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Race the Sun Review

Written By Kom Limpulnam on Sabtu, 31 Agustus 2013 | 13.15

The phrase "race the sun" has a certain fatalistic beauty to it. Pitting yourself against that magnificent, distant star is an act of grandeur and boldness, albeit one founded on futility and a questionable understanding of celestial mechanics. Race the Sun has a similar quality; as you speed toward the horizon in your avian ship, the sun sinks ever lower and the obstacles in your way grow ever more numerous. Sunset or a head-on collision inevitably brings an end to every flight you undertake, but the thrill of flitting past impediments and staying in the race a little longer is alluring. And with shrewd objectives, accessible creation tools, and a clever multiplayer gimmick, Race the Sun offers plenty of enticement to keep striving onward.

All good races must come to an end.

Glide right, glide left, or fly straight ahead. These are your only options when you first dare to race the sun. As a swift ship (that also looks like a swift), you automatically speed ahead under solar power. You must maneuver to avoid obstacles and stay out of the long shadows of tall objects, lest your craft lose power and slow to a halt. Yellow pickups give you a temporary speed boost and raise the sun slightly higher in the sky, but that bright orb is always descending, and when it sets beyond the horizon, your run peters out.

The core mechanics are simple and slick; you move with a gliding elegance, barrel-rolling automatically when you drastically change your lateral momentum. A mellow soundtrack and a constant low hum accompany you as you whip across the barren landscape dodging polygonal obstacles. Spheres, blocks, and cones form the rudimentary landscape, and though you can graze or sideswipe an object and still forge ahead (after taking a speed penalty), a solid collision brings your run to an abrupt end. As you progress through regions, the obstacles grow more complex and move about more often, while the soundtrack ups the tempo and starts to exert pressure of its own.

All the while there are blue pickups to grab that give you points and increase your multiplier. These may tempt you to make some bold moves, threading your way through a field of irregular spheres rather than taking a straighter, safer path. More tempting are the aforementioned speed-boosting pickups, since they are essential to prolonging your run. Green pickups give you the ability to jump and avoid obstacles or reach elevated caches of points, while the coveted pink pickup is your "get out of collision free" card. These items are important to grab, but doing so requires that you cover significant lateral ground. Though the patterned environments eventually loop if you travel far enough to one side, they are big enough that you can miss items and alternate paths by staying too straight.

And so you wind your way back and forth, snagging pickups and dodging objects while constantly speeding forward. Race the Sun's difficulty ramps up rather quickly, requiring deft movements and smart terrain scouting and giving you less and less time to react. After you fail numerous times, the challenge set before you may seem too great, but Race the Sun does a few things to avoid causing despair. Every day, the course changes. These are procedurally generated worlds, so while you see plenty of familiar obstacles (like those infernal tunnels), the change of layout freshens things up significantly.

Additionally, you always have three objectives. Some of these can be fulfilled through sheer accumulation, like traveling a certain distance or jumping a certain number of times. Others must be accomplished by skill, like passing two regions without any collisions. Some of the skill-based ones also encourage you to play in a different way. Having to do 20 barrel rolls in one run makes you travel side to side much more frequently, while passing a region using only right turns forces you to look at the environment from an oddly skewed perspective. Accomplishing these missions grants you access to helpful abilities and bestows bonuses that instill a sense of progress, even if you still can't make it past the fourth region on a given day.

But even if you find yourself hitting a progress ceiling, there is a neat way to experience the difficulties that lie ahead. Whenever you finish a run, you are given the option to share a relay point via email, Twitter, or Facebook. This posts a link that lets another Race the Sun player start at the region you ended in with the score you had when you stopped. Every run can be extended into a four-segment relay, which could be passed back and forth between two players or tackled by three or four different individuals. It's a very simple system, but it works a treat. Leapfrogging with other racers can take you deeper into the race than you could otherwise make it, and the system engenders a nice kind of social camaraderie.

The other social component of Race the Sun is fueled by the world creation tools. With these, you can create objects, lay them out on grids, alter the colors of the sky and ground, tweak the vehicle size and speed, and generally craft your own Race the Sun regions. You'll likely need to fiddle and experiment a bit to get the most out of them, but running your own courses and trying courses shared with the online community adds some variety to the package.

And at about $10, Race the Sun is an appealing package. The smooth sensation of flight through the austere landscape is both relaxing and intense, bringing with it the joy of escaping danger and the agony of meeting with disaster. Objectives and relays capitalize on these core mechanics, building out ways to enjoy the game beyond the basic play experience. Race the Sun is compelling in a way that could make it a daily habit, with fresh challenges awaiting every sunrise for those who dare to take flight.


13.15 | 0 komentar | Read More

BioWare details save import options for Dragon Age: Inquisition

Written By Kom Limpulnam on Jumat, 30 Agustus 2013 | 13.15

BioWare has revealed a method for creating save files to use in its upcoming game, Dragon Age: Inquisition. Posted on the official BioWare Blog, Dragon Age executive producer Mark Darrah announced the Dragon Age Keep.

The Dragon Age Keep allows players to create a customised Dragon Age historical world state, which carries over choices made in Dragon Age: Origins and Dragon Age II.

Players will be able to customise "as much or as little about the world of Thedas" using the Dragon Age Keep. This customised world state will then be possible to import into Dragon Age: Inquisition.

Darrah also stated that importing game saves is an issue that BioWare is "continuing to investigate". In particular, how saves from previous games could be utilised to "populate the initial world state of the Dragon Age Keep". Darrah did not specify whether importing saves directly into Dragon Age: Inquisition will be possible.

Fans interested in the Dragon Age Keep can sign up for the beta on the site. The Dragon Age Keep is scheduled for public launch in 2014.

Dragon Age: Inquisition is the third major title in BioWare's fantasy role-playing game series, Dragon Age. BioWare has confirmed that players will be able to create characters from multiple races. Dragon Age: Inquisition will be released for PlayStation 4, Xbox One, Xbox 360, PlayStation 3, and PC in 2014.


13.15 | 0 komentar | Read More

A Different Kind of Strategy - Total War: Rome II

Written By Kom Limpulnam on Kamis, 29 Agustus 2013 | 13.15

My brother plays a lot of Dota and League of Legends and whatnot. I've tried to get him to play the Total War series, but he never has. <shrug> I would love, as a side note, if occasionally soldiers tripped and fell in the mud. Because, you know, realism.


13.15 | 0 komentar | Read More

Now Playing - Disney Infinity

@Kevin-V @Dirk_McHardpeck Covering a game in house is different IMO then the chummy looking parties Gamespot has held with the developers of Disney Infinity. Don't get me wrong, they seem like nice guys but there's something to be said about keeping a professional distance from those you might have to rake over the coals later.


13.15 | 0 komentar | Read More

Lost Planet 3 Review

Written By Kom Limpulnam on Rabu, 28 Agustus 2013 | 13.15

In the third iteration of the Lost Planet series, some things are gained, and some are, appropriately enough, lost. Lost Planet 2 was a frustrating and beautiful concoction, loaded with grand ideas that all too often sacrificed basic playability. In this mediocre prequel to the original Lost Planet, the frustrations are minimal, but so are the ideas; its predecessor's variety and visual panache are steamrolled in favor of perfectly decent, perfectly standard shooting encounters. Lost Planet 3 is a difficult game to hate and an equally difficult game to adore. It might feature monstrous aliens, but it never thinks big.

If it's orange, it explodes.

One aspect of this third-person shooter that will keep you thinking, however, is its story, a surprise given the series' lack of a personal touch and grand plot ambitions. The early hours move slowly, introducing you to hero Jim Peyton, who has journeyed across the blackness of space to the planet E.D.N. III to assist the Neo-Venus Construction company in its mining efforts. Jim is an excellent everyman, frequently exchanging personal video messages with his devoted wife, who is raising their newborn son while Jim works toward a brighter financial future. The couple labor to maintain a tone of normalcy, but never fully contain their misgivings and personal longing. The dialogue is natural and delivered gracefully; Jim's love is not characterized by overwhelming passion, but by quiet adoration and sincere concern.

While performing odd jobs and fighting off the wildlife that threatens the mining operation, Jim spots a figure eyeing him in the distance. Jim's paranoia turns to confusion as he uncovers truths about NEVEC and the indiscretions of the company's past. Here, the tale begins to follow recognizable paths, invoking elements of stories like Pocahontas and James Cameron's Avatar by contrasting the greed of the invader with the purity of the land. But it's how Lost Planet 3 subverts cliches that makes it so compelling. In fiction, lines like "I didn't know you had a wife" often lead to predictable story outcomes--but not here. Lost Planet 3 avoids overt moralizing and soap-opera melodrama, instead placing ordinary people in extraordinary circumstances and allowing them to find their way.

That isn't to say there aren't sour notes. A miner with a deplorable French accent tops that list, though an annoyingly chatty engineer can also grate on your nerves. Both ultimately earn a vital place in the story, though not before injuring your sense of good taste with their cliched characterizations. The game's tone wanders, sometimes shooting for "space cowboy" a la StarCraft or Firefly, and other times getting jokey, going so far as to point out its own mechanical shortcomings. A little lighthearted humor is appreciated, but when it's a bit of dialogue pointing out how often you have to turn on an elevator's power, you can't help but wish developer Spark Unlimited had avoided repetitive mission design rather than cracked wise about it.

That repetition is a problem. Many of Lost Planet 3's missions have you heading out into E.D.N. III's icy wilderness to perform odd jobs for NEVEC or other allies, flipping switches, riding elevators, and shooting some aliens in a comfortable but overfamiliar pattern. Like in the previous games, your primary foes are the akrid, aliens primarily known for their insectlike appearance and the glowing orange growths that indicate weak points. Previously, fighting the largest of these creatures could be both a stunning and frustrating affair, with their outlandish attacks sending you flying through the air and into drifts of snow, where you had to struggle to your feet and resume battle. Combat arenas were often large and gave you the opportunity to pilot combat mechs, and giant akrid forced you to use your wits when you weren't busy cursing the frustrations of irritating knockbacks.

In Lost Planet 3, the distress and the diversity have both been toned down. You face some large akrid, but you do so without worry of being bowled over by numerous enemies and paralyzed by endless animation loops. Yet with greater playability also comes greater predictability. Regardless of the monster you face, the tactic remains the same: you tumble out of the way, the creature gets stuck for a moment, and you shoot at the glowing bits. And when you aren't fighting the bigger akrid, you're fighting off the smaller ones, which you can typically dispose of with a few shotgun blasts. And you do all of this in samey gray-white corridors and in small arenas frigid with wind and snow.

The action is bog-standard shooting, and the encounters are tame when compared to previous Lost Planet games. New this round is a cover system, though you rarely need to use it in the single-player campaign, and it's bizarre to see non-humanoid life-forms sticking against cover and rising up to fling projectiles at you. Yet there's still joy in watching orange thermal energy burst from an akrid's vulnerable wounds when you shoot it, not to mention the sense of relief that comes from smashing its iced corpse to smithereens. In the first case, you see the lifeblood leaking from your foe; in the second, you prove your superiority by vanquishing all remnants of it. The combination makes for a rewarding power trip.


13.15 | 0 komentar | Read More

Lost Planet 3 Review

In the third iteration of the Lost Planet series, some things are gained, and some are, appropriately enough, lost. Lost Planet 2 was a frustrating and beautiful concoction, loaded with grand ideas that all too often sacrificed basic playability. In this mediocre prequel to the original Lost Planet, the frustrations are minimal, but so are the ideas; its predecessor's variety and visual panache are steamrolled in favor of perfectly decent, perfectly standard shooting encounters. Lost Planet 3 is a difficult game to hate and an equally difficult game to adore. It might feature monstrous aliens, but it never thinks big.

One aspect of this third-person shooter that will keep you thinking, however, is its story, a surprise given the series' lack of a personal touch and grand plot ambitions. The early hours move slowly, introducing you to hero Jim Peyton, who has journeyed across the blackness of space to the planet E.D.N. III to assist the Neo-Venus Construction company in its mining efforts. Jim is an excellent everyman, frequently exchanging personal video messages with his devoted wife, who is raising their newborn son while Jim works toward a brighter financial future. The couple labor to maintain a tone of normalcy, but never fully contain their misgivings and personal longing. The dialogue is natural and delivered gracefully; Jim's love is not characterized by overwhelming passion, but by quiet adoration and sincere concern.

While performing odd jobs and fighting off the wildlife that threatens the mining operation, Jim spots a figure eyeing him in the distance. Jim's paranoia turns to confusion as he uncovers truths about NEVEC and the indiscretions of the company's past. Here, the tale begins to follow recognizable paths, invoking elements of stories like Pocahontas and James Cameron's Avatar by contrasting the greed of the invader with the purity of the land. But it's how Lost Planet 3 subverts cliches that makes it so compelling. In fiction, lines like "I didn't know you had a wife" often lead to predictable story outcomes--but not here. Lost Planet 3 avoids overt moralizing and soap-opera melodrama, instead placing ordinary people in extraordinary circumstances and allowing them to find their way.

That isn't to say there aren't sour notes. A miner with a deplorable French accent tops that list, though an annoyingly chatty engineer can also grate on your nerves. Both ultimately earn a vital place in the story, though not before injuring your sense of good taste with their cliched characterizations. The game's tone wanders, sometimes shooting for "space cowboy" a la StarCraft or Firefly, and other times getting jokey, going so far as to point out its own mechanical shortcomings. A little lighthearted humor is appreciated, but when it's a bit of dialogue pointing out how often you have to turn on an elevator's power, you can't help but wish developer Spark Unlimited had avoided repetitive mission design rather than cracked wise about it.

That repetition is a problem. Many of Lost Planet 3's missions have you heading out into E.D.N. III's icy wilderness to perform odd jobs for NEVEC or other allies, flipping switches, riding elevators, and shooting some aliens in a comfortable but overfamiliar pattern. Like in the previous games, your primary foes are the akrid, aliens primarily known for their insectlike appearance and the glowing orange growths that indicate weak points. Previously, fighting the largest of these creatures could be both a stunning and frustrating affair, with their outlandish attacks sending you flying through the air and into drifts of snow, where you had to struggle to your feet and resume battle. Combat arenas were often large and gave you the opportunity to pilot combat mechs, and giant akrid forced you to use your wits when you weren't busy cursing the frustrations of irritating knockbacks.

In Lost Planet 3, the distress and the diversity have both been toned down. You face some large akrid, but you do so without worry of being bowled over by numerous enemies and paralyzed by endless animation loops. Yet with greater playability also comes greater predictability. Regardless of the monster you face, the tactic remains the same: you tumble out of the way, the creature gets stuck for a moment, and you shoot at the glowing bits. And when you aren't fighting the bigger akrid, you're fighting off the smaller ones, which you can typically dispose of with a few shotgun blasts. And you do all of this in samey gray-white corridors and in small arenas frigid with wind and snow.

The action is bog-standard shooting, and the encounters are tame when compared to previous Lost Planet games. New this round is a cover system, though you rarely need to use it in the single-player campaign, and it's bizarre to see non-humanoid life-forms sticking against cover and rising up to fling projectiles at you. Yet there's still joy in watching orange thermal energy burst from an akrid's vulnerable wounds when you shoot it, not to mention the sense of relief that comes from smashing its iced corpse to smithereens. In the first case, you see the lifeblood leaking from your foe; in the second, you prove your superiority by vanquishing all remnants of it. The combination makes for a rewarding power trip.


13.15 | 0 komentar | Read More

Lost Planet 3 Review

In the third iteration of the Lost Planet series, some things are gained, and some are, appropriately enough, lost. Lost Planet 2 was a frustrating and beautiful concoction, loaded with grand ideas that all too often sacrificed basic playability. In this mediocre prequel to the original Lost Planet, the frustrations are minimal, but so are the ideas; its predecessor's variety and visual panache are steamrolled in favor of perfectly decent, perfectly standard shooting encounters. Lost Planet 3 is a difficult game to hate and an equally difficult game to adore. It might feature monstrous aliens, but it never thinks big.

The akrid are--well--they're acrid.

One aspect of this third-person shooter that will keep you thinking, however, is its story, a surprise given the series' lack of a personal touch and grand plot ambitions. The early hours move slowly, introducing you to hero Jim Peyton, who has journeyed across the blackness of space to the planet E.D.N. III to assist the Neo-Venus Construction company in its mining efforts. Jim is an excellent everyman, frequently exchanging personal video messages with his devoted wife, who is raising their newborn son while Jim works toward a brighter financial future. The couple labor to maintain a tone of normalcy, but never fully contain their misgivings and personal longing. The dialogue is natural and delivered gracefully; Jim's love is not characterized by overwhelming passion, but by quiet adoration and sincere concern.

While performing odd jobs and fighting off the wildlife that threatens the mining operation, Jim spots a figure eyeing him in the distance. Jim's paranoia turns to confusion as he uncovers truths about NEVEC and the indiscretions of the company's past. Here, the tale begins to follow recognizable paths, invoking elements of stories like Pocahontas and James Cameron's Avatar by contrasting the greed of the invader with the purity of the land. But it's how Lost Planet 3 subverts cliches that makes it so compelling. In fiction, lines like "I didn't know you had a wife" often lead to predictable story outcomes--but not here. Lost Planet 3 avoids overt moralizing and soap-opera melodrama, instead placing ordinary people in extraordinary circumstances and allowing them to find their way.

That isn't to say there aren't sour notes. A miner with a deplorable French accent tops that list, though an annoyingly chatty engineer can also grate on your nerves. Both ultimately earn a vital place in the story, though not before injuring your sense of good taste with their cliched characterizations. The game's tone wanders, sometimes shooting for "space cowboy" a la StarCraft or Firefly, and other times getting jokey, going so far as to point out its own mechanical shortcomings. A little lighthearted humor is appreciated, but when it's a bit of dialogue pointing out how often you have to turn on an elevator's power, you can't help but wish developer Spark Unlimited had avoided repetitive mission design rather than cracked wise about it.

That repetition is a problem. Many of Lost Planet 3's missions have you heading out into E.D.N. III's icy wilderness to perform odd jobs for NEVEC or other allies, flipping switches, riding elevators, and shooting some aliens in a comfortable but overfamiliar pattern. Like in the previous games, your primary foes are the akrid, aliens primarily known for their insectlike appearance and the glowing orange growths that indicate weak points. Previously, fighting the largest of these creatures could be both a stunning and frustrating affair, with their outlandish attacks sending you flying through the air and into drifts of snow, where you had to struggle to your feet and resume battle. Combat arenas were often large and gave you the opportunity to pilot combat mechs, and giant akrid forced you to use your wits when you weren't busy cursing the frustrations of irritating knockbacks.

In Lost Planet 3, the distress and the diversity have both been toned down. You face some large akrid, but you do so without worry of being bowled over by numerous enemies and paralyzed by endless animation loops. Yet with greater playability also comes greater predictability. Regardless of the monster you face, the tactic remains the same: you tumble out of the way, the creature gets stuck for a moment, and you shoot at the glowing bits. And when you aren't fighting the bigger akrid, you're fighting off the smaller ones, which you can typically dispose of with a few shotgun blasts. And you do all of this in samey gray-white corridors and in small arenas frigid with wind and snow.

The action is bog-standard shooting, and the encounters are tame when compared to previous Lost Planet games. New this round is a cover system, though you rarely need to use it in the single-player campaign, and it's bizarre to see non-humanoid life-forms sticking against cover and rising up to fling projectiles at you. Yet there's still joy in watching orange thermal energy burst from an akrid's vulnerable wounds when you shoot it, not to mention the sense of relief that comes from smashing its iced corpse to smithereens. In the first case, you see the lifeblood leaking from your foe; in the second, you prove your superiority by vanquishing all remnants of it. The combination makes for a rewarding power trip.


13.15 | 0 komentar | Read More

Microsoft employees to receive limited edition white Xbox One consoles

Written By Kom Limpulnam on Selasa, 27 Agustus 2013 | 13.15

Staff-only white console offered free to full-time employees; Major Nelson says white systems may release in the future.

Employees at Microsoft's Interactive Entertainment Business (IEB) will each receive a limited-edition white Xbox One this year, according to a post on Reddit.

The Xbox One Employee Ship Gift includes a white console, with matching Xbox One controller, black Kinect unit, one year of Xbox Live Gold access, all first-party games, and an unspecified bonus achievement. The packs will be provided free to full-time staff working for the division in December this year. A small line of text next to the console's optical drive says, "I made this. Launch team 2013."

Asked by posters whether a white version of the system will ever be sold to consumers, Xbox director of programming Larry "Major Nelson" Hyrb responded, "maybe waaaay in the future".

The Xbox One launches this November for $499/€499/£429/A$599.

→ More coverage of XBOXONE 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.


13.15 | 0 komentar | Read More

House of Horrors - Nightmare House 2

Now this is House of Horrors! Jess making that "Whack-It-Hard" expression is a classic, one of the best of all time. I'll die laughing on that one. LOL really ;DDDDDDDDD

This is one of the best ever HoH episodes, ever. :D Zorine, love that hairdo. Jess, I really love that expression! HAHAHAHAHA I can't stop laughing now. :DDDDD

Looking forward for Rule of the Rose and F.E.A.R, plssssss :D

Keep up the good work gals! *two thumbs up*


13.15 | 0 komentar | Read More

GameSpot Fireside Chat: Videos and Shows

Join us this Wednesday at 12pm PDT for our second weekly fireside chat to see a bunch of video-type pages and hear about our new video strategy!

What you missed last week

Last week was pretty big, as we announced some changes to the site and held our first fireside chat, where we went over our homepage and review page, discussed how reviews were going to be changing, and answered your questions.

It's back!
It's back!

Join us on August 28 at 12pm PDT for more red hot fireside chat action!

As with last week, we'll be answering your questions, so be sure to bring 'em! Your feedback is extremely valuable, and helps us to determine what to build next.

This week's agenda includes…

  • How to find videos
  • Where to watch videos
  • Upgraded show pages (SPOILERS: they're way better)
  • The future of our video content
  • Q & A

→ More coverage of PRODUCT on GameSpot.com

Lark Anderson
By Lark Anderson, Product Manager

A lifelong gamer, Lark believes that the best Final Fantasy is VI, the best Zelda is A Link to the Past, and the best Metal Gear is Peace Walker. He will fight you if you disagree. Also, he fights dirty.


13.15 | 0 komentar | Read More

Grand Theft Auto V goes gold

Written By Kom Limpulnam on Senin, 26 Agustus 2013 | 13.16

Grand Theft Auto V has gone gold, developer Rockstar Games has announced. The open-world action game arrives on September 17 for the Xbox 360 and PlayStation 3.

Rockstar Games also addressed the recent PlayStation 3 pre-load leak, which revealed various spoilers about the upcoming game.

"Unfortunately, as many of you may already know, some people who downloaded the digital preorder of Grand Theft Auto V through the PlayStation Store in Europe were able to access certain GTAV assets leading to leaked information and media from the game appearing online," the developer said in a statement.

"As you can imagine, we are deeply disappointed by leaks and spoilers being spread in advance of the game's launch," the statement continues. "GTAV represents years of hard work by many people across the world, and we all couldn't be more excited to finally share it with you properly this September 17."

Rockstar Games said it "definitely" has more details about GTAV to share between today and the game's September 17 release date, though no specifics were provided.

Sony previously apologized to Rockstar Games for the leak, saying in a statement that it has removed the digital preorder file from the PlayStation Store in Europe.

"We sincerely apologize to Rockstar and GTA fans across the world who were exposed to the spoiler content," Sony said.

Check out GameSpot's preview of the multiplayer component and interview with Rockstar North head Leslie Benzies for more.


13.16 | 0 komentar | Read More

Sony currently has no plans to port Gran Turismo 6 to the Vita

Sony president of worldwide studios Shuhei Yoshida has revealed that it would be "really hard" to port Gran Turismo 6 from its PlayStation 3 system to the PS Vita, in an interview with IGN.

"The PS Vita is a very powerful portable system," Yoshida said, "but not quite as powerful as PS3. As you can tell looking at GT6, it really is using PS3 to a very high level. So it's going to be really hard to move GT6 onto PS Vita."

He went on, saying that "in terms of PS Vita support, I don't expect the whole game to be able to run on PS Vita. So there's no clear plans right now that we can talk about."

Polyphony Digital president Kazunori Yamauchi previously confirmed that the studio has a vision for a PS4 edition of the game "in mind for the future". While no official plans have been revealed for a next-generation version, Yoshida described the transition as "natural" once the studio has come to grips with the PS4 hardware.

Gran Turismo 6 is scheduled to launch on the PlayStation 3 this December.

→ 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.


13.16 | 0 komentar | Read More

Zoo Tycoon: Elephant Hugging 101

Written By Kom Limpulnam on Minggu, 25 Agustus 2013 | 13.15

I was thinking I might want this for an old school Tycoon experience, but I'm confused.  He says that game is still there, but then later he says if you hate Kinect and/or casual games, you won't like it.  If it's actually still a Tycoon game that just has the added ability to get down into the Kinect mode and do stuff, that's fine, but I'm not sure what to think now.


13.15 | 0 komentar | Read More

CRYENGINE Demo

So judging by the all caps and logo, this is the new CRYENGINE (no numbers after the name).  One thing that stood out, that puddle of water drying up over time.  Not just because it looked good and was supposedly procedural and not scripted, but I don't recall any game where water dries/evapourates in realtime.

PS: When I saw the Statue of Liberty's head, first thing I thought, "YOu maniacs!  You blew it up!  Ahhh, god damn you!  God damn you all ta hell!" :)


13.15 | 0 komentar | Read More

Payday 2 Review

Written By Kom Limpulnam on Sabtu, 24 Agustus 2013 | 13.15

In crime, as in game development, things don't always go as planned. A suspicious passerby might call the cops in early, and then those cops might phase through a wall. The loot you expect to find might not be there, and the end-of-heist reward you're hoping for might never arrive. Civilians might try to flee in the middle of a firefight, or they might disappear through the floor. And yet, despite the potential pitfalls and the actual flaws of Payday 2, things have a way of coming together. The tension of planning and keeping things quiet, the excitement of asserting control when all hell breaks loose, and the satisfaction of a successful score outshine any dull spots, making Payday 2 an immensely enjoyable way to team up for a life of crime.

Some museum trips are more eventful than others.

As part of the four-man crew of Hoxton, Chains, Dallas, and Wolf, you are contracted to do jobs by a dude named Bain. He sets you up with various shady characters and presents you with a city map of constantly changing opportunities. There are around 10 distinct jobs that pop up regularly with varying difficulty levels that affect how hard and how lucrative they will be. Some are stand-alone gigs, like bank heists, store robberies, and nightclub burglaries, while others span multiple days and involve stealing art, cooking meth, transporting drugs, dealing with gang members, and stealing from senators.

Mission objectives are generally clear, though there are a number of subtleties to contend with as well. Some challenges can be mastered by experience; it won't take you long to memorize the floor plan of the bank, and you quickly become familiar with the penalty for setting off alarms in the art gallery. Others require you to be flexible; cameras and security guards aren't always in the same place, and even doors, safes, and getaway spots can vary from mission to mission. This mix of constancy and variability does a great job of making you feel more confident with each mission while simultaneously keeping you on your toes. You can never be perfectly prepared for a job, and that's the way it should be.

Unfortunately, there are also some things that are more difficult to prepare for. Strange happenings with civilian and police character models, walls that you can pull solid objects through, and other technical oddities crop up throughout Payday 2. They usually have only minor effects on your criminal activity, but they do add a sour note to the otherwise welcome unpredictability. Such issues aren't likely to derail your heists, but they are occasionally enough to turn your stealthy infiltration into a messy affair.

Keeping things quiet is one of the biggest challenges of Payday 2 because so much can go wrong. A suspicious civilian might see you put on your mask. A security camera might spot you at a distance. A guard might round the corner when you're not expecting it. The guy on the radio might not believe you when you pretend to be the guard you just knocked out. Or someone, somewhere might hear the tinkling of broken glass, and before you know it, the cops are on their way and your escape van has bugged out. Completing a job without the cavalry showing up triggers a rush of giddy satisfaction, but more often than not, you're going to have to shoot your way out.

Once the alarm has sounded, the cops are on their way, but you can still manage the situation. Taking civilian hostages delays the armed escalation, keeping the really tough enemies at bay for a while. Moving your loot to a defensible position, closing the metal shutters on a store, or finding planks to board up a window can help you hold out while you wait for your drill or lock pick or computer hack to work its magic. Meanwhile, the cops come at you, and you gun them down in droves. The gunplay is solid and the AI is aggressive, but combat is more of a war of attrition than a contest of skill. Stick around long enough, and you will inevitably be overrun, no matter how skillfully you delay and fend off the advancing waves. On tougher jobs, there is more loot to grab than you can easily get away with, tempting you to try to hold out a bit longer to get a fatter payday. Get too greedy, however, and all is lost. Payday 2 channels this classic criminal conundrum nicely, right down to the heated mid-battle disagreements between team members.


13.15 | 0 komentar | Read More

Payday 2 Review

In crime, as in game development, things don't always go as planned. A suspicious passerby might call the cops in early, and then those cops might phase through a wall. The loot you expect to find might not be there, and the end-of-heist reward you're hoping for might never arrive. Civilians might try to flee in the middle of a firefight, or they might disappear through the floor. And yet, despite the potential pitfalls and the actual flaws of Payday 2, things have a way of coming together. The tension of planning and keeping things quiet, the excitement of asserting control when all hell breaks loose, and the satisfaction of a successful score outshine any dull spots, making Payday 2 an immensely enjoyable way to team up for a life of crime.

Looks like SOMEONE forgot to defuse the BOMBS on the BUS!!

As part of the four-man crew of Hoxton, Chains, Dallas, and Wolf, you are contracted to do jobs by a dude named Bain. He sets you up with various shady characters and presents you with a city map of constantly changing opportunities. There are around 10 distinct jobs that pop up regularly with varying difficulty levels that affect how hard and how lucrative they will be. Some are stand-alone gigs, like bank heists, store robberies, and nightclub burglaries, while others span multiple days and involve stealing art, cooking meth, transporting drugs, dealing with gang members, and stealing from senators.

Mission objectives are generally clear, though there are a number of subtleties to contend with as well. Some challenges can be mastered by experience; it won't take you long to memorize the floor plan of the bank, and you quickly become familiar with the penalty for setting off alarms in the art gallery. Others require you to be flexible; cameras and security guards aren't always in the same place, and even doors, safes, and getaway spots can vary from mission to mission. This mix of constancy and variability does a great job of making you feel more confident with each mission while simultaneously keeping you on your toes. You can never be perfectly prepared for a job, and that's the way it should be.

Unfortunately, there are also some things that are more difficult to prepare for. Strange happenings with civilian and police character models, walls that you can pull solid objects through, and other technical oddities crop up throughout Payday 2. They usually have only minor effects on your criminal activity, but they do add a sour note to the otherwise welcome unpredictability. Such issues aren't likely to derail your heists, but they are occasionally enough to turn your stealthy infiltration into a messy affair.

Keeping things quiet is one of the biggest challenges of Payday 2 because so much can go wrong. A suspicious civilian might see you put on your mask. A security camera might spot you at a distance. A guard might round the corner when you're not expecting it. The guy on the radio might not believe you when you pretend to be the guard you just knocked out. Or someone, somewhere might hear the tinkling of broken glass, and before you know it, the cops are on their way and your escape van has bugged out. Completing a job without the cavalry showing up triggers a rush of giddy satisfaction, but more often than not, you're going to have to shoot your way out.

Once the alarm has sounded, the cops are on their way, but you can still manage the situation. Taking civilian hostages delays the armed escalation, keeping the really tough enemies at bay for a while. Moving your loot to a defensible position, closing the metal shutters on a store, or finding planks to board up a window can help you hold out while you wait for your drill or lock pick or computer hack to work its magic. Meanwhile, the cops come at you, and you gun them down in droves. The gunplay is solid and the AI is aggressive, but combat is more of a war of attrition than a contest of skill. Stick around long enough, and you will inevitably be overrun, no matter how skillfully you delay and fend off the advancing waves. On tougher jobs, there is more loot to grab than you can easily get away with, tempting you to try to hold out a bit longer to get a fatter payday. Get too greedy, however, and all is lost. Payday 2 channels this classic criminal conundrum nicely, right down to the heated mid-battle disagreements between team members.


13.15 | 0 komentar | Read More

Payday 2 Review

In crime, as in game development, things don't always go as planned. A suspicious passerby might call the cops in early, and then those cops might phase through a wall. The loot you expect to find might not be there, and the end-of-heist reward you're hoping for might never arrive. Civilians might try to flee in the middle of a firefight, or they might disappear through the floor. And yet, despite the potential pitfalls and the actual flaws of Payday 2, things have a way of coming together. The tension of planning and keeping things quiet, the excitement of asserting control when all hell breaks loose, and the satisfaction of a successful score outshine any dull spots, making Payday 2 an immensely enjoyable way to team up for a life of crime.

As part of the four-man crew of Hoxton, Chains, Dallas, and Wolf, you are contracted to do jobs by a dude named Bain. He sets you up with various shady characters and presents you with a city map of constantly changing opportunities. There are around 10 distinct jobs that pop up regularly with varying difficulty levels that affect how hard and how lucrative they will be. Some are stand-alone gigs, like bank heists, store robberies, and nightclub burglaries, while others span multiple days and involve stealing art, cooking meth, transporting drugs, dealing with gang members, and stealing from senators.

Mission objectives are generally clear, though there are a number of subtleties to contend with as well. Some challenges can be mastered by experience; it won't take you long to memorize the floor plan of the bank, and you quickly become familiar with the penalty for setting off alarms in the art gallery. Others require you to be flexible; cameras and security guards aren't always in the same place, and even doors, safes, and getaway spots can vary from mission to mission. This mix of constancy and variability does a great job of making you feel more confident with each mission while simultaneously keeping you on your toes. You can never be perfectly prepared for a job, and that's the way it should be.

Unfortunately, there are also some things that are more difficult to prepare for. Strange happenings with civilian and police character models, walls that you can pull solid objects through, and other technical oddities crop up throughout Payday 2. They usually have only minor effects on your criminal activity, but they do add a sour note to the otherwise welcome unpredictability. Such issues aren't likely to derail your heists, but they are occasionally enough to turn your stealthy infiltration into a messy affair.

Keeping things quiet is one of the biggest challenges of Payday 2 because so much can go wrong. A suspicious civilian might see you put on your mask. A security camera might spot you at a distance. A guard might round the corner when you're not expecting it. The guy on the radio might not believe you when you pretend to be the guard you just knocked out. Or someone, somewhere might hear the tinkling of broken glass, and before you know it, the cops are on their way and your escape van has bugged out. Completing a job without the cavalry showing up triggers a rush of giddy satisfaction, but more often than not, you're going to have to shoot your way out.

Once the alarm has sounded, the cops are on their way, but you can still manage the situation. Taking civilian hostages delays the armed escalation, keeping the really tough enemies at bay for a while. Moving your loot to a defensible position, closing the metal shutters on a store, or finding planks to board up a window can help you hold out while you wait for your drill or lock pick or computer hack to work its magic. Meanwhile, the cops come at you, and you gun them down in droves. The gunplay is solid and the AI is aggressive, but combat is more of a war of attrition than a contest of skill. Stick around long enough, and you will inevitably be overrun, no matter how skillfully you delay and fend off the advancing waves. On tougher jobs, there is more loot to grab than you can easily get away with, tempting you to try to hold out a bit longer to get a fatter payday. Get too greedy, however, and all is lost. Payday 2 channels this classic criminal conundrum nicely, right down to the heated mid-battle disagreements between team members.


13.15 | 0 komentar | Read More

Ryse: Son of Rome to feature microtransactions

Written By Kom Limpulnam on Jumat, 23 Agustus 2013 | 13.15

Crytek-developed Xbox One-exclusive Ryse: Son of Rome will feature microtransactions in its multiplayer mode to help speed up player progression, VideoGamer.com has reported.

Comparing the experience to EA's FIFA Ultimate Team, or Mass Effect 3's multiplayer mode, the system will allow users to progress organically by playing; fast-track upgrades by making in-game, real-world purchases; or combine the two to offset the shortfall of in-game currency.

"When we talk about the progression system for multiplayer, it's armour based," the game's producer told the website during a Gamescom demonstration.

"The way that you get armour is very similar to how you get it in like Mass Effect or FIFA. You only earn gold while playing multiplayer [and] you use that gold to buy booster packs. Those booster packs contain random sets of loot. Based on the different tiers of loot that you get--whether you buy Bronze, Silver or Gold Packs--guarantees whether you get rare or common items.

"One of the things that we did a little different is that you can buy them with in-game currency and real-world currency. The difference is that if you're close, we also have small microtransactions.

"Say, for instance, a gold pack costs 15,000 gold, [and] you've only got 12,500 you can actually buy the difference and only spend a little bit to make it go to a Gold Pack. So we offer some variety there."

The game world is reportedly being created to allow players to prioritise their upgrade path, be it for more gold, or experience.

"We were very good about designing stages as you play multiplayer, so the stats can change whether you're focusing on grinding for money, grinding for experience, or whether you're playing with a new player or an old player. There's a lot of ways to change and customise your gear," they said.

Published by Microsoft, third-person action game Ryse: Son of Rome has been confirmed as a launch title for the system. The Xbox One goes on sale this November.

→ More coverage of XBOXONE on GameSpot.com


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So You Wanna Be a Witcher?

Written By Kom Limpulnam on Kamis, 22 Agustus 2013 | 13.15

@Penguinlord1 Its good news actually, I hate going in a cave around the start of the game, out of the main quest, then get jumped by a dragon and find out that I can actually kill him with level 2 skill, wooden sword and toilet paper armor because level scaling made him level 2 as well. 

Difficult monsters shouldn't be easy early on or it just breaks game immersion.


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Titanfall: 1. Danny's Mind: 0.

I'm a 360 player, which is due to a good UI, marketplace, cross-game chat, and ergonomic controller. I still play my PS3 and was planning on getting a PS4 when all the system info began circulating. But since all the policy changes and reading all the flaming comments from PS fanatics, I'm completely turned off the PS4, and the Xone is looking like it may be the console I'll end up with.


13.15 | 0 komentar | Read More

Divekick Review

Written By Kom Limpulnam on Rabu, 21 Agustus 2013 | 13.15

You are likely to have a multitude of questions going into Divekick. Can a fighting game with two buttons be fun and competitive? Does simplicity of control remove elements of strategy? Do basic-looking visuals impede enjoyment of a game? Is it even possible to fight wearing shoes on your hands? These are things that you should be concerned about (well, maybe not the last one so much), but once you give Divekick a go, you'll discover a fun and funny fighter that succeeds in distilling the genre down to its fundamentals and that isn't afraid to laugh at itself.

Divekick, as the name implies, is a game centered on a staple attack of 2D fighting games: the downward aerial kick. In fact, divekicks are the only attacks available in the game. Only two buttons are used: one for jumping and another for kicking downward after jumping (or hopping backward if you're on the ground). There is no motion forward or backward beyond the jumps, kicks, and dodges; positioning is determined by how high you jump, when (or if) you kick, or if you dodge back (and/or kick out of the hop). A few characters have some special skills and unique attack properties that allow subversions of this basic "divekicks only" rule, but for the most part, your motion is controlled with very careful button presses and angle judgments. One hit from any attack means instant loss of that round; the life bars are strictly for show.

The simple controls and one-hit kills make Divekick an easy game to jump into (pun semi-intended) but there is substantially more complexity than the control layout initially suggests. Every character's jump and divekick have different properties, allowing movement around the arena in different ways. While some characters have just a basic angled strike, others have unique attacks, such as leaving behind a trail of damaging lightning or altering their "flight" pattern mid-strike. Like many other fighting games, Divekick features a meter that fills as characters attack.

When the meter is sufficiently full, you press both buttons for character-specific skills, ranging from hovering to creating movement-impeding obstacles to pausing the action to run down the timer. When the meter fills completely, characters activate a supercharged "kick factor" that greatly ups their speed and air time for a few brief seconds. Though everyone shares the same two-button controls, each character is unique, and some pre-match customization to augment their diving, kicking, or meter-building skills gives you a surprising number of options to find and enjoy your favorite character and play style.

Part of what makes Divekick so appealing is its outlandish characters. The cast of Divekick is a motley crew of fighting game parodies and jabs at famous characters. Dive and Kick are twin brothers (of completely different racial makeup) with similar but distinct styles, but other characters aren't quite as subdued in design: the Baz is an old-school fighting game reject with bad makeup and literal lightning legs, Uncle Sensei is a down-on-his-luck divekicking teacher with four pairs of boots on his limbs, Markman is a fast-talking salesman who looks like a well-known real-life peddler of joysticks, and Stream is the blubbering personification of the anonymous Internet troll. Each character's gameplay quirks can be unusual and amusing, as well: Jefailey is an egomaniac whose head gets bigger with each win, allowing for higher jumps but also making him a bigger target for meter-draining headshots with each round.

While Divekick is filled to the brim with in-jokes and references to the overall fighting game scene--a lot of which might be lost on players not familiar with the scene's personalities and drama--the sheer goofy weirdness of characters like the villainous Mr. N is enough to put a smile on anyone's face. It's hard not to at least giggle mid-match as neck pillows get smashed and disqualifications are screamed. Lose all your matches without a single win, and you're "rewarded" with a stamp over your character portrait certifying you as a fraud while the opponent taunts you.

But this emphasis on humor also leads into one of the biggest disappointments of Divekick: the lackluster single-player mode. The only solo mode available is Story mode, which follows a character you pick through a unique narrative and ending. With characters as amusing as these, you'll want to see them engage and interact with each other frequently. It's a letdown, then, when all you wind up with are some simplistic motion-comic-style intros and endings and a few brief dialogue snippets in character-specific matches--but nothing like match-specific win quotes. There aren't any additional single-player elements such as challenge modes or tutorial modes, either. (It seems silly to ask for a training mode for a two-button game, but in-game primers on how to use more unusual characters like Markman and Stream would have been welcome.) If you are planning to stick to single-player combat, you will grow bored very quickly.

The real joy of Divekick is its competitive multiplayer. Part of what makes the game so good is that the simple controls and speedy pace are inviting to people who might be scared off by the complexity of a "typical" fighting game. It's easy to bring out at parties and gatherings of gamers and non-gamers alike and have them enjoy the competitive mechanics and humorous atmosphere. That doesn't mean it can't be played at a high level, though; if you are familiar with fighting games, your skills carry over into Divekick, since it emphasizes basic fighting game concepts like positioning, resource management, predicting the opponent, and being quick to capitalize on mistakes. Online play is just as fun and frenetic as offline thanks to the superbly designed netcode, which helps reduce the impact of lag. (You can also take advantage of online cross-play between the PS3 and Vita, broadening the base of potential opponents.) Versus matches in Divekick prove to be tense and challenging, like in any good fighting game, but you're a lot more likely to be smiling and laughing afterward regardless of the outcome.

Divekick is proof positive that you can't judge a game by looks or controls alone. Beyond the simplistic graphics and animation and the incredibly basic control scheme lies a delightfully fun fighter that offers plenty of competitive action on or offline. The $9.99 price gives you both the PS3 and Vita versions in the purchase, and once you're kicking it with friends and headshotting your foes like the pros, you'll be glad you made the investment.


13.15 | 0 komentar | Read More

Divekick Review

You are likely to have a multitude of questions going into Divekick. Can a fighting game with two buttons be fun and competitive? Does simplicity of control remove elements of strategy? Do basic-looking visuals impede enjoyment of a game? Is it even possible to fight wearing shoes on your hands? These are things that you should be concerned about (well, maybe not the last one so much), but once you give Divekick a go, you'll discover a fun and funny fighter that succeeds in distilling the genre down to its fundamentals and that isn't afraid to laugh at itself.

Divekick, as the name implies, is a game centered on a staple attack of 2D fighting games: the downward aerial kick. In fact, divekicks are the only attacks available in the game. Only two buttons are used: one for jumping and another for kicking downward after jumping (or hopping backward if you're on the ground). There is no motion forward or backward beyond the jumps, kicks, and dodges; positioning is determined by how high you jump, when (or if) you kick, or if you dodge back (and/or kick out of the hop). A few characters have some special skills and unique attack properties that allow subversions of this basic "divekicks only" rule, but for the most part, your motion is controlled with very careful button presses and angle judgments. One hit from any attack means instant loss of that round; the life bars are strictly for show.

The simple controls and one-hit kills make Divekick an easy game to jump into (pun semi-intended) but there is substantially more complexity than the control layout initially suggests. Every character's jump and divekick have different properties, allowing movement around the arena in different ways. While some characters have just a basic angled strike, others have unique attacks, such as leaving behind a trail of damaging lightning or altering their "flight" pattern mid-strike. Like many other fighting games, Divekick features a meter that fills as characters attack.

When the meter is sufficiently full, you press both buttons for character-specific skills, ranging from hovering to creating movement-impeding obstacles to pausing the action to run down the timer. When the meter fills completely, characters activate a supercharged "kick factor" that greatly ups their speed and air time for a few brief seconds. Though everyone shares the same two-button controls, each character is unique, and some pre-match customization to augment their diving, kicking, or meter-building skills gives you a surprising number of options to find and enjoy your favorite character and play style.

Part of what makes Divekick so appealing is its outlandish characters. The cast of Divekick is a motley crew of fighting game parodies and jabs at famous characters. Dive and Kick are twin brothers (of completely different racial makeup) with similar but distinct styles, but other characters aren't quite as subdued in design: the Baz is an old-school fighting game reject with bad makeup and literal lightning legs, Uncle Sensei is a down-on-his-luck divekicking teacher with four pairs of boots on his limbs, Markman is a fast-talking salesman who looks like a well-known real-life peddler of joysticks, and Stream is the blubbering personification of the anonymous Internet troll. Each character's gameplay quirks can be unusual and amusing, as well: Jefailey is an egomaniac whose head gets bigger with each win, allowing for higher jumps but also making him a bigger target for meter-draining headshots with each round.

While Divekick is filled to the brim with in-jokes and references to the overall fighting game scene--a lot of which might be lost on players not familiar with the scene's personalities and drama--the sheer goofy weirdness of characters like the villainous Mr. N is enough to put a smile on anyone's face. It's hard not to at least giggle mid-match as neck pillows get smashed and disqualifications are screamed. Lose all your matches without a single win, and you're "rewarded" with a stamp over your character portrait certifying you as a fraud while the opponent taunts you.

But this emphasis on humor also leads into one of the biggest disappointments of Divekick: the lackluster single-player mode. The only solo mode available is Story mode, which follows a character you pick through a unique narrative and ending. With characters as amusing as these, you'll want to see them engage and interact with each other frequently. It's a letdown, then, when all you wind up with are some simplistic motion-comic-style intros and endings and a few brief dialogue snippets in character-specific matches--but nothing like match-specific win quotes. There aren't any additional single-player elements such as challenge modes or tutorial modes, either. (It seems silly to ask for a training mode for a two-button game, but in-game primers on how to use more unusual characters like Markman and Stream would have been welcome.) If you are planning to stick to single-player combat, you will grow bored very quickly.

The real joy of Divekick is its competitive multiplayer. Part of what makes the game so good is that the simple controls and speedy pace are inviting to people who might be scared off by the complexity of a "typical" fighting game. It's easy to bring out at parties and gatherings of gamers and non-gamers alike and have them enjoy the competitive mechanics and humorous atmosphere. That doesn't mean it can't be played at a high level, though; if you are familiar with fighting games, your skills carry over into Divekick, since it emphasizes basic fighting game concepts like positioning, resource management, predicting the opponent, and being quick to capitalize on mistakes. Online play is just as fun and frenetic as offline thanks to the superbly designed netcode, which helps reduce the impact of lag. (You can also take advantage of online cross-play between the PS3 and Vita, broadening the base of potential opponents.) Versus matches in Divekick prove to be tense and challenging, like in any good fighting game, but you're a lot more likely to be smiling and laughing afterward regardless of the outcome.

Divekick is proof positive that you can't judge a game by looks or controls alone. Beyond the simplistic graphics and animation and the incredibly basic control scheme lies a delightfully fun fighter that offers plenty of competitive action on or offline. The $9.99 price gives you both the PS3 and Vita versions in the purchase, and once you're kicking it with friends and headshotting your foes like the pros, you'll be glad you made the investment.


13.15 | 0 komentar | Read More

The Bureau: XCOM Declassified Review

Written By Kom Limpulnam on Selasa, 20 Agustus 2013 | 13.15

A shooter based on a beloved strategy franchise? It's the kind of idea that makes strategy fans nervous, but games like Command & Conquer: Renegade have proven that the possibility isn't meritless. The Bureau: XCOM Declassified is not a great argument for an XCOM spin-off, however. It often puts its best foot forward, but while The Bureau mimics some of its inspiration's touchstones, it doesn't re-create their impact. The result is a third-person cover shooter that is decent fun but ultimately rings hollow.

If one soldier goes down, chances are, the entire squad will. Might as well just reload.

What the Bureau nails is its retro-futuristic atmosphere, which channels an early-1960s view of the world straight from a Sears, Roebuck & Co. catalog. Protagonist William Carter looks as if he leapt from a postcard or periodical advert from the era: his hair is shellacked to perfection, and a heavy turtleneck sets off his freshly shaven face. Environments look slightly yellowed in the way we often imagine the 1960s, given how photographs fade over time. Sectoids--alien mainstays in the XCOM universe--have the big bulbous heads and skeletal bodies of the extraterrestrials you might have seen described in Amazing Stories magazine. This was the era of famous alien abductees Betty and Barney Hill, whose descriptions of bald-headed, gray-skinned invaders fueled generations' worth of pop-culture depictions of men from outer space. The Bureau looks like a Hill hypnosis session come to life.

The Bureau's structure somewhat resembles that of a typical XCOM strategy game. You spend some of your time in XCOM headquarters, getting updates on recent global events, before heading into the field and confronting the alien threat the planet faces. And this being an XCOM game, you don't just go it alone but rather take two squadmates with you and issue them specific orders: take cover over there, call in an airstrike, target this enemy, and so forth. Carter and his squadmates all level up, earning new abilities and improving old ones as they go, by way of The Bureau's skill trees. At first, you're only healing fellow squaddies, ordering them to boost you with stims and perform critical strikes on outsiders and laser turrets. In time, however, you're pulling healing drones out of thin air and temporarily convincing foes to become friends.

You're not stuck with the same two squadmates, but can hire and choose from a variety of them. You can also rename them and customize their physical appearance, which you'd think would keep The Bureau in step with its strategic siblings. But this is one area in which the shooter copies elements of the series, but cannot capture its essence. In 2012's XCOM: Enemy Unknown, your connection with your squad was closely tied to the tension built into every move. Losing a squadmate was devastating not just because you had named her after your girlfriend, but because she played a valuable role on the battlefield--and because you invested a lot of time and mental energy into each element of the skirmish in which you lost her.

Unfortunately, The Bureau doesn't capture that tension, nor does it make any given squadmate feel more valuable than any other. Though you can revive a squad member should he fall, it's possible for one or both to perish in battle. In an XCOM strategy game in which you take six soldiers into the field, losing a buddy is a setback you typically push through, hoping the percentages work in favor of your diminished squad. In The Bureau, losing a squadmate makes battle a monotonous slog, making loading the most recent checkpoint the most appealing option. And where you would carefully construct a squad in Enemy Unknown for greatest effectiveness, any old soldiers will do in The Bureau. Once you select your initial squad, there's no pressing reason to use anyone else, unless you want to mix things up just for the sake of doing so.

Why can battles be monotonous? It comes down to The Bureau's very blueprint for battle, which has you slowing down the action to a snail's pace so you can issue specific orders to your squad in addition to performing your own special powers. The idea here was to translate turn-based combat into a shooter milieu, but when the mission gets tough, the stop-and-go pacing gets disruptive. Your vulnerable squadmates are dunderheads, thinking nothing of stepping on a mine or into heavy fire, and forcing you to carefully plot their every move during the most challenging battles. Combat gets especially cumbersome when squad members start going down; a single felled soldier can initiate a tedious resurrection loop with you and squadmates reviving each other over and over again rather than doing the fun stuff.


13.15 | 0 komentar | Read More

Grand Theft Auto V achievements revealed - Report

Written By Kom Limpulnam on Senin, 19 Agustus 2013 | 13.15

List of reported achievements for Grand Theft Auto V revealed; objectives to span single-player and GTA Online.

With just under a month until the game's official launch, in-game achievements for Grand Theft Auto V appear to have surfaced early, according to Xbox360Achievements.

Warning, the following may contain spoilers.

The list spans both the single-player campaign and recently revealed GTA Online mode, and will include objectives such as exploring the game world, securing gold medals in all extracurricular pastimes and hobbies, and modifying weapons and vehicles. A further 11 secret achievements remain under wraps, and are presumably tied to the game's narrative.

The list of alleged achievements is listed below:
Solid Gold, Baby! (50 points) - Earn 70 Gold Medals on Missions and Strangers and Freaks.
Career Criminal (100 points) - Attain 100% Game Completion.
San Andreas Sightseer (30 points) - Explore all of Los Santos and Blaine County.
All's Fare in Love and War (10 points) - Purchase Downtown Cab Co. and complete a private fare.
TP Industries Arms Race (10 points) - Purchase McKenzie Field Hangar and win the arms race.
Multi-Disciplined (30 points) - Attain a gold medal in all applicable hobbies and pastimes.
From Beyond the Stars (15 points) - Collect and return all spaceship parts.
A Mystery, Solved (15 points) - Solve the mystery of Leonora Johnson.
Waste Management (15 points) - Purchase the old dock and collect all nuclear waste.
Red Mist (20 points) - Complete all Rampages.
Show Off (30 points) - Complete all Stunt Jumps.
Kifflom! (30 points) - Complete your path to enlightenment… or not.
Three Man Army (20 points) - Survive 3 minutes on at least a 3 star Wanted Level with all three characters together off mission.
Out of Your Depth (5 points) - You're gonna need a bigger boat…
Altruist Acolyte (5 points) - Deliver an unsuspecting victim to the Altruist Cult.
A Lot of Cheddar (20 points) - Spend a total of $200 million across all three characters.
Trading Pure Alpha (10 points) - Make a profit over your total investments in the stock market.
Pimp My Sidearm (10 points) - Fully mod a weapon.
Wanted: Alive Or Alive (10 points) - Deliver a bail bond target alive.
Los Santos Customs (10 points) - Fully mod a vehicle.
Close Shave (20 points) - Complete all Under the Bridge and Knife Flight challenges.
Off the Plane (5 points) - GTA Online: Complete the Introduction.
Three-Bit Gangster (10 points) - GTA Online: Reach Rank 25.
Making Moves (30 points) - GTA Online: Reach Rank 50.
Above the Law (80 points) - GTA Online: Reach Rank 100.
Numero Uno (20 points) - GTA Online: Obtain first place in all competitive game types.
The Midnight Club (20 points) - GTA Online: Use custom vehicles to win 5 races.
Unnatural Selection (20 points) - GTA Online: Complete all 10 waves of a Survival.
Backseat Driver (10 points) - GTA Online: Direct a driver to 1st place as co-driver in Rally Mode.
Run Like The Wind (20 points) - GTA Online: Survive for a day with a Bounty on your head.
Clean Sweep (10 points) - GTA Online: Finish a Gang Attack without dying and kill at least 10 enemies.
Decorated (50 points) - GTA Online: Earn 30 Platinum Awards.
Stick Up Kid (10 points) - GTA Online: Hold up all 20 Stores.
Enjoy Your Stay (20 points) - GTA Online: Participate in everything Los Santos has to offer.
Crew Cut (5 points) - GTA Online: Complete a Job as a member of a Crew.
Full Refund (10 points) - GTA Online: Kill the thief that mugged you.
Dialling Digits (5 points) - GTA Online: Call for gang backup for the first time.
American Dream (10 points) - GTA Online: Own an Apartment, Garage and an Insured Vehicle.

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.


13.15 | 0 komentar | Read More

Gone Home developer considering Oculus Rift support

Gone Home developer The Fullbright Company is exploring the possibility of adding Oculus Rift support to its first-person exploration game.

The Fullbright Company, the developer behind recently released, exploration-focused game Gone Home, is exploring possibilities around bringing Oculus Rift support to the title, according to the game's creators, as reported by VG247.

A Twitter exchange between Telltale Games' The Walking Dead writer Gary Whitta and Fullbright revealed that the developer is "looking into" it, resulting in Oculus VR developer relations staffer Aaron Davies contacting the studio publicly, asking them to get in touch so they can "make some magic happen".

No official confirmation of support or an anticipated release date has been revealed.

For more information on Gone Home, check out GameSpot's full review.

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.


13.15 | 0 komentar | Read More

Blizzard hosting fan comic-creation contest

Fans are allowed to use Warcraft, StarCraft, and Diablo franchises in a three-month-long competition.

Blizzard Entertainment has announced a fan comic-creation contest based on its StarCraft, Warcraft, and Diablo properties.

According to a Battle.net post, the company will be reviewing submissions and selecting one winner each month for the next three months. The August winner will receive a Risk: StarCraft Collector's Edition boardgame set; September's winner will earn a Diablo III: Book of Cain prize; while the October winner will take home the Art of Blizzard standard edition book.

Honourable mentions will also be named, though they will not receive prizes. Those interested in getting involved will find submission details and rules on the company's website.

→ More coverage of PC on GameSpot.com

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

Top Five Skyrim Mods of the Week - Sinister Sonic Slaughter

Written By Kom Limpulnam on Minggu, 18 Agustus 2013 | 13.15

Cam and Seb ruin our childhoods on this week's Top 5 Skyrim Mods as they take Sonic and Tails on a murderous rampage.

lucas182 5pts

hahaha best episode everrrrr

DrYuya 5pts

I hope they'll someday add Schlongs of Skyrim compatibility to the Sonic mod

MinerAvatar 5pts

@DrYuya Now that would either truly ruin my childhood memories, or be the coolest thing ever. I wonder if his hair is pointy down there too? Is his hair sharp? So many questions............

badman11226 5pts

I say it once and I say it again.  SO glad i got this game for the PC

DeltaForce324 5pts

why do they rarely feature serious mods only stupid mods like my little pony sonic etc.

contraigon 5pts like.author.displayName 1 Like

Ruin? This just made my childhood look even more awesome!

KaSeRRoR 5pts

So awesome! These guys kick so much arse!

>=)

greshloc 5pts

how do you get a shoutout? I want one!!!

DiamondDM13 5pts like.author.displayName 1 Like

Tails is Alive! He just farted in the water!

Crush_Project 5pts

never seen so many stupid mods for a game then this game.

SteamRule 5pts

First reason why i come here is this : )

PCsama 5pts

i loved Ebonevale mod..and skyrim top 5 mods won't be same without you both guys keep up  the good job thanx guys

nate1222 5pts

Love the Sonic mod. How 'bout Knuckles?

Darrogamer06 5pts

Just wondering can anyone tell me what mod they use for the shop menu stuff since it looks more cleaner than the standard one! Thanks in advance

BelmontWolf 5pts

does sonic not run super fast =( bit dissappointed about that

mYTH_2k4 5pts like.author.displayName like.author.displayName 2 Like

Hilarious as always guys! :P

And, apparently, Video Games have desensitized me towards violence: LMAO was my only reaction to the bloody Sonic and the dead Tails. :D

ahpuck 5pts

@mYTH_2k4  Real blood still makes me woozy, videogame violence is hilarious!

ahpuck 5pts like.author.displayName 1 Like

most epic ending ever. Poor tails.

Pelezinho777 5pts

Now this is starting to get ridiculous. Skyrim became farce of a game.

tom_cat_01 5pts

"Summer Rain" - did they sing half a line of a Turin Brakes song? Awesome! :)

telmor84 5pts

sonic is a monster^^, this image will stay with me. 

Adavanter 5pts

Bah you guys talk about Vannord so much that during the GS survey I forgot to mention Seb! I ended up saying I liked Cam and Kevin lol... Sorry Seb! Love ya both. 

jer_1 5pts like.author.displayName 1 Like

Haha, probably the best game i've ever seen with tails in it!

kgallis21 5pts

love the skyrim mods ,too funny


13.15 | 0 komentar | Read More

An Evening with Gearbox Software: Part 1

I will never blame Gearbox for DNF, but there simply is no excuse for A:CM. No matter who explicitly developed it, Gearbox was responsible for it and they completely botched it. BUT...the hate for them is getting fucking old. Everything else they've done ranges from good to great, and they are clearly, overall, an exceptional developer.  Pitchford has genuine enthusiasm and passion for games that few people in his position contain, and that's refreshing in this industry. They're far from a perfect company and have made some obviously questionable moves, but to completely condemn them for one admittedly big fuck up, when the rest of their track record is pretty solid, is just silly.

Truth be told, I'm not that upset about A:CM anymore. I'm more upset about them completely ignoring the fact that Borderlands 2 is a massively frustrating and unrewarding experience, especially as a single player game. Kinda makes me worried that BL3 will be the same way since they are choosing not to do anything about it.


13.15 | 0 komentar | Read More

GS News - GTA:V+COD:Ghosts multi reveal, Xbox One CH-CHANGES!

Written By Kom Limpulnam on Sabtu, 17 Agustus 2013 | 13.15

Policy reversal after policy reversal after policy reversal, and still, more to come, because they still haven't reversed everything that they announced at E3... yet. What happens after they do, finally, get everything nailed down, and the system finally launches, and they run out of things to backtrack on?

Will they then focus on making sure that from here forwards they don't announce things that they know we will lash out at them for, making sure in that process that they get things right the first time, and actually start asking us for our opinions, and listening to them, before making new announcements?

Or, are they just going to keep doing what they've been doing, announcing random BS, and then backtracking on it a few days after we lash out at them?

Well, for anyone who insists on buying an xbox remake, I have to admit that I feel very sorry for you, as it is extremely unlikely that Microsoft will actually start doing things right, they'll just keep doing whatever they want, because that's what they've always done, so be prepared for a very bumpy ride on that system, courtesy of Microsoft.

I for one will be getting a PS4, simply because Sony seems more interested in making and keeping their fans happy than on trying to make a quick buck whenever and wherever they can squeeze one out of you. Also, they haven't been backtracking out on all the announcements they made at E3 either, and that's a very good thing in my book, as it means they aren't stupid enough to announce things they know we'll lash out against.


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Grand Theft Auto Online: Initial Reaction

My comment seems to have gone, so again. We will all be playing GTA5 from Sep 17th, no online available. GTA5 will sell a record amount of copies, sooooooooooo, come Oct 1st, everyone of us that have the game and are awake, at home and not at work will attempt to get online at the same time. Massive server meltdown??????????. Hope not, time will tell.


13.15 | 0 komentar | Read More

GS News - Half Life 3 not so confirmed, GTA:V Online, PS4 TV?

Written By Kom Limpulnam on Jumat, 16 Agustus 2013 | 13.15

@digits52Okay dude that was a little unnecessary. I was referring to the previous comments about the show being possibly phased out what with GS news not being on the front page or getting a twitter alert saying that the show was posted. That was the start of how several shows got phased out.

I'm nice to Jess because, quite frankly, Jess is nice to us. She's cool and all but she's not my type. Besides, I already convinced the best girl in the world to marry me (don't ask me how).

I have a job that affords me a lot of time "hear n there" so I spend it on websites like these. I also happen to be in a profession that cares for the well-being of people. It's in my blood. It's who I am. You presume too much.

There are some creepy stalkers out there. Even some on this very comment section. But I'm not one of them. I just try to be a good Samaritan when I can. I just hate that I have to explain that in today's age where such motivations can be misconstrued as something ugly as what you've said. 

Sorry for going off a bit but I REALLY did not appreciate that and I hate that I seemingly have to explain myself.


13.15 | 0 komentar | Read More

Spelunky Review

Written By Kom Limpulnam on Kamis, 15 Agustus 2013 | 13.15

Any god worth its deific salt knows how to punish transgressors. Expect spiders to rain down upon the head of anyone who dares to destroy the sacred altar of Kali. And if you're so cavalier that two holy places are shattered by your hand, a punishment worthy of such disrespect is yours to bear. Moving isn't so easy with a ball and chain tied to your leg, is it? Blasphemers are not long for this world, but when death finally smothers the brazen explorer, it's not the end. In Spelunky, dying is the beginning of a story that twists your torment into a hilarious lesson in self-preservation. One year after its Xbox 360 debut, Spelunky arrives on the PC, and proves how satisfying the life of a doomed explorer can be.

As you enter an underground mine to begin your adventure, you're greeted by a series of randomly generated levels populated by all manner of traps, enemies, and treasure. Initially, Spelunky is indistinguishable from a typical 2D platformer. You whip snakes, leap ravines, rescue damsels, and exit through the door to the next stage. Accidentally trigger that arrow trap or get overwhelmed by the slow-moving bats, however, and you find that punishment is severe. When you die, you restart from the beginning of the game. The cash you earned? The items you collected? All gone.

Progress comes not from tangible rewards but rather from the knowledge you gain. The first time you encounter an arrow trap, you fall blissfully past it, only to find a feathered shaft lodged in your abdomen. The next time, you aren't quite so ignorant. Drop a rock or a dead caveman to trigger the barrage, and then walk peacefully past the arrow trap once its ammunition is spent. You learn that spiders often hide in pots, that blue snakes can spit venom an impressive distance, and that you should never take the fluttering of bats lightly. With dangers all around, you keep your head on a swivel, aware of the spiders overhead, the caveman down below, and a wild-eyed mammoth just offscreen.

Your death count spirals ever higher. One dozen, one hundred, one thousand, and every one of those spent lives has made you better. No longer do you drop from a ledge without ensuring there aren't spikes waiting for you below, and you've learned to avoid dawdling lest a ghost chase you to the grave. And yet, even the most vigilant explorer will find a brutal end. The random elements conspire to make your adventure troublesome. With three rescued damsels and a compass, you may feel secure as you venture forth in the ice caves. But only one misstep as you flee from a pursing alien is enough to cut your run short. Still, you press on. There's so much thrill in succeeding that you can't help starting again, and you know that if you're careful, you can survive your quest. Except that's one big if.

New on the PC is a daily challenge that shows just how meager your skills are. Every person competes in the same set of levels--no randomness here--in an attempt to nab as many jewels as possible. With everyone starting from the same point, these competitions give you a good way to measure how you rank among the thriving community. Only one attempt is possible each day, so make sure you're giving your best effort. Fumbling your way to an inglorious end makes the 24-hour wait until a new challenge opens interminable. Your good name has been sullied, after all. Even though the daily challenge is a fine addition, making this a pure score attack does limit its potential. Forcing people to carry the key as far as possible or build their hearts to the heavens could have infused this with some welcome variety.

Two more tweaks have eliminated the two frustrations that existed on the Xbox 360. First, no longer do stray objects hurt you. In the previous version, you could lose a heart when a rock or arrow bounced toward you, which is maddening when health is at such a premium. Changing that aspect means that every death is entirely your fault, so you have no one to blame for failure but yourself. The second change is also much appreciated. Helpers can still be hired or found within the labyrinthine stages who are happy to do your dirty work. Before, you could expect these friends to cause havoc by attacking shopkeepers. The added chaos made taking someone along with you a masochistic decision. Now, your buddies behave properly, and even though they aren't smart, having a bodyguard nearby makes it slightly easier to brave the many dangers.

Spelunky also contains both cooperative and competitive endeavors that serve as forgettable novelties rather than enticing alternatives to the single-player quest. In cooperative play, you travel through the same caves and jungles as you would alone, only with up to three friends by your side. Trying to work in harmony is certainly an interesting experience that should lead to one or two arguments, but forcing everyone to be on the same screen leads to many annoying deaths, and not having a way to play online limits the audience. Competitive play has the same issues. Trying to kill other people is certainly different from hunting spiders, but it's too chaotic to be fulfilling long term. Just stick with the single-player game.

Returning to this downloadable adventure one year after the original debuted only solidifies how expertly designed it is. Spelunky makes excellent use of its random nature to keep you hooked as you strive to dive ever deeper into the mysterious depths. And if restarting from the beginning seems too much punishment for you to bear, there are shortcuts to open if your skills are honed enough. Completing the tunnel man's tasks teaches you the myriad ways to experience this adventure, so the shortcuts serve as a teaching tool in addition to delivering a tangible reward. The best lesson you can learn is to be humble. As Spelunky proves, hubris spells the doom of many a greedy explorer.


13.15 | 0 komentar | Read More

Greg Kasavin on Competitive Gaming, Game Design, His Roots and Dota 2

Written By Kom Limpulnam on Rabu, 14 Agustus 2013 | 13.15

I find this guy implying how LoL is easy and ''distilled'' pretty fking condescending, your game has shitty graphics and a 1 deny ''mechanic'' omg ur game must be so hardcore.

Seriously this guys couldnt even begin to imagine all the science between lane rotations and team comps from LoL teams like Cloud 9 or MVP Ozone.

give credits to streetfighter 3 times and barely mention LoL?  butthurt much? sorry our game is visually nice and ppl cant blink 2 screens width in 1s.  

hey ''greg'' ,  Piss off old hag.


13.15 | 0 komentar | Read More

Papers, Please Review

Paperwork is never really "exciting." It's monotonous, it can be stressful, and it's rarely very rewarding. Compared to the power fantasies we often experience in games, Papers, Please strips you of just about any sense of control you might expect to have. You are not important, you will never experience the world outside your work desk, and you will perform your job to the best of your ability or suffer the consequences. By making the stakes high and incredibly personal, Papers, Please makes you care about virtual paperwork more than you ever have before.

You begin by winning your low-wage, thankless border-inspection job in a lottery, which immediately tells you much about your country of residence. You are given a small Class-8 apartment with which to house your family. Every passport you process at the border earns you five credits, so to pay for rent, heat, and food (not to mention the occasional extra expenses, like medicine), you want to work as quickly as possible, getting to as many people as you can each day.

A steady stream of citizens and foreigners come up to your inspection booth, waiting for you to decide whether or not they will be granted access to your country, whether you'll stamp "Approved" or "Denied." And that's the crux of what you do day after in-game day, making sure documents are current, making sure the T's are crossed and the I's are dotted. You aren't typically solving puzzles or progressing through dialogue trees; you're merely checking facts. At the end of each day, you decide where to spend the money you've earned in a rather Oregon Trail-like checklist of family necessities. If you don't make enough to afford everything you need, tough choices might have to be made between food and medicine.

Papers, Please begins simply, but as time goes on, the rules get more strict, requiring you to check more paperwork and jump through more hoops to make sure you're letting in the right people. Because you have to pay attention to more details, your desk becomes increasingly cluttered and hard to deal with. Even with the rule book right in front of you, it's easy to lose track of what you need to look for. Every second wasted double-checking the rules means another second you can't get more money. Before long, you find yourself stressed about every detail and how long each task takes. The game becomes more compelling, but not more "fun," really. This is not a game to play if you intend to relax before going to bed.

Papers, Please sounds mundane, and in some ways it is. You take paperwork. You check paperwork. You hunt for and point out discrepancies. You approve or deny paperwork. You call "Next!" and do it all again, over and over, trying to be both speedy and accurate. The game is well made enough to keep your attention with these mechanics, but the real draw comes from the story that's told based on the decisions you make.

You meet many different people while working. Some are rude. Some are kind. A few might even make you chuckle. But what do you do when the kind ones come through hoping to find a better life in your country, only to find that their paperwork isn't in order? What do you do when you know someone is going to perform vile acts as soon as he crosses your border, but you have no legal reason to refuse him entry without getting in trouble for it? There are also other forces at work here, asking you to do questionable things for what may or may not be the greater good. Whom do you trust? How do you proceed? Think quickly, because the clock is ticking.


13.15 | 0 komentar | Read More

GS News - Xbox One controller design costs, Wii U needs games

Written By Kom Limpulnam on Selasa, 13 Agustus 2013 | 13.16

never cared for the Xbox controllers..i guess im just far more familiar with the Playstation controllers and keyboard/mouse is vastly superior for FPS games, at least to me..  so, while i hardly doubt hundreds of millions were poured into developing the Xbox1 controller, i do hope those who get it, enjoy it.. 

 the treadmill would probably gather more dust than anything...  but would be a super idea for those who need to eat fewer Doritos and get more exercise..


13.16 | 0 komentar | Read More

House of Horrors - DreadOut/Siren: Blood Curse Double Feature

Now, this is House of Horrors! You two freaking out made me freaked out also. Then I LOL. Hahahaha :DDDD

One of the best episodes so far. I just can't stop myself laughing now. Hahahahaha :DDDDD

GOOD WORK JESS AND ZORINE! :D

Maybe I will see F.E.A.R. 1 and 2 anytime soon. :)


13.16 | 0 komentar | Read More

Alliance wins $1.43m at Valve's Dota 2 tournament The International 3

Written By Kom Limpulnam on Senin, 12 Agustus 2013 | 13.15

Competitive gaming team Alliance from Sweden has picked up $1.43 million after finishing first place in Valve's annual Dota 2 tournament, The International 3.

Alliance won the grand final after facing off against team Na'Vi from the Ukraine in a best-of-five format, winning 3-2.

The International 3 event kicked off on August 3, with 16 of the best Dota 2 teams flown in from around the world to compete. The event was hosted at Benaroya Hall in Seattle, Washington.

Alliance, who finished in first place, will be taking home $1,437,204. Na'Vi will be awarded $632,370 for second place. Malaysian team Neolution Orange placed third, and will be awarded $287,441 in prize money. The event marks the first time that no Chinese teams have placed in the top 3.

The prize pool for The International 3 totals at $2.87 million, establishing its record as the largest prize pool for a single competitive gaming event. Nearly 400,000 people tuned in live for the first day of the event, and 600,000 on the second and third days, surpassing last year's peak numbers.

At the 2012 International event, team Invictus Gaming from China won $1 million for finishing in first place. In 2011, Team Na'Vi took first place with a prize of $1 million.

For more about the event, check out GameSpot's coverage of The International 2013.

→ More coverage of ESPORTS on GameSpot.com


13.15 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Playable Ninja-Death Chicken

Written By Kom Limpulnam on Minggu, 11 Agustus 2013 | 13.15

Another classic.

I am sorry to keep asking this of you lads but could you please tell me...

When are you doing the Falskaar mod? 

It's been a few weeks now, since you said Seb that it will be next week.

I understand that it's a huge mod and more time may be needed to allow your Top 5 show to do it some justice. 

I have to ask because then if I keep going on about it, then perhaps one day the Falskaar mod will make an appearance.

If others also wish to see it, as I do?


13.15 | 0 komentar | Read More
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