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Combined Super Smash Bros. Wii U/3DS US Sales Reach 4 Million

Written By Kom Limpulnam on Jumat, 17 April 2015 | 13.16

Alongside the NPD Group's March sales announcements today, Nintendo separately revealed new sales numbers for a handful of its Wii U and 3DS games, including Super Smash Bros., Legend of Zelda: Majora's Mask 3D, Mario Kart 8, and others.

Below are highlights from today's NPD announcements. Note that the figures listed below represent units sold in the United States only.

  • The Legend of Zelda: Majora's Mask 3D -- 184,000 units in March; lifetime sales total 730,000 units
  • Mario Kart 8 -- lifetime sales of 1.9 million units
  • Mario Party 10 -- 290,000 total units in March
  • Super Smash Bros. for Nintendo 3DS -- 110,000 units in March; lifetime sales total 2.4 million units
  • Super Smash Bros. for Wii U -- lifetime sales of nearly 1.6 million units

Nintendo hardware sales, meanwhile--including Wii U and 3DS systems--jumped by 60 percent for the first three months of 2015 compared to the same time period last year.

For more on March NPDs, check out the stories below:


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GTA 5 Graphics Comparison

@xantufrog @syndicateempire Not saying the consoles don't look good, but the textures look much clearer in motion on PC. It's not a fair comparison at 4k. It's just not. PC is rendering images at a much larger resolution, and being scaled down for the purpose of this video. 

There will always be more detail when the source image is bigger and scaled down. There will always be more pixels in the higher resolution image, holding much more information. That's a fact. 

This video doesn't really say anything except that PC is capable of running this game in 4k, provided you own a 4k screen. Of course PC is going to have better graphic, especially when Rockstar put thought and effort into the port.

I'm sure if the PC was rendering in 1080p, things would look a lot closer, but I still think the everything would look clearer, because the GPUs will always outclass consoles.


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GTA V - PC Review

We've already reviewed the PS4 and Xbox One versions of Grand Theft Auto V, which we found to be stunning. Now that the PC version is out, there's an entirely new way to experience GTA V, with another bump in visuals, but also new controls and a surprise video editing feature.

by Mary Kish on


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GTA 5 Baywatch

Written By Kom Limpulnam on Kamis, 16 April 2015 | 13.15

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  1. Get Ready for the Witcher 3 In 2 Minutes
  2. Mortal Kombat X - Faction Fatalities from All 5 Factions
  3. GS News - Mortal Kombat X Microtransactions; Project CARS 900p on Xbox One
  4. GTA 5: PC Impressions, Mortal Kombat X - Review in Progress and Guitar Hero Live - The Lobby
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  6. How To Make a Custom Radio Station - GTA 5 PC
  7. One Piece: Pirate Warriors 3 - Three Brothers Trailer
  8. J-Stars Victory VS+: Gameplay Trailer
  9. Godzilla - Official Trailer
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How To Make a Custom Radio Station - GTA 5 PC

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  1. Get Ready for the Witcher 3 In 2 Minutes
  2. Mortal Kombat X - Faction Fatalities from All 5 Factions
  3. GS News - Mortal Kombat X Microtransactions; Project CARS 900p on Xbox One
  4. GTA 5: PC Impressions, Mortal Kombat X - Review in Progress and Guitar Hero Live - The Lobby
  5. GTA 5 Baywatch
  6. Mortal Kombat X - Alternate Character Skins
  7. One Piece: Pirate Warriors 3 - Three Brothers Trailer
  8. J-Stars Victory VS+: Gameplay Trailer
  9. Godzilla - Official Trailer
  10. Tales of Zestiria - Gameplay Trailer
  11. Krosmaster Arena - Announcement Trailer
  12. Attack on Titan: Humanity in Chains - Features Trailer
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[Update] Borderlands: The Pre-Sequel Developer 2K Australia Has Shut Down

2K Australia, developer of Borderlands: The Pre-Sequel, has closed its doors, a source within the studio tells Kotaku Australia.

According to their source, the entire studio will be shutting down, and every staff member will lose their job, saying "All hands are gone." The costs of operating a AAA studio in Australia were reportedly the cause of the studio shutting its doors. Official comment is expected to be issued soon.

2K Australia was the country's last remaining AAA studio. Most recently, the developer took the lead on Borderlands: The Pre-Sequel, but the studio has long played a large part in assisting the development of other 2K properties, such as the BioShock series, and The Bureau: XCOM Declassified.

Update: Official comment from a 2K representative has been provided to Kotaku Australia: "We can confirm we have taken steps to begin the studio closure process for 2K Australia in order to better manage ongoing development costs while improving the working proximity of our creative teams. We are very grateful for the team's valuable contributions to numerous 2K projects, and are working with affected staff to explore reassignment opportunities where possible."


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18 Incredible Photos That Prove Star Wars Cosplayers Are the Best in the World

Written By Kom Limpulnam on Rabu, 15 April 2015 | 13.15

1. London Comic Con

Star Wars is celebrated worldwide, and fans of the franchise put together some of the most spirited cosplay you'll see at a con. Boba Fett, Leia's Bounty Hunter disguise, and an Imperial Scout Trooper make for a delightful trio at London Comic Con.


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GTA Drama Casts Bill Paxton as Anti-Game Lawyer Jack Thompson -- Report

Bill Paxton, an Emmy-nominated actor who's had prominent roles in films such as Apollo 13, Aliens, and Titanic, is in talk to join the cast of the upcoming BBC drama about GTA developer Rockstar Games.

The news comes from The Hollywood Reporter, which writes that Paxton is "in negotiations" to take on the antagonistic role of Jack Thompson. A Miami attorney, Thompson made headlines in the mid-2000s as an outspoken opponent of violence in video games; he also attempted to prevent the release of Rockstar-developed titles such as Manhunt 2 and Grand Theft Auto IV. Thompson was disbarred in 2008 for his behavior during those court proceedings.

Earlier this month, the Hollywood Reporter revealed details that Daniel Radcliffe, known for his starring role in the Harry Potter films, is in talks to take on the role of Rockstar CEO Sam Houser.

Rockstar is not actively involved in the production, and former writers for earlier GTA games have expressed some trepidations that the project may be overblown compared to the true experience of development.

But in other film-making GTA news, the PC version of Grand Theft Auto V released today, which includes a host of in-game video editing tools. That makes it possible for you to create your own personal documentary of GTA from within GTA.

Meta.


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We Are Doomed Review

The best twin stick shooters turn tension and survival into an accessible kind of thrill. There's something inherently satisfying about flying around and avoiding being hit as you shoot at the increasingly numerous ships. Threading the needle with your ship as you narrowly cut through a tight blob of enemies is exhilarating, and the sheer act of moving the other joystick in order to fire your weapon makes the barrier to entry almost nonexistent. Because of the simple concept and ease of playability, twin stick shooters occupy a flexible design space, one that can hold any number of new ideas and concepts effortlessly. Unfortunately, while We Are Doomed gets what's so appealing about the genre and applies it to make a satisfying shooter in its own right, it fails to justify its existence, thanks to a lack of new ideas and predictable enemy placement.

We Are Doomed makes an excellent first impression, thanks to its striking audiovisual presentation. The enemies and animations all combine to form the same kind of strikingly jagged, abstract aesthetic that was featured in Everyday Shooter, while the music and backgrounds grant a trippy touch of synesthesia similar to what you'd find in a Jeff Minter game. And though We Are Doomed only ever features one aesthetic tone, it fuses with the game's mechanics and progression in small, smart ways. The swirling pink and purple of the main stage juxtaposes with the level's boundaries, which are marked by a starry, spacy backdrop. When you clear a wave, the pinkness wipes away for a moment as space engulfs it before it returns to deliver a new round of foes to clear. Your laser weapon looks big and powerful, almost as if it's ripping at the edges.

The Superbeam: Bigger, badder, and purpler.

Movement is as smooth and effortless as a twin stick shooter should be, and enemies are clearly visible. It's easy to learn their particular patterns quickly (though many just bimble around aimlessly). But most importantly, shooting things feels good. The giant beam not only looks impressive, but it feels powerful when you're slicing through enemies. You don't immediately destroy them when they touch your beam, as they can withstand maybe half a second of direct exposure, but you can feel that resistance as you wait for the moment when they break, and that makes the moment of destruction all the more satisfying. The superbeam is the satisfying pinnacle of the action, letting you fire an even longer, more powerful version of your beam for a short time. The superbeam feels amazing, since the resistance you felt from the vanilla beam disappears when you cut through entire blobs of foes as if they were butter.

We Are Doomed's bells and whistles are silenced, however, when you look past its presentation. The game can be played in an endless mode or in a finite waves mode that features thirty scripted waves of enemies to survive. It features only one weapon: A beam that constantly protrudes from your ship, but only reaches so far, like a lance. Gathering flashing cubes increases your score modifier, and also grants you access to the superbeam. And that's it. You get no alternate weapons beyond the beam, no smart bombs that let you relieve the pressure when you're about to get overwhelmed, and no other fancy options in your bag of tricks. Though there is some charm in the challenge of playing with a limited toolset, here it makes for a flat experience. All you're doing is carving through swarms of enemies in one specific way each and every time.

We Are Doomed offers very few modes, putting a heavy emphasis on scoring.

The big problem with We Are Doomed is how much it limits itself to its detriment. Not only do you get only one weapon, but the game also does nothing interesting with the environment or enemies. You end up shooting things like tiny squids, triangular missiles, and giant disco ball-like circles, but all they do is try to bump into you or shoot you. We Are Doomed features some non-enemy threats, but they also fall under the banner of ramming or shooting. There's so much potential for a wide variety of different encounters. Even genre stalwart Geometry Wars employed devices such as the black holes that messed with the gravity of the playing field. But We Are Doomed is unfortunately content merely to crowd you until you die.

That's the frustrating thing about We Are Doomed: Despite all these issues, you can have fun with it. Because Vertex Pop took so much care in making everything feel right, nothing gets in the way of your enjoyment. You'll still remember the near-deaths you deftly flew your way out of. You'll still panic as the blobs of enemies cluster in and choke every available escape route until there's nothing but death left. And you'll remember the elation when you clear all thirty waves. The problem is that you can get those exact experiences and more elsewhere, whereas We Are Doomed doesn't really care to stake its own claim in the crowded shooter space. You're not going to see the surprising environmental twists of the Geometry Wars games or the charming DIY spirit of Everyday Shooter. In reality, you're just playing Twin Stick Shooter: The Game.

You can't do anything about the scrolling machines that shoot beams of death except dodge them.

Even a solid game needs some spice, and We Are Doomed never gives you much. You will certainly notice how good it feels to play the game, and the presentation is top notch, but it never really gives you a reason to care. Sure, you're thrown a bunch of stages including about seven different enemy types, but when the bump and shoot behaviors wear thin, you aren't left with anything more to look forward to. Soon, the only thing that's doomed is your waning interest.


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Star Citizen Developer Wants to Reinvent the FPS

Written By Kom Limpulnam on Selasa, 14 April 2015 | 13.15

Star Citizen, that ludicrously successful crowd-funded project, isn't just a space flight simulator. The developer, Roberts Space Industries is also creating a first-person shooter to accompany the space combat segments. In a new developer blog post, the team outlined some of its key changes to the FPS formula to improve "realism."

Standard FPS games, the post says only have two combat stances. One holds the player avatar's gun near the shoulder at all times while the other simulates careful aiming down the sights of the gun. Roberts says this isn't realistic and instead proposes a three stance system to improve balance.

The HUD in lowered stance.

With the new system, players will have to manage a gun in a lowered position, in a ready position, and in an "aim down sights" position. The addition of a third stance allows for a clearer distinction between players that have a gun ready to fire at a moment's notice (as they are in the typical first-person shooter), and those that have their gun at ease to making moving around an area easier. This more accurately simulates real combat stances and will force players to be much slower and more careful when engaging in combat. That sounds complicated, but Roberts says that most of this system will be handled automatically.

"Sprinting or using contextual navigation initiates the Lowered stance," the post says. "Moving slowly and deliberately keeps your weapon in the Ready stance. When in the Lowered stance (entered by sprinting or using contextual navigation), pressing the Fire button will bring you back into the Ready stance. When in the Ready stance, pressing the Aim button brings you into the Aim Down Sight stance. Releasing the held button returns the weapon to the Ready stance."

The HUD while looking through the sights.

Roberts is also adding a new system for breathing and stamina to help reinforce a system of stat trade-offs between different kinds of weapons and armor. Heavier gear will drain players of stamina more, causing them to breath more heavily which, in turn, makes their aim more erratic. Players, much like real soldiers, will have to be careful so that they don't end up tiring their avatars. For the best aim, they'll also need to fire at the tops and bottoms of breaths to ensure that the chest isn't moving when they're shooting.

Roberts says that this will provide more balance and a refocused approach to shooting in games. "This is intended to slow the pace of combat, so that it feels more tactical and reinforces our intention that survival takes consideration, rather than random firing."

These features will be included along with the introduction of the FPS module code-named "Star Marine." There is no concrete date for Star Marine.

In any case, Star Citizen has raised more than $77 million, making it by far the most successful crowdfunding project of any kind to-date.


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Oddworld: Abe's Exoddus Remake Is Brewing

Lorne Lanning, head of Oddworld Inhabitants, has confirmed in a Twitch stream that Oddworld: Abe's Exoddus will be getting a remake, just as Oddworld: Abe's Oddysee did last year with Oddworld: New 'n' Tasty.

According to Lanning, this Abe's Exoddus remake is still very early in development. Its existence was something decided by fans, who voted on what game they would like to see next after New 'n' Tasty launched. And just as New 'n' Tasty's name was decided by fan vote, so too will the name of the Abe's Exoddus remake.

Lanning added that marking for this remake will be stronger than that of New 'n' Tasty, and its success will directly determine the quality of future Oddworld games, which aim to have the scale and quality of a triple-A game. Finally, Lanning revealed that New 'n' Tasty received 2.4 million downloads as a free PlayStation Plus game.

Thanks, VG247.


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Common GTA 5 PC Errors, and How to Fix Them

Grand Theft Auto V has, at long last, finally been released on PC, but some unfortunate gamers are encountering issues that are preventing them from being able to play. At least a few of those problems have workarounds, which we've outlined below.

How to Avoid Losing Your GTA Online Cars

If you've transferred your GTA Online progress from the Xbox 360 or PlayStation 3 versions, you may lose your saved cars if you haven't played since December 2013. Unfortunately, to prevent this from happening, Rockstar says you'll need to log in to your character on console before initiating a transfer on PC.

As explained by Rockstar:

  • Enter GTA Online on your PS3 or Xbox 360. If you have not played in a long time, you will be prompted to accept a Title Update.
  • Pause the game
  • Scroll to the "Online" tab
  • Select the "Leave GTA Online" option
  • The game will not save on the latest Title Update, and your vehicles will now transfer properly to PC.

Once you leave GTA Online, an orange save icon will appear in the bottom right corner. Once that disappears, your progress will be saved, and you're free to initiate the transfer to PC. There's no indication that Rockstar will be able to offer a fix that doesn't involve first saving your progress on console.

If you already transferred your character and have lost vehicles, Rockstar suggests you submit a support request.

Windows Account Names

Your Windows account name could be to blame if the game hangs while downloading an update or is giving you errors like, "The Rockstar update service is unavailable (code 1)." This is because Windows account names that contain characters other than a number (0-9) or letter (uppercase or lowercase A-Z) will prevent GTA V from being able to install and run properly. This has resulted in the bizarre situation of Rockstar's support site hosting a list entitled, "Supported Characters At Launch for Windows Usernames for GTAV PC."

Rockstar is already working on a fix for this issue. In the meantime, you can deal with it by creating a new user account with administrator privileges and a name that consists only of the aforementioned characters. Unfortunately, simply renaming your account won't suffice if you already have an unsupported character in your name.

There's not yet any word on when the fix will be released, but Rockstar's support page will be updated with details when they are available, as well as with instructions on how to transfer your progress from a temporary Windows account to your permanent one.

Unable to Detect Windows Media Player

If you don't have Windows Media Player installed on your computer, you're likely running into an error during GTA V's installation that reads, "Unable to detect Windows Media Player on your system. Please install Windows Media Player, then retry the installation."

You can install it by following these instructions, courtesy of Rockstar:

  1. Open the Control Panel
  2. Click "Programs"
  3. Click "Turn Windows Features On or Off"
  4. In the resulting popup, make sure "Windows Media Player" is checked under the "Media Features" folder
  5. Click "OK" and wait for Windows Media Player to install

Rockstar Social Club

Another problem brought to light by Rockstar's support site involves Rockstar Social Club. There are multiple error codes produced by the same issue, including the following:

  • "Social Club failed to initialize."
  • "Social Club failed to load due to an incomplete installation. Please exit the game and re-install the latest version of the Social Club."
  • "A newer version of Social Club is required. The updater may have failed. Please exit the game and install the latest version of the Social Club."

If you're receiving any of these, your best bet is to manually reinstall Social Club from right here. It's recommended that you ensure GTA V is not running when you do so--check to make sure that GTA5.exe, PlayGTAV.exe, and GTAVLauncher.exe aren't running in the task manager--and that you have administrator privileges.

Should that not fix the problem, Rockstar outlines some additional steps you can follow:

  • Verify the Steam Cache (Steam version only):
    • Load Steam.
    • From the Library section, right-click on the game and select Properties from the menu.
    • Select the Local files tab and click the Verify integrity of game cache... button.
    • Steam will verify the game's files - this process may take several minutes.
  • Run GTAV as an Administrator
    • Go to the install directory for GTAV PC
    • Right click "PlayGTAV.exe"
    • Click "Run as Administrator"
  • Verify that you have the latest version of DirectX and Visual C++. The latest versions can be downloaded from here.
  • If you are stuck loading, auto-signin may have failed. Press the Home key and see if you can log in manually.
  • Temporarily disable antivirus/security, then uninstall if disabling does not work as a test. Be sure to reinstall and re-enable your antivirus after the test.
  • Make sure that Social Club is installed to the correct directory (by default, this is: Program Files\Rockstar Games\Social Club)

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GS News Update: Microsoft Responds to Xbox One Energy Consumption Concerns

Written By Kom Limpulnam on Senin, 13 April 2015 | 13.15

Microsoft addressed Xbox One energy consumption concerns in the wake of a recent Natural Resources Defense Council report that blasted the Xbox One's Instant-On mode,

by Edmond Tran on

About GS News Updates

GS News Updates are here to keep you up to date with the very latest and greatest in gaming news.

Schedule: Daily

Host: Lucy James

Crew: Josh Shaw


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Naruto Shippuden: Ultimate Ninja Storm 4 - Ten Tails Trailer

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  1. Mortal Kombat X, Grand Theft Auto V for PC, Titan Souls, Goats - New Releases
  2. GS News Update: The Witcher 3's Two Major Expansions Cost $25
  3. The Point - Violence, Censorship and The Role of The Games Press
  4. Path of Exile: The Awakening - Socketed Skill Trees and Act IV Expansion
  5. Mortal Kombat X Fight Pad - Hands On
  6. GS News Update: Microsoft Responds to Xbox One Energy Consumption Concerns
  7. Project X Zone 2 - Announcement Trailer
  8. Saint Seiya Soldiers' Soul - Announcement Trailer
  9. Xenoblade Chronicles X - Doll Network Trailer (Japanese)
  10. GS News Top 5 - Bloodborne Easy Mode Exploits; Halo Online Gameplay!
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GS News Update: The Witcher 3's Two Major Expansions Cost $25

Hearts of Stone and Blood and Wine will come bundled together in the Witcher 3 Expansion Pass.

by Edmond Tran on

About GS News Updates

GS News Updates are here to keep you up to date with the very latest and greatest in gaming news.

Schedule: Daily

Host: Lucy James

Crew: Josh Shaw


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Xenoblade Chronicles X - Doll Network Trailer (Japanese)

Written By Kom Limpulnam on Minggu, 12 April 2015 | 13.15

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  1. Path of Exile: The Awakening - Socketed Skill Trees and Act IV Expansion
  2. The Point - Violence, Censorship and The Role of The Games Press
  3. Mortal Kombat X Fight Pad - Hands On
  4. Mortal Kombat X - Goro Variations Official Breakdown
  5. The Witcher 3: Wild Hunt - Gameplay Trailer
  6. What Games are Left in 2015? - The Lobby
  7. GS News Top 5 - Bloodborne Easy Mode Exploits; Halo Online Gameplay!
  8. Dead Synchronicity: Tomorrow comes Today - Release Trailer
  9. Gladiators Online - Death Before Dishonor Trailer
  10. Total War Battles: KINGDOM - Open Beta Trailer
  11. Crookz – The Big Heist Short Film
  12. Quick Look: Dark Souls II: Scholar of the First Sin
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EA's PGA Tour Game Doesn't Have The Masters, But The Golf Club (Kinda) Does

The Masters, one of the most high-profile events in all of golf, will not appear in this year's Rory McIlroy PGA Tour. That was tough news to hear for fans of the sport who wanted to virtually walk the hallowed grounds of Augusta National and compete for a Green Jacket.

But golf video game fans can enjoy a Masters-style experience through The Golf Club, an unlicensed golf game developed by HB Studios.

Polygon has the story.

Using the game's course creator tool, dedicated gamer Craig LeVasseur created his own version of Augusta National, calling it "Magnolia National." The course, available for all to play for free, is a pretty faithful recreation of Augusta National.

While there's no Jim Nantz on the call or the iconic Masters theme music, Magnolia National does feature Augusta's famous holes and surroundings, including Amen Corner. Check out the video above and some images in the gallery below for a closer look.

You can find Magnolia National in The Golf Club today by selecting "All Courses" and then searching for "Magnolia." The course is available on all platforms: PC, PlayStation 4, and Xbox One.

And if you're an Xbox fan on the fence about picking up The Golf Club, the game is now available for just $11.55 through the Xbox Spring Sale, but that deal ends tomorrow, so you'll need to act quickly.

The real world Masters tournament began on Thursday and the championship round is tomorrow, April 12.

Via: Polygon


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Gabe Newell Is a Boss in This New Indie Game

[UPDATE] According to a tweet from developer Powerhoof, Valve is on board with Crawl using a Gabe Newell character as a boss.

The original story is below.

Indie game Crawl is adding a secret new boss character: Valve managing director Gabe Newell.

Developer Powerhoof recently revealed the new addition to the game, which has been in early access on Steam since last year, with an animated GIF showing off Newell (below). Because this was seen by much of the world on April Fools' day, this was presumed by many to be a joke. In fact, it isn't, as designer Barney Cumming has clarified that the blog post announcement was actually posted on April 2 in Melbourne, Australia.

Cumming described the addition of Newell to the game as having "been at the top of my list since the very start." If all goes according to plan, he'd be added in Crawl's next update.

However, Powerhoof evidently didn't ask either Newell or Valve for permission to use the former's likeness; it was only after it began attracting the attention of the media that Cumming emailed Newell for the thumbs up.

In the email, which Cumming shared on Powerhoof's blog, he presents the case for adding Newell. This includes the fact that he would be Crawl's most powerful character, an exchange of pictures so that Cumming's likeness can be used in Valve's games, and an offer to get the developers of Crossy Road to add Newell's favorite animal to the game. Cumming also argues, "The transformation implies your more recent bearded look is actually your Super Saiyan form."

Oh, and he says "please."

"I always got the impression Gabe would be cool with stuff like this, but when a big company is involved who knows what kind of crazy reasons they'll have, so at least I can say I tried!" Cumming said of the email.

Newell has yet to respond, at least publicly, nor has Valve responded to GameSpot's request for comment.

Crawl is a multiplayer dungeon crawler where one player assumes the role of the hero while others control traps and monsters. At this point, its multiplayer is limited to local play only, though online support is described as "a possibility."


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GS News Top 5 - Bloodborne Easy Mode Exploits; Halo Online Gameplay!

Written By Kom Limpulnam on Sabtu, 11 April 2015 | 13.15

Halo Online modders fight Microsoft to let the rest of the world play, while Google try to get you to pay to watch YouTube ads-free.

by Edmond Tran on

About GameSpot News

Join Jess McDonell every weekday for a punchy wrap-up of the biggest news to come out of video games!

Schedule: weekly

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Crew: Edmond Tran


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Gaming Deals: $170 PS Vita Borderlands Bundle, 10% Off Games and Systems

Borderlands 2

Today's best deal is the Borderlands 2 PlayStation Vita bundle, which Newegg's eBay account is selling for $170--less than the system alone normally costs.

Also from Newegg on eBay is the Super Mario 3D World/Nintendo Land Wii U bundle for $260.

Target Cartwheel (the company's mobile coupon app) is offering 10 percent off all electronics right now, a discount that applies to both video games and video game systems.

Groupon has manufacturer-refurbished PS4s for $330. If you'd prefer to buy from Rakuten, you can get a refurbished PS4 for $347. And eBay has them for $325.

Best Buy is offering an Xbox One controller for $10 with the purchase of the $350 Master Chief Collection bundle. The store will also take $20 off the price of a one-year Xbox Live Gold membership when you buy any Xbox 360 or Xbox One.

Below you'll find the rest of today's best deals divided by platform:

PlayStation 4

Walmart has the Last of Us Remastered PS4 bundle for $439 with a bonus controller of your choice.

Staples is offering that same Last of Us Remastered PS4 bundle, but with six months of PlayStation Plus, for $395.

The sixth week of Sony's Spring Fever event has begun, and it's focused on Dragon Age games and DLC. PlayStation Plus members can get Dragon Age: Origins and Dragon Age II for $10 each, as well as Dragon Age: Inquisition for $36. You can find the full lineup of the PSN games included in Spring Fever here.

Other PS4 game deals:

PlayStation Plus' free games for April include Tower of Guns, Killzone: Mercenary, and Dishonored, and are available now.

Xbox One

GameStop has launched a new offer where you can get a new Xbox One for $225 when you trade in a select PS3 or Xbox 360.

Walmart has the Xbox One Master Chief Collection bundle with an extra controller for $389.

Best Buy is offering a free, no-contract AT&T Lumia 635 with the purchase of the $350 Master Chief Collection Xbox One bundle.

Get $50 in Xbox gift cards for $45 at Best Buy.

Forza Horizon 2's Fast & Furious spinoff is available now for free through today, April 10.

Microsoft has two sales running simultaneously: its usual Deals With Gold promotion and the Xbox Spring Sale. Between the two, you can get Forza Horizon 2 for $48, Shadow of Mordor's season pass for $10, Alien: Isolation's season pass for $15, and much more. The Spring Sale has also expanded for the weekend, bringing The Golf Club down to $11.55 and Just Dance 2015 to $30.

Other Xbox One game deals:

The free Games with Gold titles for April are available now and include Child of Light on Xbox One and Gears of War: Judgment on Xbox 360. 360 owners will be getting twice as many games as usual this month, with a total of four on the way.

PC

Humble Indie Bundle 14 is now available, and offers select games (including Pixel Piracy) at any price. Pay $10 or more, and you'll get several more games, including Outlast, Torchlight II, and Shadow Warrior.

There's also a new Humble Weekly Bundle featuring digital versions of tabletop games like Ticket to Ride and Catan. However, if you spend $32 more, you'll get a physical Humble Tabletop Box that consists of playing cards, dice, and more.

Rockstar games are featured in a Humble Store sale, bringing Max Payne 3 down to $5, the GTA Complete Pack to $10, Bully: Scholarship Edition to $3, and more.

Blizzard's online store is offering World of Warcraft for $10, and the Warlords of Draenor expansion for $37.49.

Green Man Gaming is currently offering discounts on orders for some of the year's biggest releases. You can get Grand Theft Auto V for $46.79, Batman: Arkham Knight for $43.79, Battlefield Hardline for $50, Magicka 2 for $11.24, The Elder Scrolls Online: Tamriel Unlimited for $46.79, or Final Fantasy XIV: Heavensward for $30. You can find all the discounts in Green Man Gaming's VIP page, for which you can sign up for free.

You can get 22 percent off at Green Man Gaming with the code: SAVE22-OVERHO-LIDAYS

The original Syndicate is free on Origin.

Other PC game deals:

Wii U

Nintendo has kicked off the Super Spring Sale, discounting a variety of eShop games: Captain Toad: Treasure Tracker is $28, Pikmin 3 is $42, Golden Sun is $5.59, and more.

If you don't mind a refurbished system, Nintendo's online store has a Wii U bundle with Nintendo Land for $200, or Nintendo Land and Super Mario 3D World for $225.

3DS

Nintendo's Super Spring Sale also includes 3DS games: Mario Kart 7 is $21, Tomodachi Life is $24.49, Kirby: Triple Deluxe is $24.49, and more.

Walmart is offering a New 3DS XL bundle with Super Smash Bros. for 3DS and your choice of select Amiibo figurines for $230. Alternatively, the retailer has a New 3DS XL bundle with your choice of select games for $229. Eligible games include Monster Hunter 4 Ultimate, Code Name: Steam, and quite a few more.

Get Pokemon Omega Ruby or Alpha Sapphire and your choice of Groudon or Kyogre collectible figurine for $31 at Walmart.

PS Vita

Amazon is selling the Wi-Fi version of PlayStation Vita for $170.

Hardware

Amazon prices are accurate as of publishing, but can fluctuate occasionally throughout the day.

GameSpot's gaming deals posts always highlight the best deals we can find regardless of retailer. We also occasionally use retailer affiliate links, which means that purchasing goods through those links helps support all the great content (including the deals posts) you find for free here on the site.


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Xenoblade Chronicles X Will Have "Different Play Feel" Compared to First Xenoblade

Xenoblade Chronicles eD launches today on Nintendo 3DS XL (the first game that requires Nintendo's new handheld to run), and we were able to send a few questions over to the game's developers in Japan. Check out the Q&A below that covers Xenoblade's original launch on Wii, what it took to bring the game to a portable device, and a few details about the upcoming Wii U-exclusive Xenoblade Chronicles X.

Answers were provided by Testuya Takahashi (the head of developer Monolith Soft), representatives from Monster Games (the company that worked on the 3DS port), and representatives from Nintendo SPD (an internal Nintendo developer that is lending support to Monolith).

GameSpot: The original Xenoblade Chronicles took a long time to come out in the West. Did Monolith originally intend to release the game worldwide, or was this going to be a Japan-only game?

Takahashi: This is just my personal point of view, but I think it's pretty difficult to think about markets or potential acceptance levels in a nation outside your own, with different people, different cultures and different histories -- someplace you've never even lived in. Even if you try to consider it, it's a matter of fact that you won't be able to understand all of the factors completely, and if you provide a game based on that kind of armchair thinking, you'll always wind up off the mark.

However, we are also all human beings, all living creatures, and we must all have some common points of contact or things we can all empathize with. Thus, from the time we worked on the Japanese version, we planned out the game's specs with the idea that it would be sold overseas, picking up those common points one at a time so we could reply to the demand.

What is it that you think made Xenoblade Chronicles such a critical and commercial success here in the US?

Takahashi: I think it all comes down to "empathy." As I wrote above, it may not be impossible for Japanese people to understand what people in the West feel and like, but it does take a fair amount of time. Empathy, however, is something we can all recognize. Those of us in Japan can be moved by, and can empathize with, things like Hollywood films, dramas and novels written by Western authors. I personally love the TV dramas I watched as a kid, like Star Trek, Mission: Impossible, and Starsky & Hutch; I looked forward to seeing them broadcast every week.

Even if we remastered it for Wii U, my concern was that people like that would still avoid playing it.

The things that we're moved by, the points that we can empathize with, are the same. So we decided it'd be fine if we just made something we could honestly be moved by and find fun; there was no need to fiddle around too much thinking about what we would need to achieve success outside Japan. That was a philosophy we took pains not to stray from as we proceeded with development.

What drove the decision to bring Xenoblade Chronicles to 3DS instead of a remaster on Wii U (like The Legend of Zelda: Wind Waker HD)?

Nintendo SPD: Xenoblade Chronicles features a ton of depth and volume, something that earned it a lot of high praise from the people who played the Wii release. I think a lot of people began to take an interest in this game after hearing all of that praise, too. However, it's not unheard of for this game to take around 100 hours just to complete it normally, so even if people take an interest, I think some of them would give up the idea of playing it, thinking to themselves: "No way do I have the free time to sit in front of a TV and play this game for 100 hours."

Even if we remastered it for Wii U, my concern was that people like that would still avoid playing it. Remaking it for a portable system, however, will let them play it whenever they like, at home or outside, and we thought that would lead to more people trying it out. We considered making it for the original Nintendo 3DS at first, but if we wanted to achieve nearly the same quality as you saw on the original Wii version, the New Nintendo 3DS XL became all but required.

Would it have been possible to run this on the regular 3DS? If no, what did the New 3DS open up?

Monster Games: We initially tried to get the game to run on the regular Nintendo 3DS system. After months of work, we realized that the game was too big and would perform too slowly. At this point we learned about New Nintendo 3DS XL hardware and were excited to learn about the faster CPU and extra RAM. This immediately made the project seem possible, so we continued working on the conversion.

The team had to rebuild all the graphical assets while making sure it still looked as good as the original game.

Even with the system's extra capabilities, it was still a challenging project and we spent many months working on optimizations. Given how hard it was to convert the game for New Nintendo 3DS XL hardware, we can easily imagine that the port to the regular Nintendo 3DS hardware would have ended up far from the quality game play that the original Wii version had even if we had given it our all.

Were there any particular technological or UI hurdles to bringing the game to 3DS?

Monster Games: The biggest technical hurdle when porting between Wii and New Nintendo 3DS XL is that the two systems have very different capabilities. All these differences kept the project from being a simple port. Every part of the game had to be reworked to account for the capabilities of New Nintendo 3DS XL hardware. For example, New Nintendo 3DS XL has a different GPU architecture, so none of the art assets could be directly used. The team had to rebuild all the graphical assets while making sure it still looked as good as the original game. Each world was carefully optimized by the art staff and we needed to invent new techniques to render the large scenes where the player can see far into the distance. It wasn't until late in the project that we finally were able to make sure the frame rate was good everywhere.

Regarding the UI design, our big challenge was to maintain the look and feel of the original game, while taking advantage of the dual screens. There are hundreds of screens in the game and the design had to work for many languages. The design team spent over a month mocking up various UI designs until we got one that seemed to work well. Once we converted the screens to run on New Nintendo 3DS XL, we brushed up the artwork to fit the small screens and fine-tuned the placement of the elements. Given the number of screens and languages, this process took a long time and we were working on improving and fine-tuning details all the way to the end of the project.

Without revealing any spoilers, what can fans of Xenoblade Chronicles look forward to when the franchise comes to Wii U? Will it feel familiar for returning fans, or will it be a departure from what was put together in Chronicles?

Takahashi: I think Xenoblade Chronicles X will have a different play feel from the first Xenoblade Chronicles game. Xenoblade Chronicles is a pretty linear game, but Xenoblade Chronicles X is non-linear, and I think a lot of the gameplay will depend on that.

Xenoblade Chronicles' core thrust is centered around its story, but Xenoblade Chronicles X is shaping up to be a game with more focus placed on action elements that take advantage of the open world instead of the story aspects. However, both games will retain a common feel based on the core elements that serve as the foundation for the series. It may feel different to play, but it'll provide a new way of having fun within the same Xenoblade series.


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Paperbound Review

Written By Kom Limpulnam on Jumat, 10 April 2015 | 13.15

In Paperbound, warriors rip through their paper confines to perform gravity defying battles across a host of colorful worlds. Ninjas clash with guardians of Egyptian pyramids, while demons and skull-headed monstrosities fight tooth and claw. Paperbound is a frantic arena game promising hours of vivid combat, though some flaws make sure those hours are short.

Like Gang Beasts and TowerFall Ascension, Paperbound is a local arena multiplayer game. There is no online component whatsoever, making the game a more natural fit in the midst of a party. There are options for bots if you can't manage to fill all four player slots, and they actually do a decent job at keeping the competition fierce. However, Paperbound is best when played with a group of people hollering and laughing at the chaotic action onscreen.

In Paperbound, warriors rip through their paper confines to perform gravity-defying battles across a host of colorful worlds.

Much of that fun comes quickly, thanks to Paperbound's effortless combat. The game offers a trinity of attacks: melee, projectiles, and bombs. Every one of the cartoonish characters come with his or her own aesthetically different, but functionally equal melee weapon--a comically oversized pencil, perhaps, or a sword--in addition to scissors to throw and an ink bomb. A flick of the right analogue stick sends a pair of glimmering scissors slicing through the air, instantly killing any foe it reaches, while holding a shoulder button down allows you to prep an ink bomb (a little red inkwell) in place of the scissors. You get one pair of scissors; a small icon floating above your head shows you when it's in your inventory (as with the ink bombs) at the start of each life. But you can pick up and store scissors stuck in the walls, floors, or other objects, allowing you to turn yourself into a scissor-flinging paper ninja--as long as your scissor greed doesn't get you snipped in the process. The ink bomb bursts in an explosion of black ink that can blot out several enemies at once in a single glorious splash. But unlike the scissors, which can travel from one end of a level to the other in a straight line, the ink bomb flies in an arc--so aim well, you only get one!

Weaponry aside, Paperbound's main feature is gravity manipulation, which has its ups and downs (and no, I will never apologize for that pun). With a press of the button, you can send your nimble fighter from the ceiling to the floor or from one wall to the other. Changing gravity only affects your own character, so don't be concerned about someone else tossing you about. It can be fun, but mastering gravity and using it as an effective tool in Paperbound is, well, a tad tricky. The problem goes beyond just trying to get from one part of the map to the other. Changing gravity will cause you to be attracted to any nearby piece of land, floating or otherwise, so your plan to fly to a certain area of a map may not always end up in your favor. The challenge is elevated in levels with many floating islands, and it's easy to get frustrated while trying to understand the gravity twisting concept. I foresee issues with newer players trying to perform well against experienced ones who have already passed this tall hurdle.

Mastering gravity and using it as an effective tool in Paperbound is, well, a tad tricky.

Once everyone is on the same page, the action is an explosive brawl of clinking blades, sailing ink bombs, and raucous laughter. Battles in Paperbound are intense, as weapons clash and lethal scissors fill the air. Due to its rarity, picking off an enemy with a well-timed fling of the scissors is easily one of the most gratifying feelings you can find in any competitive arena game. In fact, as you become more experienced, you begin to grasp some of the finer details of the game's combat. Scissors and ink bombs, for example, can be deflected back toward attackers with a deft swipe of a melee weapon, swiftly demonstrating to any would-be assassin that you won't be caught with your paper trousers down. Using gravity to maneuver in mid-air also becomes more natural, allowing you to accomplish feats such as nabbing that perfect sniping position while "floating." If you're savvy enough, you will never have to touch ground as you fly around the map by rapidly tapping the gravity button. The most energetic matches are almost as entertaining to watch as they are to play, as tiny fighters zoom through the air, dodging and knocking away deadly projectiles like a silly action romp inspired by The Matrix and Inception.

Paperbound isn't nearly as tonally heavy as those films; its art is light and welcoming, if not particularly striking. Levels are grouped into a set of five books, each with a unique motif. One set of levels has you zipping around environments inspired by ancient Egyptian tombs, while another group mimics classic Japanese art. But while the look of the game is clean, the simplicity of the style isn't inventive enough to be memorable. However, several levels employ some nice visual flourishes worth mentioning. Tall grass and mushrooms sway as characters swiftly pass by, while floating particles of dust whip through the air with each melee clash and ink bomb explosion. The horror book levels, steeped in rich hues such as purple and green, feature the most interesting details, with curling pen scratches and, fixed in the background, blinking eyes and grinning skulls, giving everything a slight Tim Burton feel.

The action is an explosive brawl of clinking blades, sailing ink bombs, and raucous laughter.

Though it is steeped in adventurous, fairy tale themes, Paperbound is not quite a wonderland of different game modes. You can play in four modes either in a free-for-all or with teams: Classic Versus, Survival, Long Live the King, and Capture the Quill. These modes are more typical of the competitive genre, although they use some different names to describe age-old ways of playing. Classic Versus sets players against one another either alone or split into a team of two; survival is similar to versus, with each player granted a number of lives; Long Live the King is akin to Call of Duty's Juggernaut, in which a king earns points while being hunted and the player who kills the king becomes the new king. Finally, Capture the Quill is, obviously, Paperbound's take on capture the flag, except with a quill, inkwell, and so on.

Paperbound at least attempts to add its own flair into some of the modes by not giving the top player an instant win once the point goal is reached. Instead, in modes like Survival and Versus, scoring enough points opens a tear that appears in the level's fabric, which you must enter in order to make your escape with the victory; dying removes the tear, and you have to score another point to create another. This ramps up the challenge, giving other players a chance to make a comeback, all while creating some rather brief and shaky truces.

Beyond the handful of game modes, Paperbound doesn't have much else to offer. It is great in bursts, and when you have friends playing with you, Paperbound glows with energy. But the lack of online or additional content takes its toll. Yes, the matches are exciting but, while plenty of laughs and shouting can be had, that excitement wanes after several intense hours. Still, like a good short story, Paperbound is worth returning to on occasion when you would rather play something fun for a quick hour or so. Just be sure to bring along some reading buddies.


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GS News - New CoD: Black Ops 3 Trailer; Square Enix Tease Secret Game?

Square Enix get ready to announce a new project, GTA V's graphics settings are revealed, and another Call of Duty: Black Ops 3 teaser drops.

by Edmond Tran on

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Schedule: weekly

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Crew: Edmond Tran


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BioShock Creator's Next Game is About "Fluid Relationships"

Ken Levine, a man famous for his role in creating the System Shock and BioShock games, hinted at the some of his ideas for his next project in an interview with Game Informer.

Last year Irrational Games closed its doors. Levine and a small team of others left to work on a "smaller, more entrepreneurial" game. Now, he says that he's looking to change how he addresses character relationships. "When you look at BioShock and BioShock Infinite, you had some tiny bits [of agency] with the Little Sisters when you harvested, but it led to one of two monolithic endings,"he said.

"In the new game, you have very fluid relationships with the characters. They have a spectrum of feeling about you based upon what you do and if you help them or go against them. That changes dynamically, and you can end the game with a character absolutely despising you or somewhere in the middle. The path to getting there doesn't have seven or eight stops like your traditional branching tree structure. It has potentially thousands of stops with hundreds of thousands of potential states you can be in with all your relationships to all the characters and wants."

Levine says that's the biggest thing his team is developing--a system to make an interesting character. To manage this, he says his characters are driven by their passions, wants, and needs. "The player now has the ability to facilitate those wants or needs or go against those wants or needs or ignore those wants or needs. The reason I think the system is going to work is because it's a very organic way to look at a character."

So far, Levine's been pretty quiet on details about his new project, but earlier this week he confirmed that he's using Unreal Engine 4. We also know that the game will be rooted in science fiction and targeting a PC audience. You can check out this post for everything else we know so far.

In the mean time, the BioShock series has also been passed off to another studio, 2K Games in California. The next entry hasn't been announced just yet, but 2K has said that the franchise still has plenty of potential for growth.

To read the full Game Informer interview with Levine, you check here for part one, and here for part two.


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Bastion Review

Written By Kom Limpulnam on Kamis, 09 April 2015 | 13.15

I confess that I look forward to re-releases of popular games because they allow me to notice aspects I might not have caught the first time around, and thereby discover whether they've managed to live up to their critical acclaim. For the PlayStation 4 release of Bastion, I more often found myself appreciating the game's many nods to the novels of Cormac McCarthy, both in the easy (and a bit tired) parallels to the post-apocalyptic world of The Road, and in the main character of the Kid, who recalls a character of the same name in McCarthy's gore-drenched Blood Meridian.

You may not so readily notice these details, at least if you already own Bastion on one of the many systems it already graces, whether it's the Vita, the Xbox 360, or even Google Chrome. Nothing has changed, apart from the requisite upscaling to support the PS4's beefier resolutions; You find no new monsters barring your travels across the ruins of Caledonia, and discover no new weapons to whack them with. It's the same isometric hack-and-slash exploration game first released in the summer of 2011, when independent games were continuing to gain prominence across a number of platforms,

The Calamity was world-shattering, but the Kid isn't entirely without people to appreciate his nifty bandana.

And that's why, if you've never played Bastion before and you have a PS4, you should take this opportunity to jump in. Bastion draws heavy inspiration from McCarthy, yes, but it doesn't smother the experience with seriousness. It may feature a world that's falling apart in the aftermath of an initially unknown calamity, but this is no wasteland where the trees of Appalachia rot with the rest of the world; Bastion takes place in an impressively varied world that's almost ecstatic with hand-painted color--a world that falls back into place as you traverse it as though its destruction were partly on rewind. Darren Korb's fantastic soundtrack weaves through it all, and its power is such that I still sometimes use it to write to almost four years later.

But Bastion remains relevant and fresh largely on account of its narration. As in Blood Meridian, the Kid's travels are narrated by a detached speaker who hangs out at the central hub known as the Bastion, but here, the intonations are less 18th-century New England preacher and more Bourbon Street jazzman. It's all the work of voice actor Logan Cunningham, who adds both weight and the occasional dose of humor to the action, and its power springs from the way it is triggered with almost every action the Kid performs. It's an effect that allows Bastion to transcend simple narration to the point where the Stranger is telling our story as much as the Kid's.

There's plenty of hacking and slashing, but some of the most intense levels simply require you to stay on stable ground.

When I accidentally send the Kid careening off the edge of the crumbled world with an overzealous dodge, he says, "And so the Kid fell to his death…just kidding." When I accidentally send the Kid into pockets of brush so sharp that they could have come from my native South Texas, Logan tells me that they "hurt as much as a broken heart." When I use up all my conversation options with him at the Bastion (the place everyone is supposed to run to when things go to hell), he says, "Sometimes there's just not much to say." There is pain in the world that Supergiant has created, such moments seem to say, but there's always cause to crack a smile when things are at their grimmest. And that's a good lesson.

There's a reason that I've saved discussion of the gameplay thus far--it's as simple as the rest of the game's design, though its aesthetic is complex. The Kid has access to 11 weapons, ranging from a battering ram and "flame bellows" to a simple bow and machete, but their use never veers far from the Diablo-style action suggested by its isometric view.

The world may be destroyed, but there's a surprising amount of it left to explore.

But while the combat itself may only consist of typical attacks, blocks, and dodges, there's depth here in the ability to construct buildings at the Bastion. Add a distillery, for instance, and the Kid can unlock perks such as increased critical chance. Toss up a forge, and the Kid can augment the weapons he finds along the way. The limitation of two weapons at any time (along with a related special ability) does allow for some extensive gameplay variations, as you could easily be an in-your-face melee champion or a bow-and-rifle marksman who snipes foes from afar. (And trust me, if you want to survive the ultra-punishing New Game+, you'll probably want to be the latter.) Want a real challenge? Activate the idols, which boost aspects like enemy damage and armor for the reward of more experience and fragments for upgrades at the forge.

All of this was just as true back in 2011, and it's a shame that Supergiant didn't at least add a touch more variety. Even so, Bastion holds up remarkably well four years later, even as the acclaimed games of the latter day tend to lose their luster once the initial novelty wears off. At its best, this re-release proves that Bastion is worthy of its name. It's a bastion of good game design and innovative narration, and I suspect that another four years from now, it will hold up just as well.


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Deus Ex: Mankind Divided - Story Details and New Augmentations

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Shenmue Mod for Dead or Alive 5 Adds Playable Ryo and Lan Di

Written By Kom Limpulnam on Rabu, 08 April 2015 | 13.15

A Dead or Alive modder is doing what Sega won't: Giving us Shenmue in HD. Sort of.

Reddit user Esppiral has revealed a mod for the PC version of Dead or Alive 5 that introduces Shenmue characters into the game. These aren't full characters built from scratch; they're simply retextured versions of existing fighters.

At this point, the mod consists of Shenmue protagonist Ryo Hazuki (using Jacky Bryant as a base model) and antagonist Lan Di. To go along with the two characters is a dojo level resembling the one seen in Shenmue.

You can check out some more screenshots of the mod below, or get download links and updates from the creator on Reddit.

There is a contingent of fans intent on convincing Sega to continue the Shenmue series, the story of which remains unresolved after Shenmue II. Last year, Xbox boss Phil Spencer said that the request he gets most is often is a new Shenmue, though he noted that it isn't up to him, what with the franchise belonging to Sega.

Sega hasn't completely ignored Shenmue since the release of the second game; there was a canceled MMO, a Japan-only mobile game that has since been shut down, and a playable version of Ryo in Sonic & All-Stars Racing Transformed. Outside of that, though, there has been nothing--a fact only made worse by a fake trademark filing in 2013.


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What is Microsoft's "ForzaTech"? [UPDATE]

[UPDATE] ForzaTech is the name of the in-house Forza game engine. More details are coming at E3.

"We can confirm that Microsoft has filed a trademark application for ForzaTech, which is Turn 10 Studios' proprietary graphics and simulation engine for Forza," a Microsoft representative told GameSpot. "We'll have more to share at E3."

The original story is below.

Microsoft has filed a new trademark application for something called "Forzatech," though the company's intentions for it are not immediately clear.

The Xbox company filed for the trademark with the United States Patent & Trademark Office on April 2. It is listed as "game software," and unfortunately, no further description is provided.

Given that Forza is featured in the name, it's quite likely that "Forzatech" is related to Microsoft's major racing franchise. The name, however, doesn't sound like something would call a game itself, but possibly a related service or technology.

Microsoft already holds trademarks for other non-game Forza products, one of which is Forza Hub, the name of the free Xbox app that collects news and information about the racing series. The company has also trademarked "Drivatar," which is an artificial intelligence technology featured in recent Forza titles.

The next Forza game is the upcoming Forza Motorsport 6 for Xbox One, though it's unclear if Forzatech is in any way tied to that title.

We've contacted Microsoft asking for more information about the Forzatech trademark.

Do you know what Forzatech is? Drop us a line via the email address below to discuss.


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Deus Ex: Mankind Divided Leaked - The Lobby

A sequel to 2011's Deus: Ex Human Revolution has just been leaked. GameSpot's News Editor Justin Haywald tells Danny and Chris all the facts.

by Josh Shaw on

About The Lobby

Broadcast live from our studios in San Francisco, join GameSpot every Tuesday at 2PM Pacific for the latest previews, interviews, game demos, giveaways and more.

Schedule: Tuesdays at 2PM

Host: Danny O'Dwyer


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Pillars of Eternity Review

Written By Kom Limpulnam on Selasa, 07 April 2015 | 13.15

Clone or homage? That Pillars of Eternity hews close to the Baldur's Gate/Icewind Dale formula can't be disputed. Its status within the ranks of its predecessors, however, is less obvious, given how slavishly devoted it is to a time when isometric role-playing games dominated players' imaginations. For all its complexities, Pillars of Eternity walks a narrow path already trod by the genre's greats, including the insurmountable Planescape: Torment and Baldur's Gate II, which rightfully remain atop the computer RPG hierarchy.

As much as I can see how blatantly it pokes my nostalgia buttons, I still lost myself in Pillars, which sets itself apart--just enough to tip itself into the "homage" bucket rather than the "clone" one--with its original fantasy universe, as well as with combat details that reduce frustration and keep the tempo moving. It claws at Planescape and Baldur's Gate from beneath their perches, and while it never threatens to replace them, Pillars rises to greatness of its own accord. In those first few hours, however, it relies on nostalgia and familiarity to gain your interest. This isn't a Dungeons & Dragons game, but the influence is clear from the moment of character creation, during which you choose a race, a class, and a backstory for your leading man or lady. Old favorites like Elves and Dwarfs are joined by original races like the Godlike, whose elemental head adornments preclude the wearing of hats and helmets; Familiar professions like barbarian and wizard are supported by the cipher, who builds up magical focus by landing attacks with a standard weapon.

It is a dungeon, and it must be crawled.

The world you step into is equally comfortable, using narrative and artistic variations to remind you that this is not, in fact, a place you have visited before. You and your fellow party members--up to six of you journeying at any given time--may equip pistols or arequebuses in addition to swords, rapiers, crossbows, and the like. The soundtrack reliably recalls composer Michael Hoenig's Baldur's Gate music, but the uberdramatic Carmina Burana-esque chants, and the wild woodwind arpeggios you hear during battle, help to differentiate it. You lead your party from an isometric view, navigating forests and meadows populated by wolves, ogres, and bandits, but you also contend with dark spirits and eerie ancient machines that belong only to Pillars.

The gods, too, are different in this universe, taking such names as Woedica, Berath, and Magran, and they hold great sway over their followers, who live and die by faith. Pillars of Eternity tells a cautionary tale of the gods' influence over their worshipers, planting its thematic seeds when your own character becomes a watcher--that is, an individual who can see and interact with disembodied souls. Watchers may also peer into others' pasts, a skill that reveals some of the game's finest tales, which are trapped within specially marked citizens on your map. These tales are optional and self-contained, gleaned by reaching into bystanders' souls and reliving their memories, but they greatly benefit from developer Obsidian's flowery language. There is the tale of the berry-picker who foils a would-be assassin, who "grabs the figure's wrist and falls onto his back, planting a leg in the center of the figure's chest." A story of a small boy hoping to be a wizard's apprentice describes the wizards pyrotechnics thusly: "The mage finishes his show soon after, a giant silver dragon descending through the crowd and a thousand stars exploding into nothingness." Short, vibrant stories like these paint color into the basic shapes the main plot draws.

Recruiting adventurers from a tavern lets you re-experience the fun of character creation.

The games that spawned Pillars of Eternity were wordy, but Obsidian takes narrative density to new heights, dumping heaps of lore onto the table and overwhelming its personal stories with long histories of war replete with fictional words like "Fonestu" and "ferconyg." The writing is lovely: "How canst I, so lowly and worn, speak words of proper adulation?" cries the author of a prayer so aching in its beauty that you might be convinced it is a Biblical psalm. But it's easy to lose focus when you're drowning in embellishment, particularly when the occasional voiceover highlights the script's need for editing. In Pillars of Eternity, characters speak not like people speak, but how writers write: in lengthy sentences that require the merely adequate voice cast to pause for breath multiple times. Voiceover may also begin before you can take in the descriptive stage directions included in dialogue panels--and for that matter, may not accurately reflect the stage directions themselves. (The writing might refer to an emotional state that the voice acting does not convey, for instance.)

Ultimately, Pillars of Eternity does not benefit from its inconsistent acting, nor do its characters inspire the same kinds of emotional connections that Dragon Age: Origins does. Nevertheless, I was intrigued by many of their stories, and the Grieving Mother's most of all. This cipher's history was as mysterious to her as it was to me, and as I unveiled her past, I was more and more moved by her devotion to the well-being of infants and their mothers. The game's plot heavily involves the birth of children without souls, empty vessels known as hollowborn. Grieving Mother gives the primary quest a personal touch it desperately needs, just as a personable fighter called Eder provides down-home charm in the midst of rising social distrust.

The world you step into is comfortable, using narrative and artistic variations to remind you that this is not, in fact, a place you have visited before.

A number of complicated game systems weave their way in and out of this god-filled world. You align yourself with the game's various factions when navigating choice-filled quests, for instance, irritating bloodthirsty druids when you don't take kindly to their sacrificial ways, or supporting a type of soul magic called animancy in spite of the sanitarium's questionable research methods. Pillars of Eternity can't always keep up with its own systems: I ended the game with several quests showing active even when I'd reached failure states, and in two cases, when the quest line inexplicably failed to update when I'd completed assignments, as if the game could not account for the variables I introduced. Yet there's joy in watching the world pulse as a result of your gravity, as if you are directing the social tides. Pillars wraps with a narrated epilogue that nicely condenses the results of your journey. Your decisions, it turns out, have ramifications beyond the game (and, Pillars implies, on a potential sequel).

It is in battle that Pillars of Eternity most excels. When you lead your party into combat, the game pauses (in default settings, anyway), and you pause-and-unpause your way through various tactical decisions, attacking your foes and commanding magic in Baldur's Gate fashion. In time, the chants you hear when battle begins becomes an emotional call to arms, catalyzing your brain into action, and marshaling your fingers into gear. You click from one party member portrait to the next, assigning targets to your paladin, blessing your companions with your priest, and calling for your druid to shoot a bee swarm from her fingers. You've done this before, but Pillars' pleasant interface keeps your attention on the tactics and minimizes the clicks.

Pillars of Eternity is overstuffed with lore, but it still has some lovely tales to tell.

It's the endurance system that makes Pillars stand apart from its peers. While you must manage each combatant's health, that's a long-term affair; endurance is the more pressing concern once battle is underway. Taking damage reduces the character's endurance levels, and should he run out, he is out of commission until the battle is over. He is not dead, however, presuming he still has health remaining, though the game is over should your entire party run dry. Odd difficulty spikes could turn the old RPGs into laborious cycles of saving and reloading; Pillars of Eternity's endurance layer keeps you moving forward, sending you back to town only when someone needs sleep, or when you run out of camping supplies that allow you to rest along the way. That doesn't mean that Pillars can't be challenging, or that its tactically deficient. In fact, as the game progresses, you earn more ways of delivering raw damage instead of endurance damage, granting you more methods of weakening, disabling, and ultimately downing your most troublesome foes.

You find some of those foes in the ruins beneath Caed Nua, your personal stronghold, which you earn several hours into your adventure. When you're first granted access, the estate is is a ramshackle one, and your keep is notable mainly for its state of disarray. As time passes, however, you may construct more and more improvements, until the library's spiderwebs are dusted away and merchants stand at the ready to sell you their wares. Caed Nua is also a portal to various hands-off activities in which you assign an unused party member to a pending mission, and she returns with a bagful of copper and maybe a few gems or knicknacks. Once you build a barracks, you can even recruit hirelings who defend your keep from hostile wanderers, which is simple enough with the click of a button.

The deep dungeon beneath it notwithstanding, the stronghold doesn't add much in the way of meaningful gameplay; it's presence is primarily cosmetic and atmospheric, and its purpose is to reflect your increasing influence. It is a digital snowglobe, meant to be noticed and appreciated, rather than a vital system. As far as audiovisual details go, however, it's a fine one, and Pillars of Eternity occasionally impresses in that regard. One of my favorite touches is such a small one, but it reveals a certain level of care that I greatly appreciate. You earn various cosmetic pets over time, and at one point, I switched out the miniature wurm I preferred to a happy yellow lab. Eder called out to it as we ventured across Brackenbury, and my heart was warmed, knowing that attention was given to this small but elegant touch.

No matter where you look, you find evil.

Appreciation can turn to distraction when the details don't align, however. This may mean the dialogue misgendering you in a specific conversation, or a missing description when you click on a particular environmental identification icon, even when your party is standing right next to it. Other idiosyncrasies are annoying but easily overlooked, such as the lack of a buyback tab at merchants, which means you have to scroll through all the junk you've unloaded with the seller when browsing his goods. Larger bugs still can crop up, too, however. The biggest one to detract from my playthrough, which caused double-clicking inventory items to remove passive effects, has since been fixed. Labeling problems that cause one-use scrolls to look unavailable even when your lore attribute is well beyond the requirement, however, have not.

It's easy to lose sight of those issues when you're lost in a fantasy and captured by a game's rhythms, however, and Pillars of Eternity effortlessly ensnares you, both by reminding you of the places you've been, and by showing you things you didn't expect. It is not changing the future, but it is repackaging the past in a way that deserves praise while falling into a few old traps--and creating a few of its own--along the way. You can easily dodge these traps, however, and emerge victorious in a world where the gods show you both scorn and favor, and it's up to you to hew your own path.


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