Diberdayakan oleh Blogger.

Popular Posts Today

GS News - Molyneux Sparks More Drama; EvolveĆ¢€™s DLC Adds Up To $136!

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

You need a javascript enabled browser to watch videos.

Play

  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!
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


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

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".)


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

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.]


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

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.


11.52 | 0 komentar | Read More

Be A Better Hacker In Battlefield Hardline

Written By Kom Limpulnam on Sabtu, 07 Februari 2015 | 11.52

upto I saw the check that said $9670 , I did not believe that my neighbour woz like realie earning money in their spare time at their computer. . there sisters neighbour had bean doing this 4 only about nine months and just paid for the dept on there condo and bought a new Chevrolet Corvette . read here 

➜➜➜➜➜➜➜➜➜➜➜➜➜ http://619.be/GoogleEarnMore

►►►►►►►►►►►►►►

✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔✔


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