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Air Conflicts: Vietnam Screens

Written By Kom Limpulnam on Rabu, 31 Juli 2013 | 11.53

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Ashes Cricket 2013 delayed until November

Written By Kom Limpulnam on Selasa, 30 Juli 2013 | 11.53

Ashes Cricket 2013 has been delayed to a November 2013 release, publisher 505 Games announced today.

505 Games senior VP of global brand and marketing Tim Woodley cited additional improvements being made to the game as the reason for the delay, saying, "We took a long, hard look at the game as it stands, and decided it simply wasn't good enough in its current state. It was simply not worthy of the Ashes name.

"Unforeseen issues which developer Trickstar faced in latter stages of development have meant that they have been unable to do the requisite amount of polishing and fine tuning which any game needs. We owe it to ourselves, to our licensors, the ECB, and Cricket Australia, but most of all to the dedicated cricket fans and gamers to put our best foot forward."

Originally scheduled to coincide with the first Ashes series of the year in the United Kingdom, the new release date in November will run alongside the start of the return series in Australia.

Ashes Cricket 2013 was announced earlier this year for the PC, Xbox 360, PlayStation 3, and Wii U with a June 21 release date. The game was delayed until July for quality assurance purposes.

The game will include the complete Ashes Series, with official England and Australia teams, as well as limited overs tournaments and leagues from around the world.

→ More coverage of AUSTRALIA on GameSpot.com


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Fez II canceled

Written By Kom Limpulnam on Senin, 29 Juli 2013 | 11.53

Fez II has been canceled, developer Phil Fish has announced.

"Fez II is cancelled," reads an update on the Polytron website.

"I am done. I take the money and I run," he added. "This is as much as I can stomach. This is isn't the result of any one thing, but the end of a long, bloody campaign. You win."

On Twitter, Fish said he is getting out of the game industry entirely, "because I choose not to put up with this abuse anymore."

Fez II was announced in early June 2013 at the Horizon Indie Game Conference in Los Angeles. Outside of its existence, not much was known about the game.

The original Fez was released on the Xbox 360 in 2012, after five years of development, and saw a PC release in 2013. Fish's journey to release the game was chronicled in Indie Game: The Movie.

The game has sold 200,000 units on the Xbox 360.


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Reality Check - What if Every League Of Legends Player Clicked at Once?

The more I watch this show, the more I see how it was inspired by vsauce. Not that it's a bad thing. We need more vsauce like shows.

One disappointing aspect of this episode, though, is that when the question posed, "What would happen if everyone clicked at once," I thought that you'd touch on things like, how much bandwidth it would take up, or whether it would crash the servers or not. Although I don't know what the typical server limits are, so I guess it's possible that it wouldn't have any noticeable effect.


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Top Five Skyrim Mods of the Week - Colourful Tree Magic

Written By Kom Limpulnam on Minggu, 28 Juli 2013 | 11.52

Join Cam and Seb as they make Breezehome enormous, build their own forest, and shoot forks from crossbows. That's right, forks.

jedicommand7 5pts

I liked how mod 2 was "Name of Mod" by "Designer". oops. lol

guiplc 5pts

fork you hahahahahah... it was a funny one

SKaREO 5pts

This is the best news you can muster up? *yawn* this site is going to hell.

SteamyPotatoes 5pts like.author.displayName 1 Like

Makes me want to fire up Skyrim right now but alas i'm caught up in a few other RPGs at the moment since completing the main story.

However i recall getting bored of playing a melee based character, so was wondering if you guys have covered respec mods or something similar in the past ? 

Thanks,  Great show guys :)

Jordan Davies 5pts like.author.displayName 1 Like

Thank you so much Cam and Seb for giving me and my girlfriend Heather Lillian Lafferty a shout out! made our day :)

James Keefe 5pts

Actually, I own it for PC and have spent a few hundred hours playing it. It lost most of it's replay value after a while. Nice guess, though.

Ian Vance 5pts

Is it old and "not cool" anymore or something? You must own it on console. Once you beat it on a console it's pretty much done. Too bad you don't own it for PC. You would have much more content to play.

deadpen 5pts

still waiting on the RoboCop mod!

6orange6 5pts like.author.displayName like.author.displayName 2 Like

well done Seb and Cam, a wonderful breath of fresh air after the usual click bait, console gamer tension that seems to dominate around these parts. 

I hope you guys can expand and do explore videos for GTA V, just record your reactions.

Vidpci 5pts

People still play Skyrim?

SKaREO 5pts

@Vidpci It's a bad RPG, I'm surprised anyone would even pay for it...

Garagorn888 5pts

@Vidpci 

 I tried to stop but then the Nexus exploded and I couldn't resist the salvage.

Unraed 5pts

@Vidpci Yes, they do. At the moment it's the fourth most played game on Steam with 37,010 players.

Ian Vance 5pts

Colorful Magic is awesome. I truly feel sorry for people that wasted $60+ DLC prices on the console version(s) of this game. So limited compared to the never-ending PC version + Mods.

pongley 5pts

The genial kind of evil is the one to watch out for.

Maverick6585 5pts

What ENB is that?
And what are the specs of the PC you guys use for these videos?

JimmyJumpy 5pts

Second notice I got for this one... but this is a "feature" while the other was a "video"... *jimmy kicks at a pebble and walks off...*

The-Longshot 5pts

I hope they start taking note of how much awesome content is created by users and start giving or selling it to us on the Xbox 360/PS3. Pleeeeeease. 

canuckbiker 5pts like.author.displayName 1 Like

Why does the gamespot video player glitch all the time and refuse to play these days?

Apofis_SG-1 5pts

@canuckbiker Are you using adblock? If yes, then turn off it and try to play video. It should work. After that just turn on adblock and it should work with that too. Atleast for me.

The-Longshot 5pts

@canuckbiker because its terribly crappy, as is the site as a whole. Its overloaded with Ads and garbage like most of the internet these days and sadly/ironically it is still the best site for news & reviews and player discussion. :-(

Garagorn888 5pts

@The-Longshot @canuckbiker I wouldn't say it's the 'best site'.

I just come here for the videos since despise IGN's video player actually being decent now, their commentary is rarely exactly what I'd call anywhere near the 'best' /: 

And they don't actually do videos like this anyway as far as I know.


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DARK Review

Written By Kom Limpulnam on Sabtu, 27 Juli 2013 | 11.52

Can you imagine how deliciously powerful it would feel to be a vampire? Sustaining yourself on the blood of your victims, you could turn to mist and rush through the air, preying on the weak and hunting down the forces that would see the end of you and your kind. Dark hints at such an existence, but this vampire stealth game fails to make such bloodsucking dreams and nightmares come to life. Rather than pull you into the supernatural drama it tries to author, Dark devolves into unintentional comedy, the ridiculously bad dialogue and hilarious artificial intelligence inspiring fits of laughter. This game is both insane and inane, but at least its overall stupidity gives you something to cackle at.

That one guard will perform pirouettes forever and ever. He must be stopped at all costs!

The laughs start with the story, which casts you as Eric Bane, a half-vampire looking to suck the blood out of more powerful vampires before you turn into a mindless ghoul. You spend a lot of time in a nightclub called Sanctuary, where you might at first enjoy the colorful cel-shaded visuals and awkwardly dancing patrons before you start giggling at the bad dialogue. Says a vampire DJ about another powerful bloodsucker: "The women that work there for him are really f***ed up. I think he put some vampire s*** on them." Says another: "The guy more or less owns the city. He's like the vampire dictator, man." A Mass Effect-like dialogue wheel offers dialogue options, but not any actual choices, though you can string together different parts of conversation in ways that make the insipid dialogue even more nonsensical.

So off you go into the night to exercise your sneaking skills and do vampiric things, like knocking out dunderheaded rent-a-cops from behind when you aren't plunging your teeth into their necks. It's clear right away that something's amiss in Dark, however. Guards engage in conversation before beginning their patrol patterns, which is a typical atmospheric touch in stealth games, but some chats go on forever without unveiling any important truths or infusing Dark with any personality. When alerted, guards deliver canned lines that don't always make sense in context, the same snippets of recorded dialogue overlapping with each other and lone enemies calling out to nonexistent comrades. Bad animations, mediocre voice acting, jittery cutscenes, and disappearing sound effects round out the first impressions, though some nice audiovisual touches, such as the satisfying whoosh of your shadow leap ability, give you hope for the coming hours.

Unfortunately, Dark never capitalizes on its few strengths. The basic gameplay is bone-dry stealth--you crouch and hug walls, at least when the cover mechanic decides to work, while trying to avoid the none-too-watchful eyes of guards and attacking them when you need to. You may also drag corpses away if you have the opportunity, and need to avoid litter lest you call attention to yourself, though it isn't always clear whether or not nearby watchmen notice or care. There are a few visual references to Thief in the early levels, but you never need to keep to the shadows, in spite of the allusions (and in spite of this game's own name).

You also have some passive and active vampire powers that let you, for example, confuse enemies in the area for a short period of time, or rush across a good distance and assassinate a guard. You need to kill guards and read scattered personal digital assistants and emails to earn points to unlock and improve these abilities, and you drain blood from your enemies to power them. At first it's fun to fool around with these skills, since they're the only way of mixing up the generic sneaking. Flying through the air and felling the cookie-cutter character models can give you a sense of accomplishment, as can successfully sneaking through a heavily defended warehouse without alarming the sentries. But about halfway through the game, you realize that you can use your shadow leap ability to exploit your way through levels, propelling yourself onto ledges and other platforms and avoiding or eliminating entire swaths of patrols in the process.

The rotten enemy AI doesn't always hinder you; in fact, it often seems intent on assisting your efforts. For instance, you might hide in a bush, one guard after another approaching you, perhaps after seeing you lurk in the area. You can knock them out one at a time, the guards acting as if they can't figure out where that corpse came from, even after staring right at you as you performed the kill. To make matters worse, Dark draws out levels during such circumstances, spawning new guards when the AI is alerted until the supply runs out, which makes levels tedious. You even see some of these guards appear right in front of you out of nowhere, which completely corrupts the core design of a stealth game.

Elsewhere, enemies jitter in place or against each other before teleporting somewhere else--again undermining the very idea of a stealth game. Sometimes, guards get stuck standing and looking in one spot in a way that keeps you from reaching your destination. And what's really hysterical is when guards shoot at you so that you can see bullets landing on you, yet the shots don't register. The lack of continuity between checkpoints also annihilates Dark's design consistency. In certain locations, triggering a checkpoint causes all the enemies in the area you just left to disappear, only to have new enemies and characters materialize there without any explanation.

There are some good ideas in here, like machines that produce a field of UV rays that injure you and dull your vampire powers. And every so often, a level comes together, with enemy routines created in a way that allows you to satisfyingly slink by. But those bright spots are exceptions in Dark's poorly crafted areas. Some levels at first look open-ended, inviting you to experiment with different approaches, but actually push you down a single linear path, because it's the only path the AI and its rigid patterns can reasonably handle. Other levels feature a mishmash of enemies, alarms, and behaviors that seem thoughtlessly put together, inspiring you to exploit your way through rather than devise a clever plan of action.

Instead of ramping up the challenge and excitement, Dark actually gets much easier as it progresses, and the final boss fight (which involves walking around as its main mechanic) and subsequent moral choice (in which you have no emotional investment) aren't gut punches, but rather are gut-bustingly bad. In its favor, Dark mixes up its pace in the final levels, dropping some narrative surprises on you and depositing you into a few unexpected locales. But by then, you've endured too much banality for a few bewildering plot twists to suck any interest out of you, or for the stand-alone challenge levels to hold any appeal. In the dark is where this clumsy vampire game should remain.


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GS News - No Smash Bros. cutscenes, no Japanese indie Wii U devs

Written By Kom Limpulnam on Jumat, 26 Juli 2013 | 11.52

I was never a huge fan of the subspace emissary, but Sakurai's reasoning for not including a story in the next SSB is beyond idiotic. This is 2013, nearly every video ever created is on the internet nowadays. It's simply childish to not include something out of spite of people enjoying it and wanting to watch it when they want.

And cutscenes are not and never have been a reward. a cutscene's purpose is to further the game's story in a way that gameplay can't, and to give context to the gameplay.


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GameSpot GamePlay Episode 50: Pining for the Fjords

Written By Kom Limpulnam on Kamis, 25 Juli 2013 | 14.31

Kevin returns to hosting duties to discuss heroes and antiheroes with Carolyn, Tyler, and Tom.

GameSpot GamePlay

Host Kevin VanOrd leads Carolyn Petit, Tyler Winegarner, and Tom Mc Shea on a wild goose chase aboard a Z-wing, stopping long enough to mix up Montreal game studios, explore Crateria (where Caro buys all her crates), and go Earthbound aboard the Mother ship. This week's topics: The losses at Square and Insomniac, the Ouya's game library, and Kevin's weird loyalty to unsuccessful Microsoft hardware.

As promised, a link to the excellent Errant Signal analysis of The Last of Us.

GameSpot GamePlay Episode 49: E3PO Meets King Organa

GameSpot GamePlay Episode 48: Final Freedom Force Fighters

GameSpot GamePlay Episode 47: Floaty Butt

GameSpot GamePlay Episode 46: Banana Hammock

GameSpot GamePlay Episode 45: Popular Tarts

GameSpot GamePlay Special Edition Spoilercast: The Last of Us

→ More coverage of GAMEPLAY on GameSpot.com

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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GS News - Valve getting sued again, Xbox One and PS4 recording!

Written By Kom Limpulnam on Selasa, 23 Juli 2013 | 11.52

@devilscry 

How come no one else in the world that makes a product ever demands a cut of used game sales? How come no one else bitches about their products being sold used?

Sporting equipment, used cars, used books, used comic books, used cd's, used dvds and blurays, used tool, used clothes, used furniture, used jewelry, used electronics, art, instruments, toys and dozens of other products all have massive used markets. Craigslist, ebay, amazon market place, half priced books, goodwill, flea markets, garage sales and so on do billions a year in used products.

When was the last time you heard ford say "There are too many used car sales. We need to put a stop to this"? Never, that's when. Despite the fact every damn city in this country probably has a dozen dealerships that sell used cars. And trust me, the car industry loses much more money on used sales than the game industry.

But yet game developers feel entitled to say "Well you bought our game, but we don't feel you should be able to do what you want with it like sell it unless we get a cut of that money".


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Nvidia Shield shipping July 31

Written By Kom Limpulnam on Senin, 22 Juli 2013 | 11.52

The Nvidia Shield portable gaming device will ship on July 31, Nvidia recently announced on its website.

"We want to thank you for your patience and for sticking with us through the shipment delay of your Shield," Nvidia said in a statement.

The Nvidia Shield was delayed last month one day before it was scheduled to launch due to the discovery of a mechanical issue.

"Our goal has always been to ship the perfect product, so we made sure we submitted Shield to the most rigorous mechanical testing and quality assurance standards in the industry," the company said. "We built Shield because we love playing games, and we hope you enjoy it as much as we do."

The $300 Nvidia Shield gives gamers access to an array of gaming avenues, including Nvidia TegraZone, Google Play, and Steam. The system runs on the Tegra 4 processor and boasts 16GB of memory, GPS, Bluetooth 3.0, a mini-HDMI output, a microSD storage slot, and a headphone jack.

The device also features a five-inch, 720p multi-touch display. For more on the Nvidia Shield, check out GameSpot's preview of the device from the 2013 Consumer Electronics Show earlier this year.


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Tekken Revolution receiving major update in July

Namco Bandai has announced that its free-to-play fighting game Tekken Revolution will receive a major update this month.

The patch will bring an "enhanced" arcade mode, which features three difficulty levels: normal, hard, and very hard. The higher difficulties will yield better rewards for players. The game's practice mode will not require gamers to use in-game coins.

In addition, Tekken characters Hwoarang and Dragunov will be added to the game's roster. New premium effects, special moves, and character costumes will also be available for purchase on the PlayStation Store.

The game's level cap will also be increased from 50 to 60, while Namco Bandai has confirmed that the effects of the power, endurance, and vigor stats have been adjusted to further balance gameplay. Damage calculations for critical hits and rage have also been tweaked.

Fighting game fans can check out the rest of the update's features at the developer's website. The patch will arrive for European users on July 24. North American Tekken players will receive the content by the end of the month.


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SDCC On The Front Line - A Fond Farewell

Written By Kom Limpulnam on Minggu, 21 Juli 2013 | 11.52

Posted by Gajan Kulasingham, Data Producer

Anna Prosser Robinson wraps up her first Comic-Con as she bids you all a fond farewell from San Diego.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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SDCC On The Frontline - Interview with Aisha Taylor on Watchdogs

Written By Kom Limpulnam on Sabtu, 20 Juli 2013 | 11.52

Posted by Gajan Kulasingham, Data Producer

Join Anna Prosser Robinson as she sits down and chats with Aisha Tyler on her role in Ubisoft's Watch Dogs.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
  • Day 2 Friday July 19
  • Day 3 Saturday July 20
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Time and Eternity Review

It's undeniable that many games from Japan that make it to our shores--particularly in the role-playing genre--have strong influences from anime. Great role-playing game series like Disgaea, Persona, and Tales feature visual and storytelling elements heavily influenced by the art form. Developer Imageepoch aspired to go one step higher with Time and Eternity, billing the game as "playable anime." Unfortunately, the end product is not only a showcase for nearly every negative stereotype ascribed to anime, but a bad RPG to boot.

Time and Eternity tells the story of Zack and Princess Toki, a couple of lovebirds who live in a secluded fantasy island kingdom. On the day Toki and Zack are set to tie the knot, a group of assassins disrupt the proceedings, and Zack is killed protecting Toki. The incident brings out some of Toki's innermost secrets: not only does she share a body with the soul of another woman, Towa, but her family possesses magical time-manipulating powers. Toki and Towa decide to travel back in time to piece together the how and why and stop the disaster before it happens--though they are unaware that Zack's soul has come along with them, trapped in the body of Toki's pet miniature dragon, Drake.

Even as the plot setup and central cast are being introduced, Time and Eternity seems determined to make you dislike it. Zack, the male hero--and the character whose perspective you follow--seems more interested in off-color thoughts and remarks and being "manly" than he is in Toki and Towa's genuine affection and well-being. Toki and Towa are affectionate toward Zack in a way that feels very uncomfortable at times, given Zack's questionable behavior. Toki's friends are one-note anime archetypes (ditzy wedding planner, shrill rich girl who flaunts her status, and boy-crazy teenager) who offer no real character development and simply exist to set up bad jokes. Non-player characters you meet over the course of the story are similarly irritating, typically featuring a single humorous (read: obnoxious) trait that defines their entire personality. It's hard to be invested in anyone's plight when almost every player in the story is unlikable. Though that's not to imply that the story is good; Time and Eternity features some of the most insipid plot twists you could possibly conceive for the time-travel concept.

But the character development isn't the only thing that falls flat. Time and Eternity's biggest hook is its unique visual style. Rather than being polygon-rendered models or sprites, every action of every character in the game is drawn in high-definition, traditional animation sequences. This approach sounds interesting on paper, but the problems with its execution begin to materialize almost right away. For starters, you immediately notice that most of the animated characters bear only a passing resemblance to the game's illustrations and concept art.

Just a few minutes later, you start to become keenly aware of constant animation sequence recycling. Reused and repeating animation is certainly nothing new in games, but the jerky, awkward motions of the characters and inconsistent frame rates make the rampant reuse both more noticeable and more unappealing. (As an example, you can play an impromptu metagame just counting how many times Toki and Towa do their weird leg-crossing/uncrossing animation during the teatime sequences.)

The cheap feel of the animation becomes even more pronounced when you see just how much palette-swapping goes on throughout the game. Toki and Towa share the bulk of their animations, but are simply colored differently, leading to motions that don't match the personality of the character in play. In addition, there are only a handful of enemy designs, but plenty of palette swaps for each one. But perhaps the worst visual effect comes from the juxtaposition of 2D animated models against the game's 3D backgrounds, leading to awkward camera angles, weird scene transitions, and disjointed character movements. (The backgrounds, lacking in detail as they may be, at least offer some pleasant use of color, which is probably the nicest thing you can say about the visuals.)


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Project Spark Xbox One Demo - SDCC 2013

Written By Kom Limpulnam on Jumat, 19 Juli 2013 | 11.53

Posted by Dan Mihoerck, Project Manager

Chris Watters shows off some new Project Spark gameplay from SDCC 2013 on the Xbox One.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
  • Day 2 Friday July 19
  • Day 3 Saturday July 20
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Eletronic Arts Store Tour - SDCC 2013

Posted by Dan Mihoerck, Project Manager

Homer checks out the EA Store on the SDCC 2013 show floor for some Plants vs. Zombies inspired Kid Robot Munky figures for charity auction.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
  • Day 2 Friday July 19
  • Day 3 Saturday July 20
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  • Stage Show
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now

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now


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GameSpot GamePlay Episode 49: E3PO Meets King Organa

Written By Kom Limpulnam on Rabu, 17 Juli 2013 | 11.53

Tom Mc Shea takes over Kevin's hosting duties this week to explore EVO 2013 and Star Wars geekery with Caro and Peter.

GameSpot GamePlay

It's Hammerhead time with Tom Mc Shea, Carolyn Petit, and Peter Brown, who longingly pine for the absent Kevin VanOrd (no they don't) before delving into the world of e-sports, the growing anger over Rovio's best-known game franchise, and a future in which everything is made just so it can have a sequel.

GameSpot GamePlay Episode 48: Final Freedom Force Fighters

GameSpot GamePlay Episode 47: Floaty Butt

GameSpot GamePlay Episode 46: Banana Hammock

GameSpot GamePlay Episode 45: Popular Tarts

GameSpot GamePlay Special Edition Spoilercast: The Last of Us

GameSpot GamePlay Episode 44: Movement to the Beat

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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Deal With It - Steam Summer Sale July 14

Written By Kom Limpulnam on Senin, 15 Juli 2013 | 11.53

Good to see Ed around still, i miss the gamespot AU podcast or vidcast, vodcast not sure exactly haha, i was always curious as to what happened to the rest of the team. I know Zorine and Jess do house of horrors, but what happened to Dan and Laura?


Kerbal space program is pretty fun, i haven't quite gotten to the Mun yet though. :(


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Gootecks talks to Fans and Pros to Learn Why they come to EVO

Written By Kom Limpulnam on Minggu, 14 Juli 2013 | 11.52

The top players from the fighting game community, alongside Mad Catz representative Mark Julio, talk to GameSpot on whether there's an image problem within the fighting game community and how it can reach within the same eSports level as LoL.

Posted Jul 7, 2013 | 6:41 | 6,689 Views


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EVO 2013 Predictions from Pro Players and Fans

The top players from the fighting game community, alongside Mad Catz representative Mark Julio, talk to GameSpot on whether there's an image problem within the fighting game community and how it can reach within the same eSports level as LoL.

Posted Jul 7, 2013 | 6:41 | 6,693 Views


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Deal With It - Steam Summer Sale, July 12th

Written By Kom Limpulnam on Sabtu, 13 Juli 2013 | 11.52

Cart Life is 66% off for $1.99, could possibly go lower before the end of the sale, but not super likely.  People wouldn't stop raving about this game at the Independent Games Festival.

Half Minute Hero is 75% off for $2.49, originally a PSP title, very much worth taking a look at. 

Thirty Flights of Loving is 50%* off for $2.49, a short, but highly acclaimed indie title. *possibility of going lower if put on a flash sale before the end of the steam sale

Those are my quick shout outs.  So many titles worth looking at.

My pick of the day would definitely be FTL if you enjoy Star Trek or rogue likes.  Such a great game.


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Ride to Hell: Retribution Review

Written By Kom Limpulnam on Jumat, 12 Juli 2013 | 11.52

Much like with terrible movies and songs, games that are nigh unplayable are something of a collective joke shared by millions. Unfortunately, Ride to Hell: Retribution is unapologetically, aggressively horrid. Set in the late 1960s and ostensibly built around the exploration of post-traumatic stress disorder that followed more than a few soldiers back home after the Vietnam War, Ride to Hell initially seems like a fresh take on video game warfare. That initial optimism quickly wears off however, as the complete disregard for anything even remotely passing as fun or functional gameplay becomes apparent.

The protagonist of this hellish torture software is Jake Conway, an emotionally scarred Vietnam veteran looking to make a nice, calm life for himself following his return stateside. Shortly afterwards, Jake's younger brother is killed by a biker gang, at which point Ride to Hell becomes an excruciatingly cliched tale of revenge. Every attempt at maturity devolves into shoddy melodrama. By the tale's end, provided that you haven't attempted an auto-lobotomy, you'll have been drenched in the game's pathetic, out-of-touch approach to sex, violence, and masculinity. Even if Ride to Hell could pass as a broken and buggy parody of the patently offensive, none of the characters seem to be in on the joke. Tragedy is greeted with no more subtly than a prolonged, agonizing "NOOOOOOOOOOOOOOO!" and sexuality is given the same level of reverence as a pornographic film. In the few instances Ride to Hell begins to approach something of even tangential relevance, poorly written, self-referential humor kills the mood.

Worse yet, every mind-numbingly awful innuendo and facsimile of human emotion is further injured by some of the most horrific voice acting imaginable. Video games are not often exceptionally voiced, but it's probably been the better part of a decade since something this ear-bleedingly bad has been released. Most of the characters sound like they were recorded in their bedrooms, moments after being woken up from a good week or two of binge drinking. The actors cannot cobble together anything like tangible human emotion.

At least some of these crimes against conscious thought might find forgiveness if Ride to Hell weren't such a technical disaster. Crashes, graphical bugs, disappearing audio, and many more issues are shockingly frequent. In some instances, enemies will appear and then die for no apparent reason. Timed missions sometimes randomly end 30 seconds or more early, and your survival seems randomly determined. When playing Ride to Hell, you exist at the whim of some of the buggiest software ever released.

Going beyond pure technical problems, Ride to Hell actively hates you and your sanity. Most of the controls are woefully positioned with almost no regard for what would actually make sense. Instead of keeping with WASD for movement, and using the keys closest to them to keep things easy for the player, the two most important keys for large chunks of the game bounce between E, R and the mouse buttons. It's disorienting, and you cannot remap the keys, so the controls are never practical. Furthermore, some keys are bound to functions that aren't ever labeled, so you're left to flounder until you figure out what the game expects of you.

When you strip away all of the profoundly rotten layers of this particular onion, you discover action that is merely shallow during the rare moments that it isn't fundamentally broken. Within the first few minutes, you're introduced to all of the major elements of play. Shootouts, fistfights and chopper duels constitute the lion's share of Ride to Hell, and each of them is worse than the last.

For the most part, gunplay is actually functional, in the sense that the targeting reticle moves when you attempt to move the joystick or mouse, and people generally die when you click on them. Even so, the reticle has an agonizing amount of lag that will cause even seasoned shooter veterans to miss easy shots. Thankfully, your foes have just as much trouble hitting you, provided they choose to do anything at all.

Melee combat is based on the shallowest quick-time events imaginable. There's no system for combos, no real learning curve, nothing allowing you to learn and improve your play over the course of the game--just button-mashing. Fighting rival biker gangs on motorcycles works pretty much the same way: a random key will flash on the screen and you're given a few fractions of a second to respond appropriately. With road combat, however, enemies rush in from nowhere and lock you into a battle before randomly flying off and exploding, often without you having to really do anything. They just ride up next to you and then die for no reason, and that's about it.

Outside of killing folks, there isn't much to do. There are a few hubs, and there's an open world that supports some degree of exploration, but Ride to Hell completely misses the point of having an explorable landscape. For such an interesting setting, the game is populated with virtually nothing of interest. There's a shop where you can buy more weapons, and there are a few characters to talk to, but more guns means more awful combat, and more dialogue means more tragic storytelling and unbearable voice acting.

Ride to Hell is painfully insubstantial. Its mechanics are mostly broken and have no depth, there's no sense of progression, and there are no skills that can be learned and then applied to create a feeling of accomplishment or a better understanding of the game. That people are being asked to spend time and money on this garbage shows a profound lack of respect for consumers. All one can do is marvel at the latest entry to the list of candidates for "Worst Game of All Time."


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GS News - Play PS4 games anywhere, new Nintendo franchise?

Written By Kom Limpulnam on Kamis, 11 Juli 2013 | 11.52

@Mercadeo 

I think we're all curious how those kickstarter games will turn out.

Too early to know how the big money games will do.

I can tell you that there have been success stories. Faster Than Light got 2000% of the funding it asked for and the game was positively received.

I can also tell you there have been troubles. Most famous example is the Double Fine money problems despite getting over 8 times the funding they asked for.

Another example is Pinball Arcade: Star Trek The Next Generation.

Where the game did turn out fine for the platforms it was released on but the feedback has been horrible and many backers still haven't got their pledge rewards plus they didn't develop the game for all platforms promised. Now they're asking for money for another project.

I too would love to see some investigating game journalism but I don't think that has much to do with this show where Jess just recaps the daily news.


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Expeditions: Conquistador Screens

Written By Kom Limpulnam on Rabu, 10 Juli 2013 | 11.52

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Nintendo reinstates Super Smash Bros Broadcast at Evo 2013

UPDATE:

Evo co-founder Joey 'MrWizard' Cuellar has just tweeted, saying Super Smash Bros Melee will be reinstated. "We won! Smash is back baby! #Evo2013 #hype," his tweet read.

An update has also been added to the story on Shoryuken. "'I've just received word from Nintendo that the Evo Smash Bros. Melee stream will be allowed to proceed. We will be restoring the original stream and tournament schedules. Obviously this is a huge [relief] for all of us here and we're thrilled that the world will get to see the best Smash players fight it out this weekend. Thanks to everyone online who supported both Evo and Smash."

Fans were upset about Super Smash Bros Melee's removal from the stream schedule earlier today, particularly after supporters helped raise almost $95,000 for charity earlier this year to see the game included in the tournament.

The original story is below.

Nintendo of America has denied organisers the rights to broadcast Super Smash Bros Melee gameplay as part of the Evo 2013 fighting game tournament being held in Las Vegas this weekend.

A news update on the Shoryuken website by a member of the event organisation team said, "Regrettably, we've just been informed by Nintendo of America Inc that we do not have permission to broadcast Super Smash Bros Melee for Evo 2013."

Persona 4 Arena and King of Fighters XIII will now take Super Smash Bros Melee's place, and while the GameCube brawler will still be included in the competition, its finals have been moved to Sunday at 2 p.m., and will no longer be streamed online for viewers.

Major League Gaming (MLG) faced similar restrictions from the Japanese company, when it was denied broadcast rights for Super Smash Bros Brawl ahead of its Orlando event in 2010.

In May this year, Nintendo began claiming advertising revenue for user-created YouTube videos that included the company's games.


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A View to a Thrill: The Secret World Gets the 007 Treatment

Written By Kom Limpulnam on Selasa, 09 Juli 2013 | 11.52

By adding a snowmobile shootout and a slinky temptress, The Secret World's newest episode channels a beloved British Secret Service spy.

The sultry spy speaks to you in a Russian accent so bizarre that she is a caricature rather than simple archetype. "Such deadly toys," she proclaims. "Shall we break them, you and I?" She isn't yet willing to tell you her name, but should the two of you live to die another day, she's happy to offer her identity as a reward. Like any classic femme fatale, she drives a hard bargain.

Behold, some highlights from our tour of The Secret World's newest chapter: A Dream to Kill.

As it happens, your new lady friend is a comfortable fit in the newest episode of The Secret World, appropriately titled A Dream to Kill. The episode looks to James Bond films for inspiration, not just by introducing a mysterious and comely companion, but also by putting you in control of a snowmobile and having you engage your foes as you zoom down a snowy trail. Bombs explode, snow flies, and rhythmic horns recall the adventures of the nonplussed 007, cool even under the heat of fire. And let's not forget the obligatory scene in which a highly charged laser beam inches its way towards the hero's crotch, causing you to cross your legs and wince in empathy.

Of course, this being The Secret World, there is an air of the occult pervading every moment. The scene in which you grimace as that lingering laser threatens to burn its way into your flesh also features a limping, juvenile grotesquerie that is put out of its misery in shocking fashion. Elsewhere, you enter a dreamscape, pursuing an ethereal figure across frozen pathways and down a seemingly endless hallway in which your own physique becomes more and more diminutive in relation to the lengthening corridor. Expect to encounter much of the uncanny imagery that makes The Secret World unique among online role-playing games. Gnarled faces, atmospheric distortions, and unsettling transformations are among the sights that disturb your view.

Much of the imagery relates to A Dream to Kill's themes. Children have been subjected to terrible experiments, and the imposing sight of numerous baby dolls casting long shadows on a nursery's walls makes for a heavy heart. These themes aren't just explored through imagery, however, but through computer terminal entries that outline the questionable ethics of the Orochi Group which (of course) is at the center of the conspiracy at hand. The soothing charms of a lullaby take on a sinister meaning, as do the generally good-natured charms of a simple emoticon, and even the cuddly delights of a teddy bear.

A Dream to Kill is heavy on exploration, atmosphere, and puzzle-solving, and light on combat, though to be sure, there is combat, including a heated closing battle, and skirmishes versus the lycanthropes of Romania's dark woods. Monsters don't just appear for fighting's sake, but relate to the story; facing off with a failed experiment has more meaning when you understand the sick and twisted circumstances that led to the showdown. At least you get to see this evil world burn by torching it with a flamethrower, The Secret World's newest auxiliary weapon. The game's core combat and movement still feel floaty and somewhat unsatisfying, but it's hard to deny the pleasure of watching fungal crawlers succumb to the blue flames of your burning rage.

But just as Mr. Bond often preferred subterfuge to direct contact, episode 7 prefers you to go the silent route on occasion. You solve some tricky (but not too tricky) puzzles and avoid the watchful eyes of security cameras as you slink through a secretive facility known as Hatchet Falls. How refreshing that The Secret World continues to hew its own path, building tension through storytelling, and requiring you to exercise brainpower rather than just tap some keys until things fall over dead. A Dream to Kill proves that there are innumerable revelations yet to be uncovered in this deadly and dastardly universe.


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Call of Duty: Ghosts to get second-screen multiplayer features

Second-screen support will add key multiplayer features to Call of Duty: Ghosts, executive producer Mark Rubin has confirmed in an interview with Post Arcade.

The additional functionality is being built by Activision's sister team, Beachhead Studio, and while Rubin did not discuss specifics, he did confirm that the development team is wary of keeping the playing field level to avoid giving those who can afford a second-screen device an unfair advantage on the battlefield.

"We actually have a whole department--a whole studio, basically--wrapped around the idea of second screen. Our Beachhead group is doing a lot of work there. But a lot of it ties into multiplayer, and I can't talk too much about it now," he said.

While Activision's Elite platform originally launched as a paid service, before later becoming free, Rubin confirmed that Call of Duty players will not need to pay for an application to integrate their mobile experience with their home console; nor will it be monetised.

"It's free. And this is where you have to be smart on your design: You can't make it required, and it can't confer a massive advantage," Rubin said. "There's some balancing that needs to be done. You don't want it so the guy with an iPad has an advantage over other players in multiplayer just because he has the money to buy an iPad.

"But it will definitely be free, and it will be a companion. It won't be a revenue generator. It will be used to enhance the experience, but not offer any advantages," he said.

The executive also confirmed that the PlayStation 4 and Xbox One versions of the game will look near identical, are being developed in-house by the same Infinity Ward team, and that players who opt not to purchase Microsoft and Sony's new systems won't be left behind, saying, "the current-gen version is getting some graphical boosts and engine improvements, too."

Call of Duty: Ghosts will be available on November 5 for the Xbox 360, Xbox One, PlayStation 3, PS4, and PC. Activision recently confirmed that fans who pre-order the game will receive a bonus multiplayer map, Free Fall, which takes place on a collapsing skyscraper.


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Reality Check - Are you a Console Fanboy?

Written By Kom Limpulnam on Senin, 08 Juli 2013 | 11.52

During my study of psychology in college It was found that most studies are too non conclusive to truly share. They are more of an attention grabber, than an absolute truth. Honestly, people just like to be negative. Negativity is always favored over a positive outlook. The news is negative, attitudes are negative, most things about this life are negative. It is a proven fact, an example of this is,that if Microsoft, Sony, and Nintendo did everything right by consumers, but only made 1 mistake, which everyone thought to be huge, that mistake would be remembered more, than all the positive things they did. Even if they took enormous steps to correct it. People love to brew over the negative aspects of things, and totally beat the proverbial dead horse continually.

Look at what happens when someone gets arrested, and put on trial for a heinous crime. Even if the individual is acquitted, they will always be remembered for the negative connotations, but their innocence will be forgotten. People hold on to negativity longer than anything positive. there is also this thing called, blind personal logic. Where an individual is right no matter what, but they are only right in their own eyes, thus it only makes sense to them, and no one else. Many suffer from this. But at the end of it all, what the video did leave out, was that if some one who suffers from low self esteem usually doesn't lash out, and they usually tend to be a crowd follower, and attempt to please others. So the chances of them purchasing a console to be attached to their personal feelings would be minimal, unless they felt they had to purchase a certain console to appease those around them. But at the end of it all, if you purchase the console of your choice, and aren't detoured by any outside influence, and you are truly happy with that selection; Then why bicker and babble about which one is better? Everyone isn't alike, we are all unique and wonderfully made. Everyone is entitled to their respective opinions, and this shouldn't be any different. At the end of the day, we are all still playing video games, are we not? So,..... what's the fuss over, seriously?


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Nintendo putting vitality sensor on hold

Responding to an investor question during the company's 73rd annual general meeting of shareholders, Nintendo president Satoru Iwata confirmed that, at least for now, the vitality sensor peripheral unveiled during the 2009 Electronic Entertainment Expo (E3) would not be coming to market.

"The Wii Vitality Sensor was under development as an accessory for Wii. We thought it would be interesting to understand how the human autonomic nerve functions while using the Wii Vitality Sensor, and we did develop trial software and showed the media some of its features," he said.

Iwata cited inconsistent results during internal testing, saying that Nintendo could not commercialise a product that did not work for all users, with around 10 percent of those who tried the device not able to operate it.

"However, after a large-scale test of a prototype inside the company, we found out that for some people, the sensor did not work as expected," Iwata said. "We wondered if we should commercialize a product which works as expected for 90 people out of 100, but not so for the other 10 people. Though I am sorry that we did not give any specific updates after this product's initial announcement, I would say that knowing that a product has a problem, we should not launch it for the sole reason that we have already announced it."

While the project appears to have been shelved indefinitely until the product is more inclusive for all users, Nintendo hasn't ruled out bringing it to market if the technical challenges can be overcome.

"We would like to launch it into the market if technology advancements enable 999 of 1,000 people to use it without any problems, not only 90 out of 100 people. I actually think that it must be 1,000 of 1,000 people, but (since we use the living body signal with individual differences), it is a little bit of a stretch to make it applicable to every single person," he said.

A US patent filing that surfaced in 2010 revealed that Nintendo's proposed vitality sensor would work by shooting infrared light through a person's fingertip; determining how fast the blood was flowing, and in turn indicating player stress levels.


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Pachter warns Wii U will finish a 'distant third' behind PS4 and Xbox One

Written By Kom Limpulnam on Sabtu, 06 Juli 2013 | 11.52

Wedbush Morgan analyst Michael Pachter has spoken about how he believes Nintendo's Wii U will be unable to compete with the Xbox One and PlayStation 4, and declared that Nintendo's home console will finish a "distant third in this console race."

"Nintendo's in trouble right now," said Pachter in an interview with ABC News. "Nintendo, I think, waited two years too long to launch a competitive console, you know, a high-definition console with the PS3 and the Xbox 360. I think by the time they did launch a console that stacks up really well, the other two guys passed them by."

Microsoft and Sony will both launch the Xbox One and PlayStation 4 later in 2013, a year after Nintendo launched the Wii U.

Pachter believes the lack of third-party publisher support will also contribute to Nintendo being unable to sell the Wii U to a mass market audience. "The publishers are pretty excited about supporting the Xbox One and the PS4. They really didn't say anything [during E3 2013] about the Wii U."

During E3 2013 Nintendo revealed its suite of first-party Nintendo software for the coming months, including Super Mario 3D World, Mario Kart 8, and The Legend of Zelda: Wind Waker HD.

Nintendo reported in April that sales of the Wii U stood at 3.45 million worldwide, as Nintendo reported a profit of ¥7.09 billion ($71.3m/£46.7m) for the financial year. Nintendo has also said that its 3DS has become the console of choice in Japan.

"We know EA has no games in development for Wii U," added Pachter. "If others follow suit, I mean if you see Activision pull support, if you see Ubisoft, you see Take 2 pull support, the Wii U is a Nintendo-only gaming device, which is the way they were back with the NES in 1985. They're not going to sell a lot of consoles if they don't have games like FIFA, and Battlefield, and Call of Duty, and Grand Theft Auto."

EA said in May that it had no games in development for the Wii U, but has since tried to retract its statement. Ubisoft continues to support the machine.

"I think [Nintendo] are at the bottom of a huge mountain with a huge uphill climb," said Pachter. "I don't think they're going to get that mojo back. I think these two guys are passing them by. And this PS4, priced $50 more than the Wii U, why would anybody buy a Wii U? Unless they just have to play Nintendo games. I think the way it actually shakes out is anybody who buys a Wii U that really is a hardcore gamer is going to buy an PS4 or an Xbox One in addition, so they can play those third-party titles they love. So I think Nintendo becomes a distant third in this console race."


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GS News Top 5 - Mattrick Leaves, LoL Player in Prison, Region-Locking

@ahztek666 @LogicSavanT Because they can't go anywhere better? 

I agree with you that Australia isn't bad at all (except if you're a gamer, but that's really not important, you can always import games). 

However your argument is stupid, we have immigrants coming to Bosnia too (except much less, due to lack of understanding of our language, and fact that very few people speak English fluently here too, racism doesn't help either). And last month in Bosnia was spent in protests asking for whole Parliament to resign their positions, 'cause they've stopped assigning JMBG's (something akin to American SSN) to babies since 3 months ago. And some baby girl died because of it since she couldn't go abroad to get operated on. And I doubt many people even heard of Bosnia in the first place.


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GS News - Final Fantasy VII, Microsoft at Gamescom, Region-locking

Written By Kom Limpulnam on Jumat, 05 Juli 2013 | 11.52

I don't always read the news, but when I do, I prefer Jess reading it for me. She also knows how to trump forum arguments in one or two delightfully aussie comments.

PS: GS shows that are well received are this, EFMS, Random Encounter and occasionally Chris Watters shenanigans. Give everyone their appropriate show. I want to see Carolyn debate industry giants in person. I think it would be a forte. Tom should focus on unsung indie games and things that lack sense or plot. Johnny, smooth sailing, feedbackula is immensely hilarious. As for the rest, there should be a weekly show for each of you.


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GS News - Oculus beats Xbox One and PS4, PS Playroom, Double Fine

Written By Kom Limpulnam on Kamis, 04 Juli 2013 | 11.52

@orthodox1976 @PsV1710 Oh dear... The Oculus is the next step in immersion, its one step closer to many peoples dream of a Holodeck of some sort, its evolution, VR has been tried before but the tecnology just enough today to make it happen, but hey nobady is forcing you to use it, maybe you dont like change, whatever, it will eventually be the future, PS4 and Xbone are just the same as consoles 20 years ago, but prettier and better graphics, some day something has to change, things have to evolve eventually, and everybody who has tried the Oculus loves it, well have to wait and see if the hype is real, but your dissmisive actitude is just sad...


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GameSpot GamePlay Episode 47: Floaty Butt

Developer Mike Bithell joins Kevin, Carolyn, and Tom to show new GameSpotter Walter Lopez the ropes. Or in this case, the barbed wire.

GameSpot GamePlay

Is Don Mattrick the savior Zynga needed? Will Thomas as Alone developer Mike Bithell drop hints about his upcoming project? Is Tom Mc Shea more than host Kevin VanOrd can handle? All these questions and more are asked, but not necessarily answered, in this week's podcast.

Also, new GameSpotter Walter Lopez gives away a special prize (you have to listen to find out what it is and how to win!), and Carolyn Petit wards our English guest from Kevin's clearly Amero-centric point of view. Explosions! Guns! Flags! Wieners! It's an Independence Day tradition to alienate the British.

GameSpot GamePlay Episode 46: Banana Hammock

GameSpot GamePlay Episode 45: Popular Tarts

GameSpot GamePlay Special Edition Spoilercast: The Last of Us

GameSpot GamePlay Episode 44: Movement to the Beat

GameSpot GamePlay Episode 43: Slow Boat to Ireland

GameSpot GamePlay Episode 42: Put Some Pants On

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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State of Decay resubmitted to Australian Classification Board

Written By Kom Limpulnam on Rabu, 03 Juli 2013 | 11.52

A modified version of State of Decay has been submitted to the Australian Classification Board, developer Undead Labs has announced on its official Facebook page.

Zombie-survival game State of Decay was revealed as being effectively banned from sale in Australia last week for containing "illicit or proscribed drug use related to incentives or rewards".

A special edition of the game has been submitted for classification, with the developer saying in the Facebook post, "Stimulants out! 'Supplements' in!"

Prior to resubmission, State of Decay's in-game medications consisted of both illicit and legal substances, which included methadone, morphine, amphetamines, stimulants, acetaminophen, ibuprofen, codeine, aspirin, "trucker pills", painkillers, and tussin.

Undead Labs also made reference to a PC release, saying the game will be on Steam, but "not soon".

State of Decay focuses on surviving in a zombie-infested world, and promises a dynamically generated experience that changes in real time.

Since its North American release, the game has sold over 500,000 copies on Xbox Live Arcade within three weeks, making it the fastest-selling original game on XBLA.


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Rogue Legacy - Now Playing

Written By Kom Limpulnam on Selasa, 02 Juli 2013 | 11.53

My problem with rogue likes is that I like almost everything about them except for the fact that they're rogue likes.

FTL for instance would have been  way more fun, for me, if it was open space and I could go where I pleased and do missions rather than running in a straight line from death -> die -> upgrade -> repeat. Even when you beat the very short mission you just upgrade and restart the game.

Rogue likes always have cool rpg elements and ideas just like this here action rpg game. Most seem to be turn based though.

I just really dislike playing an RPG very carefully for a couple of hours just to die from something shitty and start over again.


TL;DR Not a fan of rogue likes. This could have been made into a great action RPG instead.


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