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Smash Bros. Wii U Nintendo Direct Scheduled for Thursday

Written By Kom Limpulnam on Senin, 20 Oktober 2014 | 19.51

During a Nintendo Direct video presentation on Thursday, October 23, Nintendo will highlight "50 new things" coming to the upcoming mascot brawler, Super Smash Bros. for Wii U.

The event kicks off at 3 PM Pacific / 6 PM Eastern through the Nintendo Direct website.

Some of Nintendo's surprises may have been spoiled, as an Amazon product page for Super Smash Bros. for Wii U recently revealed that the game will offer a stage creator and a "board game" mode. This came after Smash Bros. director Masahiro Sakurai teased that the game is getting new single-player modes.

Super Smash Bros. for Wii U launches November 21 in North America and December 5 in Europe exclusively for Wii U. The game has big shoes to fill, as the latest installment in the series--Super Smash Bros. Brawl for Wii--has sold more than 12 million copies to date.

Meanwhile, the 3DS version of Super Smash Bros. launched earlier in October and has already sold over 2.8 million copies worldwide. For more on Super Smash Bros. for Wii U, check out GameSpot's previous coverage.

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

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Super Smash Bros. for Wii U

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Online Abuse Could Result in Two Years Imprisonment in UK

Feminist essayist Anita Sarkeesian has been subjected to online abuse for months

People who abuse and harass others online could face up to two years in prison, if tough new measures are introduced in the UK.

Justice Secretary Chris Grayling proposed the new laws in a Mail on Sunday article, claiming he would "take a stand against a baying cyber-mob."

If enacted, the changes would allow sentencing of internet trolls to be taken to crown court, where the maximum penalty would be two years imprisonment. Under existing law, the maximum sentence for internet trolling is six months.

The proposals were outlined amid regular attacks on celebrities and public figures via social media. Though Mr Grayling was speaking generally about online abuse, his comments also come in the wake of a protracted two-month abuse campaign against female game critics and developers.

"These internet trolls are cowards who are poisoning our national life," Mr Grayling wrote.

"No-one would permit such venom in person, so there should be no place for it on social media. That is why we are determined to quadruple the current six-month sentence."

Rape threats were made against the model Chloe Madeley last week, apparently in response to comments by her mother, Judy Finnigan, who spoke out against about the convicted rapist Ched Evans.

"As the terrible case of Chloe Madeley showed last week, people are being abused online in the most crude and degrading fashion," Grayling added.

'This is a law to combat cruelty – and marks our determination to take a stand against a baying cyber-mob. We must send out a clear message: if you troll you risk being behind bars for two years."

Within the games community, the feminist essayist Anita Sarkeesian has been subject of sustained abuse from her detractors. She has previously had to vacate her home following death threats, and on at least two occasions there have been threats of bombings and massacres made against event organisers who have advertised her attendance.

Other female games industry figures, such as Brianna Wu and Zoe Quinn, have also been subjected to death threats.

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

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PC

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Limbo Listed for Xbox One

The acclaimed puzzle platformer Limbo could be coming to Xbox One, if a listing by a games ratings board is to be believed.

Initially released in 2010 on Xbox 360, Limbo was lauded by critics and sold more than 300,000 units within its first month. The title was eventually ported across to numerous platforms, including PlayStation 3, PC, PS Vita, and iOS. Now, according to a Korea-based ratings board, the distinctive monochrome platform game will soon ship on Xbox One too.

A representative for the game's Denmark-based developer, Playdead, declined to comment when approached by GameSpot.

If true, Limbo's appearance on Xbox One would mark the continuation of a flourishing business deal between Playdead and Microsoft. The software giant has acquired the rights to publish Playdead's next game, Inside, on Xbox One as a timed console exclusive.

Phil Spencer, the head of Microsoft's Xbox division, has previously cited Limbo as one of his favorite games of all time.

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

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LIMBO

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Call of Duty: Advanced Warfare PC Minimum Requirements Revealed

By way of the Steam product page for Sledgehammer Games' upcoming shooter, Call of Duty: Advanced Warfare, we now know the game's minimum PC system requirements. See below.

  • OS: Windows 7 64-Bit / Windows 8 64-Bit / Windows 8.1 64-Bit
  • Processor: Intel CoreTM i3-530 @ 2.93 GHz / AMD PhenomTM II X4 810 @ 2.80 GHz or better
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce GTS 450 @ 1GB / ATI Radeon HD 5870 @ 1GB or better
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Hard Drive: 55 GB available space
  • Sound Card: DirectX-compatible

Unfortunately, the recommended PC specifications for Advanced Warfare are not available. We'll have that information for you as soon as it becomes available.

Advanced Warfare launches November 4 (get it November 3 by preordering) for PC, Xbox 360, Xbox One, PlayStation 3, and PlayStation 4--but not Wii U. Despite the game's release still being two weeks away, Activision just recently debuted the game's launch trailer (above).

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

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

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Call of Duty: Advanced Warfare

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Watch Call of Duty: Advanced Warfare's Launch Trailer

Written By Kom Limpulnam on Minggu, 19 Oktober 2014 | 19.51

"What you're seeing here is advance warfare," actor Kevin Spacey's character Jonathan Irons tells the camera as a drone zooms by in this latest trailer for Call of Duty: Advanced Warfare. Indeed it is.

The game is still more than two weeks away from release, but this new "Gameplay Launch Trailer" gives us a good look at the single player campaign, with a few glimpses at some of the explosive set pieces the series is known for.

In the game, players step into an advanced exoskeleton as Jack Mitchell, a soldier in a special unit working for Atlas, the Private Military Corporation led Spacey's character, Jonathan Irons.

It's the first Call of Duty game developed on Activision's new, three-year cycle for the juggernaut franchise. In announcing the new schedule earlier this year, Activision Publishing CEO Eric Hirshberg said this move will allow developers to have extra time to not only create new features to help push the brand forward, but also so they can spend more time polishing each game.

Advanced Warfare launches November 4 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Preorders for the game, however, unlock on November 3 through the Day Zero Edition. For more, check out GameSpot's previous coverage.

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Call of Duty: Advanced Warfare

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Final Fantasy XIV Heavensward Expansion Announced

Square Enix has announced Heavensward, the first expansion pack for its MMO Final Fantasy XIV, will release in spring 2015.

The Game's director Naoki Yoshida announced the news in his keynote at the Final Fantasy XIV Fanfest event in Las Vegas. Heavensward, which will be part of the 3.0 update to the game, will raise the level cap to 60, and introduce new Primals, dungeons, high end raids, and jobs.

The game will get a new playable race. Yoshida didn't say which race, only that it's not Viangaa, as previously rumored.

Players will also be able to build airships to explore "Ishgard and beyond," and new huge open areas in the game.

The expansion will focus on the Dragonsong War, a thousand-year conflict between Ishgard and Dravania that players will have to end.

Square Enix said that it will reveal more information about the expansion at the London Fan Festival on October 25.

Final Fantasy XIV: A Realm Reborn was released in August last year for the PlayStation 3 and PC, followed by a PlayStation 4 launch in April this year. For more on the game, check out GameSpot's reviews.

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Final Fantasy XIV Online: A Realm Reborn

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Aural Archeology - Diggin in the Carts with Nick Dwyer

The melodic loops from classic games such as The Legend of Zelda, Contra, and Street Fighter II are forever etched into the minds of video game fans who grew up during the 8- and 16-bit era. Though the target hardware is considered primitive by modern standards, talented musicians and engineers of the day didn't let limited audio channels stand in the way of their creative spirit; they embraced the given hardware, and in many cases, found ways to exploit it.

Not content to simply re-listen to their favorite songs, a pair of intrepid documentarians from New Zealand set out to locate the musicians from Japan who're responsible for creating some of the best game music of the 80s and 90s. Teaming up with the Red Bull Music Academy, an initiative started in 1998 to bring music workshops and festivals to different countries around the world, the duo of Nick Dwyer and Tu Neill met with well known composers like Nobuo Uematsu and Hitoshi Sakimoto of Final Fantasy fame, but also the hidden gems of the gaming world, like Junko Ozawa from Namco.

Speaking with Dwyer, I was reminded why the music from that era is so memorable, and in many cases, special. It was the passion of the artists and their dedication to giving the player an unforgettable aural experience. For Nick, his obsession with video game music began during the heyday of the Commodore 64.

"Growing up, I had a Commodore 64 and that changed my life. That was my introduction to electronic music. I was so into the music of my Commodore 64, and when I was about seven, I used to record soundtracks to my brother's dual tape deck. When I was about ten years old, my older brother moved to Japan, bought a GameBoy and sent it back to New Zealand, and we also got a Super Famicom. He sent over Dragon Quest and Final Fantasy, and I was so excited. But, I couldn't play them, so I bought a Japanese dictionary and started to learn Japanese to play those games. I just completely and utterly fell in love with the music, especially Final Fantasy. Those game soundtracks played such an important role in shaping me musically. Considering how interesting the music of those games were to us, we still know very little about the composers. Some of those soundtracks played more in our households than pop music at the time."

Co-creator of Diggin in the Carts, Nick Dwyer

Nick's passion drove him to create Diggin' in the Carts. In order to make the series work, he needed to not only track down the composers behind Japan's most memorable soundtracks, but he had to get permission from publishers--Namco, Capcom, Sunsoft, and Konami, to name a few. This was a difficult task that required a lot of legwork, and a lot of business cards.

"There were definitely a lot of difficulties, and there was only so much that I could do in pre-producing a series like this in New Zealand. The way Japanese culture works, you've got to meet them face to face and exchange a business card. Literally, as soon as we moved from New Zealand mid April, it was crazy, it was all on. We had to meet everybody first and just show them how passionate we were, you know? I guess that's what did it."

"The most difficult part of making the project was that we were essentially making a series about other people's copyright, and those people also happened to be some of the largest corporations in Japan that fiercely guard their copyrights. Some of the copyrights are some of the most iconic copyrights of the 21st century. I just kept meeting them and showing them that we were really passionate about the story and then little by little they finally went 'alright, we admire your passion.' The same thing with the composers. some were really hard to track down and we had to meet friends of people who knew of these people. Slowly but surely people came on board. I think now that they've seen it as well, a lot of them are really happy to have been a part of it. But it was a long, long process. It was a lot of meishi (business cards) being handed out and the biggest lesson I learned from this whole series, and the best advice I can give anyone who wants to do any kind of business in Japan, is to never, ever, ever forget to bring your meishi to a meeting."

Considering how interesting the music of those games were to us, we still know very little about the composers. Some of those soundtracks played more in our households than pop music at the time.

As Nick and Tu began to meet composers, some who still work in games and others who have moved on, they realized that this wasn't just a chance for them to uncover anecdotes and secrets from gaming's past; it was a chance for them to inform their subjects of the impact their work had on a generation of gamers and musicians. Some of them had no idea that, 20 years later, their music was being celebrated in YouTube videos and live performances. There was one composer that Nick and Tu met who was profoundly impacted by this realization. He quit making music for games before the advent of the internet, and was amazed that his music was celebrated, let alone remembered, by people halfway across the world.

"Musashi Kageyama, who's in episode two. Really, it was people like that which we were so happy to have in the series. Someone like Kageyama-san...it's such a unique thing, the notion of Japanese video game music, because a lot of these guys, you know they're musicians. But, especially back in the day, it was a very salaryman situation that they're in. They've got a job at a big company and they make music to these game at a deadline, they clock in and out of work like regular company employees, and back in those days they had absolutely no feedback on how their music was being received. It's one of the rarest things to be creative and have absolutely no idea what people think of your music. With Kageyama-san, he left, he couldn't handle anymore and he stopped making game music in the mid-90's. He had absolutely no idea that the music he made 20 years ago sitting in his tiny office in some way had an impact around the world. It's inspired him to get back into making music again, which I think is really beautiful."

Musashi Kageyama, composer of the soundtrack for Gimmick, a highly sought after Famicom game with one of the generation's best sound tracks.

One of the prominent threads running throughout the series was that women played a massively important role in forming the most recognizable soundtracks of the day, but they rarely received the same level of recognition as their male counterparts. Dwyer points out that not only were there more women working behind the scenes than most people realize, but at one company, they were the rule, not the exception.

Most of the members of Capcom's Sound Team during the 80s and 90s were women, and they're responsible for some of the company's most memorable and historical soundtracks.

Man, it was huge. It's something that we definitely wanted to highlight. You know, in episode one, Junko Ozawa, she laid down the foundations for that Namco sound. And she's just, oh my God, the most sweetest, incredible woman. At Namco at the time there were a lot of other female composers as well, but the big one was Capcom. In the late 80s, virtually 80% of the sound team was women. It was Yoko Shimamura; it was Manami Matsumae, who of course did Mega Man on the NES; also this amazing woman called Mari Yamaguchi who did soundtracks for Super Ghouls and Ghosts, and a number of other games; Junko Tamiya who did Strider. There's an amazing photo if you Google Capcom sound team, you'll see this amazing photo that's got them on a work business trip, and it's all women!"

"And the most amazing thing is, when you think about Capcom in the late 80s, it was making very testosterone heavy games, be it Final Fight or Street Fighter II, and it was these really sweet, amazing women, making really manly, tough music."

"A number of the companies were very smart and they really cared about music; that's the one thing that's come across is that companies like Konami, companies like Capcom, they really knew that the power of music was a really key factor in the games. I really loved researching that whole thing and finding out just how influential and key female composers were, especially that 16-bit era."

Diggin' in the Carts was released as a series of episodes over a series of two months, and you can watch all of the episodes now, over at the Red Bull Music Academy website.

Filed under:
Contra (1987)
Mr. Gimmick
Streets of Rage

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Watch Dogs for $20, Assassin's Creed IV for $18, and More in GameFly Sale

Game rental service GameFly is currently holding an under $20 October sale that includes some great deals, especially on Xbox One games, assuming you don't mind buying used copies.

Some highlights for Xbox One games include Watch Dogs for $20, Assassin's Creed IV Black Flag for $15, and Plants vs. Zombies: Garden Warfare for $18.

Check out a full list of games included in the sale below.

Xbox One

PlayStation 4

Xbox 360

PlayStation 3

Shipping is free on all games, and offers are good while supplies last or until 10 a.m. PDT, October 20.

Which games are you thinking about picking up? Let us know in the comments below.

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Xbox One
PlayStation 4
Watch Dogs
Assassin's Creed IV: Black Flag

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Watch the Entire Final Fantasy 15 Tokyo Game Show Panel, Now in English

Written By Kom Limpulnam on Sabtu, 18 Oktober 2014 | 19.51

Earlier this year during the Tokyo Game Show, Square Enix hosted an extended Final Fantasy XV presentation, and now you can watch the entire thing with English subtitles.

Since this happened last month, you won't learn any amazing, new details or see gameplay that hasn't already been shared. But there are lots of small, interesting facts you might not have heard about yet. A few examples:

  • There's going to be a jump button, and weapons will have skills associated with them. So three of your combat options will be the "basic Assault button," a Skill button, and Jump
  • The player character designs were influenced by Kingdom Hearts
  • The combat bears some similarities to Final Fantasy Type-0, but it's "shaping up to be it's own thing."

While timing for release of FFXV is still unconfirmed, players who purchase Type-0 will get access to a FFXV demo that will be titled "Episode Duscae."

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

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Final Fantasy XV

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Upcoming Destiny Update Will Include Bug Fixes for Atheon Raid Boss

In a recent update posted to Bungie.net, the developers discuss fixes coming to the Vault of Glass Raid, the why behind the recent changes to auto-rifles, and changes in store for the Vex Mythoclast.

Regarding the auto-rifle 2% nerf, the blog notes, "Soon after the launch of Destiny, I knew that Auto Rifles were due for a retool. In a pre-game lobby for an evening of clan warfare, a seasoned killer welcomed a newcomer to the arena with some sage advice: 'We're headed into the Crucible. You're gonna want an Auto Rifle.'"

The developers are also going to continue tweaking the Vex Mythlocast, which is one of the potential rewards for beating Atheon on Hard in the Vault of Glass raid. "Our nerf was intended to target PVP play -- where we felt and heard that Mythoclast was over-performing -- but it also reduced its effectiveness in PVE. Our PVE nerf was stronger than we intended and we are going to fix Mythoclast in PVE," writes one of the game's developers.

As a fix, the Mythoclast's attack value will be raised "above and beyond the other exotics," but they will continue to find a value for the weapon's base damage "that works for both PVP and PVE."

While there's no exact timeline for the Mythoclast's changes, next week's Hotfix is going to introduce some bug fixes for the Atheon boss encounter in Vault of Glass. Knocking any boss off of a ledge in their arena is considered a bug, and for the Atheon encounter, the devs are adding "baby bumpers to areas where players could knock Atheon out of the environment."

In addition, "A change will take effect next week which fixes a bug with Atheon's target selection. When using its Timestream ability, Atheon will select 3 players at random, instead of choosing the three players furthest from it."

These, of course, won't be the final round of changes. As the developer notes: "Destiny is a game that we're excited to support for a long time, so this will happen again. Fight like hell out there, but try not to get too stuck in your ways." What do you think about the upcoming changes? Let us know in the comments below.

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

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Destiny

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