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Mighty No. 9 coming to Xbox One, PS4, 3DS, PS Vita

Written By Kom Limpulnam on Rabu, 02 Oktober 2013 | 19.51

[UPDATE] The Kickstarter campaign for Mighty No. 9 has closed, drawing a total of $3,845,048 from 67,222 backers.

The original story is below

With just two hours remaining, the Kickstarter campaign for Mega Man creator Keiji Inafune's Mighty No. 9 has surpassed $3.5 million, meaning the game will be released on Xbox One, PlayStation 4, 3DS, and PlayStation Vita. The funding milestone was achieved earlier today.

At press time, funding for Mighty No. 9 stands at $3,629,125 from 63,513 backers. The campaign closes at 8:19 p.m. EDT this evening. The game is expected to be released in April 2015.

With more than $3.5 million raised, the Kickstarter campaign for Mighty No. 9 is the third largest in the platform's history for a gaming project.

Inafune announced and launched the Kickstarter campaign for Mighty No. 9 during PAX Prime last month. It reached its initial $900,000 target in under two days.

For more, check out GameSpot's interview with Inafune about the Kickstarter project and his thoughts on the Japanese gaming industry, among other topics.


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Now Playing - Battlefield 4 Beta Highlights

I've been playing BF4 beta for a couple of hours and I can say that I am not impressed,

I am not dissapointed, but I was expecting more. 

I few things I noticed:

1: I did not notice the LEVOLUTION, 

I tried shooting buildings and pillars, I did not see much difference from BF3.

2:They changed the buttons in melee, spotting, crouching and I could not change them back (PS3)

They put a button for BATTLEFEED!!!!!!!!! (Select).... Who cares?? Wait till you're dead and then check battlefeed...

3: There were 24 players (12 each team) and the map felt sooooo empty, it's a very big map...

This can only be solved with a 64 palyer map.


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Shadow Warrior Review

If you like a good male genitalia joke, Shadow Warrior won't leave you hard up. After all, the main character's name is Lo Wang; it would be criminal if the game didn't make a few obvious gags.

Not that the contents of a man's underpants are the only subject Shadow Warrior touches on for humorous effect. Farts ("Silent but deadly, indeed"), hipsters ("You should move to Portland and start a band"), and plenty of other topics provide humorous fodder, and goofy fortune cookies you find scattered about the game's spacious levels also get in on the act. "You don't need a parachute to skydive. You need a parachute to skydive twice." Thank you, fortune cookie, for the sage advice.

Shadow Warrior's juvenile humor is in keeping with its forebear. This first-person shooter is a remake-slash-reimagining of a 1997 game that took many of its cues from Duke Nukem 3D, and while most of the remake's jokes are new, the puerile spirit remains. The script tosses in some casual racial humor and a number of cringe-worthy Asian characterizations, but unlike Duke's return in Duke Nukem Forever, Lo Wang's reappearance isn't a sad and outdated one. Shadow Warrior wears its dumb jokes lightly, peppering the high-octane action with immature quips but tackling the demonic soap opera of a story with straight-faced sincerity.

The juxtaposition of the silly and the serious can be jarring, leaving you to wonder if Shadow Warrior's dramatic and beautiful still-image scenes are appearing in the right game, but the dual-attitude narrative matches the game's overall tone. Many environments are lush and gorgeous if occasionally cliche. (Wang himself points out the triteness of signaling "Asian" with blossoming cherry trees.) Expected or not, the golden sunrays filtered through crowded bamboo stalks, and the resulting play of shadow and light on the murky water below, are stunning sights, and that serenity is a striking foil to the exuberant fantasy violence that pours from Shadow Warrior's thumping heart.

As expected for a game that was spawned from a late-'90s shooter, Shadow Warrior's action is unrelenting. When the soundtrack kicks into high gear, you know a mob of demons is on the prowl, and the only way to escape death is to mow the mob down with your large array of punchy weapons. You start with a simple revolver, which proves adequate enough when you're dealing with some low-rent grunts, but when the battle arenas get messy, you'll be glad of your impossibly gigantic arsenal. The crossbow is a particular delight, given how it pierces shields and exposes the multi-horned freaks hiding behind them. The shotgun, too, is a stalwart companion thanks to the ease with which it dispatches multiple skeletons in a single shot.

Throw in a handy sword, plenty of shurikens, a rocket launcher, laser-spewing demon heads, and more, and you've got a recipe for viscera stew. This variety doesn't exist for variety's sake, however: different enemies move at different speeds, exhibit different behaviors, and are vulnerable to different weapons. And so you sprint and strafe around, switching between firearms when the situation calls for it, or perhaps because you ran out of ammo. On medium difficulty, battles aren't terribly stressful, but they find that magical sweet spot where you feel as if you overcame the odds without ever encountering the frustration that arises when too many enemies are shoved into too small a space. In fact, levels give you plenty of breathing room, so you're rarely backed into a corner, literally or figuratively.

Shadow Warrior's diversity of enemies, weapons, and scenery keep its old-fashioned, bunny-hopping, guns-blazing approach fresh. Nonetheless, a few idiosyncrasies may wear you down. Like many old shooters, Shadow Warrior does not always provide a clear direction, though it thankfully marks doors that lead to your objective with a golden glow. A level's openness often leads to aimlessness as you retread old ground trying to make your way back to a security office. Boss fights can be another drag, though not because the bosses don't make for a fearsome presence. An armored winged demon, for instance, looks as though it has leapt right out of the pages of the Book of Revelation, ready to pass judgment on you for your many penis jokes. Unfortunately, each boss is defeated in more or less the same straightforward manner, turning these lengthy battles into limp slogs.

The good news is that repetitive boss fights don't exemplify Shadow Warrior's long and vibrant campaign. Instead of taking the usual tactic of creating variety with set piece showdowns and vehicular detours, the game lets its level design, entertaining guns, and AI speak for themselves. There is, however, a notable nod to modern games by way of a robust upgrade system that allows you to improve your weapons, gain special powers, and provide passive bonuses. So you aren't just frying foes with flames and blasting them with bullets; you're also knocking them down with shock waves and sprinting away so you can use your healing abilities for a quick health boost.

The unusual control scheme for your powers, which involves double-tapping movement keys before pressing a mouse button, might have you firing off your weapon's secondary function by mistake instead of pulling up your magical shield. But the associated rhythm will come to you soon enough, leaving you to look forward to the next upgrade, the next weapon, and the next power. Shadow Warrior has a great sense of long-term momentum. The early hours, which seem exciting enough, are altogether tame once you reach a late-game sequence that has you fending off a veritable family reunion of demons in ruthless moods.

If you're going to remake a game known for its tacky humor, this is the way to do it. The crassness is here, but it's merely seasoning in a colorful old-school first-person shooter that allows excitement to build organically from the way its systems interact. If you saw Duke Nukem's 2011 appearance as a personal slight, you'll be glad to know that Lo Wang still stands tall and proud.


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Maxis considering mod support for SimCity

User Generated Content guidelines to be finalised over the next few weeks.

Developer Maxis has announced its stance on User Generated Content (UGC) created for its urban planning simulation game SimCity.

Posting on the official Electronic Arts (EA) forum, staff member MaxisKane announced the first draft of the UGC guidelines and invited fans to participate in the discussion.

According to the post, official members of the SimCity development team will be active in the thread for "the next few weeks" to gather feedback. A final version of the official guidelines will then be created.

The first draft of the User Generation Content guidelines outline what constitutes acceptable standards for content, including the replacement of art assets. It also states that UGC which effects multiplayer games and features are disallowed.

SimCity's launch in March was beset by server woes, though this has not kept the game from selling more than 1.6 million copies since launch. Publisher EA recently announced an expansion titled Cities of Tomorrow, the first add-on for SimCity. Cities of Tomorrow is scheduled for release on November 12 for PC and Mac.

Zorine Te
By Zorine Te, Community Manager

Zorine is the Community Manager at GameSpot Australia. She enjoys competitive gaming, eating and winning. Is prone to gamer rage.


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Etrian Odyssey Untold: The Millennium Girl Review

Written By Kom Limpulnam on Selasa, 01 Oktober 2013 | 19.51

Etrian Odyssey Untold: The Millennium Girl may be a remake, but it also exemplifies just how far Atlus' dungeon-crawling role-playing series has come in just six years. The higher production values and the added difficulty setting in last spring's Etrian Odyssey IV made that game a notable entry point for newcomers while also preserving the challenge that fans expect from the series. With Etrian Odyssey Untold: The Millennium Girl, Atlus incorporates these improvements and includes an absorbing story that rises above its clichéd roots.

If you've relied on this series to satisfy that action-focused dungeon-crawling itch, however, you don't have to worry about a pervasive narrative getting in the way. That's because Etrian Odyssey Untold: The Millennium Girl also has a classic mode that is essentially the first game with numerous enhancements. The fonts in the user interface are more readable, moving through labyrinths feels more fluid, and foes are well-animated 3D models.

If the lack of a story was what turned you off of other Etrian Odyssey games, you can now look forward to a wholly engaging narrative. That in itself is an achievement, especially considering this is yet another Japanese role-playing game featuring an amnesiac. However formulaic the story is, at least this girl, who goes by the name of Frederica, didn't pass out after her village burned down, nor was she found lying on a beach. She has instead awakened from cryogenic sleep during one of your dungeon-exploration missions. The juxtaposition of the game's fantastical backdrop and its futuristic technology that sustains Frederica lends intrigue to the tale as your party of adventurers tries to figure out who she is.

This premade party is the other feature that sets the story mode apart from the classic mode. Classic preserves the deep guild-based customization by letting you craft a roster of adventurers who are training under a variety of class-based specialties. As a minor improvement over the original game, classes like ronin and hexer are available immediately.

Whichever mode you decide to go with, there's great comfort in knowing that much of your success in battle relies on your grasp of familiar combat fundamentals. That includes learning how to best arrange party members in the forward and rear positions as well as knowing when to pummel a single enemy with attacks or spread the pain around. There's also the familiar trial and error of figuring out a creature's element affinity and using the right counter spell to cause the most damage. Improving your elemental powers and other skills is the crux of the game's upgrade and customization system. Impressively, The Millenium Girl can accommodate characters whose abilities are upgraded evenly as well as characters who focus on upgrading a single skill until it is mastered. For experienced Etrian Odyssey fans looking for a new twist to character customization, skill-enhancing items called Grimoire Stones let you forgo class upgrade limitations in favor of creating hybrid classes.

You have to be at your best at all times because Etrian Odyssey Untold: The Millennium Girl is as demanding as any game in the series, consistently challenging even though not one encounter feels overwhelming. The game adeptly rations out its moments of gratification well enough to hold your attention all the way to the end of your playthrough. Helpfully, the New Game Plus serves its purpose by being a slightly easier experience. It especially rewards those who try the story mode first and then transfer that save to classic, which then unlocks two additional classes and various attributes from the first playthrough.

The Millennium Girl is a lengthy game, even if you play in classic mode. This is rooted in how the labyrinths work, since each map and level demands repeat visits. There are locked doors and powerful enemies early on, but both can and should be dealt with after you make significant progress in other areas of the game. Time and again the game invites you to navigate familiar paths, but the vibrant color palette and the pleasing environmental art direction make these dungeon revisits more than tolerable.

Adding to this extended play time is the emphasis on cartography, which has been a mainstay of the series since the first game. Using the stylus on the lower half of the 3DS emphasizes how much Etrian Odyssey has always been designed as a DS/3DS experience. Starting each maze floor as a blank grid conjures memories of mapmaking in classic RPGs like Wizardry. There is an obsessive-compulsive sense of satisfaction in mapping paths as if no one in the gameworld has ever visited these areas before. If you're the type who has to color in every map before heading to the boss fight, this game provides its fair share of alternate routes and dead ends to discover. The UI provides a wealth of markers to denote important areas, hostilities, and places worth reinvestigating. It can be gratifying to know the lay of the land, especially when the map was crafted by your own hand and stylus.

Etrian Odyssey Untold: The Millennium Girl can be considered an enhanced port, but it is certainly not a low-budget one. It's the first game in the series to feature voice acting, and it delivers a range of vocal performances from good to great. If you're a regular consumer of Atlus games, you should recognize a handful of voices from Persona and other Shin Megami Tensei games. For the music, Yuzo Koshiro's curiously retro-sounding compositions from the original game are back. This remake also features a newly synthesized orchestral track, and you can toggle between the two versions in the options menu.

Because it's not a mere port of the original Etrian Odyssey with tacked-on 3D functionality, there is a lot of value in Etrian Odyssey Untold: The Millennium Girl even if you've already put in dozens of hours into the original game. By offering both the classic experience and a new story-driven mode with overlapping content, this RPG is practically a two-in-one package. It's a credit to Atlus that it has managed to produce a remake that is every bit as engrossing as Etrian Odyssey IV, while preserving the positive qualities of the game that started it all.


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House of Horrors - Amnesia: A Machine For Pigs

Guaranteed to calm the nerves of a scaredy-cat:

Step 1. Drink beer (or more powerful alternative) - I only know of Australia's Foster and Sheaf.  I like Sheaf Stout.

Step 2. When in doubt, take a swig, then swear some more.  My gaming has improved with lots of swearing plus I've got some electronics to work by throwing it across the room.

Step 3. Only pause the game when you need to go get another beer, or when you have to pee like a drunken Russian racehorse because you drank too much beer.

Step 4. You can never drink too much beer.

Step 5. Solve the game, and laugh while doing it because nothing is scary anymore.  Or pass-out while playing, believing that you solved it because you can't remember.  Thanks to beer (or alternative).

Step 6. Play the game again if you don't remember playing before because you drank a little too much.

Step 7. You can never really drink too much.

Enjoy a brew! Oy! -if anyone says that anymore...


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Greatest Game Series of the Decade winner: The Elder Scrolls

@snow_blind77 @wexorian 

GTA hype has gone down. So that is the sole reason as to why now?

*Double Barrelled Facepalm*

It wouldn't be something innocent, say for example... GS has been busy with the GTA launch and other more important work?

Oh no, that would be too sensible.

Oh and eh... GTA Online has just launched, so that puts that theory of yours out the window! lol.


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Reality Check - Do we need 4K?

Written By Kom Limpulnam on Senin, 30 September 2013 | 19.51

I remember bringing home my first HDTV, it was only a small 720p TV but after hooking my 360 up to it I was amazed by the clear picture, later on I bought a big screen 1080p when there was more full HD movies and tv seasons available.

Now we almost all have Blu Ray, 1080p tvs, and maybe something you use for a media center. There is so much HD content it has overtaken SD in a lot of places and is now the norm.

I don't have crazy amounts of money for a 4K tv now but I would rather wait until it's a lot more popular and has wayyyyy more content and support, I saw a 4K tv running a true 4K demo video running at an electronics store and was amazed by the clarity, I wasn't to surprised to hear the TV had been gawked at by everyone who came in but they hadn't sold any of the few 4K tvs they ordered, people just don't see the value in a 4K tv that only has 1080p content.

Sure there will be early adopters but most people won't have enough true 4K content available to them to justify such an expensive purchase for years, and by then 4K tv and monitors will be better and cheaper, 4K is the future but I think people who jump in to early will feel burned when much better and cheaper models constantly enter the market afterward.

I'll grab my 4KTV when most movies and tv shows have 4K versions, Although if a decently priced 4K monitor were to arrive I might save money for a couple seriously powerful graphics cards and see how games look in true 4k as long as they run at 60 + fps, we choose quality over performance too much


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Batman: Arkham Origins I Am the Knight and Initiation DLC detailed

Warner Bros. Games Montreal's upcoming Dark Knight adventure Batman: Arkham Origins will feature a permadeath difficulty mode, the studio has revealed, alongside new information about the game's prequel DLC set in Asia.

Speaking to Eurogamer, producer Guillaume Voghel revealed more about the one life and no saves I Am the Knight difficulty, which opens up after players complete the game and then its New Game Plus mode.

"The main narrative arc and side missions last about 12 hours," he said, "and then you have all the collectibles. To get 100 per cent of that will take much, much longer. We have a new difficulty level, New Game Plus is coming back--that's really difficult--and when you're done with that there's I Am The Night mode--which is no saves and one life."

Voghel also confirmed that the game's Initiation DLC will offer a single-player campaign set in Asia, with Bruce Wayne training to become Batman.

"You play as Bruce Wayne learning to be a ninja," said Voghel. "That's a really cool one. Narratively there's some added content that will give players a little more background story."

Initiation will be included in Batman: Arkham Origins' $19.99 season pass, along with four other pieces of downloadable content. Three DLC packs have been confirmed as skins, with the last pack yet to be confirmed. The game will also feature Knightfall DLC exclusive to the PlayStation 3.

Part of the Initiation DLC will feature Batman proving himself to his teacher, Kirigi, who also trained Ra's al Ghul's League of Assassins.

"[But] it's not League of Assassins, it's ninja-related," Voghel added. "It's when he learned to be a ninja and learned those techniques. He goes to a monastery--custom content was created for the DLC. You'll be in Asia in the monastery. The team did a great job on that, it looks really good."

Batman: Arkham Origins will be released for Xbox 360, PlayStation 3, PC, and Wii U on October 25.


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Shadow of the Eternals on hold

Shadow of the Eternals, the spiritual successor to Eternal Darkness: Sanity's Requiem on the GameCube, is on hold, developer Precursor Games has said.

Veterans from original Eternal Darkness, Too Human, and X-Men: Destiny developer Silicon Knights formed Precursor Games to work on the proposed survival horror title, including boss Denis Dyack, but the crowdfunding project failed to garner enough interest from the public.

"It is with a heavy heart that we have decided to put the Shadow of the Eternals project on hold," posted Dyack to the Precursor Games forum. "We are very happy with what we have accomplished both as a group and with the community. The community has blown us away and was the one thing that kept us going through it all--we cannot thank you enough.

"Many of us will be taking a break. For those who are not aware, we all worked on this project as a labour of love and self financed 100 percent of everything for a over a year to try to make Shadow of the Eternals a reality. Although we did not succeed on doing this, we succeeded in making many friends and starting something that we hope provided value for those involved."

"We have no regrets," added Dyack.

"Is the project dead? No, but we feel it needs a rest too," he concluded.

"We have all agreed as a group that when and if the time is right we will get together and start it up again. Keep your head high everyone and remember what we have accomplished together."


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