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More Destiny at E3

Written By Kom Limpulnam on Jumat, 29 Maret 2013 | 19.51

Today during a Game Developers Conference panel, Bungie teased it will share more information about its new action-shooter Destiny at the 2013 Electronic Entertainment Expo, which runs June 9-11.

"See you at E3," Destiny writer and director Joe Staten said.

Bungie also shared a host of Destiny concept art images today during the panel, as part of a discussion regarding the company's world-building techniques. Staten and art director Christopher Barrett explained how Bungie's goal for Destiny was to create a world that mattered and that lasted, while also being flexible and accommodating to anything the community creates.

More Destiny concept art is available at Bungie's website.

Lastly, Bungie showed off a video (below) that offers a look into the character art, development, and design of Destiny. It includes early drawings, concept art, animation, and in-engine character models.

GameSpot sat down with Staten and Barrett today following their presentation. This conversation will be posted in the time ahead.


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Disney Infinity GDC Demo: Freedom and Opportunity to Create

I know that this is off topic, but I just wanted to ask, why hasn't GameSpot mentioned the Hyperkin Retron 5?

http://www.theverge.com/2013/3/23/4140592/hyperkin-retron-5-gaming-console-can-play-almost-any-cartridge

You can emulate, sure, but this thing is cool (if it works, which I imagine will). Sorry for being off topic, but I thought it was worth mentioning, and I hope it gets noticed here.


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GameSpot Asia Beat Ep. 20: End of March Madness

The month of March comes to a close; GameSpot Asia and friends talk about BioShock Infinite (no spoilers), Tomb Raider, SimCity and others.

March is almost over, which means that there wouldn't be too many titles assaulting our gaming senses. Between playing through the likes of BioShock Infinite, Tomb Raider, and SimCity, along with keeping track of GDC news like that Metal Gear game consisting of hospital scenes and flaming horses, we confess that it's a tough juggling act to decide what to focus on talking about for the show.

Joining Randolph and I in our games-talking are ESPN Game's Marc "The Fraggot" Lim and GXBlog's Michael Khoo. On with the podcast!

Download the show here. What are the games you've been playing this month? Are you stoked about Metal Gear Solid V? Talk about it on the comments box below.

OP and ED music: "PenPal" by Anamanaguchi
Intermission: "The Kirb Reich" by Brandon Strader

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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Game Developers Choice Awards 2013

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

And with that Journey Awards 2013 are over.

Journey is practically the only game that has a level of originality and is still mainstream enough to appeal to many people.

It doesn't win because it's so amazingly great but rather because in an industry that lately is desperately lacking in originality and ambition there is a dearth of competition. 


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Now Playing - Neverwinter (New Closed Beta Update)

I gave up on this mmo when I reached my mid 20's and found that the only way to identify items you receive is to farm id scrolls or purchase them with in game currency. When asked in general several times, the community acknowledged that they only way to get more ID scrolls and therefore sell items at any value; is to farm up scrolls or spend in game currency.

So standard green and blue mmo drops have been turned into a cash sink. To put this in relation, from 1 to 29 I earned over 1000 crystals that can be used to buy in game items such as scrolls. To buy one ID scroll it was 800 crystals. So compounded with the limited inventory space, which of course you can pay RL cash to expand; and the fact that you can't even get items out of your inventory without spending RL cash unless you want to sell the item for one copper, the game has a really horrible MT process.


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Battlefield 4 - Fishing in Baku Gameplay Trailer

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

well actually, considering the end of this video, it goes by an even worse Cliche than russians or whatnot as the bad guys, it goes by the "it's all a conspiracy, in the end it's the american muddling from the shadows" Cliche... just as chewed up, and also the cliche that killed the story of BF3 for me, when it turns out the two CIA agents were the ones rolling the dice all along and Solomon was their mole.

but who cares about (lol) story, this is Battlefield! Battlefield is all about unadulterated multiplayer meyham.  i wonder why DICE even bother with the story... so much work asset could have turned up for the MP side of things!


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Army of Two: The Devil's Cartel Screens

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Battlefield 4 - Fishing in Baku Interview

@ricocs my thoughts exactly... doesn't look that much better than BF3... particles are up. but that's about it.

cod syndrome? then again frostbite was made for next gen, so the reason that we don't see much difference, is probably because BF3 on PC was nextgen.  still if this is PS4/nextbox multiplatform.. then think about how the exlusives on PS4 will look. not to hate on the Xbox, but PS bring out some awesome looking games on 7 year old hardware...  


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BioShock: Infinite Graphics Comparison

I really don't understand why they make these 'console vs PC graphics comparison' videos. We all know that the PC version will have the best graphics (It has to, because we're comparing a current generation PC to 5 year old consoles) while the graphics on the xbox 360 and PS3 will be more or less similar.

People who own gaming PCs will definitely play this (or any decently optimized multiplatform game) on their PCs because that's what they bought the expensive PC for. People who play most of their games on consoles are less likely to own cutting edge gaming PCs which usually means that they don't obsess too much about having the 'best graphics possible' and have a good idea of what they are 'missing out' on. There are very few dedicated console gamers who will actually consider getting a gaming PC after seeing a video like this and no hardcore PC gamer will ever think about buying a console after seeing a graphics comparison video.

I'm a PC gamer myself, yet I have to (sadly) admit that these videos are only made to stoke the egos of people with quad SLI setups.


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New Map Haven for Gears of War: Judgment at PAX East 2013

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

Who the hell are these people?? Kelly Kelley? Seriously? That's a name? And TSquared?? WTF? And why are they being shoved down our throats like we know them for years and years accompanied by their horrible nicknames that they sound like they gave themselves five minutes before they went on camera to be "edgy" and "cool" and accepted by the masses?

WTF are these people?????


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Double Fine Adventure is now called Broken Age

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

Developer Double Fine has announced Broken Age as the title of its Kickstarter success story Double Fine Adventure.

Broken Age is a point-and-click adventure that revolves around the stories of a young boy and girl who lead parallel lives. The boy lives in isolation under the protection of a motherly computer and longs for adventure, whereas the girl has been chosen to be sacrificed to a monster but decides to fight back.

The player will switch between both characters during the course of the game.

Double Fine has also opened pre-orders for the game on its website, offering a DRM-free version of Broken Age on PC, Mac, and Linux for $15.

$30 gets players Backer Access, which gives access to exclusive backer-only forums, a digital soundtrack, access to development materials, and all the episodes of 2 Player Productions' documentary series charting the development of the title.

Both the regular and Backer edition provide access to the Broken Age beta, but the site has no mention of a release date.

Broken Age, when it was known as Double Fine Adventure, raised over $3.3 million on crowdfunding site Kickstarter from over 87,000 backers in March last year.


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UK Chart: Gears of War: Judgment finishes top, The Walking Dead in third

Gears of War: Judgment has emerged top of the UK charts in its first week on sale, pushing Tomb Raider down to second place.

While Gears of War: Judgment topped the chart, Gears of War 3 sold more than four times as many copies back in its opening week in September 2011.

Activision's The Walking Dead: Survival Instinct, an FPS based on the AMC TV show that's just about to conclude its third season, debuts in third place.

Monster Hunter 3 Ultimate, which released last week on 3DS and Wii U, lands in seventh place, behind FIFA 13, Sniper: Ghost Warrior 2, and God of War: Ascension.

55 per cent of Monster Hunter 3 Ultimate's sales were on 3DS, with 45 per cent going to the Wii U.

Rounding out the top 10 is SimCity in eighth, Far Cry 3 is ninth, and Call of Duty: Black Ops II is tenth.

Other chart movement sees StarCraft II: Heart of the Swarm drop twenty places to 23rd, and Aliens: Colonial Marines creep up from 21st to 16th. Nintendo Land also enters the UK chart for the first time in 2013 at 39th.

The Top 20 UK chart for the week ending March 23:

1. Gears of War: Judgment
2. Tomb Raider
3. The Walking Dead: Survival Instinct
4. FIFA 13
5. Sniper: Ghost Warrior 2
6. God of War: Ascension
7. Monster Hunter 3 Ultimate
8. SimCity
9. Far Cry 3
10. Call of Duty: Black Ops II
11. Metal Gear Rising: Revengeance
12. Crysis 3
13. Assassin's Creed III
14. Skylanders Giants
15. Need for Speed: Most Wanted
16. Aliens: Colonial Marines
17. The Elder Scrolls V: Skyrim
18. Sonic & All-Stars Racing Transformed
19. Hitman Absolution
20. LEGO Batman 2: DC Super Heroes


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Diving Into The Elder Scrolls Online

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

@redskins26rocs Damn it, edited too late.

I was trying to put that I would only want that, if it would mean that the single player FOs would still be released. That probably wouldn't happen, unless a different developer did the other.

What I wouldn't want to see is another KOTOR.


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Civilization V: Brave New World launching July 9

BOSTON--Firaxis today announced during a PAX East panel that Civlization V: Brave New World will launch July 9 in North America, followed by a release in Europe on July 12.

Brave New World is the second expansion for 2010's Civilization V, following last summer's Gods & Kings add-on. The expansion is geared around tweaking the game's culture and diplomacy mechanics and also offers nine new Civilizations, eight new Wonders, and two new scenarios.

Brave New World also introduces the World Congress and the concept of international trade routes. The World Congress will convene on issues like trade sanctions, hosting the World Games, and the use of nuclear weapons.


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XCOM: Enemy Unknown coming to iOS

BOSTON--Today during PAX East presentation, Firaxis Games announced that XCOM: Enemy Unknown is "coming soon" to iOS devices. The game will be playable on both iPad and iPod Touch.

The game is up and running for iOS at present, but Firaxis said it will need an additional few months before the game is ready for release. No price for XCOM: Enemy Unknown for iOS was mentioned.

Firaxis also today announced that XCOM: Enemy Unknown will launch for Mac April 25.


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Firaxis teases new project

BOSTON--Civilization V and XCOM: Enemy Unknown developer Firaxis Games today teased its next major project.

Before debuting a teaser trailer for the game during a PAX East panel today, designer Jake Solomon said, "It's big," noting that "we're not going to be able to talk about it for a while."

The trailer showed a shadowy figure and featured voiceover saying the following: "Hello, Commander. The war continues at great cost. We now believe another force is at work against us. If not dealt with swiftly, it could destroy us. What we are able to tell you…" it went on, before fading out.

At this time, text on-screen appeared that read: "Signal Lost."

The teaser trailer was captured by Kotaku . No information about platforms or release date was provided. If an official version of the teaser trailer is made available, it will be embedded here.


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Warface - FPS Fridays!

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

Missed out on G-Star 2012 and its elaborate show floor? Don't fret: we've got the whole experience on camera for your viewing pleasure! For our recap of the whole event, head here: http://l.gamespot.com/UryMfw

Posted Nov 16, 2012 | 3:55 | 8,546 Views


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WRC Powerslide Screens

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WRC Powerslide Review

A couple of hours into WRC Powerslide, there's a moment when you round a hairpin bend, skidding past your competitors in your Ford Fiesta or Skoda Fabia, and you find yourself staring at a gaping Sardinian chasm. Had you been going just a little faster, you realize, you'd have gone careening down to your death amid the sheep and vineyards. It's a good moment, and WRC Powerslide would have done well to include more of them. Unfortunately, much of the game suffers from humdrum racing and forgettable power-ups, and even the sense of achievement in the single-player campaign is weighed down by an unmistakable grind.

Rally racers are something of a rarity these days, and it's clear that the minds behind WRC Powerslide attempted to make the endangered genre more appealing to broader audiences. For one, WRC Powerslide plays more like an arcade game than Dirt with Mini Coopers, and developer Milestone littered each of the 24 levels with six power-ups that do everything from releasing smoke screens to triggering mini hailstorms above your competitors. For another, it largely abandons realistic collision mechanics in favor of physics that have Mitsubishi Lancers bouncing all over the runway. (Though to be fair, you can turn collision off.)

Unfortunately, the game is not as successful as it could have been, and part of the problem may lie in its presentation. For all of its focus on Mario Kart-style power-ups and bouncy physics, WRC Powerslide still at least looks like it's meant to represent the real world, and the resulting mismatch of fantasy and reality jars more than it entices. Power-ups such as speed boosts and smoke screens have some basis in reality, for instance, but you never quite get used to the sight of tiny clouds or lightning bolts popping up over other players' cars during your dusty romps through the deserts of Portugal. The physics, too, ruin the otherwise realistic tumbles as the four cars jostle against each other on steep turns, particularly when another car plows into your own and ends up carrying you all the way to the finish line.

The good news is that the tracks scattered throughout WRC Powerslide's eight regions enjoy an admirable diversity of both visuals and terrain. The highways cutting through the forests of Germany, for instance, encourage speedy races unhindered by few obstacles; the dusty plains of Portugal suit off-road-style racing amid cramped villages and gravelly mountain paths. It's a pity, then, that it's all kind of dull. WRC Powerslide never strays from the simple imperative to outrun the guy in front of you, and the absence of any shortcuts or ramps for jumping means that you're generally stuck in last place if you get too far behind. Sometimes you can get away with scuttling down the hill at the edge of the sharpest hairpins turns, but in most cases, attempting to leave the road results in a quick respawn that often leaves you staring at your opponents' rear bumpers.

WRC Powerslide features licensed WRC, Class 2, and Class 3 rally cars, but the differences between the three classes seem negligible. They all handle much the same regardless of whether you're racing over snow, mud, or pavement (although, thankfully, they handle well), but particularly after the first level, WRC's roads are so tortuous that you never really get a chance to see how well one car's tiny speed advantage plays out on open stretches. Moreover, the requirements to unlock new regions aren't well explained, and it may take you a while to figure out that you have to look through the next zone's menus to determine what you need to do to unlock it. If you don't, you could easily make the incorrect assumption that you need to complete every race with every car to advance to the next tournament. Even if you figure out the requirements, however, you still have to run every race with every class of car to unlock most cars and crews, and WRC Powerslide's gameplay just doesn't support the replayability demanded by that kind of grind.

Still, racing can be fun in the online multiplayer mode under the right conditions, but most players over the course of a week of gameplay seem to insist on playing with the power-ups and collisions turned off. In such cases, the limitations of WRC Powerslide's core gameplay appear in their absence. Accidentally run off the road? Without power-ups, you can essentially forget about catching up with your opponents. Running neck and neck with one or more of your three human or AI opponents? Without collisions, you're just going to have to hope you make the next turn better than they do. That might be more in line with what rally fans seek, but multiplayer matches end up feeling dull as a result, and it doesn't help that the distant bird's-eye view camera is designed for the very arcade style of gameplay most online players switch off. When it's just you and the road, the fixed camera robs you of the excitement that a more level point of view might have provided.

Yet for all the shortcomings of WRC Powerslide, nothing stings so much as the absence of a split-screen local multiplayer mode. This is a game that still could have been fun in short doses with a friend on the couch, and the arcade-style camera seems well suited to it. As it is, WRC Powerslide provides a couple of hours of racing fun, but its odd hodgepodge of realism and fantasy, its near indistinguishable cars, and its grindy progression leave it merely sputtering along kilometers away from the finish line.


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Ragnarok Online 2 North American beta starts this April

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

Players who register early will get additional in-game bonuses.

North American fans of the Ragnarok Online series can look forward to play the sequel, Ragnarok Online 2: Legend of the Second, later this year.

Developer Gravity Interactive has announced that the second game in the series will be available in open beta form on April 18. Players who wish to sign up can head to the official site for the North American version.

Those who register early and get to level 10 can reserve their name for the first 60 days after its launch. The same users who have registered with game portal site WarpPortal and have a copy of the first Ragnarok Online will receive a secret Ragnarok Devoted prize. Players who register before April 2 will get free in-game prizes for Ragnarok Online 2.

Gravity Interactive has yet to announce the launch date for the full version. For more information, check out GameSpot's coverage 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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Gears of War: Judgment - Video Review

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

I'm not going to argue scores, because it's by far the most mundane thing to get rattled about (and subjective to the person rating/playing the game). I will however point out how much we discriminate this game because of its predecessors.

Seriously, the only complaint anyone and myself have, is the way the campaign is broken down in between action scenes with scores. Yes it slows down the pace a bit and it can be distracting to compete with your friends on getting a higher score, but really this is still a fantastic GOW game! This is the ONE complaint and it is very minor. If this game was rated independently to its predecessors, it would likely get a high score. Then again I don't think scores matter for shit, but a lot of people here will likely argue ''This game deserves at least a 9!!!'' ''No it's shit it deserves less than a 5!!''...

Anyway if you like Gears, get the game it's as good gory grub killing fun as ever. And don't bitch about micro transactions, it's for aesthetics only.


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Gears of War: Judgment Review

With the conclusion of the Gears of War trilogy, the Locust threat has been exterminated and Sera's humans can begin to rebuild their devastated world. Marcus Fenix and his surviving Delta Squad brethren have laid down their arms, but a fictional setting as rich as the Locust War provides the potential for many other stories to be told. Gears of War: Judgment ventures back to the early days of this conflict to tell a tale of a disobedient squad standing trial for treason. Though it's a decent story, the campaign structure favors action over immersion, delivering rousing combat challenges at the expense of narrative flow. It's a change of pace for the series, but Judgment successfully serves up the tense, brutal action you know and love, and an assortment of new online modes make it an exciting game for competitive and cooperative players alike.

Paduk doesn't get mad, he gets covered in the blood of his enemies.

Before he was the wisecracking private in Delta Squad, Damon Baird was a wisecracking lieutenant in command of Kilo Squad. Just about a month after Emergence Day, Baird finds himself in Halvo Bay, a coastal city that looks a lot like every other Locust-ravaged city. With him is series regular Augustus "The Cole Train" Cole and two new characters. Sophia is an Onyx guard recruit who does things by the book, offering resistance to Baird's crazy plans and sporting an unfortunate hairdo that looks like molded plastic. Paduk is a former enemy of the COG conscripted to fight Locust, and his disgruntled anti-COG potshots are the highlight of the otherwise unremarkable squad chatter.

The story is told in flashbacks as the squad stands trial for treason, with each member taking a turn as the narrator and primary player character. The sneering colonel who prosecutes them makes a good antagonist, and the narrative tells a decent story from the annals of the Locust War. Yet it never achieves the dramatic heights of its predecessors, and this is partly due to the fragmented mission structure that isn't very conducive to long-form storytelling.

It plays out like this: Once the campaign is under way, you walk toward your objective while voice-over and squad dialogue set the stage. Almost immediately, you come upon a big glowing red skull-and-cog, the logo of the Gears franchise. Press a button, and you are presented with the option to deliver declassified testimony, which changes the narration and adds difficulty modifiers to the upcoming combat section. As a soldier testifies about the extra hardships that Kilo Squad faced, these modifiers impose limitations on things like your time, visibility, ammunition, and weapon selection. On normal difficulty, these modifiers are a welcome challenge; on harder difficulties, they make things very challenging indeed.

The combat in Gears of War: Judgment is the same brutal, weighty gunplay that the series has thrived on for years. It's still inherently fun, and the modifiers mix things up enough to make firefights feel fresh. There are new guns and enemies to contend with, as well as a few tweaks that serve to streamline things. You can carry only two weapons now, switching between them with the press of a button, and the hey-they're-sticky-now grenades are mapped to the left bumper for quick release.

With modifiers activated, combat is as lively as ever, but while this structure benefits the action, the focus on scoring disrupts the flow of your adventure. Beginning each combat section is painless, but at the end of each one, you are given a star rating and shown tallies of your accomplishments. With that section complete, you soon come upon another glowing red logo, and the cycle begins anew. The interruptive tally screens and the regular notifications comparing your stats to those of your Xbox Live friends make it feel like Gears of War: Judgment is primarily concerned with encouraging you to perform combat feats for glory. This tallying can be fun when you're playing cooperatively or striving for perfect three-star runs, but the regular appearance of the game-halting score reports makes the campaign feel oddly stilted.


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Warframe hits open beta with new update

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

Digital Extremes "soft-launches" public beta phase for shooter; update 7.0 introduces two new warframes and a snow level.

Digital Extremes has "soft launched" its third-person shooter Warframe into open beta, complete with a massive update.

The patch, called Update 7.0, has brought in new warframes for players to try out: the saryn and banshee. The former has corrosive attacks that dissolve both organic and synthetic material, while the latter has sonic-powered offensive and support capabilities.

The update also introduces a new snow-themed stage called the Corpus Outpost that features an open-ended environment. New weapons in the update include the Paris hunting bow, the Viper full-auto light pistol, and the Fang daggers. Players can also try out a new mission type called endless defense where players have to defeat waves of enemies and survive as long as possible for big rewards.

Concerning balances, the mod system now does not allow the same mods to be stackable onto the same weapon. Existing warframe powers and weapons have been fixed. For more information, check out the full list of changes on the official forums.

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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Assassin's Creed III: The Betrayal - Launch Trailler

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

This week we check out LEGO City Undercover, Gears of War: Judgment, The Walking Dead: Survival Instinct, Assassin's Creed III - The Betrayal, Hyperdimension Neptunia Victory and Trials Evolution: Gold Edition.

Posted Mar 15, 2013 | 2:25 | 14,228 Views


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Assassin's Creed III - The Betrayal Screens

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Draw Something 2 announced

Sequel to mobile hit revealed on Twitter by Ryan Seacrest.

Draw Something 2 has been announced via the Twitter account of television personality Ryan Seacrest.

"I somehow convinced them to give me #DrawSomething2 first…this may be the best Mariah & Randy have ever looked," he said in reference to American Idol judges Mariah Carey and Randy Jackson.

Dan Porter, CEO of developer OMGPOP, followed up Seacrest's tweet by posting the game's logo.

The follow up to last year's successful mobile game will offer "new ways to draw & connect" according to Porter, with Seacrest's screenshots showing off new paint swatches and various other additions to the turn-based drawing game.

No release date for Draw Something 2 was mentioned.

Seacrest has also been lined up as the host for Draw Something's upcoming US game show adaptation.

Martin Gaston
By Martin Gaston, News Editor

Has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


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Nvidia and AMD Place Bets On Next-Gen Gaming

Two of tech's biggest competitors are taking a very different approach to the next generation of gaming, but which is making the right moves?

Earlier this month, Sony took to the stage in New York and unveiled the PlayStation 4. And as expected, the internet--at least within gaming circles--went into meltdown. All the classic console-launch moments were there: visually striking demos, a new controller, masses of mind-numbing exec-speak, and yes, even talk of polygons. But the most interesting part of the presentation arrived early on. There, Sony revealed the hardware that would be powering its new socially aware games console, and it was a world away from the complex, supercomputer-power touted by the PS3 and its Cell processor.

With the PS4, Sony has taken what are essentially off-the-shelf PC parts and used them to build a console. That's exciting for lots of reasons: the system should be easier to develop for, and porting games from PC to console or vice-versa should be easier too. But the switch to x86 has ramifications outside of just games development. For the company behind the hardware in the PS4, it's a potential financial boon. That company is AMD, a US-based chip-maker that's been making chips since 1969.

Judging by AMD's current balance sheet, it'll no doubt be hoping that its place in the PS4 (as well as the Wii U, and potentially the next Xbox) proves lucrative. Just recently it sold its Austin-based HQ for $164 million to raise cash, while a leading analyst called it "un-investable" following an operating loss of $131 million in its quarterly earnings report. Those aren't pretty numbers for a company that was once trading at over $40 dollars a share: today its shares are worth a mere $2.60 each.

The question is how much those console deals are worth to AMD. While they're certainly not the only thing the company has going for it--its upcoming roadmap of APUs and GPUs have generally been well received--the console deals provide a steady stream of income. Indeed, the company noted on its end of year financial statement that declines in its graphics segment were "partially offset by a seasonal increase in game console revenue", so for AMD at least, the sector remains a valuable one. But its competition is fiercer than ever. Intel has gone from strength to strength with its desktop and laptop chips, while ARM continues to dominate in mobile, a market that is growing at an extraordinary rate: the most recent IDC numbers show tablet shipments at well over half of that of PC shipments and growing fast.

Judging by AMD's current balance sheet, it'll no doubt be hoping that its place in the PS4 proves lucrative.

That's bad news for AMD, which currently doesn't even have a mobile and tablet chip on the market. Meanwhile, Intel is slowly beginning to compete with its refreshed Atom CPUs, but it's AMD's other competitor that poses the greatest threat: Nvidia. For years now the two companies have been battling it out in the GPU market, and both have claimed to offer the world's fastest GPU in the past. But unlike AMD, Nvidia is posting record profits--around $174 million according to its last earnings call. And it does have a chip for mobile in the form of Tegra, not to mention it holds the current crown in GPU performance with Titan.

For AMD then, the console market is more important than ever. And that's not just from a monetary point of view: there's the potential to capture the hearts and minds of gamers and developers too. After all, if developers are primarily targeting consoles--which for the moment remains the most popular platform for playing games outside of Angry Birds--then it stands to reason they would choose to develop on AMD hardware, or make optimisations for console that are easily translated over to desktop AMD GPUs. That might not spell total disaster for Nvidia, but it could start a worrisome trend that sees developers and consumers move away from its hardware to that of its chief competitor.

It's a worry that we put to Tony Tamasi, the senior VP of content and technology at Nvidia: "Let's assume that you're right, and both Sony and Microsoft are built off an AMD chip", Tamasi told us, "we're actually kind of excited by it."

"Developers actually develop on a PC. The problem today is that when they target a console, they're targeting a piece of hardware that's more than an order of magnitude lower power than today's PCs. And frankly, that really holds back content developers. So while they could do amazing DX11 compute and awesome shader things on the PC, the fact that they have to support these very old, very low performance consoles (PS3, Xbox 360)--one of which is of course based on Nvidia--is a bummer. It impedes the content development."

"The fact the next generation consoles are kind of mid-range PCs is a good thing. From an optimisation perspective the next consoles are based on x86 CPUs, and based on essentially current generation GPUs, so there's really nothing special there. In the end, developers are trying to deliver the best experience on any platform that their game runs on. Having been through Xbox one and PS3, I can tell you that plenty of games that ran on a PS3 or ran on the first Xbox didn't have any uniquely optimised or differentiated behaviour on Nvidia on a PC than they otherwise would have had."

For Nvidia, it seems that any PC hardware in a console can provide benefits to the PC market, whether it uses the company's hardware or that of its competitor. Perhaps we won't see any AMD optimisations: only time will tell. Regardless, Nvidia has decided it doesn't want to be a part of the next-gen consoles: its hardware is nowhere to be seen in the PS4, the Wii U, or--if the rumours prove true--the next Xbox either. The question is, why not?


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Wizardry Online Review

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

Developer Gamepot's latest online venture doesn't sport the refinement of World of Warcraft, the large community of Guild Wars, or the political intrigue of EVE Online. In fact, to look at Wizardry Online, you may be fooled into thinking you've somehow tumbled backward in time to the late '90s, where the low-quality artwork and textures might have been more appropriate. The game has no trouble rehashing tired tropes for its own gain. But for all that it does wrong, it boasts a particular brand of scrappiness that keeps you plugging away, even when the danger of permadeath looms large.

Wizardry Online is an austere fairy tale that falls somewhere between the healthy rigors of Final Fantasy XI and the masochism of Dark Souls. This dark fantasy doesn't stray far from the trappings associated with standard MMO design, but some interesting decisions keep it afloat, and there's no admission price to hinder you from fulfilling your curiosity. Unfortunately, none of this is evident in the initial hours. Perhaps that's why it seems that the aim of Wizardry Online, in keeping with the dungeon-crawling lore of the original Wizardry series, is to give you as challenging an experience as possible while still baiting you to continue.

After installation and several updates, the client greets you with some cinematic, Final Fantasy-esque fanfare. You're deposited into a seemingly never-ending online abyss after clicking "start." Once an arbitrary amount of time has passed, sometimes up to 15 minutes or more, you may be allowed onto the server. Using Alt + Tab to multitask while waiting to join a server isn't an option; you simply wait for the privilege of connecting. It's a rotten setup, especially when trying to join during what you would assume are the peak hours for play. It's also extremely frustrating to weather unpredictable wait times only to be booted from the server multiple times in one session, or to endure its lengthy load times, which Wizardry Online struggles with far too often.

A series of shoddy menus and options are waiting once you've made it server-side, and they're riddled with uninteresting color palettes and character models that do little to entice you. In fact, the game as a whole is devoid of any appealing graphics. After you're subjected to meandering lore and walls of text, it's time to assign a class. You choose from five different races: humans, dwarves, elves, gnomes, and the Tarutaru-like Porkul. The character creation screen shows off unusual character designs, such as the most feminine gnomes you'll ever see in your life and strangely unappealing elves; it's almost as if these races' established qualities swapped places.

After choosing an avatar and settling on a race, you need to select a class and alignment, although there isn't much choice to be had here. Alignments are nothing more than one additional stat to track and mean little in the grand scheme of things, so your class ultimately decides your fate. Gnomes fit the priest role, dwarves lead the charge as warriors, elves are powerful mages, and the Porkul are sneaky pickpockets. Humans are as vanilla as can be. A roll of the dice completes the package for your character's stats and can grant bonuses to races that happen to be awful at adapting to particular classes--say, a Porkul as a warrior. If you're just starting out, you can take chances when it comes to rerolling new characters, but seasoned veterans will want to carefully pick and choose, picking the best class for the race suited for the job. Still, it's unfortunate that races represent little more than aesthetic value; each character looks and plays practically the same.

Once you're free to roam the world, you will want to find companions: this is a game you don't flourish in when flying solo. The in-game group finder goes a long way to ensure that you can always find a few fellow adventurers to complete the traditional tank-DPS-healer trifecta, which becomes invaluable when scouring the various dungeons. Quests and other tasks are assigned via hub worlds, and most of the action takes place deep in the heart of sewers and labyrinthine tunnels rife with puzzles. Considering you're spending time within smaller cramped spaces populated with high-level players, you're going to want someone watching your back at all times, and traveling alone is a great way to meet your permanent end much faster.

Combat is where you end up ferreting out the fun, which is often overshadowed by the messy UI and more brown graphics than a desert-themed first-person shooter. Active attack and defense moves are natural and much more kinetic than those of traditional MMO hotkey combat. Though each character class feels the same whether you're using magic or brute strength to conquer your enemies, having to exercise a bit of skill to land a hit on a rare enemy provides an extra level of immersion. You feel as though you have control to exert over this persistent world, and that's what ends up elevating this oft-confusing endeavor to a status beyond meager. As long as you can successfully sustain your health and mana (which do not regenerate), you're on your way to looting other players' corpses instead of littering each pathway with your hours of earned items and gold.


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SimCity traffic problems being fixed, says Maxis.

SimCity lead designer Stone Librande has posted a blog detailing how the game's simulation mechanics work, and has pledged to fix the game's traffic pathing.

This week numerous YouTube videos have surfaced from users who have found ways to highlight bugs and errors in the SimCity's simulation. Librande has clarified how the game's GlassBox engine processes information. "At the surface level, GlassBox is designed around the premise that 'Agents' are created to carry data to various 'Sinks' around the city. In SimCity, you can think of the 'Agents' as Sims and vehicles. The 'Sinks' are the buildings that receive money, happiness and other resources from these Agents."

"Our main focus right now is updating the pathing system that the Agents use to get to their Sinks. Running a successful city means keeping the traffic flowing and we are actively working to make this system better," Librande added. "One of the main bugs being highlighted at the moment is in the game's traffic system insisting on taking the shortest possible route to each location, causing massive traffic jams even when other roads are available."

"We understand that when cars always take the shortest route between point A and point B there will be unavoidable (and illogical) traffic jams, so we are returning these values to make the traffic flow more realistically," said Librande.

"To dig a little deeper," Librande added, "our roads will have a weighting system based on 25%, 50% and 75% capacity. As a road hits those marks it will become less and less appealing for other cars, increasing the likelihood of them taking an alternate path if one exists."

The traffic situation will be patched shortly, says Librande, and that the fixes are being tested internally at Maxis right now alongside other pathing issues, such as with multiple emergency services responding to issues one by one as opposed to simultaneously.

"We are working on additional fixes with the pathing of our Agents and these changes will streamline the way that the simulation unfolds in your city. For instance, emergency vehicles will not get blocked in their garages and will move into empty lanes to get around traffic jams. We're also working on preventing service vehicles from clumping up (for instance, only one fire truck will respond to a fire instead of two) and improving the way that Public Transportation operates in the city. We are currently testing a patch internally and hope to have it out to you soon."

Librande also detailed how some of the game's simulation mechanics actually work. He confirmed that SimCity's Sims do not lead realistic lives, but instead move to the nearest available job in the morning and leave for the closest vacant house in the evening. It means a Sim might go to a different job every day, and return home to a different family every evening.

"Ultimately we didn't feel that the cost of adding in that extra layer of micro detail made the macro game play richer. Game design is filled with tradeoffs and compromises like this and we are constantly evaluating these (and many other) decisions," said Librande.

Librande confirmed that Maxis is slowly re-enabling the features it switched off last week to help ease the game's overloaded servers. Regional achievements are now live on select servers, and leaderboards are up and running on the game's Test server. SimCity's Cheetah speed is still unavailable, and was not mentioned by Librande.

Yesterday a SimCity modder showed it was possible to circumvent the game's 20 minute disconnection timer, essentially making it possible to play the game, which by default insists on an always-online connection, indefinitely online.


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Microsoft's Surface tablet line falls short - Report

Microsoft's highly touted Surface tablet line has sold around 1.5 million units since launch, coming up short of expectations, sources told Bloomberg.

Three people with knowledge of the matter said Microsoft has sold just over one million Surface RT units and around 400,000 Surface Pros since their debuts in October and February, respectively. Three million units were ordered in all, the sources said.

The 32GB Surface RT starts at $500, while the 64GB Surface Pro begins at $900.

By comparison, Apple sold 22.9 million iPads in the three-month period ended December 29.

In an effort to boost Surface sales, Microsoft will take steps to market the tablet line in new ways, the sources said. One source added that Microsoft has internally admitted a failure to persuade some customers to choose Surface over offerings from Apple and Samsung.


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Tomb Raider Review

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

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.

You can enjoy taking in the island's lush natural beauty and killing docile creatures before all hell breaks loose.

As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person.

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things.

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one.

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.


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Tomb Raider Review

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.

Like all novice adventurers, Lara must quickly learn to grab on to outcroppings that conveniently stick out thanks to their color.

As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person.

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things. On the PC, the lovely sights are even lovelier and the horrifying sights are more horrifying than on consoles. The PC port was handled by Nixxes, and just as their PC release of Sleeping Dogs improved significantly on the visuals of the console versions, the sharp textures in Tomb Raider's PC release make it the definitive way to experience this game.

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one.

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.


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Disney Infinity delayed from June to August

Skylanders-like Disney Infinity will now reach store shelves in late August, a two month delay from its original June release date.

The New York Times reports that the game, which features its own line of toys it can interact with, will release in the US on August 18 and in the rest of the world on August 20.

Disney Infinity's original June release date was scheduled to coincide with upcoming Pixar flick Monsters University, but was pushed back closer towards the lucrative holiday season at the request of retailers.

Speaking of conversations with retailers, Disney Interactive co-president John Pleasants said "the [June] date became an issue in terms of them asking, 'Is there a better opportunity here?'"

"We could deliver in June if we wanted to," added Pleasants. "Will a two-month timing change help us? Sure, of course. It gives us a little more time to add bells and whistles and make sure it really sings and pops."

Disney Infinity--which is launching on Xbox 360, PlayStation 3, Wii, Wii U, PC, and 3DS--will hit shelves ahead of Activision's Skylanders Swap Force, with the two games in direct competition for a share of a clearly lucrative market: Activision has sold over 100 million Skylanders toys. Meanwhile, Nintendo's Japanese release of downloadable game Pokemon Rumble U is also coming with its own line of figurines.


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New Drakengard entry confirmed for PS3

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

Fans of the action series Drakengard (or Drag-on Dragoon in Japan) for the PS2 can look forward to a sequel on the PlayStation 3.

A recent issue of weekly Japanese game magazine Famitsu has revealed that Square Enix will be publishing Drakengard 3 locally for the PS3. The developer working on the sequel is Access Games (Deadly Premonition, Lord of Arcana).

Square Enix also revealed that some of the original members of the Drakengard development team (who also worked on Nier) will be reunited to complete the sequel. Yoko Taro will be the creative director, while Kimihiko Fujisaka will be in charge of character designs. Taking helm as music director is Keiichi Okabe, while the producer is Takamasa Shiba.

The game's main characters are two sisters called Zero and One who can wield magic through song. The former has an outrageous temper and is free-spirited, while the latter is serious and studious. Staying true to the past games, the series will feature both air combat using dragons and ground combat. The more blood the sisters spill from enemy kills, the more powerful they get during combat.

Square Enix has not set a release date for Drakengard 3.


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Gundam Breaker invades Japan game shelves this June

PS Vita version of PS3 action title also in the works; open beta to take place before game's release.

Namco Bandai has announced the release date of its action game Gundam Breaker.

According to the latest issue of Japanese magazine Famitsu, the game will be out on June 27 on the PS3. A PS Vita version of the title is in the works, but the publisher has yet to announce its release date.

Gundam Breaker lets players customize their own Gundam kit models and pilot them in battles against other models big and small in real world locations. An open beta for the game will be available before the game's launch.

Namco Bandai has yet to announce a North American and European release.

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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Now Playing: World of Warplanes

It doesn't look very good at all sadly.

No start/landing ruins half the game for me right there.

More arcade and less simulation ruins it even more.

But mostly I didn't get a sense of flying. It doesn't look right. Needs more grittyness maybe?! Something's definitely lacking.

The interface seems completely inappropriate for old planes too.

It's all modern and digital looking and you're flying WWI planes??

There's just a complete lack of charm imo.

It's too bad because I'm hoping for more good games in this genre. I'll pass on this one though.


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Free of Charge: Dust 514

Hey All, if you could check out my channel it would be much appreciated. I? have a gaming channel and? would love your help and feedback on my videos produced so far. I have many? videos including? Splinter Cell Blacklist UK Exclusive Collector's Edition, Playstation 4 Game Lineup, Playstation 4 Killzone Shadow Fall, Playstation 4? Watch Dogs, Assassin's Creed 4 Black Flag and many? more. If you could take the time to Like, Comment and? Subscribe it would be much appreciated. Thanks all and look forward to hearing from you.Channel Link: https://www.youtube.com/user/hoodholmes666?feature=mhee


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Big in Asia: Dragon Nest

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

It was a nice experience aside the server issues I had back then when I started playing. I had an archer at Westwood Server. The game itself was still young and I often caught at "please wait for xxx seconds, you are being queued". Don't know if that's still a problem right now?

I'd score the game 8.5/10. Combat mechanism kicks, makes you "OOMPH!!!" when you knock enemies (as you can see from the video above). Class and skill selection makes you excel at whatever you want yourself to be, even if you're a healer, they still got extremely powerful abilities to keep themselves from high level mobs. The game truly encourages and rewards teamplay while somewhat still not forgetting solo playstyle although you'll get less from it and it feels somewhat annoying and limiting at some points.

I had to stop playing. I don't want to play too many games and I prefer Battlefield 3 for my personal online game experience instead of this. Besides I also needed to focus and prepare my portfolio for a job. 

But I tell you, it was tough to stop myself from playing this game. Especially I already got several college friends playing alongside.


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House of Horrors: Call of Cthulu Highlights

Please try playing a little slower next time if you play an adventure game. I know you have time limitations and all, but the way you play does no justice to this game. It was all you running around meaninglessly. Just let the game show what it's all about next time if it's an adventure game like this one. I still liked it, though.


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MLB 13: The Show Review

Compare the backs of the boxes, and MLB 13: The Show looks pretty much identical on both the PlayStation 3 and PS Vita. Get into the actual games, however, and some substantial differences pop up when it comes to playability. Where the PS3 game is the real deal, another fantastic baseball game that walks the line better than ever between simulation realism and on-the-diamond action, the handheld Vita version falls short in a few key areas. You get a very good game of baseball here, due to the huge number of options and attention to detail in every aspect of hitting, pitching, and fielding. Still, scrunching the big-brother console version down to handheld size causes a few problems that feel like they could have been avoided.

For the most part, however, MLB 13 plays pretty similarly on both systems. Virtually all of the modes of play have been shifted to the Vita mostly intact. So you get all of the core experiences that the game has to offer, including franchise and season play, online options, the role-playing Road to the Show, and the new Postseason playoffs and The Show Live (which lets you follow the real 2013 Major League season as it unfolds). Beginner mode is available as well, providing a good if overly simplistic entry to video game baseball for rookies. Ad hoc mode is available for local multiplayer. Just about everything has been cut back, though. Animations aren't as varied on the field. Broadcast booth commentary is down to the odd line from play-by-play man Matt Vasgersian. Player creation options have been reduced, so you don't have as many little frills to tweak when crafting your wannabe in Road to the Show.

These cuts don't initially seem like huge sacrifices to make for the big plus of portability. But the omissions are notable if you're also playing the PS3 version, and they add up over time to give you the impression that this is something of a cut-rate edition of the game. You might find this perfectly acceptable, especially when you want to link up with the PS3 version of the game and download games from the cloud on the road. (Direct play between the platforms is supported only in Home Run Derby mode.) It is undeniably nifty to catch up on a few games with your Road to the Show guy when away from home or when your main gaming TV in the living room is being occupied by other folks in the household.

In spite of being stripped down in comparison to its big brother, The Show feels as though it still bit off more than it could chew. Load times are quite long, especially when playing Road to the Show with a position player where you're taking only a few at-bats and fielding attempts in each game. Visual details overload performance, as well. The great-looking graphics and countless animations crammed onto the card slow the frame rate down. There are no big hitches, but the consistent frame slowdown is noticeable, especially in the field.

Getting down on the diamond lets you forget about some of these problems. MLB 13 plays a very good, very addictive game of baseball. Pitching and batting are very challenging and realistic. You have to work your pitches on the mound and pay close attention when in the batter's box. The pitcher-batter duel is uncannily realistic. You regularly get into wars, trying to fool batters with pitch type, placement, and speed. And then you get into the same battles on the other side of the equation, fighting off enemy hurlers doing the same thing to you when you're at bat. Ball physics are brilliantly realized. The ball always moves in a realistic fashion, whether coming off the bat, coming out of a shortstop's hand, or ricocheting off the pitcher's skull.


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SimCity Shows the Dark Side of Online Gaming

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

SimCity's launch was a disaster. Will our online games always be victim to such spectacularly bad releases?

EA has managed to get SimCity into the headlines for all the wrong reasons this week, completely ruining the launch of its connected new title, having it temporarily pulled from one of the world's largest retailers, and looking shameful as it offered mixed signals with refunds to some unhappy customers and then ban warnings to others.

The core of the problem is this: SimCity requires you to be permanently connected to the Internet, and data is constantly being passed between your machine and the game's servers. There is no option to play offline, and right now the servers are so overloaded with requests they simply cannot keep up. The game, as it currently stands, is broken.

SimCity shouldn't be broken. There are no excuses. It's a frustrating and painful experience, and the people getting burnt are the game's most loyal supporters.

These server woes are particularly egregious to many because they reflect a schism between gamers and publishers. One of the biggest causes of friction in our industry at the moment is the rift between established longtime gamers, who grew up predominantly with isolated single-player adventures, and modern publishers looking to transform their long-running franchises into service-led experiences.

Predictably, Maxis says this online requirement offers up a suite of social, connected features that just wouldn't be possible otherwise. The argument, it goes, is that that the 2013 version of SimCity just wouldn't work as a concept unless it's hooked into the Internet. So what we've ended up with is a product that, for now, just doesn't work at all.

Therein lies the problem. Publishers are becoming too eager to leap into their service-led futures without nailing the basics first. EA is trying to run before it can walk, and many more intricately network games have launched with fewer problems and, when the worst happens, recovered faster. SimCity is in a league of its own when it comes to network failure, but it's also not the only one guilty of the problem. The issue spreads to almost all online games: think back to the awkward launches of Diablo III, Guild Wars 2, Gears of War 2, Battlefield 3 and Bad Company 2. These problems are happening all too often, and need to stop.

It's frustrating, sure, and too often publishers and developers are left desperately scrambling to rush out apologetic tweets and grovelling forum announcements as they race to stem the entirely justified ire felt by their customers. But what of a month from now, when servers will likely have stabilised? Some people like to think Maxis is currently rearranging the deck chairs on its own personal Titanic, but I don't think these launch woes will obliterate the game from the offset. Yet they'll certainly stain its reputation.

Service-led gaming isn't inherently disgusting, but the idea shouldn't be wholly intertwined with absolutely every game on the market. Good services are almost completely transparent. You take them for granted, and you can't imagine life without the best ones: things like Netflix, electricity, Twitter, and your mobile phone contract. There can be agonising problems along the way, but by and large they are accepted pretty seamlessly into our lives. But when games attempt to be a service they seem inevitably destined to stumble out of the starting block. Even when SimCity has been fixed, many will still remain cautious. The service will never be able disappear into the background.

Games publishers rushing into the dream of connected, always-online versions of traditional single-player games seems to be a step too far at the moment. It's not a case of a faulty concept but of poor design and execution, and that's a real shame. To put it simply: until always-on can work flawlessly, developers should make sure there's an optional offline mode.

It's ghastly when things go wrong, but it's fantastic that developers are trying to rethink the way we play traditional games. Look at something like Dark Souls, and its oft-praised mechanics of having other players leave messages. These fantastic bits of game design that feel endearingly modern, and completely refresh the idea of a third-person RPG.

It's an incredible connected feature, and Dark Souls will still function if Xbox Live/PlayStation Network is down or your Internet drops at home. It's a lesser experience that way, sure, but the option is still there. And, really, the beauty of the Internet is that it should be giving us more options as opposed to less.

There's still plenty for publishers to learn, then. It's good to see the SimCity team trying out new ideas, but this aggressive pursuit of an always-on, connected service has affected the game and will continue to do so long after the servers stabilise. The problem is not the concept, however, and we shouldn't treat social connectivity as the villain in the sorry state of SimCity.


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Gaming Meme History - Our Princess Is In Another Castle!

Hi Jess! God darn I'm beautiful and I'm wearing an awesome T-shirt. I couldn't keep that info to myself.

Now that we got that out of the way. Your choice of meme is flawless. It's a classic and everyone knows it.

Congratulations! Job well done and all that.

Here's one I think you might have missed (too lazy to check). The Zerg Rush!

http://i.imgur.com/wJPFPDs.jpg


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UK Chart: Tomb Raider finishes top, SimCity enjoys strong launch

Square Enix's reboot of Tomb Raider has topped the UK charts this week, comfortably beating Aliens: Colonial Marines to become the best-selling launch of 2013 so far.

Tomb Raider's week one sales were over double what Aliens: Colonial Marines managed when it launched three weeks ago. Both games were released on a Tuesday, and are therefore dubbed "event" titles by UK sales collator Chart-Track. Games in the UK traditionally launch on Friday.

All in all, developer Crystal Dynamics' new take on Lara Croft has set new opening week sales records for the franchise, selling twice as many copies as Tomb Raider: Legend, the previous strongest launch for the series, managed way back in 2006.

EA's SimCity finished in second place, managing a strong launch despite a weekend of connectivity problems for its users. EA has promised anyone who tried to play SimCity over the weekend a free game, but hasn't given any more details yet.

Namco Bandai's Naruto Shippuden: Ultimate Ninja Storm 3 debuts in third place, with The Sims 3: University Life starting in fourth place. This is the first week in 2013 when four new games have occupied the top of the charts.

FIFA 13 is hanging on reliably in fifth, and Crysis 3--last week's chart topper--drops to sixth.

Call of Duty: Black Ops II is seventh, Far Cry 3 eighth, Metal Gear Rising: Revengeance ninth and The Elder Scrolls V: Skyrim is tenth.

The Top 20 UK charts for the week ending March 9:

1. Tomb Raider
2. SimCity
3. Naruto Shippuden: Ultimate Ninja Storm 3
4. The Sims 3: University Life
5. FIFA 13
6. Crysis 3
7. Call of Duty: Black Ops II
8. Far Cry 3
9. Metal Gear Rising: Revengeance
10. The Elder Scrolls V: Skyrim
11. Assassin's Creed III
12. Need for Speed: Most Wanted
13. Skylanders Giants
14. Hitman Absolution
15. Aliens: Colonial Marines
16. Lego Batman 2: DC Super Heroes
17. Halo 4
18. Grand Theft Auto IV
19. Dead Space 3
20. Forza Horizon


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Maxis: SimCity woes are 'almost behind us', but still not ready to give the 'all-clear'

Maxis says the troubled launch of SimCity is being rectified, but the developer isn't ready to give the "all-clear" just yet.

Maxis general manager Lucy Bradshaw has said the "core problem" of being able to actually connect to the game is "almost behind us." Game crashes have been reduced by 92 per cent from day one, according to Bradshaw, and nearly 8 million hours of gameplay time have been logged in total.

Bradshaw says server architectures have been optimised and response times shortened, and Maxis has released a number of patches to help makes things easier; the latest, patch 1.4, fixes the problem of the game getting stuck when switching servers.

The updates mean that Maxis is now "getting virtually everyone into the game," but the developer is not yet ready to issue an "all-clear" for SimCity just yet. "We need a few more days of data before we can assure you that the problem is completely solved and the game is running at 100 percent," says Bradshaw.

GameSpot UK's Danny O'Dwyer, Chris Beaumont and myself were all playing last night on various European servers, but with occasional connectivity errors.

SimCity, which requires a constant connection to the game's servers in order to function, has suffered from major issues since its launch in the US last Tuesday, and claims that the UK launch would go by without a hitch were proved wrong before the end of its first day on sale. EA has switched off some of the game's features to help the servers cope, and will offer a free game to anyone who has purchased SimCity to apologise for the inconvenience.

Finally, Bradshaw once again apologised for the game's tumultuous launch. "You bought the game with the understanding that we'd quickly fix the server issues. For that support--that incredible commitment from our fans--we are deeply grateful. As the general manager of Maxis, I want you to know that we cherish your faith in us, and the love you've shown for this franchise," she said.


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EA giving free PC game to anyone who bought SimCity

Written By Kom Limpulnam on Minggu, 10 Maret 2013 | 19.51

All gamers who purchased a copy of SimCity will receive a free digital PC title, Electronic Arts announced tonight. Those with an activated copy of SimCity by March 18 are eligible for the free game.

No further details on this promotion were divulged.

Maxis general manager Lucy Bradshaw announced the news tonight as part of a blog post addressing the SimCity server woes and how the company plans to get back on track.

Bradshaw's entire blog post is below.

"Here's a quick update on the problems we were experiencing with SimCity--and a little something extra for people who bought the game.

The server issues which began at launch have improved significantly as we added more capacity. But some people are still experiencing response and stability problems that we're working fast to address.

So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta.

OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120 percent. It's working--the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80 percent.

So we're close to fixed, but not quite there. I'm hoping to post another update this weekend to let everyone know that the launch issues are behind us.

Something Special for Your Trouble

The good news is that SimCity is a solid hit in all major markets. The consensus among critics and players is that this is fundamentally a great game. But this SimCity is made to be played online, and if you can't get a stable connection, you're NOT having a good experience. So we're not going to rest until we've fixed the remaining server issues.

And to get us back in your good graces, we're going to offer you a free PC download game from the EA portfolio. On March 18, SimCity players who have activated their game will receive an email telling them how to redeem their free game.

I know that's a little contrived--kind of like buying a present for a friend after you did something crummy. But we feel bad about what happened. We're hoping you won't stay mad and that we'll be friends again when SimCity is running at 100 percent.

SimCity is a GREAT game and the people who made it are incredibly proud. Hang in there--we'll be providing more updates throughout the weekend.


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Top 5 Skyrim Mods of the Week - Master Chief, Heartbreaker

This week we check out Dead Space 3, The Elder Scrolls V: Skyrim - Dragonborn, Fist of the North Star: Ken's Rage 2, Fire Emblem: Awakening and Sly Cooper: Thieves in Time. Beats provided by DJ VInroc: http://www.thatsthatstuff.com.

Posted Feb 1, 2013 | 1:57 | 24,870 Views


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Top Five Skyrim Mods of the Week - Master Chief's Gonna Rip Your Heart Out

Cam and Seb dip back into the wonderful world of Skyrim mods. This week we witness Master Chief go all Temple of Doom on the citizens of Tamriel.

Halo Mods

Master Chief Armor by jpdoctor
Steam Workshop Link

Cortana Follower by jpdoctor
Steam Workshop Link

Gravity Hammer - Halo 3 by Abe Froman
Steam Workshop Link

Halo Energy Sword by LittleJoeC
Steam Workshop Link

The Rest

Lizardman - Werewolf Replacer by Dogtown1
Steam Workshop Link

Heart Breaker - A Killmove Mod by Reko
Steam Workshop Link

Instant Merchant by neckface
Steam Workshop Link

Duel - Combat Realism
Skyrim Nexus Link

March 3 / February 22 / October 20 / September 9 / August 11 / July 28 / July 14 / June 30 / June 16 / June 2 / May 19 / May 5 / April 14 / April 7 / March 31 / March 24 / March 17 / March 10 / March 3 / February 25

Cameron Robinson
By Cameron Robinson

Cam makes videos for GameSpot and is a lover of games, music, science, and above ALL else, musical science games. (See Deus Ex in Bminor).


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SimCity Shows the Dark Side of Online Gaming

SimCity's launch was a disaster. Will our online games always be victim to such spectacularly bad releases?

EA has managed to get SimCity into the headlines for all the wrong reasons this week, completely ruining the launch of its connected new title, having it temporarily pulled from one of the world's largest retailers, and looking shameful as it offered mixed signals with refunds to some unhappy customers and then ban warnings to others.

The core of the problem is this: SimCity requires you to be permanently connected to the Internet, and data is constantly being passed between your machine and the game's servers. There is no option to play offline, and right now the servers are so overloaded with requests they simply cannot keep up. The game, as it currently stands, is broken.

SimCity shouldn't be broken. There are no excuses. It's a frustrating and painful experience, and the people getting burnt are the game's most loyal supporters.

These server woes are particularly egregious to many because they reflect a schism between gamers and publishers. One of the biggest causes of friction in our industry at the moment is the rift between established longtime gamers, who grew up predominantly with isolated single-player adventures, and modern publishers looking to transform their long-running franchises into service-led experiences.

Predictably, Maxis says this online requirement offers up a suite of social, connected features that just wouldn't be possible otherwise. The argument, it goes, is that that the 2013 version of SimCity just wouldn't work as a concept unless it's hooked into the Internet. So what we've ended up with is a product that, for now, just doesn't work at all.

Therein lies the problem. Publishers are becoming too eager to leap into their service-led futures without nailing the basics first. EA is trying to run before it can walk, and many more intricately network games have launched with fewer problems and, when the worst happens, recovered faster. SimCity is in a league of its own when it comes to network failure, but it's also not the only one guilty of the problem. The issue spreads to almost all online games: think back to the awkward launches of Diablo III, Guild Wars 2, Gears of War 2, Battlefield 3 and Bad Company 2. These problems are happening all too often, and need to stop.

It's frustrating, sure, and too often publishers and developers are left desperately scrambling to rush out apologetic tweets and grovelling forum announcements as they race to stem the entirely justified ire felt by their customers. But what of a month from now, when servers will likely have stabilised? Some people like to think Maxis is currently rearranging the deck chairs on its own personal Titanic, but I don't think these launch woes will obliterate the game from the offset. Yet they'll certainly stain its reputation.

Service-led gaming isn't inherently disgusting, but the idea shouldn't be wholly intertwined with absolutely every game on the market. Good services are almost completely transparent. You take them for granted, and you can't imagine life without the best ones: things like Netflix, electricity, Twitter, and your mobile phone contract. There can be agonising problems along the way, but by and large they are accepted pretty seamlessly into our lives. But when games attempt to be a service they seem inevitably destined to stumble out of the starting block. Even when SimCity has been fixed, many will still remain cautious. The service will never be able disappear into the background.

Games publishers rushing into the dream of connected, always-online versions of traditional single-player games seems to be a step too far at the moment. It's not a case of a faulty concept but of poor design and execution, and that's a real shame. To put it simply: until always-on can work flawlessly, developers should make sure there's an optional offline mode.

It's ghastly when things go wrong, but it's fantastic that developers are trying to rethink the way we play traditional games. Look at something like Dark Souls, and its oft-praised mechanics of having other players leave messages. These fantastic bits of game design that feel endearingly modern, and completely refresh the idea of a third-person RPG.

It's an incredible connected feature, and Dark Souls will still function if Xbox Live/PlayStation Network is down or your Internet drops at home. It's a lesser experience that way, sure, but the option is still there. And, really, the beauty of the Internet is that it should be giving us more options as opposed to less.

There's still plenty for publishers to learn, then. It's good to see the SimCity team trying out new ideas, but this aggressive pursuit of an always-on, connected service has affected the game and will continue to do so long after the servers stabilise. The problem is not the concept, however, and we shouldn't treat social connectivity as the villain in the sorry state of SimCity.


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Sunday Site Downtime

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

Further maintenance scheduled this Sunday.

We'll perform further site maintenance on Sunday March 10th at 10:00am PST. This performance will cause a site outage which is expected to last approximately two hours. If you have an urge to visit GameSpot during this time drop by our Youtube until the site returns.


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EA giving free PC game to anyone who bought SimCity

All gamers who purchased a copy of SimCity will receive a free digital PC title, Electronic Arts announced tonight. Those with an activated copy of SimCity by March 18 are eligible for the free game.

No further details on this promotion were divulged.

Maxis general manager Lucy Bradshaw announced the news tonight as part of a blog post addressing the SimCity server woes and how the company plans to get back on track.

Bradshaw's entire blog post is below.

"Here's a quick update on the problems we were experiencing with SimCity--and a little something extra for people who bought the game.

The server issues which began at launch have improved significantly as we added more capacity. But some people are still experiencing response and stability problems that we're working fast to address.

So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta.

OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120 percent. It's working--the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80 percent.

So we're close to fixed, but not quite there. I'm hoping to post another update this weekend to let everyone know that the launch issues are behind us.

Something Special for Your Trouble

The good news is that SimCity is a solid hit in all major markets. The consensus among critics and players is that this is fundamentally a great game. But this SimCity is made to be played online, and if you can't get a stable connection, you're NOT having a good experience. So we're not going to rest until we've fixed the remaining server issues.

And to get us back in your good graces, we're going to offer you a free PC download game from the EA portfolio. On March 18, SimCity players who have activated their game will receive an email telling them how to redeem their free game.

I know that's a little contrived--kind of like buying a present for a friend after you did something crummy. But we feel bad about what happened. We're hoping you won't stay mad and that we'll be friends again when SimCity is running at 100 percent.

SimCity is a GREAT game and the people who made it are incredibly proud. Hang in there--we'll be providing more updates throughout the weekend.


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Naruto Shippuden: Ultimate Ninja Storm 3 Review

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

Naruto Shippuden: Ultimate Ninja Storm 3 is a game that knows its audience. Picking up where its predecessor left off, it tells the ongoing tale of young ninja Naruto Uzumaki's struggles as the Nine-Tails' jinchuriki and his complex relationship with Sasuke Uchiha. It also covers the five kage summit and the outbreak of the fourth great ninja war.

If you like bad rhymes, rejoice! Killer Bee's got a million of 'em for ya.

If none of this means anything to you, Ultimate Ninja Storm 3 is not the game for you. It spends tremendous amounts of time on storytelling, and there are so many characters, factions, rivalries, chakras, jutsus, and other aspects of Naruto history and lore at play that unless you have a working familiarity with all this stuff ahead of time, you're going to be completely lost. The series hasn't lost its knack for eye-popping boss battles and amazing ninja powers. But even diehard Naruto fans will find that this latest entry fumbles the pacing in its single-player Ultimate Adventure mode by spending far too much time hitting you with conversations and cutscenes and not nearly enough time letting you meaningfully participate in the story.

Of course, you can always skip the story sequences and get right to the next gameplay section, but the story is such a focus here that if you don't have an interest in watching this game unfold its tale, then there's little point in playing the game at all. Well over half of the time it takes to get through the single-player campaign is taken up by cutscenes and chitchat. You often watch several minutes of cutscenes, take control of a character to move him or her through an environment, maybe stopping to talk to other characters now and then, and then watch several more minutes of cutscenes. Sometimes, those cutscenes are action-packed and entertaining, but there are also lots of long expository sequences in which characters just stand around calmly talking to each other. Yes, there are intense battles from time to time, but there aren't nearly enough of these to support the bloated narrative.

When you do have to fight, you find that you can easily pull off incredible-looking techniques regardless of which character you happen to be controlling at that moment. There are dozens of playable characters in Ultimate Ninja Storm 3, but they all do attacks, build up chakra, and perform combos with the same button presses and combinations. This is a pick-up-and-play game: all accessibility, little depth. It's more about spectacle than skill, though the speed at which it moves means it does reward rapid reflexes, and it's exhilarating for a while to perform massively powerful, terrific-looking jutsu attacks with a few quick and easy button presses.

But there aren't tricky combos and high-level techniques to master; once you've got a handle on the basics, you can get better at implementing those techniques, but you aren't going to experience the gratification that comes with mastering higher-level skills, because there aren't any. The result is an experience that's immediately enjoyable, but doesn't stay rewarding for long. You may have a particular interest in playing as Deidara or Orochimaru or some other character, but because they all play so similarly, the unlocked characters you're frequently showered with as you progress through the Ultimate Adventure mode don't give you access to new strategies and new ways to play.

During specific fights, the free-flowing combat gets replaced by visually spectacular quick-time events that fully capture the kinetic energy of the anime's over-the-top battles. Whether it's a scene in which Naruto and Sasuke fight it out on the surface of a lake as a previous encounter comes flooding back to them or a sequence in which the massive, fearsome beast Nine-Tails threatens to destroy Hidden Leaf Village, these sections make for incredible viewing. These encounters and others present you with a choice of taking the legend approach or the hero approach. Your choice has a typically minor effect on how the battle plays out, and no effect on how the rest of the story plays out. It also determines whether you earn more hero experience or more legend experience, each of which gives you access to different types of items to use in battle. This does provide an incentive to return to earlier battles and choose the alternate approach just to see what impact it has, but that impact is usually disappointingly minor.

Ultimate Ninja Storm 3 also introduces mob battles in which you take on numerous easy, incapable enemies at once. They're mechanically dull, but moves that let you leap instantly from one enemy to another give these battles a visual energy, at least on the PlayStation 3. On the Xbox 360, these battles are interrupted by severe hang-ups that not only break up the flow of battle but can also result in the game failing to recognize your button inputs. The PS3 version doesn't suffer from this problem, but on both consoles, load times are frequent and long.

Outside of the single-player campaign, Ultimate Ninja Storm 3 lets you mix it up with other players locally and online. The online play functions well and allows you to jump into ranked or unranked matches and to set up tournaments for up to eight players. As with story battles, the accessibility and the impressive visuals make fighting against other players enjoyable from the get-go, but the simplicity of the action prevents it from holding your interest for long. The fighting system doesn't allow for much of a nuanced, tactical approach, and so your online opponents tend to spam the same few powerful attacks over and over again. It becomes routine and predictable quickly, and the prospect of unlocking more titles and images for your ninja info card (a profile that is made visible to and traded with your opponents) isn't a compelling reason to soldier on. This game is only for those who care to see Naruto's story continue to play out, and though it has its moments, it doesn't deliver quite the level of excitement you'd hope for from a game bearing the Naruto Shippuden name.


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