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Xbox One Hits China Today Following 14-Year Console Ban

Written By Kom Limpulnam on Senin, 29 September 2014 | 21.50

For the first time in 14 years, gamers in China have a chance to (legally) buy a gaming console, as Microsoft launched the Xbox One in the country today. China banned game consoles in 2000, citing potential harm to the physical and mental development of children. This ban was lifted in September 2013.

The Xbox One was originally expected to go on sale in China on September 23, but a last-minute delay pushed the console's release to September 29.

With more gamers in China than the total United States population, China is a potentially lucrative market for Microsoft. The company also has a first-mover advantage, as neither Sony nor Nintendo consoles are officially sold yet in the country.

Xbox One fans in China can choose from 10 games today, including Forza Motorsport 5, Kinect Sports Rivals, Powerstar Golf, Zoo Tycoon, Max: The Curse of Brotherhood, Dance Central Spotlight, Neverwinter Online, Rayman Legends, Trials Fusion, and Naughty Kitties.

Console games in China must receive approval from Shanghai's local culture department, which will examine titles to make sure they do not harm China's culture and traditions or promote violence or drugs. This could be the reason why games like Call of Duty: Ghosts, Titanfall, and Grand Theft Auto V are not available in China.

In China, the Xbox One costs RMB 3,699 ($602) without Kinect and RMB 4,299 ($700) with Kinect. Microsoft is no doubt hoping the Xbox One in China gets off to a faster start than the console did in Japan, where first-week numbers were weak.

September has been a major growth month for the Xbox One. With the console now released in China, the Xbox One has launched in 28 new markets this month alone.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Xbox One

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Thinking About Buying Shadow of Mordor's DLC Pass? Watch This Trailer to See What's Included

Warner Bros. today released a new trailer for Lord of the Rings game Middle-earth: Shadow of Mordor, which highlights the content included with the game's $25 DLC pass. This pass was announced back in August, and features new missions (including one where you get to play as Celebrimbor and face off against Sauron), runes, skins, and more.

You can see a roundup of the content included with the pass, courtesy of Warner Bros., below.

New Story Missions, Including:

'Guardians of the Flaming Eye' Orc Warband Mission -- Face Sauron's elite Defenders before the Black Gate and earn the Rising Flame rune.

'Lord of the Hunt' Story Mission -- Players will gain new skills and earn unique epic runes as they hunt and tame legendary monsters of Mordor.

The Bright Lord' Story Mission -- Play as Celebrimbor, the great Elven king of the Second Age, and face Sauron and the might of his forces.

Early access to the Trials of War, including:

Test of Speed Challenge Mode -- You can demonstrate your efficiency in battle and earn high scores for Talion's speed in defeating your foes/

Test of Wisdom Challenge Mode -- You can prove your strategic abilities, through earning points for skill, speed and efficiency

Endless Challenge Mode -- This mode will continually spawn new legions of enemies. The Runes that you will earn will provide powerful upgrades

Access to future content:

Including runes, skins and additional add-on content.

Shadow of Mordor launches tomorrow, September 30, for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Is it the Lord of the Rings game you've been waiting for? Check out GameSpot's review and what other critics are saying in our review roundup to find out.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Middle-earth: Shadow of Mordor

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BioWare to Reveal New Dragon Age: Inquisition Region, Character Creation Tool, and More Today

BioWare will hold a special live-stream today on Twitch during which the company will show off the character creator tool for RPG Dragon Age: Inquisition and reveal new gameplay. You can watch the stream right here in the post through the video above. It starts at 10 AM PDT/1PM EDT.

Dragon Age: Inquisition producer Cameron Lee will lead the live-stream, he writes on Twitter.

The live-stream will include an "in-depth" demonstration and first-look at the character creation and customization tools for Dragon Age: Inquisition. BioWare will also show off a new region from Dragon Age: Inquisition (no hints were provided) during the presentation, which will end live a live Q&A session will Lee and creative director Mike Laidlaw.

Dragon Age: Inquisition launches November 18 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. The RPG was originally pegged to launch an entire year ago, before it was delayed to fall 2014. Its most recent delay, from October to November, was due to BioWare needing more time to fix some lingering bugs, according to Electronic Arts CEO Andrew Wilson.

For more on Dragon Age: Inquisition, check out GameSpot's previous coverage.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Dragon Age: Inquisition

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The Evil Within - Every Last Bullet Trailer

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Quick Look: Naruto Shippuden: Ultimate Ninja Storm Revolution

Written By Kom Limpulnam on Sabtu, 27 September 2014 | 21.51

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Blizzard Cancels Titan, And the Rest of the Week's Top Stories

(Some Of) The Big Stuff:

After an estimated seven years of development, Blizzard Entertainment confirmed this week that its World of Warcraft follow-up, Titan, is officially no more. Blizzard never officially announced the game or revealed any assets, but sources tell of a game that was similar, in some ways, to Valve's Team Fortress.

Bungie announced major changes for Destiny this week. In addition to shutting down the Treasure Cave, Bungie plans to tweak weapon balancing, offer new communication options, and tweak Strikes so they feel "less grindy."

Valve's megapopular online PC platform, Steam, continues to grow. Valve announced this week that the service now has 100 million users. More than 1,300 games have been added to Steam this year, which is up substantially year-over-year, as only around 300 games came to Steam in the first nine months of 2013. To help you wade through the flood of new releases, Valve has introduced a major Steam redesign.

The Other Stuff (Stories We Like, But Didn't Cover With a Standalone Post):

Happy birthday, Nintendo! The Mario and Zelda company turned 125 years old this week. What's your favorite Nintendo memory?

Are you a Just Cause fan? Good news, it seems, as we have yet another reason to believe Just Cause 3 is happening. Despite the game being unannounced, someone who reportedly worked on it listed it on their public LinkedIn profile. Whoops!

Sony addressed the hot-topic of game delays this week. UK managing director Fergal Gara tells Kotaku that, sometimes, the right thing to do for a project is to give it more time. "If you've made a big investment and you bring it out half ready, for the wrong reasons, then there's going to be a cost." Agreed.

Singstar is coming to the PlayStation 4 on October 28. You can download the app for free, but you'll need to pay $1.49 per song or $6 for a five-pack of tunes. Don't have a mic? No worries, as Sony will also release a Singstar companion app for iOS and Android devices that turns your smartphone into a microphone.

After being locked away for about ten years, the Elf City in Runescape is finally open to play and plunder.

A new Star Wars game was announced this week, but if you were hoping for a big-budget console/PC game, I'm sorry to say you're out of luck. Star Wars: Galactic Defender is a free-to-play tower defense game for iOS and Android devices from Lucasfilm and DeNA.

The first DLC for Ubisoft's blockbuster open-world game Watch Dogs--Bad Blood--is now available to download for Season Pass owners on consoles and PC. In the campaign, you play as Raymond "T-Bone" Kenney, an eccentric hacker you met in the original campaign.

There is a new world record for Super Mario World, the 1990 SNES game. The new record is 9 minutes and 50 seconds, and it was recorded by a guy wearing Mario pajamas. Of course.

Electronic Arts this week started dishing details on player ratings for NBA Live, beginning with point guards. Can you guess who came out on top? With a 94 rating, the Los Angeles Clippers' Chris Paul is the top-rated PG in the game, followed by Steph Curry (92), Russell Westbrook (91), John Wall (90) and three players--Derrick Rose, Tony Parker, and NBA Live 15 cover star Damian Lillard--at 89.

Looking forward to Resident Evil creator Shinji Mikami's horror game The Evil Within? This week, Bethesda published three video interviews featuring Adam Sessler interviewing Mikami about the game. You can watch them here, here, and here. But not here.

I've never understood much of the Halo extended lore, so I was happy to read this excellent Q&A with Microsoft addressing topics like What happened to the Huragok from First Strike and Vergil from Halo 3: ODST, Why Jackals in Halo 4 look reptilian rather than avian like in previous installments, and how the Ur-Didact survived the Halo Array firing.

Until next week!

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Blizzard Entertainment

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Fenix Rage Review

Much like Super Meat Boy and the many clones it's inspired, Fenix Rage is an intentionally difficult platformer that aims to reward more than infuriate. It's that extremely delicate balance between fun and frustration, though, that this subgenre often fails to deliver. This latest tough-as-nails take, however, hits the sweet spot more often than not, yielding level after level of sadistic satisfaction.

Like its player-punishing peers, Fenix Rage is laser-focused on gameplay, but painfully light on story. The titular protagonist--a superhero-ish creature that could pass for a sugary cereal's cartoon mascot--is tasked with taking down an evildoing dude that's wreaking havoc in his world. And that's about it.

Do not be fooled: it might be pretty, but it's also painful.

The controls and objectives are similarly straightforward. Fenix must navigate increasingly hazardous stages by jumping and dashing. Thankfully, he possesses the power to do both of these things infinitely, resulting in the game's defining hook and most differentiating factor. Where similar games have you mastering more traditional platforming moves, such as running and double-jumping, Fenix Rage first asks you with relearn what many years of Super Mario Bros. have taught you.

Mastering the basics takes a bit of time--and many, many lives--but once you lock them down, the in-the-zone moments come fast and furious. It quickly becomes super-satisfying to blaze through and buzz around levels, dodging enemies and gathering collectibles as you go. The game never wants you to get too comfortable, of course, so new challenges, obstacles, enemies, and other life-siphoning elements are layered on as you progress through the 200-plus levels.

You need to play with fire to break through ice, for example, and, conversely, make friends with the frozen stuff to defy death beams; portals can pinball you around stages; and end-level objectives, as well as enemies, will similarly warp about to keep you on your toes. Boss encounters break up the more standard challenges (if you can even call them that), requiring you to call on varied strategies, from running like hell to inflicting damage with dash attacks.

Mastering the basics takes a bit of time--and many, many lives--but once you lock them down, the in-the-zone moments come fast and furious.

Ending up on the wrong side of any of these hazards brings instant death, something you can count on experiencing dozens and dozens of times during the game's most difficult stages. Lightning quick re-spawns alleviate most of the pain, but I would've also appreciated the option to skip the levels that threatened to spike my blood pressure beyond any doctor-recommended level, in the manner of 'Splosion Man.

While Fenix Rage generally tested my skill more than my sanity, it isn't totally void of infuriating moments. On top of not being able to bypass especially patience-trying stages, its later-level challenges sometimes rely too heavily on chaos over creativity; these areas are simply too cluttered with things that want to kill you, as well as those that require near-constant air-catching because there's no solid--or safe--ground below. Expect Flappy-Bird-levels of frustration.

Despite a few controller-chucking moments, I felt more rewarded than relieved upon completing the game's nefarious platforming challenges. Like the titles it takes its inspiration from, Fenix Rage is aimed at a very specific audience; if you're not part of the niche following that measures its fun in blistered thumbs, Fenix Rage won't bring you over to the dark side. That said, if you know what you're signing up for, you will appreciate the opportunity to prolong the pain in a variety of unlockable minigames and modified challenges, some of which are capable of crushing the soul of even the most hardened player. I'd still crown Super Meat Boy king of this genre, but thanks to inspired mechanics, variety-packed pacing, and satisfyingly steep challenges, Fenix Rage can proudly stand next to its protein-packed inspiration.


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Watch Assassin's Creed Unity's Deep Customization and Co-Op Mode in This New Trailer

Ubisoft has released a new Assassin's Creed Unity trailer which details the upcoming game's deep customization options and four-player co-op missions.

Unlike previous Assassin's Creed games where character progression was almost entirely linear, in Assassin's Creed Unity you'll be able to create your own assassin with unique combat, stealth, and navigation skills.

You can choose to upgrade your assassin's sneaking ability to better blend in with the crowd and improved Eagle Vision, or you could choose the melee play style where you focus on attacks that deal high damage. Picking specific gear and weapons will also change how you play. For example, wearing heavy armor will let you take more damage, but makes you less stealthy.

Players can take special skills into the co-op mode to help their team. Communal Sense allows players to share their Eagle Vision with other players, while Disguise allows a player and all his or her teammates to appear as citizens of Paris.

Creative Director Alex Amancio says that all co-op missions are open-ended and replayable, offering new loot every time.

Assassin's Creed Unity launches November 11 for Xbox One, PlayStation 4, and PC.

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Assassin's Creed Unity

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Metal Gear Franchise Comes to Mac for the First Time With Revengeance

Written By Kom Limpulnam on Jumat, 26 September 2014 | 21.50

Metal Gear Rising: Revengeance is now available on Mac, representing the franchise's debut for the Apple platform. Konami partnered with software enablement technology company TransGaming to bring the 2013 Metal Gear spinoff game to Mac.

Mac owners can buy Revengeance today for Mac through Steam. The game normally sells for $30, but you can pick it up at a 15-percent discount today for $25.49. The promotional price is good until September 30.

"Metal Gear has been a massive global success on myriad platforms and bringing the series to Mac was long overdue," Konami producer Yuji Korekado said in a statement. "Metal Gear Rising: Revengeance was a turning point in the series and is the ideal introduction for new Mac players."

