Gamespot's Site Mashup

Written By Kom Limpulnam on Senin, 26 Mei 2014 | 19.51

Gamespot's Site MashupMonochroma ReviewCall of Duty: Advanced Warfare's futuristic weapons include 3D printer gunHouse of Horrors - Awkward Moaning & Epic Puzzling In The 7th Guest!PlayStation coming to ChinaAU New Releases: Watch Dogs launches for multiple platformsFallout: New Vegas dev hopes the next Fallout game has agonizing choicesOculus Rift, Kinect, Wii Balance Board combined to simulate hoverboardWasteland 2 dev doesn't believe people are sick of Kickstarter -- are you?Amazing Mass Effect collectible is as expensive as it looksWatch Dogs and Mario Kart 8 - New ReleasesFast and steady wins the race in GRID Autosport's Endurance modeRemembering the Atari AgeWhat If Perfect Dark Had Come Out on the GameCube?Apple removes game about growing marijuana from App StoreMeet the survivors of Left 4 Dead's arcade game

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 26 May 2014 05:04:24 -0700 http://www.gamespot.com/reviews/monochroma-review/1900-6415772/ <p style="">The term "corporate overlord" is usually used in jest. We recognize how much power these inhuman entities have over us, but we've yet to reach the point where our waking hours are dictated by their whims. In Monochroma, we see a vision of a city in which this term has reached its terrifying potential. The fear of losing your freedom is palpable, communicated through the emptiness of the cityscape, the bleakness of the visual design, and the unceasing rain washing away any semblance of hope. It's unfortunate, then, that the plight of one boy striving to break free of this citywide prison--filled with puzzling barriers--is overshadowed by something as mundane as technical failings. Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.</p><p style="">There are no words in Monochroma, no dialogue to explain what has happened to your home. Rather, the story is told through 2D imagery, so questions are left dangling in the air, and you must decide what caused such unrest. During the early hours, I scoured the backdrop looking for pieces to explain what had happened. There are robots stationed in people's homes. Though originally intended as consumer companions, they may have risen in revolt as robots so often do. But I found no such violence when I encountered one. So I could only wonder why the people had left, or if they had been killed by the corporation performing experiments in their factories. Who knows the answer? As the game progressed, my interest waned as supernatural elements were introduced. What was once a gripping allegory of our own society became a fantastical leap to something I couldn't relate to.</p><div data-embed-type="video" data-ref-id="2300-6418956" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418956/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Monochroma's emotional weight should come from the relationship between the young protagonist and his helpless brother. You must carry your sibling on your back, braving the many obstacles that stand before you both as you search for freedom. Normally, such a partnership would have captured my heart, as evidenced by <a href="/brothers-a-tale-of-two-sons/" data-ref-id="false">Brothers: A Tale of Two Sons</a>. But there's a logical problem here that only caused me to question what was going on. In the very beginning, you see your younger brother flying a kite, running freely through wheat fields. However, he ceases to use his legs after the first few minutes, which just made me wonder why he had become such a useless lug. Having to carry him adds to the puzzle dynamic, because your movement is restricted by his weight, and you can only put him down in spotlights, but that added consideration feels forced. Why couldn't he help me?</p><blockquote data-size="large" data-align="center"><p style="">Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.</p></blockquote><p style="">I wasn't bothered by my brother's ineptitude at first. Nor was I hung up on the clumsy controls. Sure, climbing up boxes took longer than I expected, and I often had to retry jumps because my character wouldn't respond quickly enough, but I was so taken in by the enticing premise and stark visual design that such issues seemed minor. I even marveled at how clever certain situations were. Though I could only push boxes, pull switches, and perform a modest leap, the puzzles offered plenty of diversity, forcing me to take time to formulate a plan. Figuring out that I could quench the flame erupting from a barrel by pushing it into the rain gave me a satisfying "Eureka!" moment, as did clearing a difficult jump by catching a rope midswing. This was a world I wanted to exist in, and the action was good enough to warrant that investment.</p><figure data-ref-id="1300-2447433" data-img-src="http://static3.gamespot.com/uploads/original/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static3.gamespot.com/uploads/original/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png" data-ref-id="1300-2447433"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png"></a><figcaption>The last time your brother will move on his own accord.</figcaption></figure><p style="">Things began to change as I got deeper into the adventure. The controls became such a hindrance that I would be stuck on puzzles long after I knew what to do, only because I couldn't get my character to respond. In one section, I had to push a box before the rising water swallowed me alive. The box had to be in an exact place or my character wouldn't be able to grab it, yet the finicky controls didn't allow for such precision. While the two boys were riding atop the box as the water rose, the box would shift awkwardly, defying expected physics, often tossing them into the deep without giving me a chance to react. In a maddening boss sequence, the collision detection was so off that I would die when his strike was far from my body. And the sluggish movement meant I couldn't accurately dodge his attacks even when they were blatantly telegraphed.</p><p style="">Even when you do coax your character to perform his rightful duties, Monochroma is never satisfying. Instead, you feel relief that you were allowed to move onward, knowing how tricky it would be to replicate your success. But shoddy controls aren't Monochroma's only issue. The game struggles to properly communicate what's going on. In one puzzle, I had to move a flaming barrel through a rain storm. It appeared that I had to use pallets moving along a conveyor belt as a roof, but I could clearly see rain falling across the entire screen--even beneath that shelter--so I had no idea if my plan was at fault or if it was my execution that was lacking.</p><figure data-ref-id="1300-2447435" data-img-src="http://static1.gamespot.com/uploads/original/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg" data-ref-id="1300-2447435"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_medium/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg"></a><figcaption>The bleakness is all encompassing.</figcaption></figure><p style="">And then there are the small problems that ensure you're continually hounded throughout the journey. Monochroma has abrupt loading screens between sections that break the flow of the action, and has sound issues where music fails to play. Knowing how far you can safely fall is a crapshoot; I would often perish even when I plummeted only a modest distance. When you die, your character falls stiffly to the ground, in an almost comedic pratfall. Death is even sillier when it involves your brother. In one puzzle, I mistakenly dropped a barge on his head a dozen or so times, and there was no impact, no ceremony, so I never felt any sadness at what I had done. There were so many times that I groaned from annoyance or laughed from amusement that I couldn't stay invested in the boy's struggles. It's a shame how often Monochroma undermines its own strengths through technical problems.</p><p style="">Monochroma is a game that I wanted to enjoy, and I thought it would be worthwhile even halfway through the adventure. But things really go off the rails as you push onward, with most of the later puzzles demanding precision that's just not possible. Even though the artistic design is eye-catching, and the music deftly builds on the feeling of oppression, there are too many problems heaping frustration upon you. The youthful protagonist of Monochroma is incredibly brave and filled with awe-inspiring love and patience, but all of those good characteristics are overshadowed by his insane clumsiness and the problematic world he exists in.</p> Mon, 26 May 2014 00:01:00 -0700 http://www.gamespot.com/reviews/monochroma-review/1900-6415772/ http://www.gamespot.com/articles/call-of-duty-advanced-warfare-s-futuristic-weapons-include-3d-printer-gun/1100-6419872/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg" data-ref-id="1300-2522997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg" data-ref-id="1300-2522997"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg"></a></figure><p style="">As a part of GameInformer's ongoing coverage of <a href="/call-of-duty-advanced-warfare/" data-ref-id="false">Call of Duty: Advanced Warfare</a>, the outlet has <a href="http://www.gameinformer.com/b/features/archive/2014/05/23/inside-call-of-duty-advanced-warfare-s-future-weapons-and-vehicles.aspx" rel="nofollow" data-ref-id="false">gone into detail</a> on the weapons and technology that will feature in this November's instalment of the first-person shooter series.</p><p style="">The new setting of 2054 allows developer Sledgehammer games to bring into the game's reality concepts that aren't even prototypes today. One of those is a 3D Printer Rifle. Note that this is not a gun which has been created through 3D printing, which is possible today, but a gun that 3D prints its ammunition on-the-fly in the weapon's chamber. </p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2541093-sologunfull.jpg" data-ref-id="1300-2541093" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2541093-sologunfull.jpg" data-ref-id="1300-2541093"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2541093-sologunfull.jpg"></a></figure><p style="">Other technology detailed includes a plasma rifle, a hoverbike, vertical takeoff aircraft, and an exo suit that will increase your speed, strength and jump height.</p><p style="">Check out the gallery below for more, originally found on <a href="http://www.gameinformer.com/b/features/archive/2014/05/23/inside-call-of-duty-advanced-warfare-s-future-weapons-and-vehicles.aspx" rel="nofollow" data-ref-id="false">GameInformer</a>. Call of Duty: Advanced Warfare launches November 4.</p><figure data-embed-type="gallery" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2541094-bikebluefull.jpg,http://static2.gamespot.com/uploads/original/1536/15366587/2541095-codguyrotatefull.jpg,http://static3.gamespot.com/uploads/original/1536/15366587/2541096-fullgunshots.jpg,http://static4.gamespot.com/uploads/original/1536/15366587/2541097-helicopterfull.jpg,http://static5.gamespot.com/uploads/original/1536/15366587/2541098-sologunfull.jpg" data-ref-id="1300-2541094,1300-2541095,1300-2541096,1300-2541097,1300-2541098" data-resize-urls="http://static1.gamespot.com/uploads/square_avatar/1536/15366587/2541094-bikebluefull.jpg,http://static2.gamespot.com/uploads/square_avatar/1536/15366587/2541095-codguyrotatefull.jpg,http://static3.gamespot.com/uploads/square_avatar/1536/15366587/2541096-fullgunshots.jpg,http://static4.gamespot.com/uploads/square_avatar/1536/15366587/2541097-helicopterfull.jpg,http://static5.gamespot.com/uploads/square_avatar/1536/15366587/2541098-sologunfull.jpg" data-resized="" data-resize-url=""><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2541094-bikebluefull.jpg" data-ref-id="1300-2541094" ><img src="http://static1.gamespot.com/uploads/square_avatar/1536/15366587/2541094-bikebluefull.jpg"></a><a href="http://static2.gamespot.com/uploads/original/1536/15366587/2541095-codguyrotatefull.jpg" data-ref-id="1300-2541095" ><img src="http://static2.gamespot.com/uploads/square_avatar/1536/15366587/2541095-codguyrotatefull.jpg"></a><a href="http://static3.gamespot.com/uploads/original/1536/15366587/2541096-fullgunshots.jpg" data-ref-id="1300-2541096" ><img src="http://static3.gamespot.com/uploads/square_avatar/1536/15366587/2541096-fullgunshots.jpg"></a><a href="http://static4.gamespot.com/uploads/original/1536/15366587/2541097-helicopterfull.jpg" data-ref-id="1300-2541097" ><img src="http://static4.gamespot.com/uploads/square_avatar/1536/15366587/2541097-helicopterfull.jpg"></a><a href="http://static5.gamespot.com/uploads/original/1536/15366587/2541098-sologunfull.jpg" data-ref-id="1300-2541098" ><img src="http://static5.gamespot.com/uploads/square_avatar/1536/15366587/2541098-sologunfull.jpg"></a></figure><table data-max-width="true"><thead><tr><th scope="col"><em>Daniel Hindes is the AU editor at GameSpot, and you can follow him on <a href="http://www.twitter.com/dhindes" rel="nofollow" data-ref-id="false">Twitter @dhindes</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 23:45:00 -0700 http://www.gamespot.com/articles/call-of-duty-advanced-warfare-s-futuristic-weapons-include-3d-printer-gun/1100-6419872/ http://www.gamespot.com/videos/house-of-horrors-awkward-moaning-epic-puzzling-in-/2300-6418960/ Jess and Zorine attempt to prove their puzzling chops and enjoy the retro age of live actors once again. Sun, 25 May 2014 23:23:00 -0700 http://www.gamespot.com/videos/house-of-horrors-awkward-moaning-epic-puzzling-in-/2300-6418960/ http://www.gamespot.com/articles/playstation-coming-to-china/1100-6419871/ <p style=""> </p><p style=""> </p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2541072-ps4controller.jpg" data-ref-id="1300-2541072" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2541072-ps4controller.jpg" data-ref-id="1300-2541072"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2541072-ps4controller.jpg"></a></figure><p style="">Sony has partnered with Shanghai Oriental Pearl Group Co Ltd to begin bringing in the PlayStation consoles in China, following the country's lift of a 14-year ban on the sale of consoles.</p><p style=""> </p><p style="">According to <a href="http://www.businessweek.com/news/2014-05-25/sony-forms-ventures-to-make-sell-playstation-consoles-in-china" rel="nofollow" data-ref-id="2014-05">BusinessWeek</a>, Sony has agreed to form two ventures with Shanghai Oriental Pearl Group to begin making and selling PlayStation consoles. Sony will own a 70 percent stake in one venture and 49 percent in the other.</p><p style="">Sony did not reveal what timeframe consoles are expected to hit the Chinese market. It was not confirmed whether the PlayStation 4 or a specially designed console would be sold.</p><p style="">The announcement follows on from news last month of Microsoft's plans to release the <a href="http://www.gamespot.com/articles/xbox-one-coming-to-china-this-september/1100-6419305/" data-ref-id="1100-6419305">Xbox One in China this September</a>. Statistics released at the Games Marketing Summit last month revealed that China holds a large potential market, with the number of gamers in the country <a href="http://www.gamespot.com/articles/the-number-of-chinese-gamers-surpasses-the-number-of-american-citizens/1100-6419166/" data-ref-id="1100-6419166">surpassing the total population of the United States</a>.</p><p style="">China originally implemented the ban of consoles in 2000 over concerns that video games could negatively impact the physical and mental development of children. Following the lift of the ban, <a href="http://www.gamespot.com/articles/china-reveals-censorship-rules-for-console-games-nothing-that-promotes-drug-use-or-violence-will-be-allowed/1100-6419151/" data-ref-id="1100-6419151">a list of censorship rules for console games</a> was published, disallowing games that promoted violence or drug use.</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 22:00:00 -0700 http://www.gamespot.com/articles/playstation-coming-to-china/1100-6419871/ http://www.gamespot.com/articles/au-new-releases-watch-dogs-launches-for-multiple-platforms/1100-6419870/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/536/5360430/2449263-watch_dogs_running_on_ltrain_.png" data-ref-id="1300-2449263" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/536/5360430/2449263-watch_dogs_running_on_ltrain_.png" data-ref-id="1300-2449263"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/536/5360430/2449263-watch_dogs_running_on_ltrain_.png"></a></figure><p style="">Ubisoft's much-anticipated <a href="/watch-dogs/" data-ref-id="false">Watch Dogs </a>hits Australian retailers this week for the PlayStation 4, Xbox One, PlayStation 3, Xbox 360 and PC.</p><p style=""> </p><p style="">The game has already been announced as <a href="http://www.gamespot.com/articles/watch-dogs-is-most-preordered-next-gen-game-in-gamestop-s-history/1100-6419836/" data-ref-id="1100-6419836">Ubisoft's second most-preordered game</a> in the company's history. CEO Yves Guillemont has stated that the game is "perfectly positioned to become the industry's most successful new IP in history."</p><p style=""> </p><p style="">Watch Dogs sees players step into the shoes of vigilante Aiden Pierce in an open-world Chicago. Aiden is able to hack into the city's central operating system (CtOS) to achieve different objectives.</p><p style=""> </p><p style="">The game will run in <a href="http://www.gamespot.com/articles/watch-dogs-runs-at-900p-on-ps4-792p-on-xbox-one/1100-6419607/" data-ref-id="1100-6419607">900p on PlayStation 4 and 792p on Xbox One</a>, with both versions to run at 30fps. Ubisoft has explained the specific differences between the Xbox 360/PlayStation 3 and Xbox One/PS4 versions of Watch Dogs. On the single-player side, Xbox 360/PS3 players can expect fewer NPCs in some areas, but Ubisoft has stated that this will not affect the core gameplay. For multiplayer, Xbox 360 and PS3 owners will miss out on the Decryption competitive multiplayer mode and the ability to free roam with multiple players.</p><p style="">For fans of the Mario Kart series, the latest numbered iteration of the iconic racer launches for the Wii U this week. <a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a> introduces new racing circuit designs and new karts. The game will feature the return of several features including 12-player online competitive play, hang-gliders, underwater racing and motorbikes.</p><p style=""> </p><p style="">The game was well-received in <a href="http://www.gamespot.com/reviews/mario-kart-8/1900-6415760/" data-ref-id="1900-6415760">GameSpot's review</a>, praised for its wide assortment of interesting tracks and challenging gameplay, but let down by a weak selection of characters.</p><p style=""> </p><p style="">For more details on games out this week, check out the full list below.</p><div data-embed-type="video" data-ref-id="2300-6418882" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418882/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><b>May 26, 2014</b></p><p style=""><a href="/mxgp-the-official-motocross-videogame/" data-ref-id="false">MXGP -The Official Motocross Videogame</a> (PlayStation 3, 360, Vita, PC)</p><p style=""><b>May 27, 2014</b></p><p style=""><a href="/watch-dogs/" data-ref-id="false">Watch Dogs </a>(PlayStation 4, Xbox One, PlayStation 3, Xbox 360, PC)</p><p style=""> </p><p style=""><b>May 28, 2014</b></p><p style=""><a href="/borderlands-2/" data-ref-id="false">Borderlands 2</a> (Vita)</p><p style=""> </p><p style=""><b>May 29, 2014</b></p><p style=""><a href="/the-amazing-spider-man-2/" data-ref-id="false">The Amazing Spider-Man 2 </a>(Xbox One)</p><p style=""> </p><p style=""><b>May 30, 2014</b></p><p style=""><a href="/worms-battlegrounds/" data-ref-id="false">Worms Battlegrounds </a>(PS4, Xbox One)</p><p style=""> </p><p style=""><b>May 31, 2014</b></p><p style=""><a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a> (Wii U)</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 21:00:00 -0700 http://www.gamespot.com/articles/au-new-releases-watch-dogs-launches-for-multiple-platforms/1100-6419870/ http://www.gamespot.com/articles/fallout-new-vegas-dev-hopes-the-next-fallout-game-has-agonizing-choices/1100-6419869/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540969-6467419638-17402.jpg" data-ref-id="1300-2540969" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540969-6467419638-17402.jpg" data-ref-id="1300-2540969"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540969-6467419638-17402.jpg"></a></figure><p dir="ltr" style="">Lead designer and project director on <a href="http://www.gamespot.com/fallout-new-vegas/">Fallout: New Vegas</a> Josh Sawyer said he hopes the next game in the Fallout series will force players to make difficult choices.</p><p dir="ltr" style="">"Fallout games are best when the choices are - and this applies to role-playing games in general, but Fallout is a more desperate world - more agonizing," Sawyer told <a href="http://www.eurogamer.net/articles/2014-05-23-what-does-fallout-new-vegas-lead-designer-want-from-fallout-4?utm_source=twitter&amp;utm_medium=social&amp;utm_campaign=socialoomph" rel="nofollow">Eurogamer</a> in an interview. "They feel more appropriate to the post-apocalyptic genre. So I hope that whatever twists and turns the story takes, it's more nuanced than a black-and-white choice."</p><p dir="ltr" style="">Sawyer cites the endings of the original, 2D Fallout games, as well as Fallout: New Vegas, which he said was designed to challenge the player.</p><p dir="ltr" style="">"Some people want to go through the wasteland like a tourist, which is fine - they don't really want it to be super-difficult," he said. "Personally I like things to be a little more challenging," he said, "and there's a segment of players that also want [that]. I don't have any doubt in this."</p><p dir="ltr" style="">Bethesda Game Studios' next project has been in full development for more than a year now. Rumor has it that the developer's next game is <a href="http://www.gamespot.com/articles/fallout-4-in-development-set-in-boston-report/1100-6416669/">Fallout 4</a>, and that it takes place, at least partially, in Boston and its surrounding area. This is unconfirmed, but the <a href="http://www.gamespot.com/articles/fallout-4-in-development-set-in-boston-report/1100-6416669/">evidence is piling up</a>.</p><p style="">Even if that is the case, Bethesda marketing executive Pete Hines confirmed last week that <a href="http://www.gamespot.com/articles/studio-that-made-skyrim-and-fallout-3-won-t-announce-its-next-game-anytime-soon/1100-6419808/">we will not see the game at E3 2014</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 15:10:00 -0700 http://www.gamespot.com/articles/fallout-new-vegas-dev-hopes-the-next-fallout-game-has-agonizing-choices/1100-6419869/ http://www.gamespot.com/articles/oculus-rift-kinect-wii-balance-board-combined-to-simulate-hoverboard/1100-6419868/ <div data-embed-type="video" data-src="https://vimeo.com/95960989" data-width="1280" data-height="720"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fplayer.vimeo.com%2Fvideo%2F95960989&amp;wmode=opaque&amp;src_secure=1&amp;url=http%3A%2F%2Fvimeo.com%2F95960989&amp;image=http%3A%2F%2Fi.vimeocdn.com%2Fvideo%2F476011630_1280.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=vimeo" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">If you've ever watched <a href="https://www.youtube.com/watch?v=TkyLnWm1iCs" rel="nofollow">Back to the Future Part II</a> you've probably fantasized about one day owning and riding your own hoverboard.</p><p dir="ltr" style="">So far, science has failed us miserably in that department. Back to the Future Part II takes place in 2015 and we are nowhere near getting our hoverboards, though Tony Hawk and the actor that plays Doc Brown in Back to The Future, Christopher Lloyd, <a href="https://www.youtube.com/watch?v=A4vE_vpkr90" rel="nofollow">made a great fake advertisement for one just a couple of months ago</a>.</p><p dir="ltr" style="">Realistically, you'll probably never get to ride one. However <a href="http://quince.nl/#" rel="nofollow">Quince</a> (via <a href="http://killscreendaily.com/articles/all-you-need-hoverboard-oculus-rift-kinect-and-wii-balance-board/" rel="nofollow">Kill Screen</a>), a communications agency based in Amsterdam, proved that it could simulate the experience using an Oculus Rift, Kinect, and a Wii Balance Board. The Hoverboard VR uses the Wii Balance Board as the controller, the Kinect to track your body and translate it to virtual reality, and the Oculus Rift to fully immerse you in the experience. The graphics look crude at the moment, but it's a great proof of concept.</p><p style="">It's an elaborate setup, but not nearly the only creative implementation of Oculus Rift we've seen. A couple of weeks ago we reported on <a href="http://www.gamespot.com/articles/fly-like-a-bird-with-this-epic-oculus-rift-contraption/1100-6419559/">Birdly</a>, which uses Oculus Rift and a large contraption to simulate the experience of flying like a bird.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 14:12:00 -0700 http://www.gamespot.com/articles/oculus-rift-kinect-wii-balance-board-combined-to-simulate-hoverboard/1100-6419868/ http://www.gamespot.com/articles/wasteland-2-dev-doesn-t-believe-people-are-sick-of-kickstarter-are-you/1100-6419867/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540933-8181990485-20518.jpg" data-ref-id="1300-2540933" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540933-8181990485-20518.jpg" data-ref-id="1300-2540933"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540933-8181990485-20518.jpg"></a></figure><p dir="ltr" style="">Creator of <a href="http://www.gamespot.com/wasteland-2/">Wasteland 2</a> Brian Fargo doesn't believe that people are sick of funding projects on Kickstarter, only that not all project are meant to be funded.</p><p dir="ltr" style="">Wasteland 2 launched its Kickstarter in 2012 hoping to raise $900,000, and eventually hit nearly $3 million in funding. Many other Kickstarters didn't have as much luck. <a href="http://www.gamespot.com/articles/horror-game-cult-county-canceled-for-3ds-now-aiming-for-ps4-s-morpheus/1100-6418798/">Renegade Kid's Cult County</a>, for example, failed to meet its funding goal earlier this month.</p><p dir="ltr" style="">"I think sometimes some of the projects that have failed is Kickstarter doing its job," Fargo told <a href="http://www.digitalspy.com/gaming/news/a573068/kickstarter-not-in-fatigue-but-niches-harder-to-fill-says-brian-fargo.html#~oFiSQnXjhYtdKe" rel="nofollow">Digital Spy</a>. "Which is saying, 'We don't really want that, or there's already too much like it'. I think it worked very well for us, and it <a href="http://www.gamespot.com/articles/double-fine-adventure-kickstarter-concludes-with-33-million/1100-6366166/">worked well for [Tim] Schafer</a>, because it's quite honest to say this game wouldn't have existed without it, period, because we're a middle-ground developer, we're not two guys."</p><p dir="ltr" style="">Harmonix's Amplitude, which was <a href="http://www.gamespot.com/articles/as-amplitude-funding-passes-800k-harmonix-explains-why-it-went-playstation-exclusive/1100-6419848/">successfully Kickstarted last week</a>, fits Fargo's description, as does Keiji Inafune <a href="http://www.gamespot.com/mighty-no-9/">Mighty No. 9</a>, which <a href="http://www.gamespot.com/articles/mighty-no-9-kickstarter-crosses-3-million/1100-6415120/">raised more than $3.8 million on Kickstarter last year</a>. Both of them appeal to niches in the market that weren't being served otherwise, but there's less demand for such games with each successfully funded Kickstarter.</p><p dir="ltr" style="">Fargo uses his own game as an example: "There was a Fallout audience that loved one and two, and they wanted something more like that than where <a href="http://www.gamespot.com/fallout-3/">Fallout 3</a> and <a href="http://www.gamespot.com/fallout-new-vegas/">New Vegas</a> went," he said. "Now if somebody came up with another one after us, it wouldn't do as well, I think, because we would have been scratching that itch."</p><p dir="ltr" style="">Wasteland 2 will release around "the end of August" 2014, on PC, Mac, and Linux. GameSpot recently <a href="http://www.gamespot.com/articles/wasteland-2-early-access-review/1100-6419545/">reviewed the Early Access version of Wasteland 2</a>, finding that it "spectacularly balances the older style of classic PC RPGs and more modern sensibilities."</p><p style="">Are you still finding exciting games to back on Kickstarter? Let us know in the comments below.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 12:27:00 -0700 http://www.gamespot.com/articles/wasteland-2-dev-doesn-t-believe-people-are-sick-of-kickstarter-are-you/1100-6419867/ http://www.gamespot.com/articles/amazing-mass-effect-collectible-is-as-expensive-as-it-looks/1100-6419866/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540868-9996056725-pro_b.jpg" data-ref-id="1300-2540868" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540868-9996056725-pro_b.jpg" data-ref-id="1300-2540868"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540868-9996056725-pro_b.jpg"></a></figure><p dir="ltr" style="">Gaming collectibles maker <a href="http://www.gamingheads.com/" rel="nofollow">Gaming Heads</a> has revealed it is now taking pre-orders for its latest Mass Effect piece, a 21-inch tall (¼ scale) statue of Garrus.</p><p dir="ltr" style="">Garrus Vakarian, a military trained turian and initially an investigating officer of C-Sec, joins Commander Shepard's team in the first Mass Effect. <a href="http://www.gamingheads.com/index.php?option=com_myphp&amp;Itemid=3&amp;product=150" rel="nofollow">Gaming Heads' statue designed by artist Gurjeet Singh</a> (via <a href="http://www.polygon.com/2014/5/25/5749702/mass-effect-garrus-statue-figurine-collectible" rel="nofollow">Polygon</a>) shows Garrus in his trademark armor, armed with the Incisor Sniper rifle that is featured in the game. The package also includes the Phaeston weapon, which can be swapped depending on your preference.</p><p dir="ltr" style="">This exclusive Garrus statue will cost you $350, and that's only assuming you can get one. The statue is limited to 500 pieces worldwide. You can preorder it now, but it will only be available in the first quarter of 2015.</p><p style="">BioWare studio director Yanick Roy recently described the <a href="http://www.gamespot.com/untitled-mass-effect-game/">next Mass Effect game</a>'s development status as being "<a href="http://www.gamespot.com/articles/next-mass-effect-game-s-development-somewhere-in-the-middle-stages/1100-6419325/">somewhere in the middle</a>."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table><p style=""> </p> Sun, 25 May 2014 11:13:00 -0700 http://www.gamespot.com/articles/amazing-mass-effect-collectible-is-as-expensive-as-it-looks/1100-6419866/ http://www.gamespot.com/videos/watch-dogs-and-mario-kart-8-new-releases/2300-6418954/ What a week, we get Watch Dogs, Mario Kart 8, Monochroma, Kill the Bad Guy, Worms Battlegrounds and A Wolf Among Us Ep. 4. Sun, 25 May 2014 10:00:00 -0700 http://www.gamespot.com/videos/watch-dogs-and-mario-kart-8-new-releases/2300-6418954/ http://www.gamespot.com/articles/fast-and-steady-wins-the-race-in-grid-autosport-s-endurance-mode/1100-6419865/ <div data-embed-type="video" data-ref-id="2300-6418943" data-width="854" data-height="480"><iframe src="/videos/embed/6418943/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">Developer Codemasters has released a new trailer for the upcoming racing game <a href="http://www.gamespot.com/grid-autosport/">GRID Autosport</a>, which showcases its Endurance racing.</p><p dir="ltr" style="">"You can never win a race from the first corner," member of the Oman Racing Team Ahmad Al Harthy said in the trailer, which includes both gameplay footage and interviews with professional drivers. In working on Endurance racing, Codemasters said it has consulted with professional drivers and experts at Autosport magazine to "distil the experience into scalable races, whether online or in career mode."</p><p dir="ltr" style="">The game's extended races in Endurance events will challenge players to manage tire wear, which will affect their performance and handling, and in career mode, Endurance events are also set at night to provide an extra challenge.</p><p dir="ltr" style="">In Endurance events, you'll be able to drive contemporary and classic cars including the Aston Martin N24 V12 Zagato, Mercedes-Benz SLS AMG GT3, McLaren 12C GT3, Audi R8 LMS Ultra, Lola B12/80, Shelby Cobra "Daytona" Coupe, Ford GT40 MK1 and more on race circuits like Yas Marina, Sepang and Hockenheimring.</p><p style="">GRID Autosport is due to launch June 24 in the U.S. (June 27 for Europe) for Xbox 360, PlayStation 3, and PC. It's not coming to Xbox One or PlayStation 4, and that's because <a href="http://www.gamespot.com/articles/new-authentic-grid-announced-here-s-why-it-s-not-coming-to-xbox-one-or-ps4/1100-6419124/">Codemasters did not want to "rush" it</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 09:32:00 -0700 http://www.gamespot.com/articles/fast-and-steady-wins-the-race-in-grid-autosport-s-endurance-mode/1100-6419865/ http://www.gamespot.com/articles/remembering-the-atari-age/1100-6419856/ <p style="">Occasionally I worry that our collective memory of home video games sees the release of the Nintendo Entertainment System as the true beginning. Talk to people about games like <a href="http://www.gamespot.com/classic-nes-series-super-mario-bros/" data-ref-id="false">Super Mario Bros.</a>, <a href="http://www.gamespot.com/the-legend-of-zelda/" data-ref-id="false">The Legend of Zelda</a>, and <a href="http://www.gamespot.com/metroid/" data-ref-id="false">Metroid</a>, and they still light up with excitement, appreciating the tremendous importance of these games in the grand scheme of gaming's evolution as a medium. And it makes sense, of course. Even those who aren't old enough to remember these games from their heyday understand what Nintendo is, since it's a force that has continued to loom large in gaming in the decades since. There's nothing really keeping the legacy of what preceded Nintendo alive in the current gaming marketplace, but a look back at video game history that begins with the NES is as incomplete as a look back at the history of cinema that ignores the great innovators of the silent film era.</p><p style="">The great video game crash that preceded the release of the NES served as a kind of reset button on the industry. The crash was inevitable; the industry had grown so unhealthy that it needed to collapse so that a new, stronger foundation could be built. But, this being Video Game History Month, a time when we try to appreciate how gaming's past has shaped its present, it's important to remember that Atari had made video games a household activity first, and that there's so much to celebrate about the first massively successful home console.</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/78/787590/2540097-superbreakout_2600box.jpg" data-ref-id="1300-2540097" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/78/787590/2540097-superbreakout_2600box.jpg" data-ref-id="1300-2540097"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/78/787590/2540097-superbreakout_2600box.jpg"></a></figure><p style="">I was born at the perfect time to grow up as games grew up, and the Atari 2600 is where my love of gaming began. Here are some things about the Atari era that to this day remind me of why I became so passionate about games in the first place.</p><p style=""><b>Box art</b></p><p style="">This may seem like a strange place to start, but for me, the box art of many Atari games is central to my memories of those games. The 2600 wasn't capable of rendering detailed graphics, but that didn't stop the games I played on it from whisking me away to fantasy realms or to the depths of space. It wasn't the chunky visuals of the games themselves that did it, though. It was the wonderful art on the game's boxes, conjuring images in my mind that replaced the little square in Adventure with a brave hero, and turned Super Breakout from a simple block-breaking game into a tale of astronauts trapped in space by a cosmic force that was beyond their understanding. Box art was more important in the Atari era than it has ever been since; games no longer need to rely on the images on their covers to communicate to players what the graphics represent. But I also think that box art has never been as consistently beautiful as it was back then, and sometimes I miss the way that my imagination was called upon to flesh out the worlds of video games.</p><p style=""><b>Gaming for everyone</b></p><p style="">As an arcade company, Atari <a href="http://flyers.arcade-museum.com/?page=flyer&amp;db=videodb&amp;id=461&amp;image=1" rel="nofollow" data-ref-id="false">marketed</a> its coin-op machines squarely at men. But when trying to gain a foothold in the living room, the company took a different approach, often framing games as an activity that the whole family could enjoy together. Promotional materials for the 2600 often depicted parents and children playing games together, and <a href="http://youtu.be/uGJkG3qMDY8" rel="nofollow" data-ref-id="false">one classic commercial</a> has a young boy playing Berzerk with his grandmother. In my household, gaming was definitely an activity anyone could partake in, regardless of age or gender. Passing the controller back and forth to try to pass a stage in Donkey Kong or Miner 2049er was a family tradition. And we enjoyed competing with each other as much as we enjoyed cooperating, especially in thrilling four-player matches of Warlords. During the NES era, gaming started to become increasingly seen as a pastime primarily for young boys. I'm glad that Atari was there first to cement my view of it as an activity that could bring people together, something that just about anyone could enjoy and participate in.</p><figure data-align="center" data-size="large" data-img-src="http://static4.gamespot.com/uploads/original/1197/11970954/2377165-level2_004.jpg" data-ref-id="1300-2377165" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static4.gamespot.com/uploads/original/1197/11970954/2377165-level2_004.jpg" data-ref-id="1300-2377165"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1197/11970954/2377165-level2_004.jpg"></a><figcaption>Resogun's visuals are slightly better than those the 2600 could produce, but the excellent game owes a great deal to Defender.</figcaption></figure><p style=""><b>The games</b></p><p style="">And then, of course, there were the games themselves. I often see echoes of games I first encountered on the Atari in games I play today. <a href="http://www.gamespot.com/spelunky/" data-ref-id="false">Spelunky</a> is a far more complex adventure than anything the Atari 2600 could have handled, but I can never delve into its mines and grab shining gold bars without recalling the excitement I felt as Pitfall Harry, venturing into deadly jungles in search of treasure. One of my favorite games of last year, <a href="http://www.gamespot.com/resogun/" data-ref-id="false">Resogun</a>, owes a great deal to Defender, an innovative and challenging space shooter that debuted in arcades but that I first played on the 2600. And while <a href="http://www.gamespot.com/articles/star-wars-tie-fighter-20th-anniversary-retrospective/1100-6419819/" data-ref-id="1100-6419819">I recently wrote</a> about my fondness for <a href="http://www.gamespot.com/star-wars-tie-fighter/" data-ref-id="false">TIE Fighter</a>, it's the Atari 2600's Star Raiders, an incredibly complex and ambitious game for its time, that first thrilled me with the feeling that I was making hyperspace jumps and blasting enemy starfighters to smithereens.</p><p style="">These are just a few of my favorite memories of the Atari age. Let me know what Atari means to you in the comments below.</p> Sun, 25 May 2014 09:00:00 -0700 http://www.gamespot.com/articles/remembering-the-atari-age/1100-6419856/ http://www.gamespot.com/articles/what-if-perfect-dark-had-come-out-on-the-gamecube/1100-6419791/ <p style="">Perfect Dark is a domino piece whose very existence changed the fate of the entire industry. All right, that's a slight exaggeration, but if there had been just one detour to Joanna Dark's debut, a ripple effect could have had long-term ramifications on our favorite way to spend our leisure time. So let's examine what would have happened if <a href="/perfect-dark/" data-ref-id="false">Perfect Dark</a> had been pushed back just 18 months and had been released not toward the tail end of the Nintendo 64's existence, but at the launch of the GameCube. Just a warning, this is pure conjecture. But the prospect of what might have been has been gnawing at me for years, and represents one of my favorite alternate takes on video game history. After all, delaying Perfect Dark just one year seems like it would have had negligible results on the surface, but in reality it could have had a major impact.</p><h3><b>How Perfect Dark would have changed:</b></h3><figure data-ref-id="1300-2537949" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg" data-size="small" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg" data-ref-id="1300-2537949"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg"></a><figcaption>Would Perfect Dark have worked without an accessory? </figcaption></figure><p style="">Although Perfect Dark was showered with <a href="http://www.metacritic.com/game/nintendo-64/perfect-dark" rel="nofollow" data-ref-id="false">near-universal praise</a>, it had severe technical problems that made it nearly unplayable by our current standards. Extra memory (sold separately) was required to enjoy much of what it offered, and even with twice as much RAM, it still suffered from terrible slowdown. Shifting Perfect Dark to the GameCube would have eliminated those problems, ensuring a smoother experience that wouldn't require you to take Dramamine to keep your lunch safely in your belly. Even without any other changes, moving Perfect Dark to more powerful hardware would have elevated the experience so that it was more palatable to everyone.</p><p style="">Why would Rare have been happy to transport the Nintendo 64 version to the GameCube without any changes, though? With so much time to move the game from one platform to the other, Rare could have implemented a few design tweaks to modernize the action. If you remember the Nintendo 64 controller, it had only one analog stick, but that wasn't the case with the GameCube. Moving Perfect Dark would have given you more precision in shooting, which would have been a godsend considering how much aiming the sprawling levels demanded. Imagine how much more satisfying the FarSight would have been if you hadn't had to fight the controller. So, by pushing Perfect Dark back, we would have gotten a game even better than the one that was already so beloved.</p><h3><b>How the GameCube would have changed:</b></h3><figure data-ref-id="1300-2537951" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537951-gamecube_controller.png" data-size="small" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537951-gamecube_controller.png" data-ref-id="1300-2537951"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_small/725/7253563/2537951-gamecube_controller.png"></a><figcaption>Would Nintendo have changed that yellow nub to a proper stick?</figcaption></figure><p style="">The GameCube was a fantastic console. However, despite housing some of Nintendo's most inventive games and a plethora of the best third-party adventures of the day, it struggled to shed its identity as just a place for families to congregate. Perfect Dark would have injected a hard-edged persona from launch day that would have shifted the perception of the purple lunchbox. Remember, people flocked to the Nintendo 64 to play GoldenEye even if the colorful adventures Nintendo was known for didn't strike their fancy, so a spiritual successor to that classic would have engendered the same competitive spirit. Housing the preeminent first-person shooter of the day would have drawn in those who relish using guns to solve problems, instantly expanding the GameCube's potential reach.</p><p style="">With initial success for Rare's futuristic shooter, we would have seen more third parties willing to create Mature-rated games for Nintendo's console, filling out an important segment of the library the Japanese giant was unable to fill itself. And, as long as I'm dreaming, we might have seen one major change to the controller that would have better accommodated Perfect Dark. Its reliance on a right stick might have convinced Nintendo to upgrade the yellow nub to a more functional form, opening the door for more versatility as the console aged. If Rare had pushed Perfect Dark from the Nintendo 64 to the GameCube, we would have seen a demographic shift in who flocked to the console and a more serious rival to the upstart Xbox.</p><h3><b>How first-person shooters would have changed:</b></h3><p style="">This is where things get really interesting. Console shooters began to take off with the generation that started early this century. What was popular back then has dictated much of how the genre has evolved, so if Perfect Dark were released in that era, we would have seen an evolutionary split very different from what actually happened. It's important to remember what was popular back then. <a href="/halo-combat-evolved/" data-ref-id="false">Halo</a> was still entirely unknown in 2001, and Bungie was a name only Mac diehards had any inkling of. The success of Combat Evolved was not guaranteed, and, if a worthy competitor had stood toe-to-toe against it, the market would have gone in two directions. I don't believe that Perfect Dark GameCube would have crushed Halo before it ever had a chance, but rather that a healthy number of people would have chosen one side or the other, forcing developers to adapt to varying needs.</p><figure data-ref-id="1300-2537952" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg" data-ref-id="1300-2537952"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg"></a><figcaption>Would capture the flag still be in Titanfall PC if it had bots? </figcaption></figure><p style="">So what did Perfect Dark offer that was so different from Halo? The differences are almost too numerous to count. Mission design, for instance, included accomplishing specific objectives that changed whenever you increased the difficulty. This is a marked shift from the straight-ahead conquests that Halo demanded, and seeing level design that was as much about investigation as shooting would have offered variety that is desperately lacking in traditional shooters. Furthermore, Perfect Dark not only encouraged the use of bots in competitive play, but let you choose the personalities of your AI-controlled foes. Bots let you design multiplayer experiences in a specific style based on what you were in the mood for, forcing your AI foes to play passively, with chips on their shoulders, and with ruthless efficiency, among many other combat philosophies. This was an idea that was never pushed further, but imagine if other companies had mirrored this approach. Considering how reliant multiplayer games are on their online communities now, how few games catch on with the public, and how quickly the populations die down once a sequel is released, having bots as a standard option would have extended the longevity and injected more variety in modern shooters.</p><p style="">And those aren't the only things that Rare's shooter did differently. Perfect Dark implemented counter-ops, a mode that still doesn't have a modern equivalent. Having one person control the hero and another man the guards who populate campaign levels is a brilliant idea that was never iterated on, just like bot personalities. If Perfect Dark had come out on the GameCube rather than smack-dab between the releases of the Dreamcast and the PlayStation 2 on a dying, underpowered system, it would have had a much wider impact on a genre still getting its footing. It would have been incredible to see other developers build on the level design ideas that Rare started, tinker with versatile AI, and experiment with interesting competitive modes. Instead, we got the disappointing <a href="/perfect-dark-zero/" data-ref-id="false">Perfect Dark Zero</a> five years later that couldn't live up to the brilliance of its predecessor.</p><h3><b>How Rare would have changed:</b></h3><p style="">Assuming that Perfect Dark carried the torch that GoldenEye first lit, it would have been a massive success for the GameCube. And if Rare were the brains behind this adored shooter, it would have been awfully difficult for Nintendo to let Microsoft swoop in to purchase it. We already know that the Stamper brothers, the heads of Rare at the time, <a href="http://www.eurogamer.net/articles/2012-02-08-who-killed-rare" rel="nofollow" data-ref-id="2012-02">first approached Nintendo</a> when they decided to sell the company. When Nintendo refused, Microsoft jumped at the chance, simultaneously hurting all three companies in one blundering stroke. Seriously, take a look at how each party has been affected since the sale took place way back in 2002. Nintendo struggled to add diversity to the GameCube library, and though the Wii was insanely popular, Rare would have done a great job of churning out quality games during its frequent dry spells. Rare could have also shouldered some of the software burden for the Wii U, which goes for months without compelling games.</p><figure data-ref-id="1300-2537954" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537954-005.jpg" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537954-005.jpg" data-ref-id="1300-2537954"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2537954-005.jpg"></a><figcaption>Would Nintendo have cancelled Sabreman Stampede?</figcaption></figure><p style="">Microsoft essentially wasted <a href="http://www.microsoft.com/en-us/news/press/2002/sep02/09-24projectrpr.aspx" rel="nofollow" data-ref-id="09-24">$375 million</a> on a developer that didn't fit within its ecosystem. Rare was built on diversity and experimentation, a company who could make a variety of different games. If you take a look at the developers Microsoft employs, none of them fit within that structure. Turn 10, after all, makes only simulation racers, 343 Industries and Black Tusk were created to churn out sequels to established shooters, and Lionhead has been riding the Fable train for longer than I can remember. Because Rare doesn't have a franchise big enough to warrant that dedication, it jumped around like it had been doing for decades, meeting varying success with each new endeavor. Now it has been stuck working on Kinect Sports for more than five years, and most of the people who made Rare a name worth knowing have long since left.</p><p style="">Clearly, Rare suffered the most from this transaction. If Perfect Dark had established itself as a core element of the GameCube, maybe Rare would have stuck with Nintendo, a company that knew what it was capable of, and continued to nurture it to get the best games possible. Rare had been around for almost 20 years before Microsoft swooped in, and it took only a little bit of time for Rare to become completely irrelevant. That's why this what-if scenario is so appealing to me. Not only would it have changed the GameCube and first-person shooters, but it might have saved Rare from its horrible fate. Now if only I could get my hands on a time machine. Then I could be enjoying another Conker, Battletoads, or who knows what new characters instead of lamenting the death of my favorite developer.</p><p style=""> </p> Sun, 25 May 2014 09:00:00 -0700 http://www.gamespot.com/articles/what-if-perfect-dark-had-come-out-on-the-gamecube/1100-6419791/ http://www.gamespot.com/articles/apple-removes-game-about-growing-marijuana-from-app-store/1100-6419864/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540801-7649505206-featu.jpg" data-ref-id="1300-2540801" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540801-7649505206-featu.jpg" data-ref-id="1300-2540801"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540801-7649505206-featu.jpg"></a></figure><p dir="ltr" style="">Apple has removed a popular game about growing marijuana from the iTunes App Store.</p><p dir="ltr" style="">The game, <a href="http://www.gamespot.com/weed-firm/">Weed Firm</a>, is just one of many on the iTunes App Store that feature marijuana in some way, and you can still download a number of apps that can help you locate where to legally buy marijuana in states like Colorado, review different strains of the plant, and much more.</p><p dir="ltr" style="">According to <a href="http://manitobagames.net/" rel="nofollow">a statement</a> (via <a href="http://www.adweek.com/news/technology/popular-marijuana-game-gets-censored-apple-157888" rel="nofollow" data-ref-id="false">Adweek</a>) from Weed Firm developer Manitoba games, its game was pulled because it was more popular than others. "This was entirely Apple's decision, not ours," it said. "We guess the problem was that the game was just too good and got to number one in All Categories, since there are certainly a great number of weed based apps still available, as well as games promoting other so-called 'illegal activities' such as shooting people, crashing cars and throwing birds at buildings."</p><p dir="ltr" style="">As indicated by the iTunes App Store guidelines, the company reserves the right to reject or remove any app for content or behavior it believes is over the line. This usually refers to adult content, but we've also seen Apple pull an app about <a href="http://www.gamespot.com/articles/barbie-inspired-plastic-surgery-game-removed-from-app-stores-after-backlash/1100-6417167/">plastic surgery reportedly aimed at children</a>, and the mobile version of <a href="http://www.gamespot.com/articles/wolfenstein-3d-pulled-from-app-store-due-to-swastikas/1100-6330782/">Wolfenstein 3D from the Swiss and Austrian app stores for featuring swastikas</a>.</p><p style="">Manitoba Games promises that Weed Firm will return to the iTunes App Store after it's been "censored a bit to comply with Apple's strictest requirement since they are going to be looking very attentively at what we submit from now on."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 07:49:00 -0700 http://www.gamespot.com/articles/apple-removes-game-about-growing-marijuana-from-app-store/1100-6419864/ http://www.gamespot.com/articles/meet-the-survivors-of-left-4-dead-s-arcade-game/1100-6419863/ <figure data-align="right" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540583-6123787579-l01.j.jpg" data-ref-id="1300-2540583" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540583-6123787579-l01.j.jpg" data-ref-id="1300-2540583"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1535/15354745/2540583-6123787579-l01.j.jpg"></a></figure><p dir="ltr" style="">Valve and Taito, a subsidiary of Square Enix, are currently collaborating on <a href="http://www.gamespot.com/articles/left-4-dead-survivors-gets-a-first-trailer/1100-6419718/">Left 4 Dead Survivors</a>, a version of Left 4 Dead redesigned for Japanese arcades. We've seen brief glimpses of the game before, but now we know that it will not feature the groups of four from Left 4 Dead or Left 4 Dead 2, but an entirely new cast of survivors.</p><p dir="ltr" style="">The game will still take place in the United States, but the characters are seemingly designed to appeal to a Japanese audience. According to <a href="http://arcadeheroes.com/2014/05/22/left-4-dead-characters-better-cabinet-shot/" rel="nofollow">Arcade Heroes</a>, Kudo Yusuke is a Japanese university student visiting the U.S. when the outbreak starts, as is Haruka Hirose, a Japanese high school student, and Kirishima Sara, a travel guide. And then there's Blake Jordan, the token American and hotel bartender who previously served in the Navy.</p><p dir="ltr" style="">In 2006, Taito released Half-Life 2: Survivor for Japanese arcades. As you can see in this <a href="https://www.youtube.com/watch?v=vbF0ooRJWkI" rel="nofollow">video</a>, it added flashing arrows that point you in the right direction, points, and other elements that would complement a quicker arcade experience.</p><p style="">If you're waiting on a proper Left 4 Dead sequel, there's good reason to believe that one is on the way. According to <a href="http://www.gamespot.com/counter-strike/">Counter-Strike</a> co-creator Minh Le, <a href="http://www.gamespot.com/articles/left-4-dead-3-in-development-and-looks-great-counter-strike-co-creator-says/1100-6419832/">Left 4 Dead 3 is in development and is coming along well</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p></td></tr></tbody></table> Sat, 24 May 2014 15:41:00 -0700 http://www.gamespot.com/articles/meet-the-survivors-of-left-4-dead-s-arcade-game/1100-6419863/

Gamespot's Site MashupMonochroma ReviewCall of Duty: Advanced Warfare's futuristic weapons include 3D printer gunHouse of Horrors - Awkward Moaning & Epic Puzzling In The 7th Guest!PlayStation coming to ChinaAU New Releases: Watch Dogs launches for multiple platformsFallout: New Vegas dev hopes the next Fallout game has agonizing choicesOculus Rift, Kinect, Wii Balance Board combined to simulate hoverboardWasteland 2 dev doesn't believe people are sick of Kickstarter -- are you?Amazing Mass Effect collectible is as expensive as it looksWatch Dogs and Mario Kart 8 - New ReleasesFast and steady wins the race in GRID Autosport's Endurance modeRemembering the Atari AgeWhat If Perfect Dark Had Come Out on the GameCube?Apple removes game about growing marijuana from App StoreMeet the survivors of Left 4 Dead's arcade game

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 26 May 2014 05:04:24 -0700 http://www.gamespot.com/reviews/monochroma-review/1900-6415772/ <p style="">The term "corporate overlord" is usually used in jest. We recognize how much power these inhuman entities have over us, but we've yet to reach the point where our waking hours are dictated by their whims. In Monochroma, we see a vision of a city in which this term has reached its terrifying potential. The fear of losing your freedom is palpable, communicated through the emptiness of the cityscape, the bleakness of the visual design, and the unceasing rain washing away any semblance of hope. It's unfortunate, then, that the plight of one boy striving to break free of this citywide prison--filled with puzzling barriers--is overshadowed by something as mundane as technical failings. Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.</p><p style="">There are no words in Monochroma, no dialogue to explain what has happened to your home. Rather, the story is told through 2D imagery, so questions are left dangling in the air, and you must decide what caused such unrest. During the early hours, I scoured the backdrop looking for pieces to explain what had happened. There are robots stationed in people's homes. Though originally intended as consumer companions, they may have risen in revolt as robots so often do. But I found no such violence when I encountered one. So I could only wonder why the people had left, or if they had been killed by the corporation performing experiments in their factories. Who knows the answer? As the game progressed, my interest waned as supernatural elements were introduced. What was once a gripping allegory of our own society became a fantastical leap to something I couldn't relate to.</p><div data-embed-type="video" data-ref-id="2300-6418956" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418956/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Monochroma's emotional weight should come from the relationship between the young protagonist and his helpless brother. You must carry your sibling on your back, braving the many obstacles that stand before you both as you search for freedom. Normally, such a partnership would have captured my heart, as evidenced by <a href="/brothers-a-tale-of-two-sons/" data-ref-id="false">Brothers: A Tale of Two Sons</a>. But there's a logical problem here that only caused me to question what was going on. In the very beginning, you see your younger brother flying a kite, running freely through wheat fields. However, he ceases to use his legs after the first few minutes, which just made me wonder why he had become such a useless lug. Having to carry him adds to the puzzle dynamic, because your movement is restricted by his weight, and you can only put him down in spotlights, but that added consideration feels forced. Why couldn't he help me?</p><blockquote data-size="large" data-align="center"><p style="">Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.</p></blockquote><p style="">I wasn't bothered by my brother's ineptitude at first. Nor was I hung up on the clumsy controls. Sure, climbing up boxes took longer than I expected, and I often had to retry jumps because my character wouldn't respond quickly enough, but I was so taken in by the enticing premise and stark visual design that such issues seemed minor. I even marveled at how clever certain situations were. Though I could only push boxes, pull switches, and perform a modest leap, the puzzles offered plenty of diversity, forcing me to take time to formulate a plan. Figuring out that I could quench the flame erupting from a barrel by pushing it into the rain gave me a satisfying "Eureka!" moment, as did clearing a difficult jump by catching a rope midswing. This was a world I wanted to exist in, and the action was good enough to warrant that investment.</p><figure data-ref-id="1300-2447433" data-img-src="http://static3.gamespot.com/uploads/original/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static3.gamespot.com/uploads/original/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png" data-ref-id="1300-2447433"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/536/5360430/2447433-monochroma+2014-01-21+20-56-49-51.png"></a><figcaption>The last time your brother will move on his own accord.</figcaption></figure><p style="">Things began to change as I got deeper into the adventure. The controls became such a hindrance that I would be stuck on puzzles long after I knew what to do, only because I couldn't get my character to respond. In one section, I had to push a box before the rising water swallowed me alive. The box had to be in an exact place or my character wouldn't be able to grab it, yet the finicky controls didn't allow for such precision. While the two boys were riding atop the box as the water rose, the box would shift awkwardly, defying expected physics, often tossing them into the deep without giving me a chance to react. In a maddening boss sequence, the collision detection was so off that I would die when his strike was far from my body. And the sluggish movement meant I couldn't accurately dodge his attacks even when they were blatantly telegraphed.</p><p style="">Even when you do coax your character to perform his rightful duties, Monochroma is never satisfying. Instead, you feel relief that you were allowed to move onward, knowing how tricky it would be to replicate your success. But shoddy controls aren't Monochroma's only issue. The game struggles to properly communicate what's going on. In one puzzle, I had to move a flaming barrel through a rain storm. It appeared that I had to use pallets moving along a conveyor belt as a roof, but I could clearly see rain falling across the entire screen--even beneath that shelter--so I had no idea if my plan was at fault or if it was my execution that was lacking.</p><figure data-ref-id="1300-2447435" data-img-src="http://static1.gamespot.com/uploads/original/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg" data-ref-id="1300-2447435"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_medium/536/5360430/2447435-monochroma+2014-02-27+16-45-49-55.jpg"></a><figcaption>The bleakness is all encompassing.</figcaption></figure><p style="">And then there are the small problems that ensure you're continually hounded throughout the journey. Monochroma has abrupt loading screens between sections that break the flow of the action, and has sound issues where music fails to play. Knowing how far you can safely fall is a crapshoot; I would often perish even when I plummeted only a modest distance. When you die, your character falls stiffly to the ground, in an almost comedic pratfall. Death is even sillier when it involves your brother. In one puzzle, I mistakenly dropped a barge on his head a dozen or so times, and there was no impact, no ceremony, so I never felt any sadness at what I had done. There were so many times that I groaned from annoyance or laughed from amusement that I couldn't stay invested in the boy's struggles. It's a shame how often Monochroma undermines its own strengths through technical problems.</p><p style="">Monochroma is a game that I wanted to enjoy, and I thought it would be worthwhile even halfway through the adventure. But things really go off the rails as you push onward, with most of the later puzzles demanding precision that's just not possible. Even though the artistic design is eye-catching, and the music deftly builds on the feeling of oppression, there are too many problems heaping frustration upon you. The youthful protagonist of Monochroma is incredibly brave and filled with awe-inspiring love and patience, but all of those good characteristics are overshadowed by his insane clumsiness and the problematic world he exists in.</p> Mon, 26 May 2014 00:01:00 -0700 http://www.gamespot.com/reviews/monochroma-review/1900-6415772/ http://www.gamespot.com/articles/call-of-duty-advanced-warfare-s-futuristic-weapons-include-3d-printer-gun/1100-6419872/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg" data-ref-id="1300-2522997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg" data-ref-id="1300-2522997"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/536/5360430/2522997-10259130_700329616695432_3653449287122842329_o.jpg"></a></figure><p style="">As a part of GameInformer's ongoing coverage of <a href="/call-of-duty-advanced-warfare/" data-ref-id="false">Call of Duty: Advanced Warfare</a>, the outlet has <a href="http://www.gameinformer.com/b/features/archive/2014/05/23/inside-call-of-duty-advanced-warfare-s-future-weapons-and-vehicles.aspx" rel="nofollow" data-ref-id="false">gone into detail</a> on the weapons and technology that will feature in this November's instalment of the first-person shooter series.</p><p style="">The new setting of 2054 allows developer Sledgehammer games to bring into the game's reality concepts that aren't even prototypes today. One of those is a 3D Printer Rifle. Note that this is not a gun which has been created through 3D printing, which is possible today, but a gun that 3D prints its ammunition on-the-fly in the weapon's chamber. </p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2541093-sologunfull.jpg" data-ref-id="1300-2541093" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2541093-sologunfull.jpg" data-ref-id="1300-2541093"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2541093-sologunfull.jpg"></a></figure><p style="">Other technology detailed includes a plasma rifle, a hoverbike, vertical takeoff aircraft, and an exo suit that will increase your speed, strength and jump height.</p><p style="">Check out the gallery below for more, originally found on <a href="http://www.gameinformer.com/b/features/archive/2014/05/23/inside-call-of-duty-advanced-warfare-s-future-weapons-and-vehicles.aspx" rel="nofollow" data-ref-id="false">GameInformer</a>. Call of Duty: Advanced Warfare launches November 4.</p><figure data-embed-type="gallery" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2541094-bikebluefull.jpg,http://static2.gamespot.com/uploads/original/1536/15366587/2541095-codguyrotatefull.jpg,http://static3.gamespot.com/uploads/original/1536/15366587/2541096-fullgunshots.jpg,http://static4.gamespot.com/uploads/original/1536/15366587/2541097-helicopterfull.jpg,http://static5.gamespot.com/uploads/original/1536/15366587/2541098-sologunfull.jpg" data-ref-id="1300-2541094,1300-2541095,1300-2541096,1300-2541097,1300-2541098" data-resize-urls="http://static1.gamespot.com/uploads/square_avatar/1536/15366587/2541094-bikebluefull.jpg,http://static2.gamespot.com/uploads/square_avatar/1536/15366587/2541095-codguyrotatefull.jpg,http://static3.gamespot.com/uploads/square_avatar/1536/15366587/2541096-fullgunshots.jpg,http://static4.gamespot.com/uploads/square_avatar/1536/15366587/2541097-helicopterfull.jpg,http://static5.gamespot.com/uploads/square_avatar/1536/15366587/2541098-sologunfull.jpg" data-resized="" data-resize-url=""><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2541094-bikebluefull.jpg" data-ref-id="1300-2541094" ><img src="http://static1.gamespot.com/uploads/square_avatar/1536/15366587/2541094-bikebluefull.jpg"></a><a href="http://static2.gamespot.com/uploads/original/1536/15366587/2541095-codguyrotatefull.jpg" data-ref-id="1300-2541095" ><img src="http://static2.gamespot.com/uploads/square_avatar/1536/15366587/2541095-codguyrotatefull.jpg"></a><a href="http://static3.gamespot.com/uploads/original/1536/15366587/2541096-fullgunshots.jpg" data-ref-id="1300-2541096" ><img src="http://static3.gamespot.com/uploads/square_avatar/1536/15366587/2541096-fullgunshots.jpg"></a><a href="http://static4.gamespot.com/uploads/original/1536/15366587/2541097-helicopterfull.jpg" data-ref-id="1300-2541097" ><img src="http://static4.gamespot.com/uploads/square_avatar/1536/15366587/2541097-helicopterfull.jpg"></a><a href="http://static5.gamespot.com/uploads/original/1536/15366587/2541098-sologunfull.jpg" data-ref-id="1300-2541098" ><img src="http://static5.gamespot.com/uploads/square_avatar/1536/15366587/2541098-sologunfull.jpg"></a></figure><table data-max-width="true"><thead><tr><th scope="col"><em>Daniel Hindes is the AU editor at GameSpot, and you can follow him on <a href="http://www.twitter.com/dhindes" rel="nofollow" data-ref-id="false">Twitter @dhindes</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 23:45:00 -0700 http://www.gamespot.com/articles/call-of-duty-advanced-warfare-s-futuristic-weapons-include-3d-printer-gun/1100-6419872/ http://www.gamespot.com/videos/house-of-horrors-awkward-moaning-epic-puzzling-in-/2300-6418960/ Jess and Zorine attempt to prove their puzzling chops and enjoy the retro age of live actors once again. Sun, 25 May 2014 23:23:00 -0700 http://www.gamespot.com/videos/house-of-horrors-awkward-moaning-epic-puzzling-in-/2300-6418960/ http://www.gamespot.com/articles/playstation-coming-to-china/1100-6419871/ <p style=""> </p><p style=""> </p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2541072-ps4controller.jpg" data-ref-id="1300-2541072" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2541072-ps4controller.jpg" data-ref-id="1300-2541072"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2541072-ps4controller.jpg"></a></figure><p style="">Sony has partnered with Shanghai Oriental Pearl Group Co Ltd to begin bringing in the PlayStation consoles in China, following the country's lift of a 14-year ban on the sale of consoles.</p><p style=""> </p><p style="">According to <a href="http://www.businessweek.com/news/2014-05-25/sony-forms-ventures-to-make-sell-playstation-consoles-in-china" rel="nofollow" data-ref-id="2014-05">BusinessWeek</a>, Sony has agreed to form two ventures with Shanghai Oriental Pearl Group to begin making and selling PlayStation consoles. Sony will own a 70 percent stake in one venture and 49 percent in the other.</p><p style="">Sony did not reveal what timeframe consoles are expected to hit the Chinese market. It was not confirmed whether the PlayStation 4 or a specially designed console would be sold.</p><p style="">The announcement follows on from news last month of Microsoft's plans to release the <a href="http://www.gamespot.com/articles/xbox-one-coming-to-china-this-september/1100-6419305/" data-ref-id="1100-6419305">Xbox One in China this September</a>. Statistics released at the Games Marketing Summit last month revealed that China holds a large potential market, with the number of gamers in the country <a href="http://www.gamespot.com/articles/the-number-of-chinese-gamers-surpasses-the-number-of-american-citizens/1100-6419166/" data-ref-id="1100-6419166">surpassing the total population of the United States</a>.</p><p style="">China originally implemented the ban of consoles in 2000 over concerns that video games could negatively impact the physical and mental development of children. Following the lift of the ban, <a href="http://www.gamespot.com/articles/china-reveals-censorship-rules-for-console-games-nothing-that-promotes-drug-use-or-violence-will-be-allowed/1100-6419151/" data-ref-id="1100-6419151">a list of censorship rules for console games</a> was published, disallowing games that promoted violence or drug use.</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 22:00:00 -0700 http://www.gamespot.com/articles/playstation-coming-to-china/1100-6419871/ http://www.gamespot.com/articles/au-new-releases-watch-dogs-launches-for-multiple-platforms/1100-6419870/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/536/5360430/2449263-watch_dogs_running_on_ltrain_.png" data-ref-id="1300-2449263" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/536/5360430/2449263-watch_dogs_running_on_ltrain_.png" data-ref-id="1300-2449263"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/536/5360430/2449263-watch_dogs_running_on_ltrain_.png"></a></figure><p style="">Ubisoft's much-anticipated <a href="/watch-dogs/" data-ref-id="false">Watch Dogs </a>hits Australian retailers this week for the PlayStation 4, Xbox One, PlayStation 3, Xbox 360 and PC.</p><p style=""> </p><p style="">The game has already been announced as <a href="http://www.gamespot.com/articles/watch-dogs-is-most-preordered-next-gen-game-in-gamestop-s-history/1100-6419836/" data-ref-id="1100-6419836">Ubisoft's second most-preordered game</a> in the company's history. CEO Yves Guillemont has stated that the game is "perfectly positioned to become the industry's most successful new IP in history."</p><p style=""> </p><p style="">Watch Dogs sees players step into the shoes of vigilante Aiden Pierce in an open-world Chicago. Aiden is able to hack into the city's central operating system (CtOS) to achieve different objectives.</p><p style=""> </p><p style="">The game will run in <a href="http://www.gamespot.com/articles/watch-dogs-runs-at-900p-on-ps4-792p-on-xbox-one/1100-6419607/" data-ref-id="1100-6419607">900p on PlayStation 4 and 792p on Xbox One</a>, with both versions to run at 30fps. Ubisoft has explained the specific differences between the Xbox 360/PlayStation 3 and Xbox One/PS4 versions of Watch Dogs. On the single-player side, Xbox 360/PS3 players can expect fewer NPCs in some areas, but Ubisoft has stated that this will not affect the core gameplay. For multiplayer, Xbox 360 and PS3 owners will miss out on the Decryption competitive multiplayer mode and the ability to free roam with multiple players.</p><p style="">For fans of the Mario Kart series, the latest numbered iteration of the iconic racer launches for the Wii U this week. <a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a> introduces new racing circuit designs and new karts. The game will feature the return of several features including 12-player online competitive play, hang-gliders, underwater racing and motorbikes.</p><p style=""> </p><p style="">The game was well-received in <a href="http://www.gamespot.com/reviews/mario-kart-8/1900-6415760/" data-ref-id="1900-6415760">GameSpot's review</a>, praised for its wide assortment of interesting tracks and challenging gameplay, but let down by a weak selection of characters.</p><p style=""> </p><p style="">For more details on games out this week, check out the full list below.</p><div data-embed-type="video" data-ref-id="2300-6418882" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418882/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><b>May 26, 2014</b></p><p style=""><a href="/mxgp-the-official-motocross-videogame/" data-ref-id="false">MXGP -The Official Motocross Videogame</a> (PlayStation 3, 360, Vita, PC)</p><p style=""><b>May 27, 2014</b></p><p style=""><a href="/watch-dogs/" data-ref-id="false">Watch Dogs </a>(PlayStation 4, Xbox One, PlayStation 3, Xbox 360, PC)</p><p style=""> </p><p style=""><b>May 28, 2014</b></p><p style=""><a href="/borderlands-2/" data-ref-id="false">Borderlands 2</a> (Vita)</p><p style=""> </p><p style=""><b>May 29, 2014</b></p><p style=""><a href="/the-amazing-spider-man-2/" data-ref-id="false">The Amazing Spider-Man 2 </a>(Xbox One)</p><p style=""> </p><p style=""><b>May 30, 2014</b></p><p style=""><a href="/worms-battlegrounds/" data-ref-id="false">Worms Battlegrounds </a>(PS4, Xbox One)</p><p style=""> </p><p style=""><b>May 31, 2014</b></p><p style=""><a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a> (Wii U)</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Sun, 25 May 2014 21:00:00 -0700 http://www.gamespot.com/articles/au-new-releases-watch-dogs-launches-for-multiple-platforms/1100-6419870/ http://www.gamespot.com/articles/fallout-new-vegas-dev-hopes-the-next-fallout-game-has-agonizing-choices/1100-6419869/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540969-6467419638-17402.jpg" data-ref-id="1300-2540969" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540969-6467419638-17402.jpg" data-ref-id="1300-2540969"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540969-6467419638-17402.jpg"></a></figure><p dir="ltr" style="">Lead designer and project director on <a href="http://www.gamespot.com/fallout-new-vegas/">Fallout: New Vegas</a> Josh Sawyer said he hopes the next game in the Fallout series will force players to make difficult choices.</p><p dir="ltr" style="">"Fallout games are best when the choices are - and this applies to role-playing games in general, but Fallout is a more desperate world - more agonizing," Sawyer told <a href="http://www.eurogamer.net/articles/2014-05-23-what-does-fallout-new-vegas-lead-designer-want-from-fallout-4?utm_source=twitter&amp;utm_medium=social&amp;utm_campaign=socialoomph" rel="nofollow">Eurogamer</a> in an interview. "They feel more appropriate to the post-apocalyptic genre. So I hope that whatever twists and turns the story takes, it's more nuanced than a black-and-white choice."</p><p dir="ltr" style="">Sawyer cites the endings of the original, 2D Fallout games, as well as Fallout: New Vegas, which he said was designed to challenge the player.</p><p dir="ltr" style="">"Some people want to go through the wasteland like a tourist, which is fine - they don't really want it to be super-difficult," he said. "Personally I like things to be a little more challenging," he said, "and there's a segment of players that also want [that]. I don't have any doubt in this."</p><p dir="ltr" style="">Bethesda Game Studios' next project has been in full development for more than a year now. Rumor has it that the developer's next game is <a href="http://www.gamespot.com/articles/fallout-4-in-development-set-in-boston-report/1100-6416669/">Fallout 4</a>, and that it takes place, at least partially, in Boston and its surrounding area. This is unconfirmed, but the <a href="http://www.gamespot.com/articles/fallout-4-in-development-set-in-boston-report/1100-6416669/">evidence is piling up</a>.</p><p style="">Even if that is the case, Bethesda marketing executive Pete Hines confirmed last week that <a href="http://www.gamespot.com/articles/studio-that-made-skyrim-and-fallout-3-won-t-announce-its-next-game-anytime-soon/1100-6419808/">we will not see the game at E3 2014</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 15:10:00 -0700 http://www.gamespot.com/articles/fallout-new-vegas-dev-hopes-the-next-fallout-game-has-agonizing-choices/1100-6419869/ http://www.gamespot.com/articles/oculus-rift-kinect-wii-balance-board-combined-to-simulate-hoverboard/1100-6419868/ <div data-embed-type="video" data-src="https://vimeo.com/95960989" data-width="1280" data-height="720"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fplayer.vimeo.com%2Fvideo%2F95960989&amp;wmode=opaque&amp;src_secure=1&amp;url=http%3A%2F%2Fvimeo.com%2F95960989&amp;image=http%3A%2F%2Fi.vimeocdn.com%2Fvideo%2F476011630_1280.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=vimeo" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">If you've ever watched <a href="https://www.youtube.com/watch?v=TkyLnWm1iCs" rel="nofollow">Back to the Future Part II</a> you've probably fantasized about one day owning and riding your own hoverboard.</p><p dir="ltr" style="">So far, science has failed us miserably in that department. Back to the Future Part II takes place in 2015 and we are nowhere near getting our hoverboards, though Tony Hawk and the actor that plays Doc Brown in Back to The Future, Christopher Lloyd, <a href="https://www.youtube.com/watch?v=A4vE_vpkr90" rel="nofollow">made a great fake advertisement for one just a couple of months ago</a>.</p><p dir="ltr" style="">Realistically, you'll probably never get to ride one. However <a href="http://quince.nl/#" rel="nofollow">Quince</a> (via <a href="http://killscreendaily.com/articles/all-you-need-hoverboard-oculus-rift-kinect-and-wii-balance-board/" rel="nofollow">Kill Screen</a>), a communications agency based in Amsterdam, proved that it could simulate the experience using an Oculus Rift, Kinect, and a Wii Balance Board. The Hoverboard VR uses the Wii Balance Board as the controller, the Kinect to track your body and translate it to virtual reality, and the Oculus Rift to fully immerse you in the experience. The graphics look crude at the moment, but it's a great proof of concept.</p><p style="">It's an elaborate setup, but not nearly the only creative implementation of Oculus Rift we've seen. A couple of weeks ago we reported on <a href="http://www.gamespot.com/articles/fly-like-a-bird-with-this-epic-oculus-rift-contraption/1100-6419559/">Birdly</a>, which uses Oculus Rift and a large contraption to simulate the experience of flying like a bird.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 14:12:00 -0700 http://www.gamespot.com/articles/oculus-rift-kinect-wii-balance-board-combined-to-simulate-hoverboard/1100-6419868/ http://www.gamespot.com/articles/wasteland-2-dev-doesn-t-believe-people-are-sick-of-kickstarter-are-you/1100-6419867/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540933-8181990485-20518.jpg" data-ref-id="1300-2540933" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540933-8181990485-20518.jpg" data-ref-id="1300-2540933"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540933-8181990485-20518.jpg"></a></figure><p dir="ltr" style="">Creator of <a href="http://www.gamespot.com/wasteland-2/">Wasteland 2</a> Brian Fargo doesn't believe that people are sick of funding projects on Kickstarter, only that not all project are meant to be funded.</p><p dir="ltr" style="">Wasteland 2 launched its Kickstarter in 2012 hoping to raise $900,000, and eventually hit nearly $3 million in funding. Many other Kickstarters didn't have as much luck. <a href="http://www.gamespot.com/articles/horror-game-cult-county-canceled-for-3ds-now-aiming-for-ps4-s-morpheus/1100-6418798/">Renegade Kid's Cult County</a>, for example, failed to meet its funding goal earlier this month.</p><p dir="ltr" style="">"I think sometimes some of the projects that have failed is Kickstarter doing its job," Fargo told <a href="http://www.digitalspy.com/gaming/news/a573068/kickstarter-not-in-fatigue-but-niches-harder-to-fill-says-brian-fargo.html#~oFiSQnXjhYtdKe" rel="nofollow">Digital Spy</a>. "Which is saying, 'We don't really want that, or there's already too much like it'. I think it worked very well for us, and it <a href="http://www.gamespot.com/articles/double-fine-adventure-kickstarter-concludes-with-33-million/1100-6366166/">worked well for [Tim] Schafer</a>, because it's quite honest to say this game wouldn't have existed without it, period, because we're a middle-ground developer, we're not two guys."</p><p dir="ltr" style="">Harmonix's Amplitude, which was <a href="http://www.gamespot.com/articles/as-amplitude-funding-passes-800k-harmonix-explains-why-it-went-playstation-exclusive/1100-6419848/">successfully Kickstarted last week</a>, fits Fargo's description, as does Keiji Inafune <a href="http://www.gamespot.com/mighty-no-9/">Mighty No. 9</a>, which <a href="http://www.gamespot.com/articles/mighty-no-9-kickstarter-crosses-3-million/1100-6415120/">raised more than $3.8 million on Kickstarter last year</a>. Both of them appeal to niches in the market that weren't being served otherwise, but there's less demand for such games with each successfully funded Kickstarter.</p><p dir="ltr" style="">Fargo uses his own game as an example: "There was a Fallout audience that loved one and two, and they wanted something more like that than where <a href="http://www.gamespot.com/fallout-3/">Fallout 3</a> and <a href="http://www.gamespot.com/fallout-new-vegas/">New Vegas</a> went," he said. "Now if somebody came up with another one after us, it wouldn't do as well, I think, because we would have been scratching that itch."</p><p dir="ltr" style="">Wasteland 2 will release around "the end of August" 2014, on PC, Mac, and Linux. GameSpot recently <a href="http://www.gamespot.com/articles/wasteland-2-early-access-review/1100-6419545/">reviewed the Early Access version of Wasteland 2</a>, finding that it "spectacularly balances the older style of classic PC RPGs and more modern sensibilities."</p><p style="">Are you still finding exciting games to back on Kickstarter? Let us know in the comments below.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 12:27:00 -0700 http://www.gamespot.com/articles/wasteland-2-dev-doesn-t-believe-people-are-sick-of-kickstarter-are-you/1100-6419867/ http://www.gamespot.com/articles/amazing-mass-effect-collectible-is-as-expensive-as-it-looks/1100-6419866/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540868-9996056725-pro_b.jpg" data-ref-id="1300-2540868" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540868-9996056725-pro_b.jpg" data-ref-id="1300-2540868"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540868-9996056725-pro_b.jpg"></a></figure><p dir="ltr" style="">Gaming collectibles maker <a href="http://www.gamingheads.com/" rel="nofollow">Gaming Heads</a> has revealed it is now taking pre-orders for its latest Mass Effect piece, a 21-inch tall (¼ scale) statue of Garrus.</p><p dir="ltr" style="">Garrus Vakarian, a military trained turian and initially an investigating officer of C-Sec, joins Commander Shepard's team in the first Mass Effect. <a href="http://www.gamingheads.com/index.php?option=com_myphp&amp;Itemid=3&amp;product=150" rel="nofollow">Gaming Heads' statue designed by artist Gurjeet Singh</a> (via <a href="http://www.polygon.com/2014/5/25/5749702/mass-effect-garrus-statue-figurine-collectible" rel="nofollow">Polygon</a>) shows Garrus in his trademark armor, armed with the Incisor Sniper rifle that is featured in the game. The package also includes the Phaeston weapon, which can be swapped depending on your preference.</p><p dir="ltr" style="">This exclusive Garrus statue will cost you $350, and that's only assuming you can get one. The statue is limited to 500 pieces worldwide. You can preorder it now, but it will only be available in the first quarter of 2015.</p><p style="">BioWare studio director Yanick Roy recently described the <a href="http://www.gamespot.com/untitled-mass-effect-game/">next Mass Effect game</a>'s development status as being "<a href="http://www.gamespot.com/articles/next-mass-effect-game-s-development-somewhere-in-the-middle-stages/1100-6419325/">somewhere in the middle</a>."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table><p style=""> </p> Sun, 25 May 2014 11:13:00 -0700 http://www.gamespot.com/articles/amazing-mass-effect-collectible-is-as-expensive-as-it-looks/1100-6419866/ http://www.gamespot.com/videos/watch-dogs-and-mario-kart-8-new-releases/2300-6418954/ What a week, we get Watch Dogs, Mario Kart 8, Monochroma, Kill the Bad Guy, Worms Battlegrounds and A Wolf Among Us Ep. 4. Sun, 25 May 2014 10:00:00 -0700 http://www.gamespot.com/videos/watch-dogs-and-mario-kart-8-new-releases/2300-6418954/ http://www.gamespot.com/articles/fast-and-steady-wins-the-race-in-grid-autosport-s-endurance-mode/1100-6419865/ <div data-embed-type="video" data-ref-id="2300-6418943" data-width="854" data-height="480"><iframe src="/videos/embed/6418943/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">Developer Codemasters has released a new trailer for the upcoming racing game <a href="http://www.gamespot.com/grid-autosport/">GRID Autosport</a>, which showcases its Endurance racing.</p><p dir="ltr" style="">"You can never win a race from the first corner," member of the Oman Racing Team Ahmad Al Harthy said in the trailer, which includes both gameplay footage and interviews with professional drivers. In working on Endurance racing, Codemasters said it has consulted with professional drivers and experts at Autosport magazine to "distil the experience into scalable races, whether online or in career mode."</p><p dir="ltr" style="">The game's extended races in Endurance events will challenge players to manage tire wear, which will affect their performance and handling, and in career mode, Endurance events are also set at night to provide an extra challenge.</p><p dir="ltr" style="">In Endurance events, you'll be able to drive contemporary and classic cars including the Aston Martin N24 V12 Zagato, Mercedes-Benz SLS AMG GT3, McLaren 12C GT3, Audi R8 LMS Ultra, Lola B12/80, Shelby Cobra "Daytona" Coupe, Ford GT40 MK1 and more on race circuits like Yas Marina, Sepang and Hockenheimring.</p><p style="">GRID Autosport is due to launch June 24 in the U.S. (June 27 for Europe) for Xbox 360, PlayStation 3, and PC. It's not coming to Xbox One or PlayStation 4, and that's because <a href="http://www.gamespot.com/articles/new-authentic-grid-announced-here-s-why-it-s-not-coming-to-xbox-one-or-ps4/1100-6419124/">Codemasters did not want to "rush" it</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 09:32:00 -0700 http://www.gamespot.com/articles/fast-and-steady-wins-the-race-in-grid-autosport-s-endurance-mode/1100-6419865/ http://www.gamespot.com/articles/remembering-the-atari-age/1100-6419856/ <p style="">Occasionally I worry that our collective memory of home video games sees the release of the Nintendo Entertainment System as the true beginning. Talk to people about games like <a href="http://www.gamespot.com/classic-nes-series-super-mario-bros/" data-ref-id="false">Super Mario Bros.</a>, <a href="http://www.gamespot.com/the-legend-of-zelda/" data-ref-id="false">The Legend of Zelda</a>, and <a href="http://www.gamespot.com/metroid/" data-ref-id="false">Metroid</a>, and they still light up with excitement, appreciating the tremendous importance of these games in the grand scheme of gaming's evolution as a medium. And it makes sense, of course. Even those who aren't old enough to remember these games from their heyday understand what Nintendo is, since it's a force that has continued to loom large in gaming in the decades since. There's nothing really keeping the legacy of what preceded Nintendo alive in the current gaming marketplace, but a look back at video game history that begins with the NES is as incomplete as a look back at the history of cinema that ignores the great innovators of the silent film era.</p><p style="">The great video game crash that preceded the release of the NES served as a kind of reset button on the industry. The crash was inevitable; the industry had grown so unhealthy that it needed to collapse so that a new, stronger foundation could be built. But, this being Video Game History Month, a time when we try to appreciate how gaming's past has shaped its present, it's important to remember that Atari had made video games a household activity first, and that there's so much to celebrate about the first massively successful home console.</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/78/787590/2540097-superbreakout_2600box.jpg" data-ref-id="1300-2540097" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/78/787590/2540097-superbreakout_2600box.jpg" data-ref-id="1300-2540097"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/78/787590/2540097-superbreakout_2600box.jpg"></a></figure><p style="">I was born at the perfect time to grow up as games grew up, and the Atari 2600 is where my love of gaming began. Here are some things about the Atari era that to this day remind me of why I became so passionate about games in the first place.</p><p style=""><b>Box art</b></p><p style="">This may seem like a strange place to start, but for me, the box art of many Atari games is central to my memories of those games. The 2600 wasn't capable of rendering detailed graphics, but that didn't stop the games I played on it from whisking me away to fantasy realms or to the depths of space. It wasn't the chunky visuals of the games themselves that did it, though. It was the wonderful art on the game's boxes, conjuring images in my mind that replaced the little square in Adventure with a brave hero, and turned Super Breakout from a simple block-breaking game into a tale of astronauts trapped in space by a cosmic force that was beyond their understanding. Box art was more important in the Atari era than it has ever been since; games no longer need to rely on the images on their covers to communicate to players what the graphics represent. But I also think that box art has never been as consistently beautiful as it was back then, and sometimes I miss the way that my imagination was called upon to flesh out the worlds of video games.</p><p style=""><b>Gaming for everyone</b></p><p style="">As an arcade company, Atari <a href="http://flyers.arcade-museum.com/?page=flyer&amp;db=videodb&amp;id=461&amp;image=1" rel="nofollow" data-ref-id="false">marketed</a> its coin-op machines squarely at men. But when trying to gain a foothold in the living room, the company took a different approach, often framing games as an activity that the whole family could enjoy together. Promotional materials for the 2600 often depicted parents and children playing games together, and <a href="http://youtu.be/uGJkG3qMDY8" rel="nofollow" data-ref-id="false">one classic commercial</a> has a young boy playing Berzerk with his grandmother. In my household, gaming was definitely an activity anyone could partake in, regardless of age or gender. Passing the controller back and forth to try to pass a stage in Donkey Kong or Miner 2049er was a family tradition. And we enjoyed competing with each other as much as we enjoyed cooperating, especially in thrilling four-player matches of Warlords. During the NES era, gaming started to become increasingly seen as a pastime primarily for young boys. I'm glad that Atari was there first to cement my view of it as an activity that could bring people together, something that just about anyone could enjoy and participate in.</p><figure data-align="center" data-size="large" data-img-src="http://static4.gamespot.com/uploads/original/1197/11970954/2377165-level2_004.jpg" data-ref-id="1300-2377165" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static4.gamespot.com/uploads/original/1197/11970954/2377165-level2_004.jpg" data-ref-id="1300-2377165"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1197/11970954/2377165-level2_004.jpg"></a><figcaption>Resogun's visuals are slightly better than those the 2600 could produce, but the excellent game owes a great deal to Defender.</figcaption></figure><p style=""><b>The games</b></p><p style="">And then, of course, there were the games themselves. I often see echoes of games I first encountered on the Atari in games I play today. <a href="http://www.gamespot.com/spelunky/" data-ref-id="false">Spelunky</a> is a far more complex adventure than anything the Atari 2600 could have handled, but I can never delve into its mines and grab shining gold bars without recalling the excitement I felt as Pitfall Harry, venturing into deadly jungles in search of treasure. One of my favorite games of last year, <a href="http://www.gamespot.com/resogun/" data-ref-id="false">Resogun</a>, owes a great deal to Defender, an innovative and challenging space shooter that debuted in arcades but that I first played on the 2600. And while <a href="http://www.gamespot.com/articles/star-wars-tie-fighter-20th-anniversary-retrospective/1100-6419819/" data-ref-id="1100-6419819">I recently wrote</a> about my fondness for <a href="http://www.gamespot.com/star-wars-tie-fighter/" data-ref-id="false">TIE Fighter</a>, it's the Atari 2600's Star Raiders, an incredibly complex and ambitious game for its time, that first thrilled me with the feeling that I was making hyperspace jumps and blasting enemy starfighters to smithereens.</p><p style="">These are just a few of my favorite memories of the Atari age. Let me know what Atari means to you in the comments below.</p> Sun, 25 May 2014 09:00:00 -0700 http://www.gamespot.com/articles/remembering-the-atari-age/1100-6419856/ http://www.gamespot.com/articles/what-if-perfect-dark-had-come-out-on-the-gamecube/1100-6419791/ <p style="">Perfect Dark is a domino piece whose very existence changed the fate of the entire industry. All right, that's a slight exaggeration, but if there had been just one detour to Joanna Dark's debut, a ripple effect could have had long-term ramifications on our favorite way to spend our leisure time. So let's examine what would have happened if <a href="/perfect-dark/" data-ref-id="false">Perfect Dark</a> had been pushed back just 18 months and had been released not toward the tail end of the Nintendo 64's existence, but at the launch of the GameCube. Just a warning, this is pure conjecture. But the prospect of what might have been has been gnawing at me for years, and represents one of my favorite alternate takes on video game history. After all, delaying Perfect Dark just one year seems like it would have had negligible results on the surface, but in reality it could have had a major impact.</p><h3><b>How Perfect Dark would have changed:</b></h3><figure data-ref-id="1300-2537949" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg" data-size="small" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg" data-ref-id="1300-2537949"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/725/7253563/2537949-perfect_dark_expansion_pak_info.jpg"></a><figcaption>Would Perfect Dark have worked without an accessory? </figcaption></figure><p style="">Although Perfect Dark was showered with <a href="http://www.metacritic.com/game/nintendo-64/perfect-dark" rel="nofollow" data-ref-id="false">near-universal praise</a>, it had severe technical problems that made it nearly unplayable by our current standards. Extra memory (sold separately) was required to enjoy much of what it offered, and even with twice as much RAM, it still suffered from terrible slowdown. Shifting Perfect Dark to the GameCube would have eliminated those problems, ensuring a smoother experience that wouldn't require you to take Dramamine to keep your lunch safely in your belly. Even without any other changes, moving Perfect Dark to more powerful hardware would have elevated the experience so that it was more palatable to everyone.</p><p style="">Why would Rare have been happy to transport the Nintendo 64 version to the GameCube without any changes, though? With so much time to move the game from one platform to the other, Rare could have implemented a few design tweaks to modernize the action. If you remember the Nintendo 64 controller, it had only one analog stick, but that wasn't the case with the GameCube. Moving Perfect Dark would have given you more precision in shooting, which would have been a godsend considering how much aiming the sprawling levels demanded. Imagine how much more satisfying the FarSight would have been if you hadn't had to fight the controller. So, by pushing Perfect Dark back, we would have gotten a game even better than the one that was already so beloved.</p><h3><b>How the GameCube would have changed:</b></h3><figure data-ref-id="1300-2537951" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537951-gamecube_controller.png" data-size="small" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537951-gamecube_controller.png" data-ref-id="1300-2537951"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_small/725/7253563/2537951-gamecube_controller.png"></a><figcaption>Would Nintendo have changed that yellow nub to a proper stick?</figcaption></figure><p style="">The GameCube was a fantastic console. However, despite housing some of Nintendo's most inventive games and a plethora of the best third-party adventures of the day, it struggled to shed its identity as just a place for families to congregate. Perfect Dark would have injected a hard-edged persona from launch day that would have shifted the perception of the purple lunchbox. Remember, people flocked to the Nintendo 64 to play GoldenEye even if the colorful adventures Nintendo was known for didn't strike their fancy, so a spiritual successor to that classic would have engendered the same competitive spirit. Housing the preeminent first-person shooter of the day would have drawn in those who relish using guns to solve problems, instantly expanding the GameCube's potential reach.</p><p style="">With initial success for Rare's futuristic shooter, we would have seen more third parties willing to create Mature-rated games for Nintendo's console, filling out an important segment of the library the Japanese giant was unable to fill itself. And, as long as I'm dreaming, we might have seen one major change to the controller that would have better accommodated Perfect Dark. Its reliance on a right stick might have convinced Nintendo to upgrade the yellow nub to a more functional form, opening the door for more versatility as the console aged. If Rare had pushed Perfect Dark from the Nintendo 64 to the GameCube, we would have seen a demographic shift in who flocked to the console and a more serious rival to the upstart Xbox.</p><h3><b>How first-person shooters would have changed:</b></h3><p style="">This is where things get really interesting. Console shooters began to take off with the generation that started early this century. What was popular back then has dictated much of how the genre has evolved, so if Perfect Dark were released in that era, we would have seen an evolutionary split very different from what actually happened. It's important to remember what was popular back then. <a href="/halo-combat-evolved/" data-ref-id="false">Halo</a> was still entirely unknown in 2001, and Bungie was a name only Mac diehards had any inkling of. The success of Combat Evolved was not guaranteed, and, if a worthy competitor had stood toe-to-toe against it, the market would have gone in two directions. I don't believe that Perfect Dark GameCube would have crushed Halo before it ever had a chance, but rather that a healthy number of people would have chosen one side or the other, forcing developers to adapt to varying needs.</p><figure data-ref-id="1300-2537952" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg" data-ref-id="1300-2537952"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2537952-2451775-titanfall%2Bscreen%2B6.jpg"></a><figcaption>Would capture the flag still be in Titanfall PC if it had bots? </figcaption></figure><p style="">So what did Perfect Dark offer that was so different from Halo? The differences are almost too numerous to count. Mission design, for instance, included accomplishing specific objectives that changed whenever you increased the difficulty. This is a marked shift from the straight-ahead conquests that Halo demanded, and seeing level design that was as much about investigation as shooting would have offered variety that is desperately lacking in traditional shooters. Furthermore, Perfect Dark not only encouraged the use of bots in competitive play, but let you choose the personalities of your AI-controlled foes. Bots let you design multiplayer experiences in a specific style based on what you were in the mood for, forcing your AI foes to play passively, with chips on their shoulders, and with ruthless efficiency, among many other combat philosophies. This was an idea that was never pushed further, but imagine if other companies had mirrored this approach. Considering how reliant multiplayer games are on their online communities now, how few games catch on with the public, and how quickly the populations die down once a sequel is released, having bots as a standard option would have extended the longevity and injected more variety in modern shooters.</p><p style="">And those aren't the only things that Rare's shooter did differently. Perfect Dark implemented counter-ops, a mode that still doesn't have a modern equivalent. Having one person control the hero and another man the guards who populate campaign levels is a brilliant idea that was never iterated on, just like bot personalities. If Perfect Dark had come out on the GameCube rather than smack-dab between the releases of the Dreamcast and the PlayStation 2 on a dying, underpowered system, it would have had a much wider impact on a genre still getting its footing. It would have been incredible to see other developers build on the level design ideas that Rare started, tinker with versatile AI, and experiment with interesting competitive modes. Instead, we got the disappointing <a href="/perfect-dark-zero/" data-ref-id="false">Perfect Dark Zero</a> five years later that couldn't live up to the brilliance of its predecessor.</p><h3><b>How Rare would have changed:</b></h3><p style="">Assuming that Perfect Dark carried the torch that GoldenEye first lit, it would have been a massive success for the GameCube. And if Rare were the brains behind this adored shooter, it would have been awfully difficult for Nintendo to let Microsoft swoop in to purchase it. We already know that the Stamper brothers, the heads of Rare at the time, <a href="http://www.eurogamer.net/articles/2012-02-08-who-killed-rare" rel="nofollow" data-ref-id="2012-02">first approached Nintendo</a> when they decided to sell the company. When Nintendo refused, Microsoft jumped at the chance, simultaneously hurting all three companies in one blundering stroke. Seriously, take a look at how each party has been affected since the sale took place way back in 2002. Nintendo struggled to add diversity to the GameCube library, and though the Wii was insanely popular, Rare would have done a great job of churning out quality games during its frequent dry spells. Rare could have also shouldered some of the software burden for the Wii U, which goes for months without compelling games.</p><figure data-ref-id="1300-2537954" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2537954-005.jpg" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2537954-005.jpg" data-ref-id="1300-2537954"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2537954-005.jpg"></a><figcaption>Would Nintendo have cancelled Sabreman Stampede?</figcaption></figure><p style="">Microsoft essentially wasted <a href="http://www.microsoft.com/en-us/news/press/2002/sep02/09-24projectrpr.aspx" rel="nofollow" data-ref-id="09-24">$375 million</a> on a developer that didn't fit within its ecosystem. Rare was built on diversity and experimentation, a company who could make a variety of different games. If you take a look at the developers Microsoft employs, none of them fit within that structure. Turn 10, after all, makes only simulation racers, 343 Industries and Black Tusk were created to churn out sequels to established shooters, and Lionhead has been riding the Fable train for longer than I can remember. Because Rare doesn't have a franchise big enough to warrant that dedication, it jumped around like it had been doing for decades, meeting varying success with each new endeavor. Now it has been stuck working on Kinect Sports for more than five years, and most of the people who made Rare a name worth knowing have long since left.</p><p style="">Clearly, Rare suffered the most from this transaction. If Perfect Dark had established itself as a core element of the GameCube, maybe Rare would have stuck with Nintendo, a company that knew what it was capable of, and continued to nurture it to get the best games possible. Rare had been around for almost 20 years before Microsoft swooped in, and it took only a little bit of time for Rare to become completely irrelevant. That's why this what-if scenario is so appealing to me. Not only would it have changed the GameCube and first-person shooters, but it might have saved Rare from its horrible fate. Now if only I could get my hands on a time machine. Then I could be enjoying another Conker, Battletoads, or who knows what new characters instead of lamenting the death of my favorite developer.</p><p style=""> </p> Sun, 25 May 2014 09:00:00 -0700 http://www.gamespot.com/articles/what-if-perfect-dark-had-come-out-on-the-gamecube/1100-6419791/ http://www.gamespot.com/articles/apple-removes-game-about-growing-marijuana-from-app-store/1100-6419864/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540801-7649505206-featu.jpg" data-ref-id="1300-2540801" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540801-7649505206-featu.jpg" data-ref-id="1300-2540801"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1535/15354745/2540801-7649505206-featu.jpg"></a></figure><p dir="ltr" style="">Apple has removed a popular game about growing marijuana from the iTunes App Store.</p><p dir="ltr" style="">The game, <a href="http://www.gamespot.com/weed-firm/">Weed Firm</a>, is just one of many on the iTunes App Store that feature marijuana in some way, and you can still download a number of apps that can help you locate where to legally buy marijuana in states like Colorado, review different strains of the plant, and much more.</p><p dir="ltr" style="">According to <a href="http://manitobagames.net/" rel="nofollow">a statement</a> (via <a href="http://www.adweek.com/news/technology/popular-marijuana-game-gets-censored-apple-157888" rel="nofollow" data-ref-id="false">Adweek</a>) from Weed Firm developer Manitoba games, its game was pulled because it was more popular than others. "This was entirely Apple's decision, not ours," it said. "We guess the problem was that the game was just too good and got to number one in All Categories, since there are certainly a great number of weed based apps still available, as well as games promoting other so-called 'illegal activities' such as shooting people, crashing cars and throwing birds at buildings."</p><p dir="ltr" style="">As indicated by the iTunes App Store guidelines, the company reserves the right to reject or remove any app for content or behavior it believes is over the line. This usually refers to adult content, but we've also seen Apple pull an app about <a href="http://www.gamespot.com/articles/barbie-inspired-plastic-surgery-game-removed-from-app-stores-after-backlash/1100-6417167/">plastic surgery reportedly aimed at children</a>, and the mobile version of <a href="http://www.gamespot.com/articles/wolfenstein-3d-pulled-from-app-store-due-to-swastikas/1100-6330782/">Wolfenstein 3D from the Swiss and Austrian app stores for featuring swastikas</a>.</p><p style="">Manitoba Games promises that Weed Firm will return to the iTunes App Store after it's been "censored a bit to comply with Apple's strictest requirement since they are going to be looking very attentively at what we submit from now on."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p><p style=""> </p></td></tr></tbody></table> Sun, 25 May 2014 07:49:00 -0700 http://www.gamespot.com/articles/apple-removes-game-about-growing-marijuana-from-app-store/1100-6419864/ http://www.gamespot.com/articles/meet-the-survivors-of-left-4-dead-s-arcade-game/1100-6419863/ <figure data-align="right" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1535/15354745/2540583-6123787579-l01.j.jpg" data-ref-id="1300-2540583" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1535/15354745/2540583-6123787579-l01.j.jpg" data-ref-id="1300-2540583"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1535/15354745/2540583-6123787579-l01.j.jpg"></a></figure><p dir="ltr" style="">Valve and Taito, a subsidiary of Square Enix, are currently collaborating on <a href="http://www.gamespot.com/articles/left-4-dead-survivors-gets-a-first-trailer/1100-6419718/">Left 4 Dead Survivors</a>, a version of Left 4 Dead redesigned for Japanese arcades. We've seen brief glimpses of the game before, but now we know that it will not feature the groups of four from Left 4 Dead or Left 4 Dead 2, but an entirely new cast of survivors.</p><p dir="ltr" style="">The game will still take place in the United States, but the characters are seemingly designed to appeal to a Japanese audience. According to <a href="http://arcadeheroes.com/2014/05/22/left-4-dead-characters-better-cabinet-shot/" rel="nofollow">Arcade Heroes</a>, Kudo Yusuke is a Japanese university student visiting the U.S. when the outbreak starts, as is Haruka Hirose, a Japanese high school student, and Kirishima Sara, a travel guide. And then there's Blake Jordan, the token American and hotel bartender who previously served in the Navy.</p><p dir="ltr" style="">In 2006, Taito released Half-Life 2: Survivor for Japanese arcades. As you can see in this <a href="https://www.youtube.com/watch?v=vbF0ooRJWkI" rel="nofollow">video</a>, it added flashing arrows that point you in the right direction, points, and other elements that would complement a quicker arcade experience.</p><p style="">If you're waiting on a proper Left 4 Dead sequel, there's good reason to believe that one is on the way. According to <a href="http://www.gamespot.com/counter-strike/">Counter-Strike</a> co-creator Minh Le, <a href="http://www.gamespot.com/articles/left-4-dead-3-in-development-and-looks-great-counter-strike-co-creator-says/1100-6419832/">Left 4 Dead 3 is in development and is coming along well</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Emanuel Maiberg is a freelance writer. You can follow him on <a href="https://twitter.com/emanuelmaiberg" rel="nofollow" data-ref-id="false">Twitter @emanuelmaiberg</a> and <a href="https://plus.google.com/116710591398405257934/" rel="nofollow" data-ref-id="false">Google+</a>.<br /></em></th></tr></thead><tbody><tr><td><p style=""><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></p></td></tr></tbody></table> Sat, 24 May 2014 15:41:00 -0700 http://www.gamespot.com/articles/meet-the-survivors-of-left-4-dead-s-arcade-game/1100-6419863/


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