Diberdayakan oleh Blogger.

Popular Posts Today

Ryse: Son of Rome Lowers Recommended PC System Requirements

Written By Kom Limpulnam on Minggu, 07 September 2014 | 11.52

Earlier this week, an update to the Ryse: Son of Rome Steam product page revealed the game's release date and PC minimum and recommended system requirements. However, Crytek has since updated the recommended system requirements with a couple of less demanding hardware components.

"Since there was some initial confusion about the System Requirements (as we originally posted the specs needed for 4k as recommended on the Store page), we wanted to give you a bit more insight into the system requirements to run the game and some examples of fitting CPUs and GPUs in the three categories," developer Crytek said in an update to the Steam community.

The differences are in the required processor, a quad-core or six-core CPU instead of an Intel quad-core or AMD octo-core, and graphics card, which needs 2 GB video RAM instead of 4 GB video RAM.

The full, updated system requirements follow, and below them for comparison the requirements posted earlier this week.

Minimum:

  • CPU: Dual core with HyperThreading technology or quad core CPU
  • Examples: Intel Core i3 2.8 GHz (3220T) or AMD Phenom II X4 3.2 GHz (945)
  • Memory: 4 GB RAM
  • GPU: DirectX 11 graphics card with 1 GB video RAM
  • Examples: NVIDIA GeForce GTX 560 or AMD Radeon HD 7770
  • OS: 64 bit Windows (Vista, 7, 8)
  • HD: 26GB

Recommended:

  • CPU: Quad Core or Six Core CPU
  • Examples: Intel Core i5 3.3 GHz (2500k) or AMD FX-6350 3.9 GHz
  • Memory: 8 GB RAM
  • GPU: DirectX 11 graphics card with 2 GB video RAM
  • Examples: NVIDIA GeForce GTX 660Ti or AMD Radeon 260x or 7850
  • OS: 64 bit Windows (Vista, 7, 8)
  • HD: 26GB

Recommended for 4k gameplay:

  • CPU: Quad Core or Eight Core CPU
  • Examples: Intel Core i7 3.5 GHz (2700k) or AMD FX-8350 4.0 GHz
  • Memory: 8 GB RAM
  • GPU: DirectX 11 graphics card with 4 GB video RAM
  • Examples: NVIDIA GeForce GTX 780/ Titan or AMD Radeon 290x
  • OS: 64 bit Windows (Vista, 7, 8)
  • HD: 26GB

The system requirements posted earlier this week:

Crytek will publish the digital version of Ryse: Son of Rome for PC on October 10, while Saints Row and Dead Island publisher Deep Silver is handling the physical version.

Filed under:
Ryse: Son of Rome

11.52 | 0 komentar | Read More

EA Embraces Madden NFL 15 Tiny Player Glitch

Earlier this week we reported on a strange bug in Madden NFL 15 that made Browns rookie linebacker Christian Kirksey, who's 6'2", 235 lbs in real life, appear as a tiny, barely foot tall player in the game's Tennessee Titans Solo Challenge within Madden Ultimate Team.

The hilarious sight of a miniature linebacker up against other hulking football players made the rounds online in pictures and YouTube videos, so rather than quickly patching the bug or stay quiet about it, Electronic Arts is embracing it.

The publisher is encouraging Madden NFL 15 owners to play with the tiny version of Kirksey themselves while they can.

"This weekend only, Madden Ultimate Team players can experience the Tiny Titan for themselves. All you need to do is log into Madden 15 and look for the direct link to the Ultimate Teams Weekly Challenges. #TinyTitan will be waiting," EA Sports said on its official blog. "Not only will you be able to see and play against the Tiny Titan, it'll also net you a few coins to help Collect, Upgrade and Dominate in Madden Ultimate Team. Come join the fastest growing mode in the game and compete against the Tiny Titan!"

Today, EA also released the video above featuring Kirksey himself.

Madden NFL 15 was released on August 26. For more on the game check out GameSpot's review and what other critics are saying.

Filed under:
Madden NFL 15

11.52 | 0 komentar | Read More

A Quick Destiny Primer for Anyone Who's Been Living Under a Rock

Written By Kom Limpulnam on Sabtu, 06 September 2014 | 11.53

Have you heard the news? Destiny, Bungie's long-awaited follow-up to the Halo series, will be launching in just a few short days. In fact, we'll be live streaming it until our eyes explode this coming Monday. But before then, we thought you might like to catch yourself up on some of the biggest Destiny news to hit the Internet over the last few months. You know, just in case you've completely cut yourself off from modern society. Ready? Here we go!

Here's a video showcasing content exclusive to PlayStation versions

The video provides our best look yet at the full map, which is arguably the most substantial of the PlayStation-exclusive content, provided you're interested in competitive multiplayer. Along with the map, buyers of the PS3 or PS4 versions will also get additional armor and weapons; you can see an overview of all of this in another recent video that Sony released. This content will be exclusive to PS3 and PS4 until at least fall 2015, when it may also be released on Xbox 360 and Xbox One.

Here's how to choose the class that's best for you

There are a number of ways in which Destiny takes cues from massively multiplayer online role-playing games, but its class system is not one of them. While MMORPGs are often designed to all but require parties to have a balanced assortment of classes in order to succeed--healers, tanks, damage dealers--Destiny is not aiming for the differences between classes to be quite so important.

Above: We unbox the $150 Destiny Ghost Edition.

Why Bungie wants the end-game content to kick your ass

Destiny's six-player raid missions are going to be so tough that you'll likely need to access a walkthrough on the Internet to help get your squad through to the end. That's according to Bungie design lead Luke Smith, who says that the game's raid missions were purposefully designed to not give players much information or direction.

This is what our own Kevin VanOrd thinks of the competitive multiplayer

More interesting, however, are the three-on-three modes, starting with Skirmish. Skirmish mode resembles Control, but revives are turned on, so your teammates have longer respawn timers, which in turn demands a lot more coordination among team members than Control typically requires.

Above: A quick look at how Destiny looks running on Vita.

Why Bungie won't let you trade items with other players

"Once you earn them, the various Guardians under your account will be able to trade them," the studio explained further. "But weapons belong to the players who acquire them through action and bravery."

Why the public beta didn't result in any major changes to the game

It shouldn't come as much of a surprise that, with the game just over a month way, Bungie won't be completely revamping it. If you weren't a fan of something like the game's structure or gunplay, you'll have to hold out hope that things will be changed in one of the yet-to-be-announced sequels coming as part of the studio's 10-year deal with Activision.

Above: Kevin and Shaun explain why they enjoyed the Destiny alpha so much.

You can explore the world of Destiny in Google Street View

A week prior to the release of Destiny, Activision is trying something different to promote Bungie's new first-person shooter. Today it launched Destiny Planet View, a website that allows you to tour areas from Destiny with a Google Street View-esque tool.

Bungie doesn't think you'll ever really finish Destiny

"And as we said before, [there are] endless amount of hours of fun in the Crucible," Deej said. "Until you've kicked every single ass that plays this game, you haven't finished. And once you have, someone else just bought their first copy. So, fresh meat, Christmas noobs."

Filed under:
Destiny

11.53 | 0 komentar | Read More

Destiny vs Borderlands: The Pre-Sequel

Well, Destiny has dancing, sitting, waving... and uhhmm... OHHH and pointing. :)

Anyways, Borderlands has gotten just retarded with balancing thing. Unless Gearbox said they were actually going to evolve the game or make it better and balance things then fk its ass. Borderlands is turning out like the new CoD, but worse with all its overpriced dlc's. It would seem really that Borderlands gets made for the dlc's rather then the fans now.

BL2 had good story and character, but beyond this the game really lets down like they didn't care to try. This game will be no different. Really, no different aside from story and characters (That's less then what CoD does).


11.53 | 0 komentar | Read More

Starting Over in Minecraft: PlayStation 4 Edition

Written By Kom Limpulnam on Jumat, 05 September 2014 | 11.53

@Ahiru-San You really don't know about what minecraft is? It's really "legos" more than a conventional game. Yes, there are monsters, but it's about collecting the bits and bobs needed to make an axe and a pick etc to then collect bits and bobs to make buildings, farms, life size replicas of the USS Enterprise... you can even program games in the game via complex use of switches and stuff. It's pretty crazy - sky's the limit. But, yeah, much more a sandbox game for creative building than a conventional adventure game or something.


11.53 | 0 komentar | Read More

Destiny - "Become Legend" Trailer Breakdown

You need a javascript enabled browser to watch videos.

Play

  1. Starting Over in Minecraft: PlayStation 4 Edition
  2. Flying, Running, Warping, Shooting - Velocity 2X Gameplay
  3. Velocity 2X First Boss Fight
  4. GS News - PS4-Only Destiny Mission; Get a Free Game with an Xbox One!
  5. Bayonetta 2 Nintendo Direct - 9/4/2014
  6. Bayonetta 2 - The Time Has Come Trailer
  7. Top 5 Skyrim Mods of the Week - Flaming Swords of Scotland
  8. Quick Look: The Sims 4
  9. Minecraft: PlayStation 4 Edition Gameplay
  10. Rollers of the Realm - Developer Diary: What is a Pinball RPG?
  11. Hyrule Warriors - Ocarina of Time Costume Set
  12. Hyrule Warriors - Skyward Sword Costume Set
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

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


11.53 | 0 komentar | Read More

GS News - New 3DS Region-Locked; PewDiePie Disables Comments for Good

Written By Kom Limpulnam on Kamis, 04 September 2014 | 11.53

1. Ever since the "integration" of Google Plus, the comments have been more toxic than ever, so it doesn't surprise me that Pewdiepie disabled his comments. It doesn't help that under every positive comment, there are 50 negative comments, and it also doesn't help that your comment is seldom seen since only top comments are shown by default, discouraging decent commenters from commenting at all. Also, now that there is literally no functioning thumbs down button, negative troll commenters are no longer threatened by "This comment has received too many negative votes". 

I just wish YouTube upgraded their old comments, and not throw them in the trash and replace them with something worse.

2. Oh Nintendo, how I love your games, but you guys make some of the most illogical decisions in the industry. I'm not saying that Nintendo should be like Microsoft, but they gotta stop being so anti-consumerist.

3. As much as I'm not a fan of the Xbox One, I am glad to see Microsoft make their console worldwide.


11.53 | 0 komentar | Read More

Velocity 2X Review

Velocity 2X is interactive poetry. All of its pieces, all of its movements, all of its systems and mechanics flow seamlessly into and out of one another to create a constant tone of movement and a feeling of endless flow. A mistimed jump, a poorly placed shot, and even death are merely delays--brief hurdles in your pursuit of a perfect run. Velocity's influences--Metroid, Mario, and countless classic shoot-em-ups--are clear from the outset. Molding such disparate genres together isn't easy, but Velocity is a tight and focused experience with a stunning level of finesse.

At any given point you could be at the helm of a blazing-fast ship equipped with the ability to teleport anywhere within a lever, or you could be running around as protagonist Kai, whose resemblance to Metroid's Samus Aran is more than just a passing one. Shortly after Velocity 2X's opening, Kai undergoes numerous cybernetic experiments that bestow upon her an extraordinary set of abilities. The game lacks a complex or gritty narrative, but Kai's arc as a protagonist is nonetheless a sympathetic one. She regularly flashes between aggressive, sassy, humorous, and even nostalgic moods, and prismatic artwork reinforces that broad emotional spectrum. Cel-shading and clever lighting give Kai and the world she inhabits a palpable sense of weight and presence. Velocity 2X pulls heavily from its 2D inspirations, but adds distinct visual layers that give the environments depth. That flair effectively communicates both the emotional context for any given scene and highlights key obstacles to you so that you can maintain momentum without getting lost in a morass of visual information.

Bombs can be fired in all directions, and they don't hurt you. The effects do look gorgeous, though.

Early stages introduce each gameplay mechanic separately so that you can familiarize yourself with how Velocity 2X works. Later, once you've mastered individual techniques, the game twists its ideas together in ways that keep the experience consistently fresh. The smooth layering of mechanics is one of Velocity 2X's finest attributes, nuanced to such a degree that it takes an entire campaign to move from "comfortable" to "fluent" with all of its mechanics. As a result, the entire game serves as its own tutorial, and subsequent runs provide a masterful degree of challenge. Each stage is an incremental step up in difficulty that then loops back to subsequent play throughs. Perfectly finishing an early level is substantially harder than merely completing a later, an approach that makes keeps you growing and learning each time you play. The unfortunate side effect of that approach is that the finale lacks the appropriate thematic climax. Tension is constantly ratcheted higher and higher, but there's no conclusive release--just another loop.

The first few areas teach basic ship movement; from there, Velocity 2X folds in its unique brand of lightning-fast teleportation, which provides a novel way to move throughout your environment. Walls cease to be barriers as you zip from place to place effortlessly, charting a new kind of course. Zipping about in this manner does take some getting used to, and you might feel at first as though you are haphazardly bouncing around. Starting a jump requires careful aiming, and when you're racing through a new section, it's easy to get sloppy and accidentally kill yourself. Fortunately, death is never a big deal: you respawn quickly, losing little more than a second or two most of the time. Even in these early moments, however, the harsh sound of a warp and the smooth animation make these micro-jumps consistently satisfying. On the second, third, or fourth time through, you'll have become familiar enough with the area to rapidly plan and calculate safe (if imprecise) warps, and will have grown to appreciate Velocity 2X's forgiving aiming system, which favors snaps of the analog stick over meticulous targeting. Later levels, which are even more loaded with environmental dangers, have you playing as Kai on foot. In such levels, teleportation works only at set distances for each of the four cardinal directions, which keeps the action-platforming from becoming unnecessarily lethal. Once you have unlocked the game's full array of leaps and dashes, it becomes an elegant endeavor full of opportunities for slick maneuvers and deft timing.

After the pieces have been introduced and tested in controlled environments, Velocity 2X starts combining them in increasingly complex sequences with longer, sometimes labyrinthine challenges. Telepods allow you to set up long range warp points, and they facilitate puzzles that have you completing certain parts of the task at hand before flashing back to the beginning to take an alternate route. It's a brilliant system that creates controlled bursts of backtracking without the monotony that too often follows in other games. In one level, "The Labyrinth," you must set up these points across the map and warp between them repeatedly as you unlock new zones. This process may sound slow and tedious, but teleportation is integrated so smoothly that Velocity 2X never stumbles and always maintains its focus on speed and momentum.

That constant pressure to move forward and be faster creates moments in which you must quickly weigh the risks of one approach versus another. When on foot, for example, you can't dash and use your arm cannon at once, but you still have access to a rifle that can only fire left or right. As a result, you are forced to sacrifice speed for protection (or vice versa), putting yourself in danger so that you might move just a bit faster. Similarly, while in the ship, your boost pushes the entire map upwards. Maintaining top speed can catch you on ledges that appear as the screen continues to scroll, and the tradeoff provides enough emergent variety to keep levels fresh on subsequent playthroughs. Velocity 2X's exceptional locomotion and omnipresent timer make the traditional act of shooting things in video games newly thrilling.

A mistimed jump, a poorly placed shot, and even death are merely delays--brief hurdles in your pursuit of a perfect run.

Velocity 2X is meant to keep you rushing ahead, and every individual mechanic reinforces that sense of momentum. Death isn't a mark of failure. Shifting between story and play isn't marked by an abrupt change in background music. Fractions of a second separate ship combat from platforming. Sleek animations and consistent frame rates visually echo the motif. You can shift seamlessly between the PS4 and the Vita, and Velocity 2X is just as gorgeous and just as fluid on both. There's never a dropped beat, never a moment where you aren't moving, and never a point at which you aren't considering how to be even faster.


11.53 | 0 komentar | Read More

GS News - New 3DS; Bloodborne and New Resident Evil Get Release Dates!

Written By Kom Limpulnam on Selasa, 02 September 2014 | 11.53

The bright side for those with the Zelda 3DS, it should hold it's value better than most, especially if you've kept it in excellent condition and have all the original packaging.

I'll probably be stupid and eventually get the new 3DS, and I was thinking it would be cool to make your own custom cover with a 3D printer, or maybe out of polished or some other finish metal, or even just printing onto a sticker.  I know someone with a 3D printer although it might be difficult to get it to fit perfectly, the metal might actually be easier since it can be machined far more precise than a cheap 3D printer can manage.


11.53 | 0 komentar | Read More

Left 4 Dead 2 Gets Reclassified In Australia

Uncensored version of Left 4 Dead 2.

UPDATE: A Valve representative has issued the following statement to Kotaku Australia:

"We are delighted that the full version of Left 4 Dead 2 will be available to fans age 18+ in Australia," Doug Lombardi said. "We are making plans to deliver that version to those who have already purchased the game. We will announce more details on that soon."

The original story follows below.

The PC version of Valve's co-operative first-person shooter Left 4 Dead 2 has been reclassified in Australia, earning an R18+ rating, the highest possible classification rating for a video game in Australia.

As reported by the Kotaku Australia, the Australian Classification Board has stamped the game with an R18+ rating, which includes warnings for high impact violence, strong impact themes, and mild impact language. According to the site, Valve itself resubmitted the game for classification.

Left 4 Dead 2 was initially refused classification in Australia when it was first submitted in 2009, which made it illegal to sell, rent, or promote the title in the country. Valve appealed the decision before resubmitting both the uncensored and modified versions of the game for classification. The Australian-specific version of the game eventually earned an MA15+ rating, the highest possible classification rating for a video game available at the time. This version of the game removed decapitation, limb dismemberment, and fallen bodies faded away, which removed the option for players to cause post-mortem damage.

The refusal largely focused on the Board's interpretation of violence in Left 4 Dead 2, finding that "the game contains realistic, frenetic and unrelenting violence which is inflicted upon 'the Infected' who are living humans infected with a rabies-like virus that causes them to act violently."

The ruling went on to say, "However, it is the use of the 'melee' weapons such as the crowbar, axe, chainsaw and Samurai sword which inflict the most damage. These close in attacks cause copious amounts of blood spray and splatter, decapitations and limb dismemberment as well as locational damage where contact is made to the enemy which may reveal skeletal bits and gore."

Now that the game has been reclassified with an R18+ rating, it can be expected that these features will be implemented back into the Australian version of the game.

Filed under:
Left 4 Dead 2

11.53 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger