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Air Conflicts: Vietnam Screens

Written By Kom Limpulnam on Rabu, 31 Juli 2013 | 13.15

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Air Conflicts: Vietnam Screens

  • BNET
  • CBS Cares
  • CBS College Sports
  • CBS Films
  • CBS Radio
  • CBS.com
  • CBSInteractive
  • CBSNews.com
  • CBSSports.com
  • CHOW
  • CNET
  • Find Articles
  • GameSpot
  • Help.com
  • Last.fm
  • MaxPreps
  • Metacritic.com
  • Moneywatch
  • MovieTome
  • MP3.com
  • mySimon
  • NCAA
  • Radio.com
  • Search.com
  • Shopper.com
  • Showtime
  • SmartPlanet
  • TechRepublic
  • The Insider
  • TV.com
  • UrbanBaby.com
  • ZDNet

About CBS Interactive | Jobs | Advertise

© 2013 CBS Interactive Inc. All rights reserved. | Privacy Policy (UPDATED) | Ad Choice | Terms of Use


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GS News - PS4 vs. Xbox friends limit, GTAV screens, Fez II axed

Written By Kom Limpulnam on Selasa, 30 Juli 2013 | 13.15

Regarding Fez 2, I kind of think the move to quit is for the better. We're living in a time when people actually believe that "freedom of speech" is the same as "I can say whatever the heck I want", which is false.

Saying whatever we want is bound to have consequences, and I believe it's time (some) people start realizing it's more productive to be encouraging towards the creators of our entertainment (giving positive criticism and feedback, for instance) rather than being vulgar and destructive.

One developer makes little difference, though, but if others start taking the hint...


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Ashes Cricket 2013 delayed until November

Ashes Cricket 2013 has been delayed to a November 2013 release, publisher 505 Games announced today.

505 Games senior VP of global brand and marketing Tim Woodley cited additional improvements being made to the game as the reason for the delay, saying, "We took a long, hard look at the game as it stands, and decided it simply wasn't good enough in its current state. It was simply not worthy of the Ashes name.

"Unforeseen issues which developer Trickstar faced in latter stages of development have meant that they have been unable to do the requisite amount of polishing and fine tuning which any game needs. We owe it to ourselves, to our licensors, the ECB, and Cricket Australia, but most of all to the dedicated cricket fans and gamers to put our best foot forward."

Originally scheduled to coincide with the first Ashes series of the year in the United Kingdom, the new release date in November will run alongside the start of the return series in Australia.

Ashes Cricket 2013 was announced earlier this year for the PC, Xbox 360, PlayStation 3, and Wii U with a June 21 release date. The game was delayed until July for quality assurance purposes.

The game will include the complete Ashes Series, with official England and Australia teams, as well as limited overs tournaments and leagues from around the world.

→ More coverage of AUSTRALIA on GameSpot.com


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Reality Check - What if Every League Of Legends Player Clicked at Once?

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

The more I watch this show, the more I see how it was inspired by vsauce. Not that it's a bad thing. We need more vsauce like shows.

One disappointing aspect of this episode, though, is that when the question posed, "What would happen if everyone clicked at once," I thought that you'd touch on things like, how much bandwidth it would take up, or whether it would crash the servers or not. Although I don't know what the typical server limits are, so I guess it's possible that it wouldn't have any noticeable effect.


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PS Vita only functions as PS4 controller for selected games

PlayStation Vita will only work as a PS4 controller if support has been specifically added.

Sony's PlayStation Vita handheld will not work as a controller for all games on the PlayStation 4.

Responding to a question on Twitter, Sony Computer Entertainment president of Worldwide Studios Shuhei Yoshida said that the PlayStation Vita will only work as a controller on the system if the game's developer has specifically designed the game to take advantage of the device.

"@InsideEddie Hey BRO! In a normal sense, no. Unless a game is specifically programmed to allow such use of PS Vita," he tweeted.

Reports earlier this year suggested that Remote Play functionality would not require additional engineering to make PlayStation 4 games work on the Vita. While slightly different from using the Vita as a controller for the PS4 system, all games, except for those that take advantage of the PlayStation Eye or PlayStation Move peripherals, are believed to include native support for playback on the company's portable hardware.

→ More coverage of PS4 on GameSpot.com

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


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BioShock Infinite DLC announcement expected tomorrow - Report

Irrational Games and 2K Games are expected to reveal BioShock Infinite's upcoming downloadable content tomorrow, according to tweets by Irrational Games creative director, Ken Levine.

Levine initially tweeted that he was "Excited for tomorrow", leading to speculation that details for the previously announced, upcoming DLC for BioShock Infinite would soon be revealed. The cryptic tweet was further clarified when, in response to a statement from a follower that July was ending, and that the company had promised information, he replied "RT @lokp14: @IGLevine july is ending ken.. where's the DLC info? …-Read my tweets today, dude/dudette! all that tweet sweat for nothing!"

In February this year, BioShock Infinite publisher 2K Games said the studio was working on three pieces of additional content for the title, including new characters, stories, and abilities, which would add hours of additional gameplay.

In April, a 2K Games developer included a listing for "animation and R&D for a new AI companion character" on his LinkedIn page.


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Top Five Skyrim Mods of the Week - Colourful Tree Magic

Written By Kom Limpulnam on Minggu, 28 Juli 2013 | 13.15

Join Cam and Seb as they make Breezehome enormous, build their own forest, and shoot forks from crossbows. That's right, forks.

jedicommand7 5pts

I liked how mod 2 was "Name of Mod" by "Designer". oops. lol

guiplc 5pts

fork you hahahahahah... it was a funny one

SKaREO 5pts

This is the best news you can muster up? *yawn* this site is going to hell.

SteamyPotatoes 5pts like.author.displayName 1 Like

Makes me want to fire up Skyrim right now but alas i'm caught up in a few other RPGs at the moment since completing the main story.

However i recall getting bored of playing a melee based character, so was wondering if you guys have covered respec mods or something similar in the past ? 

Thanks,  Great show guys :)

Jordan Davies 5pts like.author.displayName 1 Like

Thank you so much Cam and Seb for giving me and my girlfriend Heather Lillian Lafferty a shout out! made our day :)

James Keefe 5pts

Actually, I own it for PC and have spent a few hundred hours playing it. It lost most of it's replay value after a while. Nice guess, though.

Ian Vance 5pts

Is it old and "not cool" anymore or something? You must own it on console. Once you beat it on a console it's pretty much done. Too bad you don't own it for PC. You would have much more content to play.

deadpen 5pts

still waiting on the RoboCop mod!

6orange6 5pts like.author.displayName like.author.displayName 2 Like

well done Seb and Cam, a wonderful breath of fresh air after the usual click bait, console gamer tension that seems to dominate around these parts. 

I hope you guys can expand and do explore videos for GTA V, just record your reactions.

Vidpci 5pts

People still play Skyrim?

SKaREO 5pts

@Vidpci It's a bad RPG, I'm surprised anyone would even pay for it...

Garagorn888 5pts

@Vidpci 

 I tried to stop but then the Nexus exploded and I couldn't resist the salvage.

Unraed 5pts

@Vidpci Yes, they do. At the moment it's the fourth most played game on Steam with 37,010 players.

Ian Vance 5pts

Colorful Magic is awesome. I truly feel sorry for people that wasted $60+ DLC prices on the console version(s) of this game. So limited compared to the never-ending PC version + Mods.

pongley 5pts

The genial kind of evil is the one to watch out for.

Maverick6585 5pts

What ENB is that?
And what are the specs of the PC you guys use for these videos?

JimmyJumpy 5pts

Second notice I got for this one... but this is a "feature" while the other was a "video"... *jimmy kicks at a pebble and walks off...*

The-Longshot 5pts

I hope they start taking note of how much awesome content is created by users and start giving or selling it to us on the Xbox 360/PS3. Pleeeeeease. 

canuckbiker 5pts like.author.displayName 1 Like

Why does the gamespot video player glitch all the time and refuse to play these days?

Apofis_SG-1 5pts

@canuckbiker Are you using adblock? If yes, then turn off it and try to play video. It should work. After that just turn on adblock and it should work with that too. Atleast for me.

The-Longshot 5pts

@canuckbiker because its terribly crappy, as is the site as a whole. Its overloaded with Ads and garbage like most of the internet these days and sadly/ironically it is still the best site for news & reviews and player discussion. :-(

Garagorn888 5pts

@The-Longshot @canuckbiker I wouldn't say it's the 'best site'.

I just come here for the videos since despise IGN's video player actually being decent now, their commentary is rarely exactly what I'd call anywhere near the 'best' /: 

And they don't actually do videos like this anyway as far as I know.


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The Legacy of Rogue: Internal Growth vs. External Reward

Written By Kom Limpulnam on Sabtu, 27 Juli 2013 | 13.15

With their very different approaches to Rogue-inspired 2D platforming, Spelunky and Rogue Legacy illuminate two of the most powerful ways in which games motivate us to keep playing them.

It's a question of "if." For months now, Spelunky's tunnel man has been awaiting my arrival, patiently lingering in the hallway that connects the ice caves with the temple, hoping against hope that someday I might deliver unto him a key. To do so is no easy task. The key must be carried all the way from the mines, through the jungle, and then through the ice caves, to be presented to the tunnel man. I don't care to remember how many times I, key in my cartoonish little hands, have gotten within sight of the door that would take me into the tunnel man's presence, only to meet a sudden, crushing demise thanks to a mine, a woolly mammoth, a blast from a flying saucer, or some comically spectacular combination of all of these things. It's a painful subject for me; I'm sure you understand. And each time I fail, I return to the beginning with nothing to show for my efforts but a slightly more bruised ego. I don't know if I'll ever succeed, but I intend to keep trying.

It's a question of "when." Yes, every one of Rogue Legacy's bald barbarian kings or hokages with no foot pulse who heroically ventures into the castle is likely to meet an untimely end under my control, but with their efforts, these fallen heroes pass something on to the next generation, making it just a little easier for the children who follow in their footsteps. There was a time when dying with 1500 gold or so meant I'd had a relatively successful run. Now, because the gold I've acquired has enabled me to improve my gear and my abilities, I can fight harder and live longer, and a typical run nets me around 8000 gold, letting me improve my abilities further still. The castle boss has already fallen to my blade. Alexander, known also as The Forgotten, the gigantic glowing skull who presides over the forest, will fall too, sooner or later. It's just a matter of time.

Rogue Legacy's title refers both to the in-game dynasty of heroes and to the game itself.Both Spelunky and Rogue Legacy fuse 2D platforming and action with elements taken from traditional roguelikes. They've both got randomly generated environments, and when you die, you're sent back to the beginning. But they've channeled those inspirations in different directions. Spelunky is truer to the spirit of the original Rogue and its ilk; there's nothing in the way of persistent unlocks or upgrades except for tunnel man's shortcuts and an assortment of playable characters who all play identically. Cleverly, Rogue Legacy's title refers both to the in-game dynasty of heroes and to the game itself, which is a product of Rogue's design DNA combined with that of so many games that have come since. In its bone-tossing skeletons and shielded knights, there are echoes of Castlevania. In its assortment of unlockable, upgradable skills, you can clearly see the influence of Diablo II and every other game that has popularized skill trees over the years.

The results are two games that have enough in common to be powerfully reminiscent of each other, but that provide very different pleasures. In Spelunky, death can come instantly as the result of one false move, and all of the growth and development happens inside you. You learn how enemies behave and how to deal with them. You learn how traps operate and how to avoid them. And so eventually, thanks solely to your increasing knowledge and improving skill, you go from escaping the mines one out of every 10 times you play to one out of every five times. The game never lets up; it never gets easier. You just get better at it. The gratification that results from seeing your improving skills tangibly reflected in your improving performance--a new high score, or finally overcoming a challenging level--has always been one of the most powerful rewards that games can offer.

In Rogue Legacy, death comes quickly at first, but more and more slowly as you progress, and the most significant growth isn't your own improving skill but the improving, persistent attributes and equipment of your heroes. You work, you put in time, and you're rewarded with a character who gradually becomes stronger and more capable of overcoming the challenges he or she is faced with. While Spelunky is deliberately designed to test your skills as a player, Rogue Legacy's gameplay is deliberately designed to be less demanding of your skills so that the improvement of your characters' attributes factors hugely into how far you're likely to get and how long you're likely to survive. Your own skills are still significantly rewarded, though; making your way to fairy chests can be demanding and grants you powerful runes, and although even the most skilled player could probably not finish the game with a level one character, a skilled player can come away from each run with more gold, and enjoy improving his or her character more quickly as a result.

The similarities and differences between Spelunky and Rogue Legacy cast into sharp relief the distinctive allure of playing games that demand and reward nothing but player skill, and those in which your character becomes stronger as you put in time and explore the world. It's 1985's Super Mario Bros. vs. 1986's Metroid. It's 1991's Street Fighter II vs. 1997's Diablo. After all these decades, I can't decide which particular pleasure I prefer. It's a good thing I don't have to.


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DARK Review

Can you imagine how deliciously powerful it would feel to be a vampire? Sustaining yourself on the blood of your victims, you could turn to mist and rush through the air, preying on the weak and hunting down the forces that would see the end of you and your kind. Dark hints at such an existence, but this vampire stealth game fails to make such bloodsucking dreams and nightmares come to life. Rather than pull you into the supernatural drama it tries to author, Dark devolves into unintentional comedy, the ridiculously bad dialogue and hilarious artificial intelligence inspiring fits of laughter. This game is both insane and inane, but at least its overall stupidity gives you something to cackle at.

That one guard will perform pirouettes forever and ever. He must be stopped at all costs!

The laughs start with the story, which casts you as Eric Bane, a half-vampire looking to suck the blood out of more powerful vampires before you turn into a mindless ghoul. You spend a lot of time in a nightclub called Sanctuary, where you might at first enjoy the colorful cel-shaded visuals and awkwardly dancing patrons before you start giggling at the bad dialogue. Says a vampire DJ about another powerful bloodsucker: "The women that work there for him are really f***ed up. I think he put some vampire s*** on them." Says another: "The guy more or less owns the city. He's like the vampire dictator, man." A Mass Effect-like dialogue wheel offers dialogue options, but not any actual choices, though you can string together different parts of conversation in ways that make the insipid dialogue even more nonsensical.

So off you go into the night to exercise your sneaking skills and do vampiric things, like knocking out dunderheaded rent-a-cops from behind when you aren't plunging your teeth into their necks. It's clear right away that something's amiss in Dark, however. Guards engage in conversation before beginning their patrol patterns, which is a typical atmospheric touch in stealth games, but some chats go on forever without unveiling any important truths or infusing Dark with any personality. When alerted, guards deliver canned lines that don't always make sense in context, the same snippets of recorded dialogue overlapping with each other and lone enemies calling out to nonexistent comrades. Bad animations, mediocre voice acting, jittery cutscenes, and disappearing sound effects round out the first impressions, though some nice audiovisual touches, such as the satisfying whoosh of your shadow leap ability, give you hope for the coming hours.

Unfortunately, Dark never capitalizes on its few strengths. The basic gameplay is bone-dry stealth--you crouch and hug walls, at least when the cover mechanic decides to work, while trying to avoid the none-too-watchful eyes of guards and attacking them when you need to. You may also drag corpses away if you have the opportunity, and need to avoid litter lest you call attention to yourself, though it isn't always clear whether or not nearby watchmen notice or care. There are a few visual references to Thief in the early levels, but you never need to keep to the shadows, in spite of the allusions (and in spite of this game's own name).

You also have some passive and active vampire powers that let you, for example, confuse enemies in the area for a short period of time, or rush across a good distance and assassinate a guard. You need to kill guards and read scattered personal digital assistants and emails to earn points to unlock and improve these abilities, and you drain blood from your enemies to power them. At first it's fun to fool around with these skills, since they're the only way of mixing up the generic sneaking. Flying through the air and felling the cookie-cutter character models can give you a sense of accomplishment, as can successfully sneaking through a heavily defended warehouse without alarming the sentries. But about halfway through the game, you realize that you can use your shadow leap ability to exploit your way through levels, propelling yourself onto ledges and other platforms and avoiding or eliminating entire swaths of patrols in the process.

The rotten enemy AI doesn't always hinder you; in fact, it often seems intent on assisting your efforts. For instance, you might hide in a bush, one guard after another approaching you, perhaps after seeing you lurk in the area. You can knock them out one at a time, the guards acting as if they can't figure out where that corpse came from, even after staring right at you as you performed the kill. To make matters worse, Dark draws out levels during such circumstances, spawning new guards when the AI is alerted until the supply runs out, which makes levels tedious. You even see some of these guards appear right in front of you out of nowhere, which completely corrupts the core design of a stealth game.

Elsewhere, enemies jitter in place or against each other before teleporting somewhere else--again undermining the very idea of a stealth game. Sometimes, guards get stuck standing and looking in one spot in a way that keeps you from reaching your destination. And what's really hysterical is when guards shoot at you so that you can see bullets landing on you, yet the shots don't register. The lack of continuity between checkpoints also annihilates Dark's design consistency. In certain locations, triggering a checkpoint causes all the enemies in the area you just left to disappear, only to have new enemies and characters materialize there without any explanation.

There are some good ideas in here, like machines that produce a field of UV rays that injure you and dull your vampire powers. And every so often, a level comes together, with enemy routines created in a way that allows you to satisfyingly slink by. But those bright spots are exceptions in Dark's poorly crafted areas. Some levels at first look open-ended, inviting you to experiment with different approaches, but actually push you down a single linear path, because it's the only path the AI and its rigid patterns can reasonably handle. Other levels feature a mishmash of enemies, alarms, and behaviors that seem thoughtlessly put together, inspiring you to exploit your way through rather than devise a clever plan of action.

Instead of ramping up the challenge and excitement, Dark actually gets much easier as it progresses, and the final boss fight (which involves walking around as its main mechanic) and subsequent moral choice (in which you have no emotional investment) aren't gut punches, but rather are gut-bustingly bad. In its favor, Dark mixes up its pace in the final levels, dropping some narrative surprises on you and depositing you into a few unexpected locales. But by then, you've endured too much banality for a few bewildering plot twists to suck any interest out of you, or for the stand-alone challenge levels to hold any appeal. In the dark is where this clumsy vampire game should remain.


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Activision Blizzard to separate from Vivendi in $8.2 billion deal

Written By Kom Limpulnam on Jumat, 26 Juli 2013 | 13.15

Game publisher giant Activision Blizzard will separate from its parent, Vivendi, the company has announced; the deal is reportedly worth $8.2 billion.

The buyback was orchestrated by Activision Blizzard's management team, in conjunction with investors. As a result of the trade, the controlling stake in the business will be owned by shareholders.

The purchase will see around 429 million shares change hands, totalling roughly $5.83 billion in cash. Activision CEO Bobby Kotick and co-chairman Brian Kelly are responsible for the purchase of 172 million shares, worth an estimated $2.34 billion. The pair have personally contributed $100 million to secure the sale. As a result, Brian Kelly will become sole chairman under the restructure, with Vivendi retaining a minority 12 percent stake in the business.

In a statement following the news, Kotick said the change represents a significant opportunity for Activision Blizzard moving forward. "We should emerge even stronger," he said. "The transactions announced today will allow us to take advantage of attractive financing markets, while still retaining more than $3 billion cash on hand to preserve financial stability."

Activision Blizzard currently expects to report $4.31 billion in revenue for this financial year, up from a previous forecast of $4.22 billion for the period.

In May this year, Vivendi chief financial officer Philippe Capron said the company was exploring a "variety of options" to unload the Call of Duty and World of Warcraft company. Potential purchasers included Microsoft, Time Warner, Tencent, and Disney, as well as private equity organisations.


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Nintendo not accepting Japanese indie developers on Wii U

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

Independent game developers based in Japan cannot submit applications to develop for the Wii U console, according to a Nintendo form hosted on the 2013 Game Developers Conference (GDC) website.

The form invites potential Wii U developers to complete a questionnaire for an opportunity to be contacted by Nintendo.

However, it states in both Japanese and English, "We are not accepting applications from developers located in Japan at this time."

In a statement issued to CVG, Nintendo clarified its stance on the matter, stating, "The policy in question is the decision of Nintendo's department responsible for licensing activities in each region, and the licensing department of Nintendo is currently not accepting subject applications from individuals in Japan."

Developers located outside of Japan are able to submit applications. No further details regarding Nintendo's future approach to Japanese independent game developers have been made available.


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GameSpot GamePlay Episode 50: Pining for the Fjords

Kevin returns to hosting duties to discuss heroes and antiheroes with Carolyn, Tyler, and Tom.

GameSpot GamePlay

Host Kevin VanOrd leads Carolyn Petit, Tyler Winegarner, and Tom Mc Shea on a wild goose chase aboard a Z-wing, stopping long enough to mix up Montreal game studios, explore Crateria (where Caro buys all her crates), and go Earthbound aboard the Mother ship. This week's topics: The losses at Square and Insomniac, the Ouya's game library, and Kevin's weird loyalty to unsuccessful Microsoft hardware.

As promised, a link to the excellent Errant Signal analysis of The Last of Us.

GameSpot GamePlay Episode 49: E3PO Meets King Organa

GameSpot GamePlay Episode 48: Final Freedom Force Fighters

GameSpot GamePlay Episode 47: Floaty Butt

GameSpot GamePlay Episode 46: Banana Hammock

GameSpot GamePlay Episode 45: Popular Tarts

GameSpot GamePlay Special Edition Spoilercast: The Last of Us

→ More coverage of GAMEPLAY on GameSpot.com

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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The Australian eSports Federation Panel - PAX Australia 2013

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

This is my first real insight behind the scenes of any eSport. I've been a gamer all my life and I've never had much of a clue about this relatively new phenomenon of competing with video games on this level.

I have watched some events on stream and some on TV but it's been moderately interesting most of the time.

One of the reasons is that I've never played LoL or Dota. I mean I know a lot about games but even for me it's somewhat hard to follow exactly what is going on simply because I've never played those particular games.


For someone who don't play a lot of games it's pointless to even try to watch it at all.

What I'm trying to say is that if you want eSports to become mainstream you need to have better coverage of it. You need to explain the rules of the games, write articles about _why_ it is so exciting and be clearer with what's going on when commenting on it. Would your sports interested dad understand it? No? then it's not very good coverage. Get better commentators  have them explain what's happening when players use skills. Explain why they're doing what they're doing when they're doing it etc. It's pretty complicated if you don't play it yourself. I'm sure more people would enjoy watching cricket too, if they understood the rules. If you don't then it's just dull.

If you only allow Dota players to enjoy Dota competitions then it will be very hard to get people in general to accept it. Make everyone understand why it's fun and you'll get more viewers, more future players and more sponsors etc.

Your point about better more sportsmanship-like attitudes is important as well. It's my impression that most pro gamers are not very respectful towards others. You need to change that impression.

(and fix your aussie internet ;)


Just my observations as an outsider.

Good luck with your local efforts. I'm sure it will grow no matter what but if it's slow or fast depends a lot on your actions.

(why do I have the feeling I'll get a lot of "no no no you're wrong" replies x)


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House of Horrors - The Path

This game seems disturbing.   Cool imagery, though!

Seems like I'd have to watch the full episode to get a better feel of what the game's like.   Although it seems straightforward in a sense, it does seem like there's more interpretational or metaphorical stuff going on than meets the 10-minute eye.  

Then again, it was difficult to watch this for just 10 minutes without developing a craving for Belgian or Dutch beer.   I haven't drank in over a year, but if I was in Belgium again, I'd...     ...Alright, I'd better stop.  : )


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GS News - Valve getting sued again, Xbox One and PS4 recording!

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

@greasemonkey42 Valid argument, but I still don't agree. While the content of the product may not have changed, neither has the level of expected support, or bandwidth, therefore, they are simply supporting the same product that they were paid for. As for someone else having the experience without paying for it, they are easily able to watch the game, or play it on that same console (if no used games are allowed, which actually would generate a whole new issue...how many "play-through's" are you actually paying for?) without needing to pay for it again. And while I don't agree with the comment, +1 for actually making a valid point.

If the developers/publishers want to continue to get a cut of all sales, they need to simply lower their price and allow returns on products that customers don't feel is worth the price. How they verify that the customer hasn't played the game to completion is on them to prove.

I'm sure there are studies out there that show that lowering the initial price of games would actually generate more revenue than the current price and allowing used sales. I for one believe that a price of $40 (the price I usually wait for) would generate so many sales (and thus the potential for add-on content/experience sales) that they wouldn't know what to do with all that extra money.


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Dead Rising 3 and Max Brooks Panel - Part One Comic-Con 2013

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

sigh, none of the ppl asked if the screenshots from the slideshow were from xbox one specs hardware or if they were high end pc bullshot screenshots. I wanna belive they were xbox one spec'd screenshot but i've been disappointed in the past before with bullshot screenshots like early GTA 5 screenshots vs what we saw in the gameplay trailer ( the bridge with the train on it in GTA 5 as an example -- alot of the trees where gone in the gameplay trailer vs what was seen in the screenshot).


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Nvidia Shield shipping July 31

The Nvidia Shield portable gaming device will ship on July 31, Nvidia recently announced on its website.

"We want to thank you for your patience and for sticking with us through the shipment delay of your Shield," Nvidia said in a statement.

The Nvidia Shield was delayed last month one day before it was scheduled to launch due to the discovery of a mechanical issue.

"Our goal has always been to ship the perfect product, so we made sure we submitted Shield to the most rigorous mechanical testing and quality assurance standards in the industry," the company said. "We built Shield because we love playing games, and we hope you enjoy it as much as we do."

The $300 Nvidia Shield gives gamers access to an array of gaming avenues, including Nvidia TegraZone, Google Play, and Steam. The system runs on the Tegra 4 processor and boasts 16GB of memory, GPS, Bluetooth 3.0, a mini-HDMI output, a microSD storage slot, and a headphone jack.

The device also features a five-inch, 720p multi-touch display. For more on the Nvidia Shield, check out GameSpot's preview of the device from the 2013 Consumer Electronics Show earlier this year.


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Tekken Revolution receiving major update in July

Namco Bandai has announced that its free-to-play fighting game Tekken Revolution will receive a major update this month.

The patch will bring an "enhanced" arcade mode, which features three difficulty levels: normal, hard, and very hard. The higher difficulties will yield better rewards for players. The game's practice mode will not require gamers to use in-game coins.

In addition, Tekken characters Hwoarang and Dragunov will be added to the game's roster. New premium effects, special moves, and character costumes will also be available for purchase on the PlayStation Store.

The game's level cap will also be increased from 50 to 60, while Namco Bandai has confirmed that the effects of the power, endurance, and vigor stats have been adjusted to further balance gameplay. Damage calculations for critical hits and rage have also been tweaked.

Fighting game fans can check out the rest of the update's features at the developer's website. The patch will arrive for European users on July 24. North American Tekken players will receive the content by the end of the month.


13.15 | 0 komentar | Read More

Rich and Rob vs. Comic-Con 2013: Josh Meyers Interview

Written By Kom Limpulnam on Minggu, 21 Juli 2013 | 13.15

Rich and Rob talk to Sidekick co-star Josh Meyers at SD Comic-Con 2013.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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SDCC On The Front Line - A Fond Farewell

Posted by Gajan Kulasingham, Data Producer

Anna Prosser Robinson wraps up her first Comic-Con as she bids you all a fond farewell from San Diego.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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Rich and Rob vs. Comic-Con 2013:Wolverine,Storm and Burger Babe

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

Rich and Rob talk burgers with Wolverine and Storm at Comic-Con 2013!

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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13.15 | 0 komentar | Read More

Rich and Rob vs. Comic-Con 2013:Steampunk Tardis

Rich and Rob get muzzled steampunk style wearing Tardis hats on the show floor of the SD Comic-Con 2013.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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SoulCalibur II HD Online - Announcement Trailer

Posted by Gajan Kulasingham, Data Producer

Revealed at SDCC 2013, SoulCalibur II HD Online will be coming to Xbox Live and PlayStation Network this fall.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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13.15 | 0 komentar | Read More

Capcom Booth Tour - SDCC 2013

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

Posted by Dan Mihoerck, Project Manager

Homer gets his Scrooge McDuck on at the Capcom Booth, and much more at SDCC 2013.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
  • Day 2 Friday July 19
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13.15 | 0 komentar | Read More

Project Spark Xbox One Demo - SDCC 2013

Posted by Dan Mihoerck, Project Manager

Chris Watters shows off some new Project Spark gameplay from SDCC 2013 on the Xbox One.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
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13.15 | 0 komentar | Read More

Eletronic Arts Store Tour - SDCC 2013

Posted by Dan Mihoerck, Project Manager

Homer checks out the EA Store on the SDCC 2013 show floor for some Plants vs. Zombies inspired Kid Robot Munky figures for charity auction.

Live Comic-Con Event Schedule

  • Day 1 Thursday July 18
  • Day 2 Friday July 19
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13.15 | 0 komentar | Read More

Australia's first independent game publisher launches

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

Marketing consultancy Surprise Attack has announced the launch of its Australian games publishing label, Surprise Attack Games. As an independent games publisher, Surprise Attack Games will partner with Australian game developers to provide marketing and distribution services, both locally and globally.

The publisher will be taking games on all platforms, including PC, Mac, Linux, mobile, tablet, console, and browser-based titles.

Surprise Attack Games founder and managing director Chris Wright revealed the goal behind the company, stating, "Our vision for Surprise Attack Games is to build a new kind of publisher, inspired by the indie record labels I loved growing up in the '80s and '90s.

"Those labels weren't some separate corporate entity that came in at the end to handle the commercial stuff; they were an integral part of their local creative communities, and they helped lift up those communities as a result," he said.

Surprise Attack Games launches with three Australian games signed: Particulars, Wolfdozer, and Burden. All three titles will be demonstrated at the Surprise Attack Booth at this year's Penny Arcade Expo (PAX) in Australia.

PAX Australia will take place this year from July 19-21 at the Melbourne Showgrounds. To find out more about the PAX Australia event, be sure to visit the PAX Australia hub for GameSpot's latest coverage of the show.


13.15 | 0 komentar | Read More

GS News: Shorter wait to play Xbox One Games and NCAA Dumps EA

Good for the NCAA, EA already has a monopoly on the NFL (should be illegal) which is a move they made the year NFL 2K was starting to cut into Maddens sales deeply because it was retailing new for $39.99 and was a great game.

I first started playing 2K sports games when NFL 2K debuted on the Dreamcast and put Madden to shame in every aspect, and since EA refused to make games for the Dreamcast they simply couldn't compete with NFL 2K with Madden on the N64 or PS1.

Personally I prefer most 2K sports games to EAs, not just because they put out PC versions which EA stopped a long time ago but because I hate EA and it's business ethics.

NFL take a note from the NCAA, make your sport available to more developers and publishers who want to make a licensed NFL game and finally bring back the superior NFL 2K series!


13.15 | 0 komentar | Read More

Media Molecule director: it takes women working on games to change the industry

Written By Kom Limpulnam on Rabu, 17 Juli 2013 | 13.16

In an interview with BBC Radio 4 (via Develop) Media Molecule studio director Siobhan Reddy has said that women in game development need to be more visible in order to attract more girls to consider a career in the industry.

Reddy believes that games can change if female developers work on them. "I think it takes women working on games for games to change. And I know that there are all sorts of discussions about where it is now and where it has been, but I'm interested in where it is going, particularly the type of things we're making at Media Molecule, and lots of other studios are making games which are for both genders and all ages," she said.

Reddy suggested that current educational initiatives that teach programming, as well as game jams, can help shape the next generation of female game developers. She sees the industry facing a "million dollar question" on why there are fewer female designers and programmers, and suggested that statistics revealed that girls had been put off from working in technology and gaming fields by their peers and teachers by they time they reached year eight in school.

"I think [it] is incredibly sad because it is a massively exciting industry and it's still very, very, very young. We're still at the tip of the iceberg phase," she said.

Reddy also said she thought the current lack of female creative directors and studio heads was a shame, but suggested the best way to solve the problem was to simply start creating content.

"I'd say to people who are interested in getting into the industry, just start making games or find the various things that are going on within your community or within your country, because there are a lot of things going on," she said.

Media Molecule is best known for its PlayStation-exclusive franchise, Little Big Planet. The studio is currently working on Vita game Tearaway, a title inspired by papercraft. The game will launch on October 22 and 23 for North American and European markets respectively.


13.16 | 0 komentar | Read More

Deal With It - Steam Summer Sale July 14

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

Good to see Ed around still, i miss the gamespot AU podcast or vidcast, vodcast not sure exactly haha, i was always curious as to what happened to the rest of the team. I know Zorine and Jess do house of horrors, but what happened to Dan and Laura?


Kerbal space program is pretty fun, i haven't quite gotten to the Mun yet though. :(


13.15 | 0 komentar | Read More

Five new characters coming to Street Fighter IV

Written By Kom Limpulnam on Minggu, 14 Juli 2013 | 16.00

Capcom reveals Rolento, Poison, Hugo, Elena and one mystery character coming to fighting game in 2014.

Capcom has announced five new characters will be coming to Street Fighter IV during a panel this weekend at the Evolution Fighting Game Championships (EVO). The new characters along with balance changes will come out sometime in early 2014, with a name and trailer to be shown tomorrow before the Super Street Fighter IV: Arcade Edition Finals.

Rolento, Poison, Hugo, and Elena will be joining the cast. Each of the four new characters have been included in Capcom's Street Fighter X Tekken. The fifth and final new character will has never been in a Street Fighter game, Capcom said at the panel today. Along with the five new characters, six new stages also being added.

"I'm personally excited to be able to use Rolento in SF4," Capcom senior community specialist and former professional player Peter "Combofiend" Rosas said. "Yes, he was in SFxT, but SF4 and SFxT play very differently, so it'll be a treat to use him against Seth, Hakan, and others that are not in SFxT."

Capcom is also balancing the entire cast of characters again so that they "will all be powerful," they said on today's panel. Capcom illustrated some improvements to Chun-Li, Dudley, T-Hawk, and Balrog, while showing off some of the downgrades to Cammy.

Capcom has posted and showed off some of the changes already implemented.

The new characters, stages, and balance updates will be released for $15 on PlayStation 3, Xbox 360, and PC simultaneously sometime in early 2014. Players without Super Street Fighter IV already can purchase the disc version with all the previous DLC costumes released, as well as future content to be discussed in the future. That will cost $39.99.

The name of the game and a trailer will be shown directly before the Super Street Fighter IV: AE Finals on Sunday evening, starting at 6:30 p.m. PDT.

For more on EVO 2013 and to watch the reveal tomorrow, check out GameSpot's eSports hub


16.00 | 0 komentar | Read More

Capcom launches Capcom Cup tournament

Publisher to launch tournament for Super Street Fighter IV: Arcade Edition, Ultimate Marvel vs. Capcom 3, and Street Fighter X Tekken.

Capcom has announced that it will be holding a tournament for Super Street Fighter IV: Arcade Edition, Ultimate Marvel vs. Capcom 3, and Street Fighter X Tekken titled the Capcom Cup. Eight of the world's best players will compete in each of the games. The first Street Fighter IV qualifier will be this weekend's EVO 2013.

Capcom says they don't have the resources to run the type of tournament they did last year for Street Fighter's 25th Anniversary, but that they want to continue to support the community themselves. They have also partnered with the World Cyber Games to continue to pursue their eSports and fill the void from last year's 25th Anniversary event.

Capcom tells GameSpot that the event will be held in December in the Bay Area. Qualifiers will only be held for Street Fighter IV, and they will be partnering with with current community run events for their winners. Capcom also confirmed there will be some events outside of the US in the qualifier process. Players qualifying for Marvel vs Capcom 3 and Street Fighter X Tekken will use a different model, which has not yet been formalized.

GameSpot is covering the EVO 2013 live from the Paris Hotel and Casino in Las Vegas. Watch it live on GameSpot's eSports hub


16.00 | 0 komentar | Read More

New Releases: July 14th - 20th

Written By Kom Limpulnam on Sabtu, 13 Juli 2013 | 13.15

Dynasty Warriors is such a wonderful guilty pleasure.  While it never makes great leaps of improvement in any of it's countless sequels, it's hard to deny the core fun that exists in it's power fantasy of being a Chinese general who kills hundreds of enemies in a battle.  For some reason, the cheesy dialogue and voice acting has always endeared me to their titles, even though they can hardly ever been considered 'top notch' experiences.


13.15 | 0 komentar | Read More

Deal With It - Steam Summer Sale, July 12th

Cart Life is 66% off for $1.99, could possibly go lower before the end of the sale, but not super likely.  People wouldn't stop raving about this game at the Independent Games Festival.

Half Minute Hero is 75% off for $2.49, originally a PSP title, very much worth taking a look at. 

Thirty Flights of Loving is 50%* off for $2.49, a short, but highly acclaimed indie title. *possibility of going lower if put on a flash sale before the end of the steam sale

Those are my quick shout outs.  So many titles worth looking at.

My pick of the day would definitely be FTL if you enjoy Star Trek or rogue likes.  Such a great game.


13.15 | 0 komentar | Read More

Ryan Davis Tribute

@carolynmichelle @Emerald_Scott @KitchMurder @maybock3000 Perhaps. But it's long and I think he just wanted a quick summary of who he was before watching it, or wanted one because he wasn't interested in watching the video but was still interested enough to want to know who he was.

So, okay, yeah, it might be silly to ask anyway, but let's not come with pitchforks at him. Bah! I probably shouldn't speak for him and start an unnecessary argument with someone.


13.15 | 0 komentar | Read More

Ride to Hell: Retribution Review

Written By Kom Limpulnam on Jumat, 12 Juli 2013 | 14.09

Much like with terrible movies and songs, games that are nigh unplayable are something of a collective joke shared by millions. Unfortunately, Ride to Hell: Retribution is unapologetically, aggressively horrid. Set in the late 1960s and ostensibly built around the exploration of post-traumatic stress disorder that followed more than a few soldiers back home after the Vietnam War, Ride to Hell initially seems like a fresh take on video game warfare. That initial optimism quickly wears off however, as the complete disregard for anything even remotely passing as fun or functional gameplay becomes apparent.

The protagonist of this hellish torture software is Jake Conway, an emotionally scarred Vietnam veteran looking to make a nice, calm life for himself following his return stateside. Shortly afterwards, Jake's younger brother is killed by a biker gang, at which point Ride to Hell becomes an excruciatingly cliched tale of revenge. Every attempt at maturity devolves into shoddy melodrama. By the tale's end, provided that you haven't attempted an auto-lobotomy, you'll have been drenched in the game's pathetic, out-of-touch approach to sex, violence, and masculinity. Even if Ride to Hell could pass as a broken and buggy parody of the patently offensive, none of the characters seem to be in on the joke. Tragedy is greeted with no more subtly than a prolonged, agonizing "NOOOOOOOOOOOOOOO!" and sexuality is given the same level of reverence as a pornographic film. In the few instances Ride to Hell begins to approach something of even tangential relevance, poorly written, self-referential humor kills the mood.

Worse yet, every mind-numbingly awful innuendo and facsimile of human emotion is further injured by some of the most horrific voice acting imaginable. Video games are not often exceptionally voiced, but it's probably been the better part of a decade since something this ear-bleedingly bad has been released. Most of the characters sound like they were recorded in their bedrooms, moments after being woken up from a good week or two of binge drinking. The actors cannot cobble together anything like tangible human emotion.

At least some of these crimes against conscious thought might find forgiveness if Ride to Hell weren't such a technical disaster. Crashes, graphical bugs, disappearing audio, and many more issues are shockingly frequent. In some instances, enemies will appear and then die for no apparent reason. Timed missions sometimes randomly end 30 seconds or more early, and your survival seems randomly determined. When playing Ride to Hell, you exist at the whim of some of the buggiest software ever released.

Going beyond pure technical problems, Ride to Hell actively hates you and your sanity. Most of the controls are woefully positioned with almost no regard for what would actually make sense. Instead of keeping with WASD for movement, and using the keys closest to them to keep things easy for the player, the two most important keys for large chunks of the game bounce between E, R and the mouse buttons. It's disorienting, and you cannot remap the keys, so the controls are never practical. Furthermore, some keys are bound to functions that aren't ever labeled, so you're left to flounder until you figure out what the game expects of you.

When you strip away all of the profoundly rotten layers of this particular onion, you discover action that is merely shallow during the rare moments that it isn't fundamentally broken. Within the first few minutes, you're introduced to all of the major elements of play. Shootouts, fistfights and chopper duels constitute the lion's share of Ride to Hell, and each of them is worse than the last.

For the most part, gunplay is actually functional, in the sense that the targeting reticle moves when you attempt to move the joystick or mouse, and people generally die when you click on them. Even so, the reticle has an agonizing amount of lag that will cause even seasoned shooter veterans to miss easy shots. Thankfully, your foes have just as much trouble hitting you, provided they choose to do anything at all.

Melee combat is based on the shallowest quick-time events imaginable. There's no system for combos, no real learning curve, nothing allowing you to learn and improve your play over the course of the game--just button-mashing. Fighting rival biker gangs on motorcycles works pretty much the same way: a random key will flash on the screen and you're given a few fractions of a second to respond appropriately. With road combat, however, enemies rush in from nowhere and lock you into a battle before randomly flying off and exploding, often without you having to really do anything. They just ride up next to you and then die for no reason, and that's about it.

Outside of killing folks, there isn't much to do. There are a few hubs, and there's an open world that supports some degree of exploration, but Ride to Hell completely misses the point of having an explorable landscape. For such an interesting setting, the game is populated with virtually nothing of interest. There's a shop where you can buy more weapons, and there are a few characters to talk to, but more guns means more awful combat, and more dialogue means more tragic storytelling and unbearable voice acting.

Ride to Hell is painfully insubstantial. Its mechanics are mostly broken and have no depth, there's no sense of progression, and there are no skills that can be learned and then applied to create a feeling of accomplishment or a better understanding of the game. That people are being asked to spend time and money on this garbage shows a profound lack of respect for consumers. All one can do is marvel at the latest entry to the list of candidates for "Worst Game of All Time."


14.09 | 0 komentar | Read More

Elder Scrolls Online expands closed beta

Written By Kom Limpulnam on Kamis, 11 Juli 2013 | 13.15

Bethesda will send out more invitations, following this week's initial batch.

The closed beta world of The Elder Scrolls Online is about to get a little more crowded.

Bethesda announced on its official site that it has sent out another round of beta invites for the PC version of its upcoming MMORPG, to help gather more feedback on specific game features. Players are encouraged to check their email addresses, particularly spam folders.

Even if players do not receive an invitation to take part this time around, Bethesda has assured gamers that the beta will continue to grow, and will eventually send out more invites in the future. In the meantime, players can check out GameSpot's recent coverage of the MMO.

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

Metro: Last Light Faction Pack DLC out next week

DLC pack featuring three new single-player missions is out on July 16 in North America; July 17 in all other regions.

Publisher Deep Silver has announced that it will be releasing new DLC for its first-person shooter Metro: Last Light next week for the PC, Xbox 360, and PS3.

The DLC, dubbed "The Faction Pack", includes three new single-player missions that assign players as different characters from each warring faction of the game. The playable characters are a special detachment sniper from the Red Line, a Reich "Heavy" unit, and a Polis ranger in training.

Players will be checking out previous locations from Metro 2033, using new weapons and combating returning mutant types from the original game. The DLC will be out on July 16 in North America, and July 17 for the rest of the world on Steam, Xbox Live, and PlayStation Network.

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
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