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Race the Sun Review

Written By Kom Limpulnam on Sabtu, 31 Agustus 2013 | 11.53

The phrase "race the sun" has a certain fatalistic beauty to it. Pitting yourself against that magnificent, distant star is an act of grandeur and boldness, albeit one founded on futility and a questionable understanding of celestial mechanics. Race the Sun has a similar quality; as you speed toward the horizon in your avian ship, the sun sinks ever lower and the obstacles in your way grow ever more numerous. Sunset or a head-on collision inevitably brings an end to every flight you undertake, but the thrill of flitting past impediments and staying in the race a little longer is alluring. And with shrewd objectives, accessible creation tools, and a clever multiplayer gimmick, Race the Sun offers plenty of enticement to keep striving onward.

All good races must come to an end.

Glide right, glide left, or fly straight ahead. These are your only options when you first dare to race the sun. As a swift ship (that also looks like a swift), you automatically speed ahead under solar power. You must maneuver to avoid obstacles and stay out of the long shadows of tall objects, lest your craft lose power and slow to a halt. Yellow pickups give you a temporary speed boost and raise the sun slightly higher in the sky, but that bright orb is always descending, and when it sets beyond the horizon, your run peters out.

The core mechanics are simple and slick; you move with a gliding elegance, barrel-rolling automatically when you drastically change your lateral momentum. A mellow soundtrack and a constant low hum accompany you as you whip across the barren landscape dodging polygonal obstacles. Spheres, blocks, and cones form the rudimentary landscape, and though you can graze or sideswipe an object and still forge ahead (after taking a speed penalty), a solid collision brings your run to an abrupt end. As you progress through regions, the obstacles grow more complex and move about more often, while the soundtrack ups the tempo and starts to exert pressure of its own.

All the while there are blue pickups to grab that give you points and increase your multiplier. These may tempt you to make some bold moves, threading your way through a field of irregular spheres rather than taking a straighter, safer path. More tempting are the aforementioned speed-boosting pickups, since they are essential to prolonging your run. Green pickups give you the ability to jump and avoid obstacles or reach elevated caches of points, while the coveted pink pickup is your "get out of collision free" card. These items are important to grab, but doing so requires that you cover significant lateral ground. Though the patterned environments eventually loop if you travel far enough to one side, they are big enough that you can miss items and alternate paths by staying too straight.

And so you wind your way back and forth, snagging pickups and dodging objects while constantly speeding forward. Race the Sun's difficulty ramps up rather quickly, requiring deft movements and smart terrain scouting and giving you less and less time to react. After you fail numerous times, the challenge set before you may seem too great, but Race the Sun does a few things to avoid causing despair. Every day, the course changes. These are procedurally generated worlds, so while you see plenty of familiar obstacles (like those infernal tunnels), the change of layout freshens things up significantly.

Additionally, you always have three objectives. Some of these can be fulfilled through sheer accumulation, like traveling a certain distance or jumping a certain number of times. Others must be accomplished by skill, like passing two regions without any collisions. Some of the skill-based ones also encourage you to play in a different way. Having to do 20 barrel rolls in one run makes you travel side to side much more frequently, while passing a region using only right turns forces you to look at the environment from an oddly skewed perspective. Accomplishing these missions grants you access to helpful abilities and bestows bonuses that instill a sense of progress, even if you still can't make it past the fourth region on a given day.

But even if you find yourself hitting a progress ceiling, there is a neat way to experience the difficulties that lie ahead. Whenever you finish a run, you are given the option to share a relay point via email, Twitter, or Facebook. This posts a link that lets another Race the Sun player start at the region you ended in with the score you had when you stopped. Every run can be extended into a four-segment relay, which could be passed back and forth between two players or tackled by three or four different individuals. It's a very simple system, but it works a treat. Leapfrogging with other racers can take you deeper into the race than you could otherwise make it, and the system engenders a nice kind of social camaraderie.

The other social component of Race the Sun is fueled by the world creation tools. With these, you can create objects, lay them out on grids, alter the colors of the sky and ground, tweak the vehicle size and speed, and generally craft your own Race the Sun regions. You'll likely need to fiddle and experiment a bit to get the most out of them, but running your own courses and trying courses shared with the online community adds some variety to the package.

And at about $10, Race the Sun is an appealing package. The smooth sensation of flight through the austere landscape is both relaxing and intense, bringing with it the joy of escaping danger and the agony of meeting with disaster. Objectives and relays capitalize on these core mechanics, building out ways to enjoy the game beyond the basic play experience. Race the Sun is compelling in a way that could make it a daily habit, with fresh challenges awaiting every sunrise for those who dare to take flight.


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Fnatic wins League of Legends Season 3 European Playoffs

Written By Kom Limpulnam on Jumat, 30 Agustus 2013 | 11.53

Fnactic bounces back during the playoffs to take the top spot and $50,000.

The Riot League of Legends Season 3 European Playoffs has concluded at Gamescom, with Fnatic taking the first seed and $50,000.

After some rough losses during Super Week, Fnatic bounced back during the playoffs by only dropping one map the entire weekend, including a sweep of Evil Geniuses and a convincing victory over Sweden's Lemondogs in the finals.

"For me, qualifying for the World Championships was enough," Fnatic MidLaner Enrique "xPeke" Cedeño told GameSpot after his team's victory. "Winning this was a super big bonus."

"In Season 1 we won [the World Championships], and there were good teams, but nothing compared to now. It would be great to win two now, to prove we are a great team."

Fnatic, Lemondogs, and Russia's Gambit Gaming are the three European teams qualified for the World Championships scheduled to be held in October at the Staples Center in Los Angeles. Gambit Gaming defeated rivals Evil Geniuses in a close 2-1 series to take the last spot.

"I'm really good friends with most of the Evil Geniuses lineup," said Gambit team Captain Alexey "Alex Ich" Ichetovkin. "I'm upset that they don't go, but it's the game, and it happened. I think I've got no more feelings, I'm just a robot. All the emotions were there, I'm just totally exhausted. We will go home for two or three days and then get ready to bootcamp for the world championships."

The North American Playoffs will begin this weekend at the Penny Arcade Expo in Seattle, with Team SoloMid, Counter Logic Gaming, Curse, Dignitas, Cloud 9 and Vulcun competing for four spots at the World Championships.

GameSpot eSports will be providing live coverage from NA LCS at PAX.

→ More coverage of ESPORTS on GameSpot.com


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Bomber wins StarCraft 2 Season 2 Championships

Choi "Bomber" Ji Sung wins second season of Blizzard's World Championship Series; third season will begin November 8-9 at BlizzCon.

Korean StarCraft 2 player Choi "Bomber" Ji Sung has won the second season of Blizzard's World Championship Series held at Gamescom in Cologne, Germany, and will take home $40,000 in prize money.

Choi, who is one of only two players personally sponsored by Red Bull, defeated North America's best, Sasha "Scarlett" Hostyn, and fellow Terran Yoon "TaeJa" Young Suh on his way to the finals. There he swept Starcraft: Brood War legend Lee "Jaedong" Jae Dong to claim his first major StarCraft title since winning Major League Gaming's Raleigh Championship in 2011, exactly two years ago.

"I knew I would win against him, but I never expected 4-0," Choi told GameSpot after his victory. "I was sad that I didn't have good results in the last 2 years. I'm really happy now that I've finally won a championship. I just hope that I won't be as bad as I was in 2012. I'm really thankful to all the fans that cheered for me at Gamescom."

Jaedong has come close but has yet to win a StarCraft 2 tournament. He has placed second at four major events in the last four months, including the WCS America Season 2 Finals, DreamHack Summer, and DreamHack Valencia events.

The win by Choi now puts him third in the point rankings for the 2013 World Championship Series, behind Lee and Season 1 Champion Lee "INnoVation" Shin Hyung.

The third and final season for the 2013 WCS has now begun, with the top 16 point holders qualifying for the World Championships at BlizzCon, to be held November 8-9 at the Anaheim Convention Center. The champion will receive $100,000 and be crowned the best StarCraft 2 player of 2013.

GameSpot Esports will be providing live coverage of the Season 3 Finals, and the World Championships at BlizzCon.

→ More coverage of ESPORTS on GameSpot.com


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Now Playing - Disney Infinity

Written By Kom Limpulnam on Kamis, 29 Agustus 2013 | 11.52

@Kevin-V @Dirk_McHardpeck Covering a game in house is different IMO then the chummy looking parties Gamespot has held with the developers of Disney Infinity. Don't get me wrong, they seem like nice guys but there's something to be said about keeping a professional distance from those you might have to rake over the coals later.


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Grand Theft Auto V goes gold

Written By Kom Limpulnam on Senin, 26 Agustus 2013 | 11.53

Grand Theft Auto V has gone gold, developer Rockstar Games has announced. The open-world action game arrives on September 17 for the Xbox 360 and PlayStation 3.

Rockstar Games also addressed the recent PlayStation 3 pre-load leak, which revealed various spoilers about the upcoming game.

"Unfortunately, as many of you may already know, some people who downloaded the digital preorder of Grand Theft Auto V through the PlayStation Store in Europe were able to access certain GTAV assets leading to leaked information and media from the game appearing online," the developer said in a statement.

"As you can imagine, we are deeply disappointed by leaks and spoilers being spread in advance of the game's launch," the statement continues. "GTAV represents years of hard work by many people across the world, and we all couldn't be more excited to finally share it with you properly this September 17."

Rockstar Games said it "definitely" has more details about GTAV to share between today and the game's September 17 release date, though no specifics were provided.

Sony previously apologized to Rockstar Games for the leak, saying in a statement that it has removed the digital preorder file from the PlayStation Store in Europe.

"We sincerely apologize to Rockstar and GTA fans across the world who were exposed to the spoiler content," Sony said.

Check out GameSpot's preview of the multiplayer component and interview with Rockstar North head Leslie Benzies for more.


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Sony currently has no plans to port Gran Turismo 6 to the Vita

Sony president of worldwide studios Shuhei Yoshida has revealed that it would be "really hard" to port Gran Turismo 6 from its PlayStation 3 system to the PS Vita, in an interview with IGN.

"The PS Vita is a very powerful portable system," Yoshida said, "but not quite as powerful as PS3. As you can tell looking at GT6, it really is using PS3 to a very high level. So it's going to be really hard to move GT6 onto PS Vita."

He went on, saying that "in terms of PS Vita support, I don't expect the whole game to be able to run on PS Vita. So there's no clear plans right now that we can talk about."

Polyphony Digital president Kazunori Yamauchi previously confirmed that the studio has a vision for a PS4 edition of the game "in mind for the future". While no official plans have been revealed for a next-generation version, Yoshida described the transition as "natural" once the studio has come to grips with the PS4 hardware.

Gran Turismo 6 is scheduled to launch on the PlayStation 3 this December.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


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CRYENGINE Demo

Written By Kom Limpulnam on Minggu, 25 Agustus 2013 | 11.52

So judging by the all caps and logo, this is the new CRYENGINE (no numbers after the name).  One thing that stood out, that puddle of water drying up over time.  Not just because it looked good and was supposedly procedural and not scripted, but I don't recall any game where water dries/evapourates in realtime.

PS: When I saw the Statue of Liberty's head, first thing I thought, "YOu maniacs!  You blew it up!  Ahhh, god damn you!  God damn you all ta hell!" :)


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Community News Update: Friday 8/23

Written By Kom Limpulnam on Sabtu, 24 Agustus 2013 | 11.52

By Synthia Weires and Frances Troche

Team Social spotlights this week's most popular post, the Beat the Pros trailer, and how to enter our Pay Day 2 giveaway!

TGIF Gamespotters!

In today's news, we feature an overview of what happened this week.

GameSpot Popular Picks

With over 4000 comments, this week's most popular article was Microsoft: "Xbox One is Kinect". This sparks so many opinions because Microsoft has no plans to ever release an Xbox One without the Kinect. - Full Story.

This week we started our series of weekly fireside chats to discuss the future of GameSpot, show off what we're working on, and give you all a chance to ask us questions. And to prove that WE DELIVER, we're here, right now, delivering. Stay awhile, watch, and listen. Also, don't worry if you missed the first one, this is the first of many! – Full Story.

GameSpot's Game Series of the Generation

The time has come to choose the best game series of the decade! The Greatest Game Series of the Decade voting employs a bracket system that pits games against each other in head-to-head elimination rounds until only one game remains. The first round of voting started on Wednesday and it's still open. Go vote now ! Also, are you wondering how we decided the bracket seeding? Watch now !

This week we feature Pierst179 on his piece, A Smashing Pair, which is about Nintendo's success in the handheld market. They explain why and how Nintendo stays on top even with its recent struggles.

Review for the Week

Disney Infinity is the tale of two games. One of those games is the Toybox, a gleefully entertaining shared space where you and a friend or three can mess around with your playthings and the other game is the sloppy mess that you must endure to get the most out of the Toybox, filled with glitches, shocking oversights, and fundamental design errors. It's also a window into the wonders of modern game marketing. – Full Review.

Beat The Pros Trailer

PAX Prime is a week away and guess what … Beat the Pros is back! Check out the trailer for next week's beat down. Watch Now. Will you be at PAX Prime want to have a shot against a pro? RSVP at our Eventbrite page now.

Pay Day Giveaway Instagram Contest

Want to win this Pay Day 2 press kit? Enter our giveaway now!

How to enter:
1. Follow @TheRealGameSpot on Instagram. Repost this photo.
2. Use hashtags #GameSpotWin and #PayDay2
3. Contest ends August 27th. Winner will be announced on Wednesday, August 28th. (US Only)
Kit includes mask, wallet, latex gloves, and the PayDay 2 Official Soundtrack.

That wraps it up for now folks! Ohaifrancy will be covering Gamescom news this weekend, while DigitalDame will be playing Magic the Gathering at the Pro Tour Qualifier in Oakland. Feel free to follow ohaifrancy or DigitalDame during the weekend for updates on their weekend shenanigans. This is Team Social signing off!

→ More coverage of COMMUNITY on GameSpot.com


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GS News - Sony and Microsoft get hyperbolic + Star Wars games!

Written By Kom Limpulnam on Jumat, 23 Agustus 2013 | 11.52

I'm sure whatever the most ridiculous quote of the day was, it was probably uttered by me. They can't all be gems. What I regularly post here is a great indication of this.


I hope that EA is not a bunch of ... use your own imagination and come up with some creative insult for EA. Bonus points if you do it without getting censored. Triple Bonus points if its so offensive that Malcolm Tucker wouldn't say it. I hope they aren't that terribly creative thing you just came up with. Because what they're saying makes sense. The Arkham games were excellent in capturing the feeling of Batman. If they can make a game that captures the feeling of the Star Wars movies-- that is to say makes it feel like you're playing Star Wars. Unfortunately, we've replaced our memories of the original series with the over choreographed prequels. Which is probably the treatment EA will give it, giving us a billion guys running around with light sabres and force powers to the XTREME MAX.


More bonus points if because I mentioned Malcolm Tucker in a post about Star Wars if you already tracked that clip down.

What EA needs to do is watch the Red Letter Media reviews of the Star Wars Prequels, because while they are funny they get to the core on the issue on a lot of things. Like why its bad to have 10,000,000 light sabres, why overblown fight scenes are bad and why the force should be sparingly used. I mean, a good star wars game doesn't even need to include light sabres, force powers or hyper reflexed jedi. Remember those first movies? There were only a few Jedi left, and their stories are already all told. We can move on now. We don't even need to play as Han Solo 2 or Boba Fett 2. Its like they think if we aren't playing as a smuggler, a jedi or a bounty hunter then we won't be able to identify the iconic universe. That would be a shame, because its when it gets off the beaten path does Star Wars become the most interesting. 

Tie Fighter was a good example of this. It cast you in the role of an Imperial pilot and when you weren't killing rebels, you were playing peacekeeper and promoting peace and order-- which is exactly what the Empire should be doing. We see the Empire in a completely different light and can come to understand why people willingly supported it in the films. And they did, remember that Luke growing up wanted to join the Empire as a pilot. Its these nuances that disappeared into the legend of Star Wars, as memory blurred the facts and painted the movie's essence in broad strokes. It might be easy to make a Star Wars game based on that legend, but that's exactly what they shouldn't do. I'd say that's where the Prequels went wrong.

Okay. That's my view on EA and Star Wars.


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Battlefield 4 - Levolution Features Trailer

If the ambient things happen the same way and at roughly the same time every match, they will just become boring after awhile.  Even the things like blowing up a structure to create a ramp you can then go up, people will just learn where these points are and do it every time, so after a very short time it will just be the same thing over and over and it will happen the same way every time.  People will prob run to those points and do it right at the start of every match and it will therefore no longer be as important a change during the battle, it will essentially always be part of the map regardless.

On another note, some of this stuff is so ridiculous :).  A battle taking place in a city, suddenly the city is flooded and everyone's coming in on boats, heh, come on, it's like something from a stupid action movie.  Well I guess those ridiculous action movie type things are what people like, and one of the main reasons these military games become increasingly less and less realistic.


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So You Wanna Be a Witcher?

Written By Kom Limpulnam on Kamis, 22 Agustus 2013 | 11.52

@Penguinlord1 Its good news actually, I hate going in a cave around the start of the game, out of the main quest, then get jumped by a dragon and find out that I can actually kill him with level 2 skill, wooden sword and toilet paper armor because level scaling made him level 2 as well. 

Difficult monsters shouldn't be easy early on or it just breaks game immersion.


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Titanfall: 1. Danny's Mind: 0.

@Jecoh Well on Gamespot and a lot of other places, PC is synonymous with "Windows", if you go look at the Minecraft page or other games like that it'll say "PC", and then list "MAC" "UNIX" seperately, but no "Windows".

It's a thing because Apple put out all of those "Mac vs PC" commercials, where "PC" was obviously just a stand-in for Windows.

A move that I think they probably regret now..


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Divekick Review

Written By Kom Limpulnam on Rabu, 21 Agustus 2013 | 11.52

You are likely to have a multitude of questions going into Divekick. Can a fighting game with two buttons be fun and competitive? Does simplicity of control remove elements of strategy? Do basic-looking visuals impede enjoyment of a game? Is it even possible to fight wearing shoes on your hands? These are things that you should be concerned about (well, maybe not the last one so much), but once you give Divekick a go, you'll discover a fun and funny fighter that succeeds in distilling the genre down to its fundamentals and that isn't afraid to laugh at itself.

Divekick, as the name implies, is a game centered on a staple attack of 2D fighting games: the downward aerial kick. In fact, divekicks are the only attacks available in the game. Only two buttons are used: one for jumping and another for kicking downward after jumping (or hopping backward if you're on the ground). There is no motion forward or backward beyond the jumps, kicks, and dodges; positioning is determined by how high you jump, when (or if) you kick, or if you dodge back (and/or kick out of the hop). A few characters have some special skills and unique attack properties that allow subversions of this basic "divekicks only" rule, but for the most part, your motion is controlled with very careful button presses and angle judgments. One hit from any attack means instant loss of that round; the life bars are strictly for show.

The simple controls and one-hit kills make Divekick an easy game to jump into (pun semi-intended) but there is substantially more complexity than the control layout initially suggests. Every character's jump and divekick have different properties, allowing movement around the arena in different ways. While some characters have just a basic angled strike, others have unique attacks, such as leaving behind a trail of damaging lightning or altering their "flight" pattern mid-strike. Like many other fighting games, Divekick features a meter that fills as characters attack.

When the meter is sufficiently full, you press both buttons for character-specific skills, ranging from hovering to creating movement-impeding obstacles to pausing the action to run down the timer. When the meter fills completely, characters activate a supercharged "kick factor" that greatly ups their speed and air time for a few brief seconds. Though everyone shares the same two-button controls, each character is unique, and some pre-match customization to augment their diving, kicking, or meter-building skills gives you a surprising number of options to find and enjoy your favorite character and play style.

Part of what makes Divekick so appealing is its outlandish characters. The cast of Divekick is a motley crew of fighting game parodies and jabs at famous characters. Dive and Kick are twin brothers (of completely different racial makeup) with similar but distinct styles, but other characters aren't quite as subdued in design: the Baz is an old-school fighting game reject with bad makeup and literal lightning legs, Uncle Sensei is a down-on-his-luck divekicking teacher with four pairs of boots on his limbs, Markman is a fast-talking salesman who looks like a well-known real-life peddler of joysticks, and Stream is the blubbering personification of the anonymous Internet troll. Each character's gameplay quirks can be unusual and amusing, as well: Jefailey is an egomaniac whose head gets bigger with each win, allowing for higher jumps but also making him a bigger target for meter-draining headshots with each round.

While Divekick is filled to the brim with in-jokes and references to the overall fighting game scene--a lot of which might be lost on players not familiar with the scene's personalities and drama--the sheer goofy weirdness of characters like the villainous Mr. N is enough to put a smile on anyone's face. It's hard not to at least giggle mid-match as neck pillows get smashed and disqualifications are screamed. Lose all your matches without a single win, and you're "rewarded" with a stamp over your character portrait certifying you as a fraud while the opponent taunts you.

But this emphasis on humor also leads into one of the biggest disappointments of Divekick: the lackluster single-player mode. The only solo mode available is Story mode, which follows a character you pick through a unique narrative and ending. With characters as amusing as these, you'll want to see them engage and interact with each other frequently. It's a letdown, then, when all you wind up with are some simplistic motion-comic-style intros and endings and a few brief dialogue snippets in character-specific matches--but nothing like match-specific win quotes. There aren't any additional single-player elements such as challenge modes or tutorial modes, either. (It seems silly to ask for a training mode for a two-button game, but in-game primers on how to use more unusual characters like Markman and Stream would have been welcome.) If you are planning to stick to single-player combat, you will grow bored very quickly.

The real joy of Divekick is its competitive multiplayer. Part of what makes the game so good is that the simple controls and speedy pace are inviting to people who might be scared off by the complexity of a "typical" fighting game. It's easy to bring out at parties and gatherings of gamers and non-gamers alike and have them enjoy the competitive mechanics and humorous atmosphere. That doesn't mean it can't be played at a high level, though; if you are familiar with fighting games, your skills carry over into Divekick, since it emphasizes basic fighting game concepts like positioning, resource management, predicting the opponent, and being quick to capitalize on mistakes. Online play is just as fun and frenetic as offline thanks to the superbly designed netcode, which helps reduce the impact of lag. (You can also take advantage of online cross-play between the PS3 and Vita, broadening the base of potential opponents.) Versus matches in Divekick prove to be tense and challenging, like in any good fighting game, but you're a lot more likely to be smiling and laughing afterward regardless of the outcome.

Divekick is proof positive that you can't judge a game by looks or controls alone. Beyond the simplistic graphics and animation and the incredibly basic control scheme lies a delightfully fun fighter that offers plenty of competitive action on or offline. The $9.99 price gives you both the PS3 and Vita versions in the purchase, and once you're kicking it with friends and headshotting your foes like the pros, you'll be glad you made the investment.


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Divekick Review

You are likely to have a multitude of questions going into Divekick. Can a fighting game with two buttons be fun and competitive? Does simplicity of control remove elements of strategy? Do basic-looking visuals impede enjoyment of a game? Is it even possible to fight wearing shoes on your hands? These are things that you should be concerned about (well, maybe not the last one so much), but once you give Divekick a go, you'll discover a fun and funny fighter that succeeds in distilling the genre down to its fundamentals and that isn't afraid to laugh at itself.

Divekick, as the name implies, is a game centered on a staple attack of 2D fighting games: the downward aerial kick. In fact, divekicks are the only attacks available in the game. Only two buttons are used: one for jumping and another for kicking downward after jumping (or hopping backward if you're on the ground). There is no motion forward or backward beyond the jumps, kicks, and dodges; positioning is determined by how high you jump, when (or if) you kick, or if you dodge back (and/or kick out of the hop). A few characters have some special skills and unique attack properties that allow subversions of this basic "divekicks only" rule, but for the most part, your motion is controlled with very careful button presses and angle judgments. One hit from any attack means instant loss of that round; the life bars are strictly for show.

The simple controls and one-hit kills make Divekick an easy game to jump into (pun semi-intended) but there is substantially more complexity than the control layout initially suggests. Every character's jump and divekick have different properties, allowing movement around the arena in different ways. While some characters have just a basic angled strike, others have unique attacks, such as leaving behind a trail of damaging lightning or altering their "flight" pattern mid-strike. Like many other fighting games, Divekick features a meter that fills as characters attack.

When the meter is sufficiently full, you press both buttons for character-specific skills, ranging from hovering to creating movement-impeding obstacles to pausing the action to run down the timer. When the meter fills completely, characters activate a supercharged "kick factor" that greatly ups their speed and air time for a few brief seconds. Though everyone shares the same two-button controls, each character is unique, and some pre-match customization to augment their diving, kicking, or meter-building skills gives you a surprising number of options to find and enjoy your favorite character and play style.

Part of what makes Divekick so appealing is its outlandish characters. The cast of Divekick is a motley crew of fighting game parodies and jabs at famous characters. Dive and Kick are twin brothers (of completely different racial makeup) with similar but distinct styles, but other characters aren't quite as subdued in design: the Baz is an old-school fighting game reject with bad makeup and literal lightning legs, Uncle Sensei is a down-on-his-luck divekicking teacher with four pairs of boots on his limbs, Markman is a fast-talking salesman who looks like a well-known real-life peddler of joysticks, and Stream is the blubbering personification of the anonymous Internet troll. Each character's gameplay quirks can be unusual and amusing, as well: Jefailey is an egomaniac whose head gets bigger with each win, allowing for higher jumps but also making him a bigger target for meter-draining headshots with each round.

While Divekick is filled to the brim with in-jokes and references to the overall fighting game scene--a lot of which might be lost on players not familiar with the scene's personalities and drama--the sheer goofy weirdness of characters like the villainous Mr. N is enough to put a smile on anyone's face. It's hard not to at least giggle mid-match as neck pillows get smashed and disqualifications are screamed. Lose all your matches without a single win, and you're "rewarded" with a stamp over your character portrait certifying you as a fraud while the opponent taunts you.

But this emphasis on humor also leads into one of the biggest disappointments of Divekick: the lackluster single-player mode. The only solo mode available is Story mode, which follows a character you pick through a unique narrative and ending. With characters as amusing as these, you'll want to see them engage and interact with each other frequently. It's a letdown, then, when all you wind up with are some simplistic motion-comic-style intros and endings and a few brief dialogue snippets in character-specific matches--but nothing like match-specific win quotes. There aren't any additional single-player elements such as challenge modes or tutorial modes, either. (It seems silly to ask for a training mode for a two-button game, but in-game primers on how to use more unusual characters like Markman and Stream would have been welcome.) If you are planning to stick to single-player combat, you will grow bored very quickly.

The real joy of Divekick is its competitive multiplayer. Part of what makes the game so good is that the simple controls and speedy pace are inviting to people who might be scared off by the complexity of a "typical" fighting game. It's easy to bring out at parties and gatherings of gamers and non-gamers alike and have them enjoy the competitive mechanics and humorous atmosphere. That doesn't mean it can't be played at a high level, though; if you are familiar with fighting games, your skills carry over into Divekick, since it emphasizes basic fighting game concepts like positioning, resource management, predicting the opponent, and being quick to capitalize on mistakes. Online play is just as fun and frenetic as offline thanks to the superbly designed netcode, which helps reduce the impact of lag. (You can also take advantage of online cross-play between the PS3 and Vita, broadening the base of potential opponents.) Versus matches in Divekick prove to be tense and challenging, like in any good fighting game, but you're a lot more likely to be smiling and laughing afterward regardless of the outcome.

Divekick is proof positive that you can't judge a game by looks or controls alone. Beyond the simplistic graphics and animation and the incredibly basic control scheme lies a delightfully fun fighter that offers plenty of competitive action on or offline. The $9.99 price gives you both the PS3 and Vita versions in the purchase, and once you're kicking it with friends and headshotting your foes like the pros, you'll be glad you made the investment.


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Dishonored: The Brigmore Witches Review

Written By Kom Limpulnam on Selasa, 20 Agustus 2013 | 11.53

If The Knife of Dunwall downloadable content allowed us to step into the shoes of Daud, the assassin responsible for making Corvo's life such a mess in Dishonored proper, then The Brigmore Witches allows us to slip into his soul. There are witches here, yes, but this new chapter is just as much about a conflicted killer's path toward possible redemption. Arkane Studios sticks with its winning formula, delivering masterful moments of character growth and memorable settings that will make you relish this final trek through Dunwall.

Blink, and they'll miss you.

If you're new to Dishonored's DLC, it's best that you know that The Brigmore Witches is officially a sequel to The Knife of Dunwall rather than a stand-alone addition, although fortunately you're free to skip the previous episode completely if you so wish. Completing The Knife of Dunwall brings its own benefits, though, such as the opportunity to hop in with all of your items and upgrades intact, which could yield a significantly different playthrough experience. While Daud receives a decent stash of cash to spend on upgrades and so-called favors between each chapter here, you'll still have an easier time attempting a full stealth playthrough if you've brought along the goodies from Knife.

However you approach it, you'll find that The Brigmore Witches strays much further into Dunwall's supernatural subculture than Corvo's comparatively mundane tale of revenge and political orchestration. It works in part because the switch emphasizes the ways in which Daud stands as the flip side to Corvo's coin, as it were, and Dishonored's narrative thus takes the duo down wildly different paths toward the final meeting.

Even the recycled map of Coldridge Prison in the first chapter stresses this theme of opposing directions: whereas Corvo escaped from Coldridge in Dishonored, here we find Daud sneaking into the compound through the same corridor Corvo took to escape. Daud's network of assassins helps distinguish his incursion even further through the availability of the aforementioned purchasable favors, which offer opportunities to waltz in through the front door while disguised as an Overseer, or sneak through a hole in the fence that an associate cut in advance.

And with that, Daud is free to determine which way his future will swing. The DLC sprinkles his path with numerous opportunities to atone for his crimes--he can intervene in the execution of one of the guards who let Corvo escape, for instance--although he could just as easily succumb to the temptation to kill 'em all. The key difference from The Knife of Dunwall is that Daud's spoken lines and interactions allow us to relate more with his struggle this time around, which marks a strong contrast with his cardboard characterization in the previous expansion. Indeed, in his best moments, he comes off as infinitely more interesting than Corvo.

After the tidy (or bloody) completion of Coldridge, Daud strikes out into new territory and finds himself wandering the shabby thoroughfares of Drapers Ward. In some ways, regrettably, the Drapers Ward sequence serves as a mere distraction from the final act, because Daud spends much of his time hunting down a necessary item that will get him to the last stage. Fortunately, Daud finds his path littered with run-ins with a dapper band of thugs called the Hatters and numerous opportunities to build up enough resources to handle the dreaded witches more effectively. All the while, passersby mumble intriguing snippets of Dunwall's lore, substantially enriching the game's already strong sense of verisimilitude.

But it's that final act that entrances the most--a nightmarish trek through a dilapidated (though hauntingly beautiful) mansion filled with shrieking hostile witches with powers that can make even a hardened man like Daud shudder. It's a testament to developer Arkane Studios that this strange journey into a stifling hell feels every bit as connected to the lore as your occasional encounters with the mysterious Outsider in Dishonored, and Daud's own unique powers feed into that same mix of magic and gritty dystopianism. There's his ability to call upon an extra assassin from the shadows that we saw in Knife, for instance, as well as a fun new ability called "pull" that (of course) pulls enemies toward Daud, whereupon he squeezes the life out of them. Even charms come in corrupted forms in keeping with the corruption of the titular witches, offering perks such as improved damage absorption at the cost of moving like a confident tortoise, although they're not so good that you'll feel compelled to switch out most of the normal ones.

Naturally it all culminates in the meeting with Corvo, and The Brigmore Witches wisely bases the outcome on whether you played Daud as a murderous beast or a furtive shadow who's had more than his fill of death. Alas, the handling of this meeting isn't fully satisfying. This may be Dunwall through Daud's eyes, but it's also very much Daud's world, which means that Corvo's ultimate actions depend on how Daud conducted himself in the two DLC campaigns. As for whatever decision you made with Corvo in Dishonored proper? That might as well have been another universe.

Dishonored: The Brigmore Witches may not mark a massive departure from Dishonored's appealing blend of stealth and stabbing despite the focus on a different character, but it introduces enough new elements to render its five or six hours of game time as alluring as Corvo's epic odyssey. Taken together with The Knife of Dunwall, The Brigmore Witches affords us a rare chance to see the other side of the story in gaming, with the result that you may briefly find yourself wondering who was in the right after all. This may be the end of Dunwall's story arc, but it's a fitting and quietly triumphant addition that adds true meaning to Corvo's tale rather than a few extra hours of playtime. This is DLC as it should be done.


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Blizzard hosting fan comic-creation contest

Written By Kom Limpulnam on Senin, 19 Agustus 2013 | 11.53

Fans are allowed to use Warcraft, StarCraft, and Diablo franchises in a three-month-long competition.

Blizzard Entertainment has announced a fan comic-creation contest based on its StarCraft, Warcraft, and Diablo properties.

According to a Battle.net post, the company will be reviewing submissions and selecting one winner each month for the next three months. The August winner will receive a Risk: StarCraft Collector's Edition boardgame set; September's winner will earn a Diablo III: Book of Cain prize; while the October winner will take home the Art of Blizzard standard edition book.

Honourable mentions will also be named, though they will not receive prizes. Those interested in getting involved will find submission details and rules on the company's website.

→ More coverage of PC on GameSpot.com

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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Top Five Skyrim Mods of the Week - Sinister Sonic Slaughter

Written By Kom Limpulnam on Minggu, 18 Agustus 2013 | 11.53

Cam and Seb ruin our childhoods on this week's Top 5 Skyrim Mods as they take Sonic and Tails on a murderous rampage.

lucas182 5pts

hahaha best episode everrrrr

DrYuya 5pts

I hope they'll someday add Schlongs of Skyrim compatibility to the Sonic mod

MinerAvatar 5pts

@DrYuya Now that would either truly ruin my childhood memories, or be the coolest thing ever. I wonder if his hair is pointy down there too? Is his hair sharp? So many questions............

badman11226 5pts

I say it once and I say it again.  SO glad i got this game for the PC

DeltaForce324 5pts

why do they rarely feature serious mods only stupid mods like my little pony sonic etc.

contraigon 5pts like.author.displayName 1 Like

Ruin? This just made my childhood look even more awesome!

KaSeRRoR 5pts

So awesome! These guys kick so much arse!

>=)

greshloc 5pts

how do you get a shoutout? I want one!!!

DiamondDM13 5pts like.author.displayName 1 Like

Tails is Alive! He just farted in the water!

Crush_Project 5pts

never seen so many stupid mods for a game then this game.

SteamRule 5pts

First reason why i come here is this : )

PCsama 5pts

i loved Ebonevale mod..and skyrim top 5 mods won't be same without you both guys keep up  the good job thanx guys

nate1222 5pts

Love the Sonic mod. How 'bout Knuckles?

Darrogamer06 5pts

Just wondering can anyone tell me what mod they use for the shop menu stuff since it looks more cleaner than the standard one! Thanks in advance

BelmontWolf 5pts

does sonic not run super fast =( bit dissappointed about that

mYTH_2k4 5pts like.author.displayName like.author.displayName 2 Like

Hilarious as always guys! :P

And, apparently, Video Games have desensitized me towards violence: LMAO was my only reaction to the bloody Sonic and the dead Tails. :D

ahpuck 5pts

@mYTH_2k4  Real blood still makes me woozy, videogame violence is hilarious!

ahpuck 5pts like.author.displayName 1 Like

most epic ending ever. Poor tails.

Pelezinho777 5pts

Now this is starting to get ridiculous. Skyrim became farce of a game.

tom_cat_01 5pts

"Summer Rain" - did they sing half a line of a Turin Brakes song? Awesome! :)

telmor84 5pts

sonic is a monster^^, this image will stay with me. 

Adavanter 5pts

Bah you guys talk about Vannord so much that during the GS survey I forgot to mention Seb! I ended up saying I liked Cam and Kevin lol... Sorry Seb! Love ya both. 

jer_1 5pts like.author.displayName 1 Like

Haha, probably the best game i've ever seen with tails in it!

kgallis21 5pts

love the skyrim mods ,too funny


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An Evening with Gearbox Software: Part 1

400 hours in B2, man he really enjoyed the game.

played it on co-op with a couple of friends, we were already pretty tired by the end of the first playthrough(we ended up never playing again).

the constant enemy respawing was the biggest problem for us i think.

however very interesting to see the development process... 


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GS News - GTA:V+COD:Ghosts multi reveal, Xbox One CH-CHANGES!

Written By Kom Limpulnam on Sabtu, 17 Agustus 2013 | 11.53

Policy reversal after policy reversal after policy reversal, and still, more to come, because they still haven't reversed everything that they announced at E3... yet. What happens after they do, finally, get everything nailed down, and the system finally launches, and they run out of things to backtrack on?

Will they then focus on making sure that from here forwards they don't announce things that they know we will lash out at them for, making sure in that process that they get things right the first time, and actually start asking us for our opinions, and listening to them, before making new announcements?

Or, are they just going to keep doing what they've been doing, announcing random BS, and then backtracking on it a few days after we lash out at them?

Well, for anyone who insists on buying an xbox remake, I have to admit that I feel very sorry for you, as it is extremely unlikely that Microsoft will actually start doing things right, they'll just keep doing whatever they want, because that's what they've always done, so be prepared for a very bumpy ride on that system, courtesy of Microsoft.

I for one will be getting a PS4, simply because Sony seems more interested in making and keeping their fans happy than on trying to make a quick buck whenever and wherever they can squeeze one out of you. Also, they haven't been backtracking out on all the announcements they made at E3 either, and that's a very good thing in my book, as it means they aren't stupid enough to announce things they know we'll lash out against.


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Grand Theft Auto Online: Initial Reaction

My comment seems to have gone, so again. We will all be playing GTA5 from Sep 17th, no online available. GTA5 will sell a record amount of copies, sooooooooooo, come Oct 1st, everyone of us that have the game and are awake, at home and not at work will attempt to get online at the same time. Massive server meltdown??????????. Hope not, time will tell.


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GS News - Half Life 3 not so confirmed, GTA:V Online, PS4 TV?

Written By Kom Limpulnam on Jumat, 16 Agustus 2013 | 11.52

Oh, how i wish Jess would see me tomorrow... how about Tea and cheesecake?? : )

  Definitely no tv for me, im done with that trash... I do love Game of Thrones, but ill just wait until the Seasons come to bluray and watch them that way...

GTAOnline looks cool, so i may just have to try it out, and I'm very rarely into online games... no harm in checking it out though...


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NPD: NCAA Football 14 tops slumping July US sales

NCAA Football 14 was July's top-selling title in the United States during a month that saw overall sales decline 19 percent, according to the NPD Group's report released today.

Rounding out the top five best-sellers for July were Minecraft: Xbox 360 Edition, The Last of Us, Call of Duty: Black Ops II, and Animal Crossing: New Leaf.

Total sales for the period fell 19 percent to $443 million, down from $549.1 million in July 2012. According to NPD Group analyst Liam Callahan, however, these sales only make up half of the true consumer spend for the period.

"When taking into account our preliminary estimate for other physical format sales in July such as used and rentals at $134 million, and our estimate for digital format sales including full game and add-on content downloads including micro-transactions, subscriptions, mobile apps and the consumer spend on social network games at $593 million, the total consumer spend in July is just under $1.2 billion," Callahan said in a statement.

Hardware suffered the worst in July, falling 34 percent to $99.4 million. The 3DS was the top performer during the month, beating out the Xbox 360, PlayStation 3, and PlayStation Vita for the third straight month. It was also the only hardware platform to show growth over July 2012.

The Xbox 360 sold 107,000 units in July, down from 203,000 systems in July 2012. Sony has not disclosed sales for the PS3 or PS Vita.

In terms of software, this category fell 20 percent to $222.3 million. While NCAA Football 14 was the top-selling game in the month, its sales were down "slightly" from last year's game, according to the NPD. It was also the only game released in July to make the chart.

Callahan also noted that if the top software list was ranked on a SKU basis, Grand Theft Auto IV: The Complete Edition would have landed in the top ten. He explained that this result is "clearly" an indication that gamers who missed out on GTAIV are trying to catch up before the release of Grand Theft Auto V next month.

The accessories sector posted the least precipitous drop in July, falling just 3 percent to $133.4 million. According to the NPD, July 2013 represents the best July on record for point and subscription card sales.

"This is partly driven by fewer games at retail throughout 2013, with gamers seeking content digitally," he said. "This becomes especially true during the summer where launch slates are lighter."

JULY US GAME SALES (July 7-August 3, 2013)
OVERALL DOLLAR SALES

Total retail sales: $443 million (-19%)
Non-PC hardware: $99.4 million (-34%)
Non-PC software: $210.1 million (-19%)
Accessories: $133.4 million (-3%)
Total software: $222.3 million (-20%)

TOP 10 GAMES FOR JULY 2013
Title (Platforms) - Publisher

1. NCAA Football 2014 - (X360, PS3), Electronic Arts
2. Minecraft (X360) - Microsoft
3. The Last of Us (PS3) - Sony
4. Call of Duty: Black Ops II (X360, PS3, Wii U, PC) - Activision Blizzard
5. Animal Crossing: New Leaf (3DS) - Nintendo
6. Far Cry 3 (X360, PS3, PC) - Ubisoft
7. Battlefield 3 (Xbox 360, PS3, PC) - Electronic Arts
8. Injustice: Gods Among Us (X360, PS3, Wii U) - Warner Bros. Interactive
9. NBA 2K13 (X360, PS3, Wii, Wii U, PSP, PC) - Take-Two Interactive
10. Lego Batman 2: DC Super Heroes (X360, Wii, DS, PS3, 3DS, Wii U, PS Vita, PC) - Warner Bros. Interactive


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Spelunky Review

Written By Kom Limpulnam on Kamis, 15 Agustus 2013 | 11.53

Any god worth its deific salt knows how to punish transgressors. Expect spiders to rain down upon the head of anyone who dares to destroy the sacred altar of Kali. And if you're so cavalier that two holy places are shattered by your hand, a punishment worthy of such disrespect is yours to bear. Moving isn't so easy with a ball and chain tied to your leg, is it? Blasphemers are not long for this world, but when death finally smothers the brazen explorer, it's not the end. In Spelunky, dying is the beginning of a story that twists your torment into a hilarious lesson in self-preservation. One year after its Xbox 360 debut, Spelunky arrives on the PC, and proves how satisfying the life of a doomed explorer can be.

As you enter an underground mine to begin your adventure, you're greeted by a series of randomly generated levels populated by all manner of traps, enemies, and treasure. Initially, Spelunky is indistinguishable from a typical 2D platformer. You whip snakes, leap ravines, rescue damsels, and exit through the door to the next stage. Accidentally trigger that arrow trap or get overwhelmed by the slow-moving bats, however, and you find that punishment is severe. When you die, you restart from the beginning of the game. The cash you earned? The items you collected? All gone.

Progress comes not from tangible rewards but rather from the knowledge you gain. The first time you encounter an arrow trap, you fall blissfully past it, only to find a feathered shaft lodged in your abdomen. The next time, you aren't quite so ignorant. Drop a rock or a dead caveman to trigger the barrage, and then walk peacefully past the arrow trap once its ammunition is spent. You learn that spiders often hide in pots, that blue snakes can spit venom an impressive distance, and that you should never take the fluttering of bats lightly. With dangers all around, you keep your head on a swivel, aware of the spiders overhead, the caveman down below, and a wild-eyed mammoth just offscreen.

Your death count spirals ever higher. One dozen, one hundred, one thousand, and every one of those spent lives has made you better. No longer do you drop from a ledge without ensuring there aren't spikes waiting for you below, and you've learned to avoid dawdling lest a ghost chase you to the grave. And yet, even the most vigilant explorer will find a brutal end. The random elements conspire to make your adventure troublesome. With three rescued damsels and a compass, you may feel secure as you venture forth in the ice caves. But only one misstep as you flee from a pursing alien is enough to cut your run short. Still, you press on. There's so much thrill in succeeding that you can't help starting again, and you know that if you're careful, you can survive your quest. Except that's one big if.

New on the PC is a daily challenge that shows just how meager your skills are. Every person competes in the same set of levels--no randomness here--in an attempt to nab as many jewels as possible. With everyone starting from the same point, these competitions give you a good way to measure how you rank among the thriving community. Only one attempt is possible each day, so make sure you're giving your best effort. Fumbling your way to an inglorious end makes the 24-hour wait until a new challenge opens interminable. Your good name has been sullied, after all. Even though the daily challenge is a fine addition, making this a pure score attack does limit its potential. Forcing people to carry the key as far as possible or build their hearts to the heavens could have infused this with some welcome variety.

Two more tweaks have eliminated the two frustrations that existed on the Xbox 360. First, no longer do stray objects hurt you. In the previous version, you could lose a heart when a rock or arrow bounced toward you, which is maddening when health is at such a premium. Changing that aspect means that every death is entirely your fault, so you have no one to blame for failure but yourself. The second change is also much appreciated. Helpers can still be hired or found within the labyrinthine stages who are happy to do your dirty work. Before, you could expect these friends to cause havoc by attacking shopkeepers. The added chaos made taking someone along with you a masochistic decision. Now, your buddies behave properly, and even though they aren't smart, having a bodyguard nearby makes it slightly easier to brave the many dangers.

Spelunky also contains both cooperative and competitive endeavors that serve as forgettable novelties rather than enticing alternatives to the single-player quest. In cooperative play, you travel through the same caves and jungles as you would alone, only with up to three friends by your side. Trying to work in harmony is certainly an interesting experience that should lead to one or two arguments, but forcing everyone to be on the same screen leads to many annoying deaths, and not having a way to play online limits the audience. Competitive play has the same issues. Trying to kill other people is certainly different from hunting spiders, but it's too chaotic to be fulfilling long term. Just stick with the single-player game.

Returning to this downloadable adventure one year after the original debuted only solidifies how expertly designed it is. Spelunky makes excellent use of its random nature to keep you hooked as you strive to dive ever deeper into the mysterious depths. And if restarting from the beginning seems too much punishment for you to bear, there are shortcuts to open if your skills are honed enough. Completing the tunnel man's tasks teaches you the myriad ways to experience this adventure, so the shortcuts serve as a teaching tool in addition to delivering a tangible reward. The best lesson you can learn is to be humble. As Spelunky proves, hubris spells the doom of many a greedy explorer.


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House of Horrors - DreadOut/Siren: Blood Curse Double Feature

Written By Kom Limpulnam on Selasa, 13 Agustus 2013 | 11.53

Now, this is House of Horrors! You two freaking out made me freaked out also. Then I LOL. Hahahaha :DDDD

One of the best episodes so far. I just can't stop myself laughing now. Hahahahaha :DDDDD

GOOD WORK JESS AND ZORINE! :D

Maybe I will see F.E.A.R. 1 and 2 anytime soon. :)


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Top Five Skyrim Mods of the Week - Playable Ninja-Death Chicken

Written By Kom Limpulnam on Minggu, 11 Agustus 2013 | 11.52

Another classic.

I am sorry to keep asking this of you lads but could you please tell me...

When are you doing the Falskaar mod? 

It's been a few weeks now, since you said Seb that it will be next week.

I understand that it's a huge mod and more time may be needed to allow your Top 5 show to do it some justice. 

I have to ask because then if I keep going on about it, then perhaps one day the Falskaar mod will make an appearance.

If others also wish to see it, as I do?


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Divinity: Dragon Commander Review

Written By Kom Limpulnam on Sabtu, 10 Agustus 2013 | 11.52

Divinity: Dragon Commander is an unexpected delight. This prequel to Larian Studio's Divinity series of role-playing games skillfully merges real-time and turn-based strategy with RPGs, arcade action, and the cutthroat world of politics (both modern and medieval). Somehow this mixture works--and it probably has something to do with the ability to play as a jetpack-wearing Dragon.

While blazing around as dragon is certainly fun, the intriguing part of the game is the campaign's role-playing aspect. The story follows the exploits of an unnamed half-human, half-dragon prince who must defeat his depraved siblings to seize control of his late father's war-ravaged empire. In between turns on the strategic map, you traverse your ship and converse with the characters on board in a manner similar to Starcraft II, except that in Dragon Commander, these interactions are fleshed out with options and consequences. Early on, you receive a retinue of generals, each of whom has personal issues. How you handle these can benefit the empire, improve a general's stats, or, conversely, cause major problems for the war effort.

Emperors-to-be must also delve into the cutthroat world of politics. The various non-human races of the empire send emissaries to the royal court, and their support can impact the war. The undead are religious zealots; the dwarves are plutocratic capitalists; the lizard folk tend to be liberals who promote individual freedom; imps are simple technocrats; and elves are radical egalitarians and staunch environmentalists. Every few turns, there is a council meeting where legislation is brought up for the emperor's consideration. These issues tend to mirror contemporary political concerns like gay marriage, euthanasia, medicinal marijuana, gun control, and genetically modified foods. Each ambassador gives their take on the legislation, and you must choose between your own personal positions, the seemingly greater good, or the most popular position amongst the council members.

While decisions often merely affect relations with different races, some have tangible strategic effects, like a conscription law that reduces the cost of purchasing units. These laws can lead to humorous situations beyond the always-amusing impotent rage of displeased ambassadors. For example, you could follow the elf line and agree to allow trade unions, increase the pay of workers, and give them state funded holiday--and then go along with the imps' plan to lobotomize workers for greater productivity.

Another noteworthy aspect of the story is the royal marriage that you must take part in. At first, the choice of a bride influences race relations, but eventually, there are story segments in which you can sway your chosen bride. For example, as per elven customs, the elf princess is a strict vegetarian and environmentalist, refrains from the consumption of alcohol, and opposes personality cults due to her egalitarian ideals. Through conversations, she can be turned into a meat-eating alcoholic who poses nude for statues of herself and supports genetically modified foods. Then, her corruption complete, you can sacrifice her for personal gain and move on to the next wife.

Outside of these political aspects, Dragon Commander's campaign is similar to campaigns from the Total War series. There is a turn-based strategic mode where you build armies and buildings, conquer provinces, earn cards that affect battle, buy unit and dragon upgrades, and make combat moves. Rivals are defeated once their capitals are conquered and all of their remaining land, gold, research points, and units fall under the player's control. Once all enemy capitals have fallen, the game enters the next chapter and a new map. Unfortunately, this is an often disappointing transition, as the player unceremoniously drops into a new campaign map without a hard-won territory's cash, research, and card flow. This frustration can be avoided by banking gold, points, and cards before crushing the last capital. Incidentally, banking is also a good way to get more opportunities to boost (or destroy) race relations.

Unoccupied provinces fall without a fight, and capturing neutral territories bequeaths you with free units. However, most turns involve at least one battle. You can either resolve combat automatically or fight in RTS mode, but you must make this decision carefully, because the dragon commander can only fight in one battle per turn. Likewise, the generals may only lead troops in one auto-resolved battle per turn, which leaves most battles in the imperial army's hands. Before combat begins, the game displays your chance of winning the engagement. This can be altered by selecting a general to lead the combat and playing various cards that grant advantages like mercenary troops, buffs for particular types of units, or the use of dragon powers that have not been researched.


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Hawken on Oculus Rift - Mech VR Activate!

Written By Kom Limpulnam on Jumat, 09 Agustus 2013 | 11.52

It's time for a new generation and a new console, let sony and microsoft do their thing... While the oculus dominates with a brand NEW console with a VR interface, awesome games and of course, THE OCULUS RIFT... If a new console emerges just for the oculus with the same or more power the PS4 and Xbox One can offer, Id go for it !


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Former id Software creative director also joins Oculus VR

Rage creative director Matt Hooper joins Oculus VR as director of Development.

Virtual-reality (VR) headset maker Oculus VR, creator of the Oculus Rift, has hired another developer for its growing software stable.

Earlier this week, id Software co-founder John Carmack announced that he had accepted a position as chief technology officer at the company. The move will see him juggle his time between the id and Oculus studios.

Now former Rage creative director Matt Hooper has updated his LinkedIn profile, revealing that he is the director of development at Oculus VR. Hooper left id in February this year.

"We are thrilled to have Matt Hooper join the Oculus VR team as our director of Development," a statement from the company said. "Hooper will be working out of the Dallas, TX, office. He's a top talent who had been out of id for a few months, and ended up being a great fit for the Oculus team. We're looking for more all-stars!"

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


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GS News - Xbox One DVR only for Gold, DA: Inquisition details!

Written By Kom Limpulnam on Kamis, 08 Agustus 2013 | 11.52

What? You aren't going to make the news I want to hear happen? I'm not angry, I'm just ... disappointed.


And in stock feedback, 

TOPIC 18: Dragon Age 2 (Hide this header)

I can't believe people don't like Dragon Age 2. Really. I think it is, easily, the best game Bioware ever made. Yes, that includes Baldur's Gate. I love Baldur's Gate, but I thought several things in DA2 set it apart from Bioware's already high standard. First, let me say that Dragon Age Origins was a real let down for me. It had been looking forward to the "spiritual successor to Baldur's Gate", and I was living in Germany when it was released, so I didn't get a chance to play it until the February after its initial release. I fell asleep while playing it. I was so bored that I put the game down and didn't pick it up again for a while. Why? Well, the darkspawn as a threat are boring, aren't they? On top of that, DA:O just feels uncohesive as a game.

Dragon Age 2, despite its flaws, and no, I also don't enjoy endless hordes of thieves hiding on the roof tops to jump down, but despite the flaws when you have is a game with really strong characterisation used to drive a compelling story of a personal level. Do you realise how many games have you save the world as an objective? It's a boring goal in its absoluteness. Mainly, because you know the outcome of the story before you embark. In a story where the world is at stake, it is pretty obvious that means the world isn't going to end. Otherwise the player loses, and a player would usually not feel gratified if dozens of hours of gameplay are rewarded with an absolute fail state. But because of the scale, DA2 is able to tell a story where Hawke doesn't stand triumphantly over the corpse of the Big bad and the sun shines and we all skip merrily into the horizon. That wouldn't fit with the theme of the game anyhow, which seems to be overcoming loss. This aside, we get a closer story to Kirkwall. We have no other chance to explore any other cities, but instead have a chance to really get in well with the stories of that one place, and the game starts to take on a Suikoden like feeling. More over than that, we also get to do something that many RPGs neglect, and that is explore the area over time. About 12 years pass in the story of DA2, and we see these characters grow and change and react to their worlds. We see inner turmoils rise to the top as new events open old scars and or expose the inner suffering of a character as we realise the strain that has been placed upon them. Furthermore, it is a story of shades of grey. There is no villain in that game. There is also no right answer, which is the correct way to represent such a complicated issue as magic in Dragon Age.

What we end up with is a flawed game, but also a game with a depth that we have never truly seen in any of Bioware's other titles. I believe this game is worthy of praise and emulation, and not to be slagged off because it wasn't more of the same.

Oh, and Wii U, I think the overhead of the unit makes it viable despite it not being especially popular outside of Nintendo fanboys and casual games. There are plenty of both for one, but I think that inability to penetrate other "core" markets will mean that Nintendo will remain irrelevant to the current gaming landscape. They're selling games and systems, but they aren't getting into the same dialogue that the rest of us are in.


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Community News Update: Wednesday 8/7

Hello GameSpot Community!

It's Frances here, Team Social's Community Producer, bringing you today's news.

GameSpot Staff Desk Tour: Kevin VanOrd

For this week's GameSpot staff desk tour, we spotlight Kevin VanOrd. Kevin is a Senior Editor who has worked at GameSpot for over 6 years. One of his latest features, "Connections and Camaraderie at GaymerX", explores his weekend spent at GaymerX, a gaming convention focused on LGBT culture. When he is not reviewing video games, you can find him composing masterpieces and playing the violin. Kevin is also known for his love for Assassin's Creed and The Witcher games. Be sure to follow him on twitter.

Team Social Content Spotlight

Today, Episode 6: Cloudy of GameCrib went live. TeamSoloMid goes head first into week 6 of LCS, the League of Legends Champion Series. The team spirit overall has been low for the past couple of week because of a losing streak. They take some time away from LoL to bond and hang out with Cloud 9, another team competing in the LCS. Also, you find out how Cloud 9 is connected to TSM. Watch now.

The Point, a show hosted by Danny O'Dwyer, premiered today! Danny will feature a different topic each week about video games and stuff (yes, that is how he explains it). This week, he examines why he believes Dota2 will ruin your life and why he doesn't play the game. Danny also brings up an interesting question, "Why do we play games we don't really enjoy?" Watch Now.

Ask GameSpot and a Giveaway!

Ask GameSpot returns this week with answers to your questions about some of the latest gaming hardware on the market; the Oculus, Shield, and Ouya. Send in your question via Twitter or on Facebook if you are picked as the "Question of the Week" you will receive an awesome SteelSeries headset, so make sure you ask your question! Remember to use #AskGameSpot on Twitter! and that you're following us on both platforms to qualify to win.

GameSpot has also teamed up with Snail Games to giveaway Heretic Gift Packs for Age of Wushu's latest expansion, Legends of Mount Hua. The giveaway starts tomorrow, August 8th at 8:00am PST so don't forget to stop by and grab a code!

If you are a winner from last week's giveaways, please check your DMs. We want to send out your prizes!

You can also If you'd like to keep up with what's going on with me you can read my blog or follow me on twitter! That's all for now and thanks for stopping by. Frances out!

→ More coverage of COMMUNITY on GameSpot.com


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GS News - No Arma III campaign, L4D3 leak, PS4 + Vita for $500?

Written By Kom Limpulnam on Rabu, 07 Agustus 2013 | 11.52

Awesome, Jess & I finally have something in common... yes, i am one of those 12 others who have a Vita..: )  which means i wont need to buy that particular bundle, if it does exist, which will be a very excellent deal... however, i'm skeptical of it being true and the Vita does need more gaming support... but hopefully, more that own it will give devs reason to develop for it.... right?

  oh, and is there anyone out there keeping track of just how many cool shirts Jess actually has...??  there's something for those of you who have too much time on your hands to figure out..: )


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Sony releasing PlayStation 4/Vita bundle for $500 - Report

Written By Kom Limpulnam on Selasa, 06 Agustus 2013 | 11.52

Well-placed, anonymous source alleges Sony may be preparing to bundle its struggling handheld with its upcoming home console.

Sony may be readying a hardware bundle that includes a PlayStation Vita handheld with its upcoming PS4, according to a report by Machinima (via VideoGamer.com).

According to "a well-placed, anonymous source", the package will reportedly go on sale before the end of 2013, and will retail for around $500. No additional details were made available. With the Vita currently retailing for $250 as a standalone device, and the standard edition of the PlayStation 4 priced at $399, a $500 pack would represent a significant saving for consumers.

Sony previously announced that all PlayStation 4 games will be playable on the company's handheld via Remote Play, though only games that have been "specifically programmed to allow such use of PS Vita" will be able to use the handheld as a controller for the home console.

GameSpot contacted Sony Computer Entertainment seeking confirmation of the rumour, but a spokesperson was unavailable at the time of publication.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


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Assassin's Creed IV: Sailing the Living Ocean of Black Flag

There will be plenty of activities to do in the open seas of Black Flag, but just how integral will they be to your playing experience?

More so than eye patches or frilly shirts or a healthy dose of scurvy, the ocean is the main ingredient of any pirate lifestyle. Little wonder then that the sea plays such an integral part in Assassin's Creed IV: Black Flag, the pirate-focused entry into Ubisoft's popular franchise. During a recent trip to Ubisoft's Singapore studios (who with lead studio Ubisoft Montreal are creating Black Flag), I was shown a few of the nautical activities that will be available in this next Assassin's Creed adventure. By now you've already seen ship-to-ship battles, and been given hints about harpooning and diving. As I was given more details on the action that will take place in and around the waters of the Caribbean, it became clear that Ubisoft desperately wants players to see its open world as alive with possibilities. But an overstuffed open world is nothing new for Assassin's Creed, and as some of the previous games in the franchise have shown, quantity has not always translated directly into quality. Will any of the new side activities in Black Flag be fun, or even integral enough to your experience to actually be worthwhile playing?

With no hands-on allowed during this studio tour, the "fun" question will have to be answered at a later time. As to how worthwhile these activities will be to pursue, the development team say they have tied side quests into the world's economy in an improved way in Black Flag (lead designer Sebastien Berton cites Far Cry 3's economy model as a key influence), as well as giving players important reasons to complete side quests, such as rewards that can be used for upgrading pirate main character Edward Kenway or his ship, the Jackdaw.

Take fort battles. Forts in Black Flag are akin to Borgia Towers in Assassin's Creed: Brotherhood--"liberate" a fort, and it becomes yours to keep. It will be manned by your pirate hoard and become hostile to other ships that sail close enough for its armaments. Taking over any of the game's 11 forts--which are scattered throughout the Caribbean--will be a two-staged exercise that begins with you piloting the Jackdaw and ends with a direct land assault. You'll need to weaken the fort with your ship's cannons first, sailing back and forth to destroy walls, towers, and mortar placements, before jumping off your ship and finishing the job in the semi-ruined fort itself. The demo I was shown was an impressive sight, showcasing a good level of detail in the destructibility of the fort as the Jackdaw rained damage upon its walls.

One of the noisiest, most destructive activities in Black Flag--ship-versus-ship battles--will also play into the larger economic pursuit in Black Flag. Any ships you successfully manage to defeat (and not sink) will be added to your fleet. Similar to how you were able to send assassins on missions in the Mediterranean Defense side-game in Assassin's Creed: Revelations, you'll be able to send captured ships around the Caribbean to attack other vessels and take their cargo. Roaming the seas of the Caribbean will be 30 different types of ships, broken up into five different classes from the speedy gunboat to the massive, cannon laden Spanish Man-O-War. The Jackdaw--Kenway's Millennium Falcon for the game--is a razee, a modified brig class that you'll be able to customize as the game progresses.

Sea battles and fort attacks are Black Flag at its loudest and brashest, showcasing Kenway's control over the sea as he uses it as a platform to bring fire, explosions, and death to his enemies. But not all ocean activities will have Kenway as master and commander. Two new activities to the franchise--diving and harpooning--will strip the assassin of much of his power, while still giving him material rewards within the game.

Using a period-appropriate diving bell, you'll be able to reach dive sites to search for treasure in certain locations around the Caribbean. Each location will have several chests to loot, but you'll have to avoid dangerous urchins and jellyfish. Worse yet are sharks, who serve as the patrolling guards of underwater environments. And unlike guards on the land, sharks underwater cannot be killed. They must be avoided by hiding in stalking zones (like thick patches of kelp), in submerged barrels (which also act as a method of replenishing your oxygen supply), or within the wrecks themselves. But if a shark does spot you, it's not necessarily the end. In the demo I saw, Kenway managed to punch off one of the toothy beasts, sustaining some injuries and leaving a cloud of blood in the water. And while that one shark swam away, Ubisoft reps told me that the blood would eventually attract more of the predators.

Kenway, however, is not completely without his Assassin talents under the sea. He retains some of his mobility, with his parkour abilities transformed into a type of free-swimming action where he uses the underwater environment to navigate through the depths. But despite this greater freedom of movement, Kenway is at a distinct disadvantage against the creatures of the sea when he's underwater.

With harpooning, Kenway shifts back to the role of predator as he hunts some of the larger denizens of the sea. Harpooning will net players materials that can be used to upgrade Kenway, and there will be six different types of animals to hunt, including whales. These battles will be intimate--in the demo I was shown, it was Kenway, alone, shirtless on a small boat, against a great white shark. Kenway started the activity by throwing a harpoon with an attached rope to a shark. When it connected, the shark bolted, dragging the boat and Kenway along in its wake. The assassin/pirate continued to throw harpoons (you'll only have a limited number in your arsenal) at the shark as it weaved in front, with the creature occasionally turning back and jumping out of the water in an attempt to take a chunk out of Kenway.

These activities –plus a few more such as finding hidden caves around the Caribbean--are all part of Ubisoft's desire to make you feel the ocean is alive in Black Flag, that sailing won't be a sedate activity. There certainly doesn't seem to be a shortage of things to do while in the open water, and I'm looking forward to roaming the Caribbean and seeing what adventures I can get Kenway into. And while the idea of taking on a shark solo or managing a fleet of pirate vessels sounds exciting initially, the test will be how often I'll want to take on a great white, or find dive sites, or capture new ships, once I'm immersed in the game's main quest. How much will we want to play in Black Flag's living ocean? And will we even really need to?


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Reality Check - What Does the Oculus Rift Do To Your Brain?

Written By Kom Limpulnam on Senin, 05 Agustus 2013 | 11.52

@hadlee73 @rogerpenna do you see images from two different angles if you close each of your eyes? When you open both eyes, do you see "mixed" images? Like, you can see the tip of your nose, but its a bit transparent (unless you close one eye, in which case, you will see the tip of your nose from one or another angle (depending which eye you closed).

Look at a far away building. Put a finger 50cm in front of your eyes. Is your finger blurred/transparent? If you FOCUS on your finger, does your finger becomes not transparent and the building behind it becomes blurred?

If the answer to any of these questions is YES, then you DO perceive depth.


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Sony ends support for PlayStation All-Stars Battle Royale

Sony's Santa Monica Studio has confirmed that it has ceased active development for mascot-driven fighting game PlayStation All-Stars Battle Royale.

The news, conveyed on the All-Stars blog, confirmed that no additional playable characters or background environments will be released for the game, but that previously exclusive DLC will be made available.

Starting on August 27, players will be able to get their hands on the formerly US-only pre-order skins for Dante, Raiden, Heihachi, and Big Daddy. A balance patch that will tweak player strength, weakness, and functionality is planned for later this year, and will coincide with free costumes for Zeus, as well as Dead Space's Isaac Clarke.

The game's new developer confirmed that it is currently exploring issues with title belts being incorrectly awarded, and moving forward, will reset leaderboards on a monthly basis, as well as introduce new community events.

The post also addressed recent rumours about Journey- and Gravity Rush-themed stages, as well as Legend of Dragoon character, Dart, saying that legal barriers may have stopped certain items being implemented in the game.

"In the course of any game's development, there are always elements that never quite get finished or the team decides not to use in the final game. Some of these additional materials from the game's development phase have been recently released, but unfortunately, these are very far from finished assets and were not included in the final game for a number of production and legal reasons," the statement said.

In February this year, Sony severed ties with the game's original developer, SuperBot Entertainment, which saw the studio lay off part of its team.


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Top Five Skyrim Mods of the Week - Kevin VanNord and the Kevin VanSword

Written By Kom Limpulnam on Minggu, 04 Agustus 2013 | 11.53

as a console guy, for now, i still get pissed off seeing some of the basic mods that people create and i'm left wondering again why the friggin developers can't add some of the basic functional ones that completely alter the gameplay.

i think of the different toggles that skyrim could and should have:  weather/armor penalties, no fast-travel, degradation, no potion spamming, realistic encumbrances, sleep/eat penalties, etcetcetc.

i just can't accept any excuse involving limited power, space, technology, whatever.

tons of multiple toggles/options/customization of gameplay should be a standard and given in the industry.


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Xbox One will support external video capture

Written By Kom Limpulnam on Jumat, 02 Agustus 2013 | 11.53

Microsoft's upcoming Xbox One console will allow users to capture gameplay using external recording devices, Microsoft Game Studios vice president Phil Spencer has told Polygon.

Asked whether the Xbox One will support footage being captured through the console's HDMI ports, specifically given the device's High-bandwidth Digital Content Protection (HDCP) system, Phil Spencer replied in the positive: "Yep," Spencer told the site. "Exactly like it works today [on the Xbox 360]."

However, while users will be able to preserve their top gaming moments at will off-console, the system will still actively protect against users making unauthorised copies of content that includes HDCP.

"If all you care about is getting the gameplay, you're fine," Spencer said.

Microsoft previously confirmed Xbox One owners will be able to save the previous 5 minutes of gameplay, allowing players to edit highlight videos and share them online. The Xbox One will ship this November.

→ More coverage of XBOXONE on GameSpot.com


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Rise of the Triad Review

Apogee Software's Rise of the Triad: Dark War was an incredible first-person shooter in 1994. Lead designer Tom Hall and his team created a game that was both innovative and absurd.You could choose from different characters with different stats (height, endurance, and speed). There were the insane weapons, such as a rocket launcher that created a wall of fire that moved forward and incinerated everything in its path. Also, there was a power-up that could turn a character into a dog. Almost 20 years later, Interceptor Entertainment has remade Rise of the Triad, bringing back all of the weapons, enemies, bosses, and insane power-ups that made the original memorable. Unfortunately, this budget game's tedious single-player campaign is full of endless jumping puzzles, and an unforgiving checkpoint save system, poor optimization, and a dearth of multiplayer features hamstring the competent competitive action.

The new Rise of the Triad throws out the conventions of the modern first-person shooter in favor of a retro approach. Forget reloading, because ROTT's firearms have unlimited ammo. Health does not regenerate; instead, characters walk over food. (ProTip: "cooking" food with explosions equals more health.) There are no cinematic set pieces, but plenty of keys to hunt down. The one modern convention is that the MP 40 submachine gun and the pistol now have iron sights, but thanks to ROTT's high-capacity magazines, precision is rarely a concern. While ROTT's single-player is fairly linear, it at least offers several secret areas for you to uncover.

Then there is the game's sense of humor. ROTT is utterly ludicrous. Mission briefings usually consist of statements like, "We heard lava hurts people, so you probably shouldn't step in it." Power-ups do things like turn a character into a dog capable of killing enemies six feet away with a single bite. Conversely, there are power-downs, such as magic mushrooms that alter characters' perceptions and lead them to ruminate about how "everything is like music, man." The gore is comically over the top. For instance, shooting a man with a pistol can make him explode, and occasionally an enemy's eyeballs pop out of his head and hit the screen.

Unfortunately, the single-player campaign has some problems that can be a major buzz-kill. For starters, ROTT uses an unforgiving checkpoint save system. One particular sequence places you in a room dominated by a perpetually circling array of blade-covered blocks. Next is a room with a half-dozen rocket-launcher-toting goons, followed by a chamber with a bridge that rotates clockwise over an instant death pit. You must then make a harrowing leap across the pit while dodging a laser. One mistake sends you back to the blades and blocks room, screaming in impotent rage.

This is typical of the game, which features long checkpoint-free, soul-crushing segments of perilous jumps over lava pits, fireballs coming in from all directions, and false floors that dump you into spike pits. It's particularly galling when an insult-spewing narrator tells you to give up PC gaming and pick up a gamepad. There is nothing wrong with difficult games that inspire you to tough it out and get better. ROTT, unfortunately, is more likely to inspire you to quit. Thankfully, many of the original game's cheat codes work, so those interested in the fun stuff can muddle through such sequences.


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Shadowrun Returns Review

Written By Kom Limpulnam on Kamis, 01 Agustus 2013 | 11.52

Shadowrun Returns' cyberpunk vision of Seattle is simultaneously vibrant and unwelcoming. Hanging lamps and towering totems might inspire you to take a closer look, but the deeper you dig, the harsher the truth becomes. A railcar repurposed as a food truck seems quaint, but street thugs stink up the place. There's only one way to snuff out their stench, and that's to force the meatbags to soak in puddles of their own blood.

A support mage's motto is best summed up as 'Be Prepared.'

This run-down city is more of a backdrop than a focus in this strategic role-playing game, but once you've seen the central mystery through to its sinister end, it's the setting that stands above all else. The graphics engine is modest, but handsome hand-drawn backgrounds bring to life a world of remarkable style with a unique mix of past and future. In a house of ill repute, an old-fashioned upright piano and a rococo chaise lounge share space with holographic advertisements and a cybersurgery facility. Old-world rickshaws stand next to state-of-the-art motorcycles; magical talismans and bright neon signs hang on the same walls. Trolls and elves roam this world of bionic implants and crime syndicates, and these seemingly disparate parts merge into an eclectic and flavorful world. Shadowrun Returns makes you want to unlock Seattle's twisted secrets.

Unfortunately, you get the run of only a small corner of this world. Shadowrun Returns is not structurally vast, but instead ushers you down a linear path over the 12 hours or so it takes to reach its end. In fact, given the amount of time you spend speaking to Seattle's singular residents--and unraveling the murder mystery that drives the narrative--it often feels as much like a point-and-click adventure as it does an RPG. There is no voice acting, so expect to do a lot of reading, presuming the story draws you in. And there's no reason it shouldn't: your investigation has you crossing paths with a number of memorable characters with stories of their own to tell.

Among these folks is the madam Mrs. Kubota, who is fiercely protective of her girls. She chides one, accusing her of distracting her from her business, only to wipe away tears of worry the moment the girl is out of earshot. Another key character is a wide-grinning coroner who levels with you about the local cops, saying, "McKlusky wants the Ripper in a cell, sure, but he couldn't care less if it takes another dozen murders." While there are some banal lines to contend with, there is plenty of evocative dialogue like this, and few wasted words. Familiar characters and scattered allusions should make fans of the original Shadowrun video games (and the tabletop RPG) happy, but you needn't have a past relationship with this world to understand it.

As robust as the setting is, Shadowrun Returns feels like the start of something great rather than a gold mine of role-playing treasure. There are some side quests to take, but completing most of them is a matter of taking a few minutes of extra time during your main mission, or inspecting the only corner of the map there is to inspect. There's a minimum of exploration. You might find a grenade in some cranny, but there's little reason to veer off the beaten path--and few chances to do so in any case. The game guides you through its story with little fuss, leaving you to wonder what lurks within the graffiti-covered tenements, and to ponder the tensions that would lead to "Purge the Metahumans" being scrawled on the walls. Shadowrun Returns is a morsel, not a meal.

That isn't to say there aren't vital choices to be made. If you need to enter a warehouse, you might bribe your way in, or ask a prostitute to work her charms on a guard. There's little subtlety to these options, however. If you have enough affinity with a certain faction (corporation or gang, for instance), you choose the appropriate dialogue, and you're set; if you've got the cash, you pay the bribe, and the matter is resolved. It's a bare-bones approach to familiar role-playing tropes--so bare, in fact, that you could gain access in multiple ways in a few moments' time. Dialogue takes a similar approach. While your choices might have some effect on the outcome of the scene, your responses are more about authoring the tale of your own character than steering events toward differing destinations.


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