http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 04 Jul 2014 22:42:58 -0700 http://www.gamespot.com/videos/the-point-is-marketing-killing-the-wonder-of-games/2300-6420070/ Do we know too much about games before they're released? Danny investigates the idea that over-marketing and the internet is killing the wonder in games. Also, he waves a flag. Fri, 04 Jul 2014 12:00:00 -0700 http://www.gamespot.com/videos/the-point-is-marketing-killing-the-wonder-of-games/2300-6420070/ http://www.gamespot.com/articles/why-drm-sucks-according-to-magicka-developer-parad/1100-6420910/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2585721-paradox.png" data-ref-id="1300-2585721" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2585721-paradox.png" data-ref-id="1300-2585721"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2585721-paradox.png"></a></figure><p style=""><a href="http://www.gamespot.com/articles/witcher-dev-drm-is-worst-thing-in-the-gaming-industry/1100-6407588/" data-ref-id="1100-6407588">The Witcher developer CD Projekt Red</a> and <a href="http://www.gamespot.com/articles/ubisoft-drm-can-t-stop-piracy/1100-6420602/" data-ref-id="1100-6420602">Assassin's Creed studio Ubisoft</a> aren't the only companies that think DRM is a waste of time for PC games. Speaking with GameSpot, <a href="/magicka-2/" data-ref-id="false">Magicka</a> and <a href="/hearts-of-iron-iv/" data-ref-id="false">Hearts of Iron</a> developer Paradox Interactive CEO Fredrik Wester outlined why he thinks DRM can be such a headache and provided some steps that he thinks will convince people to buy legal copies of Paradox games.</p><p dir="ltr" style="">"It can punish players who actually bought the game," Wester said about DRM. "I remember buying <a href="/sid-meiers-civilization-iii/" data-ref-id="false">Civilization III</a>, and I couldn't install it because I had something else installed. I had to uninstall two different programs, change settings...it was a hassle."</p><blockquote data-align="left"><p dir="ltr" style="">"I have no idea how many of our games are pirated. We don't really have any intention of finding out or hunting these people" -- Fredrik Wester</p></blockquote><p dir="ltr" style="">"If I had pirated it from anywhere, I would have gotten it much faster, more convenient," Wester added. "So we don't want to put barriers on convenience for the gamers. It should be more convenient, you should get more content, it should be easier for you to install if you buy the legal copy."</p><p dir="ltr" style="">How do you stop people from pirating your games, then, I asked Wester. "Well, we don't," Wester said with a laugh. Instead of hunting pirates down, Wester says Paradox is instead focusing on providing a better gameplay experience overall. This, Wester says, will encourage people to buy legal copies.</p><p dir="ltr" style="">"I have no idea how many of our games are pirated," he said. "We don't really have any intention of finding out or hunting these people. What we want to do is provide people who bought the game legally a better service. With frequent updates; good and convenient services; that's how we fight piracy. I hope it works. I keep my fingers crossed."</p><p dir="ltr" style="">Wester also pointed out that Paradox is a "highly profitable" company already, so launching an anti-piracy campaign at this juncture doesn't make a lot of sense.</p><p dir="ltr" style="">For more on Wester's thoughts about the video game industry, be sure to read the first part of our interview, which <a href="http://www.gamespot.com/articles/industry-shouldnt-shy-away-from-women-in-games-dis/1100-6420905/" data-ref-id="1100-6420905">ran yesterday</a>. In that piece, Wester talks about how the industry has changed since Paradox was formed a decade ago, including his<a href="http://www.gamespot.com/articles/industry-shouldnt-shy-away-from-women-in-games-dis/1100-6420905/" data-ref-id="1100-6420905"> thoughts on women in video games</a>.</p><p dir="ltr" style="">Paradox is currently working on <a href="http://www.gamespot.com/hearts-of-iron-iv/" data-ref-id="false">Hearts of Iron IV</a>, <a href="http://www.gamespot.com/magicka-2/" data-ref-id="false">Magicka 2</a>, and <a href="http://www.gamespot.com/runemaster/" data-ref-id="false">Runemaster</a>. Magicka 2 was <a href="http://www.gamespot.com/articles/e3-2014-magicka-2-coming-to-the-playstation-4/1100-6420281/" data-ref-id="1100-6420281">announced at E3 during Sony's press conference</a>. However, Paradox has signed only a timed-exclusive deal with Sony for the game, so it's <a href="http://www.gamespot.com/articles/e3-2014-why-magicka-2-is-coming-to-ps4-but-not-xbox-one-for-now/1100-6420409/" data-ref-id="1100-6420409">possible it could come to other platforms later</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 04 Jul 2014 11:03:00 -0700 http://www.gamespot.com/articles/why-drm-sucks-according-to-magicka-developer-parad/1100-6420910/ http://www.gamespot.com/articles/gears-of-war-creator-cliff-bleszinskis-new-studio-/1100-6420919/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png" data-ref-id="1300-2586358" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png" data-ref-id="1300-2586358"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png"></a></figure><p style="">The <a href="http://itsalmo.st/#time_biuoe" rel="nofollow" data-ref-id="false">countdown clock</a> is still running on Cliff Bleszinski's upcoming reveal, but it looks like the name of his studio may have leaked early: Boss Key Productions.</p><p style="">Veteran game designer Cliff Bleszinski announced earlier this week that he <a href="http://www.gamespot.com/articles/gears-of-war-veteran-developer-cliff-bleszinski-coming-out-of-retirement/1100-6420828/" data-ref-id="1100-6420828">would be coming out of retirement</a> and that he wanted to "<a href="http://www.gamespot.com/articles/cliff-bleszinski-wants-to-redefine-his-legacy/1100-6401537/" data-ref-id="1100-6401537">redefine his legacy.</a>" But details on what he's working on, which could be the previously rumored PC arena-based shooter, will have to wait until Monday.</p><p style="">The website for his new studio is live now at <a href="http://bosskey.com/" rel="nofollow" data-ref-id="false">BossKey.com</a>. Though it's currently just the static logo pictured above, it previously had links to Blezinski's twitter account as well as an empty <a href="https://twitter.com/bluestreak" rel="nofollow" data-ref-id="false">BlueStreak Twitter account</a>. <a href="http://www.polygon.com/2014/7/4/5871047/cliff-bleszinski-boss-key-productions" rel="nofollow" data-ref-id="false">Polygon</a> reports that they uncovered documents linking the founding of the Boss Key studio to both Bleszinski as CEO and Arjan Brussee as COO. Brussee is currently listed as executive producer at EA "working on Battlefield Hardline" according to his <a href="http://www.linkedin.com/in/arjanbrussee" rel="nofollow" data-ref-id="false">LinkedIn profile</a>; he previously partnered with Blezinski on the <a href="/jazz-jackrabbit/" data-ref-id="false">Jazz Jackrabbit</a> games.</p><p style="">In response to the Polygon documents, Bleszinski wrote, "I do not comment on rumors and speculation on the birthday of the nation that could allow a game designer to have a fantastic 20 year run at his first studio and then take nearly two years off only to seek out funding and start his new lean, agile, fun startup in Raleigh, N.C."</p><p style="">Bleszinski <a href="https://twitter.com/therealcliffyb/status/485107842798465024" rel="nofollow" data-ref-id="false">posted a follow Friday hashtag</a> to a Boss Key Twitter account, which currently only has <a href="https://twitter.com/BossKey" rel="nofollow" data-ref-id="false">one cryptic message</a> posted back on June 20: "soon." We'll follow up with more details as they become available.</p><table data-max-width="true"><tbody><tr><td><p style=""><strong>Justin Haywald is a senior editor at GameSpot, and you can follow him on<a href="https://twitter.com/JustinHaywald" rel="nofollow"> Twitter @JustinHaywald</a></strong></p><strong>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></strong></td></tr></tbody></table> Fri, 04 Jul 2014 11:00:00 -0700 http://www.gamespot.com/articles/gears-of-war-creator-cliff-bleszinskis-new-studio-/1100-6420919/ http://www.gamespot.com/articles/from-bedrooms-to-billions-and-the-origins-of-briti/1100-6420917/ <p dir="ltr" style="">Much has been said about the history of game development in North America and Japan, but British developers were just as busy as their international counterparts back in the day; we just rarely get the chance to hear about it. <a href="http://www.frombedroomstobillions.com/" rel="nofollow" data-ref-id="false"><em>From Bedrooms to Billions</em></a>, a film about the pioneer days of game development in the UK from Nicola Caulfield and Anthony Caulfield, aims to set the record straight. The enthusiast developers who forged ahead and paved the road for future generations have shared their stories, and though some of the interviewees developed successful careers in gaming, many of them failed to turn their passion projects into commercially viable products under the pressure of financially driven publishers. Regardless of the individuals' outcomes, at the start, Anthony says they all had one thing in common: "it was never for the money, only for the love." This is the story that<em> From Bedrooms to Billions</em> aims to tell.</p><p dir="ltr" style="">The creative passions of the film's subjects inspired the Caulfields, who want to bestow these tales of love and loss to a wider audience, to preserve the early history of their corner of the industry. "We both feel this is a long overdue story," Nicola said, "and while most of the main protagonists are still around to tell the story in their own words, the time had to be now. We want a permanent record of a remarkable and creative time in UK history."</p><div data-embed-type="video" data-ref-id="2300-6420063" data-width="100%" data-height="100%"><iframe src="/videos/embed/6420063/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p dir="ltr" style="">The "Billions" in the film's title isn't a reference to the financial success of the champions featured within, but to the budgets and profits that drive modern-day game development. Almost no one the Caulfields interviewed saw the industry of today coming. After all, in the beginning, they were working on passion projects, not blockbusters. "I know that sounds a little melodramatic," Anthony said, "but...they all tended to stare off into the misty-eyed distance and say the same thing. However they have all mainly said they had no idea it would become this, just some little geeky hobby that only they enjoyed, and then, whoosh!"</p><p dir="ltr" style="">The love they speak of led to some inadvertent success, which is something the indie scene of today has experienced on occasion. The problem is, once critical and financial success arrives, you have two options: use your newfound assets to continue as you were, or, use them to expand your horizons. Of course, when publishers come into play, your passion no longer dictates your schedule, your boss does, and the shift to playing by the corporate ruleset sent some developers careening off course. According to Anthony, "If there is one common thread that runs through the interviewees, it is to have unwavering belief in what you are doing. It was when the love seemed to go from what they were doing that many people lost their way. Also as a publisher you have to understand that for a developer to do what he or she does best they must be given time, space and security to do that. Yes, keep them on track if a deadline is looming, but when those with no experience of game design in a position of power start dictating to a developer what makes a good game and how they should change what they've done, it usually ends in tears. However today a lot of those mistakes (often made in the late 90's) have been learnt the hard way and remembered."</p><blockquote data-size="large" data-align="center"><p dir="ltr" style="">If there is one common thread that runs through the interviewees, it is to have unwavering belief in what you are doing.</p><cite>Anthony Caulfield</cite></blockquote><p dir="ltr" style="">You could say the industry was healthy when it began to grow and generate record sums of money, but the developers featured in <em>From Bedrooms to Billions</em> aren't revered for their ability to rake in dough. They're remembered, first and foremost, for their iconically British design philosophies. "The core of a UK title is the rather bizarre humor, or the 'different' game design. Not better than other countries, mind…just different. We have many stories during the mid-90's of our game designers trying to explain their game ideas to overseas corporate-minded publishers who would shake their heads in amazement at what they were being pitched. The film industry often says that British crew are among the best in the world and our game designers are exactly the same, yes we can be eccentric but we are very workmanlike when we need to be and can always get the job done!"</p><p dir="ltr" style="">Defeat can be crushing, and regret can leave a sting that lasts a lifetime, but even though careers may have fallen apart when publishers began to dictate content, the the early indie successes from the UK have had a lasting impact that continues through today. "I'm not saying there'd be no games industry without us," Anthony said, "but, as with the US and the Japanese and other countries, we all form strong spokes on a big wheel and we all offer different qualities. We needed each other as it started to gather speed. In the mid-90's our publishing dropped off at an alarming rate and financially we weren't able to keep up, but as game designers I'd like to think that the overall industry might be a little more sane and straight without us…as I said our at times oddly wired brains came up with some remarkably original stuff. In fact that was where our decline started to come, suddenly when our greatest first wave designers were having game formats thrust on them by formulaic publishers eagerly trying to follow on someone else's success they threw in the towel…and that's a common story!"</p><div data-embed-type="video" data-src="http://www.youtube.com/watch?v=N7qKCzbaof0" data-width="854" data-height="480"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2FN7qKCzbaof0%3Fwmode%3Dopaque%26feature%3Doembed&wmode=opaque&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DN7qKCzbaof0&image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FN7qKCzbaof0%2Fhqdefault.jpg&key=6efca6e5ad9640f180f14146a0bc1392&type=text%2Fhtml&schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">As common as the stories within <em>From Bedrooms to Billions</em> may be among the interviewees, the film itself is an uncommon retrospective that focuses on an oft-neglected part of the industry's past. Gaming is an international business that began in disparate, and very different, corners of the world. In order to understand how we got to this point, we have to look back, and considering how little has been said about the origins of the industry in the UK, <em>From Bedrooms to Billions</em> offers a glimpse into the past that would otherwise have been ignored, and at worst, forgotten.</p> Fri, 04 Jul 2014 10:13:00 -0700 http://www.gamespot.com/articles/from-bedrooms-to-billions-and-the-origins-of-briti/1100-6420917/ http://www.gamespot.com/videos/from-bedrooms-to-billions-the-power-of-the-bbc-mic/2300-6420063/ In this exclusive clip from upcoming UK games development documentary From Bedrooms to Billions, Peter Molyneux, Geoff Crammond and many others talk about the powerful influence of the BBC Micro. Fri, 04 Jul 2014 10:12:00 -0700 http://www.gamespot.com/videos/from-bedrooms-to-billions-the-power-of-the-bbc-mic/2300-6420063/ http://www.gamespot.com/articles/hunting-heroes-and-building-a-garrison-in-world-of-warcraft-warlords-of-draenor/1100-6420868/ <p dir="ltr" style="">The rhythmic pounding of hooves met my ears, and I surveyed the icy terrain around me, It had been a while since I had been forced to traverse via mount on the ground, having become so accustomed to taking to the skies on a whim. This <a href="http://www.gamespot.com/articles/warcraft-warlords-of-draenor-expansion-has-no-flying-until-patch/1100-6416189/" data-ref-id="1100-6416189">removal of the ability to fly</a> is just one of the core changes Blizzard intends to introduce in its upcoming <a href="/world-of-warcraft/" data-ref-id="false">World of Warcraft</a> expansion, <a href="/world-of-warcraft-warlords-of-draenor/" data-ref-id="false">Warlords of Draenor</a>.</p><p dir="ltr" style="">The change was the first thing I noticed while playing the beta. Tied to the ground once again, I found an appreciation for the landscapes I explored in Draenor, the new setting featured in the expansion. Because my travel distance was limited, this change slowed down the pace at which I took on and completed quests in comparison to how I had previously played World of Warcraft.</p><div data-embed-type="video" data-ref-id="2300-6420017" data-width="100%" data-height="100%"><iframe src="/videos/embed/6420017/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p dir="ltr" style="">My habit of flying directly from quest point A to quest point B was no longer feasible. The landscapes of Draenor needed to be considered--not just in the routes through hubs of monsters, but in the possible player-versus-player encounters with stray enemies.</p><p dir="ltr" style="">World of Warcraft: Warlords of Draenor is the fifth expansion to be released for Blizzard's landmark massively multiplayer online game. New features include a graphical overhaul to all characters, raising of the level cap from 90 to 100, player-managed garrisons, and a new overarching story that sends you back to the past to save Azeroth once again.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg" data-ref-id="1300-2585147" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg" data-ref-id="1300-2585147"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg"></a></figure><p dir="ltr" style="">Finer details to changes include Blizzard's intention to scale down the numbers representing various statistics, which it has referred to as an "<a href="http://wowpedia.org/Item_squish" rel="nofollow" data-ref-id="false">item squish</a>," and the aforementioned omission of the ability to fly until a later patch.</p><p dir="ltr" style="">For the most part, quests still follow a recognisable formula. Upon first arriving in Draenor, I was immediately assaulted with "kill X amount of Y" tasks intermixed with "gather X amount of items" quests. The tedium of these was broken up by some cinematic flair upon completion, as well as familiar interactive quests that played more like action minigames. First encountered in the World of Warcraft: Burning Crusade expansion, these interactive quests littered my screen with satisfying explosions and lots of numbers, which brings me to the next prominent change I noticed: the number crunch.</p><p dir="ltr" style="">Having played the majority of my World of Warcraft life as a healer, a large portion of my game time was spent staring at numbers and different bars in a bid to heal my party correctly. These numbers grew exponentially in each subsequent expansion, with players able to easily hit six-digit figures in health and damage values.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg" data-ref-id="1300-2585149" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg" data-ref-id="1300-2585149"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg"></a></figure><p dir="ltr" style="">Blizzard has announced its intention to conduct an "item squish" with the Warlords of Draenor patch, streamlining item statistics, player and monster health, and ability values. The effects of this were immediately felt upon selecting a character from the preassigned beta templates. As a level 90 paladin, I sported about 50K health and averaged a much lower amount of damage output than I was accustomed to. However, enemies had also been scaled down, so the average amount of time I spent in combat with each individual monster was relatively the same.</p><figure data-align="left" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585150-wowscrnshot_070114_115738.jpg" data-ref-id="1300-2585150" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585150-wowscrnshot_070114_115738.jpg" data-ref-id="1300-2585150"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/280/2802776/2585150-wowscrnshot_070114_115738.jpg"></a></figure><p dir="ltr" style="">The streamlined figures felt easier to grasp because I no longer needed to calculate into half-million territory. Although somewhat trivial-sounding, the change helped to make figures in combat more understandable.</p><p dir="ltr" style="">In a break from standard combat, Warlords of Draenor also introduces garrisons. To my delight, these player-built areas borrow elements from the Warcraft real-time strategy games. Assigned an area of my own, I could build structures and grow the size of my garrison. However, instead of having free rein over building placement, I was restricted to preassigned empty slots. Buildings cost resources, which exist separately to the gold players usually accumulate. I acquired these resources as quest rewards. Like in the Warcraft RTS games, structures take time to build, and I found myself quickly running out of the resources I had on hand.</p><p dir="ltr" style="">More importantly, garrisons serve as a home to followers, whom I could manage and send out to complete missions independently. My first follower was a non-player character I rescued from a cave, who would go on to aid me at my garrison. Followers can be assigned missions to complete, with varying parameters determining their level of success and the rewards reaped.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585151-draenor+screenshot.jpg" data-ref-id="1300-2585151" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585151-draenor+screenshot.jpg" data-ref-id="1300-2585151"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2585151-draenor+screenshot.jpg"></a></figure><p dir="ltr" style="">To keep an eye on the progress of such missions, I could pull up the in-game mission tab at any time. Unable to participate directly in the assigned missions, I only had the ability to watch the mission timer tick down. Once a mission was completed, I was required to return to the garrison to look at the results and claim any rewards, creating a reason for me to regularly return to my established base. With a wealth of structures I have yet to build, the feature evidently requires a degree of time investment, but adds a layer of management into an otherwise combat-heavy beta experience.</p><p style="">Indeed, the content I've explored in the Warlords of Draenor beta strikes me as comfortably familiar, never veering too far from traditional World of Warcraft tropes. That's not to say my experience wasn't enjoyable; because of its questing system that results from many expansions' worth of tweaks, and its wealth of lore to draw upon, stepping into the past in Warlords of Draenor struck a balance between the old and the new. The introduction of garrisons and the appearance of key characters in the Warcraft universe were enough to reignite an interest that can be slaked only by taking up the MMORPG once again upon its release.</p> Fri, 04 Jul 2014 10:00:00 -0700 http://www.gamespot.com/articles/hunting-heroes-and-building-a-garrison-in-world-of-warcraft-warlords-of-draenor/1100-6420868/ http://www.gamespot.com/articles/more-of-the-most-american-games-of-all-time/1100-6420916/ <p style="">Many years ago, GameSpot wrote up a list of <a href="http://www.gamespot.com/articles/most-american-games-of-all-time/1100-6153470/">the most American Games of All Time</a>. But lots of new American games have come out in the intervening years, and there were a few notable omissions from that original list. So in the spirt of Independence Day, let's celebrate July 4 with a few more of the most American games of all time.</p><p style=""> </p><h3><strong>Earthbound</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2585997-earthbound.png" data-ref-id="1300-2585997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2585997-earthbound.png" data-ref-id="1300-2585997"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2585997-earthbound.png"></a></figure><p style=""> </p><p style="">This quirky Japanese RPG about a group of friends traveling the world and fighting off an evil alien menace may not sound terribly American, but <a href="/earthbound/" data-ref-id="false">Earthbound</a> is actually an overt representation of America. The story starts out in the small town America setting of Onett, with a main character who's primary equipment is a baseball bat and cap (America's favorite pastime, baseball!). Fast food hamburger places are located in almost every town and pizza delivery service is available everywhere. A remix of the <a href="https://www.youtube.com/watch?v=vWzT_K6I8q8" rel="nofollow">Star-Spangled Banner provides the background music</a> for one of the game's locations, and a Blues Brothers-like band headlines one of the game's music venues.</p><p style=""> </p><p style="">And that's just a sampling of the Americana found in this trippy, weird adventure. Earthbound goes to a lot of strange places thematically, but one of the more interesting is how it paints a reflection of America, both the good and the bad, from an outsider's point of view. <i>- Justin Haywald</i></p><p style=""> </p><h3><strong>Command & Conquer: Red Alert 2</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2585999-redalert.jpg" data-ref-id="1300-2585999" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2585999-redalert.jpg" data-ref-id="1300-2585999"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2585999-redalert.jpg"></a></figure><p style=""> </p><p style=""><a href="/command-and-conquer-red-alert-2/" data-ref-id="false">Command & Conquer: Red Alert 2</a> is a fantastic real-time strategy game that mixes solid gameplay with a campy sense of humor. The game's plotline is ripped from the script of 1984's <i>Red Dawn</i>--that fine work of American cinema. It's backed by a killer heavy metal soundtrack. And Texas-born Barry Corbin stars as the toothpick-chomping General Ben Carville. Red Alert 2 was a staple of my childhood, and I poured dozens of hours into taking back these great United States from the dreaded Soviets. Today, you can pick up the game as part of the <a href="https://www.origin.com/en-us/store/buy/c-c-the-ultimate-collection" rel="nofollow" data-ref-id="false">Command & Conquer Ultimate Collection on Origin</a>, and be sure to add on <a href="http://mentalomega.com/index.php?page=download" rel="nofollow" data-ref-id="false">Mental Omega</a>, a fan-made expansion that rebalances the game and adds on a ton of new units and strategies. <i>- Maxwell McGee</i></p><h3><strong>Metal Wolf Chaos</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586000-metal.jpg" data-ref-id="1300-2586000" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586000-metal.jpg" data-ref-id="1300-2586000"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586000-metal.jpg"></a></figure><p style=""> </p><p style="">The President of the United States is the lead character in the Japanese-exclusive Xbox game, <a href="/metal-wolf-chaos/" data-ref-id="false">Metal Wolf Chaos</a>, which should automatically qualify it as the most American game of all time. As President Wilson, descendant of our 28th President Woodrow Wilson, you have to reclaim the states from the grip of your former second in command, Vice President Hawk, who manipulated the military to impose his reign on the American populace.</p><p style="">Wilson, ever the patriotic hero, busts out of the White House in a battlemech that's brimming with firepower, and he travels from coast to coast, fighting for the return of freedom and justice, including the re-abolishment of slavery. And, as you progress through Metal Wolf Chaos, you unlock new weapons and skins for your mech, including a paint job that consists solely of American flags. You can also unlock a rocket launcher that fires rockets in the shape of footballs that leave trails of streamers and fireworks in their wake. In other words: AMERICA. <i>- Peter Brown</i></p><p style=""> </p><h3><strong>Assassin's Creed III</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586003-assassins-creed-3-17.jpg" data-ref-id="1300-2586003" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586003-assassins-creed-3-17.jpg" data-ref-id="1300-2586003"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586003-assassins-creed-3-17.jpg"></a></figure><p style="">What's more American than learning about the American Revolution? Killing Redcoats while you're doing it. That's why<a href="/assassins-creed-iii/" data-ref-id="false"> Assassin's Creed III</a> is one of the most American games of all time. You get educated about American heritage, both European and Native American, and you get a big dose of good ol' American sensationalism at the same time. The battle of Bunker Hill is interesting to read about, but it's even more entertaining to swing through the trees and single-handedly win the battle by assassinating a British officer. Who cares if the colonists didn't actually win the battle? Connor, the half-Native American free runner, wields a tomahawk like no one else can, and he uses it to rip through those villainous Redcoats.</p><p style=""> </p><p style="">The United States is great. Learn how it came to be by playing through the Revolutionary War from the perspective of an assassin. For a game made by a bunch of French and Canadian dudes, Assassin's Creed III bleeds USA. <i>- Alex Newhouse</i></p><p style=""> </p><h3><strong><i>Daytona USA</i></strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586004-daytona_usa_b-univ_a.jpg" data-ref-id="1300-2586004" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586004-daytona_usa_b-univ_a.jpg" data-ref-id="1300-2586004"><img src="http://static5.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586004-daytona_usa_b-univ_a.jpg"></a></figure><p style=""> </p><p style="">Let's go ahead and ignore the fact that<a href="/daytona-usa/" data-ref-id="false"> Daytona USA</a> literally contains "USA" in its title. That much is obvious. There's so much more about this 1993 arcade classic that embodies the spirit of our wonderful nation. I mean, just look at the lyrics to the intro theme song: "Daytona! Let's go away! Daytona! Weh hey hey!" Subtle? Of course not. But powerful? Emotional? Inspirational? Yes, yes, and yes! Just like America!</p><p style="">And once the game gets going, you're able to drive mighty, gas-guzzling stock cars through some of the most majestic locations in our fine nation. Places like Dinosaur Canyon, where dinosaurs were invented, or Seaside Street Galaxy, which has a bridge in it. But not just any bridge, mind you. A bridge that spans the gap between freedom and liberty! Also, one of the cars is named Wolf. - <i>Shaun McInnis</i></p><p style=""> </p><h3><strong>50 Cent: Blood on the Sand</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg" data-ref-id="1300-2586006" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg" data-ref-id="1300-2586006"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg"></a></figure><p style="">I'm not an American myself, so my perspective may be a little skewed, but honestly, what could be a more American game than <a href="/50-cent-blood-on-the-sand/" data-ref-id="false">50 Cent: Blood on the Sand</a>? You play as 50 Cent, an American icon. He starts the game at a hip-hop concert--an iconic American musical genre. Fiddy celebrates his constitutional rights by unlocking a large assortment of larger guns, which he can fire sideways in slow motion because it's totally gangsta. And while searching for his lost crystal skull (and collectible posters of himself), he drives a gigantic humvee--fuel efficiency be damned. Happy July 4! <i>- Dan Hindes</i></p><p style=""> </p><h3><strong>BioShock Infinite</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586005-bioshock141.jpg" data-ref-id="1300-2586005" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586005-bioshock141.jpg" data-ref-id="1300-2586005"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586005-bioshock141.jpg"></a></figure><p style=""><a href="/bioshock-infinite/" data-ref-id="false">BioShock Infinite</a> may not paint the rosiest picture of America, but this alternate history parable shows just what could've happened if the US had taken American exceptionalism to its most horrible extreme (and if we'd had the ability to build floating fortress cities and kill people with psychic powers).</p><p style="">Walking along the game's pristine streets early in the game perfectly encapsulates the innocence and patriotism of an American city in the 1900s. But the game, quickly and violently crosses into themes of racism, jingoism, and Manifest Destiny. The logo for the game, with iconography used by the game's ridiculously intolerant antagonist was even accidentally i<a href="http://www.gamespot.com/articles/fox-news-copies-bioshock-infinite-logo-report/1100-6420895/">appropriated by a Fox News segment</a> on immigration. Infinite may not always show the parts of American history we want to remember, but it's a portrayal of our history nonetheless (plus interdimensional travel). <i>- Justin Haywald</i></p><p style=""><em>Anything we left out? Whether you hail from the US or not, what games embody America to you?</em></p> Fri, 04 Jul 2014 09:00:00 -0700 http://www.gamespot.com/articles/more-of-the-most-american-games-of-all-time/1100-6420916/ http://www.gamespot.com/videos/watch-dogs-dlc-walkthrough-breakthrough-contract/2300-6420065/ We walk you through one of the first three Watch Dogs DLC contracts, Breakthrough. Set up on the train platform, prepare your sniper rifle, and get ready to unleash hell. Thu, 03 Jul 2014 16:41:00 -0700 http://www.gamespot.com/videos/watch-dogs-dlc-walkthrough-breakthrough-contract/2300-6420065/ http://www.gamespot.com/videos/natural-doctrine-hands-on-preview/2300-6420058/ Tom McShea has the chance to watch two developers duke it out in Natural Doctrine and shares his impressions of this exciting card-based strategy game. Thu, 03 Jul 2014 15:52:00 -0700 http://www.gamespot.com/videos/natural-doctrine-hands-on-preview/2300-6420058/ http://www.gamespot.com/videos/borderlands-the-pre-sequel-handsome-jacks-tips-for/2300-6420053/ Hear from Handsome Jack in this trailer for Borderlands: The Pre-Sequel as he gives you some tips for surviving on the moon. Thu, 03 Jul 2014 13:18:00 -0700 http://www.gamespot.com/videos/borderlands-the-pre-sequel-handsome-jacks-tips-for/2300-6420053/ http://www.gamespot.com/videos/reality-check-the-witcher-3-and-taking-drugs-befor/2300-6420052/ The Witcher Geralt of Rivia is no stranger to drugs, mainly because he uses them to give him an advantage in combat. But have we puny human beings ever done the same? Thu, 03 Jul 2014 12:48:00 -0700 http://www.gamespot.com/videos/reality-check-the-witcher-3-and-taking-drugs-befor/2300-6420052/ http://www.gamespot.com/videos/aim-down-sights-e3-advanced-warfare-reveals-breakd/2300-6420045/ Dan and Bricey break down the Advanced Warfare reveals from E3, and discuss your feedback and all the latest Call of Duty news. Thu, 03 Jul 2014 10:55:00 -0700 http://www.gamespot.com/videos/aim-down-sights-e3-advanced-warfare-reveals-breakd/2300-6420045/ http://www.gamespot.com/videos/sid-meiers-civilization-beyond-earth-gameplay-walk/2300-6420047/ Watch the E3 behind-closed-doors gameplay demonstration narrated by co-lead designer, Will Miller. Thu, 03 Jul 2014 10:36:00 -0700 http://www.gamespot.com/videos/sid-meiers-civilization-beyond-earth-gameplay-walk/2300-6420047/ http://www.gamespot.com/videos/im-a-cat-purrkour/2300-6420043/ Prrr and knock stuff over with Purrkour, a free to download game by Emergency Squid Studios. Thu, 03 Jul 2014 10:00:00 -0700 http://www.gamespot.com/videos/im-a-cat-purrkour/2300-6420043/ http://www.gamespot.com/videos/the-forest-early-access-impressions/2300-6420042/ Teetering between moments of bone-chilling horror and utter beauty, The Forest is an early access title that aims to set itself apart from the over saturated genre of open world survival sims. Wed, 02 Jul 2014 16:42:00 -0700 http://www.gamespot.com/videos/the-forest-early-access-impressions/2300-6420042/
http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 04 Jul 2014 22:42:58 -0700 http://www.gamespot.com/videos/the-point-is-marketing-killing-the-wonder-of-games/2300-6420070/ Do we know too much about games before they're released? Danny investigates the idea that over-marketing and the internet is killing the wonder in games. Also, he waves a flag. Fri, 04 Jul 2014 12:00:00 -0700 http://www.gamespot.com/videos/the-point-is-marketing-killing-the-wonder-of-games/2300-6420070/ http://www.gamespot.com/articles/why-drm-sucks-according-to-magicka-developer-parad/1100-6420910/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2585721-paradox.png" data-ref-id="1300-2585721" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2585721-paradox.png" data-ref-id="1300-2585721"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2585721-paradox.png"></a></figure><p style=""><a href="http://www.gamespot.com/articles/witcher-dev-drm-is-worst-thing-in-the-gaming-industry/1100-6407588/" data-ref-id="1100-6407588">The Witcher developer CD Projekt Red</a> and <a href="http://www.gamespot.com/articles/ubisoft-drm-can-t-stop-piracy/1100-6420602/" data-ref-id="1100-6420602">Assassin's Creed studio Ubisoft</a> aren't the only companies that think DRM is a waste of time for PC games. Speaking with GameSpot, <a href="/magicka-2/" data-ref-id="false">Magicka</a> and <a href="/hearts-of-iron-iv/" data-ref-id="false">Hearts of Iron</a> developer Paradox Interactive CEO Fredrik Wester outlined why he thinks DRM can be such a headache and provided some steps that he thinks will convince people to buy legal copies of Paradox games.</p><p dir="ltr" style="">"It can punish players who actually bought the game," Wester said about DRM. "I remember buying <a href="/sid-meiers-civilization-iii/" data-ref-id="false">Civilization III</a>, and I couldn't install it because I had something else installed. I had to uninstall two different programs, change settings...it was a hassle."</p><blockquote data-align="left"><p dir="ltr" style="">"I have no idea how many of our games are pirated. We don't really have any intention of finding out or hunting these people" -- Fredrik Wester</p></blockquote><p dir="ltr" style="">"If I had pirated it from anywhere, I would have gotten it much faster, more convenient," Wester added. "So we don't want to put barriers on convenience for the gamers. It should be more convenient, you should get more content, it should be easier for you to install if you buy the legal copy."</p><p dir="ltr" style="">How do you stop people from pirating your games, then, I asked Wester. "Well, we don't," Wester said with a laugh. Instead of hunting pirates down, Wester says Paradox is instead focusing on providing a better gameplay experience overall. This, Wester says, will encourage people to buy legal copies.</p><p dir="ltr" style="">"I have no idea how many of our games are pirated," he said. "We don't really have any intention of finding out or hunting these people. What we want to do is provide people who bought the game legally a better service. With frequent updates; good and convenient services; that's how we fight piracy. I hope it works. I keep my fingers crossed."</p><p dir="ltr" style="">Wester also pointed out that Paradox is a "highly profitable" company already, so launching an anti-piracy campaign at this juncture doesn't make a lot of sense.</p><p dir="ltr" style="">For more on Wester's thoughts about the video game industry, be sure to read the first part of our interview, which <a href="http://www.gamespot.com/articles/industry-shouldnt-shy-away-from-women-in-games-dis/1100-6420905/" data-ref-id="1100-6420905">ran yesterday</a>. In that piece, Wester talks about how the industry has changed since Paradox was formed a decade ago, including his<a href="http://www.gamespot.com/articles/industry-shouldnt-shy-away-from-women-in-games-dis/1100-6420905/" data-ref-id="1100-6420905"> thoughts on women in video games</a>.</p><p dir="ltr" style="">Paradox is currently working on <a href="http://www.gamespot.com/hearts-of-iron-iv/" data-ref-id="false">Hearts of Iron IV</a>, <a href="http://www.gamespot.com/magicka-2/" data-ref-id="false">Magicka 2</a>, and <a href="http://www.gamespot.com/runemaster/" data-ref-id="false">Runemaster</a>. Magicka 2 was <a href="http://www.gamespot.com/articles/e3-2014-magicka-2-coming-to-the-playstation-4/1100-6420281/" data-ref-id="1100-6420281">announced at E3 during Sony's press conference</a>. However, Paradox has signed only a timed-exclusive deal with Sony for the game, so it's <a href="http://www.gamespot.com/articles/e3-2014-why-magicka-2-is-coming-to-ps4-but-not-xbox-one-for-now/1100-6420409/" data-ref-id="1100-6420409">possible it could come to other platforms later</a>.</p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Fri, 04 Jul 2014 11:03:00 -0700 http://www.gamespot.com/articles/why-drm-sucks-according-to-magicka-developer-parad/1100-6420910/ http://www.gamespot.com/articles/gears-of-war-creator-cliff-bleszinskis-new-studio-/1100-6420919/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png" data-ref-id="1300-2586358" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png" data-ref-id="1300-2586358"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586358-screen+shot+2014-07-04+at+11.19.48+am.png"></a></figure><p style="">The <a href="http://itsalmo.st/#time_biuoe" rel="nofollow" data-ref-id="false">countdown clock</a> is still running on Cliff Bleszinski's upcoming reveal, but it looks like the name of his studio may have leaked early: Boss Key Productions.</p><p style="">Veteran game designer Cliff Bleszinski announced earlier this week that he <a href="http://www.gamespot.com/articles/gears-of-war-veteran-developer-cliff-bleszinski-coming-out-of-retirement/1100-6420828/" data-ref-id="1100-6420828">would be coming out of retirement</a> and that he wanted to "<a href="http://www.gamespot.com/articles/cliff-bleszinski-wants-to-redefine-his-legacy/1100-6401537/" data-ref-id="1100-6401537">redefine his legacy.</a>" But details on what he's working on, which could be the previously rumored PC arena-based shooter, will have to wait until Monday.</p><p style="">The website for his new studio is live now at <a href="http://bosskey.com/" rel="nofollow" data-ref-id="false">BossKey.com</a>. Though it's currently just the static logo pictured above, it previously had links to Blezinski's twitter account as well as an empty <a href="https://twitter.com/bluestreak" rel="nofollow" data-ref-id="false">BlueStreak Twitter account</a>. <a href="http://www.polygon.com/2014/7/4/5871047/cliff-bleszinski-boss-key-productions" rel="nofollow" data-ref-id="false">Polygon</a> reports that they uncovered documents linking the founding of the Boss Key studio to both Bleszinski as CEO and Arjan Brussee as COO. Brussee is currently listed as executive producer at EA "working on Battlefield Hardline" according to his <a href="http://www.linkedin.com/in/arjanbrussee" rel="nofollow" data-ref-id="false">LinkedIn profile</a>; he previously partnered with Blezinski on the <a href="/jazz-jackrabbit/" data-ref-id="false">Jazz Jackrabbit</a> games.</p><p style="">In response to the Polygon documents, Bleszinski wrote, "I do not comment on rumors and speculation on the birthday of the nation that could allow a game designer to have a fantastic 20 year run at his first studio and then take nearly two years off only to seek out funding and start his new lean, agile, fun startup in Raleigh, N.C."</p><p style="">Bleszinski <a href="https://twitter.com/therealcliffyb/status/485107842798465024" rel="nofollow" data-ref-id="false">posted a follow Friday hashtag</a> to a Boss Key Twitter account, which currently only has <a href="https://twitter.com/BossKey" rel="nofollow" data-ref-id="false">one cryptic message</a> posted back on June 20: "soon." We'll follow up with more details as they become available.</p><table data-max-width="true"><tbody><tr><td><p style=""><strong>Justin Haywald is a senior editor at GameSpot, and you can follow him on<a href="https://twitter.com/JustinHaywald" rel="nofollow"> Twitter @JustinHaywald</a></strong></p><strong>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></strong></td></tr></tbody></table> Fri, 04 Jul 2014 11:00:00 -0700 http://www.gamespot.com/articles/gears-of-war-creator-cliff-bleszinskis-new-studio-/1100-6420919/ http://www.gamespot.com/articles/from-bedrooms-to-billions-and-the-origins-of-briti/1100-6420917/ <p dir="ltr" style="">Much has been said about the history of game development in North America and Japan, but British developers were just as busy as their international counterparts back in the day; we just rarely get the chance to hear about it. <a href="http://www.frombedroomstobillions.com/" rel="nofollow" data-ref-id="false"><em>From Bedrooms to Billions</em></a>, a film about the pioneer days of game development in the UK from Nicola Caulfield and Anthony Caulfield, aims to set the record straight. The enthusiast developers who forged ahead and paved the road for future generations have shared their stories, and though some of the interviewees developed successful careers in gaming, many of them failed to turn their passion projects into commercially viable products under the pressure of financially driven publishers. Regardless of the individuals' outcomes, at the start, Anthony says they all had one thing in common: "it was never for the money, only for the love." This is the story that<em> From Bedrooms to Billions</em> aims to tell.</p><p dir="ltr" style="">The creative passions of the film's subjects inspired the Caulfields, who want to bestow these tales of love and loss to a wider audience, to preserve the early history of their corner of the industry. "We both feel this is a long overdue story," Nicola said, "and while most of the main protagonists are still around to tell the story in their own words, the time had to be now. We want a permanent record of a remarkable and creative time in UK history."</p><div data-embed-type="video" data-ref-id="2300-6420063" data-width="100%" data-height="100%"><iframe src="/videos/embed/6420063/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p dir="ltr" style="">The "Billions" in the film's title isn't a reference to the financial success of the champions featured within, but to the budgets and profits that drive modern-day game development. Almost no one the Caulfields interviewed saw the industry of today coming. After all, in the beginning, they were working on passion projects, not blockbusters. "I know that sounds a little melodramatic," Anthony said, "but...they all tended to stare off into the misty-eyed distance and say the same thing. However they have all mainly said they had no idea it would become this, just some little geeky hobby that only they enjoyed, and then, whoosh!"</p><p dir="ltr" style="">The love they speak of led to some inadvertent success, which is something the indie scene of today has experienced on occasion. The problem is, once critical and financial success arrives, you have two options: use your newfound assets to continue as you were, or, use them to expand your horizons. Of course, when publishers come into play, your passion no longer dictates your schedule, your boss does, and the shift to playing by the corporate ruleset sent some developers careening off course. According to Anthony, "If there is one common thread that runs through the interviewees, it is to have unwavering belief in what you are doing. It was when the love seemed to go from what they were doing that many people lost their way. Also as a publisher you have to understand that for a developer to do what he or she does best they must be given time, space and security to do that. Yes, keep them on track if a deadline is looming, but when those with no experience of game design in a position of power start dictating to a developer what makes a good game and how they should change what they've done, it usually ends in tears. However today a lot of those mistakes (often made in the late 90's) have been learnt the hard way and remembered."</p><blockquote data-size="large" data-align="center"><p dir="ltr" style="">If there is one common thread that runs through the interviewees, it is to have unwavering belief in what you are doing.</p><cite>Anthony Caulfield</cite></blockquote><p dir="ltr" style="">You could say the industry was healthy when it began to grow and generate record sums of money, but the developers featured in <em>From Bedrooms to Billions</em> aren't revered for their ability to rake in dough. They're remembered, first and foremost, for their iconically British design philosophies. "The core of a UK title is the rather bizarre humor, or the 'different' game design. Not better than other countries, mind…just different. We have many stories during the mid-90's of our game designers trying to explain their game ideas to overseas corporate-minded publishers who would shake their heads in amazement at what they were being pitched. The film industry often says that British crew are among the best in the world and our game designers are exactly the same, yes we can be eccentric but we are very workmanlike when we need to be and can always get the job done!"</p><p dir="ltr" style="">Defeat can be crushing, and regret can leave a sting that lasts a lifetime, but even though careers may have fallen apart when publishers began to dictate content, the the early indie successes from the UK have had a lasting impact that continues through today. "I'm not saying there'd be no games industry without us," Anthony said, "but, as with the US and the Japanese and other countries, we all form strong spokes on a big wheel and we all offer different qualities. We needed each other as it started to gather speed. In the mid-90's our publishing dropped off at an alarming rate and financially we weren't able to keep up, but as game designers I'd like to think that the overall industry might be a little more sane and straight without us…as I said our at times oddly wired brains came up with some remarkably original stuff. In fact that was where our decline started to come, suddenly when our greatest first wave designers were having game formats thrust on them by formulaic publishers eagerly trying to follow on someone else's success they threw in the towel…and that's a common story!"</p><div data-embed-type="video" data-src="http://www.youtube.com/watch?v=N7qKCzbaof0" data-width="854" data-height="480"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2FN7qKCzbaof0%3Fwmode%3Dopaque%26feature%3Doembed&wmode=opaque&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DN7qKCzbaof0&image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FN7qKCzbaof0%2Fhqdefault.jpg&key=6efca6e5ad9640f180f14146a0bc1392&type=text%2Fhtml&schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">As common as the stories within <em>From Bedrooms to Billions</em> may be among the interviewees, the film itself is an uncommon retrospective that focuses on an oft-neglected part of the industry's past. Gaming is an international business that began in disparate, and very different, corners of the world. In order to understand how we got to this point, we have to look back, and considering how little has been said about the origins of the industry in the UK, <em>From Bedrooms to Billions</em> offers a glimpse into the past that would otherwise have been ignored, and at worst, forgotten.</p> Fri, 04 Jul 2014 10:13:00 -0700 http://www.gamespot.com/articles/from-bedrooms-to-billions-and-the-origins-of-briti/1100-6420917/ http://www.gamespot.com/videos/from-bedrooms-to-billions-the-power-of-the-bbc-mic/2300-6420063/ In this exclusive clip from upcoming UK games development documentary From Bedrooms to Billions, Peter Molyneux, Geoff Crammond and many others talk about the powerful influence of the BBC Micro. Fri, 04 Jul 2014 10:12:00 -0700 http://www.gamespot.com/videos/from-bedrooms-to-billions-the-power-of-the-bbc-mic/2300-6420063/ http://www.gamespot.com/articles/hunting-heroes-and-building-a-garrison-in-world-of-warcraft-warlords-of-draenor/1100-6420868/ <p dir="ltr" style="">The rhythmic pounding of hooves met my ears, and I surveyed the icy terrain around me, It had been a while since I had been forced to traverse via mount on the ground, having become so accustomed to taking to the skies on a whim. This <a href="http://www.gamespot.com/articles/warcraft-warlords-of-draenor-expansion-has-no-flying-until-patch/1100-6416189/" data-ref-id="1100-6416189">removal of the ability to fly</a> is just one of the core changes Blizzard intends to introduce in its upcoming <a href="/world-of-warcraft/" data-ref-id="false">World of Warcraft</a> expansion, <a href="/world-of-warcraft-warlords-of-draenor/" data-ref-id="false">Warlords of Draenor</a>.</p><p dir="ltr" style="">The change was the first thing I noticed while playing the beta. Tied to the ground once again, I found an appreciation for the landscapes I explored in Draenor, the new setting featured in the expansion. Because my travel distance was limited, this change slowed down the pace at which I took on and completed quests in comparison to how I had previously played World of Warcraft.</p><div data-embed-type="video" data-ref-id="2300-6420017" data-width="100%" data-height="100%"><iframe src="/videos/embed/6420017/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p dir="ltr" style="">My habit of flying directly from quest point A to quest point B was no longer feasible. The landscapes of Draenor needed to be considered--not just in the routes through hubs of monsters, but in the possible player-versus-player encounters with stray enemies.</p><p dir="ltr" style="">World of Warcraft: Warlords of Draenor is the fifth expansion to be released for Blizzard's landmark massively multiplayer online game. New features include a graphical overhaul to all characters, raising of the level cap from 90 to 100, player-managed garrisons, and a new overarching story that sends you back to the past to save Azeroth once again.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg" data-ref-id="1300-2585147" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg" data-ref-id="1300-2585147"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/280/2802776/2585147-garrison_ad_07_tga_jpgcopy.jpg"></a></figure><p dir="ltr" style="">Finer details to changes include Blizzard's intention to scale down the numbers representing various statistics, which it has referred to as an "<a href="http://wowpedia.org/Item_squish" rel="nofollow" data-ref-id="false">item squish</a>," and the aforementioned omission of the ability to fly until a later patch.</p><p dir="ltr" style="">For the most part, quests still follow a recognisable formula. Upon first arriving in Draenor, I was immediately assaulted with "kill X amount of Y" tasks intermixed with "gather X amount of items" quests. The tedium of these was broken up by some cinematic flair upon completion, as well as familiar interactive quests that played more like action minigames. First encountered in the World of Warcraft: Burning Crusade expansion, these interactive quests littered my screen with satisfying explosions and lots of numbers, which brings me to the next prominent change I noticed: the number crunch.</p><p dir="ltr" style="">Having played the majority of my World of Warcraft life as a healer, a large portion of my game time was spent staring at numbers and different bars in a bid to heal my party correctly. These numbers grew exponentially in each subsequent expansion, with players able to easily hit six-digit figures in health and damage values.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg" data-ref-id="1300-2585149" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg" data-ref-id="1300-2585149"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2585149-frostfire_ridge_frostfire_frostfire_ad_14_tga_jpgcopy.jpg"></a></figure><p dir="ltr" style="">Blizzard has announced its intention to conduct an "item squish" with the Warlords of Draenor patch, streamlining item statistics, player and monster health, and ability values. The effects of this were immediately felt upon selecting a character from the preassigned beta templates. As a level 90 paladin, I sported about 50K health and averaged a much lower amount of damage output than I was accustomed to. However, enemies had also been scaled down, so the average amount of time I spent in combat with each individual monster was relatively the same.</p><figure data-align="left" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585150-wowscrnshot_070114_115738.jpg" data-ref-id="1300-2585150" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585150-wowscrnshot_070114_115738.jpg" data-ref-id="1300-2585150"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/280/2802776/2585150-wowscrnshot_070114_115738.jpg"></a></figure><p dir="ltr" style="">The streamlined figures felt easier to grasp because I no longer needed to calculate into half-million territory. Although somewhat trivial-sounding, the change helped to make figures in combat more understandable.</p><p dir="ltr" style="">In a break from standard combat, Warlords of Draenor also introduces garrisons. To my delight, these player-built areas borrow elements from the Warcraft real-time strategy games. Assigned an area of my own, I could build structures and grow the size of my garrison. However, instead of having free rein over building placement, I was restricted to preassigned empty slots. Buildings cost resources, which exist separately to the gold players usually accumulate. I acquired these resources as quest rewards. Like in the Warcraft RTS games, structures take time to build, and I found myself quickly running out of the resources I had on hand.</p><p dir="ltr" style="">More importantly, garrisons serve as a home to followers, whom I could manage and send out to complete missions independently. My first follower was a non-player character I rescued from a cave, who would go on to aid me at my garrison. Followers can be assigned missions to complete, with varying parameters determining their level of success and the rewards reaped.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/280/2802776/2585151-draenor+screenshot.jpg" data-ref-id="1300-2585151" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/280/2802776/2585151-draenor+screenshot.jpg" data-ref-id="1300-2585151"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2585151-draenor+screenshot.jpg"></a></figure><p dir="ltr" style="">To keep an eye on the progress of such missions, I could pull up the in-game mission tab at any time. Unable to participate directly in the assigned missions, I only had the ability to watch the mission timer tick down. Once a mission was completed, I was required to return to the garrison to look at the results and claim any rewards, creating a reason for me to regularly return to my established base. With a wealth of structures I have yet to build, the feature evidently requires a degree of time investment, but adds a layer of management into an otherwise combat-heavy beta experience.</p><p style="">Indeed, the content I've explored in the Warlords of Draenor beta strikes me as comfortably familiar, never veering too far from traditional World of Warcraft tropes. That's not to say my experience wasn't enjoyable; because of its questing system that results from many expansions' worth of tweaks, and its wealth of lore to draw upon, stepping into the past in Warlords of Draenor struck a balance between the old and the new. The introduction of garrisons and the appearance of key characters in the Warcraft universe were enough to reignite an interest that can be slaked only by taking up the MMORPG once again upon its release.</p> Fri, 04 Jul 2014 10:00:00 -0700 http://www.gamespot.com/articles/hunting-heroes-and-building-a-garrison-in-world-of-warcraft-warlords-of-draenor/1100-6420868/ http://www.gamespot.com/articles/more-of-the-most-american-games-of-all-time/1100-6420916/ <p style="">Many years ago, GameSpot wrote up a list of <a href="http://www.gamespot.com/articles/most-american-games-of-all-time/1100-6153470/">the most American Games of All Time</a>. But lots of new American games have come out in the intervening years, and there were a few notable omissions from that original list. So in the spirt of Independence Day, let's celebrate July 4 with a few more of the most American games of all time.</p><p style=""> </p><h3><strong>Earthbound</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2585997-earthbound.png" data-ref-id="1300-2585997" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2585997-earthbound.png" data-ref-id="1300-2585997"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2585997-earthbound.png"></a></figure><p style=""> </p><p style="">This quirky Japanese RPG about a group of friends traveling the world and fighting off an evil alien menace may not sound terribly American, but <a href="/earthbound/" data-ref-id="false">Earthbound</a> is actually an overt representation of America. The story starts out in the small town America setting of Onett, with a main character who's primary equipment is a baseball bat and cap (America's favorite pastime, baseball!). Fast food hamburger places are located in almost every town and pizza delivery service is available everywhere. A remix of the <a href="https://www.youtube.com/watch?v=vWzT_K6I8q8" rel="nofollow">Star-Spangled Banner provides the background music</a> for one of the game's locations, and a Blues Brothers-like band headlines one of the game's music venues.</p><p style=""> </p><p style="">And that's just a sampling of the Americana found in this trippy, weird adventure. Earthbound goes to a lot of strange places thematically, but one of the more interesting is how it paints a reflection of America, both the good and the bad, from an outsider's point of view. <i>- Justin Haywald</i></p><p style=""> </p><h3><strong>Command & Conquer: Red Alert 2</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2585999-redalert.jpg" data-ref-id="1300-2585999" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2585999-redalert.jpg" data-ref-id="1300-2585999"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2585999-redalert.jpg"></a></figure><p style=""> </p><p style=""><a href="/command-and-conquer-red-alert-2/" data-ref-id="false">Command & Conquer: Red Alert 2</a> is a fantastic real-time strategy game that mixes solid gameplay with a campy sense of humor. The game's plotline is ripped from the script of 1984's <i>Red Dawn</i>--that fine work of American cinema. It's backed by a killer heavy metal soundtrack. And Texas-born Barry Corbin stars as the toothpick-chomping General Ben Carville. Red Alert 2 was a staple of my childhood, and I poured dozens of hours into taking back these great United States from the dreaded Soviets. Today, you can pick up the game as part of the <a href="https://www.origin.com/en-us/store/buy/c-c-the-ultimate-collection" rel="nofollow" data-ref-id="false">Command & Conquer Ultimate Collection on Origin</a>, and be sure to add on <a href="http://mentalomega.com/index.php?page=download" rel="nofollow" data-ref-id="false">Mental Omega</a>, a fan-made expansion that rebalances the game and adds on a ton of new units and strategies. <i>- Maxwell McGee</i></p><h3><strong>Metal Wolf Chaos</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586000-metal.jpg" data-ref-id="1300-2586000" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586000-metal.jpg" data-ref-id="1300-2586000"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586000-metal.jpg"></a></figure><p style=""> </p><p style="">The President of the United States is the lead character in the Japanese-exclusive Xbox game, <a href="/metal-wolf-chaos/" data-ref-id="false">Metal Wolf Chaos</a>, which should automatically qualify it as the most American game of all time. As President Wilson, descendant of our 28th President Woodrow Wilson, you have to reclaim the states from the grip of your former second in command, Vice President Hawk, who manipulated the military to impose his reign on the American populace.</p><p style="">Wilson, ever the patriotic hero, busts out of the White House in a battlemech that's brimming with firepower, and he travels from coast to coast, fighting for the return of freedom and justice, including the re-abolishment of slavery. And, as you progress through Metal Wolf Chaos, you unlock new weapons and skins for your mech, including a paint job that consists solely of American flags. You can also unlock a rocket launcher that fires rockets in the shape of footballs that leave trails of streamers and fireworks in their wake. In other words: AMERICA. <i>- Peter Brown</i></p><p style=""> </p><h3><strong>Assassin's Creed III</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586003-assassins-creed-3-17.jpg" data-ref-id="1300-2586003" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586003-assassins-creed-3-17.jpg" data-ref-id="1300-2586003"><img src="http://static4.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586003-assassins-creed-3-17.jpg"></a></figure><p style="">What's more American than learning about the American Revolution? Killing Redcoats while you're doing it. That's why<a href="/assassins-creed-iii/" data-ref-id="false"> Assassin's Creed III</a> is one of the most American games of all time. You get educated about American heritage, both European and Native American, and you get a big dose of good ol' American sensationalism at the same time. The battle of Bunker Hill is interesting to read about, but it's even more entertaining to swing through the trees and single-handedly win the battle by assassinating a British officer. Who cares if the colonists didn't actually win the battle? Connor, the half-Native American free runner, wields a tomahawk like no one else can, and he uses it to rip through those villainous Redcoats.</p><p style=""> </p><p style="">The United States is great. Learn how it came to be by playing through the Revolutionary War from the perspective of an assassin. For a game made by a bunch of French and Canadian dudes, Assassin's Creed III bleeds USA. <i>- Alex Newhouse</i></p><p style=""> </p><h3><strong><i>Daytona USA</i></strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586004-daytona_usa_b-univ_a.jpg" data-ref-id="1300-2586004" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586004-daytona_usa_b-univ_a.jpg" data-ref-id="1300-2586004"><img src="http://static5.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586004-daytona_usa_b-univ_a.jpg"></a></figure><p style=""> </p><p style="">Let's go ahead and ignore the fact that<a href="/daytona-usa/" data-ref-id="false"> Daytona USA</a> literally contains "USA" in its title. That much is obvious. There's so much more about this 1993 arcade classic that embodies the spirit of our wonderful nation. I mean, just look at the lyrics to the intro theme song: "Daytona! Let's go away! Daytona! Weh hey hey!" Subtle? Of course not. But powerful? Emotional? Inspirational? Yes, yes, and yes! Just like America!</p><p style="">And once the game gets going, you're able to drive mighty, gas-guzzling stock cars through some of the most majestic locations in our fine nation. Places like Dinosaur Canyon, where dinosaurs were invented, or Seaside Street Galaxy, which has a bridge in it. But not just any bridge, mind you. A bridge that spans the gap between freedom and liberty! Also, one of the cars is named Wolf. - <i>Shaun McInnis</i></p><p style=""> </p><h3><strong>50 Cent: Blood on the Sand</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg" data-ref-id="1300-2586006" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg" data-ref-id="1300-2586006"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586006-50_cent_ps3_005.jpg.jpg"></a></figure><p style="">I'm not an American myself, so my perspective may be a little skewed, but honestly, what could be a more American game than <a href="/50-cent-blood-on-the-sand/" data-ref-id="false">50 Cent: Blood on the Sand</a>? You play as 50 Cent, an American icon. He starts the game at a hip-hop concert--an iconic American musical genre. Fiddy celebrates his constitutional rights by unlocking a large assortment of larger guns, which he can fire sideways in slow motion because it's totally gangsta. And while searching for his lost crystal skull (and collectible posters of himself), he drives a gigantic humvee--fuel efficiency be damned. Happy July 4! <i>- Dan Hindes</i></p><p style=""> </p><h3><strong>BioShock Infinite</strong></h3><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1534/15343359/2586005-bioshock141.jpg" data-ref-id="1300-2586005" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1534/15343359/2586005-bioshock141.jpg" data-ref-id="1300-2586005"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1534/15343359/2586005-bioshock141.jpg"></a></figure><p style=""><a href="/bioshock-infinite/" data-ref-id="false">BioShock Infinite</a> may not paint the rosiest picture of America, but this alternate history parable shows just what could've happened if the US had taken American exceptionalism to its most horrible extreme (and if we'd had the ability to build floating fortress cities and kill people with psychic powers).</p><p style="">Walking along the game's pristine streets early in the game perfectly encapsulates the innocence and patriotism of an American city in the 1900s. But the game, quickly and violently crosses into themes of racism, jingoism, and Manifest Destiny. The logo for the game, with iconography used by the game's ridiculously intolerant antagonist was even accidentally i<a href="http://www.gamespot.com/articles/fox-news-copies-bioshock-infinite-logo-report/1100-6420895/">appropriated by a Fox News segment</a> on immigration. Infinite may not always show the parts of American history we want to remember, but it's a portrayal of our history nonetheless (plus interdimensional travel). <i>- Justin Haywald</i></p><p style=""><em>Anything we left out? Whether you hail from the US or not, what games embody America to you?</em></p> Fri, 04 Jul 2014 09:00:00 -0700 http://www.gamespot.com/articles/more-of-the-most-american-games-of-all-time/1100-6420916/ http://www.gamespot.com/videos/watch-dogs-dlc-walkthrough-breakthrough-contract/2300-6420065/ We walk you through one of the first three Watch Dogs DLC contracts, Breakthrough. Set up on the train platform, prepare your sniper rifle, and get ready to unleash hell. Thu, 03 Jul 2014 16:41:00 -0700 http://www.gamespot.com/videos/watch-dogs-dlc-walkthrough-breakthrough-contract/2300-6420065/ http://www.gamespot.com/videos/natural-doctrine-hands-on-preview/2300-6420058/ Tom McShea has the chance to watch two developers duke it out in Natural Doctrine and shares his impressions of this exciting card-based strategy game. Thu, 03 Jul 2014 15:52:00 -0700 http://www.gamespot.com/videos/natural-doctrine-hands-on-preview/2300-6420058/ http://www.gamespot.com/videos/borderlands-the-pre-sequel-handsome-jacks-tips-for/2300-6420053/ Hear from Handsome Jack in this trailer for Borderlands: The Pre-Sequel as he gives you some tips for surviving on the moon. Thu, 03 Jul 2014 13:18:00 -0700 http://www.gamespot.com/videos/borderlands-the-pre-sequel-handsome-jacks-tips-for/2300-6420053/ http://www.gamespot.com/videos/reality-check-the-witcher-3-and-taking-drugs-befor/2300-6420052/ The Witcher Geralt of Rivia is no stranger to drugs, mainly because he uses them to give him an advantage in combat. But have we puny human beings ever done the same? Thu, 03 Jul 2014 12:48:00 -0700 http://www.gamespot.com/videos/reality-check-the-witcher-3-and-taking-drugs-befor/2300-6420052/ http://www.gamespot.com/videos/aim-down-sights-e3-advanced-warfare-reveals-breakd/2300-6420045/ Dan and Bricey break down the Advanced Warfare reveals from E3, and discuss your feedback and all the latest Call of Duty news. Thu, 03 Jul 2014 10:55:00 -0700 http://www.gamespot.com/videos/aim-down-sights-e3-advanced-warfare-reveals-breakd/2300-6420045/ http://www.gamespot.com/videos/sid-meiers-civilization-beyond-earth-gameplay-walk/2300-6420047/ Watch the E3 behind-closed-doors gameplay demonstration narrated by co-lead designer, Will Miller. Thu, 03 Jul 2014 10:36:00 -0700 http://www.gamespot.com/videos/sid-meiers-civilization-beyond-earth-gameplay-walk/2300-6420047/ http://www.gamespot.com/videos/im-a-cat-purrkour/2300-6420043/ Prrr and knock stuff over with Purrkour, a free to download game by Emergency Squid Studios. Thu, 03 Jul 2014 10:00:00 -0700 http://www.gamespot.com/videos/im-a-cat-purrkour/2300-6420043/ http://www.gamespot.com/videos/the-forest-early-access-impressions/2300-6420042/ Teetering between moments of bone-chilling horror and utter beauty, The Forest is an early access title that aims to set itself apart from the over saturated genre of open world survival sims. Wed, 02 Jul 2014 16:42:00 -0700 http://www.gamespot.com/videos/the-forest-early-access-impressions/2300-6420042/
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