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Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 30 November 2013 | 19.51

Gamespot's Site MashupGS News Top 5 - Persona 5 and open-world Star Wars game revealed!PlayStation Network struggles to stay up following EU PS4 launchSuper Motherload Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 30 Nov 2013 04:23:55 -0800 http://www.gamespot.com/videos/gs-news-top-5-persona-5-and-open-world-star-wars-g/2300-6416375/ Atlus announced Persona 5 for the PS3 this week as well as a spinoff for the 3DS, we go through the highs and lows of the Xbox One launch and rumors of an open-world Star Wars game from EA surface! Fri, 29 Nov 2013 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-top-5-persona-5-and-open-world-star-wars-g/2300-6416375/ http://www.gamespot.com/articles/playstation-network-struggles-to-stay-up-following-eu-ps4-launch/1100-6416492/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2392491-ps4+box.jpg" data-ref-id="1300-2392491" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2392491-ps4+box.jpg" data-ref-id="1300-2392491"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2392491-ps4+box.jpg"></a></figure><p style=""><strong>Update:</strong> Sony has temporarily disabled the option to redeem vouchers through PlayStation Network in a bid to ensure a smoother service. </p><p style="">"To minimise the inconvenience we have suspended the 'redeem voucher' functionality whilst we investigate further. Unfortunately this means that money cards, product vouchers, PlayStation Plus vouchers, PS3-PS4 upgrade vouchers and any other vouchers for digital content are not redeemable at this stage," said Sony. "Other PSN features such as log-in, online multi-player gaming, PlayStation Plus trial, PS Store (excluding voucher redemption), trophies, messages, friends etc. are all available."</p><p style=""><strong>Original story:</strong> PlayStation Network in Europe has collapsed under the weight of users attempting to connect their new PlayStation 4 consoles to the service, following the launch of the machine in the region today.</p><p dir="ltr" style="">The service is struggling to cope with the traffic generated by the amount of people returning home from a day at work/school armed with the new console. <a href="http://www.gamespot.com/articles/playstation-network-experiencing-connection-issues-following-ps4-launch/1100-6416203/">The same thing happened when the machine launched in the US earlier this month</a>.</p><p dir="ltr" style="">"We are aware some users are experiencing issues logging into PSN on PS4 due to the heavy traffic we are receiving, we're investigating," said Sony on the <a href="https://twitter.com/PlayStationEU/status/406458126221590528" rel="nofollow">PlayStation Europe Twitter account</a>.</p><p dir="ltr" style="">"Thanks for your patience."</p><p dir="ltr" style="">Sony <a href="http://www.gamespot.com/articles/sony-temporarily-disables-psn-features-for-smooth-ps4-eu-launch/1100-6416484/">attempted to lessen the potential outages</a> yesterday by disabling the What's New and Content Information screens on PlayStation Network in Europe, but Twitter and the Sony forums are currently awash with tales of people unable to connect.</p><p dir="ltr" style="">One of the main things people will be looking for is the initial update for the PlayStation 4, which enables many of the machine's services and features. Anyone looking to manually install the machine's day one update <a href="http://uk.playstation.com/home/news/articles/detail/item663044/" rel="nofollow">can do from Sony's site</a>, provided they have some USB storage handy.</p><p dir="ltr" style="">The 1.51 update weighs in at 308mb, so any stick made in the 21st century should suffice.</p><div data-embed-type="video" data-ref-id="2300-6416098" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416098/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Fri, 29 Nov 2013 10:23:00 -0800 http://www.gamespot.com/articles/playstation-network-struggles-to-stay-up-following-eu-ps4-launch/1100-6416492/ http://www.gamespot.com/reviews/super-motherload-review/1900-6415582/ <p style="" data-right-indent="0" data-left-indent="0">Beneath the surface of Mars lies tranquility. The exotic planet houses valuable minerals amid the impenetrable rocks, and as you survey the vast subterranean world, a serenity washes over you. It's not the treasures that drive you many leagues below the surface, nor is it the promise of unraveling a mysterious conspiracy. No, it's the desire for solitude that serves as your motivation. A calm that can only exist when the tight spaces surrounding you provide comfort, rather than claustrophobia, and every clump of dirt you push aside puts you one meter further from civilization. There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.</p><p style="" data-right-indent="0" data-left-indent="0">Of course, you weren't set to Mars to unwind from the everyday toils of life on Earth. The unquenchable greed of a starving corporation shuttled you to this distant oasis. The Solarus Corporation craves money, its very existence dependent upon expanding its already bursting coffers. And so you dig for gold and silver, trigger explosions, and circumvent magma, all to keep the powers that be happy. It's a thankless job, so you find respite where you can, but their presence is a constant reminder. The dreamy contentment of rhythmic mining is shattered when voices scream in your ear, extolling you to dive ever deeper. As if there was any other direction to travel. Hints of psychotic episodes infecting those already stationed below ground, of alien civilizations threatened by your largesse, offer more distraction than intrigue, and never blossom into fulfilling tales.</p><div data-height="100%" data-width="100%" data-ref-id="2300-6416369" data-embed-type="video"><iframe src="/videos/embed/6416369/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="" data-right-indent="0" data-left-indent="0">So you tune out the noise. Your capable driller eliminates debris as quickly as it can soar up vertical passageways. Carve tunnels beneath the two-dimensional landscape, shifting away dirt in strategic paths to ensure that whatever mineral you desire becomes yours. Smart planning leads to copious rewards. As mobile as your driller is, it's unable to burrow while hovering, so if you're not careful, troves of platinum and emeralds might rest within sight but out of reach, repeatedly lecturing you for being so sloppy. A feeling of accomplishment washes over you as you scoop up the many minerals that populate this world. There's little guidance in how best to proceed, so when you figure out how to make the many gems and minerals yours, you feel as if you earned whatever spills into your purse.</p><blockquote data-align="right" data-size="medium"><p style="" data-right-indent="0" data-left-indent="0">There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.</p></blockquote><p style="" data-right-indent="0" data-left-indent="0">Your driller is agile, yes, but also fragile. Without enemies to fear, it's your own carelessness that provides the biggest danger. Even with this knowledge, it's easy to forget about your own vulnerability. The lone propeller atop your craft provides surprising lift, and as you careen joyfully toward the surface, smashing into an ill-placed rock can lead to a quick grave. However, punishment won't leave much of a mark. Your cargo is unceremoniously taken away, but you're allowed to carry on undeterred. It's your driller's other failings that provide the most distress. Fuel is as valuable as anything on Mars, and your cargo hold is quite small. As you quickly eat away at your gasoline and extra space, your driller soon becomes useless. So you must resurface to the nearest station, where you unload your goods and refill. This is a frequent and unsatisfying necessity of life underground. And though you can purchase expensive teleporters, you spend too much time drifting between your base and the excavation site.</p><p style="" data-right-indent="0" data-left-indent="0">At least you can make use of all of the money you're accumulating. Upgrade your driller when you return back to base to extend its life ever so slightly. Expand the cargo hold and fuel tank, strengthen your hull, and improve the speed of your craft. Sink money into a radar to be able to identify which debris is desirable, and what's just dirt. Unfortunately, the radar isn't much help. The more money you spend on it, the more focused it becomes, but it's rarely detailed enough to provide information that you couldn't gleam from just using your eyes. At least the other upgrades offer more tangible rewards. The option to smelt materials provides the most interesting upgrade. Your smelter unlocks combinations that can earn you money much quicker. By nabbing materials in a specific pattern, you automatically forge alloys, which adds a dose of strategy to your shoveling duties.</p><figure data-ref-id="1300-2391461" data-img-src="http://static.gamespot.com/uploads/original/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg" data-size="large" data-align="center" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg" data-ref-id="1300-2391461"><img src="http://static.gamespot.com/uploads/scale_super/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg"></a><figcaption>What devilish person set up such intricate traps a mile below Mars' surface?</figcaption></figure><p style="" data-right-indent="0" data-left-indent="0">As you dive deeper below the surface, the terrain becomes more difficult to navigate. Rocks and magma halt your progress, so you must find clever ways to avoid them. That's where bombs come in. By either picking up bombs while digging or purchasing them at shops, you gain an invaluable way to borrow deeper. Be careful, though, because a sizable C4 blast could eliminate nearby pockets of gold even though you were trying to disintegrate some rocks. So, just like in real life, you should do a bit of planning before you detonate your explosives. T-shaped blasts are perfect for carving out a niche to dig while vertical strikes can clear an entire column in a snap. Charge certain blocks with an electromagnetic jolt to turn them into magma, and then either use a bomb to clear that lava out of the way, or drill through it yourself while taking some damage. Super Motherload hides its puzzle elements in the early going, but if you want to become the richest person on Mars, you have to become a thoughtful and willing arsonist.</p><p style="" data-right-indent="0" data-left-indent="0">There's beauty in loneliness. Super Motherload is at its best when you're miles below Mars' surface, lost in the peaceful rhythm of excavation. But if that solitude frightens you, three of your friends can join you in your quest for minerals. Just don't get your hopes up for online friendships to blossom; Super Motherload is offline only. No matter if you're alone or with friends, there's an uncommon appeal to your extraterrestrial exploits. There's no excitement here, nothing that will make you whoop or yell. The draw comes from the slow satisfaction of carving intricate paths, of razing rocks and planting bombs. It's thoughtful desolation. Super Motherload somehow makes alienation feel like a warm embrace.</p> Wed, 27 Nov 2013 17:14:00 -0800 http://www.gamespot.com/reviews/super-motherload-review/1900-6415582/

Gamespot's Site MashupGS News Top 5 - Persona 5 and open-world Star Wars game revealed!PlayStation Network struggles to stay up following EU PS4 launchSuper Motherload Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sat, 30 Nov 2013 04:23:55 -0800 http://www.gamespot.com/videos/gs-news-top-5-persona-5-and-open-world-star-wars-g/2300-6416375/ Atlus announced Persona 5 for the PS3 this week as well as a spinoff for the 3DS, we go through the highs and lows of the Xbox One launch and rumors of an open-world Star Wars game from EA surface! Fri, 29 Nov 2013 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-top-5-persona-5-and-open-world-star-wars-g/2300-6416375/ http://www.gamespot.com/articles/playstation-network-struggles-to-stay-up-following-eu-ps4-launch/1100-6416492/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2392491-ps4+box.jpg" data-ref-id="1300-2392491" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2392491-ps4+box.jpg" data-ref-id="1300-2392491"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2392491-ps4+box.jpg"></a></figure><p style=""><strong>Update:</strong> Sony has temporarily disabled the option to redeem vouchers through PlayStation Network in a bid to ensure a smoother service. </p><p style="">"To minimise the inconvenience we have suspended the 'redeem voucher' functionality whilst we investigate further. Unfortunately this means that money cards, product vouchers, PlayStation Plus vouchers, PS3-PS4 upgrade vouchers and any other vouchers for digital content are not redeemable at this stage," said Sony. "Other PSN features such as log-in, online multi-player gaming, PlayStation Plus trial, PS Store (excluding voucher redemption), trophies, messages, friends etc. are all available."</p><p style=""><strong>Original story:</strong> PlayStation Network in Europe has collapsed under the weight of users attempting to connect their new PlayStation 4 consoles to the service, following the launch of the machine in the region today.</p><p dir="ltr" style="">The service is struggling to cope with the traffic generated by the amount of people returning home from a day at work/school armed with the new console. <a href="http://www.gamespot.com/articles/playstation-network-experiencing-connection-issues-following-ps4-launch/1100-6416203/">The same thing happened when the machine launched in the US earlier this month</a>.</p><p dir="ltr" style="">"We are aware some users are experiencing issues logging into PSN on PS4 due to the heavy traffic we are receiving, we're investigating," said Sony on the <a href="https://twitter.com/PlayStationEU/status/406458126221590528" rel="nofollow">PlayStation Europe Twitter account</a>.</p><p dir="ltr" style="">"Thanks for your patience."</p><p dir="ltr" style="">Sony <a href="http://www.gamespot.com/articles/sony-temporarily-disables-psn-features-for-smooth-ps4-eu-launch/1100-6416484/">attempted to lessen the potential outages</a> yesterday by disabling the What's New and Content Information screens on PlayStation Network in Europe, but Twitter and the Sony forums are currently awash with tales of people unable to connect.</p><p dir="ltr" style="">One of the main things people will be looking for is the initial update for the PlayStation 4, which enables many of the machine's services and features. Anyone looking to manually install the machine's day one update <a href="http://uk.playstation.com/home/news/articles/detail/item663044/" rel="nofollow">can do from Sony's site</a>, provided they have some USB storage handy.</p><p dir="ltr" style="">The 1.51 update weighs in at 308mb, so any stick made in the 21st century should suffice.</p><div data-embed-type="video" data-ref-id="2300-6416098" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416098/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Fri, 29 Nov 2013 10:23:00 -0800 http://www.gamespot.com/articles/playstation-network-struggles-to-stay-up-following-eu-ps4-launch/1100-6416492/ http://www.gamespot.com/reviews/super-motherload-review/1900-6415582/ <p style="" data-right-indent="0" data-left-indent="0">Beneath the surface of Mars lies tranquility. The exotic planet houses valuable minerals amid the impenetrable rocks, and as you survey the vast subterranean world, a serenity washes over you. It's not the treasures that drive you many leagues below the surface, nor is it the promise of unraveling a mysterious conspiracy. No, it's the desire for solitude that serves as your motivation. A calm that can only exist when the tight spaces surrounding you provide comfort, rather than claustrophobia, and every clump of dirt you push aside puts you one meter further from civilization. There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.</p><p style="" data-right-indent="0" data-left-indent="0">Of course, you weren't set to Mars to unwind from the everyday toils of life on Earth. The unquenchable greed of a starving corporation shuttled you to this distant oasis. The Solarus Corporation craves money, its very existence dependent upon expanding its already bursting coffers. And so you dig for gold and silver, trigger explosions, and circumvent magma, all to keep the powers that be happy. It's a thankless job, so you find respite where you can, but their presence is a constant reminder. The dreamy contentment of rhythmic mining is shattered when voices scream in your ear, extolling you to dive ever deeper. As if there was any other direction to travel. Hints of psychotic episodes infecting those already stationed below ground, of alien civilizations threatened by your largesse, offer more distraction than intrigue, and never blossom into fulfilling tales.</p><div data-height="100%" data-width="100%" data-ref-id="2300-6416369" data-embed-type="video"><iframe src="/videos/embed/6416369/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="" data-right-indent="0" data-left-indent="0">So you tune out the noise. Your capable driller eliminates debris as quickly as it can soar up vertical passageways. Carve tunnels beneath the two-dimensional landscape, shifting away dirt in strategic paths to ensure that whatever mineral you desire becomes yours. Smart planning leads to copious rewards. As mobile as your driller is, it's unable to burrow while hovering, so if you're not careful, troves of platinum and emeralds might rest within sight but out of reach, repeatedly lecturing you for being so sloppy. A feeling of accomplishment washes over you as you scoop up the many minerals that populate this world. There's little guidance in how best to proceed, so when you figure out how to make the many gems and minerals yours, you feel as if you earned whatever spills into your purse.</p><blockquote data-align="right" data-size="medium"><p style="" data-right-indent="0" data-left-indent="0">There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.</p></blockquote><p style="" data-right-indent="0" data-left-indent="0">Your driller is agile, yes, but also fragile. Without enemies to fear, it's your own carelessness that provides the biggest danger. Even with this knowledge, it's easy to forget about your own vulnerability. The lone propeller atop your craft provides surprising lift, and as you careen joyfully toward the surface, smashing into an ill-placed rock can lead to a quick grave. However, punishment won't leave much of a mark. Your cargo is unceremoniously taken away, but you're allowed to carry on undeterred. It's your driller's other failings that provide the most distress. Fuel is as valuable as anything on Mars, and your cargo hold is quite small. As you quickly eat away at your gasoline and extra space, your driller soon becomes useless. So you must resurface to the nearest station, where you unload your goods and refill. This is a frequent and unsatisfying necessity of life underground. And though you can purchase expensive teleporters, you spend too much time drifting between your base and the excavation site.</p><p style="" data-right-indent="0" data-left-indent="0">At least you can make use of all of the money you're accumulating. Upgrade your driller when you return back to base to extend its life ever so slightly. Expand the cargo hold and fuel tank, strengthen your hull, and improve the speed of your craft. Sink money into a radar to be able to identify which debris is desirable, and what's just dirt. Unfortunately, the radar isn't much help. The more money you spend on it, the more focused it becomes, but it's rarely detailed enough to provide information that you couldn't gleam from just using your eyes. At least the other upgrades offer more tangible rewards. The option to smelt materials provides the most interesting upgrade. Your smelter unlocks combinations that can earn you money much quicker. By nabbing materials in a specific pattern, you automatically forge alloys, which adds a dose of strategy to your shoveling duties.</p><figure data-ref-id="1300-2391461" data-img-src="http://static.gamespot.com/uploads/original/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg" data-size="large" data-align="center" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg" data-ref-id="1300-2391461"><img src="http://static.gamespot.com/uploads/scale_super/725/7253563/2391461-super+motherload+-+down+below+-+2013-11-26+10-38-3703.jpg"></a><figcaption>What devilish person set up such intricate traps a mile below Mars' surface?</figcaption></figure><p style="" data-right-indent="0" data-left-indent="0">As you dive deeper below the surface, the terrain becomes more difficult to navigate. Rocks and magma halt your progress, so you must find clever ways to avoid them. That's where bombs come in. By either picking up bombs while digging or purchasing them at shops, you gain an invaluable way to borrow deeper. Be careful, though, because a sizable C4 blast could eliminate nearby pockets of gold even though you were trying to disintegrate some rocks. So, just like in real life, you should do a bit of planning before you detonate your explosives. T-shaped blasts are perfect for carving out a niche to dig while vertical strikes can clear an entire column in a snap. Charge certain blocks with an electromagnetic jolt to turn them into magma, and then either use a bomb to clear that lava out of the way, or drill through it yourself while taking some damage. Super Motherload hides its puzzle elements in the early going, but if you want to become the richest person on Mars, you have to become a thoughtful and willing arsonist.</p><p style="" data-right-indent="0" data-left-indent="0">There's beauty in loneliness. Super Motherload is at its best when you're miles below Mars' surface, lost in the peaceful rhythm of excavation. But if that solitude frightens you, three of your friends can join you in your quest for minerals. Just don't get your hopes up for online friendships to blossom; Super Motherload is offline only. No matter if you're alone or with friends, there's an uncommon appeal to your extraterrestrial exploits. There's no excitement here, nothing that will make you whoop or yell. The draw comes from the slow satisfaction of carving intricate paths, of razing rocks and planting bombs. It's thoughtful desolation. Super Motherload somehow makes alienation feel like a warm embrace.</p> Wed, 27 Nov 2013 17:14:00 -0800 http://www.gamespot.com/reviews/super-motherload-review/1900-6415582/


19.51 | 0 komentar | Read More

X Rebirth: Combat, Travel, and (Bad) Voice Acting Montage

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

Posted by | Nov. 27, 2013 5:11pm

Space may be the final frontier, but it also makes a fine escape from the horrors of the game's voice acting and disastrous bugs.


19.51 | 0 komentar | Read More

Super Motherload Review

Beneath the surface of Mars lies tranquility. The exotic planet houses valuable minerals amid the impenetrable rocks, and as you survey the vast subterranean world, a serenity washes over you. It's not the treasures that drive you many leagues below the surface, nor is it the promise of unraveling a mysterious conspiracy. No, it's the desire for solitude that serves as your motivation. A calm that can only exist when the tight spaces surrounding you provide comfort, rather than claustrophobia, and every clump of dirt you push aside puts you one meter further from civilization. There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.

Of course, you weren't set to Mars to unwind from the everyday toils of life on Earth. The unquenchable greed of a starving corporation shuttled you to this distant oasis. The Solarus Corporation craves money, its very existence dependent upon expanding its already bursting coffers. And so you dig for gold and silver, trigger explosions, and circumvent magma, all to keep the powers that be happy. It's a thankless job, so you find respite where you can, but their presence is a constant reminder. The dreamy contentment of rhythmic mining is shattered when voices scream in your ear, extolling you to dive ever deeper. As if there was any other direction to travel. Hints of psychotic episodes infecting those already stationed below ground, of alien civilizations threatened by your largesse, offer more distraction than intrigue, and never blossom into fulfilling tales.

So you tune out the noise. Your capable driller eliminates debris as quickly as it can soar up vertical passageways. Carve tunnels beneath the two-dimensional landscape, shifting away dirt in strategic paths to ensure that whatever mineral you desire becomes yours. Smart planning leads to copious rewards. As mobile as your driller is, it's unable to burrow while hovering, so if you're not careful, troves of platinum and emeralds might rest within sight but out of reach, repeatedly lecturing you for being so sloppy. A feeling of accomplishment washes over you as you scoop up the many minerals that populate this world. There's little guidance in how best to proceed, so when you figure out how to make the many gems and minerals yours, you feel as if you earned whatever spills into your purse.

There's pleasure in Super Motherload's excavation duties, and it's that escape that pulls you ever deeper into this alien world.

Your driller is agile, yes, but also fragile. Without enemies to fear, it's your own carelessness that provides the biggest danger. Even with this knowledge, it's easy to forget about your own vulnerability. The lone propeller atop your craft provides surprising lift, and as you careen joyfully toward the surface, smashing into an ill-placed rock can lead to a quick grave. However, punishment won't leave much of a mark. Your cargo is unceremoniously taken away, but you're allowed to carry on undeterred. It's your driller's other failings that provide the most distress. Fuel is as valuable as anything on Mars, and your cargo hold is quite small. As you quickly eat away at your gasoline and extra space, your driller soon becomes useless. So you must resurface to the nearest station, where you unload your goods and refill. This is a frequent and unsatisfying necessity of life underground. And though you can purchase expensive teleporters, you spend too much time drifting between your base and the excavation site.

At least you can make use of all of the money you're accumulating. Upgrade your driller when you return back to base to extend its life ever so slightly. Expand the cargo hold and fuel tank, strengthen your hull, and improve the speed of your craft. Sink money into a radar to be able to identify which debris is desirable, and what's just dirt. Unfortunately, the radar isn't much help. The more money you spend on it, the more focused it becomes, but it's rarely detailed enough to provide information that you couldn't gleam from just using your eyes. At least the other upgrades offer more tangible rewards. The option to smelt materials provides the most interesting upgrade. Your smelter unlocks combinations that can earn you money much quicker. By nabbing materials in a specific pattern, you automatically forge alloys, which adds a dose of strategy to your shoveling duties.

What devilish person set up such intricate traps a mile below Mars' surface?

As you dive deeper below the surface, the terrain becomes more difficult to navigate. Rocks and magma halt your progress, so you must find clever ways to avoid them. That's where bombs come in. By either picking up bombs while digging or purchasing them at shops, you gain an invaluable way to borrow deeper. Be careful, though, because a sizable C4 blast could eliminate nearby pockets of gold even though you were trying to disintegrate some rocks. So, just like in real life, you should do a bit of planning before you detonate your explosives. T-shaped blasts are perfect for carving out a niche to dig while vertical strikes can clear an entire column in a snap. Charge certain blocks with an electromagnetic jolt to turn them into magma, and then either use a bomb to clear that lava out of the way, or drill through it yourself while taking some damage. Super Motherload hides its puzzle elements in the early going, but if you want to become the richest person on Mars, you have to become a thoughtful and willing arsonist.

There's beauty in loneliness. Super Motherload is at its best when you're miles below Mars' surface, lost in the peaceful rhythm of excavation. But if that solitude frightens you, three of your friends can join you in your quest for minerals. Just don't get your hopes up for online friendships to blossom; Super Motherload is offline only. No matter if you're alone or with friends, there's an uncommon appeal to your extraterrestrial exploits. There's no excitement here, nothing that will make you whoop or yell. The draw comes from the slow satisfaction of carving intricate paths, of razing rocks and planting bombs. It's thoughtful desolation. Super Motherload somehow makes alienation feel like a warm embrace.


19.51 | 0 komentar | Read More

RetroN 5 delayed until 2014

Hyperkin's retro gaming machine the RetroN 5 has been delayed to Q1 2014.

Set to launch in December, the company found that some packaged units had faulty pins, and is now delaying the product to correctly resolve the issue.

The RetroN 5 has slots for NES, SNES, GameBoy Advance, Genesis/Mega Drive, and Famicom cartridges, both NTSC and PAL, and features its own Bluetooth controller alongside support for original NES, SNES, and Genesis peripherals.

Another key feature in the retro device is its ability to output through HDMI, which would allow people a relatively easy way to play their old games on modern television sets.

"We apologize for the inconvenience," said product manager Lawrence Lee. "Hyperkin would like to thank you for all the support you have given us throughout the development of the RetroN 5. We are looking forward to its release, estimated to be within the first quarter of 2014, as soon as the issue has been resolved."


19.51 | 0 komentar | Read More

Powerstar Golf Review

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

Golf might be the very definition of a game that is simple conceptually, but exceptionally difficult to master. It's this mix of simplicity and challenge that makes golf video games so captivating, when they get it right. Which Powerstar Golf does--mostly. There's nothing revolutionary here, but Powerstar Golf is an absorbing game in the tradition of the Hot Shots Golf series, with some fun competitive features and a loot system that offers you enticing rewards for your progress, but can also be stingy with the goods.

When you first fire up Powerstar Golf, you have access to only two golfers and one course, the leisurely City Park. Each golfer has his or her own unique ability that can be used a set number of times in each event. Scientist Reiko Kobayashi's Tesla field, for instance, puts just a teensy bit of magnetic pull on the hole, giving you a slight edge when putting, while retired astronaut Frank Weaver's rocket launch ability lets him send balls flying farther than they would otherwise. These characters and the others you can unlock have a fashion sense and an angular look that make the game feel as if it takes place in some idealized vision of the 1950s.

It's at City Park that you learn the basics--how swings are performed by tapping to start, tapping again to set the swing's power, and tapping one last time for accuracy. It's a straightforward approach to swinging, and just tricky enough that nailing the power and accuracy of a shot never stops feeling great. Simple as it is, though, it becomes quite complicated when you realize you have to take factors like wind and terrain into account. It's your struggle against these factors that makes success on the links so satisfying, but Powerstar Golf doesn't go far enough in helping you to understand the tools at your disposal. Brief tutorial videos introduce you to concepts like putting spin on the ball to curve your shot and to the properties of pitch shots and chip shots. But at no point does the game illuminate the difference between a 3 wood and a 5 wood, or explain why you might want to use a 9 iron for certain shots and a 4 iron for others. Since the game doesn't shy away from many of the complexities of real golf in its mechanics, it's a shame that you can't say the same about the tutorials.

Though the game doesn't go far enough in its efforts to help you succeed on the golf course, it does make your successes, large and small, feel like a cause for celebration. On every shot you take, you can see markers on the course indicating your previous personal best, as well as the best performances among your friends, and even the world record. The game tracks things like the longest drive, the closest approach within 75 yards, and the closest approach beyond 150 yards. And each time you beat your own personal best for longest putt or anything else, the previous marker for your performance vanishes and is replaced with a new one as the game celebrates your achievement. The game finds little ways to make you feel good, even when you're having a bad day on the course.

You don't know anguish until you get a triple bogey.

It's on the green where most of your dreams are realized or shattered, where your heart sinks as a chance at a birdie turns into a double bogey when you miscalculate the left slope in the terrain or overcompensate for an uphill climb. But if the game of golf (and of Powerstar Golf) couldn't conjure such heartbreak, the victories wouldn't be as sweet, and the difficulty of putting properly means that when you do sink that birdie from a distance, you feel like a champ.

As you play, you level up, unlocking new courses and new career events, though the process can take a while. You may be eager to see what challenges await in the lush Emperor's Garden course or in the tropical and volcanic Burning Sands course while you're still stuck only having access to City Park and the autumnal Rocky Ridge. Leveling up isn't enough, in and of itself, to get you access to additional golfers. For that, you must defeat each of them in career events on their home course, and these events can be devilishly difficult. Two-thirds of the game's playable characters require you to win tough events before you can access them, and you might tire of playing those nine-hole contests over and over again in a bid to unlock them.

You can improve your performance with gear that you purchase using credits you earn during play, but you can't just pick out a more precise putter or a more powerful set of irons. Instead, you buy packs that contain five items, and each item could be gear, or a onetime-use booster (a 20 percent boost to the experience you earn, for instance), or a new equippable perk for your caddie (a 50 percent chance for the ball to skip on the surface of a water hazard, perhaps), or even just a new outfit for a golfer or caddie. The element of chance makes it exciting to fork over your credits and see what you end up with, and the color coding of items in the green-blue-purple-orange tier system familiar from so many loot-driven role-playing games makes getting the rare, high-end stuff especially exciting.

To spend, or not to spend?

At least, until you rack up enough credits that you can buy packs guaranteed to contain nothing but orange-colored "extreme" gear. Acquiring that many credits, however, would take an extremely long time, given the slow pace at which the game doles them out. As it is, you can purchase a pack of blue "pro" gear after every few events and purple "elite" gear after every several, and there's always a chance these packs will include a few items from the next tier up. But the game is just stingy enough about doling out credits to nudge you toward purchasing them with real money. This option isn't yet active in the game's online store, but there's already a button prompt for it, so it's likely coming very soon.

Thankfully, Powerstar Golf makes your time on the links enjoyable, whether or not you have any interest in sinking money into microtransactions to get some extra goodies. This game covers well-trodden territory, but the way that it tracks your performance and the performance of your friends makes it a fine fit for the Xbox One's launch lineup, and a pleasant way to spend some time. So long as your idea of pleasant doesn't preclude the anguish that can come with a missed putt or a miscalculated swing that sends your ball plummeting into the water.


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Skyrim's Falskaar mod maker lands games industry job

Alexander J. Velicky, the 19-year-old who invested 2000 hours into creating epic Skyrim mod Falskaar as a way of applying for a job at Bethesda, has landed a job in the games industry.

Velicky is now working at Bungie, presumably on the Destiny series.

In a thank you post written on the Bethesda forums (via Eurogamer), Velicky thanked the community for their help in bringing Falskaar to life. "I want to thank even those who did 'simple' things; liking a video, endorsing a mod, or providing feedback (positive and negative alike). I don't think I can really express how thankful I am without blabbering on and getting super repetitive, so I suppose I'll leave it sweet and short."

"Of course, all of this leaves me with one corny 'life lesson' that I'd like to extend to all of you," he added. "Never be afraid to try. I set my sights on a professional design job pretty early, I lowered my head, charged forward, and rarely looked back. Of course, I ensured what I was doing had a reasonable chance for success from time to time."

"But the most surprising of all, is who I've ended up with. I applied to many companies, and Bungie was in my, 'Huge company that will completely ignore me.' category. Well, they didn't and look what it got me. Bungie is an awesome company with an amazing team, and I'm very lucky that they've decided to give me a chance! Never be afraid to try. I spent the time it took to apply and the rewards are proving to be greater than I could have possibly imagined."

While Velicky says that his job will be his "utmost priority," he adds that it's "pretty likely that I won't be able to resist the draw of Fallout 4 and it's modding tools."

Destiny, meanwhile, will be released in 2014.

Filed under:
Destiny
The Elder Scrolls V: Skyrim

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Mario Party: Island Tour Review

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

When you hear "minigame collection," the first game that usually springs to mind is Mario Party. The series has been responsible for hilarious memories and strained relationships since the Nintendo 64 era, though the series hasn't always set a good example: some of the installments, like the miserable Mario Party Advance, have dragged you to the dregs of party hell. Fortunately, Mario Party: Island Tour is a raucous portable entry in the series that adds some refreshing new elements.

Island Tour adheres to the same structure as many of the other Mario Party games: two to four human or AI players move around a traditional board-game-style map in a competition, playing minigames for prizes and attempting to hinder other players throughout. Most Mario Party games have focused on the collecting of coins and stars to determine a winner at the end of a game, but Island Tour's boards feature different objectives and modes of play. Some, like Perilous Palace Path, simply require that you be the first to reach the goal, while others have you collecting items to see who can end the game with the most stuff. Even if the boards have a similar objective, there are other factors at play that alter gameplay significantly: Banzai Bill's Mad Mountain might let you summon a giant bullet that sends everyone in its path back several spaces, while Kamek's Magic Carpet Ride forgoes dice and assigns movement to an inventory of numbered cards, making your selections about how far to advance a strategic consideration. There's a nice bit of variety here, and the game helpfully gives ratings to luck, skill, and minigame categories when you're choosing a board to play on (though their accuracy is debatable). Most of the boards don't take too long to run through, but that's probably for the best given that the 3DS is a battery-based console, and nothing kills a party like running out of juice mid-game.

What would a race game be like if you drifted ALL THE TIME?

It's pretty easy to get things hopping, thanks to the 3DS Download Play feature. Much like Mario Party DS, Island Tour allows up to three additional players to access and enjoy the full game in multiplayer, even if they don't have their own copy. It takes a few minutes to send the game to other 3DSs--and, of course, they can't keep it once the host disconnects--but after the wait is over, the players have access to the entire game (though the host player controls all the settings and selections). It's a nice way to ensure that there's always an opportunity to get a party started as long as everybody has a system. Unfortunately, there's no way to play online. Yes, Mario Party is more fun in a local, group setting, but the omission of any sort of online option is puzzling, especially given that the 3DS supports friends lists and voice chat.

If you've got a party of one, however, Island Tour has a special single-player mode called Bowser's Tower. In this mode, your chosen character scales a tower, playing a minigame on each floor and winning to proceed. On every fifth floor, you face a boss character, and these fights are minigames in themselves. Compared to the single-player story mode in Mario Party DS, Bowser's Tower is weak: there's no variation on events depending on character choice; it takes a long time to complete a runthrough (and, if you're really unlucky, a bad roulette spin can send you back to the start); and you have to finish it more than once to unlock everything. Yet Bowser's Tower is a nice diversion, and as you play and complete board runs, Bowser's Tower, and individual minigames in either single- or multiplayer, you earn points that you can spend on unlockable content.

You can't always bite the bullet. Sometimes you just gotta run.

But the meat of any Mario Party is its minigame menagerie, and Island Tour has more winners than duds in its mix. While you have the expected minigames of the "collect stuff," "knock other players off a platform," and "dodge things coming at you" varieties, there are some more inventive offerings that make good use of the 3DS hardware. Since the 3DS offers a variety of control methods--controller, buttons, stylus, microphone, and gyroscopic motion--the minigames can use one or more of these elements to make more interesting snack-size experiences. This leads to some neat outings, such as Buzz a Fuzzy (a motion- and circle-pad-controlled archery minigame) and Match Faker (a memory-type game that lets you use the stylus to take notes). The game takes advantage of the fact that each player has their own display, resulting in things like the third-person, arena-based blasting in Tanks a Lot and the hyper-gliding ice racing in No Traction Action. There are even a few auxiliary minigames that use the oft-forgotten 3DS AR cards. Unlike in Wii Party, where only one player could use the GamePad, everybody is on equal footing with the same controls and view, and many of the minigames do a good job of both recognizing and taking advantage of that in their design.

But there are still some stinkers in the mix. Strictly luck-based minigames turn up in the rotation frequently, and they're not any fun. A few others feature sluggish controls that hamper your ability to move well. (In minigames that involved moving the system along with another control method, I found that the game had an obnoxious tendency to lose calibration when it shifted back to motion controls, which required an experience-interrupting recalibration.) Though you can switch between preset standard and easy minigames and turn mic-using games on or off, you still can't disable individual minigames or make a custom set, which is a disappointing oversight.

It's not a perfect party by any means, but some good design considerations, better-than-average variety, and always-enjoyable Mario thematics put Mario Party: Island Tour a few notches above your average video game bash-in-a-box. It's nicely portable, uses the hardware well, and has a mostly good minigame mix, making this the easy-to-play multiplayer vacation you've been looking for.


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Xbox One UK launch outsells Xbox 360's two-to-one

The Xbox One launch in the UK outsold the launch of the Xbox 360 two-to-one, sales monitoring group GfK Chart-Track has announced.

The Xbox 360 was released in the UK almost eight years ago on December 2, 2005.

Microsoft's latest console accounted for 80 percent of all consoles sold in the UK this week, with 10 of its 16 launch titles making it into the UK's top 40 chart.

FIFA 14 took the top position in the chart as a result, enjoying a 328 percent spike in sales due to the game being bundled with Xbox One Day One Edition consoles. Forza Motorsport 5, which was also bundled with some consoles, charts in fifth.

Call of Duty: Ghosts drops to second after two weeks at the top, Battlefield 4 jumps to third, and Assassin's Creed IV: Black Flag lands in fourth.

Xbox One exclusive Dead Rising 3 debuted in seventh place. Ryse: Son of Rome landed in tenth.

3DS exclusive The Legend of Zelda: A Link Between Worlds entered the chart in ninth.

The PlayStation 4 launches in the UK this Friday, and will enter the UK charts next week.

Filed under:
Xbox One

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Gamespot's Site Mashup

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

Gamespot's Site MashupGame: Xbox One launch will "easily surpass" that of Xbox 360PlayStation Vita TV UnboxingRedshirt Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 22 Nov 2013 04:42:19 -0800 http://www.gamespot.com/articles/game-xbox-one-launch-will-easily-surpass-that-of-xbox-360/1100-6416327/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2386997-xbox+one+launch.jpg" data-ref-id="1300-2386997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2386997-xbox+one+launch.jpg" data-ref-id="1300-2386997"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2386997-xbox+one+launch.jpg"></a></figure><p style="">Following the launch of the Xbox One in the UK, retailer Game has said that the Xbox One will "easily surpass" the sales of the Xbox 360 based off early sales data.</p><p dir="ltr" style="">Game held midnight openings for the console in over 300 of its stores, and chief digital officer Ian Chambers described the launch as "incredible."</p><p dir="ltr" style="">"You could almost taste the excitement," he said. "Gamers had been waiting for Xbox One for over eight years and we saw a massive turnout at the midnight openings at more than 300 GAME stores across the UK."</p><p dir="ltr" style="">"We've seen record preorder numbers for the new generation consoles and looking at the initial response it's clear that sales will easily surpass that delivered at the Xbox 360 launch."</p><p dir="ltr" style="">"The first of the new generation consoles has set the bar high," concluded Chambers.</p><p dir="ltr" style="">Meanwhile, Microsoft executive Phil Harrison said that Xbox One stock could disappear in the run-up to Christmas. "There will be difficulty getting stock through until Christmas," <a href="http://www.mcvuk.com/news/read/harrison-we-will-struggle-to-meet-xbox-one-demand/0124777" rel="nofollow">he said in an interview with MCV</a>, "but we will do everything we can to accelerate that. And then from a software point-of-view on our services, that are constantly upgrading, we will continue to innovate there. From a games and product point-of-view, we have a very strong line-up for the year ahead. So this is really just one day in the calendar and then tomorrow it is back to work. We have some big games to bring to market in the first quarter and beyond."</p><p dir="ltr" style="">Sony will launch the PlayStation 4 across Europe next Friday, November 29.</p><div data-embed-type="video" data-ref-id="2300-6416270" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416270/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Fri, 22 Nov 2013 04:05:00 -0800 http://www.gamespot.com/articles/game-xbox-one-launch-will-easily-surpass-that-of-xbox-360/1100-6416327/ http://www.gamespot.com/videos/playstation-vita-tv-unboxing/2300-6416309/ Peter Brown rips into the PlayStation Vita TV a mere week after release in Japan and discusses the function of the compact device. Thu, 21 Nov 2013 18:06:00 -0800 http://www.gamespot.com/videos/playstation-vita-tv-unboxing/2300-6416309/ http://www.gamespot.com/reviews/redshirt-review/1900-6415574/ <p style="">In the future, social networking is still a big deal. It's mandatory, in fact. Your account on Spacebook, the proprietary social network of space station Megalodon-9, doesn't just let you share your life; it dictates it. The food you eat, the activities you take part in, the people you befriend, the dates you go on--it's all dictated by buttons on a screen. Everything is a few clicks away.</p><p style="">It would all be very sad if it wasn't also quite funny. Redshirt is a sci-fi life simulation that puts you in the role of a titular redshirt--you know, one of the guys in sci-fi shows that is always sent to die first. You're a bit player in this space opera, not a member of the main cast, so there's no guarantee that you will survive any tragedy that might strike. And rest assured, tragedy is coming.</p><p style="">So what else do you have to do other than be on Spacebook all day?</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385975-0001.jpg" data-ref-id="1300-2385975" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385975-0001.jpg" data-ref-id="1300-2385975"><img src="http://static.gamespot.com/uploads/scale_super/78/787590/2385975-0001.jpg"></a><figcaption>Unlike the real Facebook's UI, Spacebook's UI never changes. You'll stare at this screen a lot.</figcaption></figure><p style="">The entire game is played through this fake social network. Each day you are allotted a certain number of action points to put toward your daily activities, which can have varying effects on your stats, your interests, your health (both physical and mental), and your relationships. The most obvious benefits are in the types of jobs you can apply for. Getting a better job means more money and a higher rank among the space station's residents. However, better-paying jobs can also have a negative effect on your health, which in turn means you need to spend time relaxing with friends (or alone) rather than working yourself to death. It's a time management balancing act.</p><blockquote data-size="medium" data-align="right"><p style="">You don't get those kinds of dynamic relationships in many other games.</p></blockquote><p style=""><span>Everything can come down to your relationships with others to the extent that Redshirt is almost more dating sim than anything else. Don't get too attached, though, because plenty of your acquaintances die before the end (you're all redshirts, after all), but if the right people like you, you can schmooze your way into jobs you aren't otherwise eligible for or relationships with very important people. </span>In addition to "normal" activities, your action points can be spent on seemingly mundane tasks such as "liking" a friend's Spacebook status. It might seem like a waste of time (especially considering how little free time you have on the game's weekdays), but Spacebook interactions can be critical to making new friends and fostering important relationships.</p><p style="">Using relationships for personal gain can backfire, however. In one instance, the hiring manager of a job I wanted (but was not quite qualified for) showed a romantic interest in me. I didn't feel the same way, but Redshirt had already taught me that being a despicable person can sometimes pay off. In fact, I was able to sleep my way to another job earlier, so why not use the same tactic again? So I went out with the guy. The next day, I applied for the job, which the game told me I was a shoo-in for based on how the hiring manager felt about me.</p><p style="">I quickly found myself with a denied promotion request, a loss of much happiness, and an angry ex-boyfriend who promised to "end me."</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385981-0005.jpg" data-ref-id="1300-2385981" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385981-0005.jpg" data-ref-id="1300-2385981"><img src="http://static.gamespot.com/uploads/scale_medium/78/787590/2385981-0005.jpg"></a><figcaption>Choosing whom to invite to events is one of the most important decisions you'll make every day.</figcaption></figure><p style="">And that's awesome. You don't get those kinds of dynamic relationships in many other games. Even if you choose not to be a horrible excuse for life and try to treat everyone you meet with respect, there is a lot to consider when making choices about whom to interact with. You don't get much in the way of dialogue choices, but your time can be precious to a lot of people other than yourself. Friends often get jealous if you stop inviting them to events, though this is occasionally frustrating when they say they want to hang out yet always seem to be busy. I guess that can be true of real life, but it's often an annoyance here.</p><p style="">The bummer is that managing all this becomes repetitive after a few hours, before you've found even one of several ways off the doomed space station. This isn't simply because you start to see the same text, the same statuses, and even the same goals over and over again (though that's unfortunately true); it's also because the actions you perform grow tiresome. Like the social network it skewers, Spacebook can be a wonderful tool for interaction that quickly devolves into the mindless act of clicking on friends' activities simply because it's the thing to do. After the first couple of times you go through a serious breakup or your friend dies on a mission, you become desensitized to the experience.</p><blockquote data-size="medium" data-align="left"><p style="">Like the social network it lambastes, Spacebook can be a wonderful tool for interaction that quickly devolves into the mindless act of clicking on friends' activities simply because it's the thing to do.</p></blockquote><p style="">It may be fitting to the theme, but the more I was able to see the station's inhabitants as a means to an end, the more I found myself getting bored with the formula. Fortunately, I was pulled back into the "just one more turn" mentality as the end neared and I had a solid plan for escaping certain death, but too much of the middle felt like a slog. And then there's the ending: a picture with text that basically reads, "Yay! You win!" Unless any of the other ending paths are somehow less anticlimactic (I saw two of them), it's a disappointing conclusion to many hours of play.</p><p style="">Redshirt is most effective as a parody. Its skewering of social networking is often of the "it's funny because it's true" variety. Comments and status updates from Spacebook friends can be appropriately groan-inducing in ways that should feel familiar to most Facebook users. You may recognize, for instance, the incredibly cheesy public declarations of love from couples or the use of random song lyrics as a status. You realize that despite your best intentions, you somehow always end up Spacebook friends with people who are horribly racist, sexist, or otherwise terrible beings.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385971-0003.jpg" data-ref-id="1300-2385971" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385971-0003.jpg" data-ref-id="1300-2385971"><img src="http://static.gamespot.com/uploads/scale_super/78/787590/2385971-0003.jpg"></a><figcaption>Being randomly selected for an away mission means one thing: people are going to die.</figcaption></figure><p style="">While that may sound like it hits too close to home to be entertaining, Redshirt does manage to successfully poke fun at a lot of social media's worst aspects, and it can be good for some genuine chuckles. It does lean a little heavily on pop culture references, some more timeless than others (the song titles "Hail Me Maybe" and "Since U Been Gorn" may soon lose their effectiveness), but much of the humor is appropriately clever.</p><p style="">The space station where Redshirt takes place is filled with people who are depressed--something it informs you of when you interact with them. It could be because their jobs suck and their deaths are probably around the corner, but it doesn't help that they spend all their time letting a computer screen dictate everything about their lives. Doing so can be harmless and enjoyable for short periods, but prolonged exposure can suck all the fun out of the experience. Kind of like Redshirt itself.</p> Thu, 21 Nov 2013 13:00:00 -0800 http://www.gamespot.com/reviews/redshirt-review/1900-6415574/

Gamespot's Site MashupGame: Xbox One launch will "easily surpass" that of Xbox 360PlayStation Vita TV UnboxingRedshirt Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 22 Nov 2013 04:42:19 -0800 http://www.gamespot.com/articles/game-xbox-one-launch-will-easily-surpass-that-of-xbox-360/1100-6416327/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2386997-xbox+one+launch.jpg" data-ref-id="1300-2386997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2386997-xbox+one+launch.jpg" data-ref-id="1300-2386997"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2386997-xbox+one+launch.jpg"></a></figure><p style="">Following the launch of the Xbox One in the UK, retailer Game has said that the Xbox One will "easily surpass" the sales of the Xbox 360 based off early sales data.</p><p dir="ltr" style="">Game held midnight openings for the console in over 300 of its stores, and chief digital officer Ian Chambers described the launch as "incredible."</p><p dir="ltr" style="">"You could almost taste the excitement," he said. "Gamers had been waiting for Xbox One for over eight years and we saw a massive turnout at the midnight openings at more than 300 GAME stores across the UK."</p><p dir="ltr" style="">"We've seen record preorder numbers for the new generation consoles and looking at the initial response it's clear that sales will easily surpass that delivered at the Xbox 360 launch."</p><p dir="ltr" style="">"The first of the new generation consoles has set the bar high," concluded Chambers.</p><p dir="ltr" style="">Meanwhile, Microsoft executive Phil Harrison said that Xbox One stock could disappear in the run-up to Christmas. "There will be difficulty getting stock through until Christmas," <a href="http://www.mcvuk.com/news/read/harrison-we-will-struggle-to-meet-xbox-one-demand/0124777" rel="nofollow">he said in an interview with MCV</a>, "but we will do everything we can to accelerate that. And then from a software point-of-view on our services, that are constantly upgrading, we will continue to innovate there. From a games and product point-of-view, we have a very strong line-up for the year ahead. So this is really just one day in the calendar and then tomorrow it is back to work. We have some big games to bring to market in the first quarter and beyond."</p><p dir="ltr" style="">Sony will launch the PlayStation 4 across Europe next Friday, November 29.</p><div data-embed-type="video" data-ref-id="2300-6416270" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416270/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Fri, 22 Nov 2013 04:05:00 -0800 http://www.gamespot.com/articles/game-xbox-one-launch-will-easily-surpass-that-of-xbox-360/1100-6416327/ http://www.gamespot.com/videos/playstation-vita-tv-unboxing/2300-6416309/ Peter Brown rips into the PlayStation Vita TV a mere week after release in Japan and discusses the function of the compact device. Thu, 21 Nov 2013 18:06:00 -0800 http://www.gamespot.com/videos/playstation-vita-tv-unboxing/2300-6416309/ http://www.gamespot.com/reviews/redshirt-review/1900-6415574/ <p style="">In the future, social networking is still a big deal. It's mandatory, in fact. Your account on Spacebook, the proprietary social network of space station Megalodon-9, doesn't just let you share your life; it dictates it. The food you eat, the activities you take part in, the people you befriend, the dates you go on--it's all dictated by buttons on a screen. Everything is a few clicks away.</p><p style="">It would all be very sad if it wasn't also quite funny. Redshirt is a sci-fi life simulation that puts you in the role of a titular redshirt--you know, one of the guys in sci-fi shows that is always sent to die first. You're a bit player in this space opera, not a member of the main cast, so there's no guarantee that you will survive any tragedy that might strike. And rest assured, tragedy is coming.</p><p style="">So what else do you have to do other than be on Spacebook all day?</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385975-0001.jpg" data-ref-id="1300-2385975" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385975-0001.jpg" data-ref-id="1300-2385975"><img src="http://static.gamespot.com/uploads/scale_super/78/787590/2385975-0001.jpg"></a><figcaption>Unlike the real Facebook's UI, Spacebook's UI never changes. You'll stare at this screen a lot.</figcaption></figure><p style="">The entire game is played through this fake social network. Each day you are allotted a certain number of action points to put toward your daily activities, which can have varying effects on your stats, your interests, your health (both physical and mental), and your relationships. The most obvious benefits are in the types of jobs you can apply for. Getting a better job means more money and a higher rank among the space station's residents. However, better-paying jobs can also have a negative effect on your health, which in turn means you need to spend time relaxing with friends (or alone) rather than working yourself to death. It's a time management balancing act.</p><blockquote data-size="medium" data-align="right"><p style="">You don't get those kinds of dynamic relationships in many other games.</p></blockquote><p style=""><span>Everything can come down to your relationships with others to the extent that Redshirt is almost more dating sim than anything else. Don't get too attached, though, because plenty of your acquaintances die before the end (you're all redshirts, after all), but if the right people like you, you can schmooze your way into jobs you aren't otherwise eligible for or relationships with very important people. </span>In addition to "normal" activities, your action points can be spent on seemingly mundane tasks such as "liking" a friend's Spacebook status. It might seem like a waste of time (especially considering how little free time you have on the game's weekdays), but Spacebook interactions can be critical to making new friends and fostering important relationships.</p><p style="">Using relationships for personal gain can backfire, however. In one instance, the hiring manager of a job I wanted (but was not quite qualified for) showed a romantic interest in me. I didn't feel the same way, but Redshirt had already taught me that being a despicable person can sometimes pay off. In fact, I was able to sleep my way to another job earlier, so why not use the same tactic again? So I went out with the guy. The next day, I applied for the job, which the game told me I was a shoo-in for based on how the hiring manager felt about me.</p><p style="">I quickly found myself with a denied promotion request, a loss of much happiness, and an angry ex-boyfriend who promised to "end me."</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385981-0005.jpg" data-ref-id="1300-2385981" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385981-0005.jpg" data-ref-id="1300-2385981"><img src="http://static.gamespot.com/uploads/scale_medium/78/787590/2385981-0005.jpg"></a><figcaption>Choosing whom to invite to events is one of the most important decisions you'll make every day.</figcaption></figure><p style="">And that's awesome. You don't get those kinds of dynamic relationships in many other games. Even if you choose not to be a horrible excuse for life and try to treat everyone you meet with respect, there is a lot to consider when making choices about whom to interact with. You don't get much in the way of dialogue choices, but your time can be precious to a lot of people other than yourself. Friends often get jealous if you stop inviting them to events, though this is occasionally frustrating when they say they want to hang out yet always seem to be busy. I guess that can be true of real life, but it's often an annoyance here.</p><p style="">The bummer is that managing all this becomes repetitive after a few hours, before you've found even one of several ways off the doomed space station. This isn't simply because you start to see the same text, the same statuses, and even the same goals over and over again (though that's unfortunately true); it's also because the actions you perform grow tiresome. Like the social network it skewers, Spacebook can be a wonderful tool for interaction that quickly devolves into the mindless act of clicking on friends' activities simply because it's the thing to do. After the first couple of times you go through a serious breakup or your friend dies on a mission, you become desensitized to the experience.</p><blockquote data-size="medium" data-align="left"><p style="">Like the social network it lambastes, Spacebook can be a wonderful tool for interaction that quickly devolves into the mindless act of clicking on friends' activities simply because it's the thing to do.</p></blockquote><p style="">It may be fitting to the theme, but the more I was able to see the station's inhabitants as a means to an end, the more I found myself getting bored with the formula. Fortunately, I was pulled back into the "just one more turn" mentality as the end neared and I had a solid plan for escaping certain death, but too much of the middle felt like a slog. And then there's the ending: a picture with text that basically reads, "Yay! You win!" Unless any of the other ending paths are somehow less anticlimactic (I saw two of them), it's a disappointing conclusion to many hours of play.</p><p style="">Redshirt is most effective as a parody. Its skewering of social networking is often of the "it's funny because it's true" variety. Comments and status updates from Spacebook friends can be appropriately groan-inducing in ways that should feel familiar to most Facebook users. You may recognize, for instance, the incredibly cheesy public declarations of love from couples or the use of random song lyrics as a status. You realize that despite your best intentions, you somehow always end up Spacebook friends with people who are horribly racist, sexist, or otherwise terrible beings.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/78/787590/2385971-0003.jpg" data-ref-id="1300-2385971" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/78/787590/2385971-0003.jpg" data-ref-id="1300-2385971"><img src="http://static.gamespot.com/uploads/scale_super/78/787590/2385971-0003.jpg"></a><figcaption>Being randomly selected for an away mission means one thing: people are going to die.</figcaption></figure><p style="">While that may sound like it hits too close to home to be entertaining, Redshirt does manage to successfully poke fun at a lot of social media's worst aspects, and it can be good for some genuine chuckles. It does lean a little heavily on pop culture references, some more timeless than others (the song titles "Hail Me Maybe" and "Since U Been Gorn" may soon lose their effectiveness), but much of the humor is appropriately clever.</p><p style="">The space station where Redshirt takes place is filled with people who are depressed--something it informs you of when you interact with them. It could be because their jobs suck and their deaths are probably around the corner, but it doesn't help that they spend all their time letting a computer screen dictate everything about their lives. Doing so can be harmless and enjoyable for short periods, but prolonged exposure can suck all the fun out of the experience. Kind of like Redshirt itself.</p> Thu, 21 Nov 2013 13:00:00 -0800 http://www.gamespot.com/reviews/redshirt-review/1900-6415574/


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Best Black Friday 2013 video game deals

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

Sifting through all of the Black Friday ads to separate the great deals from the simply OK can take a lot of time, so we did the work for you. Below, you'll find the best in-store deals we could scrounge up to help you put together your own buying game plan for when Friday, November 29 rolls around.

Console and Portable Deals

  • Xbox 360 250GB Bundle -- $189.99
    • Comes with: Tomb Raider, Batman Arkahm City, Halo 4, Darksiders 2
    • Where: Best Buy
    • Alternate: Basic Xbox 360 4GB at Wal-mart for $99
  • PS3 Slim 250GB Bundle -- $199.99
    • Comes with: The Last of Us and Batman Arkham Origins
    • Where: Best Buy, Wal-mart, GameStop, and Toys R Us
    • Alternate: Basic PS3 12GB at Wal-Mart for $149.99
  • Nintendo 3DS Bundle --$149.99
    • Comes with: Luigi's Mansion: Dark Moon
    • Where: Toy 'R Us and Best Buy
    • Alternate: Nintendo 2DS at Wal-Mart for $99
  • Wii U Deluxe Bundle -- $319.97
    • Comes with: Super Mario U, New Super Luigi U, Nintendo Land, and Mario or Luigi Wii Remote Plus
    • Where: Best Buy

Services

  • PlayStation Plus 1 year subscription
    • Price: $29.99
    • Where: GameStop
  • Xbox Live Gold 3 month member ship

Individual Game Deals

  • Wal-mart will have a number of games on sale from 6pm - 7pm If any of these items sell out in the first hour, Wal-mart will offer a Guarantee Card for the item, ensuring that the product will be shipped to your store for you before Christmas.
    • Call of Duty: Ghosts -- $39.96
    • Grand Theft Auto V -- $34
    • Batman: Arkham Origins -- $34
    • NBA 2K14 -- $34
  • The following sales are in place while supplies last:
    • Assassin's Creed 4: Black Flag -- $29.99 (Best Buy)
    • Battlefield 4 -- 29.99 (GameStop)
    • Beyond: Two Souls -- $25 (Wal-mart)
    • Disney Infinity Starter pack -- $37.49 (Toys 'R Us)
    • FIFA 14 -- $25 (Wal-mart)
    • Last of Us -- $25 (Wal-mart)
    • Skylanders SWAP Force Starter Pack -- $37.49 (Toys 'R Us)

Everything else:

Didn't find what you were looking for above? Check back soon for a complete run-down of almost every video game deal we could find.

We'll also update this page with additional deals as we get closer to Black Friday on November 29, but you should keep a close eye on both Amazon and Steam. Amazon has a wide-range of deals starting now and going through the holidays, and Steam will have some good discounts around Black Friday (though the discounts don't tend to dive quite as deep as the summer and winter sales).

Credit to BFAds.net for unreleased deal information.

Have you found an even better deal than? Let us know in the comments!


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Fun in the Sun with GTA V's Beach Bum Update

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Ryse: Son of Rome Review

Ryse: Son of Rome is huge in scale, but small in scope. For all the stunning spectacle it throws at you--the sight of a hundred-strong army laying bloody waste to a barbarian horde, the march of a legion as hulking great fireballs rain down from the sky--your part in it all is that of an outlier, a lone wolf single-handedly trying to save a crumbling empire. What you're left with, then, are the scraps: small melee battles against a procession of mindless opponents who you slaughter in painfully shallow third-person combat.

What initially seems like an impressive system based on precision and timing, largely thanks to some nice visual cues and elegant slow-motion animations, quickly becomes an exercise in mind-numbing tedium--and with just a sword and a shield attack on offer, it's hardly surprising. Sure, there are blocks, dodges, and counters to help things along, but when you're faced with opponents whose repetitive moves you'll have seen in their entirety after the first hour of the game, it's not long before you've experienced everything the combat system has to offer and figured out a sequence to repeat ad nauseam.

Ryse 2 will be a buddy comedy.

Even the gruesome stabs and bloody dismemberments of hero Marius' quick-time finishing moves do little to ease the banality of it all. Blood is spilled with such ferocious regularity in Ryse that what was once shocking and impressive is soon reduced to just another repetitive sight to endure. Killing enemies is less and less satisfying every time you lop off another limb, and for a game that's all about the combat, that's a really big problem. It's not as if you can avoid the bloody finishing moves either, with bonuses such as health regeneration and experience boosts tied to the attacks.

And so battles quickly blur into one another as you're endlessly marched from one small group of opponents to another, spilling litres of barbarian blood along the way. The odd turret defense mission and sections where you march a small legion towards a tower--raising shields to avoid a flurry of fiery arrows along the way--do their best to mix things up, but these moments are short-lived and so painfully easy that you feel like you might as well not be in control of the game at all. Even the moments when it seems like the game is drawing you into the larger fight offer only the illusion of control. You can bark orders at the Kinect to unleash a flurry of arrows, or choose where you want to station your archers while you fight, but all you have to do is play such battles a few times to discover that your choices have little bearing on the battle at large.

Ryse is all sizzle and no steak, a stunning visage paired with a vapid personality.

It's a good thing that stream is there, because Marius will need a bath after this battle.

That you're funneled into these battles along tightly controlled paths without any sense of exploration hammers home the fact that Ryse is a graphical show pony for the Xbox One, rather than a fully fleshed-out experience. Incredibly detailed cities and huge, beautiful vistas with impressive draw distances lure you into thinking that this is a living, breathing world, but as soon as you try to venture off the beaten path to explore it, you're sent crashing back to reality. Sure, many games put up invisible walls in an effort to keep the narrative and action flowing, but Son of Rome does little to disguise its limitations. You can climb up a huge towering wall one moment, only to have the savior of the Roman Empire stopped dead in his tracks seconds later by a small plank of wood. It's simply maddening.

With brain-dead combat playing such a large role in Ryse, it falls to the story to keep you ploughing through the battles. The trouble is that the hackneyed tale of murder and revenge is so full of cliches and iffy dialogue that it's hard to take it seriously. That I actually laughed out loud when Marius was asked to "put on this hat" to take his place as a centurion speaks volumes about the script here. Things pick up a little later in the game, particularly when you meet the wonderfully acted and thoroughly despicable sons of Emperor Nero, but for the most part, the story--like the combat--serves to showcase impressive visual touches such as the eerily good facial animation, rather than flesh out the game.

The online arena co-op mode mirrors the campaign's problems. The impressive-looking Colosseum is filled with spikes and obstacles, and it's there that you perform mindless missions like knocking over a cauldron to burn a catapult, or--in a wonder of originality--knocking over a cauldron to burn a pit of barbarians. It doesn't help that you're stuck using the same monotonous combat system as in the single-player game to fight off the waves of barbarians hurled at you, the only tweak being that you must choose a single bonus power such as health regeneration or strength boosts, rather than have access to them all. It's a mode you'll play once, and then never touch again.

Ryse's facial grimacing technology is second to none.

Ryse is all sizzle and no steak, a stunning visage paired with a vapid personality. Everything from the leveling system that's so painfully easy to complete (and so devoid of any impact on the game that it might as well not be there), to the story that does little to flesh out its lead characters beyond puerile notions of revenge is a testament to how little Ryse can back up its gorgeous visuals with anything more than a shallow set of fisticuffs.


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Tearaway Review

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

Tearaway is about blending the real and digital worlds, pulling down the boundaries that separate us from what we're playing. To that end, you're not just a gamer when you're playing Tearaway; you're a godlike presence, representing both the ultimate goal and the protagonist.

In essence, then, you play two roles. One of those roles is as a sentient envelope on a mission. Your first decision is to take the reins of either the male envelope Iota or the female envelope Atoi. (Note the playful spelling trick.) Iota or Atoi becomes the protagonist, the driving force behind the narrative and the personality that other characters interact with. No matter which one you choose, the end goal is the same. Reach the sun--that's all you have to do. The twist is that the sun is you. Yes, you, the player.

From the outset, Tearaway is beautiful to look at.

Through the magic of the PS Vita's front camera, your face appears within the outline of the sun and becomes the visual embodiment of the second of your two roles. You smile; sun smiles. You frown; sun frowns. You point your Vita at your dog; sun becomes a dog. An ugly visage (in your case, perhaps less ugly) intruding and bearing down on the papercraft environment causes a bit of an understandable stir, so Iota (or Atoi) sets out to find the meaning behind and origin of the thing from another world.

And thus begins an adventure of surprising depth given the paper-thin building blocks. The immediate pull of Tearaway is the quality and charm of the visuals, sucking you in to what is a traditional 3D platformer at heart. Every element used to create every level, character, and collectible could realistically be made for real with only coloured paper, scissors, and a stick of glue. Not only is this playful aesthetic inviting, but it fundamentally enhances the link between the digital and the real.

Is there another game in which you take the role of the sun?

Much of what is present can be customised to suit your own tastes and mood. Some form of customisation was always to be expected given developer Media Molecule's Little Big Planet roots, but the approach here is very different. While the Sackboy experience concentrated on the large-scale creation of worlds and even entire game experiences, Tearaway takes the approach of letting you customise rather than build. Your hero's appearance, for example, can be altered as frequently and as wildly as you like. This can be achieved using either the preset shapes or the virtual paper-cutting tools that allow you to design your own elements from scratch, layering sheets of coloured paper to create more complex and more colourful objects. Additionally, you're frequently asked to design the look of many of the game's more important items and lead characters.

Every form of interaction is executed with skill and expert pacing, and never does one element outstay its welcome.

One early section sees you riding an energetic pig through a valley--an everyday task for many, I'm sure, apart from the fact that the pig can be altered before you start. Give it four eyes, a Santa Claus beard, and an oversized crown of gold and gems, or simply give it fangs. A hedonist pig... a vamporker... nothing is out of bounds. Remember that you're not just the protagonist; you're the god of this world, and a pig will look how you want it to look. Your all-powerful status extends to gameplay that makes full and excellent use of the Vita's unique features. Many past Vita games have failed to implement the handheld's touch capabilities and tilt functions in any meaningful way. Thankfully, Tearaway never feels gimmicky or anything less than an excellent example of incorporated design.

Miracle of science: water made from paper.

Like the visuals, the touch and tilt controls only serve to more thoroughly break down the barriers between our world and that of our handicraft hero. Tapping on the rear touchpad allows you to poke virtual fingers through certain parts of the world, which is great for dispatching enemies and moving obstacles too large for Iota and Atoi to move with their flimsy paper-thin bodies. The front screen can be used to pull parts of the scenery apart in a bid to unlock hidden areas or unroll paper to create bridges across gaps and over obstacles, while specific enemy types also require front screen interaction for you to to finish them off completely. Both front and rear cameras are used regularly to distinguish your world from that of other Tearaway players, while the gyroscopic tilt functions are reserved for slightly (very slightly) more challenging sequences later in the game.

Every form of interaction is executed with skill and expert pacing, and never does one element outstay its welcome or feel as though it takes away from the onscreen action. The mere fact that the controls feel normal is evidence enough that, when done right, each and every one of the Vita's features can be used in tandem and as a means to elevate gameplay. The traditional input combination of buttons and sticks allow for a set of basic and intuitive movements and actions. There's nothing here that rocks the 3D platformer boat, with jump, roll, pick up, and throw all present and accounted for. It's impossible to be cynical about the limited range of motions, however, given the overwhelming cute factor exuded by the aesthetic and the touch controls.

Mr Rosy Cheeks One Tooth.

It's easier to be cynical about other aspects, though. While Tearaway's levels are the ideal length for a handheld game (none take longer than 15 to 20 minutes), there are simply not enough of them to keep you entertained for long. A couple of extended play sessions is enough to finish a complete playthrough. Hunting out all of the hidden collectibles and photographing points of interest give you reasons to return, but there's nothing on offer that is especially taxing, and you will probably find the vast majority of items with relative ease.

Tearaway's most lasting feature is not within the game itself, but through the inclusion of printable blueprints. Through standard progression and by taking photographs of certain objects, you earn blueprints that allow you to create your own origami editions of your favourite elements from within the game. Be warned, though, that even when you follow the instructions, some of these are incredibly tricky propositions, but if you've got the patience, it's worth the effort to take the theme of connecting worlds to that next step. The fact that it's so tempting to spend time creating these paper models is a testament to how appealing and attractive Tearaway is. It's just a shame that one of the Vita's best experiences feels as long as a piece of paper is thick.


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Xbox One UI Overview

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Latest Call of Duty: Ghosts PC patch drops 6GB RAM requirement, adds 4K support

The latest patch for Call of Duty: Ghosts on the PC lowers the 6GB RAM requirement to 4GB, Infinity Ward has confirmed.

Official patch notes for the 400MB update will stop the game refusing to run on machines with less than 6GB RAM.

Infinity Ward also says the patch will also make the game run better on CPU's with fewer than four cores, add support for 4K textures, and offer performance improvements with AMD hardware.

The patch also adds an eSports option, containing Broadcast Mode and the option to play with the latest MLG rules in private matches.

For more information, check out GameSpot's Call of Duty: Ghosts review.

Filed under:
Call of Duty: Ghosts

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Gamespot's Site Mashup

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

Gamespot's Site MashupSystem of a Down songs to be pulled from Rock Band DLC storeDeadfall Adventures ReviewGS News - PS4 sells 1 million, 'blue lights of death' and Fallout 4 happening?

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 19 Nov 2013 04:40:53 -0800 http://www.gamespot.com/articles/system-of-a-down-songs-to-be-pulled-from-rock-band-dlc-store/1100-6416245/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg" data-ref-id="1300-1594315" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg" data-ref-id="1300-1594315"><img src="http://static.gamespot.com/uploads/scale_super/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg"></a></figure><p style="">Several songs are to be taken down from the Rock Band DLC store due to re-licensing issues, developer Harmonix has announced. Included in this list are the songs "B.Y.O.B" and "Toxicity" made famous by the band System of a Down.</p><p style="">A Harmonix developer <a href="http://www.rockband.com/forums/showthread.php?t=234236&amp;p=5039815&amp;viewfull=1#post5039815" rel="nofollow" data-ref-id="false">posted the news on the official Rock Band forums</a>, along with a list of seven songs which would be pulled from the Rock Band DLC store due to re-licensing issues. According to the announcement, the tracks will be available for purchase up until December 30 this year.</p><p style="">The post stated that due to "first party schedules", it was "very likely that these tracks will be pulled earlier than scheduled." The announcement also notes that users who have already downloaded the songs should not experience any changes.</p><p style="">This would not mark the first time songs have been pulled from the store due to expired licenses. Earlier this year, <a href="http://www.gamespot.com/articles/metallica-songs-yanked-from-rock-band-dlc-as-licensing-agreements-expire/1100-6406622/" data-ref-id="1100-6406622">Harmonix took down three Metallica songs</a> for similar reasons.</p><p style="">The final downloadable track for Harmonix's Rock Band DLC store, "American Pie" by Don McLean, <a href="http://www.gamespot.com/articles/rock-bands-last-track-will-be-american-pie/1100-6405771/" data-ref-id="1100-6405771">was released on April 2</a>. In total, the store has seen over 4,000 tracks released across 275 consecutive weeks..</p><div data-embed-type="video" data-ref-id="2300-6283068" data-width="100%" data-height="100%"><iframe src="/videos/embed/6283068/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p> Mon, 18 Nov 2013 22:34:00 -0800 http://www.gamespot.com/articles/system-of-a-down-songs-to-be-pulled-from-rock-band-dlc-store/1100-6416245/ http://www.gamespot.com/reviews/deadfall-adventures-review/1900-6415563/ <p style="">In many games, you unlock ancient discoveries and acquire grand treasures as a reward. But not all tombs offer something grandiose, and a long trek down a musty corridor may sometimes yield disappointment.</p><p style="">Deadfall Adventures is one such trek. The game draws its history from H.R. Haggard's Allan Quatermain series of adventure novels written in the late 1800s, but the plot of Deadfall Adventures bears a closer resemblance to the Indiana Jones movie--which were in part inspired by Haggard's books--than to Haggard's books themselves. Set in 1938, Deadfall Adventures stars Allan's great-grandson, James Quatermain, a hard-drinking, hard-fighting adventurer who must keep an all-powerful ancient artifact from Nazis who will use its power to gain an edge in the upcoming world war. Similarities to the Indiana Jones movies don't end there, as familiar traps and even a minecart ride that barrels through caverns and over bubbling pools of lava make an appearance. But Deadfall Adventures' biggest problem isn't familiarity: it's tedium. </p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378525-0005.jpg" data-ref-id="1300-2378525" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378525-0005.jpg" data-ref-id="1300-2378525"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2378525-0005.jpg"></a><figcaption>Quatermain's notebook helps you solve puzzles.</figcaption></figure><p style="">Deadfall Adventures feels like a game out of its time. It relies on tired, two-dimensional characters to tell its all-too-familiar story. The rugged Quatermain is paired with Jennifer Goodwin, a tough and flirtatious love interest, and the two are pitted against melodramatic comic book villains. Wooden voice acting and emotionless facial animations put a damper on the presentation, and Quatermain himself is lost as to what period of time he's in. He occasionally spouts references to Indiana Jones, which merit little more than an eye roll, but sometimes he says or quotes phrases that are completely out of place. Despite living many decades before, Quatermain seems to have no qualms shouting lines from <i>The Terminator</i> and, believe it or not, <i>Darkwing Duck</i>.</p><blockquote data-size="medium" data-align="left"><p style="">Deadfall Adventures becomes hopelessly predictable, breaking down into a tiresome formula of kill rooms and effortless puzzles.</p></blockquote><p style="">Unlike The Farm 51's previous game, <a href="/painkiller-hell-and-damnation/" data-ref-id="false">Painkiller: Hell &amp; Damnation</a>, Deadfall is slow paced, and your inventory is limited to three weapons at once, split into three categories: pistol, rifle, and special weapon. Combat revolves around shooting from cover with a variety of weapons, many of which are World War II-era firearms. Guns and ammunition are always plentiful, so Quatermain is rarely at a disadvantage. He absorbs massive amounts of damage before needing to drop behind cover to recharge his health. Enemies repeat the same animation to get out of cover, so it's entirely possible to sprint into the field of battle and take each one out like a game of Nazi Whac-a-Mole while taking little damage in the process.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378521-0001.jpg" data-ref-id="1300-2378521" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378521-0001.jpg" data-ref-id="1300-2378521"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2378521-0001.jpg"></a><figcaption>James Quatermain: like Indiana, except without all the fun.</figcaption></figure><p style="">Enemies exercise little caution in fights, only occasionally taking cover, and leaving their vulnerable bodies exposed in the process. They never seem to have any clue what they're shooting at and have a habit of shooting in your direction, even if you're in another room. It's one thing to watch a Nazi soldier fire his gun into the crate he's hiding behind, but it's a rare treat to hear the sound of rifles popping in the next room as enemies desperately try to kill you through layers of dirt and rock.</p><p style="">Deadfall Adventures delves into the supernatural by introducing mummies who spur to life to protect the homes of their ancient masters. The mummies are invulnerable at first, but you damage them by focusing your flashlight beam, which sets them on fire after a short period. I found myself enjoying fighting these undead guardians, because they at least provide some sense of danger, and they back away or shield themselves against the harmful rays of the flashlight. In the final act, mummies charge in large numbers at a breathless rate. With every encounter, you are forced into a game of finding a corner and blasting away with a shotgun, ruining one of the few things going for Deadfall Adventures.</p><p style="">Glitches plague Deadfall. You can pass through some fences or rocks, while other times, enemies are stuck running along an invisible floor. Cover in combat is often untrustworthy; one boss in the game proved that if you have a big enough gun, any form of cover is penetrable, from wooden boxes to stone pillars. You might sprint off a ledge and keep charging forward in midair, and during combat, enemies may shrug off explosions from grenades or red barrels, even if they detonate mere inches away.</p><blockquote data-align="center" data-size="large"><p style="">Not only do the invisible walls impede exploration, but their often bizarre placement creates some frustrating moments during combat.</p></blockquote><p style="">Every so often the game prompts you to pull out a notebook owned by great-grandfather Quatermain to solve one of its many puzzle rooms--a method that should sound familiar to fans of Uncharted. Don't expect to stress your brain solving these ancient enigmas. More often than not, the book demonstrates the steps you need to take--which lever to pull, which buttons to press in what order--to solve each mystery, turning what could have been a welcome break in the pace into a brief pause in the action while the game holds your hand through every step. If you are still having issues with a puzzle, no worries; your companions sometimes shout the solution for you, and continuously repeat it until you follow the command. There are several puzzles, however, for which the book offers no clear solution.</p><p style="">Solving these puzzles in particular requires an arbitrary solution. One has you placing a bundle of dynamite in a hook attached to a platform, which you then use to blow up a hanging engine block, which, amazingly, leaves the platform intact. Another has you deciphering a puzzle with your flashlight, which I solved by randomly waving my light around until it granted me access. These puzzles are thankfully rare, but they provide some of the more frustrating moments in the game.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378524-0004.jpg" data-ref-id="1300-2378524" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378524-0004.jpg" data-ref-id="1300-2378524"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2378524-0004.jpg"></a><figcaption>Deadfall Adventures features some impressive-looking locations.</figcaption></figure><p style="">At the very least, the puzzles allow you to take in Deadfall Adventures' attractive environments. Underground areas, from ancient catacombs to twisting mines, and the wild jungles of South America look astonishing. In the arctic tombs, for example, the orange of blazing pit fires complements the blue luminescent frozen walls and stalactites. Vine-choked, Mayan-inspired temples in Guatemala look appropriately aged. The style and design of these environments are an impressive foil to the blemishes and stand as the game's champion feature.</p><blockquote data-align="right"><p style="">Mummies can be lured into one of the many instant-kill traps, further enhancing the importance of strategizing your moves.</p></blockquote><p style="">Though Deadfall Adventures includes open terrain and large underground passages, it feels claustrophobic because it's plagued by invisible walls. For a game taking the guise of an adventure, it's sadly ironic that any sense of exploration is stagnated by these nagging restrictions. In Deadfall, you are funneled down linear paths where you can only proceed forward if you follow the developer's exact design. Short walls, stone formations, crates, and even some plants are little more than fancy dressing to hide irritating blockades. Not only do the invisible walls impede exploration, but their often bizarre placement creates some frustrating moments during combat. I remember fondly a time when I walked into a firefight and tried to quickly duck behind a box directly to my left. But no matter how hard I pushed the left key, I stayed in place, catching a few bullets in the process, all due to an invisible wall blocking me from taking cover.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378523-0003.jpg" data-ref-id="1300-2378523" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378523-0003.jpg" data-ref-id="1300-2378523"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2378523-0003.jpg"></a><figcaption>Hunting for treasure? Take out the compass and follow the needle.</figcaption></figure><p style="">If you're looking for more game time with Deadfall Adventures, it does include two different multiplayer modes. Standard multiplayer offers five different classes to play as, which allows you to jump in and play with your method of choice. You can build your own classes, and you don't need to hit a certain level to do so. Custom classes are available right from the start, but certain weapons will not come into your employ until you reach a necessary level.</p><p style="">More interesting is Survivor mode, which mimics the ever-popular Horde style of cooperative multiplayer. Here, you are rushed by the game's undead mummies, and since defeating them requires a flashlight, it takes more thought than simply lining up your iron sights and blasting away. This mode requires more tactics, and with a partner, you can find rhythm in the mayhem. In my play time, I used my flashlight to set the mummies alight, while my partner fired as soon as they were vulnerable. The game is set in rounds, and at the end of every rush, you get to replenish ammunition or grab a new weapon. Mummies can be lured into one of the many instant-kill traps, further enhancing the importance of strategizing your moves. Unfortunately, my time in the game's multiplayer was limited. As of this writing, I spent more time in the lobbies than in combat. The game's multiplayer is a ghost town, and the few players I met disappeared shortly after a round was finished.</p><p style="">Glitches, stereotypical characters, and dull combat betray any chance of Deadfall Adventures providing any real incentive for your troubles. Digging into this game yields not a rough-cut gem, but rather a lump of coal that should have stayed buried.</p> Mon, 18 Nov 2013 16:20:00 -0800 http://www.gamespot.com/reviews/deadfall-adventures-review/1900-6415563/ http://www.gamespot.com/videos/gs-news-ps4-sells-1-million-blue-lights-of-death-a/2300-6416224/ Sony confirms that they have sold over 1 million PS4s within 24 hours of the North American launch, some PS4s are being hit with the brand new terror that is the blue light of death, and "Fallout 4" gets trademarked! Mon, 18 Nov 2013 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-ps4-sells-1-million-blue-lights-of-death-a/2300-6416224/

Gamespot's Site MashupSystem of a Down songs to be pulled from Rock Band DLC storeDeadfall Adventures ReviewGS News - PS4 sells 1 million, 'blue lights of death' and Fallout 4 happening?

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 19 Nov 2013 04:40:53 -0800 http://www.gamespot.com/articles/system-of-a-down-songs-to-be-pulled-from-rock-band-dlc-store/1100-6416245/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg" data-ref-id="1300-1594315" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg" data-ref-id="1300-1594315"><img src="http://static.gamespot.com/uploads/scale_super/gamespot/images/2010/298/reviews/1594315-971478_20101026_022.jpg"></a></figure><p style="">Several songs are to be taken down from the Rock Band DLC store due to re-licensing issues, developer Harmonix has announced. Included in this list are the songs "B.Y.O.B" and "Toxicity" made famous by the band System of a Down.</p><p style="">A Harmonix developer <a href="http://www.rockband.com/forums/showthread.php?t=234236&amp;p=5039815&amp;viewfull=1#post5039815" rel="nofollow" data-ref-id="false">posted the news on the official Rock Band forums</a>, along with a list of seven songs which would be pulled from the Rock Band DLC store due to re-licensing issues. According to the announcement, the tracks will be available for purchase up until December 30 this year.</p><p style="">The post stated that due to "first party schedules", it was "very likely that these tracks will be pulled earlier than scheduled." The announcement also notes that users who have already downloaded the songs should not experience any changes.</p><p style="">This would not mark the first time songs have been pulled from the store due to expired licenses. Earlier this year, <a href="http://www.gamespot.com/articles/metallica-songs-yanked-from-rock-band-dlc-as-licensing-agreements-expire/1100-6406622/" data-ref-id="1100-6406622">Harmonix took down three Metallica songs</a> for similar reasons.</p><p style="">The final downloadable track for Harmonix's Rock Band DLC store, "American Pie" by Don McLean, <a href="http://www.gamespot.com/articles/rock-bands-last-track-will-be-american-pie/1100-6405771/" data-ref-id="1100-6405771">was released on April 2</a>. In total, the store has seen over 4,000 tracks released across 275 consecutive weeks..</p><div data-embed-type="video" data-ref-id="2300-6283068" data-width="100%" data-height="100%"><iframe src="/videos/embed/6283068/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p> Mon, 18 Nov 2013 22:34:00 -0800 http://www.gamespot.com/articles/system-of-a-down-songs-to-be-pulled-from-rock-band-dlc-store/1100-6416245/ http://www.gamespot.com/reviews/deadfall-adventures-review/1900-6415563/ <p style="">In many games, you unlock ancient discoveries and acquire grand treasures as a reward. But not all tombs offer something grandiose, and a long trek down a musty corridor may sometimes yield disappointment.</p><p style="">Deadfall Adventures is one such trek. The game draws its history from H.R. Haggard's Allan Quatermain series of adventure novels written in the late 1800s, but the plot of Deadfall Adventures bears a closer resemblance to the Indiana Jones movie--which were in part inspired by Haggard's books--than to Haggard's books themselves. Set in 1938, Deadfall Adventures stars Allan's great-grandson, James Quatermain, a hard-drinking, hard-fighting adventurer who must keep an all-powerful ancient artifact from Nazis who will use its power to gain an edge in the upcoming world war. Similarities to the Indiana Jones movies don't end there, as familiar traps and even a minecart ride that barrels through caverns and over bubbling pools of lava make an appearance. But Deadfall Adventures' biggest problem isn't familiarity: it's tedium. </p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378525-0005.jpg" data-ref-id="1300-2378525" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378525-0005.jpg" data-ref-id="1300-2378525"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2378525-0005.jpg"></a><figcaption>Quatermain's notebook helps you solve puzzles.</figcaption></figure><p style="">Deadfall Adventures feels like a game out of its time. It relies on tired, two-dimensional characters to tell its all-too-familiar story. The rugged Quatermain is paired with Jennifer Goodwin, a tough and flirtatious love interest, and the two are pitted against melodramatic comic book villains. Wooden voice acting and emotionless facial animations put a damper on the presentation, and Quatermain himself is lost as to what period of time he's in. He occasionally spouts references to Indiana Jones, which merit little more than an eye roll, but sometimes he says or quotes phrases that are completely out of place. Despite living many decades before, Quatermain seems to have no qualms shouting lines from <i>The Terminator</i> and, believe it or not, <i>Darkwing Duck</i>.</p><blockquote data-size="medium" data-align="left"><p style="">Deadfall Adventures becomes hopelessly predictable, breaking down into a tiresome formula of kill rooms and effortless puzzles.</p></blockquote><p style="">Unlike The Farm 51's previous game, <a href="/painkiller-hell-and-damnation/" data-ref-id="false">Painkiller: Hell &amp; Damnation</a>, Deadfall is slow paced, and your inventory is limited to three weapons at once, split into three categories: pistol, rifle, and special weapon. Combat revolves around shooting from cover with a variety of weapons, many of which are World War II-era firearms. Guns and ammunition are always plentiful, so Quatermain is rarely at a disadvantage. He absorbs massive amounts of damage before needing to drop behind cover to recharge his health. Enemies repeat the same animation to get out of cover, so it's entirely possible to sprint into the field of battle and take each one out like a game of Nazi Whac-a-Mole while taking little damage in the process.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378521-0001.jpg" data-ref-id="1300-2378521" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378521-0001.jpg" data-ref-id="1300-2378521"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2378521-0001.jpg"></a><figcaption>James Quatermain: like Indiana, except without all the fun.</figcaption></figure><p style="">Enemies exercise little caution in fights, only occasionally taking cover, and leaving their vulnerable bodies exposed in the process. They never seem to have any clue what they're shooting at and have a habit of shooting in your direction, even if you're in another room. It's one thing to watch a Nazi soldier fire his gun into the crate he's hiding behind, but it's a rare treat to hear the sound of rifles popping in the next room as enemies desperately try to kill you through layers of dirt and rock.</p><p style="">Deadfall Adventures delves into the supernatural by introducing mummies who spur to life to protect the homes of their ancient masters. The mummies are invulnerable at first, but you damage them by focusing your flashlight beam, which sets them on fire after a short period. I found myself enjoying fighting these undead guardians, because they at least provide some sense of danger, and they back away or shield themselves against the harmful rays of the flashlight. In the final act, mummies charge in large numbers at a breathless rate. With every encounter, you are forced into a game of finding a corner and blasting away with a shotgun, ruining one of the few things going for Deadfall Adventures.</p><p style="">Glitches plague Deadfall. You can pass through some fences or rocks, while other times, enemies are stuck running along an invisible floor. Cover in combat is often untrustworthy; one boss in the game proved that if you have a big enough gun, any form of cover is penetrable, from wooden boxes to stone pillars. You might sprint off a ledge and keep charging forward in midair, and during combat, enemies may shrug off explosions from grenades or red barrels, even if they detonate mere inches away.</p><blockquote data-align="center" data-size="large"><p style="">Not only do the invisible walls impede exploration, but their often bizarre placement creates some frustrating moments during combat.</p></blockquote><p style="">Every so often the game prompts you to pull out a notebook owned by great-grandfather Quatermain to solve one of its many puzzle rooms--a method that should sound familiar to fans of Uncharted. Don't expect to stress your brain solving these ancient enigmas. More often than not, the book demonstrates the steps you need to take--which lever to pull, which buttons to press in what order--to solve each mystery, turning what could have been a welcome break in the pace into a brief pause in the action while the game holds your hand through every step. If you are still having issues with a puzzle, no worries; your companions sometimes shout the solution for you, and continuously repeat it until you follow the command. There are several puzzles, however, for which the book offers no clear solution.</p><p style="">Solving these puzzles in particular requires an arbitrary solution. One has you placing a bundle of dynamite in a hook attached to a platform, which you then use to blow up a hanging engine block, which, amazingly, leaves the platform intact. Another has you deciphering a puzzle with your flashlight, which I solved by randomly waving my light around until it granted me access. These puzzles are thankfully rare, but they provide some of the more frustrating moments in the game.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378524-0004.jpg" data-ref-id="1300-2378524" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378524-0004.jpg" data-ref-id="1300-2378524"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2378524-0004.jpg"></a><figcaption>Deadfall Adventures features some impressive-looking locations.</figcaption></figure><p style="">At the very least, the puzzles allow you to take in Deadfall Adventures' attractive environments. Underground areas, from ancient catacombs to twisting mines, and the wild jungles of South America look astonishing. In the arctic tombs, for example, the orange of blazing pit fires complements the blue luminescent frozen walls and stalactites. Vine-choked, Mayan-inspired temples in Guatemala look appropriately aged. The style and design of these environments are an impressive foil to the blemishes and stand as the game's champion feature.</p><blockquote data-align="right"><p style="">Mummies can be lured into one of the many instant-kill traps, further enhancing the importance of strategizing your moves.</p></blockquote><p style="">Though Deadfall Adventures includes open terrain and large underground passages, it feels claustrophobic because it's plagued by invisible walls. For a game taking the guise of an adventure, it's sadly ironic that any sense of exploration is stagnated by these nagging restrictions. In Deadfall, you are funneled down linear paths where you can only proceed forward if you follow the developer's exact design. Short walls, stone formations, crates, and even some plants are little more than fancy dressing to hide irritating blockades. Not only do the invisible walls impede exploration, but their often bizarre placement creates some frustrating moments during combat. I remember fondly a time when I walked into a firefight and tried to quickly duck behind a box directly to my left. But no matter how hard I pushed the left key, I stayed in place, catching a few bullets in the process, all due to an invisible wall blocking me from taking cover.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2378523-0003.jpg" data-ref-id="1300-2378523" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2378523-0003.jpg" data-ref-id="1300-2378523"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2378523-0003.jpg"></a><figcaption>Hunting for treasure? Take out the compass and follow the needle.</figcaption></figure><p style="">If you're looking for more game time with Deadfall Adventures, it does include two different multiplayer modes. Standard multiplayer offers five different classes to play as, which allows you to jump in and play with your method of choice. You can build your own classes, and you don't need to hit a certain level to do so. Custom classes are available right from the start, but certain weapons will not come into your employ until you reach a necessary level.</p><p style="">More interesting is Survivor mode, which mimics the ever-popular Horde style of cooperative multiplayer. Here, you are rushed by the game's undead mummies, and since defeating them requires a flashlight, it takes more thought than simply lining up your iron sights and blasting away. This mode requires more tactics, and with a partner, you can find rhythm in the mayhem. In my play time, I used my flashlight to set the mummies alight, while my partner fired as soon as they were vulnerable. The game is set in rounds, and at the end of every rush, you get to replenish ammunition or grab a new weapon. Mummies can be lured into one of the many instant-kill traps, further enhancing the importance of strategizing your moves. Unfortunately, my time in the game's multiplayer was limited. As of this writing, I spent more time in the lobbies than in combat. The game's multiplayer is a ghost town, and the few players I met disappeared shortly after a round was finished.</p><p style="">Glitches, stereotypical characters, and dull combat betray any chance of Deadfall Adventures providing any real incentive for your troubles. Digging into this game yields not a rough-cut gem, but rather a lump of coal that should have stayed buried.</p> Mon, 18 Nov 2013 16:20:00 -0800 http://www.gamespot.com/reviews/deadfall-adventures-review/1900-6415563/ http://www.gamespot.com/videos/gs-news-ps4-sells-1-million-blue-lights-of-death-a/2300-6416224/ Sony confirms that they have sold over 1 million PS4s within 24 hours of the North American launch, some PS4s are being hit with the brand new terror that is the blue light of death, and "Fallout 4" gets trademarked! Mon, 18 Nov 2013 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-ps4-sells-1-million-blue-lights-of-death-a/2300-6416224/


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