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Defiance and the challenges of transmedia storytelling

Written By Kom Limpulnam on Kamis, 28 Februari 2013 | 19.51

We speak to Syfy's Mark Stern and Trion Worlds' Nicholas Beliaeff about the upcoming MMO shooter and the accompanying TV series.

On April 2, Rift developer Trion Worlds will launch a new project five years in the making, an open world, multiplatform MMO shooter developed alongside a global television series on US network Syfy.

Defiance is set in the San Francisco Bay Area in a futuristic time period where Earth been dramatically changed by alien terraforming. The TV series will take place in St Louis.

The open-world online title will launch on Xbox 360, PlayStation 3, and PC on April 2, while the accompanying Defiance TV show, which will change its storyline based on the game, will debut on April 15 on Syfy.

We caught up with Defiance creators Mark Stern, president of original programming at Syfy, and Nick Beliaeff, vice president of production at Trion Worlds, at the 2013 DICE Summit to talk about the challenges of transmedia storytelling and giving audiences an altogether different kind of experience.

This idea of doing a game and a TV show at the same time, and having one feed off the other: what's the benefit of this kind of partnership? Is this how all content will be consumed in the future?

Mark: I guess the benefit is bringing in a new audience for each of our respective platforms. So we get the gaming audience, and Nick gets the television audience. It's also about extending a mythology and watching it evolve organically between platforms.

What did you learn from each other and each other's medium in the process of making Defiance?

Nick: I don't think we would have done Defiance if we weren't working with Mark and Syfy. Once they began filming the pilot for the series, just seeing the images of the world really hit home, and at that point in time, we did not have an in-game cinematic engine to be able to do cut-scenes. But once we saw how great everything looked on screen, we decided we needed cut-scenes in the game, and it inspired us to develop the technology to allow us to do that. So we ended up with over 120 movies because of that. There's a way the show communicates with its audience; for us, it's a powerful mechanism that we wanted to replicate. We hired people we didn't plan on hiring, and we built technology we had no plans of building, but in the end we have a better game because of it.

Mark: For Syfy, it's been good to learn a whole different process of working in another creative discipline. I think people assume that television is easy, especially genre television, and I think I had some of the same misconceptions about games. It's just pixels--how hard can it be? But I really got schooled on exactly what goes into making a game, and Trion proved me wrong.

How much collaboration was there between Trion and Syfy? Where did it all start?

Nick: We didn't work in the same space, but we never shut the communication off. A few times, we let it go astray and when we checked back in, it was clear we had each gone off in a different direction, so we had to go back to the start.

But by the time Mark and his team got to the point of writing episodes, they were exposing us to the scripts and engaged us in conversations about what was happening, which was necessary to make sure we were on the same page.

Mark: When we first came up with the idea, we had a huge conversation to work out the mythology of Defiance, the rules of the world, the characters, and so on. Then each team went away and built their stuff; we were working on the pilot episode for years while Trion was working on the game. We'd have periodic check-ins, but it wasn't really until the last 18 months that things really ramped up and we started working more and more in tandem.

Nick: No one was prepared for this way of working because it hadn't really been done before. If you look at all the development we'd done with Syfy up to that point, it was really a handful of people on Mark's side, but we were growing our core team from 10, 15 people to 50 and then to 100, and so the majority of the stuff that you could actually see and play was all happening at our end for a really long time. So we were feeling a little bit like we were in the leadership seat.

And then we saw the first daily and thought, "Shit, this just got real". And then Mark and his team were blazing ahead, and we had to play catch-up. Each team was motivated by what the other was doing.

So who came up with the idea for Defiance first?

Nick: The idea of having a game and a show that would interact with each other started with Syfy. We had this relationship with them through our corporate parents, so it was natural to be introduced to one another and scope out if it could be a working relationship. When we were developing concepts, we took in a lot of the initial world-building and pitched it back to them, and we ended up with Defiance.

What's the pay-off for the audience with this kind of transmedia project? What do they get out of it?

Nick: It's a completely different approach. Both the game and the television show will move together. As a game developer, we want the benefit of a tie-in with this top-notch TV show, where it can bring in a new audience for us and give the people that play our game an added element.

Mark: The gaming audience is an untapped market for us. That's a hard demo for us to tap into, and with Defiance, we found a way in. The good thing is that both game and TV show operate separately, as well as together, so as a consumer, you can live in one world or the other, or both.

Nick: There's also the creative challenge of attempting this kind of project. We both want our respective projects to do well--it's important that we make a good game and that Mark and his team make a good show--but we also want to see if this will work on a larger scale and what will come of that. We're interested to see how audiences will react.

How will the game and television show feed into each other over time?

Mark: We'll send characters from the series into the game world and have all sorts of crossovers of big events, and some subtle ones, too. So for example, audiences may be introduced to a character with his or her personality in the game, and then see them later in the show and already know their motivations, etc. Or there might be a character in the show with a small episode ark that later moves into the game and has a bigger part to play.

Nick: And then comes back to the show.

Mark: But the whole thing is timed. So we know the show's schedule. It's not like the episode ends at 9:05 p.m. and at 9:06 p.m. the game reacts. It's a North American and European simultaneous launch, so there's a time shift. So some things are rubber-banding, but other things, like bigger story arcs, which will play out in the show and players will have a week to catch up before the game reacts.

Can you tell us a bit more about the game, and how the gameplay will work?

Nick: It's very broad in terms of what you can do. There's a mission arc that takes the player through the season one story; but there are also a bunch of side missions, which are optional; different levels of content; heaps and heaps of co-op missions; challenges that you stumble upon; mini-games; and so on. There will be thousands of players in this open world. We also have specific co-op maps and special rewards for people who watch the show and play the game.

Mark: Yeah, like for example, one episode of the show deals with a particular enemy type, and anyone who watches that episode will immediately know how to defeat that enemy type when it appears in the game a week later.

What are your expectations with Defiance? Are you leading the way towards a new type of format and breaking new ground?

Nick: We're definitely breaking new ground. We've gone through this five year journey to make Defiance, and I don't think this is something that everyone can do. You really have to be dedicated. To have two different companies work together towards the same goals…well, that's not normal business.

I think we're doing something neat, and I hope we open the door for other people to do similar sort of things, but I don't think this is going to become a model by which everyone will work in the industry because you have to have the will to do it.

There's definitely a move towards more multiplatform, multi-screen games, and even in television, audiences are demanding more and more interactive content. So there definitely seems to be potential for more of this stuff in the future.

Nick: Exactly. And even if people don't necessarily follow our example step-by-step, they can at least take a step back and look at what we did, and examine how their way of doing business might allow them to do a similar thing. Change is good, and it's going to lead to a better way of doing things in the game industry.

Mark: Hopefully Defiance and everything we've built around it will become an inspirational tale, rather than a cautionary one.


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Metal Gear Rising: Revengeance slashes to top spot in Japan weekly sales

Konami's Metal Gear spin-off beats Dragon Quest VII 3DS port and Animal Crossing: New Leaf for the week of February 18.

While the Metal Gear series isn't known for being a stylistic action title, it seemed gamers in Japan didn't mind the genre deviation one bit as Metal Gear Rising: Revengeance took the top spot in local sales charts last week.

According to the recent Media Create sales data for the week of February 18 (via Famitsu), Konami and Platinum Games' action title sold 308,681 units on its debut week. The PS3 version was the only one available in Japan. Konami stated that the Xbox 360 was cancelled due to various reasons.

Within the top five sales list, Metal Gear Rising: Revengeance beat out the Dragon Quest VII port for the 3DS and Animal Crossing: New Leaf, as well as newcomers Magi: The Labyrinth of Beginning for the 3DS and Toaru Majutsu no Kagaku no Ensemble for the PSP. The game was praised last week for its combat and story. For more information, check out GameSpot's review.

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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Star Wars: The Old Republic to get a 2.0 update of "Scum and Villainy"

Game Update 2.0 to bring level cap up to 55 and introduce new skills for advanced classes.

BioWare and EA have announced that the MMO Star Wars: The Old Republic will soon launch a new patch. Game Update 2.0 is already live on the game's public test servers.

The patch's main features include a level cap raise to 55, a new operation called "Scum and Villainy", new abilities and skill trees for all 16 advanced classes, and new level 55 hard mode flashpoints like Hammer Station, Athiss and Mandalorian Raiders. High-level players can also get access to new gear during raids in this new patch.

There is no set date on when the update will be available for all players. For more notes and information, visit the official site for the game.

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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Sony to host PlayStation roadshow in Singapore from Feb. 28 to March 2

Written By Kom Limpulnam on Rabu, 27 Februari 2013 | 19.51

Sony fans in Singapore can look forward to an upcoming PlayStation roadshow hosted by Sony Computer Entertainment Hong Kong.

The event will be held at the Funan DigitaLife Mall this week from February 28 to March 2, from 11am to 9pm. Games available as public demos include God of War: Ascension (out on March), Dust 514 and FIFA 13 for the PS3, while Ninja Gaiden Sigma 2 Plus, Dead or Alive 5 Plus, and Need For Speed Most Wanted are up for playtesting on the PS Vita.

In addition, there will be a FIFA 13 Ultimate Team tournament to determine the ultimate FIFA 13 player within the Asia Pacific region. The preliminary event in Singapore will be on March 3 and is hosted by EA and GameSpot.

The three top winners from Singapore will fight against the three top Australian and Japanese players at the finals held on March 23. For more information, check out GameSpot's feature page on the tournament.

Sales promotions for PlayStation consoles are also available. A limited Battlefield 3 PS3 500GB bundle will be available for S$439, while a FIFA 13 PS3 500GB bundle will cost S$479. Interested parties looking for a PlayStation Vita can get a Need For Speed PS Vita 3G bundle for S$449. The Wi-Fi model for the same bundle will cost gamers S$429.


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Final Fantasy Digital Collection out now in Asia

Set with download codes for Final Fantasy I to Final Fantasy IX to cost S$209($153); 2,000 units available.

Sony Computer Entertainment Hong Kong and Square Enix have announced that its earliest Final Fantasy games are now available in a digital collection exclusive to Asia.

The set contains nine codes for each entry of the game from Final Fantasy I to Final Fantasy IX; all of them are playable on the PS3, PSP, and PS Vita. Each of these codes will be on a card featuring artwork from Yoshitaka Amano and written prologues in Chinese and English.

The collection also has a "Masterpieces" soundtrack CD featuring highlighted tracks from Final Fantasy I to Final Fantasy IX, as well as an exclusive pamphlet from the Final Fantasy 25th Anniversary exhibition that took place last September.

Fans will have to shell out S$209($153). There will only be 2000 of these collections on sale within the Asia region. In related news, Sony Computer Entertainment Japan and Square Enix also announced a 25th anniversary collection that went on sale last December.

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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Skullgirls DLC crowdfunding page hits $190K in a day

The developers at Lab Zero Games have opened a Skullgirls DLC fundraising page over on crowdfunding site Indiegogo, with the sole purpose of using the money to release DLC characters for the Xbox 360, PS3, and PC fighting game.

The target goal is $150,000 with 30 days left before it closes. The page has so far raised $191,175.

Not only does the campaign page feature a breakdown on one the upcoming characters (the undead opera singer Squigly), but also a list of stretch goals if the campaign's target reaches beyond its goal. These include potential new DLC characters like Big Band and B.Dahlia, and new stages and story mode missions based on the DLC characters.

The perks for contributing varies: $5 will net gamers exclusive Skullgirls wallpapers while $400 will net contributors a limited edition of the game's soundtrack, a random postcard-sized sketch, a "booster" title in the contributors credits, a Steam code for the PC release, and other benefits.

Squigly will be available for free for a limited time if the campaign is fully funded. For even more information, check out the Indiegogo page.

Skullgirls was praised by critics for its fighting system, distinctive characters, beginner-friendly tutorials and GGPO network options.


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Meeting The World's Fastest Gamer

Are racing games on the verge of becoming the next big thing in eSports? Joe Barron speaks to the iRacing grand prix world champion Greger Huttu to find out.

Whenever eSports are mentioned, specific games come to mind: League of Legends, Starcraft 2 and fighting games like Street Fighter IV that are featured in tournaments such as EVO. Professional gamers have flocked to these titles for sponsorship deals and the opportunities to win big money, but there's another genre that's growing in stature, and it has a much greater connection to real sport.

iRacing is a multiplayer-only PC racing simulation that recreates motorsport in meticulous detail. The game uses real-world rules and regulations in all of the major racing categories, from Formula One to NASCAR and sportscar racing. The tracks are the most accurate ever created for a game, using advanced laser scanning techniques to perfectly match the virtual tarmac to the real asphalt. Real racing drivers throughout the world use iRacing to practice, and the service has over 40,000 competing members.

The racing is brutally realistic. Drivers are punished for dangerous driving, encouraging a level of fair and clean competition that's unheard of in other racing games. The pinnacle of the iRacing scene is the Grand Prix World Championship and its greatest champion is Greger Huttu, a mild-mannered speed freak from the tiny town of Vaasa in Finland. He has won this prestigious title twice and he is the fastest virtual racing driver on the planet.

The tracks are arguably the most accurate ever created for a game, using advanced laser scanning techniques to perfectly match the virtual tarmac to the real asphalt.

"I guess I've always been interested in cars and especially driving, not so much the mechanical side of them," says Greger. "When I was a kid I wasn't that much into motorsport, instead I used to play football and sports like that. In the early nineties I remember reading a review of the Formula One Grand Prix game by Geoff Crammond and it seemed really interesting. It was one of the most realistic racing games back then and I was pretty much hooked the first time I tried it. I really enjoyed the challenge of what was needed to drive the car well. Of course if you look back at it now, it wasn't realistic at all, but the challenge of hitting a good lap was still there."

Greger's continued interest in racing was inspired by another flying Finn who was climbing up the ranks of real motorsport at the time, on his way to two Formula One World Championships: legendary McLaren driver Mika Hakkinen.

"Playing F1GP got me more interested in real motorsports and it didn't hurt that Mika Häkkinen was just starting his career in F1, so I started to follow F1 very closely. One nice thing with realistic racing games is that you can learn about real racing, and that makes it more enjoyable to watch the races. It can be something simple like just knowing the tracks inside out or something more complex like car setup and handling."

Though Greger was enjoying his first experiences with simulation racing, he had yet to take on the challenge of racing against human opponents. Once he did, he showed a natural talent for going very, very fast.

"I'd say I started sim racing properly when Grand Prix Legends was released in 1998 and I was winning races pretty much from the beginning. There were guys at the time that I thought were better than me but I had just gotten my first wheel and pedals back then. As I got used to them I started winning more regularly. I never could have imagined what would happen in the future when I bought my copy of Grand Prix Legends on a rainy autumn evening. I was still doing my real driving school back then! I never thought I'd be as successful as I have been or that sim racing would be what it is now. I had never done any online racing or online gaming before either, so just doing that was magical itself. It's pretty funny to think about it all now."

Greger's first online races showed promise, but he was still entering into the unknown. Today, getting started in a title like iRacing can be incredibly intimidating for new players. The level of realism is far more intense than in console racing games, even when compared to Forza Motorsport and Gran Turismo.

It's all the more difficult in tournaments like the Grand Prix World Championship, which puts all of the drivers in the type of same car, the Williams-Toyota FW31 from the 2009 Formula One season. Sharing the same machinery makes for incredibly close racing, which makes Greger's wins all the more impressive. In the 2012 season he had an intense battle with 2011 champion Hugo Luis. The two drivers dominated the season, winning all but two of the sixteen races between them. Luis managed six wins, but Greger took the title with eight victories. In fact, Greger was so consistent that by round eleven he was in a position to take the championship, even if he finished behind his rival at every one of the remaining five races.

The key to victory, Greger says, is understanding the physics system, and good old-fashioned practice. But, he admits, some decent racing gear helps too.

"Definitely get a steering wheel and pedals. You can get a decent set for $100 but if you want something better the new Fanatec Clubsport Wheel offers great force feedback and you can buy different wheels for it which resemble steering wheels found in real race cars."

"You can learn a lot by just watching replays of faster drivers and analysing what they're doing differently. I wouldn't worry about car setups at first. The main thing is to have an easy setup and slowly working on your driving. We're also hoping to have a driving school in the near future on our Team Redline website."

"The school is still in the planning phase but there will be different stages and options. A lesson could start with the basics of setting up the wheel and pedals and other settings and then move on to analysing a student's replay and comparing telemetry. Finally, a live online session could be used to teach some finer details and race-craft. Nothing is set in stone at the moment and I'm sure things will change even after we get this going as we learn how to do things most effectively."


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The Emotional Price of Making Video Games

Written By Kom Limpulnam on Selasa, 26 Februari 2013 | 19.51

Making games can be a grueling, all-consuming process. John Davison talks to developers about the significant emotional challenges of this creative and commercial endeavor.

When you fire up a new video game, some elements are easy to appreciate immediately. Pretty graphics, a rousing soundtrack, or fluid animations can leap off the screen and make you thankful for all the hard work that went in to the game's creation. However, beneath that veneer lie untold hours of struggle and sacrifice. As six industry veterans explain, creating an amazing game takes more than your time and technical prowess. It requires a bit of your heart as well. Despite occasional media flare-ups triggered by complaints about ridiculous working conditions or inconsiderate executive teams, the game-playing populace doesn't often hear about the mental burden shouldered by game creators. Executing on a creative vision, and doing so both on-time and on-budget, imposes an enormous amount of pressure on those involved.

"Making anything creative relies on you putting yourself out there and totally revealing yourself; it's scary," says Greg Zeschuk, who co-founded BioWare with partners Ray Muzyka and Augustine Yip in 1995 and retired last year. He is currently taking some time off from anything to do with games and is producing a YouTube show called The Beer Diaries about the other love of his life. "You need to be willing to be vulnerable in a very public sense. This experience changes when teams get larger and larger; if you're running part of a project, it's pretty natural for it to feel like an extension of yourself."

This sentiment is common among those in creative leadership positions. Ryan Payton is the founder of Camouflaj, a new studio working on the iOS game République, which was successfully funded on Kickstarter in 2012. Payton previously worked as assistant producer on Metal Gear Solid 4 at Kojima Productions, and later spent time as creative director on Halo 4 before leaving 343 Industries in 2011. He concurs with Zeschuk, stating, "In order to make an unforgettable game, I believe the onus is on me to find something I believe in and inject as much of that into the game as possible. I feel that the games I work on are an extension of myself, making game development a very personal and emotionally charged endeavor. I worry that I take a dangerous approach by investing too much emotionally in the development, but this stems from my belief that games should be more than mere 'products.'"

"The emotional journey, for me, looks like a seismograph," says Greg Kasavin of Supergiant Games. Before the success of his game Bastion, on which he was creative director, Kasavin was an associate producer at Electronic Arts on Command & Conquer 3, the producer of Command & Conquer: Red Alert 3, and later a producer on Spec Ops: The Line at 2K Games. "It's not a curve with peaks and valleys; it's a violent jagged series of near-vertical lines. I don't know how emotionally stable I appear to be, but I know I'm less so than I appear to be. My emotional state changes from day to day, if not multiple times a day. I don't have sustained periods of high or low morale. Small imperceptible things affect me in significant ways."

"In every case the precise emotional journey is different," explains Zeschuk, "though there are a few similarities. When you start a game, it seems like anything is possible; the future is bright and the possibilities are limitless. Fast-forward to the actual production phase, and you suddenly realize that if you want to finish on a reasonable schedule, you need to jettison some stuff; it's helpful to be harsh and cold to do this, even if it's painful. Then, when you're finishing, even if you think what you're making is great, I always felt a bit of trepidation around what people would think of the game. You never really know. We'd always try our best, and put forward our best work, but there's always that risk that folks wouldn't like it. The most likely outcome is that you'd end up with some mixed response, though with varying degrees of happy and unhappy people."

"When you talk about the pressure that individuals at studios go through, most people just think of the EA spouse story," says Pete Hawley, co-founder of Red Robot Labs (disclosure: John Davison currently works alongside Pete Hawley at Red Robot Labs). He is referring to Erin Hoffman's LiveJournal post in November 2004 under the pseudonym "EA Spouse," where she criticized Electronic Arts' poor treatment of employees and the expectation that they work extremely long hours.

The blog prompted a great deal of debate within the games industry at the time and triggered class-action lawsuits against EA, which weren't resolved until 2007. Hawley served as both executive producer and vice president of product development at Electronic Arts in the years after the controversy, where he worked on a number of games, including Burnout Paradise. Prior to this, he worked as development director at Sony Computer Entertainment, was head of production at Lionhead, and was a producer at GT Interactive. "The notoriety of that incident wasn't necessarily a bad thing," he says, "as it brought an aspect of the challenges to light. What everyone focused on at the time wasn't the whole story, though. Most people fixated on the lawsuit and the legal wranglings. What it really brought to light, though, was that studios and individuals go through hell when creating something as awesome as a video game. The emotional journey it takes you on is really, really hard."

"My emotional state changes from day to day, if not multiple times a day."Regardless of the best intentions of those involved, executives or otherwise, the care and attention required means that work-life balance becomes a major issue on any game project. "It's exciting and energizing, but it's almost a reality-show-type environment," Hawley explains. "You're stuck in a room with a bunch of like-minded individuals, 20- to 30-something dudes. It's just not healthy. It definitely develops these Lord of the Flies-type situations. You've spent so long together that you develop a group craziness. You witness the very pinnacle of sleep-deprived in-jokes, and songs that are unique to the group. To this day I can't hear Journey without thinking of Burnout, because Alex [Ward, Criterion's creative director] would play it every single morning."

Payton is struggling with similar issues and has become increasingly aware of struggling with a healthy work-life balance since starting to work for himself. "I've worked a minimum of 70 hours per week since République began development in November 2011," he explains. "As I did with Halo 4, I only play games, watch movies, and read books that are relevant to République--that's my hobby. Making games is my hobby; it's my passion, and it's my lifeblood, as I liquidated everything I had to get this sucker off the ground. I even sacrificed my relationship with my girlfriend, ending a five-year relationship."

"Thankfully she later took me back and has helped me disconnect a little bit from the emotional demands of my games, which was something I very desperately needed." That disconnection has come in the form of finding something a little more balanced in favor of "real life" as well as game development work. "I still work 70 hours a week and still dream about the game," he explains, "but daily exercise and turning off email after 8 p.m. is actually making me a happier person. Does that mean my emotional investment in game making is waning? I sure hope not. That's probably why I'm afraid to have children."

Jake Kazdal spent much of his career as a designer, illustrator, and artist before forming his own studio, 17-Bit (formerly Haunted Temple Studios). His career includes time working on some cult classics like Space Channel 5 and Rez, as well as working on UI design for Boom Blox at EA and as a concept artist for Command & Conquer 4. His first release as an independent developer is Skulls of the Shogun, which was recently released on Xbox Live as well as for Windows 8 and mobile. Kazdal, like many of those interviewed for this story, has grown up with the games business, and has had two children since his career began.

On the subject of work-life balance within studio culture, he has a lot to say. "This is a serious topic," he states earnestly. "I don't get to spend nearly as much time with my family as I would like or need to. I have two young boys. They're 1 and 3 years old, and the fact is, I need to work a lot to get things done. Regardless of how busy I am, I've started going home and having a normal dinner and bedtime prep with the family twice a week. If I don't, my wife is going to kill me."

"Some nights I'll go back to work from home after the boys go to bed, and unless there is something major burning, I try to spend every minute of my weekends with the family as well," he adds. "Of course, there is always an hour or two of email and the like to distract me in the mornings, but I'm working very hard to spend more time with my family. The boys are growing so fast, and it breaks my heart to only see them a few minutes a day, but I'm sure I'm not alone in this situation."

James Mielke is one of the lucky ones. Previously an editor at Electronic Gaming Monthly, he moved to Japan to work as a producer on Child of Eden at Q Entertainment, before moving on to be both the producer and musical director on Lumines Electronic Symphony. He is currently a producer on two different projects at Q-Games in Kyoto, Japan. "I can only speak from experience, and my particular case isn't that dramatic. I always make sure my home life doesn't suffer as a result of my professional life."

"I visited Neversoft one year, when they were still working on Tony Hawk in the early 2000s," he recalls. "They made a big impression on me because they ran strict 9 a.m. to 6 p.m. hours, with a little more time put in during crunch. They were adamant about getting better results out of refreshed staff, and not grinding them down. In Japan, a large percentage of dev teams here famously work their fingers to the bone, and I don't think that's healthy. I'm lucky to have worked for two very progressive companies in Japan where I haven't had to burn the midnight oil."


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House of Horrors: Fatal Frame 2 Part 2 Highlights

Thanks for the video.  I'd missed out on this game completely, and had no idea what it was like until watching this.

I was so impressed, I actually began to wonder what I was doing to have missed this game 10 years ago.   (And I remembered:  working, getting inebriated in the evenings, and spending huge amounts of time on playing Dark Cloud 2 & Disgaea.)   I may have to locate this game and reclaim my loaned-out PS2 if you don't finish the game!  Go, Zorine!   : )

On another note -- 4:10 - 4:40 is hilarious.  x)   

In particular:  "I would actually rather hang out with this chick than go back to that possessed, crazy bitch."

I haven't played the game, but can definitely relate to those words!


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Nexon partners with ex-Call of Duty developer

Korean free-to-play game company Nexon (MapleStory, Combat Arms) has made a strategic investment in Robotoki, the Los Angeles-based development studio headed up by Robert Bowling, a former creative strategist on the Call of Duty franchise.

While the terms of the investment were not disclosed, the partnership is a step toward the development of future titles based on Robotoki's multi-screen, cross-platform projects.

"We are thrilled to partner with Robotoki to develop cutting-edge multi-platform, cross-genre games," Nexon president and CEO Seungwoo Choi said in a press statement.

"Robert Bowling's creativity and talent is evidenced by his track record of success, and we look forward to collaborating with the entire Robotoki team."

"Partnering with a games giant such as Nexon will allow us invaluable access to their expertise and world-class resources," Bowling added. "Nexon shares our focus on team and talent, as well as our commitment to revitalising and enhancing the gameplay experience, and we are thrilled to work together."

Robotoki was founded in April 2012, following Bowling's departure from Infinity Ward, which at the time was reported as amicable.

Robotoki is currently working on a first-person survival game called Human Element, which will reportedly combine action, strategy, and resource management to offer players multiple survival scenarios.

The game is due to be released in the fourth quarter of 2015 on next-generation consoles, PC, and iOS and Android devices.


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StarCraft II: Heart of the Swarm Aussie launch party guests revealed

Earlier this month Blizzard announced launch event plans for RTS title StarCraft II: Heart of the Swarm. The official Australian launch party will take place on March 11 at Federation Square in Melbourne from 8pm.

Blizzard Australia has revealed details on the line-up of special guests in attendance. From the StarCraft II eSports community commentators Leigh "Maynarde" Mandalov and Sean "Flamga" Krauter will be in attendance.

The event will also feature live StarCraft II show matches played by Australian professional gamers Andrew "mOOnGLaDe" Pender, Jared "PiG" Krensel, Mark "yang" Richardson and Daniel "deth" Haynes.

A developer panel will be hosted on the night with game director Dustin Browder and 3D artist Luke Mancini. The panel is to include both developers in a Q&A session, as well as a cosplay contest, music videos by Viva La Dirt League and prize giveaways.

The Blizzard autograph table and game pre-order pickup becomes available once the clock ticks over to midnight. Fans who are unable to make it to the event can catch the action being streamed live. More details about the launch event can be found on the Blizzard website.

In addition to a standard edition of StarCraft II: Heart of the Swarm, attendees will have the opportunity to purchase a collector's edition of the game. The collector's edition includes a behind-the-scenes DVD and Blu-ray, soundtrack, art book, mouse pad and in-game content for StarCraft II, World of Warcraft and Diablo III.

Heart of the Swarm is the second instalment in the StarCraft II three-part series. The Zerg-centric expansion will follow 2010's StarCraft II: Wings of Liberty and precede the final entry, StarCraft II: Legacy of the Void. The game is scheduled to launch in Australia on March 12.


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RIFT China publisher hires Miami Heat's Dwyane Wade as spokesperson

Written By Kom Limpulnam on Senin, 25 Februari 2013 | 19.51

Chinese publisher Shanda Games said to have spent 8-figure sum for NBA star.

RIFT has a new face promoting the MMORPG in China; Miami Heat point guard Dwayne Wade.

Shanda Games' official website has confirmed NBA basketball player Dwyane Wade's new role as Rift spokesperson. Based on the video here, the catchphrase for the promotion is "RIFT: the true American style, just like the NBA".

According to additional information from website MMO Culture, Shanda Games paid an 8-figure sum in US dollars to hire the basketball player. GameSpot is currently reaching out to Shanda Games for clarification on this payment.

On February 9, Shanda Games announced that it had partnered up with Trion Worlds to publish the MMO in China. The game was praised by critics for its rift and invasions game mechanics, flexible class system, and visuals.

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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Divergence Online seeking crowdfunding

Divergence Online, a sandbox sci-fi MMO that has been on hiatus since its original announcement in 2006, is now back in development, and is seeking crowdsourced funds to keep its momentum.

According to an IndieGogo crowdfunding page, the goal the project needs to hit is $50,000. Players who contribute $10 are guaranteed beta access, while players who pay more can get other tiered rewards ranging from an exclusive character class to a personal in-game island.

The project has raised $860 at this point in time, with 57 days left before it closes. For more information, check out the game's IndieGogo page.

Back in 2006, developer Stainglass Llama announced that it was creating a sci-fi sandbox MMO called Divergence that allowed players to toggle between an action-style interface or a traditional auto-attack system. The game also featured a non-linear world, open PvP, lootable corpses, and unique races and breeds.


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UK Chart: Crysis 3 lands top, Aliens: Colonial Marines sales drop 84%

EA's Crysis 3 has taken pole position in the UK charts, firing an arrow into the chart dreams of the disappointing Aliens: Colonial Marines. Gearbox's FPS saw an 84% drop in sales and finishes in fifth place.

Konami's Metal Gear Rising: Revengeance lands in the second spot, with 5500 sales separating first and second place.

It's the first week this year where there's been a new No 1 and No 2 in the charts. However, neither managed to shift as many copies in its opening weekend as Dead Space 3 or Aliens: Colonial Marines, which still holds the record for biggest-selling opening week of 2013.

Elsewhere, the ever-reliable FIFA 13 hangs around in third, followed by Call of Duty: Black Ops II in fourth. Dead Space 3 is sixth, Far Cry 3 is seventh, Need for Speed: Most Wanted eighth, Assassin's Creed III ninth and Hitman: Absolution tenth.

The Top 20 UK charts for the week ending February 23:

1. Crysis 3
2. Metal Gear Rising: Revengeance
3. FIFA 13
4. Call of Duty: Black Ops II
5. Aliens: Colonial Marines
6. Dead Space 3
7. Far Cry 3
8. Need for Speed: Most Wanted
9. Assassin's Creed III
10. Hitman: Absolution
11. Just Dance 4
12. The Elder Scrolls V: Skyrim
13. Sonic & All-Stars Racing: Transformed
14. Skylanders Giants
15. LEGO Batman 2: DC Super Heroes
16. Halo 4
17. LEGO The Lord of the Rings
18. Grand Theft Auto IV
19. The Sims 3
20. Forza Motorsport 4


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Capcom axes annual Captivate event for 2013

Capcom isn't planning to hold its annual Captivate event this year, the publisher has confirmed. It has been running the event, which is designed to showcase its annual line-up, since 2008.

"This year we're likely to be looking at announcements around other events or not at events at all. So there isn't a Captivate planned this year," said Capcom staffer Sven on the Capcom Unity forums.

Capcom will, however, be attending E3, Comic-Con, and PAX.

Capcom is currently working on Xbox 360, PlayStation 3, PC and Wii U versions of well-liked 3DS adventure Resident Evil: Revelations, and Capcom veteran Yoshinoro Ono unveiled the studio's newest game, Deep Down, as part of Sony's PlayStation 4 announcement last week.

The publisher is also working on Ace Attorney 5 and Monster Hunter 4, and will be releasing Monster Hunter 3 Ultimate on the 3DS and Wii U in North America and Europe in March.

Last year Captivate was held in Rome; in 2011 it took place in Miami.


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Kojima says MGS: Ground Zeroes may be too 'risky' to release

Written By Kom Limpulnam on Minggu, 24 Februari 2013 | 19.51

Metal Gear Solid: Ground Zeroes may be too "risky" to ever see release. Designer Hideo Kojima explained in a roundtable interview session attended by Videogamer that the game's focus on mature and taboo themes may make it too controversial to sell, even if it does release.

"That's precisely what I want to try to tackle with Ground Zeroes. Honestly I'm going to be targeting a lot of taboos, a lot of mature themes that really are quite risky," Kojima said. "I'm not even sure if I'm going to be able to release the game, and even if I did release the game then maybe it wouldn't sell because it's too much. As a creator I want to take that risk."

Kojima said games have not matured much in the past 25 years--including Metal Gear Solid games--, saying "It's always about killing aliens and zombies." He said he thinks these games are fun, but claimed they have "a long way to go before they can mature."

Kojima does not seem too worried about hitting sales targets for Ground Zeroes. Ultimately, he said creativity trumps sales.

"I'm approaching the project as a creator and prioritizing creativity over sales," he said.

For more on Metal Gear Solid: Ground Zeroes, check out GameSpot's previous coverage.


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Podcast Episode 30: The Beefy Center of your Meat Arsenal

Written By Kom Limpulnam on Sabtu, 23 Februari 2013 | 19.51

A Valley Without Wind 2 developer Chris Park joins us to discuss the PlayStation 4, our fondest memories of 1UP and GameSpy, and the emotional weight of hot dogs.

GameSpot GamePlay

Chris Park at Arcen Games knows a lot about making games, having made a number of them himself. He shares his thoughts on the PlayStation 4 hardware, the future of console indie development, and his favorite episode of Blue's Clues. Host Kevin VanOrd chimes in on the deliciousness of dog biscuits; Tom Mc Shea forgets that Wonder Woman isn't real; Shaun McInnis explains the charms of Geodude; and Chris Watters muses on the personal pleasures of modern teleprompters.

We also honor beloved publications 1UP and GameSpy, as well as our friends at IGN. It was a hard week for our colleagues, and we salute them.

You can access all previous episodes on GameSpot here.

Click here to subscribe to GameSpot Gameplay via iTunes.

Click here to subscribe to GameSpot Gameplay via Zune.

Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 29: Eat My Dead Skin

GameSpot GamePlay Episode 28: Occupy Animal Crossing

GameSpot GamePlay Special Edition Spoilercast: Ni no Kuni

GameSpot GamePlay Episode 27: Vibrate Your Molecules

GameSpot GamePlay Episode 26: The Soup is a Problem

GameSpot GamePlay Episode 25: Tap Tap-a-Roo

GameSpot GamePlay Episode 24: Rubbing the Cow Gently

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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Firefall second public beta jumpstarts this weekend

Written By Kom Limpulnam on Jumat, 22 Februari 2013 | 19.51

Red 5 Studio also hosting airborne moments video contest for participants to enter.

Red 5 Studio has announced that it will be hosting another round of public beta testing for its upcoming shooter Firefall.

The developer said on its official website that the next beta weekend will start from February 22 at 12pm PST and will end on February 25 at midnight PST. Players can now stream their play sessions via the integrated Twitch broadcasting system in-game.

Red 5 are also hosting a contest about who has the best air-borne moments in a game captured on video. Contestants will need to upload their clip on YouTube in response to the contest video on the Stage 5 TV channel.

Two winners will be picked; the first will be chosen by Red 5's community team while the other will be determined based on the number of likes the video has. The winners will get a Razer Kraken headset, an ATi Radeon iPower IceQ X2 3GB video card, and a firefall brontodon plushie.

Players can register on the official site here.

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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Chatting Columbia With Irrational - Bioshock Infinite

Please don't suck, please don't suck, please don't suck.

Don't dare to pull an Aliens CM move. I can look past the Halo/CoD (I don't play CoD so I'm not sure) regenerating shields instead of med kits, but I'm looking forward to exploring an immersive world and a decent story as they advertised. That's why I`m looking forward to this game so much.


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New Final Fantasy for PS4 in the works

Written By Kom Limpulnam on Kamis, 21 Februari 2013 | 19.51

Square Enix teases it will reveal more information about mystery game during E3 in June.

A new Final Fantasy game is in development for PlayStation 4. Final Fantasy brand director Shinji Hashimoto revealed the news during Sony's PlayStation 4 announcement event this evening in New York City.

Hashimoto did not share any information about this game, but told fans to "please be excited for E3 this year."

Square Enix also showed off the Agni's Philosophy technology demo from last year during its segment tonight.

Hashimoto said this video--running on the company's Luminous Studio engine--resembles what the developer is hoping to create with next-generation games.

← Find out everything we know about the PS4.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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PlayStation 4 photo gallery

Get your first close-up look at Sony's new DualShock controller and camera system for the PlayStation 4.

Some gamers were disappointed Sony stopped short of showing off its new console at today's New York PlayStation 4 event. The good news is that the company has released high-resolution images of its redesigned DualShock controller, and the accompanying camera system used to track the new input device. Check out our gallery below.

← Find out everything we know about the PS4 here


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PlayStation 4: Everything You Need To Know

That conference was a waste of time ... Except for the Watch Dogs gameplay ... We didn't even get to see the thing and for the most part they kept talking about concepts of sharing and integration, ... I mean, these are things I would like to see in a future console, but after mentioning it for the 11th time, it's just repetitive crap


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Wishful Thinking: Predicting the PlayStation 4

Written By Kom Limpulnam on Rabu, 20 Februari 2013 | 19.51

GameSpot staff from around the globe sound off on their hopes and dreams for Sony's new console.

With the hours rapidly ticking down to Sony's New York event, rumour and speculation are running wild that the company is preparing to announce new console hardware. GameSpot's global editorial team weighed in on their thoughts on the expected features, games, and services that the next PlayStation may offer, and the reality of what's likely to be unveiled.

If I had to go all-out bonkers with my predictions, I'd say that its supposed codename, Orbis, will be used for the actual device. Given the trend of branding consoles with less-than-unique names, this is a huge stretch, especially since marketing a console is dependent on how relatable your device's name is. The PS4 controller will be exactly the same as the current DualShock 3, only with the ability to be split into two and used as independent motion controllers.

Sony hasn't always let customers play their old, physical games on its brand new systems

As far as software predictions go, Vivendi will team up with Naughty Dog, paving the way for a new, next-generation Crash Bandicoot title with touchscreen functions and PS Vita cross-platform goodness. Additionally, Square Enix will get out of its creative slump and make Final Fantasy Versus XIII a launch title for the PS4. Just to up the ante in bizarreness, how about a gritty reboot of Tomba!, one of the most underrated characters to be on a Sony gaming platform?

Of course, since we're living on planet Earth, and expectations are usually beyond the reality we're given, the PlayStation 4 will unimaginatively be called that: the PlayStation 4, complete with the 2002 Spider-Man movie title font for its name. Used games will still be playable, but will require a surcharge to activate.

The usual franchise culprits will be announced: a new Uncharted, a new Killzone, more teasing of The Last Guardian, and a new Infamous. Sweet Jesus, the latter announcement would make my day. Other potential surprises include Metal Gear Solid 5/Phantom Pain/whatever Kojima Productions is working on to be a PS4 exclusive. For a year. As much as the Metal Gear Solid brand is synonymous with the PlayStation, Konami still needs to make money.

I also hope that Sony makes the PS4 backwards compatible with PS3 titles, though I give it almost a year until it does so with a new hardware revision. Sony has inconsistently let its loyal customers play their old, physical games on their brand-spanking new systems, so I'm expecting them to make us pay for digital versions of the same damn thing they had eons ago.

Follow Jonathan on Twitter: @MrToffee


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Daily Digest - PlayStation Rumor Mill

Remember to tune in tomorrow for Sony's big announcement!

To-Do List

- TUNE IN Super Awesome PlayStation Announcement!
- WELCOME The GameSpot Justicars
- WATCH Escape from Mount Stupid - PlayStation 3
- JOIN GameSpot's Official Steam Community

Tip: Rumor Mill PS4

With less than 24 hours standing between you (the gamer) and Sony's new announcement it's time to get the rumor mill turning. Comment below on your favorite, fictitious, or famed PlayStation 4 rumor for a boost in profile points. If we get over 50 comments we will choose our favorite 3 rumors to be the Rumor Mill Champions those winners will get this nifty poster!


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The State of PlayStation 3's Missing Exclusives

Ahead of the PlayStation 4 announcement, we look back on some of the PlayStation 3 exclusives that have gone MIA.

All signs are pointing to Sony announcing the next PlayStation at its PlayStation Meeting 2013 event in New York today, and with the unveiling comes the last days for the seventh-generation of video game consoles. Yet some of the PlayStation 3's most promising exclusives have yet to see the light of day, and while Sony has a track record of supporting its older consoles (see God of War 2 for the PlayStation 2) it seems unlikely that these titles will see the light of day on the PS3, if they ever see the light of day at all.

Some cancelled PlayStation 3 exclusives, like The Agency, Eight Days and The Getaway 3, were clearly never meant to be. But what about these titles?

The Last Guardian

After knocking it out of the park with both Ico and Shadow of the Colossus--two of the PlayStation 2's most celebrated exclusives--Sony's first-party developer Team ICO showed a trailer for The Last Guardian to some feverish excitement during E3 2009. The Last Guardian looked like some vintage Team ICO material: players took the role of a young boy and had to befriend a giant griffin named Trico in order to escape the confines of a bleak, gargantuan castle.

But The Last Guardian missed its original release date of 2011, and a rather large spanner was thrown into the works when director Fumito Ueda quit working at Sony to focus on his own projects later in the year. His departure was followed a week later with the exit of the game's executive producer, Yoshifusa Hayama. Sony announced Ueda would still be working on The Last Guardian in a freelance capacity, and western developer Sony Santa Monica was drafted in to help finish the game's protracted development.

In February 2012 Sony Worldwide Studios president Shuhei Yoshida says development has been "tough" for the game, and that it was still in development despite its "slow progress."

The last we heard from Sony was that The Last Guardian would be released when it's ready, but a couple of weeks ago Ueda released a public statement saying to "keep an eye out" for the game. Will it be shown as a PlayStation 4 title today?

Final Fantasy Versus XIII

Easily the most elusive PlayStation 3 exclusive since the machine was unveiled in 2005, Final Fantasy Versus XIII was announced in 2006, along with Final Fantasy XIII and Final Fantasy Agito XIII, as part of a trio of games set in Square Enix's new Fabula Nova Crystallis universe.

Despite being set in the same universe as Final Fantasy XIII, there was to be no correlation between Lightning's tale and that of Versus XIII--the game was to feature its own world, characters, story, mechanics, and battle system. Final Fantasy Versus XIII would be a seamless experience, according to director Tetsuya Nomura, and would feature one constant flow of battles, maps, and event scenes. It was also going to feature the most realistic world ever seen in a Final Fantasy game.

After a few screenshots for the game were released in 2008 and 2009, Final Fantasy Versus XIII was never seen again. The first signs of trouble came in June 2008, when Japanese gaming mag Famitsu reported that development on Final Fantasy Versus XIII had stalled so that Square Enix could focus solely on the then-upcoming Final Fantasy XIII, though Square Enix fiercely denied this. Another report surfaced again in July 2012 claiming the game had been unceremoniously dumped, but Square Enix president Yoichi Wada took to Twitter to say that development of Final Fantasy Versus XIII had not been abandoned.

Final Fantasy Versus XIII has now been in development for over seven years, making it the lengthiest development process of any Final Fantasy game in the series' history. Work on the second direct sequel to Final Fantasy XIII--Lightning Returns: Final Fantasy XIII--is still underway, with the game currently expected to ship in Q3 2013.

Agent

After the massive success of releasing Grand Theft Auto 3, Vice City and San Andreas as timed exclusives on the PlayStation 2, a new PlayStation 3 exclusive title--later to be known as Agent--developed by GTA makers Rockstar North, would be announced by Sony in 2007.

"As part of our long-standing relationship with Rockstar, and the incredible success for both companies with the cultural icon that is Grand Theft Auto we've agreed to the PlayStation exclusive rights of the next great franchise from the Rockstar studios," wrote Sony way back in 2007. This was to be the game that would be unveiled as Agent two years later, when Rockstar promised an action game revolving around espionage and political assassinations at the height of the Cold War in the 1970s. Two years after that--we're up to 2011 now--an environment artist at Rockstar released a portfolio showing some of his work on the game.

And that's it. There's been nothing else. The game has been left mysteriously absent from Rockstar publisher Take-Two's earnings forecasts, and the last we heard of Agent was in August 2012 when Take-Two CEO Strauss Zelnick said "we haven't announced anything about [Agent] yet." Other than the title, that is.

And that it would be a PlayStation 3 exclusive, of course. One that's been in development for over five years.

Warrior's Lair

Warrior's Lair, originally titled Ruin, was introduced in a big way at E3 2011. The game took a front seat as part of Sony's attempts to push the PS Vita and managed to see more stage time than many other titles. Ruin intended to be a Diablo-like action RPG which boasted interoperability between the Vita and the PlayStation 3, allowing players the chance to easily sync their progress across both platforms.

And then, well, Ruin just sort of disappeared. It was renamed to Warrior's Lair at the start of 2012, and then Sony announced at the start of April it was taking developer Idol Minds--who most famously developed Pain for PlayStation Network--off the project. The game was then left entirely absent from Sony's E3 2012 and Gamescom 2012 presentations, and nothing has been heard about it since.

What are the chances of The Last Guardian, Agent or Final Fantasy Versus XIII taking to the stage tonight as part of Sony's presumed PlayStation 4 unveiling? And do you think the time is right for these games to finally come out, or has their moment passed? And do you think there's much hope for any of them in an industry where games that have been in development for years and years tend to end up a little disappointing?

Sony's PlayStation Meeting will take place in New York on February 20 at 18:00 EST/15:00 PST/23:00 GMT. GameSpot will be in attendance and broadcasting the event live.


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Ninja Running Gameplay Video - Metal Gear Rising: Revengeance

Written By Kom Limpulnam on Selasa, 19 Februari 2013 | 19.51

This week we check out Metal Gear Rising: Revengeance, Crysis 3, Assassin's Creed III: The Tyranny of King Washington - The Infamy, The Elder Scrolls V: Skyrim - Hearthfire and Capcom Arcade Cabinet. Beats provided by DJ VInroc.

Posted Feb 15, 2013 | 2:10 | 29,756 Views


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Assassin's Creed III: The Infamy - Launch Trailer

This week we check out Metal Gear Rising: Revengeance, Crysis 3, Assassin's Creed III: The Tyranny of King Washington - The Infamy, The Elder Scrolls V: Skyrim - Hearthfire and Capcom Arcade Cabinet. Beats provided by DJ VInroc.

Posted Feb 15, 2013 | 2:10 | 29,995 Views


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Falling in Love With Lara - Live Stream

Join Johnny as he teams up with Lara Croft to raid some tombs and generally have a good time.

Until this year, I had never played a Tomb Raider game, so I decided to take them on in order. The first one went pretty badly, while the second was only marginally better.

My own ineptitude aside, I set myself a challenge, and it's one I intend to stick to. I'm going to work my way through the franchise, until I either fall head over heels with the franchise or put my head through my monitor. Whichever happens first. Next up is Tomb Raider III. Stop in and say hello, won't you?

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

To follow our Twitch channel for more live videos, simply click here!

Johnny Chiodini
By Johnny Chiodini, Video Producer

An occasional beard-sporter and covert Italian, Johnny makes videos for GameSpot UK, and would happily step over most of his friends for a coffee. Philosophically he never used to believe in reincarnation, only now he's not Saussure.


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League of Legends-themed restaurant opens in China

MOBA-themed eatery gets $160,000 in investment.

A restaurant tailored after the popular MOBA title League of Legends has opened in the city of Chongquing in the People's Republic of China.

According to a gallery opened up by MMO Culture, the restaurant is called Demacia, named after the city-state from the game. The waitresses and servers in the place are dressed up as characters in the game like Caitlyn, Ezreal, and Twisted Fate. The menu includes deep fried scorpions, braised snake meat, and crab meat themed after League of Legends characters, as well as cocktails named after in-game potions and items.

About $160,000 was invested in the business according to a Chongquing local newspaper article. Riot Games has yet to inform GameSpot on whether this is infringing its copyright or not.

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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Destiny ViDoc - Pathways out of Darkness

Written By Kom Limpulnam on Senin, 18 Februari 2013 | 19.51

Our weekly video game news discussion show with John Davison, Brendan Sinclair, and Tom Mc Shea. Topics: Activision calls for Destiny in 2013, Street Fighter's opportunistic 25th Anniversary bundle, and more on this week's Quoted for Truth.

Posted May 25, 2012 | 34:56 | 11,003 Views


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Metal Gear Rising: Revengeance - Tactical Combat Trailer

This week we check out Metal Gear Rising: Revengeance, Crysis 3, Assassin's Creed III: The Tyranny of King Washington - The Infamy, The Elder Scrolls V: Skyrim - Hearthfire and Capcom Arcade Cabinet. Beats provided by DJ VInroc.

Posted Feb 15, 2013 | 2:10 | 21,107 Views


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Soul Sacrifice bundle pack available in Singapore for pre-order

Pre-orders to be open from February 22 to March 6.

Sony Computer Entertainment Hong Kong has announced that it will soon take Singapore pre-orders for the regular and premium edition of the PS Vita title Soul Sacrifice.

The premium version contains a cosmic red PS Vita with a special Soul Sacrifice decal on the back, the Japanese version of the game, a cosmic red head set, and a 16GB memory card. The bundle will cost S$469 ($378), while the regular version of the game costs S$69.90 ($56).

Customers who pre-order the game--standard or premium edition--between February 22 and March 6 will also get a Soul Sacrifice key chain and A4 folder. The game is slated to be out in Asia on March 7.

For more information on the action game, check out GameSpot's gamespace on the title.

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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UK Chart: Aliens: Colonial Marines the biggest launch of 2013 so far

Gearbox's panned FPS Aliens: Colonial Marines has shot to the top of the UK charts despite its massive critical drubbing.

Aliens: Colonial Marines also enjoyed the best opening-week sales of any game this year so far--beating Dead Space 3, which Aliens: Colonial Marines also shunted into second place in the charts.

But could the sales numbers be down to the fact Aliens: Colonial Marines launched on a Tuesday, whereas Dead Space 3 launched on a Friday?

Colonial Marines didn't manage to outsell Rebellion's 2010 take on Aliens vs. Predator, however. Last week one reported former Gearbox employee said the development of Colonial Marines was a "total train wreck."

FIFA 13 is third, enjoying a 39 per cent sales increase this week thanks to young people being off on half-term. Call of Duty: Black Ops II takes fourth, Far Cry 3 fifth, Assassin's Creed 3 sixth, Need for Speed: Most Wanted seventh, Just Dance 4 eighth, Sonic & All-Stars Racing: Transformed ninth, and Halo 4 tenth.

The Top 20 UK charts for the week ending February 16:

1. Aliens: Colonial Marines
2. Dead Space 3
3. FIFA 13
4. Call of Duty: Black Ops II
5. Far Cry 3
6. Assassin's Creed 3
7. Need for Speed: Most Wanted
8. Just Dance 4
9. Sonic & All-Stars Racing: Transformed
10. Halo 4
11. Hitman Absolution
12. The Elder Scrolls V: Skyrim
13. Skylanders Giants
14. Hitman: HD Trilogy
15. LEGO Batman 2: DC Super Heroes
16. LEGO Lord of the Rings
17. Forza Horizon
18. Football Manager 2013
19. Dishonored
20. Grand Theft Auto IV


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AZUBU Collegiate Champions Grand Finals

Written By Kom Limpulnam on Minggu, 17 Februari 2013 | 19.51

Watch as the Grand Finals makes it way to Los Angeles on February 16th-17th for both StarCraft II and League of Legends.

THE AZUBU Collegiate Champions Grand Finals is finally here and will start on Saturday, February 16th with StarCraft II at 10am PST casted by Sean "Day[9]" Plott, Tricia "megumixbear" Sugita, and CSL's own Daniil "Cheeseheadlogic" Pauley and Ferguson "Alphaferg" Mitchell. On Sunday, February 17th League of Legends kicks off at 10 am PST and will be casted by Steve "RiotJaws" Jaworski, Reid "RAPiD" Melton, Michelle "silverdirge" Lim, and Brent "Phrank" Riberdy. The event will be held at Petersen Automotive Museum, Los Angeles, California. Stay tuned this weekend for the live stream and more.

CSL StarCraft II Stream

Saturday February 17th, 10am PST


CSL League of Legends Stream

Sunday February 18th, 10am PST

For more information regarding the Grand Finals check out cstarleague.


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Now Playing: Neverwinter

Written By Kom Limpulnam on Jumat, 15 Februari 2013 | 19.51

@Nekromenos @wexorian 

Most people, in my experience, who bash F2P games are just freeloaders. They are giving you an entire game for free, and people can't be bothered to drop at least 40$, which is 20$ cheaper than a full game these days? 

Some F2P games have good economy, MechWarrior Online has nothing to offer paying players that gives any advantage over free players, World of Tanks on the other hand I'd stay away from it, especially when you can pay for "premium ammo", unless you're willing to pony up the cash from the get go.


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Ghost in the Shell Online scheduled for early 2014

Upcoming MMO shooter based on anime franchise to be developed by Dungeon Fighter Online team.

Nexon announced the launch schedule for the upcoming MMO shooter Ghost in The Shell online for Japan.

According to a Nexon press event held in Japan, the PC game will be out within the first half of 2014. The MMO shooter will allow players a choice between two factions: the cyber terrorists or Section 9, and character customization that determines how mechanized an avatar can be.

Players can also hack terminals and objects to change up the battlefield and even help teammates during PvE and PvP matches. Narrative-wise, the game will use elements from the anime Ghost in the Shell: Stand Alone Complex, Ghost in the Shell: S.A.C. 2nd GIG, and Ghost in the Shell: Stand Alone Complex: Solid State Society.

The game is developed by Neople, the same team behind online MMO Dungeon Fighter Online. There are currently no details on whether the game will be localized or published outside of Japan.

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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Sound Byte Radio Episode 13: Ico, Chrono Cross, To The Moon

This month's music podcast playlist will put you in the mood for love, with songs from Team Ico's adventure title and a couple of RPG themes or two.

We hope you had a lovely time celebrating Valentine's Day this week. Because of such a love-filled occasion, I decided to arrange this month's video game music playlist with a lot of soft and emotion-stirring tunes fit for setting the mood.

As well as recruiting the usual suspects, like RPG themes played during tender moments, we also selected a few (considerably) odder choices just to inject some energy amidst the slow tempo. Take a listen for yourself while you light up some candles in a dimly-lit room scented with potpourri.

Download the music podcast here, and be sure to tell us about your favorite romantic tunes from video games in the comments box below.

Also, check out our past Sound Byte Radio episodes and Sound Byte articles here.

Ico ~Melody In The Mist~

Song: ICO -You were there-
Composer: Michiru Oshima
Vocals: Steven Geraghty
Buy from Amazon.

Final Fantasy VII Advent Children Original Soundtrack

Song:Tifa's Theme [Piano Version]
Composer: Nobuo Uematsu
Performer:Seiji Honda
Buy from Square-Enix Shop.

Wet Original Soundtrack

Song: She's Lost Control
Composers: The Arkhams
Buy The Arkhams' album from Big Cartel.

Dreamfall: The Longest Journey Soundtrack EP

Song: Be With You
Composer: Even Johansen
Performer: Magnet
Buy from Amazon.

Mass Effect 3 Original Soundtrack

Song: I Was Lost Without You
Composer: Sam Hulick
Buy from Sumthing Distribution.

Chrono Cross Original Soundtrack

Song: Star-Stealing Girl
Composer: Yasunori Mitsuda
Buy from Square-Enix Shop.

Bayonetta Original Soundtrack

Song: Fly Me To The Moon (Infinite Climax Mix)
Composer: Bart Howard
Arranger: Hiroshi Yamaguchi
Vocals: Helena Noguerra
Buy from Play-Asia.

Portal 2 Soundtrack: Songs To Test By

Song: Want You Gone
Composer: Jonathan Coulton
Vocals: Ellen McLain
Buy from Valve store.

To The Moon Original Soundtrack

Song: For River - Piano (Tommy & Sarah's Version)
Composer: Kan R. Gao
Buy from Bandcamp.

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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Resident Evil: Revelations Screens

Written By Kom Limpulnam on Kamis, 14 Februari 2013 | 19.51

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Monster Hunter 3 Ultimate Screens

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Remember Me Screens

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DmC: Devil May Cry - Vergil's Downfall Screens

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GameStop: 60 percent of gamers would not buy console that blocks used games

Written By Kom Limpulnam on Rabu, 13 Februari 2013 | 19.51

If Microsoft or Sony--or both--decide to block used games with their next-generation platforms, the majority of consumers would not buy them. That's according to GameStop chief financial officer Rob Lloyd, who defended used games today during a presentation at the Goldman Sachs Technology and Internet Conference this afternoon.

"It's really only about 4 percent of our used game sales are games that were games released in the last 60 days," Lloyd said. "So it does not have a big impact on the sale of new product. So that's why publishers understand how important the preowned business is to them. Sony has said publicly that they don't intend to block used games in their next console. Microsoft has refused to or has not commented on the rumors that have hit the marketplace."

Lloyd further noted that GameStop has conducted internal research on anticipated consumer buying behavior and shared this information with platform holders. This research has shown consumers want control over the games they purchase, he said.

"Consumers want the ability to play preowned games; they want portability in their games; they want to play physical games," he said. "And to not have those things would be a substantial reason for them to not purchase a new console."

Asked for a specific percentage, Lloyd said, "I think it's approximately 60 percent of the customers who have said they wouldn't buy a new console if it didn't play preowned games."

"We'll be able to sell the new consoles that come from Microsoft and Sony regardless of what features they have or what they do or don't allow."

Even if next-gen platforms from Microsoft and Sony do block used games, Lloyd said GameStop will still be able to sell these consoles and adapt appropriately.

"We'll be able to sell the new consoles that come from Microsoft and Sony regardless of what features they have or what they do or don't allow," he said. "We'll have leading market share on the sale of those consoles. We'll adapt to what it does to the preowned business. And one of the ways we'll do that is through a continued healthy preowned business for today's generation of consoles."

If the majority of gamers would not be interested in a next-gen console that blocks used games, why has the rumor floated around for so long? Lloyd said the preowned business is a tough one to crack; both sides have compelling arguments, he argued.

"There's two constituencies that the publishers and the console-makers…have to consider. One is the retailer like GameStop that is moving their product through the chain. The second are the development firms that actually develop the games. Developers have historically not liked the preowned game business because they don't participate in the revenue streams."

"The publishers really get caught in the middle," he added. "[The publisher] understands that, but also understands the importance of the preowned game business to the overcall ecosystem of the video game business. And so, I think that as the console makers balance those needs, they consider, 'Is this an appropriate thing to do? Would we make more money by doing this in the future?' I think what customers have told them at this point is they view it as a very unfriendly thing to do."


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Showdown Effect Caption Contest

The Showdown Effect beta key caption contest. Fight to the death or die trying.

We are giving away beta keys for Showdown Effect, the new multiplayer action game from Arrowhead Game Studios. This quirky shooter celebrates action movie cliches from the '80s and '90s. Getting your beta key is easy: simply caption one of the following images with your funniest retro action hero quote for your chance to win.

Prizing: We will be giving out a grand total of 49 beta keys for Showdown Effect via this contest page, along with Facebook and Twitter.

Guidelines on GameSpot:
- You must be a GameSpot registrant.
- Winners will be announced after the deadline on this page.
- Enter your caption in the comments below, making sure to include the character name.
- Entries must be received by February 19, 10:00 a.m. PST.
- Captions should be no longer than 160 characters in length.
- Submissions must include the following:
1) The image that you are choosing to capture.
2) The caption.
- You can enter to win here on GameSpot, or on our official Twitter and Facebook pages. There is no limit to the number of times you can enter.

Synthia Weires
By Synthia Weires, Community Manager

Community Manager for GameSpot.com. Fan of all things gaming and a second generation gamer, she is a social butterfly and lover of bacon, Magic the Gathering, D20's and pie.


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GameSpot GamePlay Episode 28: Eat My Dead Skin

Destructoid reviews editor Jim Sterling stops by for a nice long talk about Killzone, Kinect, and how much he hates being called "nugget."

GameSpot GamePlay

This one's a doozy. Destructoid's Jim Sterling stops by again to get his nuggets and meatballs in order and join the GameSpot team on its first bug hunt. Tom Mc Shea takes little notice, however, given his preoccupation with the great anti-breast crusade of 2013. Meanwhile, Carolyn Petit makes 38 drops, simulated; Chris Watters makes spores in the creepy science lab; and host Kevin VanOrd considers the problems of scale between a mouse and a donkey.

Also, we talk about games. Be warned: mature language within.

You can access all previous episodes on GameSpot here.

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Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 28: Occupy Animal Crossing

GameSpot GamePlay Special Edition Spoilercast: Ni no Kuni

GameSpot GamePlay Episode 27: Vibrate Your Molecules

GameSpot GamePlay Episode 26: The Soup is a Problem

GameSpot GamePlay Episode 25: Tap Tap-a-Roo

GameSpot GamePlay Episode 24: Rubbing the Cow Gently

GameSpot GamePlay Episode 23: Shame Stack

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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Video Review - Aliens: Colonial Marines

Written By Kom Limpulnam on Selasa, 12 Februari 2013 | 19.51

Knew it. I could tell this was going to be mediocre-ville when I saw the gameplay demos. No suspense in an Aliens game? really?

This may sound weird, but when it starts up and you exit the cryo pod in Halo 4, walking through the ship briefly I thought "These are the guys that should make an Aliens game". Of course Halo took some influence from Aliens, the future marine culture and chatter, motion tracker.. Anyway, I would still buy this further on in the cheap. I do like Aliens, I might be able to use my imagination!


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Gaming Meme History: Leeroy Jenkins

Written By Kom Limpulnam on Senin, 11 Februari 2013 | 19.51

I was hoping that this was a video about all the gaming memes that have sprung up over the years but it was a good video, I guess ;)

And yes, Leroy Jenkins is classic and forever will be - whether you like/liked WoW or not, that raid video was so funny and epitomized the pain-in-the-ass of grinding that could still be fun, even when you got wiped out. I'm pretty sure this meme's going to be the one that will be commonly referred to in the future when people look back at this time period that we live in.


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Dead Space 3 - Gun Show

Written By Kom Limpulnam on Sabtu, 09 Februari 2013 | 19.51

I've praised this game,argued over it with a lot of people on this site,including Shaun Mc.But one of the most irritating issues of this game is the weapon crafting.Most of the resources are very hard to come by,the crafting is very complicated and misunderstandable, in total I think it's a failure and a big disappointment .The weapons should have been simple to find along the game so the player can enjoy them and the upgrades should have been easier.I didn't like this thing at all, and I think they should drop it in the next game.You don't need to have an I.Q. Of 1000 to enjoy a game.I know lots of people who didn't by the game because of the complicated weapon crafting.


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Retrovirus Review

Written By Kom Limpulnam on Jumat, 08 Februari 2013 | 19.51

In the real world, cleaning out the digital crud and viruses mucking up your ailing computer is rarely a fun ordeal, but Retrovirus' sci-fi-heavy approach to tech support is far more satisfying. This "six degrees of freedom" first-person shooter sends you hovering, scanning, and blasting through a vast microscopic computer realm to purge a rampant virus from the system through brute force. Though a thick, meandering plot and massive difficulty spikes make for an uneven experience, Retrovirus marks a mostly welcome return to the twitchy, sometimes disorienting style of subterranean combat and exploration made popular by Descent in the mid-'90s.

Storytelling isn't Retrovirus' strong suit. Played solo or cooperatively, the campaign throws you right into the action amid a deluge of tech-speak, offering a confusing introduction to the world and its metal inhabitants. Taking place within the confines of a desktop computer, the game opens with a boot sequence that reveals a bustling society of microscopic robots going about their routines. That is, until a nasty wormlike virus infiltrates the system and unleashes hell. You play as a heavily armed antivirus bot dispatched on a seek-and-destroy mission--one that leads you down a winding path through the system's inner workings and requires you to annihilate tons of volatile purple gunk.

You sporadically uncover emails throughout your trek that fill in a few blanks on the bigger conspiracy that's afoot, but the dry dialogue and hollow exchanges between the game's disembodied cast of robotic characters don't bring much personality to this harsh electronic landscape. Simply put, the narrative hook is lacking. Even by the end, it's hard to feel any lasting connection to the shaky plot or its characters, but the journey itself is a wild ride nonetheless.

As you move from one area of the computer's system to the next, exploration and combat are inextricably linked by the need to clear away the nasty trails of purple corruption left behind by the virus. Playing clean-up duty is both challenging and fulfilling, since the large pustules join with snaking tendrils to form a foul network that houses spawn pits for a bevy of alienlike foes. From bulbous beasts that spew heat-seeking charges to flitting critters that multiply when killed, the vile menagerie is formidable in large numbers. Taking down their infrastructure quickly is crucial, and the attacking creatures aren't pushovers. Among their many traits, they can all infest and re-infest friendly droids to turn them against you. Their tenacity proves equally thrilling and harrowing at times, so emerging victorious to purge each area of its pestilence delivers a level of satisfaction that's on par with scratching a stubborn itch--over and over again.

Thankfully, your antivirus drone is largely up to the hefty task. It's extremely maneuverable, letting you move in six directions and rotate your angle a full 360 degrees. While this "six degrees of freedom" makes moving and fighting through twisty corridors and larger obstacle-filled rooms disorienting at first when enemies are coming at you from all directions, it's an exciting way to play that hasn't been done this well in a while. Along with the ability to cloak for a short time, boost to escape danger, and send out a scan ray to detect nearby foes, your scrappy little bot has a versatile assortment of perks to draw from. As you level up, you can cherry-pick helpful plug-ins from three loadout categories that boost your abilities, enhance your arsenal, and assist in other ways. What's great is that you're never locked into your decisions either. You can reshuffle your plug-in points to adapt to different combat situations, which is necessary for surviving everything Retrovirus throws at you.

A limited-yet-rechargeable power supply that ties in to your weapons and abilities keeps the balance of power in check. If you fire too frequently or use other abilities in tandem with your guns haphazardly, you rapidly deplete your reserves and have to wait until they recharge. This adds tension to most combat situations, since you often run out of juice while battling in close quarters. This balance is necessary early on; however, it works against you in the game's larger, tougher confrontations that throw massive swarms of foes at you. Frequent checkpoints and quick saves help counter most of this frustration, though some stretches are particularly brutal. The fact that these killer areas are sometimes sandwiched between quieter zones offers some relief, but they tend to blindside you as a result.

The organic nature of your foes provides great visual contrast to the tech-heavy environments you explore and battle through. Retrovirus' impressive visual design and frequently changing environments help carry some of the more repetitious combat sequences that pop up. Sporadic boss battles, light puzzle sections, and some optional objectives to boost your experience further flesh things out too. Beyond the main campaign, several multiplayer options are worth exploring despite an anemic online player base. Group co-op is functional but hampered by various glitches, such as doors not opening for all players. Deathmatches against bots or other players are fast-paced and use a cool weapon upgrade system that triggers new perks as you amass kills.

The MOBA mode is by far the most interesting option, however. It pits opposing teams against one another to push through their opponents' base defenses and destroy their nexus. Mobs, turrets, and other players add to the chaos, as you battle alongside human comrades and drones alike. The push-pull flow of these battles makes for some hotly contested matches. They're a lot of fun when you have enough human players to fight against and alongside. It's just a shame there aren't many players online with whom to take advantage of these multiplayer features.

As a revival of classic Descent-style exploration and combat, Retrovirus masterfully revamps and improves on the winning formula that hooked players almost two decades ago. A weak story and other fumbles make it hard to fully embrace the experience, but this unique, fast-paced shooter is still worth digging into for its distinct setting and intense virus slaying. Overlook a few foibles, and you'll find blasting bugs a sporadically blissful time.


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