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COD: AW Exo Zombies - GameSpot Plays

Written By Kom Limpulnam on Sabtu, 31 Januari 2015 | 13.15

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  7. GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!
  8. Dying Light, Grim Fandango, Life Is Strange - New Releases
  9. Dying Light Video Review
  10. The Awakened Fate: Ultimatum - Jupiel Trailer
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GS News Top 5 - Ubisoft Deactivates PC Games; Free PS4/X1 Games in Feb!

ok so ubi turned off some games that is sad for the people it affects but now does this not seem a bit odd 

what i mean is they view this as piracy and i have no argument against that.

except this: the problem with piracy is that the pub's and dev's get no money for there work makes total sense right, well 2nd hand sales make no money for the pub's and dev's either yet one is legal and the other not hmmm...

any comment on this dilemma are welcome :)  


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Dying Light

Oh, Dying Light, how I love you. I love the way you let me leap across rooftops and climb tall towers like an acrobat with endless supplies of energy. I love how I can dropkick a zombie and watch its flailing body knock over others like a fleshy bowling ball. I love looking over my shoulder as I run through the darkness, only to see a crowd of undead sprinting towards me, growling hideously and baring their ghastly teeth.

But oh, Dying Light, how you irritate me. I hate you for the gunners that ambushed me as I swam underwater, because there was no way to know how to react until I emerged and discovered that I wasn't meant to peek my head out--not yet. I hate you for that time you filled the screen with so much haze and bloom during a boss fight that I couldn't see properly. I hate that sequence when you made me leap from one pole to another, because you made it hard to get a good look at my surroundings, and your button prompts are hardly generous. And I hate these moments most because your systems are strong enough to let the open-world gameplay do the heavy lifting. The harder you try to direct the action, the weaker you become.

Fight or flee? It's a decision as old as humanity itself.

If you count yourself among the Dead Island fandom, your expectations are already set. You understand developer Techland's inconsistencies, and you are prepared to disregard the chaff so that you may reap the grain. Dying Light spawns from the same pile of mutated freaks as Dead Island, but it establishes its separate identity early on. The first difference to become clear is in tone: where Dead Island's story was difficult to take seriously, Dying Light sets the stage for a dark drama with a South American city overrun with infected victims, and a desperate populace anxious for hospice and aid. There are light touches here and there: you stumble upon The Bites Motel, for instance, and magazine covers and other details offer plenty of sight gags. But you are meant to be fearful and cautious, and you are meant to empathize with the survivors working so hard just to stay alive, let alone thrive.

As a covert operative sent to the city of Harran to recover a secret file, you find yourself in over your head, playing triple agent as you run errands for the city's two primary factions while radioing information to your agency's head honcho. Death is always in the air, not just because the infected have overrun the city's two sizable explorable areas, but because the survivors are so weary, so close to defeat. Dying Light lumbers through one cliche after another, but it's perfectly palatable: expressive faces and decent voice acting make the story beats and cutscenes worth paying attention to, even when the specifics--the antihero with a heart of gold, the doctor close to discovering a cure, the power-hungry villain--fall solidly within been-there, done-that territory.

In the dark--but never alone.

Dying Light also sets itself apart with its parkour system, which sees you running across the city from a first-person perspective. It takes a short while to get used to climbing onto ledges, which requires you to be looking at them in the proper way. But then it's off to the races, and you're running across rooftops and sneering at the zombies below, most of which can't handle the climb. Rushing through the open world this way is terrific, due to solid (if not quite excellent) controls and well-constructed climbing and leaping paths, particularly in the game's second half, which takes place in the city's vertically-minded old town. Even better, the parkour energizes moments of great tension. Far Cry comparisons are easy, given how you unlock a few of the game's safe houses by climbing tall towers. But the climbing requires more finesse and situational awareness than it does in Far Cry 4, and some of the towers are outrageously tall, making the entire endeavor an anxious exercise in precision.

And tension is yet another aspect of Dying Light that sets it apart from its zombie-game peers. When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes. It's best to circumvent the vision cones of those baddies and avoid direct confrontation, but you're occasionally mobbed in spite of your careful movement. These undead are more persistent than the Liberty City police department, so the best option is to run, run, run until you lose them. You can hold a button to look behind you and see how close they are, and doing so can be startling when you see the incoming horde. It's been some time since a zombie game legitimately scared me, but that look-behind-you move reveals some creepy sights. During the day, you scamper around and, occasionally, confront your infected fears. Once the sun has set, you slink and sprint, trying not to catch the deadly eyes of nearby volatiles.

Burn, beautiful zombies, burn.

Throw in a three-pronged upgrade system that makes you stronger and more agile as the game progresses, and you have the foundation of a great game. Alas, Dying Light flounders too often for it to achieve greatness, though it's poised to develop the same cult following that so many Techland games do. This is a surprisingly long game stuffed with, well, stuff, yet your role for too many hours is to play errand boy--a role so demeaning that even lead character Kyle Crane remarks upon it. Go flip a switch. Go collect crayons, or mushrooms, or coffee. As the first act draws to a close, Dying Light has taken a turn for the worse: each time the game grants you structure, it struggles, to the point where you might wish the gofer quests would return, because the ones that have taken their place are either frustrating slogs, or simply bad ideas.

The slog arises because these simple tasks require you to cover a lot of real estate. As fun as it is to move through Harran, the parkour doesn't carry the game alone. The other problem with Dying Light's first half, as dumb as it may sound, is the zombie crowd itself, which is not powerful enough to provide a huge challenge, but is too powerful to wholly ignore. The undead become annoyances--children that wave their arms around and demand attention while the game asks you to once again take to the streets so you can pull a lever.

Firearms are powerful, but it's best to use them against human foes.

The bad arrives when Dying Light embraces ideas that have an air of cleverness, but have you crying out "what were you thinking?" as implemented. There is the time you quaff a potion intended to temporarily disguise you from the undead, but it reverses your movement controls. And so death might very well ensue depending on when you drink and how quickly you adjust to the surprise. There is the time you descend on a zip line and let the game drop you at the very end of it, only to take a good amount of fall damage. There's a garbage pile a few feet before the end that you can leap into, but the limited field of view when ziplining, and the general visual bleariness, mean you probably won't know it's there until you've lost half of your health bar, and you're cursing Techland for not noticing how these elements don't quite work together--or worse, for not caring.

These are just a few examples of the frustrations that set in. Once the second act arrives and you enter old town, however, there's a moment of revelation when you gaze upon the district and take in its beauty. The slog has been set aside, and excitement for new navigation blossoms. Depending on how you spend the skill points you earn, you gain access to a grappling hook that provides so much stimulation that you wish you'd gained access to it even earlier. Then again, Dying Light gets occasionally lost in "ideas" even in the second half--shooting segments that lack tightness, confrontations with multiple kinds of big baddies that have you flying backwards and getting poisoned simultaneously, and so forth. You've got the tools to succeed, at least, even when the fun meter drops: upgradable weapons starting with knives and baseball bats and working up to machetes and ice picks, along with throwables like grenades and molotov cocktails. Those weapons degrade quickly, but there are more of them scattered around than you will ever need.

When night falls, particularly dangerous and fast zombies roam the city, and the entire timbre changes.

Dying Light succeeds when it remains confident in its systems. The combat isn't as fulfilling as it is in Dead Island--you won't be breaking any arms--but out in that wild world, you aren't meant to wade into the horde anyhow. What drives the action is the promise of discovery and self-improvement. There are locks to pick and supplies to nab before the opposing faction gets to them. The balconies harbor new people to meet, who share their stories if you stick around long enough to hear them. When a zombie or six draw near, you swipe, kick, and bash until the blood is flying and the grunts are silenced, and you can return to your pillaging. Dying Light most often approaches greatness when it allows you to improvise your own tune instead of clumsily trying to conduct the entire orchestra.

That a game of such wild fluctuations can still give rise to so much fun speaks well of its high points. Those peaks rise even higher when other players are involved, and you have a few friends (up to three) join you, distracting the speedy virals while you take care of a ground-pounding beast swinging his giant hammer around. Competitive zombie invasions are liable to have you tensing your muscles even further invasions when they turn the game into a nighttime arena. This is Be the Zombie mode, and while using your tentacle to grapple your way around as a zombie is enjoyable, it is the tension you feel as a hunted human that makes these moments stand out. You can tweak your setting to allow or disallow these sudden multiplayer matches, and there's no shame in wanting to explore without distraction. But if Dying Light's nighttime pressures appeal to you, allowing zombie attacks further extends that drama.

I am rooting for Dying Light's success, even as I shake my head at its avoidable foibles. I understand it, I get it, and so I find pleasure in it even as it disappoints me, even when I land between a fence and a rocky cliff and get stuck there, even when I don't grab a ledge or pole after a jump for reasons that I can't quite understand. My dearest Dying Light, I am so grateful for your specialness, for it shines through even when I am prepared to damn you to hell.


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Destiny Heavy Ammo Bug Being Fixed Soon

Written By Kom Limpulnam on Jumat, 30 Januari 2015 | 13.15

Bungie has revealed it is working on a fix for a bug which affects players in its sci-fi shooter Destiny, which sees players lose ammo for heavy weapons. At the moment, players can lose heavy ammo in player-versus-environment activity when they die, return to orbit, or encounter a cutscene.

Developer Bungie is currently working on a fix for this bug which it hopes to roll out "before the end of February." According to the developer the bug is complex in nature, which is why it is taking so long to resolve.

"In the end, I came up with a surgical change that fixes the main issue and minimizes the chances that a new problem would be introduced. I do not think I can overstate the complexity of these systems – it took me several tries to come up with a fix that did not cause other problems," sandbox engineer Jon Cable explained.

Destiny's next DLC is called House of Wolves. Bungie has said it won't make the same mistakes in this DLC pack, with plans to improve the progression system.


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Can You Pronounce These Difficult Words from The Witcher 3?

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  5. Quick Look: Grand Theft Auto: San Andreas Remastered
  6. The Legend of Zelda: Majora's Mask - Graphics Comparison
  7. GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!
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  9. Badland: Game of the Year Edition - Trailer
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Nosgoth Review

By name alone, Legacy of Kain brings up a host of fond memories. Whether those recollections star the vampire Kain as he faces the Circle of Nine, or Raziel, who rose from death to seek vengeance, the series is often held in high esteem. So, the revelation that the first game to return to the universe after more than 10 years is an online-only, free-to-play competitive action game comes as, well, unexpected. Nosgoth steps far out of Kain's shadow, using its lore as a backdrop for a fast-paced, class-focused vampire-on-human multiplayer gore fest that is mostly entertaining, even though the excitement gets dragged down by shoddy matchmaking obstacles and irritating bugs.

The chord it strikes is similar to 2007's Shadowrun, not just in design but also in how it approaches its narrative. Canonically, it's meant to bridge the 500-year gap during the opening scenes of Legacy of Kain: Soul Reaver, but takes a perfunctory approach to its storytelling; realistically, Nosgoth is merely a spinoff. There are, however, casual reminders here and there that Legacy of Kain, plus Soul Reaver and its protagonist Raziel, are Nosgoth's inspiration. Raziel's ruined clan, represented by the disfigured sentinel class, is all that remains of his flying kin. And it isn't difficult to spot the enormous statue of a pre-crispy Raziel who stands watch over the chaotic human-on-vampire battles in The Fane, a map comprised of white marble and accented by gold leaf and torches burning with blue flame. Beyond the theme and the few hints and winks, however, little else of the Legacy of Kain fiction is found in Nosgoth.

Issues with the story aside, it concerns me that Nosgoth would follow Shadowrun's lead, especially considering that the path Shadowrun ventured down didn't end with much success. Nosgoth even goes so far as to mimic some of Shadowrun's own mimicry of the Counter-Strike formula, with matches consisting of two rounds, in which you start on the human or vampire team of four players each, and then get swapped to the other side once a necessary goal is met. But, thankfully, the similarities stop there, as Nosgoth primarily revolves around its team deathmatch modes, focusing on classes and team dynamics rather than using acquired cash to purchase weapons, gear, or special abilities between rounds. In team deathmatch, the winning side is determined after stacking up the total kills--with a maximum of 30 per session--acquired by each team during the ten-minute rounds.

Battles set in the eponymous dark-fantasy setting of Nosgoth are tense, energetic, and often wildly entertaining. Nosgoth leans heavily on the team element as an unconditional imperative. A single human, who spends the majority of a match nervously scanning rooftops and corners for movement, doesn't stand much chance when paired up against a physically dominating vampire. But likewise, a vampire stumbling alone into a group of quick-witted humans will rapidly find himself, for once, at the bottom of the food chain.

Special weapons with unique properties are gifted from time to time.

The vampire hunters are armed with technology and cunning, facing down their bloodsucking rivals with arrows and blades, snaring them with spells, and damaging them with deadly traps. But technology isn't enough; victory requires diversity. A team composed mostly of scouts, a sniping class, is powerless once the vampires get within mauling range. The scout's abilities are supplemented by a hunter class, which uses a crossbow for mid-range battles, and handy bolas, in normal and poison varieties, to temporarily restrain an enemy. Just as useful is the alchemist, who uses her launcher to lob explosive projectiles onto the heads of vampires hiding on rooftops, while utilizing an array of volatile chemical concoctions, such as vials of combustible liquid that erupt in a wall of flame, or containers filled with sunlight, which temporarily blinds oncoming bad guys.

What vampires lack in the technology of their mortal foes, they make up for in strength and incredible athletic prowess, making them an absolute blast to play. Unlike the gravity challenged humans, vampires can climb buildings and walls, stalking their prey and planning strikes from unseen heights. The deft reaver is able to leap far into the air, pouncing on his prey and slashing with metal claws. But maybe you prefer strength over speed; the imposing tyrant, muscle-bound and armed with abilities that allow him to charge through and knock over humans, as well as leap high into the air and emit a shockwave when landing, is as close to a vampire Hulk as I've seen yet. The other two classes are the aforementioned sentinel, who can fly, snatch humans, and drop them from high in the air, and the deceiver, a strategic class, able to mask himself as a vampire hunter and strike from behind with a deadly blade.

No matter what class you choose, playing as a vampire is a joy. Bounding through the air as the reaver is something that never ceases to put a smile on my face. You get a giddy feeling of anticipation as you look around to see your allies, circled on walls and pillars, ready to strike your unsuspecting adversaries from above. Plus, it's difficult to deny the savage thrill of dragging away the limp body of a defeated vampire hunter post battle to feast on his blood in order to regain lost health--except during rare moments of "stretchy limb syndrome," which makes pulling a bloodied corpse that ends up stretching along the ground like taffy look, well, a tad goofy.

But then there is that pesky balancing problem, which far too often drags the pleasure of the hunt to a grinding, groan-inducing halt. The issue is a two-parter, but let's cut straight to the first point: the vampires are overpowered. Even as I hit more than 15 hours of play, I couldn't recall a match that didn't feel stacked against the human side, even if the advantage was only slight. During most of my games, all I could hope for when on the human team was to reach at least 15 kills. That way, if my opponents proved somewhat more incapable playing as humans, a victory could still be secured. Make no mistake, I witnessed capable human teams, but even the most skilled players seemed lost as to how to proceed when their opponents switched classes and charged forward with several tyrants. It's not just a question of countering with the right classes and abilities; matching classes is important, but still, the vast majority of games I played as a human were losses, even as I became more confident in my vampire-hunting skills.

Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything.

On the subject of skill, the likelihood of getting matched with or against players of similar aptitude is a crapshoot, which brings up the second part of the balancing issue: matchmaking is broken. You gain experience points that slowly increase your level over the course of play. That rank, however, doesn't seem to matter once you leave new recruit mode, designed to ease novice players into Nosgoth, and get placed into standard team deathmatch games. It's common to get matched against teams that are either well below your skill level or far beyond it. Fighting a team that struggles to get even 10 kills against your own makes for a rather boring 20 minutes, but when the tables are turned, it results in immense frustration. Matchmaking also seems to have issues with finding players. Sometimes, a game will start right away, but at other times, you are left waiting for a vacant spot to fill for upwards of several minutes.

At least Nosgoth's maps, save for one that sports ugly, low-resolution mountains in the background, look fantastic enough to distract from any grievance for a short while. The five available maps are large, beautiful, and meticulously detailed, featuring a varied color palette that makes each one easily distinguishable from the others. It's difficult not to look upon The Fane, a town deep within a vaulted cave, with some measure of awe. Other environs are scarred by battle, and the sound of muffled screams brings weight to fights, surrounded by buildings set alight. Nearby, fountains that were once ornate, cluttered with corpses, now run red with blood. Every map is also dotted with well-placed and quickly accessible shrines, where human players can fill up on health and ammunition--so long as they watch their backs.

Raziel really had seen better days before that whole Lake of the Dead incident.

Like many free-to-play games, Nosgoth includes different payment options. Bundles can be purchased that will unlock classes, character skins, and new abilities, and that offer a sum of gold, the latter of which is earned at the end of every match. Normally, any gold that is acquired can be used to unlock new class abilities for up to one week for a small amount, or permanently for a much larger chunk of change. Based on my experience, it takes about six to eight hours of play to earn enough gold to unlock a single ability forever, which means you will either need to dedicate a lot of time to get the loadouts you desire, or pony up the cash if time isn't in your favor. Runes, currency that must be bought using real-world money, can also unlock any of the prior items in place of gold. Character skins, which serve as aesthetic upgrades, can only be traded for with runes.

Outside of Nosgoth's team deathmatch, there isn't much else in the way of content. There are three modes of play, but two of them, new recruit and team deathmatch, are basically the same in design. Flashpoint, the third multiplayer mode, is currently in beta testing, and does provide a different, if ultimately brief, distraction. The mode is a king of the hill variation, in which the human team attempts to capture six points on a map as the vampire side fights to keep the beacons out of the grimy hands of mortals. I found it difficult to want to keep playing Flashpoint, as it isn't distinctive enough compared to team deathmatch to hold my attention long. There are also only five maps at launch, and though they are all nice to look at, it didn't take much time before I yearned for a change in scenery.

Officially, Nosgoth is in open beta, but Square Enix explicitly states that this beta constitutes the game's launch. Nonetheless, it comes with the bugs and glitches associated with a game in progress. There are times when your vampire may refuse to completely vault over a ledge onto a rooftop, which is particularly bad during a hasty escape, when his pallid backend may become a pincushion. Worse, however, are the rare connection errors with the server, which vary in range from bolas and arrows flying through enemies, to warping from one wall back into the original without warning. But these are standard-issue problems for the most part; what stands out above all is the fickle party system. At times, accepting an invite doesn't place you in a party according to your screen, though the host's screen shows otherwise, and trying to join a match with a broken party never works. But at least that isn't as bad as when the game decides to crash, which it does on occasion after you accept a game invite.

Nosgoth is surprisingly fun, given the glaring problems. Sure, matchmaking is a mess and glitches need to be ironed out, but Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything. And for the most part, the developer has been upfront that updates are coming quickly, starting with a new map and a female vampire class, both to arrive in the following weeks, with a new human class to arrive soon after. No, Nosgoth is not the Legacy of Kain everyone wanted, and it isn't exactly bold or fresh either, especially considering that it evokes bitter memories of a failed game from 2007. But with additional content, bug fixes, and needed matchmaking tweaks, Nosgoth could be something that stands strong on its own, worth returning to time and again.


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The Marvellous Miss Take Review

Written By Kom Limpulnam on Kamis, 29 Januari 2015 | 13.15

We need more heist games in our lives. Stealth games are a dime a dozen, but only in heist games are you required to play with confidence. We need the thrill of strolling into a heavily-guarded museum or bank and lifting priceless items from under everyone's noses. And we need to feel vindicated and smug as we walk out of the place with no one the wiser. That's the essence that The Marvellous Miss Take attempts to embody, steering you to fearlessly swipe paintings and sculptures under the careful watch of patrons and guards. But though the game wants you to feel like you're overcoming incredible odds thanks to your innate cunning, its unreasonably small levels and erratic enemy behavior destroy the very confidence it demands of you.

But first, you're eased into a life of crime. You play as Sophia Take, an art enthusiast who saw her great aunt's collection swindled away and split among greedy one percenters. She takes matters into her own hands and sets out to steal the art back. (She even resembles everyone's favorite world-class educational thief, Carmen Sandiego.) Though Miss Take is brimming with resolve, she soon reveals that she's a little unsure of herself to Harry Carver, a well-to-do and benevolent master thief who she bumps into in the middle of a caper. Together with Harry and pickpocket Daisy, Sophia slowly accumulates more and more of her great aunt's collection, gaining more confidence with each heist. These three figures form the core of the game's story and characterization, and, though it's tempting to paint them as one-dimensional afterthoughts, the game pulls off some subtle tricks to fill in the gaps.

You'll learn to hate the color blue after seeing so much of it in this game.

Sophia's initial uncertainty carries into the player experience as well. You must abscond with all the art on the current floor and then either board an elevator or make your way to the exit. Guards' fields of vision are represented by giant blue cones that protrude from their eyes as you look down on the floor from a semi-isometric view. The levels themselves are cramped, with guards' vision often filling 75 percent of a room, making success seem impossible. But the game invites you to overcome these feelings by trying to gradually make you realize the ease with which you can accomplish your goals. The controls are dead simple, as the game can be played solely with the mouse. Just click on a spot, and Sophia moves there. Hold down the left mouse button and she starts running, though her haste makes noise that attracts guards, as does whistling by holding the mouse button down over her.

You start the game feeling intimidated by the sheer number of blue cones covering the levels. You feel shy about walking up to grab a painting while a guard's back is turned, but you learn to time your pacing in order to boldly walk to your target before the guard is any the wiser. You're afraid to set foot in a heavily-guarded area for fear of stepping into a guard's field of vision, but being seen doesn't get you caught immediately. Instead, a glimpse of you only gets a guard's attention and lures him or her to the last point at which you were seen. Stay in sight too long and you alert the guards, but duck out of sight in time and you can lure guards to wherever you need them to be.

The UI is super stylish, which makes the plain look of the rest of the game even more disappointing.

Even Sophia's partners' side missions encourage you to come out of your shell. Harry has a leg injury and needs a cane to walk, so he's unable to run. This means that his heists happen at night when guard activity is at a minimum. He must sneak around armed with only a weird ball-like contraption, which makes noise when thrown against a wall. This teaches you not to rely on running to and fro and also encourages you to actually use the many power-ups the game gives Sofia, such as smoke bombs that block vision or teleporters that let you make a quick getaway. Daisy's missions, on the other hand, require you to get up close and personal with guards, picking their pockets to get keys and make off with a safe's contents. Though Daisy's prowess at pickpocketing means that she can approach guards without them becoming suspicious, it teaches you, when being Sophia, not to be so timid when it comes to worming your way through the guard-filled minefield. When you start getting the hang of navigating the security and playing the guards like saps, your confidence starts to snowball until you feel like a master thief. And clearly Sofia does too, as after clearing a level, she puts her hand on her hips and throws heavy shade at the mooks she just put to shame.

The moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way.

At least, that's the experience the game wants you to have, and occasionally it succeeds. But, though the game attempts to convey scenarios that make you feel like you're succeeding against all odds, the game commits the sin of actually stacking the odds against you. The fact that most rooms are bathed in blue does make the levels somewhat unmanageable even when you learn all the tricks. The cramped corridors and tiny rooms make maneuvering more of a chore than it needs to be. Worst of all is the inconsistent enemies, who, aside from the frequency with which they change direction, are completely unpredictable. Guards patrol in whatever direction strikes their fancy with seemingly no rhyme or reason. Now, not having predictable patterns isn't necessarily a bad thing if a game is designed with unpredictability in mind, but with so little space to work with and only one tool at your disposal at a time, you often find yourself waiting for an enemy to happen to wander to just the right spot so that you can enact your plan. This also means that the moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way. This takes your supposed skill out of the equation somewhat and makes the game a frustrating slog.

Glue freezes enemies in place for a period of time.

It also doesn't help that the world itself isn't terribly interesting. For a game that seems built on slick intrigue, the levels themselves all play just about the same, albeit with varying degrees of frustration. Each floor you have to tackle is just a bunch of hallways connecting a bunch of bigger rooms. You barely ever get to use the environment to your advantage in clever ways, adding a thick layer of monotony to proceedings. Gimmicks such as dogs who can smell your footsteps, security cameras, and lasers add some much-needed variety, but once you encounter them once, you've seen all they have to offer. Levels also offer no visual panache, looking very sterile and plain, which is disappointing because the game's soundtrack embodies the slick, stylish world of high-class thievery.

The Marvellous Miss Take aims to be a different kind of confidence game, one in which you stroll into a level like you own the place and take whatever you wish with ease. All the pieces are in place to build you up and make you a virtual master thief, and Sofia's journey is the perfect embodiment of this process. It's just a shame that the game's level design and enemy combine to short-circuit the experience throughout, because there are so many individual pieces that make the game really easy to like. Sofia deserves better.


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Xbox Live Service Down On Xbox One

Update: Xbox Live service has returned and is functioning normally.

The original story follows below.

Users attempting to sign into Xbox Live on the Xbox One may encounter difficulties, as the service is currently running in a limited capacity. Additionally, players trying to access Call of Duty: Advanced Warfare's Exo Zombies downloadable content may encounter an error which reads "A downloadable content package was removed or all profiles are signed out."

To fix this, players need to download and install the free DLC "compatibility pack" by logging into Xbox Live, starting the game, and following the prompts. Players trying to do this via Xbox One may encounter difficulties as the service is currently down.

It is not known what is causing the service outage. In the past, an online hacking group claimed responsibility for attacking the network. GameSpot will continue to monitor this story as it develops. Check back later for updates on the service.


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Gravity Ghost Review

Childhood is terrifying. Childhood is beautiful. Childhood is full of wonder. And childhood is marked by the continual loss of innocence that comes with each new year. Learning that the unexplored experiences which is exciting and enticing could kill you is part of growing up; as is learning that there are consequences to all of our actions no matter how pure our intentions may be. Those are heavy themes for adults to handle, let alone children, but they rest at the core of delightful platformer Gravity Ghost.

In Gravity Ghost, you control the ghost of Iona, a recently deceased young girl who lives on a secluded island with her two younger sisters and her older sister, Hickory, who became their guardian after the tragic death of their parents. The circumstances leading up to Iona's death unfurl throughout her story as tensions between her and Hickory arise: she believes that her sister's fiancé was responsible for their parents' deaths. You meet Voy, a seemingly tame wolf that Iona has befriended. And you watch Iona retreat deeper and deeper into her own heartache and isolation as the mystery and tension surrounding her death grow.

Gravity Ghost combines the aesthetics of Maurice Sendak with the narrative power of classic Don Bluth films like The Secret of NIMH, yet there's little to compare the game's overall style to. The art is like the pages of an illustrated children's book come to life with painstaking details and a beautiful colored-pencils effect, and before the (welcome) heavier elements of the story arrived, I grinned ear to ear at the sincere innocence of it all. But Gravity Ghost is a story about the price of innocence, and it explores guilt and death and family from a child's point of view without sacrificing clarity of insight and without ever looking down on or being condescending towards the perspective of its young star. Gravity Ghost operates on pure empathy, and the story's denouement left me on the verge of tears.

Gravity Ghost's gameplay is also quite good, although it never quite reaches the magnificent heights of the game's storytelling and art. Gameplay revolves around platforming with a physics twist. You leap back and forth between planetoid objects of varying sizes and manipulate the gravity wells of each object to shoot yourself across the levels. Along the way you collect stars which open the doors to finish each level, and flowers which lengthen ghost Iona's hair and allow you in turn to collect the ghosts of dead animals and terraform planets. Returning those animal-ghosts to their former bodies also leads to the sublimely animated cutscenes which move the story forward.

This maelstrom will make sense by the end.

The variety of celestial objects in the game is a perfect fit for its tight three-hour running time. Gas giants allow you to bounce like a pinball machine. Fire planets propel you high in the sky off their steam. Water planets allow you to dive beneath their surfaces to collect stars and flowers. And gem planets are super-dense with stronger gravity wells than normal. Over the course of the seven constellations--with around 80 or so small levels in total--that make up the game's campaign, you also gain the ability to terraform the planets from one type to another, which is necessary for solving many of the game's simple puzzles.

Leaping back and forth between the gravity wells to collect the stars and flowers and ghosts and power-ups isn't always the smoothest experience, but the game gives you a host of tools to circumnavigate most potential sources of frustration, except in timed segments where the looseness of the gravity physics can become aggravating. Despite the looseness of the controls, bouncing and floating between the planets is an oddly Zen experience and it becomes quite soothing before long. It also helps that the soundtrack, from FTL composer Ben Prunty, adds to the game's strange rejuvenative power.

The worst thing that can be said about Gravity Ghost is that I crave more of it.

Beyond the occasionally frustrating timed segments, the worst thing that can be said about Gravity Ghost is that I crave more of it. The game is short. It took me just over three hours to do a 100-percent run for each star and ghost and power-up. And, once you've beaten it, there are few incentives to go back and play again, minus chasing a couple of achievements you wouldn't think to chase on your first go around. But while Gravity Ghost may be short, it never overstays its welcome. Each constellation is the perfect length, and the game continues to implement new mechanics and kinks into the core gameplay up to the final levels.

It's easy to capture the happiest moments of being a child: friendships, vacations, exploring the vast, uncharted world in front of you. But it's hard to convey the toughest moments, those moments that we compartmentalize and repress beyond recognition as adults. And it's especially hard to convey such moments in language and images that both children and adults can appreciate and understand. That Gravity Ghost accomplishes this feat with such seeming ease is a testament to its imagination and its power.


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Battlefield Hardline Beta Date Leaked -- Report

Written By Kom Limpulnam on Rabu, 28 Januari 2015 | 13.15

While this close to release, it's hard to think of anything for a game as a beta in the traditional sense, a leaked email sent to users of EA's Ronku service indicates that a beta for Battlefield Hardline will go live starting on February 3.

The email, submitted by a user on Reddit, reads: "Secondly, in case you haven't heard the beta for Battlefield Hardline goes live on February 3rd and there will be both a YouTube & Twitch assignment for this beta launch. More details on these assignments coming next week. I hope you are as excited as I am for the new Battlefield game!"

Ronku is an official EA program that sponsors some YouTube streamers by paying them for playing select games on their channels. The program made headlines when it was unveiled last year, but EA also clarified, "We explicitly state in the Terms & Conditions of the program that each video must comply with the FTC's Guidelines concerning Use of Testimonials and Endorsements in Advertising."

Details for the Hardline beta came out earlier this month, with developer Visceral Games general manager Steve Papoutsis saying, "To be frank, we want you to play this beta to death. We need you to." Last week we also learned about all of the new maps and modes coming to the Hardline, including two new esports-centric match types. The shooter is set to launch on March 17 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC.


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PS4 Bundle With Dying Light and The Last of US Discounted to $430

@leviathanwing @kane6911 It's a good deal and there are obvious savings but Kane is right to a degree. People see $429.99 and it's off putting in a sense, if they just listed the console with nothing for say $374.99 it would move a lot more units and look more appealing. 

The illusion of saving is stringent on the price decreasing, not increasing. People don't see the games when they look at a bundle like this, they see "I'm paying $429.99 for a PlayStation 4", that's what this translates to for most people.

That is where Microsoft is getting it right, included games aside they are offering the cost of the system itself for $50 less than it normally costs, from $399.99 to $349.99. People see that and instantly it resonates, they're getting their system for $50 cheaper. Then you include the fact that it comes with two games on top of that and it's just a home run, it's a huge bang for your buck.

Even though the PlayStation 4 includes two games you still have to spend more money on it, not less, defeating the purpose of savings. With Microsoft and the Xbox One you're spending less completely reinforcing their pitch and the value of what they have to offer. 

I think that is what he was trying to say.


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Director of The Grudge Partners with Clock Tower Creator to Launch Horror Game

Hifumi Kono, creator of cult-classic horror game series Clock Tower, has partnered with film director Takashi Shimizu to launch a Kickstarter for horror game Project Scissors: NightCry. Shimizu is best known for directing horror film The Grudge, an adaptation of his Ju-on series.

Project Scissors: NightCry has a crowd-funding goal of $300,000 and is being developed by Japanese studio Nude Maker. The studio includes staff who have worked on the Silent Hill, Final Fantasy, Metal Gear Solid, Castlevania, and Halo series. Project Scissors: NightCry was originally planned for launch on Vita, iOS, and Android, and the Kickstarter brings the game to PC. The addition of other platforms is also a possibility.

Project Scissors: NightCry was first announced last year. A live-action teaser directed by Shimizu was revealed earlier this month with the new NightCry name. For more on how the game is the spiritual successor to Clock Tower, check out GameSpot's interview with Kono and Shimizu. Check out the gallery below for screenshots of the game.

Click the thumbnail to view the full-sized image.

Disclosure: I am a horror game aficionado and have backed this project.


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Gearbox Is Ready to Start the Next Borderlands Game

Written By Kom Limpulnam on Senin, 26 Januari 2015 | 13.15

Gearbox is ready to begin working on the next Borderlands game, the company announced during its final panel at PAX South today.

"We are recruiting for next Borderlands. This is the big one. Industry badass? E-mail me: heyrandy@gearboxsoftware.com," Gearbox CEO Randy Pitchford said on Twitter. "We want to hear from passionate and talented people to help us with next Borderlands game. Check our website!"

The jobs page on Gearbox's website has a bunch of new openings, including one for a writer who will oversee and direct the development of story and plot for a AAA title.

Pitchford didn't say whether this next Borderlands game is Borderlands 3, but given the fact that he called it the "big one," it seems likely.

Yesterday, Gearbox announced that Borderlands: The Pre-Sequel is getting campaign DLC that will take you into the mind of Claptrap, and that it's adding Lady Hammerlock as a playable character this week, Tuesday, January 27.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Borderlands: The Pre-Sequel

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H1Z1 vs. DayZ - Which Zombie Survival Game Is Right For You?

@lrdfancypants The only reason it feels like it's taking so long is because we heard about it so early in development. As in, when development began. And it feels even longer because we knew about the mod before hand. Most games don't get announced until a year or so before they release.

DayZ started development in middle to end of 2012, so really it's been in development for a little over 2 years. Been in Early Access for a little over a year.

Let's compare that to some games that have been announced years ago and still aren't released.

The Division: Announced E3 2013. Was in development for years beforehand. Still has no release date.

Rainbow Six Siege: Announced E3 2014. Born from the ashes of R6: Patriots which was announced in 2011 and was in development for years before that. Still no release date.

Final Fantasy 15: Originally announced and began development in 2006 as Final Fantasy Versus 13. Still no release date.

Metal Gear Solid 5 The Phantom Pain: Announced in 2012 at the VGAs. In development for years before that. Still no release date.

Half Life 2 Episode 3/HL3: ???????????

Just some perspective for you. Stop acting like DayZ has spent a decade in development.


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We Won't Make Same Mistakes Twice With Next Destiny DLC, Bungie Says

Bungie has heard players' criticisms about the progression system in Destiny's first DLC, and said that it won't repeat the same mistakes again when it releases the next DLC, House of Wolves.

"Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated," Bungie design lead Luke Smith said in a post to NeoGAF. Specifically, Smith was referring to gear from vendors invalidating the efforts of players who raided the game's Vault of Glass, and resetting talents when upgrading an exotic weapon.

"We want fewer barriers to equipping upgrades," Smith said. "The shard economies erect these barriers between players and the new piece of gear they just got. We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward."

Hopefully, House of Wolves really manages to implement all these changes and reduce Destiny's grind to the point where it doesn't motivate players to invent elaborate contraptions that do it for them.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Destiny

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Top 10 Dogs in Gaming!

Written By Kom Limpulnam on Minggu, 25 Januari 2015 | 13.15

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  1. Should You Upgrade to the New 3DS?
  2. The Point - The Patent That Gave Us 20 Years of Loading Screens
  3. Why Does Rockstar Keep Delaying Games?
  4. No Man's Sky vs. Elite Dangerous vs. Star Citizen - What's the Difference?
  5. How To Level Up Quickly For GTA Heists
  6. PlayStation Plus Free Games of February
  7. 13 Greatest Couch Co-Op Games
  8. Quick Look: Grand Theft Auto: San Andreas Remastered
  9. Tomb Rider 3D - Exclusive Review
  10. Guild Wars 2 - Heart of Thorns Expansion Announcement Trailer
  11. Dead or Alive 5: Last Round - GameSpot Plays
  12. PAX South 2015: Good Games: Why The Gaming Industry is Still Good (Panel)
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Molyneux: HoloLens Is More Exciting Than VR, But What's the Killer App?

Fable creator Peter Molyneux thinks that Microsoft's recently announced HoloLens augmented reality is potentially more interesting than Oculus Rift and virtual reality, but that it faces many of the same challenges.

"I think [HoloLens], for me, more exciting than even VR but it shares a similar problem as VR does and that is: what is the application going to be?" Molyneux told Gamesindustry.biz in an interview. "This is the problem with VR - the applications that we think are going to be great on it quite often are exhausting or very challenging. My hope is that their concept video doesn't over promise what the technology can deliver."

Back in June 2014, President of worldwide studios at Oculus VR Jason Rubin described the challenges Oculus Rift faces similarly. "I believe VR's Angry Birds is going to take a few years to find," he said. "But there's plenty of fun (and success) to be had along the way."

Keep in mind that Molyneux's comments are also based on an early versions of HoloLens' tech that he tested over two years ago.

On Wednesday during a Windows 10 event, Microsoft officially announced a future-focused augmented reality platform called "Windows Holographic." Its overall aim is to blend your digital life with the real world.

For more on HoloLens, which Microsoft says is different than the Oculus Rift and Sony's Morpheus, read our coverage of the reveal announcement.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Xbox One
PC

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Tomb Rider 3D - Exclusive Review

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  1. Should You Upgrade to the New 3DS?
  2. The Point - The Patent That Gave Us 20 Years of Loading Screens
  3. Why Does Rockstar Keep Delaying Games?
  4. No Man's Sky vs. Elite Dangerous vs. Star Citizen - What's the Difference?
  5. How To Level Up Quickly For GTA Heists
  6. PlayStation Plus Free Games of February
  7. 13 Greatest Couch Co-Op Games
  8. Quick Look: Grand Theft Auto: San Andreas Remastered
  9. Top 10 Dogs in Gaming!
  10. Guild Wars 2 - Heart of Thorns Expansion Announcement Trailer
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Quick Look: iO

Written By Kom Limpulnam on Sabtu, 24 Januari 2015 | 13.15

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  1. Should You Upgrade to the New 3DS?
  2. The Point - The Patent That Gave Us 20 Years of Loading Screens
  3. No Man's Sky vs. Elite Dangerous vs. Star Citizen - What's the Difference?
  4. Why Does Rockstar Keep Delaying Games?
  5. How To Level Up Quickly For GTA Heists
  6. 13 Greatest Couch Co-Op Games
  7. PlayStation Plus Free Games of February
  8. Best and Worst Resident Evil Games
  9. Quick Look: Grey Goo
  10. Quick Look: Meme Run
  11. Quick Look: Resident Evil HD Remaster
  12. Quick Look: Sportsball
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Quick Look: Grey Goo

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  1. Should You Upgrade to the New 3DS?
  2. The Point - The Patent That Gave Us 20 Years of Loading Screens
  3. No Man's Sky vs. Elite Dangerous vs. Star Citizen - What's the Difference?
  4. Why Does Rockstar Keep Delaying Games?
  5. How To Level Up Quickly For GTA Heists
  6. 13 Greatest Couch Co-Op Games
  7. PlayStation Plus Free Games of February
  8. Best and Worst Resident Evil Games
  9. Quick Look: iO
  10. Quick Look: Meme Run
  11. Quick Look: Resident Evil HD Remaster
  12. Quick Look: Sportsball
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GS News Top 5 - Hatred Gets Adults Only Rating; Destiny Levelling Hack!

I'll be soon joining a team as a software engineer, a team that works on flight trainers (think of glorified flight simulators that model specific aircraft with all the sensors and gauges that the actual aircraft would have).  I can imagine using the holographic interface to significantly simply the simulator setup and even make it semi-mobile.

I am definitely interested in that augmented reality thing, especially if the headset is as lightweight as it looks.


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Blackguards 2 Review

Written By Kom Limpulnam on Jumat, 23 Januari 2015 | 13.15

It feels awfully good to be bad. Tactical role-playing game Blackguards 2 understands that letting out those inner demons to play a villain can be one of the most cathartic things about playing a game. In this case, Daedalic Entertainment taps right into the evil vein with a deliciously dark tale that glories in such black-hatted pastimes as taking slaves, okaying battlefield massacres, and hanging prisoners as a cost-effective alternative to feeding them. This unrelentingly grim plot personality is further enhanced with smart game mechanics and devious (if a little plodding) combat that offers challenges both on the battlefield and when tricking out your anti-heroes. Gimmick and gameplay are blended into a satisfying mix that comes out as a unique concoction equal to much more than the sum of its parts, especially if you occasionally like to walk on the dark side.

Blackguards 2's heart may just be two sizes too small. Like the game's early-2014 predecessor, The Dark Eye: Blackguards (despite the minor name change, this sequel still takes its rules and setting from the German pen-and-paper roleplaying game The Dark Eye), Daedalic Entertainment is once again offering up a bleak experience in which you play the bad guys in a single player-only campaign (the only mode of play). This time out the evil crew is led by new protagonist Cassia, a noblewoman who begins the game in a tough spot. Really tough. Instead of calling a divorce attorney, her kingly hubby Marwan has dumped her into a maze-like dungeon to be driven mad by loneliness or killed by the thousands of giant poisonous spiders that call the place home. Cassia manages to escape after four long years, but by the time she leaves her eight-legged buddies she's both crazy and facially deformed by the spider venom. Instead of adopting a cheerful, Rocky Dennis approach to the world, though, she turns into a cruel, raving nutbag obsessed with killing her ex and taking over the kingdom via using the worst people in the land as henchmen and recruiting a gang of brutal mercenaries to serve as her shock troops.

The pace is a little leisurely, but the payoff is worth your patience.

Not much here is played for laughs. Cassia is disturbingly insane. One of the dialogue options lets her talk to herself, which generally results in loony ramblings like "Everything is staring at me with eyes like thorns...they want to prick me to see if I bleed!" So, nuts, but certainly not in a ha-ha way. Cassia quickly turns into a gaming anti-hero for the ages. Her gang of lecherous, miserly, sadistic, and suicidal comrades are just as reprehensible, with a host of psychiatric disorders taken straight from the DSM-5. All are brought to life through lengthy and varied conversational options offered up constantly through the campaign during the hub camp and town screens between missions, when you can trade off between chatting with your murderous pals and shopping for gear. Personalities are well established through insightful scripting and impressive voice acting. All become distinct individuals in the end, although some of these distinctions are based on cardboard-cutout characterizations pulled from fantasy clichés such as the noble barbarian and the covetous dwarf.

Everything gets nastier as the game goes along. Cassia is regularly given the option to be extra dastardly through choices in which you can threaten prisoners, okay massacres, set up seductions, and hang prisoners after a battle because you don't want to spend any money on keeping them alive. That said, the main plot is something of a letdown. While Cassia and the other lead characters are certainly memorable, they are not particularly well-rounded. Too much is left unexplained, and even the story quests are convoluted. The main quest deals with something called the Melodies of the Creators, which are used to control monsters. Who are these Creators? What's their deal? Well, they're an "alliance of chimerologists," of course. Everything clear yet? The more the characters talk, the more obscure everything becomes.

Daedalic Entertainment taps right into the evil vein with a deliciously dark tale that glories in such black-hatted pastimes as taking slaves, okaying battlefield massacres, and hanging prisoners as a cost-effective alternative to feeding them.

One area where Blackguards 2 is crystal clear is its mechanics. The game is centered on the traditional tactical RPG formula in which you assemble a party of adventurers, buff them with various skills, spells, weapons, and gear, and then tackle a couple of dozen locales on a main world map en route to taking down Marwan. The progression is generally linear, with you choosing the next town or site to attack based on a brief description featuring its challenge rating and some basic information about what will be found there. Actual conquering, of course, is done through battles staged on turn-based maps laid out in hex grids similar to those found in games of similar ilk, from Heroes of Might and Magic through Disciples.

So, there isn't much originality here, although everything has been extremely well done. The basics of gameplay are acceptably basic. Characters come with three core skills in vitality, endurance, and astral, with only the latter needing a bit of added explanation (think mana). All of the menu screens are intuitive, so anyone with even the slightest bit of roleplaying experience will quickly be able to figure out the lay of the land here. The only misstep comes with the paper doll interface used for equipping characters, as there seems to be no easy way to compare weapons and armor to quickly determine whether you need to swap out gear for better stats.

Extensive, colorful dialogue make even some of the more cardboard characters memorable and distinctive.

The sole bit of complexity in Blackguards 2 comes right where it is needed, with extensive character customization options. Everything here is pretty much wide open. The system is entirely based on Adventure Points earned in combat. Accumulate these in battle, then take a break back in the static town menu screen hubs to spend them on five core skill groupings--weapon talents, skill talents, spells, special maneuvers, and special abilities. There are no classes or rigid levels; just a whole lot of choices that let you freewheel when it comes to crafting villains. Again, there isn't anything here that reinvents the wheel. Skills include the usual RPG amenities like dual-wielding, armor wearing, powerhouse blows, and ability buffs. The spellbook is loaded with standards that let you throw around fireballs, launch lightning bolts, toss up magic shields, and so forth. About the only tip to originality comes from some of the names. Lightning Find You! and Witch's Spit may have familiar effects, but at least their names haven't been cribbed from the usual Gary Gygax playbook.

Battles are equally well crafted. The battle-arena maps are cunningly crafted and the opposition is drawn from a range of human adventurer types and monsters. As with the story, the maps are dark, ominous, and leave a lot unexplained, to the point that they seem somewhat puzzle-like. The look of the game is nicely gothic, with a dark color palette livened up only by magical explosions. Maps typically feature something to figure out, and this usually ties directly into how to wipe out your enemies. Taking a good look at your surroundings before even placing your troops, let alone starting any combat, is essential. You might need to determine the purpose of suspicious hanging bells (dammit, they summon reinforcements), what the deal is with oddly stacked crates (ah, you can topple them onto enemies), or simply gauge the best time to choose the better part of valor and run away from respawning thugs instead of trying to get to every loot chest in the vicinity. The only sore spot is the limited camera, which is difficult to position properly to see the action and is frequently blocked by parts of the level architecture.

Cassia's time in the spider-infested dungeons made a real impression on her.

The challenge is reasonable on all difficulty settings--easy means easy, hard means hard--and it ramps up in a smooth fashion that allows your skill to grow with the game. Loot drops and the availability of cool weapons, armor, and magical goodies in shops is also steadily stepped up. Item progression is handled beautifully, in that just enough new gear is doled out per battle to keep you interested, while never straying into overkill Monty Haul territory. Pace is the one flaw. Maps are large and most spells and weapons do only moderate damage at the best of times (especially in the early hours). This results in lengthy battles that can be frustrating, especially when you're steamrolling the opposition and victory is a foregone conclusion. Taking an extra 20 minutes to dispose of a bunch of half-naked slaves who are nothing but fireball fodder is a waste of time for all concerned. A leaner and meaner campaign would have been preferable to the somewhat padded 20 or so hours featured in the campaign as it stands.

Sometimes, bad is good. Blackguards 2 may start off as a something of a bad-guy gimmick, but it soon transcends the wow factor inspired by the dark gothic setting and the baleful protagonists. Come for the evil, stay for the brilliantly realized and addictive tactical game loaded with depth and challenge.


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Come See GameSpot at PAX South 2015

PAX is coming to Texas this weekend, and GameSpot is going to be there in full force. If you're going to be at the community-focused gaming event in Texas, why not stop by and say, "Hi!"? Here are the awesome panels we're hosting.

Why the Games Industry is Still Good

  • What is it? If you're part of or follow the video game industry, it's because your love for it knows no bounds. Game developers, publishers, and media gather for super happy funtimes to discuss why the industry is still a great place to be and why you (yes you want) want to join us.
  • Who's on it? Alexa Ray Corriea [Editor, GameSpot], Aaron Linde [Writer, Gearbox Software], Samantha Kalman [Developer, Sentris, Timbre Interactive], Will Powers [PR and Marketing Manager, Deep Silver], Eric Neustadter [Xbox Live Operations Architect, Microsoft]
  • When is it? Friday 11AM-Noon
  • More panel info here.

Firaxis Games Megapanel at PAX South

  • What is it? Legendary game designer Sid Meier along with the lead designers from the award-winning strategy title, Sid Meier's Civilization: Beyond Earth get together to talk about Firaxis games!
  • Who's on it? Chris Watters [Host, GameSpot], Sid Meier, David McDonough, Will Miller
  • When is it? Saturday 11AM-Noon
  • More panel info here.

GameSpot's Crowdsourced Top 10 Video Edit - LIVE!

  • What is it? Top 10 videos about video games sit at the peak of all human expression and creative endeavor. But did you know that you can easily crap one out in under an hour with the help of a bunch of strangers? Watch an auditorium full of random people come together to script, edit, voice, and publish a "Top 10" video on GameSpot.com live on stage. Will the video be our industry's magnum opus? Will it be terrible? Will Danny & Andy get fired? Come see for yourself!
  • Who's on it? Danny O'Dwyer [Host, GameSpot], Andy Bauman [Video Producer, GameSpot]When is it?
  • When is it? Saturday 2PM-3PM
  • More panel info here.

We hope to see you there!

Filed under:
Xbox One
PS4
Wii U
PC

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Mysterious Image From Xbox Community Manager Isn't Actually Official

What? He posts a picture that has code including the words "Presented by Xbox" and it's not official?
He also didn't mean to tease and only wanted to see what other people thought of the picture??

......It has a specific time on it. Even if it's "not official", that is a bucket full of misleading if the whole thing is false, and if it's true, then how is this not a teaser?? Have I lost my marbles or does none of this make sense? fdsfodsngfudgfdahgfghghgfsdf


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GS News - Windows 10 Free Upgrade; Microsoft’s New Hologram Headgear!

Written By Kom Limpulnam on Kamis, 22 Januari 2015 | 13.15

"And in news that shouldn't surprise anybody..."  This is what I like, the little bits of humour, when others take over the news they kinda overdo it.

The most impressive Windows 10 news is just too dreamy right now, but I guess we'll see how it plays out.  I do like the free upgrade, and it shows a general trend away from their old model of charging relatively high prices for Windows.  When Windows 8 launched, they offered it as an upgrade for only $15 for awhile, and they made no real effort to actually check you had a previous Windows, you just filled out a form and got the key.  Now with a totally free upgrade it's an even more aggressive move.  I guess that's no surprise though, the industry is now all about getting people onto your platform so they'll consume your services, rather than the upfront money way it used to be.

I wonder if that free upgrade applies to all customers, all businesses and institutions and such with different kinds of existing licensing, or just certain types of customers.


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PS Store Discount Code Cannot Be Used On Pre-Orders

Sony's upcoming discount code offer will not be applicable towards pre-orders, the company has announced on the PlayStation blog. The code was offered as a means of apology following PSN downtime experienced over the Christmas period.

Other exclusions applicable to the code include PS Plus subscriptions, Music Unlimited, and video rentals, all of which will not be eligible for the 10 percent discount. The discount will run for four days from January 23-26 (starting and ending at 9am Pacific in the US, and 9am GMT in Europe).

Active PlayStation Plus members will receive a five-day extension to their membership as part of Sony's apology for the downtime. Members will receive an email confirming the extension of their PS Plus membership.

The discount was offered in response to the PlayStation Network outages over the Christmas period, with Sony's online network inaccessible following a DDoS attack. Lizard Squad, the alleged hacking group behind the attack, recently had its own network compromised.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
PS4

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Biggest Windows 10 Gaming Announcements Including Holograms!

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Heroes of the Storm Founder's Pack Announced

Written By Kom Limpulnam on Rabu, 21 Januari 2015 | 13.15

Blizzard has announced the Founder's Pack bundle for its MOBA game, Heroes of the Storm. The pack grants immediate access to the game, which is currently in Closed Beta.

The Founder's Pack includes three heroes: Jim Raynor, Diablo, and Tyrande Whisperwind, from the StarCraft, Diablo, and Warcraft series respectively. The pack also includes alternate skins for each of these heroes, an epic mount, and 2,500 in-game gold.

Players can purchase the Founder's Pack for $39.99 from the Battle.net shop. Blizzard also noted that the ability to purchase the pack "may be temporarily suspended at any time in order to ensure a stable testing environment for the game." Alternatively, players interested in signing up for the Closed Beta can register at the Heroes of the Storm site.

Blizzard has not confirmed a release date for Heroes of Storm, although the Closed Beta phase kicked off last week. For more on the game, check out GameSpot's interview with director Dustin Browder.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Heroes of the Storm

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Ask The Reviewer: Resident Evil HD Remaster

Theres nothing to ask ... He is totally wrong with that 7. Period. Also when Kevin saying his best RE is RE4 ... Nuff said i think ... What to ask about ! We are talking about the pinnacle of RE games on 19.99 price tag. A must play for every single RE fan out there , specially for the ones that havent played it before. Updated graphics , 1080p and finally multiplatform release for all of those millions gamers that didnt have the opportunity to play one of the best , if not the best RE game ever made,  .. What else to do you want for 19.99 ? 

Its for a reason why Metacritic atm has 22 positives and only 2 mixed reviews ( when 1 of these mixed reviews is kevins ) ... Game is 8 the least. Its not just a good game , despite its age. Its a very good game  and very good stands for an 8. Period


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EVO 2015 Game Lineup Announced

The game line-up for this year's iteration of annual fighting game tournament Evolution Championship Series was announced today. Speaking on a live stream hosted by Mike Ross, EVO tournament organiser Joey "MrWizard" Cuellar revealed the games which will be present at the event.

The list includes:

  • Ultra Street Fighter IV
  • Ultimate Marvel vs. Capcom 3
  • Super Smash Bros. for Wii U
  • Guilty Gear XRD -SIGN-
  • Killer Instinct
  • Mortal Kombat X
  • Persona 4 Arena Ultimax
  • Super Smash Bros. Melee
  • Tekken 7

The event marks the first time Tekken 7 will be making its global tournament debut, and it will be played on arcade machines. The event itself will run from July 17-19 at the Paris Hotel and Casino in Las Vegas.

Last year's EVO drew competitors from around the world, pulling almost 2,000 entrants for Ultra Street Fighter IV, the event's most popular game. Registrations for this year's EVO will be open "very soon."

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Ultra Street Fighter IV
Tekken 7
Ultimate Marvel vs. Capcom 3
Super Smash Bros. for Wii U
Guilty Gear Xrd -SIGN-
Killer Instinct
Mortal Kombat X
Persona 4 Arena Ultimax
Super Smash Bros. Melee

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GameSpot Plays - Resident Evil HD Remaster

Written By Kom Limpulnam on Selasa, 20 Januari 2015 | 13.15

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The Witcher MOBA Game Launches January 22

Fuero Games and CD Projekt Red have announced that The Witcher Battle Arena will launch on January 22. The free-to-play multiplayer online battle arena game will be available on Android and iOS devices.

Described to be "built as a mobile-focused experience," the game will allow for in-app purchases, which can also be earned through regular play. CD Projekt Red has assured fans that The Witcher Battle Arena was designed "with fairness in mind," adding that there are no pay-to-win elements in the game.

For players who don't usually play MOBA games, the game promises to offer "great accessibility" as well as a "balanced learning curve." That's not to say it won't cater to expert players; The Witcher Battle Arena will also aim to offer room for more complex gameplay and other skill-based options. A version for Windows Phones and tablets is expected to launch later in the year.

Got a news tip or want to contact us directly? Email news@gamespot.com

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The Witcher Battle Arena

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Naruto Shippuden: Ultimate Ninja Storm 4 Will Include Older Cast from The Last: Naruto the Movie

Upcoming fighting game Naruto Shippuden: Ultimate Ninja Storm 4 will include the versions of characters who appeared in The Last: Naruto the Movie. According to Siliconera, the latest issue of Jump magazine showed that older versions of Naruto, Sasuke, Sakura, and Hinata will all be playable in the game.

The Last: Naruto the Movie is set two years after the final arc in the Naruto manga. Naruto Shippuden: Ultimate Ninja Storm 4 will be released this year for the PlayStation 4, Xbox One, and PC. It is being developed by CyberConnect2, who has worked on all the games in the Naruto Ultimate Ninja series since it first launched.

What do you think of the characters' new designs? Let us know in the comments below.

Click the thumbnail to view the full-sized image.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Naruto Shippuden: Ultimate Ninja Storm 4

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AU New Releases: Saints Row: Gat Out of Hell Released for Multiple Platforms

Written By Kom Limpulnam on Senin, 19 Januari 2015 | 13.15

This week, Saints Row: Gat Out of Hell sweeps into retailers and brings a whole new slew of crazy with it. A standalone expansion to Saints Row IV, the game places players in the shoes of Johnny Gat or Kinzie Kensington as they journey into Hell to save the leader of the Saints from being forced to marry Satan's daughter.

The game will be released for Xbox 360, PlayStation 3, and PC. It will be bundled with Saints Row IV: Re-Elected for launch on the PlayStation 4 and Xbox One. Saints Row IV: Re-Elected comes with various downloadable content, including mission packs, additional weapons, new vehicles, and wardrobe items.

Saints Row: Gat Out of Hell does not require Saints Row IV, although players can import their save file from the latter to change the appearance of the boss. Saints Row: Gat Out of Hell features a two-player online co-op mode and is set in an open world, although solo players can still journey into hell on their own. The game will be released at Australian retailers on January 23.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Saints Row IV

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Call of Duty: Advanced Warfare Addresses Matchmaking and "Reverse Boosting" Bans

Sledgehammer Games Studio Head and Co-Founder Michael Condrey has addressed players' concerns regarding matchmaking issues and bans related to "reverse boosting"

"First, and I can't stress this enough, player connection to the host always takes priority over skill in the matchmaking process – always, no exceptions," Condrey said in a post to the game's official website. "Fast connection to a match hosted on our global dedicated servers is the most important component of our matchmaking system."

Condrey said that skill is taken into consideration, but to a lesser extent, and that the current matchmaking system is basically identical to what Activision had in place for previous Call of Duty games. However, players may get very different results and even connect to players in different countries depending on the time, DoubleXP events, and other factors.

Condrey also addressed the issue of "reverse boosting," referring to players who kill themselves in the game to artificially lower their stats so they can be matched with and dominate less skilled players.

"No one wants to lose an objective based match by effectively being outnumbered while their teammate shoots grenades into their own forehead 100 times in the corner," Condrey said. "It's not dissimilar from the bans that cheaters and boosters receive, and we have increased our focus on reverse boost banning to combat the growing issue. No one is trying to restrict the fun factor of playing Advanced Warfare with this policy, nor are we actively banning against particular styles of play, like trick shots. However, we have a low tolerance approach to people who ruin the experience for others through cheating, boosting, reverse boosting or being caught with toxic emblems in game."

If you're playing a ton of Call of Duty: Advanced Warfare, you'll want to read the rest of Condrey's post here.

For more on the game, check out GameSpot's previous coverage of Call of Duty: Advanced Warfare.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Call of Duty: Advanced Warfare

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Neverwinter Closed Beta Coming to Xbox One in February

Free-to-play massive multiplayer online role-playing game Neverwinter will be starting its closed beta on the Xbox One next month, publisher Perfect World Entertainment has announced. The closed beta will run for three days from February 5 and players can sign up to participate via the Neverwinter site.

The Xbox One version of the game will integrate with the friends list and use "optimized controls." The full game is scheduled to launch on Xbox One in early 2015 and will be free-to-play, although an active Xbox Live Gold subscription will be required.

Based in the Dungeons & Dragons Universe, Neverwinter launched on PC in 2013 to positive reception. An expansion, titled Tyranny of Dragons, launched in August last year. Speaking about bringing the game to console, Perfect World CEO Alan Chen said in a statement, "Consoles are a perfect fit for action-oriented MMORPGs like Neverwinter, and we are thrilled to be one of the first publishers to bring premium free-to-play titles to leading next-gen platforms."

Got a news tip or want to contact us directly? Email news@gamespot.com


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Blizzard Sending Some World of Warcraft Vets This Statue

Written By Kom Limpulnam on Minggu, 18 Januari 2015 | 13.15

It appears that Blizzard Entertainment is sending some players who have been World of Warcraft subscribers for 10 years the statue you can see in this picture.

"The orc statue is a constant presence in our life at Blizzard entertainment. It's where we meet to talk, to eat, to celebrate," a note on the bottom of the base of the statute reads. "As we celebrate ten years of World of warcraft, we present this token of appreciation to you, stalwart adventurer. Thank you for being a constant presence in our lives as we adventure together."

According to mmo-champion, Blizzard said that to be eligible for this gift, a player must have created a World of Warcraft account within 60 days of the game's release in America or Europe. Players who are eligible should have received an email at the address listed on their Battle.net accounts. If you did not receive that email by now, you're probably not getting the statue.

World of Warcraft recently celebrated its 10 year anniversary. GameSpot marked the occasion as well with a 10-part video series, featuring 10 interviews with the real-life citizens of Azeroth.

For more on the game, check out our previous coverage of World of Warcraft.

Image credit: Battle.net forum user Smitti.

Got a news tip or want to contact us directly? Email news@gamespot.com

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World of Warcraft

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Hatred Rated Adults Only in North America

Hatred, the controversial massacre simulator, has received an Adults Only rating from the Entertainment Software Rating Board, the organization that rates games in North America.

"Well, I'm not quite convinced why Hatred got AO rating while it lacks any sexual content, but it's still some kind of achievement to have the second game in history getting AO rating for violence and harsh language only," a Destructive Creations developer said on the game's official forum. "Even if this violence isn't really that bad and this harsh language is not overused. The guy from ESRB (by the way - very nice, polite and cooperative one) told me it's all about 'the context' which people they're testing gameplay video on will see."

The Adults Only, or AO rating, is the harshest rating the ESRB has for content. It's rarely used, and is described by the ESRB as suitable for ages 18 and up for prolonged scenes of intense violence, graphic sexual content, and/or real money gambling. All three major console manufacturer—Sony, Microsoft, and Nintendo—have a policy that forbids publishing Adults Only-rated games on their platforms, so unless Destructive Creations changes to content in Hatred, we won't see it released on the Xbox One and PlayStation 4.

Hatred was pulled from Steam Greenlight recently and then reinstated a little more than a day later, following an intervention by Valve managing director Gabe Newell. However, Valve has never made Adults Only-rated games available for sale on Steam before.

"I would prefer to get a standard M+ rating, because with AO we will have problems to get to consoles in the future, but on the other hand I think you guys (our fans) would be disappointed with it," the Destructive Creations developer said.

For more on the game, check out GameSpot's previous coverage of Hatred.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Hatred

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Halo: Master Chief Collection Update Coming in Next Few Days, Update Notes Released

Halo: The Master Chief Collection's next update will be available within the next few days, potentially a little later than initially planned, 343 Industries has announced.

343 Industries said that the content update is undergoing further testing, but for now it has released detailed notes on what the update will include. As it previously said, the update will focus on UI, matchmaking, game-specific multiplayer and campaign, controls, and stability.

"We continue to work on additional content updates that will include added improvements for matchmaking, parties, and other top community items," 343 Industries said.

Below are the content update notes as written by 343 Industries.

MATCHMAKING:

  • Improved matchmaking search success rates.
  • Made an update to reduce instances of "Awaiting Privileges" matchmaking errors.
  • Made an update to ensure player counts more reliably match the expected numbers for each playlist.
  • Fixed an issue where player would sometimes appear to be searching in an incorrect "FIND GAME" screen.
  • Added countdown sound effect to the voting timer.

GENERAL MULTIPLAYER:

  • Made several improvements to party joining through the in-game Roster.
  • Made an update to ensure that the mute icon is visible while in Matchmaking.
  • Fixed an issue in Halo 4 where players could equip the same weapon as their primary and secondary weapons.

GENERAL CAMPAIGNS:

  • Made several improvements to stat tracking for Halo: CE, Halo 2, Halo 3, and Halo 4.
  • Made changes to Halo 3 and Halo 4 scoring to ensure that players are not penalized for destroying empty vehicles.

GENERAL MENU:

  • Lowered the music volume level in multiplayer menus.
  • Fixed an issue where friend emblems in roster would show up as default when exiting a game session.
  • Made updates to UI and menus to improve multiplayer status messaging, such as when a player joins your lobby.

CONTROL LAYOUTS:

  • Made an update to the Halo 2 Anniversary "Legacy" Stick Layout.

STABILITY:

  • Made stability improvements across multiple titles for campaign and multiplayer.

The Master Chief Collection launched in November, and immediately faced a number of networking issues that made the game near-unplayable for some. 343 has worked consistently since then to fix the game's online woes, which have now been largely eradicated. In a bid to make it up to fans, Microsoft is giving Master Chief Collection owners a free copy of Halo 3: ODST and more.

Got a news tip or want to contact us directly? Email news@gamespot.com

Filed under:
Halo: The Master Chief Collection

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GS News Top 5 - The War Z Sells 3 Million Copies; Evolve Beta Is Open!

Written By Kom Limpulnam on Sabtu, 17 Januari 2015 | 13.15

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