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Written By Kom Limpulnam on Kamis, 31 Juli 2014 | 19.51

Gamespot's Site MashupBorderlands: The Pre-Sequel - Nisha is a Cowgirl with a Whip and an Aimbot.Strong PS4 Sales Raise Sony ProfitsSony Discusses PlayStation Now Refinements, But Won't Comment on Subscriptions, Discounts, or Much ElseGS News - Sony Says EA Access is Bad Value; Xbox One Is $600 In ChinaCall of Duty: Ghosts' Fourth and Final Expansion Teased in New VideoBuy a $399 Xbox One at Best Buy, Get a $50 Xbox Gift Card -- What Would You Spend it On?Halo Cosplay event at Comic-ConThe Gist - Why The Walking Dead Is So Good At StorytellingQuick Look: Pure PoolNintendo Files Three "QOL" Trademarks, Covering "Handheld Game Apparatus with Liquid Crystal Displays"Destiny's Endgame Raids Only Playable With Friends, Don't Tell You Where to GoFormer Silicon Knights Dev Sentenced in Child Porn CaseCrytek Lays Off Staff After Selling Homefront; Crytek UK May Be Shut DownHow Much Does an Xbox One Port Cost?Xbox One Getting MMO Neverwinter; Coming to China First, then US and Europe

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 31 Jul 2014 05:40:16 -0700 http://www.gamespot.com/videos/borderlands-the-pre-sequel-nisha-is-a-cowgirl-with/2300-6420558/ 2300-6420558Thu, 31 Jul 2014 05:00:00 -0700 http://www.gamespot.com/articles/strong-ps4-sales-raise-sony-profits/1100-6421406/

Strong sales of the PlayStation 4 have helped Sony reach a better-than-expected profit during the quarter ending 30th June 2014, the company reported today.

Sony's Game and Network Services division--of which PlayStation is a part--posted a profit of 4.3 billion yen ($41.8m, £24.7m), compared with a loss of 16.4 billion yen a year earlier. That's an impressive 96 per cent increase on the same period last year.

Overall, net profit was 25.7bn yen ($249.8m, £148m), up from 3.1bn yen a year ago.

Sony attributed its successful financials to strong sales of the PS4, as well as a "significant increase" in network services revenues (which includes PlayStation Plus). Sony Pictures also helped boost the financials, posting a profit of 7.8 billion yen ($75.9m, £44.9m) compared with earnings of 3.7 ($35.9m, £21.3m) billion yen a year earlier.

While Sony didn't break out individual sales figures for its consoles, combined, 3.5m PS3s and PS4s were shipped during the quarter. This compares favourably to the 1.1m combined Xbox One and Xbox 360 units Microsoft shipped during the same quarter.

Combined, the PSP, PS TV, and Vita shipped 750,000 units, which is up on the 600,000 reported last year. 85m games were sold during the quarter, up from 68m.

Despite all the good news, Sony still expects to post a net loss of 50bn yen ($486, £287.5m) for the financial year through March 2015.

]]> 1100-6421406Thu, 31 Jul 2014 02:04:00 -0700 http://www.gamespot.com/articles/sony-discusses-playstation-now-refinements-but-won/1100-6421404/

Sony's streaming games service, PlayStation Now, launches into open beta tomorrow, July 31, on PlayStation 4 in the United States and Canada. If you're a PS4 owner in either of those countries, you'll be able to pay to play certain PlayStation 3 games without ever downloading them or putting a physical disc in the system. Even with so many new users about to begin using it in less than a day, there remain numerous questions about Now and how it'll work--questions Sony continues to avoid providing answers to.

GameSpot recently spoke with PlayStation Now senior director Jack Buser and Gaikai senior VP Robert Stevenson about the service, which they are happy to note is the first of its kind on consoles. Sony says more than 50 publishers have signed on to offer their games through Now, although an exact list of games planned for it has not been made available. (More will be added "all the time," according to Buser.) The company still won't give exact numbers for how much data you can expect Now to use--a real issue for those in dorms or with ISPs that have data caps--but Stevenson says, "You can think of it [as] very comparable to movie streaming. It's not exactly the same, but it's similar." We'd previously heard you will need a 5 megabits-per-second connection for a "good experience."

A closed beta that's been running since earlier this year has provided Sony with a lot of data to work with--more than 300,000 hours have been streamed so far--that it's already used to improve Now. "Some areas we've really focused on have been in the [user experience], making sure that users really understand the service as we go into open beta," Stevenson says. The Now beta has been using its own dedicated app, but the PlayStation Store itself will become the home for the service as it enters open beta, which presents new challenges. Sony has changed the messaging it uses and tried to ensure people aren't confused when they go to rent a game.

Stevenson also highlighted the addition of cloud saves partway through the closed beta, which allow users to save their game and then resume it on another device at a later time. There are also plans for a new $1.99 price option for certain rentals that is $1 less than the lowest price we've previously heard about. And Sony will make it clearer when streaming games offer DLC, which is said to be part of the reason why rentals during the closed beta could be more expensive than buying a brand-new physical copy.

These kinds of refinements are to be expected, and are no doubt critical to Now achieving a real degree of success. But just as important are many of the issues gamers have been wondering about since Now was announced in January: How will a subscription option work, and when will see one? Can I get free or discounted access to games that I can verify I already own (reportedly the answer is no)? Who is this for? Unfortunately, neither Buser nor Stevenson were willing to provide us with the kinds of answers we were looking for.

"I think, ultimately, you look to this vision of expanding to a wide number of devices and you can imagine that there is this very rich catalog of PlayStation 3 games available to them." -- Jack Buser

Repeatedly describing the service as being in "early days," the two shied away from answering questions about the particulars of a subscription option. Sony is aware of the interest in such an option, and Stevenson says it's "researching exactly how to deliver that. We've got some really strong ideas, but nothing to disclose today in terms of timeline or pricing or anything of that sort."

Fair enough, but how about the way Now will deal with users who own a supported game and would like to stream it to their PS4? "[We have] nothing to discuss at this time," Buser says. "As I mentioned, we are going into open beta on PS4. It will be a rental offering, you'll see a variety of different durations, and, again, a variety of different price points. You'll see durations as short as four hours for an evening of fun--something where maybe you maybe want to come in and just check out a game--you'll see longer durations, like 30 days, 90 days. And Robert talked a lot about the cloud save feature, where you can try out a game for a short duration, save your game to our cloud servers, decide you want to continue playing, rent for a longer duration, and pick up where you left off.

"You know, this is a beta, we are listening to our customers, and if customers want to see features or functions as part of PlayStation Now, they should feel free to let us know. And we'll be collecting that feedback as part of this open beta process."

You'll notice there was no specific mention of what we asked about, something which happened again when we asked about The Last of Us, which has been shown to be playable using Now but was released this week on PS4 as The Last of Us Remastered. Considering PS4 owners who never owned a PS3 now have a way to play the game, who is Sony targeting with the Now version of a game like this? "We're entering into open beta on PlayStation 4, so this particular period is all about the beta and hearing about people's experiences and how things are going," Buser answers. "I think, ultimately, you look to this vision of expanding to a wide number of devices and you can imagine that there is this very rich catalog of PlayStation 3 games available to them.

"It's all about giving the PlayStation community options on how they want to access content." -- Jack Buser

"We're making this available to the PlayStation 4 community. Many of these titles are going to be brand new to these folks, because they're new to the PlayStation ecosystem, and the PlayStation 4 is maybe their first PlayStation device. And as we expand beyond there, you can imagine an entirely new type of customer who maybe doesn't even have a game console of any sort, who is going to be experiencing this rich catalog for the very first time, and really understand the thing we, in the industry, have known for so long, which is how wonderful these experiences are. The different types of content will fill different kinds of needs depending upon who that target customer is as we move forward."

Stevenson reiterated the idea that Now presents PS4 owners who never got to play The Last of Us on PS3 with a way to do so. (He didn't mention that Remastered does this.) We brought up the fact that Sony is, in a way, competing with itself in a case like this; for a PS4 owner who can choose to pick up Remastered--an improved version of the game--what is the appeal of being able to stream the PS3 version? "Well I think, in general, we're just interested in providing options for our gamers, just to give them the freedom to discover and play games in ways never before possible," Buser says. "So I think we look at all these options as existing symbiotically with one another. It's all about giving the PlayStation community options on how they want to access content. And I think PlayStation Now is really a part of that larger vision for the platform itself."

This was similar to what Buser tells us when asked about the possibility of new games being released directly onto PlayStation Now. "I couldn't comment on that concept specifically," he says. "One thing that's exciting about PlayStation Now is that you have a whole bunch of people who are new to PlayStation in general who own a PlayStation 4, and they might have missed out on a lot of these great PlayStation 3 titles. I think that's one of the things that show some of the power of PlayStation Now as a game-streaming service. So both ourselves at PlayStation as well as publishing partners are really exciting about introducing these amazing PlayStation 3 games to customers who own PS4 but are maybe new to PlayStation. I think that's really exciting."

Even with the open beta kicking off on PS4 tomorrow, many issues will remain unanswered for the time being; the beta will only offer rentals and Sony can point to the beta label to explain why it has so few answers about the service.

But at least we'll have options.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421404Wed, 30 Jul 2014 16:48:00 -0700 http://www.gamespot.com/videos/gs-news-sony-says-ea-access-is-bad-value-xbox-one-/2300-6420560/ 2300-6420560Wed, 30 Jul 2014 16:00:00 -0700 http://www.gamespot.com/articles/call-of-duty-ghosts-fourth-and-final-expansion-tea/1100-6421405/

Activision today released a teaser trailer for Nemesis, the fourth and final expansion for Infinity Ward's 2013 first-person shooter Call of Duty: Ghosts. The 15-second trailer is a wild montage of images for what appear to be score streaks.

You'll also notice that at the very end, the "g" and the "s" in the word "Ghosts" come into focus last, which makes the word "host" flash on the screen for a brief moment. How or if this is tied to the Nemesis expansion for Call of Duty: Ghosts remains to be seen.

The Nemesis expansion follows previously released add-ons for Call of Duty: Ghosts, including Onslaught, Devastation, and Invasion. All four expansions are included with the $50 Call of Duty: Ghosts season pass or can be purchased separately for $15 each.

Activision has not announced a release date for Nemesis. When it does arrive, however, it will be exclusive to Xbox platforms for a period of 30 days per Activision's longstanding arrangement with Microsoft.

The next Call of Duty game is November's Call of Duty: Advanced Warfare, which developer Sledgehammer Games says is "not the same old Call of Duty." Characters in Advanced Warfare can wear exoskeletons that grant players superabilities. We will get to see how these abilities, like increased dexterity and super-jumping, affect multiplayer when Activision takes the lid off the mode on August 11.

]]> 1100-6421405Wed, 30 Jul 2014 14:29:00 -0700 http://www.gamespot.com/articles/buy-a-399-xbox-one-at-best-buy-get-a-50-xbox-gift-/1100-6421403/

Best Buy has rolled out a special deal on the Xbox One where, if you buy a $399 system, you will automatically receive a $50 Xbox gift card for free. The deal is only valid for the $399, no-Kinect version. There is no indication as to how long the deal will last, so you may want to act quickly.

You'll need to add the system to your cart to see the free $50 Xbox gift card.

The $499 Xbox One system (with Kinect) comes with a free copy of Forza 5 at Best Buy. And of course, Best Buy--and other retailers--continue to sell the $499 Xbox One Titanfall bundle that comes with a system, Kinect, and a copy of Respawn Entertainment's shooter.

The Xbox One launched in late November 2013 and sold more than 3 million units by the end of the year. Microsoft has not provided a new official sales number since then, though we do know that the number of units shipped is somewhere north of 5 million units. That's well behind Sony's PlayStation 4, which has sold more than 7 million units as of early April.

The $399 Xbox One went on sale on June 9 and immediately flew off the shelves at GameStop. Likely due to the arrival of the new, less expensive Xbox One SKU, Xbox One sales in the United States "more than double[d]" in June, compared to May. However, the PS4 was still the top-selling console for June in the US.

If you're taking advantage of Best Buy's Xbox One deal, what do you plan to spend your $50 on? Let us know in the comments!

]]> 1100-6421403Wed, 30 Jul 2014 13:16:00 -0700 http://www.gamespot.com/videos/halo-cosplay-event-at-comic-con/2300-6420557/ 2300-6420557Wed, 30 Jul 2014 12:24:00 -0700 http://www.gamespot.com/videos/the-gist-why-the-walking-dead-is-so-good-at-storyt/2300-6420552/ 2300-6420552Wed, 30 Jul 2014 12:00:00 -0700 http://www.gamespot.com/videos/quick-look-pure-pool/2300-6420556/ 2300-6420556Wed, 30 Jul 2014 12:00:00 -0700 http://www.gamespot.com/articles/nintendo-files-three-qol-trademarks-covering-handh/1100-6421402/

Nintendo has filed three new trademark applications that give us a hint at what form the company's mysterious "Quality of Life" initiative may take. On July 25, Nintendo filed three different trademark applications with the United States Patent & Trademark Office for something called "QOL."

One of the QOL trademarks is for "providing games via communication by handheld game apparatus with liquid crystal displays." Another covers "controllers and joysticks for consumer video game apparatus." A third, meanwhile, is for "electronic circuits, optical discs, ROM cards, ROM cartridges, CD-ROMs, and memory cards storing programs for consumer video game apparatus."

A common thread between the three trademark applications is that they are all tied to "handheld game apparatus with liquid crystal displays." What does it all mean? We have reached out to a Nintendo representative for comment, but have not heard back as of press time.

In May, Nintendo president Satoru Iwata outlined Nintendo's vision for its new "Quality of Life" program, but failed to offer anything in the way of specifics about it. One thing that Iwata did make clear, however, is that that Nintendo's Quality of Life initiative, whatever it is, won't be like another Nintendo product before it.

"When we use 'health' as the keyword, some may inevitably think about Wii Fit. However, we are considering themes that we have not incorporated to games for our existing platforms," he said at the time. "Including the hardware that will enable such an idea, we will aim to establish a blue ocean."

Nintendo's Quality of Life project is described as a "completely new field of business," and one that will involve some form of "non-wearable" technology. More information about this initiative will be shared later on in 2014 (perhaps soon, if the trademarks are any indication), with a full launch of the product scheduled for sometime during Nintendo's fiscal year, which begins in April 2015 and runs through March 2016.

Nintendo reported earnings today for the quarter ended June 30, and the results were not great. Despite strong Mario Kart 8 sales and an uptick in Wii U hardware units sold, Nintendo still posted a $97 million loss for the period.

]]> 1100-6421402Wed, 30 Jul 2014 11:47:00 -0700 http://www.gamespot.com/articles/destinys-endgame-raids-only-playable-with-friends-/1100-6421401/

Last week, we had the opportunity to play the Destiny beta test and check out some of the content that will be available in the game. Story missions, a Strike mission, and competitive multiplayer were all playable. But what we didn't get a glimpse of is what the game has in store for high-level players after they complete the story. What will developer Bungie do to keep these players coming back to its game?

Bungie has big plans for its endgame, and these include raids. Similar to MMO raids, these events in Destiny will be challenging and demand you to strategize and cooperate to complete them. They are for high-level players, and there will be very large rewards if you manage to complete them.

They are so difficult and complex, in fact, that Bungie isn't building matchmaking into raids. Talking to IGN, Bungie's Luke Smith explained that the developer wants players to form teams that have a desire to work together. It's hoping to accomplish this by taking the dangerous step of forcing players to team up with their friends, without matchmaking. "It's a bit of a risk," Smith said, "because the activity requires you to have a group of five other friends to play with. [But] if the worst thing that happens is you get your group together and you all have a great time? Wow, that's going to be awesome. I bet you'll want to come back. Hopefully the gear makes you want to come back."

"We don't adhere to any of the standard rules for the rest of the game."

But what exactly are these raids? Bungie's keeping the exact details a mystery, but the developer promises that they'll be unique. "We don't adhere to any of the standard rules for the rest of the game," Smith described. "Like, raids don't have waypoints, they don't tell you where to go, they don't tell you what to do."

The enemies will be different from other games, as well. He explains, "They're still big monsters, much like what you're going to see, they're still scary, but they have a bunch of abilities that are unlike anything you've really experienced in a shooter before."

Recently, Bungie revealed that 4.6 million people had played the Destiny beta, making it the biggest beta for a new IP on consoles in history. Destiny launches on September 9 for Xbox One, Xbox 360, PlayStation 4, and PlayStation 3.

What do you think about Destiny's raids? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421401Wed, 30 Jul 2014 11:39:00 -0700 http://www.gamespot.com/articles/former-silicon-knights-dev-sentenced-in-child-porn/1100-6421399/
Kenneth McCulloch

The former Silicon Knights director and founder of Precursor Games, arrested in June 2013 on child pornography charges, has been sentenced. According to a report from Welland Tribune (via Polygon), Kenneth McCulloch, 43, appeared in Ontario court Tuesday and pleaded guilty to making child pornorgaphy available. He was sentenced to time served--12 months. He had been in jail for the entire year since his arrest.

But that's not all. According to the report, Niagara Regional Police also charged McCulloch with sexual assault, forcible confinement, and sexual interference. As a result, he remains in custody and is scheduled to return to court on August 26 to face those charges.

Upon his arrest, Niagara Regional Police found "videos and images of young prepubescent boys engaged in sexual activity with adult women," attorney Richard Monette said at the hearing. A judge ordered McCulloch to stay clear from anyone under the age of 16 and to not come near any schools, parks, recreation centers, or public schools for a period of ten years. McCulloch's name will also be featured on the local sex offender registry for the next two decades.

During McCulloch's sentencing, judge Joseph Nadel told him, "You have a penchant or an attraction to looking at young persons and children in perverted circumstances. You are potentially a danger to young persons and children."

Immediately following McCulloch's arrest in June 2013, his then-employer--Precursor Games--was quick to distance itself from him. "Having just learned of these disturbing charges today and based on the serious nature of them, Ken McCulloch is no longer affiliated in any way with Precursor Games," CEO Paul Caporicci said at the time.

McCulloch was a founding member of Precursor Games and, prior to his arrest, was listed on the company's website as "Lore-keeper. World-Builder. Dream-merchant."

A crowdfunding campaign for Shadow of the Eternals, a spiritual successor to GameCube game Eternal Darkness: Sanity's Requiem, ended unsuccessfully last year. The game has since been put on hold, but Precursor Games says it has not given up on the project.

]]> 1100-6421399Wed, 30 Jul 2014 10:49:00 -0700 http://www.gamespot.com/articles/crytek-lays-off-staff-after-selling-homefront-cryt/1100-6421398/

Update: Kotaku reports that, prior to today's layoffs, the "bulk" of the staff at Crytek USA had quit (some more than a week ago) as a result of not being paid. With so much of the studio gone, Crytek had no choice but to move development of Hunt to Frankfurt.

Original Story: Following the announcement that Deep Silver has purchased the Homefront IP from Crytek and will establish a new studio to continue work on Homefront: The Revolution, Crytek has explained what's happening on its end.

Most notably, as suspected, the Crytek UK employees who had been working on The Revolution will move to the newly founded Deep Silver Dambuster Studios which, like Crytek UK, is based out of Nottingham, England. This is according to a statement issued by Crytek, which doesn't indicate whether this means Crytek UK--formerly Free Radical Design--has been shut down. We've followed up with Crytek for clarification about whether this leaves any staff still at Crytek UK, which not long ago had talked about the prospect of making a new TimeSplitters, the series for which it is best known.

As part of Crytek's "internal restructuring," staff at its Austin, Texas location (Crytek USA) will be laid off, although "several" employees will remain behind to assist with CryEngine support for North American developers who have licensed the game-development engine. The game that the studio had been developing, Hunt: Horrors of the Gilded Age, will now be handled by Crytek's Frankfurt studio, developer of the Crysis series and Ryse: Son of Rome.

Several of Crytek's studios--including Budapest, Istanbul, Kiev, and Sofia--will "continue to operate as usual," while a "closer collaboration between Crytek's studios in Shanghai and Seoul is under review."

"As we look to cement Crytek's future, this strategic deal with [Deep Silver parent company] Koch Media would allow us to continue with our ambitious goals to become an online publisher," Crytek CEO Cevat Yerli said in a statement. "With Warface, Arena of Fate, and Hunt, we believe we have the perfect portfolio and teams to make that happen. We would like to thank all our staff--past and present--in both Nottingham and Austin for their contributions to the company, and we wish all the very best to anyone who may no longer be under the Crytek banner moving forward."

Reports have circulated for months that Crytek was in trouble, with staff at Crytek UK not being paid for extended periods of time. This resulted in a number of staff leaving the studio. Crytek denied anything was wrong until last week, when it described itself as being in a "transitional phase." It also said it had secured capital to ensure the company's future, presumably in reference to today's Homefront announcement.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421398Wed, 30 Jul 2014 10:45:00 -0700 http://www.gamespot.com/articles/how-much-does-an-xbox-one-port-cost/1100-6421394/

When Microsoft started the ID@Xbox program with the launch of the Xbox One, the company aimed to make it as easy and cheap as possible for independent developers to put their games on the system. But according to one developer, the costs associated with porting a game to the Xbox One are still very high.

In a post on his blog, Happion Laboratories' Jamie Fristrom outlined exactly how much it cost him to bring Sixty Second Shooter from the PC to the Xbox One. He was surprised by just how much money console development still requires, especially because Microsoft gives Xbox development kits out for free to qualifying teams. He wrote, "You might think, since Microsoft is giving away their dev kits to early adopters of the ID@Xbox program, as long as you have no offices and pay everyone with rev[enue] share you could ship a game for just about nothing. But that's not quite the case."

He presents a breakdown of the costs associated with the program, which you can see below.

  • Maintaining the Sixty Second Shooter URL -- $19
  • Sending the second dev kit to a friend -- $63
  • Hardware -- $72
  • Video capture device -- $181
  • Localization -- $729
  • Error and Omission Insurance -- $2037
  • Foreign Ratings Boards -- $2042
  • Total -- $5143

For a small developer with very limited funds, this can be prohibitively expensive. According to Fristrom, Microsoft requires specific Errors and Omissions insurance to protect against copyright infringements. To launch on the console in other territories, Microsoft also requires that a game pass through the ratings boards in those areas, resulting in a spike in cost. He wrote also that he wanted to launch the game in Australia and New Zealand, but getting it rated would have cost $2000 in each of those countries.

Fristrom does, however, say that getting a game out on a platform with the reach of the Xbox One is worth the cost. "Although we haven't gotten our first sales report yet, there were at least ten thousand entries on the leaderboards last we checked, so we've certainly covered our costs and made a living wage to boot--which is kind of rare in the indie game development world, in my experience--so I'm really happy we jumped aboard the ID@Xbox wagon."

Microsoft does have plans to make indie development even easier. Last year, the company announced that any Xbox One would eventually be able to act as a dev kit, and earlier in July Microsoft debunked rumors that this project was canceled. However, the company has given no official word on when this functionality will launch.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421394Wed, 30 Jul 2014 09:54:00 -0700 http://www.gamespot.com/articles/xbox-one-getting-mmo-neverwinter-coming-to-china-f/1100-6421396/

MMORPG Neverwinter is coming consoles, beginning with Xbox One, publisher Perfect World Entertainment announced today. The free-to-play game developed by Cryptic Studios and based in the Dungeons & Dragons Universe will launch first in China this September, before it comes to North America and Europe in the first half of 2015.

Interestingly, Perfect World said in a statement that Neverwinter is "coming to consoles, starting with Xbox One," suggesting other platforms are also in the works, including potentially the PlayStation 4.

Neverwinter was originally released for PC in June 2013. The Xbox One version will require an Xbox Live Gold subscription, which will cost you $10/month or $60/year. You might think that consoles aren't a great match for MMOs, considering that a game controller is often less functional than a keyboard and mouse, but Perfect World doesn't see it this way.

"Consoles are a perfect fit for action-oriented MMORPGs like Neverwinter, and we are thrilled to be one of the first publishers to bring premium free-to-play titles to leading next-gen platforms," Perfect World CEO Alan Chen said in a statement. "Being able to bring Neverwinter to the Xbox One is a critical achievement for Perfect World. It is our first step taking our games beyond the PC market."

While gamers await the console version of Neverwinter, they can play the new Tyranny of Dragons expansion for the PC version. Launching August 14, this expansion adds the new Scourge Warlock character, among other things.

Another high-profile MMO coming to consoles is The Elder Scrolls Online, which was recently delayed, and is now coming to Xbox One and PlayStation 4 sometime this holiday.

]]> 1100-6421396Wed, 30 Jul 2014 09:50:00 -0700
Gamespot's Site MashupBorderlands: The Pre-Sequel - Nisha is a Cowgirl with a Whip and an Aimbot.Strong PS4 Sales Raise Sony ProfitsSony Discusses PlayStation Now Refinements, But Won't Comment on Subscriptions, Discounts, or Much ElseGS News - Sony Says EA Access is Bad Value; Xbox One Is $600 In ChinaCall of Duty: Ghosts' Fourth and Final Expansion Teased in New VideoBuy a $399 Xbox One at Best Buy, Get a $50 Xbox Gift Card -- What Would You Spend it On?Halo Cosplay event at Comic-ConThe Gist - Why The Walking Dead Is So Good At StorytellingQuick Look: Pure PoolNintendo Files Three "QOL" Trademarks, Covering "Handheld Game Apparatus with Liquid Crystal Displays"Destiny's Endgame Raids Only Playable With Friends, Don't Tell You Where to GoFormer Silicon Knights Dev Sentenced in Child Porn CaseCrytek Lays Off Staff After Selling Homefront; Crytek UK May Be Shut DownHow Much Does an Xbox One Port Cost?Xbox One Getting MMO Neverwinter; Coming to China First, then US and Europe

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 31 Jul 2014 05:40:16 -0700 http://www.gamespot.com/videos/borderlands-the-pre-sequel-nisha-is-a-cowgirl-with/2300-6420558/ 2300-6420558Thu, 31 Jul 2014 05:00:00 -0700 http://www.gamespot.com/articles/strong-ps4-sales-raise-sony-profits/1100-6421406/

Strong sales of the PlayStation 4 have helped Sony reach a better-than-expected profit during the quarter ending 30th June 2014, the company reported today.

Sony's Game and Network Services division--of which PlayStation is a part--posted a profit of 4.3 billion yen ($41.8m, £24.7m), compared with a loss of 16.4 billion yen a year earlier. That's an impressive 96 per cent increase on the same period last year.

Overall, net profit was 25.7bn yen ($249.8m, £148m), up from 3.1bn yen a year ago.

Sony attributed its successful financials to strong sales of the PS4, as well as a "significant increase" in network services revenues (which includes PlayStation Plus). Sony Pictures also helped boost the financials, posting a profit of 7.8 billion yen ($75.9m, £44.9m) compared with earnings of 3.7 ($35.9m, £21.3m) billion yen a year earlier.

While Sony didn't break out individual sales figures for its consoles, combined, 3.5m PS3s and PS4s were shipped during the quarter. This compares favourably to the 1.1m combined Xbox One and Xbox 360 units Microsoft shipped during the same quarter.

Combined, the PSP, PS TV, and Vita shipped 750,000 units, which is up on the 600,000 reported last year. 85m games were sold during the quarter, up from 68m.

Despite all the good news, Sony still expects to post a net loss of 50bn yen ($486, £287.5m) for the financial year through March 2015.

]]> 1100-6421406Thu, 31 Jul 2014 02:04:00 -0700 http://www.gamespot.com/articles/sony-discusses-playstation-now-refinements-but-won/1100-6421404/

Sony's streaming games service, PlayStation Now, launches into open beta tomorrow, July 31, on PlayStation 4 in the United States and Canada. If you're a PS4 owner in either of those countries, you'll be able to pay to play certain PlayStation 3 games without ever downloading them or putting a physical disc in the system. Even with so many new users about to begin using it in less than a day, there remain numerous questions about Now and how it'll work--questions Sony continues to avoid providing answers to.

GameSpot recently spoke with PlayStation Now senior director Jack Buser and Gaikai senior VP Robert Stevenson about the service, which they are happy to note is the first of its kind on consoles. Sony says more than 50 publishers have signed on to offer their games through Now, although an exact list of games planned for it has not been made available. (More will be added "all the time," according to Buser.) The company still won't give exact numbers for how much data you can expect Now to use--a real issue for those in dorms or with ISPs that have data caps--but Stevenson says, "You can think of it [as] very comparable to movie streaming. It's not exactly the same, but it's similar." We'd previously heard you will need a 5 megabits-per-second connection for a "good experience."

A closed beta that's been running since earlier this year has provided Sony with a lot of data to work with--more than 300,000 hours have been streamed so far--that it's already used to improve Now. "Some areas we've really focused on have been in the [user experience], making sure that users really understand the service as we go into open beta," Stevenson says. The Now beta has been using its own dedicated app, but the PlayStation Store itself will become the home for the service as it enters open beta, which presents new challenges. Sony has changed the messaging it uses and tried to ensure people aren't confused when they go to rent a game.

Stevenson also highlighted the addition of cloud saves partway through the closed beta, which allow users to save their game and then resume it on another device at a later time. There are also plans for a new $1.99 price option for certain rentals that is $1 less than the lowest price we've previously heard about. And Sony will make it clearer when streaming games offer DLC, which is said to be part of the reason why rentals during the closed beta could be more expensive than buying a brand-new physical copy.

These kinds of refinements are to be expected, and are no doubt critical to Now achieving a real degree of success. But just as important are many of the issues gamers have been wondering about since Now was announced in January: How will a subscription option work, and when will see one? Can I get free or discounted access to games that I can verify I already own (reportedly the answer is no)? Who is this for? Unfortunately, neither Buser nor Stevenson were willing to provide us with the kinds of answers we were looking for.

"I think, ultimately, you look to this vision of expanding to a wide number of devices and you can imagine that there is this very rich catalog of PlayStation 3 games available to them." -- Jack Buser

Repeatedly describing the service as being in "early days," the two shied away from answering questions about the particulars of a subscription option. Sony is aware of the interest in such an option, and Stevenson says it's "researching exactly how to deliver that. We've got some really strong ideas, but nothing to disclose today in terms of timeline or pricing or anything of that sort."

Fair enough, but how about the way Now will deal with users who own a supported game and would like to stream it to their PS4? "[We have] nothing to discuss at this time," Buser says. "As I mentioned, we are going into open beta on PS4. It will be a rental offering, you'll see a variety of different durations, and, again, a variety of different price points. You'll see durations as short as four hours for an evening of fun--something where maybe you maybe want to come in and just check out a game--you'll see longer durations, like 30 days, 90 days. And Robert talked a lot about the cloud save feature, where you can try out a game for a short duration, save your game to our cloud servers, decide you want to continue playing, rent for a longer duration, and pick up where you left off.

"You know, this is a beta, we are listening to our customers, and if customers want to see features or functions as part of PlayStation Now, they should feel free to let us know. And we'll be collecting that feedback as part of this open beta process."

You'll notice there was no specific mention of what we asked about, something which happened again when we asked about The Last of Us, which has been shown to be playable using Now but was released this week on PS4 as The Last of Us Remastered. Considering PS4 owners who never owned a PS3 now have a way to play the game, who is Sony targeting with the Now version of a game like this? "We're entering into open beta on PlayStation 4, so this particular period is all about the beta and hearing about people's experiences and how things are going," Buser answers. "I think, ultimately, you look to this vision of expanding to a wide number of devices and you can imagine that there is this very rich catalog of PlayStation 3 games available to them.

"It's all about giving the PlayStation community options on how they want to access content." -- Jack Buser

"We're making this available to the PlayStation 4 community. Many of these titles are going to be brand new to these folks, because they're new to the PlayStation ecosystem, and the PlayStation 4 is maybe their first PlayStation device. And as we expand beyond there, you can imagine an entirely new type of customer who maybe doesn't even have a game console of any sort, who is going to be experiencing this rich catalog for the very first time, and really understand the thing we, in the industry, have known for so long, which is how wonderful these experiences are. The different types of content will fill different kinds of needs depending upon who that target customer is as we move forward."

Stevenson reiterated the idea that Now presents PS4 owners who never got to play The Last of Us on PS3 with a way to do so. (He didn't mention that Remastered does this.) We brought up the fact that Sony is, in a way, competing with itself in a case like this; for a PS4 owner who can choose to pick up Remastered--an improved version of the game--what is the appeal of being able to stream the PS3 version? "Well I think, in general, we're just interested in providing options for our gamers, just to give them the freedom to discover and play games in ways never before possible," Buser says. "So I think we look at all these options as existing symbiotically with one another. It's all about giving the PlayStation community options on how they want to access content. And I think PlayStation Now is really a part of that larger vision for the platform itself."

This was similar to what Buser tells us when asked about the possibility of new games being released directly onto PlayStation Now. "I couldn't comment on that concept specifically," he says. "One thing that's exciting about PlayStation Now is that you have a whole bunch of people who are new to PlayStation in general who own a PlayStation 4, and they might have missed out on a lot of these great PlayStation 3 titles. I think that's one of the things that show some of the power of PlayStation Now as a game-streaming service. So both ourselves at PlayStation as well as publishing partners are really exciting about introducing these amazing PlayStation 3 games to customers who own PS4 but are maybe new to PlayStation. I think that's really exciting."

Even with the open beta kicking off on PS4 tomorrow, many issues will remain unanswered for the time being; the beta will only offer rentals and Sony can point to the beta label to explain why it has so few answers about the service.

But at least we'll have options.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421404Wed, 30 Jul 2014 16:48:00 -0700 http://www.gamespot.com/videos/gs-news-sony-says-ea-access-is-bad-value-xbox-one-/2300-6420560/ 2300-6420560Wed, 30 Jul 2014 16:00:00 -0700 http://www.gamespot.com/articles/call-of-duty-ghosts-fourth-and-final-expansion-tea/1100-6421405/

Activision today released a teaser trailer for Nemesis, the fourth and final expansion for Infinity Ward's 2013 first-person shooter Call of Duty: Ghosts. The 15-second trailer is a wild montage of images for what appear to be score streaks.

You'll also notice that at the very end, the "g" and the "s" in the word "Ghosts" come into focus last, which makes the word "host" flash on the screen for a brief moment. How or if this is tied to the Nemesis expansion for Call of Duty: Ghosts remains to be seen.

The Nemesis expansion follows previously released add-ons for Call of Duty: Ghosts, including Onslaught, Devastation, and Invasion. All four expansions are included with the $50 Call of Duty: Ghosts season pass or can be purchased separately for $15 each.

Activision has not announced a release date for Nemesis. When it does arrive, however, it will be exclusive to Xbox platforms for a period of 30 days per Activision's longstanding arrangement with Microsoft.

The next Call of Duty game is November's Call of Duty: Advanced Warfare, which developer Sledgehammer Games says is "not the same old Call of Duty." Characters in Advanced Warfare can wear exoskeletons that grant players superabilities. We will get to see how these abilities, like increased dexterity and super-jumping, affect multiplayer when Activision takes the lid off the mode on August 11.

]]> 1100-6421405Wed, 30 Jul 2014 14:29:00 -0700 http://www.gamespot.com/articles/buy-a-399-xbox-one-at-best-buy-get-a-50-xbox-gift-/1100-6421403/

Best Buy has rolled out a special deal on the Xbox One where, if you buy a $399 system, you will automatically receive a $50 Xbox gift card for free. The deal is only valid for the $399, no-Kinect version. There is no indication as to how long the deal will last, so you may want to act quickly.

You'll need to add the system to your cart to see the free $50 Xbox gift card.

The $499 Xbox One system (with Kinect) comes with a free copy of Forza 5 at Best Buy. And of course, Best Buy--and other retailers--continue to sell the $499 Xbox One Titanfall bundle that comes with a system, Kinect, and a copy of Respawn Entertainment's shooter.

The Xbox One launched in late November 2013 and sold more than 3 million units by the end of the year. Microsoft has not provided a new official sales number since then, though we do know that the number of units shipped is somewhere north of 5 million units. That's well behind Sony's PlayStation 4, which has sold more than 7 million units as of early April.

The $399 Xbox One went on sale on June 9 and immediately flew off the shelves at GameStop. Likely due to the arrival of the new, less expensive Xbox One SKU, Xbox One sales in the United States "more than double[d]" in June, compared to May. However, the PS4 was still the top-selling console for June in the US.

If you're taking advantage of Best Buy's Xbox One deal, what do you plan to spend your $50 on? Let us know in the comments!

]]> 1100-6421403Wed, 30 Jul 2014 13:16:00 -0700 http://www.gamespot.com/videos/halo-cosplay-event-at-comic-con/2300-6420557/ 2300-6420557Wed, 30 Jul 2014 12:24:00 -0700 http://www.gamespot.com/videos/the-gist-why-the-walking-dead-is-so-good-at-storyt/2300-6420552/ 2300-6420552Wed, 30 Jul 2014 12:00:00 -0700 http://www.gamespot.com/videos/quick-look-pure-pool/2300-6420556/ 2300-6420556Wed, 30 Jul 2014 12:00:00 -0700 http://www.gamespot.com/articles/nintendo-files-three-qol-trademarks-covering-handh/1100-6421402/

Nintendo has filed three new trademark applications that give us a hint at what form the company's mysterious "Quality of Life" initiative may take. On July 25, Nintendo filed three different trademark applications with the United States Patent & Trademark Office for something called "QOL."

One of the QOL trademarks is for "providing games via communication by handheld game apparatus with liquid crystal displays." Another covers "controllers and joysticks for consumer video game apparatus." A third, meanwhile, is for "electronic circuits, optical discs, ROM cards, ROM cartridges, CD-ROMs, and memory cards storing programs for consumer video game apparatus."

A common thread between the three trademark applications is that they are all tied to "handheld game apparatus with liquid crystal displays." What does it all mean? We have reached out to a Nintendo representative for comment, but have not heard back as of press time.

In May, Nintendo president Satoru Iwata outlined Nintendo's vision for its new "Quality of Life" program, but failed to offer anything in the way of specifics about it. One thing that Iwata did make clear, however, is that that Nintendo's Quality of Life initiative, whatever it is, won't be like another Nintendo product before it.

"When we use 'health' as the keyword, some may inevitably think about Wii Fit. However, we are considering themes that we have not incorporated to games for our existing platforms," he said at the time. "Including the hardware that will enable such an idea, we will aim to establish a blue ocean."

Nintendo's Quality of Life project is described as a "completely new field of business," and one that will involve some form of "non-wearable" technology. More information about this initiative will be shared later on in 2014 (perhaps soon, if the trademarks are any indication), with a full launch of the product scheduled for sometime during Nintendo's fiscal year, which begins in April 2015 and runs through March 2016.

Nintendo reported earnings today for the quarter ended June 30, and the results were not great. Despite strong Mario Kart 8 sales and an uptick in Wii U hardware units sold, Nintendo still posted a $97 million loss for the period.

]]> 1100-6421402Wed, 30 Jul 2014 11:47:00 -0700 http://www.gamespot.com/articles/destinys-endgame-raids-only-playable-with-friends-/1100-6421401/

Last week, we had the opportunity to play the Destiny beta test and check out some of the content that will be available in the game. Story missions, a Strike mission, and competitive multiplayer were all playable. But what we didn't get a glimpse of is what the game has in store for high-level players after they complete the story. What will developer Bungie do to keep these players coming back to its game?

Bungie has big plans for its endgame, and these include raids. Similar to MMO raids, these events in Destiny will be challenging and demand you to strategize and cooperate to complete them. They are for high-level players, and there will be very large rewards if you manage to complete them.

They are so difficult and complex, in fact, that Bungie isn't building matchmaking into raids. Talking to IGN, Bungie's Luke Smith explained that the developer wants players to form teams that have a desire to work together. It's hoping to accomplish this by taking the dangerous step of forcing players to team up with their friends, without matchmaking. "It's a bit of a risk," Smith said, "because the activity requires you to have a group of five other friends to play with. [But] if the worst thing that happens is you get your group together and you all have a great time? Wow, that's going to be awesome. I bet you'll want to come back. Hopefully the gear makes you want to come back."

"We don't adhere to any of the standard rules for the rest of the game."

But what exactly are these raids? Bungie's keeping the exact details a mystery, but the developer promises that they'll be unique. "We don't adhere to any of the standard rules for the rest of the game," Smith described. "Like, raids don't have waypoints, they don't tell you where to go, they don't tell you what to do."

The enemies will be different from other games, as well. He explains, "They're still big monsters, much like what you're going to see, they're still scary, but they have a bunch of abilities that are unlike anything you've really experienced in a shooter before."

Recently, Bungie revealed that 4.6 million people had played the Destiny beta, making it the biggest beta for a new IP on consoles in history. Destiny launches on September 9 for Xbox One, Xbox 360, PlayStation 4, and PlayStation 3.

What do you think about Destiny's raids? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421401Wed, 30 Jul 2014 11:39:00 -0700 http://www.gamespot.com/articles/former-silicon-knights-dev-sentenced-in-child-porn/1100-6421399/
Kenneth McCulloch

The former Silicon Knights director and founder of Precursor Games, arrested in June 2013 on child pornography charges, has been sentenced. According to a report from Welland Tribune (via Polygon), Kenneth McCulloch, 43, appeared in Ontario court Tuesday and pleaded guilty to making child pornorgaphy available. He was sentenced to time served--12 months. He had been in jail for the entire year since his arrest.

But that's not all. According to the report, Niagara Regional Police also charged McCulloch with sexual assault, forcible confinement, and sexual interference. As a result, he remains in custody and is scheduled to return to court on August 26 to face those charges.

Upon his arrest, Niagara Regional Police found "videos and images of young prepubescent boys engaged in sexual activity with adult women," attorney Richard Monette said at the hearing. A judge ordered McCulloch to stay clear from anyone under the age of 16 and to not come near any schools, parks, recreation centers, or public schools for a period of ten years. McCulloch's name will also be featured on the local sex offender registry for the next two decades.

During McCulloch's sentencing, judge Joseph Nadel told him, "You have a penchant or an attraction to looking at young persons and children in perverted circumstances. You are potentially a danger to young persons and children."

Immediately following McCulloch's arrest in June 2013, his then-employer--Precursor Games--was quick to distance itself from him. "Having just learned of these disturbing charges today and based on the serious nature of them, Ken McCulloch is no longer affiliated in any way with Precursor Games," CEO Paul Caporicci said at the time.

McCulloch was a founding member of Precursor Games and, prior to his arrest, was listed on the company's website as "Lore-keeper. World-Builder. Dream-merchant."

A crowdfunding campaign for Shadow of the Eternals, a spiritual successor to GameCube game Eternal Darkness: Sanity's Requiem, ended unsuccessfully last year. The game has since been put on hold, but Precursor Games says it has not given up on the project.

]]> 1100-6421399Wed, 30 Jul 2014 10:49:00 -0700 http://www.gamespot.com/articles/crytek-lays-off-staff-after-selling-homefront-cryt/1100-6421398/

Update: Kotaku reports that, prior to today's layoffs, the "bulk" of the staff at Crytek USA had quit (some more than a week ago) as a result of not being paid. With so much of the studio gone, Crytek had no choice but to move development of Hunt to Frankfurt.

Original Story: Following the announcement that Deep Silver has purchased the Homefront IP from Crytek and will establish a new studio to continue work on Homefront: The Revolution, Crytek has explained what's happening on its end.

Most notably, as suspected, the Crytek UK employees who had been working on The Revolution will move to the newly founded Deep Silver Dambuster Studios which, like Crytek UK, is based out of Nottingham, England. This is according to a statement issued by Crytek, which doesn't indicate whether this means Crytek UK--formerly Free Radical Design--has been shut down. We've followed up with Crytek for clarification about whether this leaves any staff still at Crytek UK, which not long ago had talked about the prospect of making a new TimeSplitters, the series for which it is best known.

As part of Crytek's "internal restructuring," staff at its Austin, Texas location (Crytek USA) will be laid off, although "several" employees will remain behind to assist with CryEngine support for North American developers who have licensed the game-development engine. The game that the studio had been developing, Hunt: Horrors of the Gilded Age, will now be handled by Crytek's Frankfurt studio, developer of the Crysis series and Ryse: Son of Rome.

Several of Crytek's studios--including Budapest, Istanbul, Kiev, and Sofia--will "continue to operate as usual," while a "closer collaboration between Crytek's studios in Shanghai and Seoul is under review."

"As we look to cement Crytek's future, this strategic deal with [Deep Silver parent company] Koch Media would allow us to continue with our ambitious goals to become an online publisher," Crytek CEO Cevat Yerli said in a statement. "With Warface, Arena of Fate, and Hunt, we believe we have the perfect portfolio and teams to make that happen. We would like to thank all our staff--past and present--in both Nottingham and Austin for their contributions to the company, and we wish all the very best to anyone who may no longer be under the Crytek banner moving forward."

Reports have circulated for months that Crytek was in trouble, with staff at Crytek UK not being paid for extended periods of time. This resulted in a number of staff leaving the studio. Crytek denied anything was wrong until last week, when it described itself as being in a "transitional phase." It also said it had secured capital to ensure the company's future, presumably in reference to today's Homefront announcement.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421398Wed, 30 Jul 2014 10:45:00 -0700 http://www.gamespot.com/articles/how-much-does-an-xbox-one-port-cost/1100-6421394/

When Microsoft started the ID@Xbox program with the launch of the Xbox One, the company aimed to make it as easy and cheap as possible for independent developers to put their games on the system. But according to one developer, the costs associated with porting a game to the Xbox One are still very high.

In a post on his blog, Happion Laboratories' Jamie Fristrom outlined exactly how much it cost him to bring Sixty Second Shooter from the PC to the Xbox One. He was surprised by just how much money console development still requires, especially because Microsoft gives Xbox development kits out for free to qualifying teams. He wrote, "You might think, since Microsoft is giving away their dev kits to early adopters of the ID@Xbox program, as long as you have no offices and pay everyone with rev[enue] share you could ship a game for just about nothing. But that's not quite the case."

He presents a breakdown of the costs associated with the program, which you can see below.

  • Maintaining the Sixty Second Shooter URL -- $19
  • Sending the second dev kit to a friend -- $63
  • Hardware -- $72
  • Video capture device -- $181
  • Localization -- $729
  • Error and Omission Insurance -- $2037
  • Foreign Ratings Boards -- $2042
  • Total -- $5143

For a small developer with very limited funds, this can be prohibitively expensive. According to Fristrom, Microsoft requires specific Errors and Omissions insurance to protect against copyright infringements. To launch on the console in other territories, Microsoft also requires that a game pass through the ratings boards in those areas, resulting in a spike in cost. He wrote also that he wanted to launch the game in Australia and New Zealand, but getting it rated would have cost $2000 in each of those countries.

Fristrom does, however, say that getting a game out on a platform with the reach of the Xbox One is worth the cost. "Although we haven't gotten our first sales report yet, there were at least ten thousand entries on the leaderboards last we checked, so we've certainly covered our costs and made a living wage to boot--which is kind of rare in the indie game development world, in my experience--so I'm really happy we jumped aboard the ID@Xbox wagon."

Microsoft does have plans to make indie development even easier. Last year, the company announced that any Xbox One would eventually be able to act as a dev kit, and earlier in July Microsoft debunked rumors that this project was canceled. However, the company has given no official word on when this functionality will launch.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421394Wed, 30 Jul 2014 09:54:00 -0700 http://www.gamespot.com/articles/xbox-one-getting-mmo-neverwinter-coming-to-china-f/1100-6421396/

MMORPG Neverwinter is coming consoles, beginning with Xbox One, publisher Perfect World Entertainment announced today. The free-to-play game developed by Cryptic Studios and based in the Dungeons & Dragons Universe will launch first in China this September, before it comes to North America and Europe in the first half of 2015.

Interestingly, Perfect World said in a statement that Neverwinter is "coming to consoles, starting with Xbox One," suggesting other platforms are also in the works, including potentially the PlayStation 4.

Neverwinter was originally released for PC in June 2013. The Xbox One version will require an Xbox Live Gold subscription, which will cost you $10/month or $60/year. You might think that consoles aren't a great match for MMOs, considering that a game controller is often less functional than a keyboard and mouse, but Perfect World doesn't see it this way.

"Consoles are a perfect fit for action-oriented MMORPGs like Neverwinter, and we are thrilled to be one of the first publishers to bring premium free-to-play titles to leading next-gen platforms," Perfect World CEO Alan Chen said in a statement. "Being able to bring Neverwinter to the Xbox One is a critical achievement for Perfect World. It is our first step taking our games beyond the PC market."

While gamers await the console version of Neverwinter, they can play the new Tyranny of Dragons expansion for the PC version. Launching August 14, this expansion adds the new Scourge Warlock character, among other things.

Another high-profile MMO coming to consoles is The Elder Scrolls Online, which was recently delayed, and is now coming to Xbox One and PlayStation 4 sometime this holiday.

]]> 1100-6421396Wed, 30 Jul 2014 09:50:00 -0700

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Ultimate General: Gettysburg Early Access Review

Written By Kom Limpulnam on Rabu, 30 Juli 2014 | 19.51

GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

The only feature of the Gettysburg landscape I can still summon up from a childhood full of educational...let's call them "vacations," no longer actually exists, as I recently learned. The controversial Gettysburg National Tower, an observation deck that once loomed over the battlefields from a neighboring property, was demolished back in 2000, after the Park Service's domain was able to get a few hundred feet more eminent. I gather they made quite a thing of it: detonating the giant tower along to simulated cannon fire on the anniversary of the battle. You can watch it on YouTube.

"It's the only vantage point to see the entire spectrum of the battlefield," the lawyer for the tower's controlling group had argued at the time. I can appreciate the sense of that, playing Ultimate General: Gettysburg. The strategy game takes in the hilly Pennsylvania scenery at a similar remove, top-down and distant. From this tactician's view, fields and farmlands become striated earth tones, and forests are reduced to tufted copses of green lint. Tin soldier troops cluster together into rectangles not unlike the red and blue pictograms I recall of Ken Burns' The Civil War, crenelating hilltops and cascading downfield like Tetris pieces.

The paucity of menus allows you to focus on the action.

This Gettysburg has the look of a modeler's diorama, which seems more than appropriate, given the way the battlefield's little promontories and valleys have been rendered into fetish objects over the last century and a half, to be turned over and over in the hands and imaginations of historical enthusiasts. Their storied names--Cemetery Ridge, the Peach Orchard, Devil's Den--are raised up in embossed arcs, a loving cartographic detail that extends out to the decorative inlays of the board that frames the game space. To better simulate the strategic importance of these locations, their successful seizure and control accrues "victory points" for your chosen side of the Mason-Dixon Line.

Ultimate General: Gettysburg certainly does have the feel of a board game, albeit one whose pieces are perpetually churning in their own independent motions. It has that armchair general appeal, I think, of tilting the board over and clearing the space for some new permutation: What if the Union overextended itself in the northwest ridges this time? What if Pickett never charged? It's a simple enough matter to draft new renditions of the historic battle; simply trace a path across the terrain, and your units will follow it faithfully, trading fire with whatever force you direct them toward. The action imbues the game with a wonderful tactility. It makes me feel like Tywin Lannister in Game of Thrones, sliding figurines across a map with grim purpose. I want to lecture at Nikolaj Coster-Waldau about the importance of family legacy while skinning a deer.

I muck it up almost immediately, though, the temptation to draw my units into elaborate figures overwhelming comparatively basic strategic needs. I keep forgetting that this is the Civil War, and all the Napoleonic feints and swooping cavalry charges I conjure aren't going to win the day here. Thankfully, there were three days in the whole Gettysburg affair, and Ultimate General uses sundown as a convenient intercession point to step in and clean up whatever mess I've inevitably made of the battlefield. It's here where the importance of position makes itself known: even an early string of conquests can prove ultimately damaging, should they result in you starting the next day on untenable ground, far beyond the reach of reinforcements.

The ability to draw your own maneuvers feels revelatory, but a bit limited by the era.

That's spoken from experience, of course. I'm no ultimate general. I tend to go inattentive to whole swaths of my formation for minutes at a time, if I'm being pressed hard on another front, or there's an especially good episode of House Hunters International on. But the clever artificial intelligence manages well enough on its own, and it's mesmerizing to find my troops drawing back, resolving themselves into a respectable interpretation of a defensive perimeter, and returning fire.

Sometimes though, I'm far too late, and when I finally cast my eyes toward my units, they've turned tail and fled wholesale. They're unclickable when they do so, and remain that way until they've reached some distance from the front lines they feel more personally comfortable with. In one catastrophic instance, a brigade of mine fighting perpendicular to the grain of battle was driven thusly back--straight through the crossfire in the no-man's-land between the two larger armies. It may not surprise you to hear that this had consequences on morale.

Morale, Ultimate General argues, must be maintained above all else. It's fragile: it wavers under artillery fire, and it falters at the sight of an enemy charge. It rebounds slowly, behind the reassuring cover of fences and trees, or under a general's calming stewardship. It's one of the few facets of battle the otherwise minimalistic interface stoops to representing with a hard number, though even that's hardly necessary. You can feel morale shifting behind the battle lines' ebb and flow, sense the hesitation in a decimated unit when you try to usher it back into the line of fire.

Battles hinge on your units' ability to endure.

There are no routs in Ultimate General: Gettysburg. Even in the most lopsided victories the game can muster, tens of thousands lie dead for both Union and Confederacy. Absent options to mitigate all that death, I find myself nursing egos instead: fretting over exposed brigades, marveling at units asked to endure attack after attack, and pitying those who have clearly endured too much. There's a wonderful granularity to that sort of empathy, something that isn't normally legible from this high up, from this long passed.

What's There?

A variable, single-player Gettysburg scenario that spans the battle's three days, changing based on control of the field.

What's To Come?

Multiplayer, along with additional weekly patches that continue to tweak balance and add cosmetic features.

What Does it Cost?

$9.99 during early access, with the price expected to rise at full release.

When Will it Be Finished?

Late summer.

What's the Verdict?

Ultimate General: Gettysburg's early access status shouldn't deter anyone from its balanced, expressive take on warfare. Its stripped-down interface and slightly ponderous pace direct your focus to where it's best served: on terrain, tactics, and morale.

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Ultimate General: Gettysburg

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Hand of Fate Early Access Review

GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

Every step of your journey is determined by the flip of a card in Hand of Fate, a sweet blend of card game and action role-playing game that deals out nerdy pleasures aplenty to match its unpredictable punishment. Not knowing whether your next move will reveal an ambush of skeleton warriors or a secret dungeon filled with loot to aid you in your journey is all part of the fun. Deck building, risk-vs.-reward strategizing, and twitch reflexes collide in this engrossing fantasy game of chance. Hand of Fate is deeply rooted at the intersection of tabletop gaming tradition and Diablo-esque click-brawler action, giving it serious potential to blossom into a major genre itch-scratcher with a little more time under the knife.

Tabletop RPGs--card-based or otherwise--often come with a dizzying set of rules that take time and patience to wrap your brain around. In its current tutorial-less state, Hand of Fate throws you right into the meat of the gameplay without any real guidance, but like any good fantasy card game, its rule system packs necessary depth without being so complex that you can't get a feel for it after a few rounds. Right now, learning as you go poses only a minor speed bump that fades into familiarity once you have a couple of matches behind you.

Hopefully, grammar errors will be repaired in future updates.

You're seated in a dimly lit room across from a mysterious cloaked opponent--who's one part card dealer, one part dungeon master--and each randomly generated adventure you dive into unfolds on the tabletop space between you. Matches begin with the dealer placing cards facedown in different dungeon-like configurations. Every turn you move a small figurine one space across the layouts, stopping to turn over each card you land on and deal with whatever surprise encounters await.

Your overarching mission in every game is to sniff out and defeat the dungeon's boss. Getting to each boss alive with enough strength to survive the encounter is a challenge on its own. Adding another neat wrinkle to the mix, every step you take consumes food, which is a precious resource. Food restores your health a little each move when you have it, but running out causes damage. Ill planning or unfortunate mishaps can lead you to starvation before you even get to the boss. This makes managing your food, and the gold needed to buy it, an important balancing act as you push your way into the unknown.

Unexpected twists and intense battles you stumble into along the way make the journey all the more interesting. The encounters you face run a wide gamut, ranging from traps and combat scenarios to item shops and quests. Most are accompanied by a snippet of narrative and a choice for you to consider. You might be asked to help a stranger in need or decide whether to pursue a treasure-hunting opportunity, for example. Your chances of success in many choice-based encounters rely on picking wisely in three-card-monte-style shuffles. Succeeding can earn you helpful reward cards, though failure forces you to draw pain cards that have negative effects or throw you into combat. The latter is where the game takes a very different turn from its tabletop roots.

Ain't nobody gonna break my stride, except for the Money Bags card.

Engaging in combat drops you into third-person action RPG arena battles against human and monstrous foes alike. Running around these tight but slickly designed map areas, you control a burly warrior who dishes out a clobbering as you click to attack, block, and dodge. It's a great change of pace--both visually and gameplay-wise--that also gives more life to the gameworld you're exploring through the card-based narratives. As far as the fighting goes, it's pretty straightforward stuff. You trade blows, dodge magic and missiles, dish out counterattacks, and flit around the mob trying to take your foes down without getting caught in the melee.

These twitch-heavy brawls are messy, chaotic fun that lasts just long enough to whet your whistle and switch up the tabletop vibe, but they're also one area where Hands of Fate's beta status pokes through at the seams. Combat mechanics are sloppy in spots, and the rigid camera angle offers a sometimes cramped view of the action. If you're not packing more powerful gear when you run into battle, it's also easy to get steamrolled by bosses and larger mobs of enemies. Therefore, the weapons, armor, and buff cards you amass and equip on a given run play a big role in how well you fare when it comes to caving skulls in, and it's the main way to bolster your hero's capabilities as you push toward each boss encounter.

Today is a good day to die.

Modular, ever-evolving gameplay goes a long way to keeping you in the game. Completing quests, defeating bosses, and surviving obstacles unlocks new equipment and encounter cards with every run. You can build out your deck, tweaking the experience each time by selecting the potential range of gear and risky-but-rewarding encounters in any given match. This encourages replay naturally and takes the sting out of getting clobbered in mid-run. I died a lot in my quest to best the realm's boss baddies, and often in horrible ways, but the possibility of a different outcome and my ability to influence it by throwing new cards into the mix spurred me onward.

For the tabletop RGP set, Hand of Fate's appeal is undeniable. This beta is finely tuned to make you want to sit down and test your wits over and over again, even if the game lacks a few finishing touches. Tremendous replay value and skillful execution trump the weaker aspects, and I'm confident that this will be one to watch as it pushes closer to completion.

What's There?

A deep and accessible card-based tabletop game/action RPG hybrid with high replayability.

What's To Come?

The introduction and tutorial are missing in this current beta, though those elements, along with a final boss and updated audio, are planned to be added in for launch. Additional cards and expansions are likely too.

What Does it Cost?

$24.99, available via the Steam store.

When Will it Be Finished?

No specific date yet announced.

What's the Verdict?

Hand of Fate packs all the engagement of a tabletop RPG, but injects some excitement into the mix with action-centric combat sequences and unpredictable encounters. What's here is a blast, even if the game is still missing a few important ingredients.

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Hand of Fate

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GS News - New Call of Duty Story Trailer; “EA Access” Revealed for Xbox One

Publisher Games I Would Like For a Subscription

Ubisoft or EA, but I already own all the games I like from them and will so in the future.  I'm a buyer, not a freeloader or renter.

If I really like or love a game, I will own it. . .Otherwise, everyone from Jess' favourites collection on any platform--What am I missing out on?

Thank you Jess.

Life is not measured by the number of breaths we take, but by the moments that take our breath away. - Maya Angelou.

 If you obey all the rules, you miss all the fun. - Katharine Hepburn.


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Grab Tomb Raider for $5, Murdered: Soul Suspect for $15 During Humble Store Square Enix Week

Last week, the Humble Square Enix Bundle went live, allowing you to pay low prices for several Square Enix games like Hitman: Absolution, Deus Ex: Human Revolution, and Just Cause 2. Now, Humble Bundle has continued to discount the publisher's catalogue, adding more games to the bundle and putting many more games on sale in the Humble Store.

First, four more games are now available in the Humble Bundle if you pay more than the average price, which is $8.67 at the time of this writing. You'll now receive Hitman: Blood Money, Hitman: Contracts, the original Just Cause, and The Last Remnant in addition to the other games. If you've already purchased the bundle for more than the average, you can log into Humble Bundle and download these games for no additional cost.

Next, the Humble Store has put several more Square Enix games on sale. You can check out some of the highlights below.

You can find the all of the games on sale at the Humble Store here. Both the Humble Bundle and the Humble Store sale end next Tuesday. 10 percent of proceeds from Humble Store sales go to several charities, and Humble Bundle sales support the Make-A-Wish Foundation and GamesAid.

Which games interest you? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
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Square Enix

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PS4 MP3 Support Coming This Holiday; No Discounts for PS Now Games You Already Own -- Report

Written By Kom Limpulnam on Selasa, 29 Juli 2014 | 19.51

Back in April, we reported on a rumor that the PlayStation 4 was getting MP3 support. Nothing official came from Sony, but many people thought it likely that the console would get some sort of external music compatibility at some point. Recently, we got more evidence that such an update is in the works.

According to reddit user IWorkForSony, who has been verified by r/PS4 subreddit moderators as a Sony employee, Sony is currently developing an update for the PS4 that will bring MP3 and video player support by the holiday season. The user also said that DLNA media server support will come some time in 2015.

The user went on to address the upcoming public beta test for PlayStation Now, Sony's game streaming service that's been in private beta for a few months. When someone asked about rumors circulating that owners of PlayStation 3 games may get free access to those same titles via PS Now, IWorkForSony negated the possibility. "Those rumors are wrong," he wrote. "Entitlements for PS3 games won't carry over to PS Now." As for the reason why Sony will not provide discounts, he explained, "Unfortunately, it just doesn't make business sense for Sony to transfer entitlements to PS Now. Streaming games costs them money."

Finally, he revealed that a subscription model for PS Now is still in the works, and that the beta is to test different pricing models.

This week, the user also revealed that the PlayStation Mobile app is getting a substantial overhaul. "There's a redesign in the works," he stated. "It should be more functional and modern (read: less cheesy blue boxes)."

As for the legitimacy of IWorkForSony, I reached out to the moderators and they confirmed that he has provided evidence as to his employment at Sony. Mod IceBreak wrote, "We saw things that pretty much guarantee [he] works for Sony. Besides that there were debug unit OS pictures. I can't elaborate more than that or share the pictures due to the anonymity of the user but I also want to let you know what we used to verify [him]."

We've asked Sony for comment and will update this story if we receive word. Will you take advantage of MP3 support on the PS4? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
PlayStation 4

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Only If Review

The first time Only If induced rage was when I returned to its single major choice--a point at which you must choose one chess piece over another. No matter which piece I chose, the game surged forward in the same manner, leaving me to wonder if it were passing judgment on the illusion of player agency in video games. Given the way the dialogue often focuses on the player character's lack of control, it was easy to presume that the Italian-American caricature that guides you through the game was playing a role similar to the narrator in The Stanley Parable, pointing out the limitations of the medium through humor and self-aware gameplay. As it happens, I was giving Only If too much credit: the game had simply broken, and returning to the title menu was not a proper fix. Only after closing the game and restarting it did it function properly, shattering not the illusion of player control, but the assumption that I was playing a working product.

The second time Only If induced rage was when the player character called the apparent mafioso taunting him a "pedophilic faggot," a homophobic outburst that may have worked had the character using the phrase been a full-fledged human being rather than a randy adolescent with no empathetic characteristics. Only If had already toyed with homophobia with a bit of throwaway dialogue about "giving the kid the D," but that conversation lingered because of how it informed the plot, not because of its blatant offensiveness. The sputtered "faggot" accusation came later, after I had come to suspect that the game was not in fact a clever mystery but instead a perverted display of bro-dude self-expression. My suspicion was confirmed when Only If concluded with a story "twist" that M. Night Shyamalan might have concocted if he were a drug-addled, sexually frustrated high school senior.

Welcome to the parlor. Pay no attention to the jittery mouselook.

Only If's ending marked the third time the game induced rage, and it was a rage that dogged me as I played the game a second and then a third time, hoping to find signs of a message with greater meaning than the disgusting finale let on, but if such a message exists, it is either too subtle to notice or too unnecessary to care about. Perhaps Only If means to parody games like Proteus or Gone Home, experiences that use simple forms of player interaction to reveal greater truths and subvert expectations, but I don't believe this game has such noble ambitions.

If my thought process is all over the place, it's because Only If itself brings with it no apparent logic, jumping between gameplay styles faster than Mario leaps between platforms. Games have successfully played with player perception of genre and game logic, of course--Thirty Flights of Loving is one great example of this kind of thematic skewing--but Only If's gameplay is frequently busted and typically uncomfortable. It all begins after you've awakened after an apparent night of intoxicated debauchery and sexual romping, with an angry voice taunting you via old-fashioned radio.

In this level, references to "crack" and "pot" are what pass for clever dialogue.

Soon after, the voice leads you to an opulent room in which a chessboard rests on a table and landscapes adorn the walls. Only If then presents a choice that's meant to be uncomfortable, but most discomfort comes from the game's own screen tearing and jittery behavior in these early minutes. At this stage, you might suppose Only If is a puzzle game, but if it is, it's a terrible one, providing the exact steps to the task at hand both here and elsewhere, and never allowing your imagination to blossom. In any case, the choice leads to one of the game's two branches, one of which leads back to this same parlor and forces you to make the other decision anyway. So much for facing the consequences of your own selfishness, which the foul-mouthed narrator intimates is the purpose of the 45 minutes of gameplay that follow.

Those 45 minutes are indeed a punishment, but for you the player, as opposed to the manchild you control from a first-person view. A few vignettes are sewn together, each providing an arbitrary rule for you to follow, such as running toward an orb before the walls of the surrounding limbo close on you, determining whether the button prompts wish you to press the assigned key or quickly mash it, or navigating a marsh without colliding with a patch of floating darkness or inadvertently wandering out of the level. This is trial and error gone wrong, with Only If chastising you not for failing to overcome an obvious challenge, but rather for not being able to read the creator's mind. After these random scenes of weirdness, you must escape a house where more capricious rules govern your direction, and where puzzles are so tedious that even the main character himself complains about them.

Hopelessness. Despair. Unclear rules.

In spite of the clumsy gameplay and abysmal storytelling, a few ideas glimmer just brightly enough to grab your attention. On specific occasions you hear the voices of armed pursuers and see the beams of their flashlights, and while these unseen stalkers can catch you, you never see their bodies or faces. Such moments provide a twinge of intensity, forcing you to run away or find the prescribed hiding place so that you can catch your breath. The other story branch brings with it a new set of environments and metaphysical exploration, and there, too, you notice beacons of hope: puzzles in which you type out commands on your keyboard, attractive pastoral music that matches the beauty of the vibrant flowers and blooming trees that surround you, and enough enigmatic visual and audio cues to make you wonder about the nature of this world and your place within it.

Any goodwill Only If earns only fuels further disappointment, however, dwindling away during a tragic platforming sequence that highlights the game's unresponsive controls and incessant glitches. Eventually, the bite-size levels lose any sense of continuity, with every new pseudo-clever mechanic seemingly pulled from an ever-rotating bingo ball cage, and each sequence glitched or bugged in some manner or another. The insulting finale may be devoid of creative worth, but it at least signals the end of an experiment that was best left unperformed.

What does it all mean? Nothing. Well, it's the straight-up answer to a puzzle. But nothing beyond that.

Given the appropriation of elements associated with narrative-driven exploration games like The Stanley Parable, you'd suppose that Only If were trying to communicate something meaningful. After all, buggy behavior and clunky locomotion make it a mechanical failure, leaving the story and themes to make good where gameplay could not. Alas, irredeemable characters and loathsome dialogue aren't appropriate pillars upon which to erect a substantial tale. The collapse was inevitable; Only If's wretched ending only ensures that the construct's remnants are reduced to unrecognizable rubble.


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Can You Spot the Difference Between the Original Halo 2 and the Anniversary Edition?

I have a system from each manufacturer. Xbox, 3DS, and vita. It is a great combo, getting exclusives from each. Down the road, I am going to get a Wii U for Zelda. And apparently, there is going to be a ps3 price drop to $130. I was told this by a Sony rep, but not sure how true it is. He also told me the vita slim cases will come out in a month, month and a half, and that was in may


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Get The Mass Effect Trilogy for $10 On PC at GameStop, And Other Console Bundle Deals

Video game retailer GameStop is currently is holding a summer sale with some decent discounts which looks set to end around 8/17.

After digging around, the best deal on an individual game is the Mass Effect Trilogy as a PC download for $10. Note that this version of the game requires Origin to download and play.

If you're looking to build a console bundle starting with a use system, you can get some pretty decent deals. The best bundles include:

You can also put together your own used console bundle and choose your own games through the GameSpot deal site, but then you're limited to two free video game add-ons.

Any great deals you've found in the sale? Let us know in the comments below!

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Mass Effect Trilogy
PlayStation 3
Xbox 360

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Kill or Be Killed in The Last of Us Remastered Multiplayer - Gameplay

Written By Kom Limpulnam on Senin, 28 Juli 2014 | 19.51

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The Last of Us Remastered Review

What makes life worth living? The Last of Us tries to answer that question by giving us a vision of a world that makes no room for people to really live their lives anymore. In this post-pandemic military-ruled society, the most anyone can hope for is merely to survive. And as many characters in the game know, in a world where the survival of anyone from one day to the next is uncertain, attachments, connections, love--these things can become liabilities. These things can destroy you.

Naughty Dog's acclaimed action game has made its way to the PlayStation 4 as The Last of Us Remastered, and if you've played the game on the PlayStation 3, you'll probably notice that it runs at a higher frame rate and that the lighting is richer and moodier in this release. In side-by-side comparisons, it also becomes apparent that the textures are sharper and the draw distance has been increased. But the reality is that the game already looked so good on the PlayStation 3 that the visual enhancements can't do all that much to improve your experience. The Last of Us Remastered is still The Last of Us, and that is no bad thing. It's one of the best adventures of the last console generation, and it's fully deserving of the special-edition treatment it gets here.

Perhaps nobody knows the dangers of loving others in this uncertain world better than Joel, the protagonist of The Last of Us. A hard, bitter man, Joel isn't likable, but he is at least understandable, in large part because the dialogue in The Last of Us is so human and believable. And although that humanity comes through in all of the game's major characters, it's the teenager Ellie who is the game's emotional heart. In contrast to Joel's cynicism, Ellie is still capable of wide-eyed wonder. While Joel seems dead inside, Ellie is very much alive, and over the course of the game, neither Joel, nor you, can avoid growing attached to her.

Still, if you think too carefully about the importance the story places on the connection between these two characters, things start to fall apart a bit. Because The Last of Us is an action game that adheres to the established template of the genre, over the course of your journey you murder not just one or five or 12 people, but dozens and dozens of them, and it's questionable whether a man who treats the lives of so many of his fellow human beings as so disposable would really be capable of placing any meaningful importance on the life of one particular individual. You can't soil your hands with the blood of hundreds and still have room for love in your heart.

The story is set in a world where every human life is in constant danger, and the harrowing combat of the game supports this feeling. Whether you're fighting ordinary humans or infected ones, you're encouraged to rely on stealth, distracting enemies and sneaking up on them to save your precious supplies. But you're always on edge, aware that you might be spotted and that all hell will break loose. There's a gut-wrenching brutality and sense of desperation to the way Joel fights, bashing his enemies' faces into the environment or stomping them into a bloody mess. The Last of Us is not a game in which you can boldly charge at your enemies with guns blazing. Instead, you rummage through every abandoned house, store, and workplace looking for things you can use to craft weapons and health kits. This emphasis on scrounging for supplies helps ground the combat in the world of the game, a world in which nothing can be taken for granted.

Because every enemy poses a serious threat, there's a real fear of being spotted, or of an enemy coming at you from behind, so you try to stay aware of your surroundings. One type of infected, the clickers, see by using echolocation, and the sound of their clicking is unsettling enough to make your skin crawl. As in the PlayStation 3 version, the tension of combat is sometimes undermined when your allies behave erratically, doing things that would get you spotted and killed. But then there are moments in which your companions' behavior creates the feeling that you're not alone on this journey, such as when Ellie comes to your rescue by stabbing your assailant in the back.

You explore so many places--old pizzerias and coffee shops, hotels and record stores--all of them designed with an attention to detail that makes them feel like places where people once went about their lives.

The nerve-racking intensity of combat is mercifully not a constant throughout The Last of Us. The pacing of the game is excellent; this is a game that's willing to take its time, letting you just inhabit a moment and take in the atmosphere rather than constantly rushing you to the next explosive action sequence.

There's a melancholy beauty to the game's world that seeps into your heart in these quieter moments. On the one hand, your breath might be taken away by the sight of cities being slowly reclaimed by the lush greenery of nature, but on the other, it's hard to forget that this beauty tells the story of the decline of humankind. You explore so many places--old pizzerias and coffee shops, hotels and record stores--all of them designed with an attention to detail that makes them feel like places where people once went about their lives. Even in its quietest moments, though, The Last of Us doesn't let you get too comfortable. The calm always gives way sooner or later to another frantic chase, terrifying siege, or other uncomfortable reminder that this world isn't nearly as tranquil as it sometimes seems to be.

Joel and Ellie are unlikely companions thrown together by circumstance.

The Last of Us Remastered includes the original game's multiplayer mode, along with all of the map packs that were released as downloadable content. The multiplayer successfully captures the unnerving feeling of the single-player combat, and wraps it up in an engaging metagame about trying to sustain a camp full of survivors by gathering supplies and completing specific tasks during missions. You can give the mode an extra emotional punch by linking it to your personal Facebook account, enabling you to see updates about your real-life friends dying as your camp flounders.

And then there's Left Behind, the extraordinary DLC story chapter for The Last of Us, unlocked here from the beginning. While the main game's narrative concerns with the importance of interpersonal connections and the gameplay's focus on combat and violence are somewhat at odds with each other, Left Behind takes the established mechanics of The Last of Us and uses them to support its story of the bond between Ellie and her friend Riley. Playing as Ellie, you and Riley toss bricks at car windows, hunt each other with water pistols, and do other things together, and all the while, the characters say honest things to each other, laugh with each other, get angry with each other, and do other things that real people do.

By giving you these glimpses of Ellie's doomed attempts to live something resembling a normal teenage life, Left Behind drives home what Ellie has lost as a person by growing up in this harsh world. The bond that forms between Ellie and Riley, supported both by the gameplay and by extraordinarily natural writing and acting, feels real. Left Behind crams more memorable moments into its short running time than you find in most full games, and it understands that some of the most important moments we share with others are the smallest: a brief glance, a fleeting smile. This remarkable DLC has real character development and real emotional payoff.

Left Behind is just wonderful.

In addition to the visual enhancements and the inclusion of map packs and story DLC, The Last of Us Remastered has other nice little features, like a photo mode that lets you stop the action at any time, position the camera to your liking, and share the screenshot with others, applying frames and filters if you choose. And there are commentary tracks on in-game cinematics featuring the creative director and principal actors. The Last of Us is a great action game that you should play if you haven't already. And if you have played it before, the improvements here aren't so dramatic as to make the game feel like a new experience, but it is definitely one worth revisiting. In the world of The Last of Us, as in our own world, love might destroy you, but it's also one of the only things worth fighting for.


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