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Final Fantasy 15's Trailer Shows a Lot of Promise

Written By Kom Limpulnam on Jumat, 19 September 2014 | 19.51

I gotta admit, I wanted to hate it for the insane wait without any updates but the action and visuals look insanely awesome.

While the Japanese can't ship a complete major game to save their lives, the visual design and animation alone looks leaps and bounds beyond anything Western developers can accomplish on an artistic level. 

I know art is subjective but, the way this looks should make Western studios want to improve their art. All they go for is either that non-realistic "hyper realistic"(Last of Us) style or the pixar-esque cartoony look(Ratchet) or sometimes a goofy mixture of the two(Uncharted).


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Neverwinter Updated Review

It wasn't the promise of new lands to explore to dragons to slay that brought me back to Neverwinter; it wasn't even (at first) the opportunity to try out new classes. No, after an absence of several months, it was the opportunity to use the race-changing feature to transform my humdrum human great weapon fighter into a gloriously-bearded dwarf that sent me back into the arms of developer Cryptic's Dungeons & Dragons online role-playing game. And against all expectations, I embraced it, if only for a little while. Neverwinter's combat still excels all these months later, and the time since launch has given it a semblance of an endgame it previous lacked.

Seconds in, I could see that Neverwinter's combat had retained its sense of power and explosive immediacy. My great weapon fighter, newly shrunk to dwarven size, swung his blade with a flick of the left mouse button and exploded in a frenzy at a touch of the tab key. Neverwinter's focus on action lacks the novelty it once commanded in the days before WildStar and Elder Scrolls Online stomped onto the scene, but few MMOGs do such a good job of capturing the experience of clobbering baddies with sharp, shiny blades. Somewhere, we're led to believe, an adherence to Advanced Dungeons & Dragons serves as the foundation for all this, though that connection is a notable loose one. Consisting mainly of three action bars and two daily skills, the combat system provides the kind of fun that could catch on well when Neverwinter makes its jump to the Xbox One later this year.

The lore here is weak, but the world at least captures the "feel" of D&D.

The combat holds up so well, in fact, that my time "sampling" the newish hunter ranger introduced last December turned into a leveling extravaganza that had me pushing to the level cap in just a few days. For leveling, it's probably a personal record. The absence of this staple fantasy class stung at launch, but it seems that slight wait wasn't for naught. There's a pleasing Legolas-style quality about the class: hit tab, and the iconic bow is switched out for a hotbar dedicated to finishing off enemies with a pair of lengthy daggers; hit shift, and he darts out of harm's way in an explosion of leaves.

I also found some of that excitement in the new scourge warlock class. I only toyed with it across 10 or so levels, but that was enough time for the class to attract me more than similar classes in games such as World of Warcraft or Guild Wars 2. Here again, the focus is on movement. Press shift, and the warlock hovers across the landscape towards the next target, occasionally blasting foes with flames that cause them to rise from the dead as minions. She provides healing energy with the damage she deals, and her fluid attack animations make her great fun to play. With the hunter ranger and the scourge warlock, Cryptic proves that good new classes will bring back players who have left for other (presumably greener) pastures.

The downside of my fling with the hunter ranger was that I had to experience the 12-50 leveling content all over again. Little has changed in this regard. As it was at launch, the core levels all feel as though Cryptic studied plumbing schematics for the leveling system, with the heroes themselves acting as Drano as they clear out the gunk on the way to the boss at the end. Sometimes you'll stop to pick up quests from non-player characters who spout stories that are never interesting enough to stick around listening to, and sometimes you must flip a switch instead of ram a sword through a goblin's heart. Neverwinter is beautiful at times, particularly in the forests of the Blackdagger Ruins and in the snow-capped mountains of Icespire Peak, but it never quite manages to rise above generic fantasy and assume an identity of its own.

A dragon. In a dungeon. How appropriate!

That identity is what made past Dungeons & Dragons games like Baldur's Gate and Neverwinter Nights so memorable. If you find a trace of that spirit here, it's in the user-made quests found within the foundry. Cryptic may withhold key features such as loot distribution from player designers in the creation interface, but the scenarios themselves are filled with old pen-and-paper D&D scenarios come to digital life. Some are episodic, and thus provide a reason to venture back to Neverwinter when Cryptic itself is in a content drought. If the content stumbles, it's only because the rating system doesn't rotate out new entries as much as it probably should. One entertaining foundry mission called "Tired of Being the Hero" has barely budged from its top spot since the days shortly after launch.

But where do other people fit into all this? Neverwinter is curiously asocial for an MMORPG, even in the cooperative dungeons that usually form the foundation of long-lasting friendships in many of its competitors. They excel in visual appeal but fall short of any real challenge; most of the time, you're fine just chopping through foes and bosses as long as your healer isn't asleep. Healers don't even need to pay that much attention. The AI-controlled companions that heal you and aid your damage in the basic level content are allowed to follow you in, leaving Neverwinter's challenges just a notch about knowing when to stay out of the fire.

And if you talk? Humorously enough, Neverwinter's popularity across multiple countries means it's not terribly uncommon to save the world in groups of four people who don't understand a word you're saying. There's a nice "citizen of the world" vibe about its community, sure, and it serves as a nice break from the name-calling and petty arguments you find elsewhere. It's not good, however, for forming the social bonds that games like this thrive on for longevity.

Neverwinter's combat may be fun, but its quests are as bland as they come.

For the MMO connoisseur who's more interested in wrecking his or her fellow players rather than working with them, Neverwinter also has a fun multiplayer component, but its battlegrounds are a mass of imbalances until you get to 50. Reaching the level cap unlocks the dwarven fortress of Gauntlgrym, however, and there's some fun in its 20-versus-20 battles that capture the thrill of sieges while demanding a modicum of strategy.

Most of these options existed before. The succeeding months have brought an identifiable endgame to Neverwinter that adds vitality to the game apart from the tired imperative to level an alt. These are Neverwinter's campaigns, which shuttle you off to familiar locales like Icewind Dale for the promise of sweet loot if you can stomach the unyielding repetition of daily quests. In their favor, most of these manage to escape the tube-like progression of the core zones, opting instead to dole out quests from a central location that sends you to victory among various points of the compass.

Taken together, Neverwinter's design would fall flat in a traditional subscription MMORPG, but it doesn't rank far below Path of Exile in terms of providing so much great content for so little. It also isn't as insistent on robbing you as the bandits who prowl its sewers; indeed, it's quite possible to reach the level cap without any assistance from the cash shop. Neverwinter seems to want to be the type of game that you can drop into with few complications after an absence of a few weeks or months, and it does this well.

The downside of all this is that the items you can buy are a bit on the pricey side, as if to make up for its otherwise liberal model. That's always been the case, but this tendency was most egregiously emphasized when Cryptic recently listed the price for the new Dragonborn race at $75. That borders on farcical; Skyrim sold for less when it launched. And as cool as they look, I'm not sure I could ever shake off the fear of what other players would think about my spending habits as I hulk about with my spiffy tail and scaly skin.

It's hard to hold this against Cryptic, however, since the studio gives away so much for free. Tossing money at Cryptic for lesser purchases, such as accelerators for training minions or finishing crafting tasks, certainly makes life easier, but I accomplished my recent race to 60 with my Hunter Ranger without once spending a penny. I felt a little ashamed, in fact, as though I were pirating.

But that frantic, free run up to the level cap says much about Neverwinter; in spite of its many flaws, it always manages to entertain with its movement-based combat and unrelenting action. Lose yourself in its trance, and it achieves and maintains a level of addictiveness that flags all too soon in other free-to-play MMORPGs like TERA: Rising. In a genre that's increasingly overcrowded, Neverwinter manages to establish itself as a game that's never fully boring, never too eager to rifle your pockets, and, well, never quite fun enough to stick around in for too long.


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Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014

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  1. Wasteland 2 - Launch Trailer
  2. Nvidia GTX 980 Review - GameTech
  3. Final Fantasy 15's Trailer Shows a Lot of Promise
  4. GS News - Super Awesome Final Fantasy XV AND Bloodborne Trailers!
  5. Alien: Isolation - Hear You Scream Trailer
  6. Alien: Isolation - In the Vents Trailer
  7. Alien: Isolation - Don't Shoot Trailer
  8. Endless Legend - Launch Trailer
  9. What to Expect From Resident Evil Revelations 2 - TGS 2014
  10. Train Simulator 2015 - Launch Trailer
  11. Top 5 Skyrim Mods of The Week - Dragon Nests and Baby Dragons!
  12. Heavy Bullets - Launch Trailer
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What to Expect From Resident Evil Revelations 2 - TGS 2014

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  1. Wasteland 2 - Launch Trailer
  2. Nvidia GTX 980 Review - GameTech
  3. Final Fantasy 15's Trailer Shows a Lot of Promise
  4. GS News - Super Awesome Final Fantasy XV AND Bloodborne Trailers!
  5. Alien: Isolation - Hear You Scream Trailer
  6. Alien: Isolation - In the Vents Trailer
  7. Alien: Isolation - Don't Shoot Trailer
  8. Endless Legend - Launch Trailer
  9. Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014
  10. Train Simulator 2015 - Launch Trailer
  11. Top 5 Skyrim Mods of The Week - Dragon Nests and Baby Dragons!
  12. Heavy Bullets - Launch Trailer
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Final Fantasy XV TGS 2014 Trailer - TGS 2014

Written By Kom Limpulnam on Kamis, 18 September 2014 | 19.51

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  1. 20 minutes of MGS V: The Phantom Pain - TGS 2014
  2. Killer Instinct - Maya Gameplay Trailer TGS 2014
  3. Deep Down - TGS 2014 Trailer
  4. Bloodborne - Gameplay Trailer TGS 2014
  5. P.T. / Silent Hills Concept Movie - TGS 2014
  6. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  7. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  8. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  9. Borderlands: The Pre-Sequel - An Intro by Sir Hammerlock and Mister Torgue
  10. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
  11. Dark Souls 2 DLC - Crown of the Ivory King Preview
  12. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
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Deep Down - TGS 2014 Trailer

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  1. 20 minutes of MGS V: The Phantom Pain - TGS 2014
  2. Killer Instinct - Maya Gameplay Trailer TGS 2014
  3. Final Fantasy XV TGS 2014 Trailer - TGS 2014
  4. Bloodborne - Gameplay Trailer TGS 2014
  5. P.T. / Silent Hills Concept Movie - TGS 2014
  6. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  7. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  8. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  9. Borderlands: The Pre-Sequel - An Intro by Sir Hammerlock and Mister Torgue
  10. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
  11. Dark Souls 2 DLC - Crown of the Ivory King Preview
  12. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
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20 minutes of MGS V: The Phantom Pain - TGS 2014

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Play

  1. Killer Instinct - Maya Gameplay Trailer TGS 2014
  2. Final Fantasy XV TGS 2014 Trailer - TGS 2014
  3. Deep Down - TGS 2014 Trailer
  4. Bloodborne - Gameplay Trailer TGS 2014
  5. P.T. / Silent Hills Concept Movie - TGS 2014
  6. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  7. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  8. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  9. Borderlands: The Pre-Sequel - An Intro by Sir Hammerlock and Mister Torgue
  10. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
  11. Dark Souls 2 DLC - Crown of the Ivory King Preview
  12. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
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Borderlands: The Pre-Sequel - An Intro by Sir Hammerlock and Mister Torgue

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Play

  1. 20 minutes of MGS V: The Phantom Pain - TGS 2014
  2. Killer Instinct - Maya Gameplay Trailer TGS 2014
  3. Final Fantasy XV TGS 2014 Trailer - TGS 2014
  4. Deep Down - TGS 2014 Trailer
  5. Bloodborne - Gameplay Trailer TGS 2014
  6. P.T. / Silent Hills Concept Movie - TGS 2014
  7. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  8. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  9. Thor - Disney Infinity: Marvel Super Heroes - 2.0 Edition
  10. Metal Gear Solid V: The Phantom Pain Trailer from TGS 2014
  11. Dark Souls 2 DLC - Crown of the Ivory King Preview
  12. Final Fantasy Type-0 HD Isn't your Typical Final Fantasy Game
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Get Assassin's Creed Unity PS4/Xbox One Collector's Edition for $60

Written By Kom Limpulnam on Rabu, 17 September 2014 | 19.51

In what is more than likely a pricing error that will be fixed very soon, the Dell Store currently lists the Collector's Edition of Assassin's Creed Unity for PS4 and Xbox One at the budget price of $60. The tip comes from the deals site Dealzon, and the Dell listing says you get:

  • 2 Bonus In-Game Missions
  • 16 Inch Arno Figurine
  • Official Soundtrack
  • Artbook
  • Music Box

You can read more about the Collector's Edition and other pre-order bonuses here. The edition is currently listed as unavailable on Amazon and GameStop, but Best Buy is still selling the same version for the standard price of $130. So, that's a pretty good discount if you were thinking about picking up a current-gen version of the game and wanted a few fancy extras.

Unity launches November 11 for Xbox One, PlayStation 4, and PC, alongside Assassin's Creed Rogue for Xbox 360 and PlayStation 3. And we also recently learned about Assassin's Creed: The Americas Collection, which is a bundle coming October 28 that collects Assassin's Creed III, Assassin's Creed IV: Black Flag, and Assassin's Creed III Liberation HD for Xbox 360 and PS3.


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Lichdom: Battlemage Review

The song you hear calling from the center of Lichdom: Battlemage is one of ice and fire. A chorus chants from within, urging you to chill your personal demons with the ray of frost you blast from your fingertips, and to burn them with showers of brimstone. Elemental powers aren't the only ones you command in this magic-driven action game, but they are the two that define the initial hours of Lichdom's overlong campaign, which hobbles to a close long after it milks the joy out of its excellent but single-minded combat.

Let's return, however, to those initial hours. Lichdom: Battlemage is built around the most satisfying spellcasting this side of Kingdoms of Amalur, and it's this one system that drives the adventure from beginning to end. There is no mana bar obstructing your access to deadly magic. The only cooldowns you need consider are the intrinsic casting times of the spells themselves, not additional timers that dole out casting permission at specified intervals. Wizards and skeletons spawn into the level from nowhere, and you fling icicles at them or soften them up with a hive of buzzing parasites that floats above your head.

If you want to keep your distance during rough battles like this, craft shields that give you unlimited access to the short-range teleport called "blink."

Casting these spells from Lichdom's first-perspective feels oh so good, and they come in three types of magical flavors, called sigils. Each sigil allows for three casting techniques: a focused attack, an area-of-effect attack, and a parry--termed a nova--that typically offers its own kind of offensive enhancement. A focused spell might take the form of a continuous ray of elemental energy or a ball of filth, though I was most taken by homing missiles, which I could fire off in quick succession or charge up for a more thorough display of destruction. To turn an archer into a pile of ash is simple enough with such a missile: hold a mouse button, then release that flaming projectile and watch your target skeleton dissolve into the wind when it hits.

Forgive my focus on fire and ice. It's easiest to describe these types of magic in light of the more complex sigils, such as kinesis and delirium, which allow you to control the battlefield in various ways, turning enemies against each other or halting them in their tracks. I grew fond of a slaughterous trio comprised of necromancy, corruption, and ice. Necromancy does what it says on the tin, turning fiends into friends when the grim reaper comes to visit, while corruption allows you to spread an epidemic of tumorous growths and ravenous parasites. These sigils often work in tandem with each other, turning a sequence of properly-timed blitzes into a colorful spectacle of frozen sorcerers shattering into a trillion pieces. This may be magic, but I am more than a mere magician: I am a demigod.

Mr. Freeze would have an excellent ice pun to accompany this image.

More specifically, I am a Dragon, capital-D, and a significant figure in Lichdom's baffling story, which stars you--a battlemage of the gender you choose--and a scout of complementary gender whose role would best be described as "exposition faucet." He or she flits in and out of your travels to share the details of a story that's never properly established, making every line of Lichdom's dialogue a mess of white noise. "Here's a story about something cool you'll never witness for yourself," says the scout, in essence, and you move on to making your own story. The beautiful environments thankfully have stories of their own to share; twisted tree trunks and tarnished temples rise from a fetid swamp, and you see massive sea vessels encased in ice, as if they were frozen in time before their captains were aware of such an unlikely danger. CryEngine 3, the same graphics technology that humbled many a PC in 2013 in Crysis 3, has returned to remind you that your machine really needs a new graphics card. To be fair, however, the game looks great even with medium-ranged setting activated, though the game's liberal use of motion blur will have you rushing to tweak its visual options to diminish the discomfort.

As tempting as it is to compare Lichdom: Battlemage to Skyrim, what with the early snowy environments and all that magic, this is no role-playing game--at least, not in the traditional sense. Lichdom does, however, grant you plenty of agency over how you exercise your magical talents. Your spells are not assigned to you as if they are medicines prescribed by a doctor (burn two brutes to a crisp with this bog-standard fireball and call me in the morning). Instead, you drive your own destiny by designing your spells using the various materials that occasionally rush to your body after a kill as if drawn to your magnetic personality.

Elemental powers aren't the only ones you command in this magic-driven action game, but they are the two that define the initial hours of Lichdom's overlong campaign, which hobbles to a close long after it milks the joy out of its excellent but single-minded combat.

I couldn't possibly begin to detail Lichdom's convoluted spell creation, which isn't ungraspable, but requires that you make sense of various terms--mastery, control, critical effect multiplier, apocalyptical chance--and interpret the results of each step of the crafting process. At first, it's difficult to tell why spells behave as they do, especially when there are countless statistical minutiae differentiating one spell from the next. ("These two spells are the same except one offers a slightly larger attack radius and the other does slightly more damage. Is it worth spending time on a decision that won't likely matter much on the field of battle?") It's both empowering and somewhat tedious to have so much control over so many magical attributes, but whether or not you fall in love with this system, you'll spend plenty of time attending to it: more powerful demons shall arrive, and you will have to create higher-level spells to destroy them.

After several hours of winding your way through Lichdom's linear levels, it becomes clear that developer Xaviant relied on this combat system to the detriment of other basic aspects of game design. One by one, combat scenarios appear, each one exactly like the last. Enemies spawn into being out of nowhere--and should you die and have to relive the battle, they always materialize in the same locations with no concern for your position relative to their spawn points. You wave your hands about, spreading disease and death, until every demon has fallen--or until you are wholly annihilated. You then interact with a floating sphere that generates a purple hologram depicting two or three characters talking about apparently vital story events you never get to witness for yourself. And then you repeat this scenario, with only boss fights and the occasional appearance of your opposite-gendered exposition vessel to disrupt the flow. Necromancy, ice bolt, ice bolt, fiery aura--once more, with feeling.

Click above for more Lichdom: Battlemage images.

To be fair, the flow is also disrupted by frequent deaths, an annoyance that's sure to hound you when you enter new areas with spells that no longer adequately protect you, but without the components that would allow you to create stronger magic. Some battles are teeth-gnashingly, hair-pullingly grueling, particularly those with enemies that enjoy freezing you in place, and Lichdom almost takes a perverse delight in how far apart its checkpoints occur. And so you take part in a tedious video game version of Groundhog Day in which you perform the same amazing supernatural feats so often, and in the same repetitive scenarios, that those feats become as boring as collecting Gandalf the Grey's dry cleaning.

That isn't to say that I don't appreciate the inherent diversity of Lichdom's spellcrafting; a ray of focused flame behaves differently than the necromantic conversion of dead demons, after all. But the game's general approach takes the burden off the design and transfers the impetus of creating variety to me--and without innate structural variety, Lichdom stretches its one excellent idea to the point of tearing. The game's inordinate length only reinforces the monotony. I hesitate to suggest a game should be shorter than it already is, but Lichdom itself makes an excellent argument for brevity. Xaviant miscalculated the formula. (Great spellcasting) - (mana bar) + (meaningless story) + (unvaried battles) is not, in fact, equal to 15 or 16 hours of consistent enjoyment and $39.99 of your money.

The most important consequence of Lichdom's impenetrable story is that you always know when it's safe to go make a sandwich.

While Lichdom makes a strong case for a shorter game, it also makes the case for another Lichdom game. If there is any game this year deserving of a sequel, it's this one. With a steely backbone of meaningful world-building, sensible storytelling, and proper pacing, a Lichdom 2 could have an unassailable place to hang its best asset. The game at hand is concerned only with the magic. A few hours in, I was convinced that it might be enough. The love affair didn't last, but I'll always have those golden memories.


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