Revengeance was originally released for Xbox 360 and PlayStation 3 in February 2013. A Windows PC version launched in January 2014. For more on the title, check out GameSpot's review.

Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain are also coming to PC. Though Konami has not announced when these versions will launch, the company has confirmed that Ground Zeroes will come first.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Metal Gear Rising: Revengeance

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Assassin's Creed Unity - Experience #2: Customization and Co-Op

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Europe Getting PS3, PS4 Far Cry 4 Bundles

On Friday, Sony of Europe announced a pair of new PlayStation hardware bundles centered around Ubisoft's upcoming open-world game Far Cry 4. Special-edition PlayStation 3 and PlayStation 4 bundles that come with free copies of the game will be available at launch in Europe when the game is released in November.

Currently, the bundles are confirmed for Europe only. We have reached out to Ubisoft, asking about plans for North America. We'll update this post with anything we hear back.

Not only have Ubisoft and Sony teamed up for these special-edition PlayStation consoles, but PlayStation fans are also getting an exclusive multiplayer sharing feature.

PS3 and PS4 Far Cry 4 players who have a PlayStation Plus subscription ($50/year) will be given ten invitations that they can send to PlayStation Network friends to play a free trial of the game's online co-op mode. No such feature has been announced for the Xbox 360 or Xbox One versions of the game.

Far Cry 4 launches November 18 for PS3, PS4, Xbox 360, Xbox One, and PC. We recently sat down with prolific voice actor Troy Baker, who voices Far Cry 4's main villain, Pagan Min, and interviewed him about the role and what it means to him. For more on Far Cry 4, check out GameSpot's previous coverage.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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In Wake of iPhone 6 "Bendgate," Apple Shows Off Its Testing Techniques

After a YouTube video showed that the new iPhone 6 Plus model could be bent by hand, Apple was quick to downplay the severity of the issue, saying only nine people have complained to the company about what is popularly referred to as "Bendgate."

But the company didn't stop there. Apple recently invited select members of the press to its secret testing labs to get a first-hand look at the process by which Apple tested the new phones before their record-breaking release last week.

Re/code and The Wall Street Journal were invited to Apple's testing facilities on the company's campus in Cupertino, California and have reported back with details. Pre-release testing for the iPhone 6 was described as "exhaustive" and it represented the most testing the company has ever done, Re/code reports.

There were five tests in particular that Apple revealed to reporters in response to "Bendgate." However, the company cautioned that the phones were actually tested in many other ways, but they didn't talk about them because they are not relevant to the "bending issue."

Per The Wall Street Journal, these tests included:

  • Three-point bending -- Putting pressure on the phones in varying degrees of force.
  • Pressure-point cycling -- These tests put "substantial" force across the iPhone's display and encasing.
  • Torsion testing -- In this test, Apple clamps the iPhone down at both ends and then twists it around 8,000 times.
  • Sit tests -- iPhones are put into real-world situations, including the phone sitting in a person's back pocket of tight jeans. Testers then sit down on the phone, on a hard surface, thousands of times and with the phone in multiple positions within the pocket.
  • Real-life user studies -- This part of the testing process includes Apple employees living with and using new iPhones at home to test durability and performance in the real world.

You can see some of these tests in action in the video above.

The iPhone 6 and iPhone 6 Plus launched a week ago today, and together sold more than 10 million devices--a record--during their first weekend on sale. Did you buy an iPhone 6? Are you liking it? Let us know in the comments below!

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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iPhone/iPod

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OlliOlli2 Revealed: Can Roll7 Repeat the Trick on PS4 and Vita?

Written By Kom Limpulnam on Kamis, 25 September 2014 | 21.50

London indie studio Roll7 has revealed OlliOlli2, the sequel to its finger-aching skateboarder that devoured the lives of perfectionists.

Much like the original, which was awarded GameSpot's Game of the Month in January, OlliOlli2 will begin as a console exclusive on PlayStation 4 and PS Vita.

After six months from release, the studio is free to port the game to other systems, including Xbox One and PC, which is perhaps a little surprising since Sony is funding the project.

"Sony insisted there should be a sequel," Roll7 director Simon Bennett tells me, "but they really haven't been pushy about what we do. As long as we're on PlayStation first, we're fine."

Roll7 has introduced a new ramping system in OlliOlli2, giving its five levels enhanced verticality

GameSpot was given a chance to play an early build of the 2D skater during a private demonstration at Roll7's Lewisham studio, and what is immediately noticeable is that the controls are as fantastic as ever; responsive, straightforward, and reliable enough to make the controller disappear and put players under its spell.

Along with a visual overhaul (which I'm not convinced is necessarily an improvement), OlliOlli2 introduces new tricks and, for the first time, a multiplayer mode.

"There are whole new ways we can challenge the player," Bennett adds.

Key to that broadened challenge is adding in manual tricks, which allow players to continue their combo chain after landing.

In the original OlliOlli, points scored from a trick would only register if the player landed safely, which required pressing 'X' the precise moment the board hits the ground. This meant that building a monster combo became a painful, relentless thrill, with the swelling score multiplier only adding to the pressure of landing correctly. Veterans of the game will recall exhilarating moments where more than a million points hinged on the split-second timing of one single landing.

In OlliOlli 2 the standards are still merciless, but this time players can pull left or right on the analogue stick to modify the landing into a manual, which means your hard-earned combo multiplier can continue even further, opening up the possibility of carrying epic, level-spanning combos.

OlliOlli2 is set in a fictional district called Olliwood

Another key addition is ramps. In a manner similar to the wonderful iPhone game Tiny Wings, your momentum heading into a ramp will equate to your height on departure (providing, of course, that your timing is perfect).

Though it may appear like a cosmetic addition, the ramping system allows for more verticality, meaning levels can split into different 'zones' stacked on top of each other. For those who recall the delight of scaling the high-rise scaffolding in Neon City in the first game, this addition could be particularly promising.

Roll 7 is adding five new levels to OlliOlli2, with the game themed on its alternative version of Tinsel Town, known as "Olliwood." Each level offers ten amateur and pro challenges, while the game's popular Daily Grind mode returns (giving players one chance each to play a certain level and tallying all the scores online). Roll7 also wants to match the standards of OlliOlli's laid-back soundtrack, again picking a group of unsigned, up-and-coming artists.

"As long as we're on PlayStation first, we're fine" -- Roll7 director Simon Bennett

There was no demonstration of the multiplayer mode, and I'm not entirely convinced by the pitch yet: It's a four-player split-screen score attack, where players chase each other to reach a certain number the quickest. Will that underlying pressure of performing harmoniously become even more intense when other players are competing too? I'm not sure, especially considering OlliOlli is at its best when absorbing the player into a Hai Krishna-like trance of "retry, retry, retry until it's mastered." Fighting through a string of messy tricks and misses might not be so thrilling, but if Roll7 has proven anything over the past year, it's that the studio knows how to pull off the most difficult tricks.

OlliOlli2 is expected to ship on Vita and PS4 in spring 2015. Take a closer look via the video above.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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OlliOlli2

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NBA 2K15 Trailer Flaunts 6,000 New Animations

2K Sports on Thursday released a new trailer for NBA 2K15 titled "Momentous," highlighting some of the game's premier players, including cover star Kevin Durant, LeBron James, Russell Westbrook, Tony Parker, Carmelo Anthony, and Derrick Rose, among others.

The trailer is set to A Tribe Called Quest's "Scenario," which is one of the songs on the game's Pharrell Williams-curated soundtrack. In addition, 2K Sports says NBA 2K15 features more than 6,000 new animations. How many can you count in the trailer above?

NBA 2K15 launches October 7 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Earlier in September, we learned that NBA 2K15 will feature real player voices and let you scan your face into the game.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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NBA 2K15

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BioShock Gets Price Drop for Mobile Version -- Is $11 the Sweet-Spot?

If you thought $15 was too steep a price for the iOS version of BioShock, you're in luck. Effective Thursday, 2K Games has cut the price to $11--a markdown of $4, or 26.67 percent. You can buy the game at the new price today from iTunes.

BioShock for iOS devices brings the "full experience" of the 2007 original game to mobile devices, and includes touch controls and Bluetooth game controller support. We got to try the game out last month with both control styles, and you can read our impressions here.

Overall, 2K describes BioShock for iOS is a "true AAA gaming experience." The game features Game Center support, and is compatible with iPad Air, iPad Mini 2, iPad 4, iPhone 5S, iPhone 5C, and the iPhone 5. It will not work on earlier devices.

The most recent entry in the core BioShock series was 2013's BioShock Infinite, which has shipped over 7 million copies to date. Its developer, Irrational Games, effectively closed down in February 2014, and future installments in the series will be developed by 2K Marin.

A BioShock Infinite Complete Edition is in the works, but no new titles have been announced. However, parent company Take-Two believes the BioShock series still has a lot of life left in it.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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BioShock

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The Evil Within Goes Gold Ahead of October Launch

Resident Evil creator Shinji Mikami's upcoming console and PC horror game, The Evil Within, has gone gold ahead of its release in October.

Publisher Bethesda announced the news today, saying it is "no easy feat" to launch a game across five platforms (Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PC) and around the world. But the game is one step closer now that development is finished.

The Evil Within was developed by Mikami and his team at Tango Gameworks, a wholly owned Bethesda subsidiary based in Japan. It launches October 14 in North America and Europe, October 16 in New Zealand and Australia, and on October 23 in Japan.

The game was originally pegged to launch in August before Bethesda delayed the game to late October--and then moved it up slightly to its new release date.

The Evil Within has been described by Mikami as a true return to the roots of the survival horror genre. For more, check out GameSpot's previous coverage of The Evil Within.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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The Evil Within

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Mischievous Orcs Take Over Shadow of Mordor Twitter Account

Written By Kom Limpulnam on Rabu, 24 September 2014 | 21.50

With the release of Lord of the Rings game Middle-earth: Shadow of Mordor now less than a week away, developer Monolith Productions is ramping up its marketing efforts for the game. Part of this effort includes an "Orc Takeover" of the game's Twitter account, which began yesterday and has provided some pretty hilarious quotes, which you can see below.

Shadow of Mordor launches September 30 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. In the game--which is set after The Hobbit and before The Lord of the Rings--you play as Talion, a Ranger with Wraith-like abilities.

One of the game's marquee features is the Nemesis system, which records your interactions with enemies so that foes will come back at you stronger and wiser than when you previously encountered them.

For more on Shadow of Mordor, check out GameSpot's previous coverage.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Middle-earth: Shadow of Mordor

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Sleeping Dogs Dev "Would Love" to Make a Sequel

United Front Games "would love" to make a sequel to its 2012 open-world crime drama Sleeping Dogs, the studio says. However, this isn't likely to happen anytime soon, as the company's current focus is on free-to-play PC game Triad Wars, which it officially unveiled yesterday.

"Right now we are totally focused on making Triad Wars as awesome as it could be," producer Justin Bullard said during a recent Reddit AMA. "But [we] would love to continue making games in the Sleeping Dogs universe." Asked directly if fans would ever see a true sequel to Sleeping Dogs, which was set in Hong Kong, Bullard added, "Nothing to share on that right now, but we will take every opportunity to explore this universe."

Sleeping Dogs was originally called True Crime: Hong Kong and was going to be published by Activision until the Call of Duty company dropped it in February 2011. Japanese Final Fantasy publisher Square Enix later acquired the franchise from Activision, rebranding it Sleeping Dogs. Though Square Enix has not announced a sales figure for the game, Sleeping Dogs was profitable for the publisher.

The game will see a second life in October when the Sleeping Dogs Definitive Edition is released for Xbox One, PlayStation 4, and PC. This version features better graphics than the original (1080p visuals on Xbox One and PS4), as well as 24 DLC packs.

Next up for United Front Games is Triad Wars, which is also set in Hong Kong, but not in the same universe as Sleeping Dogs. The game is currently confirmed for PC only, but the developer is optimistic that Triad Wars could someday be released on more platforms, potentially consoles like the Xbox One and PS4.

"Our hope is to get this game on everything," Bullard said. "We've spent a lot of time upgrading the engine and making tech improvements to ensure we are able to get it running on any platform. So while it's PC for now...stay tuned. We are starting out on PC but we may not stay there forever."

Also during the Reddit AMA, fans asked why United Front Games chose to make Triad Wars a free-to-play title. Bullard said this model fits the game "perfectly," going on to say that if United Front Games has done its job right, you won't ever have to pay to have fun.

"How we monetize is something we'll be testing and tuning based on what we learn in our beta tests," he said. "Our guiding principle is that you shouldn't ever have to pay in order to enjoy the game.

"We think this model fits Triad Wars perfectly," he added. "It wouldn't fit every game we make here at UFG, but Triad Wars offers a great mix of open world action, RPG mechanics, and strategic gameplay that line up well with the Free to Play model."

Triad Wars is scheduled to launch in early 2015. You can sign up for the game's closed beta today.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Sleeping Dogs

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New Titanfall DLC Hitting Xbox One, PC on Thursday

Titanfall's third expansion pack, IMC Rising, will arrive on Xbox One and PC on Thursday, September 25. The release date was revealed in a new trailer for the DLC that you can see above.

There is no word yet on when IMC Rising will be available for Xbox 360.

IMC Rising was announced at Gamescom in August. It includes three maps (Backwater, Zone 18, and Sandtrap), and follows previously released Titanfall expansions Frontier's Edge and Expedition.

IMC Rising is the third expansion included with the $25 Titanfall DLC pass. If you don't own the pass, you can buy expansions individually for $10. In addition to paid expansions, Respawn continues to support Titanfall with free stability/general improvement updates, while all non-map updates are also free.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Ori and the Blind Forest's New Trailer Is Spellbinding

Written By Kom Limpulnam on Selasa, 23 September 2014 | 21.50

Indie platform-adventure Ori and the Blind Forest is now just mere months away from its scheduled Q4 release, and Microsoft has showcased a new trailer which demonstrates why there are such high hopes for this title.

This ten-minute prologue video--shown for the first time at TGS 2014--exhibits the enchanting beauty of Ori's world, along with its impeccably animated characters.

The video also showcases the extent of the game's visual variety too, from its sun-kissed forestry, to the deep dark blues of dusk, to the bitter autumnal decay.

Ori and the Blind Forest is in development at Moon Studios, a collective of developers around the world working from their homes. Microsoft, which owns the studio, says the game is coming to PC and Xbox One this year. An Xbox 360 version will follow shortly afterwards.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Ori and the Blind Forest

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Destiny Queen's Wrath Live Reactions: Legendary Loot Aplenty!

Eyes up, Guardians. Rob Crossley here reporting from GameSpot's UK base of operations, relaying messages sent via our Destiny war correspondent Erick Tay.

Erick has bravely outfitted his Titan gear and set forth in Destiny to reveal key details about the Queen's Wrath--the latest update that adds new missions and rewards to Bungie's sci-fi epic.

Early on-site reports suggest that Queen's Wrath is going to be a particularly fruitful add-on, with Erick (known in-game as "Juicenjin"--say hi to him!) completing two separate missions and being rewarded with legendary loot on each!

We're a bit uneasy about saying that means each Queen's Wrath missions are guaranteed to provide legendary loot on completion, but the early signs are positive. As seen in the images below, Erick was awarded the Queen's Guard Helm and Queen's Guard Plate from his first two missions.

How to activate The Queen's Wrath

Here's how the new update unfolds--the bounty vendor in the Tower will now be offering out tasks specific to Queen's Wrath. Erick reports that two were Crucible based, two were kill-count based, and another couple were based on finding certain targets. All these are done on existing Destiny planets. Click on the thumbnails below for more details.

Once these were completed, a new Queen's Wrath mission icon appeared on the galaxy map. (We're not 100 percent certain the bounty activates the Queen's Wrath missions - but this was the experience for Erick).

It appears that these are not new missions, but instead remixes of campaign levels with a certain modifier in place, which only appear once you arrive at your destination. As you may expect, the difficulty of these missions can be particularly hard, with Erick encountering challenges suitable for Level 24 characters.

Meanwhile, the Queen's Emissary will now appear on the Tower, offering certain shaders, emblems, and at least three new weapons. (see in the video above.)

One thing we're still not certain of yet is the effect completing certain bounties has on the Queen's Wrath missions, other than unlocking them. However, these bounties do offer reputation towards the Queen's Wrath faction, which unlocks new rewards from the Emissary.

Erick's comms will be going dark momentarily, so we'll leave you with this final note: These remixed missions appear to be randomly selected. So, you could theoretically keep quitting them until the game selects one you found rather easy, giving you a more straightforward path to legendary loot.

Update: Erick has completed his third and forth missions, and was awarded with another two legendaries. You know what this means.

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Destiny

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Sleeping Dogs Dev Reveals PC Open-World Action Game Triad Wars

Just as the studio said it would, Sleeping Dogs developer United Front Games has revealed its next game. Triad Wars is a online open-world action-adventure game for PC set in Hong Kong.

In the game, due out in 2015 (sign up for the beta here), your goal is to "rise to power as a criminal kingpin of the Triad underworld." To do this, you'll need money, and you'll get that by establishing your turf with "lucrative, albeit questionable operations" through which you'll gain stacks of (dirty) money you can use to arm yourself against rival gangs.

Money alone won't be your saving grace in Triad Wars, however, as players will also take on shooting, driving, and melee missions. "In Hong Kong, the action never stops and your rivals aren't going down until you put them there," Triad Wars community manager James Baldwin writes on the game's website.

Overall, United Front Games stresses that you'll be able to play Triad Wars the way you want to.

"Whether you choose to excel in extortion, hacking, money laundering, stolen cars, or even just good ol' fashioned violence is strictly situational and will be representational of your playstyle. It's your city to claim, and how you do it is entirely up to you," Baldwin says.

United Front Games also expects that Triad Wars will grow and evolve over time, based on player feedback. In the video above, a developer says, "This thing's a living, breathing thing. It's just going to keep evolving. I'm excited to figure out what it's going to be in two years. It could be a completely different game, and that's really exciting."

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Sleeping Dogs

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FIFA 15 Review

Perhaps more than ever, this year's FIFA comes down to the little details. If you played last season's game, then the visuals, game modes, on-pitch action, and means of interaction will be immediately familiar. As a result, the learning curve in FIFA 15 is almost nonexistent. What's different is the degree of style and elegance with which everything is executed, giving the game a sense of refinement that was lacking last season. If last year's game was a skeleton of what FIFA wanted to achieve over the course of this console generation, then consider FIFA 15 the first layer of meat on top of that.

Nowhere is this more obvious than with goalkeepers, whose new animations make them instantly more lifelike in terms of both look and behavior. Their movements are more diverse, allowing skilful players to perform a range of spectacular gymnastics in an effort to keep the ball out of the goal. More importantly, their movements hint at a keeper's basic thought processes, which does a great deal to humanise keepers and shake that feeling of playing against a pre-programmed machine.

If you're on goal and one-on-one with a keeper, it's not uncommon to see him initially rush out from between the posts and attack, only to decide that it's a bad idea and hightail it back to his line. Similarly, running out from the goal to punch or catch the ball from a corner results in lots of backtracking when a keeper realizes that either a friendly defender or opposition attacker is going to get to it first.

While these actions create a seemingly dynamic environment in which players act and interact with each other in absence of your direct input, they have little effect on the outcome of a match. There's a slight improvement in a keeper's ability to save long strikes, but they still tend to concede the same percentage of shots as last season; the overall impact on gameplay has been balanced in such a way so as not to disrupt the established difficulty of netting a goal.

That's no bad thing, though. FIFA has done a good job over the last half decade of avoiding regular instances of scorelines that look as though they belong to basketball or American football. To change such a thing now would be to change the nature of an incredibly popular series. Having said that, it's now somewhat easier to score the kind of goals that you'd expect to see in an end-of-season highlight reel. Goalkeepers might be that much better at stopping long shots, but truly outrageous efforts seem to find the twine more often than you'd reasonably expect.

Once the final whistle is blown, that's what FIFA 15 does: it makes you feel like a star.

On a number of occasions I scored goals from the edge of the centre circle, the ball zooming straight into the top corner with the precision of a guided missile or a Maradona handball. Arjen Robben and Yaya Toure seem to be especially adept at executing this kind of extravagance, with even missed shots coming back into play following a fumble by the keeper.

The formation and ideology of the team you're playing against makes a significant difference to whether you can score those ridiculous shots, though. On higher difficulty settings, AI teams drastically change their approach depending on the circumstances. If you're playing as Manchester City in a Premier League game against a Burnley side struggling to avoid relegation, then you're going to face a strategy designed to limit your time and space on the ball. In instances such as this, it becomes extremely difficult to get the likes of Yaya Toure into a position from which he can launch a deadly long-range strike, with Burnley's central midfielders working hard to fill the gaps and limit your options.

Being aware of these differences in approach throughout the game is important, because teams frequently adapt to the scoreline and the clock. If you're a goal up in the last few minutes, rival managers often tell their players to push forward and grab that equalising goal. Should you not be ready for these changes, or fail to adapt to them, then it's easy to be caught out.

Team management menus have been reworked so you can make these kinds of changes more quickly and easily, with big, bold icons being the design order of the day. It's much easier to assign different instructions to individual players, which gives you more flexibility when it comes to specifying which attacking players you want to drop back, or whether you want your striker to run in behind the defense.

You can also switch between basic counter-attacking, long-ball, and possession based schemes at the press of a button. The kinds of options available are in no way as exhaustive as in the likes of Football Manager, but they at least provide a simple means of having your players move in a way that suits your favoured style.

The goal is not to make you feel like a football manager or a central defender grinding out a tough one goal victory on a bitter winter night. That would be too realistic, and not exciting enough.

In truth, FIFA is such a mainstream proposition that tactical options of great depth and complexity would be counter-productive to what the series is trying to achieve. The goal with FIFA 15, as with almost every other FIFA game, is to replicate the most interesting parts of what you see on TV, hence the ability to score goals of sublime lavishness. The goal is not to make you feel like a football manager or a central defender grinding out a tough one-goal victory on a bitter winter night. That would be too realistic, and not exciting enough.

The supremely popular FIFA Ultimate Team mode shares this highlight reel feel, with star players now available on short loan periods for those times when you can't afford to purchase them outright. Rather than grind out those tough early victories using your team of journeyman footballers, you can now just loan the likes of Lionel Messi and Zlatan Ibrahimovic, immediately making you feel like the manager of a credible team.

If you're not interested in spending the time and money to build up a quality Ultimate Team squad, you can dive into Tournament Mode returns, which makes a welcome return in FIFA 15. There are a huge amount of tournaments on offer, with major competitions such as the English FA Cup and German Deutscher Pokal rubbing shoulders with comparative minnows like Mexico's Apertura and Norway's Braathens Cup. Licensing restrictions means international tournaments, such as the World Cup, European Championship, and Copa America are missing, which is a shame.

Career continues to be the deepest mode, allowing you to take on a role as a player or a manager. As manager your job revolves around winning trophies and building a working team, while as a player you need only worry about performing well enough to cement your place as a first-team regular. If you played career in FIFA 14 then you'll know what to expect here, with improved presentation and scouting options being the only real changes to the working formula.

Increasingly, however, FIFA is all about online play, and it's there that the focus on big shots and attacking football comes into its own. Scoring a sublime goal is all the more satisfying against a real human player, especially if that person is a friend you can taunt afterwards. The new consoles' video sharing ability means you can also share the moment with everyone else that you know online, whether they're interested or not. After all, nothing makes you feel more like a star than sharing your game winning goals on your parents' Facebook page.

Once the final whistle is blown, that's what FIFA 15 does best: it makes you feel like a star. Goalkeepers may appear more skilful, but spectacular goals are frequent enough to make you believe that you're incredible at defeating them. Tactical options have just the right amount of depth to allow you to change the course of a game and call yourself a genius for doing so, but not so much that you're at risk of confusing yourself. Ultimate Team still requires you to grind (or pay real cash) to put together a top team, but loaning in great players lets you perform magic instantly.

Such an approach might not have an enormous amount of depth, but that's not so much of an issue for a series that sees one core release every year. If you're looking for football that is exciting, exaggerated, and immensely entertaining, FIFA 15 is the game to get.


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Moon Landing Conspiracy Theory 'Debunked' by Nvidia Tech

Written By Kom Limpulnam on Senin, 22 September 2014 | 21.50

Graphics card vendor Nvidia claims it can debunk one of the most common moon landing conspiracy theories thanks to its new lighting technology.

Photos of the Apollo 11 mission have been scrutinized by conspiracy theorists for decades, with skeptics claiming that the lighting on some of the pictures would not have been possible on Earth's moon.

This famous Apollo 11 photo has been scrutinised by conspiracy theorists for decades

One photo in particular, taken during the 1969 mission, shows astronaut Buzz Aldrin illuminated despite standing in the shadow of the Lunar module. For years, some have claimed this would not have been possible unless there was an additional light source--such as a studio light.

However, Nvidia has recreated the scene in Unreal Engine 4 and--using its global illumination technology--was successfully able to recreate the image with only the sun as a light source.

Global illumination is a new technology which calculates the reflection and spread of light from a range of factors such as material and light strength.

Nvidia's demo suggests that the sun's rays reflecting off the surface of the moon, and in particular Neil Armstrong's reflective white EVA suit, created enough light to illuminate Aldrin.

A video explaining its findings can be seen above.

The graphics card firm made the discovery to promote the new technology featured in its new GeForce GTX 980 and 970 graphics cards. GameSpot's review of the cards can be found here.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
NVIDIA
Gametech

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TGS 2014 Attendance Down Year-Over-Year, But Still Second-Highest Ever

Tokyo Game Show event organizers have announced that 251,832 people attended this year's recently concluded, four-day show. This is a year-over-year decrease, as 270,197 people attended the show in 2013.

On the bright side, this year's TGS attendance tally is the second-highest in the show's history. Attendance for the 2013 show was a record, jumping by close to 50,000 people compared to 2012's attendance of 223,753. You can see a TGS attendance chart below.

TGS organizers also have announced the venue and dates for next year's event. TGS 2015 will be held September 17-20 (Thursday through Sunday), 2015 at the Makuhari Messe convention center.

While TGS saw attendance fall this year, E3--which is an industry-only event--saw bigger crowds in 2014 compared to 2013. The number of people heading to Los Angeles in June for the show this year rose marginally to 48,900. Meanwhile, the summer's other big gaming show, Gamescom, drew a crowd of 335,000, which is down slightly from 340,000 people last year. Like TGS, Gamescom is open to the public.

TGS 2014 didn't have any bombshell announcements, but there were some notable highlights. Sony announced a Western release date for Bloodborne, Konami showed some new Metal Gear Solid V: The Phantom Pain footage and confirmed the game would launch in 2015, and we saw an epic Final Fantasy XV trailer and got news about a demo for the game.

For all of GameSpot's TGS 2014 news, be sure to check out our hub dedicated to the show.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
TGS 2014
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iPhone 6 Sales Reach a Record 10 Million In Three Days

Apple sold a record 10 million iPhone 6 and iPhone 6 Plus smartphones this weekend, the company announced today. The new phones went on sale on Friday, September 19.

The previous record-holder was the iPhone 5 line, which combined to sell 9 million devices during its launch weekend last year. Apple added that sales of the new iPhone 6 models could have been higher if the company was able to meet demand.

Strong performance out of the gate is not much of a surprise, given that the iPhone 6 broke preorder records for Apple, with more than 4 million preorders placed in under 24 hours.

The iPhone 6 and iPhone 6 Plus are now available in the United States, Australia, Canada, France, Germany, Hong Kong, Japan, Puerto Rico, Singapore, and the United Kingdom. The devices will launch in more than 20 additional countries on September 26, and will be available in a total of 115 countries by the end of 2014.

"Sales for iPhone 6 and iPhone 6 Plus exceeded our expectations for the launch weekend, and we couldn't be happier," Apple CEO Tim Cook said in a statement. "We would like to thank all of our customers for making this our best launch ever, shattering all previous sell-through records by a large margin. While our team managed the manufacturing ramp better than ever before, we could have sold many more iPhones with greater supply and we are working hard to fill orders as quickly as possible."

Apple says the iPhone 6 and iPhone 6 Plus represent the "biggest advancements in iPhone history." The standard model sports a 4.7-inch screen, while the Plus features a 5.5-inch screen; both are Retina HD displays. In addition, both iPhone 6 models run on Apple's proprietary A8 chip that promises "blazing fast performance." They also work with Apple Pay, the company's new payment option, and feature the iOS 8 update.

The iPhone 6 begins at $199 for a 16 GB model, while the Plus starts at $299 for a 16 GB model. Those prices are assuming you lock in for a two-year contract.

For more on the new iPhones, be sure to check out GameSpot sister site CNET's extended coverage of the smartphones.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
iPhone/iPod

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Bayonetta 2 Dev: Please Don't Post Spoilers

Wii U exclusive action game Bayonetta 2 launched this weekend in Japan, and some gamers have already completed the title and posted videos of their playthroughs.

But with the game's Western release still a month away, developer Platinum Games has reached out to fans to fans to ask them not to post spoilers online.

Creative producer J.P. Kellams writes on Twitter, "I know some people have watched streams of Bayonetta 2 and know the ending. As someone who worked on the game, please don't spoil it for others." He added, "If you want to spoil yourself with streams, I get that (but it is more fun to play), but don't post about what you saw until everyone plays.

Bayonetta 2 launches October 24 for Wii U in North America and Europe. It is a direct sequel to 2009's original Bayonetta, which was released for Xbox 360 and PlayStation 3. A copy of the original game is included with Bayonetta 2 for Wii U at no additional charge.

Bayonetta 2 is published by Nintendo, and is one of the titles the company is looking to this year as a means to help give the Wii U a sales jolt. Another high-profile Wii U release this year in Super Smash Bros., which could be released in November.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Bayonetta 2

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Destiny Gameplay Session Is Three Hours Long on Average, and Other Stats From Bungie

Written By Kom Limpulnam on Minggu, 21 September 2014 | 21.50

The review scores for Destiny may not be as high as developer Bungie might have liked, but the people who bought it sure are playing it a lot.

In a post to Bungie's official website, Community Manager David "DeeJ" Dague revealed that the average play session in Destiny is three hours hours on weekdays, and four hours on weekends.

Dague also repeated a statistic that Activision revealed earlier this week, which is that since launch, players have put in a combined 100 million hours into the game. Together, they played 137 million of the game's activities.

Though the corporation previously noted that it had already made more than $500 million from selling copies of the game to retailers and first parties, since release the game has made about $325 million from individual customer purchases.

"Destiny fans played more than 100 million hours of the game in the first week. That's on par with the engagement levels of our most popular Call of Duty games, which obviously is an industry leader," said Activision publishing executive Eric Hirshberg.

Developer Bungie continues to update its shared-world FPS. On Tuesday, it unlocked the first Raid mission for players on level 26 and above, while one day later it doubled the frequency of its Public Events.

For more on Destiny, be sure to check out GameSpot's review.

How much time did you put into Destiny so far? Let us know in the comments below.

Filed under:
Destiny

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The New Nintendo 3DS is Hot Stuff - TGS 2014

@ecurl143 first of all I feel the need to nit pick about that fact that 3DS doesn't have analogue sticks full stop, it uses an analogue pad (yes I know, pointless nit pick). Second is that the New 3DS does have a second analogue control...well sort of. The little rubbery looking nub you can see on it's right hand side is the extra pad.

Why they didn't elect to go for a full size pad I don't know, but it looks like it can do the job.


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Show Floor Tour Speedrun - TGS 2014

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GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!

Written By Kom Limpulnam on Sabtu, 20 September 2014 | 21.50

@homelessgamer

But now, there's no where left to hide

Since Jess pushed our love asiWe're out of out head

Hopelessly devoted to Jess

Hopelessly devoted to Jess

We know we are fools who are willing

To sit around and wait for you

Jess can't you see

There's just no getting over you

We're Hopelessly Devoted To You

Hopelessly Devoted To You

--Olivia Newton John (modified)

And for the rest of you, that song wasn't meant to be too serious, truthful, a compliment, but too serious.


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D4: Dark Dreams Don't Die Review

"Look for D," she says, and I giggle. Internet culture has ruined the fourth letter of the alphabet, and D4: Dark Dreams Don't Die is drowning in D-driven dialogue. "I must find D," he says, and I become a puerile manchild; every line becomes a double entendre, and I can barely contain my laughter.

Perhaps you don't know why nine-year-old me is so tickled; you've never heard the lewd interpretation of the letter D, and that's OK. I suspect that D4 creator Swery 65 didn't intend for his lines to take on such sexual meaning, so feel free to disregard the naughty undercurrent. But I also suspect that Swery would approve of my salacious laughter. D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too. Or, at least, as human as can be expected for a game in which a grown woman preens herself like a cat and sells you lollipops in the privacy of your own home.

Phillip appears to be high. And you might suspect the same of yourself while playing D4.

Ah yes--that woman is Amanda, and it's never clear whether she is (or was) a real feline, or even if D4 protagonist David Young sees her as everyone else does. She slinks around David's Massachusetts apartment, and swipes and hisses at him like a real cat might on occasion, perhaps due to his inconsistent Boston accent, which comes and goes more often than D4's connections to reality. I recommend cutting the man some slack, however: he lost his wife (and presumably his unborn child) to a violent murder stemming from ex-cop David's detective work, and his unwavering goal is not just to expose the murderer, but to alter the past in the hope of reuniting himself with the love of his life.

David's in a unique position to do so thanks to his ability to transcend time and space by inserting himself into the past, though it's best not to spend too much time parsing the specifics of David's skill: logic is a rare commodity in D4, though every event and possibility makes a certain kind of intuitive sense. It would be easy to dismiss the game for its apparent stupidity--this is a game that features a flamboyant (and seemingly gay) fashion designer who claims his mannequin to be his significant other, after all--but D4 is very smart about its stupidity. In cracking open one of the game's many magazine articles, I discovered a shrewd and self-aware essay on the insular nature of Japanese culture that compared Japanese social evolution to natural evolution on the island of Galapagos. I didn't expect such thoughtful commentary in a game whose gestures are so very big and loud, yet that commentary is a reminder that when you laugh, D4 is laughing with you.

You can change different characters' outfits, and even remove David's facial hair. That won't keep other characters from talking about your (nonexistent) beard, though.

Like the point-and-click adventures it harks back to, these first few chapters of this episodic game are primarily concerned with narrative, and they accordingly lift ideas from other games that share that inspiration. D4's connection to Myst manifests in the way you move from one pre-prescribed node to the next, rather than walk freely. From these locations, you can swivel in 90-degree arcs, or look slightly to the right or left, to view and interact with the people and objects around you. In other respects, D4 resembles Heavy Rain and Telltale's Walking Dead games, in which you perform timed button-presses and stick-wiggles (or arm-swipes and fist-bumps, if you prefer to interact with the game using Kinect, which you can do from beginning to end) that vaguely relate to the melodramatic action occurring on screen. L.A. Noire, too, is invoked in the way D4 has you examining environments and seeking clues to the mystery at hand, though you won't be exercising any ingenuity to decipher what you find: David follows the evidence to its proper conclusion once you collect it.

Like the games it sometimes mirrors, D4 is less concerned with specific interactions than with the events they accompany--and it's those events that make the QTE, that widely-hated embodiment of game-design sloth, so joyous in this context. A fistfight aboard a mid-flight jet is a pas de deux of pain in which David engages in ballroom dance with a frightened passenger, hits a baseball with a plastic limb, deafens his opponents by screaming through a megaphone, and dislodges a glass eye, all while cavalierly blowing bubbles. Mimicking these actions using the Kinect enhances the connection you feel with these preposterous moments, which makes it a shame there aren't more of them. Basic events like turning and touching aren't so compelling, even with motion controls, and for all its improvements, the second-generation Kinect still doesn't correctly react to every movement. There's no shame in using a gamepad; doing so makes the slower stretches more tolerable.

D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too.

D4 gets serious on occasion--and such moments work surprisingly well given the game's general lunacy.

There are enough of these stretches to make the game occasionally drag, though even the monotony has its own brand of D4 charm. A tall man wearing a surgical mask appears from time to time, ready to confuse you with cryptic comments and piercing stares while he menacingly plays with a knife and fork. He has little to say but uses a lot of words to say it--short words that he stretches into five-second phonetics until you're ready to scream "Just get on with it!" When not grinding to a halt, D4 occasionally enjoys engaging with stereotypes so exaggerated it's difficult to tell whether Swery intends to mock the people that perpetuate those stereotypes or the individuals that demonstrate them. Authorial intent aside, I wasn't always laughing. That aforementioned fashion guru, for instance, is a hyperactive vessel overflowing with every effete mannerism imaginable--and the stereotypically gay behaviors he doesn't personify are brushed onto a perpetually snide flight attendant.

D4's charm and cheekiness typically mask its discomforts, however. David's ex-partner Forrest Kayson (a carryover character from Deadly Premonition, though gussied up in a suit and facial hair here) is a Hoover on two legs, vacuuming up frankfurters four at a time. I cannot remember what the conversation was about; all I can recall is the gross and hysterical display of gluttony gone mad. Even when D4 goes wrong, it's difficult to stay mad at it. Depending on the order of the options you choose, you could respond to a query of 'What's wrong,' with a second 'What's wrong?'. Elsewhere, a quiz minigame (one of several small detours D4 provides) responds to a correct answer with dialogue assigned to a different and incorrect answer. Little errors abound, and in a game meant to immerse you, they might have been distracting or even game-ruining.

Click above for more D4: Dark Dreams Don't Die images.

D4 is not an adventure you get lost in, however, at least not in the way you get lost in Mass Effect or Red Dead Redemption. No--D4 is both the game you are playing and your cooperative partner. I was never not aware of its 'game-ness,' I was never swept away into its world, I was never not aware of the real world around me. I do not mean those statements, however, to serve as a criticism. On the contrary, D4 and I laughed together at its own absurdities. How could we not? The game gamifies its own mechanics, for heaven's sake, awarding you points for thoroughly examining your surroundings, and taking them away when you interact with people and objects. There are even online leaderboards that somehow rank you against other players, an absurd and unnecessary feature in an absurd game that doesn't benefit from it in any meaningful way. No, I believe D4 understands itself, and I understand it too. It speaks an unusual language, certainly, and I couldn't blame anyone for finding it nigh incomprehensible, or just plain barmy. But if you're foolhardy enough to buy what it's selling, then welcome to the D4 Appreciation Society. There are worse clubs to belong to.


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