Diberdayakan oleh Blogger.

Popular Posts Today

9.03m Review

Written By Kom Limpulnam on Minggu, 05 Januari 2014 | 13.15

The most lasting monument that will be built to honor me is likely to be a simple gravestone with my name and dates of birth and death etched into it. A tombstone is an enduring memorial, but it's also an impersonal one. It's difficult to express the wonder and the turmoil of a single human life with a single slab of granite and a bouquet of flowers resting at its base.

9.03m seeks--but ultimately fails--to honor memories in a way a simple monument cannot. It is an interactive memorial for the precious souls lost in 2011 when a powerful tsunami devastated Japan's eastern coast. It does not depict the lives of known victims, nor does it present a solemn list of names on which to pontificate. Instead, it leads you across a tranquil beach in first-person perspective, where glowing markers lead you to dark silhouettes that represent lives cut short. As you approach, the shadowy figures dissipate, replaced with precious items that embody the joy, the youth, and the love that were washed away in the destructive deluge. The first figure: a young boy who vanishes, and is then substituted with a soccer ball, which in turn erupts in a flash of luminous particles, leaving a butterfly that flutters ahead, guiding you to the next shadow.

This 10-minute journey uses emotionally manipulative audiovisuals to make its impact. The sky, the sand, the ocean, and even the sun are infused with an indigo hue, initially lulling you into a serene melancholy underscored by the hushed roar of waves lapping at the shore. A maudlin piano soundtrack creates momentary dissonance with suspended chords, then gives way to relaxed thirds--a simple, proven method of inviting quiet contemplation. Each cherished object you examine (a music box, an engagement ring, and so forth) brings to mind an individual who will never dream again, yet each butterfly seems to emblematize the victim's soul, the game implying in its cliched conclusion that the spirits of the lost live on.

You might call 9.03m a form of interactive poetry, though its final message is more "Hallmark card" than "heartfelt eulogy." It is undoubtedly committed to its manipulation; the gentle camera movements, glittering waves, and hazy visuals want to comfort you, to embrace you. And in some sense, 9.03 works, in the way a Thomas Kinkaide painting works, or a Stephenie Meyer novel works. It has a shallow allure that allows you to use words like "pretty" and "pleasant" to describe it. But the game's laudable sentiment is an empty facsimile of grief and hope, rather than an honest expression of those emotions. Just as a tombstone is too dry and solemn to properly commemorate the tumult of a human life, 9.03m is too hollow to be a respectful tribute, and never uses player interaction in any meaningful way.

9.03m thus has no more to offer than would a pretty landscape drawing dedicated to the tragedy's victims. It's hard to fault the developer's intentions, and I appreciate the game's tranquil color palette and its pensive atmosphere. In a different context, 9.03m might have been a lovely trifle--but the lives snuffed out in 2011, and the survivors that mourn them, deserve more than just a trifle.


13.15 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Best Mods of 2013!

Top 5 Skyrim Mods trawls the enormous mod catalogue so you don't have to, bringing the very best world-changing mods to your screen. From high detailed armour mods to exploding chickens, there's nothing our bold adventurers won't try.

Subscribe to for notifications when new shows are available!

Subscribe

13.15 | 0 komentar | Read More

Ska Studios releases TIME VIKING!!!!!ANDSPACERAPTOR

Ska Studios, the developer behind Charlie Murder and The Dishwasher, has quietly released one more game before 2013 came to a close, officially listed on the Xbox Marketplace as TIME VIKING!!!!!ANDSPACERAPTOR. You can download a trial game for free on Xbox 360 and get the full version for $1.

Ska Studios considers it a spiritual successor to its earlier and lesser known I MAED A GAM3 W1TH Z0MB1ES!!!1, another Xbox Live Indie Game that Ska released for $1. The game didn't get as much attention as Ska's later releases, but it was well liked by those who found it, including many Gamespot readers.

The game's description is just as ridiculous as its title, and hence useless in describing what it actually is, but as you can see from its trailer (which is worth watching for the song alone), it seems like a 2D shooter for one or two players, in the signature Ska Studios hand drawn art style.


13.15 | 0 komentar | Read More

Gamespot's Site Mashup

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

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

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

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

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


13.15 | 0 komentar | Read More

Violett Review

Written By Kom Limpulnam on Jumat, 03 Januari 2014 | 13.15

In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.

The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.

Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.

After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.

This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.

Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.

Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.

Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!

From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.

There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.

A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?

While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.

Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.


13.15 | 0 komentar | Read More

Battlefield 4 double XP event rescheduled for tomorrow

Problem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a whileProblem contacting EA Login, please try again in a while


13.15 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Kamis, 02 Januari 2014 | 13.15

Gamespot's Site MashupThe Point - Most Anticipated Games of 2014Halo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 01 Jan 2014 21:24:39 -0800 http://www.gamespot.com/videos/the-point-most-anticipated-games-of-2014/2300-6416708/ Danny celebrates the new year by listing the top five games he's most looking forward to in 2014 in no particular order. Wed, 01 Jan 2014 12:00:00 -0800 http://www.gamespot.com/videos/the-point-most-anticipated-games-of-2014/2300-6416708/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/

Gamespot's Site MashupThe Point - Most Anticipated Games of 2014Halo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 01 Jan 2014 21:24:39 -0800 http://www.gamespot.com/videos/the-point-most-anticipated-games-of-2014/2300-6416708/ Danny celebrates the new year by listing the top five games he's most looking forward to in 2014 in no particular order. Wed, 01 Jan 2014 12:00:00 -0800 http://www.gamespot.com/videos/the-point-most-anticipated-games-of-2014/2300-6416708/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/


13.15 | 0 komentar | Read More

Halo for Xbox One is Halo 5, Xbox Australia says [UPDATE]

Written By Kom Limpulnam on Rabu, 01 Januari 2014 | 13.15

[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."

The original story is below.

The all-new Halo game Microsoft announced for Xbox One at E3 2013 in June is Halo 5, not a spinoff, according to a Facebook post today from Xbox Australia.

As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."

In June, former Xbox boss Don Mattrick referred to the new Halo game as Halo 5.

However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "legitimate."

We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.

Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following Halo: Spartan Assault, which launched for the new system just this week.

Filed under:
Halo
Xbox One
343 Industries

13.15 | 0 komentar | Read More

Violett Review

In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.

The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.

Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.

After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.

This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.

Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.

Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.

Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!

From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.

There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.

A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?

While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.

Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.


13.15 | 0 komentar | Read More

2013 Year In Review - PlayStation

@LethalMigraine @sakaixx I know right! Especially when you look at all those great XBox exclusives like... That one that... You know... XBox... Well at least there's the Xbox One thats better than the PS4 at streaming to Twitc... No... Focusing on the gamer... No, not that... Not pissing flui... Wait... Well Xbox Gold is offering games now! What does Sony have to say about... Plus, oh yeah!

Trolls aside, you're pretty fucking simple minded!

Save you're fan boy antics for the right thread


13.15 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger