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Samuel L. Jackson returns to host VGAs

Written By Kom Limpulnam on Jumat, 30 November 2012 | 13.15

This year's Spike TV Video Game Awards will celebrate 10 years of air-time with a special ceremony that will bring together a handful of past hosts.

According to SFGate, previous emcees Zachary Levi, Snoop Lion, Jack Black, and Neil Patrick Harris are set to join this year's host Samuel L. Jackson at the awards next week.

The show will reportedly feature debut footage from upcoming titles, including BioShock Infinite, Castlevania: Lords of Shadow 2, and Tomb Raider, as well as sneak peeks of DLCs, such as Halo 4's Spartan Ops and Assassin's Creed III's The Tyranny of King Washington.

The best game category for this year includes titles such as The Walking Dead: The Game, Assassin's Creed III, Dishonored, Journey, and Mass Effect 3.

The Spike TV Video Game Awards will air on Spike TV on December 7, live from Sony Picture Studios in Culver City, California.


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God of War movie a step in 'bold' new direction - Report

The upcoming God of War movie from Universal Studios will aim to differentiate itself from other films with similar themes.

According to the film's writers Patrick Melton and Marcus Dunstan (who previously wrote Saw IV, Saw V, Saw VI, and Saw 3D), the big screen adaptation of Sony's popular gaming franchise will improve on films like Clash of the Titans and Immortals by taking a step in a bolder direction.

"Those movies can inform the God of War to step in a more bold direction," Dunstan told ShockTillYouDrop.com.

"Not to join those ranks, but to stand head and shoulders apart like other reinventions have done within that genre. The satisfying element is to look at those movies as a commentary on the genre, and now say something different."

Melton also revealed that Sony encouraged the duo to make the movie different from what's already out there in the same genre.

Charles Roven and Alex Garnter, producers of the forthcoming film based on Naughty Dog's Uncharted action franchise, are producing the God of War movie via Atlas Entertainment.

No mention was made of a director or actors for the film, and a release date has not been nailed down.

God of War: Ascension is due out in March 2013. It is a prequel to the original trilogy, and the first entry in the series to sport a multiplayer component. For more on the project, check out GameSpot's latest preview.


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Ubisoft Australia to auction off Assassin's Creed III Special Edition for charity

Aussie fans of Assassin's Creed III now have a chance to pick up a customised special edition, and for a good cause. Ubisoft have put together a special edition of Assassin's Creed III to auction off and raise money for the Sydney Children's Hospital Foundation.

The special edition comes in a custom-made trunk and includes a copy of Assassin's Creed Freedom Edition (see below for contents), Assassin's Creed Liberation, an Assassin's Creed backpack, tomahawk USB, steel postcard, steel book, notebook, belt buckle, wristband, lead figurines, iron-on patch, two key chains, and additional bonus digital content.

Contents of the Assassin's Creed III Freedom Edition include:

- 24cm figurine of Connor
- Steelbook case
- One exclusive Lithograph
- Bonus Single Player Mission: Lost Mayan Ruins
- Bonus Single Player Mission: Ghost of War
- Bonus Multiplayer Package: The Sharpshooter.

Ten custom special editions have been made worldwide, and Ubisoft Australia is auctioning off eight in a series of eBay auctions running from November 30 to December 17. Those interested in bidding can search for "Charity Auction Assassin's Creed III Freedom Edition" on eBay. The first auction is available here. All proceeds go to Sydney Children's Hospital, Randwick, New South Wales.


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Call of Duty: Black Ops II Review

Written By Kom Limpulnam on Kamis, 29 November 2012 | 13.15

The Video Review

Chris Watters finds out what happens when a civilian casualty wants revenge in this video review for Call of Duty: Black Ops II.

The past and the future meet on many levels in Call of Duty: Black Ops II. In the campaign, you relive the events that made a man into a villain, then fight to avert his plans for future catastrophe. The competitive multiplayer offers the same frenetic intensity of past games in the series while providing a new way to play that subverts the history of these hallowed online battlefields. And the Wii U finally lets owners of a Nintendo console experience the visual fidelity that players on other consoles have enjoyed for years, adding some novel ways to experience the action courtesy of the GamePad. Poised between past and future, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.

Scramble those tiny robot brains with an EMP grenade.

If you played Call of Duty on the Wii, you can stick with your preferred control scheme here as the game supports the Wii Remote with either the Nunchuk or the Classic Controller. The new pro controller is also a great option, but the GamePad offers a few appealing novelties. Most notably, you can play the game entirely on the tablet screen, leaving your TV free for other uses. The screen shows a good amount of detail and runs at a smooth frame rate, making is possible to enjoy any game mode. It does have drawbacks, however, as the small screen area can make it tougher to spot mid-range foes and the button placement on the comparatively bulky GamePad take some getting used to.

This feature can also be used while someone else is playing on the television, enabling each player to have their own screen. You can team up or face-off in competitive multiplayer, both online and off, as well as take on the cooperative zombies mode. If you have a sizable main screen, you might be better off sticking with splitscreen play, but the added versatility of the GamePad is an asset to this version of the game.

As in the other versions, the ride starts off a bit rough as the game makes good on its pre-campaign warning of graphic content (which also lets you opt out of said content). Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.

Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.

Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings, and there's a handy story rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.

You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you have a team at your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.

Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this feisty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.


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The State of eSports in Asia - Present & Future

 StarSfrife Riot is owned by Tencent a company whose total assets are worth around an estimated $50 billion. They are doing it because they can do it and they have the money to do it. Everything is being closed down by riot because they want to make it structured like a real sport is. Look at NFL / NBA / NHL / FIFA. They will keep growing their numbers and get major sponsors involved. They want full control of the structure and how their pro-scene works because that is their end-goal. To make it operate and work like all the major sports do from FIFA to MLB.

SC2 might be self sustaining but it will never be able to do what riot is trying to do if it operates the way it has been. Like when the BAA and NBL merged to create a single NBA where they all could follow 1 structure with all the teams instead of separate ones. What remains to be seen is if Riot is successful in accomplishing its goals, it is by no means a small task and they need to be very smart as to how they go about it.

This is also the reason Dreamhack / MLG / ESL announced their partnership to grow e-sports. They understand they all need to work together and can't be doing their own separate thing because if they all follow 1 structure with 1 format and 1 ranking system it benefits all of them more so then if they would go on their own. Professional sports do that and it is very easy to follow them for fans. SC2, LOL, DOTA2 there is no clear cut 1 format everyone has their own formats with different schedules and times.... NFL NBA FIFA games don't have that. You know when the games are on every Sunday or Monday and what times they start, regardless of the team playing the times don't change. There is 1 ranking system where you know who is at the top of their division / conference unlike e-sports where it is very hard to tell who really is #1 because someone wins mlg one week the next week another wins dreamhack. There isn't even an overall ranking system for each scene like top 50 in Korea / top 50 in na. Following e-sports is extremely hard and annoying compared to being a fan of any sport. Try introducing a gamer who loves playing games into e-sports and see how that works out. Riot got that many people to watch their game by advertising their tournaments in their client so gamers in general who don't follow e-sports knew there was a tournament going in and they watched it.


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Video Review - Mass Effect 3: Special Edition

Written By Kom Limpulnam on Rabu, 28 November 2012 | 13.15

I hope they do the trilogy for the Wii U.  I just remembered I had to reformat my harddrive on the 360, so previous game saves no longer matter for me for ME3.  It would be nice to relive the previous two titles on the Wii U (except for ME2's god awful mining mini-"games"). 
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Bungie releases Destiny concept art

Halo maker Bungie have released an official screenshot from their upcoming game, rumoured to be titled Destiny.

The screenshot, posted on Bungie's official site, came as a response to a leaked marketing document reportedly provided to IGN by a reader, which outed story details and concept art from the upcoming game.

According to IGN, Bungie has confirmed the document was prepared by an advertising agency and that it provides authentic details surrounding the game's plot.

"We weren't quite ready, but we will be soon, and we can't wait to finally show you what we've really been up to," Bungie wrote on its official site. "Stick around, we haven't even started yet."

The leaked document describes Destiny as a "fun and accessible" game with a "deep, tangible and relatable" universe that is compared to the Star Wars franchise. The game is also described as "social at its core".

A Bungie spokesperson commented on the leaked document, telling IGN: "We're not quite ready to take the wraps off our next universe, but in light of recent events we thought we'd give fans something a little more official over at Bungie.net. Feel free to drop by and say hello! There's much more to come."

According to the document, Destiny's plot revolves around an alien ship bent on destroying Earth and the "knights" tasked with defending what's left of humanity. The document also shows images bearing the Destiny logo along with Xbox 360 and PlayStation 3 icons and the URL Destiny.com (currently password-protected).

Destiny is Bungie's first project as part of a 10-year publishing deal with Call of Duty company Activision. Legal documents from May suggested that the game will be released for the Xbox 360 in 2013, with a 2014 release slated for the PlayStation 3.


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Assassin's Creed III and the Singapore Connection

Written By Kom Limpulnam on Senin, 26 November 2012 | 13.15

Assassin's Creed Anthology collection announced, first-week sales of ACIII rise 100 percent over AC: Revelations' mark; futuristic action game landing next year; company posts $41.35 million loss for six-month period.

Posted Nov 6, 2012 | 1:38 | 7,758 Views


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AU Shippin' Out November 26-30: Wii U, Far Cry 3

A new console complete with exclusive titles will be arriving for Aussie gamers this week! Nintendo's new console, the Wii U, goes on sale from November 30, with retailer EB Games opening stores at midnight for gamers who wish to pick up their pre-order as soon as possible.

The Wii U basic model pack will come with an 8GB console, a Wii U GamePad, an AC adapter, an HDMI cable, and a sensor bar. The Wii U premium model pack will include everything from the basic set, as well as additional memory (32GB in total), a stand for the console and GamePad, a charging cradle for the GamePad, and a copy of Nintendo Land.

The 8GB basic model will be available in white, and will cost A$349.95, while the 32GB premium model and peripherals are built in a black shell. The premium kit will retail for A$429.95.

Wii U-exclusive titles available at launch include platformer New Super Mario Bros U, survival horror game ZombiU, and party title Nintendo Land.

Platform game New Super Mario Bros U was released to positive reception, praised for its incorporation of classic elements of the series with innovative level design.

On the other end of the spectrum, fear-fuelled first-person shooter game ZombiU is a game designed to take advantage of the Wii U's touch-pad interface. The game boasts multiplayer modes and permanent character death, allowing the player to assume the role of various survivors throughout.

For those who are a little less inclined to pick up a new console, Ubisoft's open-world action title Far Cry 3 will be out this Thursday. The game will cast players as Jason Brody, a man stranded on a strange tropical island similar to the setting of the first Far Cry. Gamers will head out into this beautiful, but unforgiving, place, as they battle to stay alive.

Check out the full list of new releases below.

November 29, 2012
Far Cry 3 (360, PS3, PC)
Ratchet & Clank: QForce (PS3, Vita)

November 30, 2012
Assassin's Creed III (Wii U)
Batman: Arkham City - Armored Edition (Wii U)
Call of Duty: Black Ops II (Wii U)
Darksiders II (Wii U)
Disney Epic Mickey 2: The Power of Two (Wii U)
ESPN Sports Connection (Wii U)
Family Party: 30 Great Games Obstacle Arcade (Wii U)
FIFA Soccer 13 (Wii U)
Funky Barn (Wii U)
Game Party Champions (Wii U)
Just Dance 4 (Wii U)
Mass Effect 3: Special Edition (Wii U)
NBA 2K13 (Wii U)
New Super Mario Bros. U (Wii U)
Nintendo Land (Wii U)
Rabbids Land (Wii U)
Scribblenauts Unlimited (Wii U, 3DS)
Skylanders Giants (Wii U)
Sonic & All-Stars Racing Transformed (Vita, Wii U)
Tank! Tank! Tank! (Wii U)
Tekken Tag Tournament 2: Wii U Edition (Wii U)
Transformers Prime: The Game (Wii U)
Warriors Orochi 3 Hyper (Wii U)
Wii U (Wii U)
Your Shape: Fitness Evolved 2013 (Wii U)
ZombiU (Wii U)


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Razer Game Booster software in open beta stage

Written By Kom Limpulnam on Jumat, 23 November 2012 | 13.15

The program temporarily shuts down unnecessary applications and offers calibration options.

Razer has announced that its Razer Game Booster application is now available for the public in an open beta state.

The program allows gamers to temporarily shut down unnecessary applications, so that their computer resources can focus on just running games. The Razer Game Booster also offers simple options to tweak and defrag a user's computer, as well as update old drivers. In addition, it allows users to create tutorials and record real-time audio and video as well as capture screenshots.

The software's predecessor, the IObit Game Booster, was given a five-star rating by CNET and has been downloaded 1,463,120 times.

Gamers can download the Razer Game Booster app on this link and also on Razer's official page.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Graphics Comparison - Hitman: Absolution

 DerekSpence How do you not understand yet? There is a reason consoles only cost pennies, and its the same reason that the 720 won't even come close to a high end pc: you get what you pay for. My 3 year old pc has already got better specs than the 720 and it didn't even break $1000. 

I hate pc elitism, and I'm a pc gamer, but there is just no competition. The absolute pinnacle of consumer electronics and components are available immediately to pc users. Some of the latest graphics card cost $1500 EACH. 


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GameSpot GamePlay Episode 19: Deja Vu

Written By Kom Limpulnam on Kamis, 22 November 2012 | 13.15

Kevin VanOrd gets lazy--er, efficient--in this greatest-hits episode of everyone's favorite podcast. And by "everyone," we mean, "Steve from Bowling Green."

GameSpot GamePlay

A new console has been released, the reviews schedule is exploding, and host Kevin VanOrd needed time to roast his Thanksgiving turkey. And thus was born this cheap clip episode, in which Kevin lazily compiles his favorite bits from episodes before and regurgitates them.

Wait--that's not right. That should say, "and thus was born this lovingly crafted greatest-hits compilation, which gives you the chance to relive beloved moments from a modern classic of a podcast."

That sounds better, now, doesn't it?

Click here to subscribe to GameSpot Gameplay via iTunes.

Click here to subscribe to GameSpot Gameplay via Zune.

Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 18: The Cinnabon Engine

GameSpot GamePlay Episode 17: Space Noise

GameSpot GamePlay Episode 16: Press X to Batman

GameSpot GamePlay Episode 15: A Series of Death Screams

GameSpot GamePlay Episode 14: Splinter Shell

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

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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Lego The Lord of the Rings Review

Those who have never played one of the many Lego games developed by TT Games might find it difficult to believe that a beloved franchise such as The Lord of the Rings can benefit from a simplified narrative and family-friendly gameplay. The notion seems absurd, and yet past releases have capably proven that plastic blocks and theatrical blockbusters can make a great mix. That's particularly evident in the case of Lego The Lord of the Rings.

Though the game doesn't offer many narrative surprises, the lack of unexpected twists actually works in its favor. If you've seen the movies, you know the story of the brave hobbit Frodo and his journey to a well-guarded volcano where he hopes to destroy the cursed bauble he carries. All of the nastiest creatures in the land would be delighted to pry "the One Ring" from Frodo's cold, dead hands, and the capable people who should protect him are usually busy facing similarly important struggles of their own. The characters' combined adventures provided ample fodder for hours of cinematic excellence, and now Peter Jackson's three enormous films have been crammed into a single game.

This latest adaptation of the classic tale doesn't feel like a cheap substitute for the epic story, even though the protagonists are now fashioned from plastic. The most riveting moments from the film trilogy are recreated here--even a few that existed almost entirely for the sake of character development or mild comic relief, such as the contest between Legolas and Gimli to see who could slay the most orcs. The shrugs, smirks, and tension-diffusing humor that are standard practice in Lego games have been supplemented here with extensive spoken dialogue that was pulled directly from the movies. Kids will love seeing characters skewered by fruit or snuggling with teddy bears, while parents will appreciate the minimal violence.

A fascinating story and great voice work can carry a game only so far, though, and Lego The Lord of the Rings benefits from a solid gameplay foundation that should keep players of all ages coming back for more even when they already know how everything ends. Stages generally consist of a series of basic puzzles, occasionally interrupted by battles with small enemy groups that are easily overwhelmed. You can swap protagonists instantly to gain access to their respective abilities, and there are no permanent deaths. Characters briefly falls to pieces but almost immediately return to the action.

The worst punishment you face is the loss of a portion of the studs you've collected, which means you could be deprived of a True Adventurer bonus once you clear the stage. Advancing from the game's prologue to its closing credits will probably take you no more than 10 or 12 hours, but actually reaching 100 percent completion could easily take twice that long. Mostly, you are allowed to decide what sort of experience you want to get from playing, within the established framework.

Due to the occasionally distracting volume of available content that practically begs to be discovered, a dynamic stud trail guides you to the next story sequence. Banners are spread throughout the open world and handily mark the entrances to action stages, but adventurers can easily get turned around without additional assistance. Fortunately, it's easy to warp directly to places you have previously visited, or to consult a map and set helpful waypoints. The stud trails unerringly lead you toward a chosen point unless you find a new obsession. Detours from the beaten path aren't a problem, either; the translucent stud trail quickly adapts and calculates the best route from your current location to your chosen destination at all times. That helpful mechanic isn't new to video games or even to the Lego franchise, but it's tremendously useful all the same.


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DO NOT USE!!!

Written By Kom Limpulnam on Rabu, 21 November 2012 | 13.15

Whenever Sega has released a mascot-fueled game, such as Sega Superstar Tennis, comparisons have inevitably been drawn to its Nintendo-developed counterpart. But Sonic & All-Stars Racing Transformed is far from a poor man's Mario Kart. Fun track design, a solid character roster, and a bevy of multiplayer modes make this one of the best games of its class.

Like its predecessor, Sonic & All-Stars Racing Transformed brings together a colorful cast of characters from many different beloved franchises. Many, like the popular Sonic and Knuckles, will be familiar even to the most casual Sega fans, while the likes of Golden Axe's Gilius and Vyse from Skies of Arcadia force longtime fans to dig a little deeper into their gaming memories. They are joined by guest characters Wreck-It Ralph, who fits in surprisingly well with the rest of the cast, and real-life racer Danica Patrick, who…well, she doesn't fit at all, really. Each racer has his or her own unique vehicle and associated stats, encouraging you to experiment with different styles.

But Sonic & All-Stars Racing Transformed doesn't depend entirely on your nostalgia to be enjoyable. The core of the gameplay, the racing, is fast, fun, and easy to get into. The driving controls feel tight, allowing you to drift around corners and weave through enemy attacks with ease. When you bump into a wall, it feels like it was your fault, not the controller's. Drifting is as easy as holding down a button, and longer drifts earn you important boosts.

Even items and weapons you pick up on the track work exactly as intended, and they do so in a well-balanced manner that prevents races from being decided entirely on one player's lucky item acquisition. You may still lose a close race due to a timely firework hit, but there is no "blue shell" equivalent to constantly ruin the fun of the racer in first.

Per the game's title, your vehicle transforms during a race into a car, boat, or flying vehicle, depending on the track's terrain. Don't be fooled into thinking this is merely aesthetic; each transformation handles differently, with track sections on water feeling more like Wave Race than a traditional kart racer. The flying sections feel the most different, because the ability to move up and down freely, as opposed to just left or right, makes a big difference not only in where you go, but also in how you use items. You're less likely to hit enemies with a weapon when they have an additional axis on which to move around and dodge.

All of this is complemented by wonderfully designed and often dynamic tracks that change as you race. You may make three laps around one track, but it won't always feel like the same track each time, because you might be forced onto a different route through the environment your second or third time around. You might spend most of your first lap on land while your second lap is much more water-based. Paths and shortcuts change, making it a bit harder to know an entire track by heart. The transformations are scripted--there aren't moments when you're changing the landscape at will--but they keep tracks feeling fresh longer. All levels are based on different games from Sega history, including a Nights level that's particularly good at capturing the look and feel of the game that inspired it.

You aren't limited to the standard Grand Prix style of events, although that's still available and done well. The more interesting mode of progression is the World Tour, which is a map full of events to play and earn stars through. Events range from simple races to more focused tasks like drift challenges, and each event has different difficulty settings. The higher the difficulty setting, the more stars you earn. Most new events are unlocked as you finish the previous event on any difficulty, though some gates to new events (as well as unlockable characters and car mods) require you to obtain a certain number of stars to move forward. You won't be able to see the end of the game by playing on easy the entire time.

While perfectly fine alone, Sonic & All-Stars Racing Transformed is more fun with friends, who are can join you in all game modes locally, even World Tour and Grand Prix. So you are never forced to play alone if you don't want to, provided you have at least one friend to share your couch. The cooperative options aren't available online, though, where 10 players are limited to simple Race and Battle modes.

Sonic & All-Stars Racing Transformed is a joy to play and look at. The icing on this delicious multilayered racing cake is that the game launches at a relatively budget price of $39.99, despite being a quality product that would warrant a higher price tag. It has occasional technical glitches, but it's a high-quality experience that deserves a spot on the winner's podium with some of the best kart racers you've ever seen.


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The OzSpot 20/11/12: The Lucky Dip Cat Edition

Written By Kom Limpulnam on Selasa, 20 November 2012 | 13.15

This week: Wii U, Black Ops II, indie games, and cats!

On this week's show we chat Wii U hacks, Black Ops II international sales, the need for review scores, and our thoughts on which video game character we'd most like to have dinner with.

Tune in!


Watch live video from gamespot's channel on TwitchTV

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


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Ninja Gaiden 3: Razor's Edge - Video Review

 Bobzfamily it's to be expected. new console launches are usually filled with previous-gen ports that don't do much with the system, and the devs aren't used to the new hardware yet. the latter is intensified on nintendo systems, since ninty likes to add those new types of play to new systems.

but they'll get better. just look at the DS and the wii.


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Ninja Gaiden 3: Razor's Edge Review

Ninja Gaiden 3 for the Xbox 360 and PlayStation 3 was met with a large chorus of disappointed cries. Clearly, developer Team Ninja heard and considered the negative feedback that players flung in its direction like the blades of a thousand and one katanas, and thus crafted a retooled, more difficult edition of its brutal action game. Ninja Gaiden 3: Razor's Edge has more faith in you than did its original iteration, challenging you to prove your worth rather than mindlessly slice your way through hordes of foul-mouthed ninjas. There are other improvements and additions too, all of which sound good on paper. But making Razor's Edge substantially harder did not make it substantially better.

Ryu and Ayane prove that their blades are just as adept at slicing ninjas as they are at slicing watermelons.

In many ways, Ninja Gaiden 3: Razor's Edge resembles its blade-heavy forebears, with series hero Ryu Hayabusa eviscerating ninjas and dodging about at an alarming rate--and with alarming amounts of viscera--as accompaniment to your frantic button presses. With some assassinations comes a cinematic animation in which the camera swoops in close as Ryu slashes and chops, though they are fewer in number this time around, which keeps the pace flowing better. Every so often, you can hold a single button, and Ryu slices and dices through a number of foes, though you can't rely on this mechanic to do too much of the work for you: you have to earn your victories.

Indeed, Razor's Edge is quite hard at certain points. While you started the original release with a full repertoire of moves, here you begin with a scant list of attacks and purchase new combos and upgrades once you have earned enough karma through battle. You earn new weapons and magical ninpo attacks too, which is a great relief considering how the original Ninja Gaiden 3 limited you to a single blade and a single ninpo. Now, you can cut into bad guys with a giant scythe, voracious talons, or dual katanas, each of which subtly varies the tempo of combat in satisfying ways, and features its own gory animations.

The increased challenge also comes in more traditional ways: enemies do more damage and you do less, and certain new enemies, such as throngs of speedy demon-creatures, threaten to overwhelm you by sheer numbers. But while the challenge is welcome, Team Ninja didn't balance it out by tightening the controls--and all too often relies on the projectile-spewing enemies that plagued Ninja Gaiden II. It simply isn't fun to have rockets flying at you from multiple directions in a melee combat game, particularly when they interrupt animations and knock you down. More importantly, there are excruciating moments when Ryu simply doesn't want to perform the necessary action, even though the animation for his previous move is clearly finished. This was a noticeable foible before, but given how easy Ninja Gaiden 3 was, it was more a nuisance than a liability. Now, Razor's Edge requires precision, but doesn't give you the tools to be precise.

The Wii U control pad doesn't prove a great asset to Ninja Gaiden 3: Razor's Edge--nor does it present a great liability. Given the mashy nature of combat, the sticks and buttons allow you to keep pace as well as a traditional controller. As for the touchpad, the ability to select weapons from the screen rather than pull up a separate menu is a handy touch, though otherwise, any action you can perform on that screen (ninpo attacks, for instance, or ninja sense, which shows you where to head next) is more efficiently performed using buttons.

Along with standard encounters, the boss battles have been intensified, in some cases exponentially, though the original release's recurring boss still manages to be a tedious one. At least most of these battles test your wits in this iteration, with additional attacks and vast amounts of health lost when big baddies like a hulking metallic dinosaur get a swipe in. But while many of these encounters require more focus than before, the challenge was not evenly applied. The god prototype requires many minutes of patient slashing and dodging that you will likely repeat a number of times--yet you'll probably triumph in the larger-than-life Obaba battle in a single go. Your biggest enemy when it comes to bosses is not the battle itself, but rather your health bar: your maximum health diminishes over time as you take damage. There's a good chance you might enter a boss battle with your health bar a fraction of its full length--and there it shall remain even when you restart the battle.


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Why Nintendo TVii missed Wii U launch

Written By Kom Limpulnam on Senin, 19 November 2012 | 13.15

Nintendo's new Wii U console launched today in the United States without one of its more novel features: Nintendo TVii. The Mario maker told GameSpot last night at the Wii U launch event in New York City that the streaming service's delay to December was borne of a desire to make it "absolutely perfect."

"Well, I think everybody who knows Nintendo, knows that Nintendo wants everything to be the absolute best that it can," Nintendo director of product marketing Bill Trinen said. "Obviously, we wanted to have Nintendo TVii available as soon as possible. There's just a few additional tweaks that need to be made."

Trinen does not foresee the delay of Nintendo TVii negatively impacting the Wii U launch, primarily due to gamers having a number of other system features to spend time with.

"To be honest, I don't think that there's going to be a tremendous impact because the people are going to be going home tonight and they're going to be playing games; they're going to be experiencing Miiverse for the first time," Trinen said. "And that, I think, is going to give them a lot to be looking at and kind of figuring out. There's Wii U chat that's there on day one and Netflix is also going to be a part of the day-one offering. eShop, along with a ton of content, is also there day-one."

For Trinen, it all comes down to quality. He said Nintendo would rather delay TVii than ship a service that gamers would not be satisfied with.

"So it's really more about just making sure that that Nintendo TVii service is absolutely perfect when it launches," he said. "Because we think it's probably more important that people sit down with it the first time and have a really great experience and want to keep using it than necessarily trying to push it out too soon and have people dissatisfied with it."

Nintendo TVii works with cable and satellite providers, as well as streaming services like Hulu and Netflix. Players must hold a subscription to these services to use Nintendo TVii, but no additional fees or equipment are required.

TVii viewers can use the GamePad to interact with others through commenting on specific live television moments and sharing those comments with others through Miiverse, Facebook, and Twitter.

GameSpot's full interview with Trinen will run tomorrow.


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Blizzard Global Finals to be held at BlizzCon 2013

BlizzCon has been confirmed for a 2013 return.

BlizzCon will be returning in 2013, according to Blizzard CEO Mike Morhaime. Speaking at a press conference at the Blizzard World Championships in Shanghai, China, Morhaime said that the Global Finals held this weekend in China will also be moved to next year's BlizzCon, presumably for the return of the Battle World Championship Series. No date has yet been announced.

In January, Blizzard announced that there would be no BlizzCon in 2012, due to the company's "jam-packed" schedule of getting Diablo III, WoW: Mists of Panderia, and StarCraft 2: Heart of the Swarm out the door. It was also to make way for its inaugural Battle.net World Championship Series, which saw over 30 national events and five regional events all over the world, culminating last weekend in China with finals for StarCraft 2 and World of Warcraft.

"It's an incredibly ambitious undertaking to hold these events all over the world," Morhaime stated when asked about Blizzard's first foray into a year-long series of major events. "It turns out an event like this in China, broadcasting in multiple languages, streaming to people around the world, isn't as easy as you might think."

Numerous StarCraft 2 events held throughout the year by Blizzard, along with several other major organisations such as Major League Gaming, DreamHack, the North American Star League, and the Electronic Sports League, have certainly kept fans busy. It has become so busy that there's some worry that it is straining both spectators and players.

"There's some challenges just with all of these tournaments going on, as a spectator, not knowing what to watch or what the significance is of winning this event or that event," Morhaime said. "Having pro players put in a position where they have to choose between two important events--those are some of the things we'd really like to avoid in 2013. We'd like better coordination and cooperation between partners."

With the Battle.net World Championships as Blizzard's big event of the year, Morhaime was asked about comparisons to the other big events and games in the space, namely Riot Games' Season 2 Championships with League of Legends, and Valve's The International 2 with Dota 2.

"We like to learn what everybody else is doing right, but, at the end of the day, we're not focused on what they're doing; we're focused on what we're doing," Morhaime said. "We're trying to make our games as good as our games can be, and provide a great experience for players."

He does, however, feel that there are differences between StarCraft 2 and those other games.

"StarCraft 2 is a very different type of game than the other games you mentioned. It's a very different experience; it's very unique. I think it has a lot of things the other games don't offer, in terms of watchabilty, strategic depth, it's just a very unique game," he sai.

In terms of investment, Morhaime sees Blizzard as being right up there with Riot Games and Valve.

"We're also making significant investment. We may be doing it in a different way, we spend an awful lot of money in terms of travel, hotels, making it easy for all of these pros and people involved in putting on these tournaments are able to get to the places they need to be. Maybe it's not as flashy as putting all the money into prize pools, but it's still significantly expensive, and, from what we're told, that's actually more helpful for the ecosystem than just the flashy prizes."


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Call of Duty: Black Ops II Review

Written By Kom Limpulnam on Sabtu, 17 November 2012 | 13.15

Jetpacks with rigid wings. Gloves that can adhere to any surface and support your body weight. Advertisements that feature your face when you walk by. The campaign in Call of Duty: Black Ops II has some interesting ideas about the future of technology, but what about the future of this massively popular shooter series? On the one hand, Black Ops II introduces new mission types and dramatic decision points that liven up the campaign, as well as a league play option that represents a fundamental shift in the franchise's hallowed multiplayer mode. On the other hand, the campaign hits the same satisfying rhythms, the multiplayer captures the same frenetic intensity, and the cooperative zombies mode delivers the same stale undead-massacring action. Caught between striving for the future and remaining rooted in the past, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.

The ride starts off a bit rough as Black Ops II makes good on its pre-campaign warning of graphic content. Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.

Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.

Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings. Once you've seen the story through, there's a handy rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.

You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you can set targets for the team under your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.

Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this fiesty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.

Black Ops II's competitive multiplayer has seen some changes as well, notably in the way you equip yourself before going into battle. The COD points system from Black Ops has been ditched in favor of a new token system that still affords you some control over the order in which you unlock new weapons and gear. The more interesting change is the new loadout system, which gives you ten points to play with and assigns a single point to every element of your loadout (guns, attachments, perks, lethal and tactical items). It offers a bit of flexibility if, say, you don't use a sidearm much but could really use an extra perk, and the new wild cards allow some limited creativity. Put one of these in your loadout, and you can go into battle with two well-equipped primary weapons, or you can load up on perks and bring just a knife and your wits.

These are two extreme examples, but tweaking your loadouts with the gear you've chosen to unlock still confers a sense of getting more powerful and better equipped for combat. These are still the fast and deadly battlefields that have drawn millions of players for years. Positioning and reflexes are king, firefights are over in the blink of an eye, and success is rewarded with deadly equipment and satisfying experience gains. New gear, new weapons, and new score streak rewards are sprinkled throughout, offering new martial capabilities and strategic wrinkles. Traditional gametypes and a few rule-bending party games all offer familiar frenetic fun, but one new mode of play holds the potential to really shake things up.


13.15 | 0 komentar | Read More

Call of Duty: Black Ops II Review

Jetpacks with rigid wings. Gloves that can adhere to any surface and support your body weight. Advertisements that feature your face when you walk by. The campaign in Call of Duty: Black Ops II has some interesting ideas about the future of technology, but what about the future of this massively popular shooter series? On the one hand, Black Ops II introduces new mission types and dramatic decision points that liven up the campaign, as well as a league play option that represents a fundamental shift in the franchise's hallowed multiplayer mode. On the other hand, the campaign hits the same satisfying rhythms, the multiplayer captures the same frenetic intensity, and the cooperative zombies mode delivers the same stale undead-massacring action. Caught between striving for the future and remaining rooted in the past, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.

The new millimeter scanner sight can help you spot cloaked enemies.

The ride starts off a bit rough as Black Ops II makes good on its pre-campaign warning of graphic content. Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.

Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.

Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings. Once you've seen the story through, there's a handy rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.

You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you can set targets for the team under your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.

Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this fiesty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.

Black Ops II's competitive multiplayer has seen some changes as well, notably in the way you equip yourself before going into battle. The COD points system from Black Ops has been ditched in favor of a new token system that still affords you some control over the order in which you unlock new weapons and gear. The more interesting change is the new loadout system, which gives you ten points to play with and assigns a single point to every element of your loadout (guns, attachments, perks, lethal and tactical items). It offers a bit of flexibility if, say, you don't use a sidearm much but could really use an extra perk, and the new wild cards allow some limited creativity. Put one of these in your loadout, and you can go into battle with two well-equipped primary weapons, or you can load up on perks and bring just a knife and your wits.

These are two extreme examples, but tweaking your loadouts with the gear you've chosen to unlock still confers a sense of getting more powerful and better equipped for combat. These are still the fast and deadly battlefields that have drawn millions of players for years. Positioning and reflexes are king, firefights are over in the blink of an eye, and success is rewarded with deadly equipment and satisfying experience gains. New gear, new weapons, and new score streak rewards are sprinkled throughout, offering new martial capabilities and strategic wrinkles. Traditional gametypes and a few rule-bending party games all offer familiar frenetic fun, but one new mode of play holds the potential to really shake things up.


13.15 | 0 komentar | Read More

New Releases: November 18th - 24th

  • Nov 16, 2012
  • 1,422 (Views)

This week we check out Sonic & All-Stars Racing Transformed, Epic Mickey 2: The Power of Two, Hitman: Absolution, PlanetSide 2, PlayStation All-Stars Battle Royale, RaiderZ, Persona 4 Golden and a variety of WiiU launch titles.


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Now Playing - CoD: Black Ops Declassified

Written By Kom Limpulnam on Kamis, 15 November 2012 | 13.15

God knows Im no console fanboy. I just go and play the games that are good, no matter the console or the game's age. But I watch this video and cant help but think that gamespot is posting a terrible video for one of 2 reasons: 1) they dont give a sh..t about quality content anymore (putting 2 persons to test a game for the public without any previous playing whatsoever, thats not professional); or 2) they just want to make ironic jokes about the vita (showing the network error at the start, not caring about the annoying screen reflection on the right, laughing at the trophie given, having a terrible camera man...). Please gamespot, have a little shame on your face and post good content again.


13.15 | 0 komentar | Read More

Play Videogames Be Happy: Anna's Arcade Dream

Written By Kom Limpulnam on Selasa, 13 November 2012 | 13.15

Pittsburgh resident Anna Hegedus has put a great deal of effort into opening an arcade where people of all ages can enjoy games together, but some opposition stands in her way.

Video games are a good thing. At least that's how I see it. This outlook was formed in the days of my youth. There were no labels then of "casual" and "hardcore," no perception yet that video games were for this kind of person but not for that kind. Games offered an escape from the sometimes painful realities of life. Games provided bonding experiences; one friend and I worked together to get farther than either of us had before in Mario Bros., and I earned the respect of another by demonstrating my impressive skills at Yie Ar Kung-Fu.

These formative experiences and so many others took place in lively, noisy places where heroes were born and alliances were forged, family-friendly places where, rather than resorting to mocking and trash talk, people would smile appreciatively if a mom bravely tried her hand at Donkey Kong for the first time. These were places that understood that games were for everyone, that it was far better to let games bring us together than to let them push us apart. These were the arcades where my love of games was born.

"…religion, race, sexual preference, social class, gender, style… none of it mattered. People were equal when they put those tokens into the cabinet."It's because of this deeply rooted outlook that the name of a project I heard about recently resonated with me so strongly. The project is called Play Videogames Be Happy, four words that encapsulate my attitude about what games can and should be. Play Videogames Be Happy is the dream of Pittsburgh resident Anna Hegedus. For over three years now, she has been collecting and repairing arcade machines, in the hopes of opening her own arcade in the Pittsburgh area.

Reading about her reasons for wanting to do this on her blog, I immediately felt that this was someone whose love for games and for arcades was much like my own. "Once someone walked through those doors and into the dimly-lit corridors," she wrote, "religion, race, sexual preference, social class, gender, style… none of it mattered. People were equal when they put those tokens into the cabinet. They stood in front of the same screen, mashing buttons and gritting their teeth as they whittled down a paper route's paycheck on NBA Jam."

I asked Hegedus about where her own love of games and arcades comes from, and was unsurprised to find that her passion and mine have similar roots.

"I was an eccentric kid that had a hard time fitting in. I found a group of friends that had their own idiosyncrasies too. The quiet kid, the scrawny kid, the kid that grew up way too quick, the kid in the closet… In high school, we would all hang out and play games. All in all, we survived because we had each other. The more that I think about it, games are what did that. We had this arcade in the local mall, a Namco Cyberstation. We would go there a lot just to play DDR, air hockey, or Point Blank."

Memories of one particular person who frequented the arcade have remained especially vivid for Hegedus. "I still get a little misty-eyed when I think about this one guy. He was so shy and quiet, with long dark hair and this bucket hat that he wore with the brim pushed down over his eyes. But put him on DDR pads and slap a few tokens into the machine…it was like a switch was flipped. He was alive, and his laugh was so contagious. I don't know if he realized it, but I saw the way the light danced in his eyes. It's like his soul woke up. When I think back to those times, they weren't just happy—they defined me as a person in some ways. You can't do that over Xbox Live or the PSN. It happens in front of the glow of a Wells-Gardner, side by side with a living, breathing person."

"…for a small 20-machine arcade to run, you need over ten thousand dollars for taxes. This is way over what we could ever dream of raising in such a short period."Those moments, and the positive impact they can have on us, are what it's all about for Hegedus. "I think of what it was like back then for him, for me, and for all of us. I miss it dearly and I want to recreate that for people. Whether we like to admit it or not as a society, prejudice and social pressure are alive and run deep. Escaping those things is one of the most important things a person can do. Arcades bring people together and erase the divisions that are erected around us by race, class, gender, sexuality, or any other trait. It makes our defenses drop and our hearts come closer together, just like it did for the kid I talked about earlier. That's my vision. That's what I want."

Wanting to open an arcade is one thing. Actually putting in the work to be able to do it is something else. But Hegedus has poured her time, money and skills into this project. Scavenging newspapers, Craigslist, eBay, anything that might give her a lead on an available arcade game, she's traveled far and wide to put together a collection strong enough to make for a darn good arcade. A lot of the machines were in pretty bad shape when Anna acquired them, but she's fixed them up, and shared some of her technical knowledge in a great series of tutorial videos on her YouTube channel.

Unfortunately, hurdles stand between Anna and opening an arcade. Pittsburgh laws make the prospect of opening one in the city prohibitively expensive. As Hegedus explains, "In the city proper, you need an arcade license as well as a license for each machine you wish to use. The machine permits are over $300 a piece. The quarterly arcade license is $800. Plus there are the occupancy permits and other things. That means that for a small 20-machine arcade to run, you need over ten thousand dollars for taxes. This is way over what we could ever dream of raising in such a short period."

In this video, Anna speaks about her reasons for wanting to open an arcade.

It was clear to Anna that the concept of an arcade is one thing to her and something very different to some other people in the area.So she began looking at options in the suburbs, but has run up against opposition from some who don't see games as the good, unifying thing that they are to people like Anna and myself. During a recent zoning hearing, one community member raised concerns about kids dealing drugs in the arcade, while others asked if their taxes would be used to pay for police assistance if and when incidents occurred at the arcade. It was clear to Anna that the concept of an arcade is one thing to her and something very different to some other people in the area. "Each time someone brought something up like this, I became a little more upset inside. We did have one or two supporters there who spoke out against chasing businesses away from the downtown area, but I had a hard time focusing on the positive. My ideas were obviously at odds with a lot of folks."

Currently, Anna is waiting. She might get full approval to set up the arcade and open. Or she might be denied, in which case the search for a home will begin again. It might be easier to find an accommodating spot farther from the city, but Anna is reluctant to head too far out. "[The city is] where we can do the best work with the community. I just can't see kids and seniors taking the bus out to the rural countryside to play Pac Man."

I've got my fingers crossed. I think we could do with a lot more places where people can come together over games, and just be happy.

--

You can keep up with Anna Hegedus on Twitter at @akh13, and read her blog at annahegedus.com. Her Youtube channel, which has lots of great tutorials as well as fun stuff like this Famitendo she created, is at https://www.youtube.com/user/annahegedusdotcom.


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Wonderbook: Book of Spells Review

The Video Review

Enter Hogwarts and learn to be a wizard in this video review for Wonderbook: Book of Spells

When it comes to capturing the imagination, few franchises do it better than Harry Potter. The idea of a magical subculture existing in our world, one that you might catch a glimpse of at any moment, is immensely intriguing. And being plucked out of your normal life and told you have magical powers? Well, who wouldn't want that? Wonderbook: Miranda Goshawk's Book of Spells is an augmented reality game aimed at giving you the chance to feel like you are playing with such powers, and thanks to some clever hardware tricks, it largely succeeds.

Feed the entire family with Wonderbook's incredible vegetable enlarging spells.

Book Of Spells places you in an augmented reality-version of Hogwarts, with the specific brief of learning and applying 20 of the classic Harry Potter spells, most of which featured in the books. As you progress, the spells increase in power, until you're fighting duels and creating objects out of thin air, and feel you've earned your wizarding spurs. In the past, augmented reality has felt like one of those technologies that--while initially impressive to behold--struggles to maintain your attention for long. However, Wonderbook: Book Of Spells is a game that uses augmented reality to create something truly compelling.

Playing Book of Spells is as easy as getting the Move to work, although extra care is required as far as positioning the PlayStation camera is concerned; the camera has to be angled down so it gets a clear view of both you and the book peripheral. The game is designed to be used with you sitting cross-legged on the floor, with the book in front of you, but we played it sitting on a sofa with the book on our lap, and it worked fine.

Boot the game up, and the on-screen book magically transforms into the Book of Spells (thanks to a bluish cover pattern on the peripheral reminiscent of a QR code). Given that this book features heavily in J.K. Rowling's novels, it's a neat sensation to feel like you're leafing through its pages. Bear in mind though, that if you're an older Potter enthusiast that happens to be outside of the target age-range of 6-12, once you've got over the novelty of apparently possessing a sacred item from the Potterverse, the book's contents become formulaic.

Before you can start playing, you have to choose a wand type. Whichever you opt for, the wand is considerably longer than the Move in your hand. This is typical of the seemingly minor and unimportant touches in Book Of Spells that actually bring about a stunning level of immersion. Thanks to the wand appearing longer than the physical Move controller, you have to manoeuvre it with more care, because its extended portion can catch on virtual items. So while your hand tells you that you're holding a Move, your other senses (you can see yourself throughout the game) are fooled into believing that you're grasping a wand.

You're also given some Potter-related tasks, namely deciding whether or not to link Book of Spells to your Pottermore account, choosing your house, and generating a wizard photo. Once that's done, the proceedings begin with a typically cute touch: your book is covered in dust, which you must brush off with your hands. Then an owl-mail greets you, followed by a foreword from Miranda Goshawk herself. By the end of that setup preamble, it's time to take part in some proper action.

The first chapter sets the structural tone for the rest of the book: it's one of five chapters, each split into two parts. Each half-chapter contains one, two, or three spells, which are introduced before you learn their incantations and gestures. The gestures are easy to learn, thanks to onscreen prompts that display the required motions. Circles and wavy lines dance on screen along with sparkly visual flourishes that help you keep track of your wand position. You're tested on each spell's use, and every chapter concludes with a test in which you have to use all the spells together.


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The OzSpot 13/11/12: GTAV, Assassin's Creed film

In this episode of the OzSpot we investigate why a number of Medal of Honor SEALs consultants are under investigation; plus: Assassin's Creed movie next year!

Will the Assassin's Creed movie break tradition and become one of the first well-made, well-received game-to-film works?

Plus: why did a bunch of U.S. Navy SEALs get in trouble for helping EA develop Medal of Honor: Warfighter? And just how big will GTA V be?

Tune in!

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


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Changes Abound For WoW: Mists of Pandaria at G-Star 2012

Written By Kom Limpulnam on Minggu, 11 November 2012 | 13.15

I've been playing for 7 years. I'm still supporting the game and it's community, but everything has gone downhill for a while, and even if you choose to blind yourself, you're openly admitting to two things: you're pretty new to the game or you have no sense of the kind of money Blizzard is making off of you. I know it's demanding and costly to keeps servers running, but loads of them here in the EU and in America too, as far as i can understand on the forums, are pretty low on population. Right now lore seems to be the focus of the game, but it's done through shi**y dailies. The raid finder is the worst thing to have happen to WoW. I've used the RF once, and i don't intend to use it ever - it's a retarded function, that makes people ingame dumber. It's a free loot system, and no blue post on the forums should tell you otherwise. There's NOTHING fun about it. I went in because i like exploring, and i found out, how cheap and unsatisfying it felt, so i didn't care for it ever again.While i did enjoy leveling from 85 to 90 (some found it a struggle, and it was harder than expected) it seems that leveling is actually the only thing fun for me anymore. A new level seems like more progress to me, than anything else, yet i'm leveling my 5th toon now, to reach 90 - it's... it's very geeky is what it is !Blizzard have two very simple things they need to adjust in my honost opinion: they need to be able to seperate the hardcores from the casual players - like it or not, the raid finder shouldn't actually give you gear, and if anything it should only be blues. Epics are known to be the best items in-game, and it's a psychological thing that happens when you see your character closer to full-epic, you think you're progressing and being really good at the game, but that's not the case as a casual, that's only a case of how much time you put into it. Secondly they really really really really need to upgrade character models, and they have had no rational excuse so far, as to why they didn't prepare that for MoP. Pandas and Goblins looks so much better than the rest of the races, it's sickening. I know that they said they are working on it, but it's like a year ago or something they said that, i cannot imagine that they actually ment it, because money wise it shouldn't be a big deal.


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This Week in Games - November 11, 2012

Grand Theft Auto V details, an Xbox 360 tablet, Elite rebooted after 30 years, more media scandals, and Peter Molyneux' new game turns out to be all about drawing penises.

This week was a diverse week for games; Halo 4 released on Tuesday, as did Peter Molyneux' cube-pecking Curiosity app. Each was at a completely different end of the gaming spectrum (OK, calling Curiosity a "game" is perhaps a little generous,) but both drove lots of conversation and activity in comments, on forums, and across social media this week. Game Informer's Grand Theft Auto V cover story prompted a lot of chat too. We'll get to that in a moment…

Xbox Surface Gaming Tablet Incoming?

Microsoft may, finally, be getting into portable gaming in some fashion. Multiple sources speaking to The Verge said this week that the technology giant is building a proprietary 7-inch gaming-focused tablet currently dubbed the "Xbox Surface." Specifications for the device leaked in June prior to Microsoft's official announcement of its Surface RT and Surface Pro tablet line, and supplemented rumors from late last year that something tablet-like was in the offing. We even included it in our 2012 predictions feature back in January. The Xbox Surface is rumored to include a custom ARM processor and "high-bandwidth" RAM that is designed with gaming in mind. The tablet will not run a full-fledged version of Windows, the sources said, but rather a custom operating system derived from Windows, much as the Xbox 360 itself does. The Xbox Surface could very well feature support for other tablet functionality like messaging, but the device's primary focus will reportedly be gaming. As for when gamers may get a glimpse at the Xbox Surface, the source suggested it will be unveiled prior to the Xbox 720, which analysts believe will be on store shelves late next year. Given the nature of the rumors so far (that ARM processor is concerning, unless its specifically designed to emulate the 360 chipset,) it's still too early to tell if this will be something that could feasibly download games from the existing 360 catalog from Xbox Live, or if it would be another splinter of the Xbox ecosystem. Clearly the dream scenario would be the former; download Halo 4 from XBL, link an Xbox controller to the tablet wirelessly, and then play the game wherever you please.

If you want a little more Xboxness in your tablet experience right now, the official Xbox mobile apps were updated to Smartglass this week. The free app acts as an interactive second screen for the Xbox 360, allowing you to browse content on your console and launch it, then use your phone or tablet as a touch-based controller. It also features complementary experiences that run alongside specific games, like Halo: Waypoint.

Halo 4 Is So Money

Halo 4 is not coming to the PC. A Microsoft representative told The Penny Arcade Report that though the company is seeking new ways to boost the popularity of the series, bringing 343's new shooter to the PC is not a means to this end. "Halo 4 was designed specifically for Xbox 360, and while we're always exploring new ways to expand the franchise and share the Halo experience with as many fans as possible, we do not currently have any plans to port Halo 4 to PC," a Microsoft representative said.

Halo 4 players who log enough hours in the game's multiplayer department or spend enough money on Halo-related items will be rewarded for doing so, it seems. Microsoft announced a new "Halo 4 Combat Tour" offer this week that gives Xbox Live Rewards members the opportunity to score as many as 800 MS points just for playing 343 Industries' new shooter. Gamers who play 35 or more hours of Halo 4 multiplayer by November 30 will receive 100 MS points ($1.25). Those who log 70 or more hours will score 300 MS points ($3.75), while those who spend 140 or more hours will receive 600 MS points ($7.50) for doing so. Additionally, players who spend 3,000 MS points ($37.50) on Halo-related Xbox Live marketplace content will get 200 MS points ($2.50) back, while those who spend 1,500 MS points ($18.75) on Halo items will get 100 MS points ($1.25) in return.

With the various offers out there right now, we have to be getting close to the point where you can pretty much cover the cost of the game, right? Money for linking your Amex and Xbox Live account and beating the game, money for playing the game for a long time, and money for spending money. Make sure you're keeping track of all this. Perhaps some other Halo related stuff will kick in soon, too?

Apart from Halo Wars, the series has been exclusively a first-person shooter franchise so far. However, that could change. Speaking to CVG, Halo 4 executive producer Kiki Wolfkill explained that if a new Halo experience moved the franchise forward in a unique way, it would be considered. "I think we'd look at what the most interesting genre, medium, delivery mechanism is to tell a certain story, and if it moves the IP forward in an interesting way, we'll do it," Wolfkill said. She added that Microsoft and 343 Industries have always had a "big vision" for the Halo universe, and that the company looks at itself not solely as a game studio, but rather an IP studio. "The first-person shooter is the best place to tell one kind of story but as you can see from Forward Unto Dawn and stuff like that, there are other parts of the story that are interesting to tell in different ways," she said.

Destiny Is Apparently A Lot Like Halo

Segueing nicely into this next item; Bungie's next game, rumored to be titled Destiny, is reportedly not that different from Halo. Honestly, if it was anything else, wouldn't we all be a bit disappointed anyway? Internet supersleuth Superannuation (writing on Kotaku) dug up a blog entry from a Demonware employee, who wrote about the day he spent at Bungie recently, including a description of the studio's new game as "still quite like Halo." This person, reportedly a senior Demonware employee who should probably know better than to blog secret stuff (Demonware provides studios with online software that powers matchmaking, lobbies, leaderboards, and game stats in case you're curious. It's also owned by Destiny-publisher Activision) described Destiny as boasting cooperative gameplay and numerous alien gun battles. He added that its sense of exploration was a strong point. Overall, though, he said that "there is a lot of work still to be done."

Cowen & Company analyst Doug Creutz agrees with that last comment,  saying in a note to investors on Thursday that based on Activision's earnings report on Wednesday, he is no longer expecting the former Halo studio's next game to ship in 2013. "We had been assuming the new Bungie franchise would launch at the end of fiscal year 2013, with a considerable level of success," Creutz wrote. "We are now pushing our assumed launch date of the title out to fiscal year 2014." What spurred Creutz to adjust his prediction for when Destiny will arrive was Activision management admitting yesterday that its fiscal 2013 would be a trying time. This was due in part to Activision expecting "very difficult" year-over-year comparables related to the strong debut of Diablo III. As part of this same financial report, Activision also stated that World of Warcraft's subscriber base has risen back to a total of over 10 million members. This is an improvement of 900,000 over the 9.1 million figure reported in August and comes after September's launch of the game's fourth expansion: Mists of Pandaria.

Elite Returning

This may only be relevant to you if you are a) British and b) over the age of 35. If you are neither, or don't have tastes that somehow intersect with this very specific demographic, please indulge us for a moment. OK? Everybody cool?

Elite is going to be rebooted!!!

The original, developed by Ian Bell and David Braben (now of Frontier Developments, most recently Braben was associated with Kinectimals, Kinect: Disney Land, and Lost Winds) in 1984, is considered by many to be one of the most influential games…well, ever. A sprawling space epic, it was one of the first truly "open" sandbox games. Originally released for the BBC Micro in the UK, it was later ported to the Apple II, Commodore 64, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, MSX, PC, and the NES.

Anyway…Braben, after much prodding and nagging from gamers and game development celebrities like Notch, has conceded to having another crack at the universe he co-created. The result is Elite: Dangerous, and assuming that it makes its Kickstarter goal of £1.25 million (about $2 million) it will will likely be released in 2014, presumably as a celebration of the franchise hitting its 30th anniversary.

When the Kickstarter page was first posted, it was criticized for relying too heavily on nostalgia and faith in the aging audience it was aiming to attract. There were no images, apart from a logo, no videos, no sketches or artist renderings; just a block of text and the ask for money. This has been somewhat addressed now, as Braben has uploaded a number of pieces of concept art to the Kickstarter page. Here's one of them as a taster:

Curiosity Killed The Servers

Despite it's original stated release date being this Thursday, Peter Molyneux' experimental block-pecking cube "game" (we use the term loosely) Curiosity actually slipped out on Monday night. Fittingly, given that the whole thing is supposed to be a bit of a social media wag anyway, word quickly spread across Twitter and by Wednesday afternoon there were already over 100,000 people tap-tap-tapping on it's millions of little "cubelets." The first side of the mystery cube was uncovered remarkably quickly, but not before we all realized that we essentially have the same bathroom wall graffiti humor when it comes to an expressive public forum like this. Rather than tap away the tiles in an orderly fashion, people quickly took to writing messages, and drawing pictures on the cube's face. As you can probably imagine, it became a glorious example of the Internet's collective dong-drawing abilities very quickly.

The sheer number of people pecking away at the cube far exceeded anything that Molyneux or his small team at 22 Cans had anticipated, and the servers soon experienced problems syncing the activities of so many people interacting at once. After some investigation, Molyneux posted late on Tuesday…

People were already pecking away at the second layer by Wednesday, and the third by Friday. By the end of the week, more than half a million people had downloaded the app, and had pecked away more than 200 million cubelets.

Wreck-It Ralph a Winner

Game-centric animated film Wreck-It Ralph was the top performer last weekend at the box office. The Disney movie earned $49.1 million in sales for the three-day period, according to data from Hollywood.com. Sales of this caliber boost Wreck-It Ralph past Tangled, which was Walt Disney Animation Studios' previous record holder at $48.8 million in first-weekend receipts. Additionally, Wreck-It Ralph's debut is Disney's second number one finish this year, following Brave in June. Wreck-It Ralph nearly doubled Back to the Future and Cast Away director Robert Zemeckis' new film Flight, which debuted on the same day and took in $25 million for the number two spot. Ben Affleck's beard and its associated spy-thriller Argo came in at number three for the weekend, adding $10.2 million for a cumulative total of $75.9 million.

Despite primarily riffing on concepts from older games like Donkey Kong, Wreck-It Ralph contains a lot of insider jokes from more recent games including Metal Gear Solid, Street Fighter, Mario Kart, Call of Duty, and more.

Did you see the movie? What did you think?

No Assassin's Creed Collection for You, Yankees

Assassin's Creed III is off to a hot start. As part of its financial report for the six-month period ended September 30, Ubisoft CEO Yves Guillemot revealed that first-week sales of the studio's critically acclaimed stealth-action game came in at an estimated 3.5 million copies. This represents a year-on-year increase of over 100 percent from last year's Assassin's Creed: Revelations. 

Meanwhile, on Wednesday Ubisoft officially announced the Assassin's Creed Anthology and revealed it will launch November 30 exclusively in the United Kingdom through Amazon. No mention was made of a launch outside of the region, so perhaps it's a make-good for all the Brit-killing in the new game? As was rumored earlier in the week, the Anthology will definitely include all five Assassin's Creed games; Assassin's Creed, Assassin's Creed II, Assassin's Creed: Brotherhood, Assassin's Creed: Revelations, and Assassin's Creed III. Additionally, the Xbox 360 and PlayStation premium bundle will include all expansion packs and downloadable content for each game, including the DLC season pass for Assassin's Creed III. The bundle also packs in five game-themed lithographs, a steelbook case, and a collector's box.

How much? £120, or about $192. Yowzah.

Medal of Honor Navy SEAL Consultants Under Investigation

Seven US Navy SEALs who served as paid consultants on EA's lackluster Medal of Honor: Warfighter are reportedly under investigation for revealing secrets while working on the game. According to a report by GameSpot's sister-site CBS News, the seven SEALs, who are all currently on active duty, used classified material given to them by the Navy while working with EA on Warfighter. CBS News reported that all seven have received letters of reprimand and have had half their pay taken away for two months. One of the SEALs involved was reportedly on the raid that killed Osama bin Laden.

More hype and media manipulation from the Medal of Honor team? Or something that sounds legit? Do you really believe that active duty soldiers would knowingly enter into a project and divulge secrets? Share your thoughts in the comments.

More Scandal

It's been an unusually scandalous few weeks recently. Further diminishing the image of those in the public relations business, former GameStop vice president of corporate communications and public affairs Frank Christopher Olivera pleaded guilty to charges of embezzling nearly $2 million from the company. According to a federal indictment obtained by The Dallas Observer, Olivera regularly moved funds from GameStop to Cloud Communications, LLC from July 2009 through April 2011. Cloud Communications existed solely on paper, the documents say, with Olivera transferring the funds to his personal bank account. In Olivera's guilty plea, he admitted to one count of mail fraud, which carries a maximum 20-year prison sentence and a $250,000 fine.

The Weekly GTA V Bit

If you've been wondering just how big the next GTA will be, the answer (according to the whopping 18-page cover story in the new issue of Game Informer) is very big. So big, in fact, that it's apparently larger than Red Dead Redemption, GTA: San Andreas, and GTA: IV combined. The game's fictional city of Los Santos (which was last seen in GTA: San Andreas) reportedly includes an extensive wilderness area, a military base, and an explorable underwater ocean floor. It is, according to the folks at Rockstar, "the largest open-world playground in Rockstar history." Additionally, the game will include three different main protagonists; the first is Michael (the focus of the first trailer - he's the guy on the right in the image below) a successful former bank robber, in his 40s, and who has now retired after making a deal with the Feds. Next up is Trevor (on the left in the image,) a career criminal in his 40s, a drug user, and prone to violence. Lastly there's Franklin (center,) the youngest of the trio, works for an Armenian luxury car dealership as a repo man. Players can switch between them at "nearly any time," the magazine states. These characters will sometimes work together, with players able to swap back and forth in a similar way to the Lego games. Each of the trio has a distinct personality, skill set, and group of friends, and when you're controlling one of them, the other guys don't just stay where you left them - they wander off and do their own thing. This can, we're told, lead to some surprises when you switch back to them after some time.

No summary of news about a big name game franchise like GTA V would be complete without some analyst pulling a gigantic number out of his ass as part of the commentary, so here's this week's: Electronic Entertainment Design and Research analyst Jesse Divnich told Now Gamer recently that he believes the hotly hyped game could sell 25 million or more copies. "I have little concerns about when it is released," he said. "Whether April, June, or even Winter, I'd expect GTA V to sell in upwards of 25 million copies in its first 12 months."

Livestream-tastic

Electronic Arts announced on Wednesday this week that it has partnered with fast-growing video game broadcasting network Twitch to bring in-built live-streaming functionality to its Origin client. The partnership will allow Origin users to broadcast their gaming sessions live, directly to their Twitch channel without having to mess around with XSplit or anything. It will be implemented as part of the latest Origin update, which is scheduled to be rolled out at some point in the next few days. The update--which, according to EA, has been implemented due to user suggestions and feedback--will also allow users to add non-Origin games to their libraries in the client. Users will be able to launch (and broadcast) all their games from one location. The update will first be rolled out to Origin users who opted in for beta updates, and will be going live to all users shortly afterwards. EA said that the Origin Twitch feature is still in beta, and will be rolling out further Twitch services and functionality in future Origin updates.

Not wishing to be outdone, just one day after this announcement, Activision revealed a similar initiative for Call of Duty: Black Ops 2. The publisher announced that the new game will allow users to stream their gameplay live to YouTube. Support has been announced only for the Xbox 360 and PlayStation 3 versions of Treyarch's title. It is unclear if the PC or Wii U versions will add YouTube streaming at a later date, or at all. Players will be able to live-stream Black Ops 2 League Play games, as well their audio commentary and webcam video. These streams can be broadcast on YouTube through a variety of destinations, including everywhere the YouTube serves, as well as additional mobile and tablet audiences through Call of Duty Elite. Those who watch live-streamed Black Ops 2 matches through Elite will be able to see the player card of the user who is streaming. This will allow players to see this person's loadouts, previous match data, and other career statistics.


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CoD: Black Ops II Multiplayer Live from Treyarch

Written By Kom Limpulnam on Sabtu, 10 November 2012 | 13.15

Game actully look nice, i'm pleasently surprised to see the many changes they're doing in Black Ops 2. Single Player campaign with diffrent endings,diffrent gameplay options so it's not compleatly linear anymore and the zombie mode now has a huge sandbox map with 8 player support. Only the MP seems pretty much the same, allthought i can understand that since they were most likely afraid they'd screw up something if they went to change it to much. All in all Treyarch is an OK company, they actully try to add new thing to the milked COD series while IW just copy and pastes the models,textures,animations and doesn't add any new gameplay elements at all. Might consider picking up Black Ops 2 at the end, it's looking like a good, or at least decent COD game after so many years.


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Paper Mario: Sticker Star Review

Mario has had many incarnations over the years, but Paper Mario is perhaps the pluckiest of all the portly plumber's personas. The way he moves, his feet cheerily kicking up dust, suggests an unflappable willingness to face any challenge. He never talks, but his steady demeanor speaks volumes; he is a happy hero and a faithful friend. One look at that mustachioed visage and you know that he is good and kind and true right down to his papery core. It's a pleasure to be reunited with this incredibly charming character and to explore the lovely papercraft world of Paper Mario: Sticker Star. Mario's cheery outlook is contagious, and you'll often be happy to accompany him on his latest adventure, but it's easy to find yourself stuck for extended periods, during which the joy gives way to frustration. In the end, however, happiness triumphs over all else; it's worth sticking through the tough spots with Paper Mario and seeing this adventure reach its cheery conclusion.

Sticker Star begins during the annual Mushroom Kingdom holiday of Sticker Fest. People gather at the festival grounds in the hamlet of Decalburg to celebrate stickers, and to make wishes on the powerful sticker comet that comes to visit the town each year. Alas, this year, Bowser ruins everybody's fun by leaping for the comet, absorbing some of its power himself, and scattering five wish-granting royal stickers far and wide across the kingdom in a maelstrom of sticker-fueled malice. Bowser makes off with Princess Peach (of course), and Mario joins up with the feisty caretaker of the royal stickers, who is herself a crown-shaped sticker named Kersti.

The story isn't special, but the writing sure is. Sticker Star possesses the smart, witty humor that's typical of the Paper Mario games. It's just a shame there isn't more of it. Though Kersti is almost always with you, Sticker Star can feel a bit lonely at times, and where games like the outstanding Paper Mario: The Thousand-Year Door were brimming over with memorable characters and funny moments, Sticker Star could have used more of both. But this land of papery forests, deserts, caves, and oceans is nonetheless a treat to explore. Smiling koopas, goofy goombas, and other enemies shuffle happily around each stage, bringing the world to joyous (if slightly dangerous) life. And the flat characters are particularly striking in 3D; at times, you can almost believe that you're gazing at an actual papercraft display.

In the wake of the Sticker Fest disaster, it's not just royal stickers that were sent far and wide across the land. Stickers of all sorts are now stuck to surfaces just waiting to be peeled off, which is lucky for you, because you're gonna need 'em. Early on, you get a sticker album, and as you peel stickers from walls, knock them out of blocks, or purchase them with coins, they get placed in your album. Ordinary stickers have names like jump, hammer, and fire flower, and only by spending these stickers can you attack your enemies during Sticker Star's turn-based combat.

It's an unusual system that encourages you to think about your attacks in a way that you don't have to in a typical role-playing game. When confronted with a group of weak enemies, do you finish them off in one turn by using a somewhat-rare shiny shell sticker, or do you take a few turns to do it, using run-of-the-mill stickers like worn-out jump and saving that shiny shell for later? Stickers are plentiful throughout the world, so it's unlikely--though possible--to find yourself running out; the trick is learning to use the right sticker in every situation. There's a steady curve as you progress through the game; you start finding rarer, shinier, more powerful stickers, which are also often larger, taking up more of the finite space in your album. It's satisfying to start harnessing the power of these stronger stickers and to become more skilled and efficient in your use of stickers as you advance.

The whole idea of spending stickers may seem wrong; after all, anyone who was ever a kid with a sticker album knows that stickers are meant to be collected and carefully smoothed into place. Fear not! In Decalburg, there is a sticker museum that is just waiting for one of each type of sticker to be added to its permanent collection. Once you've placed a sticker in its frame on the wall, you can gaze at it to your heart's content, and read a bit of information about it in the "sticky wiki." Having a permanent home for your stickers gives you a reason to hunt down one of each type, and the rarity and elusiveness of some stickers give you incentive to poke your nose into every corner of Sticker Star's charming world to find them.


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NPD: NBA 2K13 tops declining October

Written By Kom Limpulnam on Jumat, 09 November 2012 | 13.15

The NPD Group reported United States industry sales figures for October today, revealing NBA 2K13 was the best-selling game in a month that saw overall declines. Sales of 2K's latest professional basketball simulator rose 60 percent over last year's version in terms of dollars and units. NPD analyst Liam Callahan said this uptick in sales can be contributed to a favorable comparison to last year's game, which was surrounded by the uncertainty of a lockout.

Nintendo's new role-playing games Pokemon Black and White 2 were also bright spots for October, helping spur portable softwares to a 37 percent increase year-over-year. Additionally, Callahan said Skylanders Giants performed well during the month, selling over 160 percent more units than last year's Skylanders game during its debut month.

Overall, total software sales for October fell 25 percent year-over-year to $451.8 million, compared to $605.6 million last year. Callahan attributed this overall downturn to difficult comparisons to October 2011, which saw the release of top-performers Battlefield 3 and Batman: Arkham City.

In terms of hardware, all platforms saw declines year-over-year to the tune of a 37 percent dip. However, the Xbox 360, PlayStation 3, Nintendo DS, and 3DS each saw higher sales over September's figures. According to Callahan, this is evidence of "increasing momentum" moving into the holiday season.

NPD did not release specific sales figures for hardware, but Microsoft separately revealed that the Xbox 360 shifted 270,000 units during the month. This is more than any other console and marks the system's 12th consecutive month at the top spot. Microsoft also claimed that the Xbox 360 commands 56 percent of current-generation console marketshare.

Microsoft further added that total retail spend for the Xbox 360 platform during October (which includes hardware, software, and accessories) came in at $315 million.

Looking into November, Callahan said there is reason to be optimistic for software, due to the release of several high-profile games. ·

"While October was another month of steep declines in retail sales, we are looking forward to November 2012 with the results of Assassin's Creed III, and Halo 4, which were positively reviewed, as well as the results of Call of Duty: Black Ops II," Callahan said. "These software titles, along with the Wii U launch on November 18, will provide a much needed boost to retail sales."

Of note, Dishonored was October's only non-sequel to crack the top ten.

OCTOBER US GAME SALES (September 30-October 27)
OVERALL DOLLAR SALES

Total retail sales: $755.5 million (-25%)
Non-PC hardware: $187.3 million (-37%)
Non-PC software: $432.6 million (-25%)
Accessories: $135.6 million (-5%)
Total software: $451.8 million (-25%)

TOP 10 GAMES FOR OCTOBER 2012
Title (Platforms) - Publisher

1. NBA 2K13 (X360, PS3, Wii, PSP, PC) - Take-Two Interactive
2. Resident Evil 6 (Xbox 360, PS3) - Capcom
3. Pokemon Black Version 2 (DS) - Nintendo
4. Dishonored (X360, PS3, PC) - Bethesda Softworks
5. Pokemon White Version 2 (PC) - Nintendo
6. Madden NFL 13 (X360, PS3, PS Vita) - Electronic Arts
7. FIFA Soccer 13 (X360, PS3, Wii, PS Vita, 3DS, PSP) - Electronic Arts
8. Medal of Honor Warfighter (X360, PS3, PC) - Electronic Arts
9. Borderlands 2 (X360, PS3, PC) - Take-Two Interactive
10. Skylanders Giants (X360, PS3, 3DS, Wii) - Activision Blizzard


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