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Consortium Review

Written By Kom Limpulnam on Selasa, 21 Januari 2014 | 19.51

One thing's for sure: Consortium isn't afraid to hide one of its chief influences. Mere minutes in, responding to a quip from the pilot of a futuristic craft crammed with quasi-military types, I jumped on the best of three possible responses: "So you're the ship's joker, right?" Had it used a capital "J," developer Interdimensional Games might as well have shouted out its inspiration. Indeed, Consortium is partly Mass Effect stripped of all that business of exploring worlds and drilling planets, opting instead to unfold events in an aircraft from 2042 that feels like the Normandy and looks strikingly similar to a Boeing 747. L. Ron Hubbard would be proud. But this isn't some soulless rip-off; look past crippling bugs and visual oddities, such as water faucets that seem to spit mercury and the Tomb Raider-circa-2003 faces, and you'll find a role-playing game experience that's at least worthy of breathing the same air as BioWare's space saga.

Consortium presents us with a distinctly European vision of the future, down to quips about how Americans no longer make the best stuff in 2042. It's populated with a motley selection of nationalities and races that work for a peacekeeping organization that may or may not have sinister intentions, and the entire concept hinges on a military hierarchy that labels people with the names of various chess pieces. You, for instance, take on the role of Bishop Six, a warrior enforcer of sorts on his first day on the job, and your presence leads you to butt heads with the knight in charge or tease unfortunately named pawns about relieving themselves in the brig toilet. As the plot reveals, it's a fun job, and you end up investigating murders, sniffing out traitors, attempting to tame mercenaries with diplomatic skills, and sometimes even fighting.

Consortium might look dated, but it's the story that counts.

Taking on roles isn't a figure of speech in this case. One of Consortium's most fascinating quirks is that its meta-narrative assigns you the role of a contemporary player in a satellite-based game that lets you slip into the minds of figures from alternate futures. (Top that one, Oculus Rift.) It initially seems like little more than a tired Assassin's Creed-inspired conceit, but only minutes in, Consortium lets you blurt out the truth to your underlings if you wish. Part of what makes Consortium so appealing is that such playful sallies affect the game's more serious preoccupations with murders, subterfuge, and even cocky Bulgarian recidivists who attack you with antique fighter jets in order to stay off the sensors. Push it too far, and the talking chess pieces around you might start to doubt your ability to lead them to checkmate.

It's generally fun to hear them talk. While some of Bishop Six's responses exhibit an unfortunate smidge of juvenile phrasing, the surrounding crew members exude a degree of humanity barely suggested by their antiquated models. Pause too long before answering as I did while taking notes, and they cut off the conversation out of a belief that you're either rude or just don't want to answer. Conversations flow well from one to another regardless of shifts in subject matter, and Consortium tops it all off with a generally competent voice cast. This works well when you hear Knight 15's confidence waver in the face of little human errors, which makes her leadership seem more believable, or even when crewmembers of various ranks argue over whether to announce the discovery of a murdered rook's corpse.

Push it too far, and the talking chess pieces around you might start to doubt your ability to lead them to checkmate.

There's gotta be a paper on free will in all this.

It's fitting, then, that the ship itself is as much of a character as the crewmembers who populate it. Not unlike Cowboy Bebop, Consortium walks a fine line between the familiar and the far-fetched, and that mixture adds a touch of creepiness as you hunt the rooms for clues and hobnob with crewmembers who balk when you question things that someone in your position should know. You spend almost all your time on the ship, and it's thus a good thing that its three decks offer plenty of exploration to make up for the absence of any ground exploration on your way from Bulgaria to London. Partly thanks to the inclusion of a sweeping musical score by composer Jeremy Soule of Elder Scrolls and Guild Wars fame, the mere act of exploring its air ducts and closed rooms is a pleasure in itself.

Consortium also serves as a decent if uninspired first-person shooter, even to the point of including a prompt at the beginning that adjusts the difficulty for story or action. It's a familiar enough concept, but Consortium goes further than most games by letting you avoid almost all of the gunplay by focusing on careful answers and juggling the dispositions of various enemies and friends. It's a more rewarding approach to Consortium, much like playing Dishonored with an exclusive focus on stealth. Yet shooting is so secondary to the general drive of Consortium that much of it occurs in training exercises in a holodeck of sorts, or through a brief virtual dogfighting sequence. There are no specializations or skills to tinker with--only a smattering of weapons and the ability to incapacitate downed soldiers or to heal allies around you.

Almost all of Consortium takes place on the ship, but your actions could impact the world around it.

And man, is Consortium glitchy. I spent my first few days with the game occasionally unable to get far beyond the loading screen without the computer locking up; I later learned to wait it out for about five minutes. And there's an otherwise impressive sequence late in the game that can cause all manner of problems. I struggled with it myself until the devs posted a workaround on the Steam forums last Tuesday that allowed me a peek at what passes for the end. The issues are so severe that Interdimensional now has a disclaimer on its Steam page acknowledging and apologizing for the troubles, along with the hopeful news that the problems should clear up with a bulky patch toward the end of the month.

It's a shame, because Consortium delivers a uniquely enjoyable RPG experience despite its rather disappointing running time of around four to five hours. That's not as bad as it initially sounds, however, since you discover remarkable differences in gameplay depending on how you make your decisions throughout the game (and on whether you decide to shoot up the place), thus lending Consortium a dose of replay value. For now, at least, it's best to wait. Consortium has a fascinating story to tell that leads you down some bizarre narrative pathways that break the fourth wall, and it's likely best experienced when you can get it to play without crashing or bugging out. Considering that it's partly a game about time travel, a couple of weeks isn't that long to hold out.


19.51 | 0 komentar | Read More

Microsoft paying YouTubers for positive Xbox One coverage

Credit: Neogaf.

Microsoft recently launched a promotion that offered Machinima video partners payment for publishing videos featuring the Xbox One.

Reported by Ars Technica, participants were required to post a video that included a minimum of 30 seconds of footage from an Xbox One game, mentioned the Xbox One name, and were tagged "XB1M13" to be eligible for payment.

According to a leaked copy of the full legal agreement, video creators were not permitted to say "anything negative or disparaging about Machinima, Xbox One, or any of its games". Participants were also prohibited from mentioning the promotional agreement to be eligible for payment.

Payment was allegedly limited to the first 1.25 million video views in the promotion, which reportedly concluded on January 16.

A Microsoft representative was not immediately available to comment.

Microsoft recently announced that the Xbox One has sold over 3 million units worldwide. The console launched on November 22 in North America, the UK, Australia, Austria, Brazil, Canada, France, Germany, Ireland, Italy, Mexico, Spain, and New Zealand.


19.51 | 0 komentar | Read More

Consortium Review

Written By Kom Limpulnam on Senin, 20 Januari 2014 | 19.52

One thing's for sure: Consortium isn't afraid to hide one of its chief influences. Mere minutes in, responding to a quip from the pilot of a futuristic craft crammed with quasi-military types, I jumped on the best of three possible responses: "So you're the ship's joker, right?" Had it used a capital "J," developer Interdimensional Games might as well have shouted out its inspiration. Indeed, Consortium is partly Mass Effect stripped of all that business of exploring worlds and drilling planets, opting instead to unfold events in an aircraft from 2042 that feels like the Normandy and looks strikingly similar to a Boeing 747. L. Ron Hubbard would be proud. But this isn't some soulless rip-off; look past crippling bugs and visual oddities, such as water faucets that seem to spit mercury and the Tomb Raider-circa-2003 faces, and you'll find a role-playing game experience that's at least worthy of breathing the same air as BioWare's space saga.

Consortium presents us with a distinctly European vision of the future, down to quips about how Americans no longer make the best stuff in 2042. It's populated with a motley selection of nationalities and races that work for a peacekeeping organization that may or may not have sinister intentions, and the entire concept hinges on a military hierarchy that labels people with the names of various chess pieces. You, for instance, take on the role of Bishop Six, a warrior enforcer of sorts on his first day on the job, and your presence leads you to butt heads with the knight in charge or tease unfortunately named pawns about relieving themselves in the brig toilet. As the plot reveals, it's a fun job, and you end up investigating murders, sniffing out traitors, attempting to tame mercenaries with diplomatic skills, and sometimes even fighting.

Consortium might look dated, but it's the story that counts.

Taking on roles isn't a figure of speech in this case. One of Consortium's most fascinating quirks is that its meta-narrative assigns you the role of a contemporary player in a satellite-based game that lets you slip into the minds of figures from alternate futures. (Top that one, Oculus Rift.) It initially seems like little more than a tired Assassin's Creed-inspired conceit, but only minutes in, Consortium lets you blurt out the truth to your underlings if you wish. Part of what makes Consortium so appealing is that such playful sallies affect the game's more serious preoccupations with murders, subterfuge, and even cocky Bulgarian recidivists who attack you with antique fighter jets in order to stay off the sensors. Push it too far, and the talking chess pieces around you might start to doubt your ability to lead them to checkmate.

It's generally fun to hear them talk. While some of Bishop Six's responses exhibit an unfortunate smidge of juvenile phrasing, the surrounding crew members exude a degree of humanity barely suggested by their antiquated models. Pause too long before answering as I did while taking notes, and they cut off the conversation out of a belief that you're either rude or just don't want to answer. Conversations flow well from one to another regardless of shifts in subject matter, and Consortium tops it all off with a generally competent voice cast. This works well when you hear Knight 15's confidence waver in the face of little human errors, which makes her leadership seem more believable, or even when crewmembers of various ranks argue over whether to announce the discovery of a murdered rook's corpse.

Push it too far, and the talking chess pieces around you might start to doubt your ability to lead them to checkmate.

There's gotta be a paper on free will in all this.

It's fitting, then, that the ship itself is as much of a character as the crewmembers who populate it. Not unlike Cowboy Bebop, Consortium walks a fine line between the familiar and the far-fetched, and that mixture adds a touch of creepiness as you hunt the rooms for clues and hobnob with crewmembers who balk when you question things that someone in your position should know. You spend almost all your time on the ship, and it's thus a good thing that its three decks offer plenty of exploration to make up for the absence of any ground exploration on your way from Bulgaria to London. Partly thanks to the inclusion of a sweeping musical score by composer Jeremy Soule of Elder Scrolls and Guild Wars fame, the mere act of exploring its air ducts and closed rooms is a pleasure in itself.

Consortium also serves as a decent if uninspired first-person shooter, even to the point of including a prompt at the beginning that adjusts the difficulty for story or action. It's a familiar enough concept, but Consortium goes further than most games by letting you avoid almost all of the gunplay by focusing on careful answers and juggling the dispositions of various enemies and friends. It's a more rewarding approach to Consortium, much like playing Dishonored with an exclusive focus on stealth. Yet shooting is so secondary to the general drive of Consortium that much of it occurs in training exercises in a holodeck of sorts, or through a brief virtual dogfighting sequence. There are no specializations or skills to tinker with--only a smattering of weapons and the ability to incapacitate downed soldiers or to heal allies around you.

Almost all of Consortium takes place on the ship, but your actions could impact the world around it.

And man, is Consortium glitchy. I spent my first few days with the game occasionally unable to get far beyond the loading screen without the computer locking up; I later learned to wait it out for about five minutes. And there's an otherwise impressive sequence late in the game that can cause all manner of problems. I struggled with it myself until the devs posted a workaround on the Steam forums last Tuesday that allowed me a peek at what passes for the end. The issues are so severe that Interdimensional now has a disclaimer on its Steam page acknowledging and apologizing for the troubles, along with the hopeful news that the problems should clear up with a bulky patch toward the end of the month.

It's a shame, because Consortium delivers a uniquely enjoyable RPG experience despite its rather disappointing running time of around four to five hours. That's not as bad as it initially sounds, however, since you discover remarkable differences in gameplay depending on how you make your decisions throughout the game (and on whether you decide to shoot up the place), thus lending Consortium a dose of replay value. For now, at least, it's best to wait. Consortium has a fascinating story to tell that leads you down some bizarre narrative pathways that break the fourth wall, and it's likely best experienced when you can get it to play without crashing or bugging out. Considering that it's partly a game about time travel, a couple of weeks isn't that long to hold out.


19.52 | 0 komentar | Read More

Player vs Gamer Episode 4: NBA 2K Smackdown

GameSpot takes pro-athletes and puts them head-to-head with their teammates and pro-gamers to battle it out on the Xbox One. Who's going to come out on top? Tune in to find out.

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Fable Trilogy bundles all three games--how much would you pay? [UPDATE]

[UPDATE 2] Microsoft has announced that the Fable Trilogy bundle will be released digitally on February 7.

[UPDATE 1] Following the publication of this story a Microsoft representative confirmed that the Fable Trilogy is indeed real. More details will come later.

"The Fable Trilogy bundle in the Xbox Marketplace is real and in development. The bundle will include full Xbox 360 titles for Fable Anniversary, Fable II, and Fable III. We're excited to share official details regarding the release soon on Lionhead.com," a Microsoft representative said.

The original story is below.

A product listing on Xbox.com reveals the Fable Trilogy, an unannounced bundle pack that includes Fable Anniversary, Fable II, and Fable III at a discounted rate over purchasing the games individually. The bundle will launch on February 4, according to the listing, the same day that Fable Anniversary is slated to release.

Fable Anniversary will sell for $40 on Xbox Live at launch, while sequels Fable II are currently offered for $20 and $15, respectively (Yes, Fable II is more expensive than Fable III). That means the Fable Trilogy should sell for less than $75. We've reached out to Microsoft and will update with anything we hear back.

The Fable Trilogy product description points out that if you already own one of the bundled games, you won't get an additional discount on the bundle, nor will you receive an additional copy of the game you already own.

Fable Anniversary is described as the "definitive" version of the 2004 role-playing game, featuring 1080p graphics, new audio, a new interface, Achievements, SmartGlass integration, and the Lost Chapters expansion.

The next core Fable game is Fable Legends for Xbox One, which Microsoft officially announced during Gamescom 2013 in August. A beta for the online-focused game will launch sometime this year. Developer Lionhead Studios expects the game to have a lifespan of 5-10 years.

Filed under:
Fable Anniversary
Lionhead Studios
Xbox 360
Fable Legends
Fable II
Fable III

19.51 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Selasa, 14 Januari 2014 | 19.51

Gamespot's Site MashupNintendo apologises for failing to launch Wii U's TVii service in EuropeGS News - Respawn Responds! + Sim City Finally Has Real Single Player?Continue?9876543210 Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 14 Jan 2014 04:39:24 -0800 http://www.gamespot.com/articles/nintendo-apologises-for-failing-to-launch-wii-u-s-tvii-service-in-europe/1100-6417119/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/8/0/9/1/2308091-718915_20131001_009.jpg" data-ref-id="1300-2308091" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/8/0/9/1/2308091-718915_20131001_009.jpg" data-ref-id="1300-2308091"><img src="http://static.gamespot.com/uploads/scale_super/mig/8/0/9/1/2308091-718915_20131001_009.jpg"></a></figure><p style="">Nintendo has apologised that its TVii service is still yet to launch in Europe.</p><p dir="ltr" style="">TVii launched alongside the Wii U in the US, but was scheduled to make its debut in Europe at some point in 2013. Which didn't happen. Pressing the TV button on the GamePad is therefore significantly less fruitful in Europe, basically.</p><p dir="ltr" style="">"We would like to apologise that we were unable to bring the Nintendo TVii service to Europe in 2013 as originally planned," Nintendo has now <a href="http://www.nintendo.co.uk/Wii-U/System-Software/Nintendo-TVii/Nintendo-TVii-666625.html" rel="nofollow">said on its site</a> (<a href="http://www.nintendolife.com/news/2014/01/nintendo_is_sorry_that_the_wii_us_tvii_service_hasnt_launched_in_the_uk_yet" rel="nofollow">via Nintendo Life</a>).</p><p dir="ltr" style="">"Please continue to keep an eye out for further announcements regarding this service in the near future."</p><p dir="ltr" style="">In the US, TVii amalgamates cable and satellite service alongside Hulu Plus, Amazon Instant Video, and Netflix into the Wii U GamePad, functioning as a nifty programme guide that can then display shows on your TV or on the GamePad itself.</p><div data-embed-type="video" data-ref-id="2300-6416209" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416209/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Tue, 14 Jan 2014 04:01:00 -0800 http://www.gamespot.com/articles/nintendo-apologises-for-failing-to-launch-wii-u-s-tvii-service-in-europe/1100-6417119/ http://www.gamespot.com/videos/gs-news-respawn-responds-sim-city-finally-has-real/2300-6416811/ Today we hear back from Respawn Entertainment about 6v6 multiplayer concerns and how Sim City will finally be offline. Also Sony and Microsoft sound off about hardware in the present and future. Mon, 13 Jan 2014 16:31:00 -0800 http://www.gamespot.com/videos/gs-news-respawn-responds-sim-city-finally-has-real/2300-6416811/ http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/ <p style="">Your time is over. Whatever quest you were on, young video game hero, is now finished. All your hearts, coins, and other worldly possessions--save for a simple broadsword--have abandoned you. Continue?9876543210 begins where most games end: your demise. Now you are faced with deletion, and then nothingness. But being the adventurous spirit that you are, you decide to use what little time you have left to attempt one last adventure--one final journey before the end. The outcome is certain. It's how you reconcile this fact that is at stake.</p><div data-embed-type="video" data-ref-id="2300-6416795" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416795/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">You awake from your demise in a sort of limbo populated by other fallen characters. It's really nothing more than a dingy little rock floating in the ether. Everyone here is awaiting deletion. The memory cache of this world will soon be wiped clean by a being referred to as the "garbage collector," and everyone in it will cease to be. This is inevitable. In response, limbo's inhabitants flutter about in hazy melancholy, rambling confusing, half-finished sentences and requesting something called "foo." What they think they're going to do with all this foo is a mystery, but it matters not. You have what they seek, and what they give you in exchange could be the key to your salvation.</p><blockquote data-size="medium" data-align="left"><p style="">The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p></blockquote><p style="">Continue's limbo is divided into 11 different areas, but you venture through only six of these on any given playthrough. Most of your time is spent running around these different areas--a sea pier, a mountain village, a red-light district--talking with the locals and bargaining for their help. The rest of your time is occupied by fighting the garbage collector's minions. These encounters mimic fights you might have in other games, such as a third-person brawler or a Space Invaders-esque shooter. Defeating all the minions is always your goal, but the combat itself takes on different forms from encounter to encounter.</p><p style="">Unfortunately, these enemy encounters highlight how poorly Continue handles. Your avatar darts around so quickly, and without momentum, that he feels out of place in the often cramped environments you explore. In combat, his sword attack is a quick stab that strikes enemies well beyond the reach of the blade. At best, this makes some fights ridiculously easy, while in others, it's difficult to judge who you're going to hit. Ultimately, you don't feel as if you have as much control over your character as you should.</p><p style="">Your existence is prolonged by interacting with others, and by balancing their gifts of either lightning or prayer. Lightning is used to reach the exit and continue to the next area. Prayers are used to shield you from the garbage collector after every two areas. To maximize the time you have left, you are encouraged to interact with as many people as possible. Speaking with and engaging others affords you more opportunities to earn lightning and prayers, which in turn lets you progress further on your quest.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg"></a><figcaption>Each area you visit has a time limit, which adds some extra challenge to the game's otherwise simple tasks.</figcaption></figure><p style="">This seems to be the heart of Continue's message. As previously stated, the outcome of this journey has already been determined. It's only a matter of time, and when the inevitable finds you--and your hero passes from existence--you receive a simple message telling you how your hero felt as he faded away. By utilizing your time to its fullest, your hero will feel more at ease with his passing. And once he's gone, and the game is over, it's hard not to stop and think how you will feel when your time comes. The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p><p style="">Any game that can elicit such questions in its audience is an impressive feat. Continue's commentary on mortality, existence, and what is truly important in our lives will persist long after you put the game away. It is a pity the actual game supporting this evaluation isn't as rich as the subject matter it addresses.</p> Fri, 10 Jan 2014 16:56:00 -0800 http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/

Gamespot's Site MashupNintendo apologises for failing to launch Wii U's TVii service in EuropeGS News - Respawn Responds! + Sim City Finally Has Real Single Player?Continue?9876543210 Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 14 Jan 2014 04:39:24 -0800 http://www.gamespot.com/articles/nintendo-apologises-for-failing-to-launch-wii-u-s-tvii-service-in-europe/1100-6417119/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/8/0/9/1/2308091-718915_20131001_009.jpg" data-ref-id="1300-2308091" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/8/0/9/1/2308091-718915_20131001_009.jpg" data-ref-id="1300-2308091"><img src="http://static.gamespot.com/uploads/scale_super/mig/8/0/9/1/2308091-718915_20131001_009.jpg"></a></figure><p style="">Nintendo has apologised that its TVii service is still yet to launch in Europe.</p><p dir="ltr" style="">TVii launched alongside the Wii U in the US, but was scheduled to make its debut in Europe at some point in 2013. Which didn't happen. Pressing the TV button on the GamePad is therefore significantly less fruitful in Europe, basically.</p><p dir="ltr" style="">"We would like to apologise that we were unable to bring the Nintendo TVii service to Europe in 2013 as originally planned," Nintendo has now <a href="http://www.nintendo.co.uk/Wii-U/System-Software/Nintendo-TVii/Nintendo-TVii-666625.html" rel="nofollow">said on its site</a> (<a href="http://www.nintendolife.com/news/2014/01/nintendo_is_sorry_that_the_wii_us_tvii_service_hasnt_launched_in_the_uk_yet" rel="nofollow">via Nintendo Life</a>).</p><p dir="ltr" style="">"Please continue to keep an eye out for further announcements regarding this service in the near future."</p><p dir="ltr" style="">In the US, TVii amalgamates cable and satellite service alongside Hulu Plus, Amazon Instant Video, and Netflix into the Wii U GamePad, functioning as a nifty programme guide that can then display shows on your TV or on the GamePad itself.</p><div data-embed-type="video" data-ref-id="2300-6416209" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416209/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Tue, 14 Jan 2014 04:01:00 -0800 http://www.gamespot.com/articles/nintendo-apologises-for-failing-to-launch-wii-u-s-tvii-service-in-europe/1100-6417119/ http://www.gamespot.com/videos/gs-news-respawn-responds-sim-city-finally-has-real/2300-6416811/ Today we hear back from Respawn Entertainment about 6v6 multiplayer concerns and how Sim City will finally be offline. Also Sony and Microsoft sound off about hardware in the present and future. Mon, 13 Jan 2014 16:31:00 -0800 http://www.gamespot.com/videos/gs-news-respawn-responds-sim-city-finally-has-real/2300-6416811/ http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/ <p style="">Your time is over. Whatever quest you were on, young video game hero, is now finished. All your hearts, coins, and other worldly possessions--save for a simple broadsword--have abandoned you. Continue?9876543210 begins where most games end: your demise. Now you are faced with deletion, and then nothingness. But being the adventurous spirit that you are, you decide to use what little time you have left to attempt one last adventure--one final journey before the end. The outcome is certain. It's how you reconcile this fact that is at stake.</p><div data-embed-type="video" data-ref-id="2300-6416795" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416795/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">You awake from your demise in a sort of limbo populated by other fallen characters. It's really nothing more than a dingy little rock floating in the ether. Everyone here is awaiting deletion. The memory cache of this world will soon be wiped clean by a being referred to as the "garbage collector," and everyone in it will cease to be. This is inevitable. In response, limbo's inhabitants flutter about in hazy melancholy, rambling confusing, half-finished sentences and requesting something called "foo." What they think they're going to do with all this foo is a mystery, but it matters not. You have what they seek, and what they give you in exchange could be the key to your salvation.</p><blockquote data-size="medium" data-align="left"><p style="">The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p></blockquote><p style="">Continue's limbo is divided into 11 different areas, but you venture through only six of these on any given playthrough. Most of your time is spent running around these different areas--a sea pier, a mountain village, a red-light district--talking with the locals and bargaining for their help. The rest of your time is occupied by fighting the garbage collector's minions. These encounters mimic fights you might have in other games, such as a third-person brawler or a Space Invaders-esque shooter. Defeating all the minions is always your goal, but the combat itself takes on different forms from encounter to encounter.</p><p style="">Unfortunately, these enemy encounters highlight how poorly Continue handles. Your avatar darts around so quickly, and without momentum, that he feels out of place in the often cramped environments you explore. In combat, his sword attack is a quick stab that strikes enemies well beyond the reach of the blade. At best, this makes some fights ridiculously easy, while in others, it's difficult to judge who you're going to hit. Ultimately, you don't feel as if you have as much control over your character as you should.</p><p style="">Your existence is prolonged by interacting with others, and by balancing their gifts of either lightning or prayer. Lightning is used to reach the exit and continue to the next area. Prayers are used to shield you from the garbage collector after every two areas. To maximize the time you have left, you are encouraged to interact with as many people as possible. Speaking with and engaging others affords you more opportunities to earn lightning and prayers, which in turn lets you progress further on your quest.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg"></a><figcaption>Each area you visit has a time limit, which adds some extra challenge to the game's otherwise simple tasks.</figcaption></figure><p style="">This seems to be the heart of Continue's message. As previously stated, the outcome of this journey has already been determined. It's only a matter of time, and when the inevitable finds you--and your hero passes from existence--you receive a simple message telling you how your hero felt as he faded away. By utilizing your time to its fullest, your hero will feel more at ease with his passing. And once he's gone, and the game is over, it's hard not to stop and think how you will feel when your time comes. The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p><p style="">Any game that can elicit such questions in its audience is an impressive feat. Continue's commentary on mortality, existence, and what is truly important in our lives will persist long after you put the game away. It is a pity the actual game supporting this evaluation isn't as rich as the subject matter it addresses.</p> Fri, 10 Jan 2014 16:56:00 -0800 http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/


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Continue?9876543210 Review

Written By Kom Limpulnam on Senin, 13 Januari 2014 | 19.51

Your time is over. Whatever quest you were on, young video game hero, is now finished. All your hearts, coins, and other worldly possessions--save for a simple broadsword--have abandoned you. Continue?9876543210 begins where most games end: your demise. Now you are faced with deletion, and then nothingness. But being the adventurous spirit that you are, you decide to use what little time you have left to attempt one last adventure--one final journey before the end. The outcome is certain. It's how you reconcile this fact that is at stake.

You awake from your demise in a sort of limbo populated by other fallen characters. It's really nothing more than a dingy little rock floating in the ether. Everyone here is awaiting deletion. The memory cache of this world will soon be wiped clean by a being referred to as the "garbage collector," and everyone in it will cease to be. This is inevitable. In response, limbo's inhabitants flutter about in hazy melancholy, rambling confusing, half-finished sentences and requesting something called "foo." What they think they're going to do with all this foo is a mystery, but it matters not. You have what they seek, and what they give you in exchange could be the key to your salvation.

The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.

Continue's limbo is divided into 11 different areas, but you venture through only six of these on any given playthrough. Most of your time is spent running around these different areas--a sea pier, a mountain village, a red-light district--talking with the locals and bargaining for their help. The rest of your time is occupied by fighting the garbage collector's minions. These encounters mimic fights you might have in other games, such as a third-person brawler or a Space Invaders-esque shooter. Defeating all the minions is always your goal, but the combat itself takes on different forms from encounter to encounter.

Unfortunately, these enemy encounters highlight how poorly Continue handles. Your avatar darts around so quickly, and without momentum, that he feels out of place in the often cramped environments you explore. In combat, his sword attack is a quick stab that strikes enemies well beyond the reach of the blade. At best, this makes some fights ridiculously easy, while in others, it's difficult to judge who you're going to hit. Ultimately, you don't feel as if you have as much control over your character as you should.

Your existence is prolonged by interacting with others, and by balancing their gifts of either lightning or prayer. Lightning is used to reach the exit and continue to the next area. Prayers are used to shield you from the garbage collector after every two areas. To maximize the time you have left, you are encouraged to interact with as many people as possible. Speaking with and engaging others affords you more opportunities to earn lightning and prayers, which in turn lets you progress further on your quest.

Each area you visit has a time limit, which adds some extra challenge to the game's otherwise simple tasks.

This seems to be the heart of Continue's message. As previously stated, the outcome of this journey has already been determined. It's only a matter of time, and when the inevitable finds you--and your hero passes from existence--you receive a simple message telling you how your hero felt as he faded away. By utilizing your time to its fullest, your hero will feel more at ease with his passing. And once he's gone, and the game is over, it's hard not to stop and think how you will feel when your time comes. The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.

Any game that can elicit such questions in its audience is an impressive feat. Continue's commentary on mortality, existence, and what is truly important in our lives will persist long after you put the game away. It is a pity the actual game supporting this evaluation isn't as rich as the subject matter it addresses.


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Player vs Gamer Episode 3

GameSpot takes pro-athletes and puts them head-to-head with their teammates and pro-gamers to battle it out on the Xbox One. Who's going to come out on top? Tune in to find out.

Subscribe to for notifications when new shows are available!

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Codemasters launches new endless runner on iOS App Store

DiRT, F1, and GRID developer Codemasters has launched a new mobile game on the iOS App Store in Singapore called Drive: USA. It's a spin on the endless runner genre.

Called an endless racer by Codemasters, the free download looks like it's been inspired mostly by the popular Temple Run series. The game features, as you might expect, a suite of power-ups, characters, and an in-game currency called Gizmo Coins.

Drive: USA will require at least an iPad 2, iPhone 4, or iPod Touch 5.

GameSpot has contacted Codemasters about its plans on releasing the game worldwide.

Last week Codemasters teased that it might be working on multiple new games in the DiRT series for 2014.

Filed under:
DiRT 3
F1 2013

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Gamespot's Site Mashup

Written By Kom Limpulnam on Minggu, 12 Januari 2014 | 19.51

Gamespot's Site MashupOculus Rift vs. Sony's HMZ-T3Q - CES 2014Quake Live gets standalone clientContinue?9876543210 Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sun, 12 Jan 2014 04:38:29 -0800 http://www.gamespot.com/videos/oculus-rift-vs-sony-s-hmz-t3q-ces-2014/2300-6416803/ Justin Haywald lays down the truth about Sony's VR headset and how it stacks up against the Oculus Rift. Sat, 11 Jan 2014 23:12:00 -0800 http://www.gamespot.com/videos/oculus-rift-vs-sony-s-hmz-t3q-ces-2014/2300-6416803/ http://www.gamespot.com/articles/quake-live-gets-standalone-client/1100-6417080/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1535/15354745/2417336-2176496532-quake.jpg" data-ref-id="1300-2417336" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1535/15354745/2417336-2176496532-quake.jpg" data-ref-id="1300-2417336"><img src="http://static.gamespot.com/uploads/scale_super/1535/15354745/2417336-2176496532-quake.jpg"></a></figure><p style="">Bethesda today announced that <a href="http://bit.ly/FDLk" rel="nofollow">Quake Live</a> is getting a standalone client. Rather than playing the game through their web-browsers, players will now have to download and install a standalone client, which they will use to launch the game.</p><p style="">Certain functions will remain available on quakelive.com, allowing players to manage account settings, view profiles, manage clans, and even launch Pro matches, but all players will need to download the standalone client. Third-party standalone clients are no longer compatible with Quake Live following this transition.</p><p style="">Sadly, switching to a standalone client also means that players with Linux and Mac operating systems will no longer be able to run the game. Bethesda says that testers have managed to make Quake Live work through emulation or visualization software, but that it's unable to support native Mac and Linux versions.</p><p style="">Players who subscribe to Premium Pro Quake Live but don't meet the operating system requirement should contact Customer support via the Support Link or <a href="mailto:support@quakelive.com" rel="nofollow">support@quakelive.com</a>.</p><p style="">Quake Live, which launched in 2010, is essentially a port of the 1996 PC Game <a href="http://www.gamespot.com/reviews/quake-iii-arena-review/1900-2532553/" data-ref-id="1900-2532553">Quake III Arena</a>. It's ability to run on most web-browsers was a big selling point at the time.</p> Sat, 11 Jan 2014 16:21:00 -0800 http://www.gamespot.com/articles/quake-live-gets-standalone-client/1100-6417080/ http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/ <p style="">Your time is over. Whatever quest you were on, young video game hero, is now finished. All your hearts, coins, and other worldly possessions--save for a simple broadsword--have abandoned you. Continue?9876543210 begins where most games end: your demise. Now you are faced with deletion, and then nothingness. But being the adventurous spirit that you are, you decide to use what little time you have left to attempt one last adventure--one final journey before the end. The outcome is certain. It's how you reconcile this fact that is at stake.</p><div data-embed-type="video" data-ref-id="2300-6416795" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416795/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">You awake from your demise in a sort of limbo populated by other fallen characters. It's really nothing more than a dingy little rock floating in the ether. Everyone here is awaiting deletion. The memory cache of this world will soon be wiped clean by a being referred to as the "garbage collector," and everyone in it will cease to be. This is inevitable. In response, limbo's inhabitants flutter about in hazy melancholy, rambling confusing, half-finished sentences and requesting something called "foo." What they think they're going to do with all this foo is a mystery, but it matters not. You have what they seek, and what they give you in exchange could be the key to your salvation.</p><blockquote data-size="medium" data-align="left"><p style="">The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p></blockquote><p style="">Continue's limbo is divided into 11 different areas, but you venture through only six of these on any given playthrough. Most of your time is spent running around these different areas--a sea pier, a mountain village, a red-light district--talking with the locals and bargaining for their help. The rest of your time is occupied by fighting the garbage collector's minions. These encounters mimic fights you might have in other games, such as a third-person brawler or a Space Invaders-esque shooter. Defeating all the minions is always your goal, but the combat itself takes on different forms from encounter to encounter.</p><p style="">Unfortunately, these enemy encounters highlight how poorly Continue handles. Your avatar darts around so quickly, and without momentum, that he feels out of place in the often cramped environments you explore. In combat, his sword attack is a quick stab that strikes enemies well beyond the reach of the blade. At best, this makes some fights ridiculously easy, while in others, it's difficult to judge who you're going to hit. Ultimately, you don't feel as if you have as much control over your character as you should.</p><p style="">Your existence is prolonged by interacting with others, and by balancing their gifts of either lightning or prayer. Lightning is used to reach the exit and continue to the next area. Prayers are used to shield you from the garbage collector after every two areas. To maximize the time you have left, you are encouraged to interact with as many people as possible. Speaking with and engaging others affords you more opportunities to earn lightning and prayers, which in turn lets you progress further on your quest.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg"></a><figcaption>Each area you visit has a time limit, which adds some extra challenge to the game's otherwise simple tasks.</figcaption></figure><p style="">This seems to be the heart of Continue's message. As previously stated, the outcome of this journey has already been determined. It's only a matter of time, and when the inevitable finds you--and your hero passes from existence--you receive a simple message telling you how your hero felt as he faded away. By utilizing your time to its fullest, your hero will feel more at ease with his passing. And once he's gone, and the game is over, it's hard not to stop and think how you will feel when your time comes. The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p><p style="">Any game that can elicit such questions in its audience is an impressive feat. Continue's commentary on mortality, existence, and what is truly important in our lives will persist long after you put the game away. It is a pity the actual game supporting this evaluation isn't as rich as the subject matter it addresses.</p> Fri, 10 Jan 2014 16:56:00 -0800 http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/

Gamespot's Site MashupOculus Rift vs. Sony's HMZ-T3Q - CES 2014Quake Live gets standalone clientContinue?9876543210 Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sun, 12 Jan 2014 04:38:29 -0800 http://www.gamespot.com/videos/oculus-rift-vs-sony-s-hmz-t3q-ces-2014/2300-6416803/ Justin Haywald lays down the truth about Sony's VR headset and how it stacks up against the Oculus Rift. Sat, 11 Jan 2014 23:12:00 -0800 http://www.gamespot.com/videos/oculus-rift-vs-sony-s-hmz-t3q-ces-2014/2300-6416803/ http://www.gamespot.com/articles/quake-live-gets-standalone-client/1100-6417080/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1535/15354745/2417336-2176496532-quake.jpg" data-ref-id="1300-2417336" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1535/15354745/2417336-2176496532-quake.jpg" data-ref-id="1300-2417336"><img src="http://static.gamespot.com/uploads/scale_super/1535/15354745/2417336-2176496532-quake.jpg"></a></figure><p style="">Bethesda today announced that <a href="http://bit.ly/FDLk" rel="nofollow">Quake Live</a> is getting a standalone client. Rather than playing the game through their web-browsers, players will now have to download and install a standalone client, which they will use to launch the game.</p><p style="">Certain functions will remain available on quakelive.com, allowing players to manage account settings, view profiles, manage clans, and even launch Pro matches, but all players will need to download the standalone client. Third-party standalone clients are no longer compatible with Quake Live following this transition.</p><p style="">Sadly, switching to a standalone client also means that players with Linux and Mac operating systems will no longer be able to run the game. Bethesda says that testers have managed to make Quake Live work through emulation or visualization software, but that it's unable to support native Mac and Linux versions.</p><p style="">Players who subscribe to Premium Pro Quake Live but don't meet the operating system requirement should contact Customer support via the Support Link or <a href="mailto:support@quakelive.com" rel="nofollow">support@quakelive.com</a>.</p><p style="">Quake Live, which launched in 2010, is essentially a port of the 1996 PC Game <a href="http://www.gamespot.com/reviews/quake-iii-arena-review/1900-2532553/" data-ref-id="1900-2532553">Quake III Arena</a>. It's ability to run on most web-browsers was a big selling point at the time.</p> Sat, 11 Jan 2014 16:21:00 -0800 http://www.gamespot.com/articles/quake-live-gets-standalone-client/1100-6417080/ http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/ <p style="">Your time is over. Whatever quest you were on, young video game hero, is now finished. All your hearts, coins, and other worldly possessions--save for a simple broadsword--have abandoned you. Continue?9876543210 begins where most games end: your demise. Now you are faced with deletion, and then nothingness. But being the adventurous spirit that you are, you decide to use what little time you have left to attempt one last adventure--one final journey before the end. The outcome is certain. It's how you reconcile this fact that is at stake.</p><div data-embed-type="video" data-ref-id="2300-6416795" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416795/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">You awake from your demise in a sort of limbo populated by other fallen characters. It's really nothing more than a dingy little rock floating in the ether. Everyone here is awaiting deletion. The memory cache of this world will soon be wiped clean by a being referred to as the "garbage collector," and everyone in it will cease to be. This is inevitable. In response, limbo's inhabitants flutter about in hazy melancholy, rambling confusing, half-finished sentences and requesting something called "foo." What they think they're going to do with all this foo is a mystery, but it matters not. You have what they seek, and what they give you in exchange could be the key to your salvation.</p><blockquote data-size="medium" data-align="left"><p style="">The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p></blockquote><p style="">Continue's limbo is divided into 11 different areas, but you venture through only six of these on any given playthrough. Most of your time is spent running around these different areas--a sea pier, a mountain village, a red-light district--talking with the locals and bargaining for their help. The rest of your time is occupied by fighting the garbage collector's minions. These encounters mimic fights you might have in other games, such as a third-person brawler or a Space Invaders-esque shooter. Defeating all the minions is always your goal, but the combat itself takes on different forms from encounter to encounter.</p><p style="">Unfortunately, these enemy encounters highlight how poorly Continue handles. Your avatar darts around so quickly, and without momentum, that he feels out of place in the often cramped environments you explore. In combat, his sword attack is a quick stab that strikes enemies well beyond the reach of the blade. At best, this makes some fights ridiculously easy, while in others, it's difficult to judge who you're going to hit. Ultimately, you don't feel as if you have as much control over your character as you should.</p><p style="">Your existence is prolonged by interacting with others, and by balancing their gifts of either lightning or prayer. Lightning is used to reach the exit and continue to the next area. Prayers are used to shield you from the garbage collector after every two areas. To maximize the time you have left, you are encouraged to interact with as many people as possible. Speaking with and engaging others affords you more opportunities to earn lightning and prayers, which in turn lets you progress further on your quest.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg" data-ref-id="1300-2416863"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2416863-continue_win_1_4+2014-01-10+11-29-57-31.jpg"></a><figcaption>Each area you visit has a time limit, which adds some extra challenge to the game's otherwise simple tasks.</figcaption></figure><p style="">This seems to be the heart of Continue's message. As previously stated, the outcome of this journey has already been determined. It's only a matter of time, and when the inevitable finds you--and your hero passes from existence--you receive a simple message telling you how your hero felt as he faded away. By utilizing your time to its fullest, your hero will feel more at ease with his passing. And once he's gone, and the game is over, it's hard not to stop and think how you will feel when your time comes. The hero's journey seems so trivial as the game holds up a mirror to you--the player--and asks how accepting you are of your own mortality.</p><p style="">Any game that can elicit such questions in its audience is an impressive feat. Continue's commentary on mortality, existence, and what is truly important in our lives will persist long after you put the game away. It is a pity the actual game supporting this evaluation isn't as rich as the subject matter it addresses.</p> Fri, 10 Jan 2014 16:56:00 -0800 http://www.gamespot.com/reviews/continue-9876543210-review/1900-6415623/


19.51 | 0 komentar | Read More
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