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Daily Digest - Augmented Reality

Written By Kom Limpulnam on Kamis, 31 Januari 2013 | 15.06

Get in some action in Ultimate Marvel Vs. Capcom 3 with Ryan Ramirez, watch augment this, and find out about our EA Sports Challenge livestream.

To-Do List

- SIGN UP to play Ultimate Marvel Vs. Capcom 3 with Ryan Ramirez!
- READ about the EA Challenge Series
- WATCH Nerf Lazer Tag for iOS battle tested

Tip: Introducing Battle Fight!

GameSpot Australia is holding a new kind of competition to GameSpot members! Here's how it works: If you can beat the high score challenge staff set, take a photo or a screenshot of it and post it in the challenge discussion. Whoever posts the highest score by the time GameSpot AU goes live next week will be crowned WINNER on the live stream! You are allowed to submit multiple posts, so keep on trying to grab the best score! The latest challenge is in a game of Tetris. See if you can beat Edmond Tran's score: 237,459!

http://www.gamespot.com/forums/topic/29344024/battle-fight---episode-1-tetris

15.06 | 0 komentar | Read More

Virgin Gaming Challenge Series live

Written By Kom Limpulnam on Rabu, 30 Januari 2013 | 15.07

SITE NEWS: The best in FIFA, NHL, and Madden will compete live next weekend.

On February 9 at 12PM PST, GameSpot will be streaming the Virgin Gaming Challenge Series live from Las Vegas. The Challenge Series gathers top players for the latest versions of EA Sports titles Madden, FIFA, and NHL for tournaments that will declare a champion for those individual games.

GameSpot's own Danny O'Dwyer and Paul "ReDeYe" Chandler will be calling all of the action for the FIFA tournament while Fred Villaruel and former GameSpot sports editor Shanker Srinivisan take the play-by-play duties for Madden. Finally, Alex Mendez and Frank Bowen will be your hosts for NHL.

Be sure to check back soon for more details, including a full schedule of events as we draw closer to the start of the Virgin Gaming Challenge Series.


15.07 | 0 komentar | Read More

The Hive mind behind the Ong Bak video game

We speak to Thai-based developer Studio Hive about its upcoming game based on the Thai martial arts action series.

Martial arts film fans received a surprise last year when an action game based on the Ong Bak franchise was officially unveiled. Called Ong Bak Tri, the game is a mix of 2D-platforming and God of War-style action combat, and is scheduled to arrive on PCs first. The upcoming title has also received the blessing of the original film's director, Prachya Pinkaew, and one of its main actors, Tony Jaa.

GameSpot Asia had a chat with a representative from Studio Hive--the Thailand-based studio involved with the project--about how they're trying to get big-screen action into the living room.

What drew your team to work on this project in the first place?

Studio Hive: We started this Ong Bak project about five to six years ago already, way before Studio Hive was founded. The first Ong Bak film was a huge international hit that was made entirely in Thailand and I think it is perfect for a video game. When our studio finally established an internal game development team, we approached the brand owner Sahamongkol Films for their permission.

Based on the official site, Studio Hive is highlighted as an animation and a concept art-creating company. How much of a challenge has it been to make and code video games?

This project is definitely a great challenge for everyone in our team--we are enjoying every day. In this dimension it is a whole new playing field and we are working really hard with the support of the publisher Immanitas Entertainment to make sure our game is worth the wait.

Which game studios have you contributed your artwork to so far, before doing Ong Bak?

Our creative director Skan Srisuwan was the lead character designer for Square-Enix's Front Mission Evolved during his time in Singapore. We worked on World of Warcraft card games. Other notable mentions would be Star Wars: Book of Sith and Starhawk. Lately we have been doing a lot of mobile card games as they require really high quality digital illustrations.

Were there any other game design ideas you thought of before settling for the 2D action genre? If yes, tell us more about them. Also, why weren't they implemented?

There are three main reasons for deciding to make Ong Bak Tri into a 2.5D side-scrolling game. The first reason is the market. This genre has a lot of fans over all platforms, and the feedback we got so far confirms this.

Second: this kind of game is a perfect fit with regards to the strength and capacity of our team. We don't have hundreds of people working on this game so naturally at this point we cannot do an MMORPG or a sandbox action game.

The third reason is that all of us at Studio Hive are old school hardcore gamers. We grew up playing games like Final Fight and Double Dragon. These games were really cool and are still giving us a lot of inspiration and we want to have that also with Ong Bak Tri.

How much did the film's original director and actor contribute to the upcoming game? Could you elaborate on how they worked alongside Studio Hive?

I consider us very lucky to work with two amazing directors on this project: Thossaporn Poonart, the director for Ong Bak Tri and Prachya Pinkaew, the director of the original Ong Bak film. We really appreciate the level of creative freedom they have given us. We've have a lot of meetings with them to guarantee this game will be an authentic addition to the Ong Bak world.

One very important contributor for both this project and the Ong Bak universe is Panna Rittikrai. He is a legendary action choreographer and is often known as the co-creator of Ong Bak. Ajarn Panna is designing action sequences for the game.

Tony Jaa lent us his name and likeness for the game and we will announce more on his involvement later. I am sure that the fans will be delighted with the authentic "Ong Bak" feel in the game.

Like the second and third movie, the game is set in ancient times. Why not a contemporary setting like in the first film?

This game will be a prequel to a new movie from the Ong Bak series that is scheduled for this year. We cannot give out too many details on this upcoming movie, but the license owner Sahamongkol Films will do so soon.

What will this game do differently from other 2D action-platformers like Outland and the Shank series?

We tried to create our combo system in a way that players will have more options to have "fun" with enemies. All Ong Bak films are famous for their awesome action scenes, and this will also be a main element of our game.

Which platforms will this game be released on? Also, when will it be out and how much?

The game is designed for PC, consoles, and mobile platforms. The first release platform will be PC, followed by mobile. We are currently working very hard to get the game ready but we also want to offer the best possible gaming experience. The game is in the final development stages now; we'll announce a release date shortly.


15.07 | 0 komentar | Read More

Former CLG EU League of Legends team officially joins Evil Geniuses

Written By Kom Limpulnam on Senin, 28 Januari 2013 | 15.06

Former Counter Logic Gaming European League of Legends team joining new organization, confirming report from earlier this month.

The international eSports organization Evil Geniuses has officially announced that the former Counter Logic Gaming European League of Legends team will be joining the organization. This confirms a GameSpot report on the situation from January 3. Both parties have come to an agreement on terms that will reportedly make them the highest paid League of Legends team in the world.

Alex Garfield, CEO of EG, and Stephen "Snoopeh" Ellis, Captain of EG's new League of Legends team, have told GameSpot that the full five-man roster of Stephen "Snoopeh" Ellis, Henrik "Froggen" Hansen, Peter "Yellowpete" Wüppen, Mitch "Krepo" Voorspoels and Mike "Wickd" Petersen have signed a one-year contract with the team. The DreamHack Summer champions have been mulling over their future since August, having had serious discussions with Evil Geniuses and Curse, and also considered starting their own team. The finalization of the deal comes after many months of back-and-forth of meetings between Evil Geniuses Owner Alex Garfield and the team, with Ellis at the helm of the talks. It is said to be the longest contract negotiation Evil Geniuses have ever had with a player or team.

Both sides note financial support was not the focal point of the deal, as several other factors such as security, longevity, team stability, streaming platform and belief in each other were weighed along with the deal's financials. Garfield met with Ellis and the team at least six separate times throughout the past half-year, with the initial meeting occurring shortly before Ellis and his team played in Korea's OGN The Champions League this past summer.

Ellis and the team began thinking about and exploring their options for 2013 starting before their participation in The Champions last August, at which they narrowly lost to Azubu Frost in the finals. Their contract with CLG was ending December 31, and team knew of CLG's plans to partner with Azubu for the future. While the partnership presented opportunities for the team, they saw it more as a hindrance that relied too much on potentially unstable funding sources, and a lot of moving parts. The players felt CLG was not at the same level professionally as other established organizations, and came to a decision that without a major change in that development, they would not extend their contracts into the new year.

Curse, with a European squad that has gone through a variety of roster changes lately, reportedly made a very strong offer to the former CLG team. The offer had the potential to yield more money through their own additional personal sponsorships, an opportunity not attainable through Evil Geniuses, which is known to have the most restrictive player contracts in the industry in terms of players' independent sponsorship opportunities. Although Curse had on paper the better financial offer and a multiple large team houses to boot, Ellis felt there was too much of a reality TV atmosphere surrounding the team.

There were also said to be obligations from Curse of roughly double the number of hours they would have to stream compared to Evil Geniuses. Not only was this a large factor to the team for both fatigue and practice reasons, the team was said to have much preferred streaming on Twitch.tv rather than Own3d.tv, Evil Geniuses and Curse's streaming partners, respectively. As of a report two days ago, Own3d.tv may be shutting down in less than a week. Talks with Curse slowed down after this.

Negotiations came down to either signing with Evil Geniuses, or pursuing the teams' personal aspirations of building an empire themselves. Worldwide fan favorites CLG and Team SoloMid were born this way, and just less than two weeks ago, their European rivals Alexey "Alex Ich" Ichetovkin and company left Moscow 5 to start their own journey in Gambit Gaming. Ellis was not fond of traditional eSports organizations, going through a rough four-month stint himself with SK Gaming under Captain Carlos "ocelote" Rodríguez at the end of 2011, seeing himself and Peterson leave for CLG Europe for the start of 2012.

Ellis had his own reservations about Evil Geniuses as well, with the team's StarCraft II players Greg "IdrA" Fields and Geoff "iNcontroL" Robinson having unkind things to say about League of Legends in the past, although both recently backtracked on their previous comments and mentioned their support of all eSports titles, including League of Legends. Last December, Garfield spoke to PCGamesN at the fifth IGN ProLeague event in Las Vegas, unsure of what the future may hold for EG in League of Legends. "Obviously, the numbers are impressive, and the passion of the community is impressive," Garfield said. "I think the challenge for me is just to find the right brand representatives for EG. So I've been perfectly happy to wait and sit on the sidelines and let some of those guys grow up a little bit."

Garfield said this, and at the same time knew this five-nation squad of five was the brand he was looking for. Garfield was said to have looked for almost two years for the right players to represent his brand in League of Legends, but was unsatisfied with his available options in his search until now. Even with Riot's Season 3 of the League Championship Series on deck with multi-million dollar prize pools and worldwide exposure was not reason enough to sign a team before the season starts. It was this team or no team for Evil Geniuses.

After initially meeting in Korea in August, and keeping talks going from that point, Garfield again met with the entire team at the MLG Winter Championships in Dallas, bringing a customized PowerPoint presentation with him that outlined the benefits of the team choosing EG over its other options. This is said to have been a major turning point in the negotiating process, as up until that point the team still considered both Curse and starting its own team as better options than signing with EG. Before Garfield's PowerPoint presentation, the team's other options were seen as more attractive and more likely, but after the presentation, the team began to consider the prospect of joining EG as equally viable and attractive to its other options.

Things went well in Dallas, and while EG was no longer behind in its pursuit of Ellis' team, it appeared to have caught up with the team's other options. However, both sides were still skeptical. Ellis and the team still had a strong desire to try things out on their own, and Garfield was having last-minute reservations regarding Riot's plans for Season 3 and how they might affect the way participating teams could run their businesses.

The two met for the final time at IPL5 in Las Vegas, with both parties coming out of talks with their concerns addressed. Looking two, three years ahead was very important to Ellis and the team, despite the fact that their initial EG deal would only be one year in duration. The meeting helped Ellis realize it would be more beneficial to the team to join with a strong organization like EG, rather than taking on the potentially difficult challenge of running things themselves.

Ellis was specifically concerned that, if the team tried to make things work on their own, he himself would have to take less of a player role and more of a management role--something he was not necessarily opposed to but felt was not truly in his best interests at this point in his career. The team agreed after IPL5 that it would be better to fulfill their goals with EG as an organization supporting them.

Ellis and Garfield continued discussions in the two weeks following after IPL5, with a verbal agreement being reached in mid-December. At that point, with Garfield still having some last-minute concerns, Riot eSports personnel personally reached out to him to help alleviate some of his concerns about Season 3 and the future of League of Legends. Ellis and the team take a significant amount of pride in being Evil Geniuses' first League of Legends team, which they saw as an overall plus given that Garfield is known for being incredibly picky with his player recruitment and he had noted as much previously in his PCGamesN interview. Ellis and the team feel that partnering with EG could help bridge the gap between League of Legends and the other professional gaming communities.

The new Evil Geniuses League of Legends roster will play their first games under EG blue at the start of the Season 3 League Championships in Europe.


15.06 | 0 komentar | Read More

New Releases: January 27th - February 2nd

@nathanmaxtro @highlanderjimd@realguitarhero5 

They all have the same formula, the same trial and error, the story in the first two feels more professional, in Absolution the story is more personal for 47.

Honestly, I didn't notice a difference, Hitman frustrated me when it was first released back in the day, and so did Absolution, they are great games, but like I said, be prepared for a lot of trial and error frustration, much like Commandos was. 


15.06 | 0 komentar | Read More

The Long Haul: Anachronox Part 3

Written By Kom Limpulnam on Minggu, 27 Januari 2013 | 15.06

Anachronox was a good game...better with all it's quirks than most of the stuff nowadays, any monkey can string a couple of levels together, bind them with invisible walls and drop in weapons, ammo and a few enemies and then expect you to be scared/thrilled/entertained...Yes, games have come a looooong way since this game, not too much for the better...


15.06 | 0 komentar | Read More

Former CLG EU League of Legends team officially joins Evil Geniuses

Former Counter Logic Gaming European League of Legends team joining new organization, confirming report from earlier this month.

The international eSports organization Evil Geniuses has officially announced that the former Counter Logic Gaming European League of Legends team will be joining the organization. This confirms a GameSpot report on the situation from January 3. Both parties have come to an agreement on terms that will reportedly make them the highest paid League of Legends team in the world.

Alex Garfield, CEO of EG, and Stephen "Snoopeh" Ellis, Captain of EG's new League of Legends team, have told GameSpot that the full five-man roster of Stephen "Snoopeh" Ellis, Henrik "Froggen" Hansen, Peter "Yellowpete" Wüppen, Mitch "Krepo" Voorspoels and Mike "Wickd" Petersen have signed a one-year contract with the team. The DreamHack Summer champions have been mulling over their future since August, having had serious discussions with Evil Geniuses and Curse, and also considered starting their own team. The finalization of the deal comes after many months of back-and-forth of meetings between Evil Geniuses Owner Alex Garfield and the team, with Ellis at the helm of the talks. It is said to be the longest contract negotiation Evil Geniuses have ever had with a player or team.

Both sides note financial support was not the focal point of the deal, as several other factors such as security, longevity, team stability, streaming platform and belief in each other were weighed along with the deal's financials. Garfield met with Ellis and the team at least six separate times throughout the past half-year, with the initial meeting occurring shortly before Ellis and his team played in Korea's OGN The Champions League this past summer.

Ellis and the team began thinking about and exploring their options for 2013 starting before their participation in The Champions last August, at which they narrowly lost to Azubu Frost in the finals. Their contract with CLG was ending December 31, and team knew of CLG's plans to partner with Azubu for the future. While the partnership presented opportunities for the team, they saw it more as a hindrance that relied too much on potentially unstable funding sources, and a lot of moving parts. The players felt CLG was not at the same level professionally as other established organizations, and came to a decision that without a major change in that development, they would not extend their contracts into the new year.

Curse, with a European squad that has gone through a variety of roster changes lately, reportedly made a very strong offer to the former CLG team. The offer had the potential to yield more money through their own additional personal sponsorships, an opportunity not attainable through Evil Geniuses, which is known to have the most restrictive player contracts in the industry in terms of players' independent sponsorship opportunities. Although Curse had on paper the better financial offer and a multiple large team houses to boot, Ellis felt there was too much of a reality TV atmosphere surrounding the team.

There were also said to be obligations from Curse of roughly double the number of hours they would have to stream compared to Evil Geniuses. Not only was this a large factor to the team for both fatigue and practice reasons, the team was said to have much preferred streaming on Twitch.tv rather than Own3d.tv, Evil Geniuses and Curse's streaming partners, respectively. As of a report two days ago, Own3d.tv may be shutting down in less than a week. Talks with Curse slowed down after this.

Negotiations came down to either signing with Evil Geniuses, or pursuing the teams' personal aspirations of building an empire themselves. Worldwide fan favorites CLG and Team SoloMid were born this way, and just less than two weeks ago, their European rivals Alexey "Alex Ich" Ichetovkin and company left Moscow 5 to start their own journey in Gambit Gaming. Ellis was not fond of traditional eSports organizations, going through a rough four-month stint himself with SK Gaming under Captain Carlos "ocelote" Rodríguez at the end of 2011, seeing himself and Peterson leave for CLG Europe for the start of 2012.

Ellis had his own reservations about Evil Geniuses as well, with the team's StarCraft II players Greg "IdrA" Fields and Geoff "iNcontroL" Robinson having unkind things to say about League of Legends in the past, although both recently backtracked on their previous comments and mentioned their support of all eSports titles, including League of Legends. Last December, Garfield spoke to PCGamesN at the fifth IGN ProLeague event in Las Vegas, unsure of what the future may hold for EG in League of Legends. "Obviously, the numbers are impressive, and the passion of the community is impressive," Garfield said. "I think the challenge for me is just to find the right brand representatives for EG. So I've been perfectly happy to wait and sit on the sidelines and let some of those guys grow up a little bit."

Garfield said this, and at the same time knew this five-nation squad of five was the brand he was looking for. Garfield was said to have looked for almost two years for the right players to represent his brand in League of Legends, but was unsatisfied with his available options in his search until now. Even with Riot's Season 3 of the League Championship Series on deck with multi-million dollar prize pools and worldwide exposure was not reason enough to sign a team before the season starts. It was this team or no team for Evil Geniuses.

After initially meeting in Korea in August, and keeping talks going from that point, Garfield again met with the entire team at the MLG Winter Championships in Dallas, bringing a customized PowerPoint presentation with him that outlined the benefits of the team choosing EG over its other options. This is said to have been a major turning point in the negotiating process, as up until that point the team still considered both Curse and starting its own team as better options than signing with EG. Before Garfield's PowerPoint presentation, the team's other options were seen as more attractive and more likely, but after the presentation, the team began to consider the prospect of joining EG as equally viable and attractive to its other options.

Things went well in Dallas, and while EG was no longer behind in its pursuit of Ellis' team, it appeared to have caught up with the team's other options. However, both sides were still skeptical. Ellis and the team still had a strong desire to try things out on their own, and Garfield was having last-minute reservations regarding Riot's plans for Season 3 and how they might affect the way participating teams could run their businesses.

The two met for the final time at IPL5 in Las Vegas, with both parties coming out of talks with their concerns addressed. Looking two, three years ahead was very important to Ellis and the team, despite the fact that their initial EG deal would only be one year in duration. The meeting helped Ellis realize it would be more beneficial to the team to join with a strong organization like EG, rather than taking on the potentially difficult challenge of running things themselves.

Ellis was specifically concerned that, if the team tried to make things work on their own, he himself would have to take less of a player role and more of a management role--something he was not necessarily opposed to but felt was not truly in his best interests at this point in his career. The team agreed after IPL5 that it would be better to fulfill their goals with EG as an organization supporting them.

Ellis and Garfield continued discussions in the two weeks following after IPL5, with a verbal agreement being reached in mid-December. At that point, with Garfield still having some last-minute concerns, Riot eSports personnel personally reached out to him to help alleviate some of his concerns about Season 3 and the future of League of Legends. Ellis and the team take a significant amount of pride in being Evil Geniuses' first League of Legends team, which they saw as an overall plus given that Garfield is known for being incredibly picky with his player recruitment and he had noted as much previously in his PCGamesN interview. Ellis and the team feel that partnering with EG could help bridge the gap between League of Legends and the other professional gaming communities.

The new Evil Geniuses League of Legends roster will play their first games under EG blue at the start of the Season 3 League Championships in Europe.


15.06 | 0 komentar | Read More

The Long Haul: Anachronox Part 3

Written By Kom Limpulnam on Sabtu, 26 Januari 2013 | 15.06

Anachronox was a good game...better with all it's quirks than most of the stuff nowadays, any monkey can string a couple of levels together, bind them with invisible walls and drop in weapons, ammo and a few enemies and then expect you to be scared/thrilled/entertained...Yes, games have come a looooong way since this game, not too much for the better...


15.06 | 0 komentar | Read More

Former CLG EU League of Legends team officially joins Evil Geniuses

Former Counter Logic Gaming European League of Legends team joining new organization, confirming report from earlier this month.

The international eSports organization Evil Geniuses has officially announced that the former Counter Logic Gaming European League of Legends team will be joining the organization. This confirms a GameSpot report on the situation from January 3. Both parties have come to an agreement on terms that will reportedly make them the highest paid League of Legends team in the world.

The full five-man roster of Stephen "Snoopeh" Ellis, Henrik "Froggen" Hansen, Peter "Yellowpete" Wüppen, Mitch "Krepo" Voorspoels and Mike "Wickd" Petersen have signed a one-year contract with the team. The DreamHack Summer champions have been mulling over their future these last few months, having serious discussions with Evil Geniuses and Curse, and the thought of starting their own team. The finalization of the deal comes after many months of back-and-forth of meetings between Evil Geniuses Owner Alex Garfield and the team, with Ellis at the helm of the talks. It is said to be the longest contract negotiation Evil Geniuses have ever had with a player or team.

Representatives from both sides told GameSpot that this was not the focal point of the deal, as several other factors such as security, longevity, team stability, streaming platform, and belief in each other were weighed with financials. Garfield met with Ellis over the course of six times throughout the past half-year, with an initial meeting shortly before Ellis and his team played in Korea's OGN The Champions League.

After narrowly losing to Azubu Frost in The Champions finals, Ellis and his team began to explore their options for 2013. Their contract with CLG was ending December 31, and the team knew of CLG's plans to partner with Azubu for the future. While the partnership presented opportunities for the team, they saw it more as a hindrance that relied too much on venture capital investment, and a lot of moving parts. The players felt CLG was not at the same level professionally as other established organizations, so came to a decision that without a major change in development, they would not extend their contracts into the new year.

Curse, with a European squad that has gone through a variety of roster changes lately, reportedly made a very strong offer to the former CLG team. The offer had the potential to yield more money through their own additional personal sponsorships, an opportunity not attainable through Evil Geniuses. Although Curse had on paper the better financial offer and a multiple large team houses to boot, Ellis felt there was too much of a reality TV atmosphere surrounding the team.

There were also said to be obligations from Curse of roughly double the number of hours they would have to stream compared to Evil Geniuses. Not only was this a large factor to the team for both fatigue and practice reasons, the team was said to have much preferred streaming on Twitch.tv rather than Own3d.tv, Evil Geniuses and Curse's streaming partners, respectively. As of a report two days ago, Own3d.tv may be shutting down in less than a week. Talks with Curse slowed down after this.

Negotiations came down to Evil Geniuses and the teams' personal aspirations of building an empire themselves. Worldwide fan favorites CLG and Team SoloMid were born this way, and just less than two weeks ago, their European rivals Alexey "Alex Ich" Ichetovkin and company left Moscow 5 to start their own journey in Gambit Gaming. Ellis was not fond of traditional eSports organizations, going through a rough four-month stint himself with SK Gaming under Captain Carlos "ocelote" Rodríguez at the end of 2011, seeing himself and Peterson leave for CLG Europe for the start of 2012.

Ellis had his own reservations against Evil Geniuses as well, with the team's StarCraft II players Greg "IdrA" Fields and Geoff "iNcontroL" Robinson having unkind things to say about League of Legends. Last December, Garfield spoke to PCGamesN at the fifth IGN ProLeague event in Las Vegas, unsure of what the future may hold for EG in League of Legends. "Obviously, the numbers are impressive, and the passion of the community is impressive," Garfield said. "I think the challenge for me is just to find the right brand representatives for EG. So I've been perfectly happy to wait and sit on the sidelines and let some of those guys grow up a little bit."

Garfield said this, and at the same time knew this five-nation squad of five was the brand he was looking for. Garfield was said to have looked for two years for the right players to represent his brand in League of Legends, but was unsuccessful in his search until now. Even with Riot's Season 3 of the League Championship Series on deck with multi-million dollar prize pools and worldwide exposure, this was not reason enough to sign a team before the season starts. It was this team or no team for Evil Geniuses.

Garfield came to Ellis again at the MLG Winter Championships in Dallas, Texas, bringing a PowerPoint presentation with him for his whole team. Things went well, but both parties were still skeptical. Ellis and the team still wanted to try things out themselves, and Garfield was having last-minute reservations regarding Riot's plans for Season 3. The two met for the final time at IPL5 in Las Vegas, with both parties coming out of talks with their concerns addressed. Looking two, three years ahead was very important to the team, albeit only signing a one-year deal. The meeting helped Ellis realize it would be too difficult to run things themselves, and they would have a better opportunity to fulfill their goals with the organization.

Talks finalized the following two weeks after IPL5, with a verbal agreement set in mid-December. Riot VP of eSports Dustin Beck helped alleviate concerns for Garfield moving into Season 3. Ellis and the team are proud to be Evil Geniuses' first League of Legends team, and hope to bridge the gap between the other professional gaming communities.

The new Evil Geniuses League of Legends roster will play their first games under EG blue at the start of the Season 3 League Championships in Europe.


15.06 | 0 komentar | Read More

Strike Suit Zero Review

Written By Kom Limpulnam on Jumat, 25 Januari 2013 | 15.06

Earth's future hangs by a thread. After decades of expansion and colonization across the universe, man's disparate factions are fighting for independence from their homeworld. Strike Suit Zero puts you in the role of Adams, a faceless soldier, as you defend the United Nations of Earth from the Colonial onslaught. Though a few nagging issues persist throughout, Strike Suit Zero's strengths continuously rise to the surface, and whether it's the dramatic renderings of outer space or the heady mix of grace and aggression during battle, there's simply a lot to love about its modern twist on the decidedly stale space combat genre

Before acquiring the game's namesake war machine, you have to complete a few introductory tutorials in a standard fighter jet to get acclimated to the controls. Jets are fast, and your test fighter is no exception. You can engage thrusters for an additional boost of speed to keep up with fleeing enemies, but topping out can also send you slightly off course due to the effects of inertia. Unlike the strike suit you command during much of the campaign, jets have the ability to disable incoming missiles by emitting an electromagnetic pulse. The EMPs get the job done, but the lack of something like a quick barrel-roll feels like a missed opportunity for practical showmanship. The standard fighter is quite simple in that regard. After a few minutes, you'll have no problem mowing down enemy ships while jetting across the battlefield, and Adams will be cleared for his return to active duty.

Each of the four ships used throughout the campaign are capable of equipping various types of guns and missiles simultaneously. Most scenarios are flexible enough that you can develop your own loadout without jeopardizing your chances of success, since that responsibility ultimately falls onto your ability to strike or flee at key moments. Missiles that lock onto enemy aircraft have a finite supply of ammo, so it's smarter to utilize standard machine guns or plasma rounds rather than auto-targeting every enemy from the start. Once you deplete your cache of ammo within individual missions, you're out of luck since there are no items or supplies to be found in the vastness of space.

However, rather than lean on the notion that space is a mostly empty void, each stage is replete with fantastic images of gigantic celestial bodies and gaseous nebulae that make the entire experience a joy to behold. Debris and casualties of war decorate the foreground while jetstreams of red and blue dance across the screen. The balance of scale and visual flourishes make you feel like a part of the action, rather than a mere observer of distant wonders.

The relatively dull jet gameplay at the start leaves a lackluster first impression, but once the game puts you in the seat of the Strike Suit, it spreads its wings and never looks back.

From the handful of ships you'll pilot during the course of the game, the Strike Suit remains the most enjoyable to use for it's ability to transform and out maneuver enemy aircraft. Once you've gathered the right amount of flux energy from shooting down enemies and space debris, your suit can change into a nimble mech with considerably stronger firepower and the ability to quickly dash out of harms way. Every shot you fire in strike mode depletes your flux meter, so finding the balance between your two states becomes a critical skill for success in later missions. The advantages the mech brings to the table include the ability to auto-lock onto the nearest target and the potential to train missiles on up to five enemies at once, but be careful: you can still get shot down if you neglect to watch your back. Once you get a taste of juggling the nimble jet and the powerful mech, it's hard to go back to the less exciting alternatives. It's too bad that you can't use it in every mission, but thankfully there are only a few where it's unavailable.


15.06 | 0 komentar | Read More

Strike Suit Zero Video Review

While I enjoyed this game, comparing it to Wing Commander or X-Wing is a completely misleading comment. The game, though claiming to be on the vanguard of reclaiming the space sim genre, distinctly borrows more from eastern action games than western space sims. Each enemy jet is almost indistinct from any other, as you mow down entire wings of enemy interceptors in a few seconds. The aiming is entirely too forgiving, and the lack of a radar or comms systems really make the gameplay feel shallow. The way the game warps you from sector to sector in missions, really gives the game the feeling of a rail shooter.

This game plays like Zone of the Enders, more than it does any sort of western game. And this is too bad, because it could have really benefited from a less is more approach to game play. The game feels cluttered, as it often throws 20 fighters at you, and doesn't give you a clear way to navigate. The lack of a radar, combined with the targeting system that only targets things in front of you or nearest to you, not giving the player the option to cycle through potential targets to look for something to engage makes flying in the game disorienting. Likewise, as a space sim, it feels like a step back removing features such as lateral thrusters, or controlling of the speed outside four speeds: slow, normal, fast and afterburner.

It doesn't do justice to the genre it claims the pedigree of. It is, however a decent eastern action game... made in Guildford.


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Trion Worlds and XLGames to publish ArcheAge for Western markets

Publishers to release localized version of Korean MMORPG to North America, Europe, and other territories; no mention of beta dates.

The company behind Defiance and Rift will be teaming up with XLGames to launch Korean MMORPG ArcheAge in English.

According to an official press release, the companies will be releasing the game in North America, Europe, Turkey, Australia, and New Zealand.

ArcheAge lets players explore the fantasy sandbox world containing two continents and promises to remove conventional MMORPG restrictions on classes and skills. The game is developed by XLGames, founded by Lineage creator Jake Song.

The title has been in development for more than six years and went through two years of closed beta testing in Korea. There is currently no word on the English versions' beta dates.

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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Age of Wushu launch date changed to spring 2013

Game originally scheduled for May 2013 release. Recent closed beta feedback is the factor behind launch window change.

Fans of martial arts action in their MMORPG can look forward to a full version of Age of Wushu in the near future.

Publisher Snail Games USA has said that the complete version of the upcoming MMORPG will now be out this spring. This release window was set due to player feedback and data from the game's second closed beta. Previously, the game's launch date was set to May this year.

Players who wish to play the game can check it out for free on a limited trial run which allows up to ten hours of free play. After the ten hours are up, players are then allowed an hour a day to continue playing on the trial version.

For more information, check out GameSpot's Now Playing feature below.

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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Left 4 Dead 2 - From the Workshop

Written By Kom Limpulnam on Kamis, 24 Januari 2013 | 15.06

Yes... but what about the underlying problem with Left 4 Dead's matchmaking system and a lack of player slots?  Yes, there are dedicated servers for L4D2(apparently) but it's buried within the the interface(possibly only accessible with a console command).  Maybe the workshop will help the modding community but I found it nearly impossible to actually play anything that's custom.

First of all, nobody wants to play when it's just one other person with them.  L4D2 is the kind of game where either you have a full game, or you're likely to have no game.  You take a very small fraction of the population who is actually able to play the custom content that you're looking for, and hope that 3 other people are actually online, not already in a game, and willing to play what you want to play.

Secondly, campaigns are typically HUGE on file size.  This isn't CS where each map is a couple of megs at most, and you're sitting there for like 5 minutes max in-game and downloading the map.  You have to have the campaign already installed beforehand, and hope to God other people actually have it installed too and actually want to play it.

Third, CS made it real easy to group mods together.  If you didn't have what the server had, you downloaded it before you got in.  Favorite the server before quitting, and you can hop in and enjoy those mods again anytime.  This is the advantage of player servers with 20+ slots on them.  L4D2 from what I've seen has nowhere near the support for player servers as CS has, and even if it did, you're looking at 4 slots per server typically.  In CS, if a server's full, you sit there a bit and wait for a player slot.  Typically your server of choice always has players in it, and enough of them are in there to at least make a decent game.  L4D2 doesn't have that replayability factor to it.  You finish one campaign and people are likely to leave.  Then you see a slot open and pray that other people actually join.  If you're lucky enough to get a game going, everyone else that likes that server is stuck for an hour... who's going to sit there and wait that long?

The logistics of all of this just seems like a complete nightmare on paper.  A game with such a small player count per game and such a large time commitment to get a full campaign finished just spells disaster for this kind of thing to get any real traction.  CS still had the pick-up-and-play factor once a server fed you all of the mods it was running simply by the shear number of people that can play per server and the lack of that kind of time commitment(being round-based as opposed to a campaign).


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GameSpot Asia Beat Ep. 17: Objection May Cry to Infinity

Southeast Asia's best video gaming podcast continues with more game-talk geekery with Professor Layton vs. Ace Attorney, DMC, and Disney Infinity.

We march on through the remaining weeks of January to talk about games and nothing but on this new episode of the GameSpot Asia Beat. GameSpot's Jonathan Toyad and Randolph Ramsay, together with SGCafe writer Sim Cheng Kai, bring up the Level-5/Capcom crossover adventure title Professor Layton vs. Ace Attorney for the 3DS, the Devil May Cry reboot, that one Disney game that is kinda similar to Skylanders, and a lot more news that happened this week.

On with the show!

Download the podcast here. Time stamps are below for your reference:

1:28 – GameSpot's Jonathan Toyad's appearance on the 938Live Sports Zone segment in Singapore.
3:40 – Professor Layton vs. Ace Attorney
13:11 – DMC: Devil May Cry
19:14 – Time Surfer and Temple Run 2
21:59 – Intermission: "PaNic AttaCk' by Blue Magic (Sonic 3D Blast cover)
22:58 – Disney Infinity
30:13 – PS4 speculations based on Digital Foundry's article
34:00 – Blizzard Diablo III director Jay Wilson stepped down
37:56 – Killer is Dead
41:34 – Former Sony Liverpool devs form Sawfly Studios.

What are your thoughts on the new Devil May Cry? Which IPs do you wish to see come to fruition on Disney Infinity? Tell us your comments on the box below.

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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Video Review - Ni no Kuni: Wrath of the White Witch

Written By Kom Limpulnam on Rabu, 23 Januari 2013 | 15.06

This is one of the few games I have been looking forward to since the moment I heard of it. I cannot express how happy I am that this game not only did well, but excelled. I feel this will be a strong competitor for my game of the year and we are hardly out of the gates. I look forward to what this year holds for us.

I have been a fan of the joint work on this game and have loved every title from Level 5 and Studio Ghibli. The mashup turned out well and I hope to see more collaborations in the future.


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Ni no Kuni: Wrath of the White Witch Review

What a delight Ni no Kuni: Wrath of the White Witch is! It's charming but never cloying, complementing its vibrant cel-shaded art and good-natured child star with plentiful doses of wit and joy. The clever dialogue dips into a bottomless well of puns, keeping you grinning wide, if not laughing out loud at the constant goofiness. More importantly, this Japanese role-playing game possesses great soul, exploring a son's love for his mother, and the vast expanses he's prepared to cross in the hopes of a reunion. Hearts are broken and restored, hidden motives are revealed, and lost relationships again blossom, even after great evil has torn them asunder. This is a wonderful world that you will be eager to lose countless hours in as you adventure through its enticing realms.

Oh, to live in a world with limitless babanas.

Oliver is the cherry-cheeked center of Ni no Kuni--the boy who would save the world, as so many youngsters do in RPGs. But the world he saves isn't his own. Oliver lives in Motorville, an Anytown, U.S.A. sort of place--the kind you might see depicted in a Norman Rockwell painting. Children laugh and play, cars drive slowly along the shrubbery-lined streets, and mothers shop for bottles of milk and sacks of foodstuffs. On the occasions you visit Motorville throughout the game, your travels are accompanied by slurring violins and trilling flutes and oboes. The music tells you all you must know in just a few notes: Oliver's world is idllyic, and his childhood untroubled by cares of the adult world.

This all changes drastically when Oliver's mother dies, saving his life after his reckless motorcar antics. But there is a whisper of hope amid the grief: mom has a soul twin--a great sage living in a fantasy world, currently trapped by a villainous fiend called Shadar. For Oliver, Shadar's defeat means the possible liberation of his mother from death itself. For the denizens of the parallel world, it means liberation from his magical tyranny--or so their story goes.

Thus begins Oliver's desperate adventure, and your journey alongside a heartbroken young boy desperate to restore order to his life and his world. Oliver is the soul of the adventure--and his companion Drippy is the wit. Drippy is hardly mere comic relief, but his enthusiasm is infectious. He frequently refers to himself as High Lord of the Fairies in a delightful Welsh accent, egging Oliver on during moments of uncertainty. It's in Ni no Kuni's most surreal scenarios that Drippy's dialogue tickles the most--places where lines like "These littlies are nowhere near as fragile as they are egg-looking!" make a silly sort of sense. His follow-up line: "When I was their age, I ate squid for breakfast! Proper hard I was!" Drippy's a wonderful sidekick (though Drippy sees you as his sidekick, to be fair), and remains a joy, even 60 or more hours in.

As you traverse the overworld and its various cities and dungeons, the squat Drippy skips merrily along, a lantern pierced through his nose. His boundless energy occasionally causes him to stumble, but he bounces right back into gear without ever losing his goofy smile. He's an instant classic of a character, brought to life by fantastic voice acting, a trait the character shares with the entire cast. Oliver's young actor hits just the right balance: endearing and gung-ho, but rarely sickeningly sweet. Fantastical characters like Ding Dong Dell's King Tom--a feline ruler referred to as His Meowjesty--are uplifted by fun, sincere line readings that never cross over into self-parody.

The result is a world you love to be in, which is just as well: even as the game seems to wrap up its story with an emotionally satisfying conclusion, it presses forward, refusing to let plot threads dangle, and uprooting any sense of complacency. The whimsy of the writing is matched by the whimsy of the world and the situations you encounter. This is a game in which you explore the pastel-colored innards of a giant wobbling mother before she fancifully erupts and you experience a second birth of sorts. Unusual? Yes--but also utterly enchanting. Even the smallest moments deliver glee. A llama with a gourmet appetite wants yummies. A traveler keeps misplacing his diary. A wannabe diva of a molten monster warbles a few notes that could break a champagne glass. This is a world of wild imagination, and so you pursue every side quest and peek into every nook, knowing that a surprise lies in wait.

All of those nooks burst with beauty, and become even more varied as you explore further. When you first arrive in the overworld near Ding Dong Dell, you'll be enthralled by the sun-drenched meadows and glistening waterways. But later, you roam golden deserts, icy plateaus, and misty swamps, where the eyes of crooked trees look upon you in displeasure. Cel-shaded games often sacrifice detail in lieu of bold outlines and primary colors, but Ni no Kuni doesn't use its style as a crutch. Rather, the cartoonish visuals are heightened by extraordinary visual details. In a Motorville shop, each storefront and hanging flower planter is given careful attention, making it the hometown you wish you had grown up in. As you make your way towards a village, your party visibly shivers from the cold. These excellent small touches are crucial in creating a sense of wonder.

The impact of the fantastic soundtrack cannot be overstated. A fairy village in Ni no Kuni isn't like a fairy village in any other game, and the music reflects as much. When you enter, the oom-pa-pas of tubas lend this place the exact right kind of circus atmosphere. Explore a dungeon and you hear a rising scale motif, which in turn raises the tension. And then there comes a moment when Oliver's friend Esther raises a musical instrument in song, warmly intoning the game's main theme without additional accompaniment. And it's here you recognize how much meaning this one tune possesses--and how amazing it is that it never grows tiresome, but rather, gains emotional power over time.


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Xbox 720 hardware detailed - Report

Written By Kom Limpulnam on Selasa, 22 Januari 2013 | 15.06

The rumours surrounding Microsoft's successor to the Xbox continue to mount, with one website claiming to have had access to the machine's specifications in full. According to technical documents acquired by VGLeakz, the console will feature an 8-core CPU, Blu-Ray, a DirectX 11.1-capable GPU and 8GB of DDR3 RAM.

The site also claims that the next Xbox's processor will feature an x64 8-core CPU with a clock of 1.6Ghz. Each "CPU thread has its own 32KB L1 instruction cache and 32KB L1 data cache", while both modules "of four CPU cores has a 2MB L2 cache resulting in a total of 4MB of L2 cache."

On top of that, "each core has one fully independent hardware thread with no shared execution resources" and "each hardware thread can issue two instructions per clock," according to the site.

Elsewhere in the document, the Xbox 720 - codenamed Durango - will allegedly feature 8GB of DDR3 RAM, a 6x Blu-Ray drive and 32MB of embedded SRAM.

The GPU will support DirectX 11.1, run at a core of 800mhz and feature 12 shader cores which provide "a total of 768 threads." The document reports that at peak performance "the GPU can effectively issue 1.2 trillion floating-point operations per second."

The document also claims that Microsoft's latest version of Kinect is always present, presumably indicating that the motion-sensor will be build into the machine itself.

Another point mentioned is that a SATA 2.0 "hard drive is always present", suggesting that Microsoft's next machine won't allow for optional hard drives in the way the Xbox 360 did.

Rounding off the rumoured specifications is support for HDMI 1.4a, 802.11n Wi-Fi and USB 3.0 alongside a bevy of codecs, multi-channel echo cancellation for Kinect and "cryptography engines for encryption and decryption, and hashing".

Microsoft is expected to formally announce its next Xbox within the next few months.

Elsewhere in next-gen rumours, last week it was reported that Sony's controller for the PlayStation 4 would include an LCD touch-screen and biometric sensors.


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Telltale's The Walking Dead coming to Australia

It looks like Telltale Games' episodic adventure series The Walking Dead is headed to Australian shores. The Australian Classification Board's website revealed that the game series has received a MA15+ rating, with consumer advice noting "strong themes and horror violence".

The news will appease Australian fans of the adventure game series. Telltale revealed early last year that it had no plans to release the multi-platform title in Australia and New Zealand due to strict rating laws. Australia officially introduced an adult classification for video games as of January 1 this year, allowing R18+ rated games to be sold at a national level.

Prior to its classification, the game series was obtainable on PC and Mac via digital games retailer Steam, or purchased online through Telltale's own site. With the new MA15+ rating granted, it will be officially available for Australian gamers.

GameSpot reached out to Telltale for comment last year on the possibility of an Australian release following the introduction of an adult rating for games. The studio's reply is below.

Telltale's The Walking Dead is a single-player episodic game that is based on Robert Kirkman's comic book series. It stars Lee Everett, a man convicted of a crime, but given a chance to redeem himself, albeit in a world infested with the undead.

UPDATE: Telltale today confirmed it is planning to release The Walking Dead in Australia, telling GameSpot:

"Telltale can confirm today that the award-winning game series The Walking Dead was submitted to the Australian Classification Board and has received a rating of MA15+. The game will be available for purchase digitally on consoles via Xbox Live and the PlayStation Network very soon. We will confirm expected release dates shortly. Retail release dates for The Walking Dead on XBOX 360, PlayStation 3 and PC in Australia will also be announced in the coming weeks."


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Tekken online collectible card game launching this year

Namco Bandai's latest spin-off of fighting game will be free-to-play on mobile devices and browsers; no specific OS specified.

Namco Bandai has announced that it will be releasing an online card game based on the Tekken franchise.

Titled Tekken Card Tournament, the game will be distributed in two phases. First, it will be out as a free-to-play online card battle game "in the next few weeks" for mobile devices like smartphones and tablets, as well as for browsers. The company did not specify the mobile platforms at this point in time.

This will be followed by a physical version complete with booster packs that will be out later this year. The purchased cards can be used on the free-to-play version. Each card has a QR code that can be scanned into the game; either as an additional fighter or an upgrade for existing brawlers in a player's deck.

The games will be out for North America, Europe, Australia and Asia. For more information on Tekken Tag Tournament 2, check out GameSpot's coverage on the title.

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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Project X Zone confirmed for English release in 2013

Sega, Namco Bandai, and Capcom crossover JRPG exclusive for 3DS.

Namco Bandai has confirmed that the JRPG Project X Zone will be out in English this year.

According to a post on Namco Bandai's UK page, the 3DS title is now slated for a summer release window for the US and European markets. The RPG features characters from Sega, Namco Bandai, and Capcom together in a single game. The strategy RPG also features tag team combat via the pair unit system and other mechanics including solo attacks, support attacks and cross hits.

The developer for the project is Monolith Soft, the same team that did the 2005 import crossover title Namco x Capcom. For more information on the upcoming 3DS title, check out GameSpot's coverage.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

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


15.06 | 0 komentar | Read More

Games 'destigmatize' violence, says Connecticut governor

Written By Kom Limpulnam on Senin, 21 Januari 2013 | 15.06

At the winter meeting of the U.S. Conference of Mayors this weekend, Democratic Connecticut governor Dannel Malloy criticized violent games for "destigmatizing" violence in the United States. As reported by the Connecticut Post, Malloy called on his peers to focus their efforts on removing the stigma from mental health treatment.

"If we spent as much time and energy on destigmatizing mental health treatment as we do in the proliferation of these video games that destigmatize violence, we as a society would make great gains," Malloy said.

Malloy's comments came a month after the schoolhouse massacre in Newtown, Conn. that left 20 children and six adults dead at Sandy Hook Elementary School. He recalled this day, saying, "the day that Newtown happened, there were games available that actually allowed people to go into a school in the game and shoot 'em up."

"Why do we do that?" Malloy added. "When we're willing to destigmatize violence and willing to bring it home to your living room or your den and put it on a 50-inch screen [and play games that award points for] when you hit someone with your semiautomatic and more points depending on how many times you hit someone with your semiautomatic, where is the social value in that? Is this the kind of thing we want to be involved in as a nation?"

President Obama earlier this week announced a $500 million, 23-point plan to reduce gun violence in the United States that included directing the Centers for Disease Control to investigate the relationship between violent game consumption and real-world violence.

Responding to Obama's plan, the Entertainment Software Association (the group that represents the industry's interests in Washington, D.C.) said scientific studies have proven no link between entertainment and real-world violent behavior exists.


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AU ShippinÂ’ Out January 21-25: Ace Combat Assault Horizon: Enhanced Edition

This week in games, arcade-style combat flight simulator Ace Combat Assault Horizon: Enhanced Edition will be available for those who yearn to take to the skies in a fighter jet. Based on the original Ace Combat Assault Horizon, the enhanced edition contains additional aircraft, skins, multiplayer maps, and multiplayer skills.

Ace Combat Assault Horizon: Enhanced Edition sees players engage in aircraft combat all over the world, including locations such as Miami, East Africa, Dubai, Russia, and more. In addition to real world locations, the game will also feature fictional city designs. For more details, check out GameSpot's review of the original game.

The Sims 3 series will also be adding another title to its repertoire of stuff packs in the form of The Sims 3: 70s, 80s, & 90s Stuff Pack. The expansion adds in-game items ranging from hairstyles to retro objects from the 70s, 80s, and 90s. The game will be released on January 24 for the PC and Mac.

Finally, DmC: Devil May Cry may have been released for consoles last week, but the game makes its PC debut on January 25. Developer Ninja Theory outsourced the game's PC port to Poland-based quality assurance and localisation studio QLOC, resulting in the platform's delayed release.

For more details on titles out this week, check the list below.

January 24, 2013
Ace Combat Assault Horizon: Enhanced Edition (PC)
The Sims 3: 70s, 80s, & 90s Stuff Pack (PC, Mac)

January 25, 2013
DmC: Devil May Cry (PC)


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Army, Navy seeking out better video game tech

The US Army and Navy are reportedly looking into ways to make virtual training more exciting for new recruits.

According to an article in National Defense Magazine, both the Army and Navy are seeking contracts for the creation of updated virtual PC simulation games that will look and play more like Call of Duty than the games already available.

"The industry needs to find a way to get past the older code that's sitting out there," Havok vice president of sales and marketing Brian Waddle told the publication. "[Soldiers] look at these simulators, and they don't take them seriously because they don't look as good as what they're playing in their living rooms."

According to the report, the Army is looking for a first-person, massively multiplayer online shooter to replace Bohemia Interactive's Virtual Battlespace 2. It is offering a contract of approximately $44.5 million over five years to the winning application, which must include the ability to integrate more players across larger landmasses and accurately re-create territories like Afghanistan.

For its part, the Navy is also looking for games that will be able to train sailors in specific tasks, including a training program that will run on Crytek's CryEngine 3. The Navy will offer three separate contracts of $100 million each.


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Free-to-play Spartacus Legends gets R18+ rating

The upcoming Ubisoft title Spartacus Legends has become the second game to receive an R18+ rating in Australia following the introduction of the adult classification earlier this month.

Based on Starz Entertainment's original Spartacus television show, Spartacus Legends is a free-to-play title for Xbox Live Arcade and PlayStation Network. Its R18+ classification marks the first time a digital-only title has been given an adult rating in Australia, raising questions about the methodologies in place for policing distribution of age-appropriate digital content on home consoles.

Replying to a request for comment, a spokesperson for Sony Computer Entertainment Australia (SCEA) said both digital and disc-based games can be restricted by parental controls on the PlayStation 3.

"There are a number of parental controls in place," the spokesperson told GameSpot. "In terms of purchasing or playing online content on the PlayStation Network (PSN), at the time of account creation you have to be over 18 to set up a PSN account. If a person is under 18, the requirement is that the parent sets up a Master Account for the PSN, and can then create a sub-account for the child. When setting up the sub account, the sub account holder will not be able to play any games online rated above their age."

Microsoft did not return a request for comment at the time of publication. However, the Xbox 360 does also feature parental controls.

According to Ubisoft, Spartacus Legends will let players experience the life of a gladiator, from practicing on training grounds to participating in battles in the arena. Players will be tasked with dismembering their foes, and will have thousands of weapon combinations and skill system to use along the way.

Players will be able to fight as Spartacus, Crixus, or a user-created gladiator, and take part in fights with friends locally or via online multiplayer.

The Classification Board of Australia rated the game R18+ for "high impact bloody violence". According to the classification listing, the game contains high-impact violence, and moderate-impact themes, nudity, and language.

Spartacus Legends does not yet have a release date for Australia, but is due out in Q1 this year in the US.


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Major layoffs at Wild Man dev

Written By Kom Limpulnam on Minggu, 20 Januari 2013 | 15.06

Just days after launching a Kickstarter campaign for a new RPG/RTS hybrid called Wild Man, developer Gas Powered Games has enacted a round of company-wide layoffs. CEO Chris Taylor confirmed the news to Polygon today.

"These layoffs are substantial, but it's not everyone," Taylor said. "We still have a fully functioning company, IT, HR, Operations, etc. And have retained some key people."

Taylor told Joystiq the layoffs total around 40 employees.

Taylor said he will release a Kickstarter video explaining the current situation to backers in the coming days. In this video he will ask supporters "if I should continue and then rehire people, or terminate the campaign now."

The Kickstarter campaign for Wild Man--asking for $1.1 million--went live on Monday. At press time, the fund stands at $175,000 pledged from more than 3,500 backers.

Taylor explained to GameSpot this week that he is betting the entire company's future on the success of Wild Man.

"Everything I have ever worked for in my entire career--in my entire life--it culminates in this one event," he said at the time. "I am absolutely all in. That's it. What victory is worth achieving if there's no consequence of failure?"


15.06 | 0 komentar | Read More

Major layoffs at Wild Man dev

Written By Kom Limpulnam on Sabtu, 19 Januari 2013 | 15.06

Just days after launching a Kickstarter campaign for a new RPG/RTS hybrid called Wild Man, developer Gas Powered Games has enacted a round of company-wide layoffs. CEO Chris Taylor confirmed the news to Polygon today.

"These layoffs are substantial, but it's not everyone," Taylor said. "We still have a fully functioning company, IT, HR, Operations, etc. And have retained some key people."

Taylor told Joystiq the layoffs total around 40 employees.

Taylor said he will release a Kickstarter video explaining the current situation to backers in the coming days. In this video he will ask supporters "if I should continue and then rehire people, or terminate the campaign now."

The Kickstarter campaign for Wild Man--asking for $1.1 million--went live on Monday. At press time, the fund stands at $175,000 pledged from more than 3,500 backers.

Taylor explained to GameSpot this week that he is betting the entire company's future on the success of Wild Man.

"Everything I have ever worked for in my entire career--in my entire life--it culminates in this one event," he said at the time. "I am absolutely all in. That's it. What victory is worth achieving if there's no consequence of failure?"


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Setting the Mech Free - A look at MechWarrior Online and Hawken

I was slightly disappointed in Mechwarrior Online, but probably not for the reasons most people are.  I found it TOO arcade.  Fast torso turn speeds (your upper torso is independent from your legs), and ridiculously fast weapon reload speeds definitely made the game more run n gun in feel than I was hoping for.

That being said, although the game has a slight learning curve, being free to play, there's no real reason not to try it.  With additional gamemodes being added in the future, it's possible I may find myself picking it back up again.


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The War Z Review

Written By Kom Limpulnam on Jumat, 18 Januari 2013 | 15.06

So many massively multiplayer games are all about what you make them. A wide-open atmosphere can make online experiences incredibly rewarding, adding a sense of freedom and community that isn't possible when playing solo. In the case of The War Z, however, freedom and community have been allowed to run wild to such a point that the game is almost unplayable. Hammerpoint Interactive's look at life after the zombie apocalypse is a complete disaster. It's ridiculous that this game is being sold, with unfinished features, loads of bugs, wildly out-of-control player killing, and a system of micropayments that couldn't steal more money from players if you gave it a mask and a gun.

In The War Z, it's an eye for an eye, and a brain for a brain.

The concept behind The War Z is straightforward. It is also remarkably similar to Dean Hall's extremely impressive ARMA II: Combined Ops mod DayZ, a vastly superior and free take on the same themes seen here. If you've viewed any post-Romero fright flicks where the dead come back to life with a craving to gnaw on cerebellums, you know what to expect. The setting is the wilderness of a postapocalyptic Colorado, where you have been unceremoniously dumped with nothing more than a flashlight (one of those big Maglite things that does double duty as a club),a soft drink, a granola bar, and bandages. There are no goals, no quests, and no storyline of any sort. All you have for motivation is the imperative to stay alive, which you do by avoiding being brutally murdered by either the other players or the zombies, and by keeping enough food and drink in your system to avoid starving to death.

If you're one of the millions of people who have gotten hooked on the Walking Dead comic or TV show, let alone the countless zombie movies that have followed in the 45-year wake of Night of the Living Dead, you can't help but be intrigued by the concept. But that's all the game is--a concept; there is virtually nothing behind it. While The War Z sounds nifty, it is close to a blank slate, with an open sandbox world that is nigh impossible to enjoy. The absence of any structure and any viable reasons to go after the zombies has unbalanced the game, resulting in a frustrating free-for-all where you murder one another so often and so efficiently that the undead are no worry at all by comparison.

It's hard to imagine how any game could be more unforgiving than The War Z. You can't settle in long enough to figure out the gameplay basics before you find yourself the recipient of a shotgun blast to the face from some guy looking to loot a corpse. There are no breaks anywhere on the map. Three settlements are supposed to serve as no-weapon safe zones and places where you can access your global inventory, but they function better as ambush spots where bandits (generally with spectacularly inventive offensive names) camp out waiting to kill other players. Opportunists constantly haunt the roads into such sanctuaries, ready to gun down anyone trying to enter or leave.

A great addendum to all of this frenzied murder is the inability to spawn back in after being slain, and this is when playing on normal difficulty, not the hardcore setting where death is permanent. Get killed, and you have to wait a full hour to send your character back into the fray. You can go right back in by creating a new survivalist in one of the five available character slots or by replacing an existing character with new cannon fodder, but the delay is still absurdly punitive given how often you can get killed.

Oddly enough, zombies are an afterthought. It soon becomes clear why you are mainly killing each other: there isn't any point bothering with the undead. The biggest problem is that zombies are found mostly in and around the scarce towns and various points of interest on the map, which are thoroughly watched by player-killing campers. Playing as a zombie-murdering machine like The Walking Dead fan-fave Michonne is out of the question. Wander toward a town with a hankering to cut off zombie heads, and you set yourself up to be shot in the head by a human player waiting for newbies to wander into firing range.

Undead also offer more risk than reward. Zombie-populated towns are scattered with goodies like bottles of water and food and medical supplies, but little is worth risking life and limb over, especially given the need to run those gauntlets set up by other players. You can also be quickly overwhelmed by gangs of zombies who pop up out of nowhere and move more quickly than you might expect.

Combat isn't particularly difficult; you can generally button-mash the undead goons to death. But it is dull, with each zombie taking a dozen or more whacks before going down. It's possible to take down a group of four or five zombies, but the process is so boring that you soon wish they would just eat you. Sneaking around them is more interesting: meters show how visible you are and how much noise you're making, so you can avoid combat much of the time.

Slain zombies can at least occasionally be looted for in-game money. Kill a zombie, and you might be able to go through his pockets for 80 to 100 dollars. Still, this is not a good deal. Sure, it saves you from having to rely on killing other players to obtain gear. It even saves you real-world cash, since the only other alternative to acquire gear is to purchase it via micropayments (more on this later).


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Tencent Games, Namco Bandai team up to develop Naruto MMORPG for China

Game companies to partner up with Japanese manga publisher Shueisha to create online game for web browsers.

Anime and manga fans can expect an online MMORPG based on the Naruto series to pop up soon.

According to Game Spark (via SGCafe), China-based online gaming company Tencent Games made a deal with Japanese manga publisher Shueisha and video game publisher Namco Bandai for the rights of the upcoming game's development and distribution. The upcoming title will be playable on web browsers and is developed by More Fun Studio, Namco Bandai, and CyberConnect2 (Asura's Wrath, Naruto Ultimate Ninja Storm series).

The game is scheduled for a 2013 release and will be available on Tencent's gaming portal. The publishers did not announce on whether the game will be published outside of the Chinese market. For more news on CyberConnect2's upcoming Naruto title, check out GameSpot's recent coverage.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

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


15.06 | 0 komentar | Read More

SoCal Regionals Road to Evolution 2013

Watch as the top fighting game players duke it out at the first major FGC tournament of the year on the UC Irvine campus from 1/18 - 1/20.

Tune in this weekend as Level|up series presents to you the SoCal Regionals the first major tournament of the year leading towards the road to Evolution 2013. The event will be held on campus at UC Irvine and will feature some of the top players from around the world as the battle it out for pride, prizes, and points for EVO 2013.

The fighting games included this weekend are: Mortal Kombat, Soul Calibur V, King of Fighters XIII, Tekken Tag Tournament 2, PlayStation All-Stars Battle Royale, Virtua Fighter 5, Super Street Fighter IV Arcade Edition, Ultimate Marvel vs Capcom 3, Dead or Alive 5, and Super Street Fighter II Turbo. There will be 2 streams for your viewing pleasure this weekend showcasing different games and commentators. See below and hit play to watch. You can find out more information at SoCal Regionals.

SCR Stream #1

Stream will start at 10 am each day

SCR Stream #2

Stream will start at 10 am each day


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The PULSE NASL's New eSports Show

Written By Kom Limpulnam on Kamis, 17 Januari 2013 | 15.06

THE NASL is back with a new live show called The Pulse that will be on Sundays with the entire crew!

The NASL kicks off 2013 with a new esports show named The Pulse, where they will discuss eSports topics and bring on industry figureheads, personalities, progamers and more. Stay tuned on Sundays for the show. See below for different segments from each show.. For more information check out the NASL.

The Pulse Show 1 Segments

A look back at the NASL Season 4

Click the thumbnails for on demand video content

Hots Changes

GOM vs KespA

TL Legacy Starleague

Foreigners in Code S

The Pulse Stream

Stream will air on Sundays at 7pm PST


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Sound Byte Radio Episode 12: The Rest of 2012's Finest Music

GameSpot's music podcast is back after a long break. This month, we feature the rest of 2012's game music absent from our previous video feature.

Hello again, fellow music fans, as we usher in the brand new year of 2013. After a two-month break from music-playing duties since our last episode, we are back in full force. First off, we will be doing this show monthly. Secondly, do tune in to our Sound Byte Twitter newsfeed (@gs_soundbyte) for updates related to video game music.

This week's episode is on video game music made in 2012. Yes, we did a pretty sweet video last year, but this show specifically lists the honorable mentions--those who did not make the cut but are still great in delivering a thorough experience to the games they're attached with.

With that said, let's rock:

Download the latest episode here. If you haven't checked out that sweet video on video game music of 2012, check it out here. Also, leave your comments and thoughts below. We'd love to hear them!

Starhawk Original Soundtrack

Song: Homeworld
Composer: Christopher Lennertz
Buy from iTunes.

FTL: Original Soundtrack

Song: Zoltan (Exploration)
Composer: Ben Prunty
Buy from Ben Prunty's Bandcamp page.

Asura's Wrath Original Soundtrack

Song: Trembling Heart (Ethnic Arrange)
Composer: Chikayo Fukuda
Buy from Play-Asia.

XCOM: Enemy Unknown OST

Song: Resilience of Man/ Vigilo Confido
Composer: Michael McCann
Buy from official website.

Retro City Rampage

Song: Retro City Rampage Main Theme
Composer: Jake "virt" Kaufman
Buy from official site.

Lone Survivor Original Soundtrack Song: Moving On Composer: Jasper Byrne Buy from official Bandcamp site.

Halo 4 Original Soundtrack

Song: Green and Blue
Composer: Neal Davidge
Buy from iTunes.

Guild Wars 2

Song: Fear Not This Night
Composer: Jeremy Soule
Performer: Asja Kadric
Buy from Direct Song.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

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


15.06 | 0 komentar | Read More

Assassin's Creed III, Halo 4 nominated for video game writing

The Writers Guild of America has nominated six games in its 2013 writing awards; others nominated include 007 Legends and Disney Epic Mickey 2.

The Writers Guild of America has nominated six video games for its 2013 outstanding achievement in writing awards.

Nominated in the video-game writing category are 007 Legends (Activision); Assassin's Creed III (Ubisoft); Halo 4 (Microsoft Studios); Disney Epic Mickey 2: The Power of Two (Disney Interactive Studios); Assassin's Creed III: Liberation (Ubisoft); and Uncharted: Golden Abyss (Sony Computer Entertainment America).

This is the sixth year that the video-game writing award has been presented by The Writers Guild of America, honouring the best qualifying script of a video game published in the previous year. The labour union organisation represents writers in motion pictures, television, cable, digital media, and broadcast news.

The winners will be announced at the 2013 Writers Guild Awards on Sunday, February 17, 2013, at ceremonies in Los Angeles and New York.

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.


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Activision unfazed by Disney Infinity

Written By Kom Limpulnam on Rabu, 16 Januari 2013 | 15.06

Publisher says it is "flattered" Disney is competing with Skylanders, believes it will continue to lead the market.

Disney today announced plans to go toe-to-toe with Activision's Skylanders series through its new game and platform Disney Infinity. With a formidable stable of franchises like Toy Story, Pirates of the Caribbean, and The Incredibles to draw from, some may think Disney Infinity is putting a scare into Activision. But that's not the case.

Activision vice president of consumer marketing John Coyne issued a statement to GameSpot today welcoming Disney Infinity to the market, but also making clear Skylanders is the king of the category.

"We are thrilled by the incredible success that the Skylanders franchise has had in such a short period of time. We are also flattered that one of the leading family entertainment companies is joining our 'toys to life' category," Coyne said.

"We continue to focus on delivering innovative and immersive entertainment experiences to kids around the world and are pouring more creativity into our games. As a result, we are well positioned to continue leading the category."

Activision's Skylanders series has generated more than $500 million in revenue since its inception in 2011. The game's most recent entry--Skylanders Giants--drove more than double the unit sales of the original Skylanders in the United States during December 2012.

Eddie Makuch
By Eddie Makuch, News Editor

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


15.06 | 0 komentar | Read More

Cart Life Review

Written By Kom Limpulnam on Selasa, 15 Januari 2013 | 15.06

A young mom trying to provide for her daughter. A Ukrainian immigrant hoping to make a new life. A well-traveled bagel chef who can't bring himself to walk away from the white-knuckle intensity of the food service industry. The heroes of Cart Life are anything but your typical video game protagonists. They are ordinary people, doing their best to get by in a world that doesn't make it easy. By putting you in the shoes of these three individuals and letting you share in their struggles, Cart Life becomes a moving ode to the trials and tribulations of regular people who work themselves to the bone day in and day out just to get by. Unfortunately, the beauty and nobility of Cart Life are frequently undercut by severe bugs that yank you out of the experience. It's a real shame, because when it's working properly, Cart Life is something special.

Andrus' broken English makes his customer interactions all the more endearing.

Cart Life can be downloaded from the developer's website. If you download the free version, you can choose between coffee cart proprietor Melanie and newsstand owner Andrus. The five-dollar "everything" edition includes a third playable character, Vinny the bagel vendor. When it comes to running each character's business, they all play pretty much the same. The mechanics of operating the coffee cart, newsstand, and bagel cart all emphasize the repetitive nature of the work the characters are doing, while also encouraging you to act with urgency to keep your customers happy.

Typical customer interactions involve quickly choosing the item the customer ordered from a list, accurately typing a phrase about the product ("Rinse is Pipeline's diet brand"), and then doing a bit of math to make change for the customer. It's not exactly fun, but much like when you're doing actual repetitive retail work, it's possible to get into a state of focus and flow, where you stop thinking about what you're doing and start simply doing it. In this state, it feels good to work quickly, and the game rewards you for doing so. The faster you work, the more customers you can serve and the more money you can make, and you're more likely to get tips for speedy service, too.

There are enough differences in the ways the businesses operate to make each character's operation feel distinct, though. As Andrus, for instance, you must start the day by cutting the bindings on the stack of newspapers that's been delivered, and then fold the newspapers and put them on the racks at the newsstand. As Melanie, you need to complete quick-time events that take you through the steps of making espresso drinks; making a mistake means starting over, and customers don't have unlimited patience, so you'll want to quickly learn the difference between an Americano, a latte, and a cappuccino. And as Vinny, you need to bake your own bagels. You start out with a recipe for plain bagels, but you can experiment and learn to make other types of bagels, as well.

What really sets the characters apart, however, are the things that surround their working days. Andrus has a touching relationship with his cat, Mr. Glembovski; nobody else in the world relies on Andrus, so taking care of the cat is just about the only source of meaning in Andrus' life. Bad dreams give us a glimpse of Andrus' painful past, and his tender interactions with a married woman make his mostly solitary existence more bittersweet. Melanie's relationship with her sister and her need to prove that she can provide for her daughter are thoroughly convincing. Cart Life doesn't artificially heighten the drama of her predicament; the game understands that her situation is inherently dramatic and presents it in a refreshingly straightforward manner. Vinny's existence is the most breezy and unfettered; his grandiose talk about his calling as a bagel chef and his exaggerated reactions to the caffeinated beverages he needs in order to function properly make him the most lighthearted and comical of Cart Life's characters.


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League of Legends Championship Series launches Season 3 qualifiers

League of Legends Championship Series Season 3 announced by Riot Games; first half to run February 7 - April 20, second half to follow on June 1 - August 31.

Last week saw the North American qualifiers for Season 3 of the League of Legends Championship Series (LCS) kick off. The 16 teams who made it through competed for one of five spots in the tournament.

Hosted by Riot Games, the North American qualifiers followed a double elimination format consisting of four groups made up of four teams each. Teams finishing in the top two of each group went on to the winner's bracket, where they faced off against each other in a best-of-three, single elimination format.

The first half of Season 3 officially begins February 7 and runs till April 20, with the second half to follow on June 1 to August 31. At the conclusion of the second half, the top teams from each division will advance to the World Championship to compete for a prize pool that Riot Games has described as "millions of dollars". The 16 teams will be comprised of eight North American teams and eight European teams.

A full write-up of the weekend qualifier results will be posted shortly on GameSpot. For more on the LCS Season 3 North American qualifier, including team interviews, check out GameSpot's coverage of the event.

Zorine Te
By Zorine Te, Community Manager

Zorine is the Community Manager at GameSpot Australia. She enjoys competitive gaming, eating and winning. Is prone to gamer rage.


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Warner Bros. to ask for Mortal Kombat Komplete Edition R18+ rating in Australia

Warner Bros has confirmed that it will submit Mortal Kombat Komplete Edition--released in the US in February last year--to the Australian Classification Board for classification under the newly introduced R18+ rating.

The publisher's 2011 Mortal Kombat reboot was originally banned by the Classification Board for "explicit" violence, blood spray, and limb dismemberment during fatalities, which made it unable to be accommodated within the maximum MA15+ guidelines in place at the time the game was submitted for classification.

Warner Bros later launched an appeal against the ban, claiming that the violence in the game is on par with other games already available for sale in Australia. The appeal was unsuccessful, and thus Mortal Kombat has remained banned in Australia to this day.

However, the recently introduced R18+ classification for video games now makes it possible for video games with high-impact violence to be sold in Australia.

"Warner Bros Entertainment Australia will be submitting the Mortal Kombat Komplete Edition for classification under the new R18+ classification category," the publisher told GameSpot AU today.

The publisher declined to comment further on when the game will be submitted. The game is currently available in other territories on the Xbox 360 and PS3.

Earlier this month, the Classification Board confirmed that the first title to receive the new R18+ rating in Australia will be Ninja Gaiden 3: Razor's Edge for the Wii U. The game will be published by Nintendo, but currently has no release date in Australia.


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AU ShippinÂ’ Out January 14-18: DmC: Devil May Cry

Written By Kom Limpulnam on Senin, 14 Januari 2013 | 15.06

This week's release sees gamers hacking and slashing their way through demons in DmC: Devil May Cry.

Looks like it's a quieter one for Australian new-release shelves this week. Capcom's third-person action title DmC: Devil May Cry, developed by Ninja Theory (Heavenly Sword, Enslaved: Odyssey to the West), will be hacking and slashing its way onto the 360 and PS3 on January 15.

The game features returning protagonist Dante, a man who possesses supernatural powers and utilises them to hunt demons as a mercenary. Players take on the role of a young Dante in a parallel universe, as he wakes up in a town populated with demons intent on killing him.

Capcom announced in November last year that a DLC titled "Vergil's Downfall" was already in the works and is set to be launched after the game ships. The expansion will feature Dante's twin brother Vergil, with his perspective during the events of the main campaign.

PC owners will have to hold out till January 25 to pick it up digitally via Steam and EA Origin.

January 15, 2013
DmC: Devil May Cry (360, PS3)

Zorine Te
By Zorine Te, Community Manager

Zorine is the Community Manager at GameSpot Australia. She enjoys competitive gaming, eating and winning. Is prone to gamer rage.


15.06 | 0 komentar | Read More

15 Batman domains registered

A number of newly registered domain names related to the Batman franchise have raised speculation about Warner Bros' plans in regards to the future of its Arkham video game franchise.

Originally spotted by Fusible, the domain names range from titles such as "Arkham Universe" to "Batman Arkham Arises" and "Batman Arkham Origins".

According to the report, there is no way to tell whether the domains pertain to films or video games, or even if Warner Bros was the company that registered the titles, since the domain holder is protected by a privacy service.

However, Fusible reports that Warner Bros is a client of internet brand protection company MarkMonitor, which is behind the domain registrations.

The registered domains are:

arkhamuniverse.com (Arkham Universe)
batmanarkahmuniverse.com (Batman Arkham Universe)
batmanarkhamarises.com (Batman Arkham Arises)
batmanarkhambegins.com (Batman Arkham Begins)
batmanarkhamdarkknight.com (Batman Arkham Dark Knight)
batmanarkhamknight.com (Batman Arkham Knight)
batmanarkhamlegend.com (Batman Arkham Legend)
batmanarkhamlegends.com (Batman Arkham Legends)
batmanarkhamnight.com (Batman Arkham Night)
batmanarkhamorigins.com (Batman Arkham Origins)
batmanarkhamstories.com (Batman Arkham Stories)
darkknightarkham.com (Dark Knight Arkham)
dcarkhamuniverse.com (DC Arkham Universe)
dcarkhamverse.com (DC Arkhamverse)
thearkhamuniverse.com (The Arkham Universe)

In July last year, it was reported that the next game in Rocksteady Studios' Batman series will be a prequel detailing Batman's first encounter with the Joker, and based on the Silver Age of DC comics from the 1950s. Reports stated that the game is not expected to arrive until 2014.

The last entry in Warner Bros' Batman game franchise--Batman: Arkham City--was developed by Rocksteady Studios, and shipped for the Xbox 360 and PlayStation 3 on October 18, with a PC version following on November 22. The game received a strong critical reception and shipped 6 million units.


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