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The Xi3 Piston - Who Is It For?

Written By Kom Limpulnam on Sabtu, 30 Maret 2013 | 15.06

I like this guy's idea of aiming for games being playable anytime on the latest hardware and that is the direction I'd like to see gaming go. It makes preserving classics much easier to do. Although it is an unrealistic goal, particularly if they're going to roll with Windows OS, which is a more closed software platform than Linux. Nintendo has been ardently stubborn in keeping their games exclusive to their platforms as well. Also the price point of the Piston is a killer. It doesn't appeal to console gamers because it's too expensive, and it won't appeal to PC enthusiasts who would rather build their own PCs at that price point. It will be surprising if this system succeeds in the current economy.


15.06 | 0 komentar | Read More

Destiny Screens

Written By Kom Limpulnam on Jumat, 29 Maret 2013 | 15.06

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15.06 | 0 komentar | Read More

More Destiny at E3

Today during a Game Developers Conference panel, Bungie teased it will share more information about its new action-shooter Destiny at the 2013 Electronic Entertainment Expo, which runs June 9-11.

"See you at E3," Destiny writer and director Joe Staten said.

Bungie also shared a host of Destiny concept art images today during the panel, as part of a discussion regarding the company's world-building techniques. Staten and art director Christopher Barrett explained how Bungie's goal for Destiny was to create a world that mattered and that lasted, while also being flexible and accommodating to anything the community creates.

More Destiny concept art is available at Bungie's website.

Lastly, Bungie showed off a video (below) that offers a look into the character art, development, and design of Destiny. It includes early drawings, concept art, animation, and in-engine character models.

GameSpot sat down with Staten and Barrett today following their presentation. This conversation will be posted in the time ahead.


15.06 | 0 komentar | Read More

Disney Infinity GDC Demo: Freedom and Opportunity to Create

I know that this is off topic, but I just wanted to ask, why hasn't GameSpot mentioned the Hyperkin Retron 5?

http://www.theverge.com/2013/3/23/4140592/hyperkin-retron-5-gaming-console-can-play-almost-any-cartridge

You can emulate, sure, but this thing is cool (if it works, which I imagine will). Sorry for being off topic, but I thought it was worth mentioning, and I hope it gets noticed here.


15.06 | 0 komentar | Read More

Heroes Who Look Like Us: A Call for Diversity in Games

Written By Kom Limpulnam on Kamis, 28 Maret 2013 | 15.06

At GDC 2013, Halo: Reach writer Tom Abernathy argued that when games are more diverse, everybody benefits. Carolyn Petit thinks the time for such increased diversity is now.

Now, I don't want to look a gift horse in the mouth here. When Cliff Bleszinski blogged recently in defense of Feminist Frequency's Tropes vs. Women in Video Games project, I was glad to see an undeniably important industry voice taking a stand on an issue that I care about a great deal. His primary focus was on taking to task those who had responded to the Feminist Frequency project with vitriol, those who seemingly felt so threatened by the idea of someone critically examining the representation of women in games that they lashed out with slurs and threats.

Addressing those trolls specifically, he wrote, "Heaven forbid a woman actually take a magnifying glass to our beloved hobby and actually try to unravel and figure out why things are the way they are in the effort that somehow she might change things? Why aren't there more female protagonists? Are you protecting Lara Croft in the new Tomb Raider or are you empowering her? And god dammit, where's my Buffy game? Shame on all of you." I'm with him on this. The hostile reactions elicited by the Feminist Frequency project and other attempts to thoughtfully examine portrayals of women in games are embarrassing; they are a sign, as Bleszinski puts it, of "a deeper cancer plaguing our business."

But I do need to take issue with just one thing Bleszinski states in his blog. Before launching into his spirited rebuke of haters and defending the value of examining representations of women in games, he asserts his own positive impact where women in games are concerned, writing, "I'd… like to remind everyone out there that I went out of my way in working with our team, the writers, and Epic's artists to make sure that female characters are represented well in that franchise. By the time we got around to Gears 3 the female soldiers were kicking butt right alongside the men in outfits that weren't drastically different than the men's, and with a restrained depiction of hair and makeup."

It's time for the heroes games give us to become more diverse, not in baby steps that coddle those who so adamantly oppose the idea of a gaming landscape that offers a wider range of heroes, but now.I'm sorry, but the fact that, by the time Gears of War 3 came around, there were a few playable female characters doesn't make that series an example of enlightened, progressive portrayals of women in games. Don't get me wrong; I'd rather there be women in Delta Squad in that third game than not. But why did it take so long? Why were women so marginalized earlier in the series, relegated to being, in Anya's case, mostly a voice in an earpiece or, in Maria's case, a victim of a horrific fate, more of a plot device to trigger emotions in one of the male protagonists than a character in her own right? On the whole, where women are concerned, the Gears of War series is pretty disappointing. Women have been so underrepresented in games for so long that there's a tendency to view minor gestures like the inclusion of a playable female character or two in the final game of a series as something praiseworthy, when really, the question we should be asking ourselves is, why weren't they there, as equally important, equally fleshed-out members of the cast from the series' inception?

It's time for the heroes games give us to become more diverse, not in baby steps that coddle those who so adamantly oppose the idea of a gaming landscape that offers a wider range of heroes, but now. Sure, the cancer Bleszinski referred to may respond to gradual treatments; over the course of the next 30 years or so, gaming could slowly continue to offer greater diversity in the gender, the racial and cultural backgrounds, and the sexual orientations of its heroes. But why wait? Let's just cut the cancer out right now.

You see, the trolls and the anger they spew are not the cancer itself. They are a symptom. Having grown up with games that overwhelmingly feature heterosexual white men as heroes, some members of that group have grown comfortably accustomed to the status quo. Whenever there is a systemic imbalance that favors members of a certain group in any facet of society--voting rights for men and not women, for instance, or college admission policies that make it harder for students from low-income backgrounds to earn acceptance--some members of the benefiting group will not take kindly to attempts to wrest away their special status and make things more equitable. Whether it's done slowly or quickly, there will be resistance to the process of diversifying game characters from those people who not only like things the way they are, but feel like they are entitled to have things the way they are. But the reality is that this is not a zero-sum game in which there must be winners and losers. The straight white male video game hero is not going to go the way of the dodo; he's just going to have more company, and then, everybody wins. Straight white males of the future won't long for the overwhelming majority of games to focus on straight white males any more than most men today desperately wish that women had never been given the right to vote.

This week at the Game Developers Conference, Tom Abernathy, a writer at Microsoft Studios whose credits include Halo: Reach, gave a talk in which he espoused the notion that greater diversity in games would be good for everyone. Now, as a straight white male himself, he grew up with no shortage of heroes who looked like him, in films, on TV, and in games. And he never had much reason to stop and think about how many others didn't similarly have plenty of examples in media of heroes who looked like them.

In recent years, however, that has changed. Raising a daughter who, understandably, wants to read books, watch movies, and play games featuring girls has brought this issue into his life in no uncertain terms. We all want to see heroes who look like us, Abernathy asserted, and his daughter, who is also multi-ethnic, has as much right to such heroes as she grows up as he did when he was growing up. Unfortunately, Abernathy's quest to find games that would offer his daughter such heroes turned up scant results.

The straight white male video game hero is not going to go the way of the dodo; he's just going to have more company.Abernathy's talk was hopeful, but he acknowledged that diversifying the medium isn't as simple as just starting work on games with more diverse casts. He referenced a recent Gamesindustry.biz article about Remember Me, in which the developers stated that publishers told them they were unwilling to take on the game because of its female protagonist, and Abernathy said that he has heard similar conversations many times. You will face resistance, he said. But he hoped that his argument could give developers the leverage they needed to start fighting for greater diversity in the games being developed at their companies.

Abernathy's argument in favor of greater diversity in games was three-pronged. First, there was the moral argument. It is, he said, the right thing to do. There's no good justification for not doing it; everyone should have heroes who look like them.

Abernathy's second argument was about creativity. Diversity benefits creativity, he said, opening up opportunities for richer, juicier narratives. Looking at television, he compared the relative simplicity of the TV landscape of the 1970s to that of today. He argued that television is a richer, stronger medium now than it was then and that this was attributable in part to the presence of complex female characters like Homeland's Carrie Mathison, Scandal's Olivia Pope, and the numerous women of Game of Thrones. Why, his argument implied, would the creators of games want to deny themselves the potential for richer narratives that a more diverse cast of characters can offer?

But ultimately, the only thing that matters to businesspeople in a business setting is a business argument, Abernathy said, and if those businesspeople believe the core audience won't embrace diversity, they will counsel against diversity in games. So it was his third argument that was the most important: that greater diversity in games is smart business. He cited data that indicated that women and nonwhites make up a massive percentage of gamers. "Women are not a special market on the fringe of the core," he said. "Women are the new core."

Looking at the data, he said that it's not hard to see these trajectories moving forward, suggesting that the makeup of people who play games isn't going to get less diverse anytime soon. The audience is leaving us behind, he said; the market is changing faster than we are.

It was Abernathy's third argument that was the most important: that greater diversity in games is smart business.But his closing suggested that it doesn't have to be this way. An increase in diversity can lead to increased sales, he said, because games will be more relevant to their increasingly diverse players. As he made these statements, photos of his daughter kept his argument from being a purely intellectual one; it was a poignant call for a very important change our industry needs to make.

So let's do that now. Let's not put a woman or two in the third chapter of a male-dominated, woman-marginalizing series and call it progress. Will some people freak out if games suddenly get significantly more diverse? Sure, but they'll get over it. And those who don't, well, to hell with them. You don't coddle cancer.


15.06 | 0 komentar | Read More

GameCenter 03-27-13

I think what frustrates me so much with regi is he sits there talking about professionalism the whole time and how hard it is to make a business decision because he has personal feelings involved when if he were just the owner the choice would have been easy and to cut chaox.

This is why you can't be a player AND an owner, because you are going to have to make those hard decisions and you CAN'T have those personal feelings involved. Regi talking about chaox exploding on him, do you think that was done as player to player or player to boss? I'm not trying to justify chaox saying what he said, and in fact as a business owner if an employee said that to me I would fire him on the spot, but at the same time regi needs to realize that by simply being the owner AND a player that alone opens the door for tension to come rolling in because the relationship will get too convoluted and this is what happens.

If he were just the owner then he could have easily stepped up and said "look you're fucking up and if you don't stop this then there will be consequences plain and simple" just as any other boss would do in any other job.

Having an obvious boss/employee relationship is vital to any organization to succeed otherwise the employees do feel like they can act out. This is why you see head coaches of football teams (just as an example) not interact with players until after pre-season is over because they know they're going to have to cut some of the guys that don't make it. You NEED to establish "I am your boss, you are my employee" not "I am your teammate, friend, roommate, and boss".

Regi needs to seriously decide to pick one or the other because so long as he is doing both I don't see this tension going away even with chaox release. It almost feels as if it is dyrus and oddone vs xpecial and regi now with wildturtle potentially caught in the middle. Hows that for professionalism?

And as for xpecial, yes i have to say it lol you're a little bitch dude. Stop cowering when someone confronts you because you're scared and grow up. It isn't hard to have a reasonable conversation with someone if you do it with civility and most people (at least in my experiences) will respect you more for being straight up with them rather than hiding behind someone or something else. Thats just flat out highschool shit right there.


15.06 | 0 komentar | Read More

Journey takes top prize at GDC Awards

The votes are in and Journey has taken top honors at the 13th annual Game Developers Choice Awards this evening in San Francisco, California. Journey not only took home the top award, but also accolades for innovation, best visual arts, best downloadable game, best audio, and best game design.

Thatgamecompany's adventure game beat out XCOM: Enemy Unknown, Mass Effect 3, The Walking Dead, and Dishonored to secure the Game of the Year Award.

Jenova Chen, cofounder of Thatgamecompany, thanked his parents and his educators for helping him get where he is today. He said creating Journey was no easy task, but noted he has learned a great deal since beginning on his own journey to make the game.

The 2013 Game Developers Choice Awards was hosted by Double Fine founder Tim Schafer. Last year's winner was The Elder Scrolls V: Skyrim.

The GDC Awards were preceded by the 15th annual Independent Games Festival Awards, where Cart Life took home the Seumas McNally Grand Prize. In addition to the top prize, Cart Life--developed by Richard Hofmeier--won the excellence in narrative and nuovo award.

A full list of the night's nominees with winners in italics follows below.

GAME DEVELOPERS CHOICE AWARDS

Game of the Year
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)

Best Audio
Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)

Best Debut
Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room)

Best Game Design
Dishonored (Arkane Studios/Bethesda Softworks)
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)

Best Downloadable Game
The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)

Best Technology
Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)

Best Handheld/Mobile Game
Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)

Best Narrative
Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)

Best Visual Arts
Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)

Innovation
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)

Ambassador Award
Chris Melissinos, curator of The Smithsonian's The Art of Video Games exhibit

Pioneer Award
Spacewar creator Steve Russell

Audience Award
Dishonored

Lifetime Achievement Award
BioWare founders Ray Muzyka and Greg Zeschuk

INDEPENDENT GAMES FESTIVAL AWARDS

Seumas McNally Grand Prize
Hotline Miami (Dennaton Games)
FTL: Faster Than Light (Subset Games)
Cart Life (Richard Hofmeier)
Little Inferno (Tomorrow Corporation)
Kentucky Route Zero (Cardboard Computer)

Excellence in Visual Art
Incredipede (Northway Games and Thomas Shahan)
Kentucky Route Zero (Cardboard Computer)
Guacalamelee! (Drinkbox Studios)
Loves in a Dangerous Spacetime (Asteroid Base)
Year Walk (Simogo)

Excellence in Narrative
Thirty Flights of Loving (Blendo Games)
Cart Life (Richard Hofmeier)
Kentucky Route Zero (Cardboard Computer)
Dys4ia (Auntie Pixelante)
Gone Home (The Fullbright Company)

Technical Excellence
StarForge (CodeHatch)
Perspective (DigiPen Widdershins)
Little Inferno (Tomorrow Corporation)
Intrusion 2 (Aleksey Abramenko)
LiquidSketch (Tobias Neukom)

Excellence In Design
Samurai Gunn (Beau Blyth)
FTL: Faster Than Light (Subset Games)
Starseed Pilgrim (Droqen & Ryan Roth)
Super Hexagon (Terry Cavanagh)
Super Space (David Scamehorn and Alexander Baard/DigiPen)

Excellence In Audio
Kentucky Route Zero (Cardboard Computer)
Bad Hotel (Lucky Frame)
140 (Jeppe Carlsen)
Hotline Miami (Dennaton Games)
Pixeljunk 4AM (Q-Games)

Nuovo Award
Cart Life (Richard Hofmeier)
Spaceteam (Henry Smith)
Dys4ia (Auntie Pixelante)
Bientot l'ete (Tale of Tales)
7 Grand Steps (Mousechief)
MirrorMoon (SantaRagione + BloodyMonkey)
VESPER.5 (Michael Brough)
Little Inferno (Tomorrow Corporation)

Audience Award
FTL: Faster Than Light (Subset Games)


15.06 | 0 komentar | Read More

Starseed Pilgrim Review

Written By Kom Limpulnam on Rabu, 27 Maret 2013 | 15.07

Starseed Pilgrim is nothing if not strange. It's a minimalist puzzle game that offers a wholly unique experience, teaching you practically nothing about how to play, what to do, or where to go. You may not be prepared for this opacity, but if you stay, you'll find an incredible game hiding behind a few frustrating design choices and simple production values.

Every game has rules, or at least some sort of limits on what you can do. It is the effective communication and exploitation of these boundaries that separates excellent games like Portal from the lesser puzzlers, and Starseed blurs those lines like few before have. While instruction isn't quite as sparse here as in, say, Minecraft, you're still sent on your way with little explanation. All you can do in this blocky 2D world is dig, jump, and plant seeds, and you spend plenty of time losing your way as you navigate the mysteries of the game's unexplained mechanics.

In the tutorial, if it could even be called such a thing, cryptic chunks of poem tell you that the sky is dying. You, the Starseed Pilgrim, must save it. An ominous blackness peels away the edges of the screen as you move through the small stage. After this rather jarring introduction, you're left to experiment freely, hopping around in two dimensions, pressing a key to plant seeds, and burrowing through the blocky plants that grow. The first two proper worlds become permanent fixtures in your adventure. One consists of a solid gray platform that never becomes corrupted by the spreading blackness. As you collect Starseed treasure or seeds from the other worlds, you can cultivate a garden on this platform that helps you access new areas and new chunks of poem.

The other main world is something of a timed puzzle game. You gather seeds and plant them to progress, just as before, but you must do so while racing against the necrotizing black. If you touch it, you are shifted into a negative world, where you can only move through squares that, in the light world, contained plants. In the negative world, you can grab keys that allow you to transport unused seeds back to the safe gray platform so that you can continue to grow a garden of multicolored plants.

Each color is associated with a different kind of plant, and each plant has a special effect that can be exploited. For example, pink plants can be harvested for more seeds, but they grow very slowly and are rapidly converted by blackness. Other plants can be used as quick-growing ladders, trampolines, or weapons against the corruption. Some, though, grow in random directions or have a randomly determined size. That element of uncertainty can be frustrating at times, foiling even your best-laid plans. At first, progress is very slow. Building an understanding of these disparate mechanics, and chaining each of the three worlds together effectively, can be exceptionally challenging, but that work translates to an intense feeling of satisfaction. Starseed Pilgrim taps into a much more basic desire to explore and learn, and rewards those who unlock its secrets with deepening inquisitiveness. It takes to time to discover where the game ends, and just how deep its mysteries go.

The visual style contributes heavily to the feeling of a beckoning unknown. Anywhere you don't fill with prismatic foliage remains a harsh white. Your vision is also limited, such that you can never see more than a chunk in any given direction. Forging a path that goes to new areas can take time, so choosing a direction can be a much more dramatic decision than you might expect. Nothing in Starseed could be said to be particularly striking, but the aesthetic is consistent. It effectively communicates information in a game that is spartan in production.

That utilitarian approach is just as easily heard as it is seen. Even when offscreen, the corruption always has a specific, foreboding noise associated with it. Every plant is given its own characteristic chime as well. They all have their own personalities, reflected by their effect and reinforced by leitmotifs. These bleeps and bloops aren't without their problems, however. Many sound effects are harsh and discordant, and give the peaceful sections of the game a more distressing aura than they deserve.

Games like Starseed Pilgrim aren't common. There are no real characters, no tangible plot, and nothing other than an emergent pseudo-narrative that you construct yourself. Nevertheless, there's something eerily special about it. As steep as it is, the learning curve still serves to give you a genuine feeling of satisfaction. There's no death, either, so nothing is punishing in the traditional meaning of the word. Instead, you challenge yourself, create and build and explore yourself, using techniques that you teach yourself, for no other reason than to satisfy your own curiosity.


15.07 | 0 komentar | Read More

Army of Two: The Devil's Cartel (revisited) - Now Playing

@zeltnerj We weren't sent the game in advance. We literally had to go buy it this morning. EA sent copies so that the press received them release day. You'll have to contact EA if you have questions as to why they did not send advance copies to press.


15.07 | 0 komentar | Read More

Shovel Knight Screens

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15.06 | 0 komentar | Read More

The Walking Dead: Survival Instinct Review

Written By Kom Limpulnam on Selasa, 26 Maret 2013 | 15.06

If you're worried about the zombie apocalypse, don't be. It's really nothing to get worked up over. Sure, humankind will find itself beset by legions of ravenous undead, but they'll be incredibly polite undead. Zombies will wait patiently for you to cave their heads in with a hammer, will file into a neat line before attacking, and will give up on chasing you after so much as three meters of exhausted shambling. At least that's how the zombie apocalypse looks according to The Walking Dead: Survival Instinct, a dull and toothless action game that presents a few interesting ideas but leaves them wallowing in a sea of shoddy execution.

Those poor zombies just wanted to go on a fun camping trip.

Not to be confused with Telltale's stellar adventure series starring an ensemble of original characters, Survival Instinct is a prequel to the Walking Dead television series that focuses on leather-vest aficionados Daryl and Merle Dixon. Both characters are voiced by the actors who portray them on the show, which is the only instance in which this game flirts with anything resembling a high production value. The bulk of Survival Instinct--a campaign lasting maybe five hours--is a drab and hurriedly told story of Daryl and Merle navigating the Georgia countryside on a road trip gone to hell.

This is a stealth-oriented take on first-person action in which you (playing as Daryl) creep through one zombie-infested town after another in search of whatever medicine or car part you need in order to make it to Atlanta. Each mission tends to involve you running into one of the few survivors left in a particular town. These survivors then ask you to go retrieve something in exchange for giving you precisely what it is that you need. If there was ever a game composed entirely of fetch quests, this is it.

There's an initial focus on moving both swiftly and silently: too much noise draws the attention of walkers, but lingering around for any length of time allows them to sniff you out. Or at least that's how it goes early on. You eventually realize that these zombies are so utterly feckless and predictable that each mission becomes less of a stealthy crawl and more of a routine trudge. Sneak up on zombies, and they can be instantly executed with a knife to the back of the head. Make too much noise, and you simply shove them back and go for the brain uncontested. If they happen to get their hands on you, the game triggers a quick-time event that allows you to kill them almost instantly. Each choice can be exploited to your heart's content, resulting in an unsatisfying lack of fear or tension. It's not so much a zombie apocalypse as it is a zombie inconvenience.

Early on, you at least have to make do with improvised weapons like hammers and machetes that force you to hack away at walkers before they fall cold and limp to the ground. There are also basic firearms, which you can use only sparingly thanks to limited ammo and the fact that each shot produces enough sound to wake the neighborhood--one of the more clever touches in the game. Halfway through the campaign, however, you hit a point at which the weapon selection renders an already dead-simple combat system almost entirely devoid of challenge.

The main offenders are the crossbow and the fire axe: the former allows you to take silent headshots from afar and retrieve your ammo, while the latter lets you instantly lop off a walker's head (which, in fairness, is actually a lot of fun--this game does viscera rather well). Combine this arsenal with easily exploitable zombie behavior, and you can absolutely steamroll your way through the entire second half of the game. What should be a terrifying exercise in survival is instead a protracted game of Whac-A-Mole, only with more blood and exposed brain tissue.

One of the truly maddening things about the game is that there are some genuinely interesting ideas floating on the periphery that could have made for a novel experience if there were any real undercurrent of tension to make you care about them. One example is the way you look at a map and choose which route to navigate between missions. Take the highway, and you conserve fuel, but you don't have much chance to find an untouched residential area to search for supplies. Take the winding back roads, and it's just the opposite: you burn through fuel, but you can often find a treasure trove of health items, ammo, and other resources.

The problem is that every zombie in the game is so innocuous that you quickly reach a point where you cease caring about any resources. It's the same issue with the survivor system, a mechanic that lets you recruit followers that you can send out on missions to scavenge supplies while you're busy with your own work. These are concepts that could have added a novel layer of strategy to the first-person action, but they wind up feeling like a chore considering you're more or less the Rambo of the zombie apocalypse.

For a game that bears the word "survival" in its title, there's nothing life-threatening about this journey through the Georgia countryside. It's too bad, because this isn't a game without strengths. Some of the melee weapons can be really satisfying to use, and there are some clever ideas about how people would manage the logistics of a road trip during a zombie apocalypse. But the whole thing is just so dull and tedious that it captures all the worst qualities of a road trip, but none of the exciting ones.


15.06 | 0 komentar | Read More

The Walking Dead: Survival Instinct Review

If you're worried about the zombie apocalypse, don't be. It's really nothing to get worked up over. Sure, humankind will find itself beset by legions of ravenous undead, but they'll be incredibly polite undead. Zombies will wait patiently for you to cave their heads in with a hammer, will file into a neat line before attacking, and will give up on chasing you after so much as three meters of exhausted shambling. At least that's how the zombie apocalypse looks according to The Walking Dead: Survival Instinct, a dull and toothless action game that presents a few interesting ideas but leaves them wallowing in a sea of shoddy execution.

Hey zombies, let me axe you a question.

Not to be confused with Telltale's stellar adventure series starring an ensemble of original characters, Survival Instinct is a prequel to the Walking Dead television series that focuses on leather-vest aficionados Daryl and Merle Dixon. Both characters are voiced by the actors who portray them on the show, which is the only instance in which this game flirts with anything resembling a high production value. The bulk of Survival Instinct--a campaign lasting maybe five hours--is a drab and hurriedly told story of Daryl and Merle navigating the Georgia countryside on a road trip gone to hell.

This is a stealth-oriented take on first-person action in which you (playing as Daryl) creep through one zombie-infested town after another in search of whatever medicine or car part you need in order to make it to Atlanta. Each mission tends to involve you running into one of the few survivors left in a particular town. These survivors then ask you to go retrieve something in exchange for giving you precisely what it is that you need. If there was ever a game composed entirely of fetch quests, this is it.

There's an initial focus on moving both swiftly and silently: too much noise draws the attention of walkers, but lingering around for any length of time allows them to sniff you out. Or at least that's how it goes early on. You eventually realize that these zombies are so utterly feckless and predictable that each mission becomes less of a stealthy crawl and more of a routine trudge. Sneak up on zombies, and they can be instantly executed with a knife to the back of the head. Make too much noise, and you simply shove them back and go for the brain uncontested. If they happen to get their hands on you, the game triggers a quick-time event that allows you to kill them almost instantly. Each choice can be exploited to your heart's content, resulting in an unsatisfying lack of fear or tension. It's not so much a zombie apocalypse as it is a zombie inconvenience.

Early on, you at least have to make do with improvised weapons like hammers and machetes that force you to hack away at walkers before they fall cold and limp to the ground. There are also basic firearms, which you can use only sparingly thanks to limited ammo and the fact that each shot produces enough sound to wake the neighborhood--one of the more clever touches in the game. Halfway through the campaign, however, you hit a point at which the weapon selection renders an already dead-simple combat system almost entirely devoid of challenge.

The main offenders are the crossbow and the fire axe: the former allows you to take silent headshots from afar and retrieve your ammo, while the latter lets you instantly lop off a walker's head (which, in fairness, is actually a lot of fun--this game does viscera rather well). Combine this arsenal with easily exploitable zombie behavior, and you can absolutely steamroll your way through the entire second half of the game. What should be a terrifying exercise in survival is instead a protracted game of Whac-A-Mole, only with more blood and exposed brain tissue.

One of the truly maddening things about the game is that there are some genuinely interesting ideas floating on the periphery that could have made for a novel experience if there were any real undercurrent of tension to make you care about them. One example is the way you look at a map and choose which route to navigate between missions. Take the highway, and you conserve fuel, but you don't have much chance to find an untouched residential area to search for supplies. Take the winding back roads, and it's just the opposite: you burn through fuel, but you can often find a treasure trove of health items, ammo, and other resources.

The problem is that every zombie in the game is so innocuous that you quickly reach a point where you cease caring about any resources. It's the same issue with the survivor system, a mechanic that lets you recruit followers that you can send out on missions to scavenge supplies while you're busy with your own work. These are concepts that could have added a novel layer of strategy to the first-person action, but they wind up feeling like a chore considering you're more or less the Rambo of the zombie apocalypse.

For a game that bears the word "survival" in its title, there's nothing life-threatening about this journey through the Georgia countryside. It's too bad, because this isn't a game without strengths. Some of the melee weapons can be really satisfying to use, and there are some clever ideas about how people would manage the logistics of a road trip during a zombie apocalypse. But the whole thing is just so dull and tedious that it captures all the worst qualities of a road trip, but none of the exciting ones.


15.06 | 0 komentar | Read More

Primal Carnage: Genesis GDC Announce Trailer

i already posted about this on ps3trophies. while the dinosaur theme is very interesting. the trailer is cliche as hell. the camera zoom, eye suddenly opening, off course the dinosaur was going to break free from the chamber and lastly the deep pitch horn sound effect used in every action/horror movie trailer in the past 2 years. seriously this "horn" sound effect is in every trailer these days, i understand it gives a sense of being epic, but its freakin everywhere !!!


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Borderlands 2 adds' Psycho Pack' in May

Written By Kom Limpulnam on Senin, 25 Maret 2013 | 15.06

$10 expansion introduces Krieg character class; level cap increase to 61 coming April 2.

Borderlands 2 will add a sixth playable character class in May, 2K Games announced today. The Psycho Pack ($10) introduces Krieg, the latest addition to the shoot-and-loot game's roster.

Krieg wields a buzz ax and is described as a "badass melee mauler" with "psychotic multiple personalities." Players will be able to stack combat bonuses with the character's Bloodlust, Mania, and Hellborn skill trees.

2K Games also announced today that the Borderlands 2 level cap will rise to 61 on April 2 through the Ultimate Vault Hunter Upgrade Pack. This is included with the game's $30 downloadable content Season Pass and also unlocks a new Ultimate Vault Hunter Mode.

No standalone price for the Upgrade Pack was announced. For more on Borderlands 2, check out GameSpot's review.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Sound Byte: Meet the Composer – BioShock Series

We had a lengthy chat with series composer Garry Schyman on his past work with the first two BioShock titles as well as the upcoming BioShock Infinite.

A composer for film, TV and games, Garry Schyman is renowned for the music and audio work for shows such as Magnum P.I, The A-Team, and Revenge of the Nerds III and IV. But Schyman is also an accomplished video game composer, most notably on the BioShock series, including the upcoming BioShock Infinite. GameSpot recently talked with the composer, and asked him how he managed to encapsulate the spirit of the underwater dystopia Rapture and the flying fortress of Columbia through the power of music.

How did you get wrapped up doing video game music?

There are two answers to that question. The first time I scored a video game was in the early mid-'90s and it was for Philips Interactive. They had their own unique hardware system called CD-I and a very good friend of mine who I'd scored some film and television work with, started to work as a producer at CD-I and asked me to score some games.

So I scored four games for Philips. The first one I scored for them, Voyeur, was orchestral; the very first of its kind recorded for a video game. It was possible because the CD-I technology was about putting everything on a CD so it permitted the use of recorded music as opposed to midi triggering simple synths engines. But once the CD-I went away, my friend was no longer working there, and I really didn't pursue video games. It wasn't at that period in its history all that interesting.

I got back to it around 2004. By serendipity, an agent I was working with at that time sent my resume over to THQ. They had a game that they were doing called Destroy All Humans! They listened to my demo and heard something they really liked and then they asked me if I had any more music like the music of the famous film composer Bernard Herrmann. One of the reasons they brought him up as a source was that the game was a 1950s sci-fi game and Bernard Herrmann was famous for his score The Day The Earth Stood Still with theremin and orchestra.

As it turned out I had scored something in the style of Bernard Herrmann. It had been requested of me previously and I sent them an orchestral score that just totally nailed that style. It took a while but eventually I ended up scoring Destroy All Humans! That was a commercial and creative success for me. I was nominated for some awards. I also worked with Emily Ridgway who was the audio director for that project. She went on to work at Irrational Games which gave me the opportunity to score BioShock. So in a nutshell that's my double start in gaming.

How different is it to compose video game music compared to scoring music for TV shows?

They're similar in the sense that both are supporting and underscoring the emotions that the player or viewer should be feeling while watching or playing. Composers compose music to underscore emotions and feelings, there's a magic, and no one really understands why but I won't go into the philosophy of it because no one really knows why music and images work so amazingly together, but they do.

What composers are doing in games is the same thing that composers are doing in films. We're deepening the emotional connection that the player (or viewer of a film or television show) has with the visual images that they're seeing or the story that's unfolding. In that sense we're storytelling, we're creating music that advances the story, or that sets a mood, or that helps the player or viewer to have a deeper, more satisfying emotional experience as they play or watch.

Technically, there are also differences. The way that music works with film and television music works with those projects literally hasn't changed in 80 years since the talkies in the 1930s. Since that period music music is written and composed for specific scenes, it's then recorded with picture and sound effects and dialog, and it never changes.

However, game music is often interactive and so from that standpoint it is and can be quite different. There are challenges and it's constantly changing technologies that permit for more interactivity. It also really depends on who you're working for. Some developers want the music to be very interactive and therefore there are techniques you use to achieve that, writing music in layers, looping music, etc. Other developers want the music to be more cinematic so it is more like film music. So yes they're similar in their most basic respect but they're also quite different in some technical aspects. And it affects the way you write the music.

Let's talk about the first two BioShock games. So how did the fusion of aleatoric music, 20th century classical compositions and musique concrete come to be? Was that the direction creative designer Ken Levine wanted for the first game?

No, that was me experimenting and finding a direction that felt right for the game. Levine was very involved in the music, in the creative direction for his games but he never studied music formally. His reaction to music is intuitive and he has a very strong and very valuable intuitive sense of what works musically. He would never call out a specific style or a specific chord or note. He's going to react to what you write.

So with the original BioShock, it was me experimenting and sending those experiments to Ridgway and her going, "Yeah, that works and that doesn't." She also has a great musical intuition plus she studied music. She really knew when I found the style. I remember literally one day playing with aleatoric textures and then putting some solo violin against it and sending it to her and her going, "That's it, that's the sound of BioShock". It actually took quite a while, quite a few experiments to find that, and once I found it the music really composed itself. I had to write it but it became much easier to write, I wrote it very quickly. But defining the style, that original approach was quite challenging.

How long did it take you to compose the theme, 'The Ocean On His Shoulders'?

I think I composed that in a day or two. I was channeling a very strong emotional response; it was a very emotional piece of music. I actually didn't write it to any specific direction that Ridgway had given me but I was having an emotional reaction to the game and I started to play around with some simple chords and I said, 'This is really beautiful, this is something they will find useful.'

I had found the style for the game but I hadn't found the theme so it was literally me going, 'I'm going to write this piece of music and send to Ridgway and see what she thinks.' Their first reaction to it was that 'This is very beautiful but it's almost too beautiful'. That's when I started adding aleatory elements to its beginning and end. If you notice it begins with this really dissonant kind of eerie atmosphere, then it goes into this really sad, beautiful piece of music and then it ends also with the dark. That made sense to me, but those were actually added later. I didn't compose it that way. They wanted it darker and so that was my way of making it scarier, but it all came together.

Give us some behind-the-scenes commentary and insights on the following BioShock tracks you composed:

'Welcome to Rapture'

The original direction for that piece of music was 'you're going down in a bathysphere and you're going to the scariest place in the world'. That was the direction. So I wrote some very scary music and sent it to them and Levine listened to it and said that's too scary, that's giving it away, like telling people 'Hey, it's going to be scary here!'and he said we don't want to do that. I actually said, 'I totally agree with you.'

That piece of music actually got used elsewhere in the game. So Ridgway said it should be more like the Neptune movement in The Planets by Gustav Holst, a famous piece of music. I don't think the music that I wrote sounds like it at all but it triggered in me an idea that it can be mysterious, that's what it should be. Plus I wanted the sense of water so I started out with this solo violin and this fast moving passage. So that's how that piece of music came about.

'Cohen's Masterpiece'

For that piece of music the direction was, 'there is an evil genius on this one level called Cohen and he writes a piece of music that's going to be used in the game.' I actually did not understand the original idea that a pianist was going to be playing it -Fitzpatrick I think- and that he was going to be blown up for not performing it to Cohen's standards. So I had no idea that that was how it was going to be introduced. They wanted something that was really what you would call in film or television, source music, that there was some source for that music, it was coming from the reality of that world, and it was written by this evil genius.

I started to write a piece in the style of the late Romantic era, I was thinking of Sergei Rachmaninoff who wrote these romantic concertos and piano pieces well into the mid-twentieth century. He was considered as writing music that was out-of-date, although he was very popular. So I thought 'Ok, this guy Cohen is going to be kind of reactionary in that sense too – he's composing in the '50s/'60s but he's not going to be writing the most 'hip', contemporary classical music. He's going to be writing something from thirty or forty years earlier.' So that was the motivation and I just started writing the piece and sent it to Emily and she goes, 'Yeah, this is very cool, keep writing that piece.' It took me a couple of days to write but it turned out to be a very satisfying piece of music to write because it was like composing classical music.

'Dancers On A String'

The direction there was you're entering a part of the city where the people live – I think that was the direction for something early on that never actually was fully fleshed out in the game but it was supposed to be the deck level where the people lived. They wanted a sense of tragedy about it because you would see families that had been murdered, died together or committed suicide. It was going to be something deeply troubling so that was my response to the direction they gave me; something sad and beautiful against these dark and frightening textures.

Looking back, what as the toughest track to write and compose, just for the sake of getting the dystopian feel of the universe?

It was the track for the first playable area, which is not necessarily an important track. It was difficult nailing the overall style from that one piece; I'm not even sure if that music got used often, to be honest. It wasn't a particularly important piece of music but finding that was the thing that triggered all my imagination and thoughts and really gave me the direction.

How did you personally feel when you had your BioShock and BioShock 2 music available for free in 2010?

Initially, I was put off by it, but as it turned out it was serendipitous because so many people heard my music very quickly. I'm lucky that it turned out that way because a lot of people listened to and heard my score, who may not otherwise have purchased the soundtrack. At that time when it came out, YouTube was not all that popular so it wasn't so easy to find scores. I considered it a lucky break.

Now let's head on to the upcoming BioShock Infinite. What was the direction for the soundtrack this time around? How many cellos and violins will be used?

It varied. I had a lot of separate sessions. We decided early on that an orchestral approach was wrong and we found that using small groups of string players, as few as 1, 2 and 3, and as many as 10, was really the right sound. In game/film/tv music what you do is mock-up the cue using samples and synths etc. but what I was finding was that Levine really got it when he heard the actual performance versus the samples. Solo string samples don't sound all that good, they're actually awful sounding. So I said, 'Let's have some sessions, they're relatively inexpensive.'

They're not like an orchestra, you're only having a few players and you can go into a small studio and record them, and see if that works. And we found that that's what really sold Levine on different cues. So I had literally 10 or 12 sessions. One session I had was with two players, and then I had a session with three players, and then we had a group of sessions with 10 players which I found was a great ensemble; three violins, three violas, three cellos and a double bass. That was a great sound for a lot of the music.

What century music styles did you have to get inspired from for this game?

I didn't use music of that period but certainly the simplicity of that period and the simpler times of small town American cities; that was an inspiration for me. Even the music of Stephen Foster, the famous songwriter from the 1800s, who wrote so many famous songs, 'Camptown Races' and 'Jeanie With The Light Brown Hair', dozens and dozens of huge hits, some of which are still performed today, along with some very aggressive music for the combat as well.

It was a mix, it was what worked. It wasn't so much the century, it was the characters. We have these two really strong characters which are central to the game. They were what inspired me. And later on you're introduced to more characters. I would say that much of the score is character-driven.

What parts of BioShock and BioShock 2 did you borrow and put into BioShock Infinite? Or is BioShock Infinite's music completely created from the ground up, given its new setting and time period(s)?

Levine was very explicit from the beginning that that this was a new world and that the music should not sound like the original BioShock music. It was a total fresh start and that was very important to him. It was something that I totally agreed with and he was absolutely correct on that. There is almost no overlap, stylistically speaking.

Without spoiling anything, which compositions in the game did you have a tough time nailing down?

I think it was the musical direction, it was finding that first cue that I felt excited about and felt really represented the game and also that Levine responded to. That was Elizabeth's theme and representing her relationship with Booker. That's a critical part of the game. Finding that was really important and I remember literally going in and having a very strong intuitive sense that I'd found it, and not even saying anything to the team, I went in on my own dime and recorded the music.

When I played it for Levine he responded, "Yes, that's it!" He was very excited about this piece of music and when I found Elizabeth's theme, it was like 'OK, now I really know the direction here, this is how it's going to unfold.' That and finding the style for the combat was also critical.

As the game is now gold, were there any changes you would have wanted music-wise, or is everything perfect?

Oh it's never perfect, but I'm very satisfied with the score and the way it turned out. At first I wasn't sure that a non-orchestral approach was right but I totally came away feeling that I'd found a really great sound for this game with the small groups of players. I think that really worked extremely well.

Hypothetically speaking, if you had a choice to work on any established video game IP's music, which would be your first pick? What new things would you bring to the table music-wise to that IP?

I think I would like to score the next Portal. Mostly because I love to play that game so much. I'm just such a huge fan of that game, to me it's just a really fun and extraordinary game. I'm assuming they'll make a Portal 3, I don't know. But if you're listening out there Valve, I would love to score that game. It doesn't strike me as the kind of game that really calls out for such a strong score although who knows what they'll do with the third iteration. But I just think it would be such a blast to work on something that I personally love so much.


15.06 | 0 komentar | Read More

Awesome Video Game Endings: A Retrospective

I like FF7, but am I the only one that finds the ending quite lacking... Other than the "oh shit" moment when you think you're gonna have to fight him again, it's quite obvious and leaves everything extremely open ended answering very few questions other than the meteor. All the questions are answered in Advent Children, which I find is a nice ending for FF7 though, but in comparison with FFX which clears up everything and even adds a semi plot twist/emotional moment...

I can definately agree with Shadow of the Colossus though, that is debatebly the best end to a game ever, so much happened and added gameplay, just made me want to play it again.


15.06 | 0 komentar | Read More

Diving Into The Elder Scrolls Online

Written By Kom Limpulnam on Minggu, 24 Maret 2013 | 15.06

@redskins26rocs Damn it, edited too late.

I was trying to put that I would only want that, if it would mean that the single player FOs would still be released. That probably wouldn't happen, unless a different developer did the other.

What I wouldn't want to see is another KOTOR.


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Civilization V: Brave New World launching July 9

BOSTON--Firaxis today announced during a PAX East panel that Civlization V: Brave New World will launch July 9 in North America, followed by a release in Europe on July 12.

Brave New World is the second expansion for 2010's Civilization V, following last summer's Gods & Kings add-on. The expansion is geared around tweaking the game's culture and diplomacy mechanics and also offers nine new Civilizations, eight new Wonders, and two new scenarios.

Brave New World also introduces the World Congress and the concept of international trade routes. The World Congress will convene on issues like trade sanctions, hosting the World Games, and the use of nuclear weapons.


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XCOM: Enemy Unknown coming to iOS

BOSTON--Today during PAX East presentation, Firaxis Games announced that XCOM: Enemy Unknown is "coming soon" to iOS devices. The game will be playable on both iPad and iPod Touch.

The game is up and running for iOS at present, but Firaxis said it will need an additional few months before the game is ready for release. No price for XCOM: Enemy Unknown for iOS was mentioned.

Firaxis also today announced that XCOM: Enemy Unknown will launch for Mac April 25.


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Firaxis teases new project

BOSTON--Civilization V and XCOM: Enemy Unknown developer Firaxis Games today teased its next major project.

Before debuting a teaser trailer for the game during a PAX East panel today, designer Jake Solomon said, "It's big," noting that "we're not going to be able to talk about it for a while."

The trailer showed a shadowy figure and featured voiceover saying the following: "Hello, Commander. The war continues at great cost. We now believe another force is at work against us. If not dealt with swiftly, it could destroy us. What we are able to tell you…" it went on, before fading out.

At this time, text on-screen appeared that read: "Signal Lost."

The teaser trailer was captured by Kotaku . No information about platforms or release date was provided. If an official version of the teaser trailer is made available, it will be embedded here.


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Warface - FPS Fridays!

Written By Kom Limpulnam on Sabtu, 23 Maret 2013 | 15.06

Missed out on G-Star 2012 and its elaborate show floor? Don't fret: we've got the whole experience on camera for your viewing pleasure! For our recap of the whole event, head here: http://l.gamespot.com/UryMfw

Posted Nov 16, 2012 | 3:55 | 8,546 Views


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WRC Powerslide Screens

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WRC Powerslide Review

A couple of hours into WRC Powerslide, there's a moment when you round a hairpin bend, skidding past your competitors in your Ford Fiesta or Skoda Fabia, and you find yourself staring at a gaping Sardinian chasm. Had you been going just a little faster, you realize, you'd have gone careening down to your death amid the sheep and vineyards. It's a good moment, and WRC Powerslide would have done well to include more of them. Unfortunately, much of the game suffers from humdrum racing and forgettable power-ups, and even the sense of achievement in the single-player campaign is weighed down by an unmistakable grind.

Rally racers are something of a rarity these days, and it's clear that the minds behind WRC Powerslide attempted to make the endangered genre more appealing to broader audiences. For one, WRC Powerslide plays more like an arcade game than Dirt with Mini Coopers, and developer Milestone littered each of the 24 levels with six power-ups that do everything from releasing smoke screens to triggering mini hailstorms above your competitors. For another, it largely abandons realistic collision mechanics in favor of physics that have Mitsubishi Lancers bouncing all over the runway. (Though to be fair, you can turn collision off.)

Unfortunately, the game is not as successful as it could have been, and part of the problem may lie in its presentation. For all of its focus on Mario Kart-style power-ups and bouncy physics, WRC Powerslide still at least looks like it's meant to represent the real world, and the resulting mismatch of fantasy and reality jars more than it entices. Power-ups such as speed boosts and smoke screens have some basis in reality, for instance, but you never quite get used to the sight of tiny clouds or lightning bolts popping up over other players' cars during your dusty romps through the deserts of Portugal. The physics, too, ruin the otherwise realistic tumbles as the four cars jostle against each other on steep turns, particularly when another car plows into your own and ends up carrying you all the way to the finish line.

The good news is that the tracks scattered throughout WRC Powerslide's eight regions enjoy an admirable diversity of both visuals and terrain. The highways cutting through the forests of Germany, for instance, encourage speedy races unhindered by few obstacles; the dusty plains of Portugal suit off-road-style racing amid cramped villages and gravelly mountain paths. It's a pity, then, that it's all kind of dull. WRC Powerslide never strays from the simple imperative to outrun the guy in front of you, and the absence of any shortcuts or ramps for jumping means that you're generally stuck in last place if you get too far behind. Sometimes you can get away with scuttling down the hill at the edge of the sharpest hairpins turns, but in most cases, attempting to leave the road results in a quick respawn that often leaves you staring at your opponents' rear bumpers.

WRC Powerslide features licensed WRC, Class 2, and Class 3 rally cars, but the differences between the three classes seem negligible. They all handle much the same regardless of whether you're racing over snow, mud, or pavement (although, thankfully, they handle well), but particularly after the first level, WRC's roads are so tortuous that you never really get a chance to see how well one car's tiny speed advantage plays out on open stretches. Moreover, the requirements to unlock new regions aren't well explained, and it may take you a while to figure out that you have to look through the next zone's menus to determine what you need to do to unlock it. If you don't, you could easily make the incorrect assumption that you need to complete every race with every car to advance to the next tournament. Even if you figure out the requirements, however, you still have to run every race with every class of car to unlock most cars and crews, and WRC Powerslide's gameplay just doesn't support the replayability demanded by that kind of grind.

Still, racing can be fun in the online multiplayer mode under the right conditions, but most players over the course of a week of gameplay seem to insist on playing with the power-ups and collisions turned off. In such cases, the limitations of WRC Powerslide's core gameplay appear in their absence. Accidentally run off the road? Without power-ups, you can essentially forget about catching up with your opponents. Running neck and neck with one or more of your three human or AI opponents? Without collisions, you're just going to have to hope you make the next turn better than they do. That might be more in line with what rally fans seek, but multiplayer matches end up feeling dull as a result, and it doesn't help that the distant bird's-eye view camera is designed for the very arcade style of gameplay most online players switch off. When it's just you and the road, the fixed camera robs you of the excitement that a more level point of view might have provided.

Yet for all the shortcomings of WRC Powerslide, nothing stings so much as the absence of a split-screen local multiplayer mode. This is a game that still could have been fun in short doses with a friend on the couch, and the arcade-style camera seems well suited to it. As it is, WRC Powerslide provides a couple of hours of racing fun, but its odd hodgepodge of realism and fantasy, its near indistinguishable cars, and its grindy progression leave it merely sputtering along kilometers away from the finish line.


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Luigi's Mansion: Dark Moon Review

Written By Kom Limpulnam on Jumat, 22 Maret 2013 | 15.06

Poor Luigi. His biggest claim to fame is that he's constantly overshadowed by the exploits of his brother. It's not often that Luigi gets a chance to stop following in Mario's trailblazing footsteps and prove his mettle on his own terms, but Luigi's Mansion: Dark Moon gives him the opportunity. And at first, this ghostbusting adventure seems like a success for gaming's most well-known second fiddle. Luigi is an endearing hero; fantastic animations provide some great moments of physical comedy; and exploring the game's haunted mansions is a spooky delight. But alas, before all is said and done, things take a turn for the grim that casts a pall on Dark Moon's lively charm.

Dark Moon's greatest asset is its atmosphere. The game perfectly captures the sort of genteel spookiness typified by Disneyland's Haunted Mansion attraction. The five mansions you explore are the sorts of shadowy places children (and young-at-heart adults) can venture into and conquer, feeling all the braver for it, not the sorts that are going to cause any nightmares. Creaky old suits of armor covered in cobwebs line stately hallways. Flashes of lightning cast huge shadows on the walls. Contraptions that look like the work of mad scientists clutter old laboratories. Luigi may be afraid to discover what's behind each new door, but you'll be eager to uncover each mansion's mysteries.

Luigi is a reluctant hero, more or less forced into once again taking up the mantle of ghost wrangler by professor E. Gadd. The kooky professor's docile spectral assistants turn hostile when the magical dark moon vanishes from the sky over Evershade Valley, and old Elvin Gadd conscripts Luigi into service, sending him into the valley's creepy old domiciles to retrieve the artifact's scattered pieces. The professor's idea of humor is so groan-worthy that it may elicit a few reluctant chuckles--in a self-proclaimed moment of genius, for instance, he decides to start referring to the modified DS he gives Luigi as the Dual Scream--but for the most part, the game's humor comes not from its writing, but from its animation. You observe ghosts getting up to all sorts of amusing mischief, and Luigi's encounters with traps often result in him getting knocked about in ways that Buster Keaton might have approved of. The sound design supports the game's silly spookiness, as Luigi often inexplicably hums along with the gently foreboding music.

Making your way through the mansions is enjoyable not just because of the expertly crafted atmosphere, but also because of the wealth of objects you can interact with. Often, nudging an object or manipulating it with the force of your PolterGust 5000 vacuum cleaner/ghost-catching machine has no effect, but opening that dusty nightstand or making that rickety old merry-go-round spin rewards you often enough with coins, cash, and gold bars that you feel compelled to leave no stone unturned. Even when your reward is just a visual gag--vacuuming up a painting of a cheese circle to reveal a painting of a partially consumed cheese circle, for instance--you feel like your time interacting with anything and everything is time well spent.

With the aid of his not-so-trusty pixelator device, E. Gadd transports Luigi into the game's mansions, always with a specific goal or set of goals to accomplish. Whether these goals involve recovering pieces of a machine ghosts have made off with or rescuing one of E. Gadd's familiar-looking assistants, accomplishing your task always involves a combination of solving puzzles and catching ghosts. Any lever, painting, fountain, plant, or other object might be crucial to your progress, so solving puzzles often requires both careful observation and the use of your darklight, which can reveal objects that pesky ghosts have turned invisible, as well as do things like illuminate the paw prints of playful ghost pooches, called polterpups. The layouts of the mansions can make it tricky to figure out how to get from where you are to where you need to be, and working out the solution often brings with it a pleasant "aha!" moment as things click into place.


15.06 | 0 komentar | Read More

Sound Byte: Meet the Composer – BioShock series

We had a lengthy chat with series composer Garry Schyman on his past work with the first two BioShock titles as well as the upcoming BioShock Infinite.

A composer for film, TV and games, Garry Schyman is renowned for the music and audio work for shows such as Magnum P.I, The A-Team, and Revenge of the Nerds III and IV. But Schyman is also an accomplished video game composer, most notably on the BioShock series, including the upcoming BioShock Infinite. GameSpot recently talked with the composer, and asked him how he managed to encapsulate the spirit of the underwater dystopia Rapture and the flying fortress of Columbia through the power of music.

How did you get wrapped up doing video game music?

There are two answers to that question. The first time I scored a video game was in the early mid-'90s and it was for Philips Interactive. They had their own unique hardware system called CD-I and a very good friend of mine who I'd scored some film and television work with, started to work as a producer at CD-I and asked me to score some games.

So I scored four games for Philips. The first one I scored for them, Voyeur, was orchestral; the very first of its kind recorded for a video game. It was possible because the CD-I technology was about putting everything on a CD so it permitted the use of recorded music as opposed to midi triggering simple synths engines. But once the CD-I went away, my friend was no longer working there, and I really didn't pursue video games. It wasn't at that period in its history all that interesting.

I got back to it around 2004. By serendipity, an agent I was working with at that time sent my resume over to THQ. They had a game that they were doing called Destroy All Humans! They listened to my demo and heard something they really liked and then they asked me if I had any more music like the music of the famous film composer Bernard Herrmann. One of the reasons they brought him up as a source was that the game was a 1950s sci-fi game and Bernard Herrmann was famous for his score The Day The Earth Stood Still with theremin and orchestra.

As it turned out I had scored something in the style of Bernard Herrmann. It had been requested of me previously and I sent them an orchestral score that just totally nailed that style. It took a while but eventually I ended up scoring Destroy All Humans! That was a commercial and creative success for me. I was nominated for some awards. I also worked with Emily Ridgway who was the audio director for that project. She went on to work at Irrational Games which gave me the opportunity to score BioShock. So in a nutshell that's my double start in gaming.

How different is it to compose video game music compared to scoring music for TV shows?

They're similar in the sense that both are supporting and underscoring the emotions that the player or viewer should be feeling while watching or playing. Composers compose music to underscore emotions and feelings, there's a magic, and no one really understands why but I won't go into the philosophy of it because no one really knows why music and images work so amazingly together, but they do.

What composers are doing in games is the same thing that composers are doing in films. We're deepening the emotional connection that the player (or viewer of a film or television show) has with the visual images that they're seeing or the story that's unfolding. In that sense we're storytelling, we're creating music that advances the story, or that sets a mood, or that helps the player or viewer to have a deeper, more satisfying emotional experience as they play or watch.

Technically, there are also differences. The way that music works with film and television music works with those projects literally hasn't changed in 80 years since the talkies in the 1930s. Since that period music music is written and composed for specific scenes, it's then recorded with picture and sound effects and dialog, and it never changes.

However, game music is often interactive and so from that standpoint it is and can be quite different. There are challenges and it's constantly changing technologies that permit for more interactivity. It also really depends on who you're working for. Some developers want the music to be very interactive and therefore there are techniques you use to achieve that, writing music in layers, looping music, etc. Other developers want the music to be more cinematic so it is more like film music. So yes they're similar in their most basic respect but they're also quite different in some technical aspects. And it affects the way you write the music.

Let's talk about the first two BioShock games. So how did the fusion of aleatoric music, 20th century classical compositions and musique concrete come to be? Was that the direction creative designer Ken Levine wanted for the first game?

No, that was me experimenting and finding a direction that felt right for the game. Levine was very involved in the music, in the creative direction for his games but he never studied music formally. His reaction to music is intuitive and he has a very strong and very valuable intuitive sense of what works musically. He would never call out a specific style or a specific chord or note. He's going to react to what you write.

So with the original BioShock, it was me experimenting and sending those experiments to Ridgway and her going, "Yeah, that works and that doesn't." She also has a great musical intuition plus she studied music. She really knew when I found the style. I remember literally one day playing with aleatoric textures and then putting some solo violin against it and sending it to her and her going, "That's it, that's the sound of BioShock". It actually took quite a while, quite a few experiments to find that, and once I found it the music really composed itself. I had to write it but it became much easier to write, I wrote it very quickly. But defining the style, that original approach was quite challenging.

How long did it take you to compose the theme, 'The Ocean On His Shoulders'?

I think I composed that in a day or two. I was channeling a very strong emotional response; it was a very emotional piece of music. I actually didn't write it to any specific direction that Ridgway had given me but I was having an emotional reaction to the game and I started to play around with some simple chords and I said, 'This is really beautiful, this is something they will find useful.'

I had found the style for the game but I hadn't found the theme so it was literally me going, 'I'm going to write this piece of music and send to Ridgway and see what she thinks.' Their first reaction to it was that 'This is very beautiful but it's almost too beautiful'. That's when I started adding aleatory elements to its beginning and end. If you notice it begins with this really dissonant kind of eerie atmosphere, then it goes into this really sad, beautiful piece of music and then it ends also with the dark. That made sense to me, but those were actually added later. I didn't compose it that way. They wanted it darker and so that was my way of making it scarier, but it all came together.

Give us some behind-the-scenes commentary and insights on the following BioShock tracks you composed:

'Welcome to Rapture'

The original direction for that piece of music was 'you're going down in a bathysphere and you're going to the scariest place in the world'. That was the direction. So I wrote some very scary music and sent it to them and Levine listened to it and said that's too scary, that's giving it away, like telling people 'Hey, it's going to be scary here!'and he said we don't want to do that. I actually said, 'I totally agree with you.'

That piece of music actually got used elsewhere in the game. So Ridgway said it should be more like the Neptune movement in The Planets by Gustav Holst, a famous piece of music. I don't think the music that I wrote sounds like it at all but it triggered in me an idea that it can be mysterious, that's what it should be. Plus I wanted the sense of water so I started out with this solo violin and this fast moving passage. So that's how that piece of music came about.

'Cohen's Masterpiece'

For that piece of music the direction was, 'there is an evil genius on this one level called Cohen and he writes a piece of music that's going to be used in the game.' I actually did not understand the original idea that a pianist was going to be playing it -Fitzpatrick I think- and that he was going to be blown up for not performing it to Cohen's standards. So I had no idea that that was how it was going to be introduced. They wanted something that was really what you would call in film or television, source music, that there was some source for that music, it was coming from the reality of that world, and it was written by this evil genius.

I started to write a piece in the style of the late Romantic era, I was thinking of Sergei Rachmaninoff who wrote these romantic concertos and piano pieces well into the mid-twentieth century. He was considered as writing music that was out-of-date, although he was very popular. So I thought 'Ok, this guy Cohen is going to be kind of reactionary in that sense too – he's composing in the '50s/'60s but he's not going to be writing the most 'hip', contemporary classical music. He's going to be writing something from thirty or forty years earlier.' So that was the motivation and I just started writing the piece and sent it to Emily and she goes, 'Yeah, this is very cool, keep writing that piece.' It took me a couple of days to write but it turned out to be a very satisfying piece of music to write because it was like composing classical music.

'Dancers On A String'

The direction there was you're entering a part of the city where the people live – I think that was the direction for something early on that never actually was fully fleshed out in the game but it was supposed to be the deck level where the people lived. They wanted a sense of tragedy about it because you would see families that had been murdered, died together or committed suicide. It was going to be something deeply troubling so that was my response to the direction they gave me; something sad and beautiful against these dark and frightening textures.

Looking back, what as the toughest track to write and compose, just for the sake of getting the dystopian feel of the universe?

It was the track for the first playable area, which is not necessarily an important track. It was difficult nailing the overall style from that one piece; I'm not even sure if that music got used often, to be honest. It wasn't a particularly important piece of music but finding that was the thing that triggered all my imagination and thoughts and really gave me the direction.

How did you personally feel when you had your BioShock and BioShock 2 music available for free in 2010?

Initially, I was put off by it, but as it turned out it was serendipitous because so many people heard my music very quickly. I'm lucky that it turned out that way because a lot of people listened to and heard my score, who may not otherwise have purchased the soundtrack. At that time when it came out, YouTube was not all that popular so it wasn't so easy to find scores. I considered it a lucky break.

Now let's head on to the upcoming BioShock Infinite. What was the direction for the soundtrack this time around? How many cellos and violins will be used?

It varied. I had a lot of separate sessions. We decided early on that an orchestral approach was wrong and we found that using small groups of string players, as few as 1, 2 and 3, and as many as 10, was really the right sound. In game/film/tv music what you do is mock-up the cue using samples and synths etc. but what I was finding was that Levine really got it when he heard the actual performance versus the samples. Solo string samples don't sound all that good, they're actually awful sounding. So I said, 'Let's have some sessions, they're relatively inexpensive.'

They're not like an orchestra, you're only having a few players and you can go into a small studio and record them, and see if that works. And we found that that's what really sold Levine on different cues. So I had literally 10 or 12 sessions. One session I had was with two players, and then I had a session with three players, and then we had a group of sessions with 10 players which I found was a great ensemble; three violins, three violas, three cellos and a double bass. That was a great sound for a lot of the music.

What century music styles did you have to get inspired from for this game?

I didn't use music of that period but certainly the simplicity of that period and the simpler times of small town American cities; that was an inspiration for me. Even the music of Stephen Foster, the famous songwriter from the 1800s, who wrote so many famous songs, 'Camptown Races' and 'Jeanie With The Light Brown Hair', dozens and dozens of huge hits, some of which are still performed today, along with some very aggressive music for the combat as well.

It was a mix, it was what worked. It wasn't so much the century, it was the characters. We have these two really strong characters which are central to the game. They were what inspired me. And later on you're introduced to more characters. I would say that much of the score is character-driven.

What parts of BioShock and BioShock 2 did you borrow and put into BioShock Infinite? Or is BioShock Infinite's music completely created from the ground up, given its new setting and time period(s)?

Levine was very explicit from the beginning that that this was a new world and that the music should not sound like the original BioShock music. It was a total fresh start and that was very important to him. It was something that I totally agreed with and he was absolutely correct on that. There is almost no overlap, stylistically speaking.

Without spoiling anything, which compositions in the game did you have a tough time nailing down?

I think it was the musical direction, it was finding that first cue that I felt excited about and felt really represented the game and also that Levine responded to. That was Elizabeth's theme and representing her relationship with Booker. That's a critical part of the game. Finding that was really important and I remember literally going in and having a very strong intuitive sense that I'd found it, and not even saying anything to the team, I went in on my own dime and recorded the music.

When I played it for Levine he responded, "Yes, that's it!" He was very excited about this piece of music and when I found Elizabeth's theme, it was like 'OK, now I really know the direction here, this is how it's going to unfold.' That and finding the style for the combat was also critical.

As the game is now gold, were there any changes you would have wanted music-wise, or is everything perfect?

Oh it's never perfect, but I'm very satisfied with the score and the way it turned out. At first I wasn't sure that a non-orchestral approach was right but I totally came away feeling that I'd found a really great sound for this game with the small groups of players. I think that really worked extremely well.

Hypothetically speaking, if you had a choice to work on any established video game IP's music, which would be your first pick? What new things would you bring to the table music-wise to that IP?

I think I would like to score the next Portal. Mostly because I love to play that game so much. I'm just such a huge fan of that game, to me it's just a really fun and extraordinary game. I'm assuming they'll make a Portal 3, I don't know. But if you're listening out there Valve, I would love to score that game. It doesn't strike me as the kind of game that really calls out for such a strong score although who knows what they'll do with the third iteration. But I just think it would be such a blast to work on something that I personally love so much.


15.06 | 0 komentar | Read More

BioShock Infinite cost $200 million to produce and market – Report

According to a New York Times article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's BioShock, and 2010's BioShock 2.

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V's creation may cost in excess of $137.5 million based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA $200 million dollars in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

[UPDATE]: BioShock Infinite creative director Ken Levine has tweeted, refuting the claims made by the New York Times report. "200 million for Infinite? Did someone send some checks to the wrong address?"

A spokesperson speaking on behalf of the game declined to provide GameSpot with an official statement clarifying the cost of development.


15.06 | 0 komentar | Read More

Gears of War: Judgment - Video Review

Written By Kom Limpulnam on Kamis, 21 Maret 2013 | 15.06

I'm not going to argue scores, because it's by far the most mundane thing to get rattled about (and subjective to the person rating/playing the game). I will however point out how much we discriminate this game because of its predecessors.

Seriously, the only complaint anyone and myself have, is the way the campaign is broken down in between action scenes with scores. Yes it slows down the pace a bit and it can be distracting to compete with your friends on getting a higher score, but really this is still a fantastic GOW game! This is the ONE complaint and it is very minor. If this game was rated independently to its predecessors, it would likely get a high score. Then again I don't think scores matter for shit, but a lot of people here will likely argue ''This game deserves at least a 9!!!'' ''No it's shit it deserves less than a 5!!''...

Anyway if you like Gears, get the game it's as good gory grub killing fun as ever. And don't bitch about micro transactions, it's for aesthetics only.


15.06 | 0 komentar | Read More

Gears of War: Judgment Review

With the conclusion of the Gears of War trilogy, the Locust threat has been exterminated and Sera's humans can begin to rebuild their devastated world. Marcus Fenix and his surviving Delta Squad brethren have laid down their arms, but a fictional setting as rich as the Locust War provides the potential for many other stories to be told. Gears of War: Judgment ventures back to the early days of this conflict to tell a tale of a disobedient squad standing trial for treason. Though it's a decent story, the campaign structure favors action over immersion, delivering rousing combat challenges at the expense of narrative flow. It's a change of pace for the series, but Judgment successfully serves up the tense, brutal action you know and love, and an assortment of new online modes make it an exciting game for competitive and cooperative players alike.

Paduk doesn't get mad, he gets covered in the blood of his enemies.

Before he was the wisecracking private in Delta Squad, Damon Baird was a wisecracking lieutenant in command of Kilo Squad. Just about a month after Emergence Day, Baird finds himself in Halvo Bay, a coastal city that looks a lot like every other Locust-ravaged city. With him is series regular Augustus "The Cole Train" Cole and two new characters. Sophia is an Onyx guard recruit who does things by the book, offering resistance to Baird's crazy plans and sporting an unfortunate hairdo that looks like molded plastic. Paduk is a former enemy of the COG conscripted to fight Locust, and his disgruntled anti-COG potshots are the highlight of the otherwise unremarkable squad chatter.

The story is told in flashbacks as the squad stands trial for treason, with each member taking a turn as the narrator and primary player character. The sneering colonel who prosecutes them makes a good antagonist, and the narrative tells a decent story from the annals of the Locust War. Yet it never achieves the dramatic heights of its predecessors, and this is partly due to the fragmented mission structure that isn't very conducive to long-form storytelling.

It plays out like this: Once the campaign is under way, you walk toward your objective while voice-over and squad dialogue set the stage. Almost immediately, you come upon a big glowing red skull-and-cog, the logo of the Gears franchise. Press a button, and you are presented with the option to deliver declassified testimony, which changes the narration and adds difficulty modifiers to the upcoming combat section. As a soldier testifies about the extra hardships that Kilo Squad faced, these modifiers impose limitations on things like your time, visibility, ammunition, and weapon selection. On normal difficulty, these modifiers are a welcome challenge; on harder difficulties, they make things very challenging indeed.

The combat in Gears of War: Judgment is the same brutal, weighty gunplay that the series has thrived on for years. It's still inherently fun, and the modifiers mix things up enough to make firefights feel fresh. There are new guns and enemies to contend with, as well as a few tweaks that serve to streamline things. You can carry only two weapons now, switching between them with the press of a button, and the hey-they're-sticky-now grenades are mapped to the left bumper for quick release.

With modifiers activated, combat is as lively as ever, but while this structure benefits the action, the focus on scoring disrupts the flow of your adventure. Beginning each combat section is painless, but at the end of each one, you are given a star rating and shown tallies of your accomplishments. With that section complete, you soon come upon another glowing red logo, and the cycle begins anew. The interruptive tally screens and the regular notifications comparing your stats to those of your Xbox Live friends make it feel like Gears of War: Judgment is primarily concerned with encouraging you to perform combat feats for glory. This tallying can be fun when you're playing cooperatively or striving for perfect three-star runs, but the regular appearance of the game-halting score reports makes the campaign feel oddly stilted.


15.06 | 0 komentar | Read More

Final Fantasy X HD to include remastered Final Fantasy X-2 in Japan

PS3 version to have both titles on same disc; PS Vita version to sell JRPGs separately in Japan.

The upcoming Final Fantasy X HD re-release for the PS3 in Japan will also have another game attached to it: the sequel known as Final Fantasy X-2.

According to a report on a recent issue of Japanese manga collection magazine Shonen Jump, both games will be on one disc for the PS3 version. However, the two titles will be sold separately for the PS Vita version.

Both games will be based on the international versions released on the PS2, which means bonuses like the expert Sphere Grid option, dark aeon battles, and the Last Mission subquest will be available.

The re-release will be out this year in Japan. There is currently no word on whether the game will be published for North American and European audiences.

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

GS News - Publishers said 'You can't have a female character'

Written By Kom Limpulnam on Rabu, 20 Maret 2013 | 15.06

...um...not to sure what to say here, but while publishers have a right to be worried about raising sales to the broadest paying audience available this particular concern has been losing it's weight for years. Not even counting the fact that more females play games than ever before, it's a fact that many good games have proven that a main character's success has more to do with good writing and interesting gameplay than it's general appearance or gender. Some games that involve the player projecting themselves as the personality of the main character, like RPGs such as Skyrim or Mass Effect, the option of choosing what the main character is might carry more impact. However for most games in which the story is more linear, like God of War, Resident Evil, or Halo, this issue carries much less since the experience is more like watching the movie than acting out the lead within it, in my opinion.  


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GameSpot GamePlay Episode 34: Junk Deodorant

Host Kevin VanOrd welcomes Matt Gilgenbach with 24 Caret Games, who shows off his Midas touch to a laid-back GameSpot crew.

GameSpot GamePlay

Matt Gilgenbach makes games. He makes good games. He made Retro/Grade, which is a cool game you should go and play.

Matt Gilgenbach is also obsessed with nude holograms with reflective skin that obscures their genitalia. Learn more about Matt's idiosyncrasies and upcoming murder simulators on this week's episode, which also features host Kevin VanOrd, who cannot un-know things without heavy drinking and head trauma; Peter Brown, who must determine which mountain is the most appropriate to smell like; and Andy Bauman, who takes a chance and turns safe search off.

Also up for discussion: God of War, Gears of War, Dawn of War, and any other type of war you can think of. Except the Boer War, since we can't remember what that was.

You can access all previous episodes on GameSpot here.

GameSpot GamePlay Episode 33: Salmonella Commendation

GameSpot GamePlay Episode 32: World of Willy Wonka

GameSpot GamePlay Episode 31: Covert Taboo Action

GameSpot GamePlay Episode 30: The Beefy Center of your Meat Arsenal

GameSpot GamePlay Episode 28: Occupy Animal Crossing

GameSpot GamePlay Special Edition Spoilercast: Ni no Kuni

Kevin VanOrd
By Kevin VanOrd, Senior Editor

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


15.06 | 0 komentar | Read More
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