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Madden Predicted Super Bowl Final Score

Written By Kom Limpulnam on Senin, 02 Februari 2015 | 15.06

The New England Patriots defeated the Seattle Seahawks tonight after Tom Brady led a crazy fourth quarter comeback helping the team secure a 28-24 victory at Super Bowl XLIX.

The wild part? Last week's Madden NFL 15 Super Bowl simulation predicted the comeback and the final score exactly. Brady was named MVP of Super Bowl XLIX, which the Madden simulation also predicted.

Here's a rundown of what this year's Madden NFL simulation got right:

  • The Seahawks going on a run in the second half and New England being down 24-14 in the 3rd quarter
  • Julian Edelman catching the winning TD pass AND the EXACT type of pass play that made it happen
  • Final score 28-24
  • Tom Brady being named Super Bowl MVP

EA Sports' Madden Super Bowl simulation has now accurately predicted nine of the past twelve Super Bowl winners.


15.06 | 0 komentar | Read More

GS News Update: Square Enix Reveals New Game Project Code Z!

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  1. Games Gone Missing - Where are they now?
  2. Should You Upgrade to the New 3DS?
  3. Dying Light - Now Playing
  4. H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?
  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. The Legend of Zelda: Majora's Mask - Graphics Comparison
  7. Tips and Tricks to Stay Alive in Dying Light
  8. The Gist - 4 Remakes Worth Your Time in 2015
  9. GS News Update: Is Sony Teasing Metal Gear Rising 2?!
  10. GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!
  11. GS News - Star Wars: Battlefront News; Witcher 3 Resolution Revealed!
  12. GS News - The Witcher 3's "Insane" Difficulty; New Dragon's Dogma!
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15.06 | 0 komentar | Read More

GS News Update: Is Sony Teasing Metal Gear Rising 2?!

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Play

  1. Games Gone Missing - Where are they now?
  2. Should You Upgrade to the New 3DS?
  3. Dying Light - Now Playing
  4. H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?
  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. The Legend of Zelda: Majora's Mask - Graphics Comparison
  7. Tips and Tricks to Stay Alive in Dying Light
  8. The Gist - 4 Remakes Worth Your Time in 2015
  9. GS News Update: Square Enix Reveals New Game Project Code Z!
  10. GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!
  11. GS News - Star Wars: Battlefront News; Witcher 3 Resolution Revealed!
  12. GS News - The Witcher 3's "Insane" Difficulty; New Dragon's Dogma!
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Mean Girls Movie Gets iOS Game

A game based on the comedy film Mean Girls will be released for iOS devices this week, Entertainment Weekly has reported. Named after film, Mean Girls will be set in North Shore High School's cafeteria, classrooms, and basketball court. In the game, players must stop a new clique from taking over a high school.

Based on the gameplay footage shown the game appears to adapt mechanics usually seen employed in the tower-defence genre. Several characters from the Mean Girls film make an appearance, including Cady Heron, Gretchen Wieners, Karen Smith, and Regina George.

The Mean Girls film made its debut in 2004. A game based on the movie was released for PC and Nintendo DS in 2009.


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Watch Star Citizen Devs Talk Wormholes, In-Game AR, and Much More

Written By Kom Limpulnam on Minggu, 01 Februari 2015 | 15.06

Last week, Star Citizen developer Cloud Imperium Games held its 2015 Town Hall presentation at PAX South, where it discussed various aspects of the space sim at length. Yesterday, Cloud Imperium uploaded videos of the presentation to YouTube, where you can watch the developers discuss the game's wormholes, persistent universe, and much more.

In the first part of the persistent universe presentation (above), you can see some early NPC character models, and early concept footage of what jump point navigation will look like. It also includes footage of Star Citizen's in-game AR, MobiGlas. It's a functional, contextual interface solution for shopping, accessing information, and any other part of the game where you'd need a menu or head-up display (HUD). You can read an exhaustive explanation of the team's plan for MobiGlass on Star Citizen's website.

Overall there's around six hours Star Citizen talk, which you can find in the links below

Star Citizen, which is already the most successful crowdfunded project in history, is now closing in on $72 million, up from $70 million just a week ago.

For more on Star Citizen and Roberts himself, check out part one and part two of GameSpot's interview with the legendary designer.


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Square Enix's Project Code Z Is a New, PS4-Exclusive Spelunker

A new Spelunker game, Minna de Spelunker Z, is coming exclusively to the PlayStation 4, publisher Square Enix has announced.

Earlier this week, the Final Fantasy and Tomb Raider publisher launched a teaser website for an upcoming game with the working title "Project Code Z." Today, during the Tokaigi 2015 event in Japan, the company revealed that game is based on the original Spelunker, which was first released in 1983.

These days, you might better recognize Spelunker's gameplay from a more recent popular game it inspired, Spelunky. As you can see in the trailer above, much like Spelunky, Spelunker is a 2D platformer, where you venture into a cave, jump around, climb ropes, and collect treasure.

Minna de Spelunker Z is being developed by Tozai Games and will release in Japan on March 19. It will be free-to-play, and while it's not yet clear how Square Enix plans to monetize it, we can see an inventory system in the trailer where you can equip your character with different items and outfits.


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Twitch Hits 100 Million Monthly Viewers

Last year, Twitch hit the impressive milestone of 100 million unique viewers per month, the games streaming service has announced.

Twitch launched a little website yesterday highlighting that impressive number and other stats from 2014. Last year, the site also hit a peak of 1 million concurrent viewers, 11 million total videos broadcast per month, and 1.5 million unique broadcasters per month.

You can see the most impressive milestones in the image above, and check out the full 2014 report on Twitch's website. If nothing else, it help to explain why Amazon, which bought the company in August of last year, thought it was worth $1 billion.

Earlier this month, Twitch introduced Twitch Music, a library of 500 of pre-cleared, mostly EDM songs that streamers can use without having to worry about copyright infringement.


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Mario Maker May Launch Later Than We Expected

Mario Maker, the Wii U game that will allow players to create their own Mario levels, may arrive later than we've expected.

The game was scheduled to release in the first half of 2015 when it was first announced at E3 2014, and is still listed with that release window on Nintendo's site. However, Nintendo's recent earnings release for the nine-month period that ended on December 2014 includes a list of the company's upcoming games and launch dates, which now shows Mario Maker with the less specific release date of "2015."

Project Guard, legendary Nintendo designer Shigeru Miyamoto's experimental tower-defense game that relies heavily on the Wii U gamepad, which was also scheduled to release in the first half of 2015, no has a "2015" release date as well.

For more on Project Guard, check out our hands-on impression of the game from E3, and for more on Mario Maker, check out GameSpot's previous coverage.


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Dying Light Review

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

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

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

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

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

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

In the dark--but never alone.

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

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

Burn, beautiful zombies, burn.

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

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

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

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

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

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

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

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

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


15.06 | 0 komentar | Read More

COD: AW Exo Zombies - GameSpot Plays

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Play

  1. Should You Upgrade to the New 3DS?
  2. Games Gone Missing - Where are they now?
  3. Dying Light - Now Playing
  4. H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?
  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. The Legend of Zelda: Majora's Mask - Graphics Comparison
  7. GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!
  8. Dying Light, Grim Fandango, Life Is Strange - New Releases
  9. Dying Light Video Review
  10. The Awakened Fate: Ultimatum - Jupiel Trailer
  11. GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!
  12. The Awakened Fate: Ultimatum - Ariael Trailer
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