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Paperbound Review

Written By Kom Limpulnam on Jumat, 10 April 2015 | 11.52

In Paperbound, warriors rip through their paper confines to perform gravity defying battles across a host of colorful worlds. Ninjas clash with guardians of Egyptian pyramids, while demons and skull-headed monstrosities fight tooth and claw. Paperbound is a frantic arena game promising hours of vivid combat, though some flaws make sure those hours are short.

Like Gang Beasts and TowerFall Ascension, Paperbound is a local arena multiplayer game. There is no online component whatsoever, making the game a more natural fit in the midst of a party. There are options for bots if you can't manage to fill all four player slots, and they actually do a decent job at keeping the competition fierce. However, Paperbound is best when played with a group of people hollering and laughing at the chaotic action onscreen.

In Paperbound, warriors rip through their paper confines to perform gravity-defying battles across a host of colorful worlds.

Much of that fun comes quickly, thanks to Paperbound's effortless combat. The game offers a trinity of attacks: melee, projectiles, and bombs. Every one of the cartoonish characters come with his or her own aesthetically different, but functionally equal melee weapon--a comically oversized pencil, perhaps, or a sword--in addition to scissors to throw and an ink bomb. A flick of the right analogue stick sends a pair of glimmering scissors slicing through the air, instantly killing any foe it reaches, while holding a shoulder button down allows you to prep an ink bomb (a little red inkwell) in place of the scissors. You get one pair of scissors; a small icon floating above your head shows you when it's in your inventory (as with the ink bombs) at the start of each life. But you can pick up and store scissors stuck in the walls, floors, or other objects, allowing you to turn yourself into a scissor-flinging paper ninja--as long as your scissor greed doesn't get you snipped in the process. The ink bomb bursts in an explosion of black ink that can blot out several enemies at once in a single glorious splash. But unlike the scissors, which can travel from one end of a level to the other in a straight line, the ink bomb flies in an arc--so aim well, you only get one!

Weaponry aside, Paperbound's main feature is gravity manipulation, which has its ups and downs (and no, I will never apologize for that pun). With a press of the button, you can send your nimble fighter from the ceiling to the floor or from one wall to the other. Changing gravity only affects your own character, so don't be concerned about someone else tossing you about. It can be fun, but mastering gravity and using it as an effective tool in Paperbound is, well, a tad tricky. The problem goes beyond just trying to get from one part of the map to the other. Changing gravity will cause you to be attracted to any nearby piece of land, floating or otherwise, so your plan to fly to a certain area of a map may not always end up in your favor. The challenge is elevated in levels with many floating islands, and it's easy to get frustrated while trying to understand the gravity twisting concept. I foresee issues with newer players trying to perform well against experienced ones who have already passed this tall hurdle.

Mastering gravity and using it as an effective tool in Paperbound is, well, a tad tricky.

Once everyone is on the same page, the action is an explosive brawl of clinking blades, sailing ink bombs, and raucous laughter. Battles in Paperbound are intense, as weapons clash and lethal scissors fill the air. Due to its rarity, picking off an enemy with a well-timed fling of the scissors is easily one of the most gratifying feelings you can find in any competitive arena game. In fact, as you become more experienced, you begin to grasp some of the finer details of the game's combat. Scissors and ink bombs, for example, can be deflected back toward attackers with a deft swipe of a melee weapon, swiftly demonstrating to any would-be assassin that you won't be caught with your paper trousers down. Using gravity to maneuver in mid-air also becomes more natural, allowing you to accomplish feats such as nabbing that perfect sniping position while "floating." If you're savvy enough, you will never have to touch ground as you fly around the map by rapidly tapping the gravity button. The most energetic matches are almost as entertaining to watch as they are to play, as tiny fighters zoom through the air, dodging and knocking away deadly projectiles like a silly action romp inspired by The Matrix and Inception.

Paperbound isn't nearly as tonally heavy as those films; its art is light and welcoming, if not particularly striking. Levels are grouped into a set of five books, each with a unique motif. One set of levels has you zipping around environments inspired by ancient Egyptian tombs, while another group mimics classic Japanese art. But while the look of the game is clean, the simplicity of the style isn't inventive enough to be memorable. However, several levels employ some nice visual flourishes worth mentioning. Tall grass and mushrooms sway as characters swiftly pass by, while floating particles of dust whip through the air with each melee clash and ink bomb explosion. The horror book levels, steeped in rich hues such as purple and green, feature the most interesting details, with curling pen scratches and, fixed in the background, blinking eyes and grinning skulls, giving everything a slight Tim Burton feel.

The action is an explosive brawl of clinking blades, sailing ink bombs, and raucous laughter.

Though it is steeped in adventurous, fairy tale themes, Paperbound is not quite a wonderland of different game modes. You can play in four modes either in a free-for-all or with teams: Classic Versus, Survival, Long Live the King, and Capture the Quill. These modes are more typical of the competitive genre, although they use some different names to describe age-old ways of playing. Classic Versus sets players against one another either alone or split into a team of two; survival is similar to versus, with each player granted a number of lives; Long Live the King is akin to Call of Duty's Juggernaut, in which a king earns points while being hunted and the player who kills the king becomes the new king. Finally, Capture the Quill is, obviously, Paperbound's take on capture the flag, except with a quill, inkwell, and so on.

Paperbound at least attempts to add its own flair into some of the modes by not giving the top player an instant win once the point goal is reached. Instead, in modes like Survival and Versus, scoring enough points opens a tear that appears in the level's fabric, which you must enter in order to make your escape with the victory; dying removes the tear, and you have to score another point to create another. This ramps up the challenge, giving other players a chance to make a comeback, all while creating some rather brief and shaky truces.

Beyond the handful of game modes, Paperbound doesn't have much else to offer. It is great in bursts, and when you have friends playing with you, Paperbound glows with energy. But the lack of online or additional content takes its toll. Yes, the matches are exciting but, while plenty of laughs and shouting can be had, that excitement wanes after several intense hours. Still, like a good short story, Paperbound is worth returning to on occasion when you would rather play something fun for a quick hour or so. Just be sure to bring along some reading buddies.


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BioShock Creator's Next Game is About "Fluid Relationships"

Ken Levine, a man famous for his role in creating the System Shock and BioShock games, hinted at the some of his ideas for his next project in an interview with Game Informer.

Last year Irrational Games closed its doors. Levine and a small team of others left to work on a "smaller, more entrepreneurial" game. Now, he says that he's looking to change how he addresses character relationships. "When you look at BioShock and BioShock Infinite, you had some tiny bits [of agency] with the Little Sisters when you harvested, but it led to one of two monolithic endings,"he said.

"In the new game, you have very fluid relationships with the characters. They have a spectrum of feeling about you based upon what you do and if you help them or go against them. That changes dynamically, and you can end the game with a character absolutely despising you or somewhere in the middle. The path to getting there doesn't have seven or eight stops like your traditional branching tree structure. It has potentially thousands of stops with hundreds of thousands of potential states you can be in with all your relationships to all the characters and wants."

Levine says that's the biggest thing his team is developing--a system to make an interesting character. To manage this, he says his characters are driven by their passions, wants, and needs. "The player now has the ability to facilitate those wants or needs or go against those wants or needs or ignore those wants or needs. The reason I think the system is going to work is because it's a very organic way to look at a character."

So far, Levine's been pretty quiet on details about his new project, but earlier this week he confirmed that he's using Unreal Engine 4. We also know that the game will be rooted in science fiction and targeting a PC audience. You can check out this post for everything else we know so far.

In the mean time, the BioShock series has also been passed off to another studio, 2K Games in California. The next entry hasn't been announced just yet, but 2K has said that the franchise still has plenty of potential for growth.

To read the full Game Informer interview with Levine, you check here for part one, and here for part two.


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What is Microsoft's "ForzaTech"? [UPDATE]

Written By Kom Limpulnam on Rabu, 08 April 2015 | 11.52

[UPDATE] ForzaTech is the name of the in-house Forza game engine. More details are coming at E3.

"We can confirm that Microsoft has filed a trademark application for ForzaTech, which is Turn 10 Studios' proprietary graphics and simulation engine for Forza," a Microsoft representative told GameSpot. "We'll have more to share at E3."

The original story is below.

Microsoft has filed a new trademark application for something called "Forzatech," though the company's intentions for it are not immediately clear.

The Xbox company filed for the trademark with the United States Patent & Trademark Office on April 2. It is listed as "game software," and unfortunately, no further description is provided.

Given that Forza is featured in the name, it's quite likely that "Forzatech" is related to Microsoft's major racing franchise. The name, however, doesn't sound like something would call a game itself, but possibly a related service or technology.

Microsoft already holds trademarks for other non-game Forza products, one of which is Forza Hub, the name of the free Xbox app that collects news and information about the racing series. The company has also trademarked "Drivatar," which is an artificial intelligence technology featured in recent Forza titles.

The next Forza game is the upcoming Forza Motorsport 6 for Xbox One, though it's unclear if Forzatech is in any way tied to that title.

We've contacted Microsoft asking for more information about the Forzatech trademark.

Do you know what Forzatech is? Drop us a line via the email address below to discuss.


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Deus Ex: Mankind Divided Leaked - The Lobby

A sequel to 2011's Deus: Ex Human Revolution has just been leaked. GameSpot's News Editor Justin Haywald tells Danny and Chris all the facts.

by Josh Shaw on

About The Lobby

Broadcast live from our studios in San Francisco, join GameSpot every Tuesday at 2PM Pacific for the latest previews, interviews, game demos, giveaways and more.

Schedule: Tuesdays at 2PM

Host: Danny O'Dwyer


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Pillars of Eternity Review

Written By Kom Limpulnam on Selasa, 07 April 2015 | 11.52

Clone or homage? That Pillars of Eternity hews close to the Baldur's Gate/Icewind Dale formula can't be disputed. Its status within the ranks of its predecessors, however, is less obvious, given how slavishly devoted it is to a time when isometric role-playing games dominated players' imaginations. For all its complexities, Pillars of Eternity walks a narrow path already trod by the genre's greats, including the insurmountable Planescape: Torment and Baldur's Gate II, which rightfully remain atop the computer RPG hierarchy.

As much as I can see how blatantly it pokes my nostalgia buttons, I still lost myself in Pillars, which sets itself apart--just enough to tip itself into the "homage" bucket rather than the "clone" one--with its original fantasy universe, as well as with combat details that reduce frustration and keep the tempo moving. It claws at Planescape and Baldur's Gate from beneath their perches, and while it never threatens to replace them, Pillars rises to greatness of its own accord. In those first few hours, however, it relies on nostalgia and familiarity to gain your interest. This isn't a Dungeons & Dragons game, but the influence is clear from the moment of character creation, during which you choose a race, a class, and a backstory for your leading man or lady. Old favorites like Elves and Dwarfs are joined by original races like the Godlike, whose elemental head adornments preclude the wearing of hats and helmets; Familiar professions like barbarian and wizard are supported by the cipher, who builds up magical focus by landing attacks with a standard weapon.

It is a dungeon, and it must be crawled.

The world you step into is equally comfortable, using narrative and artistic variations to remind you that this is not, in fact, a place you have visited before. You and your fellow party members--up to six of you journeying at any given time--may equip pistols or arequebuses in addition to swords, rapiers, crossbows, and the like. The soundtrack reliably recalls composer Michael Hoenig's Baldur's Gate music, but the uberdramatic Carmina Burana-esque chants, and the wild woodwind arpeggios you hear during battle, help to differentiate it. You lead your party from an isometric view, navigating forests and meadows populated by wolves, ogres, and bandits, but you also contend with dark spirits and eerie ancient machines that belong only to Pillars.

The gods, too, are different in this universe, taking such names as Woedica, Berath, and Magran, and they hold great sway over their followers, who live and die by faith. Pillars of Eternity tells a cautionary tale of the gods' influence over their worshipers, planting its thematic seeds when your own character becomes a watcher--that is, an individual who can see and interact with disembodied souls. Watchers may also peer into others' pasts, a skill that reveals some of the game's finest tales, which are trapped within specially marked citizens on your map. These tales are optional and self-contained, gleaned by reaching into bystanders' souls and reliving their memories, but they greatly benefit from developer Obsidian's flowery language. There is the tale of the berry-picker who foils a would-be assassin, who "grabs the figure's wrist and falls onto his back, planting a leg in the center of the figure's chest." A story of a small boy hoping to be a wizard's apprentice describes the wizards pyrotechnics thusly: "The mage finishes his show soon after, a giant silver dragon descending through the crowd and a thousand stars exploding into nothingness." Short, vibrant stories like these paint color into the basic shapes the main plot draws.

Recruiting adventurers from a tavern lets you re-experience the fun of character creation.

The games that spawned Pillars of Eternity were wordy, but Obsidian takes narrative density to new heights, dumping heaps of lore onto the table and overwhelming its personal stories with long histories of war replete with fictional words like "Fonestu" and "ferconyg." The writing is lovely: "How canst I, so lowly and worn, speak words of proper adulation?" cries the author of a prayer so aching in its beauty that you might be convinced it is a Biblical psalm. But it's easy to lose focus when you're drowning in embellishment, particularly when the occasional voiceover highlights the script's need for editing. In Pillars of Eternity, characters speak not like people speak, but how writers write: in lengthy sentences that require the merely adequate voice cast to pause for breath multiple times. Voiceover may also begin before you can take in the descriptive stage directions included in dialogue panels--and for that matter, may not accurately reflect the stage directions themselves. (The writing might refer to an emotional state that the voice acting does not convey, for instance.)

Ultimately, Pillars of Eternity does not benefit from its inconsistent acting, nor do its characters inspire the same kinds of emotional connections that Dragon Age: Origins does. Nevertheless, I was intrigued by many of their stories, and the Grieving Mother's most of all. This cipher's history was as mysterious to her as it was to me, and as I unveiled her past, I was more and more moved by her devotion to the well-being of infants and their mothers. The game's plot heavily involves the birth of children without souls, empty vessels known as hollowborn. Grieving Mother gives the primary quest a personal touch it desperately needs, just as a personable fighter called Eder provides down-home charm in the midst of rising social distrust.

The world you step into is comfortable, using narrative and artistic variations to remind you that this is not, in fact, a place you have visited before.

A number of complicated game systems weave their way in and out of this god-filled world. You align yourself with the game's various factions when navigating choice-filled quests, for instance, irritating bloodthirsty druids when you don't take kindly to their sacrificial ways, or supporting a type of soul magic called animancy in spite of the sanitarium's questionable research methods. Pillars of Eternity can't always keep up with its own systems: I ended the game with several quests showing active even when I'd reached failure states, and in two cases, when the quest line inexplicably failed to update when I'd completed assignments, as if the game could not account for the variables I introduced. Yet there's joy in watching the world pulse as a result of your gravity, as if you are directing the social tides. Pillars wraps with a narrated epilogue that nicely condenses the results of your journey. Your decisions, it turns out, have ramifications beyond the game (and, Pillars implies, on a potential sequel).

It is in battle that Pillars of Eternity most excels. When you lead your party into combat, the game pauses (in default settings, anyway), and you pause-and-unpause your way through various tactical decisions, attacking your foes and commanding magic in Baldur's Gate fashion. In time, the chants you hear when battle begins becomes an emotional call to arms, catalyzing your brain into action, and marshaling your fingers into gear. You click from one party member portrait to the next, assigning targets to your paladin, blessing your companions with your priest, and calling for your druid to shoot a bee swarm from her fingers. You've done this before, but Pillars' pleasant interface keeps your attention on the tactics and minimizes the clicks.

Pillars of Eternity is overstuffed with lore, but it still has some lovely tales to tell.

It's the endurance system that makes Pillars stand apart from its peers. While you must manage each combatant's health, that's a long-term affair; endurance is the more pressing concern once battle is underway. Taking damage reduces the character's endurance levels, and should he run out, he is out of commission until the battle is over. He is not dead, however, presuming he still has health remaining, though the game is over should your entire party run dry. Odd difficulty spikes could turn the old RPGs into laborious cycles of saving and reloading; Pillars of Eternity's endurance layer keeps you moving forward, sending you back to town only when someone needs sleep, or when you run out of camping supplies that allow you to rest along the way. That doesn't mean that Pillars can't be challenging, or that its tactically deficient. In fact, as the game progresses, you earn more ways of delivering raw damage instead of endurance damage, granting you more methods of weakening, disabling, and ultimately downing your most troublesome foes.

You find some of those foes in the ruins beneath Caed Nua, your personal stronghold, which you earn several hours into your adventure. When you're first granted access, the estate is is a ramshackle one, and your keep is notable mainly for its state of disarray. As time passes, however, you may construct more and more improvements, until the library's spiderwebs are dusted away and merchants stand at the ready to sell you their wares. Caed Nua is also a portal to various hands-off activities in which you assign an unused party member to a pending mission, and she returns with a bagful of copper and maybe a few gems or knicknacks. Once you build a barracks, you can even recruit hirelings who defend your keep from hostile wanderers, which is simple enough with the click of a button.

The deep dungeon beneath it notwithstanding, the stronghold doesn't add much in the way of meaningful gameplay; it's presence is primarily cosmetic and atmospheric, and its purpose is to reflect your increasing influence. It is a digital snowglobe, meant to be noticed and appreciated, rather than a vital system. As far as audiovisual details go, however, it's a fine one, and Pillars of Eternity occasionally impresses in that regard. One of my favorite touches is such a small one, but it reveals a certain level of care that I greatly appreciate. You earn various cosmetic pets over time, and at one point, I switched out the miniature wurm I preferred to a happy yellow lab. Eder called out to it as we ventured across Brackenbury, and my heart was warmed, knowing that attention was given to this small but elegant touch.

No matter where you look, you find evil.

Appreciation can turn to distraction when the details don't align, however. This may mean the dialogue misgendering you in a specific conversation, or a missing description when you click on a particular environmental identification icon, even when your party is standing right next to it. Other idiosyncrasies are annoying but easily overlooked, such as the lack of a buyback tab at merchants, which means you have to scroll through all the junk you've unloaded with the seller when browsing his goods. Larger bugs still can crop up, too, however. The biggest one to detract from my playthrough, which caused double-clicking inventory items to remove passive effects, has since been fixed. Labeling problems that cause one-use scrolls to look unavailable even when your lore attribute is well beyond the requirement, however, have not.

It's easy to lose sight of those issues when you're lost in a fantasy and captured by a game's rhythms, however, and Pillars of Eternity effortlessly ensnares you, both by reminding you of the places you've been, and by showing you things you didn't expect. It is not changing the future, but it is repackaging the past in a way that deserves praise while falling into a few old traps--and creating a few of its own--along the way. You can easily dodge these traps, however, and emerge victorious in a world where the gods show you both scorn and favor, and it's up to you to hew your own path.


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Dungeon Keeper and Warcraft III live on in Dungeons 2

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Square Enix to Reveal New Game From Western Studio Tomorrow

Written By Kom Limpulnam on Senin, 06 April 2015 | 11.52

Square Enix will reveal a new game from one of its Western studios tomorrow, the company has announced.

The publisher teased the news via its official Twitter account, which invited fans to join Square Enix on Twitch for "a unique 3-day interactive experience from one of our Western studios." The only other information it teased is the image you can see above, and that the game is currently being called "Project CKP."

Some games published by Square Enix that are being developed outside of Japan include a new Hitman from IO Interactive and a new Deus Ex from Eidos Montreal, though Project CKP could also easily be a completely new franchise from a developer we haven't heard about yet.

What do you think Square Enix is teasing here? Let us know in the comments below.


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Get a Wii U With Super Mario 3D World and Nintendo Land for $260

If you're looking for a brand new Wii U, Ebay has a great deal on Nintendo's console.

For $260, you'll get a black 32GB Wii U with free copies of Nintendo Land and Super Mario 3D World. You can find the deal here.

Over at Nintendo's online store, you can get a refurbished black 32GB Wii U with a physical copy of Nintendo Land for just $200, the cheapest we've seen the console go for yet, or a refurbished Wii U with Nintendo Land and Super Mario 3D World for $225

In case you're worried about getting a refurbished console, Nintendo's website says that authentic Nintendo Refurbished Systems carry a standard 12-month warranty, which is one of the longest standard warranties in the video game industry.

And if you want to pick up another good Wii U exclusive while you're at it, Amazon currently has Super Smash Bros. discounted down to $45.

If you're looking for more great offers, check out GameSpot's regular gaming deals posts, which round up the best discounts of the day.


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Bloodborne Chalice Dungeon Must Finds

Written By Kom Limpulnam on Minggu, 05 April 2015 | 11.52

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Mortal Kombat X Goro Gameplay Revealed

@RedDragonGecko christ... What's sad is the lack of imagination of some people, who keep coming here to complain about the same things, over and over, for years and years, offering  no brilliant insight to their acusations/critics, and resuming everything into a single sentence.  - "Sellouts" , "boring" , not funny" , -  over and over and over and over, acros every forum, across generations of original content shows, repeating the pattern across 3 or 4 generations of journalists that have came and gone from Gamespot. THAT.... is sad. Little else to live for, it seems.


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