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Dying Light Review

Written By Kom Limpulnam on Sabtu, 31 Januari 2015 | 15.06

Oh, Dying Light, how I love you. I love the way you let me leap across rooftops and climb tall towers like an acrobat with endless supplies of energy. I love how I can dropkick a zombie and watch its flailing body knock over others like a fleshy bowling ball. I love looking over my shoulder as I run through the darkness, only to see a crowd of undead sprinting towards me, growling hideously and baring their ghastly teeth.

But oh, Dying Light, how you irritate me. I hate you for the gunners that ambushed me as I swam underwater, because there was no way to know how to react until I emerged and discovered that I wasn't meant to peek my head out--not yet. I hate you for that time you filled the screen with so much haze and bloom during a boss fight that I couldn't see properly. I hate that sequence when you made me leap from one pole to another, because you made it hard to get a good look at my surroundings, and your button prompts are hardly generous. And I hate these moments most because your systems are strong enough to let the open-world gameplay do the heavy lifting. The harder you try to direct the action, the weaker you become.

Fight or flee? It's a decision as old as humanity itself.

If you count yourself among the Dead Island fandom, your expectations are already set. You understand developer Techland's inconsistencies, and you are prepared to disregard the chaff so that you may reap the grain. Dying Light spawns from the same pile of mutated freaks as Dead Island, but it establishes its separate identity early on. The first difference to become clear is in tone: where Dead Island's story was difficult to take seriously, Dying Light sets the stage for a dark drama with a city overrun with infected victims, and a desperate populace anxious for hospice and aid. There are light touches here and there: you stumble upon The Bites Motel, for instance, and magazine covers and other details offer plenty of sight gags. But you are meant to be fearful and cautious, and you are meant to empathize with the survivors working so hard just to stay alive, let alone thrive.

As a covert operative sent to the city of Harran to recover a secret file, you find yourself in over your head, playing triple agent as you run errands for the city's two primary factions while radioing information to your agency's head honcho. Death is always in the air, not just because the infected have overrun the city's two sizable explorable areas, but because the survivors are so weary, so close to defeat. Dying Light lumbers through one cliche after another, but it's perfectly palatable: expressive faces and decent voice acting make the story beats and cutscenes worth paying attention to, even when the specifics--the antihero with a heart of gold, the doctor close to discovering a cure, the power-hungry villain--fall solidly within been-there, done-that territory.

In the dark--but never alone.

Dying Light also sets itself apart with its parkour system, which sees you running across the city from a first-person perspective. It takes a short while to get used to climbing onto ledges, which requires you to be looking at them in the proper way. But then it's off to the races, and you're running across rooftops and sneering at the zombies below, most of which can't handle the climb. Rushing through the open world this way is terrific, due to solid (if not quite excellent) controls and well-constructed climbing and leaping paths, particularly in the game's second half, which takes place in the city's vertically-minded old town. Even better, the parkour energizes moments of great tension. Far Cry comparisons are easy, given how you unlock a few of the game's safe houses by climbing tall towers. But the climbing requires more finesse and situational awareness than it does in Far Cry 4, and some of the towers are outrageously tall, making the entire endeavor an anxious exercise in precision.

And tension is yet another aspect of Dying Light that sets it apart from its zombie-game peers. When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes. It's best to circumvent the vision cones of those baddies and avoid direct confrontation, but you're occasionally mobbed in spite of your careful movement. These undead are more persistent than the Liberty City police department, so the best option is to run, run, run until you lose them. You can hold a button to look behind you and see how close they are, and doing so can be startling when you see the incoming horde. It's been some time since a zombie game legitimately scared me, but that look-behind-you move reveals some creepy sights. During the day, you scamper around and, occasionally, confront your infected fears. Once the sun has set, you slink and sprint, trying not to catch the deadly eyes of nearby volatiles.

Burn, beautiful zombies, burn.

Throw in a three-pronged upgrade system that makes you stronger and more agile as the game progresses, and you have the foundation of a great game. Alas, Dying Light flounders too often for it to achieve greatness, though it's poised to develop the same cult following that so many Techland games do. This is a surprisingly long game stuffed with, well, stuff, yet your role for too many hours is to play errand boy--a role so demeaning that even lead character Kyle Crane remarks upon it. Go flip a switch. Go collect crayons, or mushrooms, or coffee. As the first act draws to a close, Dying Light has taken a turn for the worse: each time the game grants you structure, it struggles, to the point where you might wish the gofer quests would return, because the ones that have taken their place are either frustrating slogs, or simply bad ideas.

The slog arises because these simple tasks require you to cover a lot of real estate. As fun as it is to move through Harran, the parkour doesn't carry the game alone. The other problem with Dying Light's first half, as dumb as it may sound, is the zombie crowd itself, which is not powerful enough to provide a huge challenge, but is too powerful to wholly ignore. The undead become annoyances--children that wave their arms around and demand attention while the game asks you to once again take to the streets so you can pull a lever.

Firearms are powerful, but it's best to use them against human foes.

The bad arrives when Dying Light embraces ideas that have an air of cleverness, but have you crying out "what were you thinking?" as implemented. There is the time you quaff a potion intended to temporarily disguise you from the undead, but it reverses your movement controls. And so death might very well ensue depending on when you drink and how quickly you adjust to the surprise. There is the time you descend on a zip line and let the game drop you at the very end of it, only to take a good amount of fall damage. There's a garbage pile a few feet before the end that you can leap into, but the limited field of view when ziplining, and the general visual bleariness, mean you probably won't know it's there until you've lost half of your health bar, and you're cursing Techland for not noticing how these elements don't quite work together--or worse, for not caring.

These are just a few examples of the frustrations that set in. Once the second act arrives and you enter old town, however, there's a moment of revelation when you gaze upon the district and take in its beauty. The slog has been set aside, and excitement for new navigation blossoms. Depending on how you spend the skill points you earn, you gain access to a grappling hook that provides so much stimulation that you wish you'd gained access to it even earlier. Then again, Dying Light gets occasionally lost in "ideas" even in the second half--shooting segments that lack tightness, confrontations with multiple kinds of big baddies that have you flying backwards and getting poisoned simultaneously, and so forth. You've got the tools to succeed, at least, even when the fun meter drops: upgradable weapons starting with knives and baseball bats and working up to machetes and ice picks, along with throwables like grenades and molotov cocktails. Those weapons degrade quickly, but there are more of them scattered around than you will ever need.

When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes.

Dying Light succeeds when it remains confident in its systems. The combat isn't as fulfilling as it is in Dead Island--you won't be breaking any arms--but out in that wild world, you aren't meant to wade into the horde anyhow. What drives the action is the promise of discovery and self-improvement. There are locks to pick and supplies to nab before the opposing faction gets to them. The balconies harbor new people to meet, who share their stories if you stick around long enough to hear them. When a zombie or six draw near, you swipe, kick, and bash until the blood is flying and the grunts are silenced, and you can return to your pillaging. Dying Light most often approaches greatness when it allows you to improvise your own tune instead of clumsily trying to conduct the entire orchestra.

That a game of such wild fluctuations can still give rise to so much fun speaks well of its high points. Those peaks rise even higher when other players are involved, and you have a few friends (up to three) join you, distracting the speedy virals while you take care of a ground-pounding beast swinging his giant hammer around. Competitive zombie invasions are liable to have you tensing your muscles even further invasions when they turn the game into a nighttime arena. This is Be the Zombie mode, and while using your tentacle to grapple your way around as a zombie is enjoyable, it is the tension you feel as a hunted human that makes these moments stand out. You can tweak your setting to allow or disallow these sudden multiplayer matches, and there's no shame in wanting to explore without distraction. But if Dying Light's nighttime pressures appeal to you, allowing zombie attacks further extends that drama.

I am rooting for Dying Light's success, even as I shake my head at its avoidable foibles. I understand it, I get it, and so I find pleasure in it even as it disappoints me, even when I land between a fence and a rocky cliff and get stuck there, even when I don't grab a ledge or pole after a jump for reasons that I can't quite understand. My dearest Dying Light, I am so grateful for your specialness, for it shines through even when I am prepared to damn you to hell.


15.06 | 0 komentar | Read More

COD: AW Exo Zombies - GameSpot Plays

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Why You Should Buy a PlayStation 4 in 2015

Join in us over the next few days as we look at all of the leading games consoles and platforms out right now and try to convince you why you should spend your hard-earned cash. Today, Kevin VanOrd tells you why the PlayStation 4 is the console to own in 2015.

The PlayStation 4 has had undeniable market success, so it seems pointless to regale you with tales of sales numbers and game attach rates. Needless to say, if you buy one, you will have no trouble finding a community for the online games you love, and you'll have all of the multimedia applications you should expect: YouTube, Netflix, Spotify, yadda yadda yadda. But it's the games that make the console, and the PlayStation 4 excels in a vital area: variety. The system isn't primarily for shooters, or for kids' games, or for action-adventures, or for retro platformers: it's for all of these genres and beyond. To own a PlayStation 4 is to gain access to scores of games, both past and present, that fulfill different needs--the need to compete, the need to relax, the need for emotional fulfillment, and the need to explore and discover.

The Right Side of the Great Resolution Debate

To own a PlayStation 4 is also to have access to the best-looking version of multi-console games. It goes without saying that the upcoming Witcher 3: Wild Hunt will look best on the PC, but where consoles are concerned, the PlayStation 4 version seems the obvious choice because it boasts a 1080p resolution, as compared to the Xbox One version's 900p. Whether or not you are swept up into the melodramatic console resolution wars raging across the Internet, it's natural to want your games to look their best. Not only does the PlayStation 4 allow you to play excellent multiplatform games like Dragon Age: Inquisition, Middle-earth: Shadow of Mordor, Wolfenstein: The New Order, and Metal Gear Solid V: Ground Zeroes, but it does so at higher resolutions than does the console competition. This is true of most multiplatform games on the PlayStation 4, as it happens. You may not think you notice much of a difference, but it's human nature to pamper yourself when possible--so why not pamper yourself with higher-resolution games when given the opportunity?

Diverse Exclusives

Sony delivered a fantastic array of interesting exclusives on the PlayStation 3, and that machine's successor looks to be no different. Break down the exclusives already released, and you discover racing (Driveclub), open-world adventuring (Infamous Second Son), and off- and online shooting (Killzone: Shadow Fall). Look towards the horizon, and the list grows when you add heavy-hearted role-playing (Bloodborne), explosive cinematic action (Uncharted 4: A Thief's End), and lighthearted exploration (Rime). The diversity isn't just impressive because these games come from different genres, but also because they strike such different emotional tones. The Order: 1886 looks like any one of the CW's dark-fantasy dramas come to life, while No Man's Sky's deep colors give it an otherworldly vibe. If it's hard to nail down the PlayStation identity, that's due in part to the varied choices lying before you.

There's another aspect to consider as well: the huge promise of games we've only seen bits and pieces of. We know very little about Wild, but promising an explorable area the size of Europe is an astounding claim that piques curiosity. The Tomorrow Children's unique mix of resource collection, creation, and creepy youngsters makes it almost impossible to describe at this early stage. And of course, there's always the hope that The Last Guardian might one day re-emerge as a PlayStation 4 exclusive. Game-lovers are nothing if not a faithful bunch.

Let's Go Shopping

The PlayStation 4's digital shopping experience is so improved over the PlayStation 3 that it isn't even fair to compare them. Regardless, it is so easy to buy and download games from the privacy of your own living room that traveling to a local game retailer has become a last-generation memory. At the time of this writing, the most popular downloadable games in the PlayStation Store include Saints Row IV: Re-Elected, Dying Light, and Grand Theft Auto V. We used to wonder why console games weren't so readily downloadable, and looked to Valve's Steam service on the PC if we wanted to download big-budget entertainment at the moment of release. Of course, the PlayStation Store is still home to plenty of digital-only gems like Race the Sun and Secret Ponchos. But if you stick to the big guns from big publishers, why not just stay at home in your underwear and download Destiny instead of braving the crowds?

Of course, there's another bright side to the console digital age: free-to-play games aren't just for PCs and mobile phones anymore, and the PlayStation 4 excels when it comes to freemium choices. Final Fantasy XIV: A Realm Reborn and DC Universe Online grant us access to massively multiplayer worlds, while games like Warframe and Loadout cater to those of us with itchy trigger fingers. So long, retail chains. We've found a better way.

Put Away the PS3

If you've got the bandwidth and still want to play the PlayStation 3 games you've missed for some reason or another, put away the PS3 and put something else in its place. PlayStation Now allows you to play a good number of PS3 games by streaming them directly to your PS4. You might have played the popular games like Uncharted: Drake's Fortune that are available on PS Now, but what about the beautiful El Shaddai: Ascension of the Metatron? You might have already crossed BioShock Infinite off of your list, but you probably missed Sly Cooper: Thieves in Time. Why not rectify your oversight via PlayStation Now?

The library is limited, but poised to grow, and while Sony's statements have been vague, it's likely we will see pre-PS3 games added to the list, which would exponentially increase PlayStation Now's value. Right now, all of the PSOne classics are playable only on the PS3 and the Vita; adding them to the PS Now library would make the service a no-brainer.

Now's the time. If you don't already own a PlayStation 4, you're missing out on great exclusives, a cool streaming service, and the best-looking version of almost every multi-console game on the market.


15.06 | 0 komentar | Read More

GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!

ok so ubi turned off some games that is sad for the people it affects but now does this not seem a bit odd 

what i mean is they view this as piracy and i have no argument against that.

except this: the problem with piracy is that the pub's and dev's get no money for there work makes total sense right, well 2nd hand sales make no money for the pub's and dev's either yet one is legal and the other not hmmm...

any comment on this dilemma are welcome :)  


15.06 | 0 komentar | Read More

Watch Mortal Kombat X Deathmatch on Conan Between Lynch and Gronk

Written By Kom Limpulnam on Jumat, 30 Januari 2015 | 15.06

Comedian and late night talk show host Conan O'Brien was joined by American football players Marshawn Lynch and Rob "Gronk" Gronkowski for a Super Bowl "proxy battle" in upcoming fighting game Mortal Kombat X.

Check out the video above to see O'Brien, Lynch, and Gronkowski duke it out in Mortal Kombat X and react with shock and horror to the games fatalities. Lynch also revealed that he usually likes to play Mario Kart, favouring Toad as a driver.

Mortal Kombat X will be released this April for PS4, Xbox One, PS3, Xbox 360, and PC. Earlier today, developer NetherRealm Studios confirmed that Ermac would be making a return to the cast in the game.

Previously, a report was published which allegedly revealed that publishers pay to have their games appear on O'Brien's Clueless Gamer segment. Past segments have featured Call of Duty: Advanced Warfare, World of Warcraft: Warlords of Draenor, Assassin's Creed Unity, and an axed episode featuring Minecraft.


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Can You Pronounce These Difficult Words from The Witcher 3?

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Nosgoth Review

By name alone, Legacy of Kain brings up a host of fond memories. Whether those recollections star the vampire Kain as he faces the Circle of Nine, or Raziel, who rose from death to seek vengeance, the series is often held in high esteem. So, the revelation that the first game to return to the universe after more than 10 years is an online-only, free-to-play competitive action game comes as, well, unexpected. Nosgoth steps far out of Kain's shadow, using its lore as a backdrop for a fast-paced, class-focused vampire-on-human multiplayer gore fest that is mostly entertaining, even though the excitement gets dragged down by shoddy matchmaking obstacles and irritating bugs.

The chord it strikes is similar to 2007's Shadowrun, not just in design but also in how it approaches its narrative. Canonically, it's meant to bridge the 500-year gap during the opening scenes of Legacy of Kain: Soul Reaver, but takes a perfunctory approach to its storytelling; realistically, Nosgoth is merely a spinoff. There are, however, casual reminders here and there that Legacy of Kain, plus Soul Reaver and its protagonist Raziel, are Nosgoth's inspiration. Raziel's ruined clan, represented by the disfigured sentinel class, is all that remains of his flying kin. And it isn't difficult to spot the enormous statue of a pre-crispy Raziel who stands watch over the chaotic human-on-vampire battles in The Fane, a map comprised of white marble and accented by gold leaf and torches burning with blue flame. Beyond the theme and the few hints and winks, however, little else of the Legacy of Kain fiction is found in Nosgoth.

Issues with the story aside, it concerns me that Nosgoth would follow Shadowrun's lead, especially considering that the path Shadowrun ventured down didn't end with much success. Nosgoth even goes so far as to mimic some of Shadowrun's own mimicry of the Counter-Strike formula, with matches consisting of two rounds, in which you start on the human or vampire team of four players each, and then get swapped to the other side once a necessary goal is met. But, thankfully, the similarities stop there, as Nosgoth primarily revolves around its team deathmatch modes, focusing on classes and team dynamics rather than using acquired cash to purchase weapons, gear, or special abilities between rounds. In team deathmatch, the winning side is determined after stacking up the total kills--with a maximum of 30 per session--acquired by each team during the ten-minute rounds.

Battles set in the eponymous dark-fantasy setting of Nosgoth are tense, energetic, and often wildly entertaining. Nosgoth leans heavily on the team element as an unconditional imperative. A single human, who spends the majority of a match nervously scanning rooftops and corners for movement, doesn't stand much chance when paired up against a physically dominating vampire. But likewise, a vampire stumbling alone into a group of quick-witted humans will rapidly find himself, for once, at the bottom of the food chain.

Special weapons with unique properties are gifted from time to time.

The vampire hunters are armed with technology and cunning, facing down their bloodsucking rivals with arrows and blades, snaring them with spells, and damaging them with deadly traps. But technology isn't enough; victory requires diversity. A team composed mostly of scouts, a sniping class, is powerless once the vampires get within mauling range. The scout's abilities are supplemented by a hunter class, which uses a crossbow for mid-range battles, and handy bolas, in normal and poison varieties, to temporarily restrain an enemy. Just as useful is the alchemist, who uses her launcher to lob explosive projectiles onto the heads of vampires hiding on rooftops, while utilizing an array of volatile chemical concoctions, such as vials of combustible liquid that erupt in a wall of flame, or containers filled with sunlight, which temporarily blinds oncoming bad guys.

What vampires lack in the technology of their mortal foes, they make up for in strength and incredible athletic prowess, making them an absolute blast to play. Unlike the gravity challenged humans, vampires can climb buildings and walls, stalking their prey and planning strikes from unseen heights. The deft reaver is able to leap far into the air, pouncing on his prey and slashing with metal claws. But maybe you prefer strength over speed; the imposing tyrant, muscle-bound and armed with abilities that allow him to charge through and knock over humans, as well as leap high into the air and emit a shockwave when landing, is as close to a vampire Hulk as I've seen yet. The other two classes are the aforementioned sentinel, who can fly, snatch humans, and drop them from high in the air, and the deceiver, a strategic class, able to mask himself as a vampire hunter and strike from behind with a deadly blade.

No matter what class you choose, playing as a vampire is a joy. Bounding through the air as the reaver is something that never ceases to put a smile on my face. You get a giddy feeling of anticipation as you look around to see your allies, circled on walls and pillars, ready to strike your unsuspecting adversaries from above. Plus, it's difficult to deny the savage thrill of dragging away the limp body of a defeated vampire hunter post battle to feast on his blood in order to regain lost health--except during rare moments of "stretchy limb syndrome," which makes pulling a bloodied corpse that ends up stretching along the ground like taffy look, well, a tad goofy.

But then there is that pesky balancing problem, which far too often drags the pleasure of the hunt to a grinding, groan-inducing halt. The issue is a two-parter, but let's cut straight to the first point: the vampires are overpowered. Even as I hit more than 15 hours of play, I couldn't recall a match that didn't feel stacked against the human side, even if the advantage was only slight. During most of my games, all I could hope for when on the human team was to reach at least 15 kills. That way, if my opponents proved somewhat more incapable playing as humans, a victory could still be secured. Make no mistake, I witnessed capable human teams, but even the most skilled players seemed lost as to how to proceed when their opponents switched classes and charged forward with several tyrants. It's not just a question of countering with the right classes and abilities; matching classes is important, but still, the vast majority of games I played as a human were losses, even as I became more confident in my vampire-hunting skills.

Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything.

On the subject of skill, the likelihood of getting matched with or against players of similar aptitude is a crapshoot, which brings up the second part of the balancing issue: matchmaking is broken. You gain experience points that slowly increase your level over the course of play. That rank, however, doesn't seem to matter once you leave new recruit mode, designed to ease novice players into Nosgoth, and get placed into standard team deathmatch games. It's common to get matched against teams that are either well below your skill level or far beyond it. Fighting a team that struggles to get even 10 kills against your own makes for a rather boring 20 minutes, but when the tables are turned, it results in immense frustration. Matchmaking also seems to have issues with finding players. Sometimes, a game will start right away, but at other times, you are left waiting for a vacant spot to fill for upwards of several minutes.

At least Nosgoth's maps, save for one that sports ugly, low-resolution mountains in the background, look fantastic enough to distract from any grievance for a short while. The five available maps are large, beautiful, and meticulously detailed, featuring a varied color palette that makes each one easily distinguishable from the others. It's difficult not to look upon The Fane, a town deep within a vaulted cave, with some measure of awe. Other environs are scarred by battle, and the sound of muffled screams brings weight to fights, surrounded by buildings set alight. Nearby, fountains that were once ornate, cluttered with corpses, now run red with blood. Every map is also dotted with well-placed and quickly accessible shrines, where human players can fill up on health and ammunition--so long as they watch their backs.

Raziel really had seen better days before that whole Lake of the Dead incident.

Like many free-to-play games, Nosgoth includes different payment options. Bundles can be purchased that will unlock classes, character skins, and new abilities, and that offer a sum of gold, the latter of which is earned at the end of every match. Normally, any gold that is acquired can be used to unlock new class abilities for up to one week for a small amount, or permanently for a much larger chunk of change. Based on my experience, it takes about six to eight hours of play to earn enough gold to unlock a single ability forever, which means you will either need to dedicate a lot of time to get the loadouts you desire, or pony up the cash if time isn't in your favor. Runes, currency that must be bought using real-world money, can also unlock any of the prior items in place of gold. Character skins, which serve as aesthetic upgrades, can only be traded for with runes.

Outside of Nosgoth's team deathmatch, there isn't much else in the way of content. There are three modes of play, but two of them, new recruit and team deathmatch, are basically the same in design. Flashpoint, the third multiplayer mode, is currently in beta testing, and does provide a different, if ultimately brief, distraction. The mode is a king of the hill variation, in which the human team attempts to capture six points on a map as the vampire side fights to keep the beacons out of the grimy hands of mortals. I found it difficult to want to keep playing Flashpoint, as it isn't distinctive enough compared to team deathmatch to hold my attention long. There are also only five maps at launch, and though they are all nice to look at, it didn't take much time before I yearned for a change in scenery.

Officially, Nosgoth is in open beta, but Square Enix explicitly states that this beta constitutes the game's launch. Nonetheless, it comes with the bugs and glitches associated with a game in progress. There are times when your vampire may refuse to completely vault over a ledge onto a rooftop, which is particularly bad during a hasty escape, when his pallid backend may become a pincushion. Worse, however, are the rare connection errors with the server, which vary in range from bolas and arrows flying through enemies, to warping from one wall back into the original without warning. But these are standard-issue problems for the most part; what stands out above all is the fickle party system. At times, accepting an invite doesn't place you in a party according to your screen, though the host's screen shows otherwise, and trying to join a match with a broken party never works. But at least that isn't as bad as when the game decides to crash, which it does on occasion after you accept a game invite.

Nosgoth is surprisingly fun, given the glaring problems. Sure, matchmaking is a mess and glitches need to be ironed out, but Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything. And for the most part, the developer has been upfront that updates are coming quickly, starting with a new map and a female vampire class, both to arrive in the following weeks, with a new human class to arrive soon after. No, Nosgoth is not the Legacy of Kain everyone wanted, and it isn't exactly bold or fresh either, especially considering that it evokes bitter memories of a failed game from 2007. But with additional content, bug fixes, and needed matchmaking tweaks, Nosgoth could be something that stands strong on its own, worth returning to time and again.


15.06 | 0 komentar | Read More

Ouya Gets $10 Million Investment From E-Commerce Company Alibaba

Chinese e-commerce company Alibaba has invested $10 million in the Android-based Ouya microconsole. According to a report on the Wall Street Journal, Alibaba has partnered with Ouya Inc. to discuss a plan that will incorporate the Ouya's software into Alibaba's own "set top-box."

China lifted its 13-year ban on the sale of video game consoles in 2013. Since then, a number of companies have entered the potentially lucrative Chinese market, with Microsoft launching the Xbox One in China in September last year. Sony's own plans to launch the PS4 in China were delayed earlier this month. Reports of Ouya entering the Chinese market surfaced in September last year, with allegations stating that the company had partnered with smartphone giant Xiaomi Inc to bring Ouya games to Xiaomi's streaming boxes and smart TVs.

Alibaba is an electronic commerce company that offers a variety of sales services, with an estimated market value of $231 billion as of September last year. The company's consumer-to-consumer site Taobao ranks in the top 20 of the most-visited websites in the world.

The original Kickstarter campaign for the Ouya concluded with $8.6 million in crowdfunding. The company went on to secure an additional $15 million through venture capital funding in 2013. The console officially went on sale for $99 in 2013, but it has failed to gather much attention.


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The Marvellous Miss Take Review

Written By Kom Limpulnam on Kamis, 29 Januari 2015 | 15.06

We need more heist games in our lives. Stealth games are a dime a dozen, but only in heist games are you required to play with confidence. We need the thrill of strolling into a heavily-guarded museum or bank and lifting priceless items from under everyone's noses. And we need to feel vindicated and smug as we walk out of the place with no one the wiser. That's the essence that The Marvellous Miss Take attempts to embody, steering you to fearlessly swipe paintings and sculptures under the careful watch of patrons and guards. But though the game wants you to feel like you're overcoming incredible odds thanks to your innate cunning, its unreasonably small levels and erratic enemy behavior destroy the very confidence it demands of you.

But first, you're eased into a life of crime. You play as Sophia Take, an art enthusiast who saw her great aunt's collection swindled away and split among greedy one percenters. She takes matters into her own hands and sets out to steal the art back. (She even resembles everyone's favorite world-class educational thief, Carmen Sandiego.) Though Miss Take is brimming with resolve, she soon reveals that she's a little unsure of herself to Harry Carver, a well-to-do and benevolent master thief who she bumps into in the middle of a caper. Together with Harry and pickpocket Daisy, Sophia slowly accumulates more and more of her great aunt's collection, gaining more confidence with each heist. These three figures form the core of the game's story and characterization, and, though it's tempting to paint them as one-dimensional afterthoughts, the game pulls off some subtle tricks to fill in the gaps.

You'll learn to hate the color blue after seeing so much of it in this game.

Sophia's initial uncertainty carries into the player experience as well. You must abscond with all the art on the current floor and then either board an elevator or make your way to the exit. Guards' fields of vision are represented by giant blue cones that protrude from their eyes as you look down on the floor from a semi-isometric view. The levels themselves are cramped, with guards' vision often filling 75 percent of a room, making success seem impossible. But the game invites you to overcome these feelings by trying to gradually make you realize the ease with which you can accomplish your goals. The controls are dead simple, as the game can be played solely with the mouse. Just click on a spot, and Sophia moves there. Hold down the left mouse button and she starts running, though her haste makes noise that attracts guards, as does whistling by holding the mouse button down over her.

You start the game feeling intimidated by the sheer number of blue cones covering the levels. You feel shy about walking up to grab a painting while a guard's back is turned, but you learn to time your pacing in order to boldly walk to your target before the guard is any the wiser. You're afraid to set foot in a heavily-guarded area for fear of stepping into a guard's field of vision, but being seen doesn't get you caught immediately. Instead, a glimpse of you only gets a guard's attention and lures him or her to the last point at which you were seen. Stay in sight too long and you alert the guards, but duck out of sight in time and you can lure guards to wherever you need them to be.

The UI is super stylish, which makes the plain look of the rest of the game even more disappointing.

Even Sophia's partners' side missions encourage you to come out of your shell. Harry has a leg injury and needs a cane to walk, so he's unable to run. This means that his heists happen at night when guard activity is at a minimum. He must sneak around armed with only a weird ball-like contraption, which makes noise when thrown against a wall. This teaches you not to rely on running to and fro and also encourages you to actually use the many power-ups the game gives Sofia, such as smoke bombs that block vision or teleporters that let you make a quick getaway. Daisy's missions, on the other hand, require you to get up close and personal with guards, picking their pockets to get keys and make off with a safe's contents. Though Daisy's prowess at pickpocketing means that she can approach guards without them becoming suspicious, it teaches you, when being Sophia, not to be so timid when it comes to worming your way through the guard-filled minefield. When you start getting the hang of navigating the security and playing the guards like saps, your confidence starts to snowball until you feel like a master thief. And clearly Sofia does too, as after clearing a level, she puts her hand on her hips and throws heavy shade at the mooks she just put to shame.

The moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way.

At least, that's the experience the game wants you to have, and occasionally it succeeds. But, though the game attempts to convey scenarios that make you feel like you're succeeding against all odds, the game commits the sin of actually stacking the odds against you. The fact that most rooms are bathed in blue does make the levels somewhat unmanageable even when you learn all the tricks. The cramped corridors and tiny rooms make maneuvering more of a chore than it needs to be. Worst of all is the inconsistent enemies, who, aside from the frequency with which they change direction, are completely unpredictable. Guards patrol in whatever direction strikes their fancy with seemingly no rhyme or reason. Now, not having predictable patterns isn't necessarily a bad thing if a game is designed with unpredictability in mind, but with so little space to work with and only one tool at your disposal at a time, you often find yourself waiting for an enemy to happen to wander to just the right spot so that you can enact your plan. This also means that the moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way. This takes your supposed skill out of the equation somewhat and makes the game a frustrating slog.

Glue freezes enemies in place for a period of time.

It also doesn't help that the world itself isn't terribly interesting. For a game that seems built on slick intrigue, the levels themselves all play just about the same, albeit with varying degrees of frustration. Each floor you have to tackle is just a bunch of hallways connecting a bunch of bigger rooms. You barely ever get to use the environment to your advantage in clever ways, adding a thick layer of monotony to proceedings. Gimmicks such as dogs who can smell your footsteps, security cameras, and lasers add some much-needed variety, but once you encounter them once, you've seen all they have to offer. Levels also offer no visual panache, looking very sterile and plain, which is disappointing because the game's soundtrack embodies the slick, stylish world of high-class thievery.

The Marvellous Miss Take aims to be a different kind of confidence game, one in which you stroll into a level like you own the place and take whatever you wish with ease. All the pieces are in place to build you up and make you a virtual master thief, and Sofia's journey is the perfect embodiment of this process. It's just a shame that the game's level design and enemy combine to short-circuit the experience throughout, because there are so many individual pieces that make the game really easy to like. Sofia deserves better.


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Xbox Live Service Down On Xbox One [UPDATED]

Update: Xbox Live service has returned and is functioning normally.

The original story follows below.

Users attempting to sign into Xbox Live on the Xbox One may encounter difficulties, as the service is currently running in a limited capacity. Additionally, players trying to access Call of Duty: Advanced Warfare's Exo Zombies downloadable content may encounter an error which reads "A downloadable content package was removed or all profiles are signed out."

To fix this, players need to download and install the free DLC "compatibility pack" by logging into Xbox Live, starting the game, and following the prompts. Players trying to do this via Xbox One may encounter difficulties as the service is currently down.

It is not known what is causing the service outage. In the past, an online hacking group claimed responsibility for attacking the network. GameSpot will continue to monitor this story as it develops. Check back later for updates on the service.


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Gravity Ghost Review

Childhood is terrifying. Childhood is beautiful. Childhood is full of wonder. And childhood is marked by the continual loss of innocence that comes with each new year. Learning that the unexplored experiences which is exciting and enticing could kill you is part of growing up; as is learning that there are consequences to all of our actions no matter how pure our intentions may be. Those are heavy themes for adults to handle, let alone children, but they rest at the core of delightful platformer Gravity Ghost.

In Gravity Ghost, you control the ghost of Iona, a recently deceased young girl who lives on a secluded island with her two younger sisters and her older sister, Hickory, who became their guardian after the tragic death of their parents. The circumstances leading up to Iona's death unfurl throughout her story as tensions between her and Hickory arise: she believes that her sister's fiancé was responsible for their parents' deaths. You meet Voy, a seemingly tame wolf that Iona has befriended. And you watch Iona retreat deeper and deeper into her own heartache and isolation as the mystery and tension surrounding her death grow.

Gravity Ghost combines the aesthetics of Maurice Sendak with the narrative power of classic Don Bluth films like The Secret of NIMH, yet there's little to compare the game's overall style to. The art is like the pages of an illustrated children's book come to life with painstaking details and a beautiful colored-pencils effect, and before the (welcome) heavier elements of the story arrived, I grinned ear to ear at the sincere innocence of it all. But Gravity Ghost is a story about the price of innocence, and it explores guilt and death and family from a child's point of view without sacrificing clarity of insight and without ever looking down on or being condescending towards the perspective of its young star. Gravity Ghost operates on pure empathy, and the story's denouement left me on the verge of tears.

Gravity Ghost's gameplay is also quite good, although it never quite reaches the magnificent heights of the game's storytelling and art. Gameplay revolves around platforming with a physics twist. You leap back and forth between planetoid objects of varying sizes and manipulate the gravity wells of each object to shoot yourself across the levels. Along the way you collect stars which open the doors to finish each level, and flowers which lengthen ghost Iona's hair and allow you in turn to collect the ghosts of dead animals and terraform planets. Returning those animal-ghosts to their former bodies also leads to the sublimely animated cutscenes which move the story forward.

This maelstrom will make sense by the end.

The variety of celestial objects in the game is a perfect fit for its tight three-hour running time. Gas giants allow you to bounce like a pinball machine. Fire planets propel you high in the sky off their steam. Water planets allow you to dive beneath their surfaces to collect stars and flowers. And gem planets are super-dense with stronger gravity wells than normal. Over the course of the seven constellations--with around 80 or so small levels in total--that make up the game's campaign, you also gain the ability to terraform the planets from one type to another, which is necessary for solving many of the game's simple puzzles.

Leaping back and forth between the gravity wells to collect the stars and flowers and ghosts and power-ups isn't always the smoothest experience, but the game gives you a host of tools to circumnavigate most potential sources of frustration, except in timed segments where the looseness of the gravity physics can become aggravating. Despite the looseness of the controls, bouncing and floating between the planets is an oddly Zen experience and it becomes quite soothing before long. It also helps that the soundtrack, from FTL composer Ben Prunty, adds to the game's strange rejuvenative power.

The worst thing that can be said about Gravity Ghost is that I crave more of it.

Beyond the occasionally frustrating timed segments, the worst thing that can be said about Gravity Ghost is that I crave more of it. The game is short. It took me just over three hours to do a 100-percent run for each star and ghost and power-up. And, once you've beaten it, there are few incentives to go back and play again, minus chasing a couple of achievements you wouldn't think to chase on your first go around. But while Gravity Ghost may be short, it never overstays its welcome. Each constellation is the perfect length, and the game continues to implement new mechanics and kinks into the core gameplay up to the final levels.

It's easy to capture the happiest moments of being a child: friendships, vacations, exploring the vast, uncharted world in front of you. But it's hard to convey the toughest moments, those moments that we compartmentalize and repress beyond recognition as adults. And it's especially hard to convey such moments in language and images that both children and adults can appreciate and understand. That Gravity Ghost accomplishes this feat with such seeming ease is a testament to its imagination and its power.


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Disney Infinity: Toy Box 2.0 App Launches on January 29

Disney Interactive has announced the launch of the Disney Infinity: Toy Box 2.0 app for iPad and iPhone. The app includes all tools and features of Toy Box 2.0 from Disney Infinity (2.0 Edition) and introduces a multiplayer feature for the first time to mobile users.

The Disney Infinity: Toy Box 2.0 app can be used be existing Disney Infinity players or newcomers alike, and will be available to download for free on the Apple store. The app will also feature character trials, which will cycle new characters for users to try every three to five days.

The iOS version of Toy Box 2.0 is powered by the Metal graphics API, which grants it more capability for better visuals over older iOS versions. Speaking to GameSpot in an interview, senior producer mobile Sean Patton said, "Metal has allowed us to take all the assets from console and actually bring them into the Toy Box experience with much improved graphic fidelity… we did a crossplay from PS4 to iPad, and you have to nitpick to find the differences."

Disney Infinity 2.0 launched in September last year, introducing more than 20 new characters from the Marvel universe and a Toy Box mode. Earlier this month Disney released a statement claiming that Disney Infinity was the best-selling toys-to-life brand in 2014, a title which Skylanders publisher Activision contested.


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Exploring Raid Mode in Resident Evil: Revelations 2

Written By Kom Limpulnam on Selasa, 27 Januari 2015 | 15.06

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Rare '90s Zelda Comic Getting Official Re-release, Check Out the New Cover

If you were a Nintendo Power subscriber back in 1992, you probably remember a series of The Legend of Zelda comics drawn by manga artist Shotaro Ishinomori that retold the story of A Link to the Past. But outside of a standalone book for subscribers, the series has been out of print for over two decades.

Luckily, Viz comics is gearing up for a re-issue. The original appeared as a serial through issues of the Nintendo Power magazine before being offered as a standalone paperback. On Ebay, those original printings sell for $40 to $50.

Viz showed off the new cover for the book and a release date of 5/5/15 through a post on Twitter.

With all the exciting Hyrule news, it almost feels like the year of Zelda. We're also getting a 3D remaster of Majora's Mask next month on 3DS and the long-awaited Wii U entry in the series is coming sometime this year. The only thing we have left to hear about is making the Wii entries in the Zelda series, Twilight Princess and Skyward Sword, available on the Wii U e-shop channel. Though given the recent press of returning classic games, that seems like a very real possibility.

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

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The Legend of Zelda: A Link to the Past

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Uncensored Version of Saints Row IV: Re-Elected Accidentally Released in Australia

The PlayStation 4 version of Saints Row IV: Re-Elected has been recalled in Australia due to a "serious manufacturing issue," a local agency stated today. An "incorrectly classified" version of the game went on sale at retailers last week.

Customers who purchased a physical PS4 version of the game are able to return it to the retailer for a full refund. Replacement copies with "correct content" will be available at retailers "soon." Digital versions and Xbox One retail copies of the game are unaffected by the recall.

Saints Row IV: Re-Elected is the PS4 and Xbox One port of 2013's Saints Row IV, which was initially refused classification in Australia due to implied sexual violence and drug use related to player incentive.

Specifically, the game's inclusion of an "Alien Anal Probe" resulted in the Australian Classification Board's ruling, which stated that a "weapon designed to penetrate the anus of enemy characters and civilians constitutes a visual depiction of implied sexual violence that is interactive and not justified by context." The game's inclusion of illicit drugs referred to as "alien narcotics" was noted by the board as "commonly assigned to describe a class of real-world drugs that include such proscribed substances as cocaine and heroin…this game therefore contains drug use related to incentives and rewards, and should be refused classification."

Publisher Koch Media appealed the Australian Classification Board's decision, but it was upheld, which resulted in the game being banned from sale in Australia. A modified version of the game was submitted for classification and eventually granted an MA15+ rating, enabling it to be sold in the country.

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Saints Row IV: Re-Elected & Gat Out of Hell
PS4

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Tips and Tricks to Stay Alive in Dying Light

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H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?

Written By Kom Limpulnam on Senin, 26 Januari 2015 | 15.06

@lrdfancypants The only reason it feels like it's taking so long is because we heard about it so early in development. As in, when development began. And it feels even longer because we knew about the mod before hand. Most games don't get announced until a year or so before they release.

DayZ started development in middle to end of 2012, so really it's been in development for a little over 2 years. Been in Early Access for a little over a year.

Let's compare that to some games that have been announced years ago and still aren't released.

The Division: Announced E3 2013. Was in development for years beforehand. Still has no release date.

Rainbow Six Siege: Announced E3 2014. Born from the ashes of R6: Patriots which was announced in 2011 and was in development for years before that. Still no release date.

Final Fantasy 15: Originally announced and began development in 2006 as Final Fantasy Versus 13. Still no release date.

Metal Gear Solid 5 The Phantom Pain: Announced in 2012 at the VGAs. In development for years before that. Still no release date.

Half Life 2 Episode 3/HL3: ???????????

Just some perspective for you. Stop acting like DayZ has spent a decade in development.


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Mythbusters Takes on Doom in Next Episode

Mythbusters, the Discovery TV show in which Jamie Hyneman and Adam Savage test the validity of a variety of myths, will take on the subject of first person shooters with the help of Doom developer id Software.

The special episode will feature id Software's Studio Director Tim Willits. "Is it really possible for someone to carry all those health packs, guns, and even a chainsaw?" Bethesda, a subsidiary of ZeniMax Media which acquired id Software in 2009 asks. "Using the DOOM universe and DOOM 3 BFG Edition for reference, Tim helps the team recreate a DOOM level in real life."

It'll be interesting to see what other myths the show will try to validate or bust, but I'm assuming they won't try to open a portal on Mars that leads to hell.

You can watch a teaser for the episode in the video above, and catch the full episode on 9 p.m. Saturday, January 31, on the Discovery Channel.

If you're a Doom fan, or a first person shooter fan in general, you owe to yourself to to watch John Romero, one of the game's original designers, play through and talk about it in Double Fine's Devs Play show.

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

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DOOM

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We Won't Make Same Mistakes Twice With Next Destiny DLC, Bungie Says

Bungie has heard players' criticisms about the progression system in Destiny's first DLC, and said that it won't repeat the same mistakes again when it releases the next DLC, House of Wolves.

"Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated," Bungie design lead Luke Smith said in a post to NeoGAF. Specifically, Smith was referring to gear from vendors invalidating the efforts of players who raided the game's Vault of Glass, and resetting talents when upgrading an exotic weapon.

"We want fewer barriers to equipping upgrades," Smith said. "The shard economies erect these barriers between players and the new piece of gear they just got. We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward."

Hopefully, House of Wolves really manages to implement all these changes and reduce Destiny's grind to the point where it doesn't motivate players to invent elaborate contraptions that do it for them.

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

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Destiny

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Gearbox Is Ready to Start the Next Borderlands Game

Gearbox is ready to begin working on the next Borderlands game, the company announced during its final panel at PAX South today.

"We are recruiting for next Borderlands. This is the big one. Industry badass? E-mail me: heyrandy@gearboxsoftware.com," Gearbox CEO Randy Pitchford said on Twitter. "We want to hear from passionate and talented people to help us with next Borderlands game. Check our website!"

The jobs page on Gearbox's website has a bunch of new openings, including one for a writer who will oversee and direct the development of story and plot for a AAA title.

Pitchford didn't say whether this next Borderlands game is Borderlands 3, but given the fact that he called it the "big one," it seems likely.

Yesterday, Gearbox announced that Borderlands: The Pre-Sequel is getting campaign DLC that will take you into the mind of Claptrap, and that it's adding Lady Hammerlock as a playable character this week, Tuesday, January 27.

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

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Borderlands: The Pre-Sequel

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Quick Look: iO

Written By Kom Limpulnam on Sabtu, 24 Januari 2015 | 15.06

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Reality Check - Why The Martian Should Be A Video Game!

Flex those mental muscles and join Cam Robinson on a journey of discovery in Reality Check, the show that investigates the science behind your favourite games, and spawns a few wild theories of its own.

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Quick Look: Grey Goo

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GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!

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Microsoft Won't Force Games to Support Cross-Platform Play

Written By Kom Limpulnam on Kamis, 22 Januari 2015 | 15.06

Following today's announcement that the Xbox One will support cross-platform play with PC later this year, Microsoft's top gaming boss, Phil Spencer, has spoken out to calm concerns that the company might force developers to support the feature. That's not the case, he says.

Fable Legends

"I think [cross-platform play is] an enabling technology to make games great," Spencer said today as part of a group interview attended by GameSpot. "If somebody decides that cross-platform play isn't something that's going to make their game great, there's no way I'd ever create a [publishing requirement] that says you must do this."

Spencer was also asked how Microsoft plans to keep the playing fields level for games that support cross-platform integration between Xbox One and PC. After all, PC players get to use a mouse, which many consider to be superior to a controller in terms of responsiveness.

The Xbox executive acknowledged that a mouse has a far greater rotation speed than a traditional controller, but pointed out that developers are likely to find ways to balance things out.

As an example, Spencer said developers might choose to make specific playlists that only allow players to use a controller or keyboard and mouse. Developers could also make playlists that allow both control setups, he said.

"In the end, some people are hardcore about the competition, and some people just want to have fun playing," he said. "I want to make sure we're enabling both."

Lionhead's Fable Legends will be among the first games to support cross-platform play between Xbox One and PC when the game is released later this year.

Windows 10 Briefing: All the News

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Fable Legends

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Biggest Windows 10 Gaming Announcements Including Holograms!

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GS News - Windows 10 Free Upgrade; Microsoft’s New Hologram Headgear!

"And in news that shouldn't surprise anybody..."  This is what I like, the little bits of humour, when others take over the news they kinda overdo it.

The most impressive Windows 10 news is just too dreamy right now, but I guess we'll see how it plays out.  I do like the free upgrade, and it shows a general trend away from their old model of charging relatively high prices for Windows.  When Windows 8 launched, they offered it as an upgrade for only $15 for awhile, and they made no real effort to actually check you had a previous Windows, you just filled out a form and got the key.  Now with a totally free upgrade it's an even more aggressive move.  I guess that's no surprise though, the industry is now all about getting people onto your platform so they'll consume your services, rather than the upfront money way it used to be.

I wonder if that free upgrade applies to all customers, all businesses and institutions and such with different kinds of existing licensing, or just certain types of customers.


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PS Store Discount Code Cannot Be Used On Pre-Orders

Sony's upcoming discount code offer will not be applicable towards pre-orders, the company has announced on the PlayStation blog. The code was offered as a means of apology following PSN downtime experienced over the Christmas period.

Other exclusions applicable to the code include PS Plus subscriptions, Music Unlimited, and video rentals, all of which will not be eligible for the 10 percent discount. The discount will run for four days from January 23-26 (starting and ending at 9am Pacific in the US, and 9am GMT in Europe).

Active PlayStation Plus members will receive a five-day extension to their membership as part of Sony's apology for the downtime. Members will receive an email confirming the extension of their PS Plus membership.

The discount was offered in response to the PlayStation Network outages over the Christmas period, with Sony's online network inaccessible following a DDoS attack. Lizard Squad, the alleged hacking group behind the attack, recently had its own network compromised.

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

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PS4

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Heroes of the Storm Founder's Pack Announced

Written By Kom Limpulnam on Rabu, 21 Januari 2015 | 15.06

Blizzard has announced the Founder's Pack bundle for its MOBA game, Heroes of the Storm. The pack grants immediate access to the game, which is currently in Closed Beta.

The Founder's Pack includes three heroes: Jim Raynor, Diablo, and Tyrande Whisperwind, from the StarCraft, Diablo, and Warcraft series respectively. The pack also includes alternate skins for each of these heroes, an epic mount, and 2,500 in-game gold.

Players can purchase the Founder's Pack for $39.99 from the Battle.net shop. Blizzard also noted that the ability to purchase the pack "may be temporarily suspended at any time in order to ensure a stable testing environment for the game." Alternatively, players interested in signing up for the Closed Beta can register at the Heroes of the Storm site.

Blizzard has not confirmed a release date for Heroes of Storm, although the Closed Beta phase kicked off last week. For more on the game, check out GameSpot's interview with director Dustin Browder.

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

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Heroes of the Storm

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GS News - Borderlands + State of Decay Next-Gen Remasters Incoming!

Have BL 1+2 already but... that remote control Clap-Trap. It can make me laugh without even turning on my console. My only question is can it balance a glass on top of its head because that would be perfect.

Oh, and yaaaay, more games that are already out are coming out again. Yay. I can't contain my enthusiasm about these games (couldn't they at least reach further back like Grim Fandango? All this stuff is too recent)


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Ask The Reviewer: Resident Evil HD Remaster

Theres nothing to ask ... He is totally wrong with that 7. Period. Also when Kevin saying his best RE is RE4 ... Nuff said i think ... What to ask about ! We are talking about the pinnacle of RE games on 19.99 price tag. A must play for every single RE fan out there , specially for the ones that havent played it before. Updated graphics , 1080p and finally multiplatform release for all of those millions gamers that didnt have the opportunity to play one of the best , if not the best RE game ever made,  .. What else to do you want for 19.99 ? 

Its for a reason why Metacritic atm has 22 positives and only 2 mixed reviews ( when 1 of these mixed reviews is kevins ) ... Game is 8 the least. Its not just a good game , despite its age. Its a very good game  and very good stands for an 8. Period


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EVO 2015 Game Lineup Announced

The game line-up for this year's iteration of annual fighting game tournament Evolution Championship Series was announced today. Speaking on a live stream hosted by Mike Ross, EVO tournament organiser Joey "MrWizard" Cuellar revealed the games which will be present at the event.

The list includes:

  • Ultra Street Fighter IV
  • Ultimate Marvel vs. Capcom 3
  • Super Smash Bros. for Wii U
  • Guilty Gear XRD -SIGN-
  • Killer Instinct
  • Mortal Kombat X
  • Persona 4 Arena Ultimax
  • Super Smash Bros. Melee
  • Tekken 7

The event marks the first time Tekken 7 will be making its global tournament debut, and it will be played on arcade machines. The event itself will run from July 17-19 at the Paris Hotel and Casino in Las Vegas.

Last year's EVO drew competitors from around the world, pulling almost 2,000 entrants for Ultra Street Fighter IV, the event's most popular game. Registrations for this year's EVO will be open "very soon."

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

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Ultra Street Fighter IV
Tekken 7
Ultimate Marvel vs. Capcom 3
Super Smash Bros. for Wii U
Guilty Gear Xrd -SIGN-
Killer Instinct
Mortal Kombat X
Persona 4 Arena Ultimax
Super Smash Bros. Melee

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GameSpot Plays - Resident Evil HD Remaster

Written By Kom Limpulnam on Selasa, 20 Januari 2015 | 15.07

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  5. Best and Worst Resident Evil Games
  6. Why Does Rockstar Keep Delaying Games?
  7. How To Level Up Quickly For GTA Heists
  8. Enhancing Destiny's End Game With Reforging
  9. GS News - New Sid Meier Game Announced; Man Dies After Gaming Binge
  10. The Gist - 5 Of The Best Speedruns From AGDQ 2015
  11. Quick Look: Saints Row: Gat Out of Hell
  12. Be The Zombie - Let's Play Dying Light Multiplayer
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GS News - New Sid Meier Game Announced; Man Dies After Gaming Binge

@dmblum1799 I was in Korea for a while too, lived above an internet cafe, and had a friend who used to run one with her husband. It's amazing just how fervent they are about their internet gaming. Made my recovering WoW addiction feel like a minor diversion.

I believe there is also an internet curfew for young people so they can't play after a certain time, or they have to do so at home use their parents' ID. That, plus the 12 hours of daily school work, is probably why most of the deaths are of college and working age people.


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The Witcher MOBA Game Launches January 22

Fuero Games and CD Projekt Red have announced that The Witcher Battle Arena will launch on January 22. The free-to-play multiplayer online battle arena game will be available on Android and iOS devices.

Described to be "built as a mobile-focused experience," the game will allow for in-app purchases, which can also be earned through regular play. CD Projekt Red has assured fans that The Witcher Battle Arena was designed "with fairness in mind," adding that there are no pay-to-win elements in the game.

For players who don't usually play MOBA games, the game promises to offer "great accessibility" as well as a "balanced learning curve." That's not to say it won't cater to expert players; The Witcher Battle Arena will also aim to offer room for more complex gameplay and other skill-based options. A version for Windows Phones and tablets is expected to launch later in the year.

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

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The Witcher Battle Arena

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Naruto Shippuden: Ultimate Ninja Storm 4 Will Include Older Cast from The Last: Naruto the Movie

Upcoming fighting game Naruto Shippuden: Ultimate Ninja Storm 4 will include the versions of characters who appeared in The Last: Naruto the Movie. According to Siliconera, the latest issue of Jump magazine showed that older versions of Naruto, Sasuke, Sakura, and Hinata will all be playable in the game.

The Last: Naruto the Movie is set two years after the final arc in the Naruto manga. Naruto Shippuden: Ultimate Ninja Storm 4 will be released this year for the PlayStation 4, Xbox One, and PC. It is being developed by CyberConnect2, who has worked on all the games in the Naruto Ultimate Ninja series since it first launched.

What do you think of the characters' new designs? Let us know in the comments below.

Click the thumbnail to view the full-sized image.

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

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Naruto Shippuden: Ultimate Ninja Storm 4

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Blizzard Sending Some World of Warcraft Vets This Statue

Written By Kom Limpulnam on Minggu, 18 Januari 2015 | 15.06

It appears that Blizzard Entertainment is sending some players who have been World of Warcraft subscribers for 10 years the statue you can see in this picture.

"The orc statue is a constant presence in our life at Blizzard entertainment. It's where we meet to talk, to eat, to celebrate," a note on the bottom of the base of the statute reads. "As we celebrate ten years of World of warcraft, we present this token of appreciation to you, stalwart adventurer. Thank you for being a constant presence in our lives as we adventure together."

According to mmo-champion, Blizzard said that to be eligible for this gift, a player must have created a World of Warcraft account within 60 days of the game's release in America or Europe. Players who are eligible should have received an email at the address listed on their Battle.net accounts. If you did not receive that email by now, you're probably not getting the statue.

World of Warcraft recently celebrated its 10 year anniversary. GameSpot marked the occasion as well with a 10-part video series, featuring 10 interviews with the real-life citizens of Azeroth.

For more on the game, check out our previous coverage of World of Warcraft.

Image credit: Battle.net forum user Smitti.

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

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World of Warcraft

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Physical Copies of Dying Light Delayed in Europe and Other Territories

Physical copies of Dying Light have been delayed in Europe, Asia, the Middle East, Africa, and Australia, developer Techland has announced in an official statement to the game's Facebook page.

"As physical production has a longer lead time than digital there is some delay in the aforementioned territories," Techland said. "We will share information on the availability of physical copies as soon as it is confirmed." Techland also said it will be a "short delay."

To be clear, you'll still be able to get the game digitally in those territories on its January 27 release date, just not in stores.

The upcoming parkour-inspired zombie game Dying Light is due to release on January 27, 2015 for PlayStation 4, Xbox One, and PC. The game was originally expected to also come to PlayStation 3 and Xbox 360, but those versions were recently canceled.

We've reached out to Techland to find out more about the delay and will update this post with anything we hear back.

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

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

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Dying Light

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Hatred Rated Adults Only in North America

Hatred, the controversial massacre simulator, has received an Adults Only rating from the Entertainment Software Rating Board, the organization that rates games in North America.

"Well, I'm not quite convinced why Hatred got AO rating while it lacks any sexual content, but it's still some kind of achievement to have the second game in history getting AO rating for violence and harsh language only," a Destructive Creations developer said on the game's official forum. "Even if this violence isn't really that bad and this harsh language is not overused. The guy from ESRB (by the way - very nice, polite and cooperative one) told me it's all about 'the context' which people they're testing gameplay video on will see."

The Adults Only, or AO rating, is the harshest rating the ESRB has for content. It's rarely used, and is described by the ESRB as suitable for ages 18 and up for prolonged scenes of intense violence, graphic sexual content, and/or real money gambling. All three major console manufacturer—Sony, Microsoft, and Nintendo—have a policy that forbids publishing Adults Only-rated games on their platforms, so unless Destructive Creations changes to content in Hatred, we won't see it released on the Xbox One and PlayStation 4.

Hatred was pulled from Steam Greenlight recently and then reinstated a little more than a day later, following an intervention by Valve managing director Gabe Newell. However, Valve has never made Adults Only-rated games available for sale on Steam before.

"I would prefer to get a standard M+ rating, because with AO we will have problems to get to consoles in the future, but on the other hand I think you guys (our fans) would be disappointed with it," the Destructive Creations developer said.

For more on the game, check out GameSpot's previous coverage of Hatred.

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

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Hatred

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Halo: Master Chief Collection Update Coming in Next Few Days, Update Notes Released

Halo: The Master Chief Collection's next update will be available within the next few days, potentially a little later than initially planned, 343 Industries has announced.

343 Industries said that the content update is undergoing further testing, but for now it has released detailed notes on what the update will include. As it previously said, the update will focus on UI, matchmaking, game-specific multiplayer and campaign, controls, and stability.

"We continue to work on additional content updates that will include added improvements for matchmaking, parties, and other top community items," 343 Industries said.

Below are the content update notes as written by 343 Industries.

MATCHMAKING:

  • Improved matchmaking search success rates.
  • Made an update to reduce instances of "Awaiting Privileges" matchmaking errors.
  • Made an update to ensure player counts more reliably match the expected numbers for each playlist.
  • Fixed an issue where player would sometimes appear to be searching in an incorrect "FIND GAME" screen.
  • Added countdown sound effect to the voting timer.

GENERAL MULTIPLAYER:

  • Made several improvements to party joining through the in-game Roster.
  • Made an update to ensure that the mute icon is visible while in Matchmaking.
  • Fixed an issue in Halo 4 where players could equip the same weapon as their primary and secondary weapons.

GENERAL CAMPAIGNS:

  • Made several improvements to stat tracking for Halo: CE, Halo 2, Halo 3, and Halo 4.
  • Made changes to Halo 3 and Halo 4 scoring to ensure that players are not penalized for destroying empty vehicles.

GENERAL MENU:

  • Lowered the music volume level in multiplayer menus.
  • Fixed an issue where friend emblems in roster would show up as default when exiting a game session.
  • Made updates to UI and menus to improve multiplayer status messaging, such as when a player joins your lobby.

CONTROL LAYOUTS:

  • Made an update to the Halo 2 Anniversary "Legacy" Stick Layout.

STABILITY:

  • Made stability improvements across multiple titles for campaign and multiplayer.

The Master Chief Collection launched in November, and immediately faced a number of networking issues that made the game near-unplayable for some. 343 has worked consistently since then to fix the game's online woes, which have now been largely eradicated. In a bid to make it up to fans, Microsoft is giving Master Chief Collection owners a free copy of Halo 3: ODST and more.

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

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Halo: The Master Chief Collection

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Parks and Recreation's Cones of Dunshire Board Game Costs $500

Written By Kom Limpulnam on Sabtu, 17 Januari 2015 | 15.06

The ridiculous board game from the sitcom Parks and Rec, The Cones of Dunshire, may become a reality. Mayfair Games is attempting to create a "miraculously playable" version of the made-up game.

The project is on Kickstarter, so the developer won't receive any funds unless they meet their full $300,000 goal. But to get a copy of the full game, you'll have to pay at least $500.

Why is it so expensive? Mayfair writes on game's Kickstarter page: "This is going to be a very small, one-time run of a giant prestige edition of the game, with disparate pieces, from a licensed property, for a niche audience. We think there exist a few hundred people who desire such a collector's item, and we've provided a few cheaper items for folks that want more modest souvenirs of the show. This is why we went Kickstarter: to quickly gauge the actual interest for an expensive deluxe version similar to what you see on the show. This game will NOT be sold through any our normal channels; backers will receive it and there will be no more. "

Backers of the full version will receive a "multi-level board" that's "over ten square feet in size." Of course the game's "box/crate" will also include "a mountain of coins...such that if they were real coins, you would be very rich."

A "very special version of the game" from GenCon 2014

As of this writing, 25 people have backed at the $500 dollar and above, putting the total at just over $20k.

While the game is based on a joke, Mayfair games is taking the project (mostly) seriously. "This Deluxe version of the game is as close to the on-screen version of the game that you see in season six of Parks and Recreation as we can manage (and for us to be comfortable about the playability of it). This is meant to be the sprawling riot of pieces shown on the show, and the price reflects what it's going to take to make something like that."

As a huge Parks and Rec fan, I probably won't be ordering a copy myself, but it'll be interesting to see if Mayfair can pull it off.

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


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Gaming Deals: Pre-Order GTA 5 PC for $46, and More

Green Man Gaming has the best new deal of the day, offering a Grand Theft Auto V for PC pre-purchase for $46.20 with the code SAVE23-PEROFF-MOSANT. The preorder also comes with $1,000,000 in-game currency, a bonus $300,000 for GTA Online, and a free copy of Grand Theft Auto: San Andreas.

Below you'll find the rest of today's best deals divided by platform:

PlayStation 4

Sony has introduced a $400 PS4 bundle that comes with The Last of Us Remastered.

Ebay has a $370 PS4 that comes with your choice of a free game: Destiny, NBA 2K15, Far Cry 4, or LittleBigPlanet 3.

The company also launched a massive PlayStation Network sale that offers discounts on more than 60 titles from the its history, including Final Fantasy XIV: A Realm Reborn for $24, Need for Speed Rivals for $20, and more.

Other PS4 games deals:

PlayStation Plus free games for January:

PS4

PS3

PS Vita

Xbox One

Microsoft announced this week's deals for Xbox One and Xbox 360 owners. Now through January 19, anyone with an Xbox Live Gold subscription can get The Jackbox Party Pack for $16.74, Never Alone for $10.04, Terraria for $10, and more. Check out the full list of Xbox One and Xbox 360 Deals With Gold.

Free Games with Gold for January:

Xbox One

Xbox 360

Wii U

You can get $10 off an Amiibo when you spend $40 or more at Toys R Us.

PC

The Humble Store has a huge sale on Games Workshop games, including Warhammer 40,000: Space Marine for $7.49, Dawn of War Franchise Collection for $56, and many more.

GOG.com has a weekend "Region-Neutral Non-Specific Seasonal Silliness" sale, which includes Leisure Suit Larry for $3, Commandos 2+3 for $3, and many more.

Other PC games deals:

3DS

Sears has the 3DS XL for $160, in stores only. But keep in mind that the New 3DS XL is coming out in February 13 for $200.

PS Vita

Hardware

GameSpot's gaming deals posts always highlight the best deals we can find regardless of retailer. We also occasionally use retailer affiliate links, which means that purchasing goods through those links helps support all the great content (including the deals posts) you find for free here on the site. Got questions? Email news@gamespot.com or ask us in the comments!

Filed under:
PS4
Xbox One
PC

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