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What's New in SMT x Fire Emblem and Fire Emblem 3DS?

Written By Kom Limpulnam on Kamis, 02 April 2015 | 15.06

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  1. Mortal Kombat X: Characters and Brutalities - The Lobby
  2. The Best Gaming April Fools' That Turned Out To Be Real In 2 Minutes
  3. GS News - Witcher 3 Is 200+ Hours, Man Spends $22k On Star Citizen
  4. Assassin's Creed Goes 2D, but Does it Fall Flat?
  5. GS News - Star Wars: Battlefront Info; Bloodborne Completed In 40 Mins!
  6. Rainbow Six: Siege, Mortal Kombat X, Axiom Verge - The Lobby
  7. Cop on Finishing Ahead of his Old Team and his Own Style of Dress
  8. Altec talks Winterfox's first split performance and his expectations for their second split
  9. Azingy on joining Dignitas and his hopes for the future of the team
  10. Top 5 Announcements From April Nintendo Direct
  11. Nintendo Direct - 4.1.2015
  12. Splatoon: New Maps Trailer
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Mario Kart 8 Gets Free, Faster 200cc Mode

Mario Kart will get faster than ever with a free update to Mario Kart 8 that adds a 200cc mode.

Previously, Mario Kart games only had the beginners' 50cc mode, the faster 100cc mode that requires some skill, and the fastest, challenging 150cc mode. With the 200cc mode, which will work both on the new tracks included in the game's second DLC pack and all the previously released tracks, Mario Kart 8 will be even faster.

Nintendo also announced that Mario Kart 8's second DLC pack will release in April 23 instead of May, as was originally planned. For $8, the DLC pack will get you three new racers (Isabelle, Villager, and Dry Bowser), four vehicles, and eight courses, including the Animal Crossing course that changes seasons each time you play it.

Alongside the new DLC, Mario Kart 8 is getting nine Amiibo compatible Mii racing suits, including one for Mega Man and Pac-Man.

You can watch the Animal Crossing course and the new customs in the videos below.

For more Nintendo news, check out GameSpot's roundup of all the news from today's Nintendo Direct.


15.06 | 0 komentar | Read More

Watch the New Fire Emblem for 3DS Gameplay and Story Trailer

Today's Nintendo Direct presentation brought plenty of surprises, including lots of information on the next Nintendo 3DS Fire Emblem.

For the first time in a Fire Emblem game, your player created character won't just be a side player in the greater story. The game will revolve around you and the choices you make.

Fire Emblem on 3DS will present two conflicting factions for you to side with: the peaceful Hoshido or the war-like Nohr. The characters you meet and big events will stay the same, but your choice will have a major impact on the overall story and how you play. Nintendo recommends Hoshido for newcomers to the series and for players who want a traditional Fire Emblem experience. The Nohr campaign will be more complex and challenging, as you seek to start a revolution from within your kingdom.

Watch the trailer above to see the game in action, and our gallery of images below give you an even closer look at the characters and setting.

For more news, trailers, and game announcements from Nintendo's April presentation, check out our full roundup.


15.06 | 0 komentar | Read More

Top 5 Announcements From April Nintendo Direct

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  1. Mortal Kombat X: Characters and Brutalities - The Lobby
  2. The Best Gaming April Fools' That Turned Out To Be Real In 2 Minutes
  3. GS News - Witcher 3 Is 200+ Hours, Man Spends $22k On Star Citizen
  4. Assassin's Creed Goes 2D, but Does it Fall Flat?
  5. GS News - Star Wars: Battlefront Info; Bloodborne Completed In 40 Mins!
  6. Rainbow Six: Siege, Mortal Kombat X, Axiom Verge - The Lobby
  7. Cop on Finishing Ahead of his Old Team and his Own Style of Dress
  8. Altec talks Winterfox's first split performance and his expectations for their second split
  9. Azingy on joining Dignitas and his hopes for the future of the team
  10. What's New in SMT x Fire Emblem and Fire Emblem 3DS?
  11. Nintendo Direct - 4.1.2015
  12. Splatoon: New Maps Trailer
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Bloodborne Patch 1.02 Fixes Game-Breaking Bug

Written By Kom Limpulnam on Rabu, 01 April 2015 | 15.06

The latest patch issued by From Software for Bloodborne updates the game to version 1.02 and fixes a potentially serious bug that prevents players from progressing.

The bug would occur if a player had participated in online multiplayer as a co-operative guest or hostile invader by using either of the "Resonant Bell" items in the Forbidden Woods. Afterwards, the user would not be able to obtain the Lunarium Key. Without that, players can't fight the next area's boss (and access the unlocks received for defeating him), nor can they visit Master Willem or the Moonside Lake. The patch also fixes other unspecified bugs, including the item duplication exploit.

Bloodborne was released on March 24 exclusively for the PlayStation 4. Developed by From Software, the makers of Demon's Souls and Dark Souls, the game was very positively received in GameSpot's review and awarded a nine out of ten. Bloodborne has already been beaten in a speedrun of 44 minutes, albeit with the use of exploits.

FURTHER READING:


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Ask The Reviewer: Axiom Verge - The Lobby

Jeff Gerstmann from Giant Bomb and GameSpot's Peter Brown discuss the pros and cons of PlayStation 4 action-adventure game Axiom Verge.

by Mary Kish on

About The Lobby

Broadcast live from our studios in San Francisco, join GameSpot every Tuesday at 2PM Pacific for the latest previews, interviews, game demos, giveaways and more.

Schedule: Tuesdays at 2PM

Host: Danny O'Dwyer


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This Steam-Powered Gaming Console Is Totally Fake, Totally Awesome

As part of its annual April Fools' Day pranks, ThinkGeek today announced its first game console, the "Steam-Powered Gaming Cabinet." Clearly, this is a joke, but that's what today is all about anyway.

"While harkening back to a simpler time when steam powered the world, the console utilizes its coalfired boiler to play all of the modern games on Valve's streaming service, Steam," ThinkGeek explains. "All that a user needs to do to play games from their Steam library is begin shoveling coal to get the boiler stoked."

Here's some bulletpoints for ThinkGeek's Steam-Powered Gaming Cabinet:

  • Multiple panels to access main controls and adjustment knobs
  • Boiler viewing window and thermometer (to make sure your fire is burning at the optimum temperature)
  • Wired controller features ball-jointed thumb-sticks and typewriter-feel keys
  • Controllers and Steam-Powered Gaming Cabinet have warm vacuum-tube glow
  • Viewable piston with steam venting valve for easy maintenance
  • SteamOS pre-installed (can also be configured to run Linux, FLOW-MATIC, Fortran, and others)
  • Side chute opens for additional coal to be added

Check out some more images of ThinkGeek's totally fake Steam Machine in the gallery below.

It's April Fools' Day, so be careful out there. See a roundup of all the day's best gaming-related pranks here.


15.06 | 0 komentar | Read More

Worlds of Magic Review

After years of constant warfare, my orcish hordes were on the precipice of victory. Countless nations fell beneath the tread of their boots as they subjugated all manner of fantastical races. In their quest to conquer the unhallowed--an evil empire of the dead--the orcs had brought every mountain and every shore under their control. They had harvested every crop, mined every ore, and collected every artifact they found on their campaign. Yet, something was missing: despite being at the height of their power, these orcs had become wracked with boredom

Despite the fantastical premise, Worlds of Magic commits too many cardinal sins to count. As a game of fanciful wizards and creatures, you'd expect it to be vibrant and alluring. Instead, its landscapes wholly lack imagination. The excitement of battle is ground to excruciating tedium, buried under mindless tasks and micromanagement. Worlds of Magic can't even claim a decent feeling of progression or power escalation--a key piece of any proper 4X strategy game--to drive engagement. The result is a tepid mélange of half-baked ideas and pointless hindrances.

These soldiers are literally fighting on tar.

Worlds of Magic begins, as these affairs so often do, with you selecting a civilization to lead to victory. The choices seem diverse enough. Standard humans, elves, orcs, and dwarves are there, as well as dragon people, insects, and the undead legions. The potential breadth of play styles should be a great platform upon which to build a game, but here it just isn't. Except for the unhallowed, none of these races has anything unique about how it plays. No matter whom you pick, the similarities are too obvious, slashing potential replayability and depth.

After picking your race, you select a sorcerer lord to lead your armies. You may choose a pre-built one with specialized traits, or you can create your own and customize him a bit, though either way, your choices lack impact or import. I, for example, chose as my first leader R'jak, a powerful lich. By his description, he should be a powerful undead monstrosity with an abject hatred for everything living. In play, he's like any other leader, custom or not: He has a few spells that do a little damage, and a few more with minor utility. The problem here is twofold. Firstly, leader choice is disconnected from race selection, so it's weird but possible to have an army of normal humans led by an undead warlock. Secondly, many of the sorcerer lords have plenty of overlapping spells, again diminishing the effect of picking any one for his specific powers or abilities and robbing him of any uniqueness. Instead of playing the strengths of the undead against R'jak, they each need to be able to function independently for the sake of balance. That leaves either choice without any personality of its own.

Most of your time with Worlds of Magic is spent managing resources, building up your armies, and conquering. In an ideal world, these separate systems would work together to create new opportunities for players to flex their tactical muscles. At every conceivable turn, however, Worlds of Magic finds a way to strip every intricate layer strategy game designers have implemented over decades' worth of genre evolution.

Because even on a world of sand, we need oceans… made out of sand.

Cities are at the heart of Worlds of Magic. They are your only means of border expansion, production, and resource generation. Cities are also the source of most of the problems. In a normal 4X game, cities are somewhat malleable. You found them, build a few structures or improvements nearby, and tailor them to what you need at any given point. Worlds of Magic doesn't permit such flexibility, however. You still found cities wherever you please, but their borders never expand, you can't construct any tile improvements, and you can't micromanage any piece of them beyond how many citizens are dedicated to food, production, or research. City buildings also follow a complex unlock tree that require you to build too many structures that don't relate to your chosen focus. It is feasible, for example, to build a city near a rare resource and then push a city towards economic output. Doing so, however, requires that you build structures that offer no benefit beyond unlocking buildings that you need, making them effective dead weight.

This also only serves to highlight another of the game's fundamental flaws: There's no associated cost with having dozens or even hundreds of settlements. Your citizens build up a degree of unhappiness, but it's a local issue and not tied into a single global resource, like happiness, that you need to manage. Moreover, if you don't maintain positive food and gold income at all times, your units begin to disband and your buildings are decommissioned. Since cities usually generate positive income, and since the number of municipalities you control is your sole production cap, the whole system forms a disastrous feedback loop. You build more cities so you can build more settlers so you can build more cities. In each of those new towns, you erect the same buildings and manage them in the same way. This is one of the only consistently viable ways to win, but it also means burdening yourself with tons of repetitive work wholly devoid of actual strategizing.

I found myself wanting to quit games not because I didn't have the ability to win, but because it had become a chore to manage it all. What's worse is that tedious management is so critical in the early game, it was common for me to skip 50 turns or more just waiting for my population to build up. That's not OK: It's grinding without any tangible reward. Most turns should somehow require your attention so that you are engaged and invested. Tellingly, I made a macro to auto-skip turns while I walked off to go make myself dinner. And again, I stress this is the most successful strategy in Worlds of Magic, by far. The other main option is to build units and construct buildings early on, but the upkeep cripples your resource production, making you decommission units you just ordered. The whole thing is an absolute mess.

After a while, the game just starts naming cities "ORCS1," "ORCS2," etc.

In what must have been an attempt to make these worlds seem denser and more interesting, the land is dotted with swarms of high-level monsters. They don't spew forth and attack you, but they're intended to be among the first things you find on any given map. They often have valuable treasure or can net you a powerful monster of your own. Because they are so well-guarded, you can't do anything with them until the mid-to-late game, so they sit there, taking up space. Your only other opponents are AI-controlled races and countries. Given that there are at most seven of them scattered across several planes which, in turn, can only be accessed via special portals containing the same high-level monsters, there's nothing to do in the early game. Over time, your units get stronger and you get better, but for that to be satisfying, you need an idea of your early limitations. Worlds of Magic trades that for a mad rush to the late game so you can do anything of note, and problematically, those late-game units need more gold and food for upkeep, reinforcing the city grind.

An alleged selling point of Worlds of Magic is its tactical battle system. Should two opposing units meet, you jump into a turn-based tactical mode to maneuver your troops around. Battles are functional, but together, the tactical system and strategic one kill Worlds of Magic's pace. It's nice to defend a city against an attack with only a handful of troops and some clever positioning, but tactical battles require you to take five or ten minutes away from a game already bogged down by the worst kind of micromanagement. There is an auto-resolve feature that helps with the monotony, but it does a poor job of actually mimicking the results you would expect to see should you manage these battles on your own. In my testing, I found that even when I had many more units of ranks far higher than my enemy's, I would often inexplicably lose fights. Granted, choosing auto-resolve means playing the percentages, but when two basic enemy soldiers defeat five or ten veterans, there's a problem.

Worlds of Magic doesn't just have issues with its strategy mechanics, either. It suffers from an array of bugs, glitches, and crashes, and its frequent texture pop-in makes it an absolute eyesore. During some of the tactical sections, maps fail to load entirely. On at least four occasions, my computer locked up and I had to restart the machine. Countless tiny bugs can also cause certain attacks to miss, actions to not work, and the user interface to become completely unresponsive.

Sometimes, the map won't even load in.

I could forgive some, though not all, of these issues if Worlds of Magic had something intriguing to show. Part of the appeal of fantasy worlds and settings is that they show you the special, the unreal. Worlds of Magic only ever offers the mundane. In Worlds of Magic, there are several magical races strewn across disparate worlds, each with its own governing element. The leaders of these races are powerful wizards that bring world-buckling sorts of magic to bear on their foes. These sorcerers are a force unto themselves, and they dominate everything. The premise plants the proper seeds for an enchanting adventure, but Worlds of Magic doesn't cultivate them. As one of these grand wizards, your spells are feeble at best, and every plane--no matter the element--features similar mountains, oceans, and other topological features. Yes, the shadow plane uses tar pits instead of water, but that's nothing more than a palette swap. In contrast, Warlock and Warlock 2 have the same structure and purpose as Worlds of Magic, but they are executed with far more skill. Warlock's plane of life has tiles that heal you and weaken the undead. The plane of fire has dozens of volcanoes and lava that have real effects on how you play. Your spells, too, can reshape vast swaths of land, raising valleys or wiping away mountains. In that series, there exists a sense of agency that unfolds as you explore the bizarre settings.

Worlds of Magic has none of that mystery. Its fantasy world is undercut by bland artistic direction and a lack of conviction. Choices about your leader and civilization that should matter lack weight in favor of same-ish armies and leaders that blend together. Grand-scale strategy that should make any player feel powerful, or at the least clever, gives way to the dullest slog. Worlds of Magic tries to mimic the cleverness of its superiors, but reaches far beyond its ability to perform.


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All 11 Cars from Forza Horizon 2 Presents Fast & Furious

Written By Kom Limpulnam on Selasa, 31 Maret 2015 | 15.06

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  12. Rush on why he's the best jungler in NA and not wanting to play Sejuani
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GS News - $250 Star Citizen Ship; Halo 5 Release Date Announced!

Halo 5 details drop including two new trailers, Star Citizen funding hits $77m, and violent threats result in a Mortal Kombat dev leaving Twitter.

by Edmond Tran on

About GameSpot News

Join Jess McDonell every weekday for a punchy wrap-up of the biggest news to come out of video games!

Schedule: weekly

Host: Jess McDonell

Crew: Edmond Tran


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