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Samuel L. Jackson returns to host VGAs

Written By Kom Limpulnam on Jumat, 30 November 2012 | 15.06

This year's Spike TV Video Game Awards will celebrate 10 years of air-time with a special ceremony that will bring together a handful of past hosts.

According to SFGate, previous emcees Zachary Levi, Snoop Lion, Jack Black, and Neil Patrick Harris are set to join this year's host Samuel L. Jackson at the awards next week.

The show will reportedly feature debut footage from upcoming titles, including BioShock Infinite, Castlevania: Lords of Shadow 2, and Tomb Raider, as well as sneak peeks of DLCs, such as Halo 4's Spartan Ops and Assassin's Creed III's The Tyranny of King Washington.

The best game category for this year includes titles such as The Walking Dead: The Game, Assassin's Creed III, Dishonored, Journey, and Mass Effect 3.

The Spike TV Video Game Awards will air on Spike TV on December 7, live from Sony Picture Studios in Culver City, California.


15.06 | 0 komentar | Read More

God of War movie a step in 'bold' new direction - Report

The upcoming God of War movie from Universal Studios will aim to differentiate itself from other films with similar themes.

According to the film's writers Patrick Melton and Marcus Dunstan (who previously wrote Saw IV, Saw V, Saw VI, and Saw 3D), the big screen adaptation of Sony's popular gaming franchise will improve on films like Clash of the Titans and Immortals by taking a step in a bolder direction.

"Those movies can inform the God of War to step in a more bold direction," Dunstan told ShockTillYouDrop.com.

"Not to join those ranks, but to stand head and shoulders apart like other reinventions have done within that genre. The satisfying element is to look at those movies as a commentary on the genre, and now say something different."

Melton also revealed that Sony encouraged the duo to make the movie different from what's already out there in the same genre.

Charles Roven and Alex Garnter, producers of the forthcoming film based on Naughty Dog's Uncharted action franchise, are producing the God of War movie via Atlas Entertainment.

No mention was made of a director or actors for the film, and a release date has not been nailed down.

God of War: Ascension is due out in March 2013. It is a prequel to the original trilogy, and the first entry in the series to sport a multiplayer component. For more on the project, check out GameSpot's latest preview.


15.06 | 0 komentar | Read More

Ubisoft Australia to auction off Assassin's Creed III Special Edition for charity

Aussie fans of Assassin's Creed III now have a chance to pick up a customised special edition, and for a good cause. Ubisoft have put together a special edition of Assassin's Creed III to auction off and raise money for the Sydney Children's Hospital Foundation.

The special edition comes in a custom-made trunk and includes a copy of Assassin's Creed Freedom Edition (see below for contents), Assassin's Creed Liberation, an Assassin's Creed backpack, tomahawk USB, steel postcard, steel book, notebook, belt buckle, wristband, lead figurines, iron-on patch, two key chains, and additional bonus digital content.

Contents of the Assassin's Creed III Freedom Edition include:

- 24cm figurine of Connor
- Steelbook case
- One exclusive Lithograph
- Bonus Single Player Mission: Lost Mayan Ruins
- Bonus Single Player Mission: Ghost of War
- Bonus Multiplayer Package: The Sharpshooter.

Ten custom special editions have been made worldwide, and Ubisoft Australia is auctioning off eight in a series of eBay auctions running from November 30 to December 17. Those interested in bidding can search for "Charity Auction Assassin's Creed III Freedom Edition" on eBay. The first auction is available here. All proceeds go to Sydney Children's Hospital, Randwick, New South Wales.


15.06 | 0 komentar | Read More

Assassin's Creed III Review

Written By Kom Limpulnam on Kamis, 29 November 2012 | 15.06

The Video Review

Kevin VanOrd grabs a Tomahawk for this video review of Assassin's Creed III.

Certain vital events from the American Revolution have become so iconic that they still loom over our collective consciousness. The Boston Tea Party, Paul Revere's famous ride, and George Washington's crossing of the Delaware River aren't just important historical events--they are symbols of perseverance, self-sacrifice, and the quest for independence. Assassin's Creed III depicts some of these milestones, though it doesn't fully romanticize early American culture. These were somber times, sullied by bloodshed, slavery, and oppression, and this ambitious action adventure isn't afraid to confront the darker aspects of colonial expansion.

There's nothing like a leap of faith to restore your confidence in the world.

Assassin's Creed III also isn't afraid to draw parallels between historical events and modern ones, making statements about subjects like the fairness of the press that ring just as true today as they did then. You explore these themes from the perspective of two characters: Desmond Miles, a modern-day Assassin seeking to halt the ambitions of the opposing Templars; and Ratonhnhaké:ton, Desmond's Native American ancestor, more commonly referred to as Connor.

In some respects, Connor is a vessel for ideas more than a force of nature in his own right. Noah Watts' unsure voice acting keeps Connor at arm's length, emotionally--though in some respects, the distance is appropriate, given Connor's uncertain path through a complex political landscape. Connor finds himself a key figure within the Revolution; he fires cannons, commands troops, and jams his tomahawk into loyalist flesh. He conspires with Samuel Adams, and participates in renowned occasions such as the Battle for Bunker Hill. Assassin's Creed III renders particular details with great historical and visual authenticity. Major and minor figures are depicted; the cities of Boston and New York are exquisitely re-created; and even minutiae like the lines of The Beggar's Opera are presented with fine accuracy.

Assassin's Creed III is hardly a documentary of America past; it's historical fiction, semi-twisted by the conspiracy theories that inhabit the overarching narrative that drives this ongoing series. If you're a newcomer, you'll be glad for the opening montage that fills you in on the ongoing Templar-versus-Assassin conflict. You learn that Desmond is now creating his own legend, and holds the fate of the world in his hands. Assassin's Creed III draws important parallels between the two men, both of whom navigate a thorny relationship with an estranged father. Desmond's story tugs at the heart more than once, not because of his newfound relationship with his aloof father, but because he learns more of the civilization that preceded us here on earth--and its futile attempts to ward off the disaster that annihilated it.

In both time periods, themes that the series has previously explored are further deepened. The Templar point of view is frequently expressed, often via the soliloquies of dying men who plead the good intentions of a philosophy that would seem to pave an apparent road to hell. Yet the truth isn't so cut-and-dried, and Connor is forced to confront his own convictions. You hear the sincere and convincing words of the men you've assumed represent the wrong side of morality, and must wonder: are the ideas of good and bad so absolute after all? Are the men you cradle in your arms as they gasp their dying breaths necessary casualties, or do they whisper ideas worth hearing and understanding? As one character insists, "There is no one path through life that's right or fair."

When playing Desmond, you sneak, run, and leap your way through relatively linear levels, climbing up skyscrapers and sneaking through suspicious crowds when you aren't giving concussions to Templar agents. These fluid sequences hint at the possibility of full-fledged modern-day adventuring--though never quite arriving there. There does come an important revelation, however: the typically surprising finale that leaves you scratching your head, and in this case, forces you to consider an unpleasant truth about the nature of humanity. The finale lacks punch and closure, but leaves you guessing, trying to weave a tapestry of truth out of the conspiracies that have always buoyed the series' self-serious stories.

You spend most of your time as Connor, however, though this fact may not be abundantly clear when you first leap into the past. Within the first several hours of the game, you do get chances to experience the fanciful parkour mechanics for which the series is known, but Assassin's Creed III's early times are focused on establishing tone and backstory--not on free-form exploration. As you play that opening, it's hard not to wonder: when does the fun stuff come? In retrospect, however, the slow pace makes sense, giving you a chance to become invested in the world and its people, and allowing later story events to wield power they may not otherwise have held.


15.06 | 0 komentar | Read More

Call of Duty: Black Ops II Review

The Video Review

Chris Watters finds out what happens when a civilian casualty wants revenge in this video review for Call of Duty: Black Ops II.

The past and the future meet on many levels in Call of Duty: Black Ops II. In the campaign, you relive the events that made a man into a villain, then fight to avert his plans for future catastrophe. The competitive multiplayer offers the same frenetic intensity of past games in the series while providing a new way to play that subverts the history of these hallowed online battlefields. And the Wii U finally lets owners of a Nintendo console experience the visual fidelity that players on other consoles have enjoyed for years, adding some novel ways to experience the action courtesy of the GamePad. Poised between past and future, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.

Scramble those tiny robot brains with an EMP grenade.

If you played Call of Duty on the Wii, you can stick with your preferred control scheme here as the game supports the Wii Remote with either the Nunchuk or the Classic Controller. The new pro controller is also a great option, but the GamePad offers a few appealing novelties. Most notably, you can play the game entirely on the tablet screen, leaving your TV free for other uses. The screen shows a good amount of detail and runs at a smooth frame rate, making is possible to enjoy any game mode. It does have drawbacks, however, as the small screen area can make it tougher to spot mid-range foes and the button placement on the comparatively bulky GamePad take some getting used to.

This feature can also be used while someone else is playing on the television, enabling each player to have their own screen. You can team up or face-off in competitive multiplayer, both online and off, as well as take on the cooperative zombies mode. If you have a sizable main screen, you might be better off sticking with splitscreen play, but the added versatility of the GamePad is an asset to this version of the game.

As in the other versions, the ride starts off a bit rough as the game makes good on its pre-campaign warning of graphic content (which also lets you opt out of said content). Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.

Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.

Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings, and there's a handy story rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.

You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you have a team at your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.

Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this feisty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.


15.06 | 0 komentar | Read More

The State of eSports in Asia - Present & Future

 StarSfrife Riot is owned by Tencent a company whose total assets are worth around an estimated $50 billion. They are doing it because they can do it and they have the money to do it. Everything is being closed down by riot because they want to make it structured like a real sport is. Look at NFL / NBA / NHL / FIFA. They will keep growing their numbers and get major sponsors involved. They want full control of the structure and how their pro-scene works because that is their end-goal. To make it operate and work like all the major sports do from FIFA to MLB.

SC2 might be self sustaining but it will never be able to do what riot is trying to do if it operates the way it has been. Like when the BAA and NBL merged to create a single NBA where they all could follow 1 structure with all the teams instead of separate ones. What remains to be seen is if Riot is successful in accomplishing its goals, it is by no means a small task and they need to be very smart as to how they go about it.

This is also the reason Dreamhack / MLG / ESL announced their partnership to grow e-sports. They understand they all need to work together and can't be doing their own separate thing because if they all follow 1 structure with 1 format and 1 ranking system it benefits all of them more so then if they would go on their own. Professional sports do that and it is very easy to follow them for fans. SC2, LOL, DOTA2 there is no clear cut 1 format everyone has their own formats with different schedules and times.... NFL NBA FIFA games don't have that. You know when the games are on every Sunday or Monday and what times they start, regardless of the team playing the times don't change. There is 1 ranking system where you know who is at the top of their division / conference unlike e-sports where it is very hard to tell who really is #1 because someone wins mlg one week the next week another wins dreamhack. There isn't even an overall ranking system for each scene like top 50 in Korea / top 50 in na. Following e-sports is extremely hard and annoying compared to being a fan of any sport. Try introducing a gamer who loves playing games into e-sports and see how that works out. Riot got that many people to watch their game by advertising their tournaments in their client so gamers in general who don't follow e-sports knew there was a tournament going in and they watched it.


15.06 | 0 komentar | Read More

#1ReasonWhy You Should Pay Attention

Written By Kom Limpulnam on Rabu, 28 November 2012 | 15.06

GameSpot editors Laura Parker and Carolyn Petit discuss the importance of stamping out sexism in the games industry.

Yesterday, the Twitter hashtag #1ReasonWhy exploded into a tremendous outpouring of stories about sexism encountered by women who work in various aspects of the games industry. Over the course of this correspondence, GameSpot editors Laura Parker and Carolyn Petit analyse the importance of the hashtag, sharing thoughts on what the huge response to it means, and where the industry goes from here.

Carolyn:

The #1ReasonWhy is a rapidly growing collection of tweets from women who work in various facets of the game industry recounting negative experiences they have had in their respective fields.

Of course, stories about sexist attitudes in the games industry are nothing new: it's an issue that has been much discussed this past year. (Take the Kickstarter project by Anita Sarkeesian a few months ago about portrayals of women in video games for instance, which generated a great deal of discussion.) But what was immediately remarkable about #1ReasonWhy to me was the tremendous outpouring of stories and feelings from so many women, this groundswell of frustration and anger from so many sources.

On one hand, it was a painful reminder to me of the reality of just how rampant sexist attitudes and behavior are in this industry, an industry that should, I feel, reflect the fact that games can be enjoyed by all sorts of people, that they can bring people together, that they're certainly not just for men.

On the other hand, it was inspiring to see so many voices speaking out, sharing their stories, standing up and calling for change. I'm kind of flabbergasted by the extent to which the hashtag has exploded. To me, that speaks to long-simmering feelings about a pretty severe imbalance that needs to be discussed and addressed. What was your initial reaction?

Laura:

The swell of support for #1ReasonWhy over the last two days is a sign that things need to change. Sexism in the games industry is something that has been discussed more and more over the last two years, and it's so encouraging to see so many women from all parts of the game industry--developers, journalists, writers--speaking up to support each other and make their voice heard in this debate.

One of the things that became clear from reading some of the tweets--the hashtag has been used over 22,000 times on Twitter to date--is how similar some of these experiences are. Up to now it has been really hard to talk about this issue with a united voice because there are so many different attitudes and views in the industry surrounding how best to tackle sexism and attitudes to women. But the hashtag helped identify where some of these problems lie, and even inspired some industry leaders to take action via the #1ReasonMentor response: a call to arms to help connect young women in the industry to more experienced mentors.

For too long we've merely talked about sexist attitudes and behaviour in the games industry. Talk is good, but we need to take action. This is a step in the right direction.

What do you think should happen next? We can't let this fizzle out. How can the industry come together to make the most of this solidarity? How can this message reach the decision-makers and those who hold the power to incite change?

Carolyn:

It's a difficult question without easy answers, but I think the hashtag gives us some reasons to be hopeful. You mentioned the #1ReasonMentor hashtag that came out of it; this should lead to some connections being formed that result in at least a few more women getting into the industry.

One of the more disheartening recurring themes in the shared stories for me was that of hiring practices that overwhelmingly favor men, maintaining the status quo of gaming as a hugely male-dominated industry. Anything that gets more women involved in designing, writing and programming games is a very good thing. I hope that many individuals in the industry, women and men, are motivated by this organic Internet uprising to find ways large and small to challenge existing attitudes, criticize sexist behavior, and incite positive change.

I also think that those of us in the media have both an ability and a responsibility to keep this discussion going, to find ways to investigate and spotlight systemic imbalances like this. Many #1ReasonWhy tweets I saw were from women expressing a reluctance to speak out and share their stories out of fear of repercussions. That fear is a huge problem in and of itself. It's clear that the hashtag offers only a relatively small glimpse into a deep-seated problem that isn't going to go away overnight. If we in the industry get complacent, it may never go away. We need to keep finding ways to make these stories heard. We need to continue fighting for the idea that gaming is not a boys' club, that it doesn't make long-term sense culturally or financially for developers to exclude women from the creation of games, or to market games in ways that insult and alienate women.

I think the general perception of who games are for is already in the process of evolving. There's momentum that's (much too slowly) taking us toward a more inclusive, more equitable industry; we need to not only keep that motivation going but speed it along when we can. If journalists are aggressive in continuing to cover the problem of sexism in the industry in its many forms, and if people participating in programs like #1ReasonMentor keep the ball rolling, I believe it'll be a better industry ten years from now than it is today. It may sound silly, but I really think it's up to all of us to do what we can.

So hopefully this is, in a sense, just the start of what will be an ongoing discussion. Any last thoughts on this for now?

Laura:

I also hope #1ReasonWhy reached developers, publishers and gamemakers who are responsible for hiring talent in the industry. If influential development studios get onboard and pledge their support for this cause (as Bungie has done as well as Halo 4 developers Bonnie Ross and Kiki Wolfkill) and take some sort of stand to say that they do, and they will, pay more attention to how females in the industry are treated from now on, then I think something really positive can come of this.

I agree the media has a responsibility to keep this discussion going. It's not just the industry's practices that have to change, it's also the attitude of consumers and players. Sites like FatUglyorSlutty really highlight the extent of this problem and send a very clear message: this shit has to stop. You're right when you say that what needs to happen now is that the industry needs to re-analyse the way it makes and markets games. Women cannot and should not be excluded either in the creation of games, or in the way games are marketed.

So everyone has a part to play. Developers have a responsibility to ensure the development industry is an equal opportunity environment where women feel comfortable and valued for their skills; publishers have a responsibility to speak to both male and female gamers on equal terms and not alienate or insult one or the other; and consumers have a responsibility to accept the changes taking place in the gaming demographic and make gaming welcome and accessible to all.

#1ReasonWhy is a step in the right direction. All we have to now is make sure that people pay attention.


15.06 | 0 komentar | Read More

GameSpot GamePlay Episode 20: Remote-Controlled Rocket Launcher

Ironclad Games' Blair Fraser confesses his sins to a voracious GameSpot team that's too busy eating a Bigfoot pizza to notice.

GameSpot GamePlay

Host Kevin VanOrd welcomes Ironclad Games' Blair Fraser, who talks bizarre bugs, Sins of a Dark Age, and the awesomeness of the Mega Man 2 soundtrack. The panel also includes Tom Mc Shea, who falls under Reggie Fils-Aime's spell; Chris Watters, who bounces Betties with the best of them; and Carolyn Petit, who manages to escape any genitalia that might populate the Miiverse.

Click here to subscribe to GameSpot Gameplay via iTunes.

Click here to subscribe to GameSpot Gameplay via Zune.

Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 19: Deja Vu

GameSpot GamePlay Episode 18: The Cinnabon Engine

GameSpot GamePlay Episode 17: Space Noise

GameSpot GamePlay Episode 16: Press X to Batman

GameSpot GamePlay Episode 15: A Series of Death Screams

GameSpot GamePlay Episode 14: Splinter Shell

GameSpot GamePlay Episode 13: Double Jesus

GameSpot GamePlay Episode 12: All Pandas go to Heaven

GameSpot GamePlay Episode 11: Enter The Pee Zone

GameSpot GamePlay Episode 10: Adolf Critler

GameSpot GamePlay Episode 9: Out of the Closet

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


15.06 | 0 komentar | Read More

Dizzy creators launch Kickstarter campaign

Written By Kom Limpulnam on Senin, 26 November 2012 | 15.07

The original creators of 1980s gaming icon Dizzy have launched a new Kickstarter campaign to bring the egg-headed hero to PC and mobile platforms.

Twins Philip and Andrew Oliver are asking for £350,000 on crowd-funding platform Kickstarter to complete a new instalment in the series titled Dizzy Returns. If made, the game will launch on PC and iOS, and will be developed with the help of Blitz Games, the development studio founded by the Oliver brothers in 1990.

"Our aim is not to just reboot an old Dizzy game," the brothers wrote on their Kickstarter page. "We want to stay true to the spirit and core ideals of the original series, whilst utilising the platforms, technology, and resources we now have at our disposal...New puzzles, new characters, new locations, and new ways of playing will bring Dizzy bang up to date and make the game just as much fun for gamers today as it was in the 1980s.

"It's also pretty obvious that any new Dizzy game should have a home on PC. It's something that Dizzy fans regularly ask us for, and, after all, the 'classic' Dizzy control experience with keyboard keys or joystick harkens back to the days of the Amstrad, Spectrum, Commodore 64, ST, and Amiga."

In addition to the above, the game will feature a new story and mechanics, as well as non-linear puzzles and a retro mode (8-bit graphics and classic difficulty).

As of writing time, the Kickstarter project has amassed £11,937 ($19,136) of the £350,000 ($561,000) goal.

A minimum pledge of £10 ($16) gives users a digital PC copy of the game, plus access to developer diaries, interviews, and digital content.

If funded, Dizzy Returns is slated for release in Q3, 2013. Last December, Codemasters released a remake of 1991 2D adventure title Dizzy: Prince of the Yolkfolk for iPhone, iPad, and Android devices.


15.07 | 0 komentar | Read More

Assassin's Creed III and the Singapore Connection

Assassin's Creed Anthology collection announced, first-week sales of ACIII rise 100 percent over AC: Revelations' mark; futuristic action game landing next year; company posts $41.35 million loss for six-month period.

Posted Nov 6, 2012 | 1:38 | 7,758 Views


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AU Shippin' Out November 26-30: Wii U, Far Cry 3

A new console complete with exclusive titles will be arriving for Aussie gamers this week! Nintendo's new console, the Wii U, goes on sale from November 30, with retailer EB Games opening stores at midnight for gamers who wish to pick up their pre-order as soon as possible.

The Wii U basic model pack will come with an 8GB console, a Wii U GamePad, an AC adapter, an HDMI cable, and a sensor bar. The Wii U premium model pack will include everything from the basic set, as well as additional memory (32GB in total), a stand for the console and GamePad, a charging cradle for the GamePad, and a copy of Nintendo Land.

The 8GB basic model will be available in white, and will cost A$349.95, while the 32GB premium model and peripherals are built in a black shell. The premium kit will retail for A$429.95.

Wii U-exclusive titles available at launch include platformer New Super Mario Bros U, survival horror game ZombiU, and party title Nintendo Land.

Platform game New Super Mario Bros U was released to positive reception, praised for its incorporation of classic elements of the series with innovative level design.

On the other end of the spectrum, fear-fuelled first-person shooter game ZombiU is a game designed to take advantage of the Wii U's touch-pad interface. The game boasts multiplayer modes and permanent character death, allowing the player to assume the role of various survivors throughout.

For those who are a little less inclined to pick up a new console, Ubisoft's open-world action title Far Cry 3 will be out this Thursday. The game will cast players as Jason Brody, a man stranded on a strange tropical island similar to the setting of the first Far Cry. Gamers will head out into this beautiful, but unforgiving, place, as they battle to stay alive.

Check out the full list of new releases below.

November 29, 2012
Far Cry 3 (360, PS3, PC)
Ratchet & Clank: QForce (PS3, Vita)

November 30, 2012
Assassin's Creed III (Wii U)
Batman: Arkham City - Armored Edition (Wii U)
Call of Duty: Black Ops II (Wii U)
Darksiders II (Wii U)
Disney Epic Mickey 2: The Power of Two (Wii U)
ESPN Sports Connection (Wii U)
Family Party: 30 Great Games Obstacle Arcade (Wii U)
FIFA Soccer 13 (Wii U)
Funky Barn (Wii U)
Game Party Champions (Wii U)
Just Dance 4 (Wii U)
Mass Effect 3: Special Edition (Wii U)
NBA 2K13 (Wii U)
New Super Mario Bros. U (Wii U)
Nintendo Land (Wii U)
Rabbids Land (Wii U)
Scribblenauts Unlimited (Wii U, 3DS)
Skylanders Giants (Wii U)
Sonic & All-Stars Racing Transformed (Vita, Wii U)
Tank! Tank! Tank! (Wii U)
Tekken Tag Tournament 2: Wii U Edition (Wii U)
Transformers Prime: The Game (Wii U)
Warriors Orochi 3 Hyper (Wii U)
Wii U (Wii U)
Your Shape: Fitness Evolved 2013 (Wii U)
ZombiU (Wii U)


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Feedbackula - Wii U Launch Bonanza!

Written By Kom Limpulnam on Sabtu, 24 November 2012 | 15.06

 Toysoldier34  Tripwolf 

You are mixing two very different things up.

There are some who do not really think before posting comments, but there are many who just don't speak english so fluently (less will they be able to write using propper grammar), and still enjoy the contents of GameSpot.

If you are able to write a comment in perfect french, german and spanish I still won't agree with you. If you aren't, perhaps you'll see my point.

Would you rather have a community exclusive to english speaking countries, people trying to write in english and failing, or comments in every language (including many you don't understand)?


15.06 | 0 komentar | Read More

Razer Game Booster software in open beta stage

Written By Kom Limpulnam on Jumat, 23 November 2012 | 15.06

The program temporarily shuts down unnecessary applications and offers calibration options.

Razer has announced that its Razer Game Booster application is now available for the public in an open beta state.

The program allows gamers to temporarily shut down unnecessary applications, so that their computer resources can focus on just running games. The Razer Game Booster also offers simple options to tweak and defrag a user's computer, as well as update old drivers. In addition, it allows users to create tutorials and record real-time audio and video as well as capture screenshots.

The software's predecessor, the IObit Game Booster, was given a five-star rating by CNET and has been downloaded 1,463,120 times.

Gamers can download the Razer Game Booster app on this link and also on Razer's official page.

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.


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Graphics Comparison - Hitman: Absolution

No one can deny the PC will always be the best looking when compared to the 360 & PS3. It's simply a fact. But at the same time, there is nothing wrong with the 360 and PS3 versions either of not just this game, but any other that are released on all 3 platforms (except for Skyrim on PS3 though).

I used to only game on the 360, until I decided to upgrade my PC a little while ago, and without a doubt the PC blows the others out of the water when comparing graphics. But that doesn't mean I enjoy my 360 any less. Hell, I play all my PC games with a 360 controller (apart from RTS games). I've just always found the controller to be more comfortable than the keyboard and mouse. I'm not a competitive game so precision is not important to me.

These days I play all the games that come on all platforms, but use the 360 for those that don't. I love playing them both equally and the graphic quality doesn't take away from a game if it's got great gameplay.

Basically these comparison videos are pointless because they cause more trouble than they are worth for something that isn't as important as people would think. Just be happy we get to experience these awesome games regardless of the system they are on.


15.06 | 0 komentar | Read More

Far Cry 3 - Now Playing

Written By Kom Limpulnam on Kamis, 22 November 2012 | 15.07

Really interested in this just because of the freedom it offers, not much of it in most games recently, but I can see all the animal attacks being an annoyance.  I mean, dogs, cats, lizards, even birds coming after you and hurting you, killing you, spoiling your stealth chances, making you spend ammo and health items constantly?  Not good, we need some animal repellent upgrade to purchase or something wise like.


15.07 | 0 komentar | Read More

GameSpot GamePlay Episode 19: Deja Vu

Kevin VanOrd gets lazy--er, efficient--in this greatest-hits episode of everyone's favorite podcast. And by "everyone," we mean, "Steve from Bowling Green."

GameSpot GamePlay

A new console has been released, the reviews schedule is exploding, and host Kevin VanOrd needed time to roast his Thanksgiving turkey. And thus was born this cheap clip episode, in which Kevin lazily compiles his favorite bits from episodes before and regurgitates them.

Wait--that's not right. That should say, "and thus was born this lovingly crafted greatest-hits compilation, which gives you the chance to relive beloved moments from a modern classic of a podcast."

That sounds better, now, doesn't it?

Click here to subscribe to GameSpot Gameplay via iTunes.

Click here to subscribe to GameSpot Gameplay via Zune.

Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 18: The Cinnabon Engine

GameSpot GamePlay Episode 17: Space Noise

GameSpot GamePlay Episode 16: Press X to Batman

GameSpot GamePlay Episode 15: A Series of Death Screams

GameSpot GamePlay Episode 14: Splinter Shell

GameSpot GamePlay Episode 13: Double Jesus

GameSpot GamePlay Episode 12: All Pandas go to Heaven

GameSpot GamePlay Episode 11: Enter The Pee Zone

GameSpot GamePlay Episode 10: Adolf Critler

GameSpot GamePlay Episode 9: Out of the Closet

GameSpot GamePlay Episode 8: Ladycrotch

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


15.07 | 0 komentar | Read More

Lego The Lord of the Rings Review

Those who have never played one of the many Lego games developed by TT Games might find it difficult to believe that a beloved franchise such as The Lord of the Rings can benefit from a simplified narrative and family-friendly gameplay. The notion seems absurd, and yet past releases have capably proven that plastic blocks and theatrical blockbusters can make a great mix. That's particularly evident in the case of Lego The Lord of the Rings.

Though the game doesn't offer many narrative surprises, the lack of unexpected twists actually works in its favor. If you've seen the movies, you know the story of the brave hobbit Frodo and his journey to a well-guarded volcano where he hopes to destroy the cursed bauble he carries. All of the nastiest creatures in the land would be delighted to pry "the One Ring" from Frodo's cold, dead hands, and the capable people who should protect him are usually busy facing similarly important struggles of their own. The characters' combined adventures provided ample fodder for hours of cinematic excellence, and now Peter Jackson's three enormous films have been crammed into a single game.

This latest adaptation of the classic tale doesn't feel like a cheap substitute for the epic story, even though the protagonists are now fashioned from plastic. The most riveting moments from the film trilogy are recreated here--even a few that existed almost entirely for the sake of character development or mild comic relief, such as the contest between Legolas and Gimli to see who could slay the most orcs. The shrugs, smirks, and tension-diffusing humor that are standard practice in Lego games have been supplemented here with extensive spoken dialogue that was pulled directly from the movies. Kids will love seeing characters skewered by fruit or snuggling with teddy bears, while parents will appreciate the minimal violence.

A fascinating story and great voice work can carry a game only so far, though, and Lego The Lord of the Rings benefits from a solid gameplay foundation that should keep players of all ages coming back for more even when they already know how everything ends. Stages generally consist of a series of basic puzzles, occasionally interrupted by battles with small enemy groups that are easily overwhelmed. You can swap protagonists instantly to gain access to their respective abilities, and there are no permanent deaths. Characters briefly falls to pieces but almost immediately return to the action.

The worst punishment you face is the loss of a portion of the studs you've collected, which means you could be deprived of a True Adventurer bonus once you clear the stage. Advancing from the game's prologue to its closing credits will probably take you no more than 10 or 12 hours, but actually reaching 100 percent completion could easily take twice that long. Mostly, you are allowed to decide what sort of experience you want to get from playing, within the established framework.

Due to the occasionally distracting volume of available content that practically begs to be discovered, a dynamic stud trail guides you to the next story sequence. Banners are spread throughout the open world and handily mark the entrances to action stages, but adventurers can easily get turned around without additional assistance. Fortunately, it's easy to warp directly to places you have previously visited, or to consult a map and set helpful waypoints. The stud trails unerringly lead you toward a chosen point unless you find a new obsession. Detours from the beaten path aren't a problem, either; the translucent stud trail quickly adapts and calculates the best route from your current location to your chosen destination at all times. That helpful mechanic isn't new to video games or even to the Lego franchise, but it's tremendously useful all the same.


15.06 | 0 komentar | Read More

Israel Defence Forces uses gamification to promote its part in Gaza conflict

Written By Kom Limpulnam on Rabu, 21 November 2012 | 15.06

The social-media campaign employed by the Israel Defence Forces (IDF) in its latest conflict with Hamas over the Gaza Strip includes gamification.

The IDF blog features a virtual game, titled "IDF Ranks: The Virtual Army Game", which encourages visitors to the site to earn points and badges in return for spreading IDF content online through social media.

"IDF Ranks is an interactive game, directly implemented into all of the IDF's social platforms, allowing you to be a virtual part of the IDF," the blog states.

"Every action you take--reading, commenting, liking, sharing, or even just visiting--will earn you points, and help you climb the ladder of IDF Ranks. Specific actions will win you beautiful badges, and one day you might even become the chief of staff of IDF Ranks."

While the game was incorporated into the IDF blog in July, it has drawn more recent criticism from commentators who view the IDF's actions as a promotion of war in the current Gaza conflict.

"Israel is trying to enlist the people of the world in its campaign with military ranks, badges, and points," ReadWrite's Jon Mitchell wrote last week. "Innocent people are dying on all sides, and the IDF wants to reward people for tweeting about it. Israel has gamified war."

However, an IDF spokesperson refused to refer to the game as a gamification of the current conflict.

"In no way is 'IDF Ranks' meant to gamify Operation Pillar of Defense or any military actions during the operation," the spokesperson told ReadWrite.

According to Mitchell, 10 visits to the IDF blog gives users the "Consistent" badge, while searching the blog bestows the "Research Officer" badge.

"It's impossible to fathom how anyone could justify this trivialisation of war," Daily Life's Amal Awad added. "People are being killed, and the conflict is spiralling out of control, but observers can titillate themselves with a reward system for taking a side."

The game is positioned next to a "Rocket Counter" on the IDF blog, showing the number of rockets that have hit Israel since last year.


15.06 | 0 komentar | Read More

Intel Extreme Masters Singapore kicking off tomorrow

ESL World's Intel Extreme Masters Singapore is set to kick off this week.

The games that will be featured for the tournament will be StarCraft II: Wings of Liberty and League of Legends. The event itself will be held at the SITEX 2012 exhibition at the Singapore Expo, Halls 4B-6. The schedules for the tournaments from November 22 to November 25 are below (GMT +8/SGT time zone):

November 22
Time: 11am – 9pm Tournaments: StarCraft II Open Bracket, League of Legends Group B

November 23
Time: 11am
Tournaments: StarCraft II Group Stage, League of Legends Group B

November 24
Time: 11am - 9pm, League of Legends finals start at 6pm
Tournaments: StarCraft II round of 16 and first three quarter-finals matches, League of Legends semi-finals and finals. November 25
Time: 11am – 5:30pm; StarCraft II finals start at 3:45pm
Tournaments: StarCraft II last quarter finals, semi finals and finals matches.

For more information, check out the official ESL page for the event. GameSpot will update this space with the livestream link.


15.06 | 0 komentar | Read More

Adjusting Our 2D Shooting Viewpoint With Mirror War

GameSpot's Jonathan Toyad goes kunai and tarot cards-ablazing with two classes in L&K Logic's MMO nod to classic 2D shoot-em-ups, straight out of G-Star 2012. For a G-Star 2012 summary, head here: http://bitly.com/UryMfw


15.06 | 0 komentar | Read More

Dungeon Striker Class Playthrough

GameSpot's Jonathan Toyad tries out the Cannon Striker, the Wizard and the Assassin in this latest Korean cute-looking dungeon hack, exclusive from G-Star 2012. For a G-Star 2012 summary, head here: http://bitly.com/UryMfw


15.06 | 0 komentar | Read More

Sing Party Review

Written By Kom Limpulnam on Selasa, 20 November 2012 | 15.06

Karaoke video games are easy to come by these days, regardless of what platform you have. But there are surprisingly few that are family-friendly without being based entirely on a children's property, and even fewer that try to nail the public performance aspect of karaoke rather than focusing on score alone. Sing Party tries to fill those gaps on the Wii U, and while it doesn't yet take proper advantage of the system's online capabilities, it's a solid experience that accomplishes what it sets out to do.

The primary focus of the Wii U's gamepad is found in Party mode, which is the mode at the top of the game's menu. Here, the gamepad allows the lead singer to look at his or her audience while singing as opposed to the TV--something that brings video game karaoke just a little bit closer to the experience you might find in a karaoke bar. The singer's lyrics are displayed on the gamepad, while the audience gets their own occasional words or suggested actions, like swaying to the music, via the TV in case they want to participate in the song. This mode isn't scored, so there's less worry about embarrassing yourself with a poorly graded performance. It's tailor-made for those who are untalented (or intoxicated) but still want to perform. Sadly (and oddly), this is the only mode in which you see lyrics on the gamepad.

If you want a more Rock Band-esque experience of earning stars and high scores for your singing skills, there is Sing mode. Words aren't displayed on the gamepad in this mode either, forcing you to look at the TV for lyrics, as well as a pitch meter. If audience members want, however, they can grab the gamepad to adjust sound levels or add songs to the playlist on the fly while the singer is doing his or her thing. They can also use the touch screen to make instrumental beats and play along with the song, which usually translates into "mash the touch screen to make noise that will throw the singer off, because that's what friends are for." A couple of Wii remotes can be synced as "instruments," but this, too, is just more unnecessary noise.

There's not much in the way of interesting progression in Sing mode, though. All of the game's songs are unlocked from the start, meaning you are only shooting for high scores. There are no difficulty settings and no way to sort from easy songs to hard songs, so there's never much sense of getting better at the game. The game does present you with challenges as you play, letting you earn records and level up a meaningless rank for accomplishing tasks such as playing for 20 minutes or earning 15 stars. There are a few such challenges that at least tempt you into playing slightly differently (such as playing three songs with the letter D in the title), but for the most part, this entire system feels meaningless and is not compelling.

The last mode, Team mode, seems intended for large groups who want to compete in more of a party game setting. After taking a picture of each team with the gamepad's camera, teams take turns singing their way through a selection of song-based minigames, such as Choir, which has the whole group singing into the gamepad's microphone for a collective score, or Relay, in which you are constantly passing the microphone from team member to team member. People who don't want to sing can participate by voting as a judge after each game, giving bonus points to the team they think did best.

Like with many music games, your enjoyment of Sing Party is greatly influenced by how much affinity you have for its soundtrack. In this sense, Sing Party aims for variety over a focus on particular genres. Will you enjoy singing both Frank Sinatra and Nickelback equally? Probably not. It is unlikely that one person will like listening to, much less singing, every single one of the 50 songs on the disc, but it does mean that when playing with large groups, there is probably something for everybody. Players may know only the chorus of a particular song, but you can be sure that they'll nail that chorus when it comes up.

Sing Party's package comes with only one microphone, but that's enough for most game modes (even Team mode, since you're usually passing the microphone and taking turns). But if you have your heart set on performing duets, don't worry too much. The game is refreshingly open to accepting other USB microphones. While the official stance is that any licensed Wii microphone will work, a PlayStation 2 microphone that came included with High School Musical: Sing It functions just fine, as does a Rock Band microphone intended for use with the Xbox 360.

It's nothing particularly special, but Sing Party does deliver a solid singing experience with a slick interface and local multiplayer options that are easy to get into. You may not like every song in the package, but according to the box, more songs will be available to download later (as of launch, Sing Party does not have any sort of in-game store). As the name implies, the game is best in a group setting, because a lack of online features and compelling single-player progression hampers the experience alone. It doesn't make the case for Wii U doing things that are impossible otherwise, but it's a well-made karaoke game that is fun with friends.


15.06 | 0 komentar | Read More

The OzSpot 20/11/12: The Lucky Dip Cat Edition

This week: Wii U, Black Ops II, indie games, and cats!

On this week's show we chat Wii U hacks, Black Ops II international sales, the need for review scores, and our thoughts on which video game character we'd most like to have dinner with.

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

Ninja Gaiden 3: Razor's Edge - Video Review

 Bobzfamily it's to be expected. new console launches are usually filled with previous-gen ports that don't do much with the system, and the devs aren't used to the new hardware yet. the latter is intensified on nintendo systems, since ninty likes to add those new types of play to new systems.

but they'll get better. just look at the DS and the wii.


15.06 | 0 komentar | Read More

Ninja Gaiden 3: Razor's Edge Review

Ninja Gaiden 3 for the Xbox 360 and PlayStation 3 was met with a large chorus of disappointed cries. Clearly, developer Team Ninja heard and considered the negative feedback that players flung in its direction like the blades of a thousand and one katanas, and thus crafted a retooled, more difficult edition of its brutal action game. Ninja Gaiden 3: Razor's Edge has more faith in you than did its original iteration, challenging you to prove your worth rather than mindlessly slice your way through hordes of foul-mouthed ninjas. There are other improvements and additions too, all of which sound good on paper. But making Razor's Edge substantially harder did not make it substantially better.

Ryu and Ayane prove that their blades are just as adept at slicing ninjas as they are at slicing watermelons.

In many ways, Ninja Gaiden 3: Razor's Edge resembles its blade-heavy forebears, with series hero Ryu Hayabusa eviscerating ninjas and dodging about at an alarming rate--and with alarming amounts of viscera--as accompaniment to your frantic button presses. With some assassinations comes a cinematic animation in which the camera swoops in close as Ryu slashes and chops, though they are fewer in number this time around, which keeps the pace flowing better. Every so often, you can hold a single button, and Ryu slices and dices through a number of foes, though you can't rely on this mechanic to do too much of the work for you: you have to earn your victories.

Indeed, Razor's Edge is quite hard at certain points. While you started the original release with a full repertoire of moves, here you begin with a scant list of attacks and purchase new combos and upgrades once you have earned enough karma through battle. You earn new weapons and magical ninpo attacks too, which is a great relief considering how the original Ninja Gaiden 3 limited you to a single blade and a single ninpo. Now, you can cut into bad guys with a giant scythe, voracious talons, or dual katanas, each of which subtly varies the tempo of combat in satisfying ways, and features its own gory animations.

The increased challenge also comes in more traditional ways: enemies do more damage and you do less, and certain new enemies, such as throngs of speedy demon-creatures, threaten to overwhelm you by sheer numbers. But while the challenge is welcome, Team Ninja didn't balance it out by tightening the controls--and all too often relies on the projectile-spewing enemies that plagued Ninja Gaiden II. It simply isn't fun to have rockets flying at you from multiple directions in a melee combat game, particularly when they interrupt animations and knock you down. More importantly, there are excruciating moments when Ryu simply doesn't want to perform the necessary action, even though the animation for his previous move is clearly finished. This was a noticeable foible before, but given how easy Ninja Gaiden 3 was, it was more a nuisance than a liability. Now, Razor's Edge requires precision, but doesn't give you the tools to be precise.

The Wii U control pad doesn't prove a great asset to Ninja Gaiden 3: Razor's Edge--nor does it present a great liability. Given the mashy nature of combat, the sticks and buttons allow you to keep pace as well as a traditional controller. As for the touchpad, the ability to select weapons from the screen rather than pull up a separate menu is a handy touch, though otherwise, any action you can perform on that screen (ninpo attacks, for instance, or ninja sense, which shows you where to head next) is more efficiently performed using buttons.

Along with standard encounters, the boss battles have been intensified, in some cases exponentially, though the original release's recurring boss still manages to be a tedious one. At least most of these battles test your wits in this iteration, with additional attacks and vast amounts of health lost when big baddies like a hulking metallic dinosaur get a swipe in. But while many of these encounters require more focus than before, the challenge was not evenly applied. The god prototype requires many minutes of patient slashing and dodging that you will likely repeat a number of times--yet you'll probably triumph in the larger-than-life Obaba battle in a single go. Your biggest enemy when it comes to bosses is not the battle itself, but rather your health bar: your maximum health diminishes over time as you take damage. There's a good chance you might enter a boss battle with your health bar a fraction of its full length--and there it shall remain even when you restart the battle.


15.06 | 0 komentar | Read More

Why Nintendo TVii missed Wii U launch

Written By Kom Limpulnam on Senin, 19 November 2012 | 15.06

Nintendo's new Wii U console launched today in the United States without one of its more novel features: Nintendo TVii. The Mario maker told GameSpot last night at the Wii U launch event in New York City that the streaming service's delay to December was borne of a desire to make it "absolutely perfect."

"Well, I think everybody who knows Nintendo, knows that Nintendo wants everything to be the absolute best that it can," Nintendo director of product marketing Bill Trinen said. "Obviously, we wanted to have Nintendo TVii available as soon as possible. There's just a few additional tweaks that need to be made."

Trinen does not foresee the delay of Nintendo TVii negatively impacting the Wii U launch, primarily due to gamers having a number of other system features to spend time with.

"To be honest, I don't think that there's going to be a tremendous impact because the people are going to be going home tonight and they're going to be playing games; they're going to be experiencing Miiverse for the first time," Trinen said. "And that, I think, is going to give them a lot to be looking at and kind of figuring out. There's Wii U chat that's there on day one and Netflix is also going to be a part of the day-one offering. eShop, along with a ton of content, is also there day-one."

For Trinen, it all comes down to quality. He said Nintendo would rather delay TVii than ship a service that gamers would not be satisfied with.

"So it's really more about just making sure that that Nintendo TVii service is absolutely perfect when it launches," he said. "Because we think it's probably more important that people sit down with it the first time and have a really great experience and want to keep using it than necessarily trying to push it out too soon and have people dissatisfied with it."

Nintendo TVii works with cable and satellite providers, as well as streaming services like Hulu and Netflix. Players must hold a subscription to these services to use Nintendo TVii, but no additional fees or equipment are required.

TVii viewers can use the GamePad to interact with others through commenting on specific live television moments and sharing those comments with others through Miiverse, Facebook, and Twitter.

GameSpot's full interview with Trinen will run tomorrow.


15.06 | 0 komentar | Read More

Blizzard Global Finals to be held at BlizzCon 2013

BlizzCon has been confirmed for a 2013 return.

BlizzCon will be returning in 2013, according to Blizzard CEO Mike Morhaime. Speaking at a press conference at the Blizzard World Championships in Shanghai, China, Morhaime said that the Global Finals held this weekend in China will also be moved to next year's BlizzCon, presumably for the return of the Battle World Championship Series. No date has yet been announced.

In January, Blizzard announced that there would be no BlizzCon in 2012, due to the company's "jam-packed" schedule of getting Diablo III, WoW: Mists of Panderia, and StarCraft 2: Heart of the Swarm out the door. It was also to make way for its inaugural Battle.net World Championship Series, which saw over 30 national events and five regional events all over the world, culminating last weekend in China with finals for StarCraft 2 and World of Warcraft.

"It's an incredibly ambitious undertaking to hold these events all over the world," Morhaime stated when asked about Blizzard's first foray into a year-long series of major events. "It turns out an event like this in China, broadcasting in multiple languages, streaming to people around the world, isn't as easy as you might think."

Numerous StarCraft 2 events held throughout the year by Blizzard, along with several other major organisations such as Major League Gaming, DreamHack, the North American Star League, and the Electronic Sports League, have certainly kept fans busy. It has become so busy that there's some worry that it is straining both spectators and players.

"There's some challenges just with all of these tournaments going on, as a spectator, not knowing what to watch or what the significance is of winning this event or that event," Morhaime said. "Having pro players put in a position where they have to choose between two important events--those are some of the things we'd really like to avoid in 2013. We'd like better coordination and cooperation between partners."

With the Battle.net World Championships as Blizzard's big event of the year, Morhaime was asked about comparisons to the other big events and games in the space, namely Riot Games' Season 2 Championships with League of Legends, and Valve's The International 2 with Dota 2.

"We like to learn what everybody else is doing right, but, at the end of the day, we're not focused on what they're doing; we're focused on what we're doing," Morhaime said. "We're trying to make our games as good as our games can be, and provide a great experience for players."

He does, however, feel that there are differences between StarCraft 2 and those other games.

"StarCraft 2 is a very different type of game than the other games you mentioned. It's a very different experience; it's very unique. I think it has a lot of things the other games don't offer, in terms of watchabilty, strategic depth, it's just a very unique game," he sai.

In terms of investment, Morhaime sees Blizzard as being right up there with Riot Games and Valve.

"We're also making significant investment. We may be doing it in a different way, we spend an awful lot of money in terms of travel, hotels, making it easy for all of these pros and people involved in putting on these tournaments are able to get to the places they need to be. Maybe it's not as flashy as putting all the money into prize pools, but it's still significantly expensive, and, from what we're told, that's actually more helpful for the ecosystem than just the flashy prizes."


15.06 | 0 komentar | Read More

Epic Mickey 2: The Power of Two Review

Written By Kom Limpulnam on Sabtu, 17 November 2012 | 15.06

The Video Review

The magic paintbrush return in this video review for Epic Mickey 2: The Power of Two.

Epic Mickey 2: The Power of Two centers on intertwined themes of creation and destruction. Wielding a magical paintbrush, Disney's mascot runs through the crumbling Wasteland, conjuring pieces to make whole the fragmented land or erasing the few structures that still stand tall. Relationships are forged while others are shattered, and it's your choice whether you breathe life into Wasteland or let it sink further into disrepair. Lovable characters and iconic imagery urge you to take the high road, to create rather than destroy the elements that make up this magical kingdom, but it's impossible to escape the all-encompassing reach of destruction. All of your joy, and the effusive happiness the game exudes, is crushed under the avalanche of debilitating problems that tear Epic Mickey 2: The Power of Two apart.

Autotopia is a utopian society for cars, but a nightmare for humans (and mice).

Before The Power of Two can undermine your hopes, it introduces a story that embodies everything this disappointing game does right. The Mad Doctor swears that he has learned his lesson after years of fiendish scheming, and promises to repair Wasteland after earthquakes have torn the town asunder. Mickey, Oswald, and a cast of lovable characters express cautious optimism that the Mad Doctor has turned over a new leaf, and seeing their hesitant acceptance encourages a forgive-and-forget attitude that encourages even the rottenest people to better themselves. It's a story built on trust, and the intrinsic joy in every aspect of these cutscenes bubbles forth in toe-tapping musical numbers that give this adventure a cheery, happy-go-lucky vibe.

Once unleashed in this world, you have a choice in how you go about fixing up Wasteland. Objectives may nudge you in certain directions, but a wealth of side quests easily distract you for hours on end. Denizens line the Mean Streets, eager for a helping hand, and you must scurry in every mouse hole and hideaway to find the precious collectibles these poor characters desire. Slowly roaming this evocative land as Mickey is where The Power of Two is at its best. Happening upon a quiet burg populated by Captain Hook's most loyal pirates, or meeting Daisy Duck as she investigates mysteries for her television station, shows how lovingly Disney's world was incorporated. The game tugs at your nostalgic desires, which gives more weight to your choice in building up or tearing down this iconic land.

Jealousy tainted the uneasy pairing of Mickey and Oswald in the original Epic Mickey, but those green feelings have fallen by the wayside in this sequel. Now the two travel through Wasteland together, turning a solitary adventure into one that can be experienced cooperatively. Another player can jump in (or hop back out) at any point during the journey, and when you don't have a friend to travel with, Oswald follows right behind you like a distracted AI-controlled dog. But you'll want to take pains to bring a friend along whenever possible, because that discarded rabbit is an active hindrance to your progress when left under computer control.

Oswald has electricity at his fingertips instead of the magical paintbrush, and must use his kinetic powers to defeat enemies and trigger traps. Left to his own devices, he enters frays at his leisure, either conjuring an energy sphere to short-circuit a robotic foe or wandering helplessly nearby, shouting words of pain or confusion without bothering to help in your struggles. You may call him over to solve a puzzle only to have him obstinately disobey, or toss him inadvertently in the air when you just wanted him to zap a fuse box. Jump on a teeter-totter, and he's liable to follow you to the wrong side, thwarting your chance of reaching higher ground, and he has a nasty habit of standing between you and an enemy during combat, absorbing your paint attacks while complaining that you're hurting him. Oswald is a terrible companion, and his uneven implementation is symptomatic of the amateurish mechanics that infect this adventure.


15.06 | 0 komentar | Read More

Now Playing - CoD: Black Ops Declassified

Written By Kom Limpulnam on Kamis, 15 November 2012 | 15.06

God knows Im no console fanboy. I just go and play the games that are good, no matter the console or the game's age. But I watch this video and cant help but think that gamespot is posting a terrible video for one of 2 reasons: 1) they dont give a sh..t about quality content anymore (putting 2 persons to test a game for the public without any previous playing whatsoever, thats not professional); or 2) they just want to make ironic jokes about the vita (showing the network error at the start, not caring about the annoying screen reflection on the right, laughing at the trophie given, having a terrible camera man...). Please gamespot, have a little shame on your face and post good content again.


15.06 | 0 komentar | Read More

GameSpot Players Network

Written By Kom Limpulnam on Rabu, 14 November 2012 | 15.06

GameSpot Players Network, the hot spot for achievement hunts, play dates, competitions, and more. If you need a way to play you'll find it here!

Welcome to the GameSpot Players Network, where members can connect and get their game on! GameSpot is full of awesome and talented players looking for a good game - people who are good sports, and want to meet more people like themselves. But, you'll also receive missions and find out what other players are needing help with under the Looking for Players section. Drop by every week to find the latest announcements about live streams, achievement hunts, and more!

MISSION: BEAT THE PROS

US Date: Friday, November 16th
US Time: 4:00pm PT*
Platform: X360
This weeks mission is BEAT THE PROS, GameSpoters will take on MLG Pro Gamer MrsViolence, do you have what it takes to beat this fragging femme fatal? Click here for some insider info on your competition. To sign up for your chance to beat the pros, simply include your XBOX Gamertag HERE
*Start times subject to change

FEATURED PLAYERS

GameSpot is full of great players always looking for a good game, but sometimes we need a little help. If you're looking for your player two for a simple achievement hunt, quest completion, or just someone to help fill your queue, sign up here.


15.06 | 0 komentar | Read More

Of Orcs and Men Review

Often relegated to the background as evil fodder for the blades of do-gooder humans, orcs don't usually get a chance to shine on center stage. Of Orcs and Men changes that, instead painting greenskins in a very different light while tackling heady topics of genocide and oppression through the eyes of its dual protagonists: a brutish orc, Arkail, and his reluctant goblin sidekick, Styx. Their dynamic relationship is the central pillar holding aloft a fun-but-flawed adventure that packs impressive depth in some areas, yet struggles with shallow design in others.

Turning traditional fantasy tropes on their head, humans are the villains in this tale. War ignites across the continent when the power-hungry human empire shows its monstrous tendencies by imprisoning, torturing, and slaughtering the green-skinned inhabitants of the land. Brought together by a common foe, Arkail and Styx begrudgingly team up to push deep into the empire's territory and assassinate the emperor. Their quest sends the duo on a lot of wild tangents--one minute they're burning a church filled with inquisitor scum, the next they're rescuing an imprisoned wizardess to aid in their quest. Lines between good and evil are blurred constantly, often by the protagonists themselves. Despite their questionable methods, these fellows are oddly likeable, thanks to their strong personalities and enjoyable camaraderie.

The colorful interactions between the burly anger-prone orc and his witty comrade also provide some comic relief that helps counterbalance the somber tone of their bloody mission. Unfortunately, the humor seems forced and at times it misses the mark. Dialogue waffles between witty remarks and excessive F-bombs to the point where it feels juvenile and distracting. It's a shame, because their backstory and ongoing development throughout the adventure is genuinely interesting. They're compelling characters that hold up even as the pace of the story shifts gears--and it does so frequently. The ham-fisted attempt at extra edginess wasn't needed.

With an orc and a goblin walking around amidst a bunch of greenskin-hating humans, the vast majority of the encounters devolve into combat with ease, whether you intend them to or not. Of Orcs and Men's battle system blends action-heavy encounters and more thoughtful RPG strategy by letting you instantly dial down the excitement to a slow-motion crawl at the touch of a button. This gives you time to queue up different attack moves, change between offensive and defensive stances, and trigger abilities for both characters before letting loose again.

Since you can only directly control one character at a time, and the friendly A.I. isn't the most competent, a lot of micromanagement juggling comes into play. But instead of being tedious, it's actually fun to continually swap characters, switch up your strategy, and adapt to the flow of battle as it unfolds. It keeps encounters fluid and gives you a big strategic toolbox to pull from.

Both warriors' distinct personalities also play into their vastly different fighting styles, and it's these differences that make each one enjoyable to play when the need to swap them out arises. Arkail is a powerful but unpredictable melee fighter who wields giant blades and bludgeoning weapons. Every hefty blow he delivers or receives pushes him closer to flying into a berserk rage. When he does fly off the handle, all hell breaks loose. He's uncontrollable for a brief time, his damage is ramped up significantly, and he attacks anyone within range--friend and foe alike. Afterwards, Arkail is momentarily stunned, opening him up to attack, which is why managing his anger level so it peaks at just the right time is an important challenge.


15.06 | 0 komentar | Read More

Natural Selection 2 Review

Some games are easy to pick up and play. Others require you to learn, improving and developing skills as you go. The multiplayer-only Natural Selection 2 proudly sits in the latter camp. The latter camp isn't for everyone, and that's okay. But as long as a game is designed well enough to allow you to learn, improve and develop, it's always great to see one push the envelope and not rely on the most tried-and-tested formulas. Often, these games end up being some of the most refreshing, the most celebrated titles around. Natural Selection 2 is one such game. It isn't the most accessible game on the market, but if you put in the time, this deep and complex strategy/shooter hybrid rewards you with plenty of engaging variety and lots of thrills.

It's important to stress from the outset: if you're a first-time player, your initial enjoyment of Natural Selection 2 will be entirely decided by how prepared you are to learn new gameplay systems. There's no interactive tutorial; all the game offers is a series of lengthy demo videos. These aren't ideal, they don't open within the game interface, and it's a lot to take in should you choose to watch them all back to back before diving in. That said, by far your best bet in picking up Natural Selection 2 is to play Natural Selection 2. The way the game is structured makes it very easy to learn by doing. Certain servers (highlighted in green) are defined as rookie servers, providing a great place to get to grips with the game's many systems, ideally under the watchful eye of a more experienced commander.

The commander's role forms the RTS portion of the experience. Here, one player controls resource management, base building, and upgrades. The commander directs units, issues orders, and tells the team where to go and what to do. The best rounds of Natural Selection 2 see the commander using full voice chat, communicating with the team vocally as well as through the interface. A good commander isn't the only thing that can make NS2 appealing, but having a competent leader goes a long way towards making the game more enjoyable.

Thankfully, it's usually easy to find plenty of welcoming, communicative matches; after all, NS2 is very much a team game. There's absolutely no incentive to ostracize or punish teammates for a poor performance. The best commanders know that to win, communicating with and nurturing your team is key. The best way to learn how to play commander is by not playing commander. Take a hands-off approach, stick to one of the ground troops, and it's very easy to pick up what makes for a successful--and unsuccessful--commander. On top of that there's Explore mode, which lets you play around in the RTS interface with a vast amount of resources, and tool tips for each structure.

The commander is just one role, however, and the rest of the players have a diverse array of options to choose from. There's a lot here, and chances are, after a bit of experimentation, you'll find at least one aspect of the game you really click with. The best way to approach the game isn't to think of it as having an overall learning curve, but a number of smaller spikes; focus on one aspect of the game, and you'll learn plenty by way of observation while doing so. Thankfully, the game's been designed exceptionally well to allow this. Every facet of both the Frontiersmen (marines) and Kharaa (alien) sides is important. It's very much like Team Fortress in that respect: every role has its place and purpose.

The roles themselves vary considerably depending on which side you're on. The Frontiersmen are the more traditional of the two; rather than focusing on individual classes, weapon and equipment upgrades allow you to outfit your character depending on your playing style and the demands of the situation. Through the commander's resource management, new weapons are made available, including shotguns, flamethrowers, grenade launchers, and mines. Then there's the prototype lab, allowing the research and purchase of jetpacks and exos (think the loader from Aliens, but with the ability to punch and shoot). On top of that there are numerous other research possibilities. There's the arms lab that provides permanent armor and weapon buffs as long as the lab remains active, a robotics factory that allows for the creation of commander-controlled support units, and various individual objects such as teleports, enemy detectors, and sentry guns.

Of course, nothing comes for free, and all these goodies can only be bought with resources. For both teams, resources take the form of team resources and personal resources. Team resources are used exclusively by the commander to build, upgrade, and generally get things done. Personal resources are used to buy the items on the ground. Both types of resource are generated based on the number of collection structures your team has put in place (extractors for marines, harvesters for aliens).

It's unlikely your team will be able to afford every single bit of kit, so you have to choose your purchases carefully, and this adds a layer of strategy to all aspects of the game. A good commander will have a game plan, focusing on specific research and development to shape the team into a suitable side. Fancy building up a ton of defenses and sending a strike team to meet your opponent? Or perhaps aggressively expanding your base across the map, choking the opposing team and cutting off their potential resources?


15.06 | 0 komentar | Read More

BioWare offers free copies of Mass Effect to Black Ops II players

Earlier today, it was reported that some gamers who purchased a PC retail copy of Call of Duty: Black Ops II also found a copy of Mass Effect 2 inside the box.

Responding to the report, Mass Effect developer BioWare has embraced the mistake, offering the first 50 players who can prove that they were affected by the shipping mistake a free PC copy of Mass Effect Trilogy.

"If you were one of the affected, chances are you thought it was a mistake, but we prefer to think that it was an omen, and when the universe talks, you should listen," BioWare wrote on its official blog.

"If the universe thinks that you should be playing Mass Effect right now, who are we to argue?"

To qualify, players must take a picture of themselves with their copy of Call of Duty: Black Ops II, and send it to BioWare. More details can be found here.

The issue has been reported by users on the official Call of Duty and Steam forums, as well as from gamers on Reddit. The cause of the error is unclear, though it appears to be related to a mistake made on the game's production line.


15.06 | 0 komentar | Read More

Battle.net World Championship In Shanghai Nov. 16-17 (PST)

Written By Kom Limpulnam on Selasa, 13 November 2012 | 15.06

After 30 StarCraft II World Championship Series Tournaments players from 28 countries meet to battle it out for a $100,000 1st place prize.

Get ready for two days of intense competition at the Global Finals, where players will fight for fame and fortune on a world-sized stage. 32 of the best StarCraft II players in the world will give everything they've got to rise above the competition, but only one can claim the title of StarCraft II Global Champion. Check out the complete players list to see who you'll be rooting for. Also, check out the brackets and groups.

Some of the best casters in the world will be casting the games on multiple streams. The casters include: Day[9], Artosis, Tasteless, RotterdaM, MrBitter, Axeltoss, Khaldor, Apollo, Kaelaris, and Axslav. Stay tuned for coverage, live streams, player interviews and more below.

Get Ready for the Battle.net World Championship Series

Click the thumbnails for on demand video content

IdrA WCS Interview

Scarlett WCS Interview

ViBE WCS Interview

WCS Hype

All times PST

  • Day One (November 16)

  • 6 pm Opening Ceremony
  • 6:45 pm Comm vs Suppy
  • 7:45 pm Sen vs KiLLeR
  • 8:45 pm Grubby vs HuK
  • 10:00 pm Nerchio vs Creator
  • 11:00 pm Group Match 17
  • 12:00 am Group Match 21
  • 1:00 am Group Match 25
  • 2:00 am Group Match 29
  • 3:00 am Group Match 33
  • 4:00 am Group Match 37
  • Day Two (November 17)

  • 5:30 pm Ro 16 Match 1
  • 7:00 pm Ro 16 Match 5
  • 8:30 pm Quarterfinal 1
  • 10:00 pm Semi Final 1
  • 12:00 am 3rd/4th Place Match
  • 2:00 am Grand Finals

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Play Videogames Be Happy: Anna's Arcade Dream

Pittsburgh resident Anna Hegedus has put a great deal of effort into opening an arcade where people of all ages can enjoy games together, but some opposition stands in her way.

Video games are a good thing. At least that's how I see it. This outlook was formed in the days of my youth. There were no labels then of "casual" and "hardcore," no perception yet that video games were for this kind of person but not for that kind. Games offered an escape from the sometimes painful realities of life. Games provided bonding experiences; one friend and I worked together to get farther than either of us had before in Mario Bros., and I earned the respect of another by demonstrating my impressive skills at Yie Ar Kung-Fu.

These formative experiences and so many others took place in lively, noisy places where heroes were born and alliances were forged, family-friendly places where, rather than resorting to mocking and trash talk, people would smile appreciatively if a mom bravely tried her hand at Donkey Kong for the first time. These were places that understood that games were for everyone, that it was far better to let games bring us together than to let them push us apart. These were the arcades where my love of games was born.

"…religion, race, sexual preference, social class, gender, style… none of it mattered. People were equal when they put those tokens into the cabinet."It's because of this deeply rooted outlook that the name of a project I heard about recently resonated with me so strongly. The project is called Play Videogames Be Happy, four words that encapsulate my attitude about what games can and should be. Play Videogames Be Happy is the dream of Pittsburgh resident Anna Hegedus. For over three years now, she has been collecting and repairing arcade machines, in the hopes of opening her own arcade in the Pittsburgh area.

Reading about her reasons for wanting to do this on her blog, I immediately felt that this was someone whose love for games and for arcades was much like my own. "Once someone walked through those doors and into the dimly-lit corridors," she wrote, "religion, race, sexual preference, social class, gender, style… none of it mattered. People were equal when they put those tokens into the cabinet. They stood in front of the same screen, mashing buttons and gritting their teeth as they whittled down a paper route's paycheck on NBA Jam."

I asked Hegedus about where her own love of games and arcades comes from, and was unsurprised to find that her passion and mine have similar roots.

"I was an eccentric kid that had a hard time fitting in. I found a group of friends that had their own idiosyncrasies too. The quiet kid, the scrawny kid, the kid that grew up way too quick, the kid in the closet… In high school, we would all hang out and play games. All in all, we survived because we had each other. The more that I think about it, games are what did that. We had this arcade in the local mall, a Namco Cyberstation. We would go there a lot just to play DDR, air hockey, or Point Blank."

Memories of one particular person who frequented the arcade have remained especially vivid for Hegedus. "I still get a little misty-eyed when I think about this one guy. He was so shy and quiet, with long dark hair and this bucket hat that he wore with the brim pushed down over his eyes. But put him on DDR pads and slap a few tokens into the machine…it was like a switch was flipped. He was alive, and his laugh was so contagious. I don't know if he realized it, but I saw the way the light danced in his eyes. It's like his soul woke up. When I think back to those times, they weren't just happy—they defined me as a person in some ways. You can't do that over Xbox Live or the PSN. It happens in front of the glow of a Wells-Gardner, side by side with a living, breathing person."

"…for a small 20-machine arcade to run, you need over ten thousand dollars for taxes. This is way over what we could ever dream of raising in such a short period."Those moments, and the positive impact they can have on us, are what it's all about for Hegedus. "I think of what it was like back then for him, for me, and for all of us. I miss it dearly and I want to recreate that for people. Whether we like to admit it or not as a society, prejudice and social pressure are alive and run deep. Escaping those things is one of the most important things a person can do. Arcades bring people together and erase the divisions that are erected around us by race, class, gender, sexuality, or any other trait. It makes our defenses drop and our hearts come closer together, just like it did for the kid I talked about earlier. That's my vision. That's what I want."

Wanting to open an arcade is one thing. Actually putting in the work to be able to do it is something else. But Hegedus has poured her time, money and skills into this project. Scavenging newspapers, Craigslist, eBay, anything that might give her a lead on an available arcade game, she's traveled far and wide to put together a collection strong enough to make for a darn good arcade. A lot of the machines were in pretty bad shape when Anna acquired them, but she's fixed them up, and shared some of her technical knowledge in a great series of tutorial videos on her YouTube channel.

Unfortunately, hurdles stand between Anna and opening an arcade. Pittsburgh laws make the prospect of opening one in the city prohibitively expensive. As Hegedus explains, "In the city proper, you need an arcade license as well as a license for each machine you wish to use. The machine permits are over $300 a piece. The quarterly arcade license is $800. Plus there are the occupancy permits and other things. That means that for a small 20-machine arcade to run, you need over ten thousand dollars for taxes. This is way over what we could ever dream of raising in such a short period."

In this video, Anna speaks about her reasons for wanting to open an arcade.

It was clear to Anna that the concept of an arcade is one thing to her and something very different to some other people in the area.So she began looking at options in the suburbs, but has run up against opposition from some who don't see games as the good, unifying thing that they are to people like Anna and myself. During a recent zoning hearing, one community member raised concerns about kids dealing drugs in the arcade, while others asked if their taxes would be used to pay for police assistance if and when incidents occurred at the arcade. It was clear to Anna that the concept of an arcade is one thing to her and something very different to some other people in the area. "Each time someone brought something up like this, I became a little more upset inside. We did have one or two supporters there who spoke out against chasing businesses away from the downtown area, but I had a hard time focusing on the positive. My ideas were obviously at odds with a lot of folks."

Currently, Anna is waiting. She might get full approval to set up the arcade and open. Or she might be denied, in which case the search for a home will begin again. It might be easier to find an accommodating spot farther from the city, but Anna is reluctant to head too far out. "[The city is] where we can do the best work with the community. I just can't see kids and seniors taking the bus out to the rural countryside to play Pac Man."

I've got my fingers crossed. I think we could do with a lot more places where people can come together over games, and just be happy.

--

You can keep up with Anna Hegedus on Twitter at @akh13, and read her blog at annahegedus.com. Her Youtube channel, which has lots of great tutorials as well as fun stuff like this Famitendo she created, is at https://www.youtube.com/user/annahegedusdotcom.


15.06 | 0 komentar | Read More

Wonderbook: Book of Spells Review

The Video Review

Enter Hogwarts and learn to be a wizard in this video review for Wonderbook: Book of Spells

When it comes to capturing the imagination, few franchises do it better than Harry Potter. The idea of a magical subculture existing in our world, one that you might catch a glimpse of at any moment, is immensely intriguing. And being plucked out of your normal life and told you have magical powers? Well, who wouldn't want that? Wonderbook: Miranda Goshawk's Book of Spells is an augmented reality game aimed at giving you the chance to feel like you are playing with such powers, and thanks to some clever hardware tricks, it largely succeeds.

Feed the entire family with Wonderbook's incredible vegetable enlarging spells.

Book Of Spells places you in an augmented reality-version of Hogwarts, with the specific brief of learning and applying 20 of the classic Harry Potter spells, most of which featured in the books. As you progress, the spells increase in power, until you're fighting duels and creating objects out of thin air, and feel you've earned your wizarding spurs. In the past, augmented reality has felt like one of those technologies that--while initially impressive to behold--struggles to maintain your attention for long. However, Wonderbook: Book Of Spells is a game that uses augmented reality to create something truly compelling.

Playing Book of Spells is as easy as getting the Move to work, although extra care is required as far as positioning the PlayStation camera is concerned; the camera has to be angled down so it gets a clear view of both you and the book peripheral. The game is designed to be used with you sitting cross-legged on the floor, with the book in front of you, but we played it sitting on a sofa with the book on our lap, and it worked fine.

Boot the game up, and the on-screen book magically transforms into the Book of Spells (thanks to a bluish cover pattern on the peripheral reminiscent of a QR code). Given that this book features heavily in J.K. Rowling's novels, it's a neat sensation to feel like you're leafing through its pages. Bear in mind though, that if you're an older Potter enthusiast that happens to be outside of the target age-range of 6-12, once you've got over the novelty of apparently possessing a sacred item from the Potterverse, the book's contents become formulaic.

Before you can start playing, you have to choose a wand type. Whichever you opt for, the wand is considerably longer than the Move in your hand. This is typical of the seemingly minor and unimportant touches in Book Of Spells that actually bring about a stunning level of immersion. Thanks to the wand appearing longer than the physical Move controller, you have to manoeuvre it with more care, because its extended portion can catch on virtual items. So while your hand tells you that you're holding a Move, your other senses (you can see yourself throughout the game) are fooled into believing that you're grasping a wand.

You're also given some Potter-related tasks, namely deciding whether or not to link Book of Spells to your Pottermore account, choosing your house, and generating a wizard photo. Once that's done, the proceedings begin with a typically cute touch: your book is covered in dust, which you must brush off with your hands. Then an owl-mail greets you, followed by a foreword from Miranda Goshawk herself. By the end of that setup preamble, it's time to take part in some proper action.

The first chapter sets the structural tone for the rest of the book: it's one of five chapters, each split into two parts. Each half-chapter contains one, two, or three spells, which are introduced before you learn their incantations and gestures. The gestures are easy to learn, thanks to onscreen prompts that display the required motions. Circles and wavy lines dance on screen along with sparkly visual flourishes that help you keep track of your wand position. You're tested on each spell's use, and every chapter concludes with a test in which you have to use all the spells together.


15.06 | 0 komentar | Read More

The OzSpot 13/11/12: GTAV, Assassin's Creed film

In this episode of the OzSpot we investigate why a number of Medal of Honor SEALs consultants are under investigation; plus: Assassin's Creed movie next year!

Will the Assassin's Creed movie break tradition and become one of the first well-made, well-received game-to-film works?

Plus: why did a bunch of U.S. Navy SEALs get in trouble for helping EA develop Medal of Honor: Warfighter? And just how big will GTA V be?

Tune in!

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

Playing Nice: EB vs. Aussie game publishers

Written By Kom Limpulnam on Senin, 12 November 2012 | 15.06

We look at reports of a growing rift between Australian game publishers and the country's largest specialist game retailer EB Games.

Video game retail in Australia is under threat. The gradual shift away from established business models toward alternative platforms and delivery channels has changed the way that video games are sold, paving the way for a new generation of consumers fighting for a faster, cheaper, and more efficient way of doing things.

As the local market struggles to adapt to a global decline in physical game sales, the rise of digital distribution, increased online and mobile revenue, and more independent, confident consumers, reports of a growing rift between Australian game publishers and the country's largest specialist game retailer, EB Games, threatens to impact the long-term viability of video game retail in Australia, and with it the future of the local gaming industry.

In this feature, GameSpot will investigate the reasons behind the reported breakdown in communication between some local game publishers and EB, and how this asserted schism is affecting retailers, publishers, and consumers in Australia.

***

EB Games is Australia's largest specialist video game retailer, a position that has given the company the power to affect the way that Australian game publishers price, distribute, and market video games in the local market.

From an economic point of view, EB's business is stable. The retailer is currently operating just over 400 stores in Australia and New Zealand, and continues to grow its store presence across the two regions.

According to a US Securities and Exchange Commission (SEC) annual report, lodged by EB Games' parent company GameStop in March this year, EB achieved total sales of US$604.7 million in Australia and New Zealand in the fiscal year ending January 28, 2012, an increase of 7 percent year on year from 2011. The business also experienced a sales increase in the preceding 2010-11 period, with a revenue increase of 6.6 percent.

Several sources in the Australian video game industry who wish to remain anonymous have said that EB's position in the local market reflects this outlook. According to these sources, the retailer reportedly controls roughly 35-40 percent market share.

However, EB's dominance in the Australian retail market comes at a time of industry-wide uncertainty regarding the future of physical games. Figures showing a 19.5 percent year-on-year decline of physical game sales in the Australian market mirror similar reports from the US, European, and Japanese markets, which collectively show that the global video game retail market has suffered three consecutive years of software sale declines, a trend that many market analysts blame on an uncommonly long console cycle that has produced far too few new intellectual properties to bolster consumer interest.

The effect on the Australian game retail market--small by comparison to that of the US, Europe, or Japan--has been disastrous. In March this year, UK video game retailer Game Group--which runs both GAME and Gamestation stores in the UK and mainland Europe--went into administration. The Australian branch of the business quickly followed, shutting down all of its Australian stores and letting go more than 280 employees.

GAME's fate in Australia secured EB Games as the largest specialist video game retailer in the country, a position that has landed the retailer in trouble with Australian video game publishers, who claim that EB has taken unfair advantage of its position, particularly in regards to grey importing.

Speaking under the condition of anonymity, several sources working for different game publishers in Australia accused EB of "bully tactics". One source close to a local publisher claimed that the publisher was forced to downsize its Australian business due to reduced local sales as a direct result of EB and other game retailers grey importing in the Australian market. In another instance, several sources currently working for different Australian-based publishers described different exchanges in which EB allegedly told some publishers to lower the selling price of their games or risk EB walking away from the deal, or instances in which EB allegedly demanded an exclusive offer under the threat that if publishers did not comply, EB would grey import the games in question.

As a business measure, grey importing involves the acquisition and sale of goods through unofficial--although not illegal--channels. In the game retail market, this means the sale of game stock obtained from other countries instead of local video game publishers and distributors, often at a cheaper price. Money saved through grey importing certain stock also allows some game retailers to attract more customers through lower prices, a measure that has become particularly widespread in Australia, where consumer business is dominated by one or two specialist game retailers, and not all international publishers are represented (so while publishers like Sony, Microsoft, Nintendo, EA, and Activision have a local Australian presence, other publishers like Capcom and Valve do not.)

Grey importing has reportedly been a point of dispute between Australian game publishers and EB Games since the retailer confirmed earlier this year that it is importing overseas video game stock to sell in its Australian stores.

"There are rare times when stocking product from a local vendor is not a feasible option, and stock needs to be obtained elsewhere," EB Games told GameSpot in May. "This is something that our vendor partners are aware of."

While grey importing has advantages like lower prices and earlier release dates, the practice of importing video game stock from overseas can have a severely negative impact on video game publishers and distributors operating in Australia. For example, if a publisher cannot sell a game to a local retailer, it can mean that the game will receive no international support from the publisher; no localised special editions, no visiting developers, no local community events or support.

The Interactive Games and Entertainment Association (iGEA), which represents Australia's video game publishers and distributors, looks upon grey importing with a sceptical eye, saying that the practice takes away from locally generated revenue.

"Wholesale parallel importing does have a direct impact on local publishers, distributors, and the companies who support them," iGEA CEO Ron Curry told GameSpot in May.

"The revenues generated locally support not only local employment, but fund marketing, in-store displays, advertising, classification obligations, etc. Without this local level of support, retailers in Australia will see a direct impact on their business, as will consumers and other local businesses who survive by supporting the Australian video game industry."

A source who works for an international game publisher in Australia refuted EB's earlier claims that the retailer told publishers about its grey-importing measures. According to the source's own experience with EB, the retailer does not inform publishers about its intentions to grey import video game stock from other territories. Speaking under the condition of anonymity, the source said that grey-importing measures employed by EB and other game retailers in Australia leave publishers with an increasing amount of unsold stock and less profit to operate on.

Australian retailer JB Hi-Fi also confirmed its grey-importing measures in May, telling GameSpot that it orders some of its popular video game stock from overseas in order to provide consumers with a more competitive price on games. However, the retailer did not provide a comment when asked by GameSpot about whether its grey-importing measures are communicated to video game publishers and distribution partners in Australia.

While JB Hi-Fi declined to comment further on its relationship with game publishers and distributors in Australia--telling GameSpot that the information is regarded as "commercially sensitive"--the majority of sources who spoke to GameSpot for this story claimed that JB Hi-Fi maintains a good working relationship with game publishers in Australia. The same sources also reported that JB's grey-importing practices have less of an economic impact on game publishers than those of EB.

***

Grey importing is not the only sore point for the Australian game publishers that GameSpot spoke to where EB is concerned.

The same sources also described numerous instances in which EB allegedly demanded exclusive content from publishers when ordering a particular game, a demand that, according to the sources, must be financed out of the publisher's own pocket, which can often prove to be expensive.

The practice of demanding or requesting exclusive content from game publishers is one that, according to US industry-specific market research firm Electronic Entertainment Design and Research's (EEDAR) Jesse Divnich, is an industry standard.

"I wouldn't say EB Games or GameStop are threatening anyone," Divnich told GameSpot. "It is definitely in the best interest of both the developer and publisher to create awareness and buzz via exclusive in-game content. When a retailer controls more than 30 percent of the physical distribution market, it should be expected that they request certain advantages, especially for GameStop, who has the most hardcore and loyal consumers."

Speaking to GameSpot for this article, EB merchandising director Shane Stockwell said the retailer's current relationship with video game publishers in Australia is "excellent".

"We pride ourselves on working hard to find win-win outcomes for EB Games and the local publishers," Stockwell told GameSpot."We work with very long lead times with publishers on almost every product. It helps being a specialist, as we love what we do and we understand what is important in regards to content and packaging."

Referring to its current position in the market (but refusing to disclose the exact market share percentage that EB currently holds), Stockwell said that EB's pre-orders for the upcoming period are at record levels. According to Stockwell, this is a result of the retailer's focus on growing its digital channels and continued focus on its pre-owned business, which he said is important to the overall health of the video game industry.

While a lot of sources that GameSpot spoke to for this article wished to remain anonymous, Mike Westrup, the managing director of New Zealand-based consumer electronics distributor Monaco, agreed to speak on the record about his company's relationship with EB Games. Monaco was once one of the largest video game distributors in New Zealand, looking after publishers like Sega, Nintendo, THQ, Ubisoft, and Disney.

In March 2011, Monaco made the sudden announcement that it would be exiting the video game distribution market altogether. While the company did not provide a reason for its sudden departure at the time, Westrup now says that the company's relationship with EB Games was one of the reasons why Monaco exited the gaming market.

"We never had a favourable working relationship with EB," Westrup told GameSpot. "They are difficult to work with. They use their position in the gaming market to get their own way. They're successful, too, because they employ bully tactics."

According to Westrup, EB refused to pay Monaco for gaming products that the retailer had already received and sold, until Monaco could provide EB with a further discount.

"We had already given them [EB] help in clearing slow-selling product," Westrup said. "So we demanded payment, which we eventually received. We had great relationships with major retailers in both New Zealand and Australia, so why give a bully like EB such a huge advantage over their competitors?"

Westrup said EB approached Monaco's gaming suppliers, who then withdrew their support from Westrup's company. With Monaco's distribution margins unable to support further discounts, the distributor decided to bow out of the gaming market.

"The gaming division was a low return on investment division within the group," Westrup said. "EB simply brought forward the decision to exit."

GameSpot approached EB for comment following Monaco's claims about EB's conduct. The retailer had this to say:

"Monaco is a distributor for many products and companies, most of which are not video game-related, and many of whom have changed over the years," EB regional director for Australia and New Zealand Michael Stocker told GameSpot.

"Monaco blaming their failure to make a successful business of distributing one product type on a single customer--as you have claimed--is disingenuous in the extreme. I think Monaco's failures in this area of business have more to do with them than their customers. For the record, EB Games denies any wrongdoing in their relationship with Monaco."

The accusations levelled at EB Games lead to questions surrounding the nature of relationships between game retailers and game publishers. Why are they so important? Does a game retailer like EB have a responsibility to look out for and protect the interests of local game publishers and distributors as well as its own? Or is it within every business' right to safeguard its own interests above all else?

iGEA's Ron Curry said the whole industry model disintegrates when publishers and retailers stop working together.

"Though not without its tensions, which is expected in a competitive environment, the whole distribution chain exists for a common goal: to get games into the hands of consumers as efficiently and effectively as possible," Curry told GameSpot. "This is only possible with a shared respect for each other's part in the chain."

***

It's not just EB that's being blamed for contributing to this growing rift between Australian game retailers and publishers.

A former EB Games member of staff who wished to remain anonymous observed the breakdown in relationships between EB and local game publishers and distributors while still working for the retailer. However, the source said it was game publishers, not EB, that first put strains on the partnership.

"As EB's position in the market grew (both in revenue and in the number of stores it opened across Australia), so too did their business with local game publishers," the source told GameSpot. "But the publishers soon became uncomfortable with EB handling such a large percentage of their stock."

The source said that game publishers in Australia began to offer other Australian retailers special deals without telling EB, gradually trying to increase their profits by pushing up the cost price of games to a recommended retail price (RRP) of A$109 or greater, a move that had the potential to cut into EB's own profit margins at a time when the acceptable street price for games was below A$99.95. (The source said EB was used to paying publishers A$68 to A$78 for games with an RRP of around A$99.)

"This wasn't very fair to EB. In all the time I was there, EB didn't demand anything outside of what anyone else was getting due to their size, and suddenly, they were being blindsided. It created a real feeling of frustration between EB and the publishers."

The source also said that EB had strict policies regarding grey importing, considering it as an option only when a particular game was unavailable in Australia. The source said that this policy was driven by EB's desire to protect its relationship with local publishers, something that may have disintegrated.

But while the source defended EB's core values as a company, they believe that the retailer could be doing more to patch up this relationship.

"There's still a chance to mend this relationship. Publishers should communicate equally and fairly to each retailer, and EB should be open to working with them."

The former EB employee said that the future of game publishers in the Australian market is "entirely dependent" on their ability to maintain a healthy and amicable working relationship with a specialist retailer like EB, whose position in the market is strengthening. For its part, EB must recognise that it has a key role to play if any reconciliation is to be attempted.

"Publishers have to stop acting like they're dealing with the devil, and recognise that what is happening is in fact a commercial reality: EB will survive in the market no matter what happens. It has a business model that can adapt to anything. Whether they'll be selling games, or whether games will only make up 30 percent of EB's business in 10 years' time depends on the market.

"Both parties have to sit down, shake hands, and work out a solution. It can be done."

Most of the industry sources who spoke to GameSpot for this story agreed on the fact that EB Games needs to work alongside--not against--video game publishers to find a viable solution for moving forward: things like sharing marketing costs, finding a way to reach out to consumers together, and helping each other overcome the falling video game retail market.

The future of the Australian gaming industry depends on it.


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