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Dokuro Game Giveaway!

Written By Kom Limpulnam on Rabu, 26 Desember 2012 | 23.37

Attention PS Vita owners, we're giving away 4 copies of Dokuro for the PlayStation Vita, not only is this an amazing little puzzle plat former but the copies are signed by the procurers! There are two ways to enter, our Dokuro Doddle Hustle or the Dokuro Caption Contest.

Dokuro Doodle Contest

One of the whimsical characteristics to Dokuro is its charming chalk board art style. Participants will inspire themselves with GameSpot screen shots and images to create a Dokuro Doodle.

You can capture any element of the game in your drawing so long as there is a clear correlation between your art and the game. The traditional art medium to the game is very chalk like, but for this contest we will be accepting all styles.

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Send your entry to contests@gamespot.com making sure to include your mailing address and your GameSpot Username

Prizing:
One (1) winner will be selected for the Dokuro Doodle contest and will receive a copy of Dokuro for the PS Vita. Judging for the entries will take place on Friday January 11th and a winner will be selected by GameSpot Staff members.

Dokuro Caption Contest

The story of Dokuro is a charming and simple one, our heroic skeletal friend may not get the love he clearly deserves, but that will not stop him from trying to save his Princess. To enter in the Dokuro Caption contest simply fill in the following caption and email it to contests@gamespot.com:


"Sticks and stone will break my bones, but __________________."

Want an example? Here's a freebie! (But you can't use it as an entry):
"Sticks and stones my break my bones but I will always love you."

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Email your entry to contests@gamespot.com with the subject "Dokuro Caption Contest" making sure to include your mailing address and your GameSpot Username

Prizing:
Three (3) winners will be selected for the Dokuro Caption Contest, each of the three (3) winners will receive 1 copy of Dokuro for the PS Vita. Winners will be determined based on a raffle of all the entrants for the Dokuro Caption Contest on Friday, January 11th.


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This Week in Games - December 22, 2012

Happy Holidays! BioShock, bankruptcy, Borderlands DLC, the decline of western civilization, Bobbty Kotick's dating life, and the NRA.

Attempts to find some kind of meaning, and something to vilify, in the wake of a tragedy such as the shooting at Sandy Hook Elementary School in Newtown, Connecticut, are completely understandable. As seems to be the norm of late, attention is yet again turning to violent video games as something to be singled-out for blame. The political attention began this week with this Tweet from Obama administration advisor David Axelrod.

This sparked plenty of attention on Twitter, and fueled a number of stories throughout the week predicting an escalation of finger-pointing in gaming's direction. It arrived in force on Wednesday when Democratic West Virginia senator Jay Rockefeller (picture below, and no - that's not this particular bill he's waving around) introduced a bill to congress that would task the National Academy of Sciences (NAS) to study the effects of violent video games and other programs on children. The measure comes less than a week after the horrors at Sandy Hook. "Major corporations, including the video game industry, make billions on marketing and selling violent content to children," Rockefeller said in a statement on his website. "They have a responsibility to protect our children. If they do not, you can count on the Congress to take a more aggressive role." The bill would direct the NAS to conduct a "comprehensive study and investigation" of the link between violent games and other violent video programming and harmful effects on children. More specifically, the NAS would be charged with looking into whether or not video games cause children to act aggressively or "otherwise hurt their wellbeing," and if so, determine if that effect is notably distinguishable from other types of media. This study would also look at the "direct and long-lasting impact" of violