Diberdayakan oleh Blogger.

Popular Posts Today

FIFA and Battlefield are EA's most profitable franchises

Written By Kom Limpulnam on Rabu, 31 Oktober 2012 | 15.06

EA has revealed that its digital revenue has grown by 40 percent in its second fiscal quarter since the same period last year, thanks in large part to the content downloads offered for FIFA 13, Madden NFL 13, and Battlefield 3.

This week, the publisher posted its preliminary financial results for the second fiscal quarter ending September 30, 2012, in which EA president Frank Gibeau highlighted the company's strong digital growth and pointed to FIFA and Battlefield as EA's most profitable franchises.

"On the strength of our digital extensions, FIFA and Battlefield are the two biggest revenue events in our company's history," Gibeau said. "Both are well on their way to becoming billion dollar annual franchises."

The publisher also praised the performance of its sports titles, with EA CFO Blake Jorgensen revealing that the company is forecasting an annual growth of at least 25 percent with net revenues expected to reach approximately $4 billion by March 31, 2013.

According to the report, FIFA 13 and Madden NFL 13 debuted as the two top-selling titles in September in the West. In its first four weeks, FIFA 13 sold 7.4 million units, excluding mobile downloads, a number that EA said makes the title "the biggest sports launch of all time." FIFA's digital revenue also generated over $115 million in the first half of fiscal 2013, including FIFA Online 2 and FIFA World Class Soccer.

EA's Battlefield 3 Premium service has sold over 2 million subscriptions to date, according to the publisher, and in the mobile space, The Simpsons: Tapped Out has reportedly become the top-grossing iOS game for the past four weeks, logging 2.8 million daily active users.

Other parts of the report revealed that EA's games and services for mobile have generated a 60 percent year-over-year increase in digital net revenue, while EA's Origin platform has registered over 30 million users, including 13 million mobile users. EA also revealed that Origin has signed agreements with 71 independent developers.


15.06 | 0 komentar | Read More

Halo 4 devs speak out against sexism

Halo 4 executive producer Kiki Wolfkill and 343 Industries head Bonnie Ross have denounced sexist behavior on Xbox Live, revealing that Microsoft does its best to monitor and ban players who abuse others over the network.

Speaking to GameSpot, Ross and Wolfkill said there is zero tolerance for Xbox Live players who are found to be making sexist or discriminatory comments against others, with a lifetime ban from the network as penalty.

"I've seen many of the sites that have documented some of the more gender-specific slanderous comments," Ross said.

"This is behaviour that is offensive and completely unacceptable. I'd like to think most of our Xbox Live players don't support this kind of behaviour."

"It can be dangerous to give adolescents a broadcast mechanism," Wolfkill added. "There are always going to be jerks out there, and if you give them a way to express that side of their personality without being seen, you're going to see this type of behaviour manifest itself."

Ross and Wolfkill said that developers have a responsibility to stamp out this behaviour by putting more thought into how their games will be perceived.

"As developers, we have a personal responsibility to think about how our games come across," Ross said. "With Halo 4, we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."

Wolfkill agreed, saying that while games can often reflect the culture of the studio that's building them, the success or failure of games can also reflect consumer responsibility. Part of this responsibility includes changing perspectives about the games industry as an exclusively male-dominated area.

"Most people look at a franchise like Halo, and automatically assume it's run by a guy," Ross said. "People are surprised to learn that it's a woman who's running the Halo 4 show. When Microsoft created 343 Industries to take over Halo, I was given first choice to run the studio because I had proven myself. My gender played no part in it."

Halo 4 is due exclusively for Xbox 360 on November 6 worldwide. The game is a direct sequel to 2007's Halo 3, and is the first numbered entry in the series developed outside of Bungie Studios. It is the first instalment in the Reclaimer Trilogy, which will span Halo 5 and Halo 6.


15.06 | 0 komentar | Read More

Split Attention in Brothers: A Tale of Two Sons

Written By Kom Limpulnam on Selasa, 30 Oktober 2012 | 15.06

Get the first details on this somber fairy tale that puts you in simultaneous control of two adventuring brothers.

How well can you multitask? If you've ever had trouble scratching your head while patting your stomach, perhaps Brothers: A Tale of Two Sons, also a third-person downloadable adventure game comes from the mind of Swedish film director Josef Fares, can help you start thinking in parallel.

While Brothers stars two protagonists, it is not a cooperative game. Instead, you are expected to control both avatars simultaneously. This is done by dividing the controller in half. The left directional stick and shoulder buttons control the older brother, while the opposite stick and buttons control the younger (or is it the other way around?). For players experienced with modern games--where only a single avatar is controlled--this two-person mechanic may feel a bit…alien.

All interactions are contextual, and there are no prompts for intractable elements.

The brothers are on a quest to find a cure for their dying father. Along the way they can interact with various people and items. These interactions differ depending on which brother you use. For example, the older brother generally wants to speak with, or aid, others. The younger brother loves playing tricks or making people laugh. In the picture above, you see a girl playing with her ball. Taking the ball gives you an opportunity to play a surprisingly tricky game of catch with the brothers and hone your skills.

The game does not include traditional combat, but will have boss encounters of a sort.

To help you adjust to controlling the brothers, the game has several asynchronous puzzles. One example involves a menacing dog, shown above. The brothers need to cross the field, but the dog will attack if they try to run past. Working together, one brother can distract the canine while the other brother moves up to the next hay bale. By taking turns in this way, they will eventually outwit the canine.

Fares couldn't stress enough the importance of using a traditional controller when playing Brothers.

The dog example is about as close as the game gets to traditional combat. Exploring the world, talking with villagers, and solving puzzles take precedence over hacking and slashing. It is a very relaxed and slow-paced game, but that doesn't mean it is boring. "I value my time and the quality of experience," Fares noted. "Any [puzzle] you encounter will not recycled a second time."

Take a little time off the main path, and you might find a pack of rabbits: three black and one white. The black rabbits are all clustered together, and when the white rabbit tries to approach, they all hop away. Should you feel sorry for the lonely white rabbit, you could dip it in the ashes of an expired camp fire. The soot-covered rabbit will then be able to happily join his kin.

The game's fictional language leaves some of the interactions, and story, open for interpretation.

If helping poor rabbits and playing catch doesn't sound like a fun time, Brothers may not be the game for you. And Fares is perfectly OK with this. "This game is not for everyone," he admitted, but he hopes that those who do enjoy it can make some sort of connection with it. You should be able to finish this game in one sitting, he noted, since the game is only three to four hours long. Brothers: A Tale of Two Sons is set for release during the spring of next year on the Xbox 360 and PlayStation 3, and PC.


15.06 | 0 komentar | Read More

AU ShippinÂ’ Out October 31-November 2: AssassinÂ’s Creed III, 007 Legends

Everybody has a chance to assume a double identity this week, with the release of Assassin's Creed III and 007 Legends. Will you be donning an assassin's cloak and revisiting the American Revolution, or do your preferences demand the subtle suaveness of an MI6 agent?

Ubisoft's Assassin's Creed III hits Australian shores this week for the PlayStation 3 and Xbox 360, whilst its spinoff title Assassin's Creed III: Liberation will see release for the PlayStation Vita.

Set during the American Revolution, Assassin's Creed III features a new protagonist named Connor who will involve himself in the ongoing struggle between the Templars and the Assassins. The game was built by Ubisoft Montreal and six collaborating studios on a new engine called Ubisoft-AnvilNext.

Assassin's Creed III will enjoy Ubisoft's biggest marketing campaign in company history, the firm's vice president of sales and marketing Tony Key, said in March. Additionally, the executive called Assassin's Creed III the largest launch in the publisher's history and noted that, by the time it arrives, the game will have been in development for three years.

Are you a fan of the Bond universe? 007 Legends is also out this week for Xbox 360 and PS3. The game includes missions from the newest Bond film, the yet to be released Skyfall, as well as five other Bond flicks: Goldfinger, On Her Majesty's Secret Service, Moonraker, License to Kill, and Die Another Day.

On top of its story campaign, 007 Legends features the single-player MI6 Ops Missions mode, which made its debut in last year's well received GoldenEye 007: Reloaded. Additionally, the new game sports a local four-player split-screen mode, as well as a traditional online competitive play.

Other titles out this week include Transformers Prime: The Game, Angry Birds Trilogy, and Moshi Monsters: Moshlings Theme Park. Check out the full list of new releases below.

October 31, 2012
Assassin's Creed III (360, PS3)
Assassin's Creed III: Liberation (Vita)
007 Legends (360, PS3)
Angry Birds Trilogy (360, PS3)
Moshi Monsters: Moshlings Theme Park (3DS, DS)
Pool Nation (360)
The Trash Pack (3DS, DS)
Transformers Prime: The Game (3DS, DS, Wii)

November 2, 2012
Football Manager 2012 (PC)


15.06 | 0 komentar | Read More

PS Move Racing Wheel works with any game - Report

A PlayStation 3 user has reportedly discovered a hidden benefit to Sony's PlayStation Move Racing Wheel peripheral.

