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Grand Theft Auto V goes gold

Written By Kom Limpulnam on Senin, 26 Agustus 2013 | 15.07

Grand Theft Auto V has gone gold, developer Rockstar Games has announced. The open-world action game arrives on September 17 for the Xbox 360 and PlayStation 3.

Rockstar Games also addressed the recent PlayStation 3 pre-load leak, which revealed various spoilers about the upcoming game.

"Unfortunately, as many of you may already know, some people who downloaded the digital preorder of Grand Theft Auto V through the PlayStation Store in Europe were able to access certain GTAV assets leading to leaked information and media from the game appearing online," the developer said in a statement.

"As you can imagine, we are deeply disappointed by leaks and spoilers being spread in advance of the game's launch," the statement continues. "GTAV represents years of hard work by many people across the world, and we all couldn't be more excited to finally share it with you properly this September 17."

Rockstar Games said it "definitely" has more details about GTAV to share between today and the game's September 17 release date, though no specifics were provided.

Sony previously apologized to Rockstar Games for the leak, saying in a statement that it has removed the digital preorder file from the PlayStation Store in Europe.

"We sincerely apologize to Rockstar and GTA fans across the world who were exposed to the spoiler content," Sony said.

Check out GameSpot's preview of the multiplayer component and interview with Rockstar North head Leslie Benzies for more.


15.07 | 0 komentar | Read More

Sony currently has no plans to port Gran Turismo 6 to the Vita

Sony president of worldwide studios Shuhei Yoshida has revealed that it would be "really hard" to port Gran Turismo 6 from its PlayStation 3 system to the PS Vita, in an interview with IGN.

"The PS Vita is a very powerful portable system," Yoshida said, "but not quite as powerful as PS3. As you can tell looking at GT6, it really is using PS3 to a very high level. So it's going to be really hard to move GT6 onto PS Vita."

He went on, saying that "in terms of PS Vita support, I don't expect the whole game to be able to run on PS Vita. So there's no clear plans right now that we can talk about."

Polyphony Digital president Kazunori Yamauchi previously confirmed that the studio has a vision for a PS4 edition of the game "in mind for the future". While no official plans have been revealed for a next-generation version, Yoshida described the transition as "natural" once the studio has come to grips with the PS4 hardware.

Gran Turismo 6 is scheduled to launch on the PlayStation 3 this December.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


15.07 | 0 komentar | Read More

Zoo Tycoon: Elephant Hugging 101

Written By Kom Limpulnam on Minggu, 25 Agustus 2013 | 15.07

I was thinking I might want this for an old school Tycoon experience, but I'm confused.  He says that game is still there, but then later he says if you hate Kinect and/or casual games, you won't like it.  If it's actually still a Tycoon game that just has the added ability to get down into the Kinect mode and do stuff, that's fine, but I'm not sure what to think now.


15.07 | 0 komentar | Read More

CRYENGINE Demo

So judging by the all caps and logo, this is the new CRYENGINE (no numbers after the name).  One thing that stood out, that puddle of water drying up over time.  Not just because it looked good and was supposedly procedural and not scripted, but I don't recall any game where water dries/evapourates in realtime.

PS: When I saw the Statue of Liberty's head, first thing I thought, "YOu maniacs!  You blew it up!  Ahhh, god damn you!  God damn you all ta hell!" :)


15.07 | 0 komentar | Read More

Disney Infinity Review

Written By Kom Limpulnam on Jumat, 23 Agustus 2013 | 15.07

Disney Infinity is the tale of two games. One of those games is the Toybox, a gleefully entertaining shared space where you and a friend or three can mess around with your playthings, creating hedge mazes, playing football in turret-protected forts, and launching yourselves into the stratosphere with a series of air cannons. The other game is the sloppy mess that you must endure to get the most out of the Toybox, filled with glitches, shocking oversights, and fundamental design errors. The Disney Infinity experience is a tour through the highs and lows of video game design.

Violet has no patience for the local flora.

It's also a window into the wonders of modern game marketing. Disney Infinity isn't just a game, but a platform as well--in this case, a platform designed to keep you spending money. Like Skylanders, Infinity is as much about collecting toy figures as it is about playing a game. Your initial purchase includes three figurines, one each from the Disney worlds that make up the game's campaigns, called playsets. To enjoy a playset, or indeed any of Infinity's features, you need a plastic bauble that contains the worlds you wish to explore and a figurine to match, both of which you set on a tray you plug into your console. The three figures and playsets you initially receive get you started, but you soon learn that enjoying most of Infinity's content means forking over cash for new figures, new discs that grant your figures special powers, and other such trinkets.

Disney clearly knows both the emotional value of a quality action figure and the magnetic lure of collecting them, especially when the characters they represent have entered the pop culture lexicon. The figures are solidly constructed and remarkably detailed, and priced around 14 dollars at the time of this review. Davy Jones from the Pirates of the Caribbean films sports a mean claw, fearsome face-tentacles, and slanted eyes that mean business. Monsters University's Sulley is every bit the big galoomp you'd expect, posed in mid-stride with a sly grin spread across his face. It's a delight to look upon these figures, and because placing a figure on the stand associates it with your own game, Disney Infinity instills in these toys a strong sense of ownership, in-game and out.

After Infinity's initial introduction, it dumps you and your figure of choice into the Toybox with little sense of direction aside from some tooltips and tutorial voice-overs. It takes a bit of poking and prodding to find your way around the menus, and you'll probably want to explore one of the playsets first, which is the easiest way to unlock new toys to mess with. The Monsters University, Incredibles, and Pirates of the Caribbean worlds are represented--and sadly, they suffer in different ways, bogged down by botched details that are in some cases specific to a playset, and in other cases follow you through the entire game. Also bear in mind that while you can use any character you want in the Toybox, you can only explore a playset with a character from that world. So no, you cannot tour Monsters University with a cheeky Jack Sparrow, as fun as it sounds.

Perhaps Disney fears that such mixing and matching could damage the consistency of the worlds. But such a concern is laughable considering how Infinity breaks its own logic. In the Monsters University playset, for instance, you can play as Randall, at one point taking a mission from…yourself. When you accomplish story missions, prerendered cutscenes depict only Mike and Sulley, making you feel that a character you didn't even control, and never encountered in the game, is taking all the credit for your own deeds. Playing as Syndrome in the Incredibles playset, you must overlook that you will end up fighting yourself in the final showdown. These might seem like minor oversights, but the lack of tender loving care is apparent throughout every playset and beyond.

Take, for example, the Incredibles playset, which has you romping through the open city performing odd jobs for Edna Mode and the like while fending off increasingly powerful robots that constantly spawn near you. Infinity's combat is shallow but still mildly entertaining; whether you play as Violet, Mr. Incredible, or another character, melee blows have a fine sense of impact. But this playset's cloying need to drop enemies at your feet every 10 seconds becomes a hassle when you're trying to scale various buildings to reach a rooftop destination. Robots spawn in the middle of the air and drop to the streets beneath, shooting you down from the walls you're scaling with rocket barrages. Such moments aren't fun, particularly given this playset's vague (and sometimes nonexistent) waypoints and audiovisual cues.

Over at Monsters University, tedium is your biggest obstacle as you saunter about the campus shooting trees and statues with your toilet paper gun, and riding your rival university's mascot to glory. Many of the details are adorable, from the way fellow students giggle when you shoot them with your paintgun to the slick climbing animations that make it fun to scale pipes. But the repetition hits hard here--the repetition of treading back and forth through the tunnels that separate parts of the world; the repetition of the bullies that knock you around when you just want to open the gift-wrapped toys that you've purchased; and the repetition of the vocal prompts reminding you of two-headed Terri and Terry's whereabouts.

Perhaps the voice-over wouldn't be so annoying if the waypoints meant to lead you to the next mission giver would properly appear, but in Disney Infinity, things don't always work the way they are supposed to. That's even true in the Pirates of the Caribbean playset, which is easily the most refined of the three. Here, your time is split between land, where you slice up baddies with your sword, and sea, where you fire your ship's cannons at the pesky pirates that pester you. Sea battles are a blast, and there are a diverse number of activities--platforming, bomb-tossing, boat-rowing--to keep you satisfied.


15.07 | 0 komentar | Read More

Ryse: Son of Rome to feature microtransactions

Crytek-developed Xbox One-exclusive Ryse: Son of Rome will feature microtransactions in its multiplayer mode to help speed up player progression, VideoGamer.com has reported.

Comparing the experience to EA's FIFA Ultimate Team, or Mass Effect 3's multiplayer mode, the system will allow users to progress organically by playing; fast-track upgrades by making in-game, real-world purchases; or combine the two to offset the shortfall of in-game currency.

"When we talk about the progression system for multiplayer, it's armour based," the game's producer told the website during a Gamescom demonstration.

"The way that you get armour is very similar to how you get it in like Mass Effect or FIFA. You only earn gold while playing multiplayer [and] you use that gold to buy booster packs. Those booster packs contain random sets of loot. Based on the different tiers of loot that you get--whether you buy Bronze, Silver or Gold Packs--guarantees whether you get rare or common items.

"One of the things that we did a little different is that you can buy them with in-game currency and real-world currency. The difference is that if you're close, we also have small microtransactions.

"Say, for instance, a gold pack costs 15,000 gold, [and] you've only got 12,500 you can actually buy the difference and only spend a little bit to make it go to a Gold Pack. So we offer some variety there."

The game world is reportedly being created to allow players to prioritise their upgrade path, be it for more gold, or experience.

"We were very good about designing stages as you play multiplayer, so the stats can change whether you're focusing on grinding for money, grinding for experience, or whether you're playing with a new player or an old player. There's a lot of ways to change and customise your gear," they said.

Published by Microsoft, third-person action game Ryse: Son of Rome has been confirmed as a launch title for the system. The Xbox One goes on sale this November.

→ More coverage of XBOXONE on GameSpot.com


15.07 | 0 komentar | Read More

So You Wanna Be a Witcher?

Written By Kom Limpulnam on Kamis, 22 Agustus 2013 | 15.07

The thing that I really like about Witcher games is that enemies don't scale up and you can always do secondary quests , make your character strong and can come back to kick their asses . It's also perfect way to handle open world and fits perfectly with story driven game . Skyrim was great but main problem of it was that , enemy scales up with you and even in secondary quests you have to travel long distances which opens up entire map and once you are done with them then game becomes little repetitive .

1- Open Map 

2- Fast Travel

3- Do Quest

4- Collect reward

In Witcher 3 you'll progress with story , yes you can go to other islands but enemies there will be more difficult and there are point of interest on each island that allows you to explore the island on which you are right now , world opens up as main story progresses .
15.07 | 0 komentar | Read More

Titanfall: 1. Danny's Mind: 0.

@VegasDawg Titanfall might be out for ps4 in a year or so. Dont insult people,

"So, from the developer's point of view PlayStation isn't off the table. But as we all know, money talks, and when it comes to money, we're talking about EA, the publisher that helped get Respawn off the ground three years ago."


15.07 | 0 komentar | Read More

EVE: Valkyrie Screens

Written By Kom Limpulnam on Rabu, 21 Agustus 2013 | 15.07

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15.07 | 0 komentar | Read More

Nintendo preparing Wind Waker HD Wii U bundle - Report

Nintendo readying Wind Waker HD Wii U hardware pack; new Pokemon 3DS XL consoles on the way.

Nintendo may be preparing to release a new Wii U hardware bundle, according to retail sources, as reported by Destructoid.

A tipster inside US retail chain Target provided the heads up, following the appearance of a $349.99 package that will reportedly feature both a 32GB Deluxe edition of the struggling console and a copy of The Legend of Zelda: The Wind Waker HD.

The source also claimed that Nintendo is readying new 3DS XL packs in preparation for upcoming role-playing games Pokemon X and Pokemon Y. Available in either Red or Blue, no specifics were given on which coloured device would include which game, but the system has reportedly been priced at $199.99. No release date information was given.

Nintendo declined to comment on the alleged leak, saying that the company does not comment on rumour or speculation. Both games are currently slated for October releases.

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


15.07 | 0 komentar | Read More

The Bureau: XCOM Declassified Review

Written By Kom Limpulnam on Selasa, 20 Agustus 2013 | 15.07

A shooter based on a beloved strategy franchise? It's the kind of idea that makes strategy fans nervous, but games like Command & Conquer: Renegade have proven that the possibility isn't meritless. The Bureau: XCOM Declassified is not a great argument for an XCOM spin-off, however. It often puts its best foot forward, but while The Bureau mimics some of its inspiration's touchstones, it doesn't re-create their impact. The result is a third-person cover shooter that is decent fun but ultimately rings hollow.

Alien technology is no match for 1962 bullets.

What the Bureau nails is its retro-futuristic atmosphere, which channels an early-1960s view of the world straight from a Sears, Roebuck & Co. catalog. Protagonist William Carter looks as if he leapt from a postcard or periodical advert from the era: his hair is shellacked to perfection, and a heavy turtleneck sets off his freshly shaven face. Environments look slightly yellowed in the way we often imagine the 1960s, given how photographs fade over time. Sectoids--alien mainstays in the XCOM universe--have the big bulbous heads and skeletal bodies of the extraterrestrials you might have seen described in Amazing Stories magazine. This was the era of famous alien abductees Betty and Barney Hill, whose descriptions of bald-headed, gray-skinned invaders fueled generations' worth of pop-culture depictions of men from outer space. The Bureau looks like a Hill hypnosis session come to life.

The Bureau's structure somewhat resembles that of a typical XCOM strategy game. You spend some of your time in XCOM headquarters, getting updates on recent global events, before heading into the field and confronting the alien threat the planet faces. And this being an XCOM game, you don't just go it alone but rather take two squadmates with you and issue them specific orders: take cover over there, call in an airstrike, target this enemy, and so forth. Carter and his squadmates all level up, earning new abilities and improving old ones as they go, by way of The Bureau's skill trees. At first, you're only healing fellow squaddies, ordering them to boost you with stims and perform critical strikes on outsiders and laser turrets. In time, however, you're pulling healing drones out of thin air and temporarily convincing foes to become friends.

You're not stuck with the same two squadmates, but can hire and choose from a variety of them. You can also rename them and customize their physical appearance, which you'd think would keep The Bureau in step with its strategic siblings. But this is one area in which the shooter copies elements of the series, but cannot capture its essence. In 2012's XCOM: Enemy Unknown, your connection with your squad was closely tied to the tension built into every move. Losing a squadmate was devastating not just because you had named her after your girlfriend, but because she played a valuable role on the battlefield--and because you invested a lot of time and mental energy into each element of the skirmish in which you lost her.

Unfortunately, The Bureau doesn't capture that tension, nor does it make any given squadmate feel more valuable than any other. Though you can revive a squad member should he fall, it's possible for one or both to perish in battle. In an XCOM strategy game in which you take six soldiers into the field, losing a buddy is a setback you typically push through, hoping the percentages work in favor of your diminished squad. In The Bureau, losing a squadmate makes battle a monotonous slog, making loading the most recent checkpoint the most appealing option. And where you would carefully construct a squad in Enemy Unknown for greatest effectiveness, any old soldiers will do in The Bureau. Once you select your initial squad, there's no pressing reason to use anyone else, unless you want to mix things up just for the sake of doing so.

Why can battles be monotonous? It comes down to The Bureau's very blueprint for battle, which has you slowing down the action to a snail's pace so you can issue specific orders to your squad in addition to performing your own special powers. The idea here was to translate turn-based combat into a shooter milieu, but when the mission gets tough, the stop-and-go pacing gets disruptive. Your vulnerable squadmates are dunderheads, thinking nothing of stepping on a mine or into heavy fire, and forcing you to carefully plot their every move during the most challenging battles. Combat gets especially cumbersome when squad members start going down; a single felled soldier can initiate a tedious resurrection loop with you and squadmates reviving each other over and over again rather than doing the fun stuff.


15.07 | 0 komentar | Read More

The Bureau: XCOM Declassified Review

A shooter based on a beloved strategy franchise? It's the kind of idea that makes strategy fans nervous, but games like Command & Conquer: Renegade have proven that the possibility isn't meritless. The Bureau: XCOM Declassified is not a great argument for an XCOM spin-off, however. It often puts its best foot forward, but while The Bureau mimics some of its inspiration's touchstones, it doesn't re-create their impact. The result is a third-person cover shooter that is decent fun but ultimately rings hollow.

If one soldier goes down, chances are, the entire squad will. Might as well just reload.

What the Bureau nails is its retro-futuristic atmosphere, which channels an early-1960s view of the world straight from a Sears, Roebuck & Co. catalog. Protagonist William Carter looks as if he leapt from a postcard or periodical advert from the era: his hair is shellacked to perfection, and a heavy turtleneck sets off his freshly shaven face. Environments look slightly yellowed in the way we often imagine the 1960s, given how photographs fade over time. Sectoids--alien mainstays in the XCOM universe--have the big bulbous heads and skeletal bodies of the extraterrestrials you might have seen described in Amazing Stories magazine. This was the era of famous alien abductees Betty and Barney Hill, whose descriptions of bald-headed, gray-skinned invaders fueled generations' worth of pop-culture depictions of men from outer space. The Bureau looks like a Hill hypnosis session come to life.

The Bureau's structure somewhat resembles that of a typical XCOM strategy game. You spend some of your time in XCOM headquarters, getting updates on recent global events, before heading into the field and confronting the alien threat the planet faces. And this being an XCOM game, you don't just go it alone but rather take two squadmates with you and issue them specific orders: take cover over there, call in an airstrike, target this enemy, and so forth. Carter and his squadmates all level up, earning new abilities and improving old ones as they go, by way of The Bureau's skill trees. At first, you're only healing fellow squaddies, ordering them to boost you with stims and perform critical strikes on outsiders and laser turrets. In time, however, you're pulling healing drones out of thin air and temporarily convincing foes to become friends.

You're not stuck with the same two squadmates, but can hire and choose from a variety of them. You can also rename them and customize their physical appearance, which you'd think would keep The Bureau in step with its strategic siblings. But this is one area in which the shooter copies elements of the series, but cannot capture its essence. In 2012's XCOM: Enemy Unknown, your connection with your squad was closely tied to the tension built into every move. Losing a squadmate was devastating not just because you had named her after your girlfriend, but because she played a valuable role on the battlefield--and because you invested a lot of time and mental energy into each element of the skirmish in which you lost her.

Unfortunately, The Bureau doesn't capture that tension, nor does it make any given squadmate feel more valuable than any other. Though you can revive a squad member should he fall, it's possible for one or both to perish in battle. In an XCOM strategy game in which you take six soldiers into the field, losing a buddy is a setback you typically push through, hoping the percentages work in favor of your diminished squad. In The Bureau, losing a squadmate makes battle a monotonous slog, making loading the most recent checkpoint the most appealing option. And where you would carefully construct a squad in Enemy Unknown for greatest effectiveness, any old soldiers will do in The Bureau. Once you select your initial squad, there's no pressing reason to use anyone else, unless you want to mix things up just for the sake of doing so.

Why can battles be monotonous? It comes down to The Bureau's very blueprint for battle, which has you slowing down the action to a snail's pace so you can issue specific orders to your squad in addition to performing your own special powers. The idea here was to translate turn-based combat into a shooter milieu, but when the mission gets tough, the stop-and-go pacing gets disruptive. Your vulnerable squadmates are dunderheads, thinking nothing of stepping on a mine or into heavy fire, and forcing you to carefully plot their every move during the most challenging battles. Combat gets especially cumbersome when squad members start going down; a single felled soldier can initiate a tedious resurrection loop with you and squadmates reviving each other over and over again rather than doing the fun stuff.


15.07 | 0 komentar | Read More

Gone Home developer considering Oculus Rift support

Written By Kom Limpulnam on Senin, 19 Agustus 2013 | 15.07

Gone Home developer The Fullbright Company is exploring the possibility of adding Oculus Rift support to its first-person exploration game.

The Fullbright Company, the developer behind recently released, exploration-focused game Gone Home, is exploring possibilities around bringing Oculus Rift support to the title, according to the game's creators, as reported by VG247.

A Twitter exchange between Telltale Games' The Walking Dead writer Gary Whitta and Fullbright revealed that the developer is "looking into" it, resulting in Oculus VR developer relations staffer Aaron Davies contacting the studio publicly, asking them to get in touch so they can "make some magic happen".

No official confirmation of support or an anticipated release date has been revealed.

For more information on Gone Home, check out GameSpot's full review.

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


15.07 | 0 komentar | Read More

Blizzard hosting fan comic-creation contest

Fans are allowed to use Warcraft, StarCraft, and Diablo franchises in a three-month-long competition.

Blizzard Entertainment has announced a fan comic-creation contest based on its StarCraft, Warcraft, and Diablo properties.

According to a Battle.net post, the company will be reviewing submissions and selecting one winner each month for the next three months. The August winner will receive a Risk: StarCraft Collector's Edition boardgame set; September's winner will earn a Diablo III: Book of Cain prize; while the October winner will take home the Art of Blizzard standard edition book.

Honourable mentions will also be named, though they will not receive prizes. Those interested in getting involved will find submission details and rules on the company's website.

→ More coverage of PC on GameSpot.com

Jonathan Toyad
By Jonathan Toyad, Associate Editor

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


15.07 | 0 komentar | Read More

GS News - Half Life 3 not so confirmed, GTA:V Online, PS4 TV?

Written By Kom Limpulnam on Jumat, 16 Agustus 2013 | 15.08

@Spid3r6Where have you been from the whole generation .. haven't you know who they are ?

This is Sony we're talking about here. The same company who MAKES TVs, OWNS one of the world largest record labels, OWNs one of the world's biggest Movie Studios, also produced the most successful gaming console of all time. Do you not get it yet?

A brief history for you:

1. PlayStation: CD ROM, play music CDs from your console.
2. PlayStation 2: DVD, Play music CDs and watch movies on your console, and USB ports for other devices.
3. PlayStation 3: Established Blu Ray as the default format for HD Movies, the "To go" to console for watching Netflix, Music Unlimited, Video Unlimited, Original TV Programming such as "The Tester", Eye Toy, PlayStation Home, Web Browser, etc..

Are you seriously telling me that you actually believe the nonsense you just typed? Kids these days....

I'll tell you a secret...naw, I better not. I hate to be the one having to explain to kids that Santa doesn't really exist. 


15.08 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Playable Ninja-Death Chicken

Written By Kom Limpulnam on Minggu, 11 Agustus 2013 | 15.06

Another classic.

I am sorry to keep asking this of you lads but could you please tell me...

When are you doing the Falskaar mod? 

It's been a few weeks now, since you said Seb that it will be next week.

I understand that it's a huge mod and more time may be needed to allow your Top 5 show to do it some justice. 

I have to ask because then if I keep going on about it, then perhaps one day the Falskaar mod will make an appearance.

If others also wish to see it, as I do?


15.06 | 0 komentar | Read More

Mamorukun Curse Review

Written By Kom Limpulnam on Sabtu, 10 Agustus 2013 | 15.07

When you think of classic arcade shoot-'em-ups, you probably think of spaceships or military vehicles blasting away grotesque alien scum and armored battalions. In recent years, however, many developers have taken the genre in a different aesthetic direction, with cute, colorful characters and projectiles replacing the aliens and gunmetal we traditionally associate with the shooter. Mamorukun Curse is one of only a handful of these recent shooters to see release outside of Japan, and it's a charming, challenging experience that overcomes a few off-putting visual issues.

Mamorukun Curse is an anime-inspired free-roaming shooter, similar in thematics and play style to Taito's old arcade game Kikikaikai (released on the SNES in the West as Pocky and Rocky). You select one of many cute, anime characters (or, in some modes, assemble a team of up to three or five characters) with varied types of fire (straight rapid fire, wide shots, homing, etc.) and hop into colorful stages filled with imagery of Japanese yokai and mysticism.

Your view doesn't automatically scroll in most stages, as it would in shooters like Gradius; instead, you are given free movement to run around the top-down-view levels and aim your fire in any direction you please. To facilitate better aiming and movement, you can swap controls between single-analog/D-pad control, where the character aims in the direction you move unless you are holding down the fire button, or dual-stick control (one analog for movement, and one for aiming). Both schemes have advantages: the dual-stick control makes fast aiming and taking out enemies easier, but is much less precise for dodging enemy bullets.

Mamorukun's more unique control addition, however, is the multi-purpose curse button. Most shooters tend to have a limited-use smart bomb that eliminates all enemy fire and causes huge damage to anything onscreen. The curse button expands on this concept by encompassing multiple functions. By pressing the button, enemy fire will instantly disappear from the screen. Holding the button charges up a curse gauge, and releasing after charging sends out a powerful shot that destroys small enemies instantly and creates a cursed field when it hits larger foes. Foes affected by the cursed field slow down, take constant damage during the few seconds that the field is active, and when defeated, yield a huge amount of candy-colored bonus gems. However, these enemies also gain a slight power boost, firing faster, more abundant shots. Also, as long as the field is active, you can't use the fire-negating option.

Giving the curse button a quicker press, rather than holding it down, creates a small cursed field that your character can hop into for a temporary power boost, granting them a few precious seconds of immensely damaging and increased-range firepower. Once your self-curse wears off, however, you must wait for a cooldown period before using any functions of the curse button again. The self-curse also doesn't provide total invincibility: you can still take damage from enemy fire despite your power boost. Learning the ways to use curses on enemies and yourself is both fun and challenging, and some stages force you to use the curses in interesting ways, such as a trap-filled castle with invincible spinning blades you must curse to slow down and weave through. Learning how to utilize cursing to beat the game is one thing, but if you're keen to dominate the leaderboards, you'll find that using curses wisely increases scoring potential.

You're going to need to get your shooting and cursing skills down to a science, too. The cute anime artwork and bright colors betray a game that can be extremely challenging, with some of the higher-difficulty bosses and settings delivering volleys of fire straight out of bullet hell. The game is tough at first, but as you discover what characters and curses are capable of, you'll enjoy the satisfaction of growing more and more skilled with replays. Different gameplay modes vary the challenges somewhat. Netherworld Adventures gives you teams of three characters to complete single stages under a time limit: if one character falls, the next takes their place. Arcade mode, a straight port of the game's original Japanese arcade release, also features a time limit to keep you from dawdling too much. It challenges you to complete a set of levels you pick out with a single character in under five minutes, with bonus time awarded for each stage cleared and continues available when you lose all your health.

Story mode is probably the central draw of Mamorukun Curse, however. The game follows the wacky manga-style misadventures of Mamoru and the other characters that are somehow stuck in the netherworld with friendly spirits haunting each of them. You are given five characters to complete the story mode with: when one falls, the next takes their place, and when all five are gone, it's game over. You can only revive characters by collecting life hearts in stages--characters don't revive between levels at all--so it's crucial to keep as many characters alive as possible for the difficult later levels. There are some irritations, however: the story is utterly incoherent nonsense for the most part, and if you get a game over in this mode, you're thrown back to the mode select screen rather than given a retry option, forcing you to mash start to skip through story bits and try again.

As fun as Mamorukun is, its dated graphics and a few puzzling issues impact the fun. Most of the character models would have looked embarrassingly simple on the Dreamcast, much less on the PlayStation 3. Characters and environmental objects clip into each other constantly, perhaps most obviously on the water level atop a giant floating stingray. The colorful nature of the art design is pleasant, but sometimes it can interfere with gameplay, as enemy bullets and bonus gems can look very similar at a glance. One level has flower blossoms constantly blowing across the screen that exacerbate this issue, though thankfully, they go away after a while.

Taken as a whole, however, Mamorukun is a prime example of how niche genres that have fallen out of mass popularity continue to transform and evolve. The cursing of yourself and foes adds a fantastic element of strategy and skill to a game that is otherwise pretty straightforward, making the experience considerably more engaging and fun in the process. The varied modes and challenging difficulty, along with the ease of hopping into Netherworld Adventures or Arcade mode, make Mamorukun Curse easy to pick up and play when you want a quick, skillful, rainbow-colored adrenaline rush.


15.07 | 0 komentar | Read More

Something to Lose: The Pitfalls and Potential of Competitive Multiplayer

Chris Watters examines how some games are spoiling online competition and what others are doing to save it.

The video game industry runs on competition. Every day, millions of consumers flock to virtual sporting arenas, fight clubs, racetracks, and battlefields to face off against other players in a broad variety of contests. And it's no wonder; the emotional highs and lows of competition translate beautifully to the digital realm. The thrill of victory, the agony of defeat, the fellowship of teamwork, the pride of improving your skills, and the simple pleasure of play can all be found in competitive video games.

In fact, given their ability to manipulate rules, systems, and mechanics far beyond what is possible in the real world, games have the power to intensify competition in unique ways. Experience and reward systems like the one pioneered by Call of Duty 4: Modern Warfare are prevalent, systems in which victorious players earn a deluge of cosmetic and concrete rewards. These prizes can certainly make winning more gratifying, but they can also have a subversive effect that erodes the very basis of competition.

The problem is that such prizes aren't reserved for the winners. Losing players also earn rewards, just at a slower rate than their victorious opponents. In such systems, even the losers haven't really lost. Getting a consolation prize is all well and good, but by softening the impact of defeat, games like Call of Duty diminish the emotional range of competition. The sweetness of victory is diluted by the knowledge that you also would've made out alright if you had lost. The energizing fire kindled by the frustration of loss is doused, replaced by carrot-on-a-stick motivation to just keep cranking through matches and earning rewards. When the stakes are trivialized, the competitive spirit becomes a pale shade of what it could be.

Fortunately, there are games that recognize the value of losing and do some clever things to preserve its power. One of the most basic ways that games encourage players to care about losing is rank. Not a Battlefield 3 or Killzone 3-style rank that can never decrease regardless of how poorly the player does, but a Halo 2 or Street Fighter IV-style rank that rises and falls depending on performance. Ranks like these play a critical role in many matchmaking systems as they aim to pair Starcraft II players of comparable skill, or minimize the likelihood of one-sided matches in League of Legends.

But therein lies the limitation of rank; it is entirely dependent on how much the player cares about their standing. Competitors in these games often care deeply about their rank, surging with pride when they move up and churning with frustration when they get bumped down. Rank becomes an indicator of status and skill, and for players who hold their current number or league standing dear, it can be a strong motivator to avoid loss. But therein lies the limitation of rank; it is entirely dependent on how much the player cares about their standing. There are no in-game consequences for holding a lower or higher rank. The player is placed in a different tier of competitors, but they still experience the same game content. These kind of rank systems rely on players to motivate themselves, but other games take a more active role in stoking the competitive fires.

While rank systems exist outside of the gameplay proper, some games use in-game consequences to punish losing. In the classic hotbed of competition, Counter-Strike, players can improve their loadouts using money they earn during the match. Lose the match, however, and your loadout is reset to the default, leaving you at a disadvantage. Gun Monkeys uses a similar monetary system to govern your overall progress. You use money to buy guns for your loadout, but high-level weapons are expensive. In order to unlock them, you must stockpile winnings from successful matches, but one loss can bankrupt you and leave prime equipment well out of reach. In America's Army, players who violate the rules of engagement by injuring teammates or civilians risk stalling or reversing their progress through the leveling system, and can be automatically kicked from the game for serious violations. This system is particularly interesting because negative reinforcement isn't simply used to discourage losing; it's used to encourage players to play the game a certain way.

The driving simulator iRacing takes this kind of encouragement seriously. In order to access more than just a handful of rookie-friendly events, you need to earn a higher license. Interestingly, though there is a skill rank similar to the ranks discussed above, it is your safety rating that directly affects your license progress. This safety rating measures your performance independently of race results. Every time you collide with another racer, hit the wall, stray off track, or commit graver safety infractions, your rating is diminished.

In iRacing, as in America's Army, this negative reinforcement does more than just discourage poor performance. Maintaining a high safety rating is required for higher level licenses that give you access to a broader range of official events. Players who race recklessly are limited to a small number of events, while those who respect the rules of the track are given greater opportunities. This cultivates an online community that is dedicated to a certain standard of competition. Without yahoos careening around the track, competitors can focus on the finer challenges of racing, enjoying a heightened sense of realism and more intense competition.

…negative reinforcement isn't simply used to discourage losing; it's used to encourage players to play the game a certain way. In these two examples, having something to lose strengthens the core mechanics of the game and brings players together in the same competitive spirit. But in The Last of Us, the threat of loss exists outside of the core mechanics of the game. In the team-based competitive multiplayer mode, you must kill the other team by outmaneuvering, out-crafting, out-shooting, and out-bludgeoning them. Your performance in each round moves you along a linear unlock path that grants you new weapons and survival skills for your custom loadout. Taken at this level, it isn't much different from the everyone's-a-winner competitive systems described earlier.

There is, however, another element in play. When you enter the competitive mode, you are cast as the leader of a camp of survivors who exist nowhere else but in a small virtual petri dish on the multiplayer menu screen. The game challenges you to keep your group alive for twelve weeks until they can be evacuated to a safer place. Each match represents a day and, crucially, an opportunity to gather the supplies that your camp needs. If you have a good match, you can feed your survivors and even add population to your camp. Do poorly, however, and your survivors will become hungry, sick, and even die. Lose all your survivors and you must start the twelve-week challenge all over again.

This challenge exists separately from the aforementioned unlock progression. You can earn one-use boosters by growing your camp and completing timed mini-challenges, but these small bonuses have little impact on the core combat. The whole system is an ancillary part of the multiplayer mode, and you can enjoy the intense competitive action immensely without caring whether your survivors live or die.

But odds are, you will care. You will become attached to your survivors, especially if you've taken advantage of the clever Facebook connection option that populates your camp with names and faces from your friend list. You'll delight in seeing short messages that tell you your coworker is skinning a raccoon or your old roommate is repairing the north wall. When you see that your cousin is feeling desperately hungry, you'll flinch a little bit in spite of the fact that you know it's a fabrication. Even if you don't import names you know, you'll still take risks to grab supplies on the battlefield to avoid losing survivors. You'll feel creeping dread as the match wears on and you know you haven't been doing well. And at the end of a timed challenge when you don't have enough medicine to save everyone, you'll feel remorse when you have to choose which two survivors to save and which one to let die.

And those feelings, however fleeting or frivolous they may seem, are what makes this system so compelling. The Last of Us doesn't wound your pride with status loss or hurt your chances with material loss, it stings you with emotional loss. By creating a system removed from the core mechanics, The Last of Us' multiplayer mode transcends the idea of competition for competition's sake and gives the player something greater to fight for.

Not only does this resonate strongly with the principal themes of the campaign and make The Last of Us a more cohesive whole, it demonstrates the remarkable power of games to do more with competition than simply provide an exciting way for people to play. Some games soften the competitive stakes while others cultivate strong competitive communities, but ultimately these are replications of what competition is like in the real world. Imaginative systems like the one in The Last of Us show that competition can be enriched by context, that play can be elevated by emotion, and that video games are uniquely positioned to deliver such engaging experiences. Let's just hope the competition takes notice.


15.07 | 0 komentar | Read More

Divinity: Dragon Commander Review

Divinity: Dragon Commander is an unexpected delight. This prequel to Larian Studio's Divinity series of role-playing games skillfully merges real-time and turn-based strategy with RPGs, arcade action, and the cutthroat world of politics (both modern and medieval). Somehow this mixture works--and it probably has something to do with the ability to play as a jetpack-wearing Dragon.

While blazing around as dragon is certainly fun, the intriguing part of the game is the campaign's role-playing aspect. The story follows the exploits of an unnamed half-human, half-dragon prince who must defeat his depraved siblings to seize control of his late father's war-ravaged empire. In between turns on the strategic map, you traverse your ship and converse with the characters on board in a manner similar to Starcraft II, except that in Dragon Commander, these interactions are fleshed out with options and consequences. Early on, you receive a retinue of generals, each of whom has personal issues. How you handle these can benefit the empire, improve a general's stats, or, conversely, cause major problems for the war effort.

Emperors-to-be must also delve into the cutthroat world of politics. The various non-human races of the empire send emissaries to the royal court, and their support can impact the war. The undead are religious zealots; the dwarves are plutocratic capitalists; the lizard folk tend to be liberals who promote individual freedom; imps are simple technocrats; and elves are radical egalitarians and staunch environmentalists. Every few turns, there is a council meeting where legislation is brought up for the emperor's consideration. These issues tend to mirror contemporary political concerns like gay marriage, euthanasia, medicinal marijuana, gun control, and genetically modified foods. Each ambassador gives their take on the legislation, and you must choose between your own personal positions, the seemingly greater good, or the most popular position amongst the council members.

While decisions often merely affect relations with different races, some have tangible strategic effects, like a conscription law that reduces the cost of purchasing units. These laws can lead to humorous situations beyond the always-amusing impotent rage of displeased ambassadors. For example, you could follow the elf line and agree to allow trade unions, increase the pay of workers, and give them state funded holiday--and then go along with the imps' plan to lobotomize workers for greater productivity.

Another noteworthy aspect of the story is the royal marriage that you must take part in. At first, the choice of a bride influences race relations, but eventually, there are story segments in which you can sway your chosen bride. For example, as per elven customs, the elf princess is a strict vegetarian and environmentalist, refrains from the consumption of alcohol, and opposes personality cults due to her egalitarian ideals. Through conversations, she can be turned into a meat-eating alcoholic who poses nude for statues of herself and supports genetically modified foods. Then, her corruption complete, you can sacrifice her for personal gain and move on to the next wife.

Outside of these political aspects, Dragon Commander's campaign is similar to campaigns from the Total War series. There is a turn-based strategic mode where you build armies and buildings, conquer provinces, earn cards that affect battle, buy unit and dragon upgrades, and make combat moves. Rivals are defeated once their capitals are conquered and all of their remaining land, gold, research points, and units fall under the player's control. Once all enemy capitals have fallen, the game enters the next chapter and a new map. Unfortunately, this is an often disappointing transition, as the player unceremoniously drops into a new campaign map without a hard-won territory's cash, research, and card flow. This frustration can be avoided by banking gold, points, and cards before crushing the last capital. Incidentally, banking is also a good way to get more opportunities to boost (or destroy) race relations.

Unoccupied provinces fall without a fight, and capturing neutral territories bequeaths you with free units. However, most turns involve at least one battle. You can either resolve combat automatically or fight in RTS mode, but you must make this decision carefully, because the dragon commander can only fight in one battle per turn. Likewise, the generals may only lead troops in one auto-resolved battle per turn, which leaves most battles in the imperial army's hands. Before combat begins, the game displays your chance of winning the engagement. This can be altered by selecting a general to lead the combat and playing various cards that grant advantages like mercenary troops, buffs for particular types of units, or the use of dragon powers that have not been researched.


15.07 | 0 komentar | Read More

Changes to upcoming Independent Games Festival announced

Written By Kom Limpulnam on Jumat, 09 Agustus 2013 | 15.07

This year's Independent Games Festival (IGF) has been subject to a few new changes, organisers have announced on Gamasutra.

Chairman Brandon Boyer has revealed several changes to be made to the upcoming Independent Games Festival, which will run during the 2014 Game Developers Conference (GDC).

Boyer detailed the changes to the coming show, as well as reiterating changes that came into effect at the most recent IGF.

Going forward, the category for Technical Excellence will be removed, which Boyer put down to the "rise of widespread, affordable middleware".

The removal of the category for Technical Excellence has allowed for an increase from five to six finalists for the remaining categories, which includes visual art, audio, design, narrative, and the Seumas McNally grand prize.

The Student Showcase and Nuovo Awards will remain unchanged, with eight finalists selected per category and Honorable Mentions made for each award.

The previous year's biggest change disallowing previous IGF finalists to re-enter the same game will continue to be in effect. The rule applies to both the Main and Student categories, and prevents former Student Showcase games from entering the Main category. Entrants in the previous year whose game did not become a finalist in either Student or Main categories are permitted to re-enter their game.

Past IGF finalists and winners include Braid, World of Goo, Super Meat Boy, Minecraft, and Fez. Valve previously granted all IGF finalists an opportunity to accept a distribution deal through digital distribution platform Steam.

The 2014 Independent Games Festival will take place on March 19 next year in San Francisco, California, as part of the annual Game Developers Conference.


15.07 | 0 komentar | Read More

PlayStation Australia launches Ultimate Recruit competition for Killzone: Mercenary

Written By Kom Limpulnam on Kamis, 08 Agustus 2013 | 15.07

Killzone: Mercenary Ultimate Recruit competition launches with $10,000 reward; winner to be flown to Sydney to "live out an approved Ultimate Recruit Contract".

PlayStation Australia has announced the launch of the Ultimate Recruit competition to coincide with the release of Killzone: Mercenary on the PlayStation Vita.

The contest invites players to detail their own approach to their job as a mercenary. To do this, entrants will need to submit their own list of rules in the Ultimate Recruit Contract. One winner will be chosen to fly to Sydney to "live out an approved Ultimate Recruit Contract".

In addition to this, PlayStation Australia is offering a $10,000 reward to the chosen winner. Additional details and the entry form can be found on the competition site.

Killzone: Mercenary launches September 4 exclusively for the PS Vita. The game will feature nine missions that are reportedly each close to an hour long, an eight-player multiplayer mode spread across six maps, and three different game types.

For more on Killzone: Mercenary, check out GameSpot's previous coverage.

→ More coverage of AUSTRALIA on GameSpot.com

Zorine Te
By Zorine Te, Community Manager

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


15.07 | 0 komentar | Read More

Nintendo continues to sell Wii U hardware at a loss

Speaking with GamesIndustry International, a Nintendo representative has confirmed that the company's Wii U home console continues to be sold at a loss.

The news comes just days after Nintendo posted 36.4 billion yen ($387 million) in operating losses for the year, with Nintendo president Satoru Iwata attributing a major cause of the shortfall to poor hardware sales, though he said that the company would return to profitability in the near future.

"Nintendo posted an operating loss for the fiscal year ended March 31, 2013. However, we strive to regain 'Nintendo-like' profits for the fiscal year ending March 31, 2014, by providing many people with fascinating games and services," Iwata said during this week's earnings call.

Shortly before the device launched in 2012, Iwata revealed that the company's ambition was to sell the system at a "reasonable" price, and in doing so, would forgo selling the console in line with recuperating manufacturing costs. Nintendo of America president Reggie Fils-Aime commented before its release that the Wii U would become profitable as soon as a system owner purchased a single piece of software.

"As soon as we get the consumer to buy one piece of software, then that entire transaction becomes profit positive," Fils-Aime said at the time. "In the end, the business model is still to drive the install base of hardware, and then to drive a strong tie ration with all of the other software and experiences for the consumer. And if we're able to do that, then we will create significant profit for the company."

Despite its attempts to make the hardware affordable, Nintendo managed to sell just 160,000 Wii U units worldwide in the April-June quarter, taking the total worldwide install base to around 3.61 million systems.

→ More coverage of WII U on GameSpot.com


15.07 | 0 komentar | Read More

GS News - No Arma III campaign, L4D3 leak, PS4 + Vita for $500?

Written By Kom Limpulnam on Rabu, 07 Agustus 2013 | 15.06

@Bordonaro - It was 2000 something when I saw the HL 2 trailer. You know, the cool trailer with all those features that never made it into the game. And trailers were packed as execs which surprisingly, my computer could play.

Then I've upgraded my computer to buy HL2 ... but guess what? Some damn hacker stole the source code. From that moment, it was delayed 12 or 18 months, I can't remember exactly but it pissed me off. 

But when the game arrived, I've played it night and day ... and I was like "wow" for almost every feature. I've never had seen before advanced AI, smooth graphics, such a good story, vehicles that actually worked, a nice blend of action and horror and environmental puzzles that made sense. The only two games that made a similar impression for me were C&C Generals and Halo.

Then came Episode 1 and I've enjoyed it. Kind of short but it was interesting enough. Then episode two which ended in a major cliffhanger and I've been waiting for the sequel ever since. So I'd rather have HL Episode 3, even if it's a 4 hour expansion than L4D3. 


15.06 | 0 komentar | Read More

Dishonored to get Game of the Year Edition

Dishonored appears set to receive a Game of the Year Edition, according to a listing by rating body, the Australian Classification Board.

The GOTY version will presumably bundle the original stealth/action game with all previously released downloadable content: Dunwall City Trials and its 10 challenge maps; The Knife of Dunwall, which allowed players to take on the role of assassin Duad; upcoming expansion The Brigmore Witches, which is scheduled to release in mid August; and the Void Walker's Arsenal, a collection of retailer pre-order bonuses.

No release date was confirmed in the report, though while Dishonored was rated as "original", the Australian Game of the Year version is currently marked as "modified", often denoting changes or edits made specifically for the region. The bundle has been rated MA15+ for moderate impact themes, language and sex, and strong impact violence. A spokesperson for Bethesda, the game's publisher, was unavailable to comment as to what, if any, changes have been made to the local version of the game.

In November last year, Bethesda confirmed that sales for the game were "far exceeding" expectations, making future games in the franchise likely.


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How same-sex relationships came to The Sims

EA Maxis has shed light on how same-sex relationships came to be in best-selling game series The Sims, Joystiq has reported.

Speaking on Electronic Arts' (EA) GaymerX panel about creating more LGBT-inclusive experiences, The Sims 4 lead AI programmer David "Rez" Graham revealed how lead engineer Jamie Doornbos implemented the programming.

"He just did it," Graham said, referring to Doornbos, who is an openly gay man. "He just went in there and it was a thing one day. Nobody really questioned it, which was cool."

After the conclusion of the panel, Graham revealed that the nature of The Sims as a game allowed EA Maxis to "sneak in" the feature as an optional one.

"I think it was just that homosexuality isn't new, it's something that exists in our world and we're trying to simulate people in our world. And so I think that what they wanted to do, and this is going to sound terrible, but what they wanted to do was protect the people who are basically bigoted against that kind of thing, because they want sales from everybody. So, to make it an optional thing that's essentially disabled unless you seek it out as the player, that I think gave EA the sort of permission to say that's fine. People wouldn't even find it unless they looked for it."

According to Graham, it was because of EA's view that the game was "a terrible idea" and would not sell well that allowed them to implement "all that kind of stuff."

"[Doornbos] had more permission because it was seen as a kind of casual type game, so it would've been harder to have that happen in a huge AAA game."

The Sims has been touted as the best-selling game franchise of all time, with over 125 million copies sold worldwide since its launch in 2000. The latest numbered entry into the series, The Sims 3 for PC, sold 3.7 million copies in its first month of sale.

A sequel, The Sims 4, was announced earlier this year. The game will be launching in 2014 for PC and Mac, and will not require an internet connection.


15.06 | 0 komentar | Read More

Tekken X Street Fighter 'still in development'

Written By Kom Limpulnam on Selasa, 06 Agustus 2013 | 15.07

Development on crossover fighting game Tekken X Street Fighter has not ceased, Tekken series producer Katsuhiro Harada has said in a recent interview.

Speaking to Siliconera, Katsuhiro Harada stated that the game is "still in development" and that there were "several reasons" why no recent updates on the project have been announced recently.

"One of the reasons is, Street Fighter X Tekken was released. That still had updates until recently. One interesting thing we've seen with that title when it came out was that it's not quite what we expected." Harada said.

The producer made reference to Street Fighter X Tekken's reception, saying, "It was not just Tekken fans and Street Fighter fans merging, there seems to be a whole new community growing around that title that wasn't playing either of the titles up until that point. That was very unexpected, but quite cool."

In a bid to support the new community, Harada stated that Namco Bandai was still looking for "the right time" to release Tekken X Street Fighter.

Tekken X Street Fighter was first announced alongside Street Fighter X Tekken in 2010. The two games are separate projects, with Namco Bandai taking up the reins for Tekken X Street Fighter and Capcom releasing Street Fighter X Tekken last year.


15.07 | 0 komentar | Read More

Do Not Fall Review

Do Not Fall is the sort of game that offers some excellent advice in its title, then tries its darnedest to make sure that you can't comply. It does so by sending you on a quest to obtain several containers full of various tasty liquids, a task that for some reason you are able to complete by rushing around a slew of appropriately-themed platforms that are hanging in the sky. The setup is interesting but can also be quite frustrating initially.

The colorful but surprisingly dangerous levels in Do Not Fall are viewed from a top-down perspective and typically play out in confined maps built from a bunch of square tiles. Most of those tiles crack and then drop out of sight a short time after you step on them, which means that you either must keep moving or find a rare piece of solid ground if you don't want to plummet into the abyss like so much debris. Most of the fragile footholds that drop out of sight rematerialize a few seconds later. Levels often require you to plan your route carefully, keeping tile behavior firmly in mind so that you don't corner yourself. For instance, you might be asked to proceed along a series of platforms and collect a key at the far end, then to return along the same approximate path that you first followed to nab a trinket, hopefully without running out of safe places to step in the process.

At first, the constant need to think about where you move next can be intimidating, but you should be able to adapt to it quickly enough. The ease with which you adjust to the style of play required isn't hurt at all by the fact that you have only a few moves at your disposal, either. Besides being able to move in any of the eight standard directions, you can make long jumps to distant platforms and you can dash. Those are basically all of your options, and they're all you really need. The dash move is extremely useful because it allows you to destroy various obstacles and enemies, but you aren't allowed to rely on it; each use immediately empties a meter that needs to refill before you can dash again, and you'd better believe the levels are designed to use that particular handicap against you.

The certainty that you're only a half-second from falling into the abyss at any point in time never goes away, thanks in part to the perpetual lack of railings. You often must engineer precise leaps along various tiles and you have to be ready for special circumstances on the other end of your jumps, such as a falcon that might dive bomb you if you land on its insignia, or a bull that will rush you if you step on a space marked by hooves. There are numerous hazards throughout each of the seven themed worlds, including killer ladybugs, circling swordfish, and vindictive snowmen. None of the adversaries you face has a threatening demeanor, but all of them are quite adept at knocking you off your perch. The devious Frosty wannabes deserve a special shout out, as they're particularly good at knocking you from moving ledges with well-timed snowball tosses.

Combine the assorted hazards mentioned above with a timer that forces you to remain on the move if you want a good rating on the level--or even if you want to just finish before your time expires, in the later stages--and suddenly you find that Do Not Fall is a demanding experience. In some cases, it can be too difficult for its own good. In one late level, you're forced to leap along platforms with rolling spikes while gusts of wind blow you to the side. At the same time, falcons will dive you if you stay still for long, and you can't really afford to take a break until you've negotiated an entire series of such ledges. There are a lot of challenges of a similar nature, particularly late in the game. Often, there is a simple enough way to reach a given destination, but you aren't allowed to follow that path because first you need to snag a key that is surrounded by blocks or moving spikes, or maybe you just want a golden bolt that will go toward unlocking the next available world. The developers seem to have delighted in painting a clear picture of the easy way to do things, then throwing you directly in the opposite and more difficult direction.

To that particular end, there also are special challenges associated with each standard level that you can complete if you would like to gain access to a handful of special stages and rewards. Some of those challenges can be quite devious, too. In one area, you might be asked to break every destructible item, even those that are off the beaten path. In another, you could be told to avoid collecting the nuts that serve as in-game currency, or you might need to engage every single angry bull (even though common sense tells you to avoid as many of them as possible). This system provides an unnecessary additional layer of difficulty for those daring gamers who want such a thing, and ensures that only the very best players will have the chance to tackle every last stage.

Fortunately, there is some nice unlockable content available to assist anyone who is having an especially rough time of things. You can purchase upgrades that grant you more attempts at each stage, increase your movement speed, or allow you to amass a larger fortune while gathering fewer nuts. Additionally, you can also purchase alternative characters that you spot in the various worlds, in case you're tired of playing as just the rabbit. They have different girth and mobility, so that adds some welcome variety and (in keeping with the trend) still more challenge.

Besides a single-player experience that will keep you busy playing and replaying most of the 80 stages, Do Not Fall also offers a variety of modes that you can enjoy with as many as three friends, either locally or online. These modes serve up some unique objectives that are well-suited to competitive play. You can try to score more points than your friend while stepping on the most tiles to mark your territory, by occupying the most bases, by clearing the most gates, or by performing some other action. There don't seem to be a lot of people playing the game online for now, but you can always create a private lobby and invite your friends.

Do Not Fall's vibrant, charming appearance will most readily appeal to players who aren't necessarily searching for a challenging experience, and yet that's precisely what they'll find. If you've been looking for a pleasant-looking platformer that isn't afraid to kick your butt, give this one a shot and you might be surprised how soon you find yourself falling for it.


15.07 | 0 komentar | Read More

Assassin's Creed IV: Sailing the Living Ocean of Black Flag

There will be plenty of activities to do in the open seas of Black Flag, but just how integral will they be to your playing experience?

More so than eye patches or frilly shirts or a healthy dose of scurvy, the ocean is the main ingredient of any pirate lifestyle. Little wonder then that the sea plays such an integral part in Assassin's Creed IV: Black Flag, the pirate-focused entry into Ubisoft's popular franchise. During a recent trip to Ubisoft's Singapore studios (who with lead studio Ubisoft Montreal are creating Black Flag), I was shown a few of the nautical activities that will be available in this next Assassin's Creed adventure. By now you've already seen ship-to-ship battles, and been given hints about harpooning and diving. As I was given more details on the action that will take place in and around the waters of the Caribbean, it became clear that Ubisoft desperately wants players to see its open world as alive with possibilities. But an overstuffed open world is nothing new for Assassin's Creed, and as some of the previous games in the franchise have shown, quantity has not always translated directly into quality. Will any of the new side activities in Black Flag be fun, or even integral enough to your experience to actually be worthwhile playing?

With no hands-on allowed during this studio tour, the "fun" question will have to be answered at a later time. As to how worthwhile these activities will be to pursue, the development team say they have tied side quests into the world's economy in an improved way in Black Flag (lead designer Sebastien Berton cites Far Cry 3's economy model as a key influence), as well as giving players important reasons to complete side quests, such as rewards that can be used for upgrading pirate main character Edward Kenway or his ship, the Jackdaw.

Take fort battles. Forts in Black Flag are akin to Borgia Towers in Assassin's Creed: Brotherhood--"liberate" a fort, and it becomes yours to keep. It will be manned by your pirate hoard and become hostile to other ships that sail close enough for its armaments. Taking over any of the game's 11 forts--which are scattered throughout the Caribbean--will be a two-staged exercise that begins with you piloting the Jackdaw and ends with a direct land assault. You'll need to weaken the fort with your ship's cannons first, sailing back and forth to destroy walls, towers, and mortar placements, before jumping off your ship and finishing the job in the semi-ruined fort itself. The demo I was shown was an impressive sight, showcasing a good level of detail in the destructibility of the fort as the Jackdaw rained damage upon its walls.

One of the noisiest, most destructive activities in Black Flag--ship-versus-ship battles--will also play into the larger economic pursuit in Black Flag. Any ships you successfully manage to defeat (and not sink) will be added to your fleet. Similar to how you were able to send assassins on missions in the Mediterranean Defense side-game in Assassin's Creed: Revelations, you'll be able to send captured ships around the Caribbean to attack other vessels and take their cargo. Roaming the seas of the Caribbean will be 30 different types of ships, broken up into five different classes from the speedy gunboat to the massive, cannon laden Spanish Man-O-War. The Jackdaw--Kenway's Millennium Falcon for the game--is a razee, a modified brig class that you'll be able to customize as the game progresses.

Sea battles and fort attacks are Black Flag at its loudest and brashest, showcasing Kenway's control over the sea as he uses it as a platform to bring fire, explosions, and death to his enemies. But not all ocean activities will have Kenway as master and commander. Two new activities to the franchise--diving and harpooning--will strip the assassin of much of his power, while still giving him material rewards within the game.

Using a period-appropriate diving bell, you'll be able to reach dive sites to search for treasure in certain locations around the Caribbean. Each location will have several chests to loot, but you'll have to avoid dangerous urchins and jellyfish. Worse yet are sharks, who serve as the patrolling guards of underwater environments. And unlike guards on the land, sharks underwater cannot be killed. They must be avoided by hiding in stalking zones (like thick patches of kelp), in submerged barrels (which also act as a method of replenishing your oxygen supply), or within the wrecks themselves. But if a shark does spot you, it's not necessarily the end. In the demo I saw, Kenway managed to punch off one of the toothy beasts, sustaining some injuries and leaving a cloud of blood in the water. And while that one shark swam away, Ubisoft reps told me that the blood would eventually attract more of the predators.

Kenway, however, is not completely without his Assassin talents under the sea. He retains some of his mobility, with his parkour abilities transformed into a type of free-swimming action where he uses the underwater environment to navigate through the depths. But despite this greater freedom of movement, Kenway is at a distinct disadvantage against the creatures of the sea when he's underwater.

With harpooning, Kenway shifts back to the role of predator as he hunts some of the larger denizens of the sea. Harpooning will net players materials that can be used to upgrade Kenway, and there will be six different types of animals to hunt, including whales. These battles will be intimate--in the demo I was shown, it was Kenway, alone, shirtless on a small boat, against a great white shark. Kenway started the activity by throwing a harpoon with an attached rope to a shark. When it connected, the shark bolted, dragging the boat and Kenway along in its wake. The assassin/pirate continued to throw harpoons (you'll only have a limited number in your arsenal) at the shark as it weaved in front, with the creature occasionally turning back and jumping out of the water in an attempt to take a chunk out of Kenway.

These activities –plus a few more such as finding hidden caves around the Caribbean--are all part of Ubisoft's desire to make you feel the ocean is alive in Black Flag, that sailing won't be a sedate activity. There certainly doesn't seem to be a shortage of things to do while in the open water, and I'm looking forward to roaming the Caribbean and seeing what adventures I can get Kenway into. And while the idea of taking on a shark solo or managing a fleet of pirate vessels sounds exciting initially, the test will be how often I'll want to take on a great white, or find dive sites, or capture new ships, once I'm immersed in the game's main quest. How much will we want to play in Black Flag's living ocean? And will we even really need to?


15.06 | 0 komentar | Read More

Sony releasing PlayStation 4/Vita bundle for $500 - Report

Well-placed, anonymous source alleges Sony may be preparing to bundle its struggling handheld with its upcoming home console.

Sony may be readying a hardware bundle that includes a PlayStation Vita handheld with its upcoming PS4, according to a report by Machinima (via VideoGamer.com).

According to "a well-placed, anonymous source", the package will reportedly go on sale before the end of 2013, and will retail for around $500. No additional details were made available. With the Vita currently retailing for $250 as a standalone device, and the standard edition of the PlayStation 4 priced at $399, a $500 pack would represent a significant saving for consumers.

Sony previously announced that all PlayStation 4 games will be playable on the company's handheld via Remote Play, though only games that have been "specifically programmed to allow such use of PS Vita" will be able to use the handheld as a controller for the home console.

GameSpot contacted Sony Computer Entertainment seeking confirmation of the rumour, but a spokesperson was unavailable at the time of publication.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


15.06 | 0 komentar | Read More

Sony ends support for PlayStation All-Stars Battle Royale

Written By Kom Limpulnam on Senin, 05 Agustus 2013 | 15.07

Sony's Santa Monica Studio has confirmed that it has ceased active development for mascot-driven fighting game PlayStation All-Stars Battle Royale.

The news, conveyed on the All-Stars blog, confirmed that no additional playable characters or background environments will be released for the game, but that previously exclusive DLC will be made available.

Starting on August 27, players will be able to get their hands on the formerly US-only pre-order skins for Dante, Raiden, Heihachi, and Big Daddy. A balance patch that will tweak player strength, weakness, and functionality is planned for later this year, and will coincide with free costumes for Zeus, as well as Dead Space's Isaac Clarke.

The game's new developer confirmed that it is currently exploring issues with title belts being incorrectly awarded, and moving forward, will reset leaderboards on a monthly basis, as well as introduce new community events.

The post also addressed recent rumours about Journey- and Gravity Rush-themed stages, as well as Legend of Dragoon character, Dart, saying that legal barriers may have stopped certain items being implemented in the game.

"In the course of any game's development, there are always elements that never quite get finished or the team decides not to use in the final game. Some of these additional materials from the game's development phase have been recently released, but unfortunately, these are very far from finished assets and were not included in the final game for a number of production and legal reasons," the statement said.

In February this year, Sony severed ties with the game's original developer, SuperBot Entertainment, which saw the studio lay off part of its team.


15.07 | 0 komentar | Read More

Crytek websites taken down following 'suspicious activity'

Crysis developer Crytek appears to have become the latest victim of hackers, according to a report by Blue's News.

A statement on Crytek.com said: "We recently became aware of suspicious activity relating to some of Crytek's websites, and acted quickly to take those websites offline for security reasons. We thank you for your patience, and expect to have these sites fully operational soon."

Crytek.com, Mycryengine.com, Crydev.net, and MyCrysis.com all currently display the message, while the developer's other sites, GFACE.com, Crysis.com, and Warface.com are unaffected.

According to the report, users will be prompted to change their passwords once normal service is restored.

Game publishers and developers have become attractive targets for online attackers in recent years, with other high-profile intrusions including those against World of Tanks creator Wargaming.net, Blizzard Entertainment, Ubisoft, and Sony's PlayStation Network.

A spokesperson for EA, Crysis 3's publisher, was unavailable for comment at the time of publication.


15.07 | 0 komentar | Read More

Naughty Dog confirms The Last of Us was censored for PAL territories

Following suspicion from players that some of the more graphic content found in the critically acclaimed The Last of Us was different in the North American and European versions of the game, a Naughty Dog spokesperson has confirmed that PAL editions were toned down to meet legal requirements in their respective regions.

The comments, made to user Ramify by Naughty Dog developer EvangM said: "1. The gore and violence ratings are subject to local regulatory boards in various countries, so the game must be slightly changed in order to accomodate [sic] those choices.

2. To be honest, I'm not sure what version Australia is getting. If you import the North/South American version, it will not be censored, but EU/UK will be."

Posters on both the PlayStation and Naughty Dog forums expressed concern over differing animations when performing executions, the removal of enemy limb dismemberment, and the amount of blood spray experienced when killing another player during multiplayer matches.

GameSpot contacted Sony Computer Entertainment, seeking clarification as to the specific differences for the game between regions. A spokesperson was unable to comment at time of publication.


15.07 | 0 komentar | Read More

Tekken X Street Fighter 'still in development'

Development on crossover fighting game Tekken X Street Fighter has not ceased, Tekken series producer Katsuhiro Harada said in a recent interview.

Speaking to Siliconera, Katsuhiro Harada stated that the game is "still in development" and that there are "several reasons" why no recent updates on the project have been announced recently.

"One of the reasons is Street Fighter X Tekken was released. That still had updates until recently. One interesting thing we've seen with that title when it came out was that it's not quite what we expected," Harada said.

The producer made reference to Street Fighter X Tekken's reception, saying, "It was not just Tekken fans and Street Fighter fans merging; there seems to be a whole new community growing around that title that wasn't playing either of the titles up until that point. That was very unexpected, but quite cool."

In a bid to support the new community, Harada stated that Namco Bandai is still looking for "the right time" to release Tekken X Street Fighter.

Tekken X Street Fighter was first announced alongside Street Fighter X Tekken in 2010. The two games are separate projects, with Namco Bandai taking up the reins for Tekken X Street Fighter, and Capcom releasing Street Fighter X Tekken last year.


15.07 | 0 komentar | Read More
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