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Dying Light Has a Special April Fools' Day Surprise Waiting for You

Written By Kom Limpulnam on Selasa, 31 Maret 2015 | 21.50

Dying Light has a special surprise for anyone who plays the open-world zombie game tomorrow, April 1, which is April Fools' Day. "Something unusual is going to happen in the world of Dying Light tomorrow that will radically change the game experience for one day only," developer Techland said.

A new batch of Antizin--the Dying Light in-game virus cure--has been "exposed to a foreign contaminant," Techland said in a statement. As a result, all players who pick up a supply drop containing the non-toxic chemical will experience a range of side-effects.

According to the video above, these side-effects include super-human strength, among other things. The side-effects are listed below; check out the video above to see them in action.

  • Uncontrollable fits of physical violence
  • Excessive strength and agression
  • Persistent muscle tension
  • Severely altered motor skills
  • Obsessive compulsive need to kick stuff

"All undelivered Antizin crates have been destroyed, and we would like to assure the survivors that untainted drops will resume as of April 2nd," Dying Light's fictional Global Relief Effort spokesperson Hudson Jenkins said. "We urge all the survivors to use extreme care when exhibiting symptoms of the contaminated Antizin injections."

Dying Light launched in January and is selling well, outpacing the mark of its predecessor, Dead Island. The game sold more than 3.2 million copies during its first 45 days on sale.

Following Dying Light's debut, Techland has launched a variety of free content and more, including additional weapons and outfits, as well as a Hard Mode. Going forward, Techland plans to release mod tools for the PC edition of Dying Light. The studio also pledged to actively support all versions of the game with more maps, modes, skills, quests, and "other original content" in the future.

For more on Dying Light, check out GameSpot's review.


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Story of Seasons Review

Farm work often builds more calluses than character. Baling hay and operating heavy machinery under the sun's stare isn't what I'd call fun, as even my few high school summers spent helping a farmstead to flourish had me pining for the comfort of a cubicle. It's wearisome work, but as Story of Seasons proves, it also has its grand rewards. Watching a field of seedlings transform to a sea of stalks—along with raising a calf to not only produce milk, but also show well in competition—can be worth the hours of tilling, watering, feeding, and grooming.

The fruit of your labor is yours to ripen, but it takes time and patience to see your farm in Story of Seasons—a Harvest Moon game in everything but name—progress beyond a small patch of unripe tomatoes. Tilling dirt, planting seeds, spreading fertilizer, keeping your animals happy and healthy—the list of chores is long (and yes, these are chores.) You won't gleefully rush to brush your two rabbits and water your spinach crop before the day's end, but you'll still push through these menial tasks for the good of the farm. The products that come from the processes drive you to action, and while these procedures are often tedious, the payoff of your hard work is too rich a bounty to resist.

He's just so happy!

When you're first planted into town, there's actually very little to do. As a new farmer looking to sell your goods and attract fresh business, your customizable character (who can be either male or female) has very few tools and tokens to work with. You're given a ramshackle dwelling stationed on an unkempt plot of land, as well as an assortment of equipment with rugged grips and dull edges. It's from this unremarkable cocoon you must emerge, and while the compulsion to create proper plots for crops and to tidy up this agricultural mess is strong, making any real progress takes time. Your first few weeks feel empty, and at times even aimless, since you don't have the means to accomplish much.

It's not just your budding flowers, fruits, and grains that determine the pace. It's your character's insufficient stamina that drives activity, and while cooking the various purchasable recipes and ordering an entrée at the local restaurant gives you a healthy boost of energy, the consistent burden of running out of juice is wearisome. Every swing of the axe, thrust of the hammer, or flick of the wrist as you water crops affects your stamina, and that's a nagging, momentum-killing issue early on. Without the proper funds or food (or if it's a Wednesday and the restaurant's closed), you can easily wind up with depleted strength before noon. After that, you're left to either socialize with your neighbors or sleep the day away to fully restore your energy. Story of Seasons' biggest flaw is its insistence on too literally conveying the world-weary axiom, "There just aren't enough hours in the day."

The fruit of your labor is yours to ripen, but it takes time and patience to see your farm in Story of Seasons progress beyond a small patch of unripe tomatoes.

You learn to work within these tight boundaries. After watering your crops and tending to your livestock Monday morning, maybe you'll spend the next three hours fishing—an activity easy on your stamina—with the hopes of nabbing a rare catch. If it rains on Tuesday and you don't need to manually water plants (an occurrence you'll cherish), you can spend the morning selling crops to the merchant visiting the market. From there, you can allot your waning hours of sunlight to chopping down trees to free up additional space for barns, or working the land for all those sweet potato seeds taking up space in your inventory. Once you discover valuable minerals like copper and purchase enough blueprints for new tools, though, the stamina restrictions loosen. By the time I crafted a gold brush and watering can, I was able to attend to almost every errand in a given day without depleting my food bank or splurging at the restaurant.

Unfortunately, digging up dirt and picking up stray branches isn't fun. In fact, gathering materials and making sure everything on your farm is in tip-top shape before you hit the hay can be an lifeless grind. But even after spending three in-game days doing little more than watering plants and milking cows whilst waiting for a merchant to come to town, the compulsion to continue expanding my empire was strong. After playing a marathon session and with every intention of putting the 3DS down, simply waking up to the pitter-patter of rain against my roof was enough to get me out of my virtual bed and back into the fields. Story of Seasons intelligently doles out new tasks and items that build upon its basic farming mechanics, so it's easy to just barrel through weeks at a time in anticipation for bigger and better results.

Time doesn't grow on trees, Elise!

The deliberately paced farm work coupled with the time between planting crops and seeing results only makes cashing in your trove of goods sweeter. A calendar tells which days of the week merchants come into town, and the more you sell, the more unique buyers visit the market. Different items are also in-demand during certain weeks and with particular buyers, so while you might have moaned and groaned as you slaved over dozens of different plants, selling an entire crop of chili peppers at above-market value can turn the whole game around. This sudden influx of cash allows you to lease new land, buy more cows, or even expand your house.

That's when Story of Seasons is at its best. After spending weeks digging through your couch cushions for enough loose change to simply feed your cows, finally selling your goods and using this influx of money to upgrade each aspect of your agricultural business is wonderfully satisfying. The subsidiary activities, such as fishing, decorating, and (eventually) mining for rare minerals can be entertaining on their own, but they all feed into Story of Seasons' primary goal—to build the biggest, best farm possible.

Every swing of the axe, thrust of the hammer, or flick of the wrist as you water crops affects your stamina.

Because of how single-minded you can become, it's difficult to find entertainment outside of the farm. Poking the townsfolk to hear repetitive dialogue is dull, and the planned events that range from cooking competitions to fashion shows feel more like roadblocks during your daily routine than novel ways to interact with your neighbors. Different events through each of the four seasons do well to break up the pace, but every moment you're not farming can feel like a waste of effort.

One nagging distraction is the frame rate, which noticeably dips as you travel from screen to screen. Story of Seasons isn't a visual powerhouse, even if the cartoony characters and vibrant colors of the different seasons are nice to look at. But as soon as you step into a patch of land littered with seeds and budding plants, the presentation stutters. It doesn't prevent you from completing any specific tasks, but the frame rate remains a consistent nuisance.

Even so, Story of Seasons is a wildly addictive, bizarrely rewarding adventure constrained by tight restrictions that only loosen after a significant time investment. The early pacing problems do well to bolster the sense of progression later in the game, and while the restrictive stamina system tempers the fun early on, the eventual payoff for all your hard work is enhanced by the early days spent toiling in the fields. There are blatant issues—some of which might keep you from advancing beyond the first season—but once Story of Seasons has its hooks in you, it's difficult to walk away from the farm.


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Nintendo Direct Coming Tomorrow, Promises Wii U and 3DS "Updates"

The next Nintendo Direct broadcast has been announced, and it's happening soon.

Tomorrow, April 1, Nintendo will hold its next special broadcast, this one promising "updates" about upcoming Wii U and 3DS games. Nintendo is holding the presentation on April Fools' Day, but promises that, "this Nintendo Direct is no joke!"

