lara Croft Legend Pack, which includes Tomb Raider skins and a ring that gives you health regeneration and a more powerful torch.

Lara Croft and the Temple of Osiris launches on December 9 for PC, PlayStation 4, and Xbox One. You can check out our preview of the game here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
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