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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.


13.16 | 0 komentar | Read More

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


13.16 | 0 komentar | Read More

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
  5. Mortal Kombat X - Alternate Character Skins
  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
  10. Tales of Zestiria - Gameplay Trailer
  11. Krosmaster Arena - Announcement Trailer
  12. Attack on Titan: Humanity in Chains - Features Trailer
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How To Make a Custom Radio Station - GTA 5 PC

You need a javascript enabled browser to watch videos.

Play

  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
Embed this video:

Please use a flash video capable browser to watch videos.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy


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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.


13.15 | 0 komentar | Read More

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.


13.15 | 0 komentar | Read More

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.


13.15 | 0 komentar | Read More
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