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Assassin's Creed IV: Black Flag - World Premiere Trailer

Written By Kom Limpulnam on Senin, 04 Maret 2013 | 21.50

But that's just some arbitrary objective you gave yourself, that's not necessary to beat the games.

I was talking about how the parcouring is just holding a button, wether it's climbing rooftops or jumping from pole to pole there's never any real danger of falling, misguiding your jump, losing balance or grip etc.

And how the fighting is basically a QTE, pres button to counter and the 10 soldiers surrounding you are dead (with chain attacks since AC BH)

And how ranged weapons never miss

And how you're overpowered with  your weaponarsenal, recruits, a giant health bar that regenerates at zero healt, a dozen of healthpotions ... it's almost impossible to die in these games

And how the guards are still incredibely stupid, and with all the options the game gives you the stealth is no challenge either.

I like AC games for their concept but I've been wanting them to change drastically for a while now. Platform-jumping, hack-and-slach combat system, free-aiming ranged weapons and an overall increase in difficulty...any of these features would make these games worth their money, now they're just cinematic experiences with a freeroaming option. But I doubt the devs will ever do anything about that as the games provide huge sales as they are now.

just my opinion...


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Assassin's Creed IV: Black Flag - Edward Kenway Trailer

I hope this game is more like AC1 when it comes to actually assassinating the target, I want more freedom when it comes to killing major characters in the game, not do some shittty chase and then watch the assassination, like I was not even that character at all (connor)


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Assassin's Creed IV: Black Flag Screens

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Assassin's Creed IV: Black Flag to get exclusive PS4 features

Assassin's Creed IV: Black Flag will be getting exclusive features for the PlayStation 4, Ubisoft has announced.

Speaking to GameSpot at the game's reveal event in London, creative director Jean Guesdon said that the PlayStation 4 version of the game would be essentially "the same game" as its PlayStation 3 and Xbox 360 counterparts, "but we will also use some other features that we will talk more about later during the year."

A Ubisoft representative confirmed that the studio is looking into utilising the PlayStation 4's new controller, which features a touch pad on the front.

Ubisoft has already revealed that the PlayStation 3 version of Assassin's Creed IV will contain 60 minutes of exclusive content. This content will also be made available for the PlayStation 4 version.

Sony officially unveiled the PlayStation 4 in February, and Microsoft is rumoured to be announcing the Xbox 720 in April. Ubisoft has said Assassin's Creed IV will be coming to "next-generation platforms."

Even without the additional features, Guesdon says the PlayStation 4 version of the game will be the best version to play. "You can imagine that we will use [the PlayStation 4's] full capacity and the potential of the console. Just graphically speaking it will be really enhanced. Just think about the lighting, the physics, the ocean simulation that will be experienced."

Summing up the PS4 version of Assassin's Creed IV: Black Flag as "better looking, better simulation, and some more features."

Assassin's Creed IV: Black Flag is set across the Carribean in 1715 and stars a new protagonist, British privateer-turned-pirate Edward Kenway. Speaking about the team's decision to switch to a new protagonist, Guesdon said "Edward almost came naturally. We just wanted that brash young rebel that would totally fit into the pirate era."

When asked if Edward Kenway was an attempt to recreate fan-favourite character Ezio Auditore, Guesdon said "I think we all liked Ezio. But we're not trying to redo Ezio, right. We're doing Assassin's Creed IV: Black Flag. This is not AC2, this is not Brotherhood."

Assassin's Creed IV: Black Flag will be released this October. For more information on the game, check out GameSpot's preview.


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Assassin's Creed IV: Black Flag trailer surfaces

Written By Kom Limpulnam on Minggu, 03 Maret 2013 | 21.50

[UPDATE] Ubisoft stealth-action game due October 29 for current- and next-gen consoles; Edward Kenway confirmed as protagonist; video has since been pulled.

[UPDATE] Following the publication of this story, the Assassin's Creed IV: Black Flag trailer was taken down.

The original story follows below

The first trailer for Assassin's Creed IV: Black Flag has emerged. The video comes by way of the GamesRadar YouTube channel and is embedded below.

The trailer confirms that Edward Kenway is the game's protagonist and that its release date is October 29 for Xbox 360, PlayStation 3, PlayStation 4, Wii U, PC, and other next-gen platforms. This information leaked yesterday.

Notably, the Assassin's Creed IV: Black Flag trailer does not contain any in-game footage. For more on Assassin's Creed IV: Black Flag, check out GameSpot's previous coverage.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Infinity Ward developing for Valve-backed Piston PC?

Call of Duty developer posts image of specially branded tech, suggesting studio is working with the grapefruit-sized PC.

Call of Duty studio Infinity Ward may be developing for the Valve-backed Piston mini-PC from Xi3.

The developer has posted an image of what appears to be an Infinity Ward-branded Piston to its Facebook page along with a caption that simply reads "game development."

Infinity Ward posted a similar image to its Twitter account, writing "What's this?"

An Activision representative was not immediately available to comment.

Xi3 announced the modular, grapefruit-sized computer designed around Steam's TV-focused Big Picture mode during the Consumer Electronics Show in January. Valve itself at the time announced that it had invested an undisclosed amount in Xi3.

As for the Activision-owned Infinity Ward, the developer recently moved into a new office space and has no announced projects. Last month, Activision revealed that a new Call of Duty game will release in 2013. Executives do not expect this game be as commercially successful as immediate predecessor Black Ops II.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Saints Row publisher teases 'huge' news for PAX East

New franchise owner Deep Silver suggests major announcement scheduled for event later this month.

Saints Row publisher Deep Silver, which acquired the franchise from THQ for $22.3 million in January, has teased "huge" news for this month's PAX East.

"Dear media: You're going to want to be at PAX East this year," tweeted Deep Silver marketing manager Aubrey Norris. "If not, you're going to be missing out on something HUGE. Just FYI!"

No further details were divulged. One major game in development at Deep Silver is Saints Row 4, which was announced in 2011 as a title that would be "wilder" than Saints Row: The Third.

Deep Silver is not the only publisher planning big news for PAX East, as Capcom will announce two new titles during the industry event. PAX East is slated for March 22-24 in Boston, Mass. GameSpot will be in attendance.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Assassin's Creed IV: Black Flag release date and next-gen versions spotted in Ubisoft leak

Written By Kom Limpulnam on Jumat, 01 Maret 2013 | 21.50

Assassin's Creed IV: Black Flag will be coming to 'next-gen' platforms and will be released on October 29, 2013, according to a hastily-edited Ubisoft product page for the game.

An administrative bungle saw Ubisoft publish the information on the countdown site for the game's reveal, which is set for Monday. The information has since been removed, but was spotted and uploaded by Gaming Everything.

"Pre-order now to get collectible Todd McFarlane poster," adds Ubisoft's site.

Yesterday, after a string of previous leaks, Ubisoft released the game's box art and revealed that PlayStation 3 owners will be getting 60 minutes of exclusive content.

While the site mentions next-gen platforms, right now the game has only been confirmed for Xbox 360, PlayStation 3, PC, and Wii U.

It is widely believed that Assassin's Creed IV: Black Flag will be set across the Caribbean in 1715 and star piratey privateer Edward Kenway, grandfather of Assassin's Creed III protagonist Connor.

GameSpot will be posting more information about the game on Monday March 4 at 17:00GMT/09:00 PST.


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Metro: Last Light gets May release date

FPS was originally due to be coming out in March; publisher Deep Silver promises extra time will be spent improving game.

Apocalyptic first-person shooter sequel Metro: Last Light will be released in Europe on May 17, the game's new publisher Deep Silver has announced.

Metro: Last Light will see its United States release three days earlier on May 14. The game will be coming out on PC, Xbox 360, and PlayStation 3.

The game, a sequel to 2010's Metro 2033, was originally set to be released in March by now-defunct published THQ. Deep Silver acquired the rights to the game earlier this month for a reported $5.9 million.

Koch Media CEO Dr. Klemens Kundratitz said developer 4A Games will use the extra time to make additional improvements to the game. "We won't leave that time unexploited and will work closely together with 4A Games to make the game even better. It will receive all the attention it deserves."

For more information on Metro: Last Light, check out GameSpot's previous coverage.

Martin Gaston
By Martin Gaston, News Editor

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


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Defiance and the challenges of transmedia storytelling

Written By Kom Limpulnam on Kamis, 28 Februari 2013 | 21.50

We speak to Syfy's Mark Stern and Trion Worlds' Nicholas Beliaeff about the upcoming MMO shooter and the accompanying TV series.

On April 2, Rift developer Trion Worlds will launch a new project five years in the making, an open world, multiplatform MMO shooter developed alongside a global television series on US network Syfy.

Defiance is set in the San Francisco Bay Area in a futuristic time period where Earth been dramatically changed by alien terraforming. The TV series will take place in St Louis.

The open-world online title will launch on Xbox 360, PlayStation 3, and PC on April 2, while the accompanying Defiance TV show, which will change its storyline based on the game, will debut on April 15 on Syfy.

We caught up with Defiance creators Mark Stern, president of original programming at Syfy, and Nick Beliaeff, vice president of production at Trion Worlds, at the 2013 DICE Summit to talk about the challenges of transmedia storytelling and giving audiences an altogether different kind of experience.

This idea of doing a game and a TV show at the same time, and having one feed off the other: what's the benefit of this kind of partnership? Is this how all content will be consumed in the future?

Mark: I guess the benefit is bringing in a new audience for each of our respective platforms. So we get the gaming audience, and Nick gets the television audience. It's also about extending a mythology and watching it evolve organically between platforms.

What did you learn from each other and each other's medium in the process of making Defiance?

Nick: I don't think we would have done Defiance if we weren't working with Mark and Syfy. Once they began filming the pilot for the series, just seeing the images of the world really hit home, and at that point in time, we did not have an in-game cinematic engine to be able to do cut-scenes. But once we saw how great everything looked on screen, we decided we needed cut-scenes in the game, and it inspired us to develop the technology to allow us to do that. So we ended up with over 120 movies because of that. There's a way the show communicates with its audience; for us, it's a powerful mechanism that we wanted to replicate. We hired people we didn't plan on hiring, and we built technology we had no plans of building, but in the end we have a better game because of it.

Mark: For Syfy, it's been good to learn a whole different process of working in another creative discipline. I think people assume that television is easy, especially genre television, and I think I had some of the same misconceptions about games. It's just pixels--how hard can it be? But I really got schooled on exactly what goes into making a game, and Trion proved me wrong.

How much collaboration was there between Trion and Syfy? Where did it all start?

Nick: We didn't work in the same space, but we never shut the communication off. A few times, we let it go astray and when we checked back in, it was clear we had each gone off in a different direction, so we had to go back to the start.

But by the time Mark and his team got to the point of writing episodes, they were exposing us to the scripts and engaged us in conversations about what was happening, which was necessary to make sure we were on the same page.

Mark: When we first came up with the idea, we had a huge conversation to work out the mythology of Defiance, the rules of the world, the characters, and so on. Then each team went away and built their stuff; we were working on the pilot episode for years while Trion was working on the game. We'd have periodic check-ins, but it wasn't really until the last 18 months that things really ramped up and we started working more and more in tandem.

Nick: No one was prepared for this way of working because it hadn't really been done before. If you look at all the development we'd done with Syfy up to that point, it was really a handful of people on Mark's side, but we were growing our core team from 10, 15 people to 50 and then to 100, and so the majority of the stuff that you could actually see and play was all happening at our end for a really long time. So we were feeling a little bit like we were in the leadership seat.

And then we saw the first daily and thought, "Shit, this just got real". And then Mark and his team were blazing ahead, and we had to play catch-up. Each team was motivated by what the other was doing.

So who came up with the idea for Defiance first?

Nick: The idea of having a game and a show that would interact with each other started with Syfy. We had this relationship with them through our corporate parents, so it was natural to be introduced to one another and scope out if it could be a working relationship. When we were developing concepts, we took in a lot of the initial world-building and pitched it back to them, and we ended up with Defiance.

What's the pay-off for the audience with this kind of transmedia project? What do they get out of it?

Nick: It's a completely different approach. Both the game and the television show will move together. As a game developer, we want the benefit of a tie-in with this top-notch TV show, where it can bring in a new audience for us and give the people that play our game an added element.

Mark: The gaming audience is an untapped market for us. That's a hard demo for us to tap into, and with Defiance, we found a way in. The good thing is that both game and TV show operate separately, as well as together, so as a consumer, you can live in one world or the other, or both.

Nick: There's also the creative challenge of attempting this kind of project. We both want our respective projects to do well--it's important that we make a good game and that Mark and his team make a good show--but we also want to see if this will work on a larger scale and what will come of that. We're interested to see how audiences will react.

How will the game and television show feed into each other over time?

Mark: We'll send characters from the series into the game world and have all sorts of crossovers of big events, and some subtle ones, too. So for example, audiences may be introduced to a character with his or her personality in the game, and then see them later in the show and already know their motivations, etc. Or there might be a character in the show with a small episode ark that later moves into the game and has a bigger part to play.

Nick: And then comes back to the show.

Mark: But the whole thing is timed. So we know the show's schedule. It's not like the episode ends at 9:05 p.m. and at 9:06 p.m. the game reacts. It's a North American and European simultaneous launch, so there's a time shift. So some things are rubber-banding, but other things, like bigger story arcs, which will play out in the show and players will have a week to catch up before the game reacts.

Can you tell us a bit more about the game, and how the gameplay will work?

Nick: It's very broad in terms of what you can do. There's a mission arc that takes the player through the season one story; but there are also a bunch of side missions, which are optional; different levels of content; heaps and heaps of co-op missions; challenges that you stumble upon; mini-games; and so on. There will be thousands of players in this open world. We also have specific co-op maps and special rewards for people who watch the show and play the game.

Mark: Yeah, like for example, one episode of the show deals with a particular enemy type, and anyone who watches that episode will immediately know how to defeat that enemy type when it appears in the game a week later.

What are your expectations with Defiance? Are you leading the way towards a new type of format and breaking new ground?

Nick: We're definitely breaking new ground. We've gone through this five year journey to make Defiance, and I don't think this is something that everyone can do. You really have to be dedicated. To have two different companies work together towards the same goals…well, that's not normal business.

I think we're doing something neat, and I hope we open the door for other people to do similar sort of things, but I don't think this is going to become a model by which everyone will work in the industry because you have to have the will to do it.

There's definitely a move towards more multiplatform, multi-screen games, and even in television, audiences are demanding more and more interactive content. So there definitely seems to be potential for more of this stuff in the future.

Nick: Exactly. And even if people don't necessarily follow our example step-by-step, they can at least take a step back and look at what we did, and examine how their way of doing business might allow them to do a similar thing. Change is good, and it's going to lead to a better way of doing things in the game industry.

Mark: Hopefully Defiance and everything we've built around it will become an inspirational tale, rather than a cautionary one.


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