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Army of Two: The Devil's Cartel Review

Written By Kom Limpulnam on Sabtu, 30 Maret 2013 | 13.15

Army of Two: The Devil's Cartel is a mostly competent, wholly soulless consumer product, the kind that might briefly satisfy your craving for action because it's new, if not particularly special or memorable. The third Army of Two game usually functions just fine, and its decent third-person shooting might even be enough to keep you gunning down one nameless grunt after another until there are no more grunts to gun down. But any spark the series has shown has been stripped away in favor of homogeneity. Like its two new protagonists, The Devil's Cartel blends into the background, unrecognizable among all the brown shooters that have come before it.

In a shooter, when the shooting isn't as fun as the neck-stabbing, there's probably an issue.

Those two heroes are Alpha and Bravo, whose function is to make the stars of the previous two games seem spectacular by comparison; even their very monikers give off the generic vibe the rest of the game so curiously exudes. If you're a returning fan, don't fear, for Salem and Rios have parts to play, and provide the only glimmers of energy in a story otherwise lacking in momentum and wit. For the majority of the game, the story can be summed up thusly: the titular drug cartel is bad, and so you must shoot up every cookie-cutter mercenary that stands between you and their bossman. The narrative lobs a few surprises at you near its conclusion, but the effect is akin to dropping a bomb on a desert; there's lots of noise and fire, but ultimately, the landscape hasn't changed much.

The path winding toward that bomb has Alpha and Bravo making their way through the usual places you visit when dealing with gaming's many drug cartels: dusty brown streets littered with cars that exist purely to catch on fire, weathered Mexican villages with graffiti scrawled across the walls, scrap yards loaded with rust-coated bins and barrels, and so forth. The two stop here and there to remind you of their mild "bro"ness by accusing each other of being gay, or grunting some nondescript action game dialogue, like "Watch out for ambushes!" For better or for worse, Army of Two: The Devil's Cartel lets the action do most of the talking.

If only it had something more interesting to say. Like its predecessors, The Devil's Cartel is a cooperative experience; either another player or the mediocre AI joins you in your mission of blandness. The cover system has been tweaked for the sake of mobility, allowing you to press a single button to slip into cover spots some distance away. At most times, speeding from one cover spot to another works well enough, making it fun to slide from one safe haven to another. At other times, certain surfaces won't allow you to take cover, or your slick moves could go awry when you go accidentally charging into the wrong side of a wall and leave your back turned to a legion of cartel mercs.

Regardless, the tempo of battle remains remarkably even throughout: take cover, fire at dudes until they fall down, and repeat the process. The shooting is functional but toothless; enemy death animations and lackluster weapon noises muffle the oomph necessary to pull The Devil's Cartel into the realm of power fantasy. Enemies scurry into the levels in predictable ways, and you mow them down, or you shoot the copious red barrels scattered about the battle arenas and watch them explode, taking all these copy/paste gunners with them. Even on hard difficulty, triumphing in battle isn't particularly challenging, and on medium, you may not even see the need to take cover much of the time.

To the game's benefit, several levels deviate from the corridor-shooting norm, opening up the environments and thus allowing the action to ebb and flow in sensible ways. It's nice to have room to maneuver, particularly when enemies approach from multiple angles, which is, sadly, not so common. It's too bad that mediocre enemy AI causes the game to so often fall on the "ebb" side of the coin, with soldiers sometimes failing to recognize your presence, or running right past your exposed buddy because they're so intent on stabbing you.


13.15 | 0 komentar | Read More

Army of Two: The Devil's Cartel Review

Army of Two: The Devil's Cartel is a mostly competent, wholly soulless consumer product, the kind that might briefly satisfy your craving for action because it's new, if not particularly special or memorable. The third Army of Two game usually functions just fine, and its decent third-person shooting might even be enough to keep you gunning down one nameless grunt after another until there are no more grunts to gun down. But any spark the series has shown has been stripped away in favor of homogeneity. Like its two new protagonists, The Devil's Cartel blends into the background, unrecognizable among all the brown shooters that have come before it.

Sometimes, activating overkill is, well, overkill.

Those two heroes are Alpha and Bravo, whose function is to make the stars of the previous two games seem spectacular by comparison; even their very monikers give off the generic vibe the rest of the game so curiously exudes. If you're a returning fan, don't fear, for Salem and Rios have parts to play, and provide the only glimmers of energy in a story otherwise lacking in momentum and wit. For the majority of the game, the story can be summed up thusly: the titular drug cartel is bad, and so you must shoot up every cookie-cutter mercenary that stands between you and their bossman. The narrative lobs a few surprises at you near its conclusion, but the effect is akin to dropping a bomb on a desert; there's lots of noise and fire, but ultimately, the landscape hasn't changed much.

The path winding toward that bomb has Alpha and Bravo making their way through the usual places you visit when dealing with gaming's many drug cartels: dusty brown streets littered with cars that exist purely to catch on fire, weathered Mexican villages with graffiti scrawled across the walls, scrap yards loaded with rust-coated bins and barrels, and so forth. The two stop here and there to remind you of their mild "bro"ness by accusing each other of being gay, or grunting some nondescript action game dialogue, like "Watch out for ambushes!" For better or for worse, Army of Two: The Devil's Cartel lets the action do most of the talking.

If only it had something more interesting to say. Like its predecessors, The Devil's Cartel is a cooperative experience; either another player or the mediocre AI joins you in your mission of blandness. The cover system has been tweaked for the sake of mobility, allowing you to press a single button to slip into cover spots some distance away. At most times, speeding from one cover spot to another works well enough, making it fun to slide from one safe haven to another. At other times, certain surfaces won't allow you to take cover, or your slick moves could go awry when you go accidentally charging into the wrong side of a wall and leave your back turned to a legion of cartel mercs.

Regardless, the tempo of battle remains remarkably even throughout: take cover, fire at dudes until they fall down, and repeat the process. The shooting is functional but toothless; enemy death animations and lackluster weapon noises muffle the oomph necessary to pull The Devil's Cartel into the realm of power fantasy. Enemies scurry into the levels in predictable ways, and you mow them down, or you shoot the copious red barrels scattered about the battle arenas and watch them explode, taking all these copy/paste gunners with them. Even on hard difficulty, triumphing in battle isn't particularly challenging, and on medium, you may not even see the need to take cover much of the time.

To the game's benefit, several levels deviate from the corridor-shooting norm, opening up the environments and thus allowing the action to ebb and flow in sensible ways. It's nice to have room to maneuver, particularly when enemies approach from multiple angles, which is, sadly, not so common. It's too bad that mediocre enemy AI causes the game to so often fall on the "ebb" side of the coin, with soldiers sometimes failing to recognize your presence, or running right past your exposed buddy because they're so intent on stabbing you.


13.15 | 0 komentar | Read More

Tiger Woods PGA Tour 14 Review

Written By Kom Limpulnam on Jumat, 29 Maret 2013 | 13.15

Bigger, not necessarily better. That, in a nutshell, is Tiger Woods PGA Tour 14. After last year's speed bump of a game that added virtually nothing to the long-running golf franchise save some enhanced swing mechanics and Toddler Tiger, the developers at EA Tiburon packed a lot of goodies into this new release. While the core game buried deep underneath the shiny new wrapping remains very similar to its predecessors from 2011 and 2012, it's now harder to complain because of catchy new features like the history-lesson Legends of the Majors, all four major tourneys for the first time, LPGA support, and even nifty frills like night golf. This isn't the complete revamp that the aging game could use, but all of the additions freshen things up just enough to make it worth a buy.

Most of the experience on the links in Tiger Woods 14 is similar to that offered last year. This is a fairly typical sports sequel, with just some minor tweaks to game mechanics. Shot shaping is probably the biggest addition to the standard gamepad scheme introduced last year. Now, in order to pull off those nifty fades and draws that look so easy when the PGA pros do them on TV every Sunday, you have to push and pull the right stick diagonally. This is a more substantial addition to the game than you might think, because it's tricky to do this instead of the typical pull-back, push-forward routine. You get more of a sense of accomplishment now when you pull a ball around trees onto the fairway.

Difficulty has been tweaked, and putting is more finicky this year. Where last year's model refined gamepad putting to the point where it was too easy, here everything is dialed back to make things a little too hard. Putting becomes more comfortable with practice, but it's still difficult to read greens and to tell how much mustard to put on the ball. If you want an even greater challenge, you can try the new simulation control setting that removes all of the menu crutches, such as the swing path and the putt preview grid. This makes the game brutally tough, although it certainly provides a lot of motivation to players who have mastered the stock game.

Other than the above changes, the controls are virtually identical to those in last year's game. PlayStation 3 Move support remains excellent, continuing with the subtle refinements seen in 2012. Sensitivity and accuracy are dead-on. The only problem is the size of the Move controller, which is just too small to give the sensation that you're swinging a golf club. Since the weight isn't there, you can find yourself off-balance more than you would be on a real course. With that said, it's impressive that the game is so close to real life that this weight consideration is even noticeable.

The same cannot be said for Kinect support on the Xbox 360. It is still frustratingly tough to use Microsoft's motion-sensing peripheral. The camera doesn't track your movements accurately enough, and the absence of anything in your hands makes the swinging motion feel deeply weird. Even the menu resists ease of use, refusing to recognize your input so regularly that you soon wind up waving your arms at the camera like you're warming up for the karaoke version of "YMCA."

Game features are where Tiger Woods 14 shines. The new Legends of the Majors mode of play is a fantastic trip through the modern history of pro golf. You start way back in 1873 with Young Tom Morris at the Old Course at St. Andrews, and then follow a line of key events in golf history right to the present day. History buffs should enjoy everything here, from the sepia-tone graphics in the oldest challenges to the use of authentic clothing and clubs. Little touches have been thrown in to give everything added flavor, like silent-movie-styled intro screens in 1919. A number of top golf legends are present as well, including giants like Sam Snead, Bobby Jones, and both Jack Nicklaus and Arnold Palmer in their primes.

There are some licensing issues with courses and players that cause some anachronisms with the historic challenges, though. But this actually adds to the charm, since modern players in century-old garb provide a fun past-meets-present feel. The only serious negative is the absence of the 1934 Masters course at Augusta in the basic version of the game. This course offers a completely different layout than the modern version of Augusta, so it's a must-play that ties in beautifully with the Legends mode. Its therefore a shame that it must be purchased separately as downloadable content, or as part of the $10 extra The Masters Historic Edition.


13.15 | 0 komentar | Read More

Tiger Woods PGA Tour 14 Review

Bigger, not necessarily better. That, in a nutshell, is Tiger Woods PGA Tour 14. After last year's speed bump of a game that added virtually nothing to the long-running golf franchise save some enhanced swing mechanics and Toddler Tiger, the developers at EA Tiburon packed a lot of goodies into this new release. While the core game buried deep underneath the shiny new wrapping remains very similar to its predecessors from 2011 and 2012, it's now harder to complain because of catchy new features like the history-lesson Legends of the Majors, all four major tourneys for the first time, LPGA support, and even nifty frills like night golf. This isn't the complete revamp that the aging game could use, but all of the additions freshen things up just enough to make it worth a buy.

Most of the experience on the links in Tiger Woods 14 is similar to that offered last year. This is a fairly typical sports sequel, with just some minor tweaks to game mechanics. Shot shaping is probably the biggest addition to the standard gamepad scheme introduced last year. Now, in order to pull off those nifty fades and draws that look so easy when the PGA pros do them on TV every Sunday, you have to push and pull the right stick diagonally. This is a more substantial addition to the game than you might think, because it's tricky to do this instead of the typical pull-back, push-forward routine. You get more of a sense of accomplishment now when you pull a ball around trees onto the fairway.

Difficulty has been tweaked, and putting is more finicky this year. Where last year's model refined gamepad putting to the point where it was too easy, here everything is dialed back to make things a little too hard. Putting becomes more comfortable with practice, but it's still difficult to read greens and to tell how much mustard to put on the ball. If you want an even greater challenge, you can try the new simulation control setting that removes all of the menu crutches, such as the swing path and the putt preview grid. This makes the game brutally tough, although it certainly provides a lot of motivation to players who have mastered the stock game.

Other than the above changes, the controls are virtually identical to those in last year's game. PlayStation 3 Move support remains excellent, continuing with the subtle refinements seen in 2012. Sensitivity and accuracy are dead-on. The only problem is the size of the Move controller, which is just too small to give the sensation that you're swinging a golf club. Since the weight isn't there, you can find yourself off-balance more than you would be on a real course. With that said, it's impressive that the game is so close to real life that this weight consideration is even noticeable.

The same cannot be said for Kinect support on the Xbox 360. It is still frustratingly tough to use Microsoft's motion-sensing peripheral. The camera doesn't track your movements accurately enough, and the absence of anything in your hands makes the swinging motion feel deeply weird. Even the menu resists ease of use, refusing to recognize your input so regularly that you soon wind up waving your arms at the camera like you're warming up for the karaoke version of "YMCA."

Game features are where Tiger Woods 14 shines. The new Legends of the Majors mode of play is a fantastic trip through the modern history of pro golf. You start way back in 1873 with Young Tom Morris at the Old Course at St. Andrews, and then follow a line of key events in golf history right to the present day. History buffs should enjoy everything here, from the sepia-tone graphics in the oldest challenges to the use of authentic clothing and clubs. Little touches have been thrown in to give everything added flavor, like silent-movie-styled intro screens in 1919. A number of top golf legends are present as well, including giants like Sam Snead, Bobby Jones, and both Jack Nicklaus and Arnold Palmer in their primes.

There are some licensing issues with courses and players that cause some anachronisms with the historic challenges, though. But this actually adds to the charm, since modern players in century-old garb provide a fun past-meets-present feel. The only serious negative is the absence of the 1934 Masters course at Augusta in the basic version of the game. This course offers a completely different layout than the modern version of Augusta, so it's a must-play that ties in beautifully with the Legends mode. Its therefore a shame that it must be purchased separately as downloadable content, or as part of the $10 extra The Masters Historic Edition.


13.15 | 0 komentar | Read More

GameCenter 03-27-13

Written By Kom Limpulnam on Kamis, 28 Maret 2013 | 13.15

I think what frustrates me so much with regi is he sits there talking about professionalism the whole time and how hard it is to make a business decision because he has personal feelings involved when if he were just the owner the choice would have been easy and to cut chaox.

This is why you can't be a player AND an owner, because you are going to have to make those hard decisions and you CAN'T have those personal feelings involved. Regi talking about chaox exploding on him, do you think that was done as player to player or player to boss? I'm not trying to justify chaox saying what he said, and in fact as a business owner if an employee said that to me I would fire him on the spot, but at the same time regi needs to realize that by simply being the owner AND a player that alone opens the door for tension to come rolling in because the relationship will get too convoluted and this is what happens.

If he were just the owner then he could have easily stepped up and said "look you're fucking up and if you don't stop this then there will be consequences plain and simple" just as any other boss would do in any other job.

Having an obvious boss/employee relationship is vital to any organization to succeed otherwise the employees do feel like they can act out. This is why you see head coaches of football teams (just as an example) not interact with players until after pre-season is over because they know they're going to have to cut some of the guys that don't make it. You NEED to establish "I am your boss, you are my employee" not "I am your teammate, friend, roommate, and boss".

Regi needs to seriously decide to pick one or the other because so long as he is doing both I don't see this tension going away even with chaox release. It almost feels as if it is dyrus and oddone vs xpecial and regi now with wildturtle potentially caught in the middle. Hows that for professionalism?

And as for xpecial, yes i have to say it lol you're a little bitch dude. Stop cowering when someone confronts you because you're scared and grow up. It isn't hard to have a reasonable conversation with someone if you do it with civility and most people (at least in my experiences) will respect you more for being straight up with them rather than hiding behind someone or something else. Thats just flat out highschool shit right there.


13.15 | 0 komentar | Read More

Journey takes top prize at GDC Awards

The votes are in and Journey has taken top honors at the 13th annual Game Developers Choice Awards this evening in San Francisco, California. Journey not only took home the top award, but also accolades for innovation, best visual arts, best downloadable game, best audio, and best game design.

Thatgamecompany's adventure game beat out XCOM: Enemy Unknown, Mass Effect 3, The Walking Dead, and Dishonored to secure the Game of the Year Award.

Jenova Chen, cofounder of Thatgamecompany, thanked his parents and his educators for helping him get where he is today. He said creating Journey was no easy task, but noted he has learned a great deal since beginning on his own journey to make the game.

The 2013 Game Developers Choice Awards was hosted by Double Fine founder Tim Schafer. Last year's winner was The Elder Scrolls V: Skyrim.

The GDC Awards were preceded by the 15th annual Independent Games Festival Awards, where Cart Life took home the Seumas McNally Grand Prize. In addition to the top prize, Cart Life--developed by Richard Hofmeier--won the excellence in narrative and nuovo award.

A full list of the night's nominees with winners in italics follows below.

GAME DEVELOPERS CHOICE AWARDS

Game of the Year
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)

Best Audio
Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)

Best Debut
Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room)

Best Game Design
Dishonored (Arkane Studios/Bethesda Softworks)
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)

Best Downloadable Game
The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)

Best Technology
Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)

Best Handheld/Mobile Game
Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)

Best Narrative
Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)

Best Visual Arts
Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)

Innovation
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)

Ambassador Award
Chris Melissinos, curator of The Smithsonian's The Art of Video Games exhibit

Pioneer Award
Spacewar creator Steve Russell

Audience Award
Dishonored

Lifetime Achievement Award
BioWare founders Ray Muzyka and Greg Zeschuk

INDEPENDENT GAMES FESTIVAL AWARDS

Seumas McNally Grand Prize
Hotline Miami (Dennaton Games)
FTL: Faster Than Light (Subset Games)
Cart Life (Richard Hofmeier)
Little Inferno (Tomorrow Corporation)
Kentucky Route Zero (Cardboard Computer)

Excellence in Visual Art
Incredipede (Northway Games and Thomas Shahan)
Kentucky Route Zero (Cardboard Computer)
Guacalamelee! (Drinkbox Studios)
Loves in a Dangerous Spacetime (Asteroid Base)
Year Walk (Simogo)

Excellence in Narrative
Thirty Flights of Loving (Blendo Games)
Cart Life (Richard Hofmeier)
Kentucky Route Zero (Cardboard Computer)
Dys4ia (Auntie Pixelante)
Gone Home (The Fullbright Company)

Technical Excellence
StarForge (CodeHatch)
Perspective (DigiPen Widdershins)
Little Inferno (Tomorrow Corporation)
Intrusion 2 (Aleksey Abramenko)
LiquidSketch (Tobias Neukom)

Excellence In Design
Samurai Gunn (Beau Blyth)
FTL: Faster Than Light (Subset Games)
Starseed Pilgrim (Droqen & Ryan Roth)
Super Hexagon (Terry Cavanagh)
Super Space (David Scamehorn and Alexander Baard/DigiPen)

Excellence In Audio
Kentucky Route Zero (Cardboard Computer)
Bad Hotel (Lucky Frame)
140 (Jeppe Carlsen)
Hotline Miami (Dennaton Games)
Pixeljunk 4AM (Q-Games)

Nuovo Award
Cart Life (Richard Hofmeier)
Spaceteam (Henry Smith)
Dys4ia (Auntie Pixelante)
Bientot l'ete (Tale of Tales)
7 Grand Steps (Mousechief)
MirrorMoon (SantaRagione + BloodyMonkey)
VESPER.5 (Michael Brough)
Little Inferno (Tomorrow Corporation)

Audience Award
FTL: Faster Than Light (Subset Games)


13.15 | 0 komentar | Read More

Army of Two: The Devil's Cartel (revisited) - Now Playing

Written By Kom Limpulnam on Rabu, 27 Maret 2013 | 13.15

@zeltnerj We weren't sent the game in advance. We literally had to go buy it this morning. EA sent copies so that the press received them release day. You'll have to contact EA if you have questions as to why they did not send advance copies to press.


13.15 | 0 komentar | Read More

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The Walking Dead: Survival Instinct Review

Written By Kom Limpulnam on Selasa, 26 Maret 2013 | 13.15

If you're worried about the zombie apocalypse, don't be. It's really nothing to get worked up over. Sure, humankind will find itself beset by legions of ravenous undead, but they'll be incredibly polite undead. Zombies will wait patiently for you to cave their heads in with a hammer, will file into a neat line before attacking, and will give up on chasing you after so much as three meters of exhausted shambling. At least that's how the zombie apocalypse looks according to The Walking Dead: Survival Instinct, a dull and toothless action game that presents a few interesting ideas but leaves them wallowing in a sea of shoddy execution.

Hey zombies, let me axe you a question.

Not to be confused with Telltale's stellar adventure series starring an ensemble of original characters, Survival Instinct is a prequel to the Walking Dead television series that focuses on leather-vest aficionados Daryl and Merle Dixon. Both characters are voiced by the actors who portray them on the show, which is the only instance in which this game flirts with anything resembling a high production value. The bulk of Survival Instinct--a campaign lasting maybe five hours--is a drab and hurriedly told story of Daryl and Merle navigating the Georgia countryside on a road trip gone to hell.

This is a stealth-oriented take on first-person action in which you (playing as Daryl) creep through one zombie-infested town after another in search of whatever medicine or car part you need in order to make it to Atlanta. Each mission tends to involve you running into one of the few survivors left in a particular town. These survivors then ask you to go retrieve something in exchange for giving you precisely what it is that you need. If there was ever a game composed entirely of fetch quests, this is it.

There's an initial focus on moving both swiftly and silently: too much noise draws the attention of walkers, but lingering around for any length of time allows them to sniff you out. Or at least that's how it goes early on. You eventually realize that these zombies are so utterly feckless and predictable that each mission becomes less of a stealthy crawl and more of a routine trudge. Sneak up on zombies, and they can be instantly executed with a knife to the back of the head. Make too much noise, and you simply shove them back and go for the brain uncontested. If they happen to get their hands on you, the game triggers a quick-time event that allows you to kill them almost instantly. Each choice can be exploited to your heart's content, resulting in an unsatisfying lack of fear or tension. It's not so much a zombie apocalypse as it is a zombie inconvenience.

Early on, you at least have to make do with improvised weapons like hammers and machetes that force you to hack away at walkers before they fall cold and limp to the ground. There are also basic firearms, which you can use only sparingly thanks to limited ammo and the fact that each shot produces enough sound to wake the neighborhood--one of the more clever touches in the game. Halfway through the campaign, however, you hit a point at which the weapon selection renders an already dead-simple combat system almost entirely devoid of challenge.

The main offenders are the crossbow and the fire axe: the former allows you to take silent headshots from afar and retrieve your ammo, while the latter lets you instantly lop off a walker's head (which, in fairness, is actually a lot of fun--this game does viscera rather well). Combine this arsenal with easily exploitable zombie behavior, and you can absolutely steamroll your way through the entire second half of the game. What should be a terrifying exercise in survival is instead a protracted game of Whac-A-Mole, only with more blood and exposed brain tissue.

One of the truly maddening things about the game is that there are some genuinely interesting ideas floating on the periphery that could have made for a novel experience if there were any real undercurrent of tension to make you care about them. One example is the way you look at a map and choose which route to navigate between missions. Take the highway, and you conserve fuel, but you don't have much chance to find an untouched residential area to search for supplies. Take the winding back roads, and it's just the opposite: you burn through fuel, but you can often find a treasure trove of health items, ammo, and other resources.

The problem is that every zombie in the game is so innocuous that you quickly reach a point where you cease caring about any resources. It's the same issue with the survivor system, a mechanic that lets you recruit followers that you can send out on missions to scavenge supplies while you're busy with your own work. These are concepts that could have added a novel layer of strategy to the first-person action, but they wind up feeling like a chore considering you're more or less the Rambo of the zombie apocalypse.

For a game that bears the word "survival" in its title, there's nothing life-threatening about this journey through the Georgia countryside. It's too bad, because this isn't a game without strengths. Some of the melee weapons can be really satisfying to use, and there are some clever ideas about how people would manage the logistics of a road trip during a zombie apocalypse. But the whole thing is just so dull and tedious that it captures all the worst qualities of a road trip, but none of the exciting ones.


13.15 | 0 komentar | Read More

Primal Carnage: Genesis GDC Announce Trailer

i already posted about this on ps3trophies. while the dinosaur theme is very interesting. the trailer is cliche as hell. the camera zoom, eye suddenly opening, off course the dinosaur was going to break free from the chamber and lastly the deep pitch horn sound effect used in every action/horror movie trailer in the past 2 years. seriously this "horn" sound effect is in every trailer these days, i understand it gives a sense of being epic, but its freakin everywhere !!!


13.15 | 0 komentar | Read More

EFMS: History of BioShock / System Shock

Written By Kom Limpulnam on Senin, 25 Maret 2013 | 13.15

@hitmanxmk Regardless of what you think about Bioshock, it was an outstanding game, one of the best games of all time, and I have been gaming for some time Sir...
Danny's right in that these games don't come along very often.. I did not play Bioshock 2, so maybe, thankfully I wasn't jaded by that, but the atmosphere and storytelling in Bioshock was revolutionary at the time. It was the game that made me buy an XBOX360 and a must have for this generation of consoles....Outstanding game, and lots for Infinite to live up to (I have already preordered Infinite, but sadly, I don't think it will be near as fantastic, given a similar story-line/thread...)


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House of Horrors - Fatal Frame II Part 3 Highlights!

@bdous OK, the plot is basically this.  You play as the twins, Mio and Mayu, who get lost in a village and have to find their way out.  On the way, they find that the village is stuck in an everlasting abyss and only the sacrifice of twin maidens will free the village.  The only weapon you have to save yourself (and the entrapped village)  is the Camera Obscura.  If you want to know the whole story, and you aren't going to play the game, I'd look on YouTube for some "Let's Plays".


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Borderlands 2 adds' Psycho Pack' in May

$10 expansion introduces Krieg character class; level cap increase to 61 coming April 2.

Borderlands 2 will add a sixth playable character class in May, 2K Games announced today. The Psycho Pack ($10) introduces Krieg, the latest addition to the shoot-and-loot game's roster.

Krieg wields a buzz ax and is described as a "badass melee mauler" with "psychotic multiple personalities." Players will be able to stack combat bonuses with the character's Bloodlust, Mania, and Hellborn skill trees.

2K Games also announced today that the Borderlands 2 level cap will rise to 61 on April 2 through the Ultimate Vault Hunter Upgrade Pack. This is included with the game's $30 downloadable content Season Pass and also unlocks a new Ultimate Vault Hunter Mode.

No standalone price for the Upgrade Pack was announced. For more on Borderlands 2, check out GameSpot's review.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Civilization V: Brave New World launching July 9

Written By Kom Limpulnam on Minggu, 24 Maret 2013 | 13.15

BOSTON--Firaxis today announced during a PAX East panel that Civlization V: Brave New World will launch July 9 in North America, followed by a release in Europe on July 12.

Brave New World is the second expansion for 2010's Civilization V, following last summer's Gods & Kings add-on. The expansion is geared around tweaking the game's culture and diplomacy mechanics and also offers nine new Civilizations, eight new Wonders, and two new scenarios.

Brave New World also introduces the World Congress and the concept of international trade routes. The World Congress will convene on issues like trade sanctions, hosting the World Games, and the use of nuclear weapons.


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XCOM: Enemy Unknown coming to iOS

BOSTON--Today during PAX East presentation, Firaxis Games announced that XCOM: Enemy Unknown is "coming soon" to iOS devices. The game will be playable on both iPad and iPod Touch.

The game is up and running for iOS at present, but Firaxis said it will need an additional few months before the game is ready for release. No price for XCOM: Enemy Unknown for iOS was mentioned.

Firaxis also today announced that XCOM: Enemy Unknown will launch for Mac April 25.


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Firaxis teases new project

BOSTON--Civilization V and XCOM: Enemy Unknown developer Firaxis Games today teased its next major project.

Before debuting a teaser trailer for the game during a PAX East panel today, designer Jake Solomon said, "It's big," noting that "we're not going to be able to talk about it for a while."

The trailer showed a shadowy figure and featured voiceover saying the following: "Hello, Commander. The war continues at great cost. We now believe another force is at work against us. If not dealt with swiftly, it could destroy us. What we are able to tell you…" it went on, before fading out.

At this time, text on-screen appeared that read: "Signal Lost."

The teaser trailer was captured by Kotaku . No information about platforms or release date was provided. If an official version of the teaser trailer is made available, it will be embedded here.


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130 million Rock Band songs downloaded

Written By Kom Limpulnam on Sabtu, 23 Maret 2013 | 13.15

BOSTON--Harmonix today revealed during a PAX East presentation that over 130 million Rock Band songs have been downloaded to date. This is up from 100 million in 2011.

The news as the Rock Band weekly song releases will come to an end after 281 straight weeks on April 2. The final song will be Don McLean's "American Pie." In all, the Rock Band downloadable content library stands at 4,254 songs from 1,657 bands.

The Cambridge, Mass. developer also today showed off a proof-of-concept video for Rock Band: Led Zeppelin, along with images and video for installments based on bands Pink Floyd and Pearl Jam. Harmonix previously denied doing any official work on a Led Zeppelin Rock Band game.

One image from Pink Floyd: Pink Floyd was shown, though Harmonix said this was created in PhotoShop and was merely experimental. It contained the iconic marching hammer imagery from the group's 1979 album The Wall.

The Pearl Jam Rock Band project was announced in 2009, before it was later canceled for unknown reasons. The developer explained that this game was going to place its focus on the Seattle-based group's live performances. A still image depicting singer/guitarist Eddie Vedder and other members of the group was shown.


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Warface - FPS Fridays!

Missed out on G-Star 2012 and its elaborate show floor? Don't fret: we've got the whole experience on camera for your viewing pleasure! For our recap of the whole event, head here: http://l.gamespot.com/UryMfw

Posted Nov 16, 2012 | 3:55 | 8,546 Views


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Sound Byte: Meet the Composer – BioShock series

Written By Kom Limpulnam on Jumat, 22 Maret 2013 | 13.15

We had a lengthy chat with series composer Garry Schyman on his past work with the first two BioShock titles as well as the upcoming BioShock Infinite.

A composer for film, TV and games, Garry Schyman is renowned for the music and audio work for shows such as Magnum P.I, The A-Team, and Revenge of the Nerds III and IV. But Schyman is also an accomplished video game composer, most notably on the BioShock series, including the upcoming BioShock Infinite. GameSpot recently talked with the composer, and asked him how he managed to encapsulate the spirit of the underwater dystopia Rapture and the flying fortress of Columbia through the power of music.

How did you get wrapped up doing video game music?

There are two answers to that question. The first time I scored a video game was in the early mid-'90s and it was for Philips Interactive. They had their own unique hardware system called CD-I and a very good friend of mine who I'd scored some film and television work with, started to work as a producer at CD-I and asked me to score some games.

So I scored four games for Philips. The first one I scored for them, Voyeur, was orchestral; the very first of its kind recorded for a video game. It was possible because the CD-I technology was about putting everything on a CD so it permitted the use of recorded music as opposed to midi triggering simple synths engines. But once the CD-I went away, my friend was no longer working there, and I really didn't pursue video games. It wasn't at that period in its history all that interesting.

I got back to it around 2004. By serendipity, an agent I was working with at that time sent my resume over to THQ. They had a game that they were doing called Destroy All Humans! They listened to my demo and heard something they really liked and then they asked me if I had any more music like the music of the famous film composer Bernard Herrmann. One of the reasons they brought him up as a source was that the game was a 1950s sci-fi game and Bernard Herrmann was famous for his score The Day The Earth Stood Still with theremin and orchestra.

As it turned out I had scored something in the style of Bernard Herrmann. It had been requested of me previously and I sent them an orchestral score that just totally nailed that style. It took a while but eventually I ended up scoring Destroy All Humans! That was a commercial and creative success for me. I was nominated for some awards. I also worked with Emily Ridgway who was the audio director for that project. She went on to work at Irrational Games which gave me the opportunity to score BioShock. So in a nutshell that's my double start in gaming.

How different is it to compose video game music compared to scoring music for TV shows?

They're similar in the sense that both are supporting and underscoring the emotions that the player or viewer should be feeling while watching or playing. Composers compose music to underscore emotions and feelings, there's a magic, and no one really understands why but I won't go into the philosophy of it because no one really knows why music and images work so amazingly together, but they do.

What composers are doing in games is the same thing that composers are doing in films. We're deepening the emotional connection that the player (or viewer of a film or television show) has with the visual images that they're seeing or the story that's unfolding. In that sense we're storytelling, we're creating music that advances the story, or that sets a mood, or that helps the player or viewer to have a deeper, more satisfying emotional experience as they play or watch.

Technically, there are also differences. The way that music works with film and television music works with those projects literally hasn't changed in 80 years since the talkies in the 1930s. Since that period music music is written and composed for specific scenes, it's then recorded with picture and sound effects and dialog, and it never changes.

However, game music is often interactive and so from that standpoint it is and can be quite different. There are challenges and it's constantly changing technologies that permit for more interactivity. It also really depends on who you're working for. Some developers want the music to be very interactive and therefore there are techniques you use to achieve that, writing music in layers, looping music, etc. Other developers want the music to be more cinematic so it is more like film music. So yes they're similar in their most basic respect but they're also quite different in some technical aspects. And it affects the way you write the music.

Let's talk about the first two BioShock games. So how did the fusion of aleatoric music, 20th century classical compositions and musique concrete come to be? Was that the direction creative designer Ken Levine wanted for the first game?

No, that was me experimenting and finding a direction that felt right for the game. Levine was very involved in the music, in the creative direction for his games but he never studied music formally. His reaction to music is intuitive and he has a very strong and very valuable intuitive sense of what works musically. He would never call out a specific style or a specific chord or note. He's going to react to what you write.

So with the original BioShock, it was me experimenting and sending those experiments to Ridgway and her going, "Yeah, that works and that doesn't." She also has a great musical intuition plus she studied music. She really knew when I found the style. I remember literally one day playing with aleatoric textures and then putting some solo violin against it and sending it to her and her going, "That's it, that's the sound of BioShock". It actually took quite a while, quite a few experiments to find that, and once I found it the music really composed itself. I had to write it but it became much easier to write, I wrote it very quickly. But defining the style, that original approach was quite challenging.

How long did it take you to compose the theme, 'The Ocean On His Shoulders'?

I think I composed that in a day or two. I was channeling a very strong emotional response; it was a very emotional piece of music. I actually didn't write it to any specific direction that Ridgway had given me but I was having an emotional reaction to the game and I started to play around with some simple chords and I said, 'This is really beautiful, this is something they will find useful.'

I had found the style for the game but I hadn't found the theme so it was literally me going, 'I'm going to write this piece of music and send to Ridgway and see what she thinks.' Their first reaction to it was that 'This is very beautiful but it's almost too beautiful'. That's when I started adding aleatory elements to its beginning and end. If you notice it begins with this really dissonant kind of eerie atmosphere, then it goes into this really sad, beautiful piece of music and then it ends also with the dark. That made sense to me, but those were actually added later. I didn't compose it that way. They wanted it darker and so that was my way of making it scarier, but it all came together.

Give us some behind-the-scenes commentary and insights on the following BioShock tracks you composed:

'Welcome to Rapture'

The original direction for that piece of music was 'you're going down in a bathysphere and you're going to the scariest place in the world'. That was the direction. So I wrote some very scary music and sent it to them and Levine listened to it and said that's too scary, that's giving it away, like telling people 'Hey, it's going to be scary here!'and he said we don't want to do that. I actually said, 'I totally agree with you.'

That piece of music actually got used elsewhere in the game. So Ridgway said it should be more like the Neptune movement in The Planets by Gustav Holst, a famous piece of music. I don't think the music that I wrote sounds like it at all but it triggered in me an idea that it can be mysterious, that's what it should be. Plus I wanted the sense of water so I started out with this solo violin and this fast moving passage. So that's how that piece of music came about.

'Cohen's Masterpiece'

For that piece of music the direction was, 'there is an evil genius on this one level called Cohen and he writes a piece of music that's going to be used in the game.' I actually did not understand the original idea that a pianist was going to be playing it -Fitzpatrick I think- and that he was going to be blown up for not performing it to Cohen's standards. So I had no idea that that was how it was going to be introduced. They wanted something that was really what you would call in film or television, source music, that there was some source for that music, it was coming from the reality of that world, and it was written by this evil genius.

I started to write a piece in the style of the late Romantic era, I was thinking of Sergei Rachmaninoff who wrote these romantic concertos and piano pieces well into the mid-twentieth century. He was considered as writing music that was out-of-date, although he was very popular. So I thought 'Ok, this guy Cohen is going to be kind of reactionary in that sense too – he's composing in the '50s/'60s but he's not going to be writing the most 'hip', contemporary classical music. He's going to be writing something from thirty or forty years earlier.' So that was the motivation and I just started writing the piece and sent it to Emily and she goes, 'Yeah, this is very cool, keep writing that piece.' It took me a couple of days to write but it turned out to be a very satisfying piece of music to write because it was like composing classical music.

'Dancers On A String'

The direction there was you're entering a part of the city where the people live – I think that was the direction for something early on that never actually was fully fleshed out in the game but it was supposed to be the deck level where the people lived. They wanted a sense of tragedy about it because you would see families that had been murdered, died together or committed suicide. It was going to be something deeply troubling so that was my response to the direction they gave me; something sad and beautiful against these dark and frightening textures.

Looking back, what as the toughest track to write and compose, just for the sake of getting the dystopian feel of the universe?

It was the track for the first playable area, which is not necessarily an important track. It was difficult nailing the overall style from that one piece; I'm not even sure if that music got used often, to be honest. It wasn't a particularly important piece of music but finding that was the thing that triggered all my imagination and thoughts and really gave me the direction.

How did you personally feel when you had your BioShock and BioShock 2 music available for free in 2010?

Initially, I was put off by it, but as it turned out it was serendipitous because so many people heard my music very quickly. I'm lucky that it turned out that way because a lot of people listened to and heard my score, who may not otherwise have purchased the soundtrack. At that time when it came out, YouTube was not all that popular so it wasn't so easy to find scores. I considered it a lucky break.

Now let's head on to the upcoming BioShock Infinite. What was the direction for the soundtrack this time around? How many cellos and violins will be used?

It varied. I had a lot of separate sessions. We decided early on that an orchestral approach was wrong and we found that using small groups of string players, as few as 1, 2 and 3, and as many as 10, was really the right sound. In game/film/tv music what you do is mock-up the cue using samples and synths etc. but what I was finding was that Levine really got it when he heard the actual performance versus the samples. Solo string samples don't sound all that good, they're actually awful sounding. So I said, 'Let's have some sessions, they're relatively inexpensive.'

They're not like an orchestra, you're only having a few players and you can go into a small studio and record them, and see if that works. And we found that that's what really sold Levine on different cues. So I had literally 10 or 12 sessions. One session I had was with two players, and then I had a session with three players, and then we had a group of sessions with 10 players which I found was a great ensemble; three violins, three violas, three cellos and a double bass. That was a great sound for a lot of the music.

What century music styles did you have to get inspired from for this game?

I didn't use music of that period but certainly the simplicity of that period and the simpler times of small town American cities; that was an inspiration for me. Even the music of Stephen Foster, the famous songwriter from the 1800s, who wrote so many famous songs, 'Camptown Races' and 'Jeanie With The Light Brown Hair', dozens and dozens of huge hits, some of which are still performed today, along with some very aggressive music for the combat as well.

It was a mix, it was what worked. It wasn't so much the century, it was the characters. We have these two really strong characters which are central to the game. They were what inspired me. And later on you're introduced to more characters. I would say that much of the score is character-driven.

What parts of BioShock and BioShock 2 did you borrow and put into BioShock Infinite? Or is BioShock Infinite's music completely created from the ground up, given its new setting and time period(s)?

Levine was very explicit from the beginning that that this was a new world and that the music should not sound like the original BioShock music. It was a total fresh start and that was very important to him. It was something that I totally agreed with and he was absolutely correct on that. There is almost no overlap, stylistically speaking.

Without spoiling anything, which compositions in the game did you have a tough time nailing down?

I think it was the musical direction, it was finding that first cue that I felt excited about and felt really represented the game and also that Levine responded to. That was Elizabeth's theme and representing her relationship with Booker. That's a critical part of the game. Finding that was really important and I remember literally going in and having a very strong intuitive sense that I'd found it, and not even saying anything to the team, I went in on my own dime and recorded the music.

When I played it for Levine he responded, "Yes, that's it!" He was very excited about this piece of music and when I found Elizabeth's theme, it was like 'OK, now I really know the direction here, this is how it's going to unfold.' That and finding the style for the combat was also critical.

As the game is now gold, were there any changes you would have wanted music-wise, or is everything perfect?

Oh it's never perfect, but I'm very satisfied with the score and the way it turned out. At first I wasn't sure that a non-orchestral approach was right but I totally came away feeling that I'd found a really great sound for this game with the small groups of players. I think that really worked extremely well.

Hypothetically speaking, if you had a choice to work on any established video game IP's music, which would be your first pick? What new things would you bring to the table music-wise to that IP?

I think I would like to score the next Portal. Mostly because I love to play that game so much. I'm just such a huge fan of that game, to me it's just a really fun and extraordinary game. I'm assuming they'll make a Portal 3, I don't know. But if you're listening out there Valve, I would love to score that game. It doesn't strike me as the kind of game that really calls out for such a strong score although who knows what they'll do with the third iteration. But I just think it would be such a blast to work on something that I personally love so much.


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BioShock Infinite cost $200 million to produce and market – Report

According to a New York Times article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's BioShock, and 2010's BioShock 2.

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V's creation may cost in excess of $137.5 million based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA $200 million dollars in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.


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Gears of War: Judgment Review

Written By Kom Limpulnam on Kamis, 21 Maret 2013 | 13.15

With the conclusion of the Gears of War trilogy, the Locust threat has been exterminated and Sera's humans can begin to rebuild their devastated world. Marcus Fenix and his surviving Delta Squad brethren have laid down their arms, but a fictional setting as rich as the Locust War provides the potential for many other stories to be told. Gears of War: Judgment ventures back to the early days of this conflict to tell a tale of a disobedient squad standing trial for treason. Though it's a decent story, the campaign structure favors action over immersion, delivering rousing combat challenges at the expense of narrative flow. It's a change of pace for the series, but Judgment successfully serves up the tense, brutal action you know and love, and an assortment of new online modes make it an exciting game for competitive and cooperative players alike.

Paduk doesn't get mad, he gets covered in the blood of his enemies.

Before he was the wisecracking private in Delta Squad, Damon Baird was a wisecracking lieutenant in command of Kilo Squad. Just about a month after Emergence Day, Baird finds himself in Halvo Bay, a coastal city that looks a lot like every other Locust-ravaged city. With him is series regular Augustus "The Cole Train" Cole and two new characters. Sophia is an Onyx guard recruit who does things by the book, offering resistance to Baird's crazy plans and sporting an unfortunate hairdo that looks like molded plastic. Paduk is a former enemy of the COG conscripted to fight Locust, and his disgruntled anti-COG potshots are the highlight of the otherwise unremarkable squad chatter.

The story is told in flashbacks as the squad stands trial for treason, with each member taking a turn as the narrator and primary player character. The sneering colonel who prosecutes them makes a good antagonist, and the narrative tells a decent story from the annals of the Locust War. Yet it never achieves the dramatic heights of its predecessors, and this is partly due to the fragmented mission structure that isn't very conducive to long-form storytelling.

It plays out like this: Once the campaign is under way, you walk toward your objective while voice-over and squad dialogue set the stage. Almost immediately, you come upon a big glowing red skull-and-cog, the logo of the Gears franchise. Press a button, and you are presented with the option to deliver declassified testimony, which changes the narration and adds difficulty modifiers to the upcoming combat section. As a soldier testifies about the extra hardships that Kilo Squad faced, these modifiers impose limitations on things like your time, visibility, ammunition, and weapon selection. On normal difficulty, these modifiers are a welcome challenge; on harder difficulties, they make things very challenging indeed.

The combat in Gears of War: Judgment is the same brutal, weighty gunplay that the series has thrived on for years. It's still inherently fun, and the modifiers mix things up enough to make firefights feel fresh. There are new guns and enemies to contend with, as well as a few tweaks that serve to streamline things. You can carry only two weapons now, switching between them with the press of a button, and the hey-they're-sticky-now grenades are mapped to the left bumper for quick release.

With modifiers activated, combat is as lively as ever, but while this structure benefits the action, the focus on scoring disrupts the flow of your adventure. Beginning each combat section is painless, but at the end of each one, you are given a star rating and shown tallies of your accomplishments. With that section complete, you soon come upon another glowing red logo, and the cycle begins anew. The interruptive tally screens and the regular notifications comparing your stats to those of your Xbox Live friends make it feel like Gears of War: Judgment is primarily concerned with encouraging you to perform combat feats for glory. This tallying can be fun when you're playing cooperatively or striving for perfect three-star runs, but the regular appearance of the game-halting score reports makes the campaign feel oddly stilted.


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Final Fantasy X HD to include remastered Final Fantasy X-2 in Japan

PS3 version to have both titles on same disc; PS Vita version to sell JRPGs separately in Japan.

The upcoming Final Fantasy X HD re-release for the PS3 in Japan will also have another game attached to it: the sequel known as Final Fantasy X-2.

According to a report on a recent issue of Japanese manga collection magazine Shonen Jump, both games will be on one disc for the PS3 version. However, the two titles will be sold separately for the PS Vita version.

Both games will be based on the international versions released on the PS2, which means bonuses like the expert Sphere Grid option, dark aeon battles, and the Last Mission subquest will be available.

The re-release will be out this year in Japan. There is currently no word on whether the game will be published for North American and European audiences.

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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GameSpot GamePlay Episode 34: Junk Deodorant

Written By Kom Limpulnam on Rabu, 20 Maret 2013 | 13.15

Host Kevin VanOrd welcomes Matt Gilgenbach with 24 Caret Games, who shows off his Midas touch to a laid-back GameSpot crew.

GameSpot GamePlay

Matt Gilgenbach makes games. He makes good games. He made Retro/Grade, which is a cool game you should go and play.

Matt Gilgenbach is also obsessed with nude holograms with reflective skin that obscures their genitalia. Learn more about Matt's idiosyncrasies and upcoming murder simulators on this week's episode, which also features host Kevin VanOrd, who cannot un-know things without heavy drinking and head trauma; Peter Brown, who must determine which mountain is the most appropriate to smell like; and Andy Bauman, who takes a chance and turns safe search off.

Also up for discussion: God of War, Gears of War, Dawn of War, and any other type of war you can think of. Except the Boer War, since we can't remember what that was.

You can access all previous episodes on GameSpot here.

GameSpot GamePlay Episode 33: Salmonella Commendation

GameSpot GamePlay Episode 32: World of Willy Wonka

GameSpot GamePlay Episode 31: Covert Taboo Action

GameSpot GamePlay Episode 30: The Beefy Center of your Meat Arsenal

GameSpot GamePlay Episode 28: Occupy Animal Crossing

GameSpot GamePlay Special Edition Spoilercast: Ni no Kuni

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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Etrian Odyssey IV Review

Written By Kom Limpulnam on Selasa, 19 Maret 2013 | 13.15

Etrian Odyssey has been pleasing fans of classic dungeon crawls for years, delivering throwback gameplay punctuated with modern design enhancements. The fourth installment makes the move to the 3DS hardware, and brings with it some well-thought-out improvements to its formula. The result is the most engaging and accessible game yet in the franchise and an excellent example of how games built on classic concepts can still feel fresh.

The setup to EOIV mirrors that of the previous games in the series. You control a guild of explorers (all named and chosen by you), and you are new to the city of Tharsis, a bustling hub of trade and exploration. In the distance towers the great Yggdrasil tree, which has remained inaccessible for centuries and hides some manner of secrets lost to time. The routes to Yggdrasil aren't clear, and the lands are dangerous, with monsters and terrifying beings roaming the skies, the underground, and everywhere in between. It seems as though some of the world's labyrinths contain secrets pertaining to Yggdrasil, and it's up to your guild to brave the dangers of both the overworld and the underworld to find the truth behind the tree's seclusion and the legendary Titan.

Etrian Odyssey is modeled on the first-person-view role-playing games of yore. There are few non-player characters to interact with and only a handful of hub areas in the game that allow you to recover, buy items and gear, undertake side quests, and collect hints. Furthermore, the characters within your guild are warriors of your own design, with no real personality to speak of beyond what you imagine them to be. Yet the world itself tells its own story through its lands, dungeons, puzzles, and dangers. Brief bits of narration give context to your actions, and the handful of NPCs you encounter throughout expand upon the lore without sounding like living infodumps.

You spend the majority of the game exploring various caves and dungeons, looking for treasures, events, materials, and solutions to help you proceed. Dungeons and caves are presented in a first-person perspective, and you wander through them step-by-step. RPGs from bygone days often required you to have hand-drawn graph paper maps at the ready, but Etrian Odyssey IV comes with an indispensable mapping feature to chart out the mazes you explore, enabling you to mark points of interest and hazards like damage traps and warps. As the mazes increase in complexity, so too do your maps, so keeping them constantly updated is vital to happy exploration.

As in any RPG worth its salt, these areas are also teeming with monsters hungry for unaware explorers. Encounters are random (though a radar appears onscreen to let you know the likelihood of one happening), and combat is turn-driven and menu-based. Enemies are now fully animated, which helps a lot during fights: it's easy to see at a glance if an enemy is hurt or ailing and act accordingly. Don't expect to simply mash A through combat, though: even the rank-and-file foes in Etrian Odyssey IV can pose a serious threat if you're not paying attention to their behavior and their unique quirks. It's not uncommon to be badly burned after underestimating a never-before-seen enemy in a new area. Burst skills, which require spending meters that build up as you fight, can help even the odds if you're in trouble, but their limited usage requires careful consideration before going all out.

Conquering foes requires careful character planning. Because the characters are mostly blank slates (aside from a few NPCs later on that you can potentially recruit), you are responsible for developing their abilities through various skill sets. The presentation of the skills has improved vastly from previous EO games, with easy-to-follow trees replacing the confusing lists from games past. Each level-up grants skill points that can be applied to purchase or upgrade class-specific skills for each character, allowing you to specialize each warrior to your personal tastes. Later in the game, characters can also adopt a subclass to bolster their skills and create some potentially lethal fighting combinations. Some skills require certain gear to be equipped, so keeping tabs on characters' weapons and armaments is also important. New to the game are rare weapons and armor that bestow additional skills upon their user, sometimes granting abilities outside of a character's chosen class.


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Gears of War: Judgment review-in-progress update

Written By Kom Limpulnam on Senin, 18 Maret 2013 | 13.15

Chris Watters shares some impressions of Gears of War: Judgment in advance of the GameSpot review.

The launch of Gears of War: Judgment is nigh upon us, and though our written and video reviews aren't ready just yet, the review embargo has lifted, and I wanted to share some of my impressions of the game with you. Judgment feels like a Gears of War game all right, complete with weighty weapons, brutal executions, and armored characters sliding heavily into and around cover. The refined mechanics that define the series are still going strong, but the campaign structure diverges significantly from Gears' past, making Judgment feel like something different.

Sophia finds a solution to her Reaver problem.

Set before the events of the first Gears of War, Judgment tells the story of Kilo Squad, a group of four COG soldiers who are being court-martialed by a stern colonel who looks like Rhett Butler from Gone With the Wind. As each soldier gives testimony, you play as him or her and go through the actions being recounted. Series veterans Baird and Cole are joined by newcomers Sophia, a recruit in the elite Onyx Guard, and Paduk, a former UIR soldier and enemy of the COGs who now fights alongside them. They make a decent crew, and Paduk's heavily accented jabs at his former foes are often amusing.

As you make your way through the campaign, it quickly becomes clear that the structure of the action is fundamentally different. Rather than simply following one continuous story, Judgment breaks up the action into distinct sections linked by short walk-and-talks. These sections begin with the option to add a difficulty modifier and end with a scoreboard.

The difficulty modifier is cast as declassified testimony, so it might say something like "Kilo Squad alleges that the Locust were using heretofore unseen tactics" or "Paduk says they were only able to find shotgun ammunition in the area." Accepting these modifiers changes the conditions of the combat encounter to come. Lower visibility, tougher enemies, limited ammunition, strict time limits, and specific weapons are some examples of the varied limitations you might face. These often make things harder, and generally feel like a welcome challenge for confident players on normal difficulty. On harder difficulties, they make things much more difficult, especially if you are striving for a three-star rating.

The Markza comes from the UIR to blow up your brain.

Indeed, it's the scoring element that really sets these sections apart. During the action, miniature leaderboards pop up in the corner, comparing your stats (headshots, executions, kills, and so on) to other players on your friends list. Once you've completed a given stretch, the action pauses, and a scoreboard pops up to tally your stats. You're assigned up to three stars and given the chance to try again. When you move on, things pick up where you left off with continuing testimony, and the story proceeds.

The overall feeling then is not so much seamless campaign story as it is story-driven arcade mode. Judgment treats you less like a soldier on a mission and more like a performer showing off combat skills. It's an odd sensation, but it seems to fit with the narrative structure of giving testimony. The Gears are recounting their combat exploits in detail, and what Gears wouldn't want to talk themselves up?

I'm enjoying the campaign, different as it is, and have also had some fun with the new Overrun multiplayer mode. With up to five COG and five Locust players, this team-based competitive mode recalls the cooperative Beast mode from Gears of War 3, only with human opponents. Playing as the different species and varieties of Locust as you try to break open the locked-down emergence holes is still a gruesome, sinister treat. Combating human players in Locust form as the COG team is also more engaging, and the four specific classes of soldier depend on each other in ways that are important to survival. Matches can come down to the wire and create some truly exciting moments, and I'm looking forward to playing more of this and other competitive modes as I prepare to write the full review.

That review will be coming in the next few days, but until then, I hope these impressions will tide you over. Judgment plays with the Gears of War formula in a few interesting ways, so those fearing just another familiar Gears game may be pleasantly surprised. Share your thoughts in the comments below, and keep an eye out for the review coming soon.


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Gears of War: Judgment - Overrun Mode Gameplay Video

This week we check out LEGO City Undercover, Gears of War: Judgment, The Walking Dead: Survival Instinct, Assassin's Creed III - The Betrayal, Hyperdimension Neptunia Victory and Trials Evolution: Gold Edition.

Posted Mar 15, 2013 | 2:25 | 10,989 Views


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Darkstalkers Resurrection Review

Written By Kom Limpulnam on Sabtu, 16 Maret 2013 | 13.15

The Darkstalkers series has been silent for far too long. While other fighters have found new life on modern consoles through rerelease compilations and HD updates, Darkstalkers' night warriors have found themselves stuck on the sidelines. Darkstalkers Resurrection finally rights this wrong by granting this venerable series the recognition it deserves. This collection, which includes Night Warriors: Darkstalkers' Revenge and Darkstalkers 3, comes packed with additional features that set a new standard for this subgenre of fighting game rereleases.

Two of the Darkstalkers series' most heavily-armed combatants square off online.

Compared to its sister series, Street Fighter, Darkstalkers has always been more outrageous. While both series adhere to developer Capcom's standard of excellence within the fighting genre, Street Fighter is more grounded, drawing inspiration from actual martial arts forms. Darkstalkers, on the other hand, draws inspiration from the realms of fantasy and folklore. Mummies. Zombies. Frankenstein's monster. Little Red Riding Hood. These characters and others are the stars of the Darkstalkers universe.

These fantastical fighters make up one of the most creative rosters the genre has ever seen. The characters are crafted with such exaggerated style that each one feels distinct from conventional archetypes, such as Hsien-Ko, a take on the Chinese hopping vampire with an arsenal of exotic weapons up her sleeves, and Anakaris, a mummy who can detach his limbs and even separate at the waist.

The interaction between such disparate combatants is part of what makes these games so enjoyable. The outlandish attacks, beautiful sprite animations, and solid fighting mechanics that built upon Street Fighter's fundamentals are still as enjoyable today as they were during the series' initial release. Both games easily stand the test of time and can stride alongside the genre's current contenders.

Of course, this collection is more than just a simple repackaging of two outstanding games. Developer Iron Galaxy has included several useful additions. For newer players, the character-specific trials in Darkstalkers 3 are a good place to start. These lessons break down basic offensive and defensive strategies, and offer context about why these techniques are important. More-advanced techniques can be found in Revenge, making these two sets of trials useful for any player familiar with the fighting genre.

Resurrection's online modes are equally excellent. Powered by the tried-and-true GGPO technology, online play for both games feels smooth and seamless. Additional filtering options let you adjust the region, latency, and skill level of players you will encounter. When you're playing with a group, players not in the fight can spectate the match--a handy feature for studying the competition.

When you're done playing online, you can review your performance by checking the replays. The game automatically saves your 10 most recent online matches, and individual matches can be permanently saved after the fight is over. You can also sort through the replays uploaded by other players, with filtering options for specific characters or match quality.

Studying replays is a great way to learn new play styles and strategies for specific characters. Having proper filtering options makes this process easier. Resurrection takes it a step further by letting you tag your replays as well. If this feature is used by the community, you could potentially filter for specific circumstances or combos, transforming a simple replay collection into a virtual library of skills and techniques.

The list of extras in Resurrection goes on and on. Matches can be uploaded to YouTube, an entire gallery of concept art is available to unlock, and a variety of interesting viewing options--including a classic arcade cabinet. In addition to bringing two outstanding games back into the spotlight, Darkstalkers Resurrection boasts a host of practical content that enhances the experience. One only hopes that all classic fighters can one day receive such loving treatment.


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Wizardry Online Review

Written By Kom Limpulnam on Jumat, 15 Maret 2013 | 13.15

Developer Gamepot's latest online venture doesn't sport the refinement of World of Warcraft, the large community of Guild Wars, or the political intrigue of EVE Online. In fact, to look at Wizardry Online, you may be fooled into thinking you've somehow tumbled backward in time to the late '90s, where the low-quality artwork and textures might have been more appropriate. The game has no trouble rehashing tired tropes for its own gain. But for all that it does wrong, it boasts a particular brand of scrappiness that keeps you plugging away, even when the danger of permadeath looms large.

Wizardry Online is an austere fairy tale that falls somewhere between the healthy rigors of Final Fantasy XI and the masochism of Dark Souls. This dark fantasy doesn't stray far from the trappings associated with standard MMO design, but some interesting decisions keep it afloat, and there's no admission price to hinder you from fulfilling your curiosity. Unfortunately, none of this is evident in the initial hours. Perhaps that's why it seems that the aim of Wizardry Online, in keeping with the dungeon-crawling lore of the original Wizardry series, is to give you as challenging an experience as possible while still baiting you to continue.

After installation and several updates, the client greets you with some cinematic, Final Fantasy-esque fanfare. You're deposited into a seemingly never-ending online abyss after clicking "start." Once an arbitrary amount of time has passed, sometimes up to 15 minutes or more, you may be allowed onto the server. Using Alt + Tab to multitask while waiting to join a server isn't an option; you simply wait for the privilege of connecting. It's a rotten setup, especially when trying to join during what you would assume are the peak hours for play. It's also extremely frustrating to weather unpredictable wait times only to be booted from the server multiple times in one session, or to endure its lengthy load times, which Wizardry Online struggles with far too often.

A series of shoddy menus and options are waiting once you've made it server-side, and they're riddled with uninteresting color palettes and character models that do little to entice you. In fact, the game as a whole is devoid of any appealing graphics. After you're subjected to meandering lore and walls of text, it's time to assign a class. You choose from five different races: humans, dwarves, elves, gnomes, and the Tarutaru-like Porkul. The character creation screen shows off unusual character designs, such as the most feminine gnomes you'll ever see in your life and strangely unappealing elves; it's almost as if these races' established qualities swapped places.

After choosing an avatar and settling on a race, you need to select a class and alignment, although there isn't much choice to be had here. Alignments are nothing more than one additional stat to track and mean little in the grand scheme of things, so your class ultimately decides your fate. Gnomes fit the priest role, dwarves lead the charge as warriors, elves are powerful mages, and the Porkul are sneaky pickpockets. Humans are as vanilla as can be. A roll of the dice completes the package for your character's stats and can grant bonuses to races that happen to be awful at adapting to particular classes--say, a Porkul as a warrior. If you're just starting out, you can take chances when it comes to rerolling new characters, but seasoned veterans will want to carefully pick and choose, picking the best class for the race suited for the job. Still, it's unfortunate that races represent little more than aesthetic value; each character looks and plays practically the same.

Once you're free to roam the world, you will want to find companions: this is a game you don't flourish in when flying solo. The in-game group finder goes a long way to ensure that you can always find a few fellow adventurers to complete the traditional tank-DPS-healer trifecta, which becomes invaluable when scouring the various dungeons. Quests and other tasks are assigned via hub worlds, and most of the action takes place deep in the heart of sewers and labyrinthine tunnels rife with puzzles. Considering you're spending time within smaller cramped spaces populated with high-level players, you're going to want someone watching your back at all times, and traveling alone is a great way to meet your permanent end much faster.

Combat is where you end up ferreting out the fun, which is often overshadowed by the messy UI and more brown graphics than a desert-themed first-person shooter. Active attack and defense moves are natural and much more kinetic than those of traditional MMO hotkey combat. Though each character class feels the same whether you're using magic or brute strength to conquer your enemies, having to exercise a bit of skill to land a hit on a rare enemy provides an extra level of immersion. You feel as though you have control to exert over this persistent world, and that's what ends up elevating this oft-confusing endeavor to a status beyond meager. As long as you can successfully sustain your health and mana (which do not regenerate), you're on your way to looting other players' corpses instead of littering each pathway with your hours of earned items and gold.


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Tomb Raider Review

Written By Kom Limpulnam on Kamis, 14 Maret 2013 | 13.15

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.

You can enjoy taking in the island's lush natural beauty and killing docile creatures before all hell breaks loose.

As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person.

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things.

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one.

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.


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Tomb Raider Review

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.

Like all novice adventurers, Lara must quickly learn to grab on to outcroppings that conveniently stick out thanks to their color.

As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person.

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things. On the PC, the lovely sights are even lovelier and the horrifying sights are more horrifying than on consoles. The PC port was handled by Nixxes, and just as their PC release of Sleeping Dogs improved significantly on the visuals of the console versions, the sharp textures in Tomb Raider's PC release make it the definitive way to experience this game.

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one.

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.


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New Drakengard entry confirmed for PS3

Written By Kom Limpulnam on Rabu, 13 Maret 2013 | 13.15

Fans of the action series Drakengard (or Drag-on Dragoon in Japan) for the PS2 can look forward to a sequel on the PlayStation 3.

A recent issue of weekly Japanese game magazine Famitsu has revealed that Square Enix will be publishing Drakengard 3 locally for the PS3. The developer working on the sequel is Access Games (Deadly Premonition, Lord of Arcana).

Square Enix also revealed that some of the original members of the Drakengard development team (who also worked on Nier) will be reunited to complete the sequel. Yoko Taro will be the creative director, while Kimihiko Fujisaka will be in charge of character designs. Taking helm as music director is Keiichi Okabe, while the producer is Takamasa Shiba.

The game's main characters are two sisters called Zero and One who can wield magic through song. The former has an outrageous temper and is free-spirited, while the latter is serious and studious. Staying true to the past games, the series will feature both air combat using dragons and ground combat. The more blood the sisters spill from enemy kills, the more powerful they get during combat.

Square Enix has not set a release date for Drakengard 3.


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Gundam Breaker invades Japan game shelves this June

PS Vita version of PS3 action title also in the works; open beta to take place before game's release.

Namco Bandai has announced the release date of its action game Gundam Breaker.

According to the latest issue of Japanese magazine Famitsu, the game will be out on June 27 on the PS3. A PS Vita version of the title is in the works, but the publisher has yet to announce its release date.

Gundam Breaker lets players customize their own Gundam kit models and pilot them in battles against other models big and small in real world locations. An open beta for the game will be available before the game's launch.

Namco Bandai has yet to announce a North American and European release.

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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