Diberdayakan oleh Blogger.

Popular Posts Today

Bloodborne Was Only Possible on PS4, Dev Says

Written By Kom Limpulnam on Minggu, 28 September 2014 | 15.06

Bloodborne is coming out exclusively for the PlayStation 4, but many fans of developer From Software's previous games, Dark Souls and Dark Souls 2, were able to play them on PC and Xbox 360 in addition to the PlayStation 3.

According to the game's director Hidetaka Miyazaki, Bloodborne couldn't have come out on previous consoles. "I always wanted to make a game set in the Victorian era, but to make it look good—with all the clothing and the architecture and things—required a console more powerful than the ones that were around. the arrival of the PS4 finally gave us that," Miyazaki said in an interview with PlayStation LifeStyle when asked why the game was a PS4-exclusive. "Bloodborne isn't a game that could have been cross-generation, it was only possible on PS4."

Of course, that doesn't really explain why it's not coming out on Xbox One or PC, but that probably has more to do with Sony's negotiating skills than technological limitations.

Bloodborne will be released on February 6 in North America and Europe, a day after it's release in Japan.

Filed under:
Bloodborne

15.06 | 0 komentar | Read More

Major Layoffs at TUG, the Game Backers Got After Yogventures Collapsed

In July, Yogventures, a game from the popular YouTube channel Yogscast, was canceled after raising $567,000 on Kickstarter. Yogcast reimbursed backers with a free code for another Kickstarted crafting and survival game, TUG. However, TUG developer Nerd Kingdom is experiencing some trouble as well.

According to a recent update to Kickstarter backers, Nerd Kingdom had to lay off half its staff after it didn't accept a round of funding that would have sustained it through the end of the year. "The deal that would have gone through would have lost us all control and ownership and we are not huge fans of being owned by investors like this," Nerd Kingdom said. "Sadly, we need to cut off a few limbs to be able to ensure this does not happen."

Nerd Kingdom's update wasn't all bad news. It said that TUG had consistent, stable growth in sales and play time over the last four months, and that it continues to expand the game with more features like new terrain, multiplayer for its "traditional survival" mode, and a modding API.

Nerd Kingdom also said that there a few other large publishers that are interested in investing in the game, though it promises to reach out to the game's community before it accepts an offer.

Unfortunately, the reduction in staff means Nerd Kingdom will not be able to deliver on all of its promises by January, as initially stated in its Kickstarter goals.

TUG is available via Steam Early Access. It currently costs $10, but will increase to $20 as Nerd Kingdom introduces new features.

In addition to TUG, Yogcast gave Yogventures backers free copies of Sony Online Entertainment's Landmark, and said that there are more rewards in the works.

Filed under:
TUG
Yogventures

15.06 | 0 komentar | Read More

Oculus CEO Says the Heart of VR Will Always Be Gaming

Oculus talked about a lot of potential uses for virtual reality at its event last week where it unveiled the, Crescent Bay model of the Oculus Rift headset, but Chief Executive Officer Brendan Iribe said that the heart of Oculus will always be in gaming.

"For a very long time the heart and soul of what drives virtual reality is going to be a video game 3D engine," Iribe told Games Industry International. "This is not a film, this is a 3D game engine inside. So even when it's a medical simulation experience or it's architecture or whatever it is, it is a 3D game engine running inside. That's awesome, that is rooted in the game market."

During Oculus' event last week, Chief Technical Officer John Carmack, Founder Palmer Luckey, and Oculus' Chief Scientist Michael Abrash discussed many of the challenges and possibilities with virtual reality.

Carmack especially emphasized the importance of social interaction. "Getting that multiuser experience is our most important user-visible feature," he said. "It's surprising that it hasn't been done so far. As the basics mature, I expect more of that to be going on...When you see grandparents using iPads to look at pictures of their kids. It's going to be the same with VR. Everyone in the world will find something to do with it."

Iribe said that the leap between Oculus Rift Developer Kit 2 and Crescent Bay is as significant as the leap between Oculus Rift Developer Kit 1 and 2. It's lighter, with improved ergonomics, 360 motion tracking, and integrated audio, a new focus for Oculus. The company didn't say when it will have a consumer version of the Oculus Rift, but that the Crescent Bay model comes close.

Filed under:
PC

15.06 | 0 komentar | Read More

Amazon Completes Twitch Purchase

Amazon's acquisition of the video game streaming service Twitch is now officially complete, according to a new SEC filing.

First revealed in late August, the deal had Amazon purchase all outstanding shares of Twitch for roughly $970 million in cash. This after reports earlier in the year that Google—through its YouTube subsidiary—would acquire the company for similar amount.

In a message addressed to the Twitch community, CEO Emmett Shear wrote, "We chose Amazon because they believe in our community, they share our values and long-term vision, and they want to help us get there faster. We're keeping most everything the same: our office, our employees, our brand, and most importantly our independence. But with Amazon's support we'll have the resources to bring you an even better Twitch."

The day after the deal was announced, vice president of Amazon Games Michael Frazzini said that "Twitch is absolutely doing a great job and we don't want to change that at all."

Twitch is the largest live-streaming website in the United States by a wide margin, according to a report released this spring, and has expanded into non-gaming ventures, like streaming concerts. That position coincides with Amazon's recent push into the game industry. Earlier this year, it hired designers who worked on Portal and Far Cry, and purchased Killer Instinct developer Double Helix Games.

Filed under:
Amazon Game Studios

15.06 | 0 komentar | Read More

Fenix Rage Review

Written By Kom Limpulnam on Sabtu, 27 September 2014 | 15.06

Much like Super Meat Boy and the many clones it's inspired, Fenix Rage is an intentionally difficult platformer that aims to reward more than infuriate. It's that extremely delicate balance between fun and frustration, though, that this subgenre often fails to deliver. This latest tough-as-nails take, however, hits the sweet spot more often than not, yielding level after level of sadistic satisfaction.

Like its player-punishing peers, Fenix Rage is laser-focused on gameplay, but painfully light on story. The titular protagonist--a superhero-ish creature that could pass for a sugary cereal's cartoon mascot--is tasked with taking down an evildoing dude that's wreaking havoc in his world. And that's about it.

Do not be fooled: it might be pretty, but it's also painful.

The controls and objectives are similarly straightforward. Fenix must navigate increasingly hazardous stages by jumping and dashing. Thankfully, he possesses the power to do both of these things infinitely, resulting in the game's defining hook and most differentiating factor. Where similar games have you mastering more traditional platforming moves, such as running and double-jumping, Fenix Rage first asks you with relearn what many years of Super Mario Bros. have taught you.

Mastering the basics takes a bit of time--and many, many lives--but once you lock them down, the in-the-zone moments come fast and furious. It quickly becomes super-satisfying to blaze through and buzz around levels, dodging enemies and gathering collectibles as you go. The game never wants you to get too comfortable, of course, so new challenges, obstacles, enemies, and other life-siphoning elements are layered on as you progress through the 200-plus levels.

You need to play with fire to break through ice, for example, and, conversely, make friends with the frozen stuff to defy death beams; portals can pinball you around stages; and end-level objectives, as well as enemies, will similarly warp about to keep you on your toes. Boss encounters break up the more standard challenges (if you can even call them that), requiring you to call on varied strategies, from running like hell to inflicting damage with dash attacks.

Mastering the basics takes a bit of time--and many, many lives--but once you lock them down, the in-the-zone moments come fast and furious.

Ending up on the wrong side of any of these hazards brings instant death, something you can count on experiencing dozens and dozens of times during the game's most difficult stages. Lightning quick re-spawns alleviate most of the pain, but I would've also appreciated the option to skip the levels that threatened to spike my blood pressure beyond any doctor-recommended level, in the manner of 'Splosion Man.

While Fenix Rage generally tested my skill more than my sanity, it isn't totally void of infuriating moments. On top of not being able to bypass especially patience-trying stages, its later-level challenges sometimes rely too heavily on chaos over creativity; these areas are simply too cluttered with things that want to kill you, as well as those that require near-constant air-catching because there's no solid--or safe--ground below. Expect Flappy-Bird-levels of frustration.

Despite a few controller-chucking moments, I felt more rewarded than relieved upon completing the game's nefarious platforming challenges. Like the titles it takes its inspiration from, Fenix Rage is aimed at a very specific audience; if you're not part of the niche following that measures its fun in blistered thumbs, Fenix Rage won't bring you over to the dark side. That said, if you know what you're signing up for, you will appreciate the opportunity to prolong the pain in a variety of unlockable minigames and modified challenges, some of which are capable of crushing the soul of even the most hardened player. I'd still crown Super Meat Boy king of this genre, but thanks to inspired mechanics, variety-packed pacing, and satisfyingly steep challenges, Fenix Rage can proudly stand next to its protein-packed inspiration.


15.06 | 0 komentar | Read More

Total War: Attila Gameplay With Developer Commentary

Mark- while I always appreciate first looks like this, you not acknowledging the huge bug problems Rome 2 had, and still has was really disappointing.

I realize that full blown journalism isn't expected here, but this falls the other way into pure advertisement territory. Maybe next time, you could at least throw a softball like: "what are you guys doing to ensure a smooth launch?" 

Gamespot- If you look out for gamers more, and companies less....we'll be more loyal. Fyi.


15.06 | 0 komentar | Read More

GS News Top 5 - Halo Collection Not For PC; Evil Within Hardware Specs!

@misstrist  The reason why is because Microsoft SHOULD be supporting PC as well. They make money with the Windows OS obviously and their whole push for a unified platform for gaming (Games for Windows Live), they launched it with Halo 2, but never really supported it and just let it die out. Fact is, we already know console makers don't make the money on the hardware, but the software. Microsoft shouldn't care so much that people are playing games on PC, they should care they arnt selling HUGLY popular titles on PC, and losing out on a lot of potential income from the PC world. Personally I played all the Halo games, but never owned any past 3, and I sold that with my 360. I have Halo 1 and 2 on PC, and still play Halo 1 all the time multiplayer. And to me it just doesn't make sense why they leave the PC gamers out in the cold when it comes to Halo. I would buy them all in a heartbeat, but that isn't gonna happen anytime soon unfortunately.

Remember, before Xbox Microsoft made a lot of great games on PC, they supported PC. But these days it seems like they just turned their back on the PC users.


15.06 | 0 komentar | Read More

Quick Look: Naruto Shippuden: Ultimate Ninja Storm Revolution

You need a javascript enabled browser to watch videos.

Play

  1. Total War: Attila Gameplay With Developer Commentary
  2. GS News Top 5 - Halo Collection Not For PC; Evil Within Hardware Specs!
  3. Quick Look: Neverending Nightmares
  4. Destiny - New Loot Cave
  5. Reality Check - Call of Duty: Advanced Warfare Super Soldiers in Real Life?
  6. Quick Look: Hyrule Warriors
  7. Alien Isolation - Distress TV Ad
  8. Sid Meier's Civilization: Beyond Earth - Now Playing
  9. Life is Feudal: Your Own - Gameplay Trailer
  10. Soul Axiom - Teaser Trailer
  11. Styx: Master of Shadows - Making-Of: Gameplay
  12. Terra Battle Announcement Trailer
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

Square Enix Launches ANZ Servers For Multiplayer Vampire Game Nosgoth

Written By Kom Limpulnam on Jumat, 26 September 2014 | 15.07

Local servers are now available in Australia and New Zealand for free-to-play multiplayer action game Nosgoth, Square Enix announced today. Players who are interested in getting immediate access to the game can sign up for the Closed beta via the website.

Developed by Psyonix, Nosgoth draws its subject matter from the Legacy of Kain universe, and fans will be familiar with the setting, plot, and some of the character designs. The game pits players in a team-based versus match, with humans and vampire characters alike duking it out in a "fight for survival." The open beta is expected to launch in winter (or summer in Australia).

For more on the game, check out GameSpot's preview.

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Nosgoth

15.07 | 0 komentar | Read More

Soon You Can "Undelete" World of Warcraft Characters

Blizzard will be adding a feature that allows players to reverse the deletion of characters in World of Warcraft. Announced on the official World of Warcraft blog, the feature will be rolled out in a content patch prior to the launch of Warlords of Draenor.

However, not all characters will be recoverable; only characters over level ten and death knights above level 55 will be eligible, and even then within specific parameters.

Characters level 50 and above are eligible to be "undeleted at any time," where characters between level 30 and 49 will only be recoverable within 120 days, and characters between level ten and 29 will be recoverable within 90 days. Players will be able to utilize the undelete option once every thirty days. Deleted characters that are recovered will have all their enchantments, gems, and items intact.

The World of Warcraft expansion Warlords of Draenor introduces substantial character graphical overhauls, which Blizzard previously said could have an impact on system performance. The full system specifications that will be required for the expansion can be found here.

Warlords of Draenor launches November 13, introducing new zones and raising the level cap to 100. For more on what it will bring to the World of Warcraft, including player-built garrisons, check out our preview.

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
world of warcraft

15.07 | 0 komentar | Read More

Super Smash Bros. 3DS Review

Smash Bros. has always felt like Nintendo's real "tentpole" game to me, more so even than the core Mario series. That's probably because, as a child of the '90s, I grew up with it. With Super Smash Bros. for 3DS, I feel like I can visit different eras from my history. In the trophies for characters like Pac-Man and Mega Man, I've found trivia for games that were simply before my time. In the renewed emphasis on competitive modes and global rankings, I feel a connection to my competitive past. In the soundtrack, I've tapped not just a nostalgia for Zelda and Pokémon, but for the whole Smash Bros. franchise. It's good to be back.

The basic premise of a Super Smash Bros. match is simple. Each player picks his or her favorite character before squaring off on any of one of a couple dozen stages. Unlike most fighting games, Smash has no life bars and does not emphasize extensive button combinations. Each character's attacks are easy to learn, and the goal is to rack up damage to knock your opponent further and further away. Eventually, you'll be able to knock your foe clear off the stage, where they'll then fall to their death. It's somewhat like a trumped up, glitzy version of sumo wrestling, and it's absolutely brilliant.

Damage directly effects how far any given character will fly after being struck, but if you're skilled or lucky enough, you can stay on a stage even after taking more than your fair share of hits. This adds a layer of tension to most matches, as dealing the most damage doesn't always guarantee a win. Similarly, if you're doing well but slip up and fall off the stage without taking even the slightest jab, the failure stings just a bit more. That variability lies at the heart of Smash Bros. It's why the game is so approachable to new players and why competitive players are still discovering new techniques in Super Smash Bros. Melee, 13 years after its release. The 3DS game lacks some widely panned mechanics from Brawl, particularly the random tripping that would cause characters to simply fall over face first as well as the general feeling of a low-gravity floatiness. In their stead are a bevy of subtle new additions aimed at both casual players and the core crowd. The result feels more honest and broadly appealing than any previous iteration.

The items that drop in the middle of battles are weirder than ever and have a wider variety of effects. There are a few that can deliver one-hit-KOs, and one that will give you an extra life, and they help boost the tension and excitement of an anarchic free-for-all bout. If you play competitively, you may note that Nintendo has made tweaks to almost every area, from grabs to ledge guarding. Even classic Smash Bros. concepts like directional influence have been overhauled. Now, instead of having some control over the exact angle your character will fly when hit, you have the ability to modify the strength of the effect through a mechanic that players have called "vectoring." Characters can now be customized to increase their speed, defense, or attack at the cost of another stat. You can import Miis, give them one of three fighting styles, and micromanage some of their attacks. The main cast of characters has ballooned to 49, which is a huge increase from the 12 found in the original Nintendo 64 release. Almost all of the characters play differently. For the purposes of this review, I spent at least 10 minutes playing with each fighter (over eight hours of simply sampling the roster) so that I could figure out which ones I liked and which I thought didn't match my play style.

The characters I found myself gravitating towards were those that felt quick and light and could chain lots of attacks together. Pac-Man, for example, is incredible at this. While running, he can use an attack that hits three separate times while he continues to move forward. That can lead straight into one of his special moves, which lets you trace a short line and rocket towards an enemy. Greninja felt just as smooth, focusing as he does on light attacks and quick movement. All of the characters are extremely tight and responsive, and made me feel like I had total control over the field. Even older characters notorious for their sluggishness have been given a boost. Bowser is much, much faster for example, even though he's still a heavier character. It's impossible to say this early on whether all of these fighters will turn out to be as balanced as they seem to be, but for now at least, they feel closer than they've ever felt to being on equal footing.

Stages are similarly varied and have a wide range of hazards and tricks to keep players engaged and constantly moving. Having them on a handheld system with limited graphical power has led to smaller stages overall. Smash Bros. 3DS aptly balances that with characters that are generally tougher to kill and small arenas packed with inventive ideas. One of my favorites, Gerudo Valley, pulls its inspiration from The Legend of Zelda: Ocarina of Time. A wooden bridge runs through the center of the map, and if you're not careful, a stray attack could break it, causing you to fall into a chasm below. If you do fall, you can still fight your way back up, but other players will have the advantage of higher ground. From time to time, a pair of witches will show up and blast the canyon with spells, coating the sides in either vicious flames or pillars of ice. Smash Bros. stages have always been incredibly diverse, and it's great to see that the imaginative levels haven't been lost in the transition from living room console to handheld.

Playing the game on the 3DS, however, did cause some problems for my hands and wrists. There's a distinctly different design philosophy for console controllers which are engineered to be extremely comfortable to use for hours on end, and portable game systems which need to be small enough to fit into a pocket. As an adult male, my hands aren't terribly small, but the 3DS I used for the first few days of this review was. Besides taking some time to get used to the relatively cramped buttons, I also noticed a shooting pain and intermittent numbness in my wrist. I switched and started to play to a larger 3DS XL, and felt quite a bit better. I've played quite a few games in my time, and spent countless hours with Pokémon, Zelda, and more on the 3DS, and never had these kinds of issues. While everyone's hands are different, I feel that given the severity of my symptoms, it's worth mentioning that if you're going to be picking this game up, you might want to try the demo a bit if you're using one of the smaller 3DS models. Beyond physical complaints, I had no technical problems whatsoever, even when playing with people in Japan and Europe to test out the online features (even though there have been some early reports of lag in multiplayer matches).

Smash Bros. 3DS has two online modes to choose from: For Fun and For Glory. The former has the full standard list of stages available, and signature Smash Bros. items like the Beam Sword and Home Run Bat will appear regularly. In the latter, every stage is a variant of the Final Destination location, meaning it's completely flat and has no special characteristics. Items are banned from these matches in an effort to more closely mimic the kind of competitive environment that has grown up around the series. Nintendo's clearly trying to appease as many fans as possible, and that's not a bad thing. You can also play with friends only, and that opens up a few more options; namely, using your custom Mii Fighters, which aren't allowed in bouts with strangers.

Unless you're playing with your friends, you won't be able to play anything but two-minute timed matches, but even those are great. They are short enough that the pain is over quickly if you're getting knocked around by someone much better than you, and because you don't have long to get invested in the results, each match leaves a sweet aftertaste. Because I played before the US release, the majority of my games were with folks in Japan, and I had a great time. Everything felt fair, and I was always matched with people who were close enough to my skill level that I was consistently challenged.

Single-player modes are pretty minimal on the 3DS, especially compared to Super Smash Bros. Brawl, but what's here is fantastic, and serves as both a great challenge to veteran players and a friendly romp for the less experienced. The Classic mode has existed in one form or another since the first Smash Bros., and while the 3DS version of it might seem a little bit shorter than before, it's also by-far the best. Before each run, you'll wager gold coins that you've earned by playing matches. The more you wager, the tougher the fights, but that also ups the rewards and collectibles you can earn. You'll have five main fights to finish, followed by the perennial boss, the Master Hand. You can select different sub-routes along the way, with each of them being color-coordinated for difficulty and offering that same core trade-off between reward and challenge. At the end you'll collect your winnings, possibly unlock a new character, or play through again. Which is what I did. A lot.

Betting in-game gold on myself pushed me to try harder and harder. And that actually means something for once, as previous Smash Bros. titles had comparatively easy single-player modes. Higher difficulty levels will also have different, multi-part end bosses that you'll have to fight while saddled with a harsh time limit and limited lives. Losing causes the difficulty to drop down a notch, and you'll lose a good chunk of cash. Seeing the piles fall away adds insult to injury, but also works as an excellent motivator.

Single-player modes are pretty minimal on the 3DS, especially compared to Super Smash Bros. Brawl, but what's here is fantastic.

You can spend the gold you pick up in an in-game store to unlock new trophies, or you can play other modes like Trophy Rush, which costs a certain amount of gold per second of play. In all of these modes the goal is to unlock more of Smash Bros.' many, many, many secrets. Hidden stages, characters, items to upgrade your Miis, and trophies all pull from the Nintendo pantheon, and are all meant to be something special to some fan somewhere. When you cut right down to it, that's really what the whole series is for--fan service that allows you to find and unlock more fan service so that you can play with other fans and share in the fan experience.

I found so much raw joy in my time with Super Smash Bros. 3DS. And even though I played to the point where I was literally in pain, I didn't have to keep playing Smash Bros. 3DS. I wanted to.


15.07 | 0 komentar | Read More

Super Smash Bros. for 3DS Bowser Gameplay

You need a javascript enabled browser to watch videos.

Play

  1. GS News - Sunset Overdrive Runs At 900p/30fps; Destiny Loot Cave Shut!
  2. Watch Dogs: Bad Blood DLC - RC Car - Gameplay
  3. Quick Look: Gauntlet
  4. Alien Isolation - Nowhere is Safe Trailer
  5. GS News Update: Bungie Patches Exploits in Destiny; Goodbye Loot Cave
  6. Top 5 Skyrim Mods of the Week - Robo Dog Pet!
  7. Quick Look: Fibbage
  8. Forza Horizon 2 - Cliffside Sprint Gameplay
  9. Middle-earth: The Shadow of Mordor Video Review
  10. Hunt Him Down - Middle-earth: Shadow of Mordor Gameplay
  11. Super Smash Bros. for 3DS: Every Unlockable Character!
  12. Armored Warfare - T-80 Main Battle Tank
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.07 | 0 komentar | Read More

GS News - New Call of Duty Co-Op Mode Revealed; Sleeping Dogs Sequel?

Written By Kom Limpulnam on Kamis, 25 September 2014 | 15.07

Sleeping Dogs was fantastic, Hong Kong was a really immersive city & the focus on melee combat was a nice change from other GTA style open world games.

I've yet to find an MMO that really grabs me though. Triad Wars is free to play so I guess I'll give it a go but my expectations are low.

Sleeping Dogs frequently goes on sale as low as $4.99 on Steam so it's well worth a try if you like sandbox games at all.


15.07 | 0 komentar | Read More

Final Fantasy 15 is 55% Complete, But That Doesn't Mean It'll Take Another 8 Years

Final Fantasy XV has been in development for a long time. Revealed back at E3 2006, the game has gone through several big changes over the years, but the most interesting has been the change of directors. Formerly helmed by Tetsuya Nomura, he has since shifted over to directing Kingdom Hearts III. Meanwhile FF15's director has passed to Final Fantasy Type-0 director Hajime Tabata.

In an interview with Tabata at Tokyo Game Show this year, Tabata talked about where FFXV currently sits in terms of completion. "It's about 55 percent complete, but the quality of the demo itself, compared to the final product, is about 80 percent." So doing the math, you might assume that that means we have another eight years of waiting for the game to get into a final state, but Tabata clarified, "When asked if it's going to take another eight years: definitely not. I'm afraid we can't say how long it's going to take from here. But, since the transition to XV, we've gotten this far in two years."

Tabata also revealed that he actually took on the role of director during the shift of FFXV from PS3 to PS4 two years ago. "The game was first established as Final Fantasy Versus XIII for the PlayStation 3 and Xbox 360 platforms, and we transitioned to Final Fantasy XV for next-gen consoles. That transition was made about two years ago, and I was put in charge of that project. Since then, we've re-evaluated the development team, the development structure, and the process."

With all the shifting, Tabata said that the reason they're putting out a demo next year is "because there are fans that have been waiting for eight years, and because it's in a playable state, we want to bring it to the fans as quickly as possible."

But how long will that demo experience last? Tabata clarified his earlier statements about the demo's projected length. "If you play through the story campaign, it should be about an hour of gameplay," Tabata said. "But, that being said, there's also the world map and there are different monsters that appear, as well as dungeons. So it should allow for 3-4 hours of gameplay."

While Square Enix has not clarified exactly when the demo for FF15 will be released, they have said that access will be given to people who purchase Final Fantasy Type-0 next year.

Filed under:
Final Fantasy XV

15.07 | 0 komentar | Read More

Call of Duty: Advanced Warfare - The Return of Co-Op

You need a javascript enabled browser to watch videos.

Play

  1. GS News - New Call of Duty Co-Op Mode Revealed; Sleeping Dogs Sequel?
  2. Quick Look: Wasteland 2
  3. Landmark - Now Playing
  4. 20 Minutes of Borderlands: The Pre-Sequel
  5. The Gist - Are Game Delays Good Or Bad For Gamers?
  6. Quick Look: Disney Infinity: Marvel Super Heroes
  7. Cannon Brawl Ultimate Showdown - The Lobby
  8. Counter-Strike Nexon: Zombies - Teaser Trailer
  9. Warframe - Operation Cryotic Front Highlights
  10. Fenix Rage Rage Quit! - The Lobby
  11. NBA 2K15 - MyCAREER Mentors Trailer
  12. Call of Duty: Advanced Warfare - Power Changes Everything Trailer
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.07 | 0 komentar | Read More

Watch Dogs Bad Blood DLC Probably Not Coming to Wii U

Sometimes the Wii U can't catch a break. After Ubisoft stated earlier this month that,"We will have more information on the Wii U version of [Watch Dogs] in the coming weeks," the company clarified its stance on DLC for Nintendo's system: It's not coming.

While streaming the single-player Bad Blood DLC today through, the official Watch Dogs Twitter account responded to the question from a fan, "Wii U DLC?" with the seemingly definitive: "No, the WiiU version will not have the DLC."

We've reached out to Ubisoft to clarify the statement and to find out whether that means the DLC will just not be available at launch, or whether it is not planned for the Wii U at all. After a very long delay, the Wii U version of Watch Dogs is slated for November 21.

Filed under:
Watch Dogs

15.07 | 0 komentar | Read More

Cannon Brawl, Borderlands: The Pre-Sequel, Fenix Rage - The Lobby

Written By Kom Limpulnam on Rabu, 24 September 2014 | 15.06

The Lobby has become real shite lately since there haven't been any interesting games. The show needs a new format, not just one based on showing 3 games per show and talking about news. It is no On The Spot yet and tbh the only person who caries the whole thing is Danny, pretty much the only reason I've stuck around on Gamespot, especially after my 2002 account being banned for no reason after the redesign. 

Kevin Van Ord is a great reviewer, always spot on, I love Tom's opinion on Bioshock Infinite, that game was a load of shite! Chris Waters has a great rapport with Danny... but no one seems to be doing anything to improve the show, seems stuck in a rut during a time it cannot afford to be. 

Also what happened to the Gamespot podcast? I remember for the longest time it wasn't even advertised on the main page, I still struggle to find it, but Kevin hasn't done an episode in months. All they need to do is get rid of the quiz crap and just talk about games more and it'll be perfect, there aren't enough game podcasts any more, they seem to all have died but a few. 

What happened to Gamespot UK and Aus? I loved the different personalities, as a guy from the UK I found I could relate to them more, especially on topics of Nintendo where they are far more popular in the US than here. They all seem to have gone now, where is Guy Cocker and Jane and the rest of them? I still see the two Aussie girls on House of Horrors, but after the whole Twitch acquisition thing it has become so hard finding anything, I used to just view all the archives on Twitch. 

Oh well I guess I better bow down to the Youtube overlords and subscribe to Pewdiepie or the Yogscast or something... even though they make my skin crawl. 


15.06 | 0 komentar | Read More

Thor the Warrior and Questor the Elf - Gauntlet Gameplay

You need a javascript enabled browser to watch videos.

Play

  1. Cannon Brawl, Borderlands: The Pre-Sequel, Fenix Rage - The Lobby
  2. GS News - Xbox One Cheaper Than PS4; Destiny Light Level Cap Reached!
  3. Quick Look: Anomaly 2
  4. Destiny Guide For Legendaries From The Queen's Wrath Event
  5. Gauntlet - Launch Trailer
  6. Quick Look - The Hat Man: Shadow Ward
  7. GS News Update: Blizzard Officially Cancels Titan MMO Project
  8. Triad Wars - Announcement Trailer
  9. Merlin the Wizard - Gauntlet Gameplay
  10. Thyra the Valkyrie - Gauntlet Gameplay
  11. RuneScape - Lost City of the Elves Teaser Trailer
  12. Super Smash Bros. for 3DS - Food Fight Commercial
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

Dota 2 Hit With Substantial Changes in Latest Update

Valve has announced a host of changes to hit with the latest patch for Dota 2. Named the Rekindling Soul update, patch 6.82 introduces a host changes that alter the game's map, introduces a new rune, and alters most heroes and items.

The most prominent change brought on by the update is that of the map in Dota 2; in addition to paths and tower locations being moved, large neutral creature Roshan has also moved spots.

A new Bounty Rune has also been announced. Upon being picked up by a player, the Bounty Rune will "enhance your wealth" and "speed the accumulation of abilities." Runes will now spawn on both sides of the river every two minutes.

Most heroes and items have been subject to balance changes, and interface changes are also present, including new chat wheel options. You can check out the full changelist on Valve's site.

Earlier this year Valve held its fourth annual Dota 2 sports event, The International, in Seattle. The event marked the world record for biggest reward for an esports tournament, sporting a prize pool that exceeded $10 million. Don't know what Dota 2 is about? Check out GameSpot's review.

Filed under:
Dota 2

15.06 | 0 komentar | Read More

New Nintendo 3DS Confirmed to Launch in Australia This November, Before Europe and America

Nintendo Australia today announced the release two new 3DS models in Australia, the New Nintendo 3DS and the New Nintendo 3DS XL.

The announcement was made on YouTube via the first ever Nintendo Direct Australia, posted by Nintendo Australia and embedded above. Nintendo Australia managing director Tom Enoki revealed that both handheld consoles will be released in Australia on November 21 this year, just over a month after the Japanese release on October 11.

Nintendo revealed that it is "not planning to release the systems in Europe and America this year."

The New Nintendo 3DS will be available in white at launch, and the New Nintendo 3DS XL will have two colour options, metallic black and metallic blue. Cover plates will also be available, which players can purchase to customize the external design on the console.

The New Nintendo 3DS and New Nintendo 3DS XL have recommended retail prices of A$219.95 and A$249.95 respectively. The consoles will not include an AC adapter, however, they will be compatible with all older model DS and 3DS adapters.

The New Nintendo 3DS and New Nintendo 3DS XL will also integrate use with the Amiibo figures directly, negating the need to purchase a separate accessory. Amiibo compatibility will also be integrated with the upcoming Super Smash Bros. for 3DS.

The New Nintendo 3DS devices were first announced in August this year at a Nintendo Direct presentation. The new models feature a stronger CPU than existing models, which should allow for zippier downloads and browsing from the eShop. They will also include an analogue "nub" over the existing A,B, X, and Y buttons. In addition, there are new shoulder buttons--ZR and ZL--featured on top of the system, right next to the current L and R buttons.

Nintendo will be showcasing the consoles at the upcoming EB Expo, and they will be playable at PAX Australia this year. The GameSpot Australia team will be present at both shows, so be sure to stay tuned to the site for updates!

Filed under:
Nintendo
3DS

15.06 | 0 komentar | Read More

Tokyo Game Show 2014 Photo Gallery - TGS 2014

Written By Kom Limpulnam on Senin, 22 September 2014 | 15.06

Tokyo Game Show 2014 Photo Gallery - TGS 2014

Watch This New Final Fantasy XV Combat Gameplay Footage

Metal Gear Solid V Introduces Snake's One-Eyed Wolf Buddy

Final Fantasy 15 Demo Timing "Has Not Been Confirmed" Says Square Enix

Everything We Learned From the Metal Gear Solid 5: The Phantom Pain TGS 2014 Trailer

85% of PS4 VR Headset Work Is Done, Sony Says

Square Enix's New Cloud Gaming Venture Named Shinra Technologies, Beta Will Launch Next Year

Dark Souls Dev Won't Stop Making Difficult Games Anytime Soon

Final Fantasy XV Gameplay - TGS 2014

What Makes Dragon Ball: Xenoverse so Special - TGS 2014

What to Expect From Resident Evil Revelations 2 - TGS 2014

Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014

Final Fantasy 15's Trailer Shows a Lot of Promise

GS News - Super Awesome Final Fantasy XV AND Bloodborne Trailers!

TGS 2014 - Pac-Man and the Ghostly Adventures 2 Trailer

TGS 2014 - Final Fantasy Type-0 HD Trailer


15.06 | 0 komentar | Read More

TGS 2014 - Dragon Ball: Xenoverse Extended Cut Trailer

You need a javascript enabled browser to watch videos.

Play

  1. Strange and Unique Games at TGS 2014
  2. Bravely Second is More of The Bravely Default We Love - TGS 2014
  3. 10 Minutes of Bloodborne Gameplay - TGS 2014
  4. The Order: 1886 - Behind the Scenes: Tools of the Trade
  5. Metal Gear Solid V: The Phantom Pain - Wolf Companion Trailer
  6. Show Floor Tour Speedrun - TGS 2014
  7. The New Nintendo 3DS is Hot Stuff - TGS 2014
  8. Final Fantasy Explorers Is About Fun with Friends and Familiar Faces - TGS 2014
  9. The Evil Within AU Community Event
  10. Push Me Pull You - Alpha Gameplay Trailer
  11. Ex-Final Fantasy Devs Wanna Know Your Sign in Zodiac - TGS 2014
  12. The Point - Destiny, Reviews and Aging Gamers
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

The Evil Within AU Community Event

You need a javascript enabled browser to watch videos.

Play

  1. Strange and Unique Games at TGS 2014
  2. Bravely Second is More of The Bravely Default We Love - TGS 2014
  3. 10 Minutes of Bloodborne Gameplay - TGS 2014
  4. The Order: 1886 - Behind the Scenes: Tools of the Trade
  5. Metal Gear Solid V: The Phantom Pain - Wolf Companion Trailer
  6. Show Floor Tour Speedrun - TGS 2014
  7. The New Nintendo 3DS is Hot Stuff - TGS 2014
  8. Final Fantasy Explorers Is About Fun with Friends and Familiar Faces - TGS 2014
  9. TGS 2014 - Dragon Ball: Xenoverse Extended Cut Trailer
  10. Push Me Pull You - Alpha Gameplay Trailer
  11. Ex-Final Fantasy Devs Wanna Know Your Sign in Zodiac - TGS 2014
  12. The Point - Destiny, Reviews and Aging Gamers
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

AU New Releases: FIFA 15 Kicks Off for Multiple Platforms

Australians can get their soccer on with the release of FIFA 15 this week for the PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and 3DS. Australian player Tim Cahill will star on the cover alongside Lionel Messi.

EA has promised that the game will strive for even more realism, with the addition of shirt pulling, player-specific movement, and more finesse moves. Dribbling the ball will now take into account balance and positioning. In addition, there will be a number of new stutter and dodge moves which gives players more opportunities to beat defenders.

Players in-game will also act more like their real-life counterparts. For example, Lionel Messi will now favor his left foot as he does in person. The game will also feature the real-world goal-line technology that was used in this year's World Cup.

For those who would prefer to try the game out before picking up a copy, EA released a demo earlier this month. Xbox One owners were also given the opportunity to try the game early via EA Access a week ahead of the game's release. For more details on games out this week, check out the full list below.

September 22, 2014

Wasteland 2 (PC, Mac)

September 24, 2014

Gauntlet (PC)

September 25, 2014

Ar NoSurge: Ode to an Unborn Star (PS3)

Fairy Fencer F (PS3)

FIFA 15 (PS4, Xbox One, PS3, Xbox 360, 3DS)

Tenkai Knights: Brave Battle (3DS)

September 27, 2014

Fantasy Life (3DS)

Filed under:
FIFA 15

15.06 | 0 komentar | Read More

Massive Battlefield 4 "Fall Patch" Coming This Month

Written By Kom Limpulnam on Minggu, 21 September 2014 | 15.06

Developer DICE has announced that the Fall Patch for Battlefield 4 is going through certification on several platforms and is targeted for release at the end of September.

DICE said that the final fix list for the Fall Patch is "fairly massive" and will be released when the patch goes live. However, it did highlight some changes that you can expect.

Among these is an improved "netcode," which should lower the setting for how much time difference is allowed when damaging players, meaning you'll notice less instances when you're hit while you thought you made it behind cover, or trade kills.

The Fall Update will also begin rolling out the Teamplay Initiative, which tweaks several things about the game to encourage players to go after objectives and not just their kill counts.

Here's the full list of highlights from the patch that DICE has released:

Game modes

  • Rush (All base game maps except Dawnbreaker), Obliteration, Capture the Flag, and Carrier Assault. Added the Obliteration Competitive sub-game mode

Sight Improvements

  • Close & Medium range sight reticles no longer affected by weapon firing animation, AKA "Visual Recoil"
  • Improved visibility for red glowing reticule pieces against bright backgrounds

Player Movement

  • Now almost identical to BF3 movement – with BF4 animation sets
  • Dampened third person hit reactions for player head

HUD clarification pass

  • De-cluttered and made customizable a plethora of HUD options to make BF4 look the way you want it to (within reason)

Revive mechanic

  • Made revives much more robust, easier to understand with new UI art and included a new "fully charged" paddle sound.

"Netcode"

  • Lowering the setting for how much time difference is allowed when damaging other players (addressing trade kills and behind cover kills where high pings are involved)
  • An automatic High Frequency Update setting is now the default for all users
  • Added High Frequency update support to PlayStation 3 and Xbox 360 platforms
  • Additional improvements to bullet damage delays between clients compared to Netcode Patch

Weapon attachment changes

  • Muzzle Brake: Reduced the overall impact of this attachment. Both its positives and negatives have been reduced
  • Heavy Barrel: Lowered the buff it gave to minimum moving spread and moved some of that bonus into reduced spread increase. Should be a good option for longer range tap firing
  • Lasers: Small buff to standing hip-fire accuracy

Weapon changes. Note that this list contains an excerpt – the upcoming patch notes will have a detailed list.

  • Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range
  • Damage Model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take 1 extra bullet to kill at extremely close engagements and long range combat
  • Trigger Delay: Removed from all revolvers
  • Adjustments to slower rate of fire weapons to make them easier to use at longer ranges vs higher ROF weapons
  • Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart
  • Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts
  • DMRs: Audio when being shot at by a DMR has been improved
  • SKS and M39EMR no longer allow you to hold breath
  • Grenade capacity lowered and resupply times increased.
Filed under:
Battlefield 4

15.06 | 0 komentar | Read More

Destiny Gameplay Session Is Three Hours Long on Average, and Other Stats From Bungie

The review scores for Destiny may not be as high as developer Bungie might have liked, but the people who bought it sure are playing it a lot.

In a post to Bungie's official website, Community Manager David "DeeJ" Dague revealed that the average play session in Destiny is three hours hours on weekdays, and four hours on weekends.

Dague also repeated a statistic that Activision revealed earlier this week, which is that since launch, players have put in a combined 100 million hours into the game. Together, they played 137 million of the game's activities.

Though the corporation previously noted that it had already made more than $500 million from selling copies of the game to retailers and first parties, since release the game has made about $325 million from individual customer purchases.

"Destiny fans played more than 100 million hours of the game in the first week. That's on par with the engagement levels of our most popular Call of Duty games, which obviously is an industry leader," said Activision publishing executive Eric Hirshberg.

Developer Bungie continues to update its shared-world FPS. On Tuesday, it unlocked the first Raid mission for players on level 26 and above, while one day later it doubled the frequency of its Public Events.

For more on Destiny, be sure to check out GameSpot's review.

How much time did you put into Destiny so far? Let us know in the comments below.

Filed under:
Destiny

15.06 | 0 komentar | Read More

Final Fantasy Explorers Is About Fun with Friends and Familiar Faces - TGS 2014

You need a javascript enabled browser to watch videos.

Play

  1. The New Nintendo 3DS is Hot Stuff - TGS 2014
  2. The Point - Destiny, Reviews and Aging Gamers
  3. Final Fantasy XV Gameplay - TGS 2014
  4. Reality Check - Best and Worst Hacking In Games
  5. What Makes Dragon Ball: Xenoverse so Special - TGS 2014
  6. Toxikk - Gameplay Reveal Trailer
  7. Skylanders: Trap Team - Talk Like a Pirate Day Trailer
  8. GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!
  9. Tropico 5 - Mac/Linux Trailer
  10. Forza Horizon 2 - Live Action TV Commercial: Leave Your Limits
  11. Under Night In-Birth Exe:Late - Official Trailer
  12. D4: Dark Dreams Don't Die - Launch Trailer
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

The New Nintendo 3DS is Hot Stuff - TGS 2014

You need a javascript enabled browser to watch videos.

Play

  1. Final Fantasy Explorers Is About Fun with Friends and Familiar Faces - TGS 2014
  2. The Point - Destiny, Reviews and Aging Gamers
  3. Final Fantasy XV Gameplay - TGS 2014
  4. Reality Check - Best and Worst Hacking In Games
  5. What Makes Dragon Ball: Xenoverse so Special - TGS 2014
  6. Toxikk - Gameplay Reveal Trailer
  7. Skylanders: Trap Team - Talk Like a Pirate Day Trailer
  8. GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!
  9. Tropico 5 - Mac/Linux Trailer
  10. Forza Horizon 2 - Live Action TV Commercial: Leave Your Limits
  11. Under Night In-Birth Exe:Late - Official Trailer
  12. D4: Dark Dreams Don't Die - Launch Trailer
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

Destiny: Your Guide to Life After 20

Written By Kom Limpulnam on Sabtu, 20 September 2014 | 15.06

You need a javascript enabled browser to watch videos.

Play

  1. What Makes Dragon Ball: Xenoverse so Special - TGS 2014
  2. GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!
  3. Forza Horizon 2 - Live Action TV Commercial: Leave Your Limits
  4. Reality Check - Best and Worst Hacking In Games
  5. Flockers - Launch Trailer
  6. NBA 2K15 - Introducing 2KTV
  7. Metal Gear Sold V is Lookin' Pretty Great
  8. Battleborn - Cooperative Campaign Gameplay Walkthrough
  9. Toxikk - Gameplay Reveal Trailer
  10. Skylanders: Trap Team - Talk Like a Pirate Day Trailer
  11. Tropico 5 - Mac/Linux Trailer
  12. Under Night In-Birth Exe:Late - Official Trailer
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.06 | 0 komentar | Read More

GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!

@homelessgamer

But now, there's no where left to hide

Since Jess pushed our love asiWe're out of out head

Hopelessly devoted to Jess

Hopelessly devoted to Jess

We know we are fools who are willing

To sit around and wait for you

Jess can't you see

There's just no getting over you

We're Hopelessly Devoted To You

Hopelessly Devoted To You

--Olivia Newton John (modified)

And for the rest of you, that song wasn't meant to be too serious, truthful, a compliment, but too serious.


15.06 | 0 komentar | Read More

D4: Dark Dreams Don't Die Review

"Look for D," she says, and I giggle. Internet culture has ruined the fourth letter of the alphabet, and D4: Dark Dreams Don't Die is drowning in D-driven dialogue. "I must find D," he says, and I become a puerile manchild; every line becomes a double entendre, and I can barely contain my laughter.

Perhaps you don't know why nine-year-old me is so tickled; you've never heard the lewd interpretation of the letter D, and that's OK. I suspect that D4 creator Swery 65 didn't intend for his lines to take on such sexual meaning, so feel free to disregard the naughty undercurrent. But I also suspect that Swery would approve of my salacious laughter. D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too. Or, at least, as human as can be expected for a game in which a grown woman preens herself like a cat and sells you lollipops in the privacy of your own home.

Phillip appears to be high. And you might suspect the same of yourself while playing D4.

Ah yes--that woman is Amanda, and it's never clear whether she is (or was) a real feline, or even if D4 protagonist David Young sees her as everyone else does. She slinks around David's Massachusetts apartment, and swipes and hisses at him like a real cat might on occasion, perhaps due to his inconsistent Boston accent, which comes and goes more often than D4's connections to reality. I recommend cutting the man some slack, however: he lost his wife (and presumably his unborn child) to a violent murder stemming from ex-cop David's detective work, and his unwavering goal is not just to expose the murderer, but to alter the past in the hope of reuniting himself with the love of his life.

David's in a unique position to do so thanks to his ability to transcend time and space by inserting himself into the past, though it's best not to spend too much time parsing the specifics of David's skill: logic is a rare commodity in D4, though every event and possibility makes a certain kind of intuitive sense. It would be easy to dismiss the game for its apparent stupidity--this is a game that features a flamboyant (and seemingly gay) fashion designer who claims his mannequin to be his significant other, after all--but D4 is very smart about its stupidity. In cracking open one of the game's many magazine articles, I discovered a shrewd and self-aware essay on the insular nature of Japanese culture that compared Japanese social evolution to natural evolution on the island of Galapagos. I didn't expect such thoughtful commentary in a game whose gestures are so very big and loud, yet that commentary is a reminder that when you laugh, D4 is laughing with you.

You can change different characters' outfits, and even remove David's facial hair. That won't keep other characters from talking about your (nonexistent) beard, though.

Like the point-and-click adventures it harks back to, these first few chapters of this episodic game are primarily concerned with narrative, and they accordingly lift ideas from other games that share that inspiration. D4's connection to Myst manifests in the way you move from one pre-prescribed node to the next, rather than walk freely. From these locations, you can swivel in 90-degree arcs, or look slightly to the right or left, to view and interact with the people and objects around you. In other respects, D4 resembles Heavy Rain and Telltale's Walking Dead games, in which you perform timed button-presses and stick-wiggles (or arm-swipes and fist-bumps, if you prefer to interact with the game using Kinect, which you can do from beginning to end) that vaguely relate to the melodramatic action occurring on screen. L.A. Noire, too, is invoked in the way D4 has you examining environments and seeking clues to the mystery at hand, though you won't be exercising any ingenuity to decipher what you find: David follows the evidence to its proper conclusion once you collect it.

Like the games it sometimes mirrors, D4 is less concerned with specific interactions than with the events they accompany--and it's those events that make the QTE, that widely-hated embodiment of game-design sloth, so joyous in this context. A fistfight aboard a mid-flight jet is a pas de deux of pain in which David engages in ballroom dance with a frightened passenger, hits a baseball with a plastic limb, deafens his opponents by screaming through a megaphone, and dislodges a glass eye, all while cavalierly blowing bubbles. Mimicking these actions using the Kinect enhances the connection you feel with these preposterous moments, which makes it a shame there aren't more of them. Basic events like turning and touching aren't so compelling, even with motion controls, and for all its improvements, the second-generation Kinect still doesn't correctly react to every movement. There's no shame in using a gamepad; doing so makes the slower stretches more tolerable.

D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too.

D4 gets serious on occasion--and such moments work surprisingly well given the game's general lunacy.

There are enough of these stretches to make the game occasionally drag, though even the monotony has its own brand of D4 charm. A tall man wearing a surgical mask appears from time to time, ready to confuse you with cryptic comments and piercing stares while he menacingly plays with a knife and fork. He has little to say but uses a lot of words to say it--short words that he stretches into five-second phonetics until you're ready to scream "Just get on with it!" When not grinding to a halt, D4 occasionally enjoys engaging with stereotypes so exaggerated it's difficult to tell whether Swery intends to mock the people that perpetuate those stereotypes or the individuals that demonstrate them. Authorial intent aside, I wasn't always laughing. That aforementioned fashion guru, for instance, is a hyperactive vessel overflowing with every effete mannerism imaginable--and the stereotypically gay behaviors he doesn't personify are brushed onto a perpetually snide flight attendant.

D4's charm and cheekiness typically mask its discomforts, however. David's ex-partner Forrest Kayson (a carryover character from Deadly Premonition, though gussied up in a suit and facial hair here) is a Hoover on two legs, vacuuming up frankfurters four at a time. I cannot remember what the conversation was about; all I can recall is the gross and hysterical display of gluttony gone mad. Even when D4 goes wrong, it's difficult to stay mad at it. Depending on the order of the options you choose, you could respond to a query of 'What's wrong,' with a second 'What's wrong?'. Elsewhere, a quiz minigame (one of several small detours D4 provides) responds to a correct answer with dialogue assigned to a different and incorrect answer. Little errors abound, and in a game meant to immerse you, they might have been distracting or even game-ruining.

Click above for more D4: Dark Dreams Don't Die images.

D4 is not an adventure you get lost in, however, at least not in the way you get lost in Mass Effect or Red Dead Redemption. No--D4 is both the game you are playing and your cooperative partner. I was never not aware of its 'game-ness,' I was never swept away into its world, I was never not aware of the real world around me. I do not mean those statements, however, to serve as a criticism. On the contrary, D4 and I laughed together at its own absurdities. How could we not? The game gamifies its own mechanics, for heaven's sake, awarding you points for thoroughly examining your surroundings, and taking them away when you interact with people and objects. There are even online leaderboards that somehow rank you against other players, an absurd and unnecessary feature in an absurd game that doesn't benefit from it in any meaningful way. No, I believe D4 understands itself, and I understand it too. It speaks an unusual language, certainly, and I couldn't blame anyone for finding it nigh incomprehensible, or just plain barmy. But if you're foolhardy enough to buy what it's selling, then welcome to the D4 Appreciation Society. There are worse clubs to belong to.


15.06 | 0 komentar | Read More

What Makes Dragon Ball: Xenoverse so Special - TGS 2014

Character creation. That it? btw the messing with time and story isn't new to these games... e.g. SS3 Brolly, bardock fighting goku, and a ton of other 'what ifs'. Let's face it, this helping trucks in time is just one big 'what if' story just like all the other games did. 

I'd personally like some more mechanics in the game rather than 100 more what if stories...Would a couple more unique combos per character kill them?


15.06 | 0 komentar | Read More

Top 5 Skyrim Mods of The Week - Dragon Nests and Baby Dragons!

Written By Kom Limpulnam on Jumat, 19 September 2014 | 15.07

Top 5 Skyrim Mods trawls the enormous mod catalogue so you don't have to, bringing the very best world-changing mods to your screen. From high detailed armour mods to exploding chickens, there's nothing our bold adventurers won't try.

Subscribe to for notifications when new shows are available!

Subscribe

15.07 | 0 komentar | Read More

Neverwinter Updated Review

It wasn't the promise of new lands to explore to dragons to slay that brought me back to Neverwinter; it wasn't even (at first) the opportunity to try out new classes. No, after an absence of several months, it was the opportunity to use the race-changing feature to transform my humdrum human great weapon fighter into a gloriously-bearded dwarf that sent me back into the arms of developer Cryptic's Dungeons & Dragons online role-playing game. And against all expectations, I embraced it, if only for a little while. Neverwinter's combat still excels all these months later, and the time since launch has given it a semblance of an endgame it previous lacked.

Seconds in, I could see that Neverwinter's combat had retained its sense of power and explosive immediacy. My great weapon fighter, newly shrunk to dwarven size, swung his blade with a flick of the left mouse button and exploded in a frenzy at a touch of the tab key. Neverwinter's focus on action lacks the novelty it once commanded in the days before WildStar and Elder Scrolls Online stomped onto the scene, but few MMOGs do such a good job of capturing the experience of clobbering baddies with sharp, shiny blades. Somewhere, we're led to believe, an adherence to Advanced Dungeons & Dragons serves as the foundation for all this, though that connection is a notable loose one. Consisting mainly of three action bars and two daily skills, the combat system provides the kind of fun that could catch on well when Neverwinter makes its jump to the Xbox One later this year.

The lore here is weak, but the world at least captures the "feel" of D&D.

The combat holds up so well, in fact, that my time "sampling" the newish hunter ranger introduced last December turned into a leveling extravaganza that had me pushing to the level cap in just a few days. For leveling, it's probably a personal record. The absence of this staple fantasy class stung at launch, but it seems that slight wait wasn't for naught. There's a pleasing Legolas-style quality about the class: hit tab, and the iconic bow is switched out for a hotbar dedicated to finishing off enemies with a pair of lengthy daggers; hit shift, and he darts out of harm's way in an explosion of leaves.

I also found some of that excitement in the new scourge warlock class. I only toyed with it across 10 or so levels, but that was enough time for the class to attract me more than similar classes in games such as World of Warcraft or Guild Wars 2. Here again, the focus is on movement. Press shift, and the warlock hovers across the landscape towards the next target, occasionally blasting foes with flames that cause them to rise from the dead as minions. She provides healing energy with the damage she deals, and her fluid attack animations make her great fun to play. With the hunter ranger and the scourge warlock, Cryptic proves that good new classes will bring back players who have left for other (presumably greener) pastures.

The downside of my fling with the hunter ranger was that I had to experience the 12-50 leveling content all over again. Little has changed in this regard. As it was at launch, the core levels all feel as though Cryptic studied plumbing schematics for the leveling system, with the heroes themselves acting as Drano as they clear out the gunk on the way to the boss at the end. Sometimes you'll stop to pick up quests from non-player characters who spout stories that are never interesting enough to stick around listening to, and sometimes you must flip a switch instead of ram a sword through a goblin's heart. Neverwinter is beautiful at times, particularly in the forests of the Blackdagger Ruins and in the snow-capped mountains of Icespire Peak, but it never quite manages to rise above generic fantasy and assume an identity of its own.

A dragon. In a dungeon. How appropriate!

That identity is what made past Dungeons & Dragons games like Baldur's Gate and Neverwinter Nights so memorable. If you find a trace of that spirit here, it's in the user-made quests found within the foundry. Cryptic may withhold key features such as loot distribution from player designers in the creation interface, but the scenarios themselves are filled with old pen-and-paper D&D scenarios come to digital life. Some are episodic, and thus provide a reason to venture back to Neverwinter when Cryptic itself is in a content drought. If the content stumbles, it's only because the rating system doesn't rotate out new entries as much as it probably should. One entertaining foundry mission called "Tired of Being the Hero" has barely budged from its top spot since the days shortly after launch.

But where do other people fit into all this? Neverwinter is curiously asocial for an MMORPG, even in the cooperative dungeons that usually form the foundation of long-lasting friendships in many of its competitors. They excel in visual appeal but fall short of any real challenge; most of the time, you're fine just chopping through foes and bosses as long as your healer isn't asleep. Healers don't even need to pay that much attention. The AI-controlled companions that heal you and aid your damage in the basic level content are allowed to follow you in, leaving Neverwinter's challenges just a notch about knowing when to stay out of the fire.

And if you talk? Humorously enough, Neverwinter's popularity across multiple countries means it's not terribly uncommon to save the world in groups of four people who don't understand a word you're saying. There's a nice "citizen of the world" vibe about its community, sure, and it serves as a nice break from the name-calling and petty arguments you find elsewhere. It's not good, however, for forming the social bonds that games like this thrive on for longevity.

Neverwinter's combat may be fun, but its quests are as bland as they come.

For the MMO connoisseur who's more interested in wrecking his or her fellow players rather than working with them, Neverwinter also has a fun multiplayer component, but its battlegrounds are a mass of imbalances until you get to 50. Reaching the level cap unlocks the dwarven fortress of Gauntlgrym, however, and there's some fun in its 20-versus-20 battles that capture the thrill of sieges while demanding a modicum of strategy.

Most of these options existed before. The succeeding months have brought an identifiable endgame to Neverwinter that adds vitality to the game apart from the tired imperative to level an alt. These are Neverwinter's campaigns, which shuttle you off to familiar locales like Icewind Dale for the promise of sweet loot if you can stomach the unyielding repetition of daily quests. In their favor, most of these manage to escape the tube-like progression of the core zones, opting instead to dole out quests from a central location that sends you to victory among various points of the compass.

Taken together, Neverwinter's design would fall flat in a traditional subscription MMORPG, but it doesn't rank far below Path of Exile in terms of providing so much great content for so little. It also isn't as insistent on robbing you as the bandits who prowl its sewers; indeed, it's quite possible to reach the level cap without any assistance from the cash shop. Neverwinter seems to want to be the type of game that you can drop into with few complications after an absence of a few weeks or months, and it does this well.

The downside of all this is that the items you can buy are a bit on the pricey side, as if to make up for its otherwise liberal model. That's always been the case, but this tendency was most egregiously emphasized when Cryptic recently listed the price for the new Dragonborn race at $75. That borders on farcical; Skyrim sold for less when it launched. And as cool as they look, I'm not sure I could ever shake off the fear of what other players would think about my spending habits as I hulk about with my spiffy tail and scaly skin.

It's hard to hold this against Cryptic, however, since the studio gives away so much for free. Tossing money at Cryptic for lesser purchases, such as accelerators for training minions or finishing crafting tasks, certainly makes life easier, but I accomplished my recent race to 60 with my Hunter Ranger without once spending a penny. I felt a little ashamed, in fact, as though I were pirating.

But that frantic, free run up to the level cap says much about Neverwinter; in spite of its many flaws, it always manages to entertain with its movement-based combat and unrelenting action. Lose yourself in its trance, and it achieves and maintains a level of addictiveness that flags all too soon in other free-to-play MMORPGs like TERA: Rising. In a genre that's increasingly overcrowded, Neverwinter manages to establish itself as a game that's never fully boring, never too eager to rifle your pockets, and, well, never quite fun enough to stick around in for too long.


15.07 | 0 komentar | Read More

GS News - Super Awesome Final Fantasy XV AND Bloodborne Trailers!

I played Last of US to death on PS3 and then bought the PS4 version and played it 3 times through. I'll do the same with GTAV - I'd rather play a great game 3 times than a crap game 1/10 of the time through.

Out of 10 games I buy, 1 or 2 are great. 4 or 5 are diversions, and the rest so so (I only buy games that get 8 on metacritic or GS)..

And hell, I just love playing GTAV golf. I hope the graphics look a lot better. "Look at that bad boy!"


15.07 | 0 komentar | Read More

Final Fantasy 15's Trailer Shows a Lot of Promise

I have always been a Final Fantasy fan going all the way back to the first one that I played on the Super Nintendo which was FF3. I am intrigued by the surreal graphics for sure but I am more curious on how the story will play out. I remember reading an interview somewhere back when about how the story in FF15 could be inspired by an rendition of Hamlet which could be interesting. I don't know a lot about Hamlet, (never been a drama-Shakespeare type), however I guess the main character is one of the hardest characters to define as far as plays/Shakespeare work goes. The story itself is not bad but a tad basic for me. If any of this rings true than this could be a pretty dark Final Fantasy which in turns leads to an interesting turn.

As far as I can see however from the new trailer is that all of the characters seem to have perfect looks lol, ( nothing new with Final Fantasy in general). The dialog seems cheesy going from the one guy stating the obvious about the monsters face lol. The gameplay seems interesting enough however and I hope the dialog is a tad better than what I have been seeing. I do wish that one of these days Final Fantasy would have some more *unique* heroes instead of the A-typical perfect looks and spike/emo hair what not. Maybe toss a beer drinking main character in there instead lol. I guess something more realistic. The game looks good and will probably be alright. Another one of those wait and see type games.


15.07 | 0 komentar | Read More

Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition

Written By Kom Limpulnam on Kamis, 18 September 2014 | 15.07

You need a javascript enabled browser to watch videos.

Play

  1. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
  2. Tales of Zestiria puts the "Zest" Back Into Namco's JRPG Series
  3. Kirby Costume Montage - Super Smash Bros. for the 3DS
  4. GS News - Sony Braces For $2.1bn Loss; Halo: Reach Coming To Xbox One?
  5. Diving Back Into Halo 2, 10 Years Later
  6. Counter-Strike: Global Offensive meets Gone Home
  7. GS News Update: Access to Final Fantasy XV Demo Included With Final Fantasy Type-0
  8. Alien: Isolation - Survivor Mode Trailer
  9. P.T. / Silent Hills Concept Movie - TGS 2014
  10. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  11. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  12. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.07 | 0 komentar | Read More

Disney Infinity: Marvel Super Heroes -- 2.0 Edition Review

In Marvel comics lore, there's a character named Molecule Man, a "mostly" baddie whose immense superpower is nothing less than the ability to control matter at a molecular level and reshape it to his will. The only thing that prevented Molecule Man, whose real name is Owen Reece, from being completely unstoppable was his own subconscious, self-imposed limitations. Owen had all the power in the universe, but often lacked the imagination to use it.

I loved playing the first Disney Infinity, but it made me feel like the Molecule Man. The game's Toy Box mode (by far the best part of the Infinity gameplay hydra) seemed to offer endless opportunity to create something. Yet there I was, making boring cityscapes and poorly designed platformers. My partner in Infinity was my then four-year-old son, and even he seemed to sense my creations weren't up to snuff. Son, would you like to have a race on this overly convoluted track I just created? Oh, you'd rather just keep shooting me with that toilet roll gun? I see.

Thanks goodness, then, for the improvements introduced in Disney Infinity: Marvel Super Heroes 2.0 Edition. The Toy Box is mind-boggingly complex and option-stuffed as never before, but it's also now much easier to create your own worlds and adventures, with the game featuring assist options that range from "give me a hand on this" all the way to "build the whole thing for me." The game as a whole still has its share of problems--the main adventure that comes with it is pedestrian, and there are some technical issues that result in sometimes poor frame rates and broken quests--but Infinity's best part has been made even better.

My partner again for Disney Infinity 2.0 was my son (now five), and as a lifelong Marvel devotee (thanks in no small part to my constant pushing of the House of Ideas), he was excited to play as some of his favorite characters. The starter pack for Disney Infinity 2.0 contains three Avengers (Iron Man, Thor, and Black Widow), one play set adventure, and two toy box games (which are like genre-specific little mini-games built using Toy Box tools). So that's two less play sets than last year's similarly priced starter pack, and while you can view that as the game providing you less content for the same price, I prefer to see things differently.

Away with thee, compact red sedan!

Like Skylanders (and that other upcoming toys-to-life product from Nintendo, amiibo), Infinity has real world, physical toys that are used to activate their digital versions within a game. One of the problems with last year's Infinity starter pack was that characters were locked to their specific different Disney play set worlds, so if you wanted to play with your kids or friends, you were forced to spend extra money on buying compatible characters. While there's only the one play set in the 2.0 Marvel Super Heroes starter pack, all of the characters that come bundled in can be used, so it's nice to be able to immediately play alongside someone without having to shell out that extra cash. You can, of course, buy other characters separately, so if you do want the whole Avengers crew, be prepared to fork out more money.

This new play set is a middling affair, an open-world action game lasting about five or so hours as the Avengers try to stop Loki and the Frost Giants from taking over New York. These themed adventures have always been the weakest parts of Infinity, and this set is no different. You'll find yourself repeating the same types of missions over and over (protect this precious whatsit for two minutes! save these frozen civilians and bring them to the safe zone!), and the open world of New York is pretty lifeless. The streets are filled cars that look exactly the same, the inhabitants don't seem to react to any of the superpowered hijinks happening around them, and there's scant little to do once you finish the main quest arc. The framerate, too, can chug at times, and it's particularly noticeable during co-op.

It takes time and actual, honest-to-goodness skill to make anything remotely playable, which makes the new additions to Toy Box in 2.0 extremely welcome ones.

But these are grown-up concerns for an adventure that's clearly aimed at pleasing the young. While Skylanders is aimed more at pre-teens and above, Infinity's Avengers seems to skew a little younger, with its simple goals and basic structure probably best suited for those under 10. My five-year-old certainly loved his time with the Avengers, and sharing that adventure with him as we battled countless Frost Giants was an outstanding experience. It was just the right mix for both of us to enjoy--not too hard or puzzling for him to get around, but just tough enough to require me to take the lead in most missions. It helps that the characters themselves--both their physical and digital iterations--are expressive and full of personality. The real world toys are nicely detailed and are quite sturdy (they survived being smashed against each other and being sat on multiple times by a baby in my household), while their in-game counterparts are impressive to play with. Flying around at top speed as Iron Man is a blast, and watching Thor's lightning infused combat strikes never gets old. Poor Black Widow, though; as the only non-superpowered hero in the starter pack, she feels the least fun to play with initially, as the game world just doesn't seem as well suited for characters that can't fly. While Thor and Iron Man can zoom to almost anywhere, unlucky Natasha has to take elevators to reach the tops of buildings. Not exactly the most thrilling entrance for an Avenger.

Each character also gets their own specific upgrade tree, and you can use skill points earned as you level up to customise your character. There's a level cap of 20, and you won't be able to buy all the upgrades, which gives 2.0 a welcome yet light customisation feel. Old Infinity characters--and you can use any of them from the previous game--also get this newly added upgrade tree, meaning you'll probably want to dust off that old Jack Sparrow and use him again (and no, old play sets are not compatible with this new game).

Behold my creation! Yes, it's poor, but it's a work in progress.

Even if you don't have a small child of your own (or can rent) that you can guide through the Avengers playset, it's still worthwhile playing if only for the gear and currency you'll get to use in Infinity's standout mode, Toy Box. This is where imaginations get their chance to shine, and the Toy Box is again a wonderfully open-ended experience where you can build a dizzying array of stuff. Want to try your hand at building a race track through Agrabah? Or create a platforming challenge around a series of high-rises? Or even create more complex games like a top-down action-rpg or a collectibles chase? All of this and more is possible.

Possible, of course, is the operative word here. It takes time and actual, honest-to-goodness skill to make anything remotely playable, which makes the new additions to Toy Box in 2.0 extremely welcome ones. Some of the new tools available to you include templates that come with everything you need to create specific game types (just hook the individual pieces up and go), non-playable characters that you can drop into empty worlds that will slowly build an entire themed region for you, and even specific pieces that you can stretch and pull to make whatever size environment you desire. In minutes, for example, I was able to create a large, twisting race track that dovetailed around skyscrapers, using only two pieces from the Toy Box.

Sure, going on autopilot may seem like the antithesis to the creative possibilities Toy Box opens up. But for me, this helping hand pushed me to try and create more. Gone is that initial befuddlement after looking at the hundreds of options in the Toy Box and not knowing where to start. Gone is the hesitation of devoting hours of time to creating something that may, in the end, suck a lot. Infinity now shows me what's possible, helps me get started, and removes some of the more time intensive parts of creation. And when I see what others are doing--including the the Toy Box games bundled in with the 2.0 starter pack (a decent tower defense-like game set in Asgard and a less successful Diablo-like action-RPG set in the Klyn space prison) and shared community favorites--it makes me wonder exactly what I can achieve, and I'm excited by the possibilities.

It's a pity, then, that the Toy Box doesn't escape some of 2.0's technical foibles. Toy Box worlds would sometimes crash during my time with them, and there was one particular mission in Toy Box's tutorial world that seemed perpetually broken. Having to unlock toys and tools, too, is a chore, but it's a manageable one. Playing through the Avengers playset should earn you enough currency to unlock plenty of toys, but you'll need to keep earning those blue sparkles if you hope to have a full range of creative options eventually available to you.

My son, though, cared not for such trivialities. He was happy to run around the various toy box worlds, exploring what each new one had to offer, occasionally offering me direction as I Molecule Man-ed my way around. And when he got bored of me trying to create the perfect game experience, he'd sit and play with the physical figurines, lost in his own imagination. Disney Infinity 2.0 is an amazing game to share with a child, and it could be an inspiring one, too.


15.07 | 0 komentar | Read More

Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition

You need a javascript enabled browser to watch videos.

Play

  1. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
  2. Tales of Zestiria puts the "Zest" Back Into Namco's JRPG Series
  3. Kirby Costume Montage - Super Smash Bros. for the 3DS
  4. GS News - Sony Braces For $2.1bn Loss; Halo: Reach Coming To Xbox One?
  5. Diving Back Into Halo 2, 10 Years Later
  6. Counter-Strike: Global Offensive meets Gone Home
  7. GS News Update: Access to Final Fantasy XV Demo Included With Final Fantasy Type-0
  8. Alien: Isolation - Survivor Mode Trailer
  9. P.T. / Silent Hills Concept Movie - TGS 2014
  10. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  11. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  12. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.07 | 0 komentar | Read More

P.T. / Silent Hills Concept Movie - TGS 2014

You need a javascript enabled browser to watch videos.

Play

  1. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
  2. Tales of Zestiria puts the "Zest" Back Into Namco's JRPG Series
  3. Kirby Costume Montage - Super Smash Bros. for the 3DS
  4. GS News - Sony Braces For $2.1bn Loss; Halo: Reach Coming To Xbox One?
  5. Diving Back Into Halo 2, 10 Years Later
  6. Counter-Strike: Global Offensive meets Gone Home
  7. GS News Update: Access to Final Fantasy XV Demo Included With Final Fantasy Type-0
  8. Alien: Isolation - Survivor Mode Trailer
  9. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  10. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  11. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  12. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


15.07 | 0 komentar | Read More

Get Assassin's Creed Unity PS4/Xbox One Collector's Edition for $60

Written By Kom Limpulnam on Rabu, 17 September 2014 | 15.07

In what is more than likely a pricing error that will be fixed very soon, the Dell Store currently lists the Collector's Edition of Assassin's Creed Unity for PS4 and Xbox One at the budget price of $60. The tip comes from the deals site Dealzon, and the Dell listing says you get:

  • 2 Bonus In-Game Missions
  • 16 Inch Arno Figurine
  • Official Soundtrack
  • Artbook
  • Music Box

You can read more about the Collector's Edition and other pre-order bonuses here. The edition is currently listed as unavailable on Amazon and GameStop, but Best Buy is still selling the same version for the standard price of $130. So, that's a pretty good discount if you were thinking about picking up a current-gen version of the game and wanted a few fancy extras.

Unity launches November 11 for Xbox One, PlayStation 4, and PC, alongside Assassin's Creed Rogue for Xbox 360 and PlayStation 3. And we also recently learned about Assassin's Creed: The Americas Collection, which is a bundle coming October 28 that collects Assassin's Creed III, Assassin's Creed IV: Black Flag, and Assassin's Creed III Liberation HD for Xbox 360 and PS3.


15.07 | 0 komentar | Read More

Capturing Monsters With Monsters in Skylanders Trap Team

As toy franchise lifespans go, Skylanders entering its fourth year is no small feat. Creator and main developer Toys For Bob has managed to avoid stagnation partly due to the series' ever-evolving roster of new characters. Every year sees a roster twist, whether it's extra large figures or creatures with swappable halves. Fans now expect that the fall season means something different with each new cast, although Toys For Bob has always added some first year-style "core" characters as well. These are the smaller, basic characters who lack enhancements but are no less useful in the battlefield. This mix of new and old figure styles complements the series' "forwards compatibility" value, where you can use older figures in all future installments.

Skylanders Trap Team's theme compels kids and adults to dabble in the dark side. Fans got a taste of this last year with the GameStop-exclusive Dark Edition Starter Pack, which was a reskin of five fan-favorite characters: Dark Washbuckler, Dark Blast Zone, Dark Stealth Elf, Dark Spyro and Dark Lockjaw. They were enhanced with dark powers, but they nonetheless still fought for good. With Trap Team, fans now get the opportunity to play as actual Skylanders bosses. That's where the 16 Trap Masters and their Traptanium crystals come in. The crystals are needed to capture bosses, provided a given villain is elementally aligned with one of the crystals you own. If you defeat the water elemental Cross Crow, you can only capture him if you have a water elemental trap crystal. While that might mean completionists will be spending more money this year, Activision's packaging plans doesn't seek to alienate the Skylanders fanbase. You can get different styles for each crystal, but you only need one crystal for each element. So if you manage to complete the foursome of air elementals (Dreamcatcher, Buzzer Beak, Bad Juju, Krankenstein), you only need one air crystal, since you can only use one villain at a time. Activision, given their prerogative to make money, could have forced consumers to buy one crystal for each boss. The current set up makes Trap Team appealing, especially since you can still complete the game using everything in the Trap Team Starter Pack, which includes two starting crystals.

I was recently given the opportunity to engage in a Trap Team mission that pits the Skylanders against a zeppelin. This was a two-phase level that began with an on-rails shooter sequence where you're thinning out the ship's exterior defenses. The second half of the mission involved infiltrating the zeppelin itself and the inevitable boss fight. The owner of this zeppelin is Chef Pepper Jack, a living jalapeno who can also be mistaken for a deformed lobster. Transitioning from the outside to the inside of the flying ship is a superb trick in level design, where the interior feels much more expansive than the exterior implies. In between brawls--of which there are many--you're tasked with typical Skylanders problem solving: puzzles that are hardly brain teasers for teenagers or older. If your progress is blocked by a sturdy wood barrier, there's a good chance a barrier-breaking cannon is nearby.

In a ship stocked with giant forks, kitchen tools, and Norwegian chefs, I had to ask a Toys For Bob spokesman if most of the game's art direction is centered on food. He replied that, "Food is just one of many visual themes in a game of many themes." True, none of the other villains in Trap Team give off a foodie vibe like Chef Pepper Jack. The notable exception is a new core Skylander named Food Fight who happens to be a living artichoke. It is both amusing and disturbing that a walking, sentient artichoke is wielding a gun that fires tomatoes. To draw a mammal analogy, this would be like a human firing a gun that shoots monkeys, or the other way around depending on your fondness for tomatoes over artichokes.

It is both amusing and disturbing that a walking, sentient artichoke is wielding a gun that fires tomatoes.

Toys For Bob's wild imagination is on full display even beyond Trap Team's partial food theme. The oversized horns of the Valkyrie-inspired Head Rush Skylander is emblematic of the studio's talent for abstract character designs. On the other end of the spectrum, you have the plain-looking Bushwhack, who stands out for looking like the most human Skylander in the series' history. Then there's Hood Sickle, a villain who is sure to be a fan favorite since he's the possibly the cutest sickly-wielding executioner you've ever seen.

Going back to the Traptanium crystals, one has to ask: Can you replay a previously-beaten area using the boss you've just captured to beat the same boss again? Absolutely. Chef Pepper Jack doesn't blink an eye in having to fight against Chef Pepper Jack. It's easy to see these playable villains enhance Trap Team's replay value, especially if they can access previously locked areas. Skylanders has always felt inspired by Pokemon, but with Skylanders Trap Team, it's as if the pocket monsters finally get to catch other pocket monsters themselves.

Filed under:
Skylanders Trap Team

15.07 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger