Diberdayakan oleh Blogger.

Popular Posts Today

The Zone of Influence: How Paratext Can Change Our Experience With Games

Written By Kom Limpulnam on Senin, 29 April 2013 | 15.06

Guest writer tomcat explores how a game's paratext can be creatively used to enhance our affection for a game's developer or our experience of the game itself.

In the study of literature, we frequently talk about paratext. The paratext comprises all those aspects of a book which don't form part of the literary text itself, but are nonetheless there to be read. Examples include the cover, chapter headings, page numbers, author biographies, and so on. All of these are examples of so-called paratext. Whether they are designed by the writer or editor or publisher doesn't matter; if they form part of the physical book--but not the actual work itself--then they are paratextual.

Unsurprisingly, it's strikingly easy to transpose this notion of the paratext from novels onto video games. Like books, all video games have a paratext: the information that forms part of the product, but is not actually part of the gameworld. It's the stuff that surrounds the game. Examples of gaming paratext include publishers' logos flashing onscreen when you insert a disc, options menus, level titles, and the like. These things don't physically exist in the world of the game, but they form part of the object "the game" nonetheless.

Paratext in gaming is most commonly employed by publishers and developers to self-advertise. They embed their logos within their products, often in highly creative ways. An early example of a game company taking creative advantage of the paratextual space is the original Sonic the Hedgehog, which opens with what is arguably the most famous publisher ident of all time. You're probably familiar with the white screen over which a distorted Sega logo gradually increases in clarity, and the sound of a group of digitally re-created voices simultaneously chanting the company name. Apparently, this used up a staggering percentage of the cartridge's available memory.

 

 

Sega went one step further with Sonic 2 by adding the blue blur himself into the paratext: the Sega logo is swiftly revealed in the distortions that trail behind Sonic's zooming. This obviously required a great deal of effort and energy to animate--somebody at Sega was taking the paratext seriously. In many cases the gaming paratext may seem insignificant, but from a marketing and aesthetic perspective, putting time and energy into a game's paratext definitely pays off: almost every gamer in the world recognizes the famous Sega chant that precedes the original Sonic games.

 

***

It's my contention, however, that it's the current generation of games that have enjoyed the most fruitful experimentation with the paratextual. It took developers a while, but we are finally starting to see some amazingly creative handling of paratexts.

One of my favourite examples comes from Ubisoft's game Assassin's Creed: Revelations. Many people are familiar with the Ubisoft company logo that frequently pops onscreen at the start of their games; it's a kind of smooth, white, swirling movement accompanied by a pleasant electronic whooshing and pinging sound.

When it comes to Assassin's Creed: Revelations, however, some clever individual had the fantastic idea of manipulating the Ubisoft logo in such a manner as to make it sympathetic with the events of the game. Usually publisher/developer idents are entirely separate from the gameworld, neither visually nor sonically consistent with the art style of the game in question. Assassin's Creed: Revelations, however, is different.

In this game, the protagonist, Desmond, is comatose, trapped in the animus; something has gone very definitely wrong. A dead man is speaking to him, his ancestors' memories are all jumbled and out of whack, and Desmond himself has access to the deeper code structures of the programme. In a really cool reflection of this, the game opens not with the familiar Ubisoft logo, but with a deliberately glitched and distorted one.

 

Not only is this a fantastic paratextual representation of the game's aesthetic themes, but it's also a great aid to player immersion. The animus is glitched and spreading into Desmond's mind--accordingly, these problems are also spreading into the paratextual aspects of the game, even the designers' logo. They're breaching the usual boundaries of the gameworld. Spilling the visual ideas of the game into its own paratext really gives the opening a kick. It functions as a beautiful microcosm for Revelations' story: just as the memories of Ezio and Altair and Desmond are converging, slipping over one another and glitching together, so too is the game's aesthetic spilling over into its own paratext. Great stuff.

***

Another example of paratext in gaming is the seemingly ubiquitous HUD. Heads-up displays aren't part of the world of most games, per se. They're onscreen information presented for the benefit of the player, and most definitely not accessible to the characters. Kratos never looks at the corner of the screen and comments on how many red orbs he has collected; Ratchet never pauses to think about how many more aliens he needs to kill before his upgrade bar fills; Nathan Drake can't really see a white line predicting the curve through the air of the grenade he's about to throw. This stuff is on top of the game; it surrounds it, but it's not part of the environment. It's paratextual.

But recent years have seen several developers willing to toy with the idea of HUDs, usually with the goal of increasing player immersion. One of the better examples is found in Dead Space and its sequels.

In Dead Space, there isn't a HUD, as such; instead, all of the information you need is incorporated into Isaac Clarke's suit and gear. His remaining ammo is displayed on his weapon, his health bar is a line of lights traced up his spine, and his options menu is a hologram projected from his suit. In essence, the designers of Dead Space have done away with the HUD as a purely paratextual object and have incorporated it as a literal part of the gameworld.

 

Ostensibly, the developers did this to create a greater sense of empathy with the character. Unlike most games, in which the player has access to information that the characters don't have access to (health bars, options menus, level stats, etc.), the protagonist of Dead Space has access to everything the player has access to. It means that the player is reduced to the same level as the protagonist (or, if you prefer, the protagonist is elevated to the same level as the player) in terms of the information available. This gimmick is particularly successful in Dead Space, because it's a horror game, and no other genre is more dependent on the player feeling at one with the character than horror. If horror is to fulfill its mandate to shock, disturb, and terrify, then the reader/viewer/player needs to feel as close to the character as possible. If the HUD gets in the way of this, then what better solution is there than to incorporate the HUD into the physical world of the game?

***

Character inventories and the menus associated with them can also usually be considered part of a game's paratextual arrangement.

When Nathan Hale of the Resistance games wants to swap weapons, the character isn't supposed to see a digitized wheel of firearms at his disposal: that's merely a means by which the player can swiftly interact with the world of the game. In the gameworld, Nathan Hale supposedly just pulls whichever gun he needs out of wherever he was keeping it.

One of the best, most creative ways a developer has experimented with this aspect of paratext is in the Fallout series. As in Dead Space, the menu used by players to navigate their character's items, stats, and so on isn't something abstracted from the gameworld. It's something that's part of it. The Pip-Boy attached to the protagonist's wrist is a literal object in the game, consistent with its environment. When the player accesses menus, the character is, himself, simultaneously accessing the same menus. It's a small but infinitely satisfying addition, and especially important in a role-playing game because it contributes to a sense of oneness and shared experience with the character.

 

A similar idea was used by Bethesda in the earlier game The Elder Scrolls IV: Oblivion, in which the character keeps all of his information recorded in a book, which is then accessible to the player.

 

Unfortunately, Bethesda decided not to carry this over into Skyrim, and instead opted for a different style of menu and inventory. I'm not saying that the menu system in Skyrim is flawed in a practical way: it's very sharp and easily navigable. But how does the character experience this sequence of lists? There's an experiential gap between the player and the character, and it's created by the abstract menu.

***

The stuff that surrounds a gameworld, but isn't part of it, can be manipulated in very successful ways. Whether it enhances the identity of a game's publisher or developer (as we've seen with Sonic the Hedgehog), whether it echoes the design of the game itself (as we've seen with Assassin's Creed: Revelations), or whether it contributes to a sense of empathy with a character's experience, paratext is something that shouldn't be ignored.

I'd love to see more developers playing with it.

And I'd love to hear your own examples of times when the paratext of a game has surprised you.


15.06 | 0 komentar | Read More

House of Horrors: Alan Wake

I don't really see the difference between horror or thriller actually. When selecting movies, if I want my adrenaline to pump, I'll frequently choose either horror, thriller, or suspense. The hero can get really badly effed up even if he/she can't die. In all three genres of movie there are times when there can be a character that you were fooled into thinking was the main character, but it turns up to be someone else. Action movies the hero always prevails, it's just a matter of time. All video games share that in common with horror movies. They've tried to have the hero sacrifice himself several times in video games, but that doesn't really count and it has never worked once.


15.06 | 0 komentar | Read More

Thomas Was Alone Review

Written By Kom Limpulnam on Sabtu, 27 April 2013 | 15.06

Human beings suffer from loneliness far too frequently. But whereas such a feeling is all too common for the average person, it's a profound development when it surfaces in Thomas Was Alone. Artificial intelligence isn't supposed to exhibit human emotions, so when Thomas is stricken with these desperate pangs, he proves there's much more to him than lifeless 1s and 0s.This charming adventure heads to the PlayStation Network after debuting on the PC last year, and the puzzling journey of colorful quadrilaterals remains just as fresh and poignant as before.

Claire is happy to be the ark for her intrepid companions.

Everything starts out with Thomas. A rogue artificial intelligence in a program gone awry, Thomas unexpectedly gains consciousness in a foreign land. Slowly, he becomes cognizant of his abilities. He can slide across the ground, fall dizzying heights without taking a scratch, and hop over moderate obstacles. It's not much, but the stages he finds himself in gradually grow more complex, forcing him to jump with more precision or worm his way up foreboding passageways. Once he orients himself with his surroundings, he happens upon a friend, and Thomas is no longer alone.

Every new character you meet in the adventure is either a square or a rectangle, each sporting different abilities you have to harness. Chris is not much use early on. The other characters have to form makeshift bridges, ladders, and barges to get him safely to the exit, but he eventually makes his worth known. That small passage, a mere sliver in a rock face, is too narrow for anyone to fit in but Chris. You might have cursed him earlier for slowing the group down, but you find that he's indispensable at times. Even the less-abled characters have a purpose, and you want to help them not only to usher them to the next stage, but because you grow attached to them.

Strong writing creates strong bonds. Narration plays out during the action, so you listen to a voice-over explaining the mind-set of one or more of the characters as you jump up platforms and avoid spikes. At times you laugh, such as when the deluded Claire believes her ability to float makes her a superhero, but mostly you get absorbed in their stories. The shapes who yearn for companionship make you appreciate their humanity while the ones who want to be alone have a quiet strength. At certain points, a character is lost in a portal and the desperate cries from his or her companions resonate. There's a strong narrative foundation that meshes wonderfully with the action, creating a cohesive adventure that continually draws you deeper into the tale.

Characters join and leave your party without so much as a goodbye. But you can't lament their loss for long; you must carry on. Switching between characters is necessary to complete stages because even the surest jumper cannot complete this journey alone. You may have to stack blocks to give a boost to a less athletic character, or pile the whole group on the back of the lone swimmer in your group. Different characters and obstacles do a great job of giving variety to the challenges that stand before you. Eventually, gravity becomes a suggestion rather than a law, spikes become as dangerous as the acidic water, and jet streams prove that blocks are not the slightest bit aerodynamic. If squares had toes, the characters would surely be kept on them.

The inventiveness is always welcomed, but ideas aren't fully realized before a new one is introduced. Because of that quick transition and the smooth difficulty curve that comes with every new obstacle, there is rarely any genuine challenge to force you to pause and reflect. Thomas Was Alone is a puzzle platformer where you're rarely stumped. The character traits are so straightforward, and the obstacles present danger in only one way, so you almost always know exactly what you need to do to progress, and it's just a matter of rounding up the cubes and setting off. This easiness doesn't detract from the experience while you're playing, because you care about getting your friends to safety, but their victorious shouts don't resonate quite as strongly given that it took such little effort to complete these tasks.

The singular focus of Thomas Was Alone is admirable. Every element ties wonderfully together, creating a cohesive experience that never stumbles. The incisive narration successfully covers a wide range of emotions. From sarcasm to desperation and anger to hopefulness, these diminutive blocks embody a strikingly complex array of personalities. A dynamic musical score further complements this refreshing adventure. The songs effortlessly drift from somber to uplifting, matching the tone set by the steadfast narrator. There is so much life breathed into this simple-looking adventure that you forget that you've befriended a group of nondescript rectangles rather than fully realized humans.

Thomas Was Alone is a modest adventure that makes great use of its sparse elements to draw you in. In the transition to consoles, sharper controls empower you in ways that the stodgy keyboard wasn't able to, removing the slight frustrations entirely. Furthermore, there's downloadable content for those who don't want this journey to end. For $2 more, you get 20 new levels, along with new narration and music, just as exquisite as what accompanied the main adventure. Dexterity rather than ingenuity is needed to progress, which gives these new levels a more action-heavy slant than Thomas' cerebral story. Short and sweet without any filler, Thomas Was Alone is a worthwhile experience that rises above its basic mechanics to prove heartfelt and engaging in unexpected ways.


15.06 | 0 komentar | Read More

Nintendo's Miiverse now viewable from PCs and mobile phones

Written By Kom Limpulnam on Kamis, 25 April 2013 | 15.07

Web-based app at beta stage; players cannot post messages and manage user lists at the moment.

Players who wish to browse through Nintendo's Miiverse social network outside of the company's consoles can now do so via a web-based app.

Nintendo's social network functions can be viewed on PCs and mobile phones on the following link: miiverse.nintendo.net. The program is currently in a beta state, meaning that players are limited to just browsing on the social network. Users cannot make new posts, send and receive messages or friend requests, and manage their user list on the app at the moment.

Nintendo recently outlined its plan to return the Wii U to profitability on its recent full-year earnings report. For more information, check out GameSpot's coverage.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

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


15.07 | 0 komentar | Read More

Nintendo not hosting press conference at E3 2013

Nintendo will not be doing a presentation at E3 2013, company president Satoru Iwata said during a financial results briefing today.

The company plans on hosting smaller events to showcase its new titles and updates instead of doing a large-scale presentation. For this year's E3, the company will be holding a closed event for American distributors and another closed hands-on event for the Western gaming media. Iwata will not be speaking at either event.

Iwata mentioned that the company was finding new ways to give information about its games directly to the home audience around the period of E3 2013. "During the E3 period, we will utilize our direct communication tools, such as Nintendo Direct, to deliver information to our Japanese audience … and we will take the same approach outside Japan for the overseas fans as well," he said.

The company will be showcasing upcoming Wii U titles slated for this year during this year's E3; it will not be announcing new hardware. For more information on Nintendo's plans on making the Wii U profitable, check out GameSpot's coverage.


15.07 | 0 komentar | Read More

Surgeon Simulator 2013 Review

Written By Kom Limpulnam on Rabu, 24 April 2013 | 15.06

"Perform a heart transplant." These are the words that greet you at the beginning of Surgeon Simulator 2013. Beyond that, there are no instructions to speak of: it's just you, a table full of surgical instruments, and a patient whose life you hold in your woefully unprepared hands. While that may sound like a recipe for disaster, it's also what makes Surgeon Simulator so wonderful. This is an absurdist parody of one of the world's most skillful occupations, a game that has you fumbling your way through one operation after the other as you drop your watch inside a patient's abdominal cavity, lose entire organs out of the back of a moving ambulance, and giggle with delight over your own surgical incompetence.

Why yes, hammers are a perfectly reasonable way to open the human skull.

In Surgeon Simulator, you exist as an arm hovering above an operating table. Dragging the mouse moves your hand about the screen, and from there you can control the grip of each finger through five keys on the keyboard. Clicking the right mouse button as you drag left and right lets you rotate your hand side to side, while dragging up and down lets you adjust the angle of your wrist. If all this sounds a bit confusing, that's because it absolutely is. Surgeon Simulator makes it incredibly complicated to so much as pick up a scalpel. Performing a successful operation, meanwhile, is like juggling and riding a bicycle at the same time.

And yet, that ungainly control scheme is one of the biggest reasons Surgeon Simulator is such dumb fun. This is surgery as a slapstick vaudeville routine, an eccentric comedy of errors where everything can and will go wrong. Whether you're causing massive blood loss by dropping an electric drill inside a patient's abdominal cavity or seeing hallucinations after accidentally pricking yourself with a syringe, this game is littered with hazards meant to make you giggle with morbid delight. Surgeon Simulator has all the potential to be frustrating, but the sense of humor is so pervasive (the game-over screen reads "Brutal murder achieved") and the gore is so whimsically over the top (performing a brain transplant is like cracking a hard-boiled egg) that you can't help but cackle with glee even as you're fumbling a patient's life away. It's a game that's acutely aware of its own ridiculousness and wants you to join in on the fun.

That fun is spread across three basic types of operations: a heart transplant, a double kidney transplant, and a brain transplant. No matter the procedure, your goal is always to complete the operation before your patient runs out of blood. The challenge lies in removing any ribs and extraneous organs in your way without causing too much collateral damage. When you're done, the game assigns you a grade based on how quickly and carefully you completed the job. It's too bad there aren't more types of procedures, because in addition to some occasionally wonky physics issues, that relatively limited selection of surgeries is one of the game's only flaws.

Fortunately, Surgeon Simulator gives you plenty of reasons to keep coming back. For one thing, each of those three surgeries can be performed in a ridiculously difficult alternate scenario that has you operating during a very bumpy ambulance ride. Your utensils and replacement organs go bouncing all over the place, and the back doors randomly swing open--it's pure chaos. On top of this, there are a number of Easter eggs to discover (like a top secret heart transplant performed in zero-gravity space) as well as some truly inventive achievements, such as completing an operation with less than 10 milliliters of blood remaining, or dressing your patient in a scarf made from his own large intestine.

Throughout all this, Surgeon Simulator strikes a terrific balance between realism--or at least relative realism--and all-out absurdity. Hack away at your patient's ribs with a bone saw, and you might put the whole operation at risk by slicing open a lung; but the only way to get at the heart is to remove the lungs entirely, at which point you can toss them to the floor without the slightest concern. If your patient starts losing too much blood, you need to slow the bleeding with a hemostasis shot; but you can use that very syringe to haphazardly stab your patient in the face as many times as you like, and he'll be right as rain. It all adds up to a wonderful contrast between the grounded and the ridiculous. The result is a game that's both challenging and lighthearted, clumsy and clever.

Surgeon Simulator is a game that defies logic. Even the oddly dance-worthy synth soundtrack has no business working as well as it does. And yet, it all comes together beautifully in one great big symphony of eccentricity. This is a game that makes it an absolute joy to not only fail, but fail spectacularly. And the best part is, you don't even have to worry about malpractice suits.


15.06 | 0 komentar | Read More

Free of Charge - Uncharted 3

GameSpot Asia's Jonathan Toyad speaks with new SCEA president Hiroyuki Oda about the challenges of the PS Vita, the progress of the company's collaboration with Nanyang Polytechnic in Singapore, and the PlayStation Network Store in Asia.

Posted Nov 14, 2012 | 7:46 | 5,277 Views


15.06 | 0 komentar | Read More

Dishonored: The Knife of Dunwall Review

Written By Kom Limpulnam on Selasa, 23 April 2013 | 15.07

Daud. If you've beaten Dishonored, the very name drips with foreboding. This leader of assassins and fellow favorite of the Outsider proved to be one of Corvo's most formidable foes, and in The Knife of Dunwall downloadable content, you step into his sneaky, stabby boots. He can maneuver and murder with the same stealthy grace and brutal panache as Corvo, but he has a few new tricks that freshen things up and encourage experimentation. You spend time in two new districts of the ailing Dunwall, and the city once again proves to be a captivating place that rewards exploration in intriguing and gratifying ways. The Knife of Dunwall is clever and exciting, an enticing invitation to dive back into the engrossing world of Dishonored.

When the going gets tough, the tough summon an assassin.

The opening cutscene of The Knife of Dunwall chronicles an event anyone who played Dishonored will remember: the assassination of Empress Kaldwin. Once again, you watch helplessly as the knife plunges in, but this time, you see it from a first-person perspective. As Daud narrates his memories of that fateful day, it becomes very clear that you have left the wrongly accused innocent behind; you are now the cold-blooded murderer. These grim beginnings may beckon you towards a brutal playthrough, or Daud's regret may inspire you to tread a nonlethal path. Once again, it's completely up to you.

Unlike Corvo, whose personality was shaped by your actions and conversations with those around you, Daud can speak for himself. His brooding monologues and brief interactions with his second-in-command, Billie Lurk, help establish his character. He speaks with a kind of doomed poetry, like a weary old detective from a noir film. His personality resonates nicely with the seedy characters he pursues, unscrupulous men who are moving up in the world even as Dunwall circles the drain.

One of the new districts you visit is the slaughterhouse where the great whales that Dunwall's ships pull from the sea are harvested for oil, hooked into machinery while they slowly die. In this bloody corner of the city, a labor dispute simmers as workers protest an exploitative magnate and his vicious butchers. Later, you travel to a residential district where a grasping lawyer is evicting plague-ridden families and seizing their assets, even if they aren't actually infected. Both areas offer new perspectives on Dunwall society and are rich with out-of-the-way places where you can find intriguing notes and helpful goodies. Though the first district is more novel than the second, each provides numerous opportunities to ply your deadly, or not so deadly, trade.

Whether you choose to embrace Daud's homicidal past or leave his killing days behind, your abilities largely overlap with those from Dishonored, and many of the same strategies apply. The saw-wielding butchers are tough targets if they happen to spot you, and the new master assassin difficulty level (unlocked after you complete the DLC) makes your enemies significantly more deadly. Those who relish a challenge may enjoy these reinforced obstacles to success, but everyone should get a kick out of the new possibilities offered by Daud's blink ability.

When Daud activates this quick teleport power, time stops. From your frozen position, whether on the ground or in midair, you can aim your target reticle, pick your destination, and zip off at your leisure. This comes in handy if an enemy is about to discover you and you want to escape, and it also encourages some daredevil experimentation. Need to get around the corner of a building? Leap out past the corner, then blink back to safety, taking your time to pinpoint the right ledge. Need to see what's going on in the room below? Drop down in front of a window or door, blink and observe the scene, and then zip back up to the roof without anyone noticing. It's a subtle change, but one with a lot of potential to fuel fun maneuvers.

Daud can also summon an assassin to fight at his side or in his stead, which can be helpful and amusing, if not very stealthy. Your companions are novices and draw a lot of attention unless you spend runes on certain upgrades, making them initially better as distractions while you sneak past or take on other foes. Once upgraded, they get a fair bit deadlier, and having a hit man on hand imparts a feeling of power appropriate to Daud's role as master assassin. There are also new mines that zap individual enemies as they pass by, as well as gas grenades for making nonlethal getaways. The creativity of this world is such that you'll likely yearn for more new powers and gadgets to play with, but The Knife of Dunwall delivers enough new tricks to entertain throughout.

This DLC can last upward of five hours, depending on how thoroughly you explore every nook and cranny. Purchasable favors give you an extra incentive to look around, letting you pay money for someone to leave a stolen rune behind, or for a worker to scrawl a safe code on the wall. Favors are a small addition, but one of many that contribute to the feeling that you are playing as a distinct character and having a new adventure. The Knife of Dunwall ends with an interesting choice (and foreshadows the next planned downloadable chapter in Daud's story), but the real payoff of this DLC is how it takes the cocktail of discovery, exploration, and combat that made Dishonored so delicious, and adds an engaging twist.


15.07 | 0 komentar | Read More

The B-List - Bionic Commando (2009)

It's funny, I remember really enjoying this game when it came out in 2009. Recently, while enduring a drought of games I wanted to play, I decided to go back to it and give it another go. For some reason, I was bored out of my mind. Can't quite figure out why. It doesn't look very good, the story is ridiculous, and the swinging mechanic is way too complicated and finicky for its own good, but I knew that in 2009.

I don't know, but for whatever reason, I just couldn't get back into it. 


15.07 | 0 komentar | Read More

Battlefield 4 to appear at EB Expo 2013

Electronic Arts Australia has revealed that Battlefield 4 will be making an appearance at EB Expo this year. The announcement, which was made on Twitter, invites attendees to "experience Battlefield 4" at this year's event.

No additional details were divulged as to what this would entail.

The game, which uses the next iteration of DICE's Frostbite engine, was announced with a 17-minute gameplay video at GDC 2013. The game is due to be released later this year, but so far only Xbox 360, PlayStation 3, and PC versions have been confirmed.

EB Expo 2013 will take place over three days from October 4-6, and will once again take place at the Sydney Showgrounds. Hosted by Aussie retailer EB Games, several exhibitors have confirmed their presence at the expo.

The EB Expo is an event dedicated to gaming and geek culture, and will be open to the general public who purchase tickets. For the rundown on all the action that happened at last year's event, check out GameSpot AU's full coverage on our EB Expo 2012 hub.


15.07 | 0 komentar | Read More

Rating board reveals unannounced Bethesda game

A post has emerged on the Australian Classification Board website listing 'Endless Summer' as a title from Bethesda Softworks LLC.

A posting on the Australian Classification Board's website has unveiled an unknown Bethesda title. Possibly code named Endless Summer, the entry revealed that the game has been rated MA15+ for "strong horror themes and violence".

Zenimax Europe Ltd has been listed as the publisher, but no additional details have been disclosed.

Bethesda recently released two teasers for an unannounced project. The first teaser, which was posted on social media service Vine, shows shots of barbed wire, followed by a spinning 33 1/3 LP by The Moonlight Trio and George Shackley. Flashes of Johann Sebastian Bach's Air on the G String can later be seen.

A second teaser video posting on Vine followed. Bethesda vice president of marketing and public relations Pete Hines previously shut down rumours of the project being tied to the Fallout universe.

Last week, the publisher said it was aiming to make "considerably more noise" in 2013 than it did in 2012, with id Software shooter Doom 4 and The Elder Scrolls Online confirmed to be in the works.

Zorine Te
By Zorine Te, Community Manager

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


15.06 | 0 komentar | Read More

BioShock Infinite: Baptism of the Human Heart

Written By Kom Limpulnam on Senin, 22 April 2013 | 15.06

Youth pastor Ashley Dusenbery offers his personal perspective on the use of baptism in BioShock Infinite.

SPOILER WARNING: If you haven't finished BioShock Infinite and don't want to know what happens, don't read this article. Nothing in BioShock Infinite is off limits in what follows.

One of the toughest questions people ask me is the question, why? Why did my daughter die? Why do I have cancer? Why can't I find a job? Why are people sometimes so nasty to one another? I work in a church. And a church is supposed to be a safe place. It's supposed to be a place where those genuinely longing for meaningful answers can go to sincerely struggle. So, naturally, as the caretaker of a local church, much of that struggling happens right in front of me, and I consider it a privilege to sit with people in the trenches of their inner wars. It is a war indeed, for the question that needs an answer, that persistent question, why, often has no answer accessible to finite human beings. And so in the absence of any kind of peace with God over his sometimes inscrutable, often painful plan, people of faith struggle. That's not always a bad thing, I think.

So what does that have to do with a video game? I finished Irrational's excellent BioShock Infinite recently, and I've had a little time since then for my mind to process the intense intertwining of story, character, setting, and atmosphere. My mind has gone to the places it is prone to wander to, the theological. Religion is a huge theme in Infinite. Religion touches almost every aspect of the game's narrative. The antagonist, Comstock, is a self-styled prophet and leader of a pseudo-Christian, religious cult-city, Columbia, suspended twenty thousand feet in the sky by a mysterious, quantum, science-fiction-y force. Booker DeWitt, the protagonist, seems at first to be motivated by a desire to wipe away a financial debt by rescuing a young lady from a tower in Columbia, but the game wastes no time at all in indicating that DeWitt has a deeper, moral debt that is not so easily erased. Images and language of water, baptism, washing, and rebirth all build upon one another in the telling of this story. There is even a baby who turns out to be the lamb of Comstock's prophecy.

Let me stop here and say that as a Christian and an ordained pastor, I was not in the least bit offended by the use of these decidedly Christian themes. For the most part, things like Christian baptism were used to move the story as well as I have ever seen them used in secular media. Levine appropriately tied rebirth to baptism. Part of what baptism represents in Christianity is dying as an old self and being raised to a new life. In Infinite, baptism is explicitly used three times as far as I can remember. The first time is when DeWitt is admitted into the city of Columbia. The second time is at the end of the game when DeWitt is offered baptism, which he rejects. The third and final time is when it is revealed that DeWitt and Comstock are really the same person, Comstock being the seemingly inevitable product of Booker's religious rebirth through baptism. Baptism in that instance is the means by which DeWitt dies for the sake of undoing all the evil that he and Comstock will bring about.

In each instance, baptism is used as an appropriate symbolic plot device for the point at which the players find themselves in the story. It's the initiation of a new and profound mission, a rebirth of DeWitt towards an ultimate destiny. It's the rejection of a salvation that DeWitt finds cheap and inadequate, preferring to seek the accomplishment of his mission in order to wipe away his debt, an ultimately futile effort. It takes Elizabeth bringing him back to the baptismal pool for him to fully grasp the profundity of his true debt and what that debt has earned him as a result. Even though there is death but no new life in the final baptism that ends DeWitt's and Comstock's lives, it functions quite well as a plot device given the kind of setting that these characters and their story inhabit. Levine wasn't aiming to speak theologically about the true meaning and use of Christian baptism. Therefore, I have no problem with him taking baptism and using it to tell a story separate from the Christian story.

These Christian themes and the religious tone of Infinite serve a story that seeks, I think, to answer a fundamental question about human existence: What effect does my free will have on reality? One of the huge revelations of Infinite was that the setting of this BioShock game and previous BioShock games exist in the same universe. In an instant, the players find themselves transported from Columbia, the city in the clouds, to Rapture, the city from the original BioShock at the bottom of the sea. These two dystopian cities exist in this multiverse in which the will of man has created an infinite number of branching universes. There is no road untraveled by the choices of humankind. Each road and each fork is itself a separate reality, a distinct universe of existence.

In case you are thoroughly confused, welcome to the club. Let me try to explain. The premise behind Infinite is that every choice each person makes leads to a new reality, much like in the reboot of the Star Trek movies. Spock traveling back in time started the new cast and crew of the Enterprise on an entirely new timeline and new set of adventures, a new Star Trek universe, if you will. Similarly, in Infinite, the reality of Comstock's Columbia and all the evils that flow out of that city in the clouds exist in a universe created along one branch of one choice made by one man, Booker DeWitt. Interestingly, baptism is the vehicle by which this choice is made. If DeWitt accepts baptism, he will rise from the water having taken a new name and new life. He is no longer Booker DeWitt, but he comes out of the water Zachary Hale Comstock, the Prophet of Columbia. And so reality branches for the millionth time in a nanosecond, and another new universe of existence is born, this one not so pleasant as the game's opening hour would lead you to believe.

So what does this game have to do with the person in the pastor's office asking the hard questions of life? What does it have to do with you as you try to be a good friend to someone who is hurting? Or what does it have to do with your own struggles? Why is my life like this and not the way I want it to be? I think this game is an attempt, in a purely secular way (I don't mean that disparagingly), to offer hope and comfort when our lives branch in a way that we don't expect or in a way that brings suffering. It offers hope for us to think that there is a reality in which a version of us exists that isn't suffering in whatever crisis we find ourselves. At any moment and with every choice, we are creating universes of possibilities of happiness, misery, or something in between. What we do has meaning outside of ourselves.

As I experienced BioShock Infinite, I found hidden within the story it was telling a narrative of human choosing apart from the existence of God. It was a moment both precious and profoundly sad. It is precious because I believe that behind the searching questions this story has explored through the medium of video games is an impulse that comes directly from our creator. It is the impulse to search, explore, and pierce to the marrow of the mystery of our existence as human beings and seek an answer to the question, why are things not the way they are supposed to be? This game has left me thankful for Ken Levine and his team at Irrational Games for so beautifully telling this story. It is sad to me because the multiverse their exploration has led them to is hellish. Just below the luminescent, idealized surface of Comstock's Columbia is a nightmare of racism, oppression, greed, and violence that the player must survive to reach the end, only to find out that the whole time, Booker was doing battle with the products of his own heart.


15.06 | 0 komentar | Read More

Gaming Meme History - You Must Construct Additional Zerg Rushes

Yay, I got my Gaming Meme History fix; thanks, Jess!

I think Sinistar would be a great meme to cover.  : )  

"I AM SINISTAR." and "BEWARE, I LIVE!" and "RUN, COWARD!" and "I HUNGER!"

...Damn, I can't believe no one's made a new Sinistar game during the past 30 years.   I'm going to upload it as my avatar to increase Sinistar awareness.  Maybe some developer will get the hint!


15.06 | 0 komentar | Read More

AU ShippinÂ’ Out April 22-26: Dead Island: Riptide

First-person shooter Dead Island: Riptide was met with controversy for its Zombie Bait Edition last year, but that won't stop the game from shuffling onto Aussie shelves this week.

The game picks up after the events of the original Dead Island, with characters Sam B, Logan Carter, Xian Mei, and Purna making a return. New character John Morgan will be making his debut in the game.

Dead Island: Riptide hits shelves on April 23 for the 360, PS3, and PC. A Techland representative revealed earlier this year that the game will not be released on Wii U, and stated that the decision was not related to the technical capabilities of the game's engine.

A Dead Island film is also in the works at Lionsgate (The Hunger Games, Dogma). Development of the movie will be led by The Mummy producer Sean Daniel and his company. Accompanying Daniel on the project will be post-production leader Stefan Sonnenfeld (Pirates of the Caribbean, X-Men: The Last Stand).

An add-on to 2012's role-playing game Dragon's Dogma, titled Dragon's Dogma: Dark Arisen, will also be out in retail this week. Described as a "major expansion" by developer Capcom, the game will include improvements to the general gameplay experience, such as easier travel and a refined menu, and will allow players to bring across their pre-existing Dragon's Dogma save.

Anyone who already owns Dragon's Dogma will receive 100,000 Rift Crystals, unlimited Ferrystones, and the Gransys Armour Pack, which features six new costumes. Capcom has already said it is "favourably considering" a full-blown sequel to Dragon's Dogma.

For more details on the games being released this week, check out the full list below.

April 23, 2013
Dead Island: Riptide (360, PS3, PC)
Dragon's Dogma: Dark Arisen (360, PS3)

April 24, 2013
Injustice: Gods Among Us (Wii U)
Monaco: What's Yours Is Mine (360)

April 26, 2013
Star Trek the Video Game (360, PS3, PC)

April 27, 2013
Lego City Undercover: The Chase Begins (3DS)


15.06 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Snakes on the Plain

Written By Kom Limpulnam on Minggu, 21 April 2013 | 15.06

In this week's mods bonanza, Cam and Seb duck and cover from artillery fire, dress up as Medusa, and don the hide of the most fearsome creature in Skyrim.

Sarah Lynch
By Sarah Lynch, Associate Producer

When not busy curating her novelty t-shirt collection, Sarah can be found shouting endless streams of nonsense into the great void of the internets. Greatest life achievement: finally having her very own crocheted Link hat.


15.06 | 0 komentar | Read More

Defiance Review

Written By Kom Limpulnam on Jumat, 19 April 2013 | 15.06

Defiance is a difficult game to wrap your head around. That's not because it's all that complicated, but rather because it's just so much fun, even though none of the elements are done particularly well. Defiance is a massively multiplayer shooter in which every aspect is merely decent at best, yet it somehow pieces the jagged elements together into an entertaining picture as you pursue one challenge after another across its postapocalyptic landscape. What a shame that the trek is interrupted not just by the squishy kinds of bugs that you like to kill with guns and grenades, but technical kinds of bugs that have you cursing and rolling your eyes.

Your first arkfall will hardly be your last.

Look beyond the hitches and the jittering frame rates, and you discover a game with a scrappy attitude and a tight handle on what a massively multiplayer world needs to keep you coming back in spite of the frustrations. What is this world? Well, it's Earth, as it happens--more specifically, the San Francisco Bay Area. An alien war has ended, and an uncertain peace between exhausted factions remains. The decrepit remnants of an annihilated fleet of spaceships orbit the planet, occasionally plummeting to the land beneath, and drawing in treasure hunters eager to scour the remaining debris for valuable commodities. Terrestrial and extraterrestrial plant life have merged, causing bizarre purple flowers to grow from the gnarled branches that corkscrew above crumbling highways and rusting copied-and-pasted factories.

You shouldn't come to Defiance to be immersed in the world, which looks too monotone to be all that compelling. Ruinous environments can have their own kind of disastrous beauty, but this vision of Earth lacks the tense atmosphere and visual variety of gaming's best ravaged lands. You might become invested in this world in spite of its mundane looks, however, depending on your level of interest in the SyFy television show of the same name. Story-based missions feature the vague likenesses of characters from the show, and future story missions are promised, but stiff facial animations and inconsistent voice acting--not to mention a lot of cheesy (in the bad way) dialogue--make it hard to whip up any excitement over the narrative in spite of an abundance of cutscenes.

Massively multiplayer online games have trod in alien territory before, though MMOGs remain a rarity on consoles. Nonetheless, Defiance's structure is a familiar one. The game pushes you from from one task to the next, having you clear meadows of giant hellbug swarms, free captured prisoners from their bonds, collect data from computer terminals, and so forth. You perform most of these missions in the open world, though key assignments might send you into instanced areas meant only for you and your groupmates.

Defiance is not a typical role-playing game, however, but a shooter through and through, so while you have special skills to perform, you can generally concentrate on aiming at your target and pulling the trigger. You initially choose one of four powers so that you can run really fast, go invisible, create a ghostly decoy, or enhance weapon damage. From there, the power grid expands, allowing you to earn and improve lots of passive perks, though you can equip only as many perks as your loadout allows, and eventually you can unlock the other powers to play around with.

These skills are called EGO powers, named after the Environmental Guardian Online artificial intelligence fused with your body. This AI is Defiance's version of Halo's Cortana, though EGO makes a far more annoying companion than Cortana, what with the sharp treble of her voice and the repetitious line readings that don't necessarily make sense in every context. (Do hellbugs really call in reinforcements, as if they have tiny radios strapped to their heads?) But you'll be glad of the abilities she grants you, which aren't very thrilling to activate or watch, but are nonetheless useful in battle. Need to shake off a flame-spewing munchkin? Distract him with your decoy, and shoot the fuel supply strapped to his back. In over your head? Turn invisible and make a quick getaway.

It isn't the powers that make for rewarding progression in Defiance, however; it's the weapons. There is a cornucopia of choices, and once you get a taste of each gun type, you'll be pleased that your inventory is constantly filling with so many deadly possibilities. Simple pistols and machine guns are soon upgraded with modifications you purchase and earn, or are replaced with similar weapons infused with effects like fire and poison. Launchers come in all sorts of varieties. You might be able to lock on to your target, or perhaps your payload explodes in midair and spews fire onto your enemies beneath. Infectors cause bugs to spawn within your victims and eat away at their flesh; biomagnetic guns allow you to siphon health from foes and grant it to friends.

And so your drive to continue playing is fueled by the ever-present possibility of a new gun, a new variant, or a modification that enhances the bond to your current weapon of choice. That bond is then broken when a shiny new toy makes the old, newly obsolete weapon a relic of the past, though weapons remain surprisingly effective for some time. In fact, the gap in weapon effectiveness that you usually feel in a persistent-world game as you level up isn't so pronounced in Defiance, due in part to how well enemies scale based on how many players are in the vicinity.

The gentle progression curve allows developer Trion Worlds to take you on a tour of its world without dividing it into territories that cater to players of specific levels. Reaching one end of the county doesn't mean having to fight your way to some arbitrary level limit, which makes Defiance feel more freeing than other online worlds, even though it doesn't cover the exhaustive amounts of real estate other games do. That isn't to say that Defiance doesn't feel appropriately large, or doesn't give you a lot to do; the world map is dotted with orange waypoints that lure you to vehicular speed challenges and side missions, and white waypoints that indicate vendors promising special guns for sale.


15.06 | 0 komentar | Read More

Firefall goes open beta this July

Closed beta updates planned for May and July to wrap up game's major milestones.

In a few months, the currently-in-closed-beta sci-fi shooter Firefall will finally be playable for the public.

Red 5 Studios announced via a press release that the open beta for the game will start on July 9 this year. Furthermore, the studio is planning on launching two more updates to the closed beta on May and July that focuses on wrapping up the game's major milestones.

The updates include city power levels where players receive rewards by increasing a city's power level through missions, melding exploration where increasing city power levels let players explore new areas previously covered by melding energy storms, Chosen instances, and updated crafting and battleframe progression.

Players who want to access the closed beta immediately can still do so via the game's Founders Pack program. More information can be found here.

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

Motocross Madness Review

The latest incarnation of Motocross Madness has its share of visual surprises scattered across its Egyptian, Australian, and Icelandic vistas, but none leaves so great an impression as a daredevil in the Elite Knight armor from Dark Souls flipping his dirt bike 30 feet above the Egyptian desert. Is this the titular madness? Hardly. Rather, it's just Motocross Madness' use of your Xbox Live Arcade avatars to serve as the actual racers, and it's but one way that this entertaining dirt bike racer maintains its emphasis on fun all the way to the finish line.

As welcome as it is to have a use for Xbox Live avatars, however, they sometimes seem out of place. At heart, Motocross Madness is a fairly realistic racer that doesn't shy from moderate challenges, and the sight of your gangly avatar on an almost photo-realistic bike occasionally emphasizes the game's awkward juggle of realism and cartoony aesthetics. Not one for racing in whatever crazy getup you display on your XBLA social panel? Fear not: Motocross Madness also awards you with in-game helmets, T-shirts, and other assorted cosmetic goodies for leveling and completing some achievements so you can look more like a professional racer and less like Skyrim's Dovahkiin in a Portal shirt.

Cosmetic fluff aside, much of Motocross Madness' appeal lies in the simple but intuitive act of controlling the dirt bikes themselves. Each of the six available bikes feels noticeably different from the last, and tire upgrades provide undeniable improvements to the initially wobbly traction. The camera sits at just the right distance to impart the sensation of dangerous speed, and the nine tracks contain enough shortcuts and challenging jumps to keep them interesting despite their relatively small number. As in many racers, you need to rank at least third place in the career mode to qualify for the next round, and it's a testament to the strength of the design that reaching this goal rarely feels tedious if you fail a few attempts.

That's partly because Motocross Madness isn't just about crossing the finish line. Instead, the act of getting there yields the game's most entertaining moments, chiefly through the speed boost meter that builds power through drifts and unlockable tricks performed after launching from the game's many ramps. Some of those, such as the humble wheelie, are simple and practicable; others have you performing what seem like dance routines on your handlebars or, more brutally, pummeling your opponents as they glide in the air beside you. Scoring the most money and experience to continue outfitting your bike (or to buy new bikes) depends on using these combos often, although amusingly, Motocross Madness also rewards you with generous XP gains for spectacular crashes.

The true fun lies in Motocross Madness' multiplayer mode, which allows you to play on both XBLA and locally via a split-screen for two players. The game's multiplayer charms go far beyond merely pitting your racing skills against seven other players, though. For one, matches stick you with players who are close to your same skill level, ensuring that you have a smaller chance of having to keep up with someone with one of the best bikes in the game during your first forays online. Then there's the Bike Club, which lets you attempt to beat your friends' scores and race times, as well as complete tasks centering on objectives such as driving a certain number of miles, or punching non-club players.

Outperforming your buddies can be challenging enough, but if you're looking for a real challenge, you can't do much better than Rivals mode, which pits you against "ghosts" of the best racers that re-create the actions during the races that earned them their medals. It's intense stuff (and brutal for arcade racing amateurs), but even if you lack anything approaching the same skills, attempting to keep pace with these players is a handy method of discovering shortcuts you may never have noticed on your own. That translates well into the career and online races, allowing you to gain an edge on tracks that were previously giving you trouble.

Rivals mode is only one of the ways that Motocross Madness allows for changes of pace to suit your mood, and if you find yourself stuck on a race, you can always jump into the infinitely more leisurely Exploration mode. Here, you speed through the tracks of each region, unhampered by offtrack warnings or the pressures of other players, and the scattered coins, many tucked away in seemingly unreachable nooks, provide excellent opportunities to earn some additional cash for outfitting your bike or buying a new one at the garage if you're weary of grinding through the career or online races. Trick Session, on the other hand, concerns itself with the accumulation of points via tricks rather than merely crossing the finish line, and the shift of focus makes even the most familiar courses seem fresh.

All this amounts to a surprisingly fun and feature-filled package for a mere 800 Microsoft points, hampered only by its small selection of tracks and minor graphical disappointments, such as the way many of the higher-resolution textures take a second to load even when you're standing right on top of them. Motocross Madness delivers enough gameplay variety to make up for its unabashed lack of innovation, and mastering the deep racing lurking behind its accessible controls will keep you busy for hours. You could do far, far worse than Motocross Madness if you're seeking a racing game that appeals to all age groups and skills levels, and if you've been put off by some of the earlier releases using the title, now is a good time to come back.


15.06 | 0 komentar | Read More

The Caged Bird Sings: Five Stirring Musical Covers in BioShock Infinite

Written By Kom Limpulnam on Kamis, 18 April 2013 | 15.06

Editor's note: The following evaluation includes spoilers for BioShock Infinite. Please proceed with caution.

The power of song elevates visual storytelling beyond what simple images and dialogue can achieve. Though "show, don't tell" is a centuries-old nugget of advice to those piecing together a narrative, it can be too easy to overlook the accompanying music or tracks cued to elicit certain emotions or mood. Would Top Gun work as well with any other cheesy '80s tune other than "Danger Zone?" Could we associate the heart-wrenching events of Titanic with any ballad other than Celine Dion's powerful "My Heart Will Go On"? Both examples complement the scenes they accompany because their emotional timbre resonates with the emotions on screen, amplifying the impact the scene has on the viewer.

But what about songs whose tone and content seem to clash with the scenes in which they appear? There can be power in contrast as well, such as when 2001: A Space Odyssey's glacially paced spacewalking scenes are juxtaposed with the waltzing strains of The Blue Danube. But what of songs attached to other emotions or projects, such as gospel music or blues? What happens when you associate a dark, synth-pop tune lamenting love having soured with a completely different set of events? Further still, what happens when you alter the mood of a song and transcend its original meaning?

BioShock Infinite is an intriguing study in the transplanting of several pieces of familiar music. Pop, gospel, blues, and other genres meet in the world of Columbia, each tune taking on a different connotation than originally intended. The musical covers act as Easter eggs for keen players and nods to narrative convention as well.

Here are some of the cover songs from the game accompanied by an analysis of the original artists, the social context of the original release, and the new meanings each one takes on within the world of BioShock Infinite.

Original Theme: Lauper's most recognizable hit is a whimsical, yet realistic look at the goals and aspirations of women. The song itself may state that girls just want to have fun, but the original jaunty tune transcended the traditional meaning of the word. It infused an infectious energy with a positive message in the face of those who may bark orders, force you into societal constraints, and try to tell you what's "acceptable" in life. Lauper's message was one of freeing yourself from emotional and spiritual shackles and living your life. It's about not resigning yourself to the boundaries of social expectations and the conventions of family life. It's a jubilant expression of womanhood and living on your own terms, and it's an important (if cheesy) song celebrating feminism and choice.

Location in BioShock Infinite: Battleship Bay

Traveling with Elizabeth immediately transformed the game into a much more varied affair, just like it altered the meaning of Cyndi Lauper's punchy '80s anthem. The cover is a soothing instrumental rendition that floats along with a carefree lilt across the beaches of Battleship Bay. Elizabeth is a bird who has escaped the confines of the "cage" that was her tower, and she's now wide-eyed and eager to see what the world has to offer. The idyllic beach scene is perhaps one of the most "normal" moments of the entire game. You can almost taste the salty sea air and feel the sun on your face. Like that, a more complex tune is instantly repurposed as the joyous celebratory exclamations of a young woman who's just been given one of the most precious tenets of human existence: freedom.

Original Theme: The Beach Boys' sentimental melody stirs romantic feelings, security, and the enduring but not eternal "love" so many ache to feel. It's a message to a lover: if I were to lose you, how could I ever go on? As beautiful as the harmony is and as gossamer as the words are, however, there's a note of bittersweet longing as well. There's something powerfully final about making the statement that you simply couldn't fathom living without the one you love in your life, though of course life would always press on.

Location in BioShock Infinite: Welcome Center

We hear the classic Beach Boys tune being sung by an old-time barbershop quartet on a gondola. Though at first listen it channels much of the same sentiment the Beach Boys' rendition does, it also carries a rather disconcerting message. It's quite possible this quartet isn't just singing the praises of a lover, but the love shown to them by their Prophet Comstock, and the life they believe he's made for them in their gorgeous world up in the sky. In a way, the quartet sings Comstock's praises as if the people of Columbia simply couldn't go on living without him, just as the breathtaking environments and architecture belie the falsehoods that perpetuate the notion that Columbia is the closest you can actually get to heaven before death. Though it's arranged beautifully and sung by warm, believable voices, the environment changes the tone drastically, especially if you were ever lulled into thinking this world would be free of the sorts of social illnesses that infested Rapture.


15.06 | 0 komentar | Read More

Defiance Review

Defiance is a difficult game to wrap your head around. That's not because it's all that complicated, but rather because it's just so much fun, even though none of the elements are done particularly well. Defiance is a massively multiplayer shooter in which every aspect is merely decent at best, yet it somehow pieces the jagged elements together into an entertaining picture as you pursue one challenge after another across its postapocalyptic landscape. What a shame that the trek is interrupted not just by the squishy kinds of bugs that you like to kill with guns and grenades, but the technical kinds of bugs that have you cursing and rolling your eyes.

Some people come together for the sake of love. Others come together for the sake of shooting hulking mutants.

Look beyond the hitches and the glitches, and you discover a game with a scrappy attitude and a tight handle on what a massively multiplayer world needs to keep you coming back in spite of the frustrations. What is this world? Well, it's Earth, as it happens--more specifically, the San Francisco Bay Area. An alien war has ended, and an uncertain peace between exhausted factions remains. The decrepit remnants of an annihilated fleet of spaceships orbit the planet, occasionally plummeting to the land beneath, and drawing in treasure hunters eager to scour the remaining debris for valuable commodities. Terrestrial and extraterrestrial plant life have merged, causing bizarre purple flowers to grow from the gnarled branches that corkscrew above crumbling highways and rusting copied-and-pasted factories.

You shouldn't come to Defiance to be immersed in the world, which looks too monotone to be all that compelling. Ruinous environments can have their own kind of disastrous beauty, but this vision of Earth lacks the tense atmosphere and visual variety of gaming's best ravaged lands. You might become invested in this world in spite of its mundane looks, however, depending on your level of interest in the SyFy television show of the same name. Story-based missions feature the vague likenesses of characters from the show, and future story missions are promised, but stiff facial animations and inconsistent voice acting--not to mention a lot of cheesy (in the bad way) dialogue--make it hard to whip up any excitement over the narrative in spite of an abundance of cutscenes.

Massively multiplayer online games have trod in alien territory before, though while sci-fi games like Tabula Rasa and Anarchy Online involved guns, they weren't shooters. And unlike PlanetSide and its sequel, which focused purely on player-versus-player combat, Defiance embraces many elements of traditional online role-playing games. You move from mission to mission, clearing meadows of giant hellbug swarms, freeing captured prisoners from their bonds, collecting data from computer terminals, and the like. You perform most of these tasks in the open world, though key missions might send you into instanced areas. If you've played any MMOG before, you'll be familiar with the basic structure.

How you interact with your enemies in Defiance, however, is different from in a typical online RPG. This is a shooter, so you can ignore what other games have taught you about ability hotbars, and concentrate on aiming at your target and pulling the trigger. That isn't to say you don't have special skills to mess with or that there is no character progression. You initially choose one of four powers so that you can run really fast, go invisible, create a ghostly decoy, or enhance weapon damage. From there, the power grid expands, allowing you to earn and improve lots of passive perks, though you can equip only as many perks as your loadout allows, and eventually you can unlock the other powers to play around with.

These skills are called EGO powers, named after the Environmental Guardian Online artificial intelligence fused with your body. This AI is Defiance's version of Halo's Cortana, though EGO makes a far more annoying companion than Cortana, what with the sharp treble of her voice and the repetitious line readings that don't necessarily make sense in every context. (Do hellbugs really call in reinforcements, as if they have tiny radios strapped to their heads?) But you'll be glad of the abilities she grants you, which aren't very thrilling to activate or watch, but are nonetheless useful in battle. Need to shake off a flame-spewing munchkin? Distract him with your decoy, and shoot the fuel supply strapped to his back. In over your head? Turn invisible and make a quick getaway.

It isn't the powers that make for rewarding progression in Defiance, however; it's the weapons. There is a cornucopia of choices, and once you get a taste of each gun type, you'll be pleased that your inventory is constantly filling with so many deadly possibilities. Simple pistols and machine guns are soon upgraded with modifications you purchase and earn, or are replaced with similar weapons infused with effects like fire and poison. Launchers come in all sorts of varieties. You might be able to lock on to your target, or perhaps your payload explodes in midair and spews fire onto your enemies beneath. Infectors cause bugs to spawn within your victims and eat away at their flesh; biomagnetic guns allow you to siphon health from foes and grant it to friends.

And so your drive to continue playing is fueled by the ever-present possibility of a new gun, a new variant, or a modification that enhances the bond to your current weapon of choice. That bond is then broken when a shiny new toy makes the old, newly obsolete weapon a relic of the past, though weapons remain surprisingly effective for some time. In fact, the gap in weapon effectiveness that you usually feel in a persistent-world game as you level up isn't so pronounced in Defiance, due in part to how well enemies scale based on how many players are in the vicinity.

The gentle progression curve allows developer Trion Worlds to take you on a tour of its world without dividing it into territories that cater to players of specific levels. Reaching one end of the county doesn't mean having to fight your way to some arbitrary level limit, which makes Defiance feel more freeing than other online worlds, even though it doesn't cover the exhaustive amounts of real estate other games do. That isn't to say that Defiance doesn't feel appropriately large, or doesn't give you a lot to do; the world map is dotted with orange waypoints that lure you to vehicular speed challenges and side missions, and white waypoints that indicate vendors promising special guns for sale.


15.06 | 0 komentar | Read More

Age of Empires II HD Edition Review

Written By Kom Limpulnam on Rabu, 17 April 2013 | 15.06

The appeal of Age of Empires II: HD Edition is readily apparent. After all, the original Age of Empires II: The Age of Kings and its expansion are so beloved that there is still a healthy modding and multiplayer community devoted to the game. This is an impressive feat for a real-time strategy game that came out over a decade ago, especially when you consider that the official multiplayer matchmaking service was shut down years ago. A prettier version of AOEII with easier multiplayer matchmaking and mod support (via Steam's servers and Steam Workshop) is a solid idea. Unfortunately, Hidden Path's HD edition of Ensemble Studios' classic RTS suffers from a variety of bugs and missed opportunities.

AOEII:HD's gameplay is instantly familiar to practically anyone who has ever played a real-time strategy game focused on the big picture. This fast-paced game has you exploiting natural resources, constructing beautiful wonders and formidable castles, and advancing from the Dark Ages to the much more dignified-sounding Imperial Age. Along the way, you use the tried-and-true rock-paper-scissors formula (pointy sticks kill cavalry, villagers kill sheep, and so on) to violently evict other players from the map. There is a lot of depth to AOEII:HD, because all of the 18 playable nations have unique bonuses, units, and tech trees. For example, Frankish castles are cheap, Turks field awesome gun-powder units early on, and the Huns don't need houses to support their population. There are also randomly generated and real-world maps to play on, as well as numerous game modes, including a pacifist game type where the first player to complete a wonder wins. Because of the variety of victory conditions and diverse powers for each nation, there are a lot of ways to play, and excel, in Age of Empires II HD.

However, Hidden Path missed opportunities to improve on AOEII's gameplay. As things stand, you cannot give move-attack orders; dragging a box over a mass of units selects both villagers and troops; and it's impossible to queue up a mixture of units and research at the same building. AI pathfinding also needs some work. For instance, villagers ordered to travel to a lumber camp located in plain sight 700 yards away over open country may inexplicably decide to take a scenic route through a canyon populated by ravenous jaguars. These are examples of flaws that could have been resolved, but increasing the maximum population limit from 200 to 500 is the only noticeable change made in terms of gameplay.

The main difference between AOEII:HD and AOEII is the HD version's use of Steam for multiplayer matchmaking, which, given the size of Steam's user base, is significantly more convenient than programs like GameRanger. You can hop into a random game from the lobby browser and, theoretically, enjoy fantastic experiences. The game is highly enjoyable for both friendly comp stomps and player-vs.-player games. Of course, some people rage quit after accusing you of cheating simply because of your Byzantine fire ships' predilection for sinking undefended fishing fleets.

Still, a victory is a victory. A match might involve you sending a series of impressive (and foolish) Aztec human wave attacks against Viking castles and longboats defending the river crossings separating your peoples. Untold hundreds of digital Aztecs could die trying to destroy the proud Norsemen's wonder. When the stars are aligned correctly and everything works, AOEII:HD's multiplayer is exceptionally fun.


15.06 | 0 komentar | Read More

Razer Edge - Bioshock Infinite Benchmarks

Written By Kom Limpulnam on Selasa, 16 April 2013 | 15.06

This is what games SHOULD be like. If a game is only accessible to people with tonnes of cash, to pour into stupidly over powered rigs what is the point? Games should look nice, but who wants to play a game that is photo realistic? Definitely not me and definitely not if it costs me over £1000 to put the rig together.

Good looking but well made should be the sweet spot. Look at Infinite, not a Crysis 3 killer but it looks very pretty and it can run as fast as it needs to on my laptop.

Crytek, if you are listening (seriously doubt it but you know) I hated your Crysis games because they sucked balls. Even though they were stunningly good looking. I PLAY games if I want to stare at visuals I'll watch an Nvidia tech' demo or something.


15.06 | 0 komentar | Read More

The B-List - Vanquish

@EvilShabazz It's a lot faster, it keeps you low to the ground, you can enter slo-mo mode when sliding, you can boost kick out of slide and then enter slo-mo while you fall, you can throw grenades like nothing coming out of slide, and you can roll out of the slide really quickly.

I've never had a problem with the roadie-run, but the slide in Vanquish gives you more options in combat.


15.06 | 0 komentar | Read More

Capcom focusing on story modes in fighting games

Street Fighter series publisher Capcom has revealed its intentions to push for better single player content in its fighting games.

In a post on the Capcom Unity forums, senior vice-president Christian Svensson, under the alias "Sven", said:

"The strategic marketing group here has for quite a while been pushing for our fighting franchises to have more and better single player content, of which full-fledged story modes are one component."

Svensson declined to elaborate on when or how such developments would occur, but confirmed that the move is in Capcom's "future roadmap".

Street Fighter IV was released in 2009 by Capcom, and was the publisher's first numbered Street Fighter game since 2000's Street Fighter III: 3rd Strike. It was followed by 2010's Super Street Fighter IV, which introduced 10 additional characters as well as tweaks to gameplay and new game modes. The latest update, Super Street Fighter IV: Arcade Edition, brought four new characters to the roster and several technical tweaks. The latest game was positively received in GameSpot's review.


15.06 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Zombie Nicolas Cage Attack

Written By Kom Limpulnam on Senin, 15 April 2013 | 15.06

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 34,492 Views


15.06 | 0 komentar | Read More

If the Rumors Are True: 5 Reasons the Next Xbox Will Fail

Is the writing on the wall for the next generation's Xbox? Here are five rumors that could spell doom should they prove true.

The battle has begun. As developers begin to squeeze the dying pixels from a fading era of consoles, the inevitable cold war known as the next generation lingers on the horizon. Here, reputations are at stake, fan loyalties wax and wane, and precious consumer dollars dangle from the wallets of the undecided. Make no mistake: This is war.

As Nintendo's Wii U sales continue to hobble, Sony has eased swiftly into its play for the throne with the masterfully hyped announcement of the PlayStation 4. Will the esteemed designers and programmers of Microsoft answer the call with a deafening retort in order to silence the industry with a console destined to rule them all?

Not if the rumors are true.

Now, let's not get ahead of ourselves here. I'm not writing this with insider information or as a time traveler from the near future. Yet, as rumors buzz like caffeinated bees from one website to the next, a few of these whispers are worthy of our attention, at least until something more substantial is released. So why will the next Xbox fail? Let's break it down, rumor by rumor.

The Rumor: The Next Xbox Won't Play Used Games. This is the big, fat, glaring, nasty rumor that has diehard Microsoft fanboys and GameStop employees alike praying to the gaming gods like sinners on Judgment Day. So what's the big deal? For one, people like the option of keeping or selling a game once they've played it, and since keeping up with the latest and greatest has never been a poor man's pastime, many gamers turn to trading in old games to subsidize their habit. In fact, the importance of this freedom was assessed when used-game supergiant GameStop conducted an in-house survey on the likelihood of customers buying a console based on its ability to ban used games. The survey found (surprise, surprise) that three out of every five GameStop customers would avoid purchasing such a console. Now, I don't put much faith in such a survey for obvious reasons (GameStop surveying customers regarding used games is the equivalent of surveying cows on the merits of eating beef), but if you were to look at this as a statistical representation of the market, Microsoft is essentially eliminating 60 percent of its consumers right out of the gate. Would you be willing to sacrifice your freedoms as a consumer to guarantee the success of your favorite developers and publishers?

Why It Could Succeed: I could see this working if all the major console developers were on board (they're not), and if Microsoft could manage to persuade major developers to develop exclusively for the next Xbox. Think about it. The used-game industry is a multibillion-dollar industry. Sure, the publishers and developers of games both get paid on the initial sale of a new game, but who makes the money when a game is resold (especially when it's bought for pennies and sold again for dollars)? Game developers aren't earning a red cent off of used-game purchases, and if GameStop is making billions, that's billions the rightful creators are missing out on. If Microsoft can convince developers that it's better to develop solely for a console that prevents this kind of third-party loss, it could provide enough incentive for many brands to hop aboard. More developers generating exclusive content makes the console more appealing, which translates into an increase in sales, resulting in more incentive for developers to develop strictly for it. But are developers willing to turn to a console that has their best interests in mind at the cost of limiting the freedoms of their fans? Or will tradition prevail as developers seek the greatest audience while continually innovating new ways to gain their hard-earned money back from the middleman vultures of the used-game industry?

The Rumor: The Next Xbox Will Require a Constant Internet Connection to Play. The Internet seas must be rampant with piracy if punishing honest gamers with a forced online connection seems like a viable solution to anyone. Sadly, I can just imagine some bigwig stopping a board meeting at Microsoft to say, "You know what? Gamers love it when they need an Internet connection to play games because servers shutting down for reaching capacity is epic, and having to queue for a single-player experience is a blast!"

If the rumors are true, then say goodbye to the simple days when all you needed was a console and somewhere to plug it in, and roll out the red carpet for an online experience handicapped by connectivity issues with a life span limited to a company's commitment to its servers. Forget the inconveniences of not having the Internet or the embarrassment of having a connection suitable only for email--once the servers go down on an online-only game, all you have left is a useless disc and a broken heart full of memories.

Why It Could Succeed: It can't. Constantly connected games are a trend that needed to die yesterday. If you can legitimately defend always-online DRM (digital rights management), I'd love to hear your thoughts, because after the Diablo III launch and the SimCity fiasco, the always-online idea seems like the digital start of the Black Death. Maybe if companies sold heavily chained DRM titles at half price, or even offered incentives for playing online (while still offering the option of an offline single-player experience), it could work, but you're still going to have to sell me on the idea before getting me aboard that Titanic. No sir, no ma'am, no thanks!

h9AD0A3EA

The future of gaming?

The Rumor: The Next Xbox Will Require an Enabled Kinect 2.0. The Kinect is little more than a decent idea that has been poorly executed. Could it succeed? Absolutely, if you can forget about the airline-hangar-for-a-living-room that's required to enjoy it, and the fact that not everyone wants a workout when they sit down to play. Sure, it's innovative, and voice commands are fun (until someone walks through the room while you're playing Madden and calls for a spike on 3rd and 1), but the Kinect generally serves as little more than an entertaining party trick that just isn't necessary in most games. So why make it mandatory?

Why It Could Succeed: The Kinect has always had the potential to be something special, though it has traditionally been hindered by the limitations of its own capabilities and design. Microsoft has undoubtedly made significant improvements since its conception, and rumors of the new Kinect being capable of detecting movements from inches away are promising, but the Kinect 2.0 still has miles to go before venturing out from beneath the shadow of its less-than-perfect predecessor. Still, the possibilities are undoubtedly there, and the results could be spectacular if Microsoft manages to implement them properly. Imagine a fighting game that legitimately tracked your movements and speed against another combatant, or a fantasy game that accurately tracked sword-wielding reflexes or spellcasting prowess against single-player foes or online adversaries. If the rumors are true and Microsoft intends to force the Kinect down our throats, it had better bring a perfected product to the table. No exceptions. If you're going to force gamers to incorporate something new into their traditional habits, you'd better do it as smoothly and as gently as possible. Sugarcoat that medicine, Microsoft! Or don't feed us a problem we would have happily lived without.

The Rumor: Games for the Next Xbox Will Cost $70. Video games are already pricey, and the average consumer has to be wise with his or her purchases, so a 10-dollar increase could very well be the breaking point for many. Is now the time to stop our ranting on GameSpot and Facebook and finally let our wallets do the talking? Or does the new $70 become the old $60 as we line up like sheep for Call of Duty 25, Madden 82, and Assassin's Creed 14?

Why It Could Succeed: If gamers are willing to throw cash at day-one downloadable content, microtransactions, and digital advantages, why wouldn't they be willing to part with a little more money for the games they love? If the rumors are true, I'm willing to bet Microsoft is banking on the horrible spending habits of gamers and society's need to have the latest and greatest. If Apple can manage to sell overpriced phones and computers like hotcakes, I'm willing to bet that raising the cost of a game by a measly 10 dollars won't impact consumers' decisions any more than a speed bump in a parking lot stops shoppers from frequenting their favorite stores. If gamers keep inhaling their beloved games like spoiled children eating candy, I'd say a price increase isn't just a good business move; it's an obvious opportunity only a fool would hesitate to seize. Welcome to the future, ladies and gentlemen: We reap what we sow.

The Rumor: The Next Xbox Will Be Less Powerful Than the PlayStation 4. With the Kinect, a full lineup of multimedia distractions, and a large library of Xbox Live Arcade games, the current Xbox has mitigated its technical disadvantages relative to the PlayStation 3 and remained a successful force in the market. But what happens when you strip away these selling points, add limitations, and throw graphical disparity into the mix? You're left with an inferior system that won't sell unless it's at a dramatically reduced price or marketed to an incredibly susceptible audience. Either way, it's another potential strike in a fierce game that Microsoft won't want to lose.

Why It Could Succeed: Any credible gamer can tell you that graphics aren't everything. The current generation showcases a perfect example with the Wii, which is graphically inferior to both the Xbox 360 and the PS3, but managed to outsell both systems worldwide. By lowering the graphical output of its next-generation contender, Microsoft would decrease the cost of the system, increase its profit margins, and essentially make its console friendlier to fans and holiday shopping parents alike. Besides, if the difference in visuals is minimal, while the difference in price is enough to allow purchasers to buy a few more games, many gamers would spring for the less-expensive option.

So, what are your thoughts? If any of the rumors are true, are they enough to keep you away from the next Xbox? What is your breaking point, and when is enough enough?


15.06 | 0 komentar | Read More

Free Forza Horizon DLC out this week

Forza Horizon will add the free "1,000 Club Expansion Pack" on April 16, Turn 10 Studios and Playground Games have announced. The content features more than 1,000 new challenges, ten Xbox Live achievements worth 250 Gamescore, and two new cars.

The DLC features new challenges for every car in Forza Horizon. Some of these trials focus on speed, while others test players' driving skills and stunt abilities, like burnouts, drifting, catching air, smashing objects, or navigating through traffic at high speed.

According to Forza Horizon creative director Ralph Fulton, the game will recognize which cars a player has in their garage and will recommend challenges accordingly.

Microsoft said "most" car challenges can be completed with cars in the main game, though players who hold the $50 Forza Horizon season pass or who have purchased the Rally expansion pack will have even more options available to them.

The two new cars included with the 1,000 Club Expansion Pack are the 1956 Ford F100 truck and the 1995 RUF CTR2, which boasts 520 horsepower and a top speed above 215 mph.


15.06 | 0 komentar | Read More

Pr0lly talks fighting against OddOne's yordle genocide

Written By Kom Limpulnam on Minggu, 14 April 2013 | 15.06

Pr0lly is quickly becoming a favorite player of mine, the hints of genius and the willingness to try unorthodox picks/comps. Plus I'm always drawn to humorous people, which is a big reason I love the Oddone's stream. Anyway keep up the good work Travis, and best of luck to you Pr0lly and team Complexity.


15.06 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Zombie Nicolas Cage Attack

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 22,974 Views


15.06 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Zombies vs. Nicolas Cage

In this weeks Top 5 Skyrim Mods, Cam and Seb run into good buddy Nicolas Cage. Hilarity ensues. Also, there are zombies.

Sarah Lynch
By Sarah Lynch, Associate Producer

When not busy curating her novelty t-shirt collection, Sarah can be found shouting endless streams of nonsense into the great void of the internets. Greatest life achievement: finally having her very own crocheted Link hat.


15.06 | 0 komentar | Read More

Defiance - Starter Guide

Written By Kom Limpulnam on Sabtu, 13 April 2013 | 15.06

Oh for fucks sa- a preview, impressions, a starter guide, a review IN PROGRESS even, but no actual review! You would think it was out for weeks already if you didn't know better! Just dont bother us until you have a review! You know, the one everyone is waiting for? Then you can hit us with all the post review stuff!

"We look at guns, dance, tackle an interface, throw a technical foul, and show you how to enjoy Defiance." But we dont just fuckin review it already.


15.06 | 0 komentar | Read More

House of Horrors: Silent Hill Highlights

Written By Kom Limpulnam on Jumat, 12 April 2013 | 15.06

How can you question the controls :O That's what we were all using back in the 90s, it's the same as Resident Evil, Dino Crisis, and Parasite Eve. Silent Hill is a great game, I do prefer Silent Hill 3 in the series, it seemed to have more depth put into it's storyline, just a shame they made an awful movie out of the games success.


15.06 | 0 komentar | Read More

GS News - Bethesda Teases Upcoming Year

Written By Kom Limpulnam on Kamis, 11 April 2013 | 15.06

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 22,557 Views


15.06 | 0 komentar | Read More

GS News - EA named 'Worst Company In America' ...again

Written By Kom Limpulnam on Rabu, 10 April 2013 | 15.06

Please mention in the description they're the Madden publisher first and foremost. The NFL monopoly EA has on the football gaming industry is deplorable. EA has failed to innovate Madden year after year, stretching its rudimentary outdated engine beyond its breaking point and consistently removing features only to re-add them later.

They've also utilized a multitude of controversial tactics. This includes a plethora of in-game advertising, failing to combat rampant online cheaters on account of their poor engine, and micro-transactions. Their marketing has gotten so bad, they hype up things like pylon physics and 3-D grass.

EA deserves this award year after year. It's unfortunate EA is twisting this infamous award to serve their benefit by painting themselves as the good guys while further pushing their marketing agendas.


15.06 | 0 komentar | Read More

Subscription-based Xbox 720 priced at $300, with $500 standard model?

Written By Kom Limpulnam on Senin, 08 April 2013 | 15.06

Noted Windows blogger Paul Thurrott has claimed during the latest What The Tech episode (via NeoGAF) that the Xbox 720 will launch in November beginning at $300 for a subscription-based model. A standard model will sell for around $500, he said.

He described the platform overall as "expensive."

The Xbox 720 won't be the only new Xbox on shelves this season, Thurrott claimed. The writer said Microsoft is planning a $99 "Stingray" Xbox 360. He did not provide any further information about this platform.

Thurrott also shared information about the Xbox 720's reported always-online requirement. He said this a confirmed feature for the platform, claiming the system's notes specifically state that the Xbox 720 "must be Internet-connected to use."

The Xbox 720 reportedly stops functioning if an Internet connection drops for three minutes.

As for when the Xbox 720 could be announced, Thurrott said Microsoft is planning a reveal event on May 21. This matches up with an recent analyst report suggesting Microsoft was readying a reveal next month.

The blogger added that Microsoft will share further information about the Xbox 720 during two June events: the Electronic Entertainment Expo and the Build 2013 developer conference.

Thurrott further claimed that Microsoft was working on an entertainment-focused Xbox that would not play games. He said this device was called "Yumo," and speculated that Microsoft decided not to pursue this so as not to confuse the market.

A Microsoft representative was not immediately available to comment.

Thurrott is a noted Microsoft insider and runs Paul Thurrott's Supersite for Windows.


15.06 | 0 komentar | Read More

AU Shippin' Out April 8-12: Defiance

Experimental third-person multiplayer shooter game Defiance will this week be released in Australia on the Xbox 360, PS3 and PC. The open world, multiplatform MMO shooter is based on a science-fiction universe interconnected with a television show of the same name.

To be aired on television network Syfy from April 15, the Defiance television show pledges to change its storyline based on what players get up to in the game.

Defiance takes place on a futuristic Earth, transformed by a world-wide terraforming event. The game is set in the San Francisco Bay Area, whereas the TV series will take place in St. Louis.

To accompany the announcement developer Trion Worlds also released a full-length Join the Fight live action trailer, which shows the game's Ark Hunters fighting enormous antagonistic crustaceans known as Hellbugs.

Trion Worlds is no stranger to the massively multiplayer online genre, having released MMORPG Rift to positive reception in 2011. For more on Defiance, check out GameSpot's interview with the developers.

For the full details on games out this week, check out the list below.

April 11, 2013

Defiance (360, PS3, PC)
The Croods: Prehistoric Party! (3DS, DS, Wii, Wii U)


15.06 | 0 komentar | Read More

Finding The Fear in 2013

It's fantastic to have someone talking about this.

There's so many gamers out there who're getting sick and tired of the new "horror" and what's worse is that our voices are totally ignored.

To have someone formally acknowledge the want for real horror in the industry is such a relief.


15.06 | 0 komentar | Read More

Call of Duty Championship 2013: Day 1 Wrap Up

Written By Kom Limpulnam on Minggu, 07 April 2013 | 15.06

On the eve of the Call of Duty Championships, we speak to Call of Duty captains from Australia's Team Immunity, Mindfreak eSports and Avant Garde about their style of play, the Australian eSports scene and more!

Posted Apr 4, 2013 | 7:34 | 1,368 Views


15.06 | 0 komentar | Read More

Meet The Pros - Australian Call of Duty

Written By Kom Limpulnam on Jumat, 05 April 2013 | 15.06

I'm Vilesyder from Avant Garde in the interview. I know we get a lot of stick from the general public for playing CoD, but ill happily take srs questions etc. 

We're all pretty regular people with jobs/school/uni and this is our hobby. Most of us play console CoD because its EXTREMELY hard to find enough people to populate a game, let alone a consistent competitive FPS environment in Australia(I'd still be playing Gears of War or Far Cry or Quake if any of those were still supported). + There is actually developer support, if somethings OP, theres clear contact with devs and it'll get a nerf, if theres a glitch in a map we usually dont find out about it until its patched. ++ Nobody else other than LoL or SC2 is giving players the opportunity to play for a share of 1 million dollars.

@The_Beanster I'm sure everyone here has played and loved CoD4 and will S its D until the end of time. -Not much has changed since then, and I'm talking about the core movement and gunplay. Its smooth, fluid and the reason the majority of people play. It just works with very few hiccups.


15.06 | 0 komentar | Read More

Pokemon Mystery Dungeon: Gates to Infinity Review

Written By Kom Limpulnam on Kamis, 04 April 2013 | 15.06

The genre of game known as "roguelike" has traditionally been something of a tough sell to the mass market. Typical elements of these games, such as procedurally generated areas and the loss of valuable items and experience upon (often quite common) death, tend to turn off players who view them as too punishing. The Pokemon Mystery Dungeon series has been an anomaly in the genre: it retains a few key genre features, does away with a lot of the usual stress and penalties, and is all dressed up in a cute and cuddly Pokemon theme. However, as demonstrated by the newest installment, Pokemon Mystery Dungeon: Gates to Infinity, toning down what makes a genre distinct can rob it of its appeal.

Pokemon Mystery Dungeon: Gates to Infinity begins with you, the player, having awoken from a nightmare. That's not the only shock: you've been mysteriously transformed into a Pokemon and sent to a world where humans don't exist. When you meet another Pokemon companion (you select both your own Pokemon type and your companion's from five different options), you make fast friends and agree to help them achieve their goal of building a paradise for Pokemon. But that lofty goal is even tougher than it seems: the peaceful Pokemon societies have become corrupted by greed and violence. You and your pal can help restore order, however, by acting as freelance do-gooders: exploring strange mystery dungeons and completing requests to earn respect and rewards from your fellow Pokemon.

It's quite charming to see the Pokemon interact and speak directly with each other, which doesn't happen in the main games. But for such a simplistic premise and story, it is exceptionally wordy, and because there's no way to skip dialogue or increase the text speed, the story sequences transform from cute diversions to annoying barriers keeping you away from the rest of the game.

Not that the rest of the game is particularly great. When you aren't listening to various Pokemon woes, you're exploring randomly generated mystery dungeons to accomplish various missions, both mandatory and optional. By completing these dungeons, you're rewarded with items and the loot you collected. Some of these items can be used as material to clear land and build new facilities for your Pokemon paradise. The upgrading and expansion of your commune is the high point of the game: it's satisfying to watch your town grow from a wasteland to a bustling hub of Pokemon activity. The problem is that this is a small portion of the game compared to the story scenes and dungeon exploration.

In fact, it's the dungeon exploration that drags the game down more than anything else. While the dungeons are rooted in genre traditions of the roguelike--multi-floor structures of mostly randomly generated layouts, enemies, and loot--they strip away much of the danger, challenge, and thrill that make that sort of game compelling, leaving Gates to Infinity feeling like a dreadfully dull husk of a much better title. Dungeons are pretty but samey-looking, with nondescript backgrounds and floors often devoid of treasures that compel you to explore and put yourself at risk, but with plenty of generally easy enemies to impede your progress. Traps and hazards are also sparse, taking away the thrill of exploration and the strategy of using them against your foes. A hallmark of the roguelike is the danger and risk inherent in every step and action you take, as is using limited resources cleverly for survival. Pokemon Mystery Dungeon doesn't entirely remove these elements, but deemphasizes them to the point where the game becomes simplistic and boring. Some dungeons try to spice things up by implementing incredibly basic puzzles, but these do little to break up the monotony.

Combat, at least, is a bit more involved. As in the core Pokemon games, each creature has four different commands to use when fighting foes. Skills have limited usage, so you can't expect to repeatedly use effective techniques without eventually running short and needing to use restoration items. Each skill levels up independently, meaning that more frequently used techniques grow more powerful over time. Levels of Pokemon and skills carry over between dungeons, instead of resetting as they often do in other roguelikes.

After defeating them, you can also recruit new Pokemon to join your party, and take up to three CPU-controlled helpers with you in each dungeon. This makes the already diluted gameplay even simpler, because you can use a companion as an easy shield if you wind up in even the slightest bit of danger. This mechanic introduces its own set of annoyances, however: CPU companions set to attack tend to spam the most limited techniques like they're going out of style, wasting valuable uses on otherwise easy foes. You can also give basic generalized commands to your CPU companions that enable them to split up and explore on their own, which they also occasionally manage to do independently. If any one of them gets defeated (and they often do, typically by otherwise ridiculously weak, unseen foes), it counts as a defeat for everyone; it's either give up or set a StreetPass signal and hope somebody you walk by rescues you. If you give up, you lose some, but not all, of the items and funds you're carrying. It's frustrating to have an otherwise easy dungeon trek ruined by a Pokemon pal who wanders off and gets into trouble.

One of the better features of the game isn't even in the main game itself. The extraneous Magnagate AR feature lets you randomly generate a completely original dungeon using a picture of a circular object snapped with the 3DS's built-in camera. These dungeons tend to be more complex and challenging than those in the main game, featuring better (and more frequent) loot, tougher enemies, and more interesting Pokemon companions (along with the elimination of the "one falls and everyone fails" rule). These dungeons give high-quality items that can be transferred to the main game or stored for later re-exploration. But despite their relative improvement in quality, these dungeons are still pretty dull overall.

Pokemon Mystery Dungeon: Gates to Infinity sits firmly in mediocrity: it's not poorly made and designed, but it fails to deliver much excitement or fun. It's also not clear just who this game's target audience is: the controls and mechanics are a bit too complex and confusing for younger players, but they're far too stripped and simplistic for older genre fans. What results is a game that ultimately isn't quite right for anyone.


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