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FIFA and Battlefield are EA's most profitable franchises

Written By Kom Limpulnam on Rabu, 31 Oktober 2012 | 19.51

EA has revealed that its digital revenue has grown by 40 percent in its second fiscal quarter since the same period last year, thanks in large part to the content downloads offered for FIFA 13, Madden NFL 13, and Battlefield 3.

This week, the publisher posted its preliminary financial results for the second fiscal quarter ending September 30, 2012, in which EA president Frank Gibeau highlighted the company's strong digital growth and pointed to FIFA and Battlefield as EA's most profitable franchises.

"On the strength of our digital extensions, FIFA and Battlefield are the two biggest revenue events in our company's history," Gibeau said. "Both are well on their way to becoming billion dollar annual franchises."

The publisher also praised the performance of its sports titles, with EA CFO Blake Jorgensen revealing that the company is forecasting an annual growth of at least 25 percent with net revenues expected to reach approximately $4 billion by March 31, 2013.

According to the report, FIFA 13 and Madden NFL 13 debuted as the two top-selling titles in September in the West. In its first four weeks, FIFA 13 sold 7.4 million units, excluding mobile downloads, a number that EA said makes the title "the biggest sports launch of all time." FIFA's digital revenue also generated over $115 million in the first half of fiscal 2013, including FIFA Online 2 and FIFA World Class Soccer.

EA's Battlefield 3 Premium service has sold over 2 million subscriptions to date, according to the publisher, and in the mobile space, The Simpsons: Tapped Out has reportedly become the top-grossing iOS game for the past four weeks, logging 2.8 million daily active users.

Other parts of the report revealed that EA's games and services for mobile have generated a 60 percent year-over-year increase in digital net revenue, while EA's Origin platform has registered over 30 million users, including 13 million mobile users. EA also revealed that Origin has signed agreements with 71 independent developers.


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Halo 4 devs speak out against sexism

Halo 4 executive producer Kiki Wolfkill and 343 Industries head Bonnie Ross have denounced sexist behavior on Xbox Live, revealing that Microsoft does its best to monitor and ban players who abuse others over the network.

Speaking to GameSpot, Ross and Wolfkill said there is zero tolerance for Xbox Live players who are found to be making sexist or discriminatory comments against others, with a lifetime ban from the network as penalty.

"I've seen many of the sites that have documented some of the more gender-specific slanderous comments," Ross said.

"This is behaviour that is offensive and completely unacceptable. I'd like to think most of our Xbox Live players don't support this kind of behaviour."

"It can be dangerous to give adolescents a broadcast mechanism," Wolfkill added. "There are always going to be jerks out there, and if you give them a way to express that side of their personality without being seen, you're going to see this type of behaviour manifest itself."

Ross and Wolfkill said that developers have a responsibility to stamp out this behaviour by putting more thought into how their games will be perceived.

"As developers, we have a personal responsibility to think about how our games come across," Ross said. "With Halo 4, we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."

Wolfkill agreed, saying that while games can often reflect the culture of the studio that's building them, the success or failure of games can also reflect consumer responsibility. Part of this responsibility includes changing perspectives about the games industry as an exclusively male-dominated area.

"Most people look at a franchise like Halo, and automatically assume it's run by a guy," Ross said. "People are surprised to learn that it's a woman who's running the Halo 4 show. When Microsoft created 343 Industries to take over Halo, I was given first choice to run the studio because I had proven myself. My gender played no part in it."

Halo 4 is due exclusively for Xbox 360 on November 6 worldwide. The game is a direct sequel to 2007's Halo 3, and is the first numbered entry in the series developed outside of Bungie Studios. It is the first instalment in the Reclaimer Trilogy, which will span Halo 5 and Halo 6.


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Castlevania: Lords of Shadow - Mirror of Fate - Official Trailer

I am soo glad they kept it semi-2D as a platform and sidescrolling game and didnt went full 3D third person style. I think there are certain games like Castlevania, Metroid, Mega Man and Bionic Commando which should always stay 2D sidescrolling, thats their whole charm and by the way the last Castlevania game Order of Ecclessia was fantastic in 2D !!!
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Need for Speed Most Wanted Community Time Trial

Written By Kom Limpulnam on Senin, 29 Oktober 2012 | 19.51

GameSpot AU and EA Australia are hosting an exclusive Need for Speed Most Wanted preview event for the GameSpot community and in addition, are running a Top Gear-style time trial ladder at the event to give away some big prizes!

GameSpot AU and EA Australia are hosting an exclusive Need for Speed Most Wanted preview event for the GameSpot community and in addition, are running a Top Gear-style time trial ladder at the event to give away some big prizes!

Thanks to the power of the Internet, you can watch the competition unfold over the course of the night and chat with other readers about the thrills and epic fails of the tournament!

The livestream will begin at approximately 6pm Sydney / 12am San Francisco / 7am London

Watch live video from gamespot's channel on www.twitch.tv Watch live video from gamespot_au on www.twitch.tv


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Asia wins big at Canada Cup 2012 tournaments

The winners for the Super Street Fighter IV: Arcade Edition tournaments at the Canada Cup 2012 event have been decided.

Team Japan won the SSFIV: AE international 5-versus-5 tournament, with team Korea and team USA 2 following behind in second and third place respectively. The team consists of notable players such as MadCatz's Hajime "Tokido" Taniguchi and Razer's Keita "Fuudo" Ai (Evolution 2011's SSFIV:AE winner).

Singapore pro gamer Ho Kun "Xian" Xian, who represents Team DM and MadCatz, secured first place in the Super Street Fighter IV: Arcade Edition and The King of Fighters XIII singles tournament. He used Gen in the former and the team of EX Iori, NESTS Style Kyo, and Mr. Karate for the latter.

Other notable highlights include team USA winning the Ultimate Marvel vs. Capcom 3 5-versus-5 tournament, with Complexity Cross Counter's Ryan "Filipino Champ" Ramirez defeating the entire Canada team by himself during the finals. Eduardo "PR Balrog" Perez-Frangie won the UMvC 3 singles match, with Evil Genius' Justin Wong and Tokido at second and third place respectively.

The Canada Cup event took place at Calgary, Alberta from October 26 to 28.Head to the link for a replay of the Canada Cup 2012 livestream.


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Mechwarrior Online open beta starts now

Pirahna Games' online multiplayer iteration of mech piloting franchise; title to release in full in 2013.

The open beta for the upcoming mech simulator title Mechwarrior Online was only recently delayed, but now developer Pirahna Games has announced a concrete date for players to try the PC title: October 29.

Starting today, gamers can sign up for the public open beta on the game's official site. Pirahna Games also announced that the total amount of money it accumulated from the game's founders program has reached $5.2 million. The founders program is a scheme where players can pay money up-front to get exclusive in-game items and early access to the game on July 17. The program started on June 19.

The game's open beta was previously delayed due to network instabilities. For more information on the game, check out GameSpot's coverage.

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.


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Medal of Honor: Warfighter - Solo Deployment

Written By Kom Limpulnam on Minggu, 28 Oktober 2012 | 19.51

No, he's saying they are almost life-like.  The uncanny valley is a hypothesis in the field of robotics[1] and 3D computer animation,[2][3] which holds that when human replicas look and act almost, but not perfectly, like actual human beings, it causes a response of revulsion among human observers. The "valley" refers to the dip in a graph of the comfort level of humans as a function of a robot's human likeness. (Wiki)


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Guild Wars 2 - First Major Content Update Part 2

 Jestersmiles Didn't think someone would take it so personally, did your dad work on this "content update" or something?

according to the guild wars site there are 4 things that are being added:

Halloween event-temporary, so doesn't count

Black lion store getting Halloween themed items-again, just temporary items.

PvP paid tournaments-no new content here, just a different way to use existing content

"Tyria Evolving"-some new jumping puzzles, achievements to go with them.

So you're right, the MAJOR CONTENT UPDATE(!!!!) gave us some new jumping puzzles.


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This Week in Games: October 27, 2012

Halo 4, Assassin's Creed and GTA news, plus G4 ditching its games programming, Zynga's downsizing, games media hissy fits, and more Meat. Also: Minecraft and League of Legends dominate, still.

Assassin's Creed III ships next week with bonkers, lofty expectations both critically and commercially, but it is already breaking records of sorts. Ubisoft announced on Thursday that the new installment is the company's "most preordered game" (that's a thing people care about these days, apparently) ever, surpassing previous record holder Assassin's Creed: Revelations. The franchise as a whole has now sold more than 40 million units to date across all systems.

If you love the franchise so much that you'd really like to wear clothing evocative of the styles it portrays, you're in luck. Purveyors of high-end games-inspired clothes Musterbrand (it also sells stuff based on Street Fighter, Resident Evil, Hitman, and Metal Gear Solid) has launched an official Assassin's Creed clothing line, which offers various cardigans, coats, and long- and short-sleeve shirts. The most expensive offering is the "AC DNA Coat," (below) which sells for £162, or about $260. Other items included in the virtual marketplace include a "Kingdom Knit Jacket" and an "Ottoman Long Cardigan."

Sticking with the Creed for a moment; the upcoming Assassin's Creed movie is coming sooner rather than later. Ubisoft announced on Monday that its Ubisoft Motion Pictures outfit has "fast-tracked" the film, and partnered with production company New Regency to get the job done. Ubisoft's deal with New Regency allows the game maker to maintain control of "key elements" of the film's creative direction, unlike its deal with Disney that led to some "creative" re-interpretations for Prince of Persia: The Sands of Time. Writing of the screenplay for the untitled film is beginning immediately, Ubisoft said, but did not specify who has been tapped for the job (we say, give it to Book of Eli and The Walking Dead Ep 4 scribe Gary Whitta, he knows games and movies.) "Ubisoft chose to partner with New Regency because they are a talent and filmmaker-driven company, with the same independent and creative mindset that we have at Ubisoft Motion Pictures," said Ubisoft Motion Pictures chief executive officer Jean-Julien Baronnet. What we do know at this point is that the movie will star Michael Fassbender as the Assassin and, presumably (or not?) Desmond.

Wii U, Online Games, and Pre-Orders

An updated Electronic Arts privacy policy document confirms that Wii U gamers wishing to play EA titles online will need an Origin account to do so. Additionally, by signing up for a Origin account for Wii U, players must agree to allow EA to collect their email address, Mii information, friend list, country, language, and date of birth. Further, the document spells out "Nintendo Network ID." Nintendo has previously confirmed that Friend Codes from the Wii era would return for the Wii U, but it is not clear if "Nintendo Network ID" is a new name for these. Having an EA Origin account to play EA games online is not an exclusive requirement for the Wii U. The same policy is in place for Xbox 360 and PlayStation 3 gamers. In all cases and for all platforms, players will not need to agree to share their credit card number or other personal financial account information. 

Speaking of the Wii U, pre-orders seem to be piling up pretty fast. According to Nintendo, Wii U preorders at GameStop have sold out. That, however, has not kept gamers from expressing interest in the new console. Company president Satoru Iwata claimed in new presentation that as of last week, more than 250,000 gamers had put their names on GameStop's Wii U wait list. That same presentation also indicated that the company will be selling the device at a loss, initially. Iwata stated the company's ambition to sell the system at a "reasonable" price trumped its desire to sell the console in line with manufacturing costs.

League of Legends = Insanely Popular. Duh

Riot released numbers on Monday for the recent League of Legends Season 2 World Championships which took place last week at the Galen Center Arena at the University of South California. Riot is reporting that at peak, over 1,154,000 unique people watched the event online, not counting TV numbers. More than 8,282,000 unique viewers tuned in total via online and TV combined, with 2,402,225 people watching through Korean and Chinese TV. Over the course of both the World Playoffs and Finals, people watched 24,230,688 hours of League of Legends. These numbers make the Riot Season 2 World Championships the most watched competitive gaming eSports event of all time. With the rise of streaming services like Twitch.TV and Own3d.TV, this record has been broken several times in the past year. Two months ago, the bar was set by Valve's The International Dota 2 tournament, taking in 567,000 concurrent viewers, half from China. In June, Major League Gaming brought in 437,000 concurrent viewers and 4.7 million unique viewers for the Spring Championships. Riot has now shattered those previous records.

Meat Lovers, Rejoice. Something With Cats Incoming

Super Meat Boy developer Team Meat has unveiled its next game. Writing on the company blog, Edmund McMillen announced Mew-Genics, the two-man studio's next official project.  Details are light on the game, but McMillen said it will be "randomly generated, strange, and involve cats." He added that Mew-Genics is the strangest project he has ever worked on, which is definitely saying something given his back-catalog. Mew-Genics is a result of a game jam Team Meat founders McMillen and Tommy Refenes held one weekend in September. McMillen said development is "moving quite fast," with more information and screenshots coming "soon." He also assured fans holding out for Super Meat: The Game for iOS devices that the game is still in development, but it has been placed "on hold" until the company releases Mew-Genics.

Borderlands Coming to iPhone/iPad Next Week

The Borderlands franchise appears to be branching out from consoles and PC and coming to mobile platforms. A Gearbox forum user first spotted an advertisement for Borderlands Legends in the Borderlands 2 digital strategy guide, indicating the game will release for iPad and iPhone sometime this month. This was later confirmed by a teaser story on Entertainment Weekly's Popwatch blog on Tuesday. EW games report Matt Cabral then followed this up on Thursday with an exclusive hands-on look at the game, which will hit the App Store next Wednesday night. Cabral described the game, saying "its gameplay signifies a drastic departure from the series' defining open-world first-person shooting. Viewed from a top-down perspective, each level unfolds in a small, arena-like battlefield where the original Borderlands' vault hunters — Brick, Lilith, Mordecai, and Roland — are tasked with fending off hordes of ugly foes. Missions contain multiple, increasingly difficult levels, each with four waves of baddies to unload on. More objective-based than story-driven, missions include a clear-cut goal; during my demo, for example, I was required to destroy three crates of Marcus bobbleheads — a cool call-out fans will appreciate. While reducing the crates to rubble doesn't pose much of a problem, staying alive while attempting to do so is another story. Enemies approach from all sides and utilize different attack patterns." He continued, describing its tablet-friendly controls scheme. "Legends evens the odds by putting players behind the ass-kicking arsenals of all four protagonists. Simultaneously controlling the quartet is a delicate balancing act favoring thoughtful strategy over ammo clip-emptying abandon. Characters fire weapons automatically, so it's up to the player to ensure they're in the right spot to get a bead on the bad guys. In terms of controls, this means tapping characters and drawing a destination path, or touching them and then the enemy the player wants them to focus on. Legends also encourages the use of cover, littering each level with waste-high defenses to hunker down behind." The game will boast a total of 36 unique powers and abilities, as well as "thousands" of weapons, and a "strategic cover system." Cabral also noted that the looting mechanic only yields money, not weapon-drops.

Rough Week for Studios

Tuesday was not a great day for many Zynga employees. The social gaming empire confirmed that its Austin, Texas-based studio (home of its The Sims Online-esque The Ville) may eventually be closed, with more than 100 staffers losing their jobs this week. Affected employees were given just a matter of hours to clear their desks and leave their offices. Zynga also closed its Boston studio, which was producing Indiana Jones Adventure World. "These reductions, along with our ongoing efforts to implement more stringent budget and resource allocation around new games and partner projects, will improve our profitability and allow us to reinvest in great games and our Zynga network on web and mobile," said CEO Marc Pincus in an internal memo received by Gamasutra. The announcement of the downsizing came during Apple's much-publicized press event, during which the technology giant announced the long-rumored $329 iPad mini, among other things.

The following day, Zynga said it is forming an exclusive partnership with bwin.party, a real-money gaming operator. This marks the company's first move into real-money from the fake-cash gaming its used to hosting on Facebook, through games like Zynga Poker. The poker and casino games site in the UK will use Zynga's branding and will launch with 180 games that the two companies have worked on together, including slots, roulette and blackjack. Zynga stalwarts will have a presence too; there's a Farmville slots game. Oh, happy day.

In other downsizing news, Bigpoint--the studio behind Battlestar Galactica Online--also laid off 120 workers this week, more than a third of which were from the San Francisco studio, the rest being mainly administrative staff from the office in Hamburg, Germany. It also announced the departure of CEO Heiko Hubertz, who will be taking up the role of executive chairman of the company's supervisory board. The company is cutting its development efforts in the US, claiming that development in the regional is not efficient. "The games that we have developed in the last two years haven't been that successful, and the San Francisco area and Bay Area is quite a competitive market," Hubertz told Games Industry International. "San Francisco is, after New York, one of the most expensive cities you can live in in the US, so the people are quite expensive."

The Boston area development scene took its second hit on Thursday when Warner Bros. Interactive Entertainment confirmed to The Boston Globe that it has enacted a round of layoffs at the Needham, Massachusetts-based Turbine Inc. "As part of the continual review of our business operations and fluctuating market conditions, we have had to make reductions in our Turbine workforce," a spokesperson from the company said. "The group continues to remain an integral part of Warner Bros. Interactive Entertainment." According to the report, Turbine had more than 400 employees before the cuts, making the studio the Boston area's most sizable studio.

G4 Done With Games Programming, Refocusing on "GQ-style" Content

Struggling TV network G4 is cancelling all gaming-related programming, including X-Play and Attack of the Show, a source reportedly close to the situation told Kotaku on Friday. An "exclusive report" on TV Guide's website explains the shows will be winding down over the next two months, rolling out new episodes through December. Tweets from G4 employees, including Attack of the Show host Candace Bailey and X-Play personality Blair Herter, suggested that changes were afoot late on Thursday.

"Attack of the Show and X-Play have been important for G4, and we want to acknowledge the creative people who have helped inspire and showcase the phenomenon of gamer culture," G4 Media general manager Adam Stotsky told TV Guide. "With more than 3,000 episodes aired between them, we have more than enough great material to honor these innovators and their amazing contributions as we bring both shows to a close."

Remember SmartGlass?

Earlier this year, Microsoft announced that it would be bringing the Xbox entertainment experience to tablets, PCs, and phones, but has hardly said a thing about it since. Remember that? SmartGlass? Well, they haven't forgotten all about it;  the new update will actually , be launched this Friday, October 26, on Windows 8 and Windows RT. SmartGlass will live on mobile devices as an app, allowing users to access their 360 content from several mobile devices. The technology will also include a feature that Microsoft is dubbing "multi-screen entertainment," allowing gamers to enhance their gaming experience by integrating their mobile devices as they play games on the Xbox 360. SmartGlass will be free for download on Windows 8 and RT PCs, Windows Phone 8, iOS, and Android devices. The following games and partners have confirmed Xbox SmartGlass integration: Ascend, Dance Central 3, Forza Horizon, Halo Waypoint, Home Run Stars, Karaoke, Kinect Sesame Street TV, and Prima Games.

Halo 4 = Hella Expensive to Make. Also, Maps

If you're looking to grab Halo 4 and all its add-on map packs, you're going to end up spending around $85 by next Spring. Microsoft announced the Halo 4 "War Games Map Pass" on Wednesday this week, a very-reasonable (compared to comparable offerings) $25 package that gets players nine maps in total that will be released between December 2012 and April 2013. The map packs will sell for about $10 each as standalone downloads. So, if you commit up front you'll be saving about 15 percent. In addition, players who purchase the Map Pass will receive two in-game helmets ("Scanner" and "Strider") and an in-game emblem ("Falcon"). The Pass is included as part of the $100 Halo 4 Limited Edition release. The first pack due out  is titled "Crimson" and will launch in December with the maps "Wreckage," "Harvest," and "Shatter." You then have to wait a couple of months, and then in February 2013 you'll get the "Majestic" pack, which adds "Landfall," "Monolith," and "Skyline" to the mix. The last pack comes in April, dubbed "Castle" with "Daybreak" (shown below,) "Outcast," and "Perdition."

In other Halo 4 news, we also learned this week that the game is the most expensive game ever produced by a studio at Microsoft. If the game is a bust, it won't be for lack of trying. Microsoft Game Studios boss Phil Spencer told Polygon this week that the company has spent more money making Halo 4 than it has developing any other game in the company's history. Absolutely. Nothing's even close," he said. He added that the Halo series, which he estimated to be a "three billion dollar franchise," is the company's "most important entertainment product." Some of Microsoft's other major franchises include Forza, Fable, and Banjo-Kazooie.

Speaking of Polygon. Congratulations to the whole team over at Vox Media. After months of teases, and their content being buried within parent-site The Verge, the full site games finally launched this week with much fanfare on Twitter. We wish them well. Check it out here.

GTA Info-Dribble 

Want another dribble of Grand Theft Auto V info? A new piece of artwork emerged this week, showing nothing we haven't already seen in the trailer that hit ages ago. The real motivation for the non-news seems to be pre-awareness for a substantial info-dump in November, via the Game Informer cover story that we mentioned a couple of weeks ago. Still, GTA is GTA, and the lack of real info doesn't make us any less excited for it. In fact, indulge your love of the franchise with this anniversary celebration from earlier this week.

Speaking of anniversaries, Grand Theft Auto: Vice Cityturns ten years old this month, and to celebrate, Rockstar Games will release an "Anniversary Edition" of the game for select iOS and Android devices this fall. According to Rockstar, GTA: Vice City for mobiles will contain the "full experience" found in the original PlayStation 2 title. It will feature high-res graphics and "several" enhancements unique to the iOS and Android platforms.

Libel, Legal Threats, and Doritos

Criticisms of games media, like any other kind of media these days, are many and frequent in public forums in in opinion pieces. Normally they're not particularly newsworthy, but this week the fallout of such criticism sparked debate and controversy across a variety of communities.

It all started when Rab Florence, a comedy writer, performer, and occasional writer-about-games wrote a piece for Eurogamer dubbed Lost Humanity 18: A Table of Doritos. He opened with the widely-circulated and derided image of Spike's Geoff Keighley surrounded by licensed Halo 4 junk from Mountain Dew and Doritos, characterizing it as "tragic and vulgar" before going on to explore how seemingly innocent actions can easily be interpreted as an act of bias by a reader. He also skewered the European "Games Media Awards," which happened recently in London. "Games PR people and games journos voted for their favourite friends, and friends gave awards to friends, and everyone had a good night out," Florence noted, before elaborating on his disdain for such chummy behavior. The story discussed writers tweeting with the hashtag #gmadefience at the event in order to win a PS3 from publisher Trion, and a few instances of behavior he found questionable. As Ben Kuchera noted in his analysis of the events, that's not news. Opinion pieces rarely are. What happened next however, is.

Intent Media, the publisher of MCV UK, reached out to Eurogamer to complain about comments made about their journalist, Lauren Wainwright, about whom Florence had expressed some suspicions due to tweets arguing that she saw nothing wrong with GMA attendees winning free PlayStations n return for social media promotion. Absurdly, given that everything quoted was done so on a public forum (Twitter, though Wainwright has now made her profile private) Eurogamer has since deleted sections of the story, and it has been claimed that MCV threatened Eurogamer with legal action. MCV editors, on the other hand, state that no legal action was actually threatened. The Eurogamer piece now carries the sidebar, "Following receipt of a complaint from Lauren Wainwright, Eurogamer has removed part of this article (but without admission of any liability). Eurogamer apologises for any distress caused to Ms Wainwright by the references to her. The article otherwise remains as originally published."

Much has been written about this in the past few days. Adam Pavlacka wrote about it on Worth Playing, there's Kuchera's piece on Penny Arcade Report, as noted above, along with a  withering piece from Rock, Paper, Shotgun's John Walker, who concluded, "The last two days have been an utter disgrace for UK games journalists and PRs. I'm sick with anger about it. I'm embarrassed by my profession, and I'm once again reminded that even though being outside the cliquey circles can feel like you're doing something wrong, it likely means I and others are doing something right. I implore young writers getting started in this business to avoid getting embroiled in the cosy world of PR-journo group hugs, and I desperately suggest to them that if you ever think you might want to prevent another journalist from publishing their thoughts, that you instantly quit and get a job where you won't be a disgrace to our industry."

Florence, sadly, has endured criticism and derision from some quarters for choosing to criticize what he observed, as he noted on Twitter on Thursday.

As you can imagine, the whole debacle has spawned plenty of discussion on forums such as Reddit, and NeoGAF.

Minecraft More Popular than Call of Duty on Xbox 360 

Minecraft: Xbox 360 Edition is already a breakout hit. It has sold over 4 million copies since launch in May, driving $80 million in revenue. Now, it has hit another milestone. The latest Xbox Live activity chart reveals the game was the most popular title on Xbox Live for the week of October 15. The game tallied more unique users on Xbox Live during the week than big-budget retail releases like Call of Duty: Modern Warfare 3, FIFA 13, Call of Duty: Black Ops, Borderlands 2, Halo: Reach, and Battlefield 3. Not surprisingly, Minecraft: Xbox 360 Edition was also the best-selling Xbox Live Arcade title of the week, outperforming the likes of The Walking Dead, Sonic Adventure 2, and Trials Evolution. Specific sales figures were not released, but in August, Minecraft: Xbox 360 Edition was selling at a clip of 17,000 copies per day, amassing revenue of a staggering $340,000 every 24 hours.

To celebrate, enjoy this Minecraft-themed Gangnam Style parody from CaptainSparklez. 


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Field Trip: Contests & EyeCandy

This week's Field Trip is packed with Halloween themed activities, contests, and information about the latest game industry community news along with ways to find free stuff or discounts on games.

Many game industry communities like Capcom, Bethesda, Sega, EA, Gearbox, and Blizzard are rolling out in-game content and contests around Halloween. This report is packed with ways for you to celebrate the spooky holiday, but don't worry, there's some regular happenings too!

Industry Community Activities

- Bethesda Killer Dishonored Moves Contest ends Oct. 31
- Halo 4 Soundtrack Remix Contest ends Oct. 29
- Win a role in Activision's Walking Dead game
- Resident Evil 6 LampFree projector sweepstakes
- Turbine Pumpkin Carving Contest ends Nov. 2
- GameStop Assassin's Creed III Reward Giveaway ends Oct. 31
- Blizzard Halloween Pumpkin Carving Contest ends Oct. 28
- Call of Duty Fan Megapack IV Giveaway ends Oct. 30
- Blizzard Comic Contest ends Oct. 31
- Amazon.com Halloween Gamer Costume Contest ends Oct. 31
- Capcom Design your own Darkstalker ends Oct .31
- World of Tanks Trailer Contest ends Oct. 28
- Unreal Games Wallpaper Contest ends Dec. 10
- Capcom Okami Pumpking Carving Contest ends Oct. 30
- Reddit Pumpkin Carving Contest ends:Oct. 29

To Loot or Not to Loot

- Borderlands 2 Halloween Masks you can print!
- Ravaged $10 off only $14.99 for a limited time.
- Borderlands 2 Golden Keys Giveaway at Gearbox.
- SEGA Halloween Sale on Mobile platforms.
- Lord of Ultima 50% off Castle Themes sale ends Nov. 2.
- Sonic the Hedgehog Toy Collection by Erector.
- XBL: Resident Evil 4 HD, Dead Rising 2 on sale.
- Guild Wars 2 Gems Cards Available at select retailers.
- Minecraft: Halloween Skin Pack for the Xbox 360.
- PSN SFxT Swap Costumes 50 percent off.
- End of Nations Original Soundtrack coming soon.
- Paint your own Dragonborn figure
- Guild Wars 2 Halloween Guide
- ClapTrap blue edition
- Gears of War and Fortnite Twitter headers
- Capcom store has 10% off when you donate towards charity; also earn a chance to win a Street Fighter 25th Anniversary Chess Set.

Eye Candy

- Command & Conquer Nod Pie
- Team Fortress Doomates Digital Comic
- Line of Defenses Digital Comic
- Street Fighter Car Spotted in Miami
- Epic Jack O'Lanterns
- SWTOR Fan Art - Movie Poster
- Brick Force Comic Episode 12
- Elder Scrolls Online: Tamriel, Now and Then
- Treyarch Bloody Office Makeover
- Gears of War Wall Sculpture
- Plants vs. Zombies:: Stop Zombie Mouth!
- World of Tanks Fan Art Spotlight
- Starcrafts, the animation
- Dragon Ages III: Inquisition Concept Art First Look
- Resident Evil BGS2012 Cosplay

The Buzz

General
- Barcraft Gatherings
- Need for Speed Halloween Community Event
- Rift: Storm of Legions Beta event November 2-7
- Secret World Halloween Celebration
- The first annual Edmonton Comic & Entertainment Expo
- Team Evil Geniuses reveal some Starcraft 2 pro tips
- Team Fortress 2 Scream Update
- Wicked Weekend Celebration over at BrickForce
- Play BioShock Infinite: Industrial Revolution to earn rewards
- Pixar visited the Blizzard office report
- EA Breast Cancer Walk 2012
- Official Dishonored Mapp App
- Free-to-Play Shooter Hits Home

Spotlights

- SOE October Gamer of the Month
- Community Creation of the Week: A Bard's Song
- BrickForce's Community Spotlight
- Concept Artist Spotlight: Naomi Baker
- PSN Community Spotlight – The Joy Of Horror

Career Path

- GameSpot Senior Software Engineer
- Amazon recruiting 10,000 extra Christmas staff
- Gamasutra Hiring Report : PopCap, Riot, and Retro Studios


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Medal of Honor: Warfighter Review

Written By Kom Limpulnam on Sabtu, 27 Oktober 2012 | 19.51

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

You can't be afraid to kick up some dust.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


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Medal of Honor: Warfighter Review

Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.

"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.

Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.

The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view.

If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.

Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.

There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Less elegant are Warfighter's nods to the effects war can have not just on its participants, but on their loved ones. Your role alternates between different operatives, with Preacher (returning from 2010's Medal of Honor) fulfilling the role of main protagonist. The central story comes by way of the jargon-filled military chatter you're used to in such games, in which you know who the bad guy is, not because wrongdoing is demonstrated, but because the characters say he's the bad guy. The globe-hopping narrative, like the gameplay, is chopped into cutscenes and key events without regard for exposition or transition. There's plenty of plot, but little storytelling--and there are important distinctions between the two.


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Video Review - World of Warcraft: Mists of Pandaria

Written By Kom Limpulnam on Jumat, 26 Oktober 2012 | 19.51

kinda wrong to judge a game in a bad way becasue it a old mmo that has old gameplay mechanics like traditional quests.

This expansions looks intresting but still ..... panda's?? com'on

So the'se panda's live on the high mountain tops, mediating and living in peace .... but they kill eachother becasue they choose allience or horde sides ..... wth


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World of Warcraft: Mists of Pandaria Review

The Video Review

The continent of Pandaria goes to war with Brittany Vincent in this video review for World of Warcraft: Mists of Pandaria.

The spellbinding world Blizzard spun into existence eight years ago has been a stalwart presence in the realm of massively multiplayer online games. World of Warcraft is a pioneer in many ways, though its core mechanics seem quaint and outdated considering the inroads made by other games since WoW's original 2004 release. Nevertheless, it's still the online hangout of choice for subscribers who cling to the nostalgia factor: glorious raids of the past, milestones achieved, relationships destroyed. The indomitable role-playing game powerhouse is still a pretty big deal after all these years--and Mists of Pandaria offers another reason to cling to this familiar world.

Three-player scenarios are a good way to pass the time with good friends.

The expansion acts as a sentimental renaissance for longtime devotees who have been there since the original WoW beta, as well as a welcoming launching pad for newcomers on the fence about committing to the monthly fee. It's simultaneously alien and traditional, with brand-new content to explore that still channels the charm amassed the ambitious project's enormous fan base.

The continent of Pandaria brings a different dynamic to the world of humdrum sameness that has permeated any number of high-fantasy multiplayer experiences over the years. When you launch the expansion for the first time, the distinct Asian flavor of the sprawling landmarks and sweeping mountain ranges get those exploration urges gnawing at you once more. Whether you're traversing the breathtaking Kun-Lai Summit or trudging through the lush Jade Forest with loads of verdant greenery dotting the countryside, Pandaria is a whole new side to World of Warcraft that reignites the spark for adventure that, for many, peaked in the days of The Burning Crusade.

But as aesthetically pleasing as the continent of Pandaria is, a fresh coat of paint can't single-handedly revitalize an entire world. It sorely needed the aid of the additional playable Pandaren race and the monk class to turn established conventions on their heads. Fortunately, nods to modernization abandon older barriers and break new ground. These changes haven't affected classic questing, which usually involves killing X number of creatures to collect Y amount of loot to exchange for Z. It's tempting to call out Blizzard for content mired in tired trappings such as these, but Mists of Pandaria exhibits little tiredness: the grind feels fresh, effervescent even, especially in the moments from levels 85 to 90.

Questing has never felt so immersive, with assignments ranging from the frivolous to the stoic, including references to the Alliance and Horde conflict that rages on--welcome, grounding narrative touches in a fantasy land filled with pandas and adventurers. No matter the importance of the quest you're picking up, there's a sense of fitting into the goings-on unfolding around you. There's the feeling that you're contributing to the machinations of how the land grows and evolves. And that's something that keeps you coming back for more long after the appeal of looting has faded.

Unfortunately, Pandaria's social aspects are muffled by world phasing and linearity. Group questing has always been a main draw for WOW as a whole, and while Pandaria still supports grouping of course, most of the quests here feel more appropriate for a single-player session in the vein of Star Wars: The Old Republic's quests. That's not to say there isn't any room for enjoyment with friends. It simply feels like the focus has been shifted to solo questing and plot advancement. Fortunately, plenty of options for adding others to the fold come in the form of tactical scenarios requiring three players, where a group is thrust into different situations that keep things casual.


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Arctic Combat open beta begins this December

Written By Kom Limpulnam on Kamis, 25 Oktober 2012 | 19.51

Upcoming military FPS shooter adopts free-to-play model; beta opening in North America and Europe.

Webzen has announced the North American and European open beta for the upcoming shooter Arctic Combat, known as Battle Territory (or Battery) in South Korea, will start on December 6.

Players can obtain the download client on Webzen's site to access the free-to-play game. The company has yet to announce on when the game will be fully released.

Arctic Combat features customizable weapons and skills, a trophy loot system, and in-game missions that allow players to gain extra experience points during a match. The game also contains modes like team deathmatch, free for all, and domination.

Webzen previously held its second closed beta session from October 10 to October 21. There is currently no word on whether the game will be released for the Southeast Asian regions. For more information, check out GameSpot's coverage on the shooter.

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.


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Happy Wars Review

Free-to-play games are nothing new if you're a PC gamer, but console players haven't had a lot of options in that venue. Previous free offerings, including Aegis Wing and Yaris, have disappointed players despite costing them nothing. Happy Wars, a full-on experience that needn't cost you a dime but that could easily end up costing you a lot of money if you aren't averse to microtransactions, is an anomaly within the Xbox 360 library.

The general premise in the oddly named Happy Wars is that two kingdoms are at war with one another. They don't have a reason to feud other than that everyone likes to argue about nearly anything you might care to name. Still, tensions have escalated to the point where one king has abducted the other king's daughter. War is perhaps the only appropriate response to such brazen nastiness.

Happy Wars is split up in two main chunks. The first chunk is a single-player campaign that starts with a brief tutorial. It capably walks you through the game process and controls, and then you're informed that you can't play the next story campaign until you rank up a bit by dabbling in the multiplayer modes. If you can't head online, you'll never see more of the game than its tutorial.

The online modes are the only reason to play Happy Wars. You can team up with three or more strangers and friends for some cooperative action against a computer team, or you can play quick matches against human opponents. Either way, the general idea is that you need to move your troops from one side of the map to the other, claiming towers along the way so that you can spawn closer to your destination in the likely event that your character meets an untimely end. Each team's ultimate objective is to raid the enemy castle and smash apart a statue that hides inside, thus claiming victory over the map. A sudden-death free-for-all is waiting in the wings when it is needed.

Single-player missions add a few wrinkles to the standard formula. For instance, in one mission you come across a sorcerer who blocks the way with magical barriers that vanish only once a certain number of near-invincible enemy troops are pushed into quicksand pools and eaten by sand monsters. Another mission is won only when five red robot leaders are eliminated. Winning strategies don't change much even when the objectives vary, however. Mostly, you just want to stick with your team so that no one has the opportunity to gang up against you and so that there are more targets for enemy ballistas.

Fortunately, the game offers enough variety to keep the simple objectives interesting even when you're completing them for the 20th time. For starters, you rank up as you take out enemies and secure towers. Those ranks allow heavier and more effective gear to be equipped. You start out without the option to wear much of anything, but victory in combat grants you in-game currency called "happy coins" that you can then spend placing bets on a spinning wheel and maybe winning prizes if you're lucky. You can also spend currency to upgrade the gear that you've already acquired and would like to keep using. If you feel like you're wasting too much time trying to find worthwhile booty in battle or by gambling on the prize wheel, you can also invest in "happy tickets" by spending Microsoft Points.

That's where the anticipated micro-transactions come into play. Unless you're in a hurry or you want cosmetic items that are only available for purchase using those tickets, there's no pressing reason to spend real money in order to become a dominant force within the game. You may be tempted to take shortcuts, though, especially if you're late discovering the game and all of your friends are already more powerful than you are. The happy tickets that you can obtain for $15 worth of Microsoft Points can help a lot in such instances. Tickets allow you to quickly obtain a bundle of weapons, accessories, or one of several types of armor. Purchasing a bundle of each of the five available types will set you back more than half your tickets, and then you'll still need to level up those weapons by spending coins earned in combat.


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Asus ROG TYTAN gaming PCs out now

Written By Kom Limpulnam on Rabu, 24 Oktober 2012 | 19.51

Asus announced that its new line of gaming PCs are on sale right now in Singapore, Malaysia, Hong Kong, Taiwan, and Malaysia.

The ROG TYTAN CG8890 and ROG TYTAN CG8480 will be running on the Windows 8 operating system platform. The CG8890 features a one-click overclocking option powered by its six-core Intel Core i7-3960X processor. This allows gamers to overclock the computer's processor with three different settings without rebooting the system.

The CG8890 also contains the NVidia GeForce GTX 690 graphics card, the most current one in the GeForce line that costs $1000. Coupled with a 3TB hard disk memory space, the computer will set gamers back for S$5,900 ($4,825).

The CG8480 will have a one-click overclocking feature using its four-core Intel Core i7-3770K and with three modes. The computer will also contain an NVidia GT640 graphics card and 2TB hard disk space. PC gamers will have to fork out S$2,250 ($1,839) for the whole package.


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Now Playing: Hawken

The game looks really great. to say that the devs didn't know anything about the engine is really impressive :O

I think the wobbly frame is nice, but it seems to glitch a lot, depending on the terrain its on. I don't know what its like playing the game, but I find it rather unpleasant to watch: it doesn't ...flow. Everything just spasms.


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Guild Wars 2: Living in the Shadow of the The Mad King

Written By Kom Limpulnam on Selasa, 23 Oktober 2012 | 19.51

With Shadow of the Mad King, Guild Wars 2 expands with new events, new mini dungeons, and much more.

When you've made the best online role-playing game in years, what's the obvious next step for a busy development team?

Why, make it better, of course.

And that's just what ArenaNet intends to do with Guild Wars 2, a high-quality game that the developer is enhancing and augmenting in numerous ways, both big and small. Lead content designer Mike Zadorojny and content designer Matt Wuerffel filled us in on the October update, Shadow of the Mad King, which went live today, October 22.

ArenaNet shows off some of the content that has arrived in the newest Guild Wars 2 update, Shadow of the Mad King.

In the weeks preceding this update, ArenaNet prepared for its eventful future by breaking the development team into smaller, focused groups. The goal: expand the living world by continually updating the game, adding new features, and keeping players consistently entertained. To that end, each team concentrates on individual aspects of Guild Wars 2. One such group is the live response team, which is the front line of defense, responsible for fixing bugs, talking to players, perusing the forums and in-game chat, and understanding what players' short- and long-term concerns are.

Live response has already made certain improvements, such as camera adjustments, and fixes for farming exploits that threw the economy out of whack. Reward structures have been another focus. Towards the end game, players are interested in legendary weapons, which require a good deal of karma to purchase. To earn the necessary karma, players would farm certain events--and the team would rather people experience a variety of content, rather than repeat the same content. So karma has been added to other activities, such as challenging jumping puzzles, mini dungeons, monthly achievements, and more.

The living world team works with live response, adding events , jumping puzzles, and other activities to keep things fresh--even when it's a region you've already explored. There are also new hole-in-the-wall places to stumble upon and explore, with new content to discover within. Also: new skrit burglar events (more on those to come!), and new achievement paths, like one that has you leaping from particularly high vantage points. (And, we can only hope, into a bale of hay, Assassin's Creed style.)

NPC guilds are another addition. The idea is that guilds of computer-controlled griefers level up with you, perhaps ambushing you when opening a treasure chest. NPC guild events are scaled to account for the number of players participating, and could potentially turn into larger battles (say, skirmishes versus four simultaneous boss characters) if there are enough combatants. You can also expect new jumping puzzles and mini dungeons, and we got to see both types of content in action in Fireheart Rise, a region tailored towards players between levels 60 and 70.

It's been 200 years since the people of Kryta have seen the ghost of the Mad King, famous for his bad jokes and his tendency to kill anyone that lost a game of Mad King Says.

This new chunk of content as you leaping across platforms to reach a crazy Asura called Vexa, who is performing terrible experiments on her test subjects. Within her lab, you face waves of enemies with different mechanics; beware of chickens that explode upon defeat, and m ight leave grubs in their wake! (And as you might know, the GameSpot team has a peculiar fetish for exploding chickens.) This mini dungeon also requires a lot of jumping and movement--and the team understands that jumping puzzles can be frustrating for certain players. In certain cases, checkpoints have been added so that you are teleported to the beginning without taking armor damage. But such checkpoints won't save you when it comes time to face Vexa herself. During the multi-stage final battle, she will destroy platforming panels and possibly knock you into the water beneath, where toothy sharks await.

The new content isn't just aimed at higher-level folks, however. In Plains of Ashford, the Charr starter area (as well as in many other regions), you shall encounter skrit burglars. Perhaps you're used to running into simple ogres and their pets in a particular locale. Now, you might open a treasure chest, only for a skrit to leap out and run off. As you give chase, he might turn you into a racoon, or cast spells that slow you down. But as you and other event participants try to defeat him before he reaches his goal, he drops pieces of treasure that participants can grab.

If you played the original Guild Wars, you might know why this update is called Shadow of the Mad King: Halloween nears. In Guild Wars, the popular Halloween events inevitable concluded with the arrival of Mad King Thorn's spirit. It's been 200 years since the people of Kryta have seen the ghost of the Mad King, famous for his bad jokes and his tendency to kill anyone that lost a game of "Mad King Says." (Though at least he was kindly enough to resurrect them.) The king may have disappeared--but the traditions carry on. Lion's Arch is the most festive city in Kryta; there, you can expect to see lots of fake Mad King Thorns (much as we'd see people dressed as Santa Claus), candy corn elementals, floating candles, and plenty of jack o' lanterns. Among other events, players can participate in PvP costume brawls, in which combatants imbibe tonics that might morph them, for example, into skittering spiders.

More importantly, act one of this particular update will spawn doors into the world that you "trick or treat." When the door opens, you see a starry field on the other side, and mysterious creatures pour through, forcing to push them and back and protect the lands. Later in the week, Kryta will have built more defenses, and eventually, you will go through the doors and take the fight to the enemy.

Zadorojny and Wuerffel also clued us in on a few other special occurrences in store for players, but you'll have to wait until Friday, October 26, to find out just what they are, so be sure to return to GameSpot then. In the meanwhile, you should practice your "Mad King Says" skills; you never know when they might come in handy.


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The OzSpot 23/10/12: Dishonored, BioShock Infinite

Listen in for our thoughts on Dishonored, BioShock Infinite's latest trailer, and what's grinding our gears about the just-released Dragon Age 3 details.

On this week's show: our thoughts on Dishonored, the profits of televising eSports, Dragon Age 3, and the new BioShock Infinite trailer. Tune in!


Watch live video from gamespot's channel on TwitchTV

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


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US judge dismisses majority of PSN class-action lawsuit

A US District judge has cleared Sony of any major wrongdoing in a class-action lawsuit filed over the publisher's response to the PSN outage and security breach in April 2011.

According to Courthouse News Service, Judge Anthony Battaglia filed a 36-page order dismissing a large proportion of the claims made against Sony in the class-action suit, including negligence, unjust enrichment, bailment, and violations of California consumer-protection statutes.

In addition, the judge found that Sony did not violate consumer-protection laws, because none of the named plaintiffs in the suit actually subscribed to premium PSN services, "and thus received the PSN services free of cost".

The suit was filed on behalf of PSN users who sought actual damages from Sony for its failure to protect the personal data of approximately 77 million PlayStation users during the April attack by hackers on the PlayStation Network, Qriocity, and Sony Online Entertainment.

The suit claimed that the security breach was caused by Sony's negligence in data security, including a failure to maintain a firewall and security systems, and a failure to properly encrypt data.

Sony later moved to dismiss the class action.

Battaglia said that users should have been well aware that Sony's security was not "perfect", finding that all users had signed a Sony Privacy Policy that included "clear admonitory language" detailing that Sony's security was the way it was, and thus "no reasonable consumer could have been deceived".

Battaglia also dismissed the bailment charge with prejudice, due to the fact that the plaintiffs admitted that their personal information was stolen as a result of a criminal data breach that had nothing to do with Sony.

The class-action suit has now been given leave to amend its claims.


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Sound Byte – Meet The Composer: Ryan Shore

We talk to the man behind the score of the horror movie The Shrine on his recent work with the latest Spy Hunter game.

Composer Ryan Shore has a long history in creating music for films, but the OST for the 2012 remake of Spy Hunter for the 3DS and PS Vita was the first time he wrote specifically for a game. So how does the film and game experience differ? We had a chat with the composer, renowned for his work on 2012 Canadian horror movie The Shrine, about his new-found experience.

How did you get your start in the music-making business?

I started with music when I was 11 years old when I took up the saxophone. In the following years throughout high school, I also added the clarinet, flute and piano. I then went to the Berklee College of Music to study performance and film composing. When I graduated, I moved to New York City and began scoring films, working in musical theater, and continued playing multiple instruments.

When it came to film composing, I began by scoring short films at NYU and also worked for my uncle, film composer Howard Shore, for four years. The experience of scoring short films and working for Howard eventually led to my first feature film scoring assignment on my own--a film for Kevin Smith's company called Vulgar. My solo feature film career continued from there, and I have now scored about 30 features. In addition to my film work, I am now branching out more actively into video games, television, and records.

What made you want to pick Spy Hunter as your first video game music composition project?

I was brought on board by my friend Jeff Nachbaur, who is one of the producers of the game. Jeff and I have known each other since high school, so over 20 years now. My interest in composing games has been steadily growing over a very long time. When he called me up, everything sounded perfect: the timing, the title, and the kind of music they were looking for.

This title gave me a chance to write a type of music I haven't been asked to write very often, and I couldn't have been more thrilled to jump in and be a part of it. I see video games as an exciting, vibrant medium with amazing stories to tell, and they offer tremendous opportunities for composing.

What instruments and synths were used to create the game's soundtrack?

I approached the writing by first creating a large palette of acoustic music in the big band instrumentation, like trumpets, trombones, saxophones, and so forth. I created about an hour of that style of music and recorded all of it in stems so that any of the elements could be later manipulated.

I then worked closely with a great remixer named Cheapshot to remix all of that music and bring all the current electronic sounds and production techniques into the score. There were tons of different sounds that were brought in from various sources: plug-in samplers and synths, pre-recorded elements, drum loops, vocals, sweeps, and sputtering effects. There were tons of editing and manipulation involved.

It seems that you're channeling bits of Apollo 440 and Juno Reactor in doing Spy Hunter's OST. Were those artists your influence, or were there other sources of inspiration you did research on for this project?

Absolutely! I was quite inspired by artists like Cheapshot, as well as other musicians like Skrillex and Deadmau5.

The "Peter Gunn" theme was the main leitmotif in the majority of the game's soundtrack. How do you make each iteration sound different without being repetitive for listeners?

That was actually one of my primary goals--to make sure the music is constantly sounding fresh and not repetitive. One of the ways I approached that was by utilizing not only Henry Mancini's Peter Gunn theme, but to also compose many other musical leitmotifs of my own that were inspired by Mancini's great theme. In the end, the Peter Gunn theme comprises about 20 percent of the score, and the new material is about 80 percent of the score.

In your personal experience, what's the main difference between composing for film and for video games?

I think the answer to that really depends on films and video games that you're writing for. In this case, I found it to be more musically-liberating than writing many scores for movies. For example, when you're writing music for a movie or television show, you are often supporting dialogue, so the music that is most appropriate for a scene can often be musically "incomplete" in a way. Think of it more of an accompaniment where the dialogue functions as the melody, where the music needs to take certain turns to match the timings of the scene.

In other media, pieces of music can sometimes be very short in length, as is required by the scene. For Spy Hunter, however, I was able to develop the music more fully and with greater detail since I didn't have to write the music around dialogue or specific timings. Also, most of the pieces I wrote were about three minutes long, and that can often be on the lengthier side for a movie or television show. It was quite exciting to be able to stretch out in those ways.

If you had a choice to compose for an established video game series, which one would you love to work on, music-wise?

The Medal of Honor and Call of Duty series have always stood out to me as series that I'd love to work on. I've had the opportunity to write scores for other projects that are also war-themed, and which take place in those types of emotional worlds, and I feel they're among my best scores.

Articles of War, A Letter from the Western Front, and Shadowplay, are films I've scored that all have that type of deep emotional resonance, and I found them to be a constant source of inspiration to compose for.

Now that this project is done, what future works can music fans look forward to from your end?

I'm currently working on a new animated television show for Disney, and I recently wrote two original songs for Sesame Street. There are also a few more movies in the works. I love composing for different media, and after scoring my first video game, I'm really looking forward to the next one.

The Spy Hunter OST is out on WaterTower Music.


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Nostalgic Game Design Can't Be Just Skin Deep

Written By Kom Limpulnam on Sabtu, 20 Oktober 2012 | 19.51

Carolyn Petit examines the very different ways in which two games go about celebrating the NES era.

I imagine that when I look back on the games of 2012 in the future, it won't be any of this year's big commercial hits that stand out most. Great as they are, it won't be games like XCOM: Enemy Unknown or Dishonored that spring to mind first. Rather, what will define 2012 for me most is the fact that not one but two of the most memorable and interesting games I played this year are tremendously referential celebrations of gaming's past.

Of course, games that capitalize on the nostalgia of players who grew up with the games of the '80s and '90s are nothing new. Each entry in Nintendo's New Super Mario Bros. series attempts to appeal to those who have fond recollections of the "old" Super Mario Bros. games. And it's not unusual for publishers to resurrect and modernize beloved properties of the past. As a huge fan of Bionic Commando on the NES, I always think of the disappointing 2009 update as an unfortunate example of such games.

At one point, Retro City Rampage references the faux-3D stages in Contra.

But two games released this year--Retro City Rampage and Abobo's Big Adventure--have a different relationship with the past than those other games. These games aren't new entries in old franchises, playing on our fondness for specific characters or worlds, our yearning to play a new game in a series we loved when we were younger. Instead, they reference a wide variety of different NES games, and in doing so, they celebrate the entire NES era. Yet though they share a similar reverence for the past, their approaches are wildly different.

Retro City Rampage takes a type of game that didn't exist in the 1980s--the open-world urban crime adventure--and envisions what it might have looked like if it had. Known early in its development as Grand Theftendo and originally designed to run on actual NES hardware, Retro City Rampage looks and sounds very much like a product of the '80s. If you loved the NES, playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.

It's a heady sensation, with the power of nostalgia making it distinctly different from the contemporary thrill of exploring the lands of Skyrim or the streets of Liberty City. And because games like RCR didn't exist in the '80s, Retro City Rampage initially recaptures the excitement that came with playing something unlike anything you'd ever played before--the first time you played Metroid or Blaster Master or The Legend of Zelda. But eventually, it sinks in that, since we're now in the 2010s and not the 1980s, we have played games that play like Retro City Rampage, and that do what it does better. The visuals and music conjure a pleasing sense of returning to the past, but what it's doing isn't nearly as bold today as what games like Metroid and The Legend of Zelda did back then.

Playing RCR will bring memories flooding back of how it felt to bring a new cartridge home, slam it into the Nintendo, and dive into a new 8-bit world.Retro City Rampage goes beyond its 8-bit visuals and music in attempting to stir up warm, fuzzy feelings for gaming's past, though. It also dishes out references by the dozens to specific games, characters, media personalities, movies, and other pop culture artifacts of the '80s. Some of these nods elicit a pleasing sense of recognition, a simple but satisfying, "Oh, hey, the name of that skate shop is a reference to Skate or Die!" Others may make you chuckle, while some fall flat. But ironically, it's when Retro City Rampage goes beyond textual references and tries to reference classic games via its gameplay that it stumbles the most as a celebration of '80s games.

Games like Paperboy and Tapper, and particular elements of games such as the faux-3D levels in the original Contra, all felt a specific way, and for those of us who played those games when we were younger, the feel of the controls is an intrinsic part of our memories of them. As a result, when playing the sections of Retro City Rampage that are modeled on these games, there's a jarring disconnect between what we see (a room that is clearly modeled on a bar in Tapper, for instance) and what we feel (controls that make no effort to imitate the distinctive way Tapper felt). I know that I enjoyed playing Tapper, but playing the stage that spoofs it in Retro City Rampage doesn't remind me why I enjoyed it.

Retro City Rampage faithfully recreates the look and sound of the games it references, but it goes deeper than that.

Abobo's Big Adventure, on the other hand, duplicates with remarkable precision the way it feels to play the games it imitates. Unlike Retro City Rampage, Abobo's Big Adventure makes no attempt to mix 8-bit visuals and sound with more modern genres or concepts. In fact, nearly every element of Abobo--every character, every environmental detail--is not just a reference to something from gaming's past, but a nearly pixel-perfect re-creation.

Because it's not a commercial product but a free Flash game, Abobo's Big Adventure can get away with replicating the first stage of Double Dragon (complete with its fantastic music), and pitting you against enemies from Super Mario Bros., Renegade, Donkey Kong, Kung Fu, and other games. If you've played Double Dragon, the experience isn't just nostalgic because it looks and sounds like Double Dragon. It's also nostalgic because it feels like Double Dragon. If it didn't, playing this stage would feel just as discordant as it feels to play the Tapper level in Retro City Rampage. But instead, the experience is harmonious, and pleasurable.

Abobo's Big Adventure doesn't just make superficial nods to the games it spoofs. It reminds us why we loved playing them.What's remarkable about Abobo's Big Adventure is that it takes you back to the sights, sounds, and feelings of classic NES games not just once or twice, but over and over again. There's a level that mimics a fortress in The Legend of Zelda and one that imitates a match in Pro Wrestling. One faithfully re-creates early stages in Contra, and another sees you leaping and shooting through a remake of Mega Man 2's Quick Man stage. Like the Double Dragon stage that opens the game, these aren't dry, unimaginative replicas. They're filled with characters from other games and have frequently hilarious surprises in the forms of unexpected boss fights and other tweaks to these scenarios some of us know only too well. But it always nails the most crucial detail. It always feels right. Retro City Rampage reminds us that we played these classic games. Abobo's Big Adventure reminds us that we loved playing them.

What about players who didn't grow up with NES games? Which game has more to offer players who aren't versed in 8-bit gaming history? By offering a sampler platter of 8-bit gaming experiences that are still fun to this day, Abobo's Big Adventure is ultimately a more varied, better-playing game than Retro City Rampage. The direct comparison is, however, perhaps a bit unfair. One game sets out to be a fun open-world game with visuals and humor that reference the 8-bit era. The other is made almost entirely of actual pieces of 8-bit games--sprites, backgrounds, music, gameplay mechanics. But if we see more games in the future that strive to celebrate NES games to the extent that these two do, I hope that they take a cue from Abobo's Big Adventure, and recognize that it's not the pixelated visuals or chiptune music that makes those games so worthy of our enduring affection. It's the way they play.


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Mugen Souls Review

There's a lot to appreciate about the anime-style trappings seen in many Japanese role-playing games. The influence of Japan's rich history of cartoon and comic art can translate to colorful environments, outlandish characters, and even some offbeat humor. Mugen Souls is one such RPG. But while it wholeheartedly embraces the anime-loving, game-marathoning otaku culture that inspired it, Mugen Souls seems to have completely forgotten to be a good game first and foremost.

The premise of Mugen Souls is novel: rather than saving the world from imminent destruction, antiheroine Chou-Chou wants to turn every being in the seven corners of the universe into her loyal servant. She has a knack for getting people to surrender to her will, thanks to her unique ability to pander exactly to anyone's taste in character stereotypes. She also has a commandeered spaceship and an ever-growing army of subservient lackeys under her rule.

The character designs are cute and appealing (if a little uncomfortable at times--some of the characters look quite young), and the theme of conquering the universe with your egotistical charm is inherently appealing. But the problems with Mugen Souls emerge from the get-go. Chou-Chou's one-note appeal fades quickly as she and the supporting cast fail to undergo any satisfying character development, even after Chou-Chou displays her ability to assume seven different personality types.

The one-dimensional characters might be forgiven if their interactions were as funny as the game seems to think they are. Alas, attempts at humorous exchanges between the characters fall flat with resounding thuds, save for a few cute digs at video gaming conventions. There's little to the story besides the supposed humor, so when the funny fails, every lengthy dialogue exchange turns into an excruciating experience.

Solid gameplay can rescue an RPG with a weak story, but the gameplay of Mugen Souls is a superficially complex mess of disparate mechanics that fail to gel into anything cohesive. Chou-Chou, her seven personalities, and her servants traverse small, sloppily designed, uninteresting overworld areas, which chug along at incomprehensibly low frame rates, despite their simplistic visuals and object models, unless you lower your display resolution to 720p. There are mobs of endlessly respawning enemies on each map, and though you can see them before you fight, they tend to move so quickly that avoiding them (or slashing Chou-Chou's weapon fast enough to enter battle with an advantage) is extremely difficult once they notice your presence.

When you enter a fight, there are lots of options available to you, all of which are explained only one time through poorly presented tutorials--which then become completely inaccessible should you want to review anything you've learned. You've got a fairly standard RPG array of basic attacks, special skills, and items to use, as well as a positioning-based combat system that lets your party and the enemies run around the field. Characters can also perform team-up attacks that have some amusing animations, but they become so drawn out that you are quickly tempted to turn off the "battle animations" option.

Chou-Chou has access to some unique skills, however. She can shift into one of her seven personalities mid-combat, which changes her affinities toward special attacks; rather than being based on traditional RPG elements like fire, wind, and water, skill and character affiliations are based on personality traits like bipolar, graceful, and sadist. Chou-Chou also has an ability called the "moé kill": by pandering to enemies' particular tastes, she can transform them into willing peons, who then power up her spaceship. This is accomplished by trying to match a series of three action selections to an enemy's taste and current mood. Make the enemy happy, and you are rewarded; pick the wrong choices, and you get an agitated, more powerful foe to contend with.


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Taking the Neo Geo X for a Test Drive

Written By Kom Limpulnam on Jumat, 19 Oktober 2012 | 19.51

A bit from left-field NeoGeo, in the good way.

Luv that the tv hook-up's and arcade stick seem a part of the $200 package.

I'm curious what games are going to be released.

Upon mention, I gotta say...when I hear SNK, I don't think of anything but Crystalis...


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Derrick the Deathfin Review

Written By Kom Limpulnam on Kamis, 18 Oktober 2012 | 19.51

Derrick is a shark. And like many sharks, he has an appetite that's never satisfied. But while the sharks of the real world won't flop over and die if they miss a meal, Derrick's life hangs by a thread with each missed mouthful. That's not an easy life for a fish--despite being at the top of the food chain--particularly when, as you discover, his parents are turned into seafood by an evil organisation intent on polluting the world's oceans. And what beautiful oceans they are: intricate, handmade papercraft oceans that are as bright and colourful as the likes of SpongeBob's Bikini Bottom, but with a playful imagination and design all their own. Derrick certainly doesn't want them turned into sludgy, rotten wastelands.

Fortunately, Derrick's shark ancestry gives him quite the advantage when it comes to roaming the world's 2D, side-scrolling oceans. He can chow down on the many inhabitants of the sea with ease, with the delightful papercraft crabs, fish, squid, and other creatures disappearing in a puff of smoke. He's fast too, and by holding down the right trigger you can make him even faster and gracefully leap out of the ocean like a modern-day Ecco the Dolphin. Such manoeuvres are tricky to master, though. There's an impreciseness to Derrick's movements that means you're never in total control of his actions; it's all too easy to swim straight past or leap right over a group of delicious sea creatures.

And that's not something you want to do too often. With each flick of a fin, a health bar at the top of the screen depletes, and quickly too. As you roam around each level, trying to make it to the finish line on the other side, you must eat constantly; go too long without a meal, and it's lights out for Derrick. It's that constant pressure to survive that makes navigating the well-designed mazelike courses a serious challenge. Eat everything in sight too quickly, and you might leave yourself without enough food to make it to the end of the level. If you take a wrong turn down a tunnel, only to reach a dead end, you might not have enough energy to swim your way back again.

There are a few things around to help you out, though. Trails of pink diamonds to collect often point you in the right direction, as well as double up as food for Derrick. They're one type of collectible found in each level, the other being giant tires that float above the surface of the water, ready for you to skilfully leap through as they burst into flames. Collectibles are totalled at the end of each level, giving you a score that's placed on a leaderboard, albeit a local one. They unlock new areas too, including fun fast-paced levels that are based on speed, which shun the health bar for a time bar that ticks down quickly as you make your way through each maze.

The evil corporation gets a dose of Derrick thanks to small puzzle levels where you have to blow up an oil rig or take down a mighty trawler. But these sections are more of a missed opportunity than a break from the fast-paced action. Puzzles are painfully easy to solve and often just involve nudging a few bomb-fish around until they're in just the right place to explode. Indeed, there's a lack of depth to much of Derrick's adventures. Every level lasts just a few minutes, and you can easily make your way through all 32 of them in a single sitting--a little longer if you hunt down all the collectibles.

It's a format that lends itself greatly to mobile--a fact that's referenced in loading screens--but it works less well here. As fun as many of the levels are, you don't ever feel like you're getting enough of them, even if you go back and replay them, as the collectibles compel you to do. But that's not enough to discount Derrick the Deathfin. The beauty of its colourful visuals, the wonderful trip-hop soundtrack, and the compelling, enjoyable levels create an utterly charming package that's big on imagination, if just a little short on execution.


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GameSpot Asia Beat Ep. 11: Gametoberfest!

It's October, there's a lot of games to talk about, and there are four editors with mics handy. You do the math.

First off, we apologize for the extra week delay for our GameSpot Asia Beat podcast; there were conflicting schedules and whatnot waylaying us last week. With that out of the way, this week's episode is a megaton of games-talking courtesy of yours truly, GameSpot Asia's Randolph Ramsay, CNet Asia's Aloysius Low, and SGCafe's Sim Cheng Kai.

Topics of interest include the best way to not mess up your XCOM single-player session, reasons why Code of Princess is a great successor to Guardian Heroes, and why Project X Zone isn't hot stuff. On with the show!

Timestamps are below for your reference:

2:14 - FTL
6:58 - Giana Sisters
7:30 - XCOM: EU
18:01 - Intermission #1 ("Gemini Salsa" by McVaffe)
18:33 - Dishonored
23:29 - Borderlands 2's pirate DLC
26:18 - Torchlight 2 (again)
28:01 - Project X Zone
33:41 - Unfinished Swan
37:50 - Code of Princess
42:38 - Harmoknights
45:39 - Dance Central 3
49:23 - Intermission #2
50:01 - News on Tetsuya Mizuguchi
55:07 - Mechwarrior Online
1:02:40 - Project Eternity,Baldur's Gate series
1:06:44 - Halo 4 on two discs
1:11:22 - Intermission 3
1:11:52 - StarCraft II WCS, MOBAs
1:17:12 - Prey 2 In Limbo
1:19:02 - Darkstalkers Are Not Dead, GGPO Blues

As ever, download the podcast here and dish out your two cents at the comments box below.

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.


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Starhawk dev lays off half its staff

LightBox Interactive confirms it has laid off 24 staff as part of shift towards making games for iOS devices.

Starhawk developer LightBox Interactive has laid off half its staff as part of a shift toward developing games for iOS devices. Company president Dylan Jobe confirmed to Gamasutra that 24 of the studio's 45 employees will be let go effective Friday.

"The reason for the layoffs is a strategic shift in our product development as we move forward with a very focused and self-funded team to bring our next game to iOS devices," Jobe said.

The studio was founded in 2009 out of the ashes of Incognito Entertainment (Warhawk, Twisted Metal). According to Jobe, LightBox remains "very close" with Sony following the layoffs.

The third-person shooter Starhawk released in May this year to a positive critical reception, but was not one of the month's top ten titles in the United States, according to NPD data.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Battlefield 3: Aftermath DLC out Nov. 27

Battlefield 3: Aftermath will launch on November 27 for PlayStation 3 Battlefield Premium users, developer DICE announced today. The content releases a week later on December 4 for Xbox 360 and PC Premium users, and launches for all PS3 players December 11. Xbox 360 and PC gamers without a Premium subscription can get in on the action December 18.

The content is free with a $50 Battlefield Premium subscription, and will also be available as a $15 standalone download.

Aftermath adds four new multiplayer maps set in the streets and cities of a post-earthquake Iran. Additionally, the content brings a new game mode called Scavenger. Gamers who play this mode begin a round with only a knife, one grenade, and a sidearm, and must scour the terrain for more powerful weapons to get the upper hand on their enemies.

The Aftermath content also brings a new weapon, the crossbow, to players' arsenal. Additional achievements, assignments, and vehicles are also up for grabs in the new add-on.

Battlefield 3: Aftermath is the game's fourth of five planned expansions. It follows Back to Karkand, Close Quarters, and Armored Kill, and precedes the final expansion, the suitably named End Game.


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IGN up for auction - Report

Written By Kom Limpulnam on Rabu, 17 Oktober 2012 | 19.51

IGN could be going up for auction, according to a report from the Wall Street Journal.

The paper reported that News Corp. is working with investment bank Allen & Co. on an auction to sell IGN's network of video game and entertainment sites, following a year of failed efforts to produce a sales deal.

According to the report, News Corp. publicly stated its intention to sell IGN Entertainment after news that it was preparing to restructure its internal publishing and journalism assets, separating them from its media and entertainment businesses.

News Corp. bought IGN in 2005 for a price tag of $650 million (a deal that also included other sites, such as GameSpy.com and TeamXbox.com), but now hopes to sell the network of video game and entertainment sites for around $100 million.

According to the report, Break Media and SAY Media are among potential buyers for IGN, although sources close to News Corp. told the paper that other potential bidders could include private equity funds.

Sales negotiations were affected by turnover at both IGN and News Corp., with the departure of IGN chief executive Roy Bahat in August, and the resignation of News Corp.'s chief digital officer, Jon Miller.


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Are Modern Games Being Dumbed Down?

Of course they're being dumbed down. Since the time the consoles became popular, the 'Casual Gamer' demographic has been the dominant one over the 'Hardcore Gamer,' - no longer is difficulty a priority among the new games released, neither is novelty. Most developers, especially those that are under obligations to distributors, will focus their efforts and design choices to make games more 'accessible' to newer, more casual, players - so that it will sell as many copies as possible. 

So, is there a reason to not continue making the same game over and over?(Call of Duty, Assassin's Creed, Medal Of Honor, Elder Scrolls) No, there is not. Casual gamers have almost minimalistic standards when it comes to improvement in games - so as long as it looks good, it WILL sell. They have other things to worry in life.

Oh, and if you actually demand artistic effort from your developers - you have no choice but to wait until some ambitious company, like CDProjekt, releases a beautiful game like Witcher or Witcher 2. Until then, either buy your Call of Duties or you don't, personally I can't stand them. 


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