In addition to the unspecified "updates" about Wii U and 3DS games, Nintendo will conclude the broadcast with a "short" presentation featuring one of the company's spring 2015 games. The company didn't say which game this will be.

The April 1 Nintendo Direct briefing will begin at 3 PM PDT / 6 PM EDT. GameSpot will bring you all the news from the event as it's announced.

Nintendo has made major headlines of late. Earlier this month, the company announced plans to finally enter the smartphone market and even revealed its next platform, codenamed "NX." And just last week, Nintendo delayed The Legend of Zelda for Wii U out of 2015.

What are you hoping to see during the Nintendo Direct tomorrow? Let us know in the comments below!


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Just Cause Dev's Dinosaur-Hunting Game Available Now, Adds Eye-Tracking

The final version of The Hunter: Primal, a dinosaur-hunting game from Just Cause developer Avalanche Studios and its subsidiary Expansive Worlds, is now available for PC through Steam. The standalone, one-time purchase game launched previously as an Early Access title, but the finished version is available now for $24.

This special pricing is good through April 7, after which point the game will cost $30. Avalanche has also released a CGI launch trailer for Primal, which you can watch above.

New for the full release of Primal is the Quetzalcoatlus flying dinosaur, as well as additional weapons and a dynamic weather system that covers the game's entire 9.3 square mile map.

Developer Expansive Worlds has also added eye-tracking to Primal by way of a partnership with Tobii Tech and SteelSeries. Similar to how it works with Assassin's Creed Rogue, Primal's eye-tracking allows players to orient the game camera based on where the they are actually looking.

Of course, players will need a SteelSeries Sentry ($200) with Tobii eye-tracking support to take advantage of the new feature.

Primal is a spinoff from the main Hunter game, a free-to-play title for PC supported by microtransactions. That game recently introduced a new expansion that lets players hunt kangaroos in Australia.

For a closer look at Primal, check out some images in the gallery below.


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Halo 5 Will Deliver Epic "Scope and Scale and Drama"

Written By Kom Limpulnam on Senin, 30 Maret 2015 | 21.50

Following the release of two new Halo 5: Guardians trailers last night that offered cryptic story details and confirmed an October 27 release date for the Xbox One game, Microsoft has now offered even more information about the game by way of a new statement from 343 Industries studio head Bonnie Ross.

In it, Ross hypes Halo 5 by saying it will deliver epic "scope and scale and drama," while also teasing that the game will make players question everything they think they know about the Halo universe.

"We wanted Halo 5: Guardians to be the game that pays off the epic promise of the Halo universe in scope and scale and drama," Ross said. "We want to amaze players with the sheer size of the worlds and battles they'll experience, even as they question everything they thought they knew about its heroes, marvels, and mysteries."

Ross added that Microsoft's newly launched "Hunt the Truth" marketing campaign for Halo 5 is "only the beginning." She went on to say that Microsoft will deliver more details about Halo 5 during E3 in June.

Halo fans will want to watch the new Halo 5 trailers, as they offer new insight into the mysterious relationship between Master Chief and Agent Locke. "Who is the hunter and who is the hunted?" is the central question being asked by both new videos.

Microsoft has also released a handful of new stills from the Halo 5 live-action trailers. See them all in the gallery below.

It has been confirmed that Agent Locke would be a playable character in Halo 5, and that Cortana will make an appearance in the game. Halo 5 is in development at 343 Industries exclusively for Xbox One. Producer Josh Holmes recently confirmed that the game will use dedicated servers for all multiplayer, including custom games.


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Gorgeous Racing Game Project Cars Getting Free DLC Every Month

Upcoming racing game Project Cars, which was recently delayed for a third time and is now due in mid-May across console and PC, will introduce free DLC every month after its release, developer Slightly Mad Studios has announced.

The first of the free cars is the Lykan Hypersport (above), which is a blistering fast vehicle that can reach 62mph in just 2.8 seconds. It has a top speed of 245mph and is somewhat futuristic, as it comes with a holographic dashboard display.

The Lykan Hypersport is also one of the cars featured in this week's new racing-action movie Furious 7.

"We are immensely pleased to have this awesome machine in the game and to give fans the chance to get behind the wheel of a truly amazing vehicle," Project Cars creative director Andy Tudor said in a statement. "The Lykan Hypersport represents the first of a series of free cars we'll be giving away every month as a thank you to our fans for being so patient for the launch of the game."

Details regarding the full Project Cars free DLC release schedule will come later, Tudor said.

After its third delay, the hyper-realistic racing sim is now expected to ship in "mid-May" on PlayStation 4, Xbox One, and PC. A Wii U version is also in development.

Project Cars was originally scheduled to launch in November 2014, though a month before release that date was pushed to March 2015. Then, weeks ahead of its postponed launch, the game was pushed back again, that time to April. Publisher Namco Bandai said the latest postponement was necessary to ensure that the final build matches fan expectations. You can read a full statement from the developer about the delay here.

Click through the thumbnails below to see the latest Project Cars images.


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Mortal Kombat X - Bone Crunching X-Rays

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Orcs and Uprisings in Might & Magic Heroes VII

Few computer game series have such a storied history. Might & Magic has been many things and taken many forms, but it is in Heroes of Might & Magic that the franchise's spirit glows brightest. The third Heroes game is still considered one of the giants of strategy classics, so it was only natural that it be given a high-definition update--and even more natural that publisher Ubisoft would ride the wave of nostalgia by delivering another entry. Might & Magic Heroes VII is at the top of this wave's crest, a wave that purposefully washes away Might & Magic Heroes VI, which was not met with unbridled enthusiasm by longtime players rightfully exalting Heroes III as the height of the series.

I've now spent almost four hours playing Might & Magic Heroes VII over the course of two visits to Ubisoft's San Francisco office, and while it's difficult to say whether the game will inspire hundreds of hours of exploration and strategizing in the way Heroes III did, I appreciate its ability to suck me in. I'm generally delighted by this brand of fantasy in any case, and Heroes VII has that blue-and-gold sheen that brings to mind all manner of arcane spells and barbarous beasts. In the first of three maps I explore, harpies are trapped in a magical prison whose boundaries pulse and glow. Cyan crystals and impossibly lush green grass provide a striking contrast to the browns and yellows of the cliffs and countryside. And through it all, pompous music pumps up the drama, much of it recalling early Tchaikovsky, vibrating with sonorous French horns and elegant strings. Heroes VII wants you to know that it is the highest of high fantasy from the moment you start playing.

The initial map is focused primarily on story. There is no castle to maintain here, only a single orc hero named Imani, who has diverted from her brother's orders and seeks alliances with other factions that may greatly bolster the army. Heroes VII is focused not just on Imani, but on the Stronghold faction, which is made up of three different orc nations. This story centers on the tribes of the Sahaar, which--as you may guess from the name--a vast desert. In any case, Imani was the hero I controlled in this first map, where I have only a few weeks of in-game time to convince harpies, centaurs, and other races to come to my aid. Unsurprisingly, none of the faction leaders is willing to do it just because I ask nicely in my broken, verbless English. They need favors done; If I am unwilling to scratch their backs, they will not scratch mine.

So I gallop about the kingdom, each turn giving me a certain number of movement points to spend in Heroes tradition. I gather wood and gold as I gradually uncover the fog of war, and eventually approach a blackfang vendor who agrees to reveal the area around its towers--for a price, of course. Remember that magical prison? The only way to earn the harpies' trust is to free them from the wizards, who, as the harpies tell it, often come to laugh and scoff at the creatures' misfortune. However, the prison's anchors are guarded, and I must destroy the beastly sentries protecting them before I can grant the harpies their wish.

This is the first of many combat encounters to come, but the flaming salamanders I face in the current turn-based battle are easily dealt with. Imani stands behind the battle grid, waiting for me to issue a standard attack order or perform the one spell available to me, which heals targets over time. On the grid, I move orcish dagger-throwers and soldiers forward, each visible individual representing a larger number of units. Suffering attacks means not just taking damage, but losing those numbers until the entire unit is destroyed. The salamanders are soon toast, but subsequent battles introduce me to new opponents, as well as to new units I can hire for myself. The lizardlike basilisk might be my favorite of these, given the massive amount of damage it does not just during attack, but when retaliating against djinn and genies mounted on hovering magic carpets. It's most effective when I flank my adversaries, which is a new element Heroes VII introduces.

The adventure sees me completing the necessary actions until my army is made up of griffins, harpies, centaur archers, elemental golems, and a number of other fiends. The enemy hero has been aggressive, attacking me twice during my travels--and one of those times introducing a game-killing bug that auto-initiates the end of turns before I can ever move from my position. But success is at hand: it is time to face the beastmen army that has branded me as a traitor. What a gorgeous battlefield this is, with a waterfall in the background, and surrounding us with shining blue-and-white architecture. I win not just with might but with magic; my most valuable unit is a flaming elemental that flings fire all the way across the map, though I have to give my centaurs some of the credit. Alas, it is too late. The battle may be won, but Imani's brother Jengo has already proceeded to battle, leading his troops to sure death before Imani and her alliance can supplement his army.

I don't have enough time to see either of the remaining two maps to their conclusions, sadly. The second map keeps me in Imani's substantial shoes, and puts me in control of a keep for the first time. One way to recruit troops to your heroes' armies is to bribe them rather than fight them, though the stronger the opposition, the less likely they are to offer their services. But this map is populated by orc squadrons willing to join me if I perform a particular rite at a nearby burial ground. And of course, I can recruit units at my castle, to which I return several times to build upgrades that give me access to new units and magic spells.

The best element to this map is the navigation itself. In addition to rally flags and other objects that offer me passive bonuses and resources, I discover portals that transport me to other parts of the Sahaar desert. Fully exploring the map means repairing bridges and teleporting to and fro. Yet sometimes, the shiny things beckon: there are new weapons and pieces of armor that I can retrieve and equip--but only if I fight the creatures guarding them. With each successful fight comes experience, and soon I have spent multiple skill points, most of them offering passive bonuses, such as removing morale penalties when employing units from other races. The skill wheel is incredibly simple to use; There is no mystery in finding and employing the right benefit when the time comes to level up.

The second adventure comes to an end when I face an army that blocks a bridge I desperately need to cross. My opponent and I wipe each other clean, leaving my remaining orc archer to fend for himself against murderous soldiers. I am ready to say goodbye to Imani, frankly, so it's fortunate that the third map gives me two Haven heroes to send out into the world. (The Haven and Stronghold are two of six factions in total; the other four are Sylvan, Academy, Necropolis, and Dungeon.) The two heroes at my disposal are Orna and Edric, who represent a split of might and magic: Orna has numerous spells already available in her spellbook, while Edric clearly prefers might, and currently employs no spells.

I don't get too much time to engage in battle, but I enjoy alternating turns, as it allows me to see new battlefields and employ different kinds of strategies. Orna's spells make her my favorite in combat. I always have the option to auto-resolve battle, but it's always satisfying to watch her summon fire from the sky and rain it on the skeletons and wolves charging from the other end of the square-based grid. After a while, I purchase a war machine for her--in this case, a catapult that automatically launches a projectile at a nearby unit. Edric, in the meanwhile, finds himself in trouble after I get too aggressive, and even his wolves are left to the buzzards. I busily collect wood and gold when it comes time to control Edric, while I throw Orna into every encounter I can that won't result in slaughter. But before I can see how my strategy plays out, it's time to leave, and I can only surmise what might happen on these cracked plateaus.

I never got to experiment with Heroes VII's proposed cover system, which I am told exists, but I don't think ever came into play during my time with it. (Indeed, my centaurs' arrows sailed directly through the rocks that you would think should block their path.) But flanking bonuses are clearly vital, and I suspect many battles will be won or lost this way. Otherwise, my time with Might & Magic Heroes VII scratched that same itch the series always has, and with luck, the full game will be just as enchanting when it releases to the wild sometime later this year.


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