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COD: AW Exo Zombies - GameSpot Plays

Written By Kom Limpulnam on Sabtu, 31 Januari 2015 | 19.51

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  1. Should You Upgrade to the New 3DS?
  2. Games Gone Missing - Where are they now?
  3. Dying Light - Now Playing
  4. H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?
  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. The Legend of Zelda: Majora's Mask - Graphics Comparison
  7. GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!
  8. Dying Light, Grim Fandango, Life Is Strange - New Releases
  9. Dying Light Video Review
  10. The Awakened Fate: Ultimatum - Jupiel Trailer
  11. GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!
  12. The Awakened Fate: Ultimatum - Ariael Trailer
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GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!

ok so ubi turned off some games that is sad for the people it affects but now does this not seem a bit odd 

what i mean is they view this as piracy and i have no argument against that.

except this: the problem with piracy is that the pub's and dev's get no money for there work makes total sense right, well 2nd hand sales make no money for the pub's and dev's either yet one is legal and the other not hmmm...

any comment on this dilemma are welcome :)  


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Why You Should Buy a PlayStation 4 in 2015

Join in us over the next few days as we look at all of the leading games consoles and platforms out right now and try to convince you why you should spend your hard-earned cash. Today, Kevin VanOrd tells you why the PlayStation 4 is the console to own in 2015.

The PlayStation 4 has had undeniable market success, so it seems pointless to regale you with tales of sales numbers and game attach rates. Needless to say, if you buy one, you will have no trouble finding a community for the online games you love, and you'll have all of the multimedia applications you should expect: YouTube, Netflix, Spotify, yadda yadda yadda. But it's the games that make the console, and the PlayStation 4 excels in a vital area: variety. The system isn't primarily for shooters, or for kids' games, or for action-adventures, or for retro platformers: it's for all of these genres and beyond. To own a PlayStation 4 is to gain access to scores of games, both past and present, that fulfill different needs--the need to compete, the need to relax, the need for emotional fulfillment, and the need to explore and discover.

The Right Side of the Great Resolution Debate

To own a PlayStation 4 is also to have access to the best-looking version of multi-console games. It goes without saying that the upcoming Witcher 3: Wild Hunt will look best on the PC, but where consoles are concerned, the PlayStation 4 version seems the obvious choice because it boasts a 1080p resolution, as compared to the Xbox One version's 900p. Whether or not you are swept up into the melodramatic console resolution wars raging across the Internet, it's natural to want your games to look their best. Not only does the PlayStation 4 allow you to play excellent multiplatform games like Dragon Age: Inquisition, Middle-earth: Shadow of Mordor, Wolfenstein: The New Order, and Metal Gear Solid V: Ground Zeroes, but it does so at higher resolutions than does the console competition. This is true of most multiplatform games on the PlayStation 4, as it happens. You may not think you notice much of a difference, but it's human nature to pamper yourself when possible--so why not pamper yourself with higher-resolution games when given the opportunity?

Diverse Exclusives

Sony delivered a fantastic array of interesting exclusives on the PlayStation 3, and that machine's successor looks to be no different. Break down the exclusives already released, and you discover racing (Driveclub), open-world adventuring (Infamous Second Son), and off- and online shooting (Killzone: Shadow Fall). Look towards the horizon, and the list grows when you add heavy-hearted role-playing (Bloodborne), explosive cinematic action (Uncharted 4: A Thief's End), and lighthearted exploration (Rime). The diversity isn't just impressive because these games come from different genres, but also because they strike such different emotional tones. The Order: 1886 looks like any one of the CW's dark-fantasy dramas come to life, while No Man's Sky's deep colors give it an otherworldly vibe. If it's hard to nail down the PlayStation identity, that's due in part to the varied choices lying before you.

There's another aspect to consider as well: the huge promise of games we've only seen bits and pieces of. We know very little about Wild, but promising an explorable area the size of Europe is an astounding claim that piques curiosity. The Tomorrow Children's unique mix of resource collection, creation, and creepy youngsters makes it almost impossible to describe at this early stage. And of course, there's always the hope that The Last Guardian might one day re-emerge as a PlayStation 4 exclusive. Game-lovers are nothing if not a faithful bunch.

Let's Go Shopping

The PlayStation 4's digital shopping experience is so improved over the PlayStation 3 that it isn't even fair to compare them. Regardless, it is so easy to buy and download games from the privacy of your own living room that traveling to a local game retailer has become a last-generation memory. At the time of this writing, the most popular downloadable games in the PlayStation Store include Saints Row IV: Re-Elected, Dying Light, and Grand Theft Auto V. We used to wonder why console games weren't so readily downloadable, and looked to Valve's Steam service on the PC if we wanted to download big-budget entertainment at the moment of release. Of course, the PlayStation Store is still home to plenty of digital-only gems like Race the Sun and Secret Ponchos. But if you stick to the big guns from big publishers, why not just stay at home in your underwear and download Destiny instead of braving the crowds?

Of course, there's another bright side to the console digital age: free-to-play games aren't just for PCs and mobile phones anymore, and the PlayStation 4 excels when it comes to freemium choices. Final Fantasy XIV: A Realm Reborn and DC Universe Online grant us access to massively multiplayer worlds, while games like Warframe and Loadout cater to those of us with itchy trigger fingers. So long, retail chains. We've found a better way.

Put Away the PS3

If you've got the bandwidth and still want to play the PlayStation 3 games you've missed for some reason or another, put away the PS3 and put something else in its place. PlayStation Now allows you to play a good number of PS3 games by streaming them directly to your PS4. You might have played the popular games like Uncharted: Drake's Fortune that are available on PS Now, but what about the beautiful El Shaddai: Ascension of the Metatron? You might have already crossed BioShock Infinite off of your list, but you probably missed Sly Cooper: Thieves in Time. Why not rectify your oversight via PlayStation Now?

The library is limited, but poised to grow, and while Sony's statements have been vague, it's likely we will see pre-PS3 games added to the list, which would exponentially increase PlayStation Now's value. Right now, all of the PSOne classics are playable only on the PS3 and the Vita; adding them to the PS Now library would make the service a no-brainer.

Now's the time. If you don't already own a PlayStation 4, you're missing out on great exclusives, a cool streaming service, and the best-looking version of almost every multi-console game on the market.


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Dying Light Review

Oh, Dying Light, how I love you. I love the way you let me leap across rooftops and climb tall towers like an acrobat with endless supplies of energy. I love how I can dropkick a zombie and watch its flailing body knock over others like a fleshy bowling ball. I love looking over my shoulder as I run through the darkness, only to see a crowd of undead sprinting towards me, growling hideously and baring their ghastly teeth.

But oh, Dying Light, how you irritate me. I hate you for the gunners that ambushed me as I swam underwater, because there was no way to know how to react until I emerged and discovered that I wasn't meant to peek my head out--not yet. I hate you for that time you filled the screen with so much haze and bloom during a boss fight that I couldn't see properly. I hate that sequence when you made me leap from one pole to another, because you made it hard to get a good look at my surroundings, and your button prompts are hardly generous. And I hate these moments most because your systems are strong enough to let the open-world gameplay do the heavy lifting. The harder you try to direct the action, the weaker you become.

Fight or flee? It's a decision as old as humanity itself.

If you count yourself among the Dead Island fandom, your expectations are already set. You understand developer Techland's inconsistencies, and you are prepared to disregard the chaff so that you may reap the grain. Dying Light spawns from the same pile of mutated freaks as Dead Island, but it establishes its separate identity early on. The first difference to become clear is in tone: where Dead Island's story was difficult to take seriously, Dying Light sets the stage for a dark drama with a city overrun with infected victims, and a desperate populace anxious for hospice and aid. There are light touches here and there: you stumble upon The Bites Motel, for instance, and magazine covers and other details offer plenty of sight gags. But you are meant to be fearful and cautious, and you are meant to empathize with the survivors working so hard just to stay alive, let alone thrive.

As a covert operative sent to the city of Harran to recover a secret file, you find yourself in over your head, playing triple agent as you run errands for the city's two primary factions while radioing information to your agency's head honcho. Death is always in the air, not just because the infected have overrun the city's two sizable explorable areas, but because the survivors are so weary, so close to defeat. Dying Light lumbers through one cliche after another, but it's perfectly palatable: expressive faces and decent voice acting make the story beats and cutscenes worth paying attention to, even when the specifics--the antihero with a heart of gold, the doctor close to discovering a cure, the power-hungry villain--fall solidly within been-there, done-that territory.

In the dark--but never alone.

Dying Light also sets itself apart with its parkour system, which sees you running across the city from a first-person perspective. It takes a short while to get used to climbing onto ledges, which requires you to be looking at them in the proper way. But then it's off to the races, and you're running across rooftops and sneering at the zombies below, most of which can't handle the climb. Rushing through the open world this way is terrific, due to solid (if not quite excellent) controls and well-constructed climbing and leaping paths, particularly in the game's second half, which takes place in the city's vertically-minded old town. Even better, the parkour energizes moments of great tension. Far Cry comparisons are easy, given how you unlock a few of the game's safe houses by climbing tall towers. But the climbing requires more finesse and situational awareness than it does in Far Cry 4, and some of the towers are outrageously tall, making the entire endeavor an anxious exercise in precision.

And tension is yet another aspect of Dying Light that sets it apart from its zombie-game peers. When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes. It's best to circumvent the vision cones of those baddies and avoid direct confrontation, but you're occasionally mobbed in spite of your careful movement. These undead are more persistent than the Liberty City police department, so the best option is to run, run, run until you lose them. You can hold a button to look behind you and see how close they are, and doing so can be startling when you see the incoming horde. It's been some time since a zombie game legitimately scared me, but that look-behind-you move reveals some creepy sights. During the day, you scamper around and, occasionally, confront your infected fears. Once the sun has set, you slink and sprint, trying not to catch the deadly eyes of nearby volatiles.

Burn, beautiful zombies, burn.

Throw in a three-pronged upgrade system that makes you stronger and more agile as the game progresses, and you have the foundation of a great game. Alas, Dying Light flounders too often for it to achieve greatness, though it's poised to develop the same cult following that so many Techland games do. This is a surprisingly long game stuffed with, well, stuff, yet your role for too many hours is to play errand boy--a role so demeaning that even lead character Kyle Crane remarks upon it. Go flip a switch. Go collect crayons, or mushrooms, or coffee. As the first act draws to a close, Dying Light has taken a turn for the worse: each time the game grants you structure, it struggles, to the point where you might wish the gofer quests would return, because the ones that have taken their place are either frustrating slogs, or simply bad ideas.

The slog arises because these simple tasks require you to cover a lot of real estate. As fun as it is to move through Harran, the parkour doesn't carry the game alone. The other problem with Dying Light's first half, as dumb as it may sound, is the zombie crowd itself, which is not powerful enough to provide a huge challenge, but is too powerful to wholly ignore. The undead become annoyances--children that wave their arms around and demand attention while the game asks you to once again take to the streets so you can pull a lever.

Firearms are powerful, but it's best to use them against human foes.

The bad arrives when Dying Light embraces ideas that have an air of cleverness, but have you crying out "what were you thinking?" as implemented. There is the time you quaff a potion intended to temporarily disguise you from the undead, but it reverses your movement controls. And so death might very well ensue depending on when you drink and how quickly you adjust to the surprise. There is the time you descend on a zip line and let the game drop you at the very end of it, only to take a good amount of fall damage. There's a garbage pile a few feet before the end that you can leap into, but the limited field of view when ziplining, and the general visual bleariness, mean you probably won't know it's there until you've lost half of your health bar, and you're cursing Techland for not noticing how these elements don't quite work together--or worse, for not caring.

These are just a few examples of the frustrations that set in. Once the second act arrives and you enter old town, however, there's a moment of revelation when you gaze upon the district and take in its beauty. The slog has been set aside, and excitement for new navigation blossoms. Depending on how you spend the skill points you earn, you gain access to a grappling hook that provides so much stimulation that you wish you'd gained access to it even earlier. Then again, Dying Light gets occasionally lost in "ideas" even in the second half--shooting segments that lack tightness, confrontations with multiple kinds of big baddies that have you flying backwards and getting poisoned simultaneously, and so forth. You've got the tools to succeed, at least, even when the fun meter drops: upgradable weapons starting with knives and baseball bats and working up to machetes and ice picks, along with throwables like grenades and molotov cocktails. Those weapons degrade quickly, but there are more of them scattered around than you will ever need.

When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes.

Dying Light succeeds when it remains confident in its systems. The combat isn't as fulfilling as it is in Dead Island--you won't be breaking any arms--but out in that wild world, you aren't meant to wade into the horde anyhow. What drives the action is the promise of discovery and self-improvement. There are locks to pick and supplies to nab before the opposing faction gets to them. The balconies harbor new people to meet, who share their stories if you stick around long enough to hear them. When a zombie or six draw near, you swipe, kick, and bash until the blood is flying and the grunts are silenced, and you can return to your pillaging. Dying Light most often approaches greatness when it allows you to improvise your own tune instead of clumsily trying to conduct the entire orchestra.

That a game of such wild fluctuations can still give rise to so much fun speaks well of its high points. Those peaks rise even higher when other players are involved, and you have a few friends (up to three) join you, distracting the speedy virals while you take care of a ground-pounding beast swinging his giant hammer around. Competitive zombie invasions are liable to have you tensing your muscles even further invasions when they turn the game into a nighttime arena. This is Be the Zombie mode, and while using your tentacle to grapple your way around as a zombie is enjoyable, it is the tension you feel as a hunted human that makes these moments stand out. You can tweak your setting to allow or disallow these sudden multiplayer matches, and there's no shame in wanting to explore without distraction. But if Dying Light's nighttime pressures appeal to you, allowing zombie attacks further extends that drama.

I am rooting for Dying Light's success, even as I shake my head at its avoidable foibles. I understand it, I get it, and so I find pleasure in it even as it disappoints me, even when I land between a fence and a rocky cliff and get stuck there, even when I don't grab a ledge or pole after a jump for reasons that I can't quite understand. My dearest Dying Light, I am so grateful for your specialness, for it shines through even when I am prepared to damn you to hell.


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Metroid Prime Trilogy Out Now on Wii U

Written By Kom Limpulnam on Jumat, 30 Januari 2015 | 19.51

The acclaimed Metroid Prime Trilogy is now available on Wii U across Europe and North America, and for the first week Nintendo is offering the digital re-release at half price.

The Retro Studios-developed first person adventure games, the first of which GameSpot described as "not just one of the single most atmospheric games ever created, but it's also quite simply one of the best," is available for $10 in the US and £9 in the UK. Next week the trilogy will return to its usual listing price of $20 and £18.

This offer marks the third re-release of Wii games on Nintendo's Wii U platform, following the listings of Super Mario Galaxy 2 and Punch-Out.

While Wii game discs can play on the Wii U, users need to enter the console's emulator in order to play them. These re-releases remove that barrier, and also offer 1080p output.

More re-releases are in the pipeline, such as the Wii edition of Sin and Punishment. A Wii Remote and Nunchuk is required to play.


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New Hearthstone Adventure Coming April, Report Claims

Hearthstone's next single-player expansion is expected to go live in April, according to a new report with details from a purported insider at Blizzard.

An article by Yahoo Finance contributor, Tae Kim, suggests that the new Hearthstone content update will be "PVE focused", which suggests it will be a similar proposition to the Naxxramas update that shipped in July.

These single-player expansions pit players against toughened AI, and if Naxxramas is any indication, against heroes who use unique cards and abilities to swing the game to their advantage.

Blizzard has declined to comment on the rumours.

Tae Kim, who says his information comes from am employee at Activision Blizzard, also claims that Hearthstone's user numbers have rocketed since September, when it was revealed that the game had accumulated some 20 million players. Since then, the collectable card game has expanded with Android support, as well as the major Goblins vs Gnomes expansion.

According to the alleged Blizzard employee, the game has now surpassed 75 million players. The user numbers were described as "off the charts."

Meanwhile, it's claimed that the Hearthstone team is "also experimenting with a 2 vs 2 version". It's not clear whether this means two heroes versus two, or a pair of players sharing command of a single hero.

GameSpot has contacted Blizzard for further clarification and comment.

Hearthstone won GameSpot's Mobile Game of the Year award in December, and was a nominee for overall Game of the Year.


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Sega to Axe 300 Jobs as Focus Turns to PC and Mobile

A drastic and sweeping restructure is underway at Sega as the publisher attempts to "drastically improve profitability," with more than 300 jobs at risk, a headquarter relocation underway, and a new focus away from games consoles.

Sega issued a notice to investors on Friday explaining that it expects to make just $34 million in net profit by the end of the financial year; a nosedive in performance compared to the $260 million it made the year prior.

Around 300 staff are scheduled to be made redundant, while Sega's San Francisco headquarters will be relocated--likely by summer--to southern California.

The struggling publisher, which formed in the 1940s and shifted its business into video games by the late '80s, will also reposition its business to center it around "smartphone and PC online gaming."

Although drastic measures, Sega has been planning this shift in business since May 2014. To what extent this will further narrow its games console business is unclear. Sega's key releases of 2014 were Alien: Isolation, Rome 2 Total War, and Sonic Boom.

The corporation said: "SEGA has positioned Digital Games, particularly smartphone and PC online gaming, as a growth area and has determined to implement the following measures in order to constantly post profits by improving management efficiency while promptly promoting redistribution of management resources."


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Battlefield Hardline Beta Stats Don't Carry Over to Full Game

Following the announcement Thursday that the Battlefield Hardline open beta will begin on February 3 across all platforms, developer Visceral Games has now confirmed that progress in the pre-release trial will not carry forward to the full version of the game. The detail was confirmed in a new Hardline beta FAQ.

"Progression doesn't carry over, but your expertise surely will," Visceral wrote.

Visceral also confirmed that the Hardline beta file size on PC, Xbox One, and PlayStation 4 will be between 10-11 GB. Meanwhile, the Xbox 360 and PlayStation 3 download size is around 4 GB.

The FAQ also touches on pre-loading details, with Visceral confirming that PC players can pre-load the beta through Origin beginning Monday, February 2 at 10 AM PDT. Pre-loading details for the console versions were not announced.

Finally, Visceral confirmed that the Hardline beta will not feature any kind of level cap. "You can experience the game's full progression system during the 6 days the beta is live," it wrote.

For more on the upcoming Hardline open beta, which will be available across all platforms on February 3, check out GameSpot's previous written coverage and the video above.

The Battlefield Hardline release date is March 17 for PC, PlayStation 4, PlayStation 3, Xbox One, and Xbox 360.


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Disney Infinity: Toy Box 2.0 App Launches on January 29

Written By Kom Limpulnam on Kamis, 29 Januari 2015 | 19.51

Disney Interactive has announced the launch of the Disney Infinity: Toy Box 2.0 app for iPad and iPhone. The app includes all tools and features of Toy Box 2.0 from Disney Infinity (2.0 Edition) and introduces a multiplayer feature for the first time to mobile users.

The Disney Infinity: Toy Box 2.0 app can be used be existing Disney Infinity players or newcomers alike, and will be available to download for free on the Apple store. The app will also feature character trials, which will cycle new characters for users to try every three to five days.

The iOS version of Toy Box 2.0 is powered by the Metal graphics API, which grants it more capability for better visuals over older iOS versions. Speaking to GameSpot in an interview, senior producer mobile Sean Patton said, "Metal has allowed us to take all the assets from console and actually bring them into the Toy Box experience with much improved graphic fidelity… we did a crossplay from PS4 to iPad, and you have to nitpick to find the differences."

Disney Infinity 2.0 launched in September last year, introducing more than 20 new characters from the Marvel universe and a Toy Box mode. Earlier this month Disney released a statement claiming that Disney Infinity was the best-selling toys-to-life brand in 2014, a title which Skylanders publisher Activision contested.


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Xbox Live Service Down On Xbox One [UPDATED]

Update: Xbox Live service has returned and is functioning normally.

The original story follows below.

Users attempting to sign into Xbox Live on the Xbox One may encounter difficulties, as the service is currently running in a limited capacity. Additionally, players trying to access Call of Duty: Advanced Warfare's Exo Zombies downloadable content may encounter an error which reads "A downloadable content package was removed or all profiles are signed out."

To fix this, players need to download and install the free DLC "compatibility pack" by logging into Xbox Live, starting the game, and following the prompts. Players trying to do this via Xbox One may encounter difficulties as the service is currently down.

It is not known what is causing the service outage. In the past, an online hacking group claimed responsibility for attacking the network. GameSpot will continue to monitor this story as it develops. Check back later for updates on the service.


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Gravity Ghost Review

Childhood is terrifying. Childhood is beautiful. Childhood is full of wonder. And childhood is marked by the continual loss of innocence that comes with each new year. Learning that the unexplored experiences which is exciting and enticing could kill you is part of growing up; as is learning that there are consequences to all of our actions no matter how pure our intentions may be. Those are heavy themes for adults to handle, let alone children, but they rest at the core of delightful platformer Gravity Ghost.

In Gravity Ghost, you control the ghost of Iona, a recently deceased young girl who lives on a secluded island with her two younger sisters and her older sister, Hickory, who became their guardian after the tragic death of their parents. The circumstances leading up to Iona's death unfurl throughout her story as tensions between her and Hickory arise: she believes that her sister's fiancé was responsible for their parents' deaths. You meet Voy, a seemingly tame wolf that Iona has befriended. And you watch Iona retreat deeper and deeper into her own heartache and isolation as the mystery and tension surrounding her death grow.

Gravity Ghost combines the aesthetics of Maurice Sendak with the narrative power of classic Don Bluth films like The Secret of NIMH, yet there's little to compare the game's overall style to. The art is like the pages of an illustrated children's book come to life with painstaking details and a beautiful colored-pencils effect, and before the (welcome) heavier elements of the story arrived, I grinned ear to ear at the sincere innocence of it all. But Gravity Ghost is a story about the price of innocence, and it explores guilt and death and family from a child's point of view without sacrificing clarity of insight and without ever looking down on or being condescending towards the perspective of its young star. Gravity Ghost operates on pure empathy, and the story's denouement left me on the verge of tears.

Gravity Ghost's gameplay is also quite good, although it never quite reaches the magnificent heights of the game's storytelling and art. Gameplay revolves around platforming with a physics twist. You leap back and forth between planetoid objects of varying sizes and manipulate the gravity wells of each object to shoot yourself across the levels. Along the way you collect stars which open the doors to finish each level, and flowers which lengthen ghost Iona's hair and allow you in turn to collect the ghosts of dead animals and terraform planets. Returning those animal-ghosts to their former bodies also leads to the sublimely animated cutscenes which move the story forward.

This maelstrom will make sense by the end.

The variety of celestial objects in the game is a perfect fit for its tight three-hour running time. Gas giants allow you to bounce like a pinball machine. Fire planets propel you high in the sky off their steam. Water planets allow you to dive beneath their surfaces to collect stars and flowers. And gem planets are super-dense with stronger gravity wells than normal. Over the course of the seven constellations--with around 80 or so small levels in total--that make up the game's campaign, you also gain the ability to terraform the planets from one type to another, which is necessary for solving many of the game's simple puzzles.

Leaping back and forth between the gravity wells to collect the stars and flowers and ghosts and power-ups isn't always the smoothest experience, but the game gives you a host of tools to circumnavigate most potential sources of frustration, except in timed segments where the looseness of the gravity physics can become aggravating. Despite the looseness of the controls, bouncing and floating between the planets is an oddly Zen experience and it becomes quite soothing before long. It also helps that the soundtrack, from FTL composer Ben Prunty, adds to the game's strange rejuvenative power.

The worst thing that can be said about Gravity Ghost is that I crave more of it.

Beyond the occasionally frustrating timed segments, the worst thing that can be said about Gravity Ghost is that I crave more of it. The game is short. It took me just over three hours to do a 100-percent run for each star and ghost and power-up. And, once you've beaten it, there are few incentives to go back and play again, minus chasing a couple of achievements you wouldn't think to chase on your first go around. But while Gravity Ghost may be short, it never overstays its welcome. Each constellation is the perfect length, and the game continues to implement new mechanics and kinks into the core gameplay up to the final levels.

It's easy to capture the happiest moments of being a child: friendships, vacations, exploring the vast, uncharted world in front of you. But it's hard to convey the toughest moments, those moments that we compartmentalize and repress beyond recognition as adults. And it's especially hard to convey such moments in language and images that both children and adults can appreciate and understand. That Gravity Ghost accomplishes this feat with such seeming ease is a testament to its imagination and its power.


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The Marvellous Miss Take Review

We need more heist games in our lives. Stealth games are a dime a dozen, but only in heist games are you required to play with confidence. We need the thrill of strolling into a heavily-guarded museum or bank and lifting priceless items from under everyone's noses. And we need to feel vindicated and smug as we walk out of the place with no one the wiser. That's the essence that The Marvellous Miss Take attempts to embody, steering you to fearlessly swipe paintings and sculptures under the careful watch of patrons and guards. But though the game wants you to feel like you're overcoming incredible odds thanks to your innate cunning, its unreasonably small levels and erratic enemy behavior destroy the very confidence it demands of you.

But first, you're eased into a life of crime. You play as Sophia Take, an art enthusiast who saw her great aunt's collection swindled away and split among greedy one percenters. She takes matters into her own hands and sets out to steal the art back. (She even resembles everyone's favorite world-class educational thief, Carmen Sandiego.) Though Miss Take is brimming with resolve, she soon reveals that she's a little unsure of herself to Harry Carver, a well-to-do and benevolent master thief who she bumps into in the middle of a caper. Together with Harry and pickpocket Daisy, Sophia slowly accumulates more and more of her great aunt's collection, gaining more confidence with each heist. These three figures form the core of the game's story and characterization, and, though it's tempting to paint them as one-dimensional afterthoughts, the game pulls off some subtle tricks to fill in the gaps.

You'll learn to hate the color blue after seeing so much of it in this game.

Sophia's initial uncertainty carries into the player experience as well. You must abscond with all the art on the current floor and then either board an elevator or make your way to the exit. Guards' fields of vision are represented by giant blue cones that protrude from their eyes as you look down on the floor from a semi-isometric view. The levels themselves are cramped, with guards' vision often filling 75 percent of a room, making success seem impossible. But the game invites you to overcome these feelings by trying to gradually make you realize the ease with which you can accomplish your goals. The controls are dead simple, as the game can be played solely with the mouse. Just click on a spot, and Sophia moves there. Hold down the left mouse button and she starts running, though her haste makes noise that attracts guards, as does whistling by holding the mouse button down over her.

You start the game feeling intimidated by the sheer number of blue cones covering the levels. You feel shy about walking up to grab a painting while a guard's back is turned, but you learn to time your pacing in order to boldly walk to your target before the guard is any the wiser. You're afraid to set foot in a heavily-guarded area for fear of stepping into a guard's field of vision, but being seen doesn't get you caught immediately. Instead, a glimpse of you only gets a guard's attention and lures him or her to the last point at which you were seen. Stay in sight too long and you alert the guards, but duck out of sight in time and you can lure guards to wherever you need them to be.

The UI is super stylish, which makes the plain look of the rest of the game even more disappointing.

Even Sophia's partners' side missions encourage you to come out of your shell. Harry has a leg injury and needs a cane to walk, so he's unable to run. This means that his heists happen at night when guard activity is at a minimum. He must sneak around armed with only a weird ball-like contraption, which makes noise when thrown against a wall. This teaches you not to rely on running to and fro and also encourages you to actually use the many power-ups the game gives Sofia, such as smoke bombs that block vision or teleporters that let you make a quick getaway. Daisy's missions, on the other hand, require you to get up close and personal with guards, picking their pockets to get keys and make off with a safe's contents. Though Daisy's prowess at pickpocketing means that she can approach guards without them becoming suspicious, it teaches you, when being Sophia, not to be so timid when it comes to worming your way through the guard-filled minefield. When you start getting the hang of navigating the security and playing the guards like saps, your confidence starts to snowball until you feel like a master thief. And clearly Sofia does too, as after clearing a level, she puts her hand on her hips and throws heavy shade at the mooks she just put to shame.

The moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way.

At least, that's the experience the game wants you to have, and occasionally it succeeds. But, though the game attempts to convey scenarios that make you feel like you're succeeding against all odds, the game commits the sin of actually stacking the odds against you. The fact that most rooms are bathed in blue does make the levels somewhat unmanageable even when you learn all the tricks. The cramped corridors and tiny rooms make maneuvering more of a chore than it needs to be. Worst of all is the inconsistent enemies, who, aside from the frequency with which they change direction, are completely unpredictable. Guards patrol in whatever direction strikes their fancy with seemingly no rhyme or reason. Now, not having predictable patterns isn't necessarily a bad thing if a game is designed with unpredictability in mind, but with so little space to work with and only one tool at your disposal at a time, you often find yourself waiting for an enemy to happen to wander to just the right spot so that you can enact your plan. This also means that the moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way. This takes your supposed skill out of the equation somewhat and makes the game a frustrating slog.

Glue freezes enemies in place for a period of time.

It also doesn't help that the world itself isn't terribly interesting. For a game that seems built on slick intrigue, the levels themselves all play just about the same, albeit with varying degrees of frustration. Each floor you have to tackle is just a bunch of hallways connecting a bunch of bigger rooms. You barely ever get to use the environment to your advantage in clever ways, adding a thick layer of monotony to proceedings. Gimmicks such as dogs who can smell your footsteps, security cameras, and lasers add some much-needed variety, but once you encounter them once, you've seen all they have to offer. Levels also offer no visual panache, looking very sterile and plain, which is disappointing because the game's soundtrack embodies the slick, stylish world of high-class thievery.

The Marvellous Miss Take aims to be a different kind of confidence game, one in which you stroll into a level like you own the place and take whatever you wish with ease. All the pieces are in place to build you up and make you a virtual master thief, and Sofia's journey is the perfect embodiment of this process. It's just a shame that the game's level design and enemy combine to short-circuit the experience throughout, because there are so many individual pieces that make the game really easy to like. Sofia deserves better.


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As Ubisoft Axes "Stolen" Origin Keys, Reseller Denies Blame

Written By Kom Limpulnam on Rabu, 28 Januari 2015 | 19.51

New light has been shed on Ubisoft's crackdown of grey market PC game codes, with the publisher revealing that the games it has deactivated were purchased with fraudulent credit card information.

On Tuesday it emerged that the publisher had begun blocking access to some of its PC games, such as Far Cry 4 and Assassin's Creed Unity, having discovered they were not acquired through official channels. Consumers raised complaints about their games being deactivated on a Ubisoft forum, but the publisher insists this is a legal matter.

Now it emerges that some, or perhaps all, of the game codes in question were bought from EA's Origin store using fraudulent credit card information.

EA is co-operating with Ubisoft and has temporarily removed the games from Origin. Meanwhile, the reseller website believed to have sold these codes online has denied responsibility.

In a statement sent to GameSpot, Ubisoft said: "We have confirmed activation keys were recently purchased from EA's Origin store using fraudulent credit card information and then resold online. These keys may have been deactivated. We strongly recommend that players purchase keys and downloadable games only from the Uplay Store or their trusted retailers."

EA, in turn, has notified customers that "a number of activation keys for Ubisoft products were purchased from Origin using fraudulent credit cards, and then resold online. We identified the unauthorized keys and notified Ubisoft."

It added: "We removed Ubisoft games from Origin to protect against further fraudulent purchases. We don't have an update [for when the games will return], but are working to get them back in the store as soon as possible."

"Not in Any Way Responsible"

Following this clampdown on fraudulent keys, the online vendor now in the spotlight has insisted it is not directly linked to the illegal purchase.

"As some of you may already know, steps have been taken to remove games purchased indirectly from a publisher, via main marketplaces in the web.

"G2A is not in any case responsible for any of these procedures," the corporation wrote in a statement.

The vendor said it "will do everything possible to compensate" for those who have bought the fraudulently purchased keys.

It added: "G2A will make every possible exertion to prevent this kind of procedures in the future and exclude merchants responsible for such incidents from the marketplace."


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Wii U Sales Climb Slowly Despite Key Releases

Nintendo managed to sell 3 million Wii U consoles worldwide during the final nine months of 2014, marking only a slight increase from the 2.4 million sold in the same period of 2013.

The new figures bring the Wii U's total lifetime sales to 9.2 million, an indication that, despite key releases such as Mario Kart 8 and Super Smash Bros for Wii U, Nintendo is still struggling to push forward with its troubled system.

By comparison, the original Wii had surpassed 44 million sales worldwide after its third Christmas on the market. Sony's PlayStation 4 passed 18.5 million by its second Christmas, and although Microsoft hasn't recently revealed detailed sales numbers, it had shipped 10 million Xbox Ones worldwide before December.

More than half of Wii U owners have bought Mario Kart 8

However, the tie-ratios for key Wii U games are strong. Mario Kart 8 has sold 4.8 million units, meaning more than half of Wii U owners have purchased the game. Meanwhile, Super Smash Bros for Wii U managed to sell 3.4 million units.

Nintendo 3DS sales fell significantly during the nine-month period, due in part to gamers in Europe and North America awaiting the release of the New Nintendo 3DS model. In total, some 7 million 3DS units shipped worldwide during the three quarters, down from the 11.6 million sold during the same period last year.

Of that number, sales of the New Nintendo 3DS in Japan--which launched in October--accounted for 1.8 million (0.6m for the smaller model, 1.2 for the XL). Despite slower sales, the handheld nevertheless passed a key lifetime sales milestone of 50 million units.

Key 3DS software performed handsomely, with Pokémon Omega Ruby / Alpha Sapphire selling 9.35 million units, and Super Smash Bros. for Nintendo 3DS hitting 6.19 million.

The combined performance of the 3DS and Wii U, along with its software, is expected to pull Nintendo out of an annual loss for the first time since 2010. Total sales for the year are revised down slightly, by 7 percent, to $4.7 billion, while profit expected to reach $505 million, compared to the $200 million loss last year.


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3DS Browser Exploit Allows Users to Play Game Boy Color ROMs

A Nintendo 3DS loophole is allowing customers to play Game Boy Color ROMs on Nintendo's new hardware.

To activate the loophole, users need to purchase a legitimate Game Boy Color game via the eShop, and then suspend the software and open up the handheld's internet browser. At this point, if users then download a Game Boy Color ROM it can be played on the handheld. However, in most countries this action likely violates copyright law.

According to Nintendo Life, the workaround works right up to the current firmware version (9.0-9.4), but those who own a New Nintendo 3DS will not be able to create the same exploit.

In all likelihood the loophole will be closed with a future system software update.

A 3DS software update, released in December, managed to block a backdoor hack that allowed users to play unlicensed games on the handheld.

Further Reading: Why You Should Buy a 3DS in 2015


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EA Will Give Star Wars: Battlefront a Battlefield-Sized Push

During this week's Electronic Arts earnings call, CFO Blake Jorgensen talked more about the upcoming Star Wars: Battlefront game, which is in development at Battlefield series studio DICE.

Jorgensen confirmed that the shooter is due to launch before Christmas 2015. More specifically, the game aims to be "aligned with" Star Wars Episode VII -- The Force Awakens, which arrives on December 18, he said.

DICE's new Star Wars: Battlefront is not directly based on the upcoming movie from J.J. Abrams, though it will share some general universe themes, characters, and items. In previous teaser trailers and images, DICE has revealed that the game will take players to locations such as Hoth and Endor, and feature vehicles such as AT-ATs and speeder bikes, among other things.

About the game in general, Jorgensen said DICE will share more about the project in the coming months. He went on to say that Battlefront's launch this year will be a "very large activity" for EA overall, on level with the company's blockbuster Battlefield series.

"We're extremely excited about that," Jorgensen said about Battlefront. "We think there's huge potential for that title. More to come in the next couple of months on that as more about the movie comes out as well as more about our title comes out. You should consider that a very large activity for us [this year] and a very large focus--similar to how we've thought about Battlefields in the past."

Battlefront is not the only new Star Wars game EA is currently working on. The developer's Visceral Games studio is also producing an entry in the series, rumored to be an open-world game. EA has even hired longtime Naughty Dog creative director Amy Hennig to work on the title.

EA and Star Wars franchise owner Disney signed a ten-year, multi-title deal in 2013 that makes the Mass Effect publisher the exclusive creator of new Star Wars games.


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Beta Tests Underway for Xbox One Controller Update

Written By Kom Limpulnam on Selasa, 27 Januari 2015 | 19.51

Microsoft has begun rolling out a new software update for the Xbox One controller, which adds some minor tweaks and improvements.

The latest firmware (version 1.2.2236.0) is currently being tested by members of the Xbox Preview Program, though there's no public release date yet. The two key changes and tweaks, according to Microsoft, are:

  • Quick Connect: Previous controller connections to an Xbox One took 4-5 seconds when powering on a controller, now they should occur in around 2 seconds.
  • Stability improvements: The firmware also provides a number of fixes that address issues submitted by customers and preview participants.

In order to update the controller firmware, users must connect the pad to their Xbox One with a USB cable (Microsoft advises players keep their headsets connected too), then connect to Xbox Live, press Menu, go to Settings > Devices & accessories, and select the controller icon.

After this, the new firmware will be downloaded onto the pad.

Microsoft has a proactive policy of gradually improving the Xbox One via numerous software updates. The console's platform software is usually updated once a month, while, less frequently, the controller is tweaked for enhanced performance.


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Valve Economist Becomes Finance Minister for Greece

Gabe Newell made contact with Yanis Varoufakis after noticing that Valve's virtual economy problems were similar to Greece's relationship with Germany.

An esteemed economics professor who Gabe Newell personally headhunted in 2011 to join Valve has been sworn in as the finance minister for Greece.

Yanis Varoufakis joined Valve after Gabe Newell sent him an email discussing the challenges with virtual economies. Varoufakis had only read the email by accident, he later remarked, but decided against deleting it after reading Newell's issue with virtual currencies.

The email, sent amid the trauma of the Eurozone economic crisis, explained that Valve's problem was similar to that of Greece's dependence, and negative effect on, Germany's economic security.

Newell wrote in his email: "Here at my company we were discussing an issue of linking economies in two virtual environments (creating a shared currency), and wrestling with some of the thornier problems of balance of payments, when it occurred to me 'this is Germany and Greece'."

Varoufakis became a consultant for Valve in 2012 and, along with his work behind the scenes, went on to publish articles on the nature of digital economies.

Now, days after the election of Greece's new Prime minister Alexis Tsipras, Varoufakis has been named the country's finance minister--an immensely important role as the nation looks to return to economic stability.

Tsipras has vowed to end "the humiliation and pain" of the last five years, with Greece plighted by both its crippling national debt, and the painful measures it must take in order to remain in the European Union. One measure that the country needed to deliberate was a six-day working week.

In an interview with BBC Radio 4, Varoufakis outlined new measures that he hoped would to restore the country's debt and 26 percent unemployment rate.

He said: "We will take to the Eurozone a plan for minimising this Greek debacle, we are going to put three or four things on the table: genuine reforms and creating a rational plan for debt restructure, we want to bind our repayments to our growth."

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Grim Fandango Remastered - Launch Trailer

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World of Warcraft Gets Selfie Camera, Instagram-Like Filters

The latest feature Blizzard Entertainment added to its genre-defining PC MMO World of Warcraft may not be what you expect. The developer has launched a new camera option that allows players to take self-portraits, more commonly known today as "selfies."

The functionality, available via the S.E.L.F.I.E. item, rolled out recently as part of World of Warcraft's 6.1 patch. This update is available now on the game's Public Test Realm.

World of Warcraft players can pick up the S.E.L.F.I.E. camera by completing a new, level 100 mission titled Field Photography. The pictures players take are saved to their screenshots folder. Characters can even emote so that players can capture all manner of facial expressions.

The S.E.L.F.I.E. camera can even be upgraded to the S.E.L.F.I.E. Camera Mk II, which includes three filters: "sketch," "black and white," and "death."

WoW Insider reports that World of Warcraft Patch 6.1 also introduces new Twitter in-game functionality, though it remains to be seen if players will be able to share their selfies directly through the social networking site.

World of Warcraft isn't the first high-profile game to feature a selfie camera, as Rockstar Games' open-world action game Grand Theft Auto V also includes such a tool.

Image credit: Reddit user Arionii

Got a news tip or want to contact us directly? Email news@gamespot.com

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World of Warcraft

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Watch This Epic Destiny Guitar Medley

Written By Kom Limpulnam on Senin, 26 Januari 2015 | 19.51

Here's something to get your week off to a rockin' start. Bungie shared the video above of youngster Ryan Abundo covering songs from the Destiny official soundtrack on guitar and bass. It's damn good.

"Having spent an unhealthy amount of time playing Destiny (during the busiest semester of my life, no less), I can safely say that Bungie got at least one thing right: the music," Abundo writes on Facebook.

The songs you're hearing are:

  • "The Traveler"
  • "End of the Line"
  • "The Last Array"
  • "Excerpt 2 from the Rose"

You can download the medley here.

In other recent Destiny news, developer Luke Smith has promised that Bungie won't make the same mistakes twice with the game's upcoming DLC, House of Wolves.

For more on Destiny, check out GameSpot's previous coverage.

Got a news tip or want to contact us directly? Email news@gamespot.com

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We Won't Make Same Mistakes Twice With Next Destiny DLC, Bungie Says

Bungie has heard players' criticisms about the progression system in Destiny's first DLC, and said that it won't repeat the same mistakes again when it releases the next DLC, House of Wolves.

"Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated," Bungie design lead Luke Smith said in a post to NeoGAF. Specifically, Smith was referring to gear from vendors invalidating the efforts of players who raided the game's Vault of Glass, and resetting talents when upgrading an exotic weapon.

"We want fewer barriers to equipping upgrades," Smith said. "The shard economies erect these barriers between players and the new piece of gear they just got. We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward."

Hopefully, House of Wolves really manages to implement all these changes and reduce Destiny's grind to the point where it doesn't motivate players to invent elaborate contraptions that do it for them.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Gearbox Is Ready to Start the Next Borderlands Game

Gearbox is ready to begin working on the next Borderlands game, the company announced during its final panel at PAX South today.

"We are recruiting for next Borderlands. This is the big one. Industry badass? E-mail me: heyrandy@gearboxsoftware.com," Gearbox CEO Randy Pitchford said on Twitter. "We want to hear from passionate and talented people to help us with next Borderlands game. Check our website!"

The jobs page on Gearbox's website has a bunch of new openings, including one for a writer who will oversee and direct the development of story and plot for a AAA title.

Pitchford didn't say whether this next Borderlands game is Borderlands 3, but given the fact that he called it the "big one," it seems likely.

Yesterday, Gearbox announced that Borderlands: The Pre-Sequel is getting campaign DLC that will take you into the mind of Claptrap, and that it's adding Lady Hammerlock as a playable character this week, Tuesday, January 27.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Borderlands: The Pre-Sequel

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Ultra-Rare 20th Anniversary PS4 Sells For $129,000

The online auction for the world's rarest PlayStation 4 has ended, with the console selling for an incredible ¥15.135 million, or about $129,000, The Wall Street Journal confirmed on Monday.

What made the console so rare? The system in question was a 20th Anniversary PS4 console, but not just any unit; it was the first of only 12,300 ever produced, making it the ultimate collector's item.

The PS4 was sold through Yahoo! Auctions, open only to bidders in Japan. It received more than 1,500 bids before closing yesterday, January 25.

"We appreciate all who participated in the auction and are surprised at the highest bid price, which was higher than our expectations," a Sony representative told WSJ.

Sony is now in the process of reaching out to the auction winner to arrange for payment. Per Sony's original agreement, it will donate the price paid for the system, along with a matching donation, to Save the Children Japan. That means Sony will give a gift of around $258,000 to the charity.

Sony released the 20th Anniversary PS4 in December 2014 to celebrate the original PlayStation's launch in Japan in December 1994. Units sold out in a matter of minutes. For everything you need to know about the console, check out GameSpot's unboxing video below.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Quick Look: iO

Written By Kom Limpulnam on Sabtu, 24 Januari 2015 | 19.51

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Reality Check - Why The Martian Should Be A Video Game!

Flex those mental muscles and join Cam Robinson on a journey of discovery in Reality Check, the show that investigates the science behind your favourite games, and spawns a few wild theories of its own.

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Quick Look: Grey Goo

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GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!

I'll be soon joining a team as a software engineer, a team that works on flight trainers (think of glorified flight simulators that model specific aircraft with all the sensors and gauges that the actual aircraft would have).  I can imagine using the holographic interface to significantly simply the simulator setup and even make it semi-mobile.

I am definitely interested in that augmented reality thing, especially if the headset is as lightweight as it looks.


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Play Sims 4 Free With Origin Game Time

Written By Kom Limpulnam on Jumat, 23 Januari 2015 | 19.51

Electronic Arts has announced that anyone can now play The Sims 4 for free, via Origin Game Time on PC. Free play time is limited to 48 hours (that's real-world time), but installation doesn't count toward it.

Once you've installed the game, you'll find the full version of The Sims 4, including its Build Mode and Create-A-Sim, and of course lots more. All of your progress will be saved so that if you decide to buy the game after the 48 hours are up, you won't have to start over.

Other EA games currently available to play for free via Origin Game Time include Battlefield 4 (168 hours), Titanfall (48 hours), and Kingdoms of Amalur: Reckoning (48 hours). EA is also giving away copies of Theme Hospital right now as part of its latest "On the House" offer.

For more on The Sims 4, check out GameSpot's review.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Destiny Introduces New Game Mode, Doubles

A new multiplayer mode has been added to Destiny, which emphasises smaller teams and traditional firearms.

Called Doubles Skirmish and found on the game's Crucible hub, the mode pits two teams of two players against each other in an old-school deathmatch.

In order to maintain its focus on traditional gunplay, level advantages are disabled and there's a once-per-match limit to heavy ammo drops. The focus is on eliminating both opponents, while also preventing them from reviving each other.

Bungie says that Doubles is the first example of its multiplayer experiments, suggesting that more are on the way. The mode's design lead, Lars Bakken, describes Doubles as "a slower burn with more explosive pockets."

He adds: "Your Supers will come back more slowly because you're not getting as many actions per minute as you would in a game of Control. The goal here was about taking the rules we already have and mixing them up to create a fresh experience. Each player has the full weight of winning or losing placed squarely on their shoulders and nobody to blame but themselves... or their teammate. No pressure."

Meanwhile, in its latest weekly blog post, Bungie adds that the exotic sniper rifle, called Ice Breaker, was made available to buy at the game's Tower hub. The in-game merchant Xur managed to sell 1.1 million of the highly sought-after guns.

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EA Begins Restoring Network After Blackout

EA says its online services should now be back online

Electronic Arts was battling against network downtime late on Thursday night, with many of its games' online services failing to connect.

Writing on the EA Support Twitter page, the publisher said that EA games and services had returned, though internal tests at GameSpot's UK office suggest that connections are still patchy.

Meanwhile, due to the abundance of support requests following the blackout, EA's help network has become overwhelmed, resulting in longer waiting times.

The explanation for the blackout was not made clear.

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FIFA 15

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Dragon Age: Inquisition Honored by LGBT-Advocacy Group

LGBT-advocacy group GLAAD has announced nominees for its latest Media Awards, and while video games aren't included in the main categories, the group did give special praise to one game.

GLAAD gave BioWare's role-playing game Dragon Age: Inquisition a "Special Recognition" award for its representation of LGBT characters.

Specifically, GLAAD said Inquisition earned the recognition for its "many complex and unique LGBT characters prominently integrated throughout the game."

For more on BioWare's approach to LGBT characters for Inquisition, check out these stories:

Got a news tip or want to contact us directly? Email news@gamespot.com

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Dragon Age: Inquisition

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Theme Hospital is EA's Next Free Game

Written By Kom Limpulnam on Rabu, 21 Januari 2015 | 19.51

Theme Hospital, the clinical management sim that has amassed a cult following since its 1997 release, is the latest free offering by Electronic Arts.

The iconic Bullfrog-developed game usually costs $4.99 (£3.99), but those who have downloaded the Origin platform can own it for free. As part of EA's ongoing 'On The House' promotion, those who download it will have it in their library permanently.

Electronic Arts launched the 'On the House' promo in May with Visceral Games' 2008 horror title Dead Space. The initiative is part of EA's wider plan to foster a better relationship with the PC gamer community, having been voted Worst Company in America for two years running.

Other free games have included Plants vs. Zombies, Wing Commander III, Peggle, Dragon Age: Origins, and Bejeweled 3, among others.

'On the House' is one of many new digital services hosted by EA. Others include the subscription-based EA Access program, which gives Xbox One owners unlimited access to select EA titles, as well as digital content discounts and early access to upcoming games, for $5/month. Another new initiative is Origin Game Time, which offers up free play for PC games.

Further information on the EA Access deal can be found here.

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Clever Apple Patent Transforms Home Button Into Analogue Stick

Apple has patented an iPhone design that shrewdly incorporates an analogue control stick into the Home button.

The pop-out button, when elevated from the phone itself, behaves in a similar manner to the PSP and Nintendo 3DS analogue nubs, allowing for 360-degree movement. If ever brought to market, the spring-mounted input would be the first time an iPhone used mechanical controls for games.

However, design patents are not solid confirmation of commercial rollout, and Apple has never publicly expressed a desire to change how its games function.

The patent, unearthed by Forbes, was filed in 2013 and only very recently was made public for the first time.

Presently, iPhone and Android games that require a more traditional controller input tend to add virtual analogue sticks and buttons onto the screen, though this imitation has not caught on with all developers. Many of the most successful iPhone games are built specifically for touch-screen input, while a few make use of the device's accelerometers.

Got a news tip or want to contact us directly? Email news@gamespot.com


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Server Woes Worsen Following H1Z1's Disaster Launch

Launch problems for H1Z1, Sony's open-world zombie survival horror game, have dragged on into the sixth day, with the game now completely offline as a major patch is being introduced.

John Smedley, the president of Sony Online Entertainment, apologised on Twitter after a new bug slipped into the code while the team was trying to fix other problems. Fans found that the game's servers fell offline on Tuesday at 2pm Pacific, then went back online several hours later, and went back down again moments after that.

At the time of going to press, the game is still offline and Smedley--having worked a punishing schedule to combat the launch problems--has decided to try and resolve the new problems as opposed to re-introducing the old patch.

Meanwhile, the game's popularity has led to extensive queuing, which can last more than an hour, while Sony Online Entertainment is trying to invest in more servers for the EU territory. The burden of its popularity has led to numerous in-game bugs, to the detriment of features such as frame-rate and network stability.

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The newest update, when its own bugs are removed and goes live, is expected to come with the following fixes:

  • Fixed issue with loot rules which were preventing spawning items inside containers
  • Metal Gate should now work properly
  • Floating Arrows should no longer cause damage or obstruct vehicles.
  • Structures are now more resistant to damage
  • Zombies should no longer slide or attack while knocked down
  • Dragging a stack of items that was too large to fit in your inventory would not move any of the stack. It now tops off as much as it can fit
  • Fixed issue where the inventory wouldn't accept the maximum it could hold when picking up items from proximity/containers.
  • The dew collector should work now, seriously
  • Adjusted many items so that they will stack in the inventory properly
  • Added a recipe for a Metal Door that is more durable than a wooden door
  • Additional server list sorting options are now available
  • The inventory option "Delete" has been removed
  • "Drop", "Unload" and "Place" inventory options have been removed from proximity items
  • Rebalanced melee damage, including fists
  • Enabled melee headshot damage for NPC's and players Have feedback on the new melee changes? Post them inJimmy's thread here
  • Fixed issue with the Runamok Toxic Cavern container not working
  • Stagnant water can now be purified in barbecue.
  • Bear meat can now be cooked on a barbecue.
  • Rabbit stew can now be cooked. It now requires cooked rabbit meat instead of raw rabbit meat.
  • Hammers, wrenches, and combat knives can now be melted down into bars inside of a furnace.
  • Some larger items like the machete and AR15 now yield more metal bars when melted in a furnace.
  • Animal traps now take damage.
  • The animal trap recipe now require four nails.
  • Fixed picking overlapping blackberry bushes where players sometimes had crouch to pick them successfully
  • Fixed event tickets so that tickets found in the world are granted and the name and count show up properly
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