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Smashing the Definition of Smash Bros.

Written By Kom Limpulnam on Kamis, 20 Juni 2013 | 13.16

Smash Bros. series director Masahiro Sakurai weighs in on the state of the fighting game genre and offers a few hints about the next two games.

Smash Bros. fans got their first peek at the next two entries in this series during this year's Electronic Entertainment Expo. The first trailer for the games was shown during a Nintendo Direct broadcast, revealing a familiar art style for the two games, as well as the return of Mario, Bowser, Link, Samus, Fox, Kirby, Pit, Pikachu, and Donkey Kong. Newcomers Mega Man, Villager from Animal Crossing, and WiiFit Trainer were also shown.

Last year, it was announced that Namco Bandai Games and Smash Bros. developer Sora Ltd. would be collaborating on the Wii U and 3DS entries in this series. At E3 2013, I got the chance to talk with Smash Bros. series director Masahiro Sakurai about development on these two new games, and what he thinks the fighting genre needs to continue thriving.

Back in 2011, in an Iwata Asks column reported on by Andriasang, Nintendo president Satoru Iwata and Sakurai revealed that the Wii U and 3DS versions of the next Smash Bros. would be connected in some way. When pressed for specifics at this year's E3, Sakurai noted that players would be able to customize and transfer characters between the two versions, and said that the development team was committed to keeping the roster similarly balanced between both versions.

"I like to think of Smash Bros. as a game with lots of interesting accidents. For example, you might have a terrain change that signals incoming damage from a hazard. Those sorts of things are fun to anticipate and react to while fighting."However, exactly what you can customize remains a mystery. I inferred a sort of Pokemon Stadium situation, where you level up your characters in the handheld version before transferring them to the console version to battle. When presented with this idea, Sakurai considered it for a moment before stating, "Perhaps the best way to think of it is: it's not the strength of the attacks that change--their power--but the directionality of those attacks will change with customization." Read into that what you will.

While the director's plans for character customization remain a mystery, his thoughts on tripping--the bane of Super Smash Bros. Brawl players everywhere--were clear. "I think we're going in a direction where we're not going to include [tripping] this time around," he stated. Tripping, a seemingly random mechanic that causes fighters to slip and fall during battle, introduced an element of randomness into each fight. But while tripping is out, randomness is something Sakurai feels is still an important part of the Smash Bros. series.

"When you boil things down to pure competition, it's not always the most engaging experience. For example, think about the 50-meter dash. This is something that really comes down to speed. You see a lot of people progressing in a linear direction, and the person who is fastest in the beginning is quite often going to be the winner. It's predictable--and while it is pure competition, it's not necessarily engaging in the same way as events with unpredictability. As developers, we have to think about all of these circumstances when designing fighting games."

According to Sakurai, a little unpredictability not only makes fighting games more exciting, but also makes Smash Bros. less intimidating for newcomers. If you consider the entire fighting game genre, most games are designed to have the highly technical, complex style enthusiasts expect. And while this leads to some wonderfully deep games, it also tosses up a tall barrier to entry for anyone not already familiar with the genre. With a lot of hard work, this hurdle can be overcome--but it's still a hurdle too tall for the average player.

"When I began working on the first Smash Bros., there was a great focus on [highly-technical] fighting games, and that's something we've seen branch off into sort of a niche direction. Now, those types of fighting games have a very high barrier to entry for new players, while Smash was always meant to appeal to lots of people from different gaming communities. When you look at fighting game forums, you'll see a preference for Melee, and yet, I think there are lots of people in the silent majority who don't post online who prefer Brawl. Ever since I started working on the Kirby series, I've always thought about the needs of the less vocal, beginning players of games."

"I would say that the speed of gameplay [in the next Smash Bros.] is going to be a little bit less than Melee, but a little bit more than Brawl."Considering the needs of this silent majority, and finding ways of lowering the barrier to entry, is something Sakurai feels the entire fighting game genre will need to address in the near future. "One of the best ways to look at the fighting game genre is thinking about this pinnacle--this peak--we've built up to where these games have become more of a hobbyist [genre]. I think that trend might be reaching an end." Microsoft, Namco Bandai, and Tecmo Koei are all trying to lower the barrier by offering free-to-play alternatives alongside full versions of their fighters.

However, this might be just the tip of the iceberg. Growing the fighting game genre could mean changing the way we think about fighting games altogether. "I think the idea of the fighting game genre can be somewhat limiting. People have defined in their own minds what constitutes a fighting game, and that can be such a specific set of characteristics that when other people are viewing a game from the outside and they learn it's a fighting game, they may predetermine it's not for them simply because of what they expect from it as a fighting game."

"When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You'll notice that's a lot longer than saying it's a fighting game, because 'fighting game' is a completely different label. You can talk about a fighting game or an action game or a racing game, but as soon as you define your game specifically in those terms, you start limiting your creative range because you're thinking of the limitations of that genre. Perhaps the best thing we can do now is start with a concept rather than a genre. If we can do that, perhaps we can grow the whole idea a little bit."


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GameSpot GamePlay Episode 45: Popular Tarts

Host Kevin VanOrd and the GameSpot crew react in real time to Microsoft's big Xbox One news before launching into their yearly E3 tirade.

GameSpot GamePlay

E3 2013 is over and the GameSpot team has a lot of thoughts to share. What's up with Microsoft's about-face (or, as they say, the Xbox 180, har har!)? What were the best games of E3 you might not have heard of? Who won the hotly anticipated console showdown?

Does all of this matter when there are toaster pastries at stake? Join Tom Mc Shea, Carolyn Petit, Chris Watters, and host Kevin VanOrd to find out!

GameSpot GamePlay Episode 44: Movement to the Beat

GameSpot GamePlay Episode 43: Slow Boat to Ireland

GameSpot GamePlay Episode 42: Put Some Pants On

GameSpot GamePlay Episode 41: A Boy Named Xbox

GameSpot GamePlay Episode 40: Happy Happyism

GameSpot GamePlay Episode 39: GameSpot GamePlay - The Movie: The Game

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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Nintendo's new Steel Diver game to be free-to-play

Written By Kom Limpulnam on Rabu, 19 Juni 2013 | 13.15

New version of submarine simulation title to be multiplayer-focused; no platform confirmed.

Nintendo's first venture into the free-to-play gaming realm will be a new Steel Diver title.

According to an IGN report, Nintendo senior managing director Shigeru Miyamoto said that the new game based on the side-scrolling submarine-piloting title will be focused on multiplayer. "We're exploring [the game's design] from a perspective where we can take that from a multiplayer standpoint - it's going to have this four-player battle mode that I think is going to be very interesting."

Nintendo has not confirmed a platform and release date for the new Steel Diver at this point in time, though CEO Satoru Iwata said last week during E3 that the game would be out this fiscal year (which ends in March 2014). For more information on the first Steel Diver game, head to GameSpot's previous coverage on the title.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Guilty Gear Xrd considered for next-gen platforms next year

Arc System Works president Minoru Kidooka says that more Guilty Gear news will come at E3 2014.

The latest Guilty Gear game may be brought over to next generation consoles, according to an interview on Siliconera with Arc System Works president Minoru Kidooka.

Kidooka said that the company will reveal more information on Guilty Gear Xrd's North American release at next year's E3. The game's creator, Daisuke Ishiwatari, will make an appearance by then. Kidooka added that the company is confirmed to be a PS4 developer.

Guilty Gear Xrd -SIGN- was announced on May 19 during Arc System Works' 25th anniversary event held in Japan. The game will be built on the Unreal Engine and is using 3D models for the first time in the series. The characters confirmed so far are Sol Badguy, Ky Kiske, Eddie and Millia Rage.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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PS3 firmware update 4.45 locking up some consoles - Report

Update allows gamers to disable trophy notifications during gameplay.

Problems are arising with Sony's latest update to the PS3, according to comments on the official PlayStation forum .

Several user comments on the PlayStation forum have stated that the latest 4.45 update is causing a lockdown on their consoles. User JadeTreeInWind, for example, said that after the PS3 logo was on display post update, the crossbar menu would not show up. The user tried restarting the console, but the same problem still persisted.

Reports on the thread stated that PS3s over 500GB were affected by the error. One of the main features of the new update is to allow users to disable trophy notifications during gameplay.

GameSpot has reached out to Sony for comment and will update this article as more information surfaces.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Microsoft defends Xbox One $500 price point--"We're over-delivering value"

Written By Kom Limpulnam on Selasa, 18 Juni 2013 | 13.16

Microsoft's Xbox boss Don Mattrick has spoken out to defend the Xbox One's $500 price point, saying the company is in fact over-delivering value with the next-generation system.

"It's a lower number than some of the analysts had forecasted," Mattrick said on Bloomberg TV. "We're over-delivering value against other choices I think consumers can get. Any modern product these days you look at it [and] $499 isn't a ridiculous price point. We're delivering thousands of dollars of value to people, so I think they're going to love it when they use it."

Competitor Sony will offer its PlayStation 4 at $400 this holiday season, but Mattrick believes consumers will choose Xbox One for its suite of exclusive services and applications like an improved Xbox Live, as well as Skype, Twitch TV, SmartGlass, and Kinect.

"We're really making the living room your center of fun for your family," Mattrick said.

Also in the interview, Mattrick refers to the new Xbox One Halo title as Halo 5. This game was announced during Microsoft's E3 briefing last week only as "Halo Xbox One."

Every Xbox One will include a Kinect 2.0 sensor, while PS4 gamers will need to pay $60 to purchase a PlayStation Eye camera.


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NPD: Xbox 360 US May sales hit 114,000

[UPDATE] The NPD Group has now published its full report for the month of May, which provides greater depth into how the industry fared in the United States during the period.

The original story follows below.

Microsoft sold 114,000 Xbox 360 units in May in the United States, the company announced today, citing data from the NPD Group. The Xbox 360 has been the top-selling system in the US for 29 straight months now.

That figure is well below the 270,000 Xbox 360 units Microsoft sold during May 2012.

Total retail spend for Xbox 360 (hardware, software, and accessories) for May 2013 came in at $149.8 million, more than any other console, according to NPD data.

Microsoft's future ambitions may revolve around the Xbox One, but the company does not plan to abandon the Xbox 360 anytime soon. Xbox boss Phil Spencer said last month that he believes the platform will "be very vibrant for many years."

A redesigned Xbox 360 model was announced during Microsoft's E3 briefing last week and is available now.


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NPD: Injustice: Gods Among Us May's best-selling game in US

Injustice: Gods Among Us was the best-selling title in the United States during May, a month that saw steep overall industry declines, according to data published by the NPD Group today. The fighting game from Warner Bros. was also April's best-selling game in the US.

Rounding out the top five best-sellers were Call of Duty: Black Ops II, Donkey Kong: Country Returns, Dead Island: Riptide, and Luigi's Mansion: Dark Moon.

Overall, total industry sales slid a significant 25 percent to $386.3 million. According to the NPD Group analyst Liam Callahan, however, this data represents only about half of the true consumer retail spend for the month.

"These sales figures represent new physical retail sales of hardware, software, and accessories, which account for roughly 50 percent of the total consumer spend on games," Callahan said in a statement.

"When taking into account our preliminary estimate for other physical format sales in May such as used and rentals at $91 million, and our estimate for digital format sales including full game and add-on content downloads including micro-transactions, subscriptions, mobile apps, and the consumer spend on social network games at $339 million, the total consumer spend in May is $787 million."

On the hardware front, total sales dropped 31 percent to $96 million. The Xbox 360 was the top-selling console platform for the 29th straight month, moving 114,000 units in the period (down from 270,000 last year). The 3DS posted the best year-over-year trend, Callahan said.

"Nintendo's 3DS edged out the 360 as the top selling platform across hardware and portables. However, the 360 was the top selling console hardware platform this month for the twenty-ninth consecutive month," Callahan said. "The 3DS had the best year-over-year trending for hardware units, with units sales essentially flat from last May."

Sony has not disclosed PlayStation 3 or PlayStation Vita sales for May.

As for software, this category saw the most precipitous fall, diving 44 percent to $187.6 million.

"Softness in new physical entertainment software sales stemmed from a decline in the number of new launches, with over 30 percent fewer new SKUs, as well as poor performance of the new SKUs that were released," Callahan said. "New SKUs generated over seventy percent less units on a per-SKU basis, and a decrease of over eighty percent revenue per SKU."

Nintendo 3DS software sales were a bright spot for the month, up 60 percent from May 2012. In addition, three 3DS titles factored into the top-ten chart for May.

"Overall entertainment software declines, down forty-four percent, were driven partly by sharp year-over-year declines within PC games due to poor comparisons to last year's Diablo III release," Callahan said.

"In May 2013, the top 10 games represented a lower percentage of sales compared to games from the previous few Mays at 18 percent of overall unit sales and 25 percent of overall dollars, compared to 30 percent of units and 45 percent of dollars in May 2012," Callahan continued. "This is contrary to trends we've been seeing over the last few years with the top ten games generating a larger percentage of overall sales and may be indicative of the weak new launch performance this May."

The accessories category posted the smallest declines, falling only 6 percent to $115.3 million.

"This is best May for point and subscription card sales on record for both unit and dollar sales," Callahan said. "Year-to-date, Skylanders accessory sales are trending positively, up close to fifty percent in unit sales and sixty percent in dollars compared to last year."

MAY US GAME SALES (May 5-June 1, 2013)
OVERALL DOLLAR SALES
Total retail sales: $386.3 million (-25%)
Non-PC hardware: $96.0 million (-31%)
Non-PC software: $175.1 (-31%)
Accessories: $115.3 (-6%)
Total software: $187.6 million (-44%)

TOP 10 GAMES FOR June 2013
Title (Platforms) - Publisher

1. Injustice: Gods Among Us (X360, PS3, Wii U) - Warner Bros.
2. Call of Duty: Black Ops II (X360, PS3, PC, Wii U) - Activision Blizzard
3. Donkey Kong: Country Returns (3DS, Wii) - Nintendo
4. Dead Island: Riptide (X360, PS3, PC) - Deep Silver
5. Luigi's Mansion: Dark Moon (3DS) - Nintendo
6. Metro: Last Light (X360, PS3, PC) - Deep Silver
7. NBA 2K13 (X360, PS3, Wii, Wii U, PSP, PC) - Take-Two Interactive
8. BioShock Infinite (X360, PS3, PC) - Take-Two Interactive
9. Battlefield 3 (Xbox 360, PS3, PC) - Electronic Arts
10. Lego Batman 2: DC Super Heroes (X360, Wii, DS, PS3, 3DS, Wii U, PS Vita, PC) - Warner Bros.


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Zeno Clash II Review

Written By Kom Limpulnam on Rabu, 08 Mei 2013 | 13.15

Combine first-person punching with liberal doses of mescaline, and you also might be able to design a game as insane as Zeno Clash II. ACE Team brings the weirdness in this beat-'em-up, a game every bit as bizarre as its 2009 predecessor and unfortunately mediocre in the end. Just like the first entry in this wacko franchise, this game is far more memorable for its surreal atmosphere than its artless fighting mechanics. Although the button-mashing brawling zips along quickly enough to be somewhat hypnotic, the main reason to stick around for the eight or nine hours of the campaign is to see what kinds of dengue fever dreams the developers have concocted.

Zen and the art of punching.

As in the first Zeno Clash, you play as a guy named Ghat, who lives in an alternate dimension called Zenozoic, which is populated by all manner of creeps inspired by Hieronymus Bosch paintings. Everything here is off--way off. The plot is completely incomprehensible. There is a good tutorial that walks you through combat, but it doesn't touch on anything else in the game. So you're abruptly dropped into this crazy world without any sort of preamble about what's going on.

You begin by helping your adoptive sister, Rimat (who seems to hate you for reasons never entirely clear), spring this lurching freak called FatherMother from the jail cell that he/she/it was tossed into by a mouthless monarch called Golem. Then you move into an adventure that resists any sort of explanation. It is virtually impossible to sum up what's going on here, even after finishing the eight- or nine-hour campaign that makes up the sole mode of play (which can be played solo or online cooperatively). Even the dialogue is incomprehensible, with the meaning of many lines chopped into bits, and with many assumptions that you've played the first game in the series.

Reality is a long, long way from anything in Zeno Clash II. Landscapes are populated by freakish fauna never seen on this planet, impossible architecture, and outlandish extra touches like disembodied heads and hands on furniture. The entire game has been designed to keep you off-kilter; even basic background details are skewed. Roads run in insane directions. Steps wind around like something from an M.C. Escher sketch. Bookshelves inside buildings are at crazy funhouse angles. Birds are randomly tethered to the ground. Trees sometimes sprout trumpets that alternate between spewing water and blowing bubbles.

Enemies and non-player characters that roam the world tend to be bipedal humanoids, but after that, all bets are off. You encounter elephant men, dwarfs in hoods, three-fingered goons with furry satyr legs, giant bloody creatures that resemble plucked versions of Big Bird, and all manner of deformed monstrosities that combine various human and animal features. It all looks attractively nightmarish, but the strange nature of everything is also intimidating, with so many weird details littering the landscape that the huge levels in the campaign (which is far more open than the more linear levels in the first Zeno Clash) can be needlessly bewildering. This is a particular problem when you have to solve the game's handful of puzzles, because it's hard enough to figure out what things are supposed to be, let alone figure out what you're supposed to be doing in the midst of all this madness.


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Top Five Skyrim Mods of the Week - Tardis Travels

Written By Kom Limpulnam on Senin, 06 Mei 2013 | 13.15

This week Seb and Cam hob aboard the Tardis to travel through time and relative dimensions in Skyrim. Also, they build a shop.

TARDIS - Time And Relative Dimensions In Space by ShatteredSteel
Steam Workshop Link

Grace Darklings Elven Scout Armor by Grace Darkling
Skyrim Nexus Link

Your Market Stall by wgstein
Skyrim Nexus Link

Armored SabreCat Mount by tumbajamba
Skyrim Nexus Link

Superb ENB-RL by sung9533 and Alakan
Skyrim Nexus Link

Subscribe to Top 5 Skyrim Mods of the Week on YouTube and never miss an episode.

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Sarah Lynch
By Sarah Lynch, Associate Producer

When not busy curating her novelty t-shirt collection, Sarah can be found shouting endless streams of nonsense into the great void of the internets. Greatest life achievement: finally having her very own crocheted Link hat.


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