Diberdayakan oleh Blogger.

Popular Posts Today

The Zone of Influence: How Paratext Can Change Our Experience With Games

Written By Kom Limpulnam on Senin, 29 April 2013 | 13.15

Guest writer tomcat explores how a game's paratext can be creatively used to enhance our affection for a game's developer or our experience of the game itself.

In the study of literature, we frequently talk about paratext. The paratext comprises all those aspects of a book which don't form part of the literary text itself, but are nonetheless there to be read. Examples include the cover, chapter headings, page numbers, author biographies, and so on. All of these are examples of so-called paratext. Whether they are designed by the writer or editor or publisher doesn't matter; if they form part of the physical book--but not the actual work itself--then they are paratextual.

Unsurprisingly, it's strikingly easy to transpose this notion of the paratext from novels onto video games. Like books, all video games have a paratext: the information that forms part of the product, but is not actually part of the gameworld. It's the stuff that surrounds the game. Examples of gaming paratext include publishers' logos flashing onscreen when you insert a disc, options menus, level titles, and the like. These things don't physically exist in the world of the game, but they form part of the object "the game" nonetheless.

Paratext in gaming is most commonly employed by publishers and developers to self-advertise. They embed their logos within their products, often in highly creative ways. An early example of a game company taking creative advantage of the paratextual space is the original Sonic the Hedgehog, which opens with what is arguably the most famous publisher ident of all time. You're probably familiar with the white screen over which a distorted Sega logo gradually increases in clarity, and the sound of a group of digitally re-created voices simultaneously chanting the company name. Apparently, this used up a staggering percentage of the cartridge's available memory.

 

 

Sega went one step further with Sonic 2 by adding the blue blur himself into the paratext: the Sega logo is swiftly revealed in the distortions that trail behind Sonic's zooming. This obviously required a great deal of effort and energy to animate--somebody at Sega was taking the paratext seriously. In many cases the gaming paratext may seem insignificant, but from a marketing and aesthetic perspective, putting time and energy into a game's paratext definitely pays off: almost every gamer in the world recognizes the famous Sega chant that precedes the original Sonic games.

 

***

It's my contention, however, that it's the current generation of games that have enjoyed the most fruitful experimentation with the paratextual. It took developers a while, but we are finally starting to see some amazingly creative handling of paratexts.

One of my favourite examples comes from Ubisoft's game Assassin's Creed: Revelations. Many people are familiar with the Ubisoft company logo that frequently pops onscreen at the start of their games; it's a kind of smooth, white, swirling movement accompanied by a pleasant electronic whooshing and pinging sound.

When it comes to Assassin's Creed: Revelations, however, some clever individual had the fantastic idea of manipulating the Ubisoft logo in such a manner as to make it sympathetic with the events of the game. Usually publisher/developer idents are entirely separate from the gameworld, neither visually nor sonically consistent with the art style of the game in question. Assassin's Creed: Revelations, however, is different.

In this game, the protagonist, Desmond, is comatose, trapped in the animus; something has gone very definitely wrong. A dead man is speaking to him, his ancestors' memories are all jumbled and out of whack, and Desmond himself has access to the deeper code structures of the programme. In a really cool reflection of this, the game opens not with the familiar Ubisoft logo, but with a deliberately glitched and distorted one.

 

Not only is this a fantastic paratextual representation of the game's aesthetic themes, but it's also a great aid to player immersion. The animus is glitched and spreading into Desmond's mind--accordingly, these problems are also spreading into the paratextual aspects of the game, even the designers' logo. They're breaching the usual boundaries of the gameworld. Spilling the visual ideas of the game into its own paratext really gives the opening a kick. It functions as a beautiful microcosm for Revelations' story: just as the memories of Ezio and Altair and Desmond are converging, slipping over one another and glitching together, so too is the game's aesthetic spilling over into its own paratext. Great stuff.

***

Another example of paratext in gaming is the seemingly ubiquitous HUD. Heads-up displays aren't part of the world of most games, per se. They're onscreen information presented for the benefit of the player, and most definitely not accessible to the characters. Kratos never looks at the corner of the screen and comments on how many red orbs he has collected; Ratchet never pauses to think about how many more aliens he needs to kill before his upgrade bar fills; Nathan Drake can't really see a white line predicting the curve through the air of the grenade he's about to throw. This stuff is on top of the game; it surrounds it, but it's not part of the environment. It's paratextual.

But recent years have seen several developers willing to toy with the idea of HUDs, usually with the goal of increasing player immersion. One of the better examples is found in Dead Space and its sequels.

In Dead Space, there isn't a HUD, as such; instead, all of the information you need is incorporated into Isaac Clarke's suit and gear. His remaining ammo is displayed on his weapon, his health bar is a line of lights traced up his spine, and his options menu is a hologram projected from his suit. In essence, the designers of Dead Space have done away with the HUD as a purely paratextual object and have incorporated it as a literal part of the gameworld.

 

Ostensibly, the developers did this to create a greater sense of empathy with the character. Unlike most games, in which the player has access to information that the characters don't have access to (health bars, options menus, level stats, etc.), the protagonist of Dead Space has access to everything the player has access to. It means that the player is reduced to the same level as the protagonist (or, if you prefer, the protagonist is elevated to the same level as the player) in terms of the information available. This gimmick is particularly successful in Dead Space, because it's a horror game, and no other genre is more dependent on the player feeling at one with the character than horror. If horror is to fulfill its mandate to shock, disturb, and terrify, then the reader/viewer/player needs to feel as close to the character as possible. If the HUD gets in the way of this, then what better solution is there than to incorporate the HUD into the physical world of the game?

***

Character inventories and the menus associated with them can also usually be considered part of a game's paratextual arrangement.

When Nathan Hale of the Resistance games wants to swap weapons, the character isn't supposed to see a digitized wheel of firearms at his disposal: that's merely a means by which the player can swiftly interact with the world of the game. In the gameworld, Nathan Hale supposedly just pulls whichever gun he needs out of wherever he was keeping it.

One of the best, most creative ways a developer has experimented with this aspect of paratext is in the Fallout series. As in Dead Space, the menu used by players to navigate their character's items, stats, and so on isn't something abstracted from the gameworld. It's something that's part of it. The Pip-Boy attached to the protagonist's wrist is a literal object in the game, consistent with its environment. When the player accesses menus, the character is, himself, simultaneously accessing the same menus. It's a small but infinitely satisfying addition, and especially important in a role-playing game because it contributes to a sense of oneness and shared experience with the character.

 

A similar idea was used by Bethesda in the earlier game The Elder Scrolls IV: Oblivion, in which the character keeps all of his information recorded in a book, which is then accessible to the player.

 

Unfortunately, Bethesda decided not to carry this over into Skyrim, and instead opted for a different style of menu and inventory. I'm not saying that the menu system in Skyrim is flawed in a practical way: it's very sharp and easily navigable. But how does the character experience this sequence of lists? There's an experiential gap between the player and the character, and it's created by the abstract menu.

***

The stuff that surrounds a gameworld, but isn't part of it, can be manipulated in very successful ways. Whether it enhances the identity of a game's publisher or developer (as we've seen with Sonic the Hedgehog), whether it echoes the design of the game itself (as we've seen with Assassin's Creed: Revelations), or whether it contributes to a sense of empathy with a character's experience, paratext is something that shouldn't be ignored.

I'd love to see more developers playing with it.

And I'd love to hear your own examples of times when the paratext of a game has surprised you.


13.15 | 0 komentar | Read More

House of Horrors: Alan Wake

I don't really see the difference between horror or thriller actually. When selecting movies, if I want my adrenaline to pump, I'll frequently choose either horror, thriller, or suspense. The hero can get really badly effed up even if he/she can't die. In all three genres of movie there are times when there can be a character that you were fooled into thinking was the main character, but it turns up to be someone else. Action movies the hero always prevails, it's just a matter of time. All video games share that in common with horror movies. They've tried to have the hero sacrifice himself several times in video games, but that doesn't really count and it has never worked once.


13.15 | 0 komentar | Read More

Dragon's Dogma: Dark Arisen - Undead Dragon Gameplay Movie

Written By Kom Limpulnam on Kamis, 25 April 2013 | 13.15

GameSpot's Jonathan catches up with Kento Kinoshita and Minae Matsukawa and talk about the new things in the upcoming Dragon's Dogma expansion, the main game's ending, parallels between this and Monster Hunter, and even tidbits on Monster Hunter 4's

Posted Apr 3, 2013 | 8:02 | 8,309 Views


13.15 | 0 komentar | Read More

Surgeon Simulator 2013 Review

Written By Kom Limpulnam on Rabu, 24 April 2013 | 13.15

"Perform a heart transplant." These are the words that greet you at the beginning of Surgeon Simulator 2013. Beyond that, there are no instructions to speak of: it's just you, a table full of surgical instruments, and a patient whose life you hold in your woefully unprepared hands. While that may sound like a recipe for disaster, it's also what makes Surgeon Simulator so wonderful. This is an absurdist parody of one of the world's most skillful occupations, a game that has you fumbling your way through one operation after the other as you drop your watch inside a patient's abdominal cavity, lose entire organs out of the back of a moving ambulance, and giggle with delight over your own surgical incompetence.

Why yes, hammers are a perfectly reasonable way to open the human skull.

In Surgeon Simulator, you exist as an arm hovering above an operating table. Dragging the mouse moves your hand about the screen, and from there you can control the grip of each finger through five keys on the keyboard. Clicking the right mouse button as you drag left and right lets you rotate your hand side to side, while dragging up and down lets you adjust the angle of your wrist. If all this sounds a bit confusing, that's because it absolutely is. Surgeon Simulator makes it incredibly complicated to so much as pick up a scalpel. Performing a successful operation, meanwhile, is like juggling and riding a bicycle at the same time.

And yet, that ungainly control scheme is one of the biggest reasons Surgeon Simulator is such dumb fun. This is surgery as a slapstick vaudeville routine, an eccentric comedy of errors where everything can and will go wrong. Whether you're causing massive blood loss by dropping an electric drill inside a patient's abdominal cavity or seeing hallucinations after accidentally pricking yourself with a syringe, this game is littered with hazards meant to make you giggle with morbid delight. Surgeon Simulator has all the potential to be frustrating, but the sense of humor is so pervasive (the game-over screen reads "Brutal murder achieved") and the gore is so whimsically over the top (performing a brain transplant is like cracking a hard-boiled egg) that you can't help but cackle with glee even as you're fumbling a patient's life away. It's a game that's acutely aware of its own ridiculousness and wants you to join in on the fun.

That fun is spread across three basic types of operations: a heart transplant, a double kidney transplant, and a brain transplant. No matter the procedure, your goal is always to complete the operation before your patient runs out of blood. The challenge lies in removing any ribs and extraneous organs in your way without causing too much collateral damage. When you're done, the game assigns you a grade based on how quickly and carefully you completed the job. It's too bad there aren't more types of procedures, because in addition to some occasionally wonky physics issues, that relatively limited selection of surgeries is one of the game's only flaws.

Fortunately, Surgeon Simulator gives you plenty of reasons to keep coming back. For one thing, each of those three surgeries can be performed in a ridiculously difficult alternate scenario that has you operating during a very bumpy ambulance ride. Your utensils and replacement organs go bouncing all over the place, and the back doors randomly swing open--it's pure chaos. On top of this, there are a number of Easter eggs to discover (like a top secret heart transplant performed in zero-gravity space) as well as some truly inventive achievements, such as completing an operation with less than 10 milliliters of blood remaining, or dressing your patient in a scarf made from his own large intestine.

Throughout all this, Surgeon Simulator strikes a terrific balance between realism--or at least relative realism--and all-out absurdity. Hack away at your patient's ribs with a bone saw, and you might put the whole operation at risk by slicing open a lung; but the only way to get at the heart is to remove the lungs entirely, at which point you can toss them to the floor without the slightest concern. If your patient starts losing too much blood, you need to slow the bleeding with a hemostasis shot; but you can use that very syringe to haphazardly stab your patient in the face as many times as you like, and he'll be right as rain. It all adds up to a wonderful contrast between the grounded and the ridiculous. The result is a game that's both challenging and lighthearted, clumsy and clever.

Surgeon Simulator is a game that defies logic. Even the oddly dance-worthy synth soundtrack has no business working as well as it does. And yet, it all comes together beautifully in one great big symphony of eccentricity. This is a game that makes it an absolute joy to not only fail, but fail spectacularly. And the best part is, you don't even have to worry about malpractice suits.


13.15 | 0 komentar | Read More

Nordic Games gets Darksiders, Red Faction

Written By Kom Limpulnam on Selasa, 23 April 2013 | 13.15

The auction results for bankrupt publisher THQ's remaining assets have been published, with Nordic Games taking the Darksiders, Red Faction, and MX vs. ATV franchises for $4.9 million. The publisher also scored the Destroy all Humans!, Summoner, and Supreme Commander rights.

"First and foremost, we are very happy about this deal which also turns over a new leaf for the entire Nordic Games Group. In the long term, we either want to cooperate with the original creators or best possible developers in order to work on sequels or additional content for these titles," said owner and CEO of Nordic Games Group AB, Lars Wingefors, in a statement. "A very important point for us is not to dash into several self-financed multimillion dollar projects right away, but rather to continue our in-depth analysis of all titles and carefully selecting different financing models for developing new installments of acquired IPs."

Crytek USA, staffed by numerous ex-Vigil Games developers, had expressed interest in buying the Darksiders IP.

505 Games (Sniper Elite V2, Naughty Bear) also took home a new franchise today. The publisher purchased the rights to Drawn to Life and Drawn to Life: The Next Chapter for $300,000.

The auction results also revealed the price Gearbox Software paid for the Homeworld IP: $1.35 million. The Plano, Texas developer will create new games in the series that will preserve the "purest form" of the franchise for digital platforms.

A Bankruptcy Court will hear the sales motions--totaling $6.55 million--on May 13, with the transactions expected to be finalized thereafter. Runner-up bids were not divulged.

The first THQ auction took place in January, during which franchises like Saints Row, Metro, Homefront, and Company of Heroes found new homes. Check out the full results of that auction for more.


13.15 | 0 komentar | Read More

BioShock Infinite: Baptism of the Human Heart

Written By Kom Limpulnam on Senin, 22 April 2013 | 13.15

Youth pastor Ashley Dusenbery offers his personal perspective on the use of baptism in BioShock Infinite.

SPOILER WARNING: If you haven't finished BioShock Infinite and don't want to know what happens, don't read this article. Nothing in BioShock Infinite is off limits in what follows.

One of the toughest questions people ask me is the question, why? Why did my daughter die? Why do I have cancer? Why can't I find a job? Why are people sometimes so nasty to one another? I work in a church. And a church is supposed to be a safe place. It's supposed to be a place where those genuinely longing for meaningful answers can go to sincerely struggle. So, naturally, as the caretaker of a local church, much of that struggling happens right in front of me, and I consider it a privilege to sit with people in the trenches of their inner wars. It is a war indeed, for the question that needs an answer, that persistent question, why, often has no answer accessible to finite human beings. And so in the absence of any kind of peace with God over his sometimes inscrutable, often painful plan, people of faith struggle. That's not always a bad thing, I think.

So what does that have to do with a video game? I finished Irrational's excellent BioShock Infinite recently, and I've had a little time since then for my mind to process the intense intertwining of story, character, setting, and atmosphere. My mind has gone to the places it is prone to wander to, the theological. Religion is a huge theme in Infinite. Religion touches almost every aspect of the game's narrative. The antagonist, Comstock, is a self-styled prophet and leader of a pseudo-Christian, religious cult-city, Columbia, suspended twenty thousand feet in the sky by a mysterious, quantum, science-fiction-y force. Booker DeWitt, the protagonist, seems at first to be motivated by a desire to wipe away a financial debt by rescuing a young lady from a tower in Columbia, but the game wastes no time at all in indicating that DeWitt has a deeper, moral debt that is not so easily erased. Images and language of water, baptism, washing, and rebirth all build upon one another in the telling of this story. There is even a baby who turns out to be the lamb of Comstock's prophecy.

Let me stop here and say that as a Christian and an ordained pastor, I was not in the least bit offended by the use of these decidedly Christian themes. For the most part, things like Christian baptism were used to move the story as well as I have ever seen them used in secular media. Levine appropriately tied rebirth to baptism. Part of what baptism represents in Christianity is dying as an old self and being raised to a new life. In Infinite, baptism is explicitly used three times as far as I can remember. The first time is when DeWitt is admitted into the city of Columbia. The second time is at the end of the game when DeWitt is offered baptism, which he rejects. The third and final time is when it is revealed that DeWitt and Comstock are really the same person, Comstock being the seemingly inevitable product of Booker's religious rebirth through baptism. Baptism in that instance is the means by which DeWitt dies for the sake of undoing all the evil that he and Comstock will bring about.

In each instance, baptism is used as an appropriate symbolic plot device for the point at which the players find themselves in the story. It's the initiation of a new and profound mission, a rebirth of DeWitt towards an ultimate destiny. It's the rejection of a salvation that DeWitt finds cheap and inadequate, preferring to seek the accomplishment of his mission in order to wipe away his debt, an ultimately futile effort. It takes Elizabeth bringing him back to the baptismal pool for him to fully grasp the profundity of his true debt and what that debt has earned him as a result. Even though there is death but no new life in the final baptism that ends DeWitt's and Comstock's lives, it functions quite well as a plot device given the kind of setting that these characters and their story inhabit. Levine wasn't aiming to speak theologically about the true meaning and use of Christian baptism. Therefore, I have no problem with him taking baptism and using it to tell a story separate from the Christian story.

These Christian themes and the religious tone of Infinite serve a story that seeks, I think, to answer a fundamental question about human existence: What effect does my free will have on reality? One of the huge revelations of Infinite was that the setting of this BioShock game and previous BioShock games exist in the same universe. In an instant, the players find themselves transported from Columbia, the city in the clouds, to Rapture, the city from the original BioShock at the bottom of the sea. These two dystopian cities exist in this multiverse in which the will of man has created an infinite number of branching universes. There is no road untraveled by the choices of humankind. Each road and each fork is itself a separate reality, a distinct universe of existence.

In case you are thoroughly confused, welcome to the club. Let me try to explain. The premise behind Infinite is that every choice each person makes leads to a new reality, much like in the reboot of the Star Trek movies. Spock traveling back in time started the new cast and crew of the Enterprise on an entirely new timeline and new set of adventures, a new Star Trek universe, if you will. Similarly, in Infinite, the reality of Comstock's Columbia and all the evils that flow out of that city in the clouds exist in a universe created along one branch of one choice made by one man, Booker DeWitt. Interestingly, baptism is the vehicle by which this choice is made. If DeWitt accepts baptism, he will rise from the water having taken a new name and new life. He is no longer Booker DeWitt, but he comes out of the water Zachary Hale Comstock, the Prophet of Columbia. And so reality branches for the millionth time in a nanosecond, and another new universe of existence is born, this one not so pleasant as the game's opening hour would lead you to believe.

So what does this game have to do with the person in the pastor's office asking the hard questions of life? What does it have to do with you as you try to be a good friend to someone who is hurting? Or what does it have to do with your own struggles? Why is my life like this and not the way I want it to be? I think this game is an attempt, in a purely secular way (I don't mean that disparagingly), to offer hope and comfort when our lives branch in a way that we don't expect or in a way that brings suffering. It offers hope for us to think that there is a reality in which a version of us exists that isn't suffering in whatever crisis we find ourselves. At any moment and with every choice, we are creating universes of possibilities of happiness, misery, or something in between. What we do has meaning outside of ourselves.

As I experienced BioShock Infinite, I found hidden within the story it was telling a narrative of human choosing apart from the existence of God. It was a moment both precious and profoundly sad. It is precious because I believe that behind the searching questions this story has explored through the medium of video games is an impulse that comes directly from our creator. It is the impulse to search, explore, and pierce to the marrow of the mystery of our existence as human beings and seek an answer to the question, why are things not the way they are supposed to be? This game has left me thankful for Ken Levine and his team at Irrational Games for so beautifully telling this story. It is sad to me because the multiverse their exploration has led them to is hellish. Just below the luminescent, idealized surface of Comstock's Columbia is a nightmare of racism, oppression, greed, and violence that the player must survive to reach the end, only to find out that the whole time, Booker was doing battle with the products of his own heart.


13.15 | 0 komentar | Read More

Gaming Meme History - You Must Construct Additional Zerg Rushes

Yay, I got my Gaming Meme History fix; thanks, Jess!

I think Sinistar would be a great meme to cover.  : )  

"I AM SINISTAR." and "BEWARE, I LIVE!" and "RUN, COWARD!" and "I HUNGER!"

...Damn, I can't believe no one's made a new Sinistar game during the past 30 years.   I'm going to upload it as my avatar to increase Sinistar awareness.  Maybe some developer will get the hint!


13.15 | 0 komentar | Read More

AU ShippinÂ’ Out April 22-26: Dead Island: Riptide

First-person shooter Dead Island: Riptide was met with controversy for its Zombie Bait Edition last year, but that won't stop the game from shuffling onto Aussie shelves this week.

The game picks up after the events of the original Dead Island, with characters Sam B, Logan Carter, Xian Mei, and Purna making a return. New character John Morgan will be making his debut in the game.

Dead Island: Riptide hits shelves on April 23 for the 360, PS3, and PC. A Techland representative revealed earlier this year that the game will not be released on Wii U, and stated that the decision was not related to the technical capabilities of the game's engine.

A Dead Island film is also in the works at Lionsgate (The Hunger Games, Dogma). Development of the movie will be led by The Mummy producer Sean Daniel and his company. Accompanying Daniel on the project will be post-production leader Stefan Sonnenfeld (Pirates of the Caribbean, X-Men: The Last Stand).

An add-on to 2012's role-playing game Dragon's Dogma, titled Dragon's Dogma: Dark Arisen, will also be out in retail this week. Described as a "major expansion" by developer Capcom, the game will include improvements to the general gameplay experience, such as easier travel and a refined menu, and will allow players to bring across their pre-existing Dragon's Dogma save.

Anyone who already owns Dragon's Dogma will receive 100,000 Rift Crystals, unlimited Ferrystones, and the Gransys Armour Pack, which features six new costumes. Capcom has already said it is "favourably considering" a full-blown sequel to Dragon's Dogma.

For more details on the games being released this week, check out the full list below.

April 23, 2013
Dead Island: Riptide (360, PS3, PC)
Dragon's Dogma: Dark Arisen (360, PS3)

April 24, 2013
Injustice: Gods Among Us (Wii U)
Monaco: What's Yours Is Mine (360)

April 26, 2013
Star Trek the Video Game (360, PS3, PC)

April 27, 2013
Lego City Undercover: The Chase Begins (3DS)


13.15 | 0 komentar | Read More

ShootMania Storm - Video Review

Written By Kom Limpulnam on Sabtu, 20 April 2013 | 13.15

This week we check out Age of Empires II HD, Age of Wushu, ShootMania Storm, Halo 4: Castle Map Pack and Guacamelee! Beats provided by DJ Vinroc: https://itunes.apple.com/us/artist/dj-vinroc/id120161502

Posted Apr 5, 2013 | 2:14 | 18,872 Views


13.15 | 0 komentar | Read More

ShootMania Storm Review

Accuracy. Speed. The ability to act on pure instinct. These are the qualities needed by gladiators in the bloodless arena games of ShootMania Storm. In this multiplayer-only competitive shooter, you move very quickly, and every hit counts. Its movement is reminiscent of competitive shooters from the era of Quake, but in this modern market cluttered with shooters in which characters move deliberately, absorb bullets, and regenerate health, the speed of the action and the stakes associated with every shot you take make ShootMania a refreshing departure from the current norm.

In Royal mode, a tornado closes in, forcing remaining players into an increasingly small space.

In ShootMania Storm, you move and you shoot. You don't swap between weapons or chuck grenades. There are only three types of weapons in the game at present, and which type you're equipped with is generally determined by the game mode you're playing, and sometimes by where you're standing on the map. Most of the time, you're equipped with rockets, which you can shoot four of in rapid succession, but since you must then wait for them to recharge, you constantly have to decide between firing off all of them when a promising opportunity to land a hit presents itself, or using them sparingly and keeping one or two in the chamber for emergencies.

You might also have a lightning blast (frequently referred to as a railgun) that, unlike the rockets, hits anyone in your crosshairs the instant you pull the trigger, but which needs a few seconds to recharge after every shot. And in certain tunnels on certain maps, your weapon changes to a grenade launcher of sorts. You never pause to pick up a weapon; you just know your weapon has changed because your reticle changes. (Unlike in most shooters, you don't visibly hold a weapon in front of you.) This keeps you focused on moving, shooting, and trying to stay aware of other players' positions, rather than on scavenging for ammo or racing to grab the most powerful weapon on the map before another player does.

It's a very pure, skill-based shooting experience. You and your opponents might each take one, two, or three hits, depending on the game mode and your ranking; there's no health regeneration, so each hit you score and each hit your opponents score on you is significant. Because each individual shot is visible and each weapon takes off a clearly delineated amount of armor with each hit, there's never the sense here, as in so many shooters, that you were shooting your opponent and that maybe you went down first only because he had a better weapon. There are also no perks to augment any competitor's abilities. It really is a level playing field, a pure test of skill, and that is a rare and welcome thing in a shooter today.

The skills that are tested go beyond just your ability to accurately target your enemy; you also need to move well. Movement in ShootMania is brisk and precise; it's exhilarating to zip across maps, perhaps spending some of your stamina to leap and run, moving along surfaces that automatically speed you up or letting a launcher send you soaring skyward to land on a higher surface. The need to stay evasive while also trying to hit your enemies gives ShootMania's action a dancelike quality as you and your opponents run and caper about, sending brightly colored energy blasts at each other and dashing out from behind objects to squeeze off a few shots before returning to cover. The speed and smoothness of ShootMania make you feel skillful when you score a hit on a moving enemy, and in the game's Elite mode, in which you're informed when you miss an opponent by just centimeters, you feel the sting of coming oh-so-close to hitting your target.

Elite is one of a few game modes getting a lot of play currently. It's an unusual team-based mode in which two teams of three compete, with just one attacker from the assaulting team going up against all three members of the defending team in each round. It's a great mode for testing the skills of each individual player. Royal is a less high-pressure mode, a free-for-all in which players race to capture a pole in the center of the map. Once this is done, a tornado starts closing in, drawing all combatants into an increasingly smaller and smaller space. Rounds often end with the last two remaining players dancing frantically around the pole, trying to use it for cover while dashing out from behind it frequently to take shots at each other. Battle is a pretty standard mode in which teams take turns defending their own poles and attempting to capture those of the opposing team.

There are other modes, and if you take the time to learn the ManiaScript language, you can design your own. Much easier than grappling with code to design your own mode is designing your own maps, a process made about as straightforward and accessible as you can expect it to be with the built-in tools. The potential is certainly there for players to make ShootMania thrive with a constant influx of exciting new modes and maps, but whether or not that will happen remains to be seen. Even as it stands right now, though, ShootMania is well worth the $20 price. It's more of a return to the past of competitive shooters than a step into the genre's future. But in a market crowded with shooters that involve classes and weapons and perks, ShootMania Storm's laserlike focus on quick movement and skillful shooting almost feels new again.


13.15 | 0 komentar | Read More

Firefall goes open beta this July

Written By Kom Limpulnam on Jumat, 19 April 2013 | 13.15

Closed beta updates planned for May and July to wrap up game's major milestones.

In a few months, the currently-in-closed-beta sci-fi shooter Firefall will finally be playable for the public.

Red 5 Studios announced via a press release that the open beta for the game will start on July 9 this year. Furthermore, the studio is planning on launching two more updates to the closed beta on May and July that focuses on wrapping up the game's major milestones.

The updates include city power levels where players receive rewards by increasing a city's power level through missions, melding exploration where increasing city power levels let players explore new areas previously covered by melding energy storms, Chosen instances, and updated crafting and battleframe progression.

Players who want to access the closed beta immediately can still do so via the game's Founders Pack program. More information can be found here.

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.


13.15 | 0 komentar | Read More

Motocross Madness Review

The latest incarnation of Motocross Madness has its share of visual surprises scattered across its Egyptian, Australian, and Icelandic vistas, but none leaves so great an impression as a daredevil in the Elite Knight armor from Dark Souls flipping his dirt bike 30 feet above the Egyptian desert. Is this the titular madness? Hardly. Rather, it's just Motocross Madness' use of your Xbox Live Arcade avatars to serve as the actual racers, and it's but one way that this entertaining dirt bike racer maintains its emphasis on fun all the way to the finish line.

As welcome as it is to have a use for Xbox Live avatars, however, they sometimes seem out of place. At heart, Motocross Madness is a fairly realistic racer that doesn't shy from moderate challenges, and the sight of your gangly avatar on an almost photo-realistic bike occasionally emphasizes the game's awkward juggle of realism and cartoony aesthetics. Not one for racing in whatever crazy getup you display on your XBLA social panel? Fear not: Motocross Madness also awards you with in-game helmets, T-shirts, and other assorted cosmetic goodies for leveling and completing some achievements so you can look more like a professional racer and less like Skyrim's Dovahkiin in a Portal shirt.

Cosmetic fluff aside, much of Motocross Madness' appeal lies in the simple but intuitive act of controlling the dirt bikes themselves. Each of the six available bikes feels noticeably different from the last, and tire upgrades provide undeniable improvements to the initially wobbly traction. The camera sits at just the right distance to impart the sensation of dangerous speed, and the nine tracks contain enough shortcuts and challenging jumps to keep them interesting despite their relatively small number. As in many racers, you need to rank at least third place in the career mode to qualify for the next round, and it's a testament to the strength of the design that reaching this goal rarely feels tedious if you fail a few attempts.

That's partly because Motocross Madness isn't just about crossing the finish line. Instead, the act of getting there yields the game's most entertaining moments, chiefly through the speed boost meter that builds power through drifts and unlockable tricks performed after launching from the game's many ramps. Some of those, such as the humble wheelie, are simple and practicable; others have you performing what seem like dance routines on your handlebars or, more brutally, pummeling your opponents as they glide in the air beside you. Scoring the most money and experience to continue outfitting your bike (or to buy new bikes) depends on using these combos often, although amusingly, Motocross Madness also rewards you with generous XP gains for spectacular crashes.

The true fun lies in Motocross Madness' multiplayer mode, which allows you to play on both XBLA and locally via a split-screen for two players. The game's multiplayer charms go far beyond merely pitting your racing skills against seven other players, though. For one, matches stick you with players who are close to your same skill level, ensuring that you have a smaller chance of having to keep up with someone with one of the best bikes in the game during your first forays online. Then there's the Bike Club, which lets you attempt to beat your friends' scores and race times, as well as complete tasks centering on objectives such as driving a certain number of miles, or punching non-club players.

Outperforming your buddies can be challenging enough, but if you're looking for a real challenge, you can't do much better than Rivals mode, which pits you against "ghosts" of the best racers that re-create the actions during the races that earned them their medals. It's intense stuff (and brutal for arcade racing amateurs), but even if you lack anything approaching the same skills, attempting to keep pace with these players is a handy method of discovering shortcuts you may never have noticed on your own. That translates well into the career and online races, allowing you to gain an edge on tracks that were previously giving you trouble.

Rivals mode is only one of the ways that Motocross Madness allows for changes of pace to suit your mood, and if you find yourself stuck on a race, you can always jump into the infinitely more leisurely Exploration mode. Here, you speed through the tracks of each region, unhampered by offtrack warnings or the pressures of other players, and the scattered coins, many tucked away in seemingly unreachable nooks, provide excellent opportunities to earn some additional cash for outfitting your bike or buying a new one at the garage if you're weary of grinding through the career or online races. Trick Session, on the other hand, concerns itself with the accumulation of points via tricks rather than merely crossing the finish line, and the shift of focus makes even the most familiar courses seem fresh.

All this amounts to a surprisingly fun and feature-filled package for a mere 800 Microsoft points, hampered only by its small selection of tracks and minor graphical disappointments, such as the way many of the higher-resolution textures take a second to load even when you're standing right on top of them. Motocross Madness delivers enough gameplay variety to make up for its unabashed lack of innovation, and mastering the deep racing lurking behind its accessible controls will keep you busy for hours. You could do far, far worse than Motocross Madness if you're seeking a racing game that appeals to all age groups and skills levels, and if you've been put off by some of the earlier releases using the title, now is a good time to come back.


13.15 | 0 komentar | Read More

Defiance Review

Written By Kom Limpulnam on Kamis, 18 April 2013 | 13.15

Defiance is a difficult game to wrap your head around. That's not because it's all that complicated, but rather because it's just so much fun, even though none of the elements are done particularly well. Defiance is a massively multiplayer shooter in which every aspect is merely decent at best, yet it somehow pieces the jagged elements together into an entertaining picture as you pursue one challenge after another across its postapocalyptic landscape. What a shame that the trek is interrupted not just by the squishy kinds of bugs that you like to kill with guns and grenades, but the technical kinds of bugs that have you cursing and rolling your eyes.

Some people come together for the sake of love. Others come together for the sake of shooting hulking mutants.

Look beyond the hitches and the glitches, and you discover a game with a scrappy attitude and a tight handle on what a massively multiplayer world needs to keep you coming back in spite of the frustrations. What is this world? Well, it's Earth, as it happens--more specifically, the San Francisco Bay Area. An alien war has ended, and an uncertain peace between exhausted factions remains. The decrepit remnants of an annihilated fleet of spaceships orbit the planet, occasionally plummeting to the land beneath, and drawing in treasure hunters eager to scour the remaining debris for valuable commodities. Terrestrial and extraterrestrial plant life have merged, causing bizarre purple flowers to grow from the gnarled branches that corkscrew above crumbling highways and rusting copied-and-pasted factories.

You shouldn't come to Defiance to be immersed in the world, which looks too monotone to be all that compelling. Ruinous environments can have their own kind of disastrous beauty, but this vision of Earth lacks the tense atmosphere and visual variety of gaming's best ravaged lands. You might become invested in this world in spite of its mundane looks, however, depending on your level of interest in the SyFy television show of the same name. Story-based missions feature the vague likenesses of characters from the show, and future story missions are promised, but stiff facial animations and inconsistent voice acting--not to mention a lot of cheesy (in the bad way) dialogue--make it hard to whip up any excitement over the narrative in spite of an abundance of cutscenes.

Massively multiplayer online games have trod in alien territory before, though while sci-fi games like Tabula Rasa and Anarchy Online involved guns, they weren't shooters. And unlike PlanetSide and its sequel, which focused purely on player-versus-player combat, Defiance embraces many elements of traditional online role-playing games. You move from mission to mission, clearing meadows of giant hellbug swarms, freeing captured prisoners from their bonds, collecting data from computer terminals, and the like. You perform most of these tasks in the open world, though key missions might send you into instanced areas. If you've played any MMOG before, you'll be familiar with the basic structure.

How you interact with your enemies in Defiance, however, is different from in a typical online RPG. This is a shooter, so you can ignore what other games have taught you about ability hotbars, and concentrate on aiming at your target and pulling the trigger. That isn't to say you don't have special skills to mess with or that there is no character progression. You initially choose one of four powers so that you can run really fast, go invisible, create a ghostly decoy, or enhance weapon damage. From there, the power grid expands, allowing you to earn and improve lots of passive perks, though you can equip only as many perks as your loadout allows, and eventually you can unlock the other powers to play around with.

These skills are called EGO powers, named after the Environmental Guardian Online artificial intelligence fused with your body. This AI is Defiance's version of Halo's Cortana, though EGO makes a far more annoying companion than Cortana, what with the sharp treble of her voice and the repetitious line readings that don't necessarily make sense in every context. (Do hellbugs really call in reinforcements, as if they have tiny radios strapped to their heads?) But you'll be glad of the abilities she grants you, which aren't very thrilling to activate or watch, but are nonetheless useful in battle. Need to shake off a flame-spewing munchkin? Distract him with your decoy, and shoot the fuel supply strapped to his back. In over your head? Turn invisible and make a quick getaway.

It isn't the powers that make for rewarding progression in Defiance, however; it's the weapons. There is a cornucopia of choices, and once you get a taste of each gun type, you'll be pleased that your inventory is constantly filling with so many deadly possibilities. Simple pistols and machine guns are soon upgraded with modifications you purchase and earn, or are replaced with similar weapons infused with effects like fire and poison. Launchers come in all sorts of varieties. You might be able to lock on to your target, or perhaps your payload explodes in midair and spews fire onto your enemies beneath. Infectors cause bugs to spawn within your victims and eat away at their flesh; biomagnetic guns allow you to siphon health from foes and grant it to friends.

And so your drive to continue playing is fueled by the ever-present possibility of a new gun, a new variant, or a modification that enhances the bond to your current weapon of choice. That bond is then broken when a shiny new toy makes the old, newly obsolete weapon a relic of the past, though weapons remain surprisingly effective for some time. In fact, the gap in weapon effectiveness that you usually feel in a persistent-world game as you level up isn't so pronounced in Defiance, due in part to how well enemies scale based on how many players are in the vicinity.

The gentle progression curve allows developer Trion Worlds to take you on a tour of its world without dividing it into territories that cater to players of specific levels. Reaching one end of the county doesn't mean having to fight your way to some arbitrary level limit, which makes Defiance feel more freeing than other online worlds, even though it doesn't cover the exhaustive amounts of real estate other games do. That isn't to say that Defiance doesn't feel appropriately large, or doesn't give you a lot to do; the world map is dotted with orange waypoints that lure you to vehicular speed challenges and side missions, and white waypoints that indicate vendors promising special guns for sale.


13.15 | 0 komentar | Read More

Age of Empires II HD Edition Review

Written By Kom Limpulnam on Rabu, 17 April 2013 | 13.15

The appeal of Age of Empires II: HD Edition is readily apparent. After all, the original Age of Empires II: The Age of Kings and its expansion are so beloved that there is still a healthy modding and multiplayer community devoted to the game. This is an impressive feat for a real-time strategy game that came out over a decade ago, especially when you consider that the official multiplayer matchmaking service was shut down years ago. A prettier version of AOEII with easier multiplayer matchmaking and mod support (via Steam's servers and Steam Workshop) is a solid idea. Unfortunately, Hidden Path's HD edition of Ensemble Studios' classic RTS suffers from a variety of bugs and missed opportunities.

AOEII:HD's gameplay is instantly familiar to practically anyone who has ever played a real-time strategy game focused on the big picture. This fast-paced game has you exploiting natural resources, constructing beautiful wonders and formidable castles, and advancing from the Dark Ages to the much more dignified-sounding Imperial Age. Along the way, you use the tried-and-true rock-paper-scissors formula (pointy sticks kill cavalry, villagers kill sheep, and so on) to violently evict other players from the map. There is a lot of depth to AOEII:HD, because all of the 18 playable nations have unique bonuses, units, and tech trees. For example, Frankish castles are cheap, Turks field awesome gun-powder units early on, and the Huns don't need houses to support their population. There are also randomly generated and real-world maps to play on, as well as numerous game modes, including a pacifist game type where the first player to complete a wonder wins. Because of the variety of victory conditions and diverse powers for each nation, there are a lot of ways to play, and excel, in Age of Empires II HD.

However, Hidden Path missed opportunities to improve on AOEII's gameplay. As things stand, you cannot give move-attack orders; dragging a box over a mass of units selects both villagers and troops; and it's impossible to queue up a mixture of units and research at the same building. AI pathfinding also needs some work. For instance, villagers ordered to travel to a lumber camp located in plain sight 700 yards away over open country may inexplicably decide to take a scenic route through a canyon populated by ravenous jaguars. These are examples of flaws that could have been resolved, but increasing the maximum population limit from 200 to 500 is the only noticeable change made in terms of gameplay.

The main difference between AOEII:HD and AOEII is the HD version's use of Steam for multiplayer matchmaking, which, given the size of Steam's user base, is significantly more convenient than programs like GameRanger. You can hop into a random game from the lobby browser and, theoretically, enjoy fantastic experiences. The game is highly enjoyable for both friendly comp stomps and player-vs.-player games. Of course, some people rage quit after accusing you of cheating simply because of your Byzantine fire ships' predilection for sinking undefended fishing fleets.

Still, a victory is a victory. A match might involve you sending a series of impressive (and foolish) Aztec human wave attacks against Viking castles and longboats defending the river crossings separating your peoples. Untold hundreds of digital Aztecs could die trying to destroy the proud Norsemen's wonder. When the stars are aligned correctly and everything works, AOEII:HD's multiplayer is exceptionally fun.


13.15 | 0 komentar | Read More

The B-List - Vanquish

Written By Kom Limpulnam on Selasa, 16 April 2013 | 13.15

@EvilShabazz It's a lot faster, it keeps you low to the ground, you can enter slo-mo mode when sliding, you can boost kick out of slide and then enter slo-mo while you fall, you can throw grenades like nothing coming out of slide, and you can roll out of the slide really quickly.

I've never had a problem with the roadie-run, but the slide in Vanquish gives you more options in combat.


13.15 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Zombie Nicolas Cage Attack

Written By Kom Limpulnam on Senin, 15 April 2013 | 13.15

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 34,492 Views


13.15 | 0 komentar | Read More

If the Rumors Are True: 5 Reasons the Next Xbox Will Fail

Is the writing on the wall for the next generation's Xbox? Here are five rumors that could spell doom should they prove true.

The battle has begun. As developers begin to squeeze the dying pixels from a fading era of consoles, the inevitable cold war known as the next generation lingers on the horizon. Here, reputations are at stake, fan loyalties wax and wane, and precious consumer dollars dangle from the wallets of the undecided. Make no mistake: This is war.

As Nintendo's Wii U sales continue to hobble, Sony has eased swiftly into its play for the throne with the masterfully hyped announcement of the PlayStation 4. Will the esteemed designers and programmers of Microsoft answer the call with a deafening retort in order to silence the industry with a console destined to rule them all?

Not if the rumors are true.

Now, let's not get ahead of ourselves here. I'm not writing this with insider information or as a time traveler from the near future. Yet, as rumors buzz like caffeinated bees from one website to the next, a few of these whispers are worthy of our attention, at least until something more substantial is released. So why will the next Xbox fail? Let's break it down, rumor by rumor.

The Rumor: The Next Xbox Won't Play Used Games. This is the big, fat, glaring, nasty rumor that has diehard Microsoft fanboys and GameStop employees alike praying to the gaming gods like sinners on Judgment Day. So what's the big deal? For one, people like the option of keeping or selling a game once they've played it, and since keeping up with the latest and greatest has never been a poor man's pastime, many gamers turn to trading in old games to subsidize their habit. In fact, the importance of this freedom was assessed when used-game supergiant GameStop conducted an in-house survey on the likelihood of customers buying a console based on its ability to ban used games. The survey found (surprise, surprise) that three out of every five GameStop customers would avoid purchasing such a console. Now, I don't put much faith in such a survey for obvious reasons (GameStop surveying customers regarding used games is the equivalent of surveying cows on the merits of eating beef), but if you were to look at this as a statistical representation of the market, Microsoft is essentially eliminating 60 percent of its consumers right out of the gate. Would you be willing to sacrifice your freedoms as a consumer to guarantee the success of your favorite developers and publishers?

Why It Could Succeed: I could see this working if all the major console developers were on board (they're not), and if Microsoft could manage to persuade major developers to develop exclusively for the next Xbox. Think about it. The used-game industry is a multibillion-dollar industry. Sure, the publishers and developers of games both get paid on the initial sale of a new game, but who makes the money when a game is resold (especially when it's bought for pennies and sold again for dollars)? Game developers aren't earning a red cent off of used-game purchases, and if GameStop is making billions, that's billions the rightful creators are missing out on. If Microsoft can convince developers that it's better to develop solely for a console that prevents this kind of third-party loss, it could provide enough incentive for many brands to hop aboard. More developers generating exclusive content makes the console more appealing, which translates into an increase in sales, resulting in more incentive for developers to develop strictly for it. But are developers willing to turn to a console that has their best interests in mind at the cost of limiting the freedoms of their fans? Or will tradition prevail as developers seek the greatest audience while continually innovating new ways to gain their hard-earned money back from the middleman vultures of the used-game industry?

The Rumor: The Next Xbox Will Require a Constant Internet Connection to Play. The Internet seas must be rampant with piracy if punishing honest gamers with a forced online connection seems like a viable solution to anyone. Sadly, I can just imagine some bigwig stopping a board meeting at Microsoft to say, "You know what? Gamers love it when they need an Internet connection to play games because servers shutting down for reaching capacity is epic, and having to queue for a single-player experience is a blast!"

If the rumors are true, then say goodbye to the simple days when all you needed was a console and somewhere to plug it in, and roll out the red carpet for an online experience handicapped by connectivity issues with a life span limited to a company's commitment to its servers. Forget the inconveniences of not having the Internet or the embarrassment of having a connection suitable only for email--once the servers go down on an online-only game, all you have left is a useless disc and a broken heart full of memories.

Why It Could Succeed: It can't. Constantly connected games are a trend that needed to die yesterday. If you can legitimately defend always-online DRM (digital rights management), I'd love to hear your thoughts, because after the Diablo III launch and the SimCity fiasco, the always-online idea seems like the digital start of the Black Death. Maybe if companies sold heavily chained DRM titles at half price, or even offered incentives for playing online (while still offering the option of an offline single-player experience), it could work, but you're still going to have to sell me on the idea before getting me aboard that Titanic. No sir, no ma'am, no thanks!

h9AD0A3EA

The future of gaming?

The Rumor: The Next Xbox Will Require an Enabled Kinect 2.0. The Kinect is little more than a decent idea that has been poorly executed. Could it succeed? Absolutely, if you can forget about the airline-hangar-for-a-living-room that's required to enjoy it, and the fact that not everyone wants a workout when they sit down to play. Sure, it's innovative, and voice commands are fun (until someone walks through the room while you're playing Madden and calls for a spike on 3rd and 1), but the Kinect generally serves as little more than an entertaining party trick that just isn't necessary in most games. So why make it mandatory?

Why It Could Succeed: The Kinect has always had the potential to be something special, though it has traditionally been hindered by the limitations of its own capabilities and design. Microsoft has undoubtedly made significant improvements since its conception, and rumors of the new Kinect being capable of detecting movements from inches away are promising, but the Kinect 2.0 still has miles to go before venturing out from beneath the shadow of its less-than-perfect predecessor. Still, the possibilities are undoubtedly there, and the results could be spectacular if Microsoft manages to implement them properly. Imagine a fighting game that legitimately tracked your movements and speed against another combatant, or a fantasy game that accurately tracked sword-wielding reflexes or spellcasting prowess against single-player foes or online adversaries. If the rumors are true and Microsoft intends to force the Kinect down our throats, it had better bring a perfected product to the table. No exceptions. If you're going to force gamers to incorporate something new into their traditional habits, you'd better do it as smoothly and as gently as possible. Sugarcoat that medicine, Microsoft! Or don't feed us a problem we would have happily lived without.

The Rumor: Games for the Next Xbox Will Cost $70. Video games are already pricey, and the average consumer has to be wise with his or her purchases, so a 10-dollar increase could very well be the breaking point for many. Is now the time to stop our ranting on GameSpot and Facebook and finally let our wallets do the talking? Or does the new $70 become the old $60 as we line up like sheep for Call of Duty 25, Madden 82, and Assassin's Creed 14?

Why It Could Succeed: If gamers are willing to throw cash at day-one downloadable content, microtransactions, and digital advantages, why wouldn't they be willing to part with a little more money for the games they love? If the rumors are true, I'm willing to bet Microsoft is banking on the horrible spending habits of gamers and society's need to have the latest and greatest. If Apple can manage to sell overpriced phones and computers like hotcakes, I'm willing to bet that raising the cost of a game by a measly 10 dollars won't impact consumers' decisions any more than a speed bump in a parking lot stops shoppers from frequenting their favorite stores. If gamers keep inhaling their beloved games like spoiled children eating candy, I'd say a price increase isn't just a good business move; it's an obvious opportunity only a fool would hesitate to seize. Welcome to the future, ladies and gentlemen: We reap what we sow.

The Rumor: The Next Xbox Will Be Less Powerful Than the PlayStation 4. With the Kinect, a full lineup of multimedia distractions, and a large library of Xbox Live Arcade games, the current Xbox has mitigated its technical disadvantages relative to the PlayStation 3 and remained a successful force in the market. But what happens when you strip away these selling points, add limitations, and throw graphical disparity into the mix? You're left with an inferior system that won't sell unless it's at a dramatically reduced price or marketed to an incredibly susceptible audience. Either way, it's another potential strike in a fierce game that Microsoft won't want to lose.

Why It Could Succeed: Any credible gamer can tell you that graphics aren't everything. The current generation showcases a perfect example with the Wii, which is graphically inferior to both the Xbox 360 and the PS3, but managed to outsell both systems worldwide. By lowering the graphical output of its next-generation contender, Microsoft would decrease the cost of the system, increase its profit margins, and essentially make its console friendlier to fans and holiday shopping parents alike. Besides, if the difference in visuals is minimal, while the difference in price is enough to allow purchasers to buy a few more games, many gamers would spring for the less-expensive option.

So, what are your thoughts? If any of the rumors are true, are they enough to keep you away from the next Xbox? What is your breaking point, and when is enough enough?


13.15 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Zombie Nicolas Cage Attack

Written By Kom Limpulnam on Minggu, 14 April 2013 | 13.15

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 22,974 Views


13.15 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Zombies vs. Nicolas Cage

In this weeks Top 5 Skyrim Mods, Cam and Seb run into good buddy Nicolas Cage. Hilarity ensues. Also, there are zombies.

Sarah Lynch
By Sarah Lynch, Associate Producer

When not busy curating her novelty t-shirt collection, Sarah can be found shouting endless streams of nonsense into the great void of the internets. Greatest life achievement: finally having her very own crocheted Link hat.


13.15 | 0 komentar | Read More

GS News - Xbox 720 launching with Ryse and new Forza

Written By Kom Limpulnam on Jumat, 12 April 2013 | 13.15

Save big with Black Fridays, brought to you by Amazon.com, a new live weekly show that hooks you up with exclusive gaming deals. This week's lineup includes an exclusive offer on Kingdoms of Amalur! Offers only valid in the US.

Posted Nov 2, 2012 | 28:34 | 7,239 Views


13.15 | 0 komentar | Read More

Slender: The Arrival - Now Playing

@nuno999 @Saketume @ROEG-GAMER  And also, just to clarify, I've been a sub since 2006, my account was created in 2005. So I'm not just saying that the site has been annoying always, because that wasn't always the case... Love you guys, love this site, just annoyed with why it does that. :) Happy gaming guys.


13.15 | 0 komentar | Read More

GS News - EA named 'Worst Company In America' ...again

Written By Kom Limpulnam on Rabu, 10 April 2013 | 13.15

Please mention in the description they're the Madden publisher first and foremost. The NFL monopoly EA has on the football gaming industry is deplorable. EA has failed to innovate Madden year after year, stretching its rudimentary outdated engine beyond its breaking point and consistently removing features only to re-add them later.

They've also utilized a multitude of controversial tactics. This includes a plethora of in-game advertising, failing to combat rampant online cheaters on account of their poor engine, and micro-transactions. Their marketing has gotten so bad, they hype up things like pylon physics and 3-D grass.

EA deserves this award year after year. It's unfortunate EA is twisting this infamous award to serve their benefit by painting themselves as the good guys while further pushing their marketing agendas.


13.15 | 0 komentar | Read More

GS News: Skyrim, Gears of War: Judgment updated

Written By Kom Limpulnam on Selasa, 09 April 2013 | 13.15

Skyrim meets Westeros in this special episode of Top 5 Skyrim Mods of the Week. Robert Baratheon teams up with Benjen Stark to kill Lannisters, before adventuring with Tyrion and direwolf chum Shaggy Dog. Naturally it all ends in chickens.

Posted Apr 6, 2013 | 15:28 | 17,397 Views


13.15 | 0 komentar | Read More

Featured Blog: Why Tomb Raider Failed as a Reboot

Written By Kom Limpulnam on Senin, 08 April 2013 | 13.15

By Featured Blogger biggest_loser

Lara is a vaguely established character in other games, and for this reboot we were told that this game would redefine her. But did it really?

Editor's Note: This is part of an ongoing series of featured blogs from GameSpot users.

There is a creative strain in both films and gaming where old franchises are being resuscitated and updated to appeal to modern sensibilities. Arguably, the most successful film reboot of recent years was Batman Begins, directed by Christopher Nolan. Rather than merely redressing what we already knew about Batman, the film gave new insight into why Bruce Wayne transformed himself into a crime fighter and where his moral values stemmed from.

Although working in a separate medium, Crystal Dynamics' cinematic reboot of Tomb Raider is a missed opportunity to offer similar insights into the beginnings of their popular heroine Lara Croft. Rather than critiquing the game's mechanics, I will provide a discourse as to why I believe the story fails to establish Lara's background and personal values and why her psychological transformation is undermined by the conventions of the action genre.

One of the major reasons why Tomb Raider fails as a reboot is because its narrative never justifies itself as one. Consider the opening sequence on the ship the Endurance. The developers rest on the assumption that gamers already know who Lara is, opting to breeze through the introduction without dedicating any time to establishing her history, personality and inner life.  

What sort of person was Lara as a student? What was her relationship to her parents? How did they feel about her going on this expedition? The game is impatient, skimming past these details so that it never earns the moments to make us care about Lara before putting her in danger.

The game attempts to characterise Lara as a survivor with her voice-over suggesting she looks inside herself for inspiration and drive: "When life flashes before us, we find something. Something that keeps us going." This is true of Bruce Wayne's character whose guilt over his parents' death fueled his sense for justice. Yet what is the inner motive in Tomb Raider? The game briefly suggests its Lara's guilt for deciding to sail into the storm and being shipwrecked.

However, when the game attempts to draw power from Lara's heritage, lines such as "You're a Croft" are weightless and hollow because in the vacuum of this story we don't know the value of her legacy. Listen to another self-reflection at the end of the game: "I resented my father," Lara says. This revelation rings false because a thread of conflict between Lara and her father is never established consistently throughout the narrative.

Further, what new characteristics do we learn about Lara from this reboot? She's tenacious and brave in saving her friends, but aren't those qualities already typical of the character? The thudding moroseness of the game's grizzled tone also denies Lara any self-awareness or wit, meaning her personality lacks the charisma and spark of her rival Nathan Drake, whose comedic energy perfectly matches Uncharted's comic book aesthetic.

Beyond her grit and toughness, Lara feels interchangeable with other gaming heroes, lacking the distinctive idiosyncrasies that could have distinguished her. The simplicity of her personality results from the game's dependency on action, rather than a willingness to explore a psychological transformation. While being strangled, Lara wrestles a pistol free and, through a series of button prompts, she shoots her attacker dead. This was deemed a significant turning point by the developers, as it's the first person Lara has ever killed.

Yet kills in the game don't form psychological barriers--they're treated as bonuses. Once the player regains control, Lara is guided to the next area where she shoots another two men dead. Experience points are earned and can be used to give Lara more effective ways in which to kill people.

Whenever Lara's dialogue grows angrier in tone, the effect is cosmetic. There are no psychological repercussions to her kills, or any insight into how murder affects the person she used to be, because her character doesn't exist prior to the Endurance.  

Tomb Raider shouldn't be exclusively criticised for failing as a reboot, but it amplifies the disharmony between games and storytelling. Do gamers care about being emotionally attached to who they are controlling? If so, how much playing time are they willing to sacrifice if developers are to dedicate longer stretches to characters and exposition? 

Great storytelling is a result of time management; how much information can be conveyed about a character in only a few scenes? Recently, I've seen an increasing number of Hollywood films sacrificing the opening thirty minutes to dive into the action sooner, rather than developing their characters and their motives.

This leaves a separate, irresolvable question about which medium is imitating which. Tomb Raider rests in both camps. It wants to be a highly cinematic reboot, a la Batman Begins, but like most games, it doesn't dedicate the time to understand its central character. It leaves Lara functioning more like an avatar than a compelling figure whose origin roots we can fully invest into.   


13.15 | 0 komentar | Read More

Subscription-based Xbox 720 priced at $300, with $500 standard model?

Noted Windows blogger Paul Thurrott has claimed during the latest What The Tech episode (via NeoGAF) that the Xbox 720 will launch in November beginning at $300 for a subscription-based model. A standard model will sell for around $500, he said.

He described the platform overall as "expensive."

The Xbox 720 won't be the only new Xbox on shelves this season, Thurrott claimed. The writer said Microsoft is planning a $99 "Stingray" Xbox 360. He did not provide any further information about this platform.

Thurrott also shared information about the Xbox 720's reported always-online requirement. He said this a confirmed feature for the platform, claiming the system's notes specifically state that the Xbox 720 "must be Internet-connected to use."

The Xbox 720 reportedly stops functioning if an Internet connection drops for three minutes.

As for when the Xbox 720 could be announced, Thurrott said Microsoft is planning a reveal event on May 21. This matches up with an recent analyst report suggesting Microsoft was readying a reveal next month.

The blogger added that Microsoft will share further information about the Xbox 720 during two June events: the Electronic Entertainment Expo and the Build 2013 developer conference.

Thurrott further claimed that Microsoft was working on an entertainment-focused Xbox that would not play games. He said this device was called "Yumo," and speculated that Microsoft decided not to pursue this so as not to confuse the market.

A Microsoft representative was not immediately available to comment.

Thurrott is a noted Microsoft insider and runs Paul Thurrott's Supersite for Windows.


13.15 | 0 komentar | Read More

BioShock Infinite - Gun Show

Written By Kom Limpulnam on Minggu, 07 April 2013 | 13.15

Lol, so damn funny. I agree about Elizabeth having one hell of an arm- one time she tossed me a Carbine from like fifty feet away. And other times I press the button to turn and she's standing right behind or next to me and gives me a hell of a shock. o_O

Anyways, one of my favorite vigor combos is using Shock Jockey or Devil's Kiss on an enemy, and then using Charge to create an explosion- when combined with a piece of Gear that chains the effects of vigors from enemy to enemy, it can wipe out an entire room. Then near the end I got into the habit of using Undertow to push enemies into oblivion- near the end, some of the enemies are just so heavily armoured that you can't just stand there and shoot at them- you have to either kill them quick or keep them busy somehow. 


13.15 | 0 komentar | Read More

Call of Duty Championship 2013: Day 1 Wrap Up

On the eve of the Call of Duty Championships, we speak to Call of Duty captains from Australia's Team Immunity, Mindfreak eSports and Avant Garde about their style of play, the Australian eSports scene and more!

Posted Apr 4, 2013 | 7:34 | 1,368 Views


13.15 | 0 komentar | Read More

Pokemon Mystery Dungeon: Gates to Infinity Review

Written By Kom Limpulnam on Kamis, 04 April 2013 | 13.15

The genre of game known as "roguelike" has traditionally been something of a tough sell to the mass market. Typical elements of these games, such as procedurally generated areas and the loss of valuable items and experience upon (often quite common) death, tend to turn off players who view them as too punishing. The Pokemon Mystery Dungeon series has been an anomaly in the genre: it retains a few key genre features, does away with a lot of the usual stress and penalties, and is all dressed up in a cute and cuddly Pokemon theme. However, as demonstrated by the newest installment, Pokemon Mystery Dungeon: Gates to Infinity, toning down what makes a genre distinct can rob it of its appeal.

Pokemon Mystery Dungeon: Gates to Infinity begins with you, the player, having awoken from a nightmare. That's not the only shock: you've been mysteriously transformed into a Pokemon and sent to a world where humans don't exist. When you meet another Pokemon companion (you select both your own Pokemon type and your companion's from five different options), you make fast friends and agree to help them achieve their goal of building a paradise for Pokemon. But that lofty goal is even tougher than it seems: the peaceful Pokemon societies have become corrupted by greed and violence. You and your pal can help restore order, however, by acting as freelance do-gooders: exploring strange mystery dungeons and completing requests to earn respect and rewards from your fellow Pokemon.

It's quite charming to see the Pokemon interact and speak directly with each other, which doesn't happen in the main games. But for such a simplistic premise and story, it is exceptionally wordy, and because there's no way to skip dialogue or increase the text speed, the story sequences transform from cute diversions to annoying barriers keeping you away from the rest of the game.

Not that the rest of the game is particularly great. When you aren't listening to various Pokemon woes, you're exploring randomly generated mystery dungeons to accomplish various missions, both mandatory and optional. By completing these dungeons, you're rewarded with items and the loot you collected. Some of these items can be used as material to clear land and build new facilities for your Pokemon paradise. The upgrading and expansion of your commune is the high point of the game: it's satisfying to watch your town grow from a wasteland to a bustling hub of Pokemon activity. The problem is that this is a small portion of the game compared to the story scenes and dungeon exploration.

In fact, it's the dungeon exploration that drags the game down more than anything else. While the dungeons are rooted in genre traditions of the roguelike--multi-floor structures of mostly randomly generated layouts, enemies, and loot--they strip away much of the danger, challenge, and thrill that make that sort of game compelling, leaving Gates to Infinity feeling like a dreadfully dull husk of a much better title. Dungeons are pretty but samey-looking, with nondescript backgrounds and floors often devoid of treasures that compel you to explore and put yourself at risk, but with plenty of generally easy enemies to impede your progress. Traps and hazards are also sparse, taking away the thrill of exploration and the strategy of using them against your foes. A hallmark of the roguelike is the danger and risk inherent in every step and action you take, as is using limited resources cleverly for survival. Pokemon Mystery Dungeon doesn't entirely remove these elements, but deemphasizes them to the point where the game becomes simplistic and boring. Some dungeons try to spice things up by implementing incredibly basic puzzles, but these do little to break up the monotony.

Combat, at least, is a bit more involved. As in the core Pokemon games, each creature has four different commands to use when fighting foes. Skills have limited usage, so you can't expect to repeatedly use effective techniques without eventually running short and needing to use restoration items. Each skill levels up independently, meaning that more frequently used techniques grow more powerful over time. Levels of Pokemon and skills carry over between dungeons, instead of resetting as they often do in other roguelikes.

After defeating them, you can also recruit new Pokemon to join your party, and take up to three CPU-controlled helpers with you in each dungeon. This makes the already diluted gameplay even simpler, because you can use a companion as an easy shield if you wind up in even the slightest bit of danger. This mechanic introduces its own set of annoyances, however: CPU companions set to attack tend to spam the most limited techniques like they're going out of style, wasting valuable uses on otherwise easy foes. You can also give basic generalized commands to your CPU companions that enable them to split up and explore on their own, which they also occasionally manage to do independently. If any one of them gets defeated (and they often do, typically by otherwise ridiculously weak, unseen foes), it counts as a defeat for everyone; it's either give up or set a StreetPass signal and hope somebody you walk by rescues you. If you give up, you lose some, but not all, of the items and funds you're carrying. It's frustrating to have an otherwise easy dungeon trek ruined by a Pokemon pal who wanders off and gets into trouble.

One of the better features of the game isn't even in the main game itself. The extraneous Magnagate AR feature lets you randomly generate a completely original dungeon using a picture of a circular object snapped with the 3DS's built-in camera. These dungeons tend to be more complex and challenging than those in the main game, featuring better (and more frequent) loot, tougher enemies, and more interesting Pokemon companions (along with the elimination of the "one falls and everyone fails" rule). These dungeons give high-quality items that can be transferred to the main game or stored for later re-exploration. But despite their relative improvement in quality, these dungeons are still pretty dull overall.

Pokemon Mystery Dungeon: Gates to Infinity sits firmly in mediocrity: it's not poorly made and designed, but it fails to deliver much excitement or fun. It's also not clear just who this game's target audience is: the controls and mechanics are a bit too complex and confusing for younger players, but they're far too stripped and simplistic for older genre fans. What results is a game that ultimately isn't quite right for anyone.


13.15 | 0 komentar | Read More

Morhaime: The time is right to level-up StarCraft II as an eSport.

Written By Kom Limpulnam on Rabu, 03 April 2013 | 13.15

Blizzard cofounder Mike Morhaime says StarCraft II growth outside Korea has been a "big surprise."

Blizzard cofounder Mike Morhaime believes that the time is right to level-up StarCraft II as an eSport. In a new interview with GameSpot, the industry veteran detailed the new system for the World Championship Series, how StarCraft II's growth outside of Korea has been surprising, and more.

Check out the full interview below.

What is the goal in creating this new system for the World Championship Series?

I think we just look at the whole ecosystem and recognize that it could be a whole lot easier to understand. There are scheduling conflicts that make players have to make difficult decisions where sometimes you don't get people playing in the tournaments they think they should be playing in. It's very hard to follow, to really know what the relative importance of winning various things are. I think it really falls to us, to Blizzard, we're really the only company in position to work with everybody, to help create a single storyline in the ecosystem. We think the time is right to level-up StarCraft II as an eSport.

When you guys were deciding to make a change, what were your considerations going into this? What were the first problems you were looking to solve?

Well number one, we wanted to leverage all the great stuff our eSports partners were already doing. I think we took a first attempt at this last year with the World Championship Series which was awesome, but it didn't really do what we had hoped, which is to be the single storyline around StarCraft eSports. It actually turned to a parallel storyline that just added a whole other set of events to follow. Even though we worked with our existing partners, it didn't really leverage the cool stuff that they were already doing. So I think this approach is actually much better because now we're having partners actually running the league.

Why set up this system of events now instead of before?

We didn't know how big StarCraft II was going to be in the West. We've always viewed South Korea as the epicenter of eSports. We did actually setup a global StarCraft League in Korea called by the same name: GSL. The big surprise with StarCraft II is how big SC2 eSports has grown outside of Korea.

Ideally we would have loved to be able to announce this before Heart of The Swarm launched, but setting something up something like this with so many different partners is actually quite complicated. We're a little bit later in the year than we would have hoped, but everybody is really excited now and it's going to be a really awesome story for the year.

Why decide to use both GomTV and OnGameNet as partners in Korea instead of choosing one?

GomTV has been an excellent partner to us in StarCraft 2. We've been talking to OnGameNet now for years. We're really excited to finally have everybody in Korea working together in harmony. We have some excellent partners that have contributed a lot to esports throughout the years and we really wanted them to take part in the league.

In North America and Europe the partners are Major League Gaming and the Electronic Sports League, respectively. Notable names left out are DreamHack and the North American Star League. Why were these regions not done the same way as Korea with both participating?

We talked to everyone and we tried to do the things that were best for each region according to the various existing capabilities of the partners. We think that the stuff that NASL and DreamHack have been doing has been really awesome for StarCraft II, and we would love to see that continue. We think that seeing a single operator in those regions for North America and Europe made more sense for the World Championship Series events.

We're hoping that by giving the North American and European players their own league, it will make it so they don't have to travel as much and can focus more on practice. We think that the level of play will also increase within the regions this way.

The Korean region will have only studio matches in the form of GSL and OSL. Will this format also happen in the North American and European regions?

Most of the matches will be played in a studio. The Online portion for North American and Europe is mainly looked at for logistical reasons for this year, to ease the travel burden. We do recognize the challenges with online play and that's something we're working on to address in future iterations of the WCS. All the critical matches will be played in a studio, and we're taking different steps to ensure the online play is fair.

For North America and Europe, the Round of 32 will probably be played Online. We're still zeroing in how exactly that will look like. Anything from the Round of 16 and beyond will definitely be in studio.

How will events like DreamHack and NASL now exist in the new World Championship Series system?

The way that we envision that is there will be the opportunity for non-WCS events if they meet certain criteria to give out WCS points so that there is some incentive and reward for pro players to compete in those events. But the majority of the points that we expect pro players to get will probably be through doing really well in the league.

Korean media reported that GomTV and OnGameNet would be paid $1.8 Million dollars in financial support. Is this true?

The numbers they reported are not accurate.

Are those numbers close at all? Can you say how much you're paying the leagues? Is this support being given also to MLG and ESL?

Our business terms with the leagues are not public information, so I'm not able to talk about those. Blizzard is making financial investments and we have been making financial investments to support StarCraft II eSports for a while now.

There were some initial reports saying that the Korea eSports Association weren't involved in talks initially. How much of a role do they play in all of this?

It's critical, and KeSPA was with us every step of the way. Not all the information that gets to press in South Korea is accurate. I don't really know why that is, but it's true. Anyone that reported KeSPA wasn't involved just wasn't true.

There will be three Season finals this year. Will they be located in the same region or spread out? Have you thought about how you want to present them?

I think it'll be different based on each region. There will be one in North America, one in Europe, and one in Asia in 2013. In 2014 there will be four events. Two of them will be in Asia, one in North America, and one in Europe. I think that they'll be similar to a major event that you see today. The North American event may look a lot like how you see a current Major League Gaming major event stop.

Why hold the finals at BlizzCon instead of doing another standalone championship event like last year's World Championship Series finals in China?

We think that eSports has been a pretty important part of BlizzCon for many years now. In terms of celebrating the Blizzard franchises I think there's no better way to celebrate it than crowning a World Champion. At BlizzCon 2011 we had the GSL Code S Championships between Jung "Mvp" Jong Hyun and Mun "MMA" Seong Won, which some consider one of the best events of all time. The weird thing about 2011 was we crowd 2 champions that weekend, one for BlizzCon and one of the GSL finals. That…is strange. We sort of want to get away from that and actually crown THE champion, and have a single storyline that's understandable.

Is there any worry for events that aren't a part of the WCS not getting as much attention as they used to?

Not really, because I don't think it'll be any worse than what we have today, where they don't get any points for anything.

What about regions that aren't listed, such as China and South East Asia?

I think that there's opportunity to expand this in future years based on how successful it is, but I think initially players outside of the set regions will basically have to choose a region to compete in. There are StarCraft leagues in China that still run, but if they'd like to play in WCS at this time they'll have to choose one of these three leagues. I'd love to see that change in the future, but at this point China isn't at that point of maturity in StarCraft 2 eSports that it made sense to do it in 2013.

How much of this is in the response to Riot's League Championship Series?

I don't think it has anything to do with them. We've been working with these guys a lot longer than Riot has.

Has there been thought to running the World Championship Series without the use of partners?

I would say not really. We're not trying to replace all of these great companies. I think there's a lot of great expertise and really good effort that has been built up over the last several years. We want to leverage that. We want Blizzard's focus to be on making awesome games, and not running tournaments and leagues, which in itself is a huge project. There are entire companies based on doing just that. This allows us to focus on what we do best.

Who will handle the broadcasting?

For all of us in the West, it will be available via TwitchTV. We can watch this stuff. There will be a regular schedule. One of the really awesome things about all of this is we have all the entities in Korea working together now. The Korean leagues will be available to watch both through OGN and GomTV. ProLeague will still be going on and the GSTL will still be going on. We'll have StarCraft 2 on television 5 nights a week.

The broadcasts will be streamed in 720p for free through all services. We're still working out what to do beyond that with qualities beyond 720p, and VOD packages.

What type of potential hub could we see for all of the World Championship Series?

That's a great question. We still have some work to do here. We don't have that hub Online yet but it's something we know we need, and we have plans to create that and put it Online this year.


13.15 | 0 komentar | Read More

Blizzard unveils revamped $1.6 million 2013 StarCraft II tournament season

Today at a press conference in South Korea, Blizzard Entertainment announced a revamp to its StarCraft II World Championship Series which debuted last year, working with partners to create three equal and parallel leagues in North America, Europe, and South Korea. More than $1.6 million in prize money will be up for grabs for players in 2013, and fans at home can expect to watch for free in 720p.

Blizzard announced that it will use both GomTV and OnGameNet in South Korea, Major League Gaming in North America, and Turtle Entertainment's Electronic Sports League in Europe. Each will operate their region's WCS league for the year. There will be three separate seasons in 2013 each with regional finals and a season finals event. A unified global player ranking system will be established with points given to players at each event, culminating with the top 16 players in points vying for a spot to be called World Champion at the BlizzCon Global Finals. Next year there will be four seasons.

"I think we just look at the whole ecosystem and recognize that it could be a whole lot easier to understand", Blizzard Entertainment CEO Mike Morhaime told GameSpot. "There are scheduling conflicts that make players have to make difficult decisions where sometimes you don't get people playing in the tournaments they think they should be playing in. It's very hard to follow, to really know what the relative importance of winning various things are. I think it really falls to us, to Blizzard, we're really the only company in position to work with everybody, to help create a single storyline in the ecosystem."

This will mark the first time that OnGameNet and GomTV will be working together. GomTV will run the first WCS league in Korea, beginning with the upcoming GSL Code S season starting in less than two days. OGN will broadcast the event on TV in with their own casters. Both OGN and GSL will broadcast each other's leagues with their own casters and streams. After this season of Code S, OGN will begin their next OnGameNet StarLeague which has been on hold for a while, and act as the main operator of WCS Korea Season 2. Another season of GSL Code S will not take place until OSL is over, and act as the third and final WCS Korea season before the Global Finals.

The Korean eSports Association has been involved every step of the way, Blizzard said.

"One of the really awesome things about all of this is we have all the entities in Korea working together now," Morhaime said. "The Korean leagues will be available to watch both through OGN and GomTV. ProLeague will still be going on and the GSTL will still be going on. We'll have StarCraft II on television five nights a week."

"Blizzard really worked hard for all partners, so we can truly work together in not only Korea but also the world."

"Blizzard really worked hard for all partners, so we can truly work together in not only Korea but also the world," GomTV StarCraft 2 Manager Chae Jung Won told GameSpot. "For GomTV's perspective, we were working hard to increase our media platform from 2012."

Players must commit to one WCS league at the beginning of the year and cannot change region after, but can compete in any non-WCS events in any region. Each regional league season will run for 8-10 weeks, with all games played on weekdays in a consistent schedule. This will allow players to travel internationally to non-WCS events on weekends. Non-WCS events cannot run events on the same weekend as WCS events. Non-WCS events will be given as of yet undetermined amount of points.

All matches in Korea will be played in studio through GomTV's StarLeague or OnGameNet's StarLeague, while North America and Europe will play Online until the top 16 players. Those top 16 players will compete in a studio environment to determine the best five players in each region. Five players from each region will then compete in the Season 1 finals event, with one additional player to come from the host continent for 16 players total. They will compete for an undermined amount of points. Each continent will get one finals event this year in the size of an event similar to one at GSL, MLG, or ESL.

"We're hoping that by giving the North American and European players their own league, it will make it so they don't have to travel as much and can focus more on practice," Morhaime said. "We think that the level of play will also increase within the regions this way."

The tournament structure has been modeled off of GSL's Code S, Code A, and Code B system and is called Premier, Challenger, and Qualifier. This structure will run for all partners including MLG and ESL. The Challenger events will run slightly different in North America and Europe due to logistics in travel. Players will be able to move up and down within their own region as players do in GSL. Only the OSL will have differences, where there will be an additional Round of 32 added on played in a best of one format.

Players in North America and Europe will be invited to kickoff Season 1 based upon their performances in 2012 across all leagues. Open qualifiers will also be held to determine the final player list. Additionally, the top 200 Grand Masters players on the StarCraft II Ladder will be invited to join the initial qualifiers.

Blizzard says that they have partnered with TwitchTV to broadcast the entire year for free in 720p. There will also be a central hub created for fans to watch the games, follow the storylines, and get all information related to the World Championship Series.

"For all of us in the West, it will be available via TwitchTV" Morhaime said. "We can watch this stuff now. There will be a regular schedule to follow along."

With everything announced, Blizzard feels this will be the best year yet for competitive StarCraft II. With several developers giving support to the competitive side of their game as of late, Morhaime is thrilled to be able to do as much with their own franchise.

"We think the time is right to level-up StarCraft II as an eSport."

For more, check out GameSpot's extended interview with Morhaime.


13.15 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger