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Gamespot's Site Mashup

Written By Kom Limpulnam on Sabtu, 02 Agustus 2014 | 13.15

Gamespot's Site MashupDestiny Beta Players Completed 88 Million Missions and MatchesGS News Top 5 - New BioWare Game; How Improved Is The Last of Us On PS4?Quick Look: Lovely PlanetTitanfall: Frontier's Edge DLC - Is It Worth It?Flappy Bird Returns With Multiplayer, But Only for Amazon Fire TV Right NowEA Gives The Sims 4 Players Special Items for Owning The Sims 3 and Its ExpansionsThis Upcoming PC FPS Has No Leveling, Classes, Regenerating Health, or Cover SystemThe Point - Doom 3 Is Ten Years OldDo You Hear Games' Sounds After You're Done Playing? You're Not Alone, Study FindsGameStop Now Fingerprinting People Trading in Games in Philadelphia to Help Fight CrimeFIFA 15 Strives for Realism, But Rights Issues Result in Missing Brazilian TeamsThe Guy Behind Uncharted 2's Epic Train Sequence Now Works at Infinity WardHyrule Warriors - Impa and a Naginata Gameplay TrailerHyrule Warriors Doesn't Have Online Support, Instead Features Local Co-opNo Man's Sky Confirmed for PC, Is a PS4 Timed Exclusive

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 01 Aug 2014 22:40:51 -0700 http://www.gamespot.com/articles/destiny-beta-players-completed-88-million-missions/1100-6421451/

This week, Bungie announced that 4.6 million people had played the Destiny beta, making it the biggest beta test for a new IP on a console. Today, the developer published on its website even more statistics that further reveal the size of the beta.

Destiny players completed 88 million missions and matches throughout the beta. To compare, only 6.5 million games were played during Destiny's alpha test in June. You can check out a breakdown of Bungie's measurements below.

General beta stats:

  • 4,638,937 unique players
  • 853,235 maximum concurrent players
  • 6,500,000 Guardians created
  • 966,163 players used the companion app
  • 88,384,720 games played
  • 182,555,165 orbs of light generated
  • 20 percent of player time was spent in the Tower hub world

Story, Strike, and Exploration mission stats:

  • 3,704,508,840 kills
  • 164,413,177 deaths
  • 57,871,777 activities played
  • 97 percent of activities completed
  • 12,292,159 public events joined
  • 97 percent of public events completed
  • 61,919,895 Guardians revived
  • 22.53 community kill/death ratio

The Crucible competitive multiplayer stats:

  • 30,512,943 activities played
  • 350,001,062 kills
  • 123,650,016 zones captured
  • 167,380,061 primary weapon kills
  • 54,675,685 special weapon kills
  • 14,813,794 heavy weapon kills
  • 544,847 vehicle splatters
  • 1,010,401 people participated in Iron Banner events

We played a lot of the beta and you can read about some of our concerns about the game here. You can also check out all of our beta coverage here. Destiny launches on September 9 for Xbox 360, Xbox One, PlayStation 3, and PlayStation 4, but it's not known yet if your beta progress transfers to the full game.

What did you think of the beta? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421451Fri, 01 Aug 2014 18:06:00 -0700 http://www.gamespot.com/videos/gs-news-top-5-new-bioware-game-how-improved-is-the/2300-6420585/ 2300-6420585Fri, 01 Aug 2014 16:00:00 -0700 http://www.gamespot.com/videos/quick-look-lovely-planet/2300-6420594/ 2300-6420594Fri, 01 Aug 2014 15:00:00 -0700 http://www.gamespot.com/videos/titanfall-frontier-s-edge-dlc-is-it-worth-it/2300-6420597/ 2300-6420597Fri, 01 Aug 2014 14:30:00 -0700 http://www.gamespot.com/articles/flappy-bird-returns-with-multiplayer-but-only-for-/1100-6421449/

As creator Dong Nguyen promised, Flappy Bird has returned. A new version of the massively popular mobile game is now available on Amazon Fire TV, presumably before a wider release for iOS and Android devices.

The new version of Flappy Bird is called Flappy Birds Family. It includes new features like a Person vs. Person mode and, as if the standard green pipes weren't challenging enough, additional obstacles (ghosts) to avoid. The game is still "very hard," according to the description.

Flappy Birds Family is compatible with Amazon's proprietary video game controller and the Fire TV remote.

When Nguyen announced in May that Flappy Bird would return, he said the new version would be "less addictive." One of the first reviews for Flappy Bird Family says this goal has been met. "This version is not as addictive as the original, and for that I am thankful!" wrote one reviewer.

Nguyen removed the game from iTunes and Google Play in February after writing on Twitter: "I cannot take this anymore." The decision to pull the game was a serious one, as the title was pulling in an average of $50,000 in daily ad revenue.

]]> 1100-6421449Fri, 01 Aug 2014 13:19:00 -0700 http://www.gamespot.com/articles/ea-gives-the-sims-4-players-special-items-for-owni/1100-6421448/

Sims fans who plan on picking up The Sims 4 will be entitled to a variety of special in-game rewards, provided they own The Sims 3 or its expansions.

The newly announced Sims 4 Rewards program will give you one in-game item per Sims 3 expansion you own, as well as one for the base game itself. Each of these items is a different-colored lamp in the shape of the Sims logo that will "affect your Sims' emotions and personalities in a unique way."

There were 11 expansion packs released for The Sims 3, meaning there are 12 lamps to collect in all. Should you be enough of a fanatic to own the full dozen--I, myself, will have to make do with two measly lamps--you'll get a bonus reward in the form of the "Ultimate Freezer Bunny award."

To receive your rewards, you need to have either purchased the game or expansion through Origin, or registered it through the official website. Once you've done so, visit the rewards page and the corresponding items will unlock so that they are available in the Build Mode catalog in The Sims 4. You have until December 31, 2015 to claim your rewards.

Sims' emotions are a point of emphasis in The Sims 4. The focus on this aspect of the game is one of the reasons cited for the lack of toddlers and pools, which have been a major point of criticism among fans. Further fueling complaints from fans is the prospect of a Battlefield Premium-esque service that EA may plan on offering.

The Sims 4 is scheduled for release on September 2. EA recently announced its system requirements, which you can view here.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421448Fri, 01 Aug 2014 13:17:00 -0700 http://www.gamespot.com/articles/this-upcoming-pc-fps-has-no-leveling-classes-regen/1100-6421447/

Modern first-person shooter games like Call of Duty and Battlefield have conditioned players to expect elements like leveling, classes, and cover systems. But one upcoming FPS has none of those features, and its developer--German studio Reakktor--says the game is better off for it.

Toxikk is a PC title built using Epic Games' Unreal Engine. The game is designed to return the arena FPS genre to its roots, which means no leveling, no regenerating health, no perks, no cover systems, no classes, no configurable weapons, and no iron-sight aiming. "Toxikk plays as if today's military shooters never existed," its developers say.

Instead, players will find that Toxikk allows for "fast and precise movement," thanks to "deeply configurable" mouse controls. You can also perform double-jumps and dodge-jumps. In addition, players can pick up various performance boosters in the game to supplement your arsenal of weapons. There are nine unique guns in all, and you can carry them all simultaneously. In addition, every weapon has a secondary fire mode.

When you die in Toxikk (and it sounds like that will happen often), you will respawn with a melee weapon and basic pistol, nothing more. You'll need to find other weapons on the battlefield. Though there is character customization, it is cosmetic in nature only, Reakktor says. This is part of ensuring that "all players are equal."

Toxikk gives off a Unreal Tournament meets Halo vibe

There is an XP system in Toxikk, but this system, and the ranks associated with it, are used for reputation and matchmaking purposes only. Toxikk will also include an offline bot mode for players who would like to hone their skills before going head-to-head against live opponents on the battlefield.

Toxikk is a paid game, and you can pre-purchase a copy today from Reakktor for $15. Though free-to-play is a rising trend on PC, Reakktor wants nothing to do with this business model.

"We believe that classic arena FPS and free-to-play don't go well together," Reakktor says. "A true arena FPS requires all player characters to have equal stats and the availability of all weapons to everyone. Always! The skill of a player should be the only deciding factor about victory or defeat. Allowing players to buy different (i.e. better) weapons or to permanently boost their stats does totally contradict the idea of classic arena FPS gaming in our opinion."

Toxikk will have two kinds of maps: Classic Maps and Massive Maps. Classic Maps will feature fast-paced gameplay and are described as medium-sized environments for up to eight players. Massive Maps, on the other hand, will require more strategic gameplay on larger-sized locales for up to 16 players. There will also be various vehicles like gliders and hoverbikes exclusively on Massive Maps.

Another component of Toxikk will be user-generated content. All players can apply for a free software development kit (SDK) that will allow them to build their own maps, characters, and skins for the game. Reakktor will eventually launch a "hub" for users to submit their own content, which can then be voted on. All user-generated content will be offered for free.

"We believe that classic arena FPS and free-to-play don't go well together" -- Reakktor

Could Toxikk come to consoles some day? Reakktor hasn't ruled it out, but it doesn't sound likely. "We believe that shooters are meant to be played with mouse and keyboard," the developer said. "That's why Toxikk is exclusively designed for PC. At this point, we do not intend to port the game to any other platform."

Reakktor is launching Toxikk all on its own, without a publisher. According to Reakktor, that means it does not have access to a marketing team to help promote the game. The developer hopes that fans will spread the word about Toxikk to make the game a success.

Reakktor says the core experience for Toxikk is "pretty much finished," and the studio is now working on more multiplayer maps and fine-tuning player movement within the game. The developer is also looking for fan feedback, and encourages you to submit your ideas and opinions through the game's official forums, where you can talk directly to developers.

Toxikk is in development exclusively for PC and should launch on Steam as an Early Access title later this year.

]]> 1100-6421447Fri, 01 Aug 2014 12:46:00 -0700 http://www.gamespot.com/videos/the-point-doom-3-is-ten-years-old/2300-6420592/ 2300-6420592Fri, 01 Aug 2014 12:46:00 -0700 http://www.gamespot.com/articles/do-you-hear-games-sounds-after-youre-done-playing-/1100-6421446/

Sometimes after a long session of playing a video game, some people will continue to hear the game's sounds in their minds. According to a new study, this can be an actual psychological effect of playing games, and it's called a "Game Transfer Phenomenon."

Previous studies have found other Game Transfer Phenomena that manifest themselves in visual responses, such as Tetris players continuing to see blocks falling even after they close their eyes. This research, conducted by Nottingham Trent University's International Gaming Research Unit, is the first such study to determine a link between video games and auditory responses.

As reported by The Guardian, researcher Angelica Ortiz De Gortari explains that players heard many different sounds from games after they were done playing them. "There were lots of examples of players hearing the game music, in the same way as you continue to hear music in your head when you've stopped listening," she said. "Some players heard voices, some heard game sounds. Often it happens when you're trying to fall asleep--players would look for their computer or console because they thought they'd left the game on."

There were also other, more unique examples of players hearing sounds, such as a person who heard music from Portal after passing buildings that reminded him of in-game structures. Additionally, according to De Gortari, "There was a gamer who, whenever it was dark, would hear the sound of the crackling radio signal from Silent Hill, warning him that monsters were coming."

It's important to note that this study was conducted on a small group of people and still is in a preliminary stage. The researchers do not know enough yet to explain why this happens, either. And yet, it's still an interesting phenomenon, one that I occasionally experience myself.

Do you ever experience Game Transfer Phenomena? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421446Fri, 01 Aug 2014 12:38:00 -0700 http://www.gamespot.com/articles/gamestop-now-fingerprinting-people-trading-in-game/1100-6421436/

[UPDATE] GameStop has issued a statement on the matter, saying the initiative was implemented at the request of local authorities and has been in place since the beginning of July.

"It's a process that we've recently implemented (starting in early July) in Philadelphia area stores at the request of the Philadelphia police department," the GameStop representative said. "[It] is a practice we've also put into place in other parts of the U.S., depending on local or statewide second-hand dealer or pawn broker laws. However, at this time we are reviewing the process to determine if it's one which should be continued in Philadelphia."

The original story is below.

Some GameStop stores in Philadelphia are now requiring that people who trade in games provide a fingerprint scan for "certain transactions," CBS Philadelphia reports today based on conversations with the retailer, local government, police, and shoppers.

According to GameStop, it is following a local law that says the retailer is allowed to collect thumbprints. These scans eventually make their way into a database that helps law enforcement nab thieves who seek to use GameStop as a pawn shop of sorts to unload their goods.

Philadelphia city solicitor Shelley Smith says that GameStop is not required to collect the thumbprints to abide by the city's pawnbroker order. "What GameStop does doesn't meet any of the elements of the definition in the code, so the pawnbreaker ordinance doesn't apply to GameStop," she said.

The Philadelphia Police Department, on the other hand, tells CBS Philadelphia that GameStop is being proactive by obtaining customer fingerprints and uploading them to a database known as LeadsOnline.

Still, GameStop shoppers outside of a store in Philadelphia's Center City district are not too pleased about the new policy. "I really don't appreciate it," one person said. "You fingerprinted me like I'm in a police district. No, I'm at a game store." Another shopper said, "I think it's an overreach. It's going too far."

GameStop's fingerprinting initiative is currently only underway in Philadelphia itself, but not the suburbs. We have reached out to GameStop for further clarification about this new policy for Philadelphia and will update this story with anything we hear back.

]]> 1100-6421436Fri, 01 Aug 2014 12:15:00 -0700 http://www.gamespot.com/articles/fifa-15-strives-for-realism-but-rights-issues-resu/1100-6421444/

With FIFA 15, EA Sports continues to strive for realism, what with its shirt-pulling and heaving chests. But something it won't be able to create a realistic virtual representation of are the domestic Brazilian soccer leagues.

In a post on the EA Sports blog, the developer announced it would not be including Brazil's domestic leagues and their players in its latest game. This is said to be the result of "some changes in the ways players are licensed," which the company did not detail. It did leave the door open for these leagues and players to return in the future, stating, "[W]e continue to keep the lines of communication open with the Brazilian rights holders."

Even if future negotiations go nowhere, it doesn't mean fans of Brazilian soccer players are completely out of luck. EA Sports has retained the rights for the Brazil National Team (the company scored only six goals on the team in the process) and Brazilian players who play in other leagues around the world. This means you'll still have the opportunity to play as Neymar and company in FIFA 15.

FIFA 15 is scheduled for release on September 23 in North America and September 26 in Europe. Argentina's Lionel Messi is the worldwide cover star, while the North American version also features Clint Dempsey. In recent weeks, EA Sports has been showing the myriad ways in which FIFA 15 is its most realistic soccer game yet, thanks to features like visible breathing and player-specific movement.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421444Fri, 01 Aug 2014 11:37:00 -0700 http://www.gamespot.com/articles/the-guy-behind-uncharted-2s-epic-train-sequence-no/1100-6421445/

Two prominent Naughty Dog developers have quit the Uncharted and The Last of Us studio to join Call of Duty developer Infinity Ward. Taylor Kurosaki, a ten-year Naughty Dog veteran who most recently served as narrative design lead at the studio, now works at Infinity Ward as its narrative director for an unspecified project. Joining Kurosaki at Infinity Ward from Naughty Dog is Jacob Minkoff, a former lead game designer, who now works as a design director at the studio.

"Very psyched to share that I've joined the phenomenal team at Infinity Ward as the studio's narrative director," Kurosaki wrote on Twitter. To infinity and beyond!" Meanwhile, Minkoff confirmed his move to Infinity Ward on Twitter and said he's looking forward to being able to play Uncharted 4: A Thief's End as a fan.

You might not know Minkoff by name, but you're likely aware of his work; he designed and developed the epic train sequence in Uncharted 2: Among Thieves. Most recently, he served as lead designer on Uncharted 3: Drake's Deception and The Last of Us.

Infinity Ward created the acclaimed Call of Duty: Modern Warfare series, and most recently released Call of Duty: Ghosts, a new Call of Duty sub-brand, in 2013. Given that the Call of Duty series now on a three-year development cycle, it stands to reason that Infinity Ward's next Call of Duty game will launch in 2016.

Kurosaki and Minkoff aren't the only two high-profile Naughty Dog developers to leave the company this year. The pair's exit from Naughty Dog follows the departures of Uncharted 4: A Thief's End writer Amy Hennig and game director Justin Richmond earlier this year. Naughty Dog veterans Neil Druckmann and Bruce Straley are now co-directing Uncharted 4: A Thief's End.

The move for Kurosaki and Minkoff isn't all that dramatic, at least in terms of where they will physically go to work every day. Naughty Dog (Santa Monica, Calif.) and Infinity Ward (Woodland Hills, Calif.) are separated only by a 25-minute drive.

Tony Hawk and Guitar Hero studio Neversoft was recently folded into Infinity Ward to create a "super-studio."

]]> 1100-6421445Fri, 01 Aug 2014 11:16:00 -0700 http://www.gamespot.com/videos/hyrule-warriors-impa-and-a-naginata-gameplay-trail/2300-6420590/ 2300-6420590Fri, 01 Aug 2014 10:46:00 -0700 http://www.gamespot.com/articles/hyrule-warriors-doesnt-have-online-support-instead/1100-6421443/

Hyrule Warriors features Dynasty Warriors level and gameplay design with a number of characters from the Legend of Zelda series. One thing it won't have, however, is online multiplayer.

This week, the official Japanese Hyrule Warriors Twitter account confirmed that you will not be able to team up online to play the game. However, there is still a co-op mode in Hyrule Warriors. It's restricted to local play only, with one player using the Wii U GamePad and another using a Wii Remote or Wii U Pro controller.

Yesterday, Nintendo announced that there will be a Nintendo Direct livestream showing off the game on Monday and revealing a few new details, as well.

Hyrule Warriors is a collaboration between Dynasty Warriors developer Tecmo Koei and Nintendo, and it launches on September 26. You can read our hands-on preview of the game here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421443Fri, 01 Aug 2014 10:46:00 -0700 http://www.gamespot.com/articles/no-mans-sky-confirmed-for-pc-is-a-ps4-timed-exclus/1100-6421442/

No Man's Sky details have slowly emerged since its announcement in December 2013. We've gotten a look at the gameplay, heard about the game's infinite world, and seen the game's procedural generation at work. But developer Hello Games has been quiet about which platforms the game would release on. We knew it was coming to the PlayStation 4, but how about the PC?

Now we know that No Man's Sky will, in fact, launch on PC--although not right away. In the September issue of Edge, the game is confirmed to be a timed PS4 exclusive and will be released on computers at a later date.

Hello Games' Sean Murray explained to Edge that working with the PS4 shaped how the team approached design, control, and performance. "I actually got in a bit of trouble for saying that we wanted the game to feel really 'console-y,'" Murray explained. "We've always had PC in mind but in my head [console-y] means solid framerate and immediate controls. I think a PC game can be 'console-y' and it's intended as a compliment, but I get in trouble for saying it."

Hello Games deliberately chose to lead with the PS4, as well. Its reasons encompass more than just limited resources, as well. Murray stated that focusing on the PS4 hardware gave the team the ability to maximize its procedural generation algorithms to make the environments as vivid and full as possible. "Unlike most games, the actual hardware really affects what we can do in terms of the richness of the worlds and things like that," he said. "It isn't just adding a veneer of resolution, or extra antialiasing options. It has a real effect on what we can actually do in the universe."

No Man's Sky launches in 2015. Last month, we featured it as our Next Big Game, and you can check out our extensive coverage here. Although you will primarily be playing alone in the world, you'll meet other players as well, and there will eventually be traditional multiplayer in the game.

We've contacted Hello Games to clarify the details of No Man's Sky's timed exclusivity, and we'll update the story if we receive new information.

Which platform will you play No Man's Sky on? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421442Fri, 01 Aug 2014 10:41:00 -0700
Gamespot's Site MashupDestiny Beta Players Completed 88 Million Missions and MatchesGS News Top 5 - New BioWare Game; How Improved Is The Last of Us On PS4?Quick Look: Lovely PlanetTitanfall: Frontier's Edge DLC - Is It Worth It?Flappy Bird Returns With Multiplayer, But Only for Amazon Fire TV Right NowEA Gives The Sims 4 Players Special Items for Owning The Sims 3 and Its ExpansionsThis Upcoming PC FPS Has No Leveling, Classes, Regenerating Health, or Cover SystemThe Point - Doom 3 Is Ten Years OldDo You Hear Games' Sounds After You're Done Playing? You're Not Alone, Study FindsGameStop Now Fingerprinting People Trading in Games in Philadelphia to Help Fight CrimeFIFA 15 Strives for Realism, But Rights Issues Result in Missing Brazilian TeamsThe Guy Behind Uncharted 2's Epic Train Sequence Now Works at Infinity WardHyrule Warriors - Impa and a Naginata Gameplay TrailerHyrule Warriors Doesn't Have Online Support, Instead Features Local Co-opNo Man's Sky Confirmed for PC, Is a PS4 Timed Exclusive

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 01 Aug 2014 22:40:51 -0700 http://www.gamespot.com/articles/destiny-beta-players-completed-88-million-missions/1100-6421451/

This week, Bungie announced that 4.6 million people had played the Destiny beta, making it the biggest beta test for a new IP on a console. Today, the developer published on its website even more statistics that further reveal the size of the beta.

Destiny players completed 88 million missions and matches throughout the beta. To compare, only 6.5 million games were played during Destiny's alpha test in June. You can check out a breakdown of Bungie's measurements below.

General beta stats:

  • 4,638,937 unique players
  • 853,235 maximum concurrent players
  • 6,500,000 Guardians created
  • 966,163 players used the companion app
  • 88,384,720 games played
  • 182,555,165 orbs of light generated
  • 20 percent of player time was spent in the Tower hub world

Story, Strike, and Exploration mission stats:

  • 3,704,508,840 kills
  • 164,413,177 deaths
  • 57,871,777 activities played
  • 97 percent of activities completed
  • 12,292,159 public events joined
  • 97 percent of public events completed
  • 61,919,895 Guardians revived
  • 22.53 community kill/death ratio

The Crucible competitive multiplayer stats:

  • 30,512,943 activities played
  • 350,001,062 kills
  • 123,650,016 zones captured
  • 167,380,061 primary weapon kills
  • 54,675,685 special weapon kills
  • 14,813,794 heavy weapon kills
  • 544,847 vehicle splatters
  • 1,010,401 people participated in Iron Banner events

We played a lot of the beta and you can read about some of our concerns about the game here. You can also check out all of our beta coverage here. Destiny launches on September 9 for Xbox 360, Xbox One, PlayStation 3, and PlayStation 4, but it's not known yet if your beta progress transfers to the full game.

What did you think of the beta? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421451Fri, 01 Aug 2014 18:06:00 -0700 http://www.gamespot.com/videos/gs-news-top-5-new-bioware-game-how-improved-is-the/2300-6420585/ 2300-6420585Fri, 01 Aug 2014 16:00:00 -0700 http://www.gamespot.com/videos/quick-look-lovely-planet/2300-6420594/ 2300-6420594Fri, 01 Aug 2014 15:00:00 -0700 http://www.gamespot.com/videos/titanfall-frontier-s-edge-dlc-is-it-worth-it/2300-6420597/ 2300-6420597Fri, 01 Aug 2014 14:30:00 -0700 http://www.gamespot.com/articles/flappy-bird-returns-with-multiplayer-but-only-for-/1100-6421449/

As creator Dong Nguyen promised, Flappy Bird has returned. A new version of the massively popular mobile game is now available on Amazon Fire TV, presumably before a wider release for iOS and Android devices.

The new version of Flappy Bird is called Flappy Birds Family. It includes new features like a Person vs. Person mode and, as if the standard green pipes weren't challenging enough, additional obstacles (ghosts) to avoid. The game is still "very hard," according to the description.

Flappy Birds Family is compatible with Amazon's proprietary video game controller and the Fire TV remote.

When Nguyen announced in May that Flappy Bird would return, he said the new version would be "less addictive." One of the first reviews for Flappy Bird Family says this goal has been met. "This version is not as addictive as the original, and for that I am thankful!" wrote one reviewer.

Nguyen removed the game from iTunes and Google Play in February after writing on Twitter: "I cannot take this anymore." The decision to pull the game was a serious one, as the title was pulling in an average of $50,000 in daily ad revenue.

]]> 1100-6421449Fri, 01 Aug 2014 13:19:00 -0700 http://www.gamespot.com/articles/ea-gives-the-sims-4-players-special-items-for-owni/1100-6421448/

Sims fans who plan on picking up The Sims 4 will be entitled to a variety of special in-game rewards, provided they own The Sims 3 or its expansions.

The newly announced Sims 4 Rewards program will give you one in-game item per Sims 3 expansion you own, as well as one for the base game itself. Each of these items is a different-colored lamp in the shape of the Sims logo that will "affect your Sims' emotions and personalities in a unique way."

There were 11 expansion packs released for The Sims 3, meaning there are 12 lamps to collect in all. Should you be enough of a fanatic to own the full dozen--I, myself, will have to make do with two measly lamps--you'll get a bonus reward in the form of the "Ultimate Freezer Bunny award."

To receive your rewards, you need to have either purchased the game or expansion through Origin, or registered it through the official website. Once you've done so, visit the rewards page and the corresponding items will unlock so that they are available in the Build Mode catalog in The Sims 4. You have until December 31, 2015 to claim your rewards.

Sims' emotions are a point of emphasis in The Sims 4. The focus on this aspect of the game is one of the reasons cited for the lack of toddlers and pools, which have been a major point of criticism among fans. Further fueling complaints from fans is the prospect of a Battlefield Premium-esque service that EA may plan on offering.

The Sims 4 is scheduled for release on September 2. EA recently announced its system requirements, which you can view here.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421448Fri, 01 Aug 2014 13:17:00 -0700 http://www.gamespot.com/articles/this-upcoming-pc-fps-has-no-leveling-classes-regen/1100-6421447/

Modern first-person shooter games like Call of Duty and Battlefield have conditioned players to expect elements like leveling, classes, and cover systems. But one upcoming FPS has none of those features, and its developer--German studio Reakktor--says the game is better off for it.

Toxikk is a PC title built using Epic Games' Unreal Engine. The game is designed to return the arena FPS genre to its roots, which means no leveling, no regenerating health, no perks, no cover systems, no classes, no configurable weapons, and no iron-sight aiming. "Toxikk plays as if today's military shooters never existed," its developers say.

Instead, players will find that Toxikk allows for "fast and precise movement," thanks to "deeply configurable" mouse controls. You can also perform double-jumps and dodge-jumps. In addition, players can pick up various performance boosters in the game to supplement your arsenal of weapons. There are nine unique guns in all, and you can carry them all simultaneously. In addition, every weapon has a secondary fire mode.

When you die in Toxikk (and it sounds like that will happen often), you will respawn with a melee weapon and basic pistol, nothing more. You'll need to find other weapons on the battlefield. Though there is character customization, it is cosmetic in nature only, Reakktor says. This is part of ensuring that "all players are equal."

Toxikk gives off a Unreal Tournament meets Halo vibe

There is an XP system in Toxikk, but this system, and the ranks associated with it, are used for reputation and matchmaking purposes only. Toxikk will also include an offline bot mode for players who would like to hone their skills before going head-to-head against live opponents on the battlefield.

Toxikk is a paid game, and you can pre-purchase a copy today from Reakktor for $15. Though free-to-play is a rising trend on PC, Reakktor wants nothing to do with this business model.

"We believe that classic arena FPS and free-to-play don't go well together," Reakktor says. "A true arena FPS requires all player characters to have equal stats and the availability of all weapons to everyone. Always! The skill of a player should be the only deciding factor about victory or defeat. Allowing players to buy different (i.e. better) weapons or to permanently boost their stats does totally contradict the idea of classic arena FPS gaming in our opinion."

Toxikk will have two kinds of maps: Classic Maps and Massive Maps. Classic Maps will feature fast-paced gameplay and are described as medium-sized environments for up to eight players. Massive Maps, on the other hand, will require more strategic gameplay on larger-sized locales for up to 16 players. There will also be various vehicles like gliders and hoverbikes exclusively on Massive Maps.

Another component of Toxikk will be user-generated content. All players can apply for a free software development kit (SDK) that will allow them to build their own maps, characters, and skins for the game. Reakktor will eventually launch a "hub" for users to submit their own content, which can then be voted on. All user-generated content will be offered for free.

"We believe that classic arena FPS and free-to-play don't go well together" -- Reakktor

Could Toxikk come to consoles some day? Reakktor hasn't ruled it out, but it doesn't sound likely. "We believe that shooters are meant to be played with mouse and keyboard," the developer said. "That's why Toxikk is exclusively designed for PC. At this point, we do not intend to port the game to any other platform."

Reakktor is launching Toxikk all on its own, without a publisher. According to Reakktor, that means it does not have access to a marketing team to help promote the game. The developer hopes that fans will spread the word about Toxikk to make the game a success.

Reakktor says the core experience for Toxikk is "pretty much finished," and the studio is now working on more multiplayer maps and fine-tuning player movement within the game. The developer is also looking for fan feedback, and encourages you to submit your ideas and opinions through the game's official forums, where you can talk directly to developers.

Toxikk is in development exclusively for PC and should launch on Steam as an Early Access title later this year.

]]> 1100-6421447Fri, 01 Aug 2014 12:46:00 -0700 http://www.gamespot.com/videos/the-point-doom-3-is-ten-years-old/2300-6420592/ 2300-6420592Fri, 01 Aug 2014 12:46:00 -0700 http://www.gamespot.com/articles/do-you-hear-games-sounds-after-youre-done-playing-/1100-6421446/

Sometimes after a long session of playing a video game, some people will continue to hear the game's sounds in their minds. According to a new study, this can be an actual psychological effect of playing games, and it's called a "Game Transfer Phenomenon."

Previous studies have found other Game Transfer Phenomena that manifest themselves in visual responses, such as Tetris players continuing to see blocks falling even after they close their eyes. This research, conducted by Nottingham Trent University's International Gaming Research Unit, is the first such study to determine a link between video games and auditory responses.

As reported by The Guardian, researcher Angelica Ortiz De Gortari explains that players heard many different sounds from games after they were done playing them. "There were lots of examples of players hearing the game music, in the same way as you continue to hear music in your head when you've stopped listening," she said. "Some players heard voices, some heard game sounds. Often it happens when you're trying to fall asleep--players would look for their computer or console because they thought they'd left the game on."

There were also other, more unique examples of players hearing sounds, such as a person who heard music from Portal after passing buildings that reminded him of in-game structures. Additionally, according to De Gortari, "There was a gamer who, whenever it was dark, would hear the sound of the crackling radio signal from Silent Hill, warning him that monsters were coming."

It's important to note that this study was conducted on a small group of people and still is in a preliminary stage. The researchers do not know enough yet to explain why this happens, either. And yet, it's still an interesting phenomenon, one that I occasionally experience myself.

Do you ever experience Game Transfer Phenomena? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421446Fri, 01 Aug 2014 12:38:00 -0700 http://www.gamespot.com/articles/gamestop-now-fingerprinting-people-trading-in-game/1100-6421436/

[UPDATE] GameStop has issued a statement on the matter, saying the initiative was implemented at the request of local authorities and has been in place since the beginning of July.

"It's a process that we've recently implemented (starting in early July) in Philadelphia area stores at the request of the Philadelphia police department," the GameStop representative said. "[It] is a practice we've also put into place in other parts of the U.S., depending on local or statewide second-hand dealer or pawn broker laws. However, at this time we are reviewing the process to determine if it's one which should be continued in Philadelphia."

The original story is below.

Some GameStop stores in Philadelphia are now requiring that people who trade in games provide a fingerprint scan for "certain transactions," CBS Philadelphia reports today based on conversations with the retailer, local government, police, and shoppers.

According to GameStop, it is following a local law that says the retailer is allowed to collect thumbprints. These scans eventually make their way into a database that helps law enforcement nab thieves who seek to use GameStop as a pawn shop of sorts to unload their goods.

Philadelphia city solicitor Shelley Smith says that GameStop is not required to collect the thumbprints to abide by the city's pawnbroker order. "What GameStop does doesn't meet any of the elements of the definition in the code, so the pawnbreaker ordinance doesn't apply to GameStop," she said.

The Philadelphia Police Department, on the other hand, tells CBS Philadelphia that GameStop is being proactive by obtaining customer fingerprints and uploading them to a database known as LeadsOnline.

Still, GameStop shoppers outside of a store in Philadelphia's Center City district are not too pleased about the new policy. "I really don't appreciate it," one person said. "You fingerprinted me like I'm in a police district. No, I'm at a game store." Another shopper said, "I think it's an overreach. It's going too far."

GameStop's fingerprinting initiative is currently only underway in Philadelphia itself, but not the suburbs. We have reached out to GameStop for further clarification about this new policy for Philadelphia and will update this story with anything we hear back.

]]> 1100-6421436Fri, 01 Aug 2014 12:15:00 -0700 http://www.gamespot.com/articles/fifa-15-strives-for-realism-but-rights-issues-resu/1100-6421444/

With FIFA 15, EA Sports continues to strive for realism, what with its shirt-pulling and heaving chests. But something it won't be able to create a realistic virtual representation of are the domestic Brazilian soccer leagues.

In a post on the EA Sports blog, the developer announced it would not be including Brazil's domestic leagues and their players in its latest game. This is said to be the result of "some changes in the ways players are licensed," which the company did not detail. It did leave the door open for these leagues and players to return in the future, stating, "[W]e continue to keep the lines of communication open with the Brazilian rights holders."

Even if future negotiations go nowhere, it doesn't mean fans of Brazilian soccer players are completely out of luck. EA Sports has retained the rights for the Brazil National Team (the company scored only six goals on the team in the process) and Brazilian players who play in other leagues around the world. This means you'll still have the opportunity to play as Neymar and company in FIFA 15.

FIFA 15 is scheduled for release on September 23 in North America and September 26 in Europe. Argentina's Lionel Messi is the worldwide cover star, while the North American version also features Clint Dempsey. In recent weeks, EA Sports has been showing the myriad ways in which FIFA 15 is its most realistic soccer game yet, thanks to features like visible breathing and player-specific movement.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421444Fri, 01 Aug 2014 11:37:00 -0700 http://www.gamespot.com/articles/the-guy-behind-uncharted-2s-epic-train-sequence-no/1100-6421445/

Two prominent Naughty Dog developers have quit the Uncharted and The Last of Us studio to join Call of Duty developer Infinity Ward. Taylor Kurosaki, a ten-year Naughty Dog veteran who most recently served as narrative design lead at the studio, now works at Infinity Ward as its narrative director for an unspecified project. Joining Kurosaki at Infinity Ward from Naughty Dog is Jacob Minkoff, a former lead game designer, who now works as a design director at the studio.

"Very psyched to share that I've joined the phenomenal team at Infinity Ward as the studio's narrative director," Kurosaki wrote on Twitter. To infinity and beyond!" Meanwhile, Minkoff confirmed his move to Infinity Ward on Twitter and said he's looking forward to being able to play Uncharted 4: A Thief's End as a fan.

You might not know Minkoff by name, but you're likely aware of his work; he designed and developed the epic train sequence in Uncharted 2: Among Thieves. Most recently, he served as lead designer on Uncharted 3: Drake's Deception and The Last of Us.

Infinity Ward created the acclaimed Call of Duty: Modern Warfare series, and most recently released Call of Duty: Ghosts, a new Call of Duty sub-brand, in 2013. Given that the Call of Duty series now on a three-year development cycle, it stands to reason that Infinity Ward's next Call of Duty game will launch in 2016.

Kurosaki and Minkoff aren't the only two high-profile Naughty Dog developers to leave the company this year. The pair's exit from Naughty Dog follows the departures of Uncharted 4: A Thief's End writer Amy Hennig and game director Justin Richmond earlier this year. Naughty Dog veterans Neil Druckmann and Bruce Straley are now co-directing Uncharted 4: A Thief's End.

The move for Kurosaki and Minkoff isn't all that dramatic, at least in terms of where they will physically go to work every day. Naughty Dog (Santa Monica, Calif.) and Infinity Ward (Woodland Hills, Calif.) are separated only by a 25-minute drive.

Tony Hawk and Guitar Hero studio Neversoft was recently folded into Infinity Ward to create a "super-studio."

]]> 1100-6421445Fri, 01 Aug 2014 11:16:00 -0700 http://www.gamespot.com/videos/hyrule-warriors-impa-and-a-naginata-gameplay-trail/2300-6420590/ 2300-6420590Fri, 01 Aug 2014 10:46:00 -0700 http://www.gamespot.com/articles/hyrule-warriors-doesnt-have-online-support-instead/1100-6421443/

Hyrule Warriors features Dynasty Warriors level and gameplay design with a number of characters from the Legend of Zelda series. One thing it won't have, however, is online multiplayer.

This week, the official Japanese Hyrule Warriors Twitter account confirmed that you will not be able to team up online to play the game. However, there is still a co-op mode in Hyrule Warriors. It's restricted to local play only, with one player using the Wii U GamePad and another using a Wii Remote or Wii U Pro controller.

Yesterday, Nintendo announced that there will be a Nintendo Direct livestream showing off the game on Monday and revealing a few new details, as well.

Hyrule Warriors is a collaboration between Dynasty Warriors developer Tecmo Koei and Nintendo, and it launches on September 26. You can read our hands-on preview of the game here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421443Fri, 01 Aug 2014 10:46:00 -0700 http://www.gamespot.com/articles/no-mans-sky-confirmed-for-pc-is-a-ps4-timed-exclus/1100-6421442/

No Man's Sky details have slowly emerged since its announcement in December 2013. We've gotten a look at the gameplay, heard about the game's infinite world, and seen the game's procedural generation at work. But developer Hello Games has been quiet about which platforms the game would release on. We knew it was coming to the PlayStation 4, but how about the PC?

Now we know that No Man's Sky will, in fact, launch on PC--although not right away. In the September issue of Edge, the game is confirmed to be a timed PS4 exclusive and will be released on computers at a later date.

Hello Games' Sean Murray explained to Edge that working with the PS4 shaped how the team approached design, control, and performance. "I actually got in a bit of trouble for saying that we wanted the game to feel really 'console-y,'" Murray explained. "We've always had PC in mind but in my head [console-y] means solid framerate and immediate controls. I think a PC game can be 'console-y' and it's intended as a compliment, but I get in trouble for saying it."

Hello Games deliberately chose to lead with the PS4, as well. Its reasons encompass more than just limited resources, as well. Murray stated that focusing on the PS4 hardware gave the team the ability to maximize its procedural generation algorithms to make the environments as vivid and full as possible. "Unlike most games, the actual hardware really affects what we can do in terms of the richness of the worlds and things like that," he said. "It isn't just adding a veneer of resolution, or extra antialiasing options. It has a real effect on what we can actually do in the universe."

No Man's Sky launches in 2015. Last month, we featured it as our Next Big Game, and you can check out our extensive coverage here. Although you will primarily be playing alone in the world, you'll meet other players as well, and there will eventually be traditional multiplayer in the game.

We've contacted Hello Games to clarify the details of No Man's Sky's timed exclusivity, and we'll update the story if we receive new information.

Which platform will you play No Man's Sky on? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421442Fri, 01 Aug 2014 10:41:00 -0700

13.15 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Jumat, 01 Agustus 2014 | 13.15

Gamespot's Site MashupPlayStation Now Rental Prices vs. Buying Full GamesPlayStation Plus Free Games of AugustMagic the Gathering - Duels of the Planeswalkers 2015 ReviewRogue Legacy ReviewGS News - Sony Makes 41.8m Profit; PlayStation Now Beta Launches!Watch BioWare's Second Creepy Teaser Video for Its New ProjectNew $30 Halo-Themed PC Mouse Is Oddly Not a Gaming MouseFIFA 15: Gameplay Features - Agility and ControlHyrule Warriors - Darunia and a Hammer Gameplay TrailerXbox One's Digital-Only Killer Instinct Finally Comes to Retail, Includes TJ ComboEA Founder on VR: I Don't Want to Put on Goggles and Then Spill My BeerReality Check - More PC GFX Explained! SSAO, Texture Filtering, Depth Of Field, and More!Call of Duty: Ghosts Final DLC Includes a Remake of CoD's Smallest Map EverToday Is Your Last Chance To Register Mario Kart 8 for a Free Wii U GameGearbox Claims It Used Millions of Its Own Cash to Finish Aliens: Colonial Marines, Wants to Be Dropped From Lawsuit

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 31 Jul 2014 22:40:37 -0700 http://www.gamespot.com/articles/playstation-now-rental-prices-vs-buying-full-games/1100-6421428/

With PlayStation Now, Sony has created an instant, on demand service for video games. It provides access to some of the PlayStation 3 catalog to PlayStation 4 and Sony TV owners, effectively giving the PS4 backwards compatibility. It's a service with hundreds of titles that you can jump into and play without having to wait for them to download.

Today, the service transitioned into open beta and we got a look at the collection of games offered. There's no subscription option for PS Now; each game is priced individually for several different rental periods. But we noticed that, for some games, it would be cheaper to buy the game used than to rent it through PS Now. To put the rental prices into context, we chose several notable games, found the lowest price to buy each game, and determined how much PS Now rental time that same amount of money will get you.

Of course, Sony has stated that the service is still in beta and that these prices will change before its full release. In a recent interview with GameSpot, the company revealed that it would implement a $1.99 price point during the beta for an unspecified rental period. Also notable is that, even though Sony showed off The Last of Us running through PS Now, it was not available to rent at the time of this writing.

What do you think of PlayStation Now's current prices? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421428Thu, 31 Jul 2014 18:37:00 -0700 http://www.gamespot.com/videos/playstation-plus-free-games-of-august/2300-6420584/ 2300-6420584Thu, 31 Jul 2014 16:54:00 -0700 http://www.gamespot.com/reviews/magic-the-gathering-duels-of-the-planeswalkers-201/1900-6415832/ Aside from being the biggest, most important card game of the past 20 years, Magic: The Gathering has become a nexus point for different types of players. Some people get a kick out of building clever, efficient decks using powerful cards. Others love the thrill of outsmarting their opponents. And the countless variations that sprung from the original game speak to even more people, such as formats that force you to build decks from a limited pool of cards. A game like Duels of the Planeswalkers, which exists to speak to the greater game-playing community outside of Magic, should reflect this diversity in play. But even though Magic 2015 makes some significant additions that people have been asking for since the first Duels was released, its feature-light foundation and odd limitations keep it from being the joyous celebration of Magic's virtues that it should have been.

Of course, Duels was always meant to be a limited experience to some extent. It's the video game version of the most popular physical card game in existence, a simulation that allows interested parties to avoid the massive money pit Magic is associated with creating. The built-in Campaign mode also means you never need to worry about finding someone to play with, because the AI is more than capable of piloting the wide variety of enemy decks the developers programmed into the game. The game exists as a convenience, leveraging the power of the medium of video games to give us a way of playing Magic on our own terms, even connecting players across the world thanks to online play.

The game interface point of view makes it look like you're playing at a real table.

Ultimately, however, the primary function of Duels of the Planeswalkers is to be a big, fat advertisement for the physical game aimed at the video game enthusiast crowd. You need only look at the menu for proof, as an entire section is dedicated to promoting Friday Night Magic, the centerpiece of Wizard of the Coast's organized play for tabletop game stores, even going so far as including a store locator. As such, Duels condenses 20 years of Magic into a complete, standalone package designed to entice people to check out the paper game. A carefully-curated selection of cards ensures players aren't overwhelmed by choices, and premade decks eases them into the game without needing to worry about deck building until they're used to playing. As always, Duels of the Planeswalkers provides neophytes with a nice little cross section of the game proper without taking anything away its core.

In this light, 2015 represents a holding pattern. You still get a Campaign mode in which you face AI opponents using your pick of premade decks, you still win cards that can enhance your base deck, and the interface is still as friendly as it ever was, breaking down the many phases that make up each turn into easy-to-understand segments. The timer still makes thinking out turns awkward; you must rush to stop the countdown before you map out your next, a necessary conceit to make sure people don't stall out in multiplayer that feels unnecessary in Campaign mode.

2015 takes you on a tour of six worlds in the Magic universe.

One previously glaring omission that 2015 remedies is in the deck-building options. Until now, you couldn't meddle much with the decks you're given: the cards you won could only be swapped in and out of the deck it was paired with. Switching between decks wasn't allowed, and though this kept with the innate simplicity of the Duels series, it deprived players of one of the cornerstones of the Magic experience. 2015 allows you to put whatever cards you want into your deck; you may even tear the whole thing apart and start from scratch if you wish. Instead of winning individual cards, you win boosters from each Campaign game which let you further customize your deck and build a virtual collection of Magic cards. As a result, newer players can gain better understanding of the game beyond what was allowed before, encouraging experimentation and on-the-fly deck testing, an aspect that should have been possible in the series in the first place.

This new, necessary feature comes with an odd limitation: You're only allowed one premade deck before you're sent on your way and left to your own devices. This doesn't sound so bad at first; after all, that's how it works in real life. You get enough cards to build your own deck, and then you add to it as you get more cards. But giving players access to a multitude of premade decks in previous games showed off the true breadth of potential play styles, and, more importantly, what's possible in Magic. Limiting players to a single deck restricts them to one type of play style no matter what. It's difficult to change gears if something doesn't work for you because most of your cards are in the two colors you started with. Changing to a new color is out of the question until you build your collection further, which you can't do until you win more matches. It's a catch-22 that is only compounded by the way in which certain decks are weak against others, and since you now can't swap out decks, you will often find yourself bottlenecked.

The primary function of Duels of the Planeswalkers is to be a big, fat advertisement for the physical game aimed at the video game enthusiast crowd.

Beyond its new deck-building options, 2015 is characterized by a complete lack of modes beyond the single-player Campaign and multiplayer matches. Previous versions of the game included extra modes like puzzle matches, Archenemy, and Sealed Deck, each of which tested Magic skills in different ways. What you have with Magic 2015 is a stripped down version of what came before, which is a shame. The multitude of different ways that people enjoy Magic beyond the base game isn't represented in the slightest.

Instead, the biggest "feature" in 2015 is a new in-game store that lets you buy premium packs made up of cards that you can't earn within the game. Perhaps the game was meant to be more like Hearthstone or Magic online, games in which you're able to pay to add to your collection, but in reality, 2015 needlessly nickels and dimes, making it far less than a complete experience.

And yet even with all these problems, Magic: The Gathering is still the fun, challenging game it's always been. Learning the complex interactions between cards is a joy, and the game is extraordinarily replayable. 2015 also features newer cards from the Theros block and the Magic 2015 core set, so fans of previous installments can play around with cards and mechanics they've never tried before, which is enticing for existing Duels fans. People who want more Campaign mode and straight-up online multiplayer of the core game may be satisfied, if annoyed by the unnecessary deck limitations. Nevertheless, they are still better served going to their local store and checking out the physical game.

Duels of the Planeswalkers 2015 gives players what they've wanted for a long time by implementing deckbuilding, but it doesn't excuse the bare-bones package and needless extra monetization. The game within the template is still as fantastic as ever, and once you get into the groove, you'll enjoy stomping your enemies with your tuned deck. It's just a shame that 2015 never aspires to be anything more than a shell and delivery service.

]]> 1900-6415832Thu, 31 Jul 2014 16:40:00 -0700 http://www.gamespot.com/reviews/rogue-legacy-review/1900-6415831/ What will your children inherit when you die? Your house? Your debts? Your sweet record collection? The PlayStation port of Rogue Legacy has inherited its PC parent's engaging exploration and combat, mixing some of the best elements from games like Spelunky and Castlevania: Symphony of the Night to create a fusion that makes each individual play session feel distinct while also giving you a satisfying sense of progression. It may not have gained much in the transition, but Rogue Legacy is still as great as it always was.

Rogue Legacy drops you into a randomized castle that's very reminiscent of Symphony of the Night, not only in its map and exploration style, but also in combat basics, in the feel of the movement, and even in its many enemy types. You jump and slash your way through a 2D map with a sword and a variety of secondary weapons (including an ax that's thrown in an arc), fighting the likes of skeletons, flying skulls and sword-wielding heavies in bulky armor. Obtaining the ability to double jump or dash unlocks further exploration options, allowing you to find better chests that yield better loot. Rogue Legacy is far from a cheap Castlevania knockoff, but the inspiration is clear.

Pausing the game won't save you, it will just identify all the things about to kill you.

One of the main differences between the two games is that death is permanent in Rogue Legacy. When you die, you're done, and you must start a new adventure at the beginning of the castle next time around, though certain aspects remain constant. (For example, the forest is always on the right side of the map.) You don't collect much in the way of items or weapons, but when you die, those are gone too.

When other games in this vein talk about permanent death, they really mean it. You start over from square one, and you carry absolutely nothing with you. But in Rogue Legacy that's not entirely true. Any items you collected or enemies you killed are lost, yes, and the castle will be different the next time you enter it. But all the gold you collected stays with you, passed down to your child as an inheritance. You can spend that gold on equipment, buffs or permanent stat upgrades that persist with each run through the castle. So while you're not playing as the same character throughout the game, you're still getting stronger every time you play. Admittedly this can make the early parts of the game somewhat tedious, as you probably won't be powerful enough for certain enemies no matter how skilled you are at dodging attacks. On the flip side, that same grind provides a way for less skilled players to eventually brute force their way through even the toughest bosses.

How do you want to die? Spikes, a zombie, or a giant sword?

It's this careful balance, this mix between steady progression and permanent death, that makes Rogue Legacy so enthralling. Each run feels important, because you will only see the end of the game if you can take out that next boss that you're struggling with, and you just know that this is the run, this is the time that it will all come together and you'll come out the other side alive. You've memorized the attack pattern and perfected your jump timing, so that boss is going down. But if you fail? If you fall to the castle's creatures before even reaching the boss? It wasn't all for nothing. A little piece of that character's legacy will live on, and you will carry better stats with you next time because of it.

But even though your base stats will carry on, each child--each new character you send into the castle--is still different, at least to a point. Every time you start the game, you are presented with three random descendents to choose from, and they vary in class and traits. Classes are your typical role-playing fare, with options like the barbarian, a class with a large amount of health, or the assassin, who is low on health but has a higher chance of critical hits. Traits are a little different, as they're random attributes that could have wildly different effects--or no effect at all--on how that character operates. Many traits are clever even when they make gameplay more of a chore, such as having a hero that is colorblind (thus making the game black and white) or a heroine who is a hypochondriac, which makes the damage numbers spilling from your character exceptionally larger than their actual value. Other traits are more pointless and even sophomoric, such as the I.B.S. trait that makes you fart randomly. Still, these neat elements of randomness help mix up the individual playthroughs.

Kids, this is why you don't do drugs.

All three PlayStation versions of the game (PS3, PS4 and Vita) are virtually identical, with the Vita version only missing out on one ultimately pointless feature, a trait that induces "random muscle spasms" and makes your controller vibrate. All three are wonderful versions of the game, though the text on the Vita version can be blurry and hard to read at times. They also contain extra content that was added to the PC version after its initial release, including new traits, new rooms, and, most noticeably, remixed versions of the game's bosses that provide a good challenge to anybody who seeks them out. Rogue Legacy supports Sony's cross buy and cross save features, letting you pick up your saved PS4 game on your Vita with relative ease.

It's almost unfair to compare Rogue Legacy to other games that emphasize permanent death. It doesn't have the secrets of Spelunky and it's more predictable than The Binding of Isaac, yet at the end of every game comes a desire to hop right back in, spend your gold on some upgrades and rack up more monster kills, something the game encourages with a challenging new-game-plus option that appears after the credits roll. Whether you play it on your home console or on the go, it's worth exploring Rogue Legacy's castle again and again and again.

]]> 1900-6415831Thu, 31 Jul 2014 16:37:00 -0700 http://www.gamespot.com/videos/gs-news-sony-makes-41-8m-profit-playstation-now-be/2300-6420578/ 2300-6420578Thu, 31 Jul 2014 16:00:00 -0700 http://www.gamespot.com/articles/watch-biowares-second-creepy-teaser-video-for-its-/1100-6421298/

Update: BioWare has released a second teaser video through its You've Been Chosen website. The new "Spark" video shows a young man whose phone is called repeatedly by an unknown number, which he ignores in order to continue drawing a ring-like shape on a napkin. A ring of fire from the first teaser is briefly shown on-screen (this time with blue flames) before his phone explodes and a hooded figure is shown to be watching him from outside.

Original Story: BioWare has release a new "Nightmare" teaser trailer for what would appear to be its next project. You can watch the 40-second video above, which shows a man awaken in his bed from a nightmare consisting of broken lamps, a ring of fire, a suit-wearing man with smoke in place of a head, and other creepy things that make me glad I'm not watching it at night.

The video was sent out to select fans by email along with the text "You've Been Chosen" and a link to the website youve-been-chosen.com. The website is home to very little currently, but it does offer the following bit of text in relation to the new video: "The time is near. They are watching. Your power is rising. Cologne, Germany. You've Been Chosen. Watch the new 'Nightmare' teaser from BioWare."

Cologne is the location of Gamescom, the annual games convention scheduled to run this year from August 13-17.

Eurogamer notes that there looks to be an ARG tied to the tease that's currently underway involving a fictitious search for someone named Henna. Flyers seeking her out are reportedly being handed out at San Diego Comic-Con. All Games Beta reports an image in the email contains "Shadow Realms" in its filename; that's a name BioWare's owner, Electronic Arts, trademarked earlier this year.

BioWare is known to be working on a new IP in addition to a new Mass Effect game. The new Mass Effect is in the works at BioWare Montreal, while BioWare Edmonton, the team behind the original Mass Effect trilogy--as well as the first Star Wars: Knights of the Old Republic--are focused on the new IP. It was said to already be playable as of last December, and last month executive producer Casey Hudson said the new IP would tell "contemporary stories."

It was reported by USGamer earlier this year that BioWare planned to collaborate with FailBetter Games, developer of Fallen London, on a new project. It's possible that's what this new game is, but unless more information is revealed ahead of Gamescom--which is possible between SDCC and the ARG--we'll have to wait at least a few more weeks to have a better grasp of what the game is.

What are you hoping this tease turns out to be? Let us know in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421298Thu, 31 Jul 2014 14:33:00 -0700 http://www.gamespot.com/articles/new-30-halo-themed-pc-mouse-is-oddly-not-a-gaming-/1100-6421427/

Should the prospect of owning what Logitech calls the "world's fastest mouse" not entice you due to its distinct lack of Master Chief-ness, Microsoft has just the mouse for you. The company today announced the limited-edition Halo-themed Wireless Mobile Mouse 3500; for $30, you can own a mouse adorned with the Halo name and the Master Chief himself.

Strangely, considering the target demographic for this is presumably people who play games and are fans of Halo, this is not a gaming mouse. The 3500 is a fairly run-of-the-mill wireless mouse that carries an MSRP of $30, but is sold for as little as $16 on Amazon if you're willing to make do with one whose color is officially described as "Loch Ness Gray."

By most accounts it's a fine mouse, but it lacks the sort of gamer-centric features you'd expect from one that carries the Halo branding. Even something as simple as extra side buttons (the 3500 has only the two in addition to its mouse wheel) that I can't imagine living without are nowhere to be found.

Microsoft claims the mouse lasts up to eight months with a single AA battery, offers a slot for transporting its USB receiver, and uses the company's BlueTrack Technology. This is said to provide "remarkable tracking on virtually any surface" including carpet, though it won't work on mirrors or clear glass.

The wireless Halo 3500 mouse goes on sale in October, and can be preordered now through GameStop. When it launches, it will also be available through the Microsoft Store and other retailers.

Halo's presence has never been especially heavy on PC; there was a two-year gap between the Xbox and PC releases of Combat Evolved, and a two-and-a-half-year wait before Halo 2 made it to PC from Xbox. Since then, of the seven Halo games released, only Halo: Spartan Assault has made it to PC, with not even Halo Wars--a seemingly perfect fit for PC as a real-time-strategy game--being released on computers. Neither of the next two Halo games, Halo: The Master Chief Collection and Halo 5: Guardians, has been confirmed for any platforms but Xbox One.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421427Thu, 31 Jul 2014 14:15:00 -0700 http://www.gamespot.com/videos/fifa-15-gameplay-features-agility-and-control/2300-6420575/ 2300-6420575Thu, 31 Jul 2014 14:01:00 -0700 http://www.gamespot.com/videos/hyrule-warriors-darunia-and-a-hammer-gameplay-trai/2300-6420574/ 2300-6420574Thu, 31 Jul 2014 14:01:00 -0700 http://www.gamespot.com/articles/xbox-ones-digital-only-killer-instinct-finally-com/1100-6421426/

If you've held out on picking up the new Killer Instinct for Xbox One because you wanted to own a physical disc, you're in luck. Microsoft has announced the Killer Instinct: Combo Breaker Pack, a physical release of the fighting game coming in September.

Killer Instinct was initially released as a digital-only game alongside the Xbox One last November. Players could download a free version that allowed access to a single fighter, or buy the full game to receive the six fighters available at launch and two more that were subsequently released as DLC.

The Combo Breaker Pack consists of the eight fighters from Season 1, as well as one of the characters, TJ Combo, coming as part of the Season 2 expansion. The package will be launched at retail for $20--the same price as the digital version of Season 1--on September 23 with the unseemly box art to the right.

Microsoft confirmed with GameSpot that the Combo Breaker Pack includes a physical disc, and not a download code. TJ Combo, on the other hand, will only be available as a download using a code included with the game.

Season 2 is in the works at Iron Galaxy Studios, which took over development duties after the game's original developer, Double Helix, was acquired by Amazon earlier this year. It's expected out "later this year" and so far only has one confirmed character besides TJ Combo: Maya, another returning character from earlier in the series.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421426Thu, 31 Jul 2014 13:41:00 -0700 http://www.gamespot.com/articles/ea-founder-on-vr-i-dont-want-to-put-on-goggles-and/1100-6421425/

Electronic Arts founder Trip Hawkins isn't too thrilled with the idea of virtual reality, specifically the way in which the technology--like Oculus Rift--forces you to wear goggles. In doing so, you become disconnected with the physical world around you, which can lead to a number of practical issues, Hawkins told GameSpot.

"Personally, I'm not really a big fan of goggles. I don't really think that it's necessary," Hawkins said. "Having to put on glasses is kind of annoying and alienating. If I'm in my home, playing games, I don't want to knock my beer over, I don't want to not be able to find my phone if it rings; I don't want to not be able to make eye contact with other people in the room, you know?"

"You see in the movie industry, every decade or two they try to cram 3D into the movie theater and nobody really cares" -- Trip Hawkins

Hawkins likened the virtual reality industry to what we have already seen play out in the movie business for years, without great success. "You see in the movie industry, every decade or two they try to cram 3D into the movie theater and nobody really cares," he said.

Hawkins isn't the only well-known game industry person to pour cold water on Oculus Rift and virtual reality in general. Strauss Zelnick, CEO of Grand Theft Auto parent company Take-Two Interactive, questions virtual reality's mainstream appeal and thinks the technology is "anti-social." In addition, Doom creator John Romero said recently that he thinks virtual reality could just be a fad. It's important to note, however, that both Zelnick and Romero say they are excited about the future of virtual reality, even if they don't see it gaining mainstream success.

We have reached out to Oculus VR for a response to Hawkins' comments and will update this story with anything we hear back.

Trip Hawkins

Hawkins' current project is If Game, an education-themed iOS title that aims to offer children a fun way to learn social and emotional skills in a fantasy world. Speaking with Hawkins this week about the project, I asked him if virtual reality technology like Oculus Rift could be a good fit for his game. I wondered if, at least in theory, virtual reality could allow children to more deeply immerse themselves in the learning adventure. Despite his personal disinterest in virtual reality, he didn't disagree with my premise.

"If we're talking about an immersive fantasy where you're trying to project yourself into the equivalent of an interactive movie, I think it's actually one of the better use-cases for technology like Oculus Rift," Hawkins said. "If I really want to be immersed in a sophisticated, real-life situation, then it makes the most sense."

By no means is this a confirmation that If Game is going to add Oculus Rift support. Introducing such a feature would be particularly problematic from a technical standpoint, too, considering Oculus Rift is a PC-focused peripheral at the moment. It may not be that way forever, though, as Oculus Rift designer John Carmack is currently working on a way to bring Oculus to mobiles.

Virtual reality technology has been a major talking point in 2014, thanks to investments in the space from two major companies. In March, Sony revealed its own virtual reality headset, Project Morpheus; just a week later, social networking behemoth Facebook announced that it had acquired Oculus VR for $2 billion. Neither Sony nor Oculus VR is saying yet when its respective headset will go on sale and what it will cost. Oculus VR does sell a special, developer-focused Oculus Rift headset, but this $350 unit is not the final consumer version.

We will have more from our interview with Hawkins about his new education-themed efforts in the days ahead.

]]> 1100-6421425Thu, 31 Jul 2014 13:00:00 -0700 http://www.gamespot.com/videos/reality-check-more-pc-gfx-explained-ssao-texture-f/2300-6420568/ 2300-6420568Thu, 31 Jul 2014 12:00:00 -0700 http://www.gamespot.com/articles/call-of-duty-ghosts-final-dlc-includes-a-remake-of/1100-6421424/

The final DLC expansion for Call of Duty: Ghosts has been revealed, with the new Nemesis pack consisting of four maps and a concluding episode to the game's Extinction mode.

Following the release of a short teaser video yesterday, Activision formally announced the Nemesis DLC today, which will be available first on Xbox platforms next Tuesday, August 5. The four DLC maps include one that lets you ride around in a minecart (even if you don't like Call of Duty, that has to sound fun) and another that is a remake of the smallest map ever created for a Call of Duty game, Modern Warfare's Shipment.

The four maps, all of which are described as "small-to-medium" in size:

  • Goldrush -- set in an abandoned gold mine, complete with two minecarts that move around the map and kill players that they hit
  • Subzero -- set in a submarine base with a killstreak that allows players to call in a deadly blizzard
  • Dynasty -- set in a Chinese village with a returning map-specific killstreak from Modern Warfare 2, a VTOL air strike
  • Showtime -- a reimagined version of Call of Duty 4's Shipment set in a "futuristic death arena"
The new Showtime map

Along with the four competitive multiplayer maps is the fourth episode for Extinction mode, entitled Exodus. It will provide players with new weapons to craft and new enemy types to face off against, including the Ancestors--the main villains in Extinction.

Like other DLC packs, Nemesis is included as part of the $50 season pass, but will also sold on its own for $15.

Does any of the new content in Nemesis interest you, or are you just ready to see what Activision shows off from Call of Duty: Advanced Warfare's multiplayer mode on August 11? Let us know in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421424Thu, 31 Jul 2014 11:56:00 -0700 http://www.gamespot.com/articles/today-is-your-last-chance-to-register-mario-kart-8/1100-6421423/

Today is your last chance to get a free Wii U game for registering your copy of Mario Kart 8. The special promotion, which was announced in April, ends today, July 31, and you don't want to miss it.

All you need to do is register your copy of Mario Kart 8--purchased either by itself at retail, through the eShop, or via the Mario Kart 8 Wii U bundle--at Club Nintendo.

The impressive promotion is good in North America and Europe, though the free games on offer vary by region (spoilers: Europe is a lot better!). You can see a breakdown of the free games below.

North America [Instructions on how to claim]:

Europe [Instructions on how to claim]:

Mario Kart 8's strong performance of 2.82 million copies sold in its first month, along with a surge in Wii U hardware sales, was not enough to keep Nintendo out of the red for the latest quarter. The company posted a $97 million loss for the three-month period ended June 30, it was announced this week.

Mario Kart 8 may be off to a hot start, but it is nowhere near Mario Kart Wii, which has sold more than 35 million copies to date. Of course, that game has been available for years, while Mario Kart 8 is still very new. For more on Mario Kart 8, check out GameSpot's review.

]]> 1100-6421423Thu, 31 Jul 2014 11:09:00 -0700 http://www.gamespot.com/articles/gearbox-claims-it-used-millions-of-its-own-cash-to/1100-6421422/

Aliens: Colonial Marines has been controversial ever since its release in February 2013. So controversial, in fact, that some people filed a class-action lawsuit against Gearbox and Sega, claiming that Sega falsely advertised to consumers and Gearbox directed funds for the game to other projects.

This week, Gearbox responded to the lawsuit via court filings (reported by Polygon) and stated that it had no responsibility in the matters raised by the suit. The developer's lawyers requested that the claims against Gearbox be dropped, stating that the company was not involved in the controversy and had no influence over the actions of Sega. Further, the attorneys said that the developer never misdirected funds and that such accusations were false.

In fact, Gearbox executives also revealed that the developer had to sink a significant amount of its own funds into the game, far beyond what Sega provided for its development. Vice president Steve Gibson said, "During the development process, Gearbox supplemented Sega's development budget with its own money to help Sega finish its game; Gearbox's contributions to Aliens: Colonial Marines totaled millions, none of which was ever repaid."

"Gearbox's contributions to Aliens: Colonial Marines totaled millions, none of which was ever repaid."

Gibson went on to deny accusations of Gearbox building levels and even an engine for pre-launch marketing that didn't make it into the full game. "To develop the software, Gearbox utilized the Unreal game engine licensed from Epic Games; this was the only game engine Gearbox used in the design and development of the game," he said. "Contrary to what some believe, the pre-release demonstrations were not made using different game engines."

Discussion and backlash against Colonial Marines began before it was even released. The game received mediocre or bad scores from many reviewers, and publisher Sega was even concerned that developer Gearbox was not investing enough effort into the game. When complaints were filed that trailers for the game published pre-launch were misrepresentative of the final game, Sega admitted that the videos could have been misleading.

Since the launch of Colonial Marines, Sega has moved onto other Alien projects, enlisting the help of Creative Assembly to develop Alien: Isolation. The upcoming horror game launches on October 7 for Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC, and it looks promising. You can read our preview here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421422Thu, 31 Jul 2014 11:05:00 -0700
Gamespot's Site MashupPlayStation Now Rental Prices vs. Buying Full GamesPlayStation Plus Free Games of AugustMagic the Gathering - Duels of the Planeswalkers 2015 ReviewRogue Legacy ReviewGS News - Sony Makes 41.8m Profit; PlayStation Now Beta Launches!Watch BioWare's Second Creepy Teaser Video for Its New ProjectNew $30 Halo-Themed PC Mouse Is Oddly Not a Gaming MouseFIFA 15: Gameplay Features - Agility and ControlHyrule Warriors - Darunia and a Hammer Gameplay TrailerXbox One's Digital-Only Killer Instinct Finally Comes to Retail, Includes TJ ComboEA Founder on VR: I Don't Want to Put on Goggles and Then Spill My BeerReality Check - More PC GFX Explained! SSAO, Texture Filtering, Depth Of Field, and More!Call of Duty: Ghosts Final DLC Includes a Remake of CoD's Smallest Map EverToday Is Your Last Chance To Register Mario Kart 8 for a Free Wii U GameGearbox Claims It Used Millions of Its Own Cash to Finish Aliens: Colonial Marines, Wants to Be Dropped From Lawsuit

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/mashup/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 31 Jul 2014 22:40:37 -0700 http://www.gamespot.com/articles/playstation-now-rental-prices-vs-buying-full-games/1100-6421428/

With PlayStation Now, Sony has created an instant, on demand service for video games. It provides access to some of the PlayStation 3 catalog to PlayStation 4 and Sony TV owners, effectively giving the PS4 backwards compatibility. It's a service with hundreds of titles that you can jump into and play without having to wait for them to download.

Today, the service transitioned into open beta and we got a look at the collection of games offered. There's no subscription option for PS Now; each game is priced individually for several different rental periods. But we noticed that, for some games, it would be cheaper to buy the game used than to rent it through PS Now. To put the rental prices into context, we chose several notable games, found the lowest price to buy each game, and determined how much PS Now rental time that same amount of money will get you.

Of course, Sony has stated that the service is still in beta and that these prices will change before its full release. In a recent interview with GameSpot, the company revealed that it would implement a $1.99 price point during the beta for an unspecified rental period. Also notable is that, even though Sony showed off The Last of Us running through PS Now, it was not available to rent at the time of this writing.

What do you think of PlayStation Now's current prices? Let us know in the comments!

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421428Thu, 31 Jul 2014 18:37:00 -0700 http://www.gamespot.com/videos/playstation-plus-free-games-of-august/2300-6420584/ 2300-6420584Thu, 31 Jul 2014 16:54:00 -0700 http://www.gamespot.com/reviews/magic-the-gathering-duels-of-the-planeswalkers-201/1900-6415832/ Aside from being the biggest, most important card game of the past 20 years, Magic: The Gathering has become a nexus point for different types of players. Some people get a kick out of building clever, efficient decks using powerful cards. Others love the thrill of outsmarting their opponents. And the countless variations that sprung from the original game speak to even more people, such as formats that force you to build decks from a limited pool of cards. A game like Duels of the Planeswalkers, which exists to speak to the greater game-playing community outside of Magic, should reflect this diversity in play. But even though Magic 2015 makes some significant additions that people have been asking for since the first Duels was released, its feature-light foundation and odd limitations keep it from being the joyous celebration of Magic's virtues that it should have been.

Of course, Duels was always meant to be a limited experience to some extent. It's the video game version of the most popular physical card game in existence, a simulation that allows interested parties to avoid the massive money pit Magic is associated with creating. The built-in Campaign mode also means you never need to worry about finding someone to play with, because the AI is more than capable of piloting the wide variety of enemy decks the developers programmed into the game. The game exists as a convenience, leveraging the power of the medium of video games to give us a way of playing Magic on our own terms, even connecting players across the world thanks to online play.

The game interface point of view makes it look like you're playing at a real table.

Ultimately, however, the primary function of Duels of the Planeswalkers is to be a big, fat advertisement for the physical game aimed at the video game enthusiast crowd. You need only look at the menu for proof, as an entire section is dedicated to promoting Friday Night Magic, the centerpiece of Wizard of the Coast's organized play for tabletop game stores, even going so far as including a store locator. As such, Duels condenses 20 years of Magic into a complete, standalone package designed to entice people to check out the paper game. A carefully-curated selection of cards ensures players aren't overwhelmed by choices, and premade decks eases them into the game without needing to worry about deck building until they're used to playing. As always, Duels of the Planeswalkers provides neophytes with a nice little cross section of the game proper without taking anything away its core.

In this light, 2015 represents a holding pattern. You still get a Campaign mode in which you face AI opponents using your pick of premade decks, you still win cards that can enhance your base deck, and the interface is still as friendly as it ever was, breaking down the many phases that make up each turn into easy-to-understand segments. The timer still makes thinking out turns awkward; you must rush to stop the countdown before you map out your next, a necessary conceit to make sure people don't stall out in multiplayer that feels unnecessary in Campaign mode.

2015 takes you on a tour of six worlds in the Magic universe.

One previously glaring omission that 2015 remedies is in the deck-building options. Until now, you couldn't meddle much with the decks you're given: the cards you won could only be swapped in and out of the deck it was paired with. Switching between decks wasn't allowed, and though this kept with the innate simplicity of the Duels series, it deprived players of one of the cornerstones of the Magic experience. 2015 allows you to put whatever cards you want into your deck; you may even tear the whole thing apart and start from scratch if you wish. Instead of winning individual cards, you win boosters from each Campaign game which let you further customize your deck and build a virtual collection of Magic cards. As a result, newer players can gain better understanding of the game beyond what was allowed before, encouraging experimentation and on-the-fly deck testing, an aspect that should have been possible in the series in the first place.

This new, necessary feature comes with an odd limitation: You're only allowed one premade deck before you're sent on your way and left to your own devices. This doesn't sound so bad at first; after all, that's how it works in real life. You get enough cards to build your own deck, and then you add to it as you get more cards. But giving players access to a multitude of premade decks in previous games showed off the true breadth of potential play styles, and, more importantly, what's possible in Magic. Limiting players to a single deck restricts them to one type of play style no matter what. It's difficult to change gears if something doesn't work for you because most of your cards are in the two colors you started with. Changing to a new color is out of the question until you build your collection further, which you can't do until you win more matches. It's a catch-22 that is only compounded by the way in which certain decks are weak against others, and since you now can't swap out decks, you will often find yourself bottlenecked.

The primary function of Duels of the Planeswalkers is to be a big, fat advertisement for the physical game aimed at the video game enthusiast crowd.

Beyond its new deck-building options, 2015 is characterized by a complete lack of modes beyond the single-player Campaign and multiplayer matches. Previous versions of the game included extra modes like puzzle matches, Archenemy, and Sealed Deck, each of which tested Magic skills in different ways. What you have with Magic 2015 is a stripped down version of what came before, which is a shame. The multitude of different ways that people enjoy Magic beyond the base game isn't represented in the slightest.

Instead, the biggest "feature" in 2015 is a new in-game store that lets you buy premium packs made up of cards that you can't earn within the game. Perhaps the game was meant to be more like Hearthstone or Magic online, games in which you're able to pay to add to your collection, but in reality, 2015 needlessly nickels and dimes, making it far less than a complete experience.

And yet even with all these problems, Magic: The Gathering is still the fun, challenging game it's always been. Learning the complex interactions between cards is a joy, and the game is extraordinarily replayable. 2015 also features newer cards from the Theros block and the Magic 2015 core set, so fans of previous installments can play around with cards and mechanics they've never tried before, which is enticing for existing Duels fans. People who want more Campaign mode and straight-up online multiplayer of the core game may be satisfied, if annoyed by the unnecessary deck limitations. Nevertheless, they are still better served going to their local store and checking out the physical game.

Duels of the Planeswalkers 2015 gives players what they've wanted for a long time by implementing deckbuilding, but it doesn't excuse the bare-bones package and needless extra monetization. The game within the template is still as fantastic as ever, and once you get into the groove, you'll enjoy stomping your enemies with your tuned deck. It's just a shame that 2015 never aspires to be anything more than a shell and delivery service.

]]> 1900-6415832Thu, 31 Jul 2014 16:40:00 -0700 http://www.gamespot.com/reviews/rogue-legacy-review/1900-6415831/ What will your children inherit when you die? Your house? Your debts? Your sweet record collection? The PlayStation port of Rogue Legacy has inherited its PC parent's engaging exploration and combat, mixing some of the best elements from games like Spelunky and Castlevania: Symphony of the Night to create a fusion that makes each individual play session feel distinct while also giving you a satisfying sense of progression. It may not have gained much in the transition, but Rogue Legacy is still as great as it always was.

Rogue Legacy drops you into a randomized castle that's very reminiscent of Symphony of the Night, not only in its map and exploration style, but also in combat basics, in the feel of the movement, and even in its many enemy types. You jump and slash your way through a 2D map with a sword and a variety of secondary weapons (including an ax that's thrown in an arc), fighting the likes of skeletons, flying skulls and sword-wielding heavies in bulky armor. Obtaining the ability to double jump or dash unlocks further exploration options, allowing you to find better chests that yield better loot. Rogue Legacy is far from a cheap Castlevania knockoff, but the inspiration is clear.

Pausing the game won't save you, it will just identify all the things about to kill you.

One of the main differences between the two games is that death is permanent in Rogue Legacy. When you die, you're done, and you must start a new adventure at the beginning of the castle next time around, though certain aspects remain constant. (For example, the forest is always on the right side of the map.) You don't collect much in the way of items or weapons, but when you die, those are gone too.

When other games in this vein talk about permanent death, they really mean it. You start over from square one, and you carry absolutely nothing with you. But in Rogue Legacy that's not entirely true. Any items you collected or enemies you killed are lost, yes, and the castle will be different the next time you enter it. But all the gold you collected stays with you, passed down to your child as an inheritance. You can spend that gold on equipment, buffs or permanent stat upgrades that persist with each run through the castle. So while you're not playing as the same character throughout the game, you're still getting stronger every time you play. Admittedly this can make the early parts of the game somewhat tedious, as you probably won't be powerful enough for certain enemies no matter how skilled you are at dodging attacks. On the flip side, that same grind provides a way for less skilled players to eventually brute force their way through even the toughest bosses.

How do you want to die? Spikes, a zombie, or a giant sword?

It's this careful balance, this mix between steady progression and permanent death, that makes Rogue Legacy so enthralling. Each run feels important, because you will only see the end of the game if you can take out that next boss that you're struggling with, and you just know that this is the run, this is the time that it will all come together and you'll come out the other side alive. You've memorized the attack pattern and perfected your jump timing, so that boss is going down. But if you fail? If you fall to the castle's creatures before even reaching the boss? It wasn't all for nothing. A little piece of that character's legacy will live on, and you will carry better stats with you next time because of it.

But even though your base stats will carry on, each child--each new character you send into the castle--is still different, at least to a point. Every time you start the game, you are presented with three random descendents to choose from, and they vary in class and traits. Classes are your typical role-playing fare, with options like the barbarian, a class with a large amount of health, or the assassin, who is low on health but has a higher chance of critical hits. Traits are a little different, as they're random attributes that could have wildly different effects--or no effect at all--on how that character operates. Many traits are clever even when they make gameplay more of a chore, such as having a hero that is colorblind (thus making the game black and white) or a heroine who is a hypochondriac, which makes the damage numbers spilling from your character exceptionally larger than their actual value. Other traits are more pointless and even sophomoric, such as the I.B.S. trait that makes you fart randomly. Still, these neat elements of randomness help mix up the individual playthroughs.

Kids, this is why you don't do drugs.

All three PlayStation versions of the game (PS3, PS4 and Vita) are virtually identical, with the Vita version only missing out on one ultimately pointless feature, a trait that induces "random muscle spasms" and makes your controller vibrate. All three are wonderful versions of the game, though the text on the Vita version can be blurry and hard to read at times. They also contain extra content that was added to the PC version after its initial release, including new traits, new rooms, and, most noticeably, remixed versions of the game's bosses that provide a good challenge to anybody who seeks them out. Rogue Legacy supports Sony's cross buy and cross save features, letting you pick up your saved PS4 game on your Vita with relative ease.

It's almost unfair to compare Rogue Legacy to other games that emphasize permanent death. It doesn't have the secrets of Spelunky and it's more predictable than The Binding of Isaac, yet at the end of every game comes a desire to hop right back in, spend your gold on some upgrades and rack up more monster kills, something the game encourages with a challenging new-game-plus option that appears after the credits roll. Whether you play it on your home console or on the go, it's worth exploring Rogue Legacy's castle again and again and again.

]]> 1900-6415831Thu, 31 Jul 2014 16:37:00 -0700 http://www.gamespot.com/videos/gs-news-sony-makes-41-8m-profit-playstation-now-be/2300-6420578/ 2300-6420578Thu, 31 Jul 2014 16:00:00 -0700 http://www.gamespot.com/articles/watch-biowares-second-creepy-teaser-video-for-its-/1100-6421298/

Update: BioWare has released a second teaser video through its You've Been Chosen website. The new "Spark" video shows a young man whose phone is called repeatedly by an unknown number, which he ignores in order to continue drawing a ring-like shape on a napkin. A ring of fire from the first teaser is briefly shown on-screen (this time with blue flames) before his phone explodes and a hooded figure is shown to be watching him from outside.

Original Story: BioWare has release a new "Nightmare" teaser trailer for what would appear to be its next project. You can watch the 40-second video above, which shows a man awaken in his bed from a nightmare consisting of broken lamps, a ring of fire, a suit-wearing man with smoke in place of a head, and other creepy things that make me glad I'm not watching it at night.

The video was sent out to select fans by email along with the text "You've Been Chosen" and a link to the website youve-been-chosen.com. The website is home to very little currently, but it does offer the following bit of text in relation to the new video: "The time is near. They are watching. Your power is rising. Cologne, Germany. You've Been Chosen. Watch the new 'Nightmare' teaser from BioWare."

Cologne is the location of Gamescom, the annual games convention scheduled to run this year from August 13-17.

Eurogamer notes that there looks to be an ARG tied to the tease that's currently underway involving a fictitious search for someone named Henna. Flyers seeking her out are reportedly being handed out at San Diego Comic-Con. All Games Beta reports an image in the email contains "Shadow Realms" in its filename; that's a name BioWare's owner, Electronic Arts, trademarked earlier this year.

BioWare is known to be working on a new IP in addition to a new Mass Effect game. The new Mass Effect is in the works at BioWare Montreal, while BioWare Edmonton, the team behind the original Mass Effect trilogy--as well as the first Star Wars: Knights of the Old Republic--are focused on the new IP. It was said to already be playable as of last December, and last month executive producer Casey Hudson said the new IP would tell "contemporary stories."

It was reported by USGamer earlier this year that BioWare planned to collaborate with FailBetter Games, developer of Fallen London, on a new project. It's possible that's what this new game is, but unless more information is revealed ahead of Gamescom--which is possible between SDCC and the ARG--we'll have to wait at least a few more weeks to have a better grasp of what the game is.

What are you hoping this tease turns out to be? Let us know in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421298Thu, 31 Jul 2014 14:33:00 -0700 http://www.gamespot.com/articles/new-30-halo-themed-pc-mouse-is-oddly-not-a-gaming-/1100-6421427/

Should the prospect of owning what Logitech calls the "world's fastest mouse" not entice you due to its distinct lack of Master Chief-ness, Microsoft has just the mouse for you. The company today announced the limited-edition Halo-themed Wireless Mobile Mouse 3500; for $30, you can own a mouse adorned with the Halo name and the Master Chief himself.

Strangely, considering the target demographic for this is presumably people who play games and are fans of Halo, this is not a gaming mouse. The 3500 is a fairly run-of-the-mill wireless mouse that carries an MSRP of $30, but is sold for as little as $16 on Amazon if you're willing to make do with one whose color is officially described as "Loch Ness Gray."

By most accounts it's a fine mouse, but it lacks the sort of gamer-centric features you'd expect from one that carries the Halo branding. Even something as simple as extra side buttons (the 3500 has only the two in addition to its mouse wheel) that I can't imagine living without are nowhere to be found.

Microsoft claims the mouse lasts up to eight months with a single AA battery, offers a slot for transporting its USB receiver, and uses the company's BlueTrack Technology. This is said to provide "remarkable tracking on virtually any surface" including carpet, though it won't work on mirrors or clear glass.

The wireless Halo 3500 mouse goes on sale in October, and can be preordered now through GameStop. When it launches, it will also be available through the Microsoft Store and other retailers.

Halo's presence has never been especially heavy on PC; there was a two-year gap between the Xbox and PC releases of Combat Evolved, and a two-and-a-half-year wait before Halo 2 made it to PC from Xbox. Since then, of the seven Halo games released, only Halo: Spartan Assault has made it to PC, with not even Halo Wars--a seemingly perfect fit for PC as a real-time-strategy game--being released on computers. Neither of the next two Halo games, Halo: The Master Chief Collection and Halo 5: Guardians, has been confirmed for any platforms but Xbox One.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421427Thu, 31 Jul 2014 14:15:00 -0700 http://www.gamespot.com/videos/fifa-15-gameplay-features-agility-and-control/2300-6420575/ 2300-6420575Thu, 31 Jul 2014 14:01:00 -0700 http://www.gamespot.com/videos/hyrule-warriors-darunia-and-a-hammer-gameplay-trai/2300-6420574/ 2300-6420574Thu, 31 Jul 2014 14:01:00 -0700 http://www.gamespot.com/articles/xbox-ones-digital-only-killer-instinct-finally-com/1100-6421426/

If you've held out on picking up the new Killer Instinct for Xbox One because you wanted to own a physical disc, you're in luck. Microsoft has announced the Killer Instinct: Combo Breaker Pack, a physical release of the fighting game coming in September.

Killer Instinct was initially released as a digital-only game alongside the Xbox One last November. Players could download a free version that allowed access to a single fighter, or buy the full game to receive the six fighters available at launch and two more that were subsequently released as DLC.

The Combo Breaker Pack consists of the eight fighters from Season 1, as well as one of the characters, TJ Combo, coming as part of the Season 2 expansion. The package will be launched at retail for $20--the same price as the digital version of Season 1--on September 23 with the unseemly box art to the right.

Microsoft confirmed with GameSpot that the Combo Breaker Pack includes a physical disc, and not a download code. TJ Combo, on the other hand, will only be available as a download using a code included with the game.

Season 2 is in the works at Iron Galaxy Studios, which took over development duties after the game's original developer, Double Helix, was acquired by Amazon earlier this year. It's expected out "later this year" and so far only has one confirmed character besides TJ Combo: Maya, another returning character from earlier in the series.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421426Thu, 31 Jul 2014 13:41:00 -0700 http://www.gamespot.com/articles/ea-founder-on-vr-i-dont-want-to-put-on-goggles-and/1100-6421425/

Electronic Arts founder Trip Hawkins isn't too thrilled with the idea of virtual reality, specifically the way in which the technology--like Oculus Rift--forces you to wear goggles. In doing so, you become disconnected with the physical world around you, which can lead to a number of practical issues, Hawkins told GameSpot.

"Personally, I'm not really a big fan of goggles. I don't really think that it's necessary," Hawkins said. "Having to put on glasses is kind of annoying and alienating. If I'm in my home, playing games, I don't want to knock my beer over, I don't want to not be able to find my phone if it rings; I don't want to not be able to make eye contact with other people in the room, you know?"

"You see in the movie industry, every decade or two they try to cram 3D into the movie theater and nobody really cares" -- Trip Hawkins

Hawkins likened the virtual reality industry to what we have already seen play out in the movie business for years, without great success. "You see in the movie industry, every decade or two they try to cram 3D into the movie theater and nobody really cares," he said.

Hawkins isn't the only well-known game industry person to pour cold water on Oculus Rift and virtual reality in general. Strauss Zelnick, CEO of Grand Theft Auto parent company Take-Two Interactive, questions virtual reality's mainstream appeal and thinks the technology is "anti-social." In addition, Doom creator John Romero said recently that he thinks virtual reality could just be a fad. It's important to note, however, that both Zelnick and Romero say they are excited about the future of virtual reality, even if they don't see it gaining mainstream success.

We have reached out to Oculus VR for a response to Hawkins' comments and will update this story with anything we hear back.

Trip Hawkins

Hawkins' current project is If Game, an education-themed iOS title that aims to offer children a fun way to learn social and emotional skills in a fantasy world. Speaking with Hawkins this week about the project, I asked him if virtual reality technology like Oculus Rift could be a good fit for his game. I wondered if, at least in theory, virtual reality could allow children to more deeply immerse themselves in the learning adventure. Despite his personal disinterest in virtual reality, he didn't disagree with my premise.

"If we're talking about an immersive fantasy where you're trying to project yourself into the equivalent of an interactive movie, I think it's actually one of the better use-cases for technology like Oculus Rift," Hawkins said. "If I really want to be immersed in a sophisticated, real-life situation, then it makes the most sense."

By no means is this a confirmation that If Game is going to add Oculus Rift support. Introducing such a feature would be particularly problematic from a technical standpoint, too, considering Oculus Rift is a PC-focused peripheral at the moment. It may not be that way forever, though, as Oculus Rift designer John Carmack is currently working on a way to bring Oculus to mobiles.

Virtual reality technology has been a major talking point in 2014, thanks to investments in the space from two major companies. In March, Sony revealed its own virtual reality headset, Project Morpheus; just a week later, social networking behemoth Facebook announced that it had acquired Oculus VR for $2 billion. Neither Sony nor Oculus VR is saying yet when its respective headset will go on sale and what it will cost. Oculus VR does sell a special, developer-focused Oculus Rift headset, but this $350 unit is not the final consumer version.

We will have more from our interview with Hawkins about his new education-themed efforts in the days ahead.

]]> 1100-6421425Thu, 31 Jul 2014 13:00:00 -0700 http://www.gamespot.com/videos/reality-check-more-pc-gfx-explained-ssao-texture-f/2300-6420568/ 2300-6420568Thu, 31 Jul 2014 12:00:00 -0700 http://www.gamespot.com/articles/call-of-duty-ghosts-final-dlc-includes-a-remake-of/1100-6421424/

The final DLC expansion for Call of Duty: Ghosts has been revealed, with the new Nemesis pack consisting of four maps and a concluding episode to the game's Extinction mode.

Following the release of a short teaser video yesterday, Activision formally announced the Nemesis DLC today, which will be available first on Xbox platforms next Tuesday, August 5. The four DLC maps include one that lets you ride around in a minecart (even if you don't like Call of Duty, that has to sound fun) and another that is a remake of the smallest map ever created for a Call of Duty game, Modern Warfare's Shipment.

The four maps, all of which are described as "small-to-medium" in size:

  • Goldrush -- set in an abandoned gold mine, complete with two minecarts that move around the map and kill players that they hit
  • Subzero -- set in a submarine base with a killstreak that allows players to call in a deadly blizzard
  • Dynasty -- set in a Chinese village with a returning map-specific killstreak from Modern Warfare 2, a VTOL air strike
  • Showtime -- a reimagined version of Call of Duty 4's Shipment set in a "futuristic death arena"
The new Showtime map

Along with the four competitive multiplayer maps is the fourth episode for Extinction mode, entitled Exodus. It will provide players with new weapons to craft and new enemy types to face off against, including the Ancestors--the main villains in Extinction.

Like other DLC packs, Nemesis is included as part of the $50 season pass, but will also sold on its own for $15.

Does any of the new content in Nemesis interest you, or are you just ready to see what Activision shows off from Call of Duty: Advanced Warfare's multiplayer mode on August 11? Let us know in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421424Thu, 31 Jul 2014 11:56:00 -0700 http://www.gamespot.com/articles/today-is-your-last-chance-to-register-mario-kart-8/1100-6421423/

Today is your last chance to get a free Wii U game for registering your copy of Mario Kart 8. The special promotion, which was announced in April, ends today, July 31, and you don't want to miss it.

All you need to do is register your copy of Mario Kart 8--purchased either by itself at retail, through the eShop, or via the Mario Kart 8 Wii U bundle--at Club Nintendo.

The impressive promotion is good in North America and Europe, though the free games on offer vary by region (spoilers: Europe is a lot better!). You can see a breakdown of the free games below.

North America [Instructions on how to claim]:

Europe [Instructions on how to claim]:

Mario Kart 8's strong performance of 2.82 million copies sold in its first month, along with a surge in Wii U hardware sales, was not enough to keep Nintendo out of the red for the latest quarter. The company posted a $97 million loss for the three-month period ended June 30, it was announced this week.

Mario Kart 8 may be off to a hot start, but it is nowhere near Mario Kart Wii, which has sold more than 35 million copies to date. Of course, that game has been available for years, while Mario Kart 8 is still very new. For more on Mario Kart 8, check out GameSpot's review.

]]> 1100-6421423Thu, 31 Jul 2014 11:09:00 -0700 http://www.gamespot.com/articles/gearbox-claims-it-used-millions-of-its-own-cash-to/1100-6421422/

Aliens: Colonial Marines has been controversial ever since its release in February 2013. So controversial, in fact, that some people filed a class-action lawsuit against Gearbox and Sega, claiming that Sega falsely advertised to consumers and Gearbox directed funds for the game to other projects.

This week, Gearbox responded to the lawsuit via court filings (reported by Polygon) and stated that it had no responsibility in the matters raised by the suit. The developer's lawyers requested that the claims against Gearbox be dropped, stating that the company was not involved in the controversy and had no influence over the actions of Sega. Further, the attorneys said that the developer never misdirected funds and that such accusations were false.

In fact, Gearbox executives also revealed that the developer had to sink a significant amount of its own funds into the game, far beyond what Sega provided for its development. Vice president Steve Gibson said, "During the development process, Gearbox supplemented Sega's development budget with its own money to help Sega finish its game; Gearbox's contributions to Aliens: Colonial Marines totaled millions, none of which was ever repaid."

"Gearbox's contributions to Aliens: Colonial Marines totaled millions, none of which was ever repaid."

Gibson went on to deny accusations of Gearbox building levels and even an engine for pre-launch marketing that didn't make it into the full game. "To develop the software, Gearbox utilized the Unreal game engine licensed from Epic Games; this was the only game engine Gearbox used in the design and development of the game," he said. "Contrary to what some believe, the pre-release demonstrations were not made using different game engines."

Discussion and backlash against Colonial Marines began before it was even released. The game received mediocre or bad scores from many reviewers, and publisher Sega was even concerned that developer Gearbox was not investing enough effort into the game. When complaints were filed that trailers for the game published pre-launch were misrepresentative of the final game, Sega admitted that the videos could have been misleading.

Since the launch of Colonial Marines, Sega has moved onto other Alien projects, enlisting the help of Creative Assembly to develop Alien: Isolation. The upcoming horror game launches on October 7 for Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC, and it looks promising. You can read our preview here.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
]]> 1100-6421422Thu, 31 Jul 2014 11:05:00 -0700

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