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Guild Wars 2 Screens

Written By Kom Limpulnam on Rabu, 09 Oktober 2013 | 13.15

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Disgaea D2: A Brighter Darkness Review

It has been a decade since the original Disgaea graced the gaming world and turned the strategy role-playing game genre upside down. While numerous sequels have introduced different casts of wacky, demonic weirdos, longtime fans of the franchise feel a particularly strong connection with the original netherworld and its three leads: the egotistical Prince Laharl, his snarky vassal Etna, and the do-gooding fallen angel Flonne. The great news is that Disgaea D2 delivers what fans have been eagerly awaiting--a continuation of the story of Laharl and friends--while also streamlining gameplay. The result is a tremendously fun strategy RPG that might just have you spending weeks on end building a demonic army worthy of any overlord.

Laharl has successfully obtained the title of netherworld overlord after his struggle against the forces of Earth and Celestia. That doesn't mean that things have calmed down at all, however. If anything, they've only gotten weirder. There's a faction of demons loyal to Laharl's late father that utterly refuse to recognize Laharl's new title and are causing trouble. There's Laharl's alleged little sister, Sicily, an angel who mails herself to the netherworld to try to take the title of overlord for herself. There's the bizarre transformation of the netherworld hellscape into a lush, flowery field, which also has the side effect of turning Laharl into a girl. And that's all just within the first few episodes.

The Disgaea series is known for its humorous slant, and while there is the occasional serious moment, Disgaea D2 sticks primarily to silliness. It's charming and clever, filled with delightfully weird moments and odd twists that put a smile on your face. It helps that the majority of the cast and settings have already been established, meaning there's less time spent telling us who these characters are and more time spent letting us enjoy the eventful daily lives of delightfully dysfunctional netherworld nobles. If you're looking for hardcore melodrama and cataclysmic events, you'd best look elsewhere; Disgaea has always valued goofiness over gravitas.

The story, however, is only a portion of Disgaea's decade-tested formula for success. Unlike most strategy RPGs, Disgaea actively encourages free-form play by opening up avenues for powering up your characters, skills, and gear to your heart's content. After a few hours, you can ignore the main plot for huge chunks of time and simply grind your demonic army up to absurd levels if you so please. The thrill of being able to build an incredibly powerful team capable of conquering the most obscenely difficult of optional quests is one of the series' biggest draws. The changes and additions to the core gameplay in Disgaea D2 result in a very fun experience for both newcomers and hardcore power levelers alike.

Combat is largely the same turn-based, grid-driven affair that you find in most strategy RPGs. You can attack, use special skills, use items, and so forth. Attacking a foe while surrounded by teammates, however, yields the possibility of a more damaging team attack with up to four characters, and attacking the same foe multiple times in rapid succession yields a damage boost. Player-controlled characters can also lift and throw allies, enemies, and certain objects to get a positioning advantage.

Those features are pretty standard for the series, but new to Disgaea D2 are mounted attacks and follow-up attacks based on characters' affinity for each other. The magichange system of Disgaea 3 and 4 has been replaced with a "mount" command that lets a humanoid character ride on a friendly monster unit. The monster handles movement and takes damage, while the human character does the attacking and uses skills (save for special mounted abilities requiring both characters). The mount system is very useful, allowing monsters to protect weaker characters while leveling and giving additional movement options. There are some drawbacks, though: mounted units can't throw other characters, and some skills are unusable while riding.


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The Story That Chose David Cage - Beyond: Two Souls

Written By Kom Limpulnam on Selasa, 08 Oktober 2013 | 13.15

@sensesfail99 @Tiwill44 Heavy Rain had voice acting that ranged from tolerable to awful (JASON!!!), plotholes galore, the revelation of the killer contradicts too much, several scenes that are just goofy (that chase sequence through the market. Seriously?), almost all of Madison's scenes are rape-like, and David Cage has apparently no idea how kids behave. 

Indigo Prophecy was even worse with flat characters, an overly convoluted storyline that jumped all over the place without any logic and rushed to a mediocre conclusion, radical character shifts that make no sense (Karla just instantly believing Lucas despite having no reason to), lots of pointless scenes that add nothing (Karla and Tyler sparring? Tyler playing basketball? There's no dialogue and we gain nothing from it, just a time-waster), zombie intercourse (like, really, what is wrong with you, David Cage?!), and the fact that David Cage clearly ripped off Grant Morrison's The Invisibles at one part, he didn't even bother to change the name of the organization! 

After two such massive strike-outs it's very reasonable for people to be wary of Beyond. Cage it outdated anyway with the existence of Telltale Games' The Walking Dead. Those guys took the QTE-driven gameplay and "choices affecting the narrative" ideas that Cage had and actually combined them with characters to care about and a cohesive narrative that didn't fall apart like Cage's stories do. That's why I'll be looking forward to Telltale Games' Fable game and couldn't care less about David Cage's next project since he's yet to prove he knows how to tell a workable story.


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Call of Duty: Ghosts will get dedicated servers on PC, current-, and next-gen

First-person shooter Call of Duty: Ghosts will feature dedicated servers for online multiplayer on current-generation and next-generation consoles, as well as for the PC.

The news was announced by Mark Rubin, executive producer at developer Infinity Ward. Posting on Twitlonger, a service which allows for extended posts on Twitter, Rubin elaborated on Infinity Ward's plans for dedicated servers.

The post details that Call of Duty: Ghosts "will be using a hybrid system of dedicated servers and listen servers".

Rubin cited the inclusion of dedicated servers as part of an "overall plan to improve connectivity".

Call of Duty: Ghosts releases on November 5 for Xbox 360, PlayStation 3, Wii U, and PC, before arriving later in the month for Xbox One and PlayStation 4. The game is currently on track to be the most pre-ordered title this year.


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Reality Check - Why Do We Love Video Game Music?

Written By Kom Limpulnam on Senin, 07 Oktober 2013 | 13.15

Although, I agree with most of the article, I actually don't listen for the nostalgia.  I actually just love the music, even in all it's simplicity when I enjoy an old NES track.  Actually, some of those older games were technical beasts in terms of composition.  On the NES they only had 5 audio tracks to use, and usually 1 or 2 of them were dedicated to sound effects.  So, the songs would only have 2-4 parts in them.  Gosh, look at Pharaoh Man from Mega Man 2, and listen to the bass line.  That shit is INSANE and I love it.  I actually get bored by modern video game music because it sounds too much like modern movie music...it doesn't really spur any emotion in me and it doesn't attract my musician side...I think back to Crysis 2.  The title screen melody was like, 2 notes.  Plus i twas by Hans Zimmer, who needs to retire from music, in my opinion.  He's terrible.   I was very impressed by the boss music in Dark Souls, because they sounded like actual compositions instead of just "mood music."  Final Fantasy 6 and Secret of Mana are the kings of music, in my opinion.  So many great tracks from those two games.  Okay, end rant.  :D


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Racing Against the Cloud - Forza 5 Community Q&A

Take a look at a teaser for this film that will show the practical exploration of what that power is capable of, giving you a visceral sense of the incredible things only Tanner, the McLaren 12C and Forza Motorsport 5 can do.

Posted Sep 18, 2013 | 1:09 | 0 Views


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GTA Online patch hits PS3, Xbox 360

Written By Kom Limpulnam on Minggu, 06 Oktober 2013 | 13.15

[UPDATE 3] The GTA Online patch is now available on Xbox 360.

[UPDATE 2] Rockstar Games said this evening that it now expects the GTA Online title update to hit Xbox 360 "sometime overnight." The update aims to address a number of issues, which are listed on the Rockstar Newswire.

[UPDATE] Rockstar Games this morning released the GTA Online patch for the PlayStation 3. The developer is currently working to get it up for the Xbox 360 "as soon as possible."

The original story is below.

Some of Grand Theft Auto Online's numerous bugs and issues could be patched out as early as tomorrow, October 4, Rockstar Games said today.

"We're currently working on a title update for both PlayStation 3 and Xbox 360 to address commonly reported issues with GTA Online," the developer said in an update on its website. "We hope to have it out for download as soon as tomorrow."

GTA Online--the multiplayer mode for Grand Theft Auto V--has been beset with numerous issues since launch on Tuesday. In some cases, players have not been able to access the mode at all.

Yesterday, Rockstar removed microtransactions from GTA Online.

The launch issues for GTA Online were expected. Ahead of release last week, Rockstar said players should expect various "growing pains," including crashes, glitches, "crazy bugs," and gameplay modes and mechanics that need rebalancing.

These issues are "inevitable," Rockstar said at the time, due to the "massive" nature of the open-world game.

For more on GTA Online, check out GameSpot's "Five Tips to Get You Started in GTA Online" feature.


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Pokemon X/Y Review

Written By Kom Limpulnam on Sabtu, 05 Oktober 2013 | 13.15

The foundation upon which the Pokemon series stands is firm and unyielding, meaning that catching critters and taking them into turn-based battles is its very essence. Pokemon X/Y--the first of the main series to make it onto the 3DS--is the same Pokemon experience at its core, which means it's a compelling adventure driven by complex rock-paper-scissors-like gameplay and a charming cast of hundreds of creatures to capture.

However, Pokemon X/Y is not just a copy of what has come before. Pokemon X/Y's foundations are surrounded by a scaffolding of new features that build upon its gameplay fundamentals. You will love the new ability to tinker with each individual pokemon's base stats, for example, and some gameplay frustrations have been ironed out to create a more enjoyable experience for old-school players and newcomers alike. For example, the ability to tinker with each pokemon's base stats is a great addition since it affords you an opportunity to optimize individual combatants for your play style. Perhaps you value speed above all else for the pokemon that you send out first but prefer others in your party to focus on damage output or survivability; these traits are malleable, and can really make a difference when you're well-trained team has its back to the wall. Whether you're a pokefreak or a trainer who hasn't played since the days of Red and Blue, Pokemon X/Y is easily the most enticing entry in the franchise in years.

Evolution just does not want to stop in the Pokemon world.

A lot of what makes it immediately enticing is its upgraded visuals. The move to full 3D environments and characters--a first for the main series--makes Pokemon X/Y not only the most gorgeous-looking Pokemon game ever, but also one of the better-looking games released on 3DS to date. It's impressive to finally see your Pokemon battle it out as more than low definition 2D images, and the nicely detailed character models truly add to the connection you feel with your little critters. You'll wince as your expressive pokemon grimaces in pain after being struck, bite your lip in anticipation as a pokeball struggles to contain a freshly caught creature, and marvel at some of the sights you see in your travels.

Kalos, the region in which this particular adventure is set, is lush and green for the most part, with fields of colorful wildflowers adding vibrancy to the countryside. Some of the buildings you find yourself in are impressive as well. The bug pokemon gym, for example, sits atop a delicate spiderweb with dew hanging off its threads, while the electric gym puts you in a series of gaudily lit game-show-like sets. The camera does a good job of keeping things visually interesting, shifting angles as you move from location to location to give you dynamic views of the environment.

But the highlights of the game are the pokemon themselves. One of the hallmark features of the Pokemon series has always been the charming designs of its creatures, and they're shown off to great effect here. There are, unfortunately, quite a lot of shared animations in battle (such as the butt-facing shake of Tail Whip or the forward hop of a Charge), but the hundreds of pokemon feature enough unique moves and twitches that their personalities shine through regardless. You know an Azurill is a happy chappy by the way he bounces on his blue balloon, for example, while a little wag of Fennekin's bushy tail signals she's impatient for you to make a move. Pokemon attacks have some serious visual impact, too. Water pokemon lift high into the air on a column of blue water when initiating the surf attack, while the devastating laser-like beam of an Oblivion Wing looks like it could hurt. Pikachu and his pals have never looked so good.

Its looks may be a major step forward, but Pokemon X/Y is still rooted in the series' classic tropes. Little about the core gameplay or the adventure you undertake is wholly new. You're a young trainer travelling the region and collecting data on pokemon, and along the way you run across a nefarious scheme being concocted by a group of villains (in this case, Team Flare). Team Flare has an interesting evil plot, and you'll come across a few lovely moments involving a major character and his beloved pokemon, but for the most part, the narrative, as always, plays second fiddle to the gameplay itself.

The core mechanics of capturing pokemon, using them and leveling them up in battles, exploiting type weaknesses, all to eventually defeat eight gym leaders and become the regional champion, remain the same. Pokemon games have long had a knack for bringing out latent compulsive tendencies, and X/Y is no exception. The game is still a compelling mix of strategy and collection. Pokemon X/Y adds a new type of creature to the mix, meaning its rock-paper-scissors-like mechanic of exploiting specific type weaknesses has become even more intricate. The thrill of playing out a well-executed battle where you successfully manage to prey on your opponent's weak points while minimising yours has long been one of the main joys of Pokemon, and it's still strong in X/Y.

There's more pokemon to catch than ever before, too, with this game's Pokedex spanning all of the previous games in the series. This means you'll see plenty of new and familiar faces.You'll find yourself relentlessly scouring patches of wild grass to try to capture that one elusive pokemon you know is hiding there, and you'll curse your bad luck when a random battle begins with a type mismatch against you. You'll become obsessed with your pokemon's stats, analyzing and comparing one creature against the other to see which is superior. And while the game's returning mechanics remain invigorating, other core aspects of the series remain frustrating. For example, the random encounter nature of dungeons and grasslands can still get annoying when all you want to do is make it to the next gym, and the storage system that you're forced to keep all but six of your pokemon in at all times is unwieldy enough that individuals can be difficult to find unless you devise your own system for organizing them.


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GS News - Microsoft says ‘Xbone‘ will stick

Written By Kom Limpulnam on Jumat, 04 Oktober 2013 | 13.15

I don't plan on buying either console (yet), I've got plenty of games that I haven't played yet on PS3, 360, and my main gaming beau, my PC. I'm always showing up fashionably late to the next gen eras anyway. Come to think of it I'd still like to play Red Dead Redemption, Dishonored, and The Last of us just to name a few. 

As far as the Xbone name sticking, I believe it will last the length of the systems life, or will most likely just resort to being referred to as just simply Xbox. I'm still leery about Microsoft (for reasons other than just the Xbox One.) So I'm just going to sit back and watch the fun/chaos.

Glad to see the microtransactions being disabled for GTA V online, but it's never been stated whether or not this is a temporary change or permanent. Either way GTA V's single player mode will or should be given a free pass on it's online fiasco considering how great the game is. Rockstar games always deliver.


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A Tribute to Tom Clancy

I have so many things to say to this extraordinary person, but I believe I just made the right, compressed statement to GS News yesterday, so I comment it down below:

Tom Clancy. What a wonderful fellow. I do read almost all of his novels and books on modern warfare, watched the movie versions of those, played his games, and he has made me a Military Science Enthusiast and Historian. I owe him a lot since high school, he opened the Military Strategist and Tactician in me. He is a legend.

Tom Clancy is one of finest people in the world I look upon as inspiration, Eric Durschmied the other when limiting the topic into Military Science.

Thank you for being an inspiration to me and to other military science enthusiast and RTS-Military Action fans around the world. RIP Tom Clancy. I will never ever forget you. Thank you.


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