According to Albert Chen, whose discovery was reported on iWaggle 3D, the peripheral appears to add motion control to any game, even those that do not necessarily support Move.

Chen said that his tests with the PS Move Racing Wheel showed that it would work with any game, provided the Move was attached to the device and set to controller port 1. Chen reportedly tried the device with games including Need For Speed: Shift 2, Gran Turismo 5, and Sonic the Hedgehog 2.

He said that while the above games did not recognise the wheel peripheral, they were able to read the controller's inputs as those coming from a normal DualShock 3 controller. (Chen said that his console registered the wheel peripheral's face buttons as regular controller buttons, and the tilting of the peripheral as a normal controller's left analog stick tilt.)

According to Chen's reports, a PS Eye camera is not needed to make the wheel peripheral work with other games. His implication was that any racing game that uses the left analog stick to steer will already be compatible with the racing wheel peripheral.

The PS Move Racing Wheel peripheral is designed to work with racing, motorcycle, and flight games, and will support the upcoming title Little Big Planet Karting, as well as older titles, such as Gran Turismo 5, Need for Speed: Hot Pursuit, Burnout Paradise, and MotorStorm Apocalypse.

The entire wheel is powered by the PS Move controller at its centre, and also features expanding handles, which can turn the peripheral into a motorbike racing handle; in this mode, the right handle of the peripheral features twist throttle.

It's available for pre-order now in North America for $39.99.

GameSpot has contacted Sony for comment and we will continue to update this story.


15.06 | 0 komentar | Read More

This Week in Games: October 27, 2012

Written By Kom Limpulnam on Senin, 29 Oktober 2012 | 15.06

Halo 4, Assassin's Creed and GTA news, plus G4 ditching its games programming, Zynga's downsizing, games media hissy fits, and more Meat. Also: Minecraft and League of Legends dominate, still.

Assassin's Creed III ships next week with bonkers, lofty expectations both critically and commercially, but it is already breaking records of sorts. Ubisoft announced on Thursday that the new installment is the company's "most preordered game" (that's a thing people care about these days, apparently) ever, surpassing previous record holder Assassin's Creed: Revelations. The franchise as a whole has now sold more than 40 million units to date across all systems.

If you love the franchise so much that you'd really like to wear clothing evocative of the styles it portrays, you're in luck. Purveyors of high-end games-inspired clothes Musterbrand (it also sells stuff based on Street Fighter, Resident Evil, Hitman, and Metal Gear Solid) has launched an official Assassin's Creed clothing line, which offers various cardigans, coats, and long- and short-sleeve shirts. The most expensive offering is the "AC DNA Coat," (below) which sells for £162, or about $260. Other items included in the virtual marketplace include a "Kingdom Knit Jacket" and an "Ottoman Long Cardigan."

Sticking with the Creed for a moment; the upcoming Assassin's Creed movie is coming sooner rather than later. Ubisoft announced on Monday that its Ubisoft Motion Pictures outfit has "fast-tracked" the film, and partnered with production company New Regency to get the job done. Ubisoft's deal with New Regency allows the game maker to maintain control of "key elements" of the film's creative direction, unlike its deal with Disney that led to some "creative" re-interpretations for Prince of Persia: The Sands of Time. Writing of the screenplay for the untitled film is beginning immediately, Ubisoft said, but did not specify who has been tapped for the job (we say, give it to Book of Eli and The Walking Dead Ep 4 scribe Gary Whitta, he knows games and movies.) "Ubisoft chose to partner with New Regency because they are a talent and filmmaker-driven company, with the same independent and creative mindset that we have at Ubisoft Motion Pictures," said Ubisoft Motion Pictures chief executive officer Jean-Julien Baronnet. What we do know at this point is that the movie will star Michael Fassbender as the Assassin and, presumably (or not?) Desmond.

Wii U, Online Games, and Pre-Orders

An updated Electronic Arts privacy policy document confirms that Wii U gamers wishing to play EA titles online will need an Origin account to do so. Additionally, by signing up for a Origin account for Wii U, players must agree to allow EA to collect their email address, Mii information, friend list, country, language, and date of birth. Further, the document spells out "Nintendo Network ID." Nintendo has previously confirmed that Friend Codes from the Wii era would return for the Wii U, but it is not clear if "Nintendo Network ID" is a new name for these. Having an EA Origin account to play EA games online is not an exclusive requirement for the Wii U. The same policy is in place for Xbox 360 and PlayStation 3 gamers. In all cases and for all platforms, players will not need to agree to share their credit card number or other personal financial account information. 

Speaking of the Wii U, pre-orders seem to be piling up pretty fast. According to Nintendo, Wii U preorders at GameStop have sold out. That, however, has not kept gamers from expressing interest in the new console. Company president Satoru Iwata claimed in new presentation that as of last week, more than 250,000 gamers had put their names on GameStop's Wii U wait list. That same presentation also indicated that the company will be selling the device at a loss, initially. Iwata stated the company's ambition to sell the system at a "reasonable" price trumped its desire to sell the console in line with manufacturing costs.

League of Legends = Insanely Popular. Duh

Riot released numbers on Monday for the recent League of Legends Season 2 World Championships which took place last week at the Galen Center Arena at the University of South California. Riot is reporting that at peak, over 1,154,000 unique people watched the event online, not counting TV numbers. More than 8,282,000 unique viewers tuned in total via online and TV combined, with 2,402,225 people watching through Korean and Chinese TV. Over the course of both the World Playoffs and Finals, people watched 24,230,688 hours of League of Legends. These numbers make the Riot Season 2 World Championships the most watched competitive gaming eSports event of all time. With the rise of streaming services like Twitch.TV and Own3d.TV, this record has been broken several times in the past year. Two months ago, the bar was set by Valve's The International Dota 2 tournament, taking in 567,000 concurrent viewers, half from China. In June, Major League Gaming brought in 437,000 concurrent viewers and 4.7 million unique viewers for the Spring Championships. Riot has now shattered those previous records.

Meat Lovers, Rejoice. Something With Cats Incoming

Super Meat Boy developer Team Meat has unveiled its next game. Writing on the company blog, Edmund McMillen announced Mew-Genics, the two-man studio's next official project.  Details are light on the game, but McMillen said it will be "randomly generated, strange, and involve cats." He added that Mew-Genics is the strangest project he has ever worked on, which is definitely saying something given his back-catalog. Mew-Genics is a result of a game jam Team Meat founders McMillen and Tommy Refenes held one weekend in September. McMillen said development is "moving quite fast," with more information and screenshots coming "soon." He also assured fans holding out for Super Meat: The Game for iOS devices that the game is still in development, but it has been placed "on hold" until the company releases Mew-Genics.

Borderlands Coming to iPhone/iPad Next Week

The Borderlands franchise appears to be branching out from consoles and PC and coming to mobile platforms. A Gearbox forum user first spotted an advertisement for Borderlands Legends in the Borderlands 2 digital strategy guide, indicating the game will release for iPad and iPhone sometime this month. This was later confirmed by a teaser story on Entertainment Weekly's Popwatch blog on Tuesday. EW games report Matt Cabral then followed this up on Thursday with an exclusive hands-on look at the game, which will hit the App Store next Wednesday night. Cabral described the game, saying "its gameplay signifies a drastic departure from the series' defining open-world first-person shooting. Viewed from a top-down perspective, each level unfolds in a small, arena-like battlefield where the original Borderlands' vault hunters — Brick, Lilith, Mordecai, and Roland — are tasked with fending off hordes of ugly foes. Missions contain multiple, increasingly difficult levels, each with four waves of baddies to unload on. More objective-based than story-driven, missions include a clear-cut goal; during my demo, for example, I was required to destroy three crates of Marcus bobbleheads — a cool call-out fans will appreciate. While reducing the crates to rubble doesn't pose much of a problem, staying alive while attempting to do so is another story. Enemies approach from all sides and utilize different attack patterns." He continued, describing its tablet-friendly controls scheme. "Legends evens the odds by putting players behind the ass-kicking arsenals of all four protagonists. Simultaneously controlling the quartet is a delicate balancing act favoring thoughtful strategy over ammo clip-emptying abandon. Characters fire weapons automatically, so it's up to the player to ensure they're in the right spot to get a bead on the bad guys. In terms of controls, this means tapping characters and drawing a destination path, or touching them and then the enemy the player wants them to focus on. Legends also encourages the use of cover, littering each level with waste-high defenses to hunker down behind." The game will boast a total of 36 unique powers and abilities, as well as "thousands" of weapons, and a "strategic cover system." Cabral also noted that the looting mechanic only yields money, not weapon-drops.

Rough Week for Studios

Tuesday was not a great day for many Zynga employees. The social gaming empire confirmed that its Austin, Texas-based studio (home of its The Sims Online-esque The Ville) may eventually be closed, with more than 100 staffers losing their jobs this week. Affected employees were given just a matter of hours to clear their desks and leave their offices. Zynga also closed its Boston studio, which was producing Indiana Jones Adventure World. "These reductions, along with our ongoing efforts to implement more stringent budget and resource allocation around new games and partner projects, will improve our profitability and allow us to reinvest in great games and our Zynga network on web and mobile," said CEO Marc Pincus in an internal memo received by Gamasutra. The announcement of the downsizing came during Apple's much-publicized press event, during which the technology giant announced the long-rumored $329 iPad mini, among other things.

The following day, Zynga said it is forming an exclusive partnership with bwin.party, a real-money gaming operator. This marks the company's first move into real-money from the fake-cash gaming its used to hosting on Facebook, through games like Zynga Poker. The poker and casino games site in the UK will use Zynga's branding and will launch with 180 games that the two companies have worked on together, including slots, roulette and blackjack. Zynga stalwarts will have a presence too; there's a Farmville slots game. Oh, happy day.

In other downsizing news, Bigpoint--the studio behind Battlestar Galactica Online--also laid off 120 workers this week, more than a third of which were from the San Francisco studio, the rest being mainly administrative staff from the office in Hamburg, Germany. It also announced the departure of CEO Heiko Hubertz, who will be taking up the role of executive chairman of the company's supervisory board. The company is cutting its development efforts in the US, claiming that development in the regional is not efficient. "The games that we have developed in the last two years haven't been that successful, and the San Francisco area and Bay Area is quite a competitive market," Hubertz told Games Industry International. "San Francisco is, after New York, one of the most expensive cities you can live in in the US, so the people are quite expensive."

The Boston area development scene took its second hit on Thursday when Warner Bros. Interactive Entertainment confirmed to The Boston Globe that it has enacted a round of layoffs at the Needham, Massachusetts-based Turbine Inc. "As part of the continual review of our business operations and fluctuating market conditions, we have had to make reductions in our Turbine workforce," a spokesperson from the company said. "The group continues to remain an integral part of Warner Bros. Interactive Entertainment." According to the report, Turbine had more than 400 employees before the cuts, making the studio the Boston area's most sizable studio.

G4 Done With Games Programming, Refocusing on "GQ-style" Content

Struggling TV network G4 is cancelling all gaming-related programming, including X-Play and Attack of the Show, a source reportedly close to the situation told Kotaku on Friday. An "exclusive report" on TV Guide's website explains the shows will be winding down over the next two months, rolling out new episodes through December. Tweets from G4 employees, including Attack of the Show host Candace Bailey and X-Play personality Blair Herter, suggested that changes were afoot late on Thursday.

"Attack of the Show and X-Play have been important for G4, and we want to acknowledge the creative people who have helped inspire and showcase the phenomenon of gamer culture," G4 Media general manager Adam Stotsky told TV Guide. "With more than 3,000 episodes aired between them, we have more than enough great material to honor these innovators and their amazing contributions as we bring both shows to a close."

Remember SmartGlass?

Earlier this year, Microsoft announced that it would be bringing the Xbox entertainment experience to tablets, PCs, and phones, but has hardly said a thing about it since. Remember that? SmartGlass? Well, they haven't forgotten all about it;  the new update will actually , be launched this Friday, October 26, on Windows 8 and Windows RT. SmartGlass will live on mobile devices as an app, allowing users to access their 360 content from several mobile devices. The technology will also include a feature that Microsoft is dubbing "multi-screen entertainment," allowing gamers to enhance their gaming experience by integrating their mobile devices as they play games on the Xbox 360. SmartGlass will be free for download on Windows 8 and RT PCs, Windows Phone 8, iOS, and Android devices. The following games and partners have confirmed Xbox SmartGlass integration: Ascend, Dance Central 3, Forza Horizon, Halo Waypoint, Home Run Stars, Karaoke, Kinect Sesame Street TV, and Prima Games.

Halo 4 = Hella Expensive to Make. Also, Maps

If you're looking to grab Halo 4 and all its add-on map packs, you're going to end up spending around $85 by next Spring. Microsoft announced the Halo 4 "War Games Map Pass" on Wednesday this week, a very-reasonable (compared to comparable offerings) $25 package that gets players nine maps in total that will be released between December 2012 and April 2013. The map packs will sell for about $10 each as standalone downloads. So, if you commit up front you'll be saving about 15 percent. In addition, players who purchase the Map Pass will receive two in-game helmets ("Scanner" and "Strider") and an in-game emblem ("Falcon"). The Pass is included as part of the $100 Halo 4 Limited Edition release. The first pack due out  is titled "Crimson" and will launch in December with the maps "Wreckage," "Harvest," and "Shatter." You then have to wait a couple of months, and then in February 2013 you'll get the "Majestic" pack, which adds "Landfall," "Monolith," and "Skyline" to the mix. The last pack comes in April, dubbed "Castle" with "Daybreak" (shown below,) "Outcast," and "Perdition."

In other Halo 4 news, we also learned this week that the game is the most expensive game ever produced by a studio at Microsoft. If the game is a bust, it won't be for lack of trying. Microsoft Game Studios boss Phil Spencer told Polygon this week that the company has spent more money making Halo 4 than it has developing any other game in the company's history. Absolutely. Nothing's even close," he said. He added that the Halo series, which he estimated to be a "three billion dollar franchise," is the company's "most important entertainment product." Some of Microsoft's other major franchises include Forza, Fable, and Banjo-Kazooie.

Speaking of Polygon. Congratulations to the whole team over at Vox Media. After months of teases, and their content being buried within parent-site The Verge, the full site games finally launched this week with much fanfare on Twitter. We wish them well. Check it out here.

GTA Info-Dribble 

Want another dribble of Grand Theft Auto V info? A new piece of artwork emerged this week, showing nothing we haven't already seen in the trailer that hit ages ago. The real motivation for the non-news seems to be pre-awareness for a substantial info-dump in November, via the Game Informer cover story that we mentioned a couple of weeks ago. Still, GTA is GTA, and the lack of real info doesn't make us any less excited for it. In fact, indulge your love of the franchise with this anniversary celebration from earlier this week.

Speaking of anniversaries, Grand Theft Auto: Vice Cityturns ten years old this month, and to celebrate, Rockstar Games will release an "Anniversary Edition" of the game for select iOS and Android devices this fall. According to Rockstar, GTA: Vice City for mobiles will contain the "full experience" found in the original PlayStation 2 title. It will feature high-res graphics and "several" enhancements unique to the iOS and Android platforms.

Libel, Legal Threats, and Doritos

Criticisms of games media, like any other kind of media these days, are many and frequent in public forums in in opinion pieces. Normally they're not particularly newsworthy, but this week the fallout of such criticism sparked debate and controversy across a variety of communities.

It all started when Rab Florence, a comedy writer, performer, and occasional writer-about-games wrote a piece for Eurogamer dubbed Lost Humanity 18: A Table of Doritos. He opened with the widely-circulated and derided image of Spike's Geoff Keighley surrounded by licensed Halo 4 junk from Mountain Dew and Doritos, characterizing it as "tragic and vulgar" before going on to explore how seemingly innocent actions can easily be interpreted as an act of bias by a reader. He also skewered the European "Games Media Awards," which happened recently in London. "Games PR people and games journos voted for their favourite friends, and friends gave awards to friends, and everyone had a good night out," Florence noted, before elaborating on his disdain for such chummy behavior. The story discussed writers tweeting with the hashtag #gmadefience at the event in order to win a PS3 from publisher Trion, and a few instances of behavior he found questionable. As Ben Kuchera noted in his analysis of the events, that's not news. Opinion pieces rarely are. What happened next however, is.

Intent Media, the publisher of MCV UK, reached out to Eurogamer to complain about comments made about their journalist, Lauren Wainwright, about whom Florence had expressed some suspicions due to tweets arguing that she saw nothing wrong with GMA attendees winning free PlayStations n return for social media promotion. Absurdly, given that everything quoted was done so on a public forum (Twitter, though Wainwright has now made her profile private) Eurogamer has since deleted sections of the story, and it has been claimed that MCV threatened Eurogamer with legal action. MCV editors, on the other hand, state that no legal action was actually threatened. The Eurogamer piece now carries the sidebar, "Following receipt of a complaint from Lauren Wainwright, Eurogamer has removed part of this article (but without admission of any liability). Eurogamer apologises for any distress caused to Ms Wainwright by the references to her. The article otherwise remains as originally published."

Much has been written about this in the past few days. Adam Pavlacka wrote about it on Worth Playing, there's Kuchera's piece on Penny Arcade Report, as noted above, along with a  withering piece from Rock, Paper, Shotgun's John Walker, who concluded, "The last two days have been an utter disgrace for UK games journalists and PRs. I'm sick with anger about it. I'm embarrassed by my profession, and I'm once again reminded that even though being outside the cliquey circles can feel like you're doing something wrong, it likely means I and others are doing something right. I implore young writers getting started in this business to avoid getting embroiled in the cosy world of PR-journo group hugs, and I desperately suggest to them that if you ever think you might want to prevent another journalist from publishing their thoughts, that you instantly quit and get a job where you won't be a disgrace to our industry."

Florence, sadly, has endured criticism and derision from some quarters for choosing to criticize what he observed, as he noted on Twitter on Thursday.

As you can imagine, the whole debacle has spawned plenty of discussion on forums such as Reddit, and NeoGAF.

Minecraft More Popular than Call of Duty on Xbox 360 

Minecraft: Xbox 360 Edition is already a breakout hit. It has sold over 4 million copies since launch in May, driving $80 million in revenue. Now, it has hit another milestone. The latest Xbox Live activity chart reveals the game was the most popular title on Xbox Live for the week of October 15. The game tallied more unique users on Xbox Live during the week than big-budget retail releases like Call of Duty: Modern Warfare 3, FIFA 13, Call of Duty: Black Ops, Borderlands 2, Halo: Reach, and Battlefield 3. Not surprisingly, Minecraft: Xbox 360 Edition was also the best-selling Xbox Live Arcade title of the week, outperforming the likes of The Walking Dead, Sonic Adventure 2, and Trials Evolution. Specific sales figures were not released, but in August, Minecraft: Xbox 360 Edition was selling at a clip of 17,000 copies per day, amassing revenue of a staggering $340,000 every 24 hours.

To celebrate, enjoy this Minecraft-themed Gangnam Style parody from CaptainSparklez. 


15.06 | 0 komentar | Read More

Field Trip: Contests & EyeCandy

This week's Field Trip is packed with Halloween themed activities, contests, and information about the latest game industry community news along with ways to find free stuff or discounts on games.

Many game industry communities like Capcom, Bethesda, Sega, EA, Gearbox, and Blizzard are rolling out in-game content and contests around Halloween. This report is packed with ways for you to celebrate the spooky holiday, but don't worry, there's some regular happenings too!

Industry Community Activities

- Bethesda Killer Dishonored Moves Contest ends Oct. 31
- Halo 4 Soundtrack Remix Contest ends Oct. 29
- Win a role in Activision's Walking Dead game
- Resident Evil 6 LampFree projector sweepstakes
- Turbine Pumpkin Carving Contest ends Nov. 2
- GameStop Assassin's Creed III Reward Giveaway ends Oct. 31
- Blizzard Halloween Pumpkin Carving Contest ends Oct. 28
- Call of Duty Fan Megapack IV Giveaway ends Oct. 30
- Blizzard Comic Contest ends Oct. 31
- Amazon.com Halloween Gamer Costume Contest ends Oct. 31
- Capcom Design your own Darkstalker ends Oct .31
- World of Tanks Trailer Contest ends Oct. 28
- Unreal Games Wallpaper Contest ends Dec. 10
- Capcom Okami Pumpking Carving Contest ends Oct. 30
- Reddit Pumpkin Carving Contest ends:Oct. 29

To Loot or Not to Loot

- Borderlands 2 Halloween Masks you can print!
- Ravaged $10 off only $14.99 for a limited time.
- Borderlands 2 Golden Keys Giveaway at Gearbox.
- SEGA Halloween Sale on Mobile platforms.
- Lord of Ultima 50% off Castle Themes sale ends Nov. 2.
- Sonic the Hedgehog Toy Collection by Erector.
- XBL: Resident Evil 4 HD, Dead Rising 2 on sale.
- Guild Wars 2 Gems Cards Available at select retailers.
- Minecraft: Halloween Skin Pack for the Xbox 360.
- PSN SFxT Swap Costumes 50 percent off.
- End of Nations Original Soundtrack coming soon.
- Paint your own Dragonborn figure
- Guild Wars 2 Halloween Guide
- ClapTrap blue edition
- Gears of War and Fortnite Twitter headers
- Capcom store has 10% off when you donate towards charity; also earn a chance to win a Street Fighter 25th Anniversary Chess Set.

Eye Candy

- Command & Conquer Nod Pie
- Team Fortress Doomates Digital Comic
- Line of Defenses Digital Comic
- Street Fighter Car Spotted in Miami
- Epic Jack O'Lanterns
- SWTOR Fan Art - Movie Poster
- Brick Force Comic Episode 12
- Elder Scrolls Online: Tamriel, Now and Then
- Treyarch Bloody Office Makeover
- Gears of War Wall Sculpture
- Plants vs. Zombies:: Stop Zombie Mouth!
- World of Tanks Fan Art Spotlight
- Starcrafts, the animation
- Dragon Ages III: Inquisition Concept Art First Look
- Resident Evil BGS2012 Cosplay

The Buzz

General
- Barcraft Gatherings
- Need for Speed Halloween Community Event
- Rift: Storm of Legions Beta event November 2-7
- Secret World Halloween Celebration
- The first annual Edmonton Comic & Entertainment Expo
- Team Evil Geniuses reveal some Starcraft 2 pro tips
- Team Fortress 2 Scream Update
- Wicked Weekend Celebration over at BrickForce
- Play BioShock Infinite: Industrial Revolution to earn rewards
- Pixar visited the Blizzard office report
- EA Breast Cancer Walk 2012
- Official Dishonored Mapp App
- Free-to-Play Shooter Hits Home

Spotlights

- SOE October Gamer of the Month
- Community Creation of the Week: A Bard's Song
- BrickForce's Community Spotlight
- Concept Artist Spotlight: Naomi Baker
- PSN Community Spotlight – The Joy Of Horror

Career Path

- GameSpot Senior Software Engineer
- Amazon recruiting 10,000 extra Christmas staff
- Gamasutra Hiring Report : PopCap, Riot, and Retro Studios


15.06 | 0 komentar | Read More

GTA V posters show spring 2013 release?

Photos of what appears to be a promotional poster for Rockstar's upcoming title suggests the game will be out early next year; Xbox 360 and PS3 are the only platforms listed.

A Polish fan site has posted photos of what appear to be promotional posters for Rockstar's upcoming Grand Theft Auto V, which seem to suggest that the game will be out early next year.

According to the photos posted on the site GTA-Five.pl (currently down), and spotted by Kotaku, Grand Theft Auto V is set to be released in spring 2013.

The photos of the posters also indicate only two platforms--Xbox 360 and PS3--with no mention of the PC or the upcoming Wii U.

Last week, Rockstar released the official artwork for the game, and promised that more details would be released in November.

It has been previously confirmed that the GameStop-owned Game Informer magazine will feature the game in its December issue.

GTA V was announced in October 2011, but the game remains largely a mystery. Some analysts expect it to be on store shelves by March 2013, while others disagree. For more on GTA V, check out GameSpot's previous coverage.

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


15.06 | 0 komentar | Read More

Video Review - Medal of Honor: Warfighter

Written By Kom Limpulnam on Sabtu, 27 Oktober 2012 | 15.06

 picho86 Right...semantics, any forumite's favorite thing.

Added, deducted, awarded, penalized, or just a magic number pulled out of the subjective arse - it's all the same. A game gets a lower score for it's RELATIVE merits.

Maybe being iterative didn't impact the score, like you said - KVO didn't dwell on it, and like I said, mebe it just sucked. And I don't disagree with the way you described what he emphasized. Thus "I wonder..." as opposed to "Van Ord said..."

But being iterative should impact the score, I stand by that. How many times can you re-run the same concept before someone says, "You know what, this horse just doesn't stand so tall anymore now that it's been beat to death, I think I'll give it a lower score regardless of how you want to articulate that process."


15.06 | 0 komentar | Read More

Medal of Honor: Warfighter Review

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

You can't be afraid to kick up some dust.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


15.06 | 0 komentar | Read More

Medal of Honor: Warfighter Review

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


15.06 | 0 komentar | Read More

Zero Escape: Virtue's Last Reward Review

Written By Kom Limpulnam on Jumat, 26 Oktober 2012 | 15.06

Adventure games are making something of a resurgence lately, thanks in part to the new input methods appearing on consoles and handhelds. Interest in adventure games has also been driven by a number of somewhat less traditional entries in the genre, such as the heavily text-and-image-driven visual-novel-style adventure games from Japan. In 2010, Aksys Games released Nine Hours, Nine Persons, Nine Doors for the DS, a horror-themed adventure game mixing visual-novel-type storytelling scenes and character interaction with puzzle-laden rooms that you needed to escape. The warm reception of that game has now yielded a sequel in Zero Escape: Virtue's Last Reward--and it's just as enthralling as its predecessor.

