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Dokuro Game Giveaway!

Written By Kom Limpulnam on Minggu, 23 Desember 2012 | 19.51

Attention PS Vita owners, we're giving away 4 copies of Dokuro for the PlayStation Vita, not only is this an amazing little puzzle plat former but the copies are signed by the procurers! There are two ways to enter, our Dokuro Doddle Hustle or the Dokuro Caption Contest.

Dokuro Doodle Contest

One of the whimsical characteristics to Dokuro is its charming chalk board art style. Participants will inspire themselves with GameSpot screen shots and images to create a Dokuro Doodle.

You can capture any element of the game in your drawing so long as there is a clear correlation between your art and the game. The traditional art medium to the game is very chalk like, but for this contest we will be accepting all styles.

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Send your entry to contests@gamespot.com making sure to include your mailing address and your GameSpot Username

Prizing:
One (1) winner will be selected for the Dokuro Doodle contest and will receive a copy of Dokuro for the PS Vita. Judging for the entries will take place on Friday January 11th and a winner will be selected by GameSpot Staff members.

Dokuro Caption Contest

The story of Dokuro is a charming and simple one, our heroic skeletal friend may not get the love he clearly deserves, but that will not stop him from trying to save his Princess. To enter in the Dokuro Caption contest simply fill in the following caption and email it to contests@gamespot.com:


"Sticks and stone will break my bones, but __________________."

Want an example? Here's a freebie! (But you can't use it as an entry):
"Sticks and stones my break my bones but I will always love you."

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Email your entry to contests@gamespot.com with the subject "Dokuro Caption Contest" making sure to include your mailing address and your GameSpot Username

Prizing:
Three (3) winners will be selected for the Dokuro Caption Contest, each of the three (3) winners will receive 1 copy of Dokuro for the PS Vita. Winners will be determined based on a raffle of all the entrants for the Dokuro Caption Contest on Friday, January 11th.


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This Week in Games - December 22, 2012

Happy Holidays! BioShock, bankruptcy, Borderlands DLC, the decline of western civilization, Bobbty Kotick's dating life, and the NRA.

Attempts to find some kind of meaning, and something to vilify, in the wake of a tragedy such as the shooting at Sandy Hook Elementary School in Newtown, Connecticut, are completely understandable. As seems to be the norm of late, attention is yet again turning to violent video games as something to be singled-out for blame. The political attention began this week with this Tweet from Obama administration advisor David Axelrod.

This sparked plenty of attention on Twitter, and fueled a number of stories throughout the week predicting an escalation of finger-pointing in gaming's direction. It arrived in force on Wednesday when Democratic West Virginia senator Jay Rockefeller (picture below, and no - that's not this particular bill he's waving around) introduced a bill to congress that would task the National Academy of Sciences (NAS) to study the effects of violent video games and other programs on children. The measure comes less than a week after the horrors at Sandy Hook. "Major corporations, including the video game industry, make billions on marketing and selling violent content to children," Rockefeller said in a statement on his website. "They have a responsibility to protect our children. If they do not, you can count on the Congress to take a more aggressive role." The bill would direct the NAS to conduct a "comprehensive study and investigation" of the link between violent games and other violent video programming and harmful effects on children. More specifically, the NAS would be charged with looking into whether or not video games cause children to act aggressively or "otherwise hurt their wellbeing," and if so, determine if that effect is notably distinguishable from other types of media. This study would also look at the "direct and long-lasting impact" of violent content on a child's well-being. "With respect to violent video games, NAS must look at whether current or emerging aspects of games, like their interactive nature and the personal and vivid way violence is portrayed, have a unique impact on kids," the statement reads. Separately, Rockefeller said he will call on the Federal Trade Commission (FTC) and the Federal Communications Commission (FCC) to further their work in this area. "Changes in technology now allow kids to access violent content online with less parental involvement. It is time for these two agencies to take a fresh look at these issues," he said. If the bill passes, NAS must submit a report on its study within 18 months to Congress as well as the FTC and FCC.

If you've been following this kind of thing for the last few years, you'll no doubt be rolling your eyes at yet another potential waste of government resources and taxpayer money. After all, previous studies of this nature have failed to turn up any data that supports a connection between violent games and real world gun violence, so why will this one show anything different? The Washington Post ran a story on Monday this week demonstrating that video game consumption "does not seem to correlate at all with an increase in gun violence," and cited data from 10 different countries including Germany, Australia, South Korea, and the Netherlands. The outlier on gun violence? The United States.

On Friday, the National Rifle Association finally broke their silence on the subject, taking the opportunity to finger violent games as partially to blame for last week's tragedy. "There exists in this country a callous, corrupt, and corrupting shadow industry that sells, and sows, violence against its own people," NRA executive vice president Wayne LaPierre said. "Through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse. And here's one: it's called Kindergarten Killers. It's been online for 10 years. How come my research department could find it and all of yours either couldn't or didn't want anyone to know you had found it?" He went on to question whether violent media of any kind should be called entertainment. "But is that what it really is?" he questioned. "Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?"

"Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?" - Wayne LaPierre, NRA

LaPierre argued that media conglomerates are caught up in a "race to the bottom," and in fact compete with each other to "shock, violate, and offend every standard of civilized society." Complicit in this behavior, according to LaPierre, is the national media, their corporate owners, and stockholders, who are "silent enablers" and even "co-conspirators." He claimed media "demonize" lawful gun owners and "fill the national debate with misinformation and dishonest thinking."

The NRA's solution? "As parents, we do everything we can to keep our children safe. It is now time for us to assume responsibility for their safety at school. The only way to stop a monster from killing our kids is to be personally involved and invested in a plan of absolute protection. The only thing that stops a bad guy with a gun is a good guy with a gun. Would you rather have your 911 call bring a good guy with a gun from a mile away ‚ or a minute away?"

If you want to read the full text of the statement, you can find a PDF of it here. LaPierre's comments drew a sharp response from gun-control advocates. New York City Mayor Michael Bloomberg accused the NRA of "a shameful evasion of the crisis facing our country. They offered a paranoid, dystopian vision of a more dangerous and violent America where everyone is armed and no place is safe," he said.

Please share your feelings on the subject in the comments. There's certainly plenty to chew on.

BioShock Infinite Hype Continues

Irrational Games creative director Ken Levine has offered a tease regarding the BioShock Infinite endgame. Speaking to Outside Xbox, Levine claimed the game's ending is unprecedented and consequently may not be full accepted or embraced by all fans of the franchise. "The plot actually gets more interesting as it goes on, Levine said. "The end of the game, I can't tell whether people will like it or not like it. I can say it's something we're incredibly proud of. It's like nothing you've actually experienced in a video game before. It's quite unique and quite particular to this world, these characters, and this franchise." Levine didn't share much more on the subject, however he did say Irrational is working to make sure the story doesn't decline in its second half, as many feel was the case in the original BioShock. "You had a situation there where you had this amazing character and once he's gone the story loses some of its steam," he said. "That is something we took to heart in this game."

Levine bookended this statement on Wednesday by releasing video of the first five minutes of the game (below. Watch it at your peril.) "Want to see the first few minutes of Infinite?" he asked on Twitter. "If you watch it and complain about SPOILERS, you're dead to me."

Keeping up the media onslaught ahead of the Holiday break, Levine held a Reddit Ask Me Anything session on Thursday where he talked about his inspirations and motivations. When asked about the decision to stick to a first person perspective to tell the new game's story, he explained that the method allows for a more intimate level of detail. "I love first person because it gets you so close to the detail of the world," Levine said. "[BioShock Infinite] wouldn't work in any other perspective." He was also asked if he would consider tackling other genres for different products in the future, but he did not respond. Later in the session, Levine revealed that original BioShock and BioShock 2 composer Garry Schyman is returning to create the music for BioShock Infinite. Levine teased that Schyman's score this time around is "very different" from the first two games, but at the same time "very much guided by the same aesthetic principles."

THQ Filed Chapter 11, Ubisoft May Pick Up Pieces

Beleaguered Saints Row publisher THQ filed for Chapter 11 bankruptcy on Wednesday. The company has entered into an asset purchase agreement with a bidder to acquire "substantially all of the assets of THQ's operating business." This includes THQ's four wholly-owned studios and games in development. "The sale will allow THQ to shed certain legacy obligations and emerge with the strong financial backing of a new owner with substantial experience in software and technology," the company said in a statement. The company's day-to-day operations will not be affected during the sale period, the company said. Every THQ studio remains open and development on all projects (Saints Row 4, Homefront 2, Metro: Last Night, South Park: The Stick of Truth, and Company of Heroes 2 along with the unannounced game from Assassin's Creed developer Patrice D√©silets at the company's Montreal studio) is unaffected. No layoffs are expected. Employees will continue to work on their usual schedules and will receive their previously agreed upon compensation and benefits. "The sale and filing are necessary next steps to complete THQ‚ transformation and position the company for the future, as we remain confident in our existing pipeline of games, the strength of our studios, and THQ‚ deep bench of talent," said THQ CEO Brian Farrell in a statement. "We are grateful to our outstanding team of employees, partners and suppliers who have worked with us through this transition. We are pleased to have attracted a strong financial partner for our business, and we hope to complete the sale swiftly to make the process as seamless as possible."

"We have incredible, creative talent here at THQ," new THQ president Jason Rubin said. "We look forward to partnering with experienced investors for a new start as we will continue to use our intellectual property assets to develop high-quality core games, create new franchise titles, and drive demand through both traditional and digital channels." Rubin spent much of the day responding to questions on Twitter. He assured concerned gamers that he is doing "everything in my power" to ensure that the Saints Row sequel, in particular, is unaffected by the changes. To hammer the point home, he made this comment accompanied by a photo of himself wielding the iconic dildo bat from Saints Row 3.

In a blog post at the end of the day, Rubin noted "Chapter 11 is a safety net for U.S. companies. American Airlines is currently in Chapter 11 restructuring, yet I flew back and forth on that airline when I visited Volition two weeks ago. Donald Trump and his companies have been in Chapter 11 four times. You can add to that list household names such as Macy‚ Eddie Bauer, the Chicago Cubs, Chrysler, Delta Airlines, General Motors, the Pittsburgh Penguins, Marvel Studios, and MGM, among many others. MGM filed Chapter 11 two years ago, and this year it released ‚ Skyfall‚ and ‚ The Hobbit,‚ two of the biggest titles of the year. That‚ what I mean when I say new start!"

On Friday morning it was revealed that Ubisoft is one of the top candidates interested in purchasing THQ's assets,. Sources told trade news site MCV that the French publisher has shown interest in buying THQ's wholly-owned studios and franchises. As you may recall, this is not the first time Ubisoft has publicly acknowledged interest in THQ. Last month, Ubisoft CEO Yves Guillemot said, "They have good things. We are always interested in good brands. For sure, it's something we can consider, but I can't tell you more." MCV's sources say Ubisoft has held "lengthy discussions" with THQ to get a deal done. One of the main sticking points in the negotiations, according to the sources, is that of price. Ubisoft is reportedly interested in a "bargain buy," and will hold out until THQ decides to sell specific properties instead of a total package.

The War Z Woes

Dissatisfied consumers took to Reddit early this week to voice their concerns surrounding the release of The War Z on Steam. Users accused developer Hammerpoint Interactive of releasing a patch for the Steam version of the game following Reddit reports that claimed this version of the game wasn't complete. According to Reddit user "IAmFluffey", the patch "proves [Hammerpoint Interactive's] quick money-grabbing and game-breaking schemes."

"After changing the description of their game due to [Reddit user] TotalHailbut calling them out on false advertising, they have now updated the game with a new patch," he continued. The post goes on to list a variety of changes in the new patch, including "increasing the respawn-timer from 1 hour to 4 hours", while adding a "revive" button where players can spend real-world money to revive instantly. Reddit users have suggested that this addition forces players into a micro-transaction model. According to the post, the update is also forcing players to sign a terms of service agreement before playing, which reportedly "disallows refunds" of the game. After publishing a similar thread on the Steam forums, user "IAmFluffey" was reportedly banned. The users claim that Hammerpoint Interactive subsequently shut down the entire The War Z discussion thread on Steam.

On Wednesday the game itself was removed from Steam. A Valve representative told Kotaku that the game was mistakenly published in the store and will not return until the company speaks with Hammerpoint Interactive to resolve issues. "From time to time a mistake can be made and one was made by prematurely issuing a copy of War Z for sale via Steam," the Valve rep said. "We apologize for this and have temporary [sic] removed the sale offering of the title until we have time to work with the developer and have confidence in a new build." Gamers who already bought The War Z can continue to play it. Those who bought the game and are not satisfied can seek a refund by opening a support ticket at Valve's website.

On Thursday, Arma II mod Day Z creator Dean Hall spoke out about the situation, saying the controversy had left him "depressed" and led to him considering quitting game development altogether. Writing on Reddit as "rocket2guns," Hall broke his silence, saying, "I know I have been very quiet lately. So this will be really all I'll say for the moment. I've been pretty depressed about the whole situation," Hall said. "From a personal standpoint, this whole 'saga' of the development made me seriously question if I wanted to be involved in the industry and I gave serious thought to cutting my losses and not being involved in the project." Hall said he has been "hammered" with requests from media and fans alike, asking for his take on the situation and for further information about Day Z. He declined to provide any insight, noting he is keeping to himself while working on the standalone version of Day Z, which is scheduled for release next year.

Minecraft Documentary Hits This Weekend

Minecraft: The Story of Mojang will premiere Saturday, December 22 on Xbox Live. The documentary from 2Player Productions will be available for Xbox Live Gold subscribers in the U.S., UK, Ireland, Belgium, Portugal, Austria, France, Finland, and Sweden. As for the film itself, Minecraft: The Story of Mojang follows Notch, and documents the challenges he faced during the company's first year. It addresses the massive success of Minecraft, and also features insight from journalists and industry professionals. The documentary began its life as a Kickstarter project in February 2011 and surpassed its $150,000 target, raking in a total of $210,297 when it closed in March of that year.

The Business News Part. Stay Awake

Electronic Arts has been removed from the NASDAQ-100, an index of the 100 largest domestic and international non-financial companies. Electronic Arts was pushed out as part of NASDAQ's annual reshuffling of the list to make room for newcomers like Western Digital and Liberty Global, and the new list will be effective from December 24. EA had a rough time of it this year, with shares hitting their lowest prices since 1999 partially due to its struggle to retain subscribers to Star Wars: The Old Republic, a game rumored to be one of the most expensive (if not the most expensive) video game ever made. Netflix, Blackberry maker RIM, and Green Mountain Coffee Roasters were also dropped. Major EA competitor Activision is now the only traditional video game publisher to remain on the NASDAQ-100 list, though several companies with ties to the business like Microsoft and Nvidia remain.

‚ Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil." - Robert Kotick, Activision

Speaking of Activision, CEO Robert Kotick was profiled by the New York Times this week, in which he noted that firing Infinity Ward head honchos Jason West and Vince Zampella in 2010 was not a difficult decision for him to make. Kotick addressed the swift and severe action taken against the high-profile developers. You find out two executives are planning to break their contracts, keep the money you gave them, and steal 40 employees. What do you do? You fire them,‚ Kotick said. Activision's high-profile court case against West and Zampella, along with those 40 former Infinity Ward developers, was settled in May this year before it could be heard by a trial. Terms of the deal were not disclosed at the time and have not been since, though one analyst previously projected this figure to be in the tens of millions. Elsewhere in the profile, it was revealed why the massively popular Call of Duty brand has not spawned a Hollywood adaptation. Kotick said game-to-film adaptations rarely work out and could in fact blemish the franchise. Hollywood studios have reached out to Activision, he said, though all requests thus far have been denied.

Kotick also noted in the profile that the online hate (which frequently manifests as Photoshopped pictures of him with horns) directed his way is cramping his style with the ladies. Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil,‚ he said, noting that he is recently divorced. ‚ You see all this chatter and you realize that they game the search results. These super-sophisticated 19-year-olds are smarter than our expensive PR firm.‚

On the subject of unpopular game publisher CEO's, here's something about everyone's least favorite gaming executive. Zynga CEO Mark Pincus was awarded the illustrious title of one of the "worst CEOs of 2012," by Dartmouth College Tuck School of Business professor Sydney Finkelstein. His list of the five worst honchos was published at Bloomberg, and provided multiple reasons for why Pincus came up short this year. Finkelstein said Pincus made some "rookie mistakes" including depending far too heavily on Facebook. Additionally, the professor cited Pincus unloading 16 million Zynga shares as a reason to believe he may not have much confidence in his own company. As you'd expect, Zynga's PR folks were reluctant to give comment to Bloomberg and have also not responded to GameSpot's requests either. The other four CEOs named were Best Buy's Brian Dunn, Chesapeake Energy top executive Aubrey McClendon, Avon's Andrea Jung, and Bankia executive Rodrigo Rata. Zynga shares have tanked this year. After peaking in March at around $15, the company's per-share value as of Friday stands at $2.32.

Get Your Own Gravity Gun

On a much lighter subject: Fans wishing that Gordon Freeman's iconic Gravity Gun was a real thing are in luck. Kinda. Toy maker Neca will release a 1:1 recreation of the classic Half-Life weapon this spring, the company announced through its blog. A price for the gun was not announced and quantities will be limited, much as they were for the original version of the firm's Portal gun earlier this year. As any self-respecting fan is aware, the Gravity Gun's real name is the Zero Point Energy Field Manipulator. It first appeared in Half-Life 2, given to players by Alyx Vance at Black Mesa East. Neca's Gravity Gun will be on display at the 2013 New York Toy Fair in February and preorders for the toy will begin "soon." The company has created a prototype, which shows that the Gravity Gun will also light up.

On the subject of Half-Life and Valve, the Steam sale season kicked off on Thursday this week. Among the many bargains is the entire Valve Collection for just $49.99.

Godus Crowd-funded

Peter Molyneux's new God game Godus reached its Kickstarter goal on Wednesday, with just under two days to go to its final funding deadline. The fund closed at over £526,000 ($850,385) pledged of an original £450,000 ($727,515) target. Godus, as you may be aware, is a reinvention of Molyneux's classic God game Populous. It is in development at 22Cans for PC, Mac, and mobile devices, and will not require a constant Internet connection for its single-player mode. The game is due out during September 2013. Separately, 22Cans announced that it has been contacted by a range of composers and musicians wishing to contribute to Godus. One such musician is Harry Waters, son of Pink Floyd bassist and vocalist Roger Waters. No firm collaboration plans have been nailed down yet, but 22Cans said it is exploring how it can work with Harry Waters on the soundtrack for Godus.

Sir Hammerlock Cometh

The third batch of downloadable content for Borderlands 2 has been revealed. Due out January 15 (that's my birthday, in case you care) for Xbox 360, PlayStation 3, and PC will be Sir Hammerlock's Big Game Hunt. It follows Captain Scarlett and Her Captain's Booty and Mr. Torgue's Campaign of Carnage. Sir Hammerlock's Big Game Hunt is included with the $30 Borderlands 2 Season Pass and will be available for others at $10. The content adds a new zone called Aegrus, as well as new areas to explore like Savage Lands, Lodge, and Scylla's Grove. It also brings new hunting-themed weapons (including legendary weapons) and loot, and a fanboat vehicle, which is kinda similar to the sand skiff from Pirate's Booty. The new content takes place just after the end of Borderlands 2, and pits players against a new villain named Professor Nakayama. You will also be battling new creatures including Wetland Drifters, Spores, Armored Boroks, Scaylions, Bandit-style Savage Warriors, and a new Seraph Guardian team raid boss called Voracidous. What's most interesting about these creatures is that there are new behaviors associated with them, notably more of a tribal hierarchy whereby "chiefs" both coordinate and heal their minions. Savages are controlled by Witch Doctors, the Varkid-like Scaylions have a queen that controls their behavior.

Happy Holidays!

This is the final (and looking back at it, somwhat depressing--sorry about that) entry in This Week in Games for 2012, as it will be on a break during the Holidays. Have an excellent season, plays some awesome games, and have a great New Year. See you in 2013.


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CA senator calls NRA's response to violent games 'pathetic and unacceptable'

California senator Leland Yee, whose high-profile violent game law was struck down by the Supreme Court in 2011, has spoken out against the National Rifle Association's recent response to the deadly Sandy Hook Elementary School shooting.

In a statement to his website, Yee said when his violent game law was brought before the Supreme Court last year, the NRA was nowhere to be seen.

"I find it mind-boggling that the NRA suddenly cares about the harmful effects of ultra-violent video games. When our law was before the Supreme Court--while several states, medical organizations, and child advocates submitted briefs in support of California's efforts--the NRA was completely silent."

Yee further claimed that the NRA, instead of facing the reality and becoming part of the solution to gun proliferation, is attempting to "pass the buck."

"More guns are not the answer to protecting our children, as evident by the fact that armed guards weren't enough to stop the tragedy at Columbine High School," Yee said. "The NRA's response is pathetic and completely unacceptable."

NRA vice president Wayne LaPierre said at a press conference Friday violent video games like Bulletstorm and Mortal Kombat were partially to blame for December 14's deadly shooting in Connecticut.

Earlier in the week, West Virginia senator Jay Rockefeller introduced a bill to Congress that would direct the National Academy of Sciences to investigate how violent games and other such programming affect children.


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Senator introduces bill to study violent games

Written By Kom Limpulnam on Jumat, 21 Desember 2012 | 19.51

It's not video games fault, it's not movies fault and its not even guns fault for the crazy crap that goes on in this world. We live in a "no accountability" world now, where nothing is ever your fault, it's always something elses.

People go crazy and do crazy things and that's just what happens sometimes. Banning certain games, certain movies, certain books and even certain guns doesnt circumvent or prevent anything bad from happening. Guy in Canada a few years ago beheaded a young guy on a bus. What then? Ban knives? Guy burns down a house with people inside... ban gas? Kid strangles his younger brother with a Yo-Yo... lets just ban string altogether. The list goes on and banning anything has proven nothing.

Everything under the sun affects people. From video games, to books, to cartoons, to school, to work, to everything. You can make negative connections to everything bad that happens. By these government officials reasoning, maybe Hilter was a terrible person because of all that CRAZY jazz music he was listening to back in the 20's...

Perhaps the government should spend the money on educating the public on what is and isnt acceptable forms of entertainment for children... instead of trying to filter it, regulate it, edit it, censor it, delete it, and monitor it, all for the sake of the super-minority.


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Atlus unveils God Mode

Atlus, the company behind 2011's puzzle platforming adventure Catherine and the Persona series, has unveiled a new project titled God Mode.

The downloadable third-person shooter will be published by Atlas and developed by Old School Games.

Described as an "arcade-style four-player co-op shooter" on the game's official website, God Mode follows a descendant of an ancient Greek god whose bloodline has been banished from Mount Olympus. To avoid an afterlife of eternal damnation, players must survive The Maze of Hades against an army of undead.

The shooter will feature RPG elements including customizable characters, upgradeable weapons, and special abilities.

"God Mode combines non-linear gameplay, fast and frantic shooting, hordes of on-screen enemies, and stunning visuals," Atlus revealed on God Mode's website.

"The game hosts a single-player mode, as well as online and offline (via LAN) co-op play with 1-4 players. In addition to accessing more than 11 different weapons for battle, players are also equipped with a special ability fueled by Rage, which is gathered by amassing kills. Players can choose from several different powers ranging from offensive, to defensive, to support; all of which can be upgraded."

God Mode will be released on PC, Xbox 360, and PS3 in early 2013.


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A look back on 2012

With the year drawing to a close, we take a look back at the big Aussie news and events during 2012.

GAME Australia shuts all stores
Specialist retailer GAME Australia shut down all its Aussie stores in June this year after filing for administration in May. Despite assurances earlier in the year that stores would not necessarily be impacted by the closure of the store's UK branch, the retailer was forced to pull out of the local market.

Australia officially introduces R18+ for games
After more than a decade of lobbying from gamers, the Australian government finally agreed to introduce an R18+ rating for video games in 2013. The bill was initially introduced to parliament early in the year, followed by the announcement of new guidelines.

GameSpot at EB Expo 2012
The 2012 EB Games Expo was the company's second year offering a public event dedicated to gaming and geek culture. It ran over three days from October 5-7.

GameSpot AU was there to cover it live, and caught up with international guests including Ed Boon (Mortal Kombat series), Omar Kendell (PlayStation All-Stars Battle Royale), Josh Holmes (Halo 4), Kristoffer Bergqvist (Medal of Honor: Warfighter), Julien Laferriere and Philippe Bergeron (Assassin's Creed 3).

Starcraft II World Championship Series Australia and Oceania
Blizzard Entertainment and the Australian Cyber League partnered to host the Australian National and Oceania Starcraft II World Championship Series finals this year. For GameSpot AU's interview with the players who finished top three, check out this video.

Wii U Australia launch
Nintendo's new console, the Wii U, hit Aussie shelves on November 30 this year. We rounded up the best local bargains, bundles and games available at launch.

The Australian government pledge $20m to home-grown game development
The Australian Interactive Games Fund was announced by the federal government this year, and marks an initiative which will help support Australian game-development studios and game makers over the next three years to maintain their place in the global market.

PAX coming to Australia in 2013
For the first time ever, the Penny Arcade Expo (PAX) will be coming to Australia. The expo will be held in Melbourne on July 19-21 next year.

The OzSpot End of the Year Edition
The GameSpot AU team--Dan, Laura, Ed, Zorine and Jess--recapped the year that was and talked about some of their favourite gaming moments.

OzSpot special guests to join the podcast included developers Warren Spector (Disney Epic Mickey 2: The Power of Two), Randy Pitchford (Borderlands 2) and Brian Horton (Tomb Raider).

Community Events
GameSpot AU hosted a stack of community events throughout the year. If you weren't able to make it, you can relive all the fun on-demand:

SoulCalibur V Community Event
GameSpot AU and Namco Bandai Partners hosted a tournament to celebrate the launch of SoulCalibur V, with a chance to compete on the European circuit! We chatted to the winner and asked the GameSpot community who their favourite characters were.

For a photo gallery of the night, check out this blog post.

Warren Spector live from Sydney
With a resume that includes Deus Ex, Thief, and Epic Mickey, Warren Spector is one of the biggest and most respected names in video game development. GameSpot AU hosted a special reader event with Spector. Check out the video wrap of the event!

An evening with Katsuhiro Harada
We teamed up with Namco Bandai Games to host an exclusive Tekken Tag Tournament 2 event which featured an appearance by series producer, Katsuhiro Harada. Check out the stream footage to see what happened!

WWE '13 preview event featuring CM Punk!
Several lucky Aussie GameSpotters joined us for our WWE '13 preview event, featuring WWE Superstar CM Punk! Check out the stream archive to see the action that went down.

Assassin's Creed III Live Developer Q&A
GameSpot AU invited a handful of lucky fans to an exclusive Assassin's Creed III event at our Sydney office. In addition to getting the chance to play the game early and taking a look at where we make the magic happen, the game's mission director Philippe Bergeron and associate producer Julien Laferriere held a live Q&A.

Hitman: Absolution LIVE Developer Q&A
We invited a handful of lucky Hitman fans to an exclusive Hitman: Absolution event at a secret location. In addition to the chance to play the game early, IO Interactive's art director Roberto Marchesi dropped by to present a live audience Q&A session!

Dishonored Preview Community Event
The hits kept on rolling when we hosted a select few at an exclusive Dishonored preview event at our offices in Sydney. Check out the live stream archive to see what happened!

As always, this is just the tip of the iceberg. We'll be back on deck early in the new year to do it all over again. More news, previews, features, the best gaming podcast in town, live community events, plus heaps more! Be sure to keep an eye on GameSpot AU in 2013!


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Bioshock Infinite: Intro Breakdown

Written By Kom Limpulnam on Kamis, 20 Desember 2012 | 19.51

This video didn't actually spoil anything; not really. It was basically you guys going "Well, it could be this, but we don't really know." So, much speculation here, and you also only show footage of the intro, minus five seconds of a later part. Good video nonetheless, but just saying, it's not really spoiler-ish since you guys are saying little more than what most of us have in mind already.


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GS News - THQ files for bankruptcy

I know they've had financial issues lately but this sucks. THQ's definitely on my short list of great game developers. 3 of the 5 games I'm looking forward to the most for 2013 are THQ games.. COH 2, Metro Last Light and South Park SoT. Hopefully this ends well.
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PlanetSide 2 Review

Planetside 2's most expansive firefights might be among the most intense you've ever had. The massive first-person battles make you fear every step and celebrate every kill, knowing that one small victory contributes to the greater cause. A number of quality online shooters think big, but none think bigger; you are a small but vital cog in a restless war machine seeking to steamroll the opposition with a few dozen rumbling tanks and a vast swarm of armored soldiers.

Watch this montage of Kevin's life as a heavy.

There's no doubting the ambition and scope of this free-to-play massively multiplayer shooter, in which thousands of players vie for dominance across three spacious, persistent continents. Before entering the fray, you choose one of three empires: the authoritarian Terran Republic; the rebellious New Conglomerate; or the techno-cultist Vanu Sovereignty. All three boast faction-specific weaponry but share the same six classes, so whether you prefer playing a supportive role as a turret-repairing engineer or blowing up tanks as a heavy assault soldier, each faction has a place for you. There are no class-based vehicle restrictions: you can drive ground vehicles and pilot aircraft, or hop in the gunner's seat and harass the enemy on the go.

Discovering the ways you can contribute to your faction's cause isn't easy at first: Planetside 2 is daunting. There are numerous official videos that describe the game's ins and outs, but they're not a proper substitute for an interactive tutorial. When you first emerge from your landing pod, you are both awe-stricken and dumbfounded. Dozens of fellow soldiers rush about your faction's primary base, armored vehicles ramble across the distant landscape, and the hum of nearby aircraft has you peering into the skies. If you've played a shooter before, you know how to aim and shoot; Planetside 2's structural details, however, are initially elusive.

The learning curve isn't as steep as first impressions lead you to believe, however. Once you click through the menus and peruse the map, you have a rough idea of what the game expects of you. And then you take the plunge and engage the enemy for the first time, and begin to understand what your faction expects of you. Planetside 2 makes it easy to join others: with the press of a button, you can join a squad, and multiple squads may join forces and create a platoon. You may also join an outfit--the game's version of a guild--if you seek even more camaraderie. Text chat and voice chat both work nicely, and while you'll encounter a certain amount of trash talk, the community is helpful. Your fellow combatants want you to succeed, and they understand a newcomer's wide-eyed wonder and confusion.

And so you roll out with a squad, seeking to gain control of hotspots like laboratories and tech plants in order to receive factionwide bonuses like reduced vehicle costs. Such bonuses, in turn, relate to resource generation and management. These resources allow you to spawn vehicles at specific terminals, or purchase sundries like grenades. While there are timers that limit how often you can summon a vehicle, there's no waiting around for jets to spawn, and there's no fighting over who gets to fly them: once youpurchase a vehicle, you teleport to the driver's seat.

At the original Planetside's launch, you could spend more time getting to the action than you could participating in it. That issue was corrected in time, however, and developer Sony Online Entertainment has learned from that game's initial growing pains. There is downtime in Planetside 2, of course, as you travel across the landscape to a hotspot identified on the minimap. But you can also deploy immediately to a raging battlefield using the instant action button, though this option, too, is on a timer. There are occasional lulls that will have you wishing for a gunfight to keep your energy levels high, but a few minutes of travel generally rewards you with some proper shooting. Thankfully, you can sprint indefinitely if you don't have a ride, which eases the journey.

Once you're pulled into a frenzied battle, however, you may be overwhelmed by its intensity. And when the singular thrills are over, you'll be left craving even more.


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Sound Byte: Meet the Composer – Jack Wall

Written By Kom Limpulnam on Rabu, 19 Desember 2012 | 19.51

We talk to the legendary composer about his recent stint with Call of Duty: Black Ops II.

Composer Jack Wall certainly has an impressive resume. In addition to composing music for the Myst and Mass Effect series, he is also the co-founder of the Video Games Live concert series. Most recently, Wall worked on Call of Duty: Black Ops II. We chatted with Wall recently to discuss his past, present, and future projects.

How did you get your start in the game music-making field?

I started working in games in 1996 with a company called Postlinear Entertainment; great name for a game company. They gave me my start by asking me to work on their first three or four titles. I was fairly close to the people there and learned a lot about making games and got the opportunity to experiment quite a bit with different techniques for making the interactivity work with music.

For years, especially in the early to mid-2000s, there seemed to be a big push from many in the industry to have the music change based on what the player did, but I didn't see it that way. I always felt that music should fit the mood of what the player was feeling rather than fit their specific actions. Of course, that largely depends on what type of game it is, but for the more story-based games I was working on, that worked better than say, having the music change simply because the guy is walking up the hill as opposed to going down it.

You won your first award for the OST of Myst III: Exile. Tell us one or two things about the development of the game's music that you haven't shared before.

I think the reaction of the production team to our scoring the Main Theme from Myst III: Exile was pretty special. They heard it and were blown away. Of course, they were at the recording session and witnessed it. I remember coming down from the podium after we recorded that particular piece and the producers and developers walked into the room with these huge smiles.

They were clearly moved by the experience of watching all of the players perform it. The team had heard the piece mocked up with orchestra samples, but listening to the real thing changed them and their perception of the music fundamentally from that day on. I wish everyone could experience that.

You also won awards for your work on Jade Empire and Mass Effect's score. Would it be safe to say that composing vast tunes for large-scale adventures is your specialty?

I really don't know what my specialty is other than helping to tell a story through music. I push myself to try new things whenever opportunities arise. When I did Jade Empire, I'd never done anything like it. Mass Effect was the same. Call of Duty: Black Ops II is again brand new territory for me. I'm very experienced at producing music. I always feel that writing music for a new game, film or album is a new challenge every time. The palette I choose and the way I get it all done seems to vary with each project. That's how I endeavor to keep it fresh.

What made you pick Call of Duty: Black Ops 2? Was this sort of a throwback to your days when working on Splinter Cell: Pandora Tomorrow's music?

I had the privilege of auditioning for Call of Duty: Black Ops II. It wasn't something I was actively seeking. I don't think you pick your projects so much as you take advantage of some opportunities that come into your sphere. Brian Tuey, the audio director at Treyarch, was a fan of the Mass Effect scores I'd done and asked me if I'd like to audition. They told me they were looking for a fresh approach to Call of Duty.

This was to be the ninth game in the series. That's an amazing run by any standard. To Treyarch's credit, they endeavored from the start to outdo themselves in every discipline necessary to make a great game. They seemed to respond well to my ideas so I got the job. Splinter Cell Pandora Tomorrow was a totally different experience. I really believe that every project is completely different.

The only mainstay is that melody is important, yet really hard to do well in games. You need to pick your spots for it and they need to be both important to the story, and they need to occur in areas or moments in the game where you can let the music take over. It's always an important challenge for me to find those spots.

What was the inspiration for Black Ops 2's music?

The first thing I did was play through Black Ops and make my notes on what worked well. The Black Ops wing of Call of Duty, at the time, was the biggest selling game in game history. I didn't want to fix what wasn't broken. There was a certain kind of darkness to that score that worked well and we needed to retain that.

However, the mandate from Treyarch on Black Ops II was that the story and characters in the single player campaign needed to be much more memorable. Music was to help in that regard as much as possible. The inspiration for me came from the script in the single player campaign and watching a lot of the gameplay portions.

What were the primary tools used for composing Black Ops 2's music?

Brian Tuey and I came up with a music design that had a more orchestral and acoustic palette in the 1980s era of the game and then a more electronic hybrid for the 2025 levels of the game. I also felt that an intimacy to the score could be achieved with solo instruments and vocals. My assistant and I created a library of sounds that I could use in Black Ops II. We did a few days of field recordings and then designed some banks of sounds in Battery 3 that I could load in my Black Ops II template for the project.

Concerning the theme of the heroes and villain, could you take us through a step-by-step process on how you came up with them?

"The Hero's Theme" was born when I was scoring a scene where Anderson rescues David Mason and his group in Los Angeles in 2025. I wrote it and the team really loved it. I began using it whenever the team resolves a big part of the story including the scene at the very end of the game when Woods and David Mason are at a grave site.

For the main villain Raul Menendez, his theme was written specifically to demonstrate that he was a multi-faceted antagonist of the story in the single player campaign; not a one-dimensional bad guy. There was a scene in the script where he was sitting on a bed with his sister who was obviously infirm or sick. I imagined that he was singing a traditional Nicaraguan lullaby to her--something that their mother sang to them before she died.

I researched Nicaraguan lullabies and found "Niño Precioso". I rearranged that song to work as a theme of sorts for Raul Menendez. It appears in numerous places in the score including the opening fight in Angola, Guerra Precioso on the USS Barack Obama and several other places. I also recorded a purely orchestral version of it with a vocalist, Rudy Cardenas for the credit roll in the style of Michel Legrand in a '70s film.

Do you believe that music in military-themed first person shooters can go beyond orchestras? Or do you think that it's a genre staple?

I think you have to use what works for the project you are on. The orchestra gets used a lot because it's such a versatile sound. You can get a tremendous amount of variation in performance and orchestration; the possibilities are almost endless. But I really enjoy mixing the live orchestra with synth and other solo elements to create a more intimate or electronic sound.

It really just depends on the cue I'm writing at any particular point. I also get a lot of inspiration by creating sounds from found objects. That is something I want to do more of as time goes on. But mixing all of that with an orchestra can certainly move your emotions. That is what music does, so any way I can get that I will. I know that some people just don't like that sound happening all the time, and I quite agree with that. You have to use it properly. All this said, I think that you can do a lot of great music without an orchestra as well.

I understand that you will be composing Lost Planet 3's music. What can gamers expect in that game's OST?

Yes, I'm very excited by that game as well. About 50 percent of the score I call "country, alien twang". It goes really well with the story while at the same time making the sci-fi setting more accessible and believable. We're just wrapping this one up and I can't wait to see what gamers will think of it. It's quite a departure from the first two games and I think it's going to do really well. The acting, the story, and the plot lines are great. The game is fun and if I can get into the studio with some great musicians and bang out tunes that are "alien twang", I'm all for it any day.

Say you were assigned to work on a Japanese-made franchise (Dark Souls, Final Fantasy, etc.). Which series would you like to work on?

Well actually I haven't played many Japanese games, but I'm certainly familiar with a lot of the music. I know that there are some truly artistic and wonderful titles out there. I'd just do what I always do. I'd do a deep study of what came before and try to bring my voice and my point of view to the franchise. That is what is most fulfilling to me as an artist. I always figure that the best way to do my job is to bring my particular point of view to the party.


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