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Game of the Month October 2014

Written By Kom Limpulnam on Sabtu, 08 November 2014 | 15.07

With November dominated by the likes of Call Of Duty and Assassin's Creed, it falls to October to give us some lesser known--or at least less commercially colossal--gaming gems. Sure enough, this October was thick with new releases, including the likes of Lords of the Fallen, Super Smash Bros. for Nintendo 3DS, and the excellent NBA 2K15. The Xbox One in particular, seemingly shy of worthwhile exclusives, was gifted not one, not two, but three great games.

Forza Horizon 2 continued the series' run of shiny 60fps visuals married to a compelling collection of meticulously modelled cars and tracks; Disney Fantasia: Music Evolved reminded us that yes, there are some great uses for Kinect outside of system voice commands; and Sunset Overdrive surprised everyone by being so gosh darn fun.

But October also saw the release of a game that will long be remembered as an absolute classic, the kind of the game that's worth splurging on a new system for. Platinum Games' Bayonetta 2 took everything that was great about its predecessor, gave it a colourful lick of paint, and then upped the crazy to wonderful new heights. Few games are as madcap from the outset as Bayonetta 2. Within moments of hitting start you're hurtling towards the earth atop a crumbling slab of building fighting glittering golden angels, and then minutes later you're on a jet fighter firing guns from your feet and laying bloody waste to horse-riding jousters with wings.

The action rarely lets up, each boss battle and set piece escalating towards a climax of epic proportions, all backed by a control system and feel that sets the benchmark for action-game combat. Finish Bayonetta 2 and you'll want to play through it again, increasing the difficulty to master each of every one of Bayonetta's gruesome, yet elegant combos, and to unlock some of the wonderful Nintendo easter eggs.

Bayonetta 2 is a game that must be experienced, and even if you have to beg, steal, or borrow to get a Wii U to play it on, trust me: it's more than worth it.

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Game of the Month
Bayonetta 2

15.07 | 0 komentar | Read More

How Titan Died, and How Overwatch Was Born - Chris Metzen

@dannyodwyer @GT_APE I feel like WoW came on an age where their cartoony graphics made sense, and wouldn't feel as cartoonish back then. Graphics weren't still at their prime back on 04. What it seems to me, is rather that they became lazy and accomodated with WoW's graphical style, so they just stuck with it. I'd like to see them actually trying to push farther and onto a more mature style for a change of pace, it's been 10 years afterall. D3 and to some extend Starcraft still had a somewhat cartoony style. 

With that being said, I'm still okay with cartoonish graphics overall. I just hope that it doesn't become too similar to TF2 due that, however.


15.07 | 0 komentar | Read More

BlizzCar 2014 - Hey Let's Drive to BlizzCon

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  1. How Titan Died, and How Overwatch Was Born - Chris Metzen
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  9. Does Blizzard's Shooter Overwatch Live Up to the Hype?
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15.07 | 0 komentar | Read More

Does Blizzard's Shooter Overwatch Live Up to the Hype?

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  1. How Titan Died, and How Overwatch Was Born - Chris Metzen
  2. GS News Top 5 - GTA Goes First-Person, Ubisoft Pulls Games Off Steam
  3. Call of Duty: Advanced Warfare - Zombie Mode
  4. Starcraft II: Legacy of the Void - Multiplayer Update: Protoss
  5. Overwatch - Mercy Gameplay Trailer
  6. Overwatch - Zenyatta Gameplay Trailer
  7. Reality Check - Real Time Global Illumination - What Is It And Is It Possible on PS4 & XONE?
  8. Overwatch - Reinhardt Gameplay Trailer
  9. BlizzCar 2014 - Hey Let's Drive to BlizzCon
  10. Overwatch - Hanzo Gameplay Trailer
  11. Starcraft II: Legacy of the Void - Multiplayer Update: Terran
  12. Overwatch - Widowmaker Gameplay Trailer
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15.07 | 0 komentar | Read More

The Unfinished Swan Review

Written By Kom Limpulnam on Jumat, 07 November 2014 | 15.07

The Unfinished Swan starts with a kind, grandmotherly voice telling the story of Monroe, a newly orphaned young man, whose mother has just passed away, leaving him orphaned, leaving him nothing but her last, unfinished painting of a swan. Soon after, the disembodied bird flaps off into the blank white nothingness of the painting, and Monroe follows. The storybook narration ends, the screen fades to white, and you're left with one of the most exhilarating moments in all of gaming.

You're left with nothing.

The screen fades to completely empty white space, with a tiny circle reticule in the center. You hit one of the triggers or the touchpad, and Monroe throws an ink pellet, making his first haphazard black splotch on the world, and highlighting the way forward.

Spoiler: The entire game takes place in Minas Tirith.

What follows is a first person game unlike anything else: An abstract, Jackson Pollock work of art of the player's making, where objects only take shape after you've splashed black paint all over the canvas, giving shape to each object, making the objects and paths stand out by contrast with the paint alone. The world of The Unfinished Swan, in this first chapter, is a world of blank castles, paths, park benches, shallow ponds, blank statues, and rusty, creaking gates, all of which exist, and yet don't exist, until Monroe makes his mark. It's an elegant, soothing aesthetic, giving the player all sorts of leeway to play and make things messy, while still creating something pleasing to the eye. After traversing the landscape awhile, you reach higher ground and are able to look back over your creation. This sight might be one of the most transcendent, fascinating moments in any game, seeing black and white spatters form shapes, animals, architecture, and natural beauty. That unexpected beauty, unfortunately, only makes the fact that the game starts filling in the blank space with color and shadow in the next three chapters all the more disappointing.

This was the issue with The Unfinished Swan in 2012, and it's not an issue that the pretty 60 frames-per-second, 1080p upgrade could ever fix. Yet, knowing what the PS4 is capable of, it's still a bit of a crestfall. That's not to say that what comes after the first chapter is bad, per se. On the contrary, taken as a separate, simple tale of a boy exploring the vast sterile wonderland of his parents' imaginations, it's still a playful exercise in curiosity and exploration. It's one of the most thoughtful and endearing uses of the first person perspective in quite some time, bolstered by a quirky, gentle electronic ambient score, and a soft, melancholy subtext of divorce and the death of loved ones.

Welcome to the Tragic Kingdom

The storybook narration ends, the screen fades to white, and you're left with one of the most exhilarating moments in all of gaming.

Because the game is so very short--about two or three hours long--no one stage lasts long enough to wear out its conceptual welcome. The game ushers you in pursuit of the titular swan, through vast, Draconian labyrinths, wide, open, Mediterranean plazas, hot air balloon platforms, twisting vines that grow and stretch in whatever direction you toss water balloons, and spooky adventures in shadowed forests, lit by the light of strange luminescent fruit. Embedded in that stage is the one section in which the game comes close to the first chapter's brilliance: a section in which Monroe jumps into a painting, and finds himself in a Cubist rendition of the current area, where he can use his ink/water pellets to create geometric shapes and platforms. It's there and gone as fast as it came, but it's still a joyous change of pace at a point in the game where it's most needed. And in between, the story is still told, through new pages of the story revealed by splashing ink on golden letters, telling fun, simple tales of the king who once ruled the empty lands, and his troubles. And yet, even then, where the game goes is not nearly as powerful a statement on artistry and imagination as where it starts. What was once snowblind exploration turns into simple problems and puzzles of physics.

We call this piece "Crazy Stairs".

While the game that follows is a satisfyingly twee Golden Book of a game, the first chapter lets the player's imagination do the heavy lifting in a way games never do. The ink only provides a rudimentary outline for your world, and any sense of the overarching land comes entirely from within. It's euphoric, that power. It stretches muscles that games don't allow unless you're playing a text adventure. Once the game starts filling in the blanks for you, giving the buildings shadows and color and concrete shapes, those muscles are laid to rest for the rest of the game. No matter how much the game's inherent playfulness and imagination is being flirted with, no matter how pleasant the narration is, especially when Terry Gilliam--yes, that Terry Gilliam--shows up for a late game cameo, the fact is that what was once abstract, existing predominantly in the player's mind, is now being made solid by someone else.

That fact strips it of a groundbreaking ambition that the gaming world needs so much more of. The Unfinished Swan presented in Chapter One could've sustained a few hours by itself. Instead, it takes up only half an hour, followed by another few hours that settle for being simply great and delightful. It's the kind of failure many developers work their fingers to the bone to achieve.


15.07 | 0 komentar | Read More

Halo: The Master Chief Collection Review In Progress

Halo: Combat Evolved Anniversary. Halo 2: Anniversary. Halo 3. Halo 4. There's a lot of Halo in Halo: The Master Chief Collection, and I'm not just talking about the four lengthy campaigns, Forge mode, and all that online multiplayer. When you play The Master Chief Collection, you get a strong sense of a larger, cohesive whole. Sure, these games are direct sequels to each other, but there's more here than just continuity of story and evolution of mechanics. As you hop from game to game, playing as Master Chief in his many incarnations, a timeline coalesces not just of the games themselves, but their place in video game history, their place in popular culture, and their place in your life.

My memories of playing Halo are inextricable from the time in my life in which each game came out, and playing through The Master Chief Collection has often felt like a stroll through an impeccably ordered photo album. All four campaigns are arranged neatly with all missions unlocked, free for you to pick and choose right from the start. The multiplayer is similarly arranged, but alas, that portion of the digital copy of the game I was provided with for review purposes was only patched in recently. Until I can put significant time into online play and mess around with Forge (also recently added), the full review will have to wait. This review in progress will focus only on the four campaigns and how they are presented in The Master Chief Collection.

Let's start with Halo: Combat Evolved Anniversary. Released just three years ago, this remastering of the game that started it all has aged a bit itself, but it still holds up really well. The story of humanity's first encounter with a halo ring is still an intriguing one, laced with quiet moments of awe and spiked with dramatic encounters. This young Master Chief lacks the speed and urgency of his most recent self, and his gliding jog and floating jump require a certain amount of recalibration for those accustomed to more modern shooters. But once you get the cadence of combat dialed in, the tension and satisfaction of battle are still potent.

Halo CE is where we first met Master Chief's signature trio of guns, grenades, and melee attacks, and deciding when and how to employ these in combat is still an entertaining endeavor that changes significantly as you ratchet up the difficulty. The tactics of the Covenant and the Flood enemies, the varying spaces in which you engage your foes, and the vehicles that are sometimes at your disposal all contribute to a campaign with enough variety and momentum to spur you onward through to the awesome final level (the slog of The Library level notwithstanding).

The gang's all here.

As in the original Xbox 360 release, Halo CE: Anniversary features both the original visuals and audio as well as remastered visuals and audio, and you can switch between them with the press of a button. Unlike in that version, the switch is now instantaneous, allowing you to more speedily flip between decades. It's a neat trick that never really gets old, though you'll probably want to spend the majority of your time with the lush, vibrant remastered visuals. The environmental details and color saturation are richer in the more modern view, but it's still impressive to see how well the original architectural design of many of the buildings holds up. The smooth lines and alien elegance of the Forerunner structures remain nearly unchanged, a testament to the quality of the original art design.

The anniversary treatment has also been applied to Halo 2, and The Master Chief Collection marks the first release of Halo 2: Anniversary. In addition to getting similarly remastered visuals and sound, Halo 2: Anniversary also boasts a completely redone line-up of cutscenes done by the same company that contributed to Halo 4's excellent videos, Blur Studio. These scenes are dazzling re-imaginings of the originals, done with a technical prowess and cinematographic flair that made me want to play through the whole campaign just to see each one. Unlike in Halo CE: Anniversary, you can flip between old and new during cutscenes as well, though you might want to save that for your second playthrough. There's a slight desynchronization between the two that will cause you to lose a second or two when switching, and the old scenes look so dated that they feel like more like creaky relics than interesting artifacts.

The remastered visuals of the gameplay proper are lively and detailed, and they often augment the environments with flourishes and signage that simply aren't there in the original version. The gap isn't quite as large as it is in Halo: CE, but it is still substantial and it's usually a good bet to stick with the remastered visuals and audio. Usually. The updated presentation isn't without issues, and there are instances in which the saturation of light and dark goes a bit off the deep end. If you're taking cover from aerial bombardment by the Covenant, the explosions can create a blinding effect that completely whites out your screen. On the opposite end of the spectrum, when you're sneaking through dark interiors, the blacks can get so deep that you need to either bump up the brightness on your television (there is no in-game gamma setting), or switch to the original visuals in order to discern the layout of the level. This darkness issue also can also occur in the original visuals as well, and judicious switching can be a good way to mitigate the issue.

Lookin' sharp, gents.

On the audio side, the updated orchestration is a standout, filling out the soundtrack with an aural richness that heightens the emotional timbre of your adventure. Many of the weapon sounds have been similarly beefed up, but not all of these changes are for the better. The distinctive rolling clatter of the submachine gun has been replaced with a brasher, more metallic sound that lacks the charm of the original, while the sniper rifle's bombastic, echoing report has been slimmed down to a duller, briefer blast. You may feel differently, depending on your memories of Halo 2's decade-old sounds, but regardless of your preference, there is no way to choose audio and visual option independently. Remastered visuals are always accompanied by remastered sounds, and both are generally the better choice.

The campaign of Halo 2 has attracted some criticism over the years, splitting the narrative as it does between Master Chief and the Arbiter and ending on a less-than-satisfactory conclusion. The highs and lows of yesteryear remain largely unchanged, and the dual protagonist adventure still delivers enough excitement to make it worth playing, even if it isn't the most compelling campaign in the package. The thing that made Halo 2 such a phenomenon was its online multiplayer (no, it wasn't dual wielding), and as I mentioned above, I haven't had enough time with it yet to speak confidently about its quality.

Halo 3's campaign, however, remains one of the best in the series, and the one in which I think Bungie really nailed what Halo was about. Halo 3's campaign flowed between diverse areas in a pleasing cadence, and made vehicles available on levels that were enjoyable to play on foot as well. The traditional array of combat tools was augmented with deployable equipment and a host of new gear, all of which gave the player a variety of ways to approach a given combat scenario. This flexibility was present in previous campaigns as well, but it wasn't until Halo 3 that it really hit the sweet spot of replayability.

Teaming up to take down the big bads.

Playing solo, playing cooperatively, playing on a harder difficulty level, and playing with difficulty modifiers enabled all feel like significantly different endeavors in Halo 3. When you change these parameters, you're not just going to be doing the same thing you did solo on normal difficulty, only better. You're going to attempt daring stunts because you feel confident, you're going to experiment with different approaches when you're feeling overwhelmed, and these approaches are going to vary widely. Halo 3 cultivates this flexibility and creates these moments in which the game feels like a playground. It delights, it punishes, it motivates you to do better, and those are some of the best things a video game can do.

In the context of the original Halo trilogy, playing Halo 4 reinforces how much it feels like a new era for the series. The 2012 release shifts gears in a number of ways: Master Chief can now sprint for the first time, new enemies and villains are introduced, and the characterization of the Chief himself takes a turn. No longer the lone supersoldier upon which the fate of all humanity hangs, Chief is questioned, doubted, and treated with something less than utter reverence. That narrative twist is as much a signal of the new era as anything, and it's delivered with the best characterization, dialogue, and cinematography that the series has seen to date.

The action of Halo 4's campaign is still exciting, thanks largely in part to the through lines of combat design that have helped keep the series lively for so long. The armor abilities first introduced in Halo: Reach add another asset to the Chief's arsenal, and the new Promethean enemies bring a few new twists into combat, like the aggravating tendency to shield their allies. Though you can sense that Halo 4 is a last-gen game in it's visual fidelity, it is still an attractive, often beautiful game, especially in those Blur Studio-fueled cutscenes.

Among Blur's contributions to The Master Chief Collection is also at least one new scene, placed at the beginning of Halo 2: Anniversary, that features Agent Locke, the new protagonist for the second game in the trilogy that Halo 4 kicked off, Halo 5: Guardians. This, along with some Locke-voiced terminal videos accessible throughout the Halo 2: Anniversary campaign, show a forward-looking side to this nostalgic collection. The Master Chief Collection is aiming to not merely take you on a walk down memory lane, but to get you excited for where the Halo journey is going.

Next week I'll be chiming back in with my full review of The Master Chief Collection, once I've played a whole bunch of multiplayer and messed around a bit with Forge (including the new forge-able Halo 2 levels). Be sure to check out the video review and gameplay clips for a look at these games in action, and let me know how you think it's shaping up in the comments below.

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Halo: The Master Chief Collection

15.07 | 0 komentar | Read More

Halo 2: Anniversary - Tank Gameplay

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Halo: The Master Chief Collection - Review In Progress

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  1. Top 5 Skyrim Mods of the Week - The Long Hammer
  2. GS News - Call of Duty Blocks PS4 Share Play; Witcher 3 Gets FREE DLC!
  3. TOME Immortal Arena: Auberon Cinematic Trailer
  4. TOME Immortal Arena: Fathom Cinematic Trailer
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  6. TOME Immortal Arena: Morlock Cinematic Trailer
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  9. Halo 2: Anniversary - Tank Gameplay
  10. Persona Q: Shadow of the Labyrinth - Koromaru
  11. Persona Q: Shadow of the Labyrinth - Kanji Trailer
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15.06 | 0 komentar | Read More

Quick Look: Majestic Nights: Chapter One

Written By Kom Limpulnam on Kamis, 06 November 2014 | 15.07

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Roman Reigns on Getting Scanned Into a Video Game

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  1. Quick Look: Majestic Nights: Chapter One
  2. GS News Update: The Top Nintendo Direct Announcements
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PS4 Update 2.01 Out Now, Fixes "Rest Mode" Bugs [UPDATE]

UPDATE: Sony worldwide studios president, Shuhei Yoshida, posted on Twitter that the update 2.01 is live and the "rest mode" bug should now be fixed. However, you have to opt into the update, as he notes, "This is not a forced update."

The original story appears below.

Sony announced today that a PlayStation 4 system update that should fix the issues gamers are having with the system's new "Rest Mode" will be deployed soon. The news came from Twitter.

Following the release of the long-awaited and feature-rich PS4 2.0 update last week, some users reported experiencing a bug that prevents the console from powering back on after it enters "Rest Mode" (the new name for Standby Mode).

A temporary fix available today, Sony says, is to boot in safe mode, though of course that is not an ideal solution. It is unclear how widespread the issue is.

Sony was quick to respond to the issues that cropped up following the release of PS4 update 2.0, telling GameSpot last week: "We are aware of issues reported by some PS4 users following the release of PS4's latest system software update, v2.00. We are investigating these issues and will provide an update as soon as we have more information."

No timetable other than "soon" was provided regarding the release of PS4 update v2.01.

Got a news tip or want to contact us directly? Email news@gamespot.com

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PS4

15.07 | 0 komentar | Read More

Kingdom Hearts 2.5 HD Remix is $100, Comes With a Plush Heartless

If you want to get the premium version the Kingdom Hearts II HD update for PS3, it's going to cost you $100. Pre-orders are open now for Kingdom Hearts 2.5 HD Remix, which is only available online through the official Square Enix Store.

Here's what comes in the collector's edition:

  • Kingdom Hearts HD 1.5 ReMIX and Kingdom Hearts HD 2.5 ReMIX game discs
  • Collector's Steelbook Case
  • Collector's Edition Box
  • Shadow Heartless 9.4" tall Plush Toy
  • Disney collectible pin that features Sora and Mickey Mouse back to back, with a keyblade dangler. Made out of a soft enamel coating on metal, this pin's height stretches out to 1.68 inches.
  • 30-Page Art Book and Dust Jacket

Square Enix is also offering a Limited Edition option (which is the only other version available if you're pre-ordering). For $40 you get three games: Kingdom Hearts II Final Mix, Birth by Sleep Final Mix, and Re:coded as well as the special edition Disney pin from the Collector's edition.

What do you think? Are you going to pick up either version to brush up on the convoluted lore of Kingdom Hearts before Kingdom Hearts III comes out?

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Kingdom Hearts HD 2.5 ReMIX
Kingdom Hearts HD 1.5 ReMIX
Kingdom Hearts Collector's Pack: HD 1.5 + 2.5 Remix

15.07 | 0 komentar | Read More

PS4 Free PlayStation Plus Games for December and January Revealed Early

Written By Kom Limpulnam on Rabu, 05 November 2014 | 15.06

Who doesn't like to earn free trophies? Sony consistently delivers each month, and the free PS+ games aren't always that great, but great gems are amongst the rubble. Take Resogun, Trine 2, Strider, Outlast, and Velocity for example, as they alone are worth more than the $30 year subscription purchased Black Friday 2013 I snagged, and even at $50/yr it's arguably well worth the price even if you were to never play a single multiplayer session. Why would you clown on such generous offerings? Unless...(gasp), you don't have both the PS4 and XB1?


15.06 | 0 komentar | Read More

Destiny Has 9.5 Million "Registered Users," Activision Says

Just how sell is Bungie's recently released shooter Destiny selling? We now have some idea, as Activision Blizzard today announced that, to date, Destiny has "more than 9.5 million registered users."

Not only are Destiny's ranks deep, but gamers are spending loads of time with the game. According to Activision Blizzard's data, "active" Destiny users are playing the game for more than three hours per day on average.

Destiny launched on September 9 across Xbox 360, Xbox One, PlayStation 3, and PlayStation 4. The game grossed more than $325 million in its first five days. Activision maintains that Destiny is the biggest new IP launch of all time. The game also "ranks among the top 10 largest video game launches of all time in the United States," the publisher says.

Activision Publishing CEO Eric Hirshberg said various other Destiny engagement trends are proving positive, including the number of players across all game modes, as well as peak concurrency levels.

In terms of financials, Activision Blizzard posted $1.17 billion in revenue for the quarter ended September 30. This is up significantly from the $657 million that the publisher hauled this quarter last year. The company also saw profits increase year-over-year, rising from $90 million last year to $173 million this year.

Activision Blizzard also reiterated that World of Warcraft had 7.4 million subscribers as of September 30, while Heartstone: Heroes of Warcraft has now reached 20 million users.

Digital sales played a major role for Activision Blizzard during the quarter, coming in at $505 million, or about 43 percent of total revenues. Activision Blizzard CEO Bobby Kotick offered a statement about the company's better-than-expected results today.

"In addition to new content releases of Skylanders Trap Team and Call of Duty: Advanced Warfare, next week Blizzard Entertainment plans to launch World of Warcraft: Warlords of Draenor," Kotick said. "Today, we have some of the most important franchises in entertainment and we expect to continue growing our product portfolio in 2015 with two additional franchises--Call of Duty Online, which we expect will enter an unlimited beta test, including virtual item sales, in China during the first quarter, and Blizzard Entertainment's Heroes of the Storm."

"Looking ahead, we have more opportunities than ever before to fuel our growth by creating great content using new platforms and business models while also expanding into new geographies," he added. "We are embracing all of these growth opportunities with the same commitment to excellence that we have demonstrated over the past 23 years."

Activision Blizzard has a few big-name game releases in the pipeline. Following Call of Duty: Advanced Warfare's release today, the company will release the Warlords of Draenor expansion for World of Warcraft on November 13, while Destiny's The Dark Below add-on will arrive on December 9.

Activision Blizzard also announced today that it is raising its full-year net revenue outlook from $4.7 billion to $4.8 billion.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Destiny

15.06 | 0 komentar | Read More

"Destiny 2" in the Works

Today during a post-earnings financial call, Activision Publishing CEO Eric Hirshberg revealed that development has started on the next "full game" in the Destiny series.

Speaking about the future of Destiny, Hirshberg said: "Work has also begun on future expansion packs, as well as on our next full game release."

A sequel to Destiny is not altogether surprising, given the fact that Activision Publishing has regularly maintained that it has a 10-year vision for the Destiny franchise. According to Activision, Bungie has a Lord of the Rings-sized narrative in mind for Destiny.

In addition, according to Bungie-Activision contract deals that emerged in 2012 called for multiple sequels to Destiny.

Earlier today, we learned that Destiny has 9.5 million "registered users" and that the average player is spending three hours in the game every day.

Activision did not share any further details about Destiny's sequel such as when it will be released or what new content and features it may include.

Asked for further details about the Destiny sequel, an Activision representative told GameSpot: "At Activision we are very pleased at the launch of Destiny and look forward to working with Bungie to expand the universe over the course of our 10-year relationship. We have nothing further to announce at this time."

What would you like to see from a Destiny sequel? Let us know in the comments below.

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Call of Duty: Advanced Warfare, Roman Reigns Interview - The Lobby

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Win a Special Edition Call of Duty Advanced Warfare Xbox One on The Lobby

Written By Kom Limpulnam on Selasa, 04 November 2014 | 15.06

Love it or hate it, the Call of Duty franchise is a sales juggernaut that will dominate your online friends list and the NPD charts for the next few months. And tomorrow on The Lobby at 2PM PST, we're giving you a chance to win a free copy of the latest game in the series, Call of Duty: Advanced Warfare, along with a current-gen console to play it on.

The Limited Edition Call of Duty Advanced Warfare Xbox One bundle has been provided for giveaway by the Xbox team at Microsoft, and it includes:

  • A 1TB version of the Xbox One with a custom-designed Advanced Warfare design and special sound effects
  • Wireless Xbox controller (which also has the custom-designed Advanced Warfare design)
  • Downloadable copy of Advanced Warfare Day Zero Edition -- you can read more about this special bundle here
  • Unique exoskeleton and exclusive in-game bonus items including the EM1 Quantum directed-energy weapon and bullet brass exoskeleton
  • Digital edition personalization pack

To win, just come back to this page at 1:00pm PST and enter your information in the form that you'll find below. Timing for when you can enter will be announced during The Lobby, and the winners will be chosen at random and announced at the end of the show.

In the meantime, you can read about what other critics are saying about Advanced Warfare ahead of the game's wide release on Tuesday.

Got a news tip or want to contact us directly? Email news@gamespot.com


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NBA Live 15 Review

EA's return to basketball last year felt like a labor of obligation, shabbily patched together and pushed out the door. If this year's goal were simply "make a better game," NBA Live 15 checks that box--but that doesn't make it a good basketball experience. Shoddy mechanics, simplistic defensive play, and antiquated visuals make it difficult to have fun with NBA Live 15. It's not broken, and there's enough content to keep you busy for the full NBA season. However, NBA Live is a franchise desperately searching for its identity, and its deficiencies are only more glaring with NBA 2K15 reaching such great heights.

If you take a close look at a player in NBA Live 15, you quickly see the technical strides this series has taken. Sweat realistically travels down bodies, which now sport muscles that retract and expand during drives to the basket. Jump shots, post moves, and even Euro steps all look more believable than those in last year's game. There's a varying level of detail from player to player, but stars like cover athlete Damian Lillard look sharp, thanks to the motion capture work and 3D head scanning.

It can be attractive up close, but NBA Live 15's technical limitations emerge when you pull back the camera and watch it all in motion. Athletes stick awkwardly close to one another on the court, jittering maneuvers and stiff movements pulling you out of the action. The frame rate often fails to keep up when turnovers lead to fastbreak scores, while sudden accelerated animations make it difficult to follow the action. NBA Live 15 isn't ugly, but constant visual wobbles make it feel stuck in a generation gone by.

Its unrefined presentation is forgivable, if disappointing. However, NBA Live 15's biggest and most pervasive liability comes in how it feels. Running offensive plays is trying, with much of your ball movement stemming from often-ineffective screens. It's too difficult to create space and find an open shot on your own, so you're left relying too heavily on working around picks in order to push to the rim. Dunks and layups can almost feel automatic if you're guarded by a single defender, but getting into the paint is arduous with efficient dribbling and quick finesse moves being so toothless.

Defense isn't smart or fun, as it's just too easy to press against your man and prevent open looks or strong post moves. Instead of guessing the direction of a player's drive, NBA Live 15 allows you to shut down even the biggest stars by simply staying reasonably close. That's it. You need to press your weight against bigger men in the paint and time your jump to contest shots, but defense doesn't offer enough involvement in the on-court battle to actually feel interesting. Attempting steals adds a bit of dynamism, but batting the ball away is too easy. On my first six attempts, I stole the ball five times and drove it down the court for multiple easy baskets. It helped me come away with a win, but that shouldn't happen in a game attempting to simulate the sport.

But then, I continually found myself questioning whether or not NBA Live 15 really is trying to provide an authentic basketball experience. The pace is much faster than is often comfortable, with transition plays often feeling more disorienting than advantageous. Simply passing the ball around the key looks and feels a half step faster than you'd expect, and even shooting the ball is a bizarrely inauthentic task. Instead of releasing at the top of your jump, you need to launch the ball a few moments earlier in order to kiss the bottom of the nylon. This forces you to forget what every other basketball game has taught you, but even if you master the timing, it still feels sinful to let go of the button so early.

It isn't quite a simulation, but don't think NBA Live 15 reaches NBA Jam levels of absurdity. Players don't catch fire and brush against the ceiling before finishing a dunk, yet player and ball motion just don't feel like they're based on the real NBA. NBA Live 15 isn't fun and zany enough to be an arcade experience, but it also fails to present the proper shooting, passing, and fundamentals you'd expect in a basketball simulation.

Beyond the standard Tip Off mode, NBA Live 15 includes a simplistic create-a-player component called Rising Star. Here, you can fashion your own personal player from the ground up--determining his position, appearance, background, and build. Unfortunately, there's little outside of the upgrade system that makes this feature feel unique. There's no real semblance of a story to make you feel invested in your created player, so your only incentive to push forward is watching your statistics continue to tick up.

The rest of the feature set continues to feels like a watered-down version of what NBA 2K15 already provides. Ultimate Team lets you build your dream team through collected cards of varying rarity, while Dynasty allows you to manage the trades, goals, and on-court action of your favorite team. Both are serviceable, but have been done better elsewhere. The Big Moments mode is a little bit more novel, letting you reenact some of the most spectacular nights in a player's career. Stepping into Carmelo Anthony's shoes to recreate his 62-point outburst from last season is a challenge, but attempting to recapture this magic is at least a fun change of pace.

Even during its brightest moments, NBA Live 15 isn't a very fun basketball game. Effective offense is a struggle to achieve, and defense is far too automated to keep you interested. Even with individual players looking better up close, NBA Live 15 fails to present an attractive package when all ten bodies are running plays on the court. EA is headed in the right direction with this struggling franchise, but compared to NBA 2K15, Live feels like it's playing for a roster spot in the D-League.


15.06 | 0 komentar | Read More

How to Play Dragon Age: Inquisition One Week Early on Xbox One

Dragon Age: Inquisition isn't slated to come out until November 18, but if you're a member of EA Access on Xbox One, you might be able to jump into the game as early as next week.

In a post on the official EA website, the company writes that your EA Access membership will "get you into Dragon Age: Inquisition on November 13." You'll have access to a six-hour trial, during which you'll be able to "create your hero, form your Inquisition, and take your first steps into Thedas, exploring the world and battling evil in both real-time and tactical combat." Your progress will carry over to the full game when it comes out, provided you decide to buy it, and the membership will also net you a 10% discount if you buy the game digitally from the Xbox One online store.

EA Access is currently an Xbox One-exclusive service that costs $5/month. Sony declined adding the service to their own online offering stating it, "...does not bring the kind of value PlayStation customers have come to expect."

Dragon Age Inquisition will release on Xbox One, PS4, Xbox 360, PS3, and Windows.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Winning in Call of Duty: Advanced Warfare Without Lightning Reflexes

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Call of Duty: Advanced Warfare - Crazy Guns and Exo Loadouts

Written By Kom Limpulnam on Senin, 03 November 2014 | 15.07

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Call of Duty: Advanced Warfare - Uplink Gameplay

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Call of Duty: Advanced Warfare Multiplayer Madness

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  9. Call of Duty: Advanced Warfare - Crazy Guns and Exo Loadouts
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Call of Duty: Advanced Warfare Review

By the time I finished Call of Duty: Advanced Warfare's single-player mode, I wanted to return to Seoul, South Korea, the setting of the game's first chapter. This mid-21st-century metropolis is awash in ultra modernity, to a degree I haven't seen since visiting the economically prosperous version of Tokyo in the 1980s. It's the perfect futuristic backdrop to introduce Advance Warfare's new movement abilities, which are granted by the soldier-enhancing exosuit introduced in the campaign. And when you first bear witness to a flying giant snake made up purely of small drones roaming the streets of Seoul, you know this is new science-fictional territory for Call of Duty.

Sledgehammer Games crafted an opening that does everything a great first chapter is meant to do: it welcomes you with big-budget bravado, offers control tips without excessive hand-holding, and establishes the tone of the campaign. "Welcome to back to Call of Duty," the first chapter seems to say. "Let's show the other games how to make a proper entrance. And while we're at it, let's test your subwoofer with the bass of an explosion and the vibrations of slow-motion melodrama." This is an introduction that kicks off the wartime journey of protagonist Jack Mitchell, played by Troy Baker. He begins as a U.S. Marine, but after a catastrophic event during his first mission, he joins Atlas, a private military corporation run by the generically named Jonathan Irons, who is played by a realistically-rendered Kevin Spacey.

It's never been easier for a Call of Duty campaign to justify the series' traditional chapter-by-chapter globetrotting. When the services of the Atlas Corporation are sold to the highest bidder, every country is fair game. That said, Mitchell's story isn't as clear-cut as it seems; he isn't simply a Marine-turned-mercenary who travels where Irons tells him to. His tours offer a smattering of memorable missions, including a fast-paced intra-city manhunt through Santorini and several pulse-quickening escape sequences. Even Kevin Spacey's boastful tour of an Atlas facility is a pleasurable golf-cart ride on rails that wouldn't feel out of place as an EPCOT Center attraction, albeit one with a lot of killing machines in the background.

Aside from the positively imaginative two-chapter tutorial that kicks off the campaign, the one mission that leaves a lasting impression is a tense stealth op that prominently features a grappling hook. This tool is notably exclusive to the campaign, and when you discover its capabilities beyond traversing man-made structures, you can see why it was omitted from the multiplayer. The myriad locales work not only to minimize monotony, but also serve to showcase the talents of Sledgehammer's art team in war-torn urbanity, dark forests, and sun-drenched deserts. Advanced Warfare's visuals come nowhere near the exquisite detail of the Metro Redux shooters; that would likely kill the game's 60 frames-per-second smoothness, which would be sacrilegious to the series.

Call of Duty games typically provide the chance to snuff out enemies from afar in their campaigns, but surprisingly, there is only one such sequence in Advanced Warfare. To be fair, though, enemy weapon drops are plentiful in scoped firearms, often with the same see-through-walls technology as one of the tech grenades. Sledgehammer's future vision of weapon tech is positively practical with heads-up displays that are as clean as they are informative. The game varies the action in other ways, such as with a riveting sequence involving a jet ski with diving capabilities. (The campaign's other brief vehicular sections are unremarkable.) Certainly, I would have preferred more of these breaks from standard combat over the arduous occasions when you're asked to push objects. It is hardly a pleasure to shove an overturned van while having to endure the intentionally abrasive metal-on-pavement noise that accompanies it.

This Call of Duty aptly embraces vertical movement.

Advanced Warfare's ties to the past are few. The only time you feel the weight of history is during the introductory chapter in Seoul: in a battle in which North Korea was invading South Korea in the mid-2050s, the 100th anniversary of the Korean Armistice Agreement is not lost in the chaos. Instead of looking back, Sledgehammer Games delivers a future-facing story laden with disappointing predictability and villain posturing befitting a Roger Moore-era James Bond film. Advanced Warfare serves so many classic bad guy one-liners that by the final act my eye-rolling gave way to resignation. I was left hoping that this Call of Duty had a point to its uncharacteristically cartoon-like dramatics, but it instead leaves you with an unsatisfying conclusion driven by a tonally inconsistent script. When the credits roll, you may be disappointed the villain didn't round off his checklist of cliches by uttering, "We're not so different, you and I."

Whether intentional or not, the campaign is a narrative of echoes. If you've played your share of shooters from the last decade, you've seen these settings before. The passages of a naval ship echo the then-stupendous opening of Call of Duty 4, as does having a hardened British field mentor at your side for many of the chapters. Even if an obligatory bridge chapter reinforces the campaign's shortage of originality, at least these instances do not take away from the consistent entertainment of the overall playthrough. It follows the typical rhythm of a Call of Duty campaign, in which consecutive ground combat sections are broken up with a chase, a cutscene, or a quick time event.

Even though Advanced Warfare is set in the future, I'm glad Sledgehammer wasn't compelled to show off nuclear-level devastation on the scale of Call of Duty: Ghosts' gratuitous opening. Nevertheless, Advanced Warfare stumbles when evocation gives way to shock with minimal exposition. This happens during a scene that's meant to echo World War II atrocities, depicting disturbing incidents of human experimentation. Without explanation or context, this scene only provokes for the sake of it, making any themes it raises tough subjects for meaningful discussion.

The majority of Advance Warfare's campaign gameplay adheres to Call of Duty's linear first-person shooter level progression, where combat boils down to suppression of the enemy near and far. There are also a handful of looser missions that hint at what a Call of Duty game might be if it aspired to the wide-linear designs of the two latest Crysis games. Those games excel by minimizing the frustration of death, where getting killed gives you the opportunity to try a new path or strategy with each respawn. Many of Advanced Warfare's sections are spacious enough to experiment with new routes, and provide optional opportunities to use the exosuit. Yet therein lies one of the campaign's shortcomings: a lack of incentives to frequently use the exosuit. In the campaign, using these movement abilities is seldom mandatory, but always optional, and many environments allow plenty of room in which to play around. Nevertheless, the plethora of cover points will easily keep you alive, so why take a chance of being exposed, considering enemies aren't especially aggressive? The boost dashes and double jumps are immensely useful to evade enemies; not so much if you want to take the fight to them. The ability to hover in single player is only useful for the few times you need to stick a landing from a multistory drop.

The thoroughness of the mobility-focused tutorial in the first chapter may lead you to think that the rest of the single-player mode would be rich in moments that encourage verticality, dodging, and temporary flight. Such events are only sprinkled through the game's 15 chapters, as there are too few sections in which using an exo ability is mandatory. The campaign is an entertaining ride as a whole, but being able to progress through most of it with a classic Call of Duty approach is wholly unfortunate, as it contradicts the expectations set by the futuristic motifs of the initial chapter in Seoul and that fantastical giant drone snake.

His tours offer a smattering of memorable missions, including a fast-paced intra-city manhunt through Santorini and several pulse-quickening escape sequences.

You can trust that bloodthirsty friends and strangers in multiplayer will make sure you know every movement ability, lest you desire a humbling kill/death ratio. You never forget your first death at the hands of an online opponent who outmaneuvered you with a midair strafe-double jump combo. The moment you witness such a move is the moment you want to learn it. The tired adage of "Easy to learn, hard to master" does not apply here; rather, it's "Moderately tough to learn, even tougher to master." It's one thing to instantly see the benefits of a power slide or a double jump; it's another to apply these abilities in useful and practical ways. The lessons of First-Person Shooter Survival 101 and the economies of movement apply here: Just because you don't want to be killed while standing still doesn't mean you should be moving at all times.

The maps aren't quite like the Call of Duty maps you've played before: the upward mobility provided by the exosuit calls for more vertical structures. Advance Warfare does a fine job in addressing issues with first-person platforming, letting you catch the edges of rooftops if your double jump wasn't as long as you expected. That's not to say that the maps completely cater to every new ability. As fun as it is to evade a hunter by sliding under a pickup truck, these multiplayer maps aren't packed with such escape points. This kind of scarcity only makes wise use of the slide move all the more meaningful. Map memorization is thus all the more crucial, especially given how the maps in Advanced Warfare are understandably larger than typical Call of Duty maps.

With great abilities come expanded loadout options. The Pick 10 System that worked so well for Call of Duty: Black Ops II has expanded to 13 picks. This level of flexibility is tied to the one-size-fits-all-modes design philosophy of the 13 maps. Sledgehammer does not reconfigure arenas to suit a given game type; you are expected to adapt to each mode by having a custom loadout at the ready. A self-tailored speed-based loadout is crucial for the new point-based Uplink mode. This mode takes much of its inspiration from end-to-end goal-scoring sports like basketball and soccer, asking you to throw or dunk a device into an endpoint. Uplink is still primarily concerned with the shooting action, however, and thus defies categorization as a mere novelty mode. It's also terribly absorbing.

For all the futuristic weapons technology at your disposal, there's comfort in having these firearms in multiplayer sorted into familiar categories. Like donning a new pair of shoes with zero break-in time, creating a comfortable loadout of fictional weapons suited for Team Deathmatch takes little brainwork. If you're a Call of Duty veteran, don't be surprised if your initial loadout yields a satisfying kill/death ratio after your very first match. The only thing better than slotting a high damage IMR assault rifle in your loadout is seeing immediate results through your bodycount.

Progressing and obtaining rewards in Advanced Warfare's multiplayer is a layered experience, and Sledgehammer has erred on the side of excess. Beyond the straightforward rewards of actively participating in matches, the studio also recognizes the appeal of the blind box though its Supply Drop system. Considering that it would take tens upon tens of hours to unlock every possible Supply Drop item, it's a relief there's no risk of unlocking duplicate items. The one exception is if you convert an unwanted Supply Drop reward into experience, which is a practical option for some, but it opens up the possibility of unlocking that item again.

This abundance of content is also seen in the suite of multiplayer modes. Hardpoint, not seen since Call of Duty: Black Ops, makes a much welcome return since it serves as Advanced Warfare's King of the Hill mode. Due to their fundamental similarities, Uplink could have easily replaced Capture the Flag as the only delivery-style match. Instead, both are offered, as if Sledgehammer is saying, "Let's give the fans almost every mode imaginable and let them decide what will be the popular modes in six months' time." The finishing touch on this rich inventory of content is an acknowledgement to the Call of Duty purists: four classic modes (Team Deathmatch, Domination, Kill Confirmed, and Search and Destroy) that are played without exo movement. This works both as a throwback to familiar locomotion and as an experiment on how traditional matches would play out in maps larger than prior Call of Duty multiplayer maps. You won't find anything as tiny as the 'Hijacked' yacht from Black Ops 2; some maps in Advanced Warfare can fit a boat three times that size.

In contrast to the map-altering catastrophes you can trigger in Call of Duty: Ghosts, Advanced Warfare's multiplayer shows restraint in dynamic map events. A tsunami warning in the San Francisco map will compel many first timers to hurriedly search for higher ground, only to realize the ensuing flood is a laughably minor and temporary one. Sledgehammer should also be commended for designing original multiplayer maps without borrowing heavily from the single-player locales. Equally impressive are the settings not featured in the campaign, including a volcano in Hawaii and a space elevator platform in the Gulf of Mexico. These maps are generally roomy, but hardly bereft of confining spaces and narrow hallways. In sector-control modes like Momentum and Hardpoint, the hallways in maps like Bio Lab and Greenband make for brutally crowded gunfights ripe for increasing both your kill and death counts. These battles would be frustrating were the chaos in the moment not so fun and hilarious.

Advanced Warfare foregoes the novelty of ghosts and zombies in its wave-based cooperative mode, dubbed Exo-Survival. It's just as well; when you have drones, double-jumping soldiers, and hulking armored suits swarming towards your foursome, are supernatural armed forces necessary? As if to boast the versatility of the 13 multiplayer maps, none of the locales have been altered to suit any specific needs for human-versus-bot combat. The maps are divided into four difficulty tiers, partly based on how the terrain of each setting helps or hurts your team. For example, the three points of entry in the hotel lobby of the Terrace map make this reception area an ideal home base. The challenge arrives when you must leave the comforts of the lobby during non-defensive missions. When you only have 90 seconds to collect 20 dog tags and a map that is as tall as it is wide, a team that splits up without pairing up is most likely a dead one. The map called Riot, on the other hand, has little to no spots in which to safely huddle for a defensive posture, so it's no surprise that it's the only Tier 4 map. If you're looking for a first-person recreation of the nerve-wracking "elevated position" scene from the film The Rock, play the Riot map in Exo-Survival.

Level complexity is a factor, and is one of the reasons why the modest two-story Bio-Lab map is classified as Tier 1. With many obvious bot entry points, Bio-Lab is a fitting starter map for Exo-Survival newcomers. Surviving a round yields currency to spend on upgrades, and it's not unusual to max out armor or weapon stats by the 30th round. The likelihood of passing 40 rounds on a first or second attempt brings about two classic yet unexpected opponents: complacency and overconfidence. You seldom see this issue in wave-based survival modes, where the progression of difficulty is often much steeper. Even in a Tier 1 map, ending a session should be the result of your team dying, not of your team getting bored and wanting to try try a harder tier. I would have preferred the option of elevating to a higher tier after clearing 40 or so rounds so my teammates could maintain their momentum without having to back out into the lobby.

The last time Call of Duty had "Warfare" in its subtitle, it led to a well-received trilogy that deftly transitioned the series away from a well-trodden global conflict to modern-day combat. If the settings of today have run their course just as World War II did years ago, Advanced Warfare makes for a convincing foundation of futuristic yet relatable combat that is worth exploring and expanding further. The huge change in player mobility is less of a paradigm shift and more of an overdue retooling for an 11-year-old FPS franchise, especially in a year of mobility-focused shooters. Yet for all its predictability, Advanced Warfare is a deluge of action-film bravado, and it's difficult to not be carried away by its tidal forces.


15.07 | 0 komentar | Read More

Get Titanfall on PC for $10 From Amazon

Written By Kom Limpulnam on Minggu, 02 November 2014 | 15.06

Amazon's current sale on digital games is offering Titanfall on PC for $10.

If you don't already own the game, that's the cheapest price we've seen for it yet, and now's a good time to jump in. All the expansions for the game—Expedition, Frontier's Edge, and IMC Rising—have been released, and Frontier Defense, a cooperative mode where you and three friends battle waves of AI, was recently added to the game in a free update.

Other highlights from Amazon's sale include Bioshock Infinite for $7.50, Fallout: New Vegas Ultimate Edition for $6.79, Battlefield 4 for $19.49, and Mass Effect 3 for $8. You can find the full list of deals on Amazon.

For even more great deals, check out the Halloween-themed sales from GOG and Steam.

For more on Titanfall, check out GameSpot's previous coverage.

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War Game About Innocent Civilians This War of Mine Gets Release Date, New Trailer

This War of Mine, an atypical war game that puts players in the role if innocent civilians caught in the crossfire as opposed to empowering them as capable soldiers, will release on PC, Mac, and Linux November 14, developer 11 Bit Studios has announced.

11 Bit Studios also released a new trailer for the game that gives us a good look at its gameplay. As you can see in the video, you play the game on a 2D plane, a group of civilians trying to survive in a city besieged by war. You'll have to scavenge and manage food and medicine while avoiding soldiers and other hostile scavengers.

11 Bit Studios recently announced that it's partnering with War Child, a charity organization that's trying to help people in in a similar situation in the real world. To find out more about War Child head over to the charity's website.

For more on the game, check out our impressions and interview with 11 Bit Studios' Pawel Miechowski.

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This War of Mine

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Xbox-Produced Atari Documentary Gets a Release Date

Atari: Game Over, the Xbox-Produced documentary about the rise and fall of Atari, will release on Xbox and video.xbox.com on November 20, the movie's director Zak Penn has announced.

The Documentary tells the story of Atari, which went from being the fastest growing company in American history, to the producer of E.T.: The Extra Terrestrial for the Atari 2600, a game that failed so miserably Atari ended up burying thousands of unsold copies of it in a landfill in Alamogordo, New Mexico.

The movie features interviews with the creator of the game, Howard Warshaw, other Atari employees, and various people involved with the dig that unearthed the buried copies of the game back in April.

Atari: Game Over is part the documentary series Signal to Noise produced by Xbox Entertainment Studios, the division responsible for original Xbox programming, which Microsoft announced it's shutting down earlier this week.

Initially, Microsoft said that president Nancy Tellem and executive vice president Jordan Levin will "stay on and remain committed to original programming already in production," but it later confirmed that both executives have been let go.

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E.T.: The Extra Terrestrial

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Borderlands: The Pre-Sequel DLC Makes Handsome Jack a Playable Character

The first piece of Borderlands: The Pre-Sequel, the Handsome Jack Doppelganger Pack, will add Handsome Jack, the villain from Borderlands 2, as a playable character, Gearbox and 2K Australia have announced.

Technically, you're not playing as Handsome Jack himself, but his body double. As "Jack," you'll be able to summon multiple "Digi-Jacks" that will fight for you, and they can get special abilities depending on how you upgrade you skill tree. "Jack" can also shoot enemies with wrist lasers, get buffs every time he picks up money, and get special upgrades for using guns made by specific manufacturers.

Gearbox and 2K Australia say they've been working on DLC for the game since they completed the main game. The other three pieces of DLC included in the Season Pass are still in development, but the plan is to add another playable character, raise the level cap, and add a new campaign.

You can buy the DLC packs separately at $10 a piece, or get the Borderlands: The Pre-Sequel Season Pass, which will get you all the DLC as it's released for $30 total.

The Handsome Jack Doppelganger Pack is coming to Xbox 360, PlayStation 3, and PC on November 11.

For more on the game, check out GameSpot's review and previous coverage.

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Borderlands: The Pre-Sequel

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Evolve Alpha Goliath Match and Guide

Written By Kom Limpulnam on Sabtu, 01 November 2014 | 15.07

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  1. GS News Top 5 - Prey 2 Cancelled, Evolve Alpha delayed on PS4 and other PlayStation issues.
  2. Slasher Vol. 1: Summer Camp - Announcement Trailer
  3. Quick Look: Sherlock Holmes: Crimes and Punishments
  4. Quick Look: Grand Theft Auto: San Andreas Remastered
  5. Realty Check - History of Virtual Reality
  6. TOME: Immortal Arena - Gameplay Trailer
  7. Top 5 Skyrim Mods of the Week - Halloween in Skyrim!
  8. Will Resident Evil: Revelations 2 Live Up To The Series' Legacy?
  9. Evolve Alpha Hunter Match with Trapper and Medic
  10. Untitled Reload Game - Teaser Trailer
  11. Alone in the Dark: Illumination - Pre-Order Trailer
  12. NBA 2K15 - Face Scan Tutorial Parody
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Evolve Alpha Hunter Match with Trapper and Medic

You need a javascript enabled browser to watch videos.

Play

  1. Evolve Alpha Goliath Match and Guide
  2. GS News Top 5 - Prey 2 Cancelled, Evolve Alpha delayed on PS4 and other PlayStation issues.
  3. Slasher Vol. 1: Summer Camp - Announcement Trailer
  4. Quick Look: Sherlock Holmes: Crimes and Punishments
  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. Realty Check - History of Virtual Reality
  7. TOME: Immortal Arena - Gameplay Trailer
  8. Top 5 Skyrim Mods of the Week - Halloween in Skyrim!
  9. Untitled Reload Game - Teaser Trailer
  10. Alone in the Dark: Illumination - Pre-Order Trailer
  11. NBA 2K15 - Face Scan Tutorial Parody
  12. Evolve - Kraken Trailer with Commentary
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Sorcerer King Early Access Review

GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

I did something in Sorcerer King I've never done before, at least not so directly: I killed thousands of my own people to stop an impending apocalypse. I can think of a few cases in which I've had to sacrifice lives to succeed, but this was an active choice. I didn't simply let my citizens perish; I straight-up killed them. It was a cold, albeit necessary choice.

To reach such a point of no return, you must first become acquainted with this turn-based strategy game's rules of engagement. You marshal your own high-fantasy forces, build up one of the last human civilizations, and do everything in your power to stop an evil demigod. Sorcerer King resembles games like Heroes of Might & Magic in that you maintain several cities that produce soldiers, construct buildings or improvements, and harvest resources to streamline your medieval industry. Turn by turn, your soldiers spread across the land, finding arms, armor, and artifacts that modify their combat abilities. Some creatures even carry rare materials that can be crafted into powerful weapons or potions. It all depends on what you find, and how you react to the situations with which you're presented.

City management is one of the more mundane pieces of Sorcerer King, but it's familiar and functional.

In one encounter, I came upon some undead soldiers who were looting an ancient tomb. I chased down the responsible necromancer and then hypnotized him, gaining an exceptionally valuable battle mage in the process. These examples are abundant and offer countless opportunities to the bold. You are like Middle-earth's Aragorn in these moments, assessing and adapting to increasingly precarious circumstances, struggling to turn the odds to your favor. One of Sorcerer King's biggest planned features will help complete that illusion, adding minor factions that can be courted in the hope that they might aid your crusade.

Sorcerer King leans on a tactical battle system, in which for each encounter you take direct control of soldiers and maneuver them about. Each of these fights starts with units close to the front lines, meaning you can often get in at least one solid attack on the first turn. That's important, as it keeps the pace up and helps prevent you from having time to dread the encounters. There's an auto-resolve button that you can use if you really don't want to take the time to mess with the fight, but battles are usually over in less than a minute, and jumping into the tactical side of things can, and often does, yield superior results, in no small part due to your access to some high-powered spells.

The writing is exceptional.

No fantasy setting would really be complete without some form of magic or mysticism, and for Sorcerer King, that often comes in the form of global spells that draw from your mana pool. Mana, in this instance, is something of an economic resource. Your cities can produce it continuously, and there are some structures that will provide a steady stream of mana, which you can then focus into learning new spells or skills, building up a pool of learned spells that you can draw on in combat. Most potential leader choices aren't currently available, so to begin with you only have access to a relatively aggressive warlock who favors spells that deal direct damage to foes. These spells can often shift a particularly crucial battle, such as the capture or defense of an important city. It was actually my limited mana pool that led me to kill off so many of my own citizens. Some way into the game, I learned a spell called "Sacrifice." With it, you can halve a city's population and convert those people directly into mana. I used them to heal the last few troops in my army, launched a final assault on the Sorcerer King, and stopped the apocalypse.

It was my first game of Sorcerer King, and since I was unfamiliar with the rules (there's no decent tutorial yet), I was at a hefty disadvantage. I'd let the doomsday counter fill up a bit too much, and I was out of options. So I dumped all that additional mana into healing my troops and giving them what buffs I could so that I could take on the Sorcerer King directly. The gamble worked, and while I felt bad about the sacrifice, this turn of events was one of the more melodramatic examples of the game's excellence.

More so than most strategy games, Sorcerer King is about asymmetry and how you choose to cope with it. You'll never be overwhelmingly more powerful than your foe because you simply don't have enough time to build up the resources and the forces to be. Instead, you'll be forced to manage your risk, seeking not supremacy but mere survival. For that reason, the game comes off as delightfully fresh.

What's There?

A surprisingly fresh concept. The constantly ticking Doomsday counter works extremely well, creating just the right balance of tension and motivation, and troop customization is wonderfully rewarding.

What's To Come?

More of everything. On the docket are more player classes, enhanced diplomacy, more customization, and teaching tools.

What Does it Cost?

$39.99, available via Steam.

When Will it Be Finished?

The developer claims it should be done in the first half of 2015.

What's the Verdict?

It still needs a lot of work, but the underlying ideas are so strong that their brilliance shines through. Sorcerer King distills all the best parts of strategy games and fantasy RPGs, mixing them into a rich cocktail that doesn't feel overwhelming or unnecessarily cluttered.

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Sorcerer King

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Evolve's PS4 Alpha Delayed

[UPDATE 2] 2K has released another statement regarding the PS4 version of Evolve.

"2K, Turtle Rock Studios, and PlayStation continue to work hard to resolve the difficulties affecting the Evolve Big Alpha on PlayStation 4," a representative said. "Evolve's closed alpha test is still playable on Xbox One and PC. We thank our PS4 users for their continued patience. More information will be provided at the Evolve website, Twitter and Facebook pages as it becomes available."

[UPDATE] The Evolve alpha period on PlayStation 4 has been delayed due to network difficulties.

"Following the recent PS4 2.00 firmware update, we are experiencing difficulties with the Evolve Big Alpha on PlayStation 4," a 2K representative told GameSpot. "As a result, the test on PlayStation 4 is postponed. PlayStation and 2K are working together on a resolution. Evolve's closed alpha test is still playable on Xbox One and PC."

The original story is below.

The "Big Alpha" for 2015's much-anticipated 4v1 shooter Evolve comes to PlayStation 4 and PC today, following its launch yesterday exclusively for Xbox One.

The alpha will be available to download on PS4 and PC today starting at 9 AM PDT / 12 Noon EDT / 4 PM GMT. If you preordered a copy of the game, you're guaranteed a spot. The alpha ends on Sunday, November 2.

2K Games and developer Turtle Rock Studios have also released a new "Kraken Interactive Trailer" for Evolve, which you can see below. It allows you to see a match unfold from five different perspectives.

Evolve was originally targeted to launch this year, but it was recently delayed to February 10, 2015. The game's developer, Turtle Rock, also created the Left 4 Dead series. In Evolve, four players fight together to take down a fifth player, who takes on the role of a monster with unique (and deadly) attributes.

Evolve was originally a THQ game, but when the company went bankrupt, 2K Games parent company Take-Two Interactive bought the game during an auction for $10.9 million. For more on Evolve, check out GameSpot's previous coverage.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Evolve

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