Virtue's Last Reward begins with the protagonist, a college student named Sigma, waking up in an elevator next to a strange woman who seems to know more about him than she's letting on. A strange rabbit creature appears on a monitor near them, telling them that they must figure out how to escape the car before it falls. Once they do, they find themselves in an abandoned warehouse with seven other abducted individuals. The creature appears again, telling them that they must all play the Ambidex game to escape their industrial prison. The Ambidex game involves puzzles, traps, and important decisions to either trust or betray your fellow players. The penalty for losing or failing to comply is death, or possibly an even worse fate.

The game is divided into two distinct sections. As Sigma, you team up with groups of your fellow captives and explore various rooms of this mysterious facility. These rooms are the escape portion of the game: you investigate a room for items, clues, and puzzles to solve, piecing things together until you are finally able to unlock a safe containing an item to allow you to exit.

The story- and dialogue-heavy portions of the game are the novel portions, which appear in between the escape sections and elaborate on the various mysteries the game presents. You also have the opportunity to make choices that influence the path the game's plot takes. The game's use of the term "novel" to refer to these sections is apt: there's a massive amount of text in Virtue's Last Reward, but because the writing is superb and the voice-over work for the supporting cast (available in both English and Japanese) is excellent, the hours upon hours of dialogue you page through are a pleasure to experience.

The quality of storytelling is a key factor in an adventure game, and Virtue's Last Reward passes that test with flying colors. The game's plot immediately grabs you and rarely lets go, going from a creepy horror premise to interpersonal character drama to mind-blowing sci-fi concepts expertly. The promise of unraveling the many mysteries--Why are we here? Who are these other people? What purpose do the Ambidex game and the room puzzles serve? What is this facility?--keep you engaged, and the many new mysteries that appear throughout give you even more reasons to keep playing for hours on end as solutions dangle tantalizingly in front of you, just beyond the reach of the next puzzle.


15.06 | 0 komentar | Read More

Arctic Combat open beta begins this December

Written By Kom Limpulnam on Kamis, 25 Oktober 2012 | 15.07

Upcoming military FPS shooter adopts free-to-play model; beta opening in North America and Europe.

Webzen has announced the North American and European open beta for the upcoming shooter Arctic Combat, known as Battle Territory (or Battery) in South Korea, will start on December 6.

Players can obtain the download client on Webzen's site to access the free-to-play game. The company has yet to announce on when the game will be fully released.

Arctic Combat features customizable weapons and skills, a trophy loot system, and in-game missions that allow players to gain extra experience points during a match. The game also contains modes like team deathmatch, free for all, and domination.

Webzen previously held its second closed beta session from October 10 to October 21. There is currently no word on whether the game will be released for the Southeast Asian regions. For more information, check out GameSpot's coverage on the shooter.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


15.07 | 0 komentar | Read More

Happy Wars Review

Free-to-play games are nothing new if you're a PC gamer, but console players haven't had a lot of options in that venue. Previous free offerings, including Aegis Wing and Yaris, have disappointed players despite costing them nothing. Happy Wars, a full-on experience that needn't cost you a dime but that could easily end up costing you a lot of money if you aren't averse to microtransactions, is an anomaly within the Xbox 360 library.

The general premise in the oddly named Happy Wars is that two kingdoms are at war with one another. They don't have a reason to feud other than that everyone likes to argue about nearly anything you might care to name. Still, tensions have escalated to the point where one king has abducted the other king's daughter. War is perhaps the only appropriate response to such brazen nastiness.

Happy Wars is split up in two main chunks. The first chunk is a single-player campaign that starts with a brief tutorial. It capably walks you through the game process and controls, and then you're informed that you can't play the next story campaign until you rank up a bit by dabbling in the multiplayer modes. If you can't head online, you'll never see more of the game than its tutorial.

The online modes are the only reason to play Happy Wars. You can team up with three or more strangers and friends for some cooperative action against a computer team, or you can play quick matches against human opponents. Either way, the general idea is that you need to move your troops from one side of the map to the other, claiming towers along the way so that you can spawn closer to your destination in the likely event that your character meets an untimely end. Each team's ultimate objective is to raid the enemy castle and smash apart a statue that hides inside, thus claiming victory over the map. A sudden-death free-for-all is waiting in the wings when it is needed.

Single-player missions add a few wrinkles to the standard formula. For instance, in one mission you come across a sorcerer who blocks the way with magical barriers that vanish only once a certain number of near-invincible enemy troops are pushed into quicksand pools and eaten by sand monsters. Another mission is won only when five red robot leaders are eliminated. Winning strategies don't change much even when the objectives vary, however. Mostly, you just want to stick with your team so that no one has the opportunity to gang up against you and so that there are more targets for enemy ballistas.

Fortunately, the game offers enough variety to keep the simple objectives interesting even when you're completing them for the 20th time. For starters, you rank up as you take out enemies and secure towers. Those ranks allow heavier and more effective gear to be equipped. You start out without the option to wear much of anything, but victory in combat grants you in-game currency called "happy coins" that you can then spend placing bets on a spinning wheel and maybe winning prizes if you're lucky. You can also spend currency to upgrade the gear that you've already acquired and would like to keep using. If you feel like you're wasting too much time trying to find worthwhile booty in battle or by gambling on the prize wheel, you can also invest in "happy tickets" by spending Microsoft Points.

That's where the anticipated micro-transactions come into play. Unless you're in a hurry or you want cosmetic items that are only available for purchase using those tickets, there's no pressing reason to spend real money in order to become a dominant force within the game. You may be tempted to take shortcuts, though, especially if you're late discovering the game and all of your friends are already more powerful than you are. The happy tickets that you can obtain for $15 worth of Microsoft Points can help a lot in such instances. Tickets allow you to quickly obtain a bundle of weapons, accessories, or one of several types of armor. Purchasing a bundle of each of the five available types will set you back more than half your tickets, and then you'll still need to level up those weapons by spending coins earned in combat.


15.07 | 0 komentar | Read More

Guild Wars 2: Living in the Shadow of the The Mad King

Written By Kom Limpulnam on Selasa, 23 Oktober 2012 | 15.06

With Shadow of the Mad King, Guild Wars 2 expands with new events, new mini dungeons, and much more.

When you've made the best online role-playing game in years, what's the obvious next step for a busy development team?

Why, make it better, of course.

And that's just what ArenaNet intends to do with Guild Wars 2, a high-quality game that the developer is enhancing and augmenting in numerous ways, both big and small. Lead content designer Mike Zadorojny and content designer Matt Wuerffel filled us in on the October update, Shadow of the Mad King, which went live today, October 22.

ArenaNet shows off some of the content that has arrived in the newest Guild Wars 2 update, Shadow of the Mad King.

In the weeks preceding this update, ArenaNet prepared for its eventful future by breaking the development team into smaller, focused groups. The goal: expand the living world by continually updating the game, adding new features, and keeping players consistently entertained. To that end, each team concentrates on individual aspects of Guild Wars 2. One such group is the live response team, which is the front line of defense, responsible for fixing bugs, talking to players, perusing the forums and in-game chat, and understanding what players' short- and long-term concerns are.

Live response has already made certain improvements, such as camera adjustments, and fixes for farming exploits that threw the economy out of whack. Reward structures have been another focus. Towards the end game, players are interested in legendary weapons, which require a good deal of karma to purchase. To earn the necessary karma, players would farm certain events--and the team would rather people experience a variety of content, rather than repeat the same content. So karma has been added to other activities, such as challenging jumping puzzles, mini dungeons, monthly achievements, and more.

The living world team works with live response, adding events , jumping puzzles, and other activities to keep things fresh--even when it's a region you've already explored. There are also new hole-in-the-wall places to stumble upon and explore, with new content to discover within. Also: new skrit burglar events (more on those to come!), and new achievement paths, like one that has you leaping from particularly high vantage points. (And, we can only hope, into a bale of hay, Assassin's Creed style.)

NPC guilds are another addition. The idea is that guilds of computer-controlled griefers level up with you, perhaps ambushing you when opening a treasure chest. NPC guild events are scaled to account for the number of players participating, and could potentially turn into larger battles (say, skirmishes versus four simultaneous boss characters) if there are enough combatants. You can also expect new jumping puzzles and mini dungeons, and we got to see both types of content in action in Fireheart Rise, a region tailored towards players between levels 60 and 70.

It's been 200 years since the people of Kryta have seen the ghost of the Mad King, famous for his bad jokes and his tendency to kill anyone that lost a game of Mad King Says.

This new chunk of content as you leaping across platforms to reach a crazy Asura called Vexa, who is performing terrible experiments on her test subjects. Within her lab, you face waves of enemies with different mechanics; beware of chickens that explode upon defeat, and m ight leave grubs in their wake! (And as you might know, the GameSpot team has a peculiar fetish for exploding chickens.) This mini dungeon also requires a lot of jumping and movement--and the team understands that jumping puzzles can be frustrating for certain players. In certain cases, checkpoints have been added so that you are teleported to the beginning without taking armor damage. But such checkpoints won't save you when it comes time to face Vexa herself. During the multi-stage final battle, she will destroy platforming panels and possibly knock you into the water beneath, where toothy sharks await.

The new content isn't just aimed at higher-level folks, however. In Plains of Ashford, the Charr starter area (as well as in many other regions), you shall encounter skrit burglars. Perhaps you're used to running into simple ogres and their pets in a particular locale. Now, you might open a treasure chest, only for a skrit to leap out and run off. As you give chase, he might turn you into a racoon, or cast spells that slow you down. But as you and other event participants try to defeat him before he reaches his goal, he drops pieces of treasure that participants can grab.

If you played the original Guild Wars, you might know why this update is called Shadow of the Mad King: Halloween nears. In Guild Wars, the popular Halloween events inevitable concluded with the arrival of Mad King Thorn's spirit. It's been 200 years since the people of Kryta have seen the ghost of the Mad King, famous for his bad jokes and his tendency to kill anyone that lost a game of "Mad King Says." (Though at least he was kindly enough to resurrect them.) The king may have disappeared--but the traditions carry on. Lion's Arch is the most festive city in Kryta; there, you can expect to see lots of fake Mad King Thorns (much as we'd see people dressed as Santa Claus), candy corn elementals, floating candles, and plenty of jack o' lanterns. Among other events, players can participate in PvP costume brawls, in which combatants imbibe tonics that might morph them, for example, into skittering spiders.

More importantly, act one of this particular update will spawn doors into the world that you "trick or treat." When the door opens, you see a starry field on the other side, and mysterious creatures pour through, forcing to push them and back and protect the lands. Later in the week, Kryta will have built more defenses, and eventually, you will go through the doors and take the fight to the enemy.

Zadorojny and Wuerffel also clued us in on a few other special occurrences in store for players, but you'll have to wait until Friday, October 26, to find out just what they are, so be sure to return to GameSpot then. In the meanwhile, you should practice your "Mad King Says" skills; you never know when they might come in handy.


15.06 | 0 komentar | Read More

The OzSpot 23/10/12: Dishonored, BioShock Infinite

Listen in for our thoughts on Dishonored, BioShock Infinite's latest trailer, and what's grinding our gears about the just-released Dragon Age 3 details.

On this week's show: our thoughts on Dishonored, the profits of televising eSports, Dragon Age 3, and the new BioShock Infinite trailer. Tune in!


Watch live video from gamespot's channel on TwitchTV

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


15.06 | 0 komentar | Read More

PAX Australia confirmed for Melbourne

Written By Kom Limpulnam on Senin, 22 Oktober 2012 | 15.06

The previously-announced Penny Arcade Expo Australia will be coming to Melbourne in 2013 and 2014 with the support of the Victorian government.

The news was announced today by Victorian Minister for Innovation, Services and Small Business Louise Asher and Penny Arcade president Robert Khoo. Next year's PAX Australia will be held at the Melbourne Showgrounds from 19-21 July.

The Victorian government will be helping to promote PAX in Melbourne via sponsorship and integration though a number of their gaming culture exhibitions and presentations.

Asher said that attracting PAX Australia to Melbourne would "deliver significant economic benefits" to the state in addition to interstate and international visitors.

"The decision to choose Melbourne to hold PAX Australia represents a fantastic opportunity to highlight Victoria's creative capabilities on a global scale," she said. "This is a great opportunity to showcase the gaming culture in Australia to the rest of the world, while promoting the talented game developers and creative studios to an international audience."

Khoo said the decision to bring PAX to Australia was made following the "overwhelming" response from the Australian Penny Arcade community.

"Melbourne has a long history of supporting the gaming scene, through showcasing cultural game exhibits to supporting world renowned game developers," Khoo said. "Holding PAX Australia in Melbourne is the perfect fit for our show."

According to organisers, PAX Australia will combine an international program with local content and community events, including international guests, speakers, musicians, developers, and Australian industry representatives.

Currently, PAX events are held on both coasts of the United States: PAX Prime in Seattle, Washington, and PAX East in Boston, Massachusetts.

PAX Australia ticket registration is now open via the PAX Australia website.


15.06 | 0 komentar | Read More

Nostalgic Game Design Can't Be Just Skin Deep

Written By Kom Limpulnam on Sabtu, 20 Oktober 2012 | 15.06

Carolyn Petit examines the very different ways in which two games go about celebrating the NES era.

I imagine that when I look back on the games of 2012 in the future, it won't be any of this year's big commercial hits that stand out most. Great as they are, it won't be games like XCOM: Enemy Unknown or Dishonored that spring to mind first. Rather, what will define 2012 for me most is the fact that not one but two of the most memorable and interesting games I played this year are tremendously referential celebrations of gaming's past.

Of course, games that capitalize on the nostalgia of players who grew up with the games of the '80s and '90s are nothing new. Each entry in Nintendo's New Super Mario Bros. series attempts to appeal to those who have fond recollections of the "old" Super Mario Bros. games. And it's not unusual for publishers to resurrect and modernize beloved properties of the past. As a huge fan of Bionic Commando on the NES, I always think of the disappointing 2009 update as an unfortunate example of such games.

At one point, Retro City Rampage references the faux-3D stages in Contra.

But two games released this year--Retro City Rampage and Abobo's Big Adventure--have a different relationship with the past than those other games. These games aren't new entries in old franchises, playing on our fondness for specific characters or worlds, our yearning to play a new game in a series we loved when we were younger. Instead, they reference a wide variety of different NES games, and in doing so, they celebrate the entire NES era. Yet though they share a similar reverence for the past, their approaches are wildly different.

Retro City Rampage takes a type of game that didn't exist in the 1980s--the open-world urban crime adventure--and envisions what it might have looked like if it had. Known early in its development as Grand Theftendo and originally designed to run on actual NES hardware, Retro City Rampage looks and sounds very much like a product of the '80s. If you loved the NES, playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.

It's a heady sensation, with the power of nostalgia making it distinctly different from the contemporary thrill of exploring the lands of Skyrim or the streets of Liberty City. And because games like RCR didn't exist in the '80s, Retro City Rampage initially recaptures the excitement that came with playing something unlike anything you'd ever played before--the first time you played Metroid or Blaster Master or The Legend of Zelda. But eventually, it sinks in that, since we're now in the 2010s and not the 1980s, we have played games that play like Retro City Rampage, and that do what it does better. The visuals and music conjure a pleasing sense of returning to the past, but what it's doing isn't nearly as bold today as what games like Metroid and The Legend of Zelda did back then.

Playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.Retro City Rampage goes beyond its 8-bit visuals and music in attempting to stir up warm, fuzzy feelings for gaming's past, though. It also dishes out references by the dozens to specific games, characters, media personalities, movies, and other pop culture artifacts of the '80s. Some of these nods elicit a pleasing sense of recognition, a simple but satisfying, "Oh, hey, the name of that skate shop is a reference to Skate or Die!" Others may make you chuckle, while some fall flat. But ironically, it's when Retro City Rampage goes beyond textual references and tries to reference classic games via its gameplay that it stumbles the most as a celebration of '80s games.

Games like Paperboy and Tapper, and particular elements of games such as the faux-3D levels in the original Contra, all felt a specific way, and for those of us who played those games when we were younger, the feel of the controls is an intrinsic part of our memories of them. As a result, when playing the sections of Retro City Rampage that are modeled on these games, there's a jarring disconnect between what we see (a room that is clearly modeled on a bar in Tapper, for instance) and what we feel (controls that make no effort to imitate the distinctive way Tapper felt). I know that I enjoyed playing Tapper, but playing the stage that spoofs it in Retro City Rampage doesn't remind me why I enjoyed it.

Retro City Rampage faithfully recreates the look and sound of the games it references, but it goes deeper than that.

Abobo's Big Adventure, on the other hand, duplicates with remarkable precision the way it feels to play the games it imitates. Unlike Retro City Rampage, Abobo's Big Adventure makes no attempt to mix 8-bit visuals and sound with more modern genres or concepts. In fact, nearly every element of Abobo--every character, every environmental detail--is not just a reference to something from gaming's past, but a nearly pixel-perfect re-creation.

Because it's not a commercial product but a free Flash game, Abobo's Big Adventure can get away with replicating the first stage of Double Dragon (complete with its fantastic music), and pitting you against enemies from Super Mario Bros., Renegade, Donkey Kong, Kung Fu, and other games. If you've played Double Dragon, the experience isn't just nostalgic because it looks and sounds like Double Dragon. It's also nostalgic because it feels like Double Dragon. If it didn't, playing this stage would feel just as discordant as it feels to play the Tapper level in Retro City Rampage. But instead, the experience is harmonious, and pleasurable.

Abobo's Big Adventure doesn't just make superficial nods to the games it spoofs. It reminds us why we loved playing them.What's remarkable about Abobo's Big Adventure is that it takes you back to the sights, sounds, and feelings of classic NES games not just once or twice, but over and over again. There's a level that mimics a fortress in The Legend of Zelda and one that imitates a match in Pro Wrestling. One faithfully re-creates early stages in Contra, and another sees you leaping and shooting through a remake of Mega Man 2's Quick Man stage. Like the Double Dragon stage that opens the game, these aren't dry, unimaginative replicas. They're filled with characters from other games and have frequently hilarious surprises in the forms of unexpected boss fights and other tweaks to these scenarios some of us know only too well. But it always nails the most crucial detail. It always feels right. Retro City Rampage reminds us that we played these classic games. Abobo's Big Adventure reminds us that we loved playing them.

What about players who didn't grow up with NES games? Which game has more to offer players who aren't versed in 8-bit gaming history? By offering a sampler platter of 8-bit gaming experiences that are still fun to this day, Abobo's Big Adventure is ultimately a more varied, better-playing game than Retro City Rampage. The direct comparison is, however, perhaps a bit unfair. One game sets out to be a fun open-world game with visuals and humor that reference the 8-bit era. The other is made almost entirely of actual pieces of 8-bit games--sprites, backgrounds, music, gameplay mechanics. But if we see more games in the future that strive to celebrate NES games to the extent that these two do, I hope that they take a cue from Abobo's Big Adventure, and recognize that it's not the pixelated visuals or chiptune music that makes those games so worthy of our enduring affection. It's the way they play.


15.06 | 0 komentar | Read More

Mugen Souls Review

There's a lot to appreciate about the anime-style trappings seen in many Japanese role-playing games. The influence of Japan's rich history of cartoon and comic art can translate to colorful environments, outlandish characters, and even some offbeat humor. Mugen Souls is one such RPG. But while it wholeheartedly embraces the anime-loving, game-marathoning otaku culture that inspired it, Mugen Souls seems to have completely forgotten to be a good game first and foremost.

The premise of Mugen Souls is novel: rather than saving the world from imminent destruction, antiheroine Chou-Chou wants to turn every being in the seven corners of the universe into her loyal servant. She has a knack for getting people to surrender to her will, thanks to her unique ability to pander exactly to anyone's taste in character stereotypes. She also has a commandeered spaceship and an ever-growing army of subservient lackeys under her rule.

The character designs are cute and appealing (if a little uncomfortable at times--some of the characters look quite young), and the theme of conquering the universe with your egotistical charm is inherently appealing. But the problems with Mugen Souls emerge from the get-go. Chou-Chou's one-note appeal fades quickly as she and the supporting cast fail to undergo any satisfying character development, even after Chou-Chou displays her ability to assume seven different personality types.

The one-dimensional characters might be forgiven if their interactions were as funny as the game seems to think they are. Alas, attempts at humorous exchanges between the characters fall flat with resounding thuds, save for a few cute digs at video gaming conventions. There's little to the story besides the supposed humor, so when the funny fails, every lengthy dialogue exchange turns into an excruciating experience.

Solid gameplay can rescue an RPG with a weak story, but the gameplay of Mugen Souls is a superficially complex mess of disparate mechanics that fail to gel into anything cohesive. Chou-Chou, her seven personalities, and her servants traverse small, sloppily designed, uninteresting overworld areas, which chug along at incomprehensibly low frame rates, despite their simplistic visuals and object models, unless you lower your display resolution to 720p. There are mobs of endlessly respawning enemies on each map, and though you can see them before you fight, they tend to move so quickly that avoiding them (or slashing Chou-Chou's weapon fast enough to enter battle with an advantage) is extremely difficult once they notice your presence.

When you enter a fight, there are lots of options available to you, all of which are explained only one time through poorly presented tutorials--which then become completely inaccessible should you want to review anything you've learned. You've got a fairly standard RPG array of basic attacks, special skills, and items to use, as well as a positioning-based combat system that lets your party and the enemies run around the field. Characters can also perform team-up attacks that have some amusing animations, but they become so drawn out that you are quickly tempted to turn off the "battle animations" option.

Chou-Chou has access to some unique skills, however. She can shift into one of her seven personalities mid-combat, which changes her affinities toward special attacks; rather than being based on traditional RPG elements like fire, wind, and water, skill and character affiliations are based on personality traits like bipolar, graceful, and sadist. Chou-Chou also has an ability called the "moé kill": by pandering to enemies' particular tastes, she can transform them into willing peons, who then power up her spaceship. This is accomplished by trying to match a series of three action selections to an enemy's taste and current mood. Make the enemy happy, and you are rewarded; pick the wrong choices, and you get an agitated, more powerful foe to contend with.


15.06 | 0 komentar | Read More

Taking the Neo Geo X for a Test Drive

Written By Kom Limpulnam on Jumat, 19 Oktober 2012 | 15.06

God that Peter Brown is HOT!!! The handheld looks cool as well. Neo Geo will always hold a special place in the heart of those Genesis and SNES fans like myself who couldnt afford a system and played Magician Lord in the arcade with tears in our eyes that such beauty was out of our reach lol.


15.06 | 0 komentar | Read More

Diablo III 1.0.5 Patch

Written By Kom Limpulnam on Rabu, 17 Oktober 2012 | 15.06

?In Inferno at Monster Power 1 or greater, monsters in every Act will also be bumped up to level 63 and share the same high-end item drop rates,? Johnson explains. ?This means that no matter which act you're progressing through, the monsters in that act will all have the same shot at dropping items level 61-63, including crafting recipes, Legendary items, and set items. While monsters in Inferno will all be level 63 at MP 1 through MP 10, their skills, abilities, and attributes will still vary from act to act. This means that certain Acts or Chapters may still be more difficult for you than others based on what monsters and Elite packs appear in each, but -- since the rewards will be identical across the entire difficulty -- where you choose to play is ultimately up to you and your personal play style.?

Just to clarify.


15.06 | 0 komentar | Read More

IGN up for auction - Report

IGN could be going up for auction, according to a report from the Wall Street Journal.

The paper reported that News Corp. is working with investment bank Allen & Co. on an auction to sell IGN's network of video game and entertainment sites, following a year of failed efforts to produce a sales deal.

According to the report, News Corp. publicly stated its intention to sell IGN Entertainment after news that it was preparing to restructure its internal publishing and journalism assets, separating them from its media and entertainment businesses.

News Corp. bought IGN in 2005 for a price tag of $650 million (a deal that also included other sites, such as GameSpy.com and TeamXbox.com), but now hopes to sell the network of video game and entertainment sites for around $100 million.

According to the report, Break Media and SAY Media are among potential buyers for IGN, although sources close to News Corp. told the paper that other potential bidders could include private equity funds.

Sales negotiations were affected by turnover at both IGN and News Corp., with the departure of IGN chief executive Roy Bahat in August, and the resignation of News Corp.'s chief digital officer, Jon Miller.


15.06 | 0 komentar | Read More

Warlords Review

Written By Kom Limpulnam on Selasa, 16 Oktober 2012 | 15.07

Remaking or reimagining a classic game can present a unique challenge. On the one hand, many games from the Atari 2600 era are too simple or too primitive to seem particularly engaging in this day and age. On the other hand, some of those classics are brilliant because of that same simplicity, and adding layers of complexity makes them worse, not better. In this regard, Warlords fares better than many of its recently remade brethren, featuring additions that are fitting to the original--but it still lacks what it takes to become a classic for a new generation.

In the original Warlords, four players each defend a castle in their assigned corner of the screen. To do so, you are given control of a shield that moves freely along the outside of your castle walls, deflecting incoming fireballs in much the same way a Breakout or Pong paddle bounces a regular ball. If sections of your wall are hit, the wall is destroyed, leaving you vulnerable. If a fireball passes through your walls, you lose.

When playing a quick match in Classic mode, this is more or less how the new Warlords works as well. One non-aesthetic difference is that your castle is now a semicircle as opposed to a square. Unlike other changes, this could actually be considered an improvement over the original Warlords, since the curved walls feel like a better gameplay fit for modern controllers. On the other hand, the fireballs and paddles are sluggish when compared to the original, which removes some of the energy--but the game is still close enough to the original to be enjoyable, especially if playing with three friends in the same room.

Things get significantly more complex when playing any of the other modes, be it four-player free-for-all, two-vs.-two, or one-vs.-one. In those instances, you are given control of little minions called snoots in addition to your normal paddle-moving duties. Snoots add a real-time strategy game element to the action, because the little units can attack enemy walls, repair your own walls, collect power-ups, or fight opposing snoots, depending on where you send them with the right analog stick.

It's a cool idea, adding some strategy to gameplay, and it makes sense as an evolution of the Warlords concept. Unfortunately, it doesn't work so well in practice. In fact, with so much extra stuff going on and so much to pay attention to, the screen becomes far too busy. If the addition of snoots weren't enough, there is also a large black-knight unit that occasionally drops in to stomp around the playing field and wreak havoc on players. With the black knight comes the white knight token, which gives the snoots who grab it some degree of temporary invincibility. Then there are coins that can be collected and power-ups with different effects, and at some point, it all becomes overwhelming. When you're struggling to take in your paddle, your snoots, and the big guy attacking your castle, it's hard to take in much of anything at all.

And if you're playing a two-vs.-two match? Prepare to deal with some confusion every time you go to move your snoots, because you and your teammate are the same color. Some of the multitasking trouble is alleviated with D-pad commands that give your snoots automatic orders--for example, tapping left to instruct them to always heal or tapping down to order them to always fight for power-ups--but you still have to micromanage snoots when facing skilled opponents. Even the game itself has trouble keeping up. When all hell is breaking loose, five fireballs are bouncing around, and all four players are still alive, significant frame rate issues can hamper the experience even further.

You get used to all the madness eventually, and it's easier to wrap your mind around doing many things at once with some practice. Whether it's through the relatively short single-player campaign, playing against the AI, or competing with human opponents either locally or online, you can have some fun that's reminiscent of the arcade classic. But the classic mode doesn't do enough to re-create the exact feeling of the old, while what's new is a number of interesting ideas that got misfired along the way. Warlords is a functional remake, but you might want to use your paddles to defend another castle.


15.07 | 0 komentar | Read More

Telltale confirms Fables game

Episodic adventure game specialist Telltale Games has confirmed that it will be adapting Bill Willingham's comic book series Fables, published under DC Comics' Vertigo label.

According to the studio, Telltale is partnering with both Warner Bros and DC for the game.

"Created by Bill Willingham, the Eisner award-winning and chart-topping Fables re-imagines classic characters from fairy tales and folklore spinning their stories in wild, brutally violent, mature, and often unexpected directions," Telltale wrote on its site.

The original comic series follows various fictional characters such as Snow White, Pinocchio, and the Three Bears, who have been banished and forced to live in New York City.

No details on the game's release have been given as yet.


15.07 | 0 komentar | Read More

Project Eternity most-funded video game in Kickstarter

Obsidian Entertainment's recent Kickstarter project, titled Project Eternity, is now the highest-funded video game on the crowd-source funding platform.

According to its Kickstarter page (via Polygon), it has surpassed Double Fine Adventure's Kickstarter campaign total of $3,336,371. At the time of writing, Project Eternity's total is at $3,348,171, and has 22 hours left before the project closes. The project started on September 14 and had exceeded its pledged goal of $1,100,000 within 24 hours.

Due to the goals being met, the developers will use the extra funding to possibly feature new playable races, factions, crafting systems, and a personal stronghold for players to store gear and weapons in. The developers will also attempt to enlist the aid of Neverwinter Nights 2's creative lead George Ziets. If the campaign reaches beyond $3.5 million, the developers will add a final goal, called "Big Big City", where the game will feature a giant city hub, reminiscent of Athkatla from Baldur's Gate 2: Shadows of Amn.

Project Eternity is an isometric party-based fantasy RPG that will be developed by Obsidian Entertainment, the company behind Fallout: New Vegas and the upcoming South Park: The Stick of Truth.


15.06 | 0 komentar | Read More

Hawken closed beta set for later this month

Written By Kom Limpulnam on Senin, 15 Oktober 2012 | 15.07

Session to last for four days, from October 26 to October 29.

Publisher Meteor Entertainment has announced the closed beta dates for its upcoming free-to-play mech shooter Hawken.

The game will be in closed-beta state from October 26 until October 29. Players can sign up on the official website to register for a chance to participate in the four-day session.

According to creative director Khang Le, the development team at Adhesive Games had learned a great deal from feedback during the game's alpha phase. Meteor Entertainment CEO Mark Long added that the daily player count has been scaled up, and that server ping numbers have been improved.

Hawken is a free-to-play, first-person multiplayer-focused shooter, where players control a mech to defeat other mech pilots in regular deathmatch, team deathmatch, or a territory-capturing variant called missile silos mode. For more information, check out GameSpot's recent coverage.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


15.07 | 0 komentar | Read More

Recovering lost memory in Ys: Foliage Ocean in Celceta

We spent five hours on Falcom's definitive reiteration of Ys IV.

The past few weeks have been a joyous one for connoisseurs of the action RPG genre thanks to Torchlight 2 and Borderlands 2. Gamers who don't mind one more name on their action RPG list would do well to consider Ys: Foliage Ocean in Celceta for the PS Vita, a re-imagining of the fourth Ys game.

A brief history lesson: in 1993, Ys creators Falcom left development of the fourth game to Hudson Soft and Tonkin House for reasons unknown. This resulted in two different iterations of Ys IV--one for the PC Engine (Turbografx-16) and one for the SNES in Japan. As this would naturally confuse a lot of people, Falcom has opted to create their own canon version of Ys IV--20 years later. While we don't know why it took them this long to rectify the oversight, it's better late than never.

Players control main character Adol as he explores the huge forest continent of Celceta to try to recover his lost memory. Accompanying him are thief Dulen, tribe warrior Carna, and a host of other Celceta denizens, each with their own skills and story. Players control a party of three characters: you control one person from the group, while the AI handles the duties for the other two.

Switching between party members is a must, as certain enemies can only be damaged by the type of weapons they carry. Fleshy and soft-skin enemies can only be damaged by slash attacks, which Adol has, while heavily-armoured foes can only be hurt by bludgeoning attacks, which Dulen inflicts from his fists of fury.

Switching party members also help in non-combat portions of the game. Dulen can unlock special chests, which contain sweet loot or quest items, through unconventional means, while Carna can use her glaive to cut down hard-to-reach tethers, like spider webs and thick branches.

As with most action-oriented RPGs, the controls appear easy to master. The circle button is to attack enemies, while holding the R button and pushing another face button activates an SP attack. This move requires SP energy (the blue frilly meter on the bottom right), which fills up by attacking and killing foes. Every character has a ton of special moves catered to their fighting style, which and can be upgraded further, provided you use them frequently.

Adol has a dash-slash attack and a quick uppercut slash that knocks lighter foes into the air, while Carna has ailment-afflicting knives (poison, paralyse, the works) and a charge shot that hits multiple foes, at the cost of more meter and a slight delay in the attack. For more oomph against enemies with bigger health bars, you can pull off an ultimate attack by pressing the L button when your ultimate attack meter (the yellow circle, next to the special attack meter) is full.

To avoid attacks, players just need to press the X button to dodge, and the triangle button to do a quick block. The kicker is that dodging at the last possible frame of the attack will trigger flash roll, where time slows down for a few seconds so that players can amass a quick counterattack to punish enemies. Blocking at the last second will not only nullify damage, but also gets you back a good chunk of SP energy to pull off more moves.

Depending on the scenario, these moves help add a lot of strategy in playing style. For example, we went all out with Adol and Dulin, while also playing the range with Carna when fighting things like poison-spitting bugs, stone-chucking gorillas, and leap-frogging mermen.


15.07 | 0 komentar | Read More

Taipei Assassins win League of Legends Season 2 championships

The winning team for the multi-million dollar League of Legends Season 2 championship finals has been decided: the Taipei Assassins.

The Taiwanese team defeated Korean team Azubu Frost, earning them the title of Season 2 world champions and $1 million in prize money in a bout of four matches. Azubu Frost won the first game before they lost the remaining three matches.

The final match between the two teams was using a LAN client that developer Riot Games made for the MOBA title. Azubu Frost was fined $30,000 by Riot Games for unsportsmanlike conduct during the Season 2 playoffs.

The tournament was held at the Galen Center Arena at the University of Southern California. The event's 10,000 seats were sold out, and more than 900,000 tuned in to the live stream of the finals. For a replay of the finals, check out the Twitch.tv link.


15.06 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger