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PAX Australia confirmed for Melbourne

Written By Kom Limpulnam on Senin, 22 Oktober 2012 | 11.52

The previously-announced Penny Arcade Expo Australia will be coming to Melbourne in 2013 and 2014 with the support of the Victorian government.

The news was announced today by Victorian Minister for Innovation, Services and Small Business Louise Asher and Penny Arcade president Robert Khoo. Next year's PAX Australia will be held at the Melbourne Showgrounds from 19-21 July.

The Victorian government will be helping to promote PAX in Melbourne via sponsorship and integration though a number of their gaming culture exhibitions and presentations.

Asher said that attracting PAX Australia to Melbourne would "deliver significant economic benefits" to the state in addition to interstate and international visitors.

"The decision to choose Melbourne to hold PAX Australia represents a fantastic opportunity to highlight Victoria's creative capabilities on a global scale," she said. "This is a great opportunity to showcase the gaming culture in Australia to the rest of the world, while promoting the talented game developers and creative studios to an international audience."

Khoo said the decision to bring PAX to Australia was made following the "overwhelming" response from the Australian Penny Arcade community.

"Melbourne has a long history of supporting the gaming scene, through showcasing cultural game exhibits to supporting world renowned game developers," Khoo said. "Holding PAX Australia in Melbourne is the perfect fit for our show."

According to organisers, PAX Australia will combine an international program with local content and community events, including international guests, speakers, musicians, developers, and Australian industry representatives.

Currently, PAX events are held on both coasts of the United States: PAX Prime in Seattle, Washington, and PAX East in Boston, Massachusetts.

PAX Australia ticket registration is now open via the PAX Australia website.


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This Week in Games: October 19, 2012

Written By Kom Limpulnam on Minggu, 21 Oktober 2012 | 11.52

Black Ops 2 gets a season pass, Microsoft and Nintendo half-heartedly drop some prices, GoG does a crazy-awesome Interplay promo, and Criterion is pondering a new Road Rash.

Call of Duty: Black Ops 2 will be the latest game to offer a downloadable content season pass. Activision announced a $50 Black Ops II DLC pass on Monday that includes four planned expansions. These will arrive first on Xbox Live and will also be available standalone at $15 a pop. Activision did not offer much in the way of specifics, but did say that they will take the form of multiplayer maps and Zombies content. These offerings are expected to be made available next year. Interestingly, the season pass was announced only for Xbox 360 at this point. If you play on PlayStation 3, PC, or Wii U, this doesn't necessarily mean you're SOL, it's just that nothing has been announced yet. Activision's communication on the subject this past Monday stated, "Season Pass and DLC Map Packs may not be available on all gaming platforms." Interesting that they're keeping it vague. Any guesses as to which community is going to get hosed on this one? Our best bet is that Wii U gets stiffed worst.

Nihilistic Software's CEO Robert Huebner told the Activision-run One of Swords blog this week that though Declassified will leverage the design of past Call of Duty games, it will focus on multiplayer above all else.

Also this past Monday, Activision announced that all features for its Call of Duty: Elite service for Black Ops II will now be free. Yup…you read that right: free. Because now you pay to subscribe to the DLC updates for the game rather than for the community. So nothing's changed really, it's just called something different now. Elite originally launched with Modern Warfare 3 last year and carried a coincidentally identical $50 annual price tag. At that time, the service granted you a bunch of downloadable content every month, and a ton of video. The Elite platform for Black Ops II will boast a number of revisions to existing features as well as new stuff like a dedicated Zombies channel. Players will be able to track their personal statistics on the service, and there will be new tablet support for Call of Duty: Elite TV (what form this will take isn't known yet, probably apps for both iOS and Android) which will include developer video, strategy guide stuff, and other original content.

If you're one of those people that's so obsessed with Call of Duty that you want it with you at all times, you'll no doubt be eyeing the November 13 release of Black Ops Declassified with increasing interest. Nihilistic Software's CEO Robert Huebner told the Activision-run One of Swords blog this week that though Declassified will leverage the design of past Call of Duty games, it will focus on multiplayer above all else (although, weirdly, it will not include a Zombies mode.) "Declassified is not about the big campaign storyline and huge cinematics, it's more focused on the multiplayer essence of Call of Duty and bringing that to a portable device as completely as possible," Huebner said. He added that Nihilistic's aim for Declassified was not to design a game that fans would perceive as a port of a past or current Call of Duty title. Instead, the team sought to craft a "tailored experience" for the Vita that delves into the history of memorable Black Ops characters like Frank Woods and Alex Mason.

What do you think? Does that make you more, or less interested in the title? Would you buy a Vita just to be able to play it? Let us know in the comments.

Microsoft Prices Surface, Re-prices Xbox 360, Forces IE10 Down Throats

If you're one of the many previously seduced by the notion of Microsoft's Surface tablet, you'll be pleased to know that it now has a price. The company launched its Microsoft Store page for the device on Tuesday this week, listing three variants of the Windows RT version of Surface. The base 32GB model tablet lists for $399, and does not include a "Touch Cover" (the touch sensitive keyboard that clicks onto the device,) the same tablet with the Touch Cover lists for $599, and a 64GB unit with a Touch Cover lists for $699. Microsoft is also selling a clicky "real" keyboard for $129. This compares to a comparable 32GB Wi-Fi iPad, which lists for $599 without any kind of cover or keyboard. The Surface RT, which runs on a Nvidia ARM processor, is one of two models the company is planning. The other being an Intel Core processor-driven Windows 8 Pro unit, which is essentially a full-on Windows laptop/tablet hybrid for which pricing has yet to be set. Conservative estimates place the 64GB version of that device in the $1,000 range. Surface is set to launch alongside Microsoft's new Windows 8 operating system next Friday, October 26.  

In other price-related news, the company also revealed a number of Xbox 360 Holiday Bundles this week, effectively reducing the price of the console (which now boasts a life-to-date sales number of 70 million units) by $50. For the pusillanimous price of $249 you can now get a 250GB console with a copy of Forza 4 and a download token for The Elder Scrolls Skyrim or a 4GB console with Kinect, Kinect Disneyland Adventures, and Kinect Adventures. For $349 you can get a 250GB console with Kinect, Kinect Sports, and a download token for Dance Central 2. Microsoft claims these offers are only "for a limited time." Let's hope what that really means is "we're milking these higher prices for as long as we possibly can before dropping them to something that's actually reasonable. Surely, after seven years, it's time to bring the 250GB solus box down to $199? Well, not if people will pay the higher price. Above all else, Microsoft is about making profits.

On the subject of Xbox 360, if you downloaded the new dashboard update this week, you will no doubt have noticed a number of things. Top of many gamers' list of gripes is the increased number of ads that appear in the dash now, and this is closely followed by "where the hell did the Facebook and Twitter apps go?" OK, neither app was exactly what you'd call awesome, but the raised-eyebrows are more about the reason they're gone than their actual disappearance. Multiple sources reportedly familiar with Microsoft's plans told The Verge on Wednesday that this was done to spur gamers to use the new Internet Explorer browser included with the update. Microsoft confirmed on Friday that the apps were "retired" in an effort to "streamline" the Xbox experience.

Nintendo, And The Word "Obstreperous"

Speaking of timid price drops Nintendo has finally cut the price of the Wii in the United States, but still refuses to take it below the $100 price point. A timid $130 will (from October 28) get you a bundle that includes a black Wii console, as well as copies of Wii Sports and Wii Sports Resort on one disc. A price drop for other regions was not announced. Honestly, still charging more than $99 for a six year-old console mostly filled with 11 year-old technology is a truly glorious example of obstreperous stubbornness rarely seen in the video games space. Like Microsoft, Nintendo wants to make profits, and with the Wii it's making more than anyone right now.

According to Nintendo of America executive vice president of sales and marketing Scott Moffitt, the price drop, along with the included games, will make the new bundle an "easy choice" for those seeking out value during the upcoming holiday season. Given that the system and branding looks an awful lot like the more expensive, and no-doubt supply-constrained black Wii U "Deluxe Set" that "easy choice" may also prove to generate apocalyptic levels of holiday gift disappointment this year thanks to gift buyers not knowing, or not understanding the differences.

Halo 4 Pirates Banned for Life

The big drama since last week's installment of This Week in Games was that a pirated copy of Halo 4 found its way out into the wild. Gamers caught playing playing it potentially face a permanent ban from Xbox Live. That's according to one Reddit writer, who posted an email from Microsoft informing the user that "illegitimate prerelease title play" has yielded a permanent Xbox Live account suspension. 

A Microsoft representative provided GameSpot with the following statement on Monday morning; "We are aware of isolated cases in which 'Halo 4' content has been propped on the Web and are working closely with our security teams and law enforcement to address the situation immediately. Consumers should be aware that piracy is illegal and we take vigorous action against illegal activity related to our products and services. Playing pirated copies of games, such as Halo 4, is a violation of the Xbox Live Terms of Use and will result in enforcement action, such as account and console bans."

Writing on the official Halo website, 343 Industries warned of Halo 4 leaks, and said it was "working closely" with security teams and law enforcement to address the situation. "Piracy is illegal and we are taking vigorous action against it," reads a line from the statement. "We have poured our blood, sweat, and tears into Halo 4, and we want you to have the best possible experience with our game, come November 6. If you're interested in staying spoiler-free, we encourage you to exercise caution when visiting various websites, social networking services, and forums."

The game isn't out until November 6, so we all still have more than two weeks to try and avoid those spoilers. 

Next Skyrim DLC: Dragonborn?

The next expansion to The Elder Scrolls V: Skyrim may be called Dragonborn and could have gamers riding dragons, if rumors swirling on Tuesday are to be believed. An industrious Bethesda forum user dug through the source code for the game's new 1.8 patch earlier this week and found several references to "Dragonborn" and "DLC2." The user claims the Dragonborn expansion will add new armor types, and may even allow users to ride dragons in some fashion. The files suggest the Dragonborn DLC will be set in the island area of Solstheim, a land northwest of Wardenfell and east of Skyrim. According to the Elder Scrolls Wikia, its climate is cold and snowy (unusual for Skyrim, right?) and is home to the Ebony mines. Further fueling the rumor (which company reps are so far steadfastly refusing to comment on,) Bethesda parent company Zenimax Media sought a Dragonborn trademark through the United States Patent & Trademark Office bay in May. The mark was filed under the goods and services description of "Computer game software for use with computers and video game consoles; downloadable computer game software offered via the internet and wireless devices."

Xbox Music: Kinda Like Spotify, But Not

If you like the idea of Spotify, but really wish it would work on fewer devices that you own, Microsoft has something for you; Xbox Music, a streaming, download, and cloud music service with access to around 30 million tracks. Streaming is free thanks to advertising support, while an ad-free version called Xbox Music Pass--which includes unlimited plays, and offline support for PCs and mobile--costs $9.99 per month. The a-la-carte download option offers 256kbps DRM-free MP3s tracks (versus 192kbps WMA for streaming) for purchase from the Xbox Music Store. Cloud storage is also promised for later in the year. Similar to Apple's iTunes Match service, Xbox Music will allow you to scan-and-match any music you own and add it to your own personal cloud catalogue for use on all your devices. It includes music acquired through other services, such as iTunes or Amazon. The service--which was originally rumored to launch on October 26--is available on Windows 8, Windows Phone 8, and Xbox 360. In a hearty "screw you" to the company's largest possible captive audience, neither Windows Phone 7 or Windows 7 users will be able to access the service (they get to just keep playing around with the less-sexy Zune Music.) Clearly, this intended as a big shove to get you to upgrade. Microsoft is promising that Xbox Music will be made available on other platforms "in the coming year"--including, surprisingly, both iOS and Android. But still not Windows Phone 7.

No LAN League of Legends For You!

On the eve of Riot Games' League of Legends Season 2 World Championships Grand Final between Azubu Forst and the Taipei Assassins, Riot announced it was developing a LAN client for tournaments, which would also be in use for the matchup this past Saturday night. At the time it was not said whether the client would be for major tournaments only, or also for all League of Legends players. Now it is known it will only be used for the former. Riot VP of eSports Dustin Beck took to Twitter on Tuesday to dispel the rumors. "We built an offline solution for the Finals for the pros to be protected from Internet connectivity issues", Beck tweeted. "There are no plans to develop a LAN mode for offline play at home / LAN centers. Just wanted to clarify for everyone."

In related news, if you're one of the growing number of MacBook-toting gamers disappointed that the company previously pulled the plug on its Mac OSX Beta client, you'll pleased to know that Riot president Marc Merrill said at the tail-end of last week that the long-promised Mac version of the game is still in development. At the risk of over-promising that it would be coming "soon," Merrill cautioned, "We've got some good news coming on that front." Given that the company has been using the word "soon" for some time on this subject, it's become almost a meme within the League of Legends community. Don't hold your breath or anything, but it's still coming.

Criterion Pondering New Burnout, Maybe Road Rash

In a recent interview with The Guardian newspaper in the UK, Criterion creative director Craig Sullivan (he of the awesome hair and boundless enthusiasm) pledged the Guildford, London studio will return to the Burnout series at some point in the future. "There's still a lot of stuff we want to do with driving," Sullivan said. "We will make another Burnout game at some point. Obviously, as we're working on NFS we're thinking of really good ideas that aren't right for this series; there are ideas that we're going to explore with Burnout. And we wouldn't be making NFS or Burnout games if we didn't think the driving genre had a long shelf life and that we could push the boundaries." Sullivan also teased that the studio may develop something without vehicles at all, but a Road Rash (yes!) game is more likely. "When we did Burnout Paradise we did some motorbike DLC and now everyone thinks that we're going to do Road Rash at some point," he explained. "I had a lot of fun playing that game, we think bikes are fun.We might make a Road Rash game…But then we might make a game without vehicles in it," he said. "I mean, we made Black, I was the lead designer; we might make a game about blowing the crap out of each other. But Road Rash seems like a good fit for Criterion…"

Could this mean we're finally going to get a new version of one of the most talked-about games from EA's back-catalog? Perhaps something with the speed of Burnout's downloadable bikes, and with the attitude of Sons of Anarchy? Keep your fingers and toes crossed.

Project Eternity Is The Most Kickstarted Game Ever

Obsidian Entertainment's Kickstarter campaign for isometric, party-based PC role-playing game Project Eternity has finished with a total of $3,986,929, becoming the highest-funded video game on the crowd-funding platform behind Double Fine's point-and-click PC adventure gameDouble Fine Adventure, which ended its Kickstarter with a total of $3.3 million. Project Eternity's final goal will most likely stretch to over $4 million once Kickstarter counts the campaign's PayPal donations.  The project started on September 14 and had exceeded its stated goal of $1,100,000 within 24 hours. According to Obsidian--the studio behind Fallout: New Vegas and the upcoming South Park: The Stick of Truth--the extra funding could be used to help the development team to put more resources behind new playable races, factions, crafting systems, and a personal stronghold for players to store gear and weapons in. "Additional money we raise will go straight into the game to add new levels, companions, NPCs, features, and even entirely new parts of the world which will add hours and hours to the adventure," the developers said. Obsidian also plans to attempt to enlist the aid of Neverwinter Nights 2's creative lead George Ziets and, since the campaign reached beyond $3.5 million, will add a final goal to the game called "Big Big City", where the game will feature a giant city hub, reminiscent of Athkatla from Baldur's Gate 2: Shadows of Amn. Obsidian claims that the final game will combine elements of past Infinity Engine role-playing projects like Baldur's Gate, Icewind Dale, and Planescape: Torment. Players will create their own character in Project Eternity, and will gather companions along their journey, which will be replete with "complex, difficult choices," according to Obsidian.

On the subject of Kickstarter, Wing Commander creator Chris Roberts announced this week that funding for his next game Star Citizen will be using the service to raise money. When Roberts announced the game last week and called on users to help fund it, the game's website became overloaded and buckled. In response to this, Roberts and his development studio Cloud Imperium Games launched a Kickstarter campaign on Thursday with a $500,000 target in an effort to reach the project's overall $2 million funding goal. The effort closes November 19.

GOG Does Mac, and a Crazy Good Interplay Promo

…drop at least $34.99 and download the whole catalog

Downloadable game service GOG rolled out its support for Mac this week, bringing (so far) 50 classic, DRM-free titles for the increasingly-popular platform (particularly laptops.) The initial list includes some true greats, including The Witcher, for $4.99, The Witcher 2 for $29.99, the original Syndicate for $2.99, Ultima 4+5+6 in a single download for $5.99, the Tex Murphy games for $9.99 a piece, and many, many more. Check out the full list right here.

The service also rolled out a special Interplay-based promo, too. For the next couple of weeks you'll be able to "pay what you want" (to a certain degree) for 32 classic titles from the publisher, including Fallout, Fallout 2, Descent, and MDK. The offer is tiered at three levels; get eight games for whatever price you want, pay above the average price and get 20 games, or drop at least $34.99 and download the whole catalog (Windows only right now, unfortunately) with soundtracks and other digital goodies. Sound like a good deal? Check out the GOG page now.


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New Releases: October 21st - 27th

Written By Kom Limpulnam on Sabtu, 20 Oktober 2012 | 11.52

  • Oct 19, 2012
  • 1,042 (Views)

This week we check out Skylanders Giants, Medal of Honor: Warfighter, Forza Horizon, Elemental: Fallen Enchantress, Dark Souls: Artorias of the Abyss, Killzone Trilogy, Farming Simulator 2013 and Lucius.


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Project Eternity most-funded video game in Kickstarter

Written By Kom Limpulnam on Selasa, 16 Oktober 2012 | 11.52

Obsidian Entertainment's recent Kickstarter project, titled Project Eternity, is now the highest-funded video game on the crowd-source funding platform.

According to its Kickstarter page (via Polygon), it has surpassed Double Fine Adventure's Kickstarter campaign total of $3,336,371. At the time of writing, Project Eternity's total is at $3,348,171, and has 22 hours left before the project closes. The project started on September 14 and had exceeded its pledged goal of $1,100,000 within 24 hours.

Due to the goals being met, the developers will use the extra funding to possibly feature new playable races, factions, crafting systems, and a personal stronghold for players to store gear and weapons in. The developers will also attempt to enlist the aid of Neverwinter Nights 2's creative lead George Ziets. If the campaign reaches beyond $3.5 million, the developers will add a final goal, called "Big Big City", where the game will feature a giant city hub, reminiscent of Athkatla from Baldur's Gate 2: Shadows of Amn.

Project Eternity is an isometric party-based fantasy RPG that will be developed by Obsidian Entertainment, the company behind Fallout: New Vegas and the upcoming South Park: The Stick of Truth.


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Riot announces LAN client, will be in use for Season 2

Written By Kom Limpulnam on Minggu, 14 Oktober 2012 | 11.52

Riot Games reveals LAN client for high-profile tournaments; will be used for today's finals between Korea's Azubu Frost and Taiwan's Taipei Assassins.

Less than a week after issues arose at the Season 2 World Championships quarterfinals, Riot Games revealed at a press event today that it is developing a LAN client for high-profile tournaments. It follows events last weekend where teams Elite and Counter Logic Gaming Europe for forced to replay their match on Wednesday night. The LAN client will be used for today's finals between Korea's Azubu Frost and Taiwan's Taipei Assassins.

CLG Europe standout Peter "yellowpete" Wüppen commented in a Reddit thread that the LAN client was in use for the rescheduled quarterfinal and semifinal matches, but not the games that were originally plagued by downtime. "The time they needed to set this up after the third day's disaster is surprisingly short, which is good on the one hand but on the other makes you wonder why it wasn't done in the first place just to eliminate risks even though it seems to have been relatively simple", he went on to say.

Riot Games vice president of eSports Dustin Beck, who we interviewed last week, has responded saying that the company is doing everything it can. "We probably should have done this in the first place, but we are running so fast on so many initiatives, and are a really newly formed team at Riot, it's been a lot to bite off," he says in response to Yellowpete. "We also should have had redundant internet in the event something improbable happens, and we have that now for Galen Center. I hope people don't view this as making excuses, we are the first to admit we need to do things better, but I can promise you that we are doing everything we can, as fast as we can, to identify those gaps and fill them."

Riot Games CEO Brandon Beck did not confirm whether the client will be available for public use. Issues surrounding a lack of LAN at tournaments has had major implications at other tournaments, most notably with Blizzard's StarCraft 2. In April at the GSTL Grand Finals in Las Vegas, the crowd erupted in chant of "We Want LAN!" during a game between team aces Won "PartinG" Lee Sak and Lee "MarineKing" Jung Hoon when they had their game crash 35-minutes in.

In what appeared to be a like a likely win for Parting, MarineKing went on to win the rematch, as well as the rest of his games, to lead his team Prime to a championship. Blizzard has held firm on not releasing a LAN client, telling GameSpot in June that it introduced possible piracy risks.

"All of you fans who care so much about this are awesome", Dustin Beck left off. "And the work and effort we are putting in to making eSports great is for all of you, and for all of our players that have the same dedication."


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Riot $1m Season 2 Championship Final Today: Azubu Frost vs Taipei Assassins

The world's best League of Legends teams in North America, Europe, and Asia battle it out for $1m today at the Galen Center in California.

After nearly eight months of international competition between the world's best League of Legends teams in North America, Europe, and Asia and an emotional rollercoaster for some, it all comes down to this. Korea's Azubu Frost and Taiwan's Taipei Assassins are to battle it out today for $1,000,000 at the Galen Center at the University of Southern California.

Each team has had its own rough road to the finals. For Azubu Frost, much of it has come from the controversial moments in the quarter finals, rather than the matches themselves. After quick wins over Invictus Gaming, CLG Prime and SK Gaming in the group stage, Azubu Frost found themselves with America's best, Team SoloMid. SoloMid had been preparing for Azubu Frost ever since it was dismantled by Azubu Blaze at MLG's League of Legends Arena. That wasn't much concern for Frost, who quickly swept SoloMid in two straight matches.

Shortly after, evidence arose of multiple teams cheating by looking at the mini-map during the Internet outages, most notably from Azubu Frost Team Captain Jang "Woong" Gun-woong. An investigation by Riot led to a $30,000 fine imposed on Azubu Frost, but no overturning of the match itself. Azubu Frost then went on to knock out CLG EU a second straight time, advancing to the finals.

"We've played with TPA before many times, with each team having about equal information on each other. Because of this I think it'll be a very interesting game", Azubu Frost AP Jung "RapidStar" Min-sung told GameSpot. "This is the world championships we've been preparing for. Now that we're here, we want to make sure we win it all."

On the flip side, not many people expected the Taipei Assassins to be just one win away from claiming a million dollars. Not only that, but they are one win away from the first ever major eSports title for the nation of Taiwan across any competitive game. After getting a seeded-bye into the first round of the bracket, TPA managed two dominant performances when they were seen as the underdog in each. First came the destruction of the second Korean team NaJin Sword, a powerful squad who couldn't find a way in against TPA. No one was prepared for what would come in the semifinals though, against the other tournament favorite, Moscow 5. After a first game loss and being one map away from elimination, TPA turned the heat up on the back of top lane Wang "Stanley" June Tsan, who's Nidalee performance got them back in the game, and two dominating wins to clinch a finals shot.

Taipei Assassins Toyz interview.

"It was interesting to face M5.BenQ, since they are a strong team," Stanley said. "I have not played Nidalee in a while because she was never compatible with our strategies, so it was great picking her up again in this tournament. I know I'll have to continue this in the finals to maintain advantage and be stable throughout the matches."

1 Match. 1 Million dollars. Who will walk away the champion going into Riot's highly anticipated Season 3? Watch it all LIVE here on GameSpot starting at 5:30 PM PST/8:30 PM EST, and get up to speed with our coverage hub, which includes player interviews.

Watch live video from riotgames on www.twitch.tv


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Retro City Rampage Review

Written By Kom Limpulnam on Sabtu, 13 Oktober 2012 | 11.52

Back in 1987, when the NES was at the peak of its reign, the video game world was not yet ready for the open-world urban crime adventure. But today, a quarter century later, Retro City Rampage lets you experience what the genre might have been like if it had been introduced on that now-primitive platform. In terms of its gameplay, it's often not quite faithful enough to the games of the era that inspired it, and in terms of its difficulty, it's sometimes too faithful. But all in all, Retro City Rampage is an enjoyable experience in which old meets new to create something both fresh and familiar.

Can you spot all 572 references hidden in these early minutes of Retro City Rampage?

In Retro City Rampage's Story mode, you play as Player, a low-ranking henchman in a supercriminal's army. Following an introductory series of stages that references The Dark Knight, Mario Bros., Mega Man 2, Frogger, Bill & Ted's Excellent Adventure, Super Mario Bros. 2, Back to the Future, and much more, you're set free in the city of Theftropolis to spend your time as you see fit. You can complete story missions or ignore them, and spend your time causing chaos and competing in the score-based challenges scattered all over town.

Every mission in Retro City Rampage's Story mode skewers video games, movies, or TV shows of the 80s. If you have any reverence for icons of 80s pop culture, don't be surprised if versions of those icons show up in RCR and are made to suffer some indignities. (The Ghostbusters, for instance, are spoofed here as the Go-Go Busters. Their job is even messier and nastier than catching and occasionally getting slimed by ghosts.) Too often, the game is raunchy just for the sake of being raunchy, without any cleverness to actually make its off-color gags funny. But the game throws so much at the wall that, while most of it doesn't stick, enough does to make for a good number of laughs, and there's some particularly scathing humor about indie game development and major publishers.

What with the danger of being run over as you stroll down the sidewalk or being stomped on by criminals flying around in hover suits, Theftropolis doesn't seem like a nice place to live. It is, however, a pleasure to look at, particularly if you have a soft spot in your heart for 8-bit worlds. The pixelated residents of Theftropolis are a wonderfully diverse bunch. Despite being quite tiny, they have a good deal of personality, thanks to their vibrant colors, their big hair, and jaunty hats--not to mention their expressive animations as they strut down the street, breakdance or otherwise pass the time.

The city has at least as much personality as its residents. Everywhere you look, there are references on shop signs and billboards to 80s video games and other pop culture artifacts. For that extra dose of nostalgia, an impressive assortment of color modes lets you make the game look as if it's running on a wide range of 80s gaming and computer hardware; a CGA mode, for example, severely limits the game's color palette and dominates it with blue and purple, recalling the visuals on early Apple computers. There's also a fine selection of borders that can make the game look like it's being played on an old TV, an arcade cabinet, or other setups, with optional scanlines to help sell the illusion. Regardless of your visual preference, the catchy 8-bit music is sure to please, and would have been right at home in an NES game.

Unfortunately, as alluring as the city is, getting around Theftropolis isn't always enjoyable. Player moves sluggishly until he gets a bit of momentum going, and although all the vehicles around you are yours for the taking, many of them are too slow to be much fun to drive. Still, there are some speedy little numbers to cruise around in. The two driving control schemes let you select between an option in which you use a button to accelerate and in which pushing left or right turns your vehicle to its left or right regardless of which way you're driving onscreen, and an option in which you push the thumbstick up to move up, down to move down, and so on. This second, far less realistic option allows for more responsive, turn-on-a-dime controls and more enjoyable vehicular shenanigans as a result. (On PC, you also have the option of playing with a keyboard, which works just fine.)


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Retro City Rampage Review

Back in 1987, when the NES was at the peak of its reign, the video game world was not yet ready for the open-world urban crime adventure. But today, a quarter century later, Retro City Rampage lets you experience what the genre might have been like if it had been introduced on that now-primitive platform. In terms of its gameplay, it's often not quite faithful enough to the games of the era that inspired it, and in terms of its difficulty, it's sometimes too faithful. But all in all, Retro City Rampage is an enjoyable experience in which old meets new to create something both fresh and familiar.

Niko Bellic wishes he could get his hands on a hover suit like this and stomp some civilians!

In Retro City Rampage's Story mode, you play as Player, a low-ranking henchman in a supercriminal's army. Following an introductory series of stages that references The Dark Knight, Mario Bros., Mega Man 2, Frogger, Bill & Ted's Excellent Adventure, Super Mario Bros. 2, Back to the Future, and much more, you're set free in the city of Theftropolis to spend your time as you see fit. You can complete story missions or ignore them, and spend your time causing chaos and competing in the score-based challenges scattered all over town.

Every mission in Retro City Rampage's Story mode skewers video games, movies, or TV shows of the 80s. If you have any reverence for icons of 80s pop culture, don't be surprised if versions of those icons show up in RCR and are made to suffer some indignities. (The Ghostbusters, for instance, are spoofed here as the Go-Go Busters. Their job is even messier and nastier than catching and occasionally getting slimed by ghosts.) Too often, the game is raunchy just for the sake of being raunchy, without any cleverness to actually make its off-color gags funny. But the game throws so much at the wall that, while most of it doesn't stick, enough does to make for a good number of laughs, and there's some particularly scathing humor about indie game development and major publishers.

What with the danger of being run over as you stroll down the sidewalk or being stomped on by criminals flying around in hover suits, Theftropolis doesn't seem like a nice place to live. It is, however, a pleasure to look at, particularly if you have a soft spot in your heart for 8-bit worlds. The pixelated residents of Theftropolis are a wonderfully diverse bunch. Despite being quite tiny, they have a good deal of personality, thanks to their vibrant colors, their big hair, and jaunty hats--not to mention their expressive animations as they strut down the street, breakdance or otherwise pass the time.

The city has at least as much personality as its residents. Everywhere you look, there are references on shop signs and billboards to 80s video games and other pop culture artifacts. For that extra dose of nostalgia, an impressive assortment of color modes lets you make the game look as if it's running on a wide range of 80s gaming and computer hardware; a CGA mode, for example, severely limits the game's color palette and dominates it with blue and purple, recalling the visuals on early Apple computers. There's also a fine selection of borders that can make the game look like it's being played on an old TV, an arcade cabinet, or other setups, with optional scanlines to help sell the illusion. Regardless of your visual preference, the catchy 8-bit music is sure to please, and would have been right at home in an NES game.

Unfortunately, as alluring as the city is, getting around Theftropolis isn't always enjoyable. Player moves sluggishly until he gets a bit of momentum going, and although all the vehicles around you are yours for the taking, many of them are too slow to be much fun to drive. Still, there are some speedy little numbers to cruise around in. The two driving control schemes let you select between an option in which you use a button to accelerate and in which pushing left or right turns your vehicle to its left or right regardless of which way you're driving onscreen, and an option in which you push the thumbstick up to move up, down to move down, and so on. This second, far less realistic option allows for more responsive, turn-on-a-dime controls and more enjoyable vehicular shenanigans as a result.


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The Walking Dead - Episode 4: Around Every Corner

Written By Kom Limpulnam on Kamis, 11 Oktober 2012 | 11.52

Guts and gore hit new heights in the penultimate episode of The Walking Dead. Around Every Corner sees you shooting, stomping, and axing in the head more of the shambling piles of stink than in the three previous games combined, but this astounding level of carnage does not make for a very interesting escapade into the postapocalyptic zombie wasteland. While trying to flee the hungry dead is still terrifying enough to mess with your sleep, both the scripting and characterization are hit-and-miss. Where the preceding games were more notable for their moral choices than for their tight plots, this is a more formulaic drama that chugs along with the expeditious goal of setting everything up for a big finish. (Note: the following review contains information that could be considered spoilers for previous episodes.)

The drama picks up where things left off at the conclusion of the previous episode, Long Road Ahead. The gang has arrived in Savannah, Georgia, with the goal of securing a boat and sailing off to sunnier shores. As in the previous three games, the lead character is Lee Everett, a convicted murderer who is finding his redemption in serving as a surrogate father for a little girl named Clementine. Other members of the group include resident jerk Kenny, awkward high-school kid Ben, an old guy named Chuck, and two other people you met at the end of episode three. In addition to this crew, you team up with some newcomers, including a couple of survivors from a cancer support group living in a morgue, and a hoodie-clad ninja who jumps around building tops like a superhero and wields a climber's pick the way Michonne from the comic series wields her sword.

All of these characters present a real problem. There are too many of them, and not one is given much screen time. It's hard to care about anyone aside from the core power trio of Lee, Clem, and Kenny, who have been with the game from the beginning and are easily the most fully fleshed-out characters. Ben is a one-note imbecile. All of the promise of guitar-playing drifter Chuck (how has he survived on his own? what's his real story?) is abandoned. The young couple is so unrelentingly beige that it's tough to remember their names. The newcomers are here-today-chomped-tomorrow temps who have about as much impact on the plot as a red-shirt-clad nobody in an old Star Trek episode. Only the ninja makes any sort of impression, but even she exits abruptly and without explanation, leaving her to seem like nothing but a zombie-slaying plot device.

Now it's down to rooting for Lee and Clem, waiting for Kenny to implode, and nodding at new plot points involving a miniature fascist state in a neighborhood of Savannah, and trying to find out who has been chatting with Clementine over her walkie-talkie. None of it is all that interesting, however, largely because there is a real rush to get everything resolved because the end is approaching fast. Plot lines that could have been the focus of entire episodes are wrapped up prematurely, adding to the feeling that the game is just trying to quickly cover ground.

Game design has some weaknesses, as well. Push-button action sequences have been multiplied. Combat has you blowing away zombies on such a regular basis that they don't seem all that intimidating anymore. In the previous episodes, zombie attacks were mostly rare and startling. Here, there is a lot of combat, including a few sequences where you go Rambo. You gun down whole undead gangs with shots to the head on a couple of occasions, and you even hack and smash your way through a pack of zombies on a stairwell at one point. This episode plays out more like a game than its predecessors because of all this action. You get hemmed in on a few occasions, but it's hard to get worked up about getting chomped after seeing how Lee can take down six or seven zombies with a pistol in mere moments.


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GameSpot GamePlay Episode 14: Splinter Shell

Written By Kom Limpulnam on Rabu, 10 Oktober 2012 | 11.52

Host Kevin VanOrd welcomes IGN's Mitch Dyer for an extra dose of crazy. Also present (and also crazy): Tom Mc Shea, Chris Watters, and Peter Brown.

GameSpot GamePlay

Mitch Dyer from IGN graces us with his politically incorrect presence long enough to explain just what should be done with the TMNT license. He's joined by Peter Brown, who puts the "FIFA" in FIFA; Chris Watters, who closes the episode on the most disturbing note possible; and Tom Mc Shea, who insists on stubbornly breaking the fourth wall.

Kevin VanOrd hosts. Charmingly.

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GameSpot GamePlay Episode 13: Double Jesus

GameSpot GamePlay Episode 12: All Pandas go to Heaven

GameSpot GamePlay Episode 11: Enter The Pee Zone

GameSpot GamePlay Episode 10: Adolf Critler

GameSpot GamePlay Episode 9: Out of the Closet

GameSpot GamePlay Episode 8: Ladycrotch

GameSpot GamePlay Episode 7: Bald and Powdery

GameSpot GamePlay Episode 6: Dirty Talk

GameSpot GamePlay Episode 5: Hybrid Species

GameSpot GamePlay Episode 4: Pulling a Brad

GameSpot GamePlay Special Edition Spoilercast: The Dark Knight Rises

Kevin VanOrd
By Kevin VanOrd, Senior Editor

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


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