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Raid Mode in Resident Evil Revelations 2 Ep. 1 - GameSpot Plays

Written By Kom Limpulnam on Kamis, 26 Februari 2015 | 11.52

No, the stages in Raid mode are from other Resident Evil games. The areas you are in during the first ones are from RE6. I'm hoping that when it gets further into it, they bring more areas from other RE's. So that discussion about it being a spoiler was a bit weird... The place you started at with Barry, on the first go, was the start of when you're Jake and Sherry in six, in Edonia. The school is the beginning with Leon and Helena, except you're going the opposite way of which you go in six's campaign. There are also dogs later on, and other types of enemies other than normal zombies, he seems to have played more than me, he should know. Just saying.


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Quick Time Event Fails Montage - Out of Order: 1886

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  1. Gaming Trends That Need to Die in 2015
  2. Team Liquid management and coaching staff talk Piglet benching - Keith to play for week 6
  3. Travis explains why everyone should be concerned about the SpectateFaker Azubu takedown
  4. Doublelift after TSM: "Definitely the funnest LCS game I've ever played"
  5. Lastshadow on coaching Gravity and commuting between Seoul and LA biweekly
  6. Aphromoo explains how Doublelift must now adapt to CLG's new style
  7. Reality Check - Can You Tell The Difference Between PS4, XONE and PC?
  8. Take a tour of the NA LCS studios with Travis
  9. Raid Mode in Resident Evil Revelations 2 Ep. 1 - GameSpot Plays
  10. GS News - Destiny Griefer says "Suck it Up"; New PS4 System Update?
  11. Shelter 2 - Release Trailer
  12. Homeworld Remastered Collection - Launch Trailer
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Dragon Ball XenoVerse Character Customization of all Five Classes

Written By Kom Limpulnam on Rabu, 25 Februari 2015 | 11.52

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  1. Doublelift after TSM: "Definitely the funnest LCS game I've ever played"
  2. Gaming Trends That Need to Die in 2015
  3. Team Liquid management and coaching staff talk Piglet benching - Keith to play for week 6
  4. Travis explains why everyone should be concerned about the SpectateFaker Azubu takedown
  5. Lastshadow on coaching Gravity and commuting between Seoul and LA biweekly
  6. Aphromoo explains how Doublelift must now adapt to CLG's new style
  7. Reality Check - Can You Tell The Difference Between PS4, XONE and PC?
  8. Take a tour of the NA LCS studios with Travis
  9. Character Creation in Dragon Ball XenoVerse - Making Vault Buu
  10. How Shadow of Mordor's DLC Fixed the Ending
  11. GS News - New Guitar Hero; Batman: Arkham Knight Rated "Mature"
  12. Short Games Worth Playing
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Aaru's Awakening Review

Written By Kom Limpulnam on Selasa, 24 Februari 2015 | 11.52

Some say that there is no such thing as love at first sight--that initial attraction and infatuation appeal only to our aesthetic pleasures, and that true love only rises when passion no longer clouds our judgment. Romantics and idealists may dismiss the notion, but the deep-rooted frustrations of Aaru's Awakening may drive them to reconsider their sentiment. This unusual game craves your affection, each of its radiant hand-drawn environments singing love songs until you're entranced. You may initially fall for this superficial beauty, but the game soon reveals its true form as a vindictive suitor, grossly untrustworthy in its controls and devoid of the fundamental assets of any good platformer. I am sorry, Aaru's Awakening, but I must cut this relationship short, and I am afraid it's not me: it's you.

I offer no insight into Aaru Awakening's actual development process, but it's easy to assume that visuals were prized over all other elements. Even the hub from which you access the game's levels is ravishing. It exquisitely represents the passage of time from dawn to night, each quadrant of a central orb depicting an abstract landscape that looks drawn by colored pencil. Within the side-scrolling stages, cross-hatching and asymmetrical markings provide texture and depth, while moving elements like lava floes and falling rocks are drawn frame by frame. It is through these techniques that Aaru's world comes to life underneath its unnatural magenta skies.

What a phenemonal-looking boss. What a tedious level.

The playable hero is Dawn's champion Aaru, a bearlike creature with a mane that stretches from head to tail, and he, too, moves with a charming hand-drawn inelegance that befits his illustrated world. Alas, the gracelessness of movement that makes Aaru initially joyous to watch in action becomes the game's most prominent failing. When a platformer requires finesse and quick response, as Aaru's Awakening frequently does, fluid animations and controls are vital. Aaru is anything but fluid, however, changing positions mid-air with all the precision of a sloth that has been dropped from a fourth-floor window. Aaru would be a delightful hero in a meandering adventure, but Super Meat Boy he is most certainly not.

As if to make up for his lack of leaping prowess, Aaru can rush ahead in a single whoosh, and can also propel an orb from his body that he can teleport to--and it is around these two mechanics that most of Aaru's Awakening's maddening puzzles are formulated. Navigating the game's spaces is a trial in and of itself, due to a wholesale absence of genre basics--the kind of basics we take for granted in the best platformers because of their ubiquity and necessity. We expect to be able to quickly identify what objects are collidable and which are background art, for instance, particularly when we need to make snap mid-air decisions. Here, the foreground and background blend with the gameplay layer. Is that branch sticking outwards a platform, or just a visual detail? Will I pass in front of that barrier, or will I collide? That Aaru's Awakening requires you to even ask such a question rather than for you to immediately know is a colossal problem.

The writing is lovely, but the narrator slurs her words in odd ways.

Without the fundamentals in place, any cleverness apparent in Aaru's Awakening's platforming challenges dissipate. What the challenges may even be is often a secret until you are dropping from a great height when the platform beneath you crumbles, or when a ramp has propelled you forward. You may not be able to tell whether you will fall to safety, or impale yourself on a bed of spiked rocks, until gravity makes the decision for you and the spikes rise into view, too late for you to do anything but succumb to death. Now you know for the next time--but when you bear the burden of this game's inconsistent movement and clumsy animations, it's difficult to build enthusiasm for a next time. And that's an issue: Aaru's Awakening is, by design, a trial-and-error platformer in which you shave off as many seconds from your completion time as possible. Your reward for success is the chance to show off your skill on the game's online leaderboards. I might have enjoyed chasing the competition had the challenge been to overcome tricky puzzles and perform perilous leaps, rather than to wrestle with my controller.

Putting down the controller is an option, though it's natural to reach for a gamepad when playing a platformer. Aaru's Awakening's controller support is not ideal, however, assigning the default jump move to an analog stick rather than a button. You must also activate the controller in the menus before you can use it, and should you unplug it during play, the game may stop responding to any input, even if you plug the controller back in. Regardless of your control method, the maddening levels may drive you to smash your hardware. The Dusk boss fight, for instance, requires that you rush across a series of platforms, some of which crumble, and some of which drop and then rise towards the spiked ceiling. You must teleport into the globes that float in this stage as well as avoid the poisonous river that waits for you at the bottom of the screen. Aaru's awkwardness turns what might have been an exciting sequence into a mess, during which you must perfectly execute your dashes and perfectly aim your teleport orbs at the proper angle within unimaginably narrow time gaps. There's no fun in the trying, and thus no fun in the succeeding.

Those are the kinds of goo-falls that don't hurt you.

Yet Aaru's Awakening hints at fun. You fire your teleport orb past a beam of scorching light, teleport again by angling your orb into a thin, winding passage, and an arcing ramp flings you into the sky. What a rush this moment is--a rush then halted when you land in the pool of lava that didn't appear until you were six inches above it. You destroy a hideous colossal housefly by teleporting inside of it--what a fantastic idea!--only to drown moments later because you must blindly teleport, not knowing what you might find until you've closed the deal. Aaru's Awakening is a dreamy display of artistic imagination that yanks you back to waking life with every awkward leap and every ill-conceived level.


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Destiny Maintenance Tomorrow Won't Affect Gameplay

Bungie.net and Destiny will be offline for a few hours tomorrow for maintenance, Bungie has announced on Twitter. The maintenance being carried out will be server-side and gameplay will not be affected.

Bungie also confirmed that update 1.1.1 will still be implemented this month. The patch will introduce compulsory match-making to weekly heroic strikes, removing the ability for players to solo them. This will affect all levels of the Weekly Heroic, though Nightfall will remain unaffected. Matchmaking has yet to be implemented for Raids, which Bungie says are more reliant on "groups of communicative players who are invested in each other."

Other changes which are part of patch 1.1.1 include a fix to the heavy ammo bug, balance fixes to weapons, and the ability to view a player's in-game reputation with faction vendors.

Destiny's next downloadable content pack will launch sometime in the second quarter of this year, and is called House of Wolves. Bungie has said it won't make the same mistakes in this DLC, with plans to improve the progression system.


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Star Citizen Crosses $73 Million in Funding

Written By Kom Limpulnam on Senin, 23 Februari 2015 | 11.52

The crowdfunding campaign for PC space sim Star Citizen has now reached $73 million, up by $1 million in a little over two weeks. If funding continues at this pace, the game could eventually raise $100 as its creator Chris Roberts' hoped it will.

At the time of writing, funding stands at $73.4 million from more than 760,000 backers. Star Citizen is already the most successful crowdfunded project, of any kind, in history.

All additional funds raised for Star Citizen will towards expanding the scope of the game.

In other Star Citizen news, developer Cloud Imperium Games has recently detailed the game's incredibly deep mining occupation, explaining how players will be able to make money by searching for and mining valuable materials in the deep reaches of space.

For more on Star Citizen and Roberts himself, check out part one and part two of GameSpot's interview with the legendary designer.


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AU New Releases: Dragon Ball XenoVerse Ki Blasts on to Multiple Platforms

Dragon Ball XenoVerse kaioken attacks on to multiple platforms at Australian retailers this week. The game will launch on PlayStation 3, PlayStation 4, Xbox 360, and Xbox One on February 26. A PC version will be released on February 27.

Xenoverse was originally scheduled to launch earlier, but according to publisher Bandai Namco the game was delayed to "ensure the highest possible gameplay experience" for players. Xenoverse is developed by Dimps, who also worked on the Dragon Ball Z: Budokai series and co-developed Street Fighter IV. Xenoverse will feature a custom character creator, with players able to choose from a variety of races including Saiyans, Namekians, Earthlings, and Majins.

The story in Xenoverse centres on that of a malevolent force who is messing with time, changing the outcome of events in the past. With the help of Trunks, the player must step into the series' history and correct the timeline back to what it originally was.

If you prefer to go further back in time, Dynasty Warriors 8 Empires will launch for Xbox One and PlayStation 4 this week. The game will feature 83 warriors to choose from and new customisation options, should you want to create your own original warrior.

For those who haven't picked up Dying Light digitally, the game is available at retailers this week. An open-world survival game, Dying Light contains elements of parkour and is set in a zombie-infested city. The game was praised in GameSpot's review for its movement and combat, but criticized for poorly designed missions. For more details on games out this week, check the list below.

February 24, 2015

Dynasty Warriors 8 Empires (PS4, Xbox One)

February 25, 2015

Under Night In-Birth EXE: Late (PS3)

February 26, 2015

Dragon Ball XenoVerse (PS4, PS3, Xbox One, Xbox 360)

February 27, 2015

Dying Light (PS4, Xbox One, PC)

European Ship Simulator (PC)


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Ex-Battlefield Director Says AAA Development Stifles Creativity

Written By Kom Limpulnam on Minggu, 22 Februari 2015 | 11.52

Ex-Battlefield 3 lead designer David Goldfarb has said that the development process for big-budget games restricts creativity.

"I think the risk/reward for the companies that can spend the marketing money and that have big successful franchises, for them it's still worth laying out that investment," Goldfarb told Gameindustry.biz in an interview. "But for people who don't have that kind of capital, you're not really in a practical success loop. AAA is the equivalent of the One Percent right now. It comes with all these caveats. You can't make the crazy stuff really."

This isn't the first time Goldfarb shared this opinion about AAA game development. Last summer, after leaving his position at Payday developer Overkill Software, Goldfarb said that he's "abandoning AAA," for the same reason.

Other notable developers have also criticized AAA development lately. Last year, creative director of Just Cause 3 developer Avalanche Studios said that AAA development is unhealthy and unprofitable. Even Metal Gear Solid developer Hideo Kojima shared Goldfarb's sentiment last year, saying that it's hard to maintain creative freedom when working on such a large scale.

"I do think there's a spot between the $100-$200 million dollar AAA games and the $1 million indie games that is not being adequately explored," Goldfarb said. "To me that's a really rich field to plow and you can do awesome stuff there."

Earlier this week, Goldfarb announced a new, Stockholm-based, four-person studio called The Outsiders. The company's first project is an untitled role-playing game that is aiming to launch for PC and possibly other systems later.


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Battlefield Hardline Xbox One Is "Extremely Rare"

Sadly, so far all we have is this tiny picture of it, but a new, custom Battlefield Hardline-themed Xbox One has appeared on Microsoft's website (via NeoGAF).

It looks like the "extremely rare" Xbox One will be available only through a sweepstakes in Microsoft's Bing Rewards program. To enter, you'll have to create an account if you don't already have one, and spend points you earn by using Microsoft's search engine to enter a chance to win.

The custom Xbox One comes with a copy of Battlefield Hardline, a 12-month EA Access subscription, and without a Kinect.

This sweepstakes ends on February 26 at 9:00 AM ET and winners will be announced on March 17. You can find out more about the sweepstakes and its official rules here.

Battlefield Hardline's release date is March 17 in the US and March 20 in the UK on Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. For more on the game, check out GameSpot's previous coverage.


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GS News Top 5 - The Order: 1886 Disappoints; Cheap Xbox Games!

Written By Kom Limpulnam on Sabtu, 21 Februari 2015 | 11.52

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  1. Doublelift after TSM: "Definitely the funnest LCS game I've ever played"
  2. Scarra on his triumphant return to LCS, handshake blunders, and TSM vs CLG
  3. Xpecial on recent TL drama: "a miracle" that there were no roster swaps
  4. XiaoWeiXiao discusses rival midlaners, missing Mor, and more [English]
  5. The Point - DLC Still Sucks
  6. 1 out of 10: The Worst Games Ever Reviewed on GameSpot
  7. Meteos predicts CLG to win against TSM and shares thoughts on jungle Nidalee
  8. GS News - Mass Effect 4 Multiplayer News; The Order: 1886 Controversy
  9. GS News - New Rock Band Game; PS4 To Be As Successful As PS2 and Wii?
  10. GS News - $114,000 Kickstarter Goes Dark; The Order Is A $100 Steak?
  11. GS News - Bethesda Bullies 'Fortress Fallout'; Next-Gen Darksiders 2!
  12. GS News Update: Google And Mattel Reveal Virtual Reality "View-Master"
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Reality Check - Can You Tell The Difference Between PS4, XONE and PC?

Cam undertakes the mother of all console war experiments: Can people REALLY tell the difference between PS4, XONE and PC based on graphics alone? Link to vote on the clips - tinyurl.com/RCGFXTEST Link to download the video file - tinyurl.com/RCGFXBLOG


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World Record 71-Hour Speedrun Set for Animal Crossing

Written By Kom Limpulnam on Jumat, 20 Februari 2015 | 11.52

Twitch streamer 0xa101 (Adrian) finished the GameCube version of Animal Crossing in 70 hours, 51 minutes. While the run was anything but speedy, it is the fastest time anyone's managed to complete the game while following community-set speed run rules.

While many players have finished the game in far less time – one in just 37 minutes – that's only to pay off all debts. What makes this run special is that it's the first 100% completion. To qualify, players not only have to pay off all debts, but also collect every item in the game, and fill the museum by finding every piece of art as well as every kind of fish, fossil and insect.

According to the rules, the timer for the run can't be paused. Adrian stopped playing close to the end of her run for an eight hour nap, but aside from that she played for nearly three days straight.

At time of writing, Adrian is the only person listed under the 100% completion tab for Animal Crossing on speedrun.com.


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Massive Exploit Found in Wii U Super Smash Bros.

Trevor Williams, a 24-year-old Smash player, discovered an exploit that could have some far-reaching implications for the Super Smash Bros. for Wii U tournament scene. "PikAmp," as he calls the , is tough to trigger, but when done properly, can make one of the game's least-used characters, Captain Olimar, an unstoppable killing machine.

Another Smash player on the Smashboards forum described how to use the exploit:

Step 1. Throw Pikmin, preferably onto someone, or make sure the reflector is in between you and Pikmin (in this case, make sure they can walk to the reflector).

Step 2. Have player 2 reflect it so the Pikmin touches the reflector by walking by, or latching.

Step 3. Using the Order Tackle custom move, bring the Pikmin back. If they are done at the right timing, you can get almost 100% on your opponent.

Step 4. Note this Pikmin. it is now busted until it dies, is thrown, or used in a smash attack.

Completing these steps give Olimar several Pikmin that he can trow to instantly kill any other fighter. Earlier this week Williams posted a YouTube video demonstrating the technique, and its discovery has left some professional players upset. Because Smash Bros. aims for both casual and competitive players, it has a lot of options and rules to modify and toggle for those looking to make matches more or less balanced.

Since release, tournament organizers have been sifting through some of the new rules to figure out which ones would be okay to use in competitive matches. One of the more controversial options is "Custom Moves." When turned on, it lets players swap out special techniques for any of Smash Bros.' four dozen characters. While it has taken some time, the professional community has generally come to accept customizing character attacks.

That acceptance, however, has been tenuous. And there's fear that discovering this kind of exploit – one that makes one character essentially unstoppable – could herald a stream of exploits yet to be discovered. With Nintendo announcing that they won't be doing any more "balance" patches, this is something Smash Bros. might be stuck with – severely limiting its potential for play future tournaments.

While the GameCube's Super Smash Bros. Melee has been a consistent part of the fighting game scene for almost 15 years, its sequel, Brawl, was largely left out of competitive play. Brawl introduced mechanics like tripping that fans were not fond of. Smash Bros. for Wii U and 3DS has faced some skepticism from fans, with a lot of debate surrounding which events will host the game and how tournament organizers will establish standardized rules. Smash Wii U has generally favorable reception from the competitive community, but this exploit could hamper that.

"PikAmp," may simply be the first of many problems yet to be discovered. If there are more some in the community may continue to demand banning certain features or rules. If that happens too often, then its entirely possible that the competitive community will settle back into melee instead of staying with the Smash Bros. for Wii U.

Forums for Smash players like Smashboards and the Smash subreddit have been buzzing with players complaining about what this could mean for tournaments, asking for bans on certain rules that make the exploit easier or that Nintendo patch the bug out entirely. We reached out to Nintendo for comment, but at time of writing they have not responded.


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The Last Guardian Still in Development, Sony Assures

Written By Kom Limpulnam on Rabu, 18 Februari 2015 | 11.52

UPDATE: Following the publication of this story, Sony has since filed for a petition revive the abandoned trademark application, which can be found here.

The original story follows below.

The Last Guardian's trademark in the US has been abandoned, but it appears this was due to an administrative error at PlayStation America, as Sony has confirmed to GameSpot that the project is still in development.

According to documentation on the United States Patent and Trademark Office, the group sent Sony a notice in July last year, informing that the trademark needed to be extended.

Although Sony has, since 2013, habitually extended the game's trademark, it made no action following the most recent request. As such, the trademark was cancelled.

However, amid speculation surrounding what this means for the protracted and troubled project, Sony has told GameSpot that it "can confirm that the Last Guardian is still in development".

The Last Guardian has now been in development for more than half a decade after being formally announced in 2009, though director Fumito Ueda said his creative contribution to the project was completed a "long time ago."

The most recent news surrounding The Last Guardian was revealed in December last year, when Ueda said in an interview that the game was moving forward under "completely new conditions."

It's possible Ueda was referring to the game transitioning from PlayStation 3 to PlayStation 4. The Last Guardian was initially announced back in 2009 as a PS3 title, though Sony has dodged questions about platforms ever since.


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Heroes of Might & Magic III - HD Edition Review

Even if you don't remember the specifics, you may remember greatly enjoying the original Heroes of Might & Magic III--and perhaps getting lost in it for hours, days, weeks at a time. The new HD edition of the game is also likely to sink its claws into you, so great is its power to absorb your time and your thoughts. That said, I have more than a few significant misgivings about the re-release's cost and content, especially when compared with the more complete versions of the original game on sale elsewhere online.

Set aside the aforementioned caveats for a moment, though, and note that this revamped HOMM III is mostly like the fantastic original game. As the title indicates, Heroes of Might & Magic III HD is the same 16-year-old game with a facelift to satisfy modern tastes for high-resolution graphics. The gameplay is fundamentally identical: You take on the role of fantasy heroes in campaign scenarios, some 50 individual scenarios (most with stories and settings that make them play like mini-campaigns), and a number of local and online multiplayer modes of play.

The best part of HOMM III is exploring the richly detailed world maps.

Activities are split between the three components of play: exploring, building cities, and engaging in combat. Exploring the world maps representing regions of the fantasy realm of Erathia is probably the most enjoyable part of HOMM III HD. There are an incredible number of goodies to be discovered, including resource pits, treasure piles, magical artifacts, wandering monsters, and even goofy treats like leprechauns with pots of gold. The intricate nature of these maps has long been a hallmark of the HOMM franchise. It's all a little ridiculous--you can't go five feet into the wilderness without tripping over a bunch of gems or running into a murderous pack of halberdiers--but the style perfectly brings to life a colorful, much-missed fantasy atmosphere that went out of vogue about the same time that Erol Otus stopped drawing the covers of D&D modules.

Combat runs a close second. Armies are fronted by heroes who level up and gain skills with might and magic as in any traditional Gygaxian RPG, but their ranks are filled with warriors, wizards, monsters, and more drawn from factions based on D&D archetypes. Castle comes with knights and angels, Inferno features imps and demons, Necropolis boasts wights and liches, Rampart is home to elves and unicorns, and so forth. Battles themselves are turn-based affairs taking place on hex maps, either out in the open or in sieges before city walls. The great variety of the units gives these scraps some real tactical texture. Armies need to be built smartly, with a real balance between melee and ranged units, or you'll inevitably get chewed up and spit out. Magic is also crucial. Your hero needs a reasonably thick spell book to be able to deal with larger battles, as the assistance of a well-timed fireball can mean the difference between victory and being vanquished.

Conquering and building cities are an integral part of every HOMM III scenario.

Finally, you have to spend time conquering and then building up towns specific to each faction. Conquest is a big part of every scenario, as you need access to new cities on the maps to increase production levels, vary the types of troops you can create, and just generally creep your way to victory. This can get a little grind-happy after a while. The selection of buildings and upgrades is fairly limited. You max out buildings fairly quickly with your first city, then do it again, then do it again. There are also few meaningful differences between the cities of the factions. So basically, there is a lot of rinse, lather, and repeat going on here while you're cranking out streams of troops.

Even after the passage of going on two decades, HOMM III remains one a sprawling, immersive experience that can take over your life. Time hasn't had much impact on one of the biggest (you could easily play the game for hundreds of hours between the campaign scenarios, the skirmish maps, and online multiplayer) and best titles from the golden age of PC gaming. It actually is a bit shocking today by comparison with modern games. The sheer size and intricacy of the maps, the diversity of the units, and the challenge presented by the AI even on the easy difficulty setting is like stepping into an ice-cold shower first thing in the morning.

Your hero needs a reasonably thick spell book to be able to deal with larger battles.

I am particularly taken aback by how tough the game is in the beginning. I had to restart my opening campaign four times before I got back into the groove and figured out the proper pace. HOMM III always forced you to maintain a tricky balancing act. Hole up in your cities to build up sizable numbers of troops, and you give away the goodies on the map to adventurous opponents. Expand too soon, and your troops wind up spread too thin, opening the way for enemy armies to sneak behind you and capture your cities without a struggle. It's still impressive just how thin a line you have to walk in order to succeed. In addition, the artificial intelligence is formidable when playing solo. It cheats a little, as enemy forces always know your weaknesses and notice when you make dumb moves like leaving a city wide open. Suffice it to say, the bad guys here are never pushovers.

So HOMM III is just where you left it. That's good. And that's also bad, because publisher Ubisoft could have been more generous. First of all, HOMM III HD doesn't include the two expansion packs released for the original game, apparently due to the loss of the source code. Regardless of the reason, this HD edition is not the entire HOMM III package. That causes some concerns about pricing, as $14.99 for this game via Steam arguably gets you less than the HOMM III Complete version with both expansions selling for $9.99 at GOG.com. Granted, this cheaper edition is the unadorned original game in all of its pixelated glory. But seeing as you can apply a free--and quite good--high-definition mod to that original game, the differences suddenly become a lot less significant.

The lumpy blobs of old have been turned into veritable wargame miniatures.

And the HD aspects of this re-release don't really amount to much. Yes, the game looks better, particularly in the combat screens, thanks to support for higher modern resolutions and widescreen monitors. Unit art has been dramatically upscaled, to the point where creatures look like little cartoons instead of the old-school colored blobs where you had to squint to make out a dragon's tail. But the animations are still rudimentary. Units just shrug when they rip off spells or swing swords. There are no frills whatsoever, so don't expect any snazzy cutscenes showing an ice bolt spell taking down a horde of skeletons. And some miscues spoil the presentation a little bit, mainly the way that map features like castle walls and other units in close combat frequently block key information like the number of units in a stack.

The main adventure map has some problems. While it is clearer than it was before, it still isn't actually clear--not even close. I had to constantly peer at the screen like an old man checking labels at the grocery store. Is that a gang of demons? Or is that an artifact? Is that odd-looking lump of grass just an odd-looking lump of grass, or is it something I can activate to grab some goodies? This map is also finicky when it comes to clicking, often demanding three and four tries to choose points of interest due to the game demanding that you select very precise spots before activating encounters. All in all, the "Huh?" factor is strong with this one, which can be frustrating in a turn-based game where wasting even the slightest bit of unit movement can kill you.

The sheer size and intricacy of the maps, the diversity of the units, and the challenge presented by the AI even on the easy difficulty setting is like stepping into an ice-cold shower first thing in the morning.

Even given the greatness at the heart of HOMM III, it is impossible to fully recommend the HD edition. Making such a legendary game accessible to a modern audience is always a good thing, but Ubisoft just didn't do enough here to set this refurbished version apart from the original and its free high-definition mod. More effort could have--and should have--been made to ensure that this would be the definitive and complete HOMM III that all fans of the series would have to have. As much as I loved this trip back in time, I would recommend that anyone else interested in the same sort of journey book it with a different and cheaper travel agent.


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GS News - Bethesda Bullies ‘Fortress Fallout’; Next-Gen Darksiders 2!

Written By Kom Limpulnam on Selasa, 17 Februari 2015 | 11.52

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Play

  1. Games Gone Missing - Where are they now?
  2. Scarra on his triumphant return to LCS, handshake blunders, and TSM vs CLG
  3. Doublelift after TSM: "Definitely the funnest LCS game I've ever played"
  4. 1 out of 10: The Worst Games Ever Reviewed on GameSpot
  5. Xpecial on recent TL drama: "a miracle" that there were no roster swaps
  6. Link: "I think I bring a lot more to the team that a lot of people don't realize."
  7. XiaoWeiXiao discusses rival midlaners, missing Mor, and more [English]
  8. The Point - DLC Still Sucks
  9. GS News Update: Google And Mattel Reveal Virtual Reality "View-Master"
  10. GS News Update: GTA Publisher Says Game Development Is Expensive and Risky
  11. GS News Top 5 - Tablet Power Surpassing Consoles; Free PS4 Multiplayer
  12. GS News - Mass Effect 4 Multiplayer News; The Order: 1886 Controversy
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Why Alone in the Dark: Illumination Isn't Looking Too Bright

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  1. Games Gone Missing - Where are they now?
  2. Scarra on his triumphant return to LCS, handshake blunders, and TSM vs CLG
  3. Doublelift after TSM: "Definitely the funnest LCS game I've ever played"
  4. 1 out of 10: The Worst Games Ever Reviewed on GameSpot
  5. Xpecial on recent TL drama: "a miracle" that there were no roster swaps
  6. Link: "I think I bring a lot more to the team that a lot of people don't realize."
  7. XiaoWeiXiao discusses rival midlaners, missing Mor, and more [English]
  8. The Point - DLC Still Sucks
  9. GS News - Bethesda Bullies 'Fortress Fallout'; Next-Gen Darksiders 2!
  10. 4 Games We Have A Love/Hate Relationship With - The Gist
  11. GS News Update: The Order: 1886 Leaks to YouTube in Full, Playthrough is Five Hours Long
  12. GS News Update: Google And Mattel Reveal Virtual Reality "View-Master"
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The Order: 1886 Leaks to YouTube in Full, Playthrough is Five Hours Long

Written By Kom Limpulnam on Senin, 16 Februari 2015 | 11.52

YouTuber PlayMeThrough has uploaded a complete playthrough of The Order: 1886 to their YouTube channel. The footage totals roughly five hours of playtime, including both gameplay and cutscenes. The time devoted to cutscenes appears to be roughly half of that playtime, and the cutscenes are reported to be unskippable.

The leak has arrived shortly after rumours circulated that the game was only three hours long, and after Ready At Dawn founder and CTO Andrea Pessino responded to a query that the game was less than five hours long by stating that was "not true". Pessino later tweeted that he would no longer comment on such questions.

Another leak from NeoGAF user Renegade contains a screenshot of some of the game's ultra-violent gore effects.

For GameSpot's early thoughts on The Order: 1886, check out our hands-on preview. The game releases on Friday for PS4.


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AU New Releases: The Order: 1886 Launches Exclusively For PS4

This week, Ready At Dawn's supernatural shooter The Order: 1886 hits Australian retailers on February 20. The game is set in a steampunk Victorian era and revolves around an order of knights who fight to protect the world from half-breed werewolves.

Weapons in the game are part based on real, Victorian-era technology, part science-fiction. Ready At Dawn has confirmed that inventor Nikola Tesla will appear in the game. If you think the game looks pretty visually impressive, Ready At Dawn studio co-founder Ru Weerasuriya told GameSpot in an interview that the game was built to showcase the power of the PlayStation 4.

The Order: 1886 has been in development for three and half years. For our early impressions of the game, specifically with regards to its gameplay, check out editor Mark Walton's preview.

Total War fans will be interested in this week's release of Total War: Attila, the latest standalone entry in the series of strategy games. The game is set in Europe around 400 A.D. Total War: Attila was positively received in GameSpot's review, praised for its gorgeous and well-scaled world map and unpredictability, but criticized for its glitches and cluttered interface. To see what everyone else is saying about the game, we rounded up all the reviews right here.

For more details on games out this week, check the full list below.

February 17, 2014

Total War: Attila (PC)

February 19, 2014

Akiba's Trip: Undead & Undressed (PS4)

February 20, 2014

Dead or Alive 5: Last Round (PS4, Xbox One)

The Order: 1886 (PS4)


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GTA Publisher: Game Development Getting More Expensive, Risky

Written By Kom Limpulnam on Minggu, 15 Februari 2015 | 11.52

Take-Two Interactive, which wholly owns Grand Theft Auto studio Rockstar Games, says that the games business is still growing, but that it's also becoming more expensive and risky.

"It's an expensive business, and the risk profile reflects that," Take-Two CEO Strauss Zelnick told Bloomberg TV. Zelnick also said that the hit ratio for a well-run interactive entertainment company is in the 80s, while the hit ratio for a well-run movie company is in the 30s comparison.

"That said, those very expensive production, marketing, overhead, in the case of sports titles, licensing, they do create a risk profile," Zelnick said. "And from our point of view it embeds the winners even further. It actually creates a barrier to entry in our business." Zelnick added that a developer "cannot get in not without having a couple hundred high quality engineers and artists, loads of capital and lots of money to market the title."

Just Cause creator Avalanche Studios founder and creative director Christofer Sundberg recently shared a slightly more dire take on the matter, saying that the state of AAA development today is unhealthy and most big-budget games will never make a profit.

If there's a game company that knows that the games business is sometimes worth the risk, it's Take-Two. The company recently revealed that Grand Theft Auto V has now shipped more than 45 million copies worldwide, including 10 million on Xbox One and PlayStation 4. The game is likely to grow further still, as the PC release is scheduled for March.


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Nintendo TVii Canceled in Europe

Nintendo TVii, which attempts to collect several different video streaming services and your existing television channels into one convenient Wii U channel, will not launch in the Europe, Nintendo has announced.

"Due to the extremely complex nature of localising multiple television services across a diverse range of countries with varied licensing systems, regrettably we have taken the decision not to launch the Nintendo TVii service within the European region," Nintendo said. "With this in mind, Nintendo of Europe has launched the Nintendo Anime Channel, a new video-on-demand service on Nintendo 3DS which offers users the chance to stream anime series from the likes of Pokémon, Kirby, and Inazuma Eleven."

Nintendo also said that it will add new content to the Anime Channel regularly, which you can access freely by simply downloading the application from the Nintendo eShop.

In his year two review of the Wii U, GameSpot's Rob Crossley wasn't too impressed with the feature, saying it is "notoriously slow, which outright negates the convenience of turning to it in the first place. Elsewhere, the remote control app, which runs on the GamePad without needing to powering on the console, makes for a nice emergency replacement, but is far too basic to be a true alternative to the TV remote."


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Twitch Streamer Claims He Received Unfair DMCA Takedown From Azubu

Written By Kom Limpulnam on Sabtu, 14 Februari 2015 | 11.52

A League of Legends broadcaster on Twitch is claiming that spectator matches he streamed of Sanghyuk "Faker" Lee' were removed unfairly by rival streaming service Azubu.

Two days ago, a reddit user by the handle StarLordLucian posted on the League of Legends subreddit that his "SpectateFaker" stream on Twitch had received a DMCA takedown from Azubu. The user provided the start of the email which reads:

"Dear Twitch Broadcaster:

The content you streamed and archived on Twitch at www.twitch.tv/spectatefaker was the subject of a takedown notice we received from Azubu pursuant to the Digital Millennium Copyright Act ("DMCA"). This organization has asserted that it owns this content and that you streamed that content on Twitch without permission to do so. As a result we have cleared the offending archives, highlights, and episodes from your account and given you a 24 hour restriction from broadcasting...."

Users streaming copyrighted content on Twitch (such as tournament restreams, movies, etc.) are often subject to DMCA takedowns, but the Twitch streamer claims that none of the content he was streaming was owned by Azubu.

Specifically, the streamer operated a channel named "SpectateFaker" which broadcast any matches that World Champion League of Legends player Sanghyuk "Faker" Lee played using the solo-que matchmaking system in the game. Azubu does have a claim to Lee's personal stream through a deal between the Korean Esports Association and the streaming service, but the effected Twitch streamer was operating his own stream independent of the professional player.

He was able to stream the games by using OP.GG, a service that allows anyone to look up a League of Legends account and then spectate their game directly within the game's client. He also claims that his stream was not partnered with Twitch, and that he was not personally making any profit off the running of it, but was instead using a chat bot to direct user's to Lee's own stream on Azubu.

While the full DMCA takedown notice and email from Twitch have yet to be made public, the streamer writes in his post:

"Azubu does not own what I was broadcasting. I was broadcating live spectate games from OP.GG which is content made available by Riot Games and owned solely by Riot Games. Azubu does not own the trademark or brand "Faker" - I checked. I never broadcasted any game directly from Azubu."

As is the new trend with many gaming companies that wish to encourage community content creation, Riot Games provides a legal document, entitled "Legal Jibber Jabber" explaining what the company allows in terms of community intellectual property use.

The document explains:

"No Licensing. Generally, you cannot license your videos to any third party for a fee or other value without our approval. However, there are important exceptions:

Partner programs with YouTube or the following streaming websites: own3D.tv, Ustream.tv,Twitch.tv, Justin.tv, Blip.tv (no prior permission from us required)."

Eventually, Riot employees reached out to the streamer on reddit and requested that he submit a support ticket. He later received a response from Riot and updated his original post to include it:

"If you are going to stream another player's games, it makes sense to reach out to that player first (in this case Faker) and get their permission. It's simply the right thing to do. Raising the visibility of a person's match without their knowledge is questionable because they may be assuming that they are just casually playing a game with friends when in reality they are being broadcast to a larger audience."

While the response seems to contradict the company's own decision to frequently and randomly feature spectating opportunities of highly skilled players in their own client, it also does not address the fact that Azubu, not Riot Games, issued the DMCA takedown notice for content that the streamer claims they do not own.

Yesterday, Matthew Gunnin, Azubu's Director of Content tweeted that a response to the reddit thread would be published later that day. As of yet, no such comment has been made:

Based on the information provided by the Redditor, it appears that Azubu had no legal right to issue the takedown notice for his stream and the removal of the content contradicts the streaming policy put into place by Riot Games.

As of press time, Twitch, Azubu, and Riot Games have not responded to requests for comment. The redditor declined a request to comment further.


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No, Apple Is Not Censoring App Store Developers (This Time)

You may have noticed some games on the App Store recently with censored or changed images like the one above, but Apple has offered reassurances that this is just part of a misunderstanding between developers and the storefront.

Several developers including Splash Damage (best known for the console version of Batman: Arkham Origins), Elektron, and Team Chaos noticed that their games were being rejected from the App Store on what seemed to be arbitrary criteria. According to a report from Pocket Gamer, a UK blog dedicated to mobile gaming, these studios were being asked to edit images and preview materials on the App Store to remove references to guns or violence against humans.

Apple's app review guidelines can be vague. Speaking with PocketGamer, a spokesperson for Elektron said, Since the metadata is visible to all users on the App Store, this content must meet the 4+ rating requirement, even when purchasing is restricted by a higher rating." This also wouldn't be the first time that Apple has restricted what can published on their digital store front. Games like Sweatshop and Endgame: Syria, which covered Apple's use of sweatshop labor to make iOS devices and the Syrian civil war have been consistently removed from the App Store.

OrangePixel, one of the developers affected in the apparent crackdown on guns and violence, fought Apple's ruling. The developer tried to release an update to their game, Gunslugs 2, in mid-January. In a blog post from January 30, it claimed that the update was rejected "because [a] screenshot (and possibly all screenshots from my game) show violence against a human being." At the time, other games with much more graphic content were promoted on the App Store without any problems, leading to some confusion among developers.

However, a source close to GameSpot revealed that this has all been a misunderstanding. Developers who have resubmitted their games are now clearing the approval process without a problem. OrangePixel's blog also confirmed the change.

"The update was eventually approved, without having to modify screenshots. And another update has since also passed without problems."

We've reached out to Apple for further comment and will update this story with additional details as they're made available.


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PS4 is Best-Selling Console Once Again According to NPD

Written By Kom Limpulnam on Jumat, 13 Februari 2015 | 11.52

The Xbox One had a few strong months as the top-selling console in November and December, but Sony's PlayStation 4 has come out in 2015 as the number one console in terms of sales once again.

In a statement to GameSpot, an SCEA spokesperson wrote, "PlayStation 4 was the top-selling console in January and remains the cumulative leader in the U.S. according to NPD data. Since launch in November 2013, 18.5 million PS4 units and 81.8 million software units have been sold through to consumers worldwide."

Microsoft's Mike Nichols, corporate VP of Xbox Marketing wrote in a statement regarding the NPDs, "After closing a record-breaking holiday, 2015 is off to a great start, with record January sales for Xbox One and more game sales per console than any other platform. Xbox Live also continued to set new all-time highs, with 22 percent growth in gamers and in hours compared to January 2014."

After a holiday discount that brought the Xbox One down to $350, the system briefly went back up to $400 before returning to $350 again in the middle of last month.

PlayStation 4 was the top-selling console in January and remains the cumulative leader in the U.S. according to NPD data.

The NPD Group also released their monthly data and analysis for US retail sales in January 2015 sales, and overall we've seen large hardware sales declines compared to last year. Overall hardware sales are down $54 million compared to January 2014, but both software and accessory sales are up by $12.4 million and $5.4 million respectively.

The NPD's Liam Callahan wrote in a statement, "Hardware sales declined by 23 percent as sales cooled off after the holiday season. Eighth generation console hardware sales were down by 22 percent while seventh generation console hardware sales decreased by 35 percent." However, the silver lining is that "combined hardware install base of PS4 and Xbox One is close to 60 percent higher than the cumulative hardware totals for Xbox 360 and PS3 at the same point in their lifecycles (after 15 months)."

Sales for current-gen games is on the rise and has outpaced last-gen software sales compared to January last year. Callahan wrote, "The sales of January 2015 launch titles were up over 200 percent versus January 2014, with Dying Light being the major new release of the month. If January 2015 releases performed in line with January 2014 releases, overall software sales would have decreased by 4 percent."


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Best-Selling Games for January Led by Dying Light, Advanced Warfare

Software sales were strong for January, and the leader of the pack was, not surprisingly, one of the few AAA releases in January: Dying Light

The NPD Group's Liam Callahan wrote in a press release, "Sales of January 2015 launch titles were up over 200 percent versus January 2014, with Dying Light being the major new release of the month."The top 10 rundown is below, but it's worth noting that neither Microsoft nor Sony's console's had an overwhelming majority of top-selling titles. The first console listed below represents the platform that had the hightest number of sales for each game:

  1. Dying Light -- PS4, Xbox One, PC -- Warner Bros.
  2. Call of Duty: Advanced Warfare -- Xbox One ,PS4, 360, PS3, PC --Activision Blizzard
  3. Grand Theft Auto V -- Xbox One, PS4, 360, PS3 -- Take-Two Interactive
  4. Minecraft -- 360, PS3, Xbox One, PS4 -- Microsoft
  5. NBA 2K15 -- Xbox One, PS4, 360, PS3, PC -- Take-Two Interactive
  6. Super Smash Bros. -- Wii U, 3DS -- Nintendo
  7. Far Cry 4 -- PS4, Xbox One, 360, PS3, PC -- Ubisoft
  8. Madden NFL 15 -- Xbox One, PS4, 360, PS3 -- Electronic Arts
  9. Destiny -- Xbox One, PS4, 360, PS3 -- Activision Blizzard
  10. FIFA 15 -- PS4, Xbox One, 360, PS3, Wii, Vita, 3DS -- Electronic Arts

In other NPD news, the PlayStation 4 came out as the top-selling console for January. And Ubisoft also released their financial figures today, reporting strong sales for the holiday period.


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GS News - Molyneux Sparks More Drama; Evolve’s DLC Adds Up To $136!

Written By Kom Limpulnam on Kamis, 12 Februari 2015 | 11.52

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  1. Games Gone Missing - Where are they now?
  2. Quick Look: Grand Theft Auto: San Andreas Remastered
  3. Link: "I think I bring a lot more to the team that a lot of people don't realize."
  4. Battlefield Hardline: Is the Frostbite Engine Holding it Back?
  5. Travis speaks with Prince Zuko Voice Actor Dante Basco at LCS about his LoL experience
  6. 1 out of 10: The Worst Games Ever Reviewed on GameSpot
  7. Should You Upgrade to the New 3DS?
  8. Top 5 Parkour Games
  9. GS News - Molyneux's Godus A "Failure"; Bethesda Unveiling Fallout 4?
  10. GS News - 6 Million Battlefield Players; Resident Evil Breaks Records!
  11. GS News Top 5 - New Call of Duty Revealed; Bill Gates Fears Robots!
  12. GS News - Nintendo YouTube Controvery Escalates; Persona 5 Gameplay!
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Ubisoft's Axed Wii U Game Revealed

More information on Ubisoft's unreleased, completed Wii U game has been revealed by the Unseen64 podcast (via Polygon). Titled Know Your Friends, the party game was never released, put on hold in 2014 while the publisher waited for the Wii U to become "more mass-market," according to Ubisoft CEO Yves Guillemot.

The game is described by Nintendo World Report as a multiplayer "quirky party/quiz game" which uses the Wii U GamePad in "interesting ways, mostly playing on social interactions." An example question cited by Unseen64 asked each player to list their competitors on the touch screen in order of those who were more likely to invite friends over for dinner.

Eurogamer cites the ESRB and reports that other questions include asking what players "would accept doing in the name of love during a steamy night in?", choosing "three objects for a sensual moment as a couple," and asking "which part of the female anatomy do people look at first?"

Speaking in an interview during E3 last year, Guillemot described the game as having "been done for six months. It's on the shelf, waiting for more families to have the console."

Ubisoft first filed trademarks for Know Your Friends in January last year. GameSpot reached out to the publisher for comment, who said, "We don't have anything to announce at this time."

Would you have played this game? Let us know in the comments below.


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Can We Trust Kickstarter?

Written By Kom Limpulnam on Rabu, 11 Februari 2015 | 11.52

It has been close to three years since the Kickstarter fad started.

Before I go on to say my two cents, I have to say here that I had not given a single cent to any project, so take my opinion with a metaphorical fistful of salt.

I am aware that there have been some so-called successes, but for some of these, I have experienced the "full" games which came out of them first-hand; they are not the second-coming of messiahs as their supporters would make them out to be. They have problems.

For example, (you might not know this game) Expeditions: Conquistador was an infuriating experience for me; that game's "minimum" requirements don't tell you that you need more for the second campaign in that game.

As for the failures, I will just call them for what I strongly believe they are: failures. The main problem with them though, is that it is not just the game-maker which shoulders all the risk of failures; backers do as well. Even if backers demand refunds, the heartache and hassle is not likely to be worth it.

To summarize, I don't believe in crowdfunding anymore. It is not - and has never been - a maker of dreams come true. What it does is distribute the risk to people other than the ones who run the project.

(Credit to saturatedbutter; dude's the earliest person I know to use a phrase similar to "distribute the risk".)


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The Escapists Review

I must have counted those 12 paces a dozen times, but once more I rattle them off in my head: one, two, three, four, five, six…. From the hole I dug in my cell, covered from sight the majority of the time by my storage desk, to under the prison wall and, at last--one, two, three, four, five, six, a dozen more times--to the fresh air, the singing birds. One, two, three, four…I can't afford to this screw up, not again. That night, as the guards patrolled the darkened corridors, I reached the end of an underground tunnel I spent the last two weeks digging. I reached that twelfth step, just beyond that accursed concrete barrier, readied a shovel crafted from a sheet of metal and duct tape, looked up, and began to dig--one month to walk 12 steps, but it was worth the wait.

I am a prisoner no longer; I am an escapist.

If history and Hollywood have taught us anything, it's that breaking out of prison isn't exactly a cakewalk. And though it won't take you 19 years of tunneling through a wall with a rock hammer, The Escapists, a game about escaping prison, doesn't make the monumental task all that easy, either. Much like the bygone era of video games from which it derives its colorful, pixelated aesthetic, The Escapists is tough and refuses to hold your hand, leading to many hours of trial-and-error experiments as you test the walls of your confines. But like a beam of hope shining through the damp dirt of an escape tunnel, the tribulation is worth it in the end. The Escapists is challenging and tense, but also engaging and deeply enjoyable. It will take you hours to figure out how to escape your first prison, but if you're tough enough and clever enough to breach the walls, the feeling of triumph accompanying your newfound freedom will completely wash away all the blood, sweat, and tears that paved the way.

The guards of HMP Irongate wield short tempers and electric prods.

In The Escapists, your task as an inmate is to plot an escape route, all while under the watchful eyes of ever-suspicious prison guards. You enter a life ruled by routine. From the moment the early morning sun touches the prison walls, until it leaves the sky, you are shuffled into your daily stations: roll call, breakfast, work, exercise block, shower, evening meal--all of which, save for roll calls and meals, vary between the game's six prisons. Deviating from your rigid schedule, getting into fights, or getting caught snooping around another inmate's cell quickly earns the ire of the guards. "Get to it, Cam!" they shouted at me the moment I was caught meandering through the halls. "Stations, Cam!" The more you push their buttons, the higher the on-screen heat meter rises. If it reaches 90 percent or more, guards rush you at first sight, batons swinging, rewarding your tangential behavior with some bruises and a swift visit to the infirmary. But investigate you must, as every historic breakout needs to start with a plan and a keen understanding of your new home.

Escaping requires cunning, strategy, and proper equipment, and staying at least five steps ahead of your pursuers is essential to securing your freedom. The beauty of The Escapists, however, is that there is no wrong way to go about it. You could swipe plastic spoons and forks from the canteen and use them to dig a tunnel out of your cell. Or perhaps, as you walk the grounds during your work station as a gardener, you notice that if you take the job of the tailor (another inmate), you will gain access to a room that shares a wall with an enclosed, empty space. Disrupting him on his way to work gets him fired, allowing you to take the job, bust down the wall, and replace it with a poster. And just like that, you have an area to store tools and other materials, or even to start a tunnel, safe and secure from prying eyes. Completing favors for inmates earns you some extra dough to line your pockets with, and--along with handing out gifts or cash—also raises their opinion of you. If they like you enough, you can recruit them and create your very own chain gang to terrorize both prisoners and guards alike. Gain enough followers, and it's possible to take over a prison. I haven't done it yet myself, but it can be accomplished, as the developer notes, with "a lot of rope."

Taking favors earns you cash and puts you in a fellow inmate's good graces.

And there are so many other possibilities. You can knock out guards and use a putty mold to copy a key, shimmy down walls with a grappling hook, or even impersonate a guard. Whatever steps you choose to take feel personal and never scripted. It's a surprisingly deep and complex system that I didn't expect but quickly fell in love with. It's highly malleable and widely varied, allowing you to make every trip to the Big House a different experience, while staving off dull repetition.

Along the way you spend time developing the game's light RPG attributes: strength, speed, and intellect. The former two go toward your proficiency in fights, with strength pulling double duty by adding to your overall health. Intellect, however, is the most paramount of the bunch, as it requires a level of smarts to craft certain items. In other words, you can be weak and slow, but it's nigh unto improbable for a dumb criminal to manage a breakout. Skill progression requires that you spend some extra time sweating in an exercise area for strength and speed, while you gather more intellect by popping open a book in the library or browsing the Internet on a computer, though you will need to take a break during these activities to decrease your mounting fatigue. Points added to your abilities slowly decrease over time, making it necessary to boost them back up every so often.

It's fortunate to have a cellmate who's a deep sleeper.

At times, fellow inmates--indicated by a flashing gold bag above their head--will offer items to purchase. What goods are available is completely random, and their usefulness to you pivots on what you need to make your escape. Sometimes you'll find hot items such as duct tape, (which is worth its weight in gold), a screwdriver, or nail files; but on other occasions, only soap or a packet of mints. The suppliers, as well as the items being sold, change randomly throughout a given day, so you need to stay on top of who is selling, and what. Rifling through the desks of other inmates, as well as the pockets of unconscious prisoners following one of the many prison fights, may also yield materials. But again, what you find is random.

Materials purchased or "borrowed" from your fellow inmates are used to craft tools and other items. Throughout the game, you gather an eclectic mishmash of components such as wires, a bottle of bleach, a piece of timber, a bar of chocolate, a plastic comb, and much more. All of which, believe it or not, can be vital pieces in your escape--yes, even the chocolate, but you'll need to find a lighter and a small blue cup first. You can throw up to three items into the crafting menu and hope that you will create something of use, but you're probably better off finding or purchasing crafting recipes as you go along. The best tools are those fit for the job, so if you're keen on digging your way to freedom, creating a shovel is your best bet. Or, if you're feeling sneaky, you can fashion a makeshift guard uniform using a tub of bleach, prison clothes, and some blue ink. There are dozens of craftable items, including a pickaxe, wire cutters, zip lines, and more, all of which play a role in many escape plans.

Prisons range from the standard fair to POW camps.

It is, however, equally important to remember that these items are contraband. Distinguishable by a red name, contraband is confiscated if you're caught. Mistakes are costly, and one slip-up leaves you with nothing to show for your troubles other than bruised pride and a trip to solitary confinement. Failure in The Escapists can be downright heartbreaking. An error can be simple, such as forgetting to replace a vent cover or carelessly leaving tunnel dirt in a place where it can be discovered and traced back to you. Once, a tunnel filled with tools I had built and collected was discovered, and I lost everything, putting my progress back about six hours. More difficult prisons are dotted with contraband detectors, and if you pass through one with something prohibited in your pocket, the heat meter rises to 99 percent, causing any nearby guard to make a beeline straight to you.

Beyond getting caught, there are other things that can go wrong, but they're mostly on a technical level. The game has bugs, the most innocent of which are times when you can see the name of an item hidden in a tunnel below by hovering your mouse pointer over an item one floor above. Worse, however, are issues that can hinder an escape, such as a bug that turned a fake fence I installed into a real one, and I didn't notice the error until it was too late--this happened more than once. And then were the several times I couldn't break through the dirt in order to leave a tunnel. Other problems are merely irritating, such as overlapping text when completing the same favor for two different people. At times, items disappear from the pockets of unconscious prisoners. I could never tell if it was the guards that found and took them, but I do recall moments when items would vanish into the ether without anyone else being close enough to touch the body. Also, I can't understand the logic behind the heat meter refusing to decrease after I fall asleep. And I'm not a fan of the fact that the first thing I eat in the morning is a club sandwich (well, more like a "baton," but the joke doesn't work that way).

It's hard to get some quiet time, even during breakfast.

Despite its foibles, The Escapists is a gratifying game that provides dozens of hours of entertainment. Planning an escape and watching it unfold is endlessly satisfying, and a successful breakout leaves you feeling jubilant. Even after you master the game's six prisons, there are three extras waiting to be challenged. The Escapists will have even more to show as time goes on, according to the developer, which is currently working on a free standalone application that will allow you to create and share your own prisons. You might not want to live in one of The Escapists' prisons, but you will definitely enjoy the visit.


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Raven's Cry Review

Written By Kom Limpulnam on Selasa, 10 Februari 2015 | 11.52

Gather 'round, ye sons and daughters of landlubbers. Draw up a pint, and listen to a tale. A tale of single-digit frame-rates and computer crashes that will make you want to shove yer hook through yer monitor. It's a tale of deeply unsettling gendered violence and racist slaughter played for casual drama. The tale's written in the language of cheap misogyny and homophobia, and if yer willing to see this story through to its conclusion, ye've more patience than I (and a magical copy of the game free of the bug that makes completion literally impossible at the time of this writing).

That stylistic introduction is honestly more than Raven's Cry, the pirate-themed adventure role-playing game from Two Worlds developer Reality Pumps Studio, could ever deserve. In an age where shaky launches have become a sad norm, Raven's Cry makes most buggy games seem as polished as the floors of Versailles. The game is playable in the barest sense of the word in those moments where it's not hard-crashing your computer, and the game's writing is so tone-deaf and offensive and mean-spirited that playing the game for more than a couple of hours at a time can begin to take an emotional toll. It's the type of game where the only moments that you don't hate yourself for continuing to play it are those where it's merely tedious instead of utterly broken.

Maria sounds more like a creepy eye-monster than a madame, based on this line.

In Raven's Cry, you take the reins of Christopher Raven, a sneering and loathsome pirate in the 1700s. Christopher's story begins when a job turns sour, and the Spanish navy nearly burns down an entire Caribbean town to get to him. Christopher sets out to get revenge against the Spaniard who betrayed him, but it isn't long in your adventure before you come across the wreckage of a ship left by Christopher's arch-nemesis, a man who raped and murdered Christopher's mother when he was a boy. And, thus, Christopher begins to sail across the breadth of the Caribbean in search of that man's former crew so he can murder one of the few people in this game's universe who is more horrible than he is.

If that story seems like the traditional revenge fare that has become increasingly popular in recent years, "stale" is an adjective that Raven's Cry wishes could be used to describe itself. Out of the gates, Raven's Cry gives the impression that large chunks of story and writing were left on the cutting-room floor. Characters, motivations, and places appear without context or explanation but with a strange assumption that the player can follow who these figures are. And bland incomprehensibility is the game's strong suit.

When Raven's Cry writing is memorable, it becomes so for all the wrong reasons. Though it has seemingly been patched out since launch, the "barks" of your ship's crew mostly consist of gendered and homophobic slurs. I haven't heard the male iteration of the "c" word this often since Deadwood (and with none of David Milch's redemptive style). And don't worry. The female "c" word pops up just as often as well. Christopher openly insults black people in the face of his black first mate--who disappears for seemingly no reason early in the game. And, also early in the game, Christopher physically assaults a sex worker to gain information for a quest. Villains casually joke about rape. Tribal natives are treated as mindless cannibal savages that you slaughter in high numbers. The game has the cultural sensitivity of Birth of a Nation, and I needed a bath to wash away the grime of this game's world every time I stopped playing.

"Stale" is an adjective that Raven's Cry wishes could be used to describe itself.

The actual gameplay is broken into two primary segments: ship-to-ship combat and on-foot exploration/combat. Neither works well, although the ship combat is the least broken of the two. Ship combat plays out similarly to that of Assassin's Creed III (specifically before Black Flag updated those systems), where you line up broadside to systematically take out enemy ship hulls and sails (and the crew if you wish to board). Precision is relegated to set increments for the height of your shots, so if a ship is in a frustrating grey area between two shot levels, you're out of luck.

At the beginning of Raven's Cry, it's not uncommon to think that ship combat is simply impossible. Raven's Cry opens up the entire world map almost right out of the gates, it gives you little information about which combat engagements you have any hope of surviving, and it never informs you that fleeing from a ship battle is a potential option--and a necessity at the beginning of the game. The world of Raven's Cry's is enormous, and you may find yourself wanting to sail off--through an entirely abstracted menu experience--to the farthest isles of the Caribbean only to find your puny schooner up against frigates, galleons, and men of war. It took me literally hours to get even the most basic feel for the ship combat, and even then, one-on-one battles with another schooner mostly come down to luck and patience until you get your first couple of upgrades. Ship warfare becomes much more bearable after you get the second ship, but it's never enjoyable.

Ground combat is swordplay without much play. The game offers you ways to block and dodge and a meter that you can fill up to perform one-hit kills, but attempting to get fancy with your rapier is both a waste of time and a surefire way to end up dead. Raven's Cry suffers from awful input delay when it isn't just ignoring your button presses altogether. The simple act of opening a door requires multiple presses of the "X" button if you're playing on a gamepad, and trying to block with that system will get you cut to shreds. It's much more efficient to mindlessly mash the attack button until everyone around you is dead and--if necessary--open the menu to use a health potion. The game's collision detection is impressively variable, failing to recognize some clear and direct hits while also occasionally letting you kill enemies when your blade is meters away from anything.

Combat is both frustrating and boring. It's the deadliest of combinations.

Land exploration is as frustrating as land combat. Christopher can barely walk in a straight line because the camera swings around worse than a drunken sailor. That isn't always a pain, but on the rare occasions when the game requires you to navigate a tight path without rails or sides, it's too easy and too common to fall over the edge to your death or to water. Christopher can't even walk over ankle-high obstacles that aren't explicitly stairs--and occasionally he can't even walk over those--without having to rely on his awkward and uncontrollable jumping skill. The towns and islands in the game offer an impressive scale and sense of verticality, but Christopher can jump about as well as the Monstars from Space Jam before they steal Charles Barkley's powers, so don't hold out any hope of climbing around these sometimes huge spaces.

The presentation of Raven's Cry is as shoddy as its writing and mechanics. You may have to turn every single graphical option to its lowest setting or off to get the frame rate of Raven's Cry to a playable state. The frame rate still stuttered and chugged during sea battles or any time there was rain (which is often in this game), but it was usable. It did leave the environments in Raven's Cry looking like something out of a late-period PlayStation 2 game, though, with character models that were only slightly better.

There are elements of the presentation that aren't broken simply because they aren't finished. Large chunks of the dialogue in Raven's Cry are missing. Characters will be having a voiced conversation when suddenly a character's lips will keep moving but no sounds come out and subtitles appear at the bottom of the screen when they weren't there before. The first time it happened, I was sure it was a strange glitch, but it happened again and again and again. Honestly, the game should have abandoned voice acting altogether because the performances that do exist consist of stilted and soporific line readings that make off-Broadway theater feel like Laurence Olivier doing Shakespeare at the Globe. There's a pirate you meet early in the game that I'm still convinced recorded his lines while hung over or half asleep. Audio glitches abound in regular play, too, with sounds fading in and out of existence seemingly at random, giving Raven's Cry the unintentional sound design of a nightmarish Lynch-ian fever dream.

'Twas a dark and stormy sea.

All of the other complaints that can be levied against Raven's Cry are legion, but you can force yourself to soldier through them if you really want to, although I pity anyone who voluntarily spends any time with this game. What truly puts Raven's Cry in the pantheon of the worst games of all time is that story progression can easily become totally impossible. After slugging through 17 hours of the game, a bug in a story portion of the game--where there was only one way back to the overworld out of the labyrinthine temple I'd been exploring--crashed my computer over and over again at the same point. I turned the game off, came back a couple of hours later, and tried again. The game crashed again. And I'd had enough.

It's not hard to say whether it's worse that Raven's Cry is so broken or that it's full of so much offensive material; the offensive material is worse. But the fact is that either of these things is more than enough for a rational person to avoid playing it. The game is unfinished, a chore when you can play it, and full of disgusting vitriol aimed at women and people of color. Buy a ticket for a different ship.


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The Witness' Developer Says Speedrun Still Took Him Over Six Hours

Written By Kom Limpulnam on Senin, 09 Februari 2015 | 11.52

Even knowing all of the ins and outs of the game's puzzles, it still took developer Jonathan Blow over six hours to make it through a speedrun of his next work-in-progress game, The Witness

Though he said he forgot a part of the game after the fact, Blow played through The Witness as fast as he could yesterday, and managed to finish it in a little over six hours and 20 minutes. But that doesn't mean Blow's fastest time offers any indication of how long the average player will be able to make it through on their first playthrough; Blow also shared on Twitter that The Witness is somewhere in the range of "10x as big as Briad." However, that comes with the disclaimer, "The time may change as the game continues to be worked on!"

Last month, Blow revealed that The Witness' 677 puzzled are locked in. "This means that all puzzles that will be in the game when it ships are in the game now," Blow said in a developer diary entry.

Blow also recently told Engadget that he's put all the proceeds from Braid into funding the development of The Witness, and that he's had to borrow money to finish the project.

[Editor's Note: Due to some confusion with this article's previous headline, which was "It Will Take You at Least Six Hours to Finish The Witness," the headline and some introductory text have been updated to offer greater clarity. We apologize for any confusion the previous story's wording may have caused.]


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Evolve 3GB Day-One Patch Improves Loading Times

Evolve will get a day-one patch that will improve several aspects of the game, developer Turtle Rock Studios has announced.

The patch will vary in size depending on the platform, but it's about 3GB, and most notably improves load times, matchmaking, and network bandwidth optimizations.

The patch also addresses several bugs discovered during the Big Alpha and Open Beta, balances Monsters and Hunters, and adds connectivity to the recently released Evolve mobile game.

Finally, the patch reworks the Elite skins for Hunters and Monsters based on feedback from the community. "We've updated or outright replaced the assets that were already in the game," Turtle Rock said. "All you need to do to unlock them: EARN THEM."

For examples of how the Elite skins were changed, head here, and for the complete list of what's included in the day-one patch, head here.

For more on the game, make sure you read everything you need to know about Evolve before it launches on February 10.


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RadioShack Goes Bankrupt

Written By Kom Limpulnam on Minggu, 08 Februari 2015 | 11.52

Even RadioShack was making fun of how outdated RadioShack was before the electronics store filed for chapter 11 bankruptcy earlier this week. However, the stores won't disappear entirely, the company is just no longer independently owned.

RadioShack operated 4,000 stores in the US. According to GameSpot sister site CNET, General Wireless, a unit of investing firm Standard General, will buy between 1,500 to 2,400 of those stores. Wireless service provider Sprint said it made a deal with General wireless to create 1,750 stores that will sell a combination of Sprint products and services and RadioShack goods.

Like another big electronics store franchise Circuit City, which tried to rebrand itself as "The City" before it went bankrupt in 2009, RadioShack previously tried to rebrand itself as "The Shack." It also reconfigured its stores, as you can see in the commercial above, but kept losing ground to online retailers like Amazon and big box stores.

RadioShack was founded in 1921, and over its lifetime sold electronics, tools for hobbyists, RC cars, and even games and consoles.


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Nintendo Offers Free Mario, Zelda, and Kirby Valentine's Day Cards

Need a Valentine's Day card for that special someone in your life? If they love games, Nintendo can help you out.

The company posted a selection of Nintendo-themed Valentine's Day cards to its website, which you can print, cut out, and give to your loved ones.

There are four sets of cards overall themed after different Nintendo franchises, with six cards in each. Theres a Super Mario set, a Kirby set, a The Legend of Zelda: The Wind Waker set, and a Yoshi set.

You can find them all on Nintendo's site, or simply grab them from the gallery above.

In other Nintendo news, the company's relationship with YouTubers is less than perfect following its new revenue-sharing initiative, which gives a slice of ad revenue to people who upload videos of certain Wii U, 3DS and legacy console games. Even YouTube's biggest star, PewDiePie, spoke against the new policy.


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