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Written By Kom Limpulnam on Senin, 01 September 2014 | 17.22

Gamespot's Site MashupResident Evil Revelations 2 - Live-action TrailerGalak-Z Stage Demo - PAX Prime 2014Mikey Neumann and Kris Straub Hanging Out at PAX PrimeMiddle-Earth: Shadow of Mordor Stage Demo - PAX Prime 2014Behemoth's Game 4 Stage Demo - PAX Prime 2014Playing as Claptrap in Borderlands: The Pre-Sequel - PAX Prime 2014The New 3DS, Hyrule Warriors, and Fantasy Life - PAX Prime 2014Mighty No. 9 Beta Starts TomorrowStealth Inc 2 with Lead Level Designer CommentaryBlizzard Wants You to Play Hearthstone for the Next 10 YearsMortal Kombat X Stage Demo - PAX Prime 2014Atari's Reviving Classic Horror Game Alone in The Dark -- Watch the First TeaserWatch GTA 4 Transform Into Watch Dogs in This Amazing ModNintendo Considered Making Splatoon a Mario GameBorderlands: The Pre-Sequel's $30 Season Pass Gets You Four DLC Packs

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/feeds/mashup/?platform=5&type=5 Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 01 Sep 2014 03:18:49 -0700 http://www.gamespot.com/videos/resident-evil-revelations-2-live-action-trailer/2300-6421118/ Capcom's second instalment of Resident Evil Revelations is making the jump from handheld to consoles. ]]> 2300-6421118Mon, 01 Sep 2014 02:59:00 -0700 http://www.gamespot.com/videos/galak-z-stage-demo-pax-prime-2014/2300-6421114/ The Project Lead for Galak-Z shows off the responsive handling of the 2D space shooter. ]]> 2300-6421114Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/mikey-neumann-and-kris-straub-hanging-out-at-pax-p/2300-6421115/ Chris invited Mikey Neumann and Kris Straub to talk about the myriad of projects they are involved in, from comics to movie reviews. ]]> 2300-6421115Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/middle-earth-shadow-of-mordor-stage-demo-pax-prime/2300-6421116/ The Lead Designer of Shadow of Mordor demonstrates the nemesis system and shows a story mission. ]]> 2300-6421116Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/behemoths-game-4-stage-demo-pax-prime-2014/2300-6421117/ Take a look at the first few minutes from Behemoth's just-unveiled title, Game 4, with a co-founder of Behemoth and the narrator from the game, Will Stamper. ]]> 2300-6421117Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/playing-as-claptrap-in-borderlands-the-pre-sequel-/2300-6421112/ Chris and Mary go over some of the special abilities that Claptrap brings to Borderlands: The Pre-Sequel. Abilities like Rubber Ducky. ]]> 2300-6421112Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/the-new-3ds-hyrule-warriors-and-fantasy-life-pax-p/2300-6421113/ Peter and Justin swing by the GameSpot stage to discuss the latest news from Nintendo at PAX Prime. ]]> 2300-6421113Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/articles/mighty-no-9-beta-starts-tomorrow/1100-6422030/ 2641286-99.jpg

The first beta for Mighty No. 9 will start tomorrow, the game's creator Keiji Inafune announced today at his PAX 2014 panel.

Kickstarter backers who pledged at the tiers that gave them access to the beta ($80 or more) will be able to download a build of the game that includes only the fifth level. However, over the next few weeks, the Mighty No. 9 development team will keep adding more content until beta testers will have access to a total of three levels.

Inafune also revealed that all Mighty No. 9 backers will get a free copy of Mighty Gunvolt, a 8-bit reimagining of the 2D action platformer Azure Striker Gunvolt developed by Inti Creates, which Inafune worked on as an "honorary action director." Fans who were lucky enough to attend Inafune's panel received a free copy of Mighty No. 9, free access to the beta, as well as a free copy of Mighty Gunvolt.

During the panel, Inafune said the team has spent the last year working on Mighty No. 9's core mechanics, but that they already completed work on a few key assets, abilities, and bosses. Inafune also showed a short video demonstrating a competitive online race mode for Mighty No. 9, though he said that he hasn't decided if it will make it into the final game.

Mighty No. 9 is becoming a reality thanks to an overwhelmingly successful Kickstarter campaign, which rocketed past its $900,000 goal, ending with $3.8 million last year. The side-scrolling action game is being worked on by Inafune himself and a team of designers at his studio, Comcept.

The final game is expected to launch by April 2015 for PC, Wii U, Xbox 360, PlayStation 3, Xbox One, PlayStation 4, PlayStation Vita, and 3DS.

]]> 1100-6422030Sun, 31 Aug 2014 16:00:00 -0700 http://www.gamespot.com/videos/stealth-inc-2-with-lead-level-designer-commentary/2300-6421110/ Sam Robinson takes us through story and level design behind the sequel to Stealth Inc, coming exclusively to the Wii U. ]]> 2300-6421110Sun, 31 Aug 2014 15:59:00 -0700 http://www.gamespot.com/articles/blizzard-wants-you-to-play-hearthstone-for-the-nex/1100-6422031/ 2641235-1384894906-23726.jpg

World of Warcraft is slowing down, but it had an amazing run since it launched in 2004. Hearthstone: Heroes of Warcraft, Blizzard hopes, will enjoy the same kind of longevity.

According to Hearthstone producer Yong Woo, the desire to keep the game running for a long time motivates Blizzard to price items in the free-to-play game fairly.

"Universally we've been getting feedback that our pricing is very generous," Yong told IGN in an interview. "To us, that's important. For us, we're here for the long run. We're not here to make a quick buck. I want to be playing and working on Hearthstone 10 years from now and from that end, instead of focusing on maximising immediate profit, Hearthstone is really about being able to play it how you want to."

Production director for Hearthstone Jason Chayes reiterated the sentiment in an interview with Games Industry International. "We talked about this idea of white hat black hat from Westerns, and for us one of the goals we set for ourselves was that we wanted to do microtransactions with a white hat," he said. "When Blizzard approaches a game it's with the intention of making something that's going to be around not for a month or two or a year or two but something that we're really into for the long haul. A game that we plan to support for many many years to come, and that's certainly the case with Hearthstone."

Since it launched the beta, the group within Blizzard that created Hearthstone, Team 5, has grown from 15 people to more than 30. It's now working on responding to player feedback and creating new content to keep players engaged. The most significant content added to the game so far was the single-player expansion Curse of Naxxramas, which released on July 22.

For more on Hearthstone, be sure to check out our previous coverage.

]]> 1100-6422031Sun, 31 Aug 2014 15:30:00 -0700 http://www.gamespot.com/videos/mortal-kombat-x-stage-demo-pax-prime-2014/2300-6421092/ Danny O'Dwyer is joined by Adam Urbano to show off some crazy action in Mortal Kombat X from PAX Prime 2014! ]]> 2300-6421092Sun, 31 Aug 2014 15:26:00 -0700 http://www.gamespot.com/articles/ataris-reviving-classic-horror-game-alone-in-the-d/1100-6422029/

Earlier this month, Atari announced that it's bringing back its classic horror game series Alone in the Dark. Today, at PAX 2014, it revealed the first teaser trailer and details about the game.

Alone in the Dark: Illumination, a re-imagining of the 1992 original and one of the first survival horror games ever, will feature "the power of illumination" and a cooperative multiplayer mode. Players will be able to choose different hero characters with different abilities and weapons: Hunter, Witch, Engineer, and Priest. Together, they must fight monstrous enemies to rid an abandoned town of a mysterious curse called the Darkness.

Atari is also developing a re-imagined version of Haunted House, a 1982 Atari 2600 game. Haunted House: Cryptic Graves is a first person single-player game where players must use psychic abilities to solve puzzles and fight spirits and monsters that infest the Abbadon Grange estate. You can watch the teaser trailer for Haunted House: Cryptic Graves below.

Alone in the Dark is being developed by a new studio called Pure FPS, whose memebers worked on games like Dead Island 2, Bioshock Infinite, and Battlefield 2. Haunted House is being developed by Dreampainters, the team behind the survival horror game Anna. Both games are set to release on PC in fall 2014.

]]> 1100-6422029Sun, 31 Aug 2014 14:16:00 -0700 http://www.gamespot.com/articles/watch-gta-4-transform-into-watch-dogs-in-this-amaz/1100-6422028/

It might take you a minute to realize it, but the video above is of a Grand Theft Auto IV mod, not Ubisoft's recently released Watch Dogs.

Created by GTA IV modders ac.amir and JulioNIB, the Watch Dogs IV script mod doesn't only make GTA IV look like Watch Dogs with an Aiden Pearce character model, it also adds many of his hacking abilities to the game. As you can see in the video, the mod allows you to hack traffic lights to cause car accidents, raise roadblocks, and tap into the Liberty City's surveillance cameras to spy on people. It even implements a similar-looking user interface.

Other Watch Dogs features the mod adds include the ability ride on top of trains, listen to police scanners, and hack ATMs to spit out cash and draw people's attention. For a full list of what the mod includes, known technical issues, and instructions on how to install it, head here.

If it's Watch Dogs itself that you're interested in modding, you should check out the final release of Frederico "TheWorse" Rojas' mod, which introduces several new changes, including tweaking rain, the bloom effect during storms, and the game's camera.

GTA IV modders have been able to do some pretty amazing things to the game on PC including significant graphical improvements. It will be exciting to see what modders come up with once GTA V launches on PC, Xbox One, and PlayStation 4 this fall.

]]> 1100-6422028Sun, 31 Aug 2014 13:15:00 -0700 http://www.gamespot.com/articles/nintendo-considered-making-splatoon-a-mario-game/1100-6422026/

Nintendo's upcoming competitive paint shooter, Splatoon, could have been another Mario game, the company's iconic game designer and senior managing director Shigeru Miyamoto has said.

"There were heated debates over who the main character should be [in Splatoon]," Miyamoto told Edge magazine in an interview (via MCV). "Whether it should be Mario, or the squid. When we talked about the possibility of it being Mario, of course we could think of the advantages: anybody would be willing to touch it as soon as we announced that we had a new Mario game. But at the same time, we had some worries. If it were Mario, we wouldn't be able to create a new IP."

Nintendo first revealed Splatoon at E3 2014. It was a surprise both because it's the first new IP Nintendo has announced a long time, and because it's a competitive shooter, not a genre the family-friendly company is known for. However, as GameSpot's Managing Editor Randolph Ramsay said in our first hands-on coverage of the game, it's exactly how you'd imagine a Nintendo-made competitive shooter would be: colorful, charming, and non-violent.

In the game, two teams of four players armed with paint guns have to try to cover the level with as much of their team's color. Players also have the ability to transform into a squid, and swim through any area splashed with their team's color.

Splatoon is set to release on Wii U in 2015.

Are you happy to see new IP from Nintendo, or do you wish Splatoon was a Mario game? Let us know in the comments below.

]]> 1100-6422026Sun, 31 Aug 2014 12:16:00 -0700 http://www.gamespot.com/articles/borderlands-the-pre-sequels-30-season-pass-gets-yo/1100-6422007/

Gearbox Software and 2K Australia have announced their post-launch support plans for Borderlands: The Pre-Sequel at their PAX 2014 panel. The Pre-Sequel, which takes place between Borderlands and Borderlands 2, will get four DLC packs that include new characters, missions, and experiences.

You can buy the DLC packs separately at $10 a piece, or get the Borderlands: The Pre-Sequel Season Pass, which will get all the DLC as it's released for $30 total. The Season Pass does not include the pre-order bonus content for the game, Shock Drop Slaughter Pit, but you will be able to purchase it separately at a later date.

Gearbox and 2K Australia said that they are still busy putting the finishing touches on the main game, but that once they shift focus to the DLC they'll have more details.

During the panel, Gearbox CEO Randy Pitchford said that the team is considering adding Handsome Jack's body double as a playable character. After the crowd's enthusiastic reaction, he said Gearbox is going through with the idea. Pitchford also revealed that playing Telltale's Tales from the Borderlands will unlock content in Borderlands: The Pre-Sequel.

The Pre-Sequel is scheduled for release on October 14 on Xbox 360, PlayStation 3, and PC. It's being developed at 2K Australia with assistance from Gearbox. 2K said that it will consider publishing the game on Xbox One and PlayStation 4 if fans really want it.

For more, check out GameSpot's previous coverage.

]]> 1100-6422007Sun, 31 Aug 2014 11:30:00 -0700
Gamespot's Site MashupResident Evil Revelations 2 - Live-action TrailerGalak-Z Stage Demo - PAX Prime 2014Mikey Neumann and Kris Straub Hanging Out at PAX PrimeMiddle-Earth: Shadow of Mordor Stage Demo - PAX Prime 2014Behemoth's Game 4 Stage Demo - PAX Prime 2014Playing as Claptrap in Borderlands: The Pre-Sequel - PAX Prime 2014The New 3DS, Hyrule Warriors, and Fantasy Life - PAX Prime 2014Mighty No. 9 Beta Starts TomorrowStealth Inc 2 with Lead Level Designer CommentaryBlizzard Wants You to Play Hearthstone for the Next 10 YearsMortal Kombat X Stage Demo - PAX Prime 2014Atari's Reviving Classic Horror Game Alone in The Dark -- Watch the First TeaserWatch GTA 4 Transform Into Watch Dogs in This Amazing ModNintendo Considered Making Splatoon a Mario GameBorderlands: The Pre-Sequel's $30 Season Pass Gets You Four DLC Packs

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/feeds/mashup/?platform=5&type=5 Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Mon, 01 Sep 2014 03:18:49 -0700 http://www.gamespot.com/videos/resident-evil-revelations-2-live-action-trailer/2300-6421118/ Capcom's second instalment of Resident Evil Revelations is making the jump from handheld to consoles. ]]> 2300-6421118Mon, 01 Sep 2014 02:59:00 -0700 http://www.gamespot.com/videos/galak-z-stage-demo-pax-prime-2014/2300-6421114/ The Project Lead for Galak-Z shows off the responsive handling of the 2D space shooter. ]]> 2300-6421114Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/mikey-neumann-and-kris-straub-hanging-out-at-pax-p/2300-6421115/ Chris invited Mikey Neumann and Kris Straub to talk about the myriad of projects they are involved in, from comics to movie reviews. ]]> 2300-6421115Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/middle-earth-shadow-of-mordor-stage-demo-pax-prime/2300-6421116/ The Lead Designer of Shadow of Mordor demonstrates the nemesis system and shows a story mission. ]]> 2300-6421116Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/behemoths-game-4-stage-demo-pax-prime-2014/2300-6421117/ Take a look at the first few minutes from Behemoth's just-unveiled title, Game 4, with a co-founder of Behemoth and the narrator from the game, Will Stamper. ]]> 2300-6421117Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/playing-as-claptrap-in-borderlands-the-pre-sequel-/2300-6421112/ Chris and Mary go over some of the special abilities that Claptrap brings to Borderlands: The Pre-Sequel. Abilities like Rubber Ducky. ]]> 2300-6421112Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/videos/the-new-3ds-hyrule-warriors-and-fantasy-life-pax-p/2300-6421113/ Peter and Justin swing by the GameSpot stage to discuss the latest news from Nintendo at PAX Prime. ]]> 2300-6421113Sun, 31 Aug 2014 16:30:00 -0700 http://www.gamespot.com/articles/mighty-no-9-beta-starts-tomorrow/1100-6422030/ 2641286-99.jpg

The first beta for Mighty No. 9 will start tomorrow, the game's creator Keiji Inafune announced today at his PAX 2014 panel.

Kickstarter backers who pledged at the tiers that gave them access to the beta ($80 or more) will be able to download a build of the game that includes only the fifth level. However, over the next few weeks, the Mighty No. 9 development team will keep adding more content until beta testers will have access to a total of three levels.

Inafune also revealed that all Mighty No. 9 backers will get a free copy of Mighty Gunvolt, a 8-bit reimagining of the 2D action platformer Azure Striker Gunvolt developed by Inti Creates, which Inafune worked on as an "honorary action director." Fans who were lucky enough to attend Inafune's panel received a free copy of Mighty No. 9, free access to the beta, as well as a free copy of Mighty Gunvolt.

During the panel, Inafune said the team has spent the last year working on Mighty No. 9's core mechanics, but that they already completed work on a few key assets, abilities, and bosses. Inafune also showed a short video demonstrating a competitive online race mode for Mighty No. 9, though he said that he hasn't decided if it will make it into the final game.

Mighty No. 9 is becoming a reality thanks to an overwhelmingly successful Kickstarter campaign, which rocketed past its $900,000 goal, ending with $3.8 million last year. The side-scrolling action game is being worked on by Inafune himself and a team of designers at his studio, Comcept.

The final game is expected to launch by April 2015 for PC, Wii U, Xbox 360, PlayStation 3, Xbox One, PlayStation 4, PlayStation Vita, and 3DS.

]]> 1100-6422030Sun, 31 Aug 2014 16:00:00 -0700 http://www.gamespot.com/videos/stealth-inc-2-with-lead-level-designer-commentary/2300-6421110/ Sam Robinson takes us through story and level design behind the sequel to Stealth Inc, coming exclusively to the Wii U. ]]> 2300-6421110Sun, 31 Aug 2014 15:59:00 -0700 http://www.gamespot.com/articles/blizzard-wants-you-to-play-hearthstone-for-the-nex/1100-6422031/ 2641235-1384894906-23726.jpg

World of Warcraft is slowing down, but it had an amazing run since it launched in 2004. Hearthstone: Heroes of Warcraft, Blizzard hopes, will enjoy the same kind of longevity.

According to Hearthstone producer Yong Woo, the desire to keep the game running for a long time motivates Blizzard to price items in the free-to-play game fairly.

"Universally we've been getting feedback that our pricing is very generous," Yong told IGN in an interview. "To us, that's important. For us, we're here for the long run. We're not here to make a quick buck. I want to be playing and working on Hearthstone 10 years from now and from that end, instead of focusing on maximising immediate profit, Hearthstone is really about being able to play it how you want to."

Production director for Hearthstone Jason Chayes reiterated the sentiment in an interview with Games Industry International. "We talked about this idea of white hat black hat from Westerns, and for us one of the goals we set for ourselves was that we wanted to do microtransactions with a white hat," he said. "When Blizzard approaches a game it's with the intention of making something that's going to be around not for a month or two or a year or two but something that we're really into for the long haul. A game that we plan to support for many many years to come, and that's certainly the case with Hearthstone."

Since it launched the beta, the group within Blizzard that created Hearthstone, Team 5, has grown from 15 people to more than 30. It's now working on responding to player feedback and creating new content to keep players engaged. The most significant content added to the game so far was the single-player expansion Curse of Naxxramas, which released on July 22.

For more on Hearthstone, be sure to check out our previous coverage.

]]> 1100-6422031Sun, 31 Aug 2014 15:30:00 -0700 http://www.gamespot.com/videos/mortal-kombat-x-stage-demo-pax-prime-2014/2300-6421092/ Danny O'Dwyer is joined by Adam Urbano to show off some crazy action in Mortal Kombat X from PAX Prime 2014! ]]> 2300-6421092Sun, 31 Aug 2014 15:26:00 -0700 http://www.gamespot.com/articles/ataris-reviving-classic-horror-game-alone-in-the-d/1100-6422029/

Earlier this month, Atari announced that it's bringing back its classic horror game series Alone in the Dark. Today, at PAX 2014, it revealed the first teaser trailer and details about the game.

Alone in the Dark: Illumination, a re-imagining of the 1992 original and one of the first survival horror games ever, will feature "the power of illumination" and a cooperative multiplayer mode. Players will be able to choose different hero characters with different abilities and weapons: Hunter, Witch, Engineer, and Priest. Together, they must fight monstrous enemies to rid an abandoned town of a mysterious curse called the Darkness.

Atari is also developing a re-imagined version of Haunted House, a 1982 Atari 2600 game. Haunted House: Cryptic Graves is a first person single-player game where players must use psychic abilities to solve puzzles and fight spirits and monsters that infest the Abbadon Grange estate. You can watch the teaser trailer for Haunted House: Cryptic Graves below.

Alone in the Dark is being developed by a new studio called Pure FPS, whose memebers worked on games like Dead Island 2, Bioshock Infinite, and Battlefield 2. Haunted House is being developed by Dreampainters, the team behind the survival horror game Anna. Both games are set to release on PC in fall 2014.

]]> 1100-6422029Sun, 31 Aug 2014 14:16:00 -0700 http://www.gamespot.com/articles/watch-gta-4-transform-into-watch-dogs-in-this-amaz/1100-6422028/

It might take you a minute to realize it, but the video above is of a Grand Theft Auto IV mod, not Ubisoft's recently released Watch Dogs.

Created by GTA IV modders ac.amir and JulioNIB, the Watch Dogs IV script mod doesn't only make GTA IV look like Watch Dogs with an Aiden Pearce character model, it also adds many of his hacking abilities to the game. As you can see in the video, the mod allows you to hack traffic lights to cause car accidents, raise roadblocks, and tap into the Liberty City's surveillance cameras to spy on people. It even implements a similar-looking user interface.

Other Watch Dogs features the mod adds include the ability ride on top of trains, listen to police scanners, and hack ATMs to spit out cash and draw people's attention. For a full list of what the mod includes, known technical issues, and instructions on how to install it, head here.

If it's Watch Dogs itself that you're interested in modding, you should check out the final release of Frederico "TheWorse" Rojas' mod, which introduces several new changes, including tweaking rain, the bloom effect during storms, and the game's camera.

GTA IV modders have been able to do some pretty amazing things to the game on PC including significant graphical improvements. It will be exciting to see what modders come up with once GTA V launches on PC, Xbox One, and PlayStation 4 this fall.

]]> 1100-6422028Sun, 31 Aug 2014 13:15:00 -0700 http://www.gamespot.com/articles/nintendo-considered-making-splatoon-a-mario-game/1100-6422026/

Nintendo's upcoming competitive paint shooter, Splatoon, could have been another Mario game, the company's iconic game designer and senior managing director Shigeru Miyamoto has said.

"There were heated debates over who the main character should be [in Splatoon]," Miyamoto told Edge magazine in an interview (via MCV). "Whether it should be Mario, or the squid. When we talked about the possibility of it being Mario, of course we could think of the advantages: anybody would be willing to touch it as soon as we announced that we had a new Mario game. But at the same time, we had some worries. If it were Mario, we wouldn't be able to create a new IP."

Nintendo first revealed Splatoon at E3 2014. It was a surprise both because it's the first new IP Nintendo has announced a long time, and because it's a competitive shooter, not a genre the family-friendly company is known for. However, as GameSpot's Managing Editor Randolph Ramsay said in our first hands-on coverage of the game, it's exactly how you'd imagine a Nintendo-made competitive shooter would be: colorful, charming, and non-violent.

In the game, two teams of four players armed with paint guns have to try to cover the level with as much of their team's color. Players also have the ability to transform into a squid, and swim through any area splashed with their team's color.

Splatoon is set to release on Wii U in 2015.

Are you happy to see new IP from Nintendo, or do you wish Splatoon was a Mario game? Let us know in the comments below.

]]> 1100-6422026Sun, 31 Aug 2014 12:16:00 -0700 http://www.gamespot.com/articles/borderlands-the-pre-sequels-30-season-pass-gets-yo/1100-6422007/

Gearbox Software and 2K Australia have announced their post-launch support plans for Borderlands: The Pre-Sequel at their PAX 2014 panel. The Pre-Sequel, which takes place between Borderlands and Borderlands 2, will get four DLC packs that include new characters, missions, and experiences.

You can buy the DLC packs separately at $10 a piece, or get the Borderlands: The Pre-Sequel Season Pass, which will get all the DLC as it's released for $30 total. The Season Pass does not include the pre-order bonus content for the game, Shock Drop Slaughter Pit, but you will be able to purchase it separately at a later date.

Gearbox and 2K Australia said that they are still busy putting the finishing touches on the main game, but that once they shift focus to the DLC they'll have more details.

During the panel, Gearbox CEO Randy Pitchford said that the team is considering adding Handsome Jack's body double as a playable character. After the crowd's enthusiastic reaction, he said Gearbox is going through with the idea. Pitchford also revealed that playing Telltale's Tales from the Borderlands will unlock content in Borderlands: The Pre-Sequel.

The Pre-Sequel is scheduled for release on October 14 on Xbox 360, PlayStation 3, and PC. It's being developed at 2K Australia with assistance from Gearbox. 2K said that it will consider publishing the game on Xbox One and PlayStation 4 if fans really want it.

For more, check out GameSpot's previous coverage.

]]> 1100-6422007Sun, 31 Aug 2014 11:30:00 -0700

17.22 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Minggu, 31 Agustus 2014 | 17.21

Gamespot's Site MashupDanny Does PAX - The Ultimate Show TourHeavenly Sword Creator Ninja Theory Working on Disney Infinity 2.0Tim Schafer Says He'd Love to Remaster More LucasArts Adventure Games if Grim Fandango SellsCivilization: Beyond Earth Stage Demo - PAX Prime 2014Sunset Overdrive Stage Demo - Pax Prime 2014Favorites From the Show Floor - PAX Prime 2014Tim Schafer Stage Interview- Pax Prime 2014Watch Dying Light's Dev Diary Detailing Its Impressive FreerunningNintendo Plans to Support Hyrule Warriors for the "Long Run," Free Day One DLC AnnouncedSucceeding in Civilization: Beyond Earth - Diplomacy, Domination, and Daring to DreamWatch the First Beautiful Trailer for the Mysterious First-Person Game, FirewatchThe Sims 4 Now Available to Pre-LoadSaints Row Dev Responds to Feminist Frequency CritiqueLabor Day Weekend Gaming DealsFour Things I Learned About Dragon Age: Inquisition's Mutiplayer

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/feeds/mashup/?platform=1069&type=14 Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sun, 31 Aug 2014 03:17:17 -0700 http://www.gamespot.com/videos/danny-does-pax-the-ultimate-show-tour/2300-6421101/ Come along as Danny O'Dwyer takes you on a mega-tour of PAX Prime 2014. See what the show floor is like, what internet friends there are along the way and discover the meaning of PAX. ]]> 2300-6421101Sun, 31 Aug 2014 01:00:00 -0700 http://www.gamespot.com/articles/heavenly-sword-creator-ninja-theory-working-on-dis/1100-6422020/

Developer Ninja Theory is assisting with the development of the combat in Disney Infinity 2.0. Announced at the Giant Bomb PAX panel, and later confirmed on Twitter, Disney Infinity executive producer John Vignocchi said that the developer is the latest team to join the platform.

Talking about Ninja Theory on Twitter, Vignocchi said, "They have been working with us since February and are like family to our team at Avalanche and Disney." And at the panel he said that Ninja Theory has primarily focused on battle systems for villains like Loki, Green Goblin, and Ronan.

Ninja Theory has worked on other franchises before (like their work with Nintendo on the reboot of DmC: Devil May Cry), but they're perhaps better known as the creators of Heavenly Sword and Enslaved. At Gamescom earlier this year, Ninja Theory also revealed that they're working on a new original game titled Hellblade.

Disney Infinity likely has some more news coming in the near future as well, having recently teased the addition of Star Wars characters to the game.

]]> 1100-6422020Sat, 30 Aug 2014 22:15:00 -0700 http://www.gamespot.com/articles/tim-schafer-says-hed-love-to-remaster-more-lucasar/1100-6422019/

Double Fine's Tim Schafer said that he would love to remaster more LucasArts adventure games he worked on, though Grim Fandango Remastered will have to sell well in order for that to happen.

The news comes from the Grim Fandango: Bringing the Dead Back to Life PAX 2014 panel, where Schafer and other developers who worked on the original game talked about how they're handling various aspects of the remastered edition.

"We would love to make more of them," Schafer said in response to a fan in the audience who asked if they considered remaking or re-releasing other LucasArts adventure games. "If everyone buys 10 copies it will make it more likely that we'll make another," Schafer joked.

As to why they decided to tackle Grim Fandango first, Schafer said it was a combination of the team's passion for the game, the fact that it became hard to get only a few years after it was originally released, and the negotiations between Sony, Double Fine, and Disney, which acquired LucasArts last year.

Schafer and the panel also discussed the current state of Grim Fandango Remastered. The plan is to dig up the original assets, polish them, and use as much of them is possible in the remastered version. One exception is the game's music, which will be performed and recorded with the Melbourne orchestra just for the new version of the game. The Melbourne orchestra also worked with Double Fine on Broken Age.

At the moment, the team is still digging through the archives to see what they have, but has already begun improving textures, cutscenes, and other assets, as well as implementing new mouse and DualShock controls. A short video about the production of the game that played before the panel started also briefly showed it running on the tablet, though the game hasn't been officially announced for iOS or Android devices.

Double Fine announced that Grim Fandango will be released for PC, Mac, and Linux in addition to PS4 and Vita. A release date for the remastered version of the game has not yet been announced, but Double Fine says it will be a simultaneous launch across all platforms.

Which LucasArts game would you like to see remastered? Let us know in the comments below.

]]> 1100-6422019Sat, 30 Aug 2014 18:11:00 -0700 http://www.gamespot.com/videos/civilization-beyond-earth-stage-demo-pax-prime-201/2300-6421099/ Developers from Firaxis Games come by to discuss inspirations behind Civilization: Beyond Earth. ]]> 2300-6421099Sat, 30 Aug 2014 17:31:00 -0700 http://www.gamespot.com/videos/sunset-overdrive-stage-demo-pax-prime-2014/2300-6421097/ Not only do we get a look at some new Sunset Overdrive gameplay, Brandon Winfrey chugs an Overcharge energy drink. ]]> 2300-6421097Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/videos/favorites-from-the-show-floor-pax-prime-2014/2300-6421100/ Justin and Ty talk a little about Ori and the Blind Forest and Battlecry, but mostly they talk about fighting in elephant and snow leopard suites at the Far Cry 4 booth. ]]> 2300-6421100Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/videos/tim-schafer-stage-interview-pax-prime-2014/2300-6421098/ Tim Schafer talks about a few of the games Double Fine Productions is has in production, including Costume Quest 2 and the Grim Fandango remake. ]]> 2300-6421098Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/articles/watch-dying-lights-dev-diary-detailing-its-impress/1100-6422018/

Dying Light has released a development diary that details the game's freerunning elements, or "Natural Movement," as developer Techland calls it.

Producer Tymon Smektała said that when the team started development on Dying Light they looked at other first-person games and felt that they lacked the ability to let the player move freely and seamlessly.

Lead Game Designer Maciej Binkowski said that, at first, they tried placing special objects in the environment that would allow the player to climb up various structures. When 50,000 objects still weren't enough, they realized that they'll have to find a different solution. Dying Light's Natural Movement, as you can see in the video above, allows you to climb almost everything you see in the game, with smooth animations reminiscent of DICE's Mirror's Edge.

Techland believes that its Natural Movement is a significant evolution in first-person games. Game Programmer Bartosz Kulon said that it might take you five or six hours to master it, but that once you do, it will feel like second nature.

Dying Light launches in February 2015 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Developed by Polish studio Techland (Call of Juarez, Dead Island), the game was originally expected to launch this fall, but was delayed in May so the developer could improve Natural Movement.

]]> 1100-6422018Sat, 30 Aug 2014 15:28:00 -0700 http://www.gamespot.com/articles/nintendo-plans-to-support-hyrule-warriors-for-the-/1100-6422017/

Hyrule Warriors will get a free, day one content update, Nintendo has announced. The free download will add a new mode, a new weapon, and the option to select your own music while playing the game.

Nintendo also said that this is just the beginning of its plan to support Hyrule Warriors "for the long run with more content to help players expand their adventures even farther."

As Nintendo previously announced, if you preorder Hyrule Warriors at select retailers, you'll receive a free download code for a set of alternate in-game costumes for Link and Zelda. If you register the game with Club Nintendo you will also receive a free download code for a set of alternate costumes for Ganondorf. All of these additional costumes will also eventually become available to purchase from the Nintendo eShop. Nintendo said that it will announce timing and pricing details at a later date.

Hyrule Warriors will launch on the Wii U in Japan on August 14, Europe on September 19, Australia on September 20, and North America on September 26. For more on the game, check out GameSpot's previous coverage.

]]> 1100-6422017Sat, 30 Aug 2014 13:47:00 -0700 http://www.gamespot.com/articles/succeeding-in-civilization-beyond-earth-diplomacy-/1100-6422006/ How deep are your bonds with your childhood best friend? I've long been out of contact with my best school buddy, but game designers Will Miller and Dave McDonough share a much deeper connection. From their longtime friendship spawns Civilization: Beyond Earth, Firaxis' upcoming strategy game, on which Miller and McDonough share lead designer credit. By the time you read this, the pair will already have spoken at PAX, where they intend to reveal more specifics about Beyond Earth's many, many facets. Luckily, I was able to pin them down for a sneak peek at their panel, and probe their minds for more details on what makes Beyond Earth much more than a reskinned Civilization V.

I played Civilization: Beyond Earth earlier this week at the event in Oakland. I'm curious about the orbital layer and the units you put there, like the solar collector. What is the focus of the layer, what is the focus of the collector, and how does that inform player strategy?

When we describe the orbital layer, we always start by saying that the terrain map is always the star of the show, and the orbital layer is meant to be another access that augments that. It reinforces the drama happening on the ground. The solar collector is one of several domestic-themed satellites that improve tile yields, push back miasma or generate miasma, if that's what you want to do. There's also a number of military satellites which act as static buffs above your military. They can be used defensively, and if you're very clever, you can use them offensively if you spread your orbital coverage far enough out to get a satellite in range of your enemy.

The orbital layer itself is very simple. Satellites don't move. They are temporal, so they don't last forever. And they can't overlap their influence. So it's this kind of treacherous puzzle you're playing up there, competing with other civs to get the best real estate and to expand your coverage as quickly as you can so you can exercise influence both domestically and militarily.

I know you're introducing the fungal biome at PAX. Can you give me a rundown of what biomes are and what they mean for players?

The main hook of Beyond Earth is that you play on an alien planet. Having the planet feel alien and feel like a strange place is part of the deal for us. So far we've revealed two terrain styles that are pretty recognizable, the lush biome and the arid biome. They're both beautiful and interesting in their own way. The fungal we're excited about because it's really out there. It's a really weird looking and cool biome that gives the game a different feel when you play. You have a whole world in this style of giant fungal trees, and puffy gross-looking hills, and everything feels really iffy and strange compared to a more terrestrial-looking Civ game. It still plays like Beyond Earth on any other biome. We're excited to show it off because we know it's kind of out there and look forward to see how fans react to it.

For each of the biomes, it's mainly an aesthetic change, but there are some subtle gameplay differences between them. For example, the arid biome, you're much more likely to see giant siege worms, just because we're fans of Dune and it makes sense! There are some resource distribution and alien behavior subtleties that come along with each of those biome types. The main difference for gameplay is our maps scripts. That's the second layer of procedurality, the maps. And we'll ship the game with several of these map scripts to procedurally generate maps of different types and for different gameplay purposes. Some of them are designed to generate maps that are fair, for multiplayer games. Some of them generate maps that are more challenging, where you may want an archipelago, where you have lots of small islands and you have to focus on your naval forces to dominate. Or one with no water at all, sort of the opposite problem.

We've got some really interesting ones, like the tilted axis map, where one half is encased in ice and the other half is boiling hot, and there's a Goldilocks zone in the middle. So those scripts can express a wide variety of different ways to play the game. And they're also moddable, so we're really excited to see what our players do with them, and the kinds of things they make for themselves.

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I saw the kraken in action the other day. What can you tell me about the navy, and actually, about war in general?

The basic mechanics in Beyond Earth are very similar to Civ V--there are still hexes, still one unit per tile, all the orbital layer is an interesting way of working around that limitation. But the variety of units is pretty substantial, and those unit varieties come from your choices in the tech tree and the affinity you decide to adopt. Each of those affinities has a very distinctive play style. Harmony units at the highest levels are designed to take advantage of the surface of the planet, of the natural resources on the planet. Things that used to be an impediment to you in the early game, like miasma, are now an advantage, and you want to make sure to pollute as much of the planet as possible so that you get the advantage like the aliens did against you early in the game. It's very much about leveraging the landscape against their opponents.

The supremacy player is more of a finesse civ. Individual units are weaker, but when organized in certain combinations relative to each other on the map, they become very powerful. They're all about battlefield geometry and positional play. And then purity is just brute force. 'Let's put more guns on it--that's the solution.' So they're all about raw firepower, and their units reflect that. And then the alien creatures of course are their own sort of special case. The kraken is this giant floating island with tentacles underneath that you can fight. And there's a lot of interesting fauna that will give you a run for it early and late in the game; they're certainly relevant for the whole experience.

The intent here was that mechanically, it stays pretty close to Civ V, so that our core fanbase knows how to use it. But the content is different and the progression of that content is much different throughout the game.

While I played I had the chance to encounter a number of other civilizations, their leaders. I'm curious about diplomacy and how that will work, particularly in regards to alien life. There was an interesting moment when I had attacked enough of the wildlife that many leaders were quite annoyed with me. How will my encounters with aliens affect diplomacy?

Diplomacy is like in previous Civs where you can meet with other leaders on matters both large and small. You can trade resources and valuables, but you can also affect their grand strategy by commenting on what they're up to, and vice versa. If you are encroaching on them in some way or offending them in some way, they will call you up and tell you. And if you respond in a way they don't like, that can lead to worsening relations or even war, which you saw when you were overly aggressive toward the aliens. There are leaders on the planet that would prefer you leave them alone.

The aliens are an interesting x factor in the diplomatic landscape. They have their own presence on the planet. They pre-date you and exist in great strength when you first arrive, so everything you do on the new world necessarily affects them. You can try to shove them out of the way, or learn to live with them, but you have to incorporate them into your plan. Every leader in the game will decide how to do that differently, and if you are using a different tact than another leader is, they may conflict.

For instance, if you attack the aliens a lot, the aliens will become more aggressive, more hostile--they'll get generally riled up. This can lead to them making attacks of reprisal against other players' civilizations who weren't necessarily expecting this. That's why it would affect your diplomacy. Leaders would say, 'stop antagonizing the aliens, it's ruining my plans.' But you also have a sort of diplomatic stance to the aliens themselves. It's expressed through the actions that you take. It doesn't show up in the diplomacy window, you don't actually call them up and talk to them. But everything you do they take note of, and they will form an opinion over the course of the game and act on that. So if you attack the aliens a lot,k they will attack you back, and will become gradually more intelligent about it, to the point that they will send sizeable swarms to take out your cities. But if you take a more passive approach to them and let them exist in peace, they'll take note of that too, to the point where they won't attack you ever again, they'll avoid your territory, they might even attack your enemies. Aliens are definitely a player with their own rules.

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I didn't get very far into the tech web when I played. I know it's separated into branches and leaves, but what more can you tell me about it?

The goal of the system is to model the future. What could happen to humanity, what interesting powers could we gain over the next thousand years on a new alien world with strange new resources available to us? It's arranged in a web because it's meant to be exploratory. You start in the center with technology you more or less recognize and can use right away. And you build out around threads that represent solutions to the problems that you're facing, whether those are environmental, or developmental, or diplomatic, or military, or what have you. You'll find options for dealing with them along the tech web, and as they branch out, they become more powerful, more elaborate, and more fictitious--more imaginative and in the sci-fi realm.

But you can swing around. You can move laterally and explore the web to get the advantages you want, but also change your mind if your situation changes. The main structure is major and minor tech, which we call branches and leaves, where the branches represent big ideas that have far-reaching impact, and the leaves are smaller specializations that provide more focused power and special rewards like unique units and wonders. The web is bigger than any one player could achieve in a standard playthrough at standard speed. You have all the technology you could pursue, but you can't get all of it; you have to choose what's most important. If you stay focused and determined, you can get the things that really matter, but along the way you're going to leave aside things that are less important.

So by the end of the game, you maybe have 60 to 70 percent of all the technology, but the technology you possess won't necessarily be the same your opponents possess. They may have had different priorities and they may go a different way and end up with different powers. By the end of the game, you've got to match your strength against theirs in a way that doesn't go one to one. You've got to know what makes you strong and what makes them strong, and figure out where the pressure points are. A lot of the exploratory and adaptive discovery of gameplay that makes Civ: Beyond Earth rich is expressed by the tech web, and technologies like planetary engineering or seismic induction are examples of special things that you can get if you prioritize that playstyle. But they're just two of the interesting options in the web.

Regarding virtues, I'm told that you'll be discussing the knowledge branch at PAX, but what more can you tell me about virtues, how they impact gameplay at large, what the various advantages and disadvantages are?

The virtue system is intended to kind of model your government, but more than that--to specialize your civilization domestically, militarily, in the diplomacy system and in other ways. As you gain culture in the game, you can unlock virtues that progress your civilization down these tracks. The big improvement we tried to make in this system over previous Civs… the critical path in Civ V was to focus on a single tree. To deviate from that would waste resources and was not optimal. We've introduced what we call synergy bonuses into the new system, whereby I get bonuses for going deep in a tree, or I can get bonuses by going horizontally across several trees.

These encourage you to multiclass if you want to. You don't have to just pick one of those branches and dive really deep; you can pick and choose the things you want across several of them and still keep pace with the other civs. This is really cool and provides a lot more flexibility to customize a civilization exactly the way you want it.

Hungry for more information on Civilization: Beyond Earth? I explored the astrophysics of space travel and how they relate to Beyond Earth earlier this week.

]]> 1100-6422006Sat, 30 Aug 2014 13:00:00 -0700 http://www.gamespot.com/articles/watch-the-first-beautiful-trailer-for-the-mysterio/1100-6422016/

Indie developer Campo Santo has released the first trailer for its debut game, Firewatch, during its PAX 2014 panel.

As you can see in the video above, Firewatch is a first-person game that follows Henry, who explores the Wyoming wilderness after taking a summer job as a fire lookout. Events are sent in motion as Henry learns that a forest fire might be headed in his direction.

Details are still scarce, but Campo Santo previously said that your only human connection is over a handheld radio, which you'll use to speak with your supervisor, Delilah, about the things you're both experiencing.

Campo Santo's small team has an impressive background in the games industry. Jake Rodkin, a designer and Campo Santo's creative director, was previously at Telltale, where he worked on The Walking Dead, Puzzle Agent, Tales of Monkey Island, and Sam & Max. Other Campo Santo members previously worked at Klei, Double Fine, 2K Marin, and Maxis.

Firewatch will be published by Panic Inc., on PC, Mac, and Linux. Campo Santo said it would "love for it to come out in 2015."

]]> 1100-6422016Sat, 30 Aug 2014 12:11:00 -0700 http://www.gamespot.com/articles/the-sims-4-now-available-to-pre-load/1100-6422015/

If you want to play The Sims 4 as soon as it's released, you can now pre-load the game on your PC, Electronic Arts has announced.

The option to download the game and have it ready to launch as soon as it's released is currently rolling out to everyone who pre-ordered a copy through Origin. When it's available in your area, simply launch Origin and hover your cursor over the game tile in your Game Library to check if it's available.

Once The Sims 4 is pre-loaded, your game will unlock when it launches in your region. If you live in the United Stated, that means 12 AM EDT on September 2, or 9 PM PDT on September 1.

Fans in other regions can find their local release schedule below:

  • September 2: North America, Central Asia, and Russia.
  • September 4: Australia, Japan, and Europe (excluding the UK).
  • September 5: New Zealand, India, South Africa, and the UK.

If you want to know how your PC will handle The Sims 4, you can find the system requirements here.

For more on the game, check out GameSpot editor Zorine Te's article on how The Sims 4 will be different from The Sims 3, and the rest of our previous coverage. If you already own the The Sims 3 and its expansions, you'll get a variety of special in-game rewards in The Sims 4.

]]> 1100-6422015Sat, 30 Aug 2014 11:36:00 -0700 http://www.gamespot.com/articles/saints-row-dev-responds-to-feminist-frequency-crit/1100-6422014/

Steve Jaros, Studio Creative Director at Saints Row developer Volition, has responded to the latest video in Anita Sarkeesian's Tropes vs. Women In Video Games series, which outlines the trope of women used as background decoration in games.

Jaros posted a link to the video via Twitter the day after it was released. "This is something we all should be better at," he said. "Yes the original saints Row is listed here. Yes it should be."

While speaking with The Escapist, Jaros admitted that there is a problem with the way women are portrayed in games. "I think that we shouldn't be portraying senseless abused women and I think that if I could go back and hop in a time machine I would have done things differently."

Jaros says that Volition has gotten better at representing women in Saints Row games over time, and that the team debates and tries to dress and address female characters in ways that don't sexually objectify them.

"I think it's fair to be called out on your s**t," he said. "I think that it's a sad man that can never be self-reflective. I think that we tried to go and carry ourselves with respect, and try to respect sexuality and respect gender as much as we can, and sometimes we fail but hopefully we'll do better and continue to get better."

Sarkeesian has faced waves of harassment since the Tropes vs. Women in Video Games series debuted, but things escalated to a terrifying level this week with death threats that drove her to contact the police and leave her home.

The most recent episode in the Tropes vs. Women In Video Games series, the second part of a program called Women As Background Decoration, was published on Monday. The series was successfully funded on Kickstarter in 2012.

Yesterday, Volition announced a standalone Saints Row expansion subtitled Gat Out of Hell for PC, 360, PS3, Xbox One, and PS4, as well as a port of Saints Row IV for Xbox One and PS4.

]]> 1100-6422014Sat, 30 Aug 2014 10:38:00 -0700 http://www.gamespot.com/articles/labor-day-weekend-gaming-deals/1100-6421998/

It may not be a major deals event like Black Friday or Christmas, but Labor Day weekend does have a handful of good deals for gamers. We've scoured retailer websites and deals forums and rounded up some of the best offers we found. Did we miss anything? Let us know in the comments below. And remember, deals often come and go--but we'll do our best to update this page frequently.

Groupon: 10 percent off almost everything with coupon code LABOR10 (via Dealzon):

ebay:

Steam:

  • Microsoft Studios Weekend (August 28-September 1) -- Age of Mythology: Extended Edition ($15), State of Decay ($5), Age of Empires II HD ($5), Rise of Nations Extended Edition ($10), Dust: An Elysian Tail ($3), Halo: Spartan Assault ($1.69), Ms Splosion Man ($2), and Max: The Curse of Brotherhood ($3.74).
  • Call of Duty Franchise Sale (August 28-September 1) -- Call of Duty IV: Modern Warfare ($10), Call of Duty: World at War ($10), Call of Duty: Modern Warfare 2 ($10), Call of Duty: Black Ops ($20), Call of Duty: Modern Warfare 3 ($20), Call of Duty: Black Ops II ($30), Call of Duty: Ghosts ($30). Plenty of DLC for various Call of Duty titles is also on sale.

Nintendo:

GameStop PC digital sale (via Slickdeals):

Amazon PC digital sale (via Slickdeals):

Humble Bundle:

  • PAX 10 Humble Flash Bundle--Pay what you want for Badland, Solar 2, Containment: The Zombie Puzzler, and Jamestown: Legacy of the Lost Colony; pay more than the current average to unlock Fez and The Swapper; pay $15 or more to get Canon Brawl and Life Goes On.
  • Adult Swim Humble Bundle--Pay what you want for Fistpuncher, Soundodger+, and Super Puzzle Platformer Deluxe; pay more than the current average to unlock Volgarr the Viking, Super House of Dead Ninjas, Adult Swim Games DLC, Westerado: Double Barreled; pay $13 or more to get Jazzpunk and Super Comboman.

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

]]> 1100-6421998Sat, 30 Aug 2014 10:00:00 -0700 http://www.gamespot.com/articles/four-things-i-learned-about-dragon-age-inquisition/1100-6422013/ Yesterday when I strolled onto the show floor of PAX Prime 2014 and picked up an Xbox One controller to play Dragon Age: Inquisition's new multiplayer mode, I felt like I had a pretty good idea of what to expect. I knew this was BioWare's attempt to take some of the co-op ideas it toyed around with on Mass Effect 3 and build on them in the fantasy setting of the company's other popular role-playing franchise.

The big difference, of course, is that there are no single-player ramifications for what you achieve in multiplayer, no galactic readiness or anything like that. Multiplayer in Dragon Age: Inquisition, I knew, was its own separate adventure. A bit of four-player questing through dungeons filled with enemies where loot and class-based co-operating is very much a focus.

Here's what else I found out after actually playing the thing.

It's pretty fast-paced

The multiplayer campaigns in Dragon Age: Inquisition are made up of levels where the actual rooms you explore are all hand-made by level designers, but the larger sequencing of these areas is randomized. But no matter how those arrangements shake out, one thing seems pretty consistent: you encounter a lot of baddies in a lot of places.

It leads to a quick sense of pacing, where you know there's always something waiting for you around the next corner. You can take a little time to breathe and collect yourself after you clear out a room, and there are some hidden areas that you can find by exploiting cracks in the walls, but generally speaking you aren't doing a lot of sightseeing here. It's definitely something that encourages you and your team to keep it moving and go to town on as many enemies as you can.

It's tough to be a complete jerk

When one player smashes a vase filled with gold or opens up a glimmering treasure chest, every other player on the team will instantly receive their share of the loot. So don't go thinking that you can just plow through each level expecting to bogart all the gold from your teammates. Not that I would ever do that. No, sir. Never!

I hope every class is as interesting as the Reaver

I didn't get to pick my class before playing, but that might have been for the best. I ended up going with a tough lady wielding a massive battle axe known as the Reaver. What makes her fun is that the lower her health is, the more damage she's capable of dishing out. So it creates this very high-risk, high-reward situation where you're encouraged to dance along the razor's edge, just on the brink of death without completely going over.

Her abilities give her some flexibility in these situations, of course. One of those is called devour, and it essentially lets her syphon health from nearby enemies when things get a little too dangerous. That comes in handy considering that each player only gets two health potions to start out with, but of course it comes with the drawback of lower attack stats. Add in her massive, sweeping heavy attack that lands with a devastating thud and this class offers a nice balance of rewarding moment-to-combat combat and enough strategy to make it feel like you're not engaged in a fantasy turkey shoot.

It's just plain fun

I don't know how much longevity Dragon Age: Inquisition's multiplayer will have, or how rewarding the crafting and loot systems will be, or whether playing through its various environments will eventually feel repetitive. But one thing I can say after a little bit of hands-on time is that it's just fun. The combat feels good, the visual effects add a nice sense of atmosphere, and the pacing keeps things flowing. Will there be enough to the multiplayer to pull me away from the allure of exploring a big open world with all its storytelling and characters? Maybe, maybe not. But it certainly makes a good first impression.

]]> 1100-6422013Sat, 30 Aug 2014 09:35:00 -0700
Gamespot's Site MashupDanny Does PAX - The Ultimate Show TourHeavenly Sword Creator Ninja Theory Working on Disney Infinity 2.0Tim Schafer Says He'd Love to Remaster More LucasArts Adventure Games if Grim Fandango SellsCivilization: Beyond Earth Stage Demo - PAX Prime 2014Sunset Overdrive Stage Demo - Pax Prime 2014Favorites From the Show Floor - PAX Prime 2014Tim Schafer Stage Interview- Pax Prime 2014Watch Dying Light's Dev Diary Detailing Its Impressive FreerunningNintendo Plans to Support Hyrule Warriors for the "Long Run," Free Day One DLC AnnouncedSucceeding in Civilization: Beyond Earth - Diplomacy, Domination, and Daring to DreamWatch the First Beautiful Trailer for the Mysterious First-Person Game, FirewatchThe Sims 4 Now Available to Pre-LoadSaints Row Dev Responds to Feminist Frequency CritiqueLabor Day Weekend Gaming DealsFour Things I Learned About Dragon Age: Inquisition's Mutiplayer

rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 rss_modified:rss:9d9437cc2bdadfdb0c2a6594385b5cf5548bd329 http://www.gamespot.com/feeds/mashup/?platform=1069&type=14 Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Sun, 31 Aug 2014 03:17:17 -0700 http://www.gamespot.com/videos/danny-does-pax-the-ultimate-show-tour/2300-6421101/ Come along as Danny O'Dwyer takes you on a mega-tour of PAX Prime 2014. See what the show floor is like, what internet friends there are along the way and discover the meaning of PAX. ]]> 2300-6421101Sun, 31 Aug 2014 01:00:00 -0700 http://www.gamespot.com/articles/heavenly-sword-creator-ninja-theory-working-on-dis/1100-6422020/

Developer Ninja Theory is assisting with the development of the combat in Disney Infinity 2.0. Announced at the Giant Bomb PAX panel, and later confirmed on Twitter, Disney Infinity executive producer John Vignocchi said that the developer is the latest team to join the platform.

Talking about Ninja Theory on Twitter, Vignocchi said, "They have been working with us since February and are like family to our team at Avalanche and Disney." And at the panel he said that Ninja Theory has primarily focused on battle systems for villains like Loki, Green Goblin, and Ronan.

Ninja Theory has worked on other franchises before (like their work with Nintendo on the reboot of DmC: Devil May Cry), but they're perhaps better known as the creators of Heavenly Sword and Enslaved. At Gamescom earlier this year, Ninja Theory also revealed that they're working on a new original game titled Hellblade.

Disney Infinity likely has some more news coming in the near future as well, having recently teased the addition of Star Wars characters to the game.

]]> 1100-6422020Sat, 30 Aug 2014 22:15:00 -0700 http://www.gamespot.com/articles/tim-schafer-says-hed-love-to-remaster-more-lucasar/1100-6422019/

Double Fine's Tim Schafer said that he would love to remaster more LucasArts adventure games he worked on, though Grim Fandango Remastered will have to sell well in order for that to happen.

The news comes from the Grim Fandango: Bringing the Dead Back to Life PAX 2014 panel, where Schafer and other developers who worked on the original game talked about how they're handling various aspects of the remastered edition.

"We would love to make more of them," Schafer said in response to a fan in the audience who asked if they considered remaking or re-releasing other LucasArts adventure games. "If everyone buys 10 copies it will make it more likely that we'll make another," Schafer joked.

As to why they decided to tackle Grim Fandango first, Schafer said it was a combination of the team's passion for the game, the fact that it became hard to get only a few years after it was originally released, and the negotiations between Sony, Double Fine, and Disney, which acquired LucasArts last year.

Schafer and the panel also discussed the current state of Grim Fandango Remastered. The plan is to dig up the original assets, polish them, and use as much of them is possible in the remastered version. One exception is the game's music, which will be performed and recorded with the Melbourne orchestra just for the new version of the game. The Melbourne orchestra also worked with Double Fine on Broken Age.

At the moment, the team is still digging through the archives to see what they have, but has already begun improving textures, cutscenes, and other assets, as well as implementing new mouse and DualShock controls. A short video about the production of the game that played before the panel started also briefly showed it running on the tablet, though the game hasn't been officially announced for iOS or Android devices.

Double Fine announced that Grim Fandango will be released for PC, Mac, and Linux in addition to PS4 and Vita. A release date for the remastered version of the game has not yet been announced, but Double Fine says it will be a simultaneous launch across all platforms.

Which LucasArts game would you like to see remastered? Let us know in the comments below.

]]> 1100-6422019Sat, 30 Aug 2014 18:11:00 -0700 http://www.gamespot.com/videos/civilization-beyond-earth-stage-demo-pax-prime-201/2300-6421099/ Developers from Firaxis Games come by to discuss inspirations behind Civilization: Beyond Earth. ]]> 2300-6421099Sat, 30 Aug 2014 17:31:00 -0700 http://www.gamespot.com/videos/sunset-overdrive-stage-demo-pax-prime-2014/2300-6421097/ Not only do we get a look at some new Sunset Overdrive gameplay, Brandon Winfrey chugs an Overcharge energy drink. ]]> 2300-6421097Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/videos/favorites-from-the-show-floor-pax-prime-2014/2300-6421100/ Justin and Ty talk a little about Ori and the Blind Forest and Battlecry, but mostly they talk about fighting in elephant and snow leopard suites at the Far Cry 4 booth. ]]> 2300-6421100Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/videos/tim-schafer-stage-interview-pax-prime-2014/2300-6421098/ Tim Schafer talks about a few of the games Double Fine Productions is has in production, including Costume Quest 2 and the Grim Fandango remake. ]]> 2300-6421098Sat, 30 Aug 2014 17:29:00 -0700 http://www.gamespot.com/articles/watch-dying-lights-dev-diary-detailing-its-impress/1100-6422018/

Dying Light has released a development diary that details the game's freerunning elements, or "Natural Movement," as developer Techland calls it.

Producer Tymon Smektała said that when the team started development on Dying Light they looked at other first-person games and felt that they lacked the ability to let the player move freely and seamlessly.

Lead Game Designer Maciej Binkowski said that, at first, they tried placing special objects in the environment that would allow the player to climb up various structures. When 50,000 objects still weren't enough, they realized that they'll have to find a different solution. Dying Light's Natural Movement, as you can see in the video above, allows you to climb almost everything you see in the game, with smooth animations reminiscent of DICE's Mirror's Edge.

Techland believes that its Natural Movement is a significant evolution in first-person games. Game Programmer Bartosz Kulon said that it might take you five or six hours to master it, but that once you do, it will feel like second nature.

Dying Light launches in February 2015 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Developed by Polish studio Techland (Call of Juarez, Dead Island), the game was originally expected to launch this fall, but was delayed in May so the developer could improve Natural Movement.

]]> 1100-6422018Sat, 30 Aug 2014 15:28:00 -0700 http://www.gamespot.com/articles/nintendo-plans-to-support-hyrule-warriors-for-the-/1100-6422017/

Hyrule Warriors will get a free, day one content update, Nintendo has announced. The free download will add a new mode, a new weapon, and the option to select your own music while playing the game.

Nintendo also said that this is just the beginning of its plan to support Hyrule Warriors "for the long run with more content to help players expand their adventures even farther."

As Nintendo previously announced, if you preorder Hyrule Warriors at select retailers, you'll receive a free download code for a set of alternate in-game costumes for Link and Zelda. If you register the game with Club Nintendo you will also receive a free download code for a set of alternate costumes for Ganondorf. All of these additional costumes will also eventually become available to purchase from the Nintendo eShop. Nintendo said that it will announce timing and pricing details at a later date.

Hyrule Warriors will launch on the Wii U in Japan on August 14, Europe on September 19, Australia on September 20, and North America on September 26. For more on the game, check out GameSpot's previous coverage.

]]> 1100-6422017Sat, 30 Aug 2014 13:47:00 -0700 http://www.gamespot.com/articles/succeeding-in-civilization-beyond-earth-diplomacy-/1100-6422006/ How deep are your bonds with your childhood best friend? I've long been out of contact with my best school buddy, but game designers Will Miller and Dave McDonough share a much deeper connection. From their longtime friendship spawns Civilization: Beyond Earth, Firaxis' upcoming strategy game, on which Miller and McDonough share lead designer credit. By the time you read this, the pair will already have spoken at PAX, where they intend to reveal more specifics about Beyond Earth's many, many facets. Luckily, I was able to pin them down for a sneak peek at their panel, and probe their minds for more details on what makes Beyond Earth much more than a reskinned Civilization V.

I played Civilization: Beyond Earth earlier this week at the event in Oakland. I'm curious about the orbital layer and the units you put there, like the solar collector. What is the focus of the layer, what is the focus of the collector, and how does that inform player strategy?

When we describe the orbital layer, we always start by saying that the terrain map is always the star of the show, and the orbital layer is meant to be another access that augments that. It reinforces the drama happening on the ground. The solar collector is one of several domestic-themed satellites that improve tile yields, push back miasma or generate miasma, if that's what you want to do. There's also a number of military satellites which act as static buffs above your military. They can be used defensively, and if you're very clever, you can use them offensively if you spread your orbital coverage far enough out to get a satellite in range of your enemy.

The orbital layer itself is very simple. Satellites don't move. They are temporal, so they don't last forever. And they can't overlap their influence. So it's this kind of treacherous puzzle you're playing up there, competing with other civs to get the best real estate and to expand your coverage as quickly as you can so you can exercise influence both domestically and militarily.

I know you're introducing the fungal biome at PAX. Can you give me a rundown of what biomes are and what they mean for players?

The main hook of Beyond Earth is that you play on an alien planet. Having the planet feel alien and feel like a strange place is part of the deal for us. So far we've revealed two terrain styles that are pretty recognizable, the lush biome and the arid biome. They're both beautiful and interesting in their own way. The fungal we're excited about because it's really out there. It's a really weird looking and cool biome that gives the game a different feel when you play. You have a whole world in this style of giant fungal trees, and puffy gross-looking hills, and everything feels really iffy and strange compared to a more terrestrial-looking Civ game. It still plays like Beyond Earth on any other biome. We're excited to show it off because we know it's kind of out there and look forward to see how fans react to it.

For each of the biomes, it's mainly an aesthetic change, but there are some subtle gameplay differences between them. For example, the arid biome, you're much more likely to see giant siege worms, just because we're fans of Dune and it makes sense! There are some resource distribution and alien behavior subtleties that come along with each of those biome types. The main difference for gameplay is our maps scripts. That's the second layer of procedurality, the maps. And we'll ship the game with several of these map scripts to procedurally generate maps of different types and for different gameplay purposes. Some of them are designed to generate maps that are fair, for multiplayer games. Some of them generate maps that are more challenging, where you may want an archipelago, where you have lots of small islands and you have to focus on your naval forces to dominate. Or one with no water at all, sort of the opposite problem.

We've got some really interesting ones, like the tilted axis map, where one half is encased in ice and the other half is boiling hot, and there's a Goldilocks zone in the middle. So those scripts can express a wide variety of different ways to play the game. And they're also moddable, so we're really excited to see what our players do with them, and the kinds of things they make for themselves.

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I saw the kraken in action the other day. What can you tell me about the navy, and actually, about war in general?

The basic mechanics in Beyond Earth are very similar to Civ V--there are still hexes, still one unit per tile, all the orbital layer is an interesting way of working around that limitation. But the variety of units is pretty substantial, and those unit varieties come from your choices in the tech tree and the affinity you decide to adopt. Each of those affinities has a very distinctive play style. Harmony units at the highest levels are designed to take advantage of the surface of the planet, of the natural resources on the planet. Things that used to be an impediment to you in the early game, like miasma, are now an advantage, and you want to make sure to pollute as much of the planet as possible so that you get the advantage like the aliens did against you early in the game. It's very much about leveraging the landscape against their opponents.

The supremacy player is more of a finesse civ. Individual units are weaker, but when organized in certain combinations relative to each other on the map, they become very powerful. They're all about battlefield geometry and positional play. And then purity is just brute force. 'Let's put more guns on it--that's the solution.' So they're all about raw firepower, and their units reflect that. And then the alien creatures of course are their own sort of special case. The kraken is this giant floating island with tentacles underneath that you can fight. And there's a lot of interesting fauna that will give you a run for it early and late in the game; they're certainly relevant for the whole experience.

The intent here was that mechanically, it stays pretty close to Civ V, so that our core fanbase knows how to use it. But the content is different and the progression of that content is much different throughout the game.

While I played I had the chance to encounter a number of other civilizations, their leaders. I'm curious about diplomacy and how that will work, particularly in regards to alien life. There was an interesting moment when I had attacked enough of the wildlife that many leaders were quite annoyed with me. How will my encounters with aliens affect diplomacy?

Diplomacy is like in previous Civs where you can meet with other leaders on matters both large and small. You can trade resources and valuables, but you can also affect their grand strategy by commenting on what they're up to, and vice versa. If you are encroaching on them in some way or offending them in some way, they will call you up and tell you. And if you respond in a way they don't like, that can lead to worsening relations or even war, which you saw when you were overly aggressive toward the aliens. There are leaders on the planet that would prefer you leave them alone.

The aliens are an interesting x factor in the diplomatic landscape. They have their own presence on the planet. They pre-date you and exist in great strength when you first arrive, so everything you do on the new world necessarily affects them. You can try to shove them out of the way, or learn to live with them, but you have to incorporate them into your plan. Every leader in the game will decide how to do that differently, and if you are using a different tact than another leader is, they may conflict.

For instance, if you attack the aliens a lot, the aliens will become more aggressive, more hostile--they'll get generally riled up. This can lead to them making attacks of reprisal against other players' civilizations who weren't necessarily expecting this. That's why it would affect your diplomacy. Leaders would say, 'stop antagonizing the aliens, it's ruining my plans.' But you also have a sort of diplomatic stance to the aliens themselves. It's expressed through the actions that you take. It doesn't show up in the diplomacy window, you don't actually call them up and talk to them. But everything you do they take note of, and they will form an opinion over the course of the game and act on that. So if you attack the aliens a lot,k they will attack you back, and will become gradually more intelligent about it, to the point that they will send sizeable swarms to take out your cities. But if you take a more passive approach to them and let them exist in peace, they'll take note of that too, to the point where they won't attack you ever again, they'll avoid your territory, they might even attack your enemies. Aliens are definitely a player with their own rules.

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I didn't get very far into the tech web when I played. I know it's separated into branches and leaves, but what more can you tell me about it?

The goal of the system is to model the future. What could happen to humanity, what interesting powers could we gain over the next thousand years on a new alien world with strange new resources available to us? It's arranged in a web because it's meant to be exploratory. You start in the center with technology you more or less recognize and can use right away. And you build out around threads that represent solutions to the problems that you're facing, whether those are environmental, or developmental, or diplomatic, or military, or what have you. You'll find options for dealing with them along the tech web, and as they branch out, they become more powerful, more elaborate, and more fictitious--more imaginative and in the sci-fi realm.

But you can swing around. You can move laterally and explore the web to get the advantages you want, but also change your mind if your situation changes. The main structure is major and minor tech, which we call branches and leaves, where the branches represent big ideas that have far-reaching impact, and the leaves are smaller specializations that provide more focused power and special rewards like unique units and wonders. The web is bigger than any one player could achieve in a standard playthrough at standard speed. You have all the technology you could pursue, but you can't get all of it; you have to choose what's most important. If you stay focused and determined, you can get the things that really matter, but along the way you're going to leave aside things that are less important.

So by the end of the game, you maybe have 60 to 70 percent of all the technology, but the technology you possess won't necessarily be the same your opponents possess. They may have had different priorities and they may go a different way and end up with different powers. By the end of the game, you've got to match your strength against theirs in a way that doesn't go one to one. You've got to know what makes you strong and what makes them strong, and figure out where the pressure points are. A lot of the exploratory and adaptive discovery of gameplay that makes Civ: Beyond Earth rich is expressed by the tech web, and technologies like planetary engineering or seismic induction are examples of special things that you can get if you prioritize that playstyle. But they're just two of the interesting options in the web.

Regarding virtues, I'm told that you'll be discussing the knowledge branch at PAX, but what more can you tell me about virtues, how they impact gameplay at large, what the various advantages and disadvantages are?

The virtue system is intended to kind of model your government, but more than that--to specialize your civilization domestically, militarily, in the diplomacy system and in other ways. As you gain culture in the game, you can unlock virtues that progress your civilization down these tracks. The big improvement we tried to make in this system over previous Civs… the critical path in Civ V was to focus on a single tree. To deviate from that would waste resources and was not optimal. We've introduced what we call synergy bonuses into the new system, whereby I get bonuses for going deep in a tree, or I can get bonuses by going horizontally across several trees.

These encourage you to multiclass if you want to. You don't have to just pick one of those branches and dive really deep; you can pick and choose the things you want across several of them and still keep pace with the other civs. This is really cool and provides a lot more flexibility to customize a civilization exactly the way you want it.

Hungry for more information on Civilization: Beyond Earth? I explored the astrophysics of space travel and how they relate to Beyond Earth earlier this week.

]]> 1100-6422006Sat, 30 Aug 2014 13:00:00 -0700 http://www.gamespot.com/articles/watch-the-first-beautiful-trailer-for-the-mysterio/1100-6422016/

Indie developer Campo Santo has released the first trailer for its debut game, Firewatch, during its PAX 2014 panel.

As you can see in the video above, Firewatch is a first-person game that follows Henry, who explores the Wyoming wilderness after taking a summer job as a fire lookout. Events are sent in motion as Henry learns that a forest fire might be headed in his direction.

Details are still scarce, but Campo Santo previously said that your only human connection is over a handheld radio, which you'll use to speak with your supervisor, Delilah, about the things you're both experiencing.

Campo Santo's small team has an impressive background in the games industry. Jake Rodkin, a designer and Campo Santo's creative director, was previously at Telltale, where he worked on The Walking Dead, Puzzle Agent, Tales of Monkey Island, and Sam & Max. Other Campo Santo members previously worked at Klei, Double Fine, 2K Marin, and Maxis.

Firewatch will be published by Panic Inc., on PC, Mac, and Linux. Campo Santo said it would "love for it to come out in 2015."

]]> 1100-6422016Sat, 30 Aug 2014 12:11:00 -0700 http://www.gamespot.com/articles/the-sims-4-now-available-to-pre-load/1100-6422015/

If you want to play The Sims 4 as soon as it's released, you can now pre-load the game on your PC, Electronic Arts has announced.

The option to download the game and have it ready to launch as soon as it's released is currently rolling out to everyone who pre-ordered a copy through Origin. When it's available in your area, simply launch Origin and hover your cursor over the game tile in your Game Library to check if it's available.

Once The Sims 4 is pre-loaded, your game will unlock when it launches in your region. If you live in the United Stated, that means 12 AM EDT on September 2, or 9 PM PDT on September 1.

Fans in other regions can find their local release schedule below:

  • September 2: North America, Central Asia, and Russia.
  • September 4: Australia, Japan, and Europe (excluding the UK).
  • September 5: New Zealand, India, South Africa, and the UK.

If you want to know how your PC will handle The Sims 4, you can find the system requirements here.

For more on the game, check out GameSpot editor Zorine Te's article on how The Sims 4 will be different from The Sims 3, and the rest of our previous coverage. If you already own the The Sims 3 and its expansions, you'll get a variety of special in-game rewards in The Sims 4.

]]> 1100-6422015Sat, 30 Aug 2014 11:36:00 -0700 http://www.gamespot.com/articles/saints-row-dev-responds-to-feminist-frequency-crit/1100-6422014/

Steve Jaros, Studio Creative Director at Saints Row developer Volition, has responded to the latest video in Anita Sarkeesian's Tropes vs. Women In Video Games series, which outlines the trope of women used as background decoration in games.

Jaros posted a link to the video via Twitter the day after it was released. "This is something we all should be better at," he said. "Yes the original saints Row is listed here. Yes it should be."

While speaking with The Escapist, Jaros admitted that there is a problem with the way women are portrayed in games. "I think that we shouldn't be portraying senseless abused women and I think that if I could go back and hop in a time machine I would have done things differently."

Jaros says that Volition has gotten better at representing women in Saints Row games over time, and that the team debates and tries to dress and address female characters in ways that don't sexually objectify them.

"I think it's fair to be called out on your s**t," he said. "I think that it's a sad man that can never be self-reflective. I think that we tried to go and carry ourselves with respect, and try to respect sexuality and respect gender as much as we can, and sometimes we fail but hopefully we'll do better and continue to get better."

Sarkeesian has faced waves of harassment since the Tropes vs. Women in Video Games series debuted, but things escalated to a terrifying level this week with death threats that drove her to contact the police and leave her home.

The most recent episode in the Tropes vs. Women In Video Games series, the second part of a program called Women As Background Decoration, was published on Monday. The series was successfully funded on Kickstarter in 2012.

Yesterday, Volition announced a standalone Saints Row expansion subtitled Gat Out of Hell for PC, 360, PS3, Xbox One, and PS4, as well as a port of Saints Row IV for Xbox One and PS4.

]]> 1100-6422014Sat, 30 Aug 2014 10:38:00 -0700 http://www.gamespot.com/articles/labor-day-weekend-gaming-deals/1100-6421998/

It may not be a major deals event like Black Friday or Christmas, but Labor Day weekend does have a handful of good deals for gamers. We've scoured retailer websites and deals forums and rounded up some of the best offers we found. Did we miss anything? Let us know in the comments below. And remember, deals often come and go--but we'll do our best to update this page frequently.

Groupon: 10 percent off almost everything with coupon code LABOR10 (via Dealzon):

ebay:

Steam:

  • Microsoft Studios Weekend (August 28-September 1) -- Age of Mythology: Extended Edition ($15), State of Decay ($5), Age of Empires II HD ($5), Rise of Nations Extended Edition ($10), Dust: An Elysian Tail ($3), Halo: Spartan Assault ($1.69), Ms Splosion Man ($2), and Max: The Curse of Brotherhood ($3.74).
  • Call of Duty Franchise Sale (August 28-September 1) -- Call of Duty IV: Modern Warfare ($10), Call of Duty: World at War ($10), Call of Duty: Modern Warfare 2 ($10), Call of Duty: Black Ops ($20), Call of Duty: Modern Warfare 3 ($20), Call of Duty: Black Ops II ($30), Call of Duty: Ghosts ($30). Plenty of DLC for various Call of Duty titles is also on sale.

Nintendo:

GameStop PC digital sale (via Slickdeals):

Amazon PC digital sale (via Slickdeals):

Humble Bundle:

  • PAX 10 Humble Flash Bundle--Pay what you want for Badland, Solar 2, Containment: The Zombie Puzzler, and Jamestown: Legacy of the Lost Colony; pay more than the current average to unlock Fez and The Swapper; pay $15 or more to get Canon Brawl and Life Goes On.
  • Adult Swim Humble Bundle--Pay what you want for Fistpuncher, Soundodger+, and Super Puzzle Platformer Deluxe; pay more than the current average to unlock Volgarr the Viking, Super House of Dead Ninjas, Adult Swim Games DLC, Westerado: Double Barreled; pay $13 or more to get Jazzpunk and Super Comboman.

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

]]> 1100-6421998Sat, 30 Aug 2014 10:00:00 -0700 http://www.gamespot.com/articles/four-things-i-learned-about-dragon-age-inquisition/1100-6422013/ Yesterday when I strolled onto the show floor of PAX Prime 2014 and picked up an Xbox One controller to play Dragon Age: Inquisition's new multiplayer mode, I felt like I had a pretty good idea of what to expect. I knew this was BioWare's attempt to take some of the co-op ideas it toyed around with on Mass Effect 3 and build on them in the fantasy setting of the company's other popular role-playing franchise.

The big difference, of course, is that there are no single-player ramifications for what you achieve in multiplayer, no galactic readiness or anything like that. Multiplayer in Dragon Age: Inquisition, I knew, was its own separate adventure. A bit of four-player questing through dungeons filled with enemies where loot and class-based co-operating is very much a focus.

Here's what else I found out after actually playing the thing.

It's pretty fast-paced

The multiplayer campaigns in Dragon Age: Inquisition are made up of levels where the actual rooms you explore are all hand-made by level designers, but the larger sequencing of these areas is randomized. But no matter how those arrangements shake out, one thing seems pretty consistent: you encounter a lot of baddies in a lot of places.

It leads to a quick sense of pacing, where you know there's always something waiting for you around the next corner. You can take a little time to breathe and collect yourself after you clear out a room, and there are some hidden areas that you can find by exploiting cracks in the walls, but generally speaking you aren't doing a lot of sightseeing here. It's definitely something that encourages you and your team to keep it moving and go to town on as many enemies as you can.

It's tough to be a complete jerk

When one player smashes a vase filled with gold or opens up a glimmering treasure chest, every other player on the team will instantly receive their share of the loot. So don't go thinking that you can just plow through each level expecting to bogart all the gold from your teammates. Not that I would ever do that. No, sir. Never!

I hope every class is as interesting as the Reaver

I didn't get to pick my class before playing, but that might have been for the best. I ended up going with a tough lady wielding a massive battle axe known as the Reaver. What makes her fun is that the lower her health is, the more damage she's capable of dishing out. So it creates this very high-risk, high-reward situation where you're encouraged to dance along the razor's edge, just on the brink of death without completely going over.

Her abilities give her some flexibility in these situations, of course. One of those is called devour, and it essentially lets her syphon health from nearby enemies when things get a little too dangerous. That comes in handy considering that each player only gets two health potions to start out with, but of course it comes with the drawback of lower attack stats. Add in her massive, sweeping heavy attack that lands with a devastating thud and this class offers a nice balance of rewarding moment-to-combat combat and enough strategy to make it feel like you're not engaged in a fantasy turkey shoot.

It's just plain fun

I don't know how much longevity Dragon Age: Inquisition's multiplayer will have, or how rewarding the crafting and loot systems will be, or whether playing through its various environments will eventually feel repetitive. But one thing I can say after a little bit of hands-on time is that it's just fun. The combat feels good, the visual effects add a nice sense of atmosphere, and the pacing keeps things flowing. Will there be enough to the multiplayer to pull me away from the allure of exploring a big open world with all its storytelling and characters? Maybe, maybe not. But it certainly makes a good first impression.

]]> 1100-6422013Sat, 30 Aug 2014 09:35:00 -0700

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