Diberdayakan oleh Blogger.

Popular Posts Today

MMO Warhammer 40,000: Eternal Crusade Launches Founder Program, Releases Alpha Gameplay Footage

Written By Kom Limpulnam on Senin, 30 Juni 2014 | 11.52

We went to see MMO Warhammer 40,000: Eternal Crusade at E3 2014, but developer Behavior Interactive only talked about its plans for the game without showing any in-game footage.

Earlier this week, Behavior launched its Founder Program, and with it posted a number of videos of Eternal Crusade's alpha gameplay. You've likely heard the terms "alpha," "beta," and "early access," a lot lately, and might have even been impressed with the early state of games like Battlefield Hardline and Destiny.

The footage below, however, is from a truly early build of the game, which is most obvious because of the textureless grayboxes you can see everywhere. Otherwise, the gameplay itself looks very much like the multiplayer mode from Relic Entertainment's Warhammer 40,000: Space Marine released in 2011, only you can pilot vehicles as well. That also matches with Behavior's description of Eternal Crusade as mix between Warhammer 40,000: Space Marine and PlanetSide 2.

Buying into the Eternal Crusade founder's program gets you a copy of the full game when it's released and access to various game modules as they are developed. You can find a tentative timeline of when those modules will be released on Behavior's website. The most expensive package, selling at $120, earns you access to all four of the game's factions, and points you can use to purchase other items in the game.

The game itself is currently scheduled to be released at the end of 2015.

Filed under:
Warhammer 40,000: Eternal Crusade

11.52 | 0 komentar | Read More

Support Reading Rainbow Kickstarter by Buying Special Edition Ouya

Actor LeVar Burton's Reading Rainbow Kickstarter has hit its $1 million funding goal and then some. At the time of writing, the Kickstarter is closing in on $4.5 million from more than 90,000 backers, but with only a few days until the campaign ends, Burton hopes new rewards from Kickstarter's most successful projects, including the Ouya, will garner even more support.

By pledging $250, backers can get a limited edition, "Butterfly-in-the-Sky Blue" Ouya console and controller hand-signed by Burton. According to the Kickstarter page, this reward should ship in December 2014. You can also get an unsigned Reading Rainbow Ouya as an add-on reward with any package for $175, or donate one to a classroom of your choice for $150.

Burton previously said that he wants the Reading Rainbow project to come to new platforms, including gaming consoles like Xbox and PlayStation systems, but in order for that to happen the Kickstarter campaign needs to reach $5 million.

In addition to the unspecified Xbox and PlayStation consoles, if the $5 million stretch goal is met, the new Reading Rainbow program will be released for mobile devices, as well as over-the-top boxes like AppleTV, Roku, and Kindle Fire TV.

The other successful Kickstarter projects that are offering limited rewards in support of Reading Rainbow come from the Pebble smartwatch, Pono Music audio player, and the Veronica Mars movie.

Reading Rainbow went off the air in 2009. It originally aired on PBS and Burton was its host and producer.

Filed under:
Ouya

11.52 | 0 komentar | Read More

Sniper Elite 3 Steam Keys Bought in Good Faith Revoked as Result of Scam

Written By Kom Limpulnam on Minggu, 29 Juni 2014 | 11.52

Valve has revoked an unknown number of Steam keys for the recently released Sniper Elite III after developer and publisher Rebellion said they were stolen from one of its retail distributors.

We still don't know how many buyers were affected, but at the time of writing the Steam discussion thread where Rebellion made the announcement is almost 700 comments long.

Many of the comments are from understandably angry customers, who didn't know they were buying stolen keys. As Rebellion explained it to one of these angry buyers on its Facebook page, Rebellion asked Steam to revoke a batch of keys that was stolen from one of its distributors of the retail, hard copy version of the game. Rebellion believes these keys were sold to third-party key resellers like Instant Gaming.

However, a post to Instant Gaming's Facebook page claims that it bought the revoked Sniper Elite III Steam keys legitimately.

"The resellers are NOT the problem," Rebellion said on Facebook. "Those stores affected are NOT shady…The keys supplied to them were not as they seem - they were unlicensed, and unpaid for. This was reported to Valve and they revoked the keys."

Rebellion is offering Sniper Elite III's Target Hitler DLC for free to all those affected by this issue. To be eligible for that, you'll have to contact Rebellion by Friday, July 4 by following the instructions here.

As for the price of the game itself, Rebellion is encouraging customers to contact the sellers in question and seek a refund immediately.

Filed under:
Sniper Elite III
PC

11.52 | 0 komentar | Read More

Former Xbox Live “Head Banhammer” Joins Microsoft’s Gears of War Team

Stephen "Stepto" Toulouse, the former Director of Policy and Enforcement for Microsoft's Xbox Live service, is rejoining the company as the Director of Community Engagement at Black Tusk Studios, the Microsoft-owned studio currently working on the next Gears of War project.

Jokingly known as the the "Head Banhammer," as Director of Policy and Enforcement Toulouse was in charge developing and implementing policy for Xbox Live, as well as working with developers, press, and customers.

Toulouse explained that his new role will be key in coordinating gamer feedback into future titles as well as keeping things fun and exciting with existing games.

"I've been shadowing the Gears forums and looking at people's thoughts," Toulouse said on his personal blog. "I don't just want us to make the best next generation Gears of War game ever, I want to make sure that everyone playing the game today feels just as good today and down the road in their investment into our amazing world as we do. There's a Gears nation out there. I'm a part of it and it's amazing."

You can hear more about Toulouse's return to Microsoft and what he'll be doing in his new role on the latest Major Nelson podcast.

Filed under:
Gears of War: Judgment
Xbox One
Microsoft

11.52 | 0 komentar | Read More

Destiny Trophies and Achievements Revealed; Get Ready to Kill a Lot of Enemies

Written By Kom Limpulnam on Sabtu, 28 Juni 2014 | 11.52

Developer Bungie detailed 40 Achievements and Trophies for its upcoming shooter, Destiny, in its weekly update today. The full list involves a diverse array of different tasks, from completing missions certain ways to customizing your ship.

There are four main enemy types and three character classes in Destiny. Trophy and Achievement hunters will have to kill all of them many, many times to get all the rewards.

Some of the more memorable Achievements and Trophies include:

  • Triple Play -- Kill a Warlock, Hunter, and Warrior without dying in a single player vs. player match
  • Suited for War -- Get fully equipped with Legendary or Exotic weapons and armor.

Although most of the Trophies and Achievements are straightforward, there's some mystery with the Dragon Slayer accomplishment. To acquire this one, you must "kill a champion of the Dark." This could mean fighting a high-level enemy that comes from the Darkness, the most powerful opposing force in Destiny.

You can see the full list of achievements on Bungie's website.

Destiny launches for Xbox 360, Xbox One, PlayStation 3, and PlayStation 4 on September 9. We thought that the game looked promising when we got our hands on the alpha build earlier this month.

Do you still try to get as many trophies/achievements as possible (like the guy who got 1,000,000 Gamerscore), or do you ignore the list entirely and just play naturally?

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
Destiny
Xbox 360
PlayStation 3
PlayStation 4
Xbox One
Bungie, Inc.

11.52 | 0 komentar | Read More

Orc Model Comparison - World of Warcraft: Warlords of Draenor

Please use a flash video capable browser to watch videos.

Will Patch 2.1 Define Diablo III: Reaper of Souls?

Coming upSending you toWill Patch 2.1 Define Diablo III: Reaper of Souls?

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


11.52 | 0 komentar | Read More

Oculus VR Looking for Help to Build Its Headsets

Written By Kom Limpulnam on Jumat, 27 Juni 2014 | 11.52

Google made its Android operating software successful by selling it to numerous different hardware manufacturers. Valve licensed its Steam platform and OS to companies to make Steam-dedicated computers and controllers. Now, Oculus VR, developer of the Rift virtual reality headset for PC, is attempting to do the same with its technology.

In a report in Bloomberg, Oculus CEO Brendan Iribe revealed that the company is actively seeking corporations who wish to break into the VR industry. The company is too small to develop and manufacture the Rift by itself, Iribe explained. "If we do want to get a billion people on virtual reality, which is our goal, we're not going to sell 1 billion pairs of glasses ourselves," he said. "We are openly talking to any kind of partner that wants to jump into VR, and there's a lot of interest right now."

Oculus is still a relatively small company and has yet to release a commercial version of the Rift. Facebook, who acquired Oculus in March, has no experience with hardware manufacturing, either. It makes sense that the company would seek partners elsewhere to help spread its headset.

Interestingly, one of those potential partners is Sony, who is developing its own VR headset called Project Morpheus. Oculus and Sony have shown each other their respective headsets and Iribe said that Oculus is open to a partnership. "We showed their key executives our prototypes, and we said if you want to work with us, we are happy to engage deeply and be friends in this industry," he said. 'It hasn't gone anywhere past that, but they did show up and opened up to us and in turn we opened up to them."

This week, Oculus announced that it had bought Carbon Design Group, the company responsible for the Xbox 360 controller, steering wheel, and Kinect, among other products. The team will help Oculus with "unannounced projects," but no details have emerged yet.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
PC

11.52 | 0 komentar | Read More

WildStar Review

WildStar is a busy game. In every direction, shiny baubles and fluttering flags and swirling beacons of light compete for your attention. The world of Nexus is awash with color--or, more specifically, awash with all of the colors, many of them splashed across the screen at any given time as if by an artist determined to exhaust his entire supply of paint. Developer Carbine Studios, apparently unable to choose a single art style, squeezed multiple ones together, crafting an audiovisual potpourri that's as eclectic as the game's narrative themes. A horn-heavy tune, the kind John Williams would be proud to have written, calls out during a planetside battle, evoking Star Wars and its galactic tensions. Graceful gazelles glide across the grass while the music whispers a hint of Disney's Pocahontas soundtrack, at least when it isn't mirroring chord progressions from Peter Jackson's Lord of the Rings trilogy. Quests and regions refer to Left 4 Dead and Firefly, and your level-up notification flashes with comic-book pizzazz. In WildStar, the pop culture references flow freely down a river of science fiction and fantasy themes, each wink and nod leaping from the waters with glee.

This concoction makes for an overwrought aesthetic, and while I am occasionally struck by the gaudiness, I'm more often struck by WildStar's beauty. But even when I venture into villages swamped in kitsch, I know that I am in Nexus. The zombies and the horned snow monsters, the hoverboards and skyboats, the aloof robots and talking vegetables are all wrapped into a world that is very much its own, no matter how easy you might think it is to compare WildStar to World of Warcraft. Such a comparison is a superficial one: where Warcraft aspires to the Warhammer universe's chunky proportions and bulging architecture, WildStar details its landscapes with bright green curlicues and gray-blue bubbles to depict grass and rocks.

I beg your pardon for so quickly dissecting WildStar's looks, but my adoration of an online role-playing game is directly proportional to how much I enjoy existing in its world, and how well it encourages me to leave behind the comfort of the starting areas and set my eyes upon the more perilous regions beyond. And even when I felt the grind while chasing the game's countless missions, I still felt that tingle that came from wondering what might lie outside my current zone. Early in the game, I was enamored with the aforementioned gazelle creatures and the bucolic wilds they roamed. It was here that the Aurin race rallied around an ancient (and sentient) tree--and here that the tree fell under attack. It wasn't the locals' dialogue that made me so invested in the subsequent missions, but rather the wistful climate and the nature of great beauty spoiled by war.

Later, when I was more directly involved with the war between WildStar's two opposing player factions--the Dominion and the Exiles--I was swept away by the audiovisual barrage that did its best to veil how endless clockwork battles between non-player characters could never truly be won. But it was these grand gestures that made me aware of my purpose on Nexus, even when the commanders that poured details into my questing journal became cliche-spouting mission machines. Even at its most charming, WildStar can't always overcome monotony; I spent more time acting as a wedding planner for talking bunny rabbits than I care to reveal, and witnessing the final ceremony wasn't much reward for the tedium of searching for lost groomsmen. But even though I was immune to the allure of trinket-toting rodents, I always presumed something more intriguing would lie around the bend. And it always did.

They say the humanity is the real monster, but really, it's this guy. This is the real monster.

Suffice it to say, not every activity in WildStar is stuffed with meaning, but with such a breadth of content, it's difficult not to find appealing elements, even if you prefer to chase waypoints without paying any mind to the context. In fact, the game's fascination with visual gewgaws has parallels in the gameplay that make the quest writing almost superfluous. "Collect all the litter and activate all the objects," Carbine seems to say, more concerned with keeping you busy than with making every activity feel all that important. What those objects might be depends on the path you choose when creating your character. Paths are independent of your race and class; think of them as professions that open up different ways of interacting with the world. Scientists keep themselves busy fixing robots and scanning monsters, while adventurers leap to higher ground looking for artifacts and hidden nooks.

I'm a settler. I collect resources and use them to erect various machines and miscellany--gadgets that give you health boosts, campfires for cooking, and so forth. There's appeal in feeling like I'm gathering items for the greater good, knowing that the taxi stand I build will enable fellow Exiles to travel more efficiently, or that the vendbot I summon might help a teammate empty his pockets of useless items and pad her pocketbook. Other tasks aren't all that substantial; I run about villages lighting fires on spindly tiki torches and planting flowers to brighten up the decor in addition to my more relevant community services. Profuse scatterings of collectibles and items, each object labeled with an icon that urges you to interact with it, ensure you have lots of stuff to do, but it's undeniable busywork: interaction for the sake of interaction.

Welcome to the madness that is player-versus player.

To its great credit, WildStar makes the most vital elements--movement and combat--energetic and enjoyable. This isn't the first massively multiplayer online game to include a double jump, but it's the first such double jump that has felt so free and easy. I enjoy the basics of locomotion here, most often for the breezy animations and the overall sense that Nexus is a fine place to spread your allegorical wings. I occasionally found myself leaping into the most unusual places as I followed trails of settler resources, surprised that areas so unlikely to be traversed were still built with great care so that players wouldn't get stuck in crevasses. The primary obstacle to exploration is the world itself, which doesn't hew to a consistent set of physical rules; mild hills block your passage with invisible walls and steep inclines that look insurmountable pave the way to higher vantage points.

You needn't travel by foot. My current ride of choice is a hoverboard, though your first vehicle will be one tamed creature or another--no boring horses here. Whether you stay on foot or not, however, your travels inevitably lead you into battle. In the most basic sense, WildStar is built on the foundation that countless games have laid before it: you earn new skills as you level up, and equip those skills to a hotbar, tapping your number keys to fire off spells or bullets, or to slash away at an attacking creature's grotesque face with a set of claws.

Profuse scatterings of collectibles and items, each object labeled with an icon that urges you to interact with it, ensure you have lots of stuff to do, but it's undeniable busywork: interaction for the sake of interaction.

If the sight of a hotbar inspires within you eye-rolling assumptions that WildStar must be the same old tap-and-wait experience, take delight in knowing that this specific brand of MMOG combat is built to keep you mobile. You couldn't confuse WildStar with an action game--there's no sense that each key press results in an immediate, weighty onscreen action--but cooldowns are quick, and most skills are assigned an area of effect rather than being limited to a single target. My primary character is a spellslinger who uses her dual pistols to inflict as much damage as possible, though spellslingers aren't necessarily concerned just with cutting down the enemy; they can also act as healers. Skills typically emanate in arcs, cones, circles, and rectangles, affecting the players and creatures unlucky enough (or lucky enough) to stand within range of your fury.

Enemies telegraph their strongest attacks with similar tells, the most powerful of them requiring you to roll and leap around to avoid the red patches that designate dangerous areas. Out in the rolling hills and snow-covered meadows of Nexus, this makes for fun adventuring, whether you're on your own or tagging along with other players. You're likely to run into a few idiosyncrasies as you traverse Nexus, many of them to be found within snowy Whitevale, where bizarre enemy leash ranges can make some open-world skirmishes a hassle. (In this region, some creatures can move only a foot or two from the location to which they are leashed before the game replenishes their health bars and they hop a few steps back to their original spot.) WildStar is generally stable and feature-complete, however, and such easily fixed foibles are momentary distractions and not signals of deeper troubles.

Swamps and tundras within quick walking distance. No one could accuse WildStar of being boring to look at!

In the game's dungeons and adventure scenarios, tensions rise substantially. One dungeon boss proved problematic for my five-player party, which struggled to collect incoming green orbs before they could reach--and buff--the hulk demanding our heads. It wasn't the creature's main attacks that proved most problematic, however, but the treacherous spheroids that sometimes radiated from the beast, temporarily turning WildStar into a bullet-hell shooter. We ultimately succeeded, though only two of us were standing when the ogre finally fell.

Such battles require you to keep a close eye on enemy behavior, but the chaos is rarely overpowering, making such challenges welcome outliers in a genre rarely singled out for requiring skillful play. Cooperative levels called adventures are the most rewarding places to prove your mettle, given their creative use of ideas not often associated with MMOGs. The War of the Wilds adventure, for instance, appropriates elements of competitive arena games like League of Legends, unleashing waves of AI grunts that complicate your goal of capturing more flags than your computer-controlled rivals. You dodge out of range of a bearded abominable snowman and into a healer's green arc of healing, all while setting fire to the rampaging hordes. Adventures are fun--and more vitally, they are fun to return to again and again.

Player-versus-player battlegrounds are subject to the whims of human players, making them even more frantic than adventures and dungeons--sometimes too frantic, actually; some battles require all of your senses just to make sense of the hodgepodge of red and green arcs players paint onto the ground while attacking. These capture-the-flag and assault-and-defend variants are fortunately exciting even when the undisciplined visuals threaten anarchy, at least, and opening the caches of goodies you reap as rewards for victory often comes with the possibility of receiving some house decor for your troubles.

Click above for more WildStar images.

You will likely collect such decor even before you reach level 15, the level at which you may unlock access to your very own plot of land. Player housing is a welcome offering, a once-standard feature now often relegated to a post-release patch, if it is ever added at all. Delightfully, your home in WildStar is not just a house, but an entire floating island upon which your abode is but one element. You can plant gardens, set up healing stations, place crafting tables, and even erect a dungeon upon your island in the sky, thus making your home a useful destination and not just a virtual status symbol. Some players have used the items they purchase and collect (beds, trees, empty toilet tissue rolls, wall art, and so forth) to craft jumping puzzles upon their plots. I've approached my home as a dollhouse, taking great care to maximize its attractiveness, rotating and resizing tables and chairs as if I might be preparing a fancy tea party.

Alas, the only drink I'm serving right now is the moonshine I created by jumping up and down in a giant vat of fermented fruit. Oh WildStar, how charming and brassy you are, how loud and brazen and often irresistible you are. Your charisma has dulled over time, I'm afraid; I'm less beguiled by your thematic mishmash than I was when I started, yet there are still crannies I have yet to peek into, and I'm itching to discover what might be crammed into them. More than likely, I'll find more things to collect, more quests to take, and more outposts promising refuge. WildStar inspires compulsion, laying down trails of tasty candies that lead to even more candy trails, and in doing so, makes the case that "fun" can be a fine cornerstone around which to construct a massive adventure.


11.52 | 0 komentar | Read More

GTA Online Heist Details Leak

Written By Kom Limpulnam on Kamis, 26 Juni 2014 | 11.53

Details for Grand Theft Auto Online's multiplayer Heists have been allegedly leaked online, posted on YouTube by user DomisLive, whose videos reveals details on various Heist missions.

According to the Official Xbox Magazine site, Heist missions include the following:

Prison van rescue - Criminals must intercept an NPC-driven van and free the gang member, then take him back to the gang house. 16 cops and 16 criminals can join the mission, which opens at rank 5 and is triggered by phone call.

Drop off hooker - Blips will appear in player's territories. Player has to go and pick up a prostitute and drop her off within the time limit.

Funeral - Gang members must escort a lieutenant's hearse through town. Rival gang members have to get in the hearse and destroy it. This triggers after the Escort Crook Boss if the boss is killed. Funeral home co ordinates are 410, - 1485.

Territory Takeover - Players can fight to take over territory in-game. The territory produces a revenue stream for the owner.

Fight Gangmate - Two teams fist fight with each other. The gang lieutenant gets two team mates to fight with as part of the initiation.

Cop Territory - Cops are put into Territory Takeover missions without an option to turn it down.

Ornate Bank Heist - Get behind the counter of the bank, hack into the vault, steal the money and take it to the drop off location. 16 cops and 4 criminals can join this mission.

FIB Grab - Abseil down the FIB tower, break in, download data, escape. 4 crew, 3 abseilers, 1 driver, 16 cops and 4 criminals can partake in this mission. All four ride a helicopter to the FIB roof, three abseil down the tower, break through a window into the office, and hack a data terminal for classified data. Meanwhile, the driver dumps the chopper and picks up a getaway car to escape. The remaining players skydive out of the office to a getaway car. Cops join once crooks are inside the office, and try to arrest them. Two waves of AI agents enter based on the progress of the hack.

Rockstar Games originally planned to release Heists for GTA Online earlier this year, but the feature was delayed due to the content "taking more time to create" than anticipated.

Although Heists have been delayed, that doesn't mean GTA V players don't have new content to play. Earlier this month Rockstar released the "I'm Not a Hipster" update for GTA Online, adding new outfits, cars, and weapons to the game. For more on the update, check out our video below.

Filed under:
Grand Theft Auto V
PlayStation 4
Xbox One

11.53 | 0 komentar | Read More

Google Announces Cheap and Accessible Virtual Reality App Named Cardboard

Google has announced its foray into the smartphone virtual reality space with an app named Cardboard.

The app is described as a "no-frills enclosure that transforms a phone into a basic VR headset". Google has also released instructions on how to build a virtual reality viewer to use with the smartphone app. The viewer is constituted primarily of everyday items, including cardboard, lenses, magnets, velcro, a rubber band, and an optional stick NFC tag.

Released with the app is the accompanying open software toolkit, as well a tutorial on how to start coding. Android phones must be running Android 4.2 (Jelly Bean) or above to support Cardboard. Google will also be hosting a talk about virtual reality on Android on June 26, from 10am PST.

Will you be trying out Cardboard? Let us know in the comments below!

Filed under:
Google

11.53 | 0 komentar | Read More

U.N. Squadron Gameplay (SNES) - Megabit Highlights

Written By Kom Limpulnam on Rabu, 25 Juni 2014 | 11.52

New games are exciting, but there are thousands of classics that most people have never played or even heard of. Peter delves into his ever-growing collection in search of underexposed and misunderstood games from the past.

Subscribe to for notifications when new shows are available!

Subscribe

11.52 | 0 komentar | Read More

New Call of Duty: Advanced Warfare Trailer Shows Off Technology and Gadgets

Activision has published a new trailer for Call of Duty: Advanced Warfare, and this one is all about the gadgets.

Glen Schofield, co-founder of Advanced Warfare's developer Sledgehammer Games, details all of the new technology that will be usable in the upcoming shooter. Firstly, Sledgehammer is adding a new "Threat-Detection" grenade to the player's arsenal. Basically, the grenade sends out a pulse that highlights in red enemies in the blast radius. Tagged enemies show up regardless of what structure they're hiding behind.

Next, Schofield describes a remotely-synced blast shield. This barricade pops up when you activate it and follows your movements. A front window automatically goes down when you pop up to shoot and rises again when you go back in cover.

There will also be a new class of weapons called "Directed Energy," which involve powerful and unbroken beams of light shooting out of gun barrels. He briefly mentions hoverbikes and hovertanks, as well, which are vehicles that can travel over land and water.

Most of the video is dedicated to the new exoskeletons in the game. Sledgehammer is calling the powersuit a "game changer." On a passive level, it allows you to throw things, rip things apart, run faster, and jump higher. Exoskeletons also have "Exo-abilities" which enhance select actions. The one Schofield mentions is Overdrive, which speeds your perception up so much that the world appears to slow down. The video also shows a person in an exoskeleton sticking spider-like to a wall and climbing it.

We thought Call of Duty: Advanced Warfare looked promising when we went hands-on with it at this year's E3 conference. The game launches on November 4 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
Call of Duty: Advanced Warfare
Activision
Sledgehammer Games

11.52 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 21 Juni 2014 | 11.52

Gamespot's Site MashupI'm Not A Hipster - GTA OnlineGSNT5 - Bloodborne gameplay revealed; Oculus Founder Calls 30fps a "Failure"Nintendo Thinking About Minecraft on Wii U, 3DSNew Evolution Type Revealed for Pokemon Omega Ruby and Alpha SapphireQuick Look: Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus AlphaMunin Review15 Reasons Counter-Strike is Still CoolMirror's Edge 2 Developer Trying to "Remove Frustration"All Weapons, Gadgets Unlocked for Battlefield Hardline BetaE3: 2014 - Ashly Burch aka Tiny TinaZombies Monsters Robots Closed Beta GiveawayNintendo Loses UK Motion Control Patent Ruling To Electronics Giant PhilipsEA Boss: Battlefield 4 Launch "Unacceptable"Ubisoft on Tricky Task of Getting Open-World Games to 1080pFreddie Prinze Jr. Voicing Dragon Age: Inquisition

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 20 Jun 2014 20:55:14 -0700 http://www.gamespot.com/videos/i-m-not-a-hipster-gta-online/2300-6419851/ Get the rundown from Rob on the biggest GTA Online update yet. Fri, 20 Jun 2014 19:04:00 -0700 http://www.gamespot.com/videos/i-m-not-a-hipster-gta-online/2300-6419851/ http://www.gamespot.com/videos/gsnt5-bloodborne-gameplay-revealed-oculus-founder-/2300-6419833/ Dark Souls' successor "Bloodborne" gets a gameplay trailer, Microsoft explain their lack of PC games at E3, Oculus Creator says 30fps sucks, and more! Fri, 20 Jun 2014 16:00:00 -0700 http://www.gamespot.com/videos/gsnt5-bloodborne-gameplay-revealed-oculus-founder-/2300-6419833/ http://www.gamespot.com/articles/nintendo-thinking-about-minecraft-on-wii-u-3ds/1100-6420643/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2574119-1635297804-21128.jpg" data-ref-id="1300-2574119" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2574119-1635297804-21128.jpg" data-ref-id="1300-2574119"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2574119-1635297804-21128.jpg"></a></figure><p style="">Nintendo has been thinking about bringing <a href="/minecraft/" data-ref-id="false">Minecraft</a> to <a href="/companies/nintendo/" data-ref-id="false">Nintendo</a> devices, according to comments made by Nintendo executives.</p><p style="">Shigeru Miyamoto and Shinya Takahashi, heads of Nintendo's internal development teams, <a href="http://kotaku.com/what-nintendos-top-game-creators-think-of-minecraft-1593839008?utm_campaign=Socialflow_Kotaku_Facebook&amp;utm_source=Kotaku_Facebook&amp;utm_medium=Socialflow" rel="nofollow" data-ref-id="false">said to Kotaku</a> that they believe Mojang's popular crafting game would be a good fit on the <a href="/3ds/" data-ref-id="false">3DS</a> and <a href="/wii-u/" data-ref-id="false">Wii U</a>. According to them, the touch control of the Wii U Gamepad and the 3DS would allow Minecraft to reach a wider audience than ever. In Takahashi's words, "We've always thought internally that using the GamePad would probably make for a<i> </i>Minecraft that's very easy to play. And, of course, if we were to do something with Minecraft on the 3DS, similarly we would probably do it where it would be easier to play and could probably reach a lot of kids."</p><p style="">Their focus for a possible Minecraft port is to make it appeal to as many users as they can. This does not seem to be an obstacle, however, but rather an opportunity. Both executives see a wide, untapped market in Japan where the game has yet to really take off. "What's interesting is that, in Japan, Minecraft is not popular in the way it is in the U.S. and Europe," Takahashi explained, "so we've also thought that, if we were able to do a partnership like that, it might bring opportunity to help make Minecraft more popular in Japan."</p><p style="">Miyamoto also revealed that he has never actually played the game, but this didn't stop him from hinting further at the possibility of bringing it to Nintendo consoles. According to him, only Nintendo hardware would be able to mesh the widespread appeal of the touch-based mobile version of Minecraft with the precision of console controls. "Our hardware is the only hardware that you can do both the touch control and stick control," he said.</p><p style="">Minecraft is available for the Xbox 360, PC, PlayStation 3, and mobile devices, and is coming to PlayStation 4, Vita, and Xbox One some time in August.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table> Fri, 20 Jun 2014 15:57:00 -0700 http://www.gamespot.com/articles/nintendo-thinking-about-minecraft-on-wii-u-3ds/1100-6420643/ http://www.gamespot.com/articles/new-evolution-type-revealed-for-pokemon-omega-ruby-and-alpha-sapphire/1100-6420638/ <div data-embed-type="video" data-ref-id="2300-6419405" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419405/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">We now have official information about the new type of Pokemon evolution in the upcoming <a href="/pokemon-alpha-sapphire/" data-ref-id="false">Pokemon Alpha Sapphire and Omega Ruby</a> games. It's called Primal Reversion and it makes the two legendary Pokemon from the games' covers, Groudon and Kyogre, even larger and more fearsome.</p><p style="">Developer <a href="/companies/game-freak/" data-ref-id="false">Game Freak</a> revealed the new forms on its website today and provided some information about Primal Groudon and Primal Kyogre. Primal Reversion involves the two Pokemon seizing some of the natural energy around them and using it to transform into the forms they had during ancient times.</p><p style="">According to the developer: "It was a primal age, early in the world's history. The natural world was overflowing with energy. That energy granted Groudon and Kyogre an overwhelming power. Brimming with the overwhelming power granted to them by nature's energy, their transformation was named 'Primal Reversion' by later people. And the people called their tormentors Primal Groudon and Primal Kyogre."</p><p style="">With this announcement, Game Freak also confirmed that the Pokemon on the covers are, indeed, the Primal forms of the two legendaries.</p><p style="">Through Primal Reversion, Groudon and Kyogre gain even more power and grow significantly larger. Groudon's Attack stat increases, and it becomes a Fire Type pokemon. Its special Ability changes. Kyogre's Special Attack stat increases, and its special Ability changes, too. However, Game Freak is keeping the details of the Ability improvements a secret at this time.</p><p style="">Nintendo <a href="http://www.gamespot.com/articles/pokemon-ruby-sapphire-remakes-coming-to-3ds-this-year/1100-6419483/" data-ref-id="1100-6419483">announced Pokémon Omega Ruby and Alpha Sapphire last month</a>. They are remakes of Ruby and Sapphire, but they are described as "<a href="http://www.gamespot.com/articles/a-sneak-peek-at-pokemon-omega-ruby-and-pokemon-alpha-sapphire/1100-6419555/" data-ref-id="1100-6419555">fresh takes</a>" on the originals. They are due out on November 21 for the <a href="/3ds/" data-ref-id="false">3DS</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table> Fri, 20 Jun 2014 13:59:00 -0700 http://www.gamespot.com/articles/new-evolution-type-revealed-for-pokemon-omega-ruby-and-alpha-sapphire/1100-6420638/ http://www.gamespot.com/videos/quick-look-super-ultra-dead-rising-3-arcade-remix-/2300-6419843/ Watch extended gameplay footage from Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha featuring the Giant Bomb crew. Fri, 20 Jun 2014 13:47:00 -0700 http://www.gamespot.com/videos/quick-look-super-ultra-dead-rising-3-arcade-remix-/2300-6419843/ http://www.gamespot.com/reviews/munin-review/1900-6415796/ <p style="">In Norse mythology, Hugin and Munin were two ravens who served the god Odin as informants, flying over Midgard and reporting what they found. While Munin the game takes inspiration from that story, this tile-turning puzzle platformer uses its Nordic setting as window dressing more than anything else. The result is an OK puzzle game with some nice art and some neat twists on proven puzzle types, but it also feels like it squanders some potential with its theme.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573601-0002+%281%29.jpg" data-ref-id="1300-2573601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573601-0002+%281%29.jpg" data-ref-id="1300-2573601"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/225/2256286/2573601-0002+%281%29.jpg"></a><figcaption>Sisyphus was a different mythological character, but sometimes you roll stones up hills as Munin anyway.</figcaption></figure><p style="">The titular Munin has been stripped of her wings by Loki, forcing her to get around on two legs as she hunts down her precious feathers. As Munin, you can walk and jump around the environment, but without your wings, you are severely limited in where you can go. Each puzzle is separated into multiple tiles, with feathers scattered throughout that you must collect. To get around the level, you need to rotate tiles by clicking on them, creating paths and matching up parts of the environment to get to your destination.</p><p style="">Clicking on a tile might rotate just that one segment of the level, or it might turn multiple tiles at once, but the biggest catch is that you cannot rotate a tile (or a set of connected tiles) if you're standing on it. It can sometimes be hard to tell which tiles will be affected with each click of the mouse (tiles are only barely highlighted when hovered over with the cursor), but for the most part, manipulating the environment in this way is smooth and effective. Each tile is well designed so that it can match up well with neighboring tiles, and it is unlikely that you will ever find yourself in a position where you trap yourself with no way out (save a few glitchy moments that unfortunately marred my own experience with the game).</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573602-0001+%281%29.jpg" data-ref-id="1300-2573602" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573602-0001+%281%29.jpg" data-ref-id="1300-2573602"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_small/225/2256286/2573602-0001+%281%29.jpg"></a></figure><p style="">On its own, this formula would get stale fast, so thankfully Munin mixes things up regularly. The game's levels are separated into nine chapters, and each chapter focuses on a specific twist that you have to deal with (with the exception of the final chapter, which mixes them all together). One chapter, for example, involves water. The trick here is to turn the tiles in such a way as to make water flow to areas where you can swim through it to the feathers you need to collect. A later chapter has you using lasers to open paths and doorways, while another involves sliding gems into slots to activate platforms.</p><p style="">The variety in these different puzzle elements is welcome, but unfortunately, some are much more entertaining than others. Particularly disappointing are puzzle types in which you can be killed in an instant, forcing you to restart the level. The chapter focusing on lava is the worst offender in this regard, since the slightest touch from the substance kills you instantaneously. Because the lava spreads fast and its physics can be unpredictable, it feels like it's rushing you to move quickly, which in turn leads to more deadly mistakes. You might find yourself nearly finished with a puzzle, after spending a good 10 minutes or more solving it, only to turn the wrong tile for just a split second. Before you can react, you're dead, and you have to start over.</p><p style="">There's nothing inherently wrong with having an element of danger in a puzzle game, but the way it's implemented here is more frustrating than challenging. The game punishes trial and error, making tiny mistakes incredibly costly. Furthermore, while the game's movement controls are fine when you're moving slowly, they're neither quick nor precise enough to be satisfying when a puzzle requires strict timing or jumping ability.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573603-0003+%281%29.jpg" data-ref-id="1300-2573603" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573603-0003+%281%29.jpg" data-ref-id="1300-2573603"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/225/2256286/2573603-0003+%281%29.jpg"></a><figcaption>Some like it hot. Munin does not.</figcaption></figure><p style="">For as frustrating as this makes some of the puzzles, however, there is a lot to like when Munin gets things right. Many slower-paced, more methodical puzzles are enjoyable to work through, and they're just difficult enough to be satisfying when solved. The game is at its best when it not only lets you take your time, but allows you to experiment without fear of losing progress. For these reasons, the chapters that involved matching sets of runes and redirecting beams of light ended up being the most enjoyable for me, though if there had been many more of them, the hook would have grown tiresome.</p><p style="">A lot of love for mythic poetry and prose is present in Munin's text, which is complemented by music and art that do a good job of evoking a sense of a Nordic world. Still, the gameplay is so far removed from the legends, and the story is so bare-bones, that the setting rarely feels meaningful. Thanks in large part to its more frustrating puzzles, Munin ends up feeling too long. It has its moments of brilliance, but ultimately it doesn't have the legs (or wings) to let it reach the heights of similar games in the genre.</p> Fri, 20 Jun 2014 13:42:00 -0700 http://www.gamespot.com/reviews/munin-review/1900-6415796/ http://www.gamespot.com/videos/15-reasons-counter-strike-is-still-cool/2300-6419844/ Counter-Strike has turned 15 years old and it is still plenty cool, baby. Fri, 20 Jun 2014 13:31:00 -0700 http://www.gamespot.com/videos/15-reasons-counter-strike-is-still-cool/2300-6419844/ http://www.gamespot.com/articles/mirror-s-edge-2-developer-trying-to-remove-frustration/1100-6420636/ <div data-embed-type="video" data-ref-id="2300-6419267" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419267/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><a href="/companies/dice/" data-ref-id="false">DICE</a> is attempting to "remove a bit of the frustration" in its upcoming sequel to the first-person free-running game, <a href="/mirrors-edge-2008/" data-ref-id="false">Mirror's Edge</a>, CEO Karl-Magnus Troedsson has said.</p><p style=""><a href="http://www.eurogamer.net/articles/2014-06-20-mirrors-edge-2-has-to-support-oculus-rift-and-project-morpheus-right-dice" rel="nofollow" data-ref-id="2014-06">In an interview with Eurogame</a>r, Troedsson revealed some of the philosophy behind the <a href="/mirrors-edge/" data-ref-id="false">new Mirror's Edge</a>. Publisher <a href="/companies/electronic-arts/" data-ref-id="false">Electronic Arts</a> has decided to allow an unusual development cycle for the game. Instead of big teams trying to get games done punctually, Mirror's Edge is being developed by a small group with permission to spend as much time as needed to make it work. Troedsson explained, "We realized this is going to take some time for us, so we basically said, let's take the time and perhaps have a little bit of a smaller team over a longer period of time."</p><p style="">The team also recognizes that controls in the first game were not great, and as a result DICE is trying to make the next Mirror's Edge more fun and less irritating. "We really want to continue doing that but removing a bit of the frustration that came with that in the first game," Troedsson said. "We're focusing on first-person combat this time around, to make sure we bring that experience into something that is really fun and accessible."</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2573584-6735937808-25735.jpg" data-ref-id="1300-2573584" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2573584-6735937808-25735.jpg" data-ref-id="1300-2573584"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1539/15391776/2573584-6735937808-25735.jpg"></a></figure><p style="">During the interview, Troedsson also revealed that DICE has been playing with virtual reality headsets like the Oculus Rift. He detailed how the team has been monitoring the mod for Mirror's Edge that added in Rift support, and the developer has decided that it may not be feasible. "There's a guy who did it and he says it himself: after a while this is a bit overwhelming," Troedsson remarked. "You have vertigo and first-person movement. How many people of the population out there wouldn't throw up when they played that?"</p><p style="">However, the concept of Mirror's Edge running with Rift support is still interesting, he admits. "Would it be cool? Absolutely! Do I want to play it? Yes! Maybe for five minutes at a time!"</p><p style=""><a href="http://www.gamespot.com/articles/e3-2014-dice-teases-new-details-for-mirror-s-edge-2/1100-6420242/" data-ref-id="1100-6420242">EA showed off some more concept art</a> and a bit of prototype footage of the next Mirror's Edge at its E3 press conference this year. Nothing is yet known about the game's story, gameplay changes, or release date.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table><p style=""> </p><p style=""> </p> Fri, 20 Jun 2014 13:13:00 -0700 http://www.gamespot.com/articles/mirror-s-edge-2-developer-trying-to-remove-frustration/1100-6420636/ http://www.gamespot.com/articles/all-weapons-gadgets-unlocked-for-battlefield-hardline-beta/1100-6420635/ <div data-embed-type="video" data-ref-id="2300-6419831" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419831/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">Every weapon and gadget in the <a href="/battlefield-hardline/" data-ref-id="false">Battlefield Hardline </a>beta is now unlocked, publisher Electronic Arts announced today on the <a href="http://blogs.battlefield.com/2014/06/bfh-beta-loadout-unlocked/" rel="nofollow" data-ref-id="false">Battlefield blog</a>. The Battlefield Hardline beta is currently available on PlayStation 4 and PC, but EA will hold an <a href="http://www.gamespot.com/articles/battlefield-hardline-beta-confirmed-for-xbox-one-and-last-gen/1100-6420511/" data-ref-id="1100-6420511">open beta on all platforms later this year</a>.</p><p dir="ltr" style="">EA says being able to try out all of Battlefield Hardline's guns and gadgets--like the Ballistic Shield, Breaching Charge, or Decoy--will let you "fully appreciate the diversity" of the game. Notably, the selection of weapons and gadgets available now in the Battlefield Hardline beta represents just a slice of what the full game will offer when it's released this fall on October 21.</p><p dir="ltr" style="">Unlocking all guns and gadgets for players also means EA will get a better understanding of game balance, and can make further changes as a result, the company said. If you have feedback, you're encouraged to leave your comments in the <a href="http://battlelog.battlefield.com/bfh/promo/bfh/" rel="nofollow" data-ref-id="false">Battlefield Hardline forums</a>.</p><p dir="ltr" style="">To use the new weapons and gadgets in the Battlefield Hardline beta, all you need to do is head to the loadout menu and equip the gear you want to try.</p><p dir="ltr" style="">On PC, EA has updated Battlefield Hardline's beta to include audio fixes and various netcode improvements. You can see the <a href="http://battlelog.battlefield.com/bfh/promo/bfh/" rel="nofollow" data-ref-id="false">full list of patch notes at the game's website</a>.</p><p style="">The Battlefield Hardline beta was recently <a href="http://www.gamespot.com/articles/battlefield-hardline-beta-extended-by-one-week/1100-6420592/" data-ref-id="1100-6420592">extended by one week</a>, and now comes to a close on Thursday, June 26. You can sign up for a slot in the beta by heading to <a href="http://www.battlefield.com/hardline/beta" rel="nofollow" data-ref-id="false">battlefield.com/beta</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 12:27:00 -0700 http://www.gamespot.com/articles/all-weapons-gadgets-unlocked-for-battlefield-hardline-beta/1100-6420635/ http://www.gamespot.com/videos/e3-2014-ashly-burch-aka-tiny-tina/2300-6419841/ Lisa Foiles catches up with Tiny Tina voice actor Ashly Burch. Fri, 20 Jun 2014 12:12:00 -0700 http://www.gamespot.com/videos/e3-2014-ashly-burch-aka-tiny-tina/2300-6419841/ http://www.gamespot.com/articles/zombies-monsters-robots-closed-beta-giveaway/1100-6420577/ <div data-embed-type="video" data-ref-id="2300-6419828" data-width="854" data-height="480"><iframe src="/videos/embed/6419828/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">GameSpot is giving away beta codes for <a href="http://www.gamespot.com/zombies-monsters-robots/" data-ref-id="false">Zombies Monsters Robots</a> on PC this weekend! ZMR is an intense, third-person shooter that pits players against an unexpected an assortment of enemies, environments, and game modes.</p><p style="">Using an arsenal of customizable guns and gear, you'll need to make every shot count as you enter a war against infectious zombies, abominable monsters, and murderous robots.</p><p style="">We're giving away 10,000 codes to ZMR! Each code will unlock access to the closed beta as well as the GameSpot exclusive weapon, the SMG MP5-ZK that does extra damage while in zombie zones.</p><p style="">All you have to do is enter your email address below to receive a code while supplies last.</p><div data-embed-type="html"><div id="woobox-root"> </div><script type="text/javascript">/* <![CDATA[ */ (function(d, s, id) { var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) return; js = d.createElement(s); js.id = id; js.src = "//woobox.com/js/plugins/woo.js"; fjs.parentNode.insertBefore(js, fjs); }(document, 'script', 'woobox-sdk')); // ]]></script><div class="woobox-offer" data-offer="npf6k8"> </div></div><p style=""> </p><h3><ins><strong>Here's how you redeem your beta code:</strong></ins></h3><ol><li>Head to <a href="http://www.playzmr.com" rel="nofollow" data-ref-id="false">Zombies Monsters Robots' site</a>.</li><li>Sign in to your En Masse account. If you don't already have an En Masse account, click on "Account Create" to register one. It only takes a moment.</li><li>Click on "Account Settings."</li><li>Click on "Enter Code" at the top of En Masse Account Overview</li><li>Enter your closed beta key code.</li><li>You should now have access to the Zombies Monsters Robots closed beta. Click on "Download Game" in the "Your Games" section to begin downloading the game client.</li></ol><h3><strong><ins>To redeem your GameSpot exclusive 30-day MP5-ZK SMG:</ins></strong></h3><ol><li>Create a character in-game.</li><li>Login to your En Masse account at <a href="http://account.enmasse.com" rel="nofollow" data-ref-id="false">account.enmasse.com</a>.</li><li>Enter your previous beta code, and add "gun" at the end with no spaces. Example: XXXXXXXXXXXXXXXXgun</li></ol><p style=""> </p> Fri, 20 Jun 2014 12:00:00 -0700 http://www.gamespot.com/articles/zombies-monsters-robots-closed-beta-giveaway/1100-6420577/ http://www.gamespot.com/articles/nintendo-loses-uk-motion-control-patent-ruling-to-electronics-giant-philips/1100-6420634/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2573537-nintendocharacters.jpg" data-ref-id="1300-2573537" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2573537-nintendocharacters.jpg" data-ref-id="1300-2573537"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2573537-nintendocharacters.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">A United Kingdom court today ruled in favor of electronics giant Philips in its <a href="http://www.gamespot.com/articles/philips-seeks-wii-u-ban-after-it-claims-nintendo-copied-patents/1100-6419650/" data-ref-id="1100-6419650">ongoing case against Nintendo</a>, stating that the company infringed on two Philips patents related to motion controls. Nintendo did not violate a third patent related to "modeling a body in a virtual environment," UK High Court Judge Colin Birss said in court today, as reported by <a href="http://www.bloomberg.com/news/2014-06-20/nintendo-s-wii-infringed-philips-patents-u-k-court-says.html" rel="nofollow" data-ref-id="2014-06">Bloomberg</a>.</p><p dir="ltr" style="">It's not immediately clear what penalty Nintendo faces as a result, but Birss said he would provide an update on the damages to be paid to Philips sometime in July. Whatever the case, a Nintendo representative said the company plans to appeal the decision.</p><p dir="ltr" style="">"Nintendo has a long history of developing innovative products while respecting the intellectual property rights of others," the company said. "Nintendo is committed to ensuring that this judgment does not affect continued sales of its highly acclaimed line of video game hardware, software, and accessories and will actively pursue all such legitimate steps as are necessary to avoid any interruptions to its business."</p><p dir="ltr" style="">Philips is also <a href="http://www.gamespot.com/articles/philips-seeks-wii-u-ban-after-it-claims-nintendo-copied-patents/1100-6419650/" data-ref-id="1100-6419650">suing Nintendo in the United States</a>, claiming that Nintendo copied two of its technology patents. The first is related to real-life actions inside a game and the second revolves around an input system featuring a pointing device. In this case, Philips is asking for a block on all sales of the Wii U, as well as damages.</p><p style="">This is the second major patent lawsuit Nintendo has lost in as many years. Last year, a jury ruled that Nintendo's 3DS <a href="http://www.gamespot.com/articles/nintendo-loses-3ds-patent-lawsuit/1100-6405297/" data-ref-id="1100-6405297">violated patents</a> held by former Sony inventor Seijiro Tomita. He was initially awarded $30.2 million in damages, but <a href="http://www.gamespot.com/articles/nintendo-must-pay-15-million-to-former-sony-inventor-in-3ds-lawsuit/1100-6413028/" data-ref-id="1100-6413028">this figure was later halved</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 11:54:00 -0700 http://www.gamespot.com/articles/nintendo-loses-uk-motion-control-patent-ruling-to-electronics-giant-philips/1100-6420634/ http://www.gamespot.com/articles/ea-boss-battlefield-4-launch-unacceptable/1100-6420633/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2573525-2995460463-23958.jpg" data-ref-id="1300-2573525" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2573525-2995460463-23958.jpg" data-ref-id="1300-2573525"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2573525-2995460463-23958.jpg"></a></figure><p style=""><a href="/companies/electronic-arts/" data-ref-id="false">Electronic Arts</a> and <a href="/companies/dice/" data-ref-id="false">DICE</a>, developer of the Battlefield series, have admitted that the launch of last year's <a href="/battlefield-4/" data-ref-id="false">Battlefield 4</a> had "unacceptable" problems.</p><p style="">When it was released in November, Battlefield a number of significant and often game-breaking bugs. Many players reported the game as unplayable, and DICE has released <a href="http://www.gamespot.com/articles/battlefield-4-player-testing-results-in-new-update-improving-netcode/1100-6420065/" data-ref-id="1100-6420065">a variety of patches to try to improve stability.</a><a href="http://www.gamespot.com/articles/ea-on-battlefield-4-issues-we-will-not-stop-until-this-is-right/1100-6416546/" data-ref-id="1100-6416546"><br /></a></p><p style="">Now, the developer has acknowledged that it cannot launch games the same way anymore. <a href="http://www.eurogamer.net/articles/2014-06-19-ea-addresses-unacceptable-battlefield-4-launch" rel="nofollow" data-ref-id="2014-06">In an interview with Eurogamer</a>, EA CEO Andrew Wilson said that the problem was because of ambition, and that in the future the publisher and developer will work harder on achieving stability at launch.</p><p style="">"Think about what Battlefield 4 was: 64 player multiplayer, giant maps, 1080p, Levolution that was changing the gameplay design in an emergent way," Wilson stated. "There is a chance there are things you are going to miss through the development cycle. And you end up in a situation we had with Battlefield 4."</p><p style="">However, Wilson continued and admitted that the team should have done more to make sure that the game was ready for launch. "For me, the situation we had was unacceptable" he explains. "For the team it was unacceptable. We have worked tirelessly since then to make sure the gameplay experience got to where it absolutely should have been at launch and we're focused on that and we continue to deliver value to that player base."</p><p style="">In the future, Wilson promised that the final version of projects would be completed earlier so that developers were given more time to test the games. Recently, Wilson also said that <a href="http://www.gamespot.com/articles/in-wake-of-battlefield-4-launch-issues-ea-overhauling-testing-process/1100-6420568/" data-ref-id="1100-6420568">the company was completely overhauling its QA system</a> to make sure similar problems do not make it into the final product.</p><p style="">EA and Visceral Games are currently working on the next installment in the Battlefield series, <a href="/battlefield-hardline/" data-ref-id="false">Battlefield Hardline</a>. It is set to release on <a href="/PS3/" data-ref-id="false">PlayStation 3</a>, <a href="/ps4/" data-ref-id="false">PlayStation 4</a>, <a href="/xbox-360/" data-ref-id="false">Xbox 360</a>, <a href="/xbox-one/" data-ref-id="false">Xbox One</a>, and <a href="/pc/" data-ref-id="false">PC</a> on October 21.</p> Fri, 20 Jun 2014 11:47:00 -0700 http://www.gamespot.com/articles/ea-boss-battlefield-4-launch-unacceptable/1100-6420633/ http://www.gamespot.com/articles/ubisoft-on-tricky-task-of-getting-open-world-games-to-1080p/1100-6420632/ <div data-embed-type="video" data-ref-id="2300-6419587" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419587/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Resolution has been one of the hottest topics in gaming of late, frequenting the headlines and gathering much debate from gamers. According to Ubisoft senior vice president of sales and marketing Tony Key, gamers have every right to want 1080p, but they should also know that reaching this high mark is no easy task, especially for the kinds of open-world games that Ubisoft is <a href="http://www.gamespot.com/articles/ubisoft-making-more-open-world-games-because-gamers-want-more-freedom/1100-6420598/" data-ref-id="1100-6420598">so intent on making</a>.</p><p dir="ltr" style="">"1080p is awesome," Key said. "I do think people can tell the difference; not everybody, but some people can tell the difference; it depends on the equipment that they have. People have every right to want 1080p because the the TV can deliver that, the machine can deliver that."</p><p dir="ltr" style="">Though the PlayStation 4 and Xbox One are both <a href="http://www.gamespot.com/articles/xbox-s-spencer-on-1080p-60fps-developers-decide-resolution-and-frame-rate/1100-6420156/" data-ref-id="1100-6420156">technically capable</a> of delivering games in 1080p, we don't always see games reach that mark. That's because, according to Key, developers are faced with a trade-off that can sometimes mean prioritizing gameplay or other features above resolution.</p><blockquote data-align="left"><p dir="ltr" style="">"Yes, the PS4 can deliver 1080p; that doesn't mean that the game can without making sacrifices in other areas. For an open-world game, it's incredibly difficult" -- Tony Key</p></blockquote><p dir="ltr" style="">"Everybody has a criteria that they value above the other. What's the thing that you value the most in your video game? Do you value the story? Do you value the graphics? Do you value the open-world nature of it? The weight of the gun? The speed of the car? Everybody has this thing that they care about the most," Key said. "And the people who care about 1080p the most should be the ones who are most vocal about it. So when a game's not 1080p, maybe they don't want it. But that depends, how are you defining the game? If you're defining it [based on 1080p resolution], then you're right, it's not good enough. When a team is designing a game, they have to make choices because there's not unlimited power. Yes, the PS4 can deliver 1080p; that doesn't mean that the game can without making sacrifices in other areas. For an open-world game, it's incredibly difficult."</p><p dir="ltr" style="">Despite this difficulty, Key says you're already starting to see some open-world games, like <a href="http://www.gamespot.com/articles/assassin-s-creed-4-black-flag-native-1080p-patch-now-live-on-ps4/1100-6416269/" data-ref-id="1100-6416269">Assassin's Creed IV: Black Flag</a>, reach 1080p. It was also recently revealed that this year's Assassin's Creed Unity is<a href="http://www.gamespot.com/articles/report-assassin-s-creed-unity-targeting-1080p-60fps-on-ps4-and-xbox-one/1100-6420580/" data-ref-id="1100-6420580"> targeting 1080p/60fps on PS4 and Xbox One</a>.</p><p dir="ltr" style="">"We got there on Black Flag with <a href="http://www.gamespot.com/articles/assassin-s-creed-4-black-flag-native-1080p-patch-now-live-on-ps4/1100-6416269/" data-ref-id="1100-6416269">some extra work</a>. But it was very, very difficult because there's so much more going on in an open-world," Key said. "And the power you need to create buildings that you can explore, to create the density of that universe; those are choices that the games make. Do we want to be 1080p or do we want more density in the city or a bigger map?"</p><p dir="ltr" style="">"And if you ask 10 gamers what they care about the most, you'll get 10 different answers," he added. "So ultimately, the team has to decide what they think is going to be the best experience and it's not always going to be 1080p because in order to get 1080p, you have to give up something else, at least right now."</p><p style="">Key said he expects more open-world games to run in 1080p over time, thanks to advancements to development processes. "As the toolsets improve over time, we'll get there. You saw how much better the games were getting and looking towards the end of the current-gen cycle, so give these developers a couple of years and they'll get there," Key said. "But for people to say 'Everything should be 1080p right now', they are choosing one criteria that's important to them and deciding that's all that matters. And I don't think that's the case for everybody."</p><p style=""><em>What's your take on the 1080p debate? Let us know in the comments below!</em></p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 11:13:00 -0700 http://www.gamespot.com/articles/ubisoft-on-tricky-task-of-getting-open-world-games-to-1080p/1100-6420632/ http://www.gamespot.com/articles/freddie-prinze-jr-voicing-dragon-age-inquisition/1100-6420630/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=6hYDSUBCr-U" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2F6hYDSUBCr-U%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D6hYDSUBCr-U&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2F6hYDSUBCr-U%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">The Iron Bull character in BioWare's upcoming role-playing game <a href="/dragon-age-inquisition/" data-ref-id="false">Dragon Age: Inquisition</a> is voiced by actor Freddie Prinze Jr., the developer announced today on the <a href="http://blog.bioware.com/2014/06/20/under-the-horns/" rel="nofollow" data-ref-id="false">BioWare Blog</a>.</p><p dir="ltr" style="">Prinze Jr. starred in movies like <em>She's All That</em>, <em>Scooby Doo!</em>, <em>I Know What You Did Last Summer</em>, and <em>Wing Commander</em>. This is not his first video game, as he also voiced James Vega for <a href="/mass-effect-3/" data-ref-id="false">Mass Effect 3</a>.</p><p dir="ltr" style="">His character, Iron Bull, is a one-eyed Qunari mercenary that Prinze Jr. describes as a the "James Bond of Qunari." Check out the video above for more.</p><p dir="ltr" style="">Dragon Age: Inquisition launches <a href="http://www.gamespot.com/articles/dragon-age-inquisition-release-date-announced-new-gameplay-trailer-sets-up-the-story/1100-6419128/" data-ref-id="1100-6419128">October 7</a> for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. We played the game at E3 last week and concluded that it <a href="/articles/e3-2014-dragon-age-inquisition-overcomes-the-many-problems-of-its-predecessor/1100-6420349/" data-ref-id="1100-6420349">overcomes the many problems of predecessor Dragon Age II</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 10:50:00 -0700 http://www.gamespot.com/articles/freddie-prinze-jr-voicing-dragon-age-inquisition/1100-6420630/

Gamespot's Site MashupI'm Not A Hipster - GTA OnlineGSNT5 - Bloodborne gameplay revealed; Oculus Founder Calls 30fps a "Failure"Nintendo Thinking About Minecraft on Wii U, 3DSNew Evolution Type Revealed for Pokemon Omega Ruby and Alpha SapphireQuick Look: Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus AlphaMunin Review15 Reasons Counter-Strike is Still CoolMirror's Edge 2 Developer Trying to "Remove Frustration"All Weapons, Gadgets Unlocked for Battlefield Hardline BetaE3: 2014 - Ashly Burch aka Tiny TinaZombies Monsters Robots Closed Beta GiveawayNintendo Loses UK Motion Control Patent Ruling To Electronics Giant PhilipsEA Boss: Battlefield 4 Launch "Unacceptable"Ubisoft on Tricky Task of Getting Open-World Games to 1080pFreddie Prinze Jr. Voicing Dragon Age: Inquisition

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 20 Jun 2014 20:55:14 -0700 http://www.gamespot.com/videos/i-m-not-a-hipster-gta-online/2300-6419851/ Get the rundown from Rob on the biggest GTA Online update yet. Fri, 20 Jun 2014 19:04:00 -0700 http://www.gamespot.com/videos/i-m-not-a-hipster-gta-online/2300-6419851/ http://www.gamespot.com/videos/gsnt5-bloodborne-gameplay-revealed-oculus-founder-/2300-6419833/ Dark Souls' successor "Bloodborne" gets a gameplay trailer, Microsoft explain their lack of PC games at E3, Oculus Creator says 30fps sucks, and more! Fri, 20 Jun 2014 16:00:00 -0700 http://www.gamespot.com/videos/gsnt5-bloodborne-gameplay-revealed-oculus-founder-/2300-6419833/ http://www.gamespot.com/articles/nintendo-thinking-about-minecraft-on-wii-u-3ds/1100-6420643/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2574119-1635297804-21128.jpg" data-ref-id="1300-2574119" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2574119-1635297804-21128.jpg" data-ref-id="1300-2574119"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2574119-1635297804-21128.jpg"></a></figure><p style="">Nintendo has been thinking about bringing <a href="/minecraft/" data-ref-id="false">Minecraft</a> to <a href="/companies/nintendo/" data-ref-id="false">Nintendo</a> devices, according to comments made by Nintendo executives.</p><p style="">Shigeru Miyamoto and Shinya Takahashi, heads of Nintendo's internal development teams, <a href="http://kotaku.com/what-nintendos-top-game-creators-think-of-minecraft-1593839008?utm_campaign=Socialflow_Kotaku_Facebook&amp;utm_source=Kotaku_Facebook&amp;utm_medium=Socialflow" rel="nofollow" data-ref-id="false">said to Kotaku</a> that they believe Mojang's popular crafting game would be a good fit on the <a href="/3ds/" data-ref-id="false">3DS</a> and <a href="/wii-u/" data-ref-id="false">Wii U</a>. According to them, the touch control of the Wii U Gamepad and the 3DS would allow Minecraft to reach a wider audience than ever. In Takahashi's words, "We've always thought internally that using the GamePad would probably make for a<i> </i>Minecraft that's very easy to play. And, of course, if we were to do something with Minecraft on the 3DS, similarly we would probably do it where it would be easier to play and could probably reach a lot of kids."</p><p style="">Their focus for a possible Minecraft port is to make it appeal to as many users as they can. This does not seem to be an obstacle, however, but rather an opportunity. Both executives see a wide, untapped market in Japan where the game has yet to really take off. "What's interesting is that, in Japan, Minecraft is not popular in the way it is in the U.S. and Europe," Takahashi explained, "so we've also thought that, if we were able to do a partnership like that, it might bring opportunity to help make Minecraft more popular in Japan."</p><p style="">Miyamoto also revealed that he has never actually played the game, but this didn't stop him from hinting further at the possibility of bringing it to Nintendo consoles. According to him, only Nintendo hardware would be able to mesh the widespread appeal of the touch-based mobile version of Minecraft with the precision of console controls. "Our hardware is the only hardware that you can do both the touch control and stick control," he said.</p><p style="">Minecraft is available for the Xbox 360, PC, PlayStation 3, and mobile devices, and is coming to PlayStation 4, Vita, and Xbox One some time in August.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table> Fri, 20 Jun 2014 15:57:00 -0700 http://www.gamespot.com/articles/nintendo-thinking-about-minecraft-on-wii-u-3ds/1100-6420643/ http://www.gamespot.com/articles/new-evolution-type-revealed-for-pokemon-omega-ruby-and-alpha-sapphire/1100-6420638/ <div data-embed-type="video" data-ref-id="2300-6419405" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419405/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">We now have official information about the new type of Pokemon evolution in the upcoming <a href="/pokemon-alpha-sapphire/" data-ref-id="false">Pokemon Alpha Sapphire and Omega Ruby</a> games. It's called Primal Reversion and it makes the two legendary Pokemon from the games' covers, Groudon and Kyogre, even larger and more fearsome.</p><p style="">Developer <a href="/companies/game-freak/" data-ref-id="false">Game Freak</a> revealed the new forms on its website today and provided some information about Primal Groudon and Primal Kyogre. Primal Reversion involves the two Pokemon seizing some of the natural energy around them and using it to transform into the forms they had during ancient times.</p><p style="">According to the developer: "It was a primal age, early in the world's history. The natural world was overflowing with energy. That energy granted Groudon and Kyogre an overwhelming power. Brimming with the overwhelming power granted to them by nature's energy, their transformation was named 'Primal Reversion' by later people. And the people called their tormentors Primal Groudon and Primal Kyogre."</p><p style="">With this announcement, Game Freak also confirmed that the Pokemon on the covers are, indeed, the Primal forms of the two legendaries.</p><p style="">Through Primal Reversion, Groudon and Kyogre gain even more power and grow significantly larger. Groudon's Attack stat increases, and it becomes a Fire Type pokemon. Its special Ability changes. Kyogre's Special Attack stat increases, and its special Ability changes, too. However, Game Freak is keeping the details of the Ability improvements a secret at this time.</p><p style="">Nintendo <a href="http://www.gamespot.com/articles/pokemon-ruby-sapphire-remakes-coming-to-3ds-this-year/1100-6419483/" data-ref-id="1100-6419483">announced Pokémon Omega Ruby and Alpha Sapphire last month</a>. They are remakes of Ruby and Sapphire, but they are described as "<a href="http://www.gamespot.com/articles/a-sneak-peek-at-pokemon-omega-ruby-and-pokemon-alpha-sapphire/1100-6419555/" data-ref-id="1100-6419555">fresh takes</a>" on the originals. They are due out on November 21 for the <a href="/3ds/" data-ref-id="false">3DS</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table> Fri, 20 Jun 2014 13:59:00 -0700 http://www.gamespot.com/articles/new-evolution-type-revealed-for-pokemon-omega-ruby-and-alpha-sapphire/1100-6420638/ http://www.gamespot.com/videos/quick-look-super-ultra-dead-rising-3-arcade-remix-/2300-6419843/ Watch extended gameplay footage from Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha featuring the Giant Bomb crew. Fri, 20 Jun 2014 13:47:00 -0700 http://www.gamespot.com/videos/quick-look-super-ultra-dead-rising-3-arcade-remix-/2300-6419843/ http://www.gamespot.com/reviews/munin-review/1900-6415796/ <p style="">In Norse mythology, Hugin and Munin were two ravens who served the god Odin as informants, flying over Midgard and reporting what they found. While Munin the game takes inspiration from that story, this tile-turning puzzle platformer uses its Nordic setting as window dressing more than anything else. The result is an OK puzzle game with some nice art and some neat twists on proven puzzle types, but it also feels like it squanders some potential with its theme.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573601-0002+%281%29.jpg" data-ref-id="1300-2573601" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573601-0002+%281%29.jpg" data-ref-id="1300-2573601"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/225/2256286/2573601-0002+%281%29.jpg"></a><figcaption>Sisyphus was a different mythological character, but sometimes you roll stones up hills as Munin anyway.</figcaption></figure><p style="">The titular Munin has been stripped of her wings by Loki, forcing her to get around on two legs as she hunts down her precious feathers. As Munin, you can walk and jump around the environment, but without your wings, you are severely limited in where you can go. Each puzzle is separated into multiple tiles, with feathers scattered throughout that you must collect. To get around the level, you need to rotate tiles by clicking on them, creating paths and matching up parts of the environment to get to your destination.</p><p style="">Clicking on a tile might rotate just that one segment of the level, or it might turn multiple tiles at once, but the biggest catch is that you cannot rotate a tile (or a set of connected tiles) if you're standing on it. It can sometimes be hard to tell which tiles will be affected with each click of the mouse (tiles are only barely highlighted when hovered over with the cursor), but for the most part, manipulating the environment in this way is smooth and effective. Each tile is well designed so that it can match up well with neighboring tiles, and it is unlikely that you will ever find yourself in a position where you trap yourself with no way out (save a few glitchy moments that unfortunately marred my own experience with the game).</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573602-0001+%281%29.jpg" data-ref-id="1300-2573602" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573602-0001+%281%29.jpg" data-ref-id="1300-2573602"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_small/225/2256286/2573602-0001+%281%29.jpg"></a></figure><p style="">On its own, this formula would get stale fast, so thankfully Munin mixes things up regularly. The game's levels are separated into nine chapters, and each chapter focuses on a specific twist that you have to deal with (with the exception of the final chapter, which mixes them all together). One chapter, for example, involves water. The trick here is to turn the tiles in such a way as to make water flow to areas where you can swim through it to the feathers you need to collect. A later chapter has you using lasers to open paths and doorways, while another involves sliding gems into slots to activate platforms.</p><p style="">The variety in these different puzzle elements is welcome, but unfortunately, some are much more entertaining than others. Particularly disappointing are puzzle types in which you can be killed in an instant, forcing you to restart the level. The chapter focusing on lava is the worst offender in this regard, since the slightest touch from the substance kills you instantaneously. Because the lava spreads fast and its physics can be unpredictable, it feels like it's rushing you to move quickly, which in turn leads to more deadly mistakes. You might find yourself nearly finished with a puzzle, after spending a good 10 minutes or more solving it, only to turn the wrong tile for just a split second. Before you can react, you're dead, and you have to start over.</p><p style="">There's nothing inherently wrong with having an element of danger in a puzzle game, but the way it's implemented here is more frustrating than challenging. The game punishes trial and error, making tiny mistakes incredibly costly. Furthermore, while the game's movement controls are fine when you're moving slowly, they're neither quick nor precise enough to be satisfying when a puzzle requires strict timing or jumping ability.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/225/2256286/2573603-0003+%281%29.jpg" data-ref-id="1300-2573603" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/225/2256286/2573603-0003+%281%29.jpg" data-ref-id="1300-2573603"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/225/2256286/2573603-0003+%281%29.jpg"></a><figcaption>Some like it hot. Munin does not.</figcaption></figure><p style="">For as frustrating as this makes some of the puzzles, however, there is a lot to like when Munin gets things right. Many slower-paced, more methodical puzzles are enjoyable to work through, and they're just difficult enough to be satisfying when solved. The game is at its best when it not only lets you take your time, but allows you to experiment without fear of losing progress. For these reasons, the chapters that involved matching sets of runes and redirecting beams of light ended up being the most enjoyable for me, though if there had been many more of them, the hook would have grown tiresome.</p><p style="">A lot of love for mythic poetry and prose is present in Munin's text, which is complemented by music and art that do a good job of evoking a sense of a Nordic world. Still, the gameplay is so far removed from the legends, and the story is so bare-bones, that the setting rarely feels meaningful. Thanks in large part to its more frustrating puzzles, Munin ends up feeling too long. It has its moments of brilliance, but ultimately it doesn't have the legs (or wings) to let it reach the heights of similar games in the genre.</p> Fri, 20 Jun 2014 13:42:00 -0700 http://www.gamespot.com/reviews/munin-review/1900-6415796/ http://www.gamespot.com/videos/15-reasons-counter-strike-is-still-cool/2300-6419844/ Counter-Strike has turned 15 years old and it is still plenty cool, baby. Fri, 20 Jun 2014 13:31:00 -0700 http://www.gamespot.com/videos/15-reasons-counter-strike-is-still-cool/2300-6419844/ http://www.gamespot.com/articles/mirror-s-edge-2-developer-trying-to-remove-frustration/1100-6420636/ <div data-embed-type="video" data-ref-id="2300-6419267" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419267/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><a href="/companies/dice/" data-ref-id="false">DICE</a> is attempting to "remove a bit of the frustration" in its upcoming sequel to the first-person free-running game, <a href="/mirrors-edge-2008/" data-ref-id="false">Mirror's Edge</a>, CEO Karl-Magnus Troedsson has said.</p><p style=""><a href="http://www.eurogamer.net/articles/2014-06-20-mirrors-edge-2-has-to-support-oculus-rift-and-project-morpheus-right-dice" rel="nofollow" data-ref-id="2014-06">In an interview with Eurogame</a>r, Troedsson revealed some of the philosophy behind the <a href="/mirrors-edge/" data-ref-id="false">new Mirror's Edge</a>. Publisher <a href="/companies/electronic-arts/" data-ref-id="false">Electronic Arts</a> has decided to allow an unusual development cycle for the game. Instead of big teams trying to get games done punctually, Mirror's Edge is being developed by a small group with permission to spend as much time as needed to make it work. Troedsson explained, "We realized this is going to take some time for us, so we basically said, let's take the time and perhaps have a little bit of a smaller team over a longer period of time."</p><p style="">The team also recognizes that controls in the first game were not great, and as a result DICE is trying to make the next Mirror's Edge more fun and less irritating. "We really want to continue doing that but removing a bit of the frustration that came with that in the first game," Troedsson said. "We're focusing on first-person combat this time around, to make sure we bring that experience into something that is really fun and accessible."</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2573584-6735937808-25735.jpg" data-ref-id="1300-2573584" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2573584-6735937808-25735.jpg" data-ref-id="1300-2573584"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1539/15391776/2573584-6735937808-25735.jpg"></a></figure><p style="">During the interview, Troedsson also revealed that DICE has been playing with virtual reality headsets like the Oculus Rift. He detailed how the team has been monitoring the mod for Mirror's Edge that added in Rift support, and the developer has decided that it may not be feasible. "There's a guy who did it and he says it himself: after a while this is a bit overwhelming," Troedsson remarked. "You have vertigo and first-person movement. How many people of the population out there wouldn't throw up when they played that?"</p><p style="">However, the concept of Mirror's Edge running with Rift support is still interesting, he admits. "Would it be cool? Absolutely! Do I want to play it? Yes! Maybe for five minutes at a time!"</p><p style=""><a href="http://www.gamespot.com/articles/e3-2014-dice-teases-new-details-for-mirror-s-edge-2/1100-6420242/" data-ref-id="1100-6420242">EA showed off some more concept art</a> and a bit of prototype footage of the next Mirror's Edge at its E3 press conference this year. Nothing is yet known about the game's story, gameplay changes, or release date.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Alex Newhouse is an editorial intern at GameSpot, and you can follow him on <a href="http://www.twitter.com/alexbnewhouse" rel="nofollow">Twitter @alexbnewhouse</a></em></th></tr></thead><tbody><tr><td><em><strong>Got a news tip or want to contact us directly? Email news@gamespot.com</strong></em></td></tr></tbody></table><p style=""> </p><p style=""> </p> Fri, 20 Jun 2014 13:13:00 -0700 http://www.gamespot.com/articles/mirror-s-edge-2-developer-trying-to-remove-frustration/1100-6420636/ http://www.gamespot.com/articles/all-weapons-gadgets-unlocked-for-battlefield-hardline-beta/1100-6420635/ <div data-embed-type="video" data-ref-id="2300-6419831" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419831/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">Every weapon and gadget in the <a href="/battlefield-hardline/" data-ref-id="false">Battlefield Hardline </a>beta is now unlocked, publisher Electronic Arts announced today on the <a href="http://blogs.battlefield.com/2014/06/bfh-beta-loadout-unlocked/" rel="nofollow" data-ref-id="false">Battlefield blog</a>. The Battlefield Hardline beta is currently available on PlayStation 4 and PC, but EA will hold an <a href="http://www.gamespot.com/articles/battlefield-hardline-beta-confirmed-for-xbox-one-and-last-gen/1100-6420511/" data-ref-id="1100-6420511">open beta on all platforms later this year</a>.</p><p dir="ltr" style="">EA says being able to try out all of Battlefield Hardline's guns and gadgets--like the Ballistic Shield, Breaching Charge, or Decoy--will let you "fully appreciate the diversity" of the game. Notably, the selection of weapons and gadgets available now in the Battlefield Hardline beta represents just a slice of what the full game will offer when it's released this fall on October 21.</p><p dir="ltr" style="">Unlocking all guns and gadgets for players also means EA will get a better understanding of game balance, and can make further changes as a result, the company said. If you have feedback, you're encouraged to leave your comments in the <a href="http://battlelog.battlefield.com/bfh/promo/bfh/" rel="nofollow" data-ref-id="false">Battlefield Hardline forums</a>.</p><p dir="ltr" style="">To use the new weapons and gadgets in the Battlefield Hardline beta, all you need to do is head to the loadout menu and equip the gear you want to try.</p><p dir="ltr" style="">On PC, EA has updated Battlefield Hardline's beta to include audio fixes and various netcode improvements. You can see the <a href="http://battlelog.battlefield.com/bfh/promo/bfh/" rel="nofollow" data-ref-id="false">full list of patch notes at the game's website</a>.</p><p style="">The Battlefield Hardline beta was recently <a href="http://www.gamespot.com/articles/battlefield-hardline-beta-extended-by-one-week/1100-6420592/" data-ref-id="1100-6420592">extended by one week</a>, and now comes to a close on Thursday, June 26. You can sign up for a slot in the beta by heading to <a href="http://www.battlefield.com/hardline/beta" rel="nofollow" data-ref-id="false">battlefield.com/beta</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 12:27:00 -0700 http://www.gamespot.com/articles/all-weapons-gadgets-unlocked-for-battlefield-hardline-beta/1100-6420635/ http://www.gamespot.com/videos/e3-2014-ashly-burch-aka-tiny-tina/2300-6419841/ Lisa Foiles catches up with Tiny Tina voice actor Ashly Burch. Fri, 20 Jun 2014 12:12:00 -0700 http://www.gamespot.com/videos/e3-2014-ashly-burch-aka-tiny-tina/2300-6419841/ http://www.gamespot.com/articles/zombies-monsters-robots-closed-beta-giveaway/1100-6420577/ <div data-embed-type="video" data-ref-id="2300-6419828" data-width="854" data-height="480"><iframe src="/videos/embed/6419828/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">GameSpot is giving away beta codes for <a href="http://www.gamespot.com/zombies-monsters-robots/" data-ref-id="false">Zombies Monsters Robots</a> on PC this weekend! ZMR is an intense, third-person shooter that pits players against an unexpected an assortment of enemies, environments, and game modes.</p><p style="">Using an arsenal of customizable guns and gear, you'll need to make every shot count as you enter a war against infectious zombies, abominable monsters, and murderous robots.</p><p style="">We're giving away 10,000 codes to ZMR! Each code will unlock access to the closed beta as well as the GameSpot exclusive weapon, the SMG MP5-ZK that does extra damage while in zombie zones.</p><p style="">All you have to do is enter your email address below to receive a code while supplies last.</p><div data-embed-type="html"><div id="woobox-root"> </div><script type="text/javascript">/* <![CDATA[ */ (function(d, s, id) { var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) return; js = d.createElement(s); js.id = id; js.src = "//woobox.com/js/plugins/woo.js"; fjs.parentNode.insertBefore(js, fjs); }(document, 'script', 'woobox-sdk')); // ]]></script><div class="woobox-offer" data-offer="npf6k8"> </div></div><p style=""> </p><h3><ins><strong>Here's how you redeem your beta code:</strong></ins></h3><ol><li>Head to <a href="http://www.playzmr.com" rel="nofollow" data-ref-id="false">Zombies Monsters Robots' site</a>.</li><li>Sign in to your En Masse account. If you don't already have an En Masse account, click on "Account Create" to register one. It only takes a moment.</li><li>Click on "Account Settings."</li><li>Click on "Enter Code" at the top of En Masse Account Overview</li><li>Enter your closed beta key code.</li><li>You should now have access to the Zombies Monsters Robots closed beta. Click on "Download Game" in the "Your Games" section to begin downloading the game client.</li></ol><h3><strong><ins>To redeem your GameSpot exclusive 30-day MP5-ZK SMG:</ins></strong></h3><ol><li>Create a character in-game.</li><li>Login to your En Masse account at <a href="http://account.enmasse.com" rel="nofollow" data-ref-id="false">account.enmasse.com</a>.</li><li>Enter your previous beta code, and add "gun" at the end with no spaces. Example: XXXXXXXXXXXXXXXXgun</li></ol><p style=""> </p> Fri, 20 Jun 2014 12:00:00 -0700 http://www.gamespot.com/articles/zombies-monsters-robots-closed-beta-giveaway/1100-6420577/ http://www.gamespot.com/articles/nintendo-loses-uk-motion-control-patent-ruling-to-electronics-giant-philips/1100-6420634/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2573537-nintendocharacters.jpg" data-ref-id="1300-2573537" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2573537-nintendocharacters.jpg" data-ref-id="1300-2573537"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2573537-nintendocharacters.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">A United Kingdom court today ruled in favor of electronics giant Philips in its <a href="http://www.gamespot.com/articles/philips-seeks-wii-u-ban-after-it-claims-nintendo-copied-patents/1100-6419650/" data-ref-id="1100-6419650">ongoing case against Nintendo</a>, stating that the company infringed on two Philips patents related to motion controls. Nintendo did not violate a third patent related to "modeling a body in a virtual environment," UK High Court Judge Colin Birss said in court today, as reported by <a href="http://www.bloomberg.com/news/2014-06-20/nintendo-s-wii-infringed-philips-patents-u-k-court-says.html" rel="nofollow" data-ref-id="2014-06">Bloomberg</a>.</p><p dir="ltr" style="">It's not immediately clear what penalty Nintendo faces as a result, but Birss said he would provide an update on the damages to be paid to Philips sometime in July. Whatever the case, a Nintendo representative said the company plans to appeal the decision.</p><p dir="ltr" style="">"Nintendo has a long history of developing innovative products while respecting the intellectual property rights of others," the company said. "Nintendo is committed to ensuring that this judgment does not affect continued sales of its highly acclaimed line of video game hardware, software, and accessories and will actively pursue all such legitimate steps as are necessary to avoid any interruptions to its business."</p><p dir="ltr" style="">Philips is also <a href="http://www.gamespot.com/articles/philips-seeks-wii-u-ban-after-it-claims-nintendo-copied-patents/1100-6419650/" data-ref-id="1100-6419650">suing Nintendo in the United States</a>, claiming that Nintendo copied two of its technology patents. The first is related to real-life actions inside a game and the second revolves around an input system featuring a pointing device. In this case, Philips is asking for a block on all sales of the Wii U, as well as damages.</p><p style="">This is the second major patent lawsuit Nintendo has lost in as many years. Last year, a jury ruled that Nintendo's 3DS <a href="http://www.gamespot.com/articles/nintendo-loses-3ds-patent-lawsuit/1100-6405297/" data-ref-id="1100-6405297">violated patents</a> held by former Sony inventor Seijiro Tomita. He was initially awarded $30.2 million in damages, but <a href="http://www.gamespot.com/articles/nintendo-must-pay-15-million-to-former-sony-inventor-in-3ds-lawsuit/1100-6413028/" data-ref-id="1100-6413028">this figure was later halved</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 11:54:00 -0700 http://www.gamespot.com/articles/nintendo-loses-uk-motion-control-patent-ruling-to-electronics-giant-philips/1100-6420634/ http://www.gamespot.com/articles/ea-boss-battlefield-4-launch-unacceptable/1100-6420633/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2573525-2995460463-23958.jpg" data-ref-id="1300-2573525" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2573525-2995460463-23958.jpg" data-ref-id="1300-2573525"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2573525-2995460463-23958.jpg"></a></figure><p style=""><a href="/companies/electronic-arts/" data-ref-id="false">Electronic Arts</a> and <a href="/companies/dice/" data-ref-id="false">DICE</a>, developer of the Battlefield series, have admitted that the launch of last year's <a href="/battlefield-4/" data-ref-id="false">Battlefield 4</a> had "unacceptable" problems.</p><p style="">When it was released in November, Battlefield a number of significant and often game-breaking bugs. Many players reported the game as unplayable, and DICE has released <a href="http://www.gamespot.com/articles/battlefield-4-player-testing-results-in-new-update-improving-netcode/1100-6420065/" data-ref-id="1100-6420065">a variety of patches to try to improve stability.</a><a href="http://www.gamespot.com/articles/ea-on-battlefield-4-issues-we-will-not-stop-until-this-is-right/1100-6416546/" data-ref-id="1100-6416546"><br /></a></p><p style="">Now, the developer has acknowledged that it cannot launch games the same way anymore. <a href="http://www.eurogamer.net/articles/2014-06-19-ea-addresses-unacceptable-battlefield-4-launch" rel="nofollow" data-ref-id="2014-06">In an interview with Eurogamer</a>, EA CEO Andrew Wilson said that the problem was because of ambition, and that in the future the publisher and developer will work harder on achieving stability at launch.</p><p style="">"Think about what Battlefield 4 was: 64 player multiplayer, giant maps, 1080p, Levolution that was changing the gameplay design in an emergent way," Wilson stated. "There is a chance there are things you are going to miss through the development cycle. And you end up in a situation we had with Battlefield 4."</p><p style="">However, Wilson continued and admitted that the team should have done more to make sure that the game was ready for launch. "For me, the situation we had was unacceptable" he explains. "For the team it was unacceptable. We have worked tirelessly since then to make sure the gameplay experience got to where it absolutely should have been at launch and we're focused on that and we continue to deliver value to that player base."</p><p style="">In the future, Wilson promised that the final version of projects would be completed earlier so that developers were given more time to test the games. Recently, Wilson also said that <a href="http://www.gamespot.com/articles/in-wake-of-battlefield-4-launch-issues-ea-overhauling-testing-process/1100-6420568/" data-ref-id="1100-6420568">the company was completely overhauling its QA system</a> to make sure similar problems do not make it into the final product.</p><p style="">EA and Visceral Games are currently working on the next installment in the Battlefield series, <a href="/battlefield-hardline/" data-ref-id="false">Battlefield Hardline</a>. It is set to release on <a href="/PS3/" data-ref-id="false">PlayStation 3</a>, <a href="/ps4/" data-ref-id="false">PlayStation 4</a>, <a href="/xbox-360/" data-ref-id="false">Xbox 360</a>, <a href="/xbox-one/" data-ref-id="false">Xbox One</a>, and <a href="/pc/" data-ref-id="false">PC</a> on October 21.</p> Fri, 20 Jun 2014 11:47:00 -0700 http://www.gamespot.com/articles/ea-boss-battlefield-4-launch-unacceptable/1100-6420633/ http://www.gamespot.com/articles/ubisoft-on-tricky-task-of-getting-open-world-games-to-1080p/1100-6420632/ <div data-embed-type="video" data-ref-id="2300-6419587" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419587/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Resolution has been one of the hottest topics in gaming of late, frequenting the headlines and gathering much debate from gamers. According to Ubisoft senior vice president of sales and marketing Tony Key, gamers have every right to want 1080p, but they should also know that reaching this high mark is no easy task, especially for the kinds of open-world games that Ubisoft is <a href="http://www.gamespot.com/articles/ubisoft-making-more-open-world-games-because-gamers-want-more-freedom/1100-6420598/" data-ref-id="1100-6420598">so intent on making</a>.</p><p dir="ltr" style="">"1080p is awesome," Key said. "I do think people can tell the difference; not everybody, but some people can tell the difference; it depends on the equipment that they have. People have every right to want 1080p because the the TV can deliver that, the machine can deliver that."</p><p dir="ltr" style="">Though the PlayStation 4 and Xbox One are both <a href="http://www.gamespot.com/articles/xbox-s-spencer-on-1080p-60fps-developers-decide-resolution-and-frame-rate/1100-6420156/" data-ref-id="1100-6420156">technically capable</a> of delivering games in 1080p, we don't always see games reach that mark. That's because, according to Key, developers are faced with a trade-off that can sometimes mean prioritizing gameplay or other features above resolution.</p><blockquote data-align="left"><p dir="ltr" style="">"Yes, the PS4 can deliver 1080p; that doesn't mean that the game can without making sacrifices in other areas. For an open-world game, it's incredibly difficult" -- Tony Key</p></blockquote><p dir="ltr" style="">"Everybody has a criteria that they value above the other. What's the thing that you value the most in your video game? Do you value the story? Do you value the graphics? Do you value the open-world nature of it? The weight of the gun? The speed of the car? Everybody has this thing that they care about the most," Key said. "And the people who care about 1080p the most should be the ones who are most vocal about it. So when a game's not 1080p, maybe they don't want it. But that depends, how are you defining the game? If you're defining it [based on 1080p resolution], then you're right, it's not good enough. When a team is designing a game, they have to make choices because there's not unlimited power. Yes, the PS4 can deliver 1080p; that doesn't mean that the game can without making sacrifices in other areas. For an open-world game, it's incredibly difficult."</p><p dir="ltr" style="">Despite this difficulty, Key says you're already starting to see some open-world games, like <a href="http://www.gamespot.com/articles/assassin-s-creed-4-black-flag-native-1080p-patch-now-live-on-ps4/1100-6416269/" data-ref-id="1100-6416269">Assassin's Creed IV: Black Flag</a>, reach 1080p. It was also recently revealed that this year's Assassin's Creed Unity is<a href="http://www.gamespot.com/articles/report-assassin-s-creed-unity-targeting-1080p-60fps-on-ps4-and-xbox-one/1100-6420580/" data-ref-id="1100-6420580"> targeting 1080p/60fps on PS4 and Xbox One</a>.</p><p dir="ltr" style="">"We got there on Black Flag with <a href="http://www.gamespot.com/articles/assassin-s-creed-4-black-flag-native-1080p-patch-now-live-on-ps4/1100-6416269/" data-ref-id="1100-6416269">some extra work</a>. But it was very, very difficult because there's so much more going on in an open-world," Key said. "And the power you need to create buildings that you can explore, to create the density of that universe; those are choices that the games make. Do we want to be 1080p or do we want more density in the city or a bigger map?"</p><p dir="ltr" style="">"And if you ask 10 gamers what they care about the most, you'll get 10 different answers," he added. "So ultimately, the team has to decide what they think is going to be the best experience and it's not always going to be 1080p because in order to get 1080p, you have to give up something else, at least right now."</p><p style="">Key said he expects more open-world games to run in 1080p over time, thanks to advancements to development processes. "As the toolsets improve over time, we'll get there. You saw how much better the games were getting and looking towards the end of the current-gen cycle, so give these developers a couple of years and they'll get there," Key said. "But for people to say 'Everything should be 1080p right now', they are choosing one criteria that's important to them and deciding that's all that matters. And I don't think that's the case for everybody."</p><p style=""><em>What's your take on the 1080p debate? Let us know in the comments below!</em></p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 11:13:00 -0700 http://www.gamespot.com/articles/ubisoft-on-tricky-task-of-getting-open-world-games-to-1080p/1100-6420632/ http://www.gamespot.com/articles/freddie-prinze-jr-voicing-dragon-age-inquisition/1100-6420630/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=6hYDSUBCr-U" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2F6hYDSUBCr-U%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D6hYDSUBCr-U&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2F6hYDSUBCr-U%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">The Iron Bull character in BioWare's upcoming role-playing game <a href="/dragon-age-inquisition/" data-ref-id="false">Dragon Age: Inquisition</a> is voiced by actor Freddie Prinze Jr., the developer announced today on the <a href="http://blog.bioware.com/2014/06/20/under-the-horns/" rel="nofollow" data-ref-id="false">BioWare Blog</a>.</p><p dir="ltr" style="">Prinze Jr. starred in movies like <em>She's All That</em>, <em>Scooby Doo!</em>, <em>I Know What You Did Last Summer</em>, and <em>Wing Commander</em>. This is not his first video game, as he also voiced James Vega for <a href="/mass-effect-3/" data-ref-id="false">Mass Effect 3</a>.</p><p dir="ltr" style="">His character, Iron Bull, is a one-eyed Qunari mercenary that Prinze Jr. describes as a the "James Bond of Qunari." Check out the video above for more.</p><p dir="ltr" style="">Dragon Age: Inquisition launches <a href="http://www.gamespot.com/articles/dragon-age-inquisition-release-date-announced-new-gameplay-trailer-sets-up-the-story/1100-6419128/" data-ref-id="1100-6419128">October 7</a> for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. We played the game at E3 last week and concluded that it <a href="/articles/e3-2014-dragon-age-inquisition-overcomes-the-many-problems-of-its-predecessor/1100-6420349/" data-ref-id="1100-6420349">overcomes the many problems of predecessor Dragon Age II</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 20 Jun 2014 10:50:00 -0700 http://www.gamespot.com/articles/freddie-prinze-jr-voicing-dragon-age-inquisition/1100-6420630/


11.52 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger