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Army of Two: The Devil's Cartel Review

Written By Kom Limpulnam on Sabtu, 30 Maret 2013 | 11.52

Army of Two: The Devil's Cartel is a mostly competent, wholly soulless consumer product, the kind that might briefly satisfy your craving for action because it's new, if not particularly special or memorable. The third Army of Two game usually functions just fine, and its decent third-person shooting might even be enough to keep you gunning down one nameless grunt after another until there are no more grunts to gun down. But any spark the series has shown has been stripped away in favor of homogeneity. Like its two new protagonists, The Devil's Cartel blends into the background, unrecognizable among all the brown shooters that have come before it.

Sometimes, activating overkill is, well, overkill.

Those two heroes are Alpha and Bravo, whose function is to make the stars of the previous two games seem spectacular by comparison; even their very monikers give off the generic vibe the rest of the game so curiously exudes. If you're a returning fan, don't fear, for Salem and Rios have parts to play, and provide the only glimmers of energy in a story otherwise lacking in momentum and wit. For the majority of the game, the story can be summed up thusly: the titular drug cartel is bad, and so you must shoot up every cookie-cutter mercenary that stands between you and their bossman. The narrative lobs a few surprises at you near its conclusion, but the effect is akin to dropping a bomb on a desert; there's lots of noise and fire, but ultimately, the landscape hasn't changed much.

The path winding toward that bomb has Alpha and Bravo making their way through the usual places you visit when dealing with gaming's many drug cartels: dusty brown streets littered with cars that exist purely to catch on fire, weathered Mexican villages with graffiti scrawled across the walls, scrap yards loaded with rust-coated bins and barrels, and so forth. The two stop here and there to remind you of their mild "bro"ness by accusing each other of being gay, or grunting some nondescript action game dialogue, like "Watch out for ambushes!" For better or for worse, Army of Two: The Devil's Cartel lets the action do most of the talking.

If only it had something more interesting to say. Like its predecessors, The Devil's Cartel is a cooperative experience; either another player or the mediocre AI joins you in your mission of blandness. The cover system has been tweaked for the sake of mobility, allowing you to press a single button to slip into cover spots some distance away. At most times, speeding from one cover spot to another works well enough, making it fun to slide from one safe haven to another. At other times, certain surfaces won't allow you to take cover, or your slick moves could go awry when you go accidentally charging into the wrong side of a wall and leave your back turned to a legion of cartel mercs.

Regardless, the tempo of battle remains remarkably even throughout: take cover, fire at dudes until they fall down, and repeat the process. The shooting is functional but toothless; enemy death animations and lackluster weapon noises muffle the oomph necessary to pull The Devil's Cartel into the realm of power fantasy. Enemies scurry into the levels in predictable ways, and you mow them down, or you shoot the copious red barrels scattered about the battle arenas and watch them explode, taking all these copy/paste gunners with them. Even on hard difficulty, triumphing in battle isn't particularly challenging, and on medium, you may not even see the need to take cover much of the time.

To the game's benefit, several levels deviate from the corridor-shooting norm, opening up the environments and thus allowing the action to ebb and flow in sensible ways. It's nice to have room to maneuver, particularly when enemies approach from multiple angles, which is, sadly, not so common. It's too bad that mediocre enemy AI causes the game to so often fall on the "ebb" side of the coin, with soldiers sometimes failing to recognize your presence, or running right past your exposed buddy because they're so intent on stabbing you.


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Tiger Woods PGA Tour 14 Review

Written By Kom Limpulnam on Jumat, 29 Maret 2013 | 11.52

Bigger, not necessarily better. That, in a nutshell, is Tiger Woods PGA Tour 14. After last year's speed bump of a game that added virtually nothing to the long-running golf franchise save some enhanced swing mechanics and Toddler Tiger, the developers at EA Tiburon packed a lot of goodies into this new release. While the core game buried deep underneath the shiny new wrapping remains very similar to its predecessors from 2011 and 2012, it's now harder to complain because of catchy new features like the history-lesson Legends of the Majors, all four major tourneys for the first time, LPGA support, and even nifty frills like night golf. This isn't the complete revamp that the aging game could use, but all of the additions freshen things up just enough to make it worth a buy.

Most of the experience on the links in Tiger Woods 14 is similar to that offered last year. This is a fairly typical sports sequel, with just some minor tweaks to game mechanics. Shot shaping is probably the biggest addition to the standard gamepad scheme introduced last year. Now, in order to pull off those nifty fades and draws that look so easy when the PGA pros do them on TV every Sunday, you have to push and pull the right stick diagonally. This is a more substantial addition to the game than you might think, because it's tricky to do this instead of the typical pull-back, push-forward routine. You get more of a sense of accomplishment now when you pull a ball around trees onto the fairway.

Difficulty has been tweaked, and putting is more finicky this year. Where last year's model refined gamepad putting to the point where it was too easy, here everything is dialed back to make things a little too hard. Putting becomes more comfortable with practice, but it's still difficult to read greens and to tell how much mustard to put on the ball. If you want an even greater challenge, you can try the new simulation control setting that removes all of the menu crutches, such as the swing path and the putt preview grid. This makes the game brutally tough, although it certainly provides a lot of motivation to players who have mastered the stock game.

Other than the above changes, the controls are virtually identical to those in last year's game. PlayStation 3 Move support remains excellent, continuing with the subtle refinements seen in 2012. Sensitivity and accuracy are dead-on. The only problem is the size of the Move controller, which is just too small to give the sensation that you're swinging a golf club. Since the weight isn't there, you can find yourself off-balance more than you would be on a real course. With that said, it's impressive that the game is so close to real life that this weight consideration is even noticeable.

The same cannot be said for Kinect support on the Xbox 360. It is still frustratingly tough to use Microsoft's motion-sensing peripheral. The camera doesn't track your movements accurately enough, and the absence of anything in your hands makes the swinging motion feel deeply weird. Even the menu resists ease of use, refusing to recognize your input so regularly that you soon wind up waving your arms at the camera like you're warming up for the karaoke version of "YMCA."

Game features are where Tiger Woods 14 shines. The new Legends of the Majors mode of play is a fantastic trip through the modern history of pro golf. You start way back in 1873 with Young Tom Morris at the Old Course at St. Andrews, and then follow a line of key events in golf history right to the present day. History buffs should enjoy everything here, from the sepia-tone graphics in the oldest challenges to the use of authentic clothing and clubs. Little touches have been thrown in to give everything added flavor, like silent-movie-styled intro screens in 1919. A number of top golf legends are present as well, including giants like Sam Snead, Bobby Jones, and both Jack Nicklaus and Arnold Palmer in their primes.

There are some licensing issues with courses and players that cause some anachronisms with the historic challenges, though. But this actually adds to the charm, since modern players in century-old garb provide a fun past-meets-present feel. The only serious negative is the absence of the 1934 Masters course at Augusta in the basic version of the game. This course offers a completely different layout than the modern version of Augusta, so it's a must-play that ties in beautifully with the Legends mode. Its therefore a shame that it must be purchased separately as downloadable content, or as part of the $10 extra The Masters Historic Edition.


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Hideo Kojima GDC 2013 Panel

Written By Kom Limpulnam on Kamis, 28 Maret 2013 | 11.52

@psycadelix We don't know for sure whether he is gone yet or not. The voice might sound different, but, personally, I can detect hints of Hayter's gruffness (but, this could be the new VA trying to replicate and modify Snake's signature sound). Additionally, while Hayter has tweeted things that suggest he is no longer voicing Snake, he has tweeted other suggestive things too (https://twitter.com/DavidBHayter/status/277536350671106049 and https://twitter.com/DavidBHayter/status/315002564489904128 ). Moreover, Hayter's Japanese equivalent, Akio ?tsuka, was the voice of Snake in the original G. Zeroes trailer, which we have not seen an English dub for yet. Perhaps Hayter will voice Snake in the G. Zeroes segment of MGSV, and then, after a 9-year long coma, Snake's voice has changed somewhat and a different voice actor is required. After all, Big Boss in MGS4 was voiced by Richard Doyle. Let's wait for confirmation. 


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Battlefield 4 Trailer Leaked?

Written By Kom Limpulnam on Rabu, 27 Maret 2013 | 11.52

Mark picks out his "favourite" bits from the latest COD trailer, makes suggestive comments about Battlefield 4 community manager Ian Tornay, and gives up making jokes about the upcoming WoW movie. Also, he totally saw The Dark Knight Rises.

Posted Jul 19, 2012 | 4:18 | 11,617 Views


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Primal Carnage: Genesis GDC Announce Trailer

Written By Kom Limpulnam on Selasa, 26 Maret 2013 | 11.52

i already posted about this on ps3trophies. while the dinosaur theme is very interesting. the trailer is cliche as hell. the camera zoom, eye suddenly opening, off course the dinosaur was going to break free from the chamber and lastly the deep pitch horn sound effect used in every action/horror movie trailer in the past 2 years. seriously this "horn" sound effect is in every trailer these days, i understand it gives a sense of being epic, but its freakin everywhere !!!


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House of Horrors - Fatal Frame II Part 3 Highlights!

Written By Kom Limpulnam on Senin, 25 Maret 2013 | 11.52

@bdous OK, the plot is basically this.  You play as the twins, Mio and Mayu, who get lost in a village and have to find their way out.  On the way, they find that the village is stuck in an everlasting abyss and only the sacrifice of twin maidens will free the village.  The only weapon you have to save yourself (and the entrapped village)  is the Camera Obscura.  If you want to know the whole story, and you aren't going to play the game, I'd look on YouTube for some "Let's Plays".


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Borderlands 2 adds' Psycho Pack' in May

$10 expansion introduces Krieg character class; level cap increase to 61 coming April 2.

Borderlands 2 will add a sixth playable character class in May, 2K Games announced today. The Psycho Pack ($10) introduces Krieg, the latest addition to the shoot-and-loot game's roster.

Krieg wields a buzz ax and is described as a "badass melee mauler" with "psychotic multiple personalities." Players will be able to stack combat bonuses with the character's Bloodlust, Mania, and Hellborn skill trees.

2K Games also announced today that the Borderlands 2 level cap will rise to 61 on April 2 through the Ultimate Vault Hunter Upgrade Pack. This is included with the game's $30 downloadable content Season Pass and also unlocks a new Ultimate Vault Hunter Mode.

No standalone price for the Upgrade Pack was announced. For more on Borderlands 2, check out GameSpot's review.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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XCOM: Enemy Unknown coming to iOS

Written By Kom Limpulnam on Minggu, 24 Maret 2013 | 11.52

BOSTON--Today during PAX East presentation, Firaxis Games announced that XCOM: Enemy Unknown is "coming soon" to iOS devices. The game will be playable on both iPad and iPod Touch.

The game is up and running for iOS at present, but Firaxis said it will need an additional few months before the game is ready for release. No price for XCOM: Enemy Unknown for iOS was mentioned.

Firaxis also today announced that XCOM: Enemy Unknown will launch for Mac April 25.


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Firaxis teases new project

BOSTON--Civilization V and XCOM: Enemy Unknown developer Firaxis Games today teased its next major project.

Before debuting a teaser trailer for the game during a PAX East panel today, designer Jake Solomon said, "It's big," noting that "we're not going to be able to talk about it for a while."

The trailer showed a shadowy figure and featured voiceover saying the following: "Hello, Commander. The war continues at great cost. We now believe another force is at work against us. If not dealt with swiftly, it could destroy us. What we are able to tell you…" it went on, before fading out.

At this time, text on-screen appeared that read: "Signal Lost."

The teaser trailer was captured by Kotaku . No information about platforms or release date was provided. If an official version of the teaser trailer is made available, it will be embedded here.


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Warface - FPS Fridays!

Written By Kom Limpulnam on Sabtu, 23 Maret 2013 | 11.52

Missed out on G-Star 2012 and its elaborate show floor? Don't fret: we've got the whole experience on camera for your viewing pleasure! For our recap of the whole event, head here: http://l.gamespot.com/UryMfw

Posted Nov 16, 2012 | 3:55 | 8,546 Views


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Worms: Battle Islands Review

Written By Kom Limpulnam on Jumat, 22 Maret 2013 | 11.52

The folks over at Team 17 apparently don't subscribe to the idea of opening a whole new can of worms. Each new incarnation of the popular Worms franchise plays like a mere expansion of the previous outing, and in many regards, Worms: Battle Islands for the PSP is no different. Granted, these worms work well for Team 17--so well that they've shied once again from drilling any new wormholes into the franchise. The difference here is in the details. The controls have never felt so effortlessly intuitive, the customization options have seldom been so extensive, and the multiplayer modes have rarely been so welcoming. That said, it's still simply Worms. Battle Islands is palatable bait for series newcomers, but even devoted veterans may find their time better spent elsewhere.

For the uninitiated, Worms places you control of a battalion of adorable oligochaetes as they assault another team with missile launchers, exploding sheep, and the occasional concrete donkey. Here you bounce over hills and burrow through tunnels with flamethrowers, worming your way out of dangers such as proximity mines. Combat is turn-based, and you have only a minute to slither over to your enemy and make your move. Of course, this same tactic works for your nightcrawling foes, so there's a chance that you'll find yourself staring straight at your killer with nowhere to run.

The single-player campaign comprises 30 moderately challenging missions spread across six islands based on widely different themes. For instance, you start out in a postapocalyptic nuclear test site and work your way through tropical jungles and frozen wastelands. In each case, you wreak havoc on the jagged landscape with your rocket launcher or some other goodie from your weapon stash, and in certain cases you can assign snipers to eliminate the competition before a round even starts. As a welcome new addition, blueprints now drop from the sky in each campaign level (and sometimes land in absurdly unreachable locations), and you can use these to modify items like your unassuming baseball bat into something decidedly more threatening.

Indeed, customization has always been at the heart of the Worms games, and easily pleased thrill seekers will be happy to know that you can customize your worm's appearance with prizes earned from missions (including new items like masks and backpacks). If you've always wanted to see your murderous worm squiggle about with a Jason Voorhees-style hockey mask, this is your chance. You can even customize your victory dance or what kind of tombstone appears after you die, and there's a welcome option to design your own level.

Aside from the campaign, you can also test your skills through a series of time attacks or challenging puzzles. In one of the timed trials, you need to speed through multiple laps in a cavern while using only your jetpack; in another, you swing through a canyon using only a ninja's grappling rope while avoiding a lake of ectoplasmic goo. The puzzles are considerably more rewarding: in one, you must kill two opponents in the same turn; elsewhere, you need to finish off an enemy with only a weak mine and a punch. Still need training? Battle Islands offers three training modes and a free-for-all firing range to test out your new toys.

Be prepared for several difficulty spikes as you progress through the levels. In earlier levels, your worms can sometimes stand in plain sight before their enemies and watch as the missiles intended for them head off in the other direction; in later levels, enemy projectiles find your worms as though guided by your very thoughts--even if you were "safely" buried several yards within a bunker.

The five options in Battle Islands' robust online and offline multiplayer modes will easily keep you occupied for hours--provided you can find anyone online. The usual suspects are all here, including Deathmatch, Racing, Triathlon, and Forts, which gives you a base of operations, and each features leaderboards for those eager to become the Emperor Worm. Of particular note is the new Tactics mode, which lets you return to your war room at any time during the battle as well as see the battlefield for a minute before the match so you can place traps in advance. Best of all, you can even win items from your opponents in an online session.

Thankfully, Worms has lost none of its peculiar charm. Worms shout things like "Bor-ing!" when enemy players miss, although the limited voice options ensure that you can usually predict which phrase you'll hear next. All the best weapons from previous incarnations are here, including favorites like the holy hand grenade, which triggers Handel's Hallelujah chorus when launched. Missions are preceded by well-animated cutscenes that are often good for a quick laugh. The backgrounds are decently lively but not distracting, and the island environments are filled with quirky obstacles like downed airplanes and half-sunken ships. The music, while usually subdued, is nevertheless appropriate for the often methodical pace of Worms. All in all, Battle Islands marks a welcome return to the series' two-dimensional roots after comparatively lackluster offerings like Worms 4.

Almost. Battle Islands suffers from a few minor drawbacks, such as load times that approximate the time it takes an earthworm to traverse a summer sidewalk. Elsewhere, an annoying bug repeatedly insists that your Memory Stick was recently replaced (when it wasn't) and that you need to reenable autosave. Even so, Battle Islands makes Worms seem like it was specifically developed for the PSP, and not ported from another platform. You can zoom in and out with the left and right bumpers, and you can view every corner of the whole map with the analog stick. You can control your worm and adjust your weapons with the D pad, and trigger chaos with the action buttons. Every other button is mapped as it intuitively should be.

But is it enough? Battle Islands approaches its source material as though all 17 previous incarnations of the game were but worthy betas. Here we have no giant leaps forward; only a finished product that's been a long time coming. To be sure, newcomers may enjoy worming their way into this enjoyable though worn artillery adventure, but experienced Worms players will likely balk at paying $24.99 for more of the same.


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Final Fantasy X HD to include remastered Final Fantasy X-2 in Japan

Written By Kom Limpulnam on Kamis, 21 Maret 2013 | 11.52

PS3 version to have both titles on same disc; PS Vita version to sell JRPGs separately in Japan.

The upcoming Final Fantasy X HD re-release for the PS3 in Japan will also have another game attached to it: the sequel known as Final Fantasy X-2.

According to a report on a recent issue of Japanese manga collection magazine Shonen Jump, both games will be on one disc for the PS3 version. However, the two titles will be sold separately for the PS Vita version.

Both games will be based on the international versions released on the PS2, which means bonuses like the expert Sphere Grid option, dark aeon battles, and the Last Mission subquest will be available.

The re-release will be out this year in Japan. There is currently no word on whether the game will be published for North American and European audiences.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Wizardry Online Review

Written By Kom Limpulnam on Jumat, 15 Maret 2013 | 11.52

Developer Gamepot's latest online venture doesn't sport the refinement of World of Warcraft, the large community of Guild Wars, or the political intrigue of EVE Online. In fact, to look at Wizardry Online, you may be fooled into thinking you've somehow tumbled backward in time to the late '90s, where the low-quality artwork and textures might have been more appropriate. The game has no trouble rehashing tired tropes for its own gain. But for all that it does wrong, it boasts a particular brand of scrappiness that keeps you plugging away, even when the danger of permadeath looms large.

Wizardry Online is an austere fairy tale that falls somewhere between the healthy rigors of Final Fantasy XI and the masochism of Dark Souls. This dark fantasy doesn't stray far from the trappings associated with standard MMO design, but some interesting decisions keep it afloat, and there's no admission price to hinder you from fulfilling your curiosity. Unfortunately, none of this is evident in the initial hours. Perhaps that's why it seems that the aim of Wizardry Online, in keeping with the dungeon-crawling lore of the original Wizardry series, is to give you as challenging an experience as possible while still baiting you to continue.

After installation and several updates, the client greets you with some cinematic, Final Fantasy-esque fanfare. You're deposited into a seemingly never-ending online abyss after clicking "start." Once an arbitrary amount of time has passed, sometimes up to 15 minutes or more, you may be allowed onto the server. Using Alt + Tab to multitask while waiting to join a server isn't an option; you simply wait for the privilege of connecting. It's a rotten setup, especially when trying to join during what you would assume are the peak hours for play. It's also extremely frustrating to weather unpredictable wait times only to be booted from the server multiple times in one session, or to endure its lengthy load times, which Wizardry Online struggles with far too often.

A series of shoddy menus and options are waiting once you've made it server-side, and they're riddled with uninteresting color palettes and character models that do little to entice you. In fact, the game as a whole is devoid of any appealing graphics. After you're subjected to meandering lore and walls of text, it's time to assign a class. You choose from five different races: humans, dwarves, elves, gnomes, and the Tarutaru-like Porkul. The character creation screen shows off unusual character designs, such as the most feminine gnomes you'll ever see in your life and strangely unappealing elves; it's almost as if these races' established qualities swapped places.

After choosing an avatar and settling on a race, you need to select a class and alignment, although there isn't much choice to be had here. Alignments are nothing more than one additional stat to track and mean little in the grand scheme of things, so your class ultimately decides your fate. Gnomes fit the priest role, dwarves lead the charge as warriors, elves are powerful mages, and the Porkul are sneaky pickpockets. Humans are as vanilla as can be. A roll of the dice completes the package for your character's stats and can grant bonuses to races that happen to be awful at adapting to particular classes--say, a Porkul as a warrior. If you're just starting out, you can take chances when it comes to rerolling new characters, but seasoned veterans will want to carefully pick and choose, picking the best class for the race suited for the job. Still, it's unfortunate that races represent little more than aesthetic value; each character looks and plays practically the same.

Once you're free to roam the world, you will want to find companions: this is a game you don't flourish in when flying solo. The in-game group finder goes a long way to ensure that you can always find a few fellow adventurers to complete the traditional tank-DPS-healer trifecta, which becomes invaluable when scouring the various dungeons. Quests and other tasks are assigned via hub worlds, and most of the action takes place deep in the heart of sewers and labyrinthine tunnels rife with puzzles. Considering you're spending time within smaller cramped spaces populated with high-level players, you're going to want someone watching your back at all times, and traveling alone is a great way to meet your permanent end much faster.

Combat is where you end up ferreting out the fun, which is often overshadowed by the messy UI and more brown graphics than a desert-themed first-person shooter. Active attack and defense moves are natural and much more kinetic than those of traditional MMO hotkey combat. Though each character class feels the same whether you're using magic or brute strength to conquer your enemies, having to exercise a bit of skill to land a hit on a rare enemy provides an extra level of immersion. You feel as though you have control to exert over this persistent world, and that's what ends up elevating this oft-confusing endeavor to a status beyond meager. As long as you can successfully sustain your health and mana (which do not regenerate), you're on your way to looting other players' corpses instead of littering each pathway with your hours of earned items and gold.


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Gundam Breaker invades Japan game shelves this June

Written By Kom Limpulnam on Rabu, 13 Maret 2013 | 11.52

PS Vita version of PS3 action title also in the works; open beta to take place before game's release.

Namco Bandai has announced the release date of its action game Gundam Breaker.

According to the latest issue of Japanese magazine Famitsu, the game will be out on June 27 on the PS3. A PS Vita version of the title is in the works, but the publisher has yet to announce its release date.

Gundam Breaker lets players customize their own Gundam kit models and pilot them in battles against other models big and small in real world locations. An open beta for the game will be available before the game's launch.

Namco Bandai has yet to announce a North American and European release.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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MLB 2K13 Review

Written By Kom Limpulnam on Selasa, 12 Maret 2013 | 11.52

Sports games take a lot of abuse for their one-year production cycles. It's hard to jam in innovations alongside the usual schedule and roster updates, given the lack of development time available in the measly 12 months between seasons. Still, you generally get some sort of new feature or cool new physics to take the sting out of spending $60. And then there's MLB 2K13, a sports game that lives up to all the cliches about publishers doing little besides changing the packaging and the number in the game title. This ostensibly 2013 baseball game from 2K Sports looks, sounds, and plays exactly like the 2012 baseball game from 2K Sports. Aside from new rosters, a new schedule most noteworthy for the oddly annoying move of the Houston Astros to the American League, and the deletion of online leagues, this is simply a repackaging of what has come before.

When we say that MLB 2K13 is the same game as MLB 2K12, we mean it. The feature set has been fully carried forward with the one noteworthy exception being the removal of online league support. Perhaps it wasn't being used that much, or perhaps it was removed for budgetary reasons. Either way, it's a loss, since online leagues are a staple of sports games. The only significant changes are to the schedule and the team setup; the game does move the Houston Astros over to the AL West and out of the National League, where they comfortably resided for the past half-century.

Gameplay on the diamond is just about identical, with the same positives and the same flaws. So, yes, the game still comes with the same fantastic Total Control analog pitching mechanic that has made for such great moments on the mound in recent years. Pitching is tense and enjoyable, especially when you get runners on base and the pressure mounts.

The game also still comes with easy-to-approach hitting that lets you get good wood on the ball from even the first moments of play, whether you're leading a whole team in franchise play or a solo wannabe major leaguer in the My Player career mode. Opposition managers might be a little more intelligent this year. Pitchers get yanked at opportune times now in late innings, and pinch hitters are brought in mostly smartly (no more pitchers hitting with runners aboard in one-run games in the eighth inning, huzzah). There seems to be more situational awareness all around, which makes for more-challenging, more-realistic matchups.

Retread or not, you get a decent game of baseball here. It might be a little more oriented toward arcade action than a true simulation, but it's a satisfying experience that walks the line between re-creating big league baseball and letting you pretend you're Babe Ruth and pound the ball for a couple of hours. The game is also great for pick-up-and-play with friends, because its easy accessibility lends itself well to quick exhibition games, or when taking on a buddy over the Net or on the couch. Still, all this ease-of-use accessibility was available last year. And the year before.


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MLB 13: The Show Review

Baseball rites of spring are many and varied. From the day that pitchers and catchers report through Opening Day, it seems like not a moment goes by in the springtime without baseball fans noticing how the grand old game is getting warmed up for another season. Now you can add the annual early-March release date of Sony's Cooperstown-caliber MLB: The Show series to the calendar. The game hitting stores has become a big reason for baseball fans to celebrate. And the 2013 edition of this long-running Sony-exclusive series is another masterful re-creation of real baseball, from the pitcher-batter duel at the heart of the game through little moments like getting jammed inside and the satisfaction of turning even a routine 6-4-3 double play. Changes and improvements are subtle for the most part, although some superb tweaks to hitting make the game more approachable than ever. As a result, MLB 13: The Show hits a near-perfect balance between simulation-style realism and the pure arcade thrill of hammering ball with bat.

At first glance, however, MLB 13 doesn't look or sound much different from last year's model. That said, it's one of the best-looking sports games out there, and it would be hard to improve things. Shadow effects are more lifelike than before, especially in day games. Animations include even more running and fielding actions, to the point where you rarely see a player do the same thing twice. Faces are more rounded with realistic features. There doesn't seem to be a player you can't identify upon first glance, whether you're talking about the grizzled, bearded R.A. Dickey or a peach-fuzzed kid like Mike Trout. All that seems to be lacking are some tattoos. So if you're into Jose Reyes' extensive forearm ink, you won't find it here.

Audio is incredible, although much of it has been held over from the past couple of years. Booth jockeys Matt Vasgersian, Steve Lyons, and Eric Karros are dead-on with their observations, which are just about perfectly suited to every play. Some lines have been recycled, of course, although Lyons is a new addition to the team replacing Dave Campbell, so he comes with fresh dialogue. Atmospheric sound effects are even better. Games sound like real baseball on the field, with players talking it up and giving situational advice about the count, the number of outs, and so on. So many sports games resort to canned crowd audio during games, but here, you get background noise that always seems unique to your situation. It's a great way to immerse you in games.

Bigger improvements can be seen in the gameplay. Hitting difficulty has always been one big gripe from fans of past versions of MLB: The Show. The game has never purported to be easy, forcing you to climb the summit of a steep learning curve when stepping into the batter's box. Timing had to be nearly perfect, even with basic push-button swinging on the default difficulty, and it was essential to target the ball with a cursor to make serious contact. This made the game frustrating, especially to newcomers who wanted the instant illusion of being a big-league ballplayer at the dish. Thankfully, hitting has been seriously loosened this year with an opened-up timing window. Now you can get solid wood on the ball even if you don't have your timing absolutely perfect. As a result, you can at least get pieces of tough pitches that you would have just waved at in previous games. Understandably, this does make hitting somewhat easier. But it mostly makes hitting a lot more satisfying, because you can now pound the ball like a major leaguer.

Adjusted batting doesn't kick off offensive explosions, either. You can hit the ball harder more often, sure, but that often means you're clocking a lot of long, loud outs. You're not going to suddenly start slamming the ball over the fences every other at-bat. Going yard might well be a little easier for power hitters, but there is nothing here that would be out of the ordinary in a real Major League contest. Timing remains crucial, as does picking your spots. You can't just go up and flail away at every pitch and expect to do anything but give the opposition easy outs. There is just a little more room for error at the plate, which is very welcome given how tough the game has been in the past, especially for rookies.

The revamped hitting also makes the game more lifelike. As noted above, outs have oomph now. Last year's sad little nubber a few feet down the first-base line is this year's hard ground out right at the sack. You can now more readily fight off tough pitches by fouling away ball after ball to stay alive in fierce duels with pitchers. Before, contact was so tough to come by that you tended to just whiff at stuff on the corners. Now, you can take the likes of Justin Verlander and C.C. Sabathia nine or 10 pitches deep into an at-bat.

New push/pull physics also track how players spray the ball around, labeling them in categories that range from extreme pull to extreme push. This again adds to realism and lets you more accurately tailor at-bats to the skills of individual players, a big help when trying to advance runners. All of these improvements ramp up tension at the plate and give you more of the feeling that anything is possible.

Pitching hasn't changed as much. It might be a little easier to fool opposing batters now, but that's about it. With a control pitcher, you can clock a fair number of Ks now, as long as you throw a smart mix of different pitches and play around with speed and location. Enemy batters aren't as picky as in previous editions of the game. They won't wave at garbage too often, although you can make even the best look foolish with a good mix. Again, this makes for more realistic pitcher-batter duels. The only lingering issue with pitching in need of a fix is the dark circle of the Pulse Pitching mechanics. It remains a little too arcadey, pulsing so fast and making location-setting too gimmicky. The pulsing circle is also too hard to see in front of catchers with dark chest protectors.


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Top Five Skyrim Mods of the Week - Master Chief's Gonna Rip Your Heart Out

Written By Kom Limpulnam on Senin, 11 Maret 2013 | 11.52

Cam and Seb dip back into the wonderful world of Skyrim mods. This week we witness Master Chief go all Temple of Doom on the citizens of Tamriel.

Halo Mods

Master Chief Armor by jpdoctor
Steam Workshop Link

Cortana Follower by jpdoctor
Steam Workshop Link

Gravity Hammer - Halo 3 by Abe Froman
Steam Workshop Link

Halo Energy Sword by LittleJoeC
Steam Workshop Link

The Rest

Lizardman - Werewolf Replacer by Dogtown1
Steam Workshop Link

Heart Breaker - A Killmove Mod by Reko
Steam Workshop Link

Instant Merchant by neckface
Steam Workshop Link

Duel - Combat Realism
Skyrim Nexus Link

March 3 / February 22 / October 20 / September 9 / August 11 / July 28 / July 14 / June 30 / June 16 / June 2 / May 19 / May 5 / April 14 / April 7 / March 31 / March 24 / March 17 / March 10 / March 3 / February 25

Cameron Robinson
By Cameron Robinson

Cam makes videos for GameSpot and is a lover of games, music, science, and above ALL else, musical science games. (See Deus Ex in Bminor).


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SimCity Shows the Dark Side of Online Gaming

SimCity's launch was a disaster. Will our online games always be victim to such spectacularly bad releases?

EA has managed to get SimCity into the headlines for all the wrong reasons this week, completely ruining the launch of its connected new title, having it temporarily pulled from one of the world's largest retailers, and looking shameful as it offered mixed signals with refunds to some unhappy customers and then ban warnings to others.

The core of the problem is this: SimCity requires you to be permanently connected to the Internet, and data is constantly being passed between your machine and the game's servers. There is no option to play offline, and right now the servers are so overloaded with requests they simply cannot keep up. The game, as it currently stands, is broken.

SimCity shouldn't be broken. There are no excuses. It's a frustrating and painful experience, and the people getting burnt are the game's most loyal supporters.

These server woes are particularly egregious to many because they reflect a schism between gamers and publishers. One of the biggest causes of friction in our industry at the moment is the rift between established longtime gamers, who grew up predominantly with isolated single-player adventures, and modern publishers looking to transform their long-running franchises into service-led experiences.

Predictably, Maxis says this online requirement offers up a suite of social, connected features that just wouldn't be possible otherwise. The argument, it goes, is that that the 2013 version of SimCity just wouldn't work as a concept unless it's hooked into the Internet. So what we've ended up with is a product that, for now, just doesn't work at all.

Therein lies the problem. Publishers are becoming too eager to leap into their service-led futures without nailing the basics first. EA is trying to run before it can walk, and many more intricately network games have launched with fewer problems and, when the worst happens, recovered faster. SimCity is in a league of its own when it comes to network failure, but it's also not the only one guilty of the problem. The issue spreads to almost all online games: think back to the awkward launches of Diablo III, Guild Wars 2, Gears of War 2, Battlefield 3 and Bad Company 2. These problems are happening all too often, and need to stop.

It's frustrating, sure, and too often publishers and developers are left desperately scrambling to rush out apologetic tweets and grovelling forum announcements as they race to stem the entirely justified ire felt by their customers. But what of a month from now, when servers will likely have stabilised? Some people like to think Maxis is currently rearranging the deck chairs on its own personal Titanic, but I don't think these launch woes will obliterate the game from the offset. Yet they'll certainly stain its reputation.

Service-led gaming isn't inherently disgusting, but the idea shouldn't be wholly intertwined with absolutely every game on the market. Good services are almost completely transparent. You take them for granted, and you can't imagine life without the best ones: things like Netflix, electricity, Twitter, and your mobile phone contract. There can be agonising problems along the way, but by and large they are accepted pretty seamlessly into our lives. But when games attempt to be a service they seem inevitably destined to stumble out of the starting block. Even when SimCity has been fixed, many will still remain cautious. The service will never be able disappear into the background.

Games publishers rushing into the dream of connected, always-online versions of traditional single-player games seems to be a step too far at the moment. It's not a case of a faulty concept but of poor design and execution, and that's a real shame. To put it simply: until always-on can work flawlessly, developers should make sure there's an optional offline mode.

It's ghastly when things go wrong, but it's fantastic that developers are trying to rethink the way we play traditional games. Look at something like Dark Souls, and its oft-praised mechanics of having other players leave messages. These fantastic bits of game design that feel endearingly modern, and completely refresh the idea of a third-person RPG.

It's an incredible connected feature, and Dark Souls will still function if Xbox Live/PlayStation Network is down or your Internet drops at home. It's a lesser experience that way, sure, but the option is still there. And, really, the beauty of the Internet is that it should be giving us more options as opposed to less.

There's still plenty for publishers to learn, then. It's good to see the SimCity team trying out new ideas, but this aggressive pursuit of an always-on, connected service has affected the game and will continue to do so long after the servers stabilise. The problem is not the concept, however, and we shouldn't treat social connectivity as the villain in the sorry state of SimCity.


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Top Five Skyrim Mods of the Week - Master Chief's Gonna Rip Your Heart Out

Written By Kom Limpulnam on Minggu, 10 Maret 2013 | 11.52

Cam and Seb dip back into the wonderful world of Skyrim mods. This week we witness Master Chief go all Temple of Doom on the citizens of Tamriel.

Halo Mods

Master Chief Armor by jpdoctor
Steam Workshop Link

Cortana Follower by jpdoctor
Steam Workshop Link

Gravity Hammer - Halo 3 by Abe Froman
Steam Workshop Link

Halo Energy Sword by LittleJoeC
Steam Workshop Link

The Rest

Lizardman - Werewolf Replacer by Dogtown1
Steam Workshop Link

Heart Breaker - A Killmove Mod by Reko
Steam Workshop Link

Instant Merchant by neckface
Steam Workshop Link

Duel - Combat Realism
Skyrim Nexus Link

March 3 / February 22 / October 20 / September 9 / August 11 / July 28 / July 14 / June 30 / June 16 / June 2 / May 19 / May 5 / April 14 / April 7 / March 31 / March 24 / March 17 / March 10 / March 3 / February 25

Cameron Robinson
By Cameron Robinson

Cam makes videos for GameSpot and is a lover of games, music, science, and above ALL else, musical science games. (See Deus Ex in Bminor).


11.52 | 0 komentar | Read More

SimCity Shows the Dark Side of Online Gaming

SimCity's launch was a disaster. Will our online games always be victim to such spectacularly bad releases?

EA has managed to get SimCity into the headlines for all the wrong reasons this week, completely ruining the launch of its connected new title, having it temporarily pulled from one of the world's largest retailers, and looking shameful as it offered mixed signals with refunds to some unhappy customers and then ban warnings to others.

The core of the problem is this: SimCity requires you to be permanently connected to the Internet, and data is constantly being passed between your machine and the game's servers. There is no option to play offline, and right now the servers are so overloaded with requests they simply cannot keep up. The game, as it currently stands, is broken.

SimCity shouldn't be broken. There are no excuses. It's a frustrating and painful experience, and the people getting burnt are the game's most loyal supporters.

These server woes are particularly egregious to many because they reflect a schism between gamers and publishers. One of the biggest causes of friction in our industry at the moment is the rift between established longtime gamers, who grew up predominantly with isolated single-player adventures, and modern publishers looking to transform their long-running franchises into service-led experiences.

Predictably, Maxis says this online requirement offers up a suite of social, connected features that just wouldn't be possible otherwise. The argument, it goes, is that that the 2013 version of SimCity just wouldn't work as a concept unless it's hooked into the Internet. So what we've ended up with is a product that, for now, just doesn't work at all.

Therein lies the problem. Publishers are becoming too eager to leap into their service-led futures without nailing the basics first. EA is trying to run before it can walk, and many more intricately network games have launched with fewer problems and, when the worst happens, recovered faster. SimCity is in a league of its own when it comes to network failure, but it's also not the only one guilty of the problem. The issue spreads to almost all online games: think back to the awkward launches of Diablo III, Guild Wars 2, Gears of War 2, Battlefield 3 and Bad Company 2. These problems are happening all too often, and need to stop.

It's frustrating, sure, and too often publishers and developers are left desperately scrambling to rush out apologetic tweets and grovelling forum announcements as they race to stem the entirely justified ire felt by their customers. But what of a month from now, when servers will likely have stabilised? Some people like to think Maxis is currently rearranging the deck chairs on its own personal Titanic, but I don't think these launch woes will obliterate the game from the offset. Yet they'll certainly stain its reputation.

Service-led gaming isn't inherently disgusting, but the idea shouldn't be wholly intertwined with absolutely every game on the market. Good services are almost completely transparent. You take them for granted, and you can't imagine life without the best ones: things like Netflix, electricity, Twitter, and your mobile phone contract. There can be agonising problems along the way, but by and large they are accepted pretty seamlessly into our lives. But when games attempt to be a service they seem inevitably destined to stumble out of the starting block. Even when SimCity has been fixed, many will still remain cautious. The service will never be able disappear into the background.

Games publishers rushing into the dream of connected, always-online versions of traditional single-player games seems to be a step too far at the moment. It's not a case of a faulty concept but of poor design and execution, and that's a real shame. To put it simply: until always-on can work flawlessly, developers should make sure there's an optional offline mode.

It's ghastly when things go wrong, but it's fantastic that developers are trying to rethink the way we play traditional games. Look at something like Dark Souls, and its oft-praised mechanics of having other players leave messages. These fantastic bits of game design that feel endearingly modern, and completely refresh the idea of a third-person RPG.

It's an incredible connected feature, and Dark Souls will still function if Xbox Live/PlayStation Network is down or your Internet drops at home. It's a lesser experience that way, sure, but the option is still there. And, really, the beauty of the Internet is that it should be giving us more options as opposed to less.

There's still plenty for publishers to learn, then. It's good to see the SimCity team trying out new ideas, but this aggressive pursuit of an always-on, connected service has affected the game and will continue to do so long after the servers stabilise. The problem is not the concept, however, and we shouldn't treat social connectivity as the villain in the sorry state of SimCity.


11.52 | 0 komentar | Read More

Castlevania: Lords of Shadow - Mirror of Fate Review

Written By Kom Limpulnam on Rabu, 06 Maret 2013 | 11.52

Castlevania: Lords of Shadow - Mirror of Fate stirs up conflicting emotions. On the one hand, it's a good action game that draws you into the depths of Dracula's castle with its beautifully tormented gothic design. Equally pleasing are the flexible and responsive controls that bring the exciting combat system to life. Apart from these highlights, however, Mirror of Fate struggles with a handful of issues. Prevalent quick-time events, and the often mundane situations that call for them, often feel unwarranted. The story, despite its good points, concludes with a twist that can be seen coming from a mile away. At the end of the day, demon slaying and clever platforming are the biggest reasons to stick until the lukewarm conclusion. Thankfully, the tight and entertaining gameplay prevents the experience from slipping into mediocrity.

Simon always was the forceful type.

You play as three different characters as you fight your way through hordes of enemies in search of Dracula. The prologue recaps a part of Gabriel Belmont's story from the original Lords of Shadow, and then you set out as his grandson, the crimson-clad Simon Belmont. Once Simon arrives at Dracula's throne, the game switches perspectives, putting you in the shoes of the mysterious Alucard, and eventually Trevor Belmont, Simon's father. The start of each act cascades back in time, leading up to the events of the act before it.

Despite its predictability, the story puts an interesting twist on the tale of the fabled Belmont clan. Traditionally, generations of Belmonts have faced off against Dracula in a never-ending battle to save humanity, with very little character development along the way. Mirror of Fate boldly reverses this trend, completely rewriting the Belmonts' history in the process. The notion of telling the story in reverse is as promising as it is unorthodox, but it needs to be handled delicately to work. By revealing big clues early in the game, Mirror of Fate fails to do so. Granted, the details of the plot are interesting, connecting characters in unprecedented ways that upset pre-Lords of Shadow lore, but these surprises, intended for the end of the game, are apparent too early into your adventure.

Every character possesses different skills and secondary items, but they all wield a whip of sorts. With their trusty lashes, they can conquer pretty much anything. Secondary items and magic are somewhat underutilized, and you're only forced to use them on rare occasions. Your primary weapon is often the most effective tool in battle, and like any good battle system, some attacks are better than others for a particular enemy-type. Discovering the right formula for a quick, painless kill is challenging, but the reward of impressive displays of might and speed are worth the time it takes to get it right.

Your weapon is quite useful outside of combat, too, aiding your progress into the castle depths. When grappling across chasms, or rappelling down walls, you need a keen sense of spatial awareness and timing to keep your footing and health in check. Fending off monsters while navigating precarious platforms builds tension, and they are the best moments Mirror of Fate has to offer, but since time is the only element at risk due to an overabundance of checkpoints and a generous revival scheme, the game lacks the invigorating urgency that the threat of death can deliver.

When you aren't confronted with throngs of enemies or tricky platforming sections, you might struggle with some of the environmental puzzles strewn throughout the castle. While it may seem like arranging mirrors to direct a laser around a series of twists and turns isn't the most logical way of powering on a contraption from the middle-ages, it's a mildly challenging diversion and a welcome change of pace. The few puzzles in the game are generally well designed, but they primarily task you with finding the appropriate arrangement for a series of objects. They're enjoyable, if fairly simple in their execution.

Throughout the course of each chapter, you spend a good amount of time developing your character's skill set and learning the particulars of each attack. Developing your grasp of combat mechanics is a fulfilling journey, but the prevalence of quick-time events repeatedly deflates the value of this progress. This is most obvious during boss fights, which demand precision and quick reflexes. The problem is that every boss battle concludes with a multipart quick-time event, and failing to hit the right timing simply resets the cinematic to the last successful input. Performing complex finishing moves with one or two well-timed button presses feels like a cop-out after mastering the tricky techniques and quick reflexes required during the heat of actual, not pseudo-cinematic, combat.

Mirror of Fate is best when it separates interactivity and passive entertainment, so the fact that it hurts itself by blurring the two so frequently is a major disappointment. Worse than that, there are numerous occurrences of a particular door in the later half of the game that can only be open by enduring repetitive, button-mashing quick-time events, and that's after you've acquired the skill that's supposed to enable you to open the door to begin with. Quite annoyingly, any treasure chests you find require the same rapid button presses to open.

With the return to 2D, there's a renewed attention to exploration and discovery. There aren't any fake walls or turkey roasts hidden away in bricks (barrels are a different story), but there are a fair amount of tempting opportunities lying in wait. Most hidden passages are easy to spot, and the handy map-notation tool makes returning to explore suspect locations a mostly simple affair. Unfortunately, the rewards fail to impress, and since there's very little variety to what you discover, the sense of wonder soon fades. You might discover a health or magic upgrade, or perhaps a new entry for your bestiary, but that's about it. It takes time to get used to the game's compartmentalized, as opposed to singular, map, but it's not too hard to navigate when the time comes to backtrack for secrets. The element of exploration is a nice nod to the past, but Mirror of Fate fails to match the joy of discovery found in previous Castlevanias.

All told, Mirror of Fate is a fun and occasionally challenging action game with successful elements and an unfortunate, but small, selection of poor design choices. By taking liberties with the series' lore, it opens the door for an exciting conclusion to the Lords of Shadow timeline. Had some of the inconsistencies in gameplay been ironed out, the experience would have felt much more cohesive, but as it stands, Mirror of Fate is a good, but not great, addition to the historic Castlevania series.


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Tomb Raider - Now Playing

This week we check out SimCity, Tomb Raider, Naruto Shippuden: Ultimate Ninja Storm 3, MLB 13: The Show, MLB 2K13, DmC: Devil May Cry - Vergil's Downfall, The Sims 3: University Life and The Showdown Effect.

Posted Mar 1, 2013 | 3:09 | 21,301 Views


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Saints Row publisher teases 'huge' news for PAX East

Written By Kom Limpulnam on Senin, 04 Maret 2013 | 11.52

New franchise owner Deep Silver suggests major announcement scheduled for event later this month.

Saints Row publisher Deep Silver, which acquired the franchise from THQ for $22.3 million in January, has teased "huge" news for this month's PAX East.

"Dear media: You're going to want to be at PAX East this year," tweeted Deep Silver marketing manager Aubrey Norris. "If not, you're going to be missing out on something HUGE. Just FYI!"

No further details were divulged. One major game in development at Deep Silver is Saints Row 4, which was announced in 2011 as a title that would be "wilder" than Saints Row: The Third.

Deep Silver is not the only publisher planning big news for PAX East, as Capcom will announce two new titles during the industry event. PAX East is slated for March 22-24 in Boston, Mass. GameSpot will be in attendance.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Assassin's Creed IV: Black Flag screenshots leak

Five screenshots for Assassin's Creed IV: Black Flag have leaked ahead of the game's official reveal tomorrow.

All Games Beta posted the images, which show off new hero Edward Kenway in a range of settings. The screenshots suggest Assassin's Creed IV: Black Flag will feature naval battles, missions set in lush, tropical settings, and that players will wield pistols and swords.

Yesterday, a trailer for Assassin's Creed IV: Black Flag leaked. The video has since been pulled, though it suggested the game will launch October 29 for Xbox 360, PlayStation 3, PlayStation 4, PC, Wii U, and other next-gen platforms.

Ubisoft Montreal lead content manager Carsten Myhill wrote on Twitter: "Leakier than the Titanic."

For more on Assassin's Creed IV: Black Flag, check out GameSpot's previous coverage.


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Infinity Ward developing for Valve-backed Piston PC?

Written By Kom Limpulnam on Minggu, 03 Maret 2013 | 11.52

Call of Duty developer posts image of specially branded tech, suggesting studio is working with the grapefruit-sized PC.

Call of Duty studio Infinity Ward may be developing for the Valve-backed Piston mini-PC from Xi3.

The developer has posted an image of what appears to be an Infinity Ward-branded Piston to its Facebook page along with a caption that simply reads "game development."

Infinity Ward posted a similar image to its Twitter account, writing "What's this?"

An Activision representative was not immediately available to comment.

Xi3 announced the modular, grapefruit-sized computer designed around Steam's TV-focused Big Picture mode during the Consumer Electronics Show in January. Valve itself at the time announced that it had invested an undisclosed amount in Xi3.

As for the Activision-owned Infinity Ward, the developer recently moved into a new office space and has no announced projects. Last month, Activision revealed that a new Call of Duty game will release in 2013. Executives do not expect this game be as commercially successful as immediate predecessor Black Ops II.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Brutal Legend Review

Written By Kom Limpulnam on Sabtu, 02 Maret 2013 | 11.52

The most important piece of knowledge you need going into Brutal Legend has nothing to do with heavy metal music. Sure, a deep love of that genre can play a huge part in your overall enjoyment of the game's guitar-solo-fueled and star-studded story, but it's easier to find satisfaction in what the game is when you're not expecting it to be something it is not. With this PC release of Brutal Legend coming years after its 2009 console debut, it's easier to prepare for the unique experience it offers while also enjoying it at a higher resolution.

Yeah… that's a lot of dudes.

Merely looking at screenshots or old prerelease marketing materials for the game can make it appear to be many things, yet it's not "Zelda with a guitar," and it's not "God of War as told by Black Sabbath," as cool as either of those things might have been. It's a real-time strategy game, even though that term may not accurately represent the first couple of hours of the campaign.

Brutal Legend follows Eddie Riggs, a roadie (voiced by Jack Black) with a profound love of classic metal who finds himself transported to an appropriately brutal fantasy land that's part The Lord of the Rings and part Iron Maiden album art. The game's strongest qualities lie in its writing, its characters, and its world. The magic (and much of the humor) is in how many fantasy tropes are twisted to fit into a heavy metal world. Basic melee characters, for instance, are literal headbangers who smash their craniums against anything in their way. Roadies are your strong but stealthy units; guitar solos can literally melt faces; and "fans" are your mystical, music-loving resource. This all combines with a well-acted cast of characters featuring voices from the likes of Ozzy Osbourne, Lemmy Kilmister, and Tim Curry. The story does lose some of its whimsy toward the end, when the plot is in danger of taking itself too seriously, but the over-the-top nature persists through the six- to eight-hour adventure.

The first time you take control of Eddie, you might feel as if you're playing a rather standard character action game, since mashing out simple combos is your path to bloodily slaughtering groups of enemies. Soon, however, the world opens up, and you may get a strong The Legend of Zelda: Ocarina of Time vibe as you search the landscape for collectibles and play your magical instrument (a guitar, which is, of course, much more hardcore than an ocarina) to perform solos that can summon your trusty car or reveal hidden garages. Just when you feel like this might be what the game is about, Brutal Legend starts letting you give orders to small squads of units, which is when the strategy aspect becomes more apparent. This is a good thing, due in no small part to the fact that an entire game of nothing but Brutal Legend's on-foot combat wouldn't be the most pleasant of experiences.

It's a little while before you reach a point where this feels like a more full-fledged (if simple and action-heavy) real-time strategy game. In the game's stage battles, you are given a single stage (your base), which can be upgraded and which produces all of your units. Fans serve as your band/army's single resource, and controlling fan geysers spread across the map is key to victory. It's never possible to amass as large an army as you might be used to in other strategy games, and there is only one simple upgrade path to pursue, but there is a good variety in how each unit behaves, which can allow for many different strategies.

You always control Eddie directly and can get your axe bloody in on-foot battles yourself, but you need to spend a lot of time managing your troops from the air. A simple button press sends you flying into the sky, where you can quickly survey the land and order troops around. If you're serious about doing damage with your own hands, units at your command have double-team attacks that let you control them more directly, whether by marching with a mosh pit of headbangers, driving a vehicle, or operating a turret.


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House of Horrors: Slender The Arrival Highlights

Written By Kom Limpulnam on Jumat, 01 Maret 2013 | 11.52

@tempertress Say, I've got a few games I'd like to suggest for you gals to play on one of the next House of Horrors episodes; REmake (Gamecube/Wii), Echo Nights Beyond (ps2), Siren Blood Curse (ps3), Michigan: Report from Hell (ps2), Haunting Ground (ps2), Silent Hill 3 (ps2/pc).


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