Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 04 Januari 2014 | 13.15

Gamespot's Site Mashup9.03m ReviewGS News Top 5 - Xbox Ones leaking, free Bioshock Infinite + the future of Resident Evil!Gabe Newell on why Valve doesn't churn out Half-Life sequels

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 03 Jan 2014 21:25:40 -0800 http://www.gamespot.com/reviews/9-03m-review/1900-6415619/ <p style="">The most lasting monument that will be built to honor me is likely to be a simple gravestone with my name and dates of birth and death etched into it. A tombstone is an enduring memorial, but it's also an impersonal one. It's difficult to express the wonder and the turmoil of a single human life with a single slab of granite and a bouquet of flowers resting at its base.</p><p style="">9.03m seeks--but ultimately fails--to honor memories in a way a simple monument cannot. It is an interactive memorial for the precious souls lost in 2011 when a powerful tsunami devastated Japan's eastern coast. It does not depict the lives of known victims, nor does it present a solemn list of names on which to pontificate. Instead, it leads you across a tranquil beach in first-person perspective, where glowing markers lead you to dark silhouettes that represent lives cut short. As you approach, the shadowy figures dissipate, replaced with precious items that embody the joy, the youth, and the love that were washed away in the destructive deluge. The first figure: a young boy who vanishes, and is then substituted with a soccer ball, which in turn erupts in a flash of luminous particles, leaving a butterfly that flutters ahead, guiding you to the next shadow.</p><div data-embed-type="video" data-ref-id="2300-6416731" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416731/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">This 10-minute journey uses emotionally manipulative audiovisuals to make its impact. The sky, the sand, the ocean, and even the sun are infused with an indigo hue, initially lulling you into a serene melancholy underscored by the hushed roar of waves lapping at the shore. A maudlin piano soundtrack creates momentary dissonance with suspended chords, then gives way to relaxed thirds--a simple, proven method of inviting quiet contemplation. Each cherished object you examine (a music box, an engagement ring, and so forth) brings to mind an individual who will never dream again, yet each butterfly seems to emblematize the victim's soul, the game implying in its cliched conclusion that the spirits of the lost live on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg" data-ref-id="1300-2412884" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg" data-ref-id="1300-2412884"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg"></a></figure><p style="">You might call 9.03m a form of interactive poetry, though its final message is more "Hallmark card" than "heartfelt eulogy." It is undoubtedly committed to its manipulation; the gentle camera movements, glittering waves, and hazy visuals want to comfort you, to embrace you. And in some sense, 9.03 works, in the way a Thomas Kinkaide painting works, or a Stephenie Meyer novel works. It has a shallow allure that allows you to use words like "pretty" and "pleasant" to describe it. But the game's laudable sentiment is an empty facsimile of grief and hope, rather than an honest expression of those emotions. Just as a tombstone is too dry and solemn to properly commemorate the tumult of a human life, 9.03m is too hollow to be a respectful tribute, and never uses player interaction in any meaningful way.</p><p style="">9.03m thus has no more to offer than would a pretty landscape drawing dedicated to the tragedy's victims. It's hard to fault the developer's intentions, and I appreciate the game's tranquil color palette and its pensive atmosphere. In a different context, 9.03m might have been a lovely trifle--but the lives snuffed out in 2011, and the survivors that mourn them, deserve more than just a trifle.</p> Fri, 03 Jan 2014 16:57:00 -0800 http://www.gamespot.com/reviews/9-03m-review/1900-6415619/ http://www.gamespot.com/videos/gs-news-top-5-xbox-ones-leaking-free-bioshock-infi/2300-6416729/ Nintendo still struggles with the Wii U, PlayStation Plus has MORE free games, Xbox Ones are leaking, and will the Resident Evil series improve? Fri, 03 Jan 2014 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-top-5-xbox-ones-leaking-free-bioshock-infi/2300-6416729/ http://www.gamespot.com/articles/gabe-newell-on-why-valve-doesn-t-churn-out-half-life-sequels/1100-6416920/ <p style="">Valve cofounder Gabe Newell has explained why the popular Seattle studio does not churn out Half-Life sequel after Half-Life sequel, even though it could have been successful doing so.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2412785-newell.jpg" data-ref-id="1300-2412785" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2412785-newell.jpg" data-ref-id="1300-2412785"><img src="http://static.gamespot.com/uploads/scale_medium/1179/11799911/2412785-newell.jpg"></a></figure><p dir="ltr" style=""> </p><p dir="ltr" style="">"When we started out, we were a single-player video game company that could have been really successful just doing Half-Life sequel after Half-Life sequel," Newell told <a href="http://www.washingtonpost.com/blogs/the-switch/wp/2014/01/03/gabe-newell-on-what-makes-valve-tick/" rel="nofollow" data-ref-id="false"><em>The Washington Post</em></a> in a new interview.</p><p dir="ltr" style="">He recalled that in retrospect, moving ahead with multiplayer games like <a href="/dota-2/" data-ref-id="false">Dota 2</a> and the Steam platform was a "great idea." Indeed, the platform now has <a href="http://www.gamespot.com/articles/steam-hits-65-million-users/1100-6415866/" data-ref-id="1100-6415866">65 million members</a> and is a juggernaut in the PC gaming community.</p><p dir="ltr" style="">Still, Half-Life fans are still left waiting for Half-Life 3, which Newell said previously has gone through numerous "<a href="http://www.gamespot.com/articles/half-life-3-wait-explained/1100-6372687/" data-ref-id="1100-6372687">twists and turns</a>" and remains officially unannounced.</p><p dir="ltr" style="">Newell's interview largely addresses Valve's unique organizational structure where there are no official titles or positions, and vacation and sick time is not tracked. Newell said this structure is beneficial because it means employees are never tied to one project forever.</p><p dir="ltr" style="">"So, if somebody becomes the group manager of X, they're going to really resist it when X is not what you want to do in the next round of games. You don't want them to sort of burrow into that--you want them to recognize that being really good at Half-Life level design is not as nearly as valued as thinking of how to design social multiplayer experiences," Newell said. "You've had them feel like they have an organization and title tied up to something when the key is to just continue to follow where the customers are leading."</p><p dir="ltr" style="">Finally, Newell said it is important that Valve's employees be highly adaptable because game production methods and other industry trends are changing at such a rapid rate. Locking in to one specific specialization would be a disaster, he said.</p><p style="">"If you look at the requirements for just one piece, like art, from one generation of games to the next, it will change radically. You need people who are adaptable because the thing that makes you the best in the world in one generation of games is going to be totally useless in the next," Newell said." So specialization in gaming is sort of the enemy of the future. We had to think about if we're going to be in a business that's changing that quickly, how do we avoid institutionalizing one set of production methods in such a way that we can't adapt to what's going to be coming next."</p><div data-embed-type="video" data-ref-id="2300-6411632" data-width="100%" data-height="100%"><iframe src="/videos/embed/6411632/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p> Fri, 03 Jan 2014 12:48:00 -0800 http://www.gamespot.com/articles/gabe-newell-on-why-valve-doesn-t-churn-out-half-life-sequels/1100-6416920/

Gamespot's Site Mashup9.03m ReviewGS News Top 5 - Xbox Ones leaking, free Bioshock Infinite + the future of Resident Evil!Gabe Newell on why Valve doesn't churn out Half-Life sequels

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 03 Jan 2014 21:25:40 -0800 http://www.gamespot.com/reviews/9-03m-review/1900-6415619/ <p style="">The most lasting monument that will be built to honor me is likely to be a simple gravestone with my name and dates of birth and death etched into it. A tombstone is an enduring memorial, but it's also an impersonal one. It's difficult to express the wonder and the turmoil of a single human life with a single slab of granite and a bouquet of flowers resting at its base.</p><p style="">9.03m seeks--but ultimately fails--to honor memories in a way a simple monument cannot. It is an interactive memorial for the precious souls lost in 2011 when a powerful tsunami devastated Japan's eastern coast. It does not depict the lives of known victims, nor does it present a solemn list of names on which to pontificate. Instead, it leads you across a tranquil beach in first-person perspective, where glowing markers lead you to dark silhouettes that represent lives cut short. As you approach, the shadowy figures dissipate, replaced with precious items that embody the joy, the youth, and the love that were washed away in the destructive deluge. The first figure: a young boy who vanishes, and is then substituted with a soccer ball, which in turn erupts in a flash of luminous particles, leaving a butterfly that flutters ahead, guiding you to the next shadow.</p><div data-embed-type="video" data-ref-id="2300-6416731" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416731/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">This 10-minute journey uses emotionally manipulative audiovisuals to make its impact. The sky, the sand, the ocean, and even the sun are infused with an indigo hue, initially lulling you into a serene melancholy underscored by the hushed roar of waves lapping at the shore. A maudlin piano soundtrack creates momentary dissonance with suspended chords, then gives way to relaxed thirds--a simple, proven method of inviting quiet contemplation. Each cherished object you examine (a music box, an engagement ring, and so forth) brings to mind an individual who will never dream again, yet each butterfly seems to emblematize the victim's soul, the game implying in its cliched conclusion that the spirits of the lost live on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg" data-ref-id="1300-2412884" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg" data-ref-id="1300-2412884"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2412884-903m+2014-01-03+12-08-16-57.jpg"></a></figure><p style="">You might call 9.03m a form of interactive poetry, though its final message is more "Hallmark card" than "heartfelt eulogy." It is undoubtedly committed to its manipulation; the gentle camera movements, glittering waves, and hazy visuals want to comfort you, to embrace you. And in some sense, 9.03 works, in the way a Thomas Kinkaide painting works, or a Stephenie Meyer novel works. It has a shallow allure that allows you to use words like "pretty" and "pleasant" to describe it. But the game's laudable sentiment is an empty facsimile of grief and hope, rather than an honest expression of those emotions. Just as a tombstone is too dry and solemn to properly commemorate the tumult of a human life, 9.03m is too hollow to be a respectful tribute, and never uses player interaction in any meaningful way.</p><p style="">9.03m thus has no more to offer than would a pretty landscape drawing dedicated to the tragedy's victims. It's hard to fault the developer's intentions, and I appreciate the game's tranquil color palette and its pensive atmosphere. In a different context, 9.03m might have been a lovely trifle--but the lives snuffed out in 2011, and the survivors that mourn them, deserve more than just a trifle.</p> Fri, 03 Jan 2014 16:57:00 -0800 http://www.gamespot.com/reviews/9-03m-review/1900-6415619/ http://www.gamespot.com/videos/gs-news-top-5-xbox-ones-leaking-free-bioshock-infi/2300-6416729/ Nintendo still struggles with the Wii U, PlayStation Plus has MORE free games, Xbox Ones are leaking, and will the Resident Evil series improve? Fri, 03 Jan 2014 16:00:00 -0800 http://www.gamespot.com/videos/gs-news-top-5-xbox-ones-leaking-free-bioshock-infi/2300-6416729/ http://www.gamespot.com/articles/gabe-newell-on-why-valve-doesn-t-churn-out-half-life-sequels/1100-6416920/ <p style="">Valve cofounder Gabe Newell has explained why the popular Seattle studio does not churn out Half-Life sequel after Half-Life sequel, even though it could have been successful doing so.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2412785-newell.jpg" data-ref-id="1300-2412785" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2412785-newell.jpg" data-ref-id="1300-2412785"><img src="http://static.gamespot.com/uploads/scale_medium/1179/11799911/2412785-newell.jpg"></a></figure><p dir="ltr" style=""> </p><p dir="ltr" style="">"When we started out, we were a single-player video game company that could have been really successful just doing Half-Life sequel after Half-Life sequel," Newell told <a href="http://www.washingtonpost.com/blogs/the-switch/wp/2014/01/03/gabe-newell-on-what-makes-valve-tick/" rel="nofollow" data-ref-id="false"><em>The Washington Post</em></a> in a new interview.</p><p dir="ltr" style="">He recalled that in retrospect, moving ahead with multiplayer games like <a href="/dota-2/" data-ref-id="false">Dota 2</a> and the Steam platform was a "great idea." Indeed, the platform now has <a href="http://www.gamespot.com/articles/steam-hits-65-million-users/1100-6415866/" data-ref-id="1100-6415866">65 million members</a> and is a juggernaut in the PC gaming community.</p><p dir="ltr" style="">Still, Half-Life fans are still left waiting for Half-Life 3, which Newell said previously has gone through numerous "<a href="http://www.gamespot.com/articles/half-life-3-wait-explained/1100-6372687/" data-ref-id="1100-6372687">twists and turns</a>" and remains officially unannounced.</p><p dir="ltr" style="">Newell's interview largely addresses Valve's unique organizational structure where there are no official titles or positions, and vacation and sick time is not tracked. Newell said this structure is beneficial because it means employees are never tied to one project forever.</p><p dir="ltr" style="">"So, if somebody becomes the group manager of X, they're going to really resist it when X is not what you want to do in the next round of games. You don't want them to sort of burrow into that--you want them to recognize that being really good at Half-Life level design is not as nearly as valued as thinking of how to design social multiplayer experiences," Newell said. "You've had them feel like they have an organization and title tied up to something when the key is to just continue to follow where the customers are leading."</p><p dir="ltr" style="">Finally, Newell said it is important that Valve's employees be highly adaptable because game production methods and other industry trends are changing at such a rapid rate. Locking in to one specific specialization would be a disaster, he said.</p><p style="">"If you look at the requirements for just one piece, like art, from one generation of games to the next, it will change radically. You need people who are adaptable because the thing that makes you the best in the world in one generation of games is going to be totally useless in the next," Newell said." So specialization in gaming is sort of the enemy of the future. We had to think about if we're going to be in a business that's changing that quickly, how do we avoid institutionalizing one set of production methods in such a way that we can't adapt to what's going to be coming next."</p><div data-embed-type="video" data-ref-id="2300-6411632" data-width="100%" data-height="100%"><iframe src="/videos/embed/6411632/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p> Fri, 03 Jan 2014 12:48:00 -0800 http://www.gamespot.com/articles/gabe-newell-on-why-valve-doesn-t-churn-out-half-life-sequels/1100-6416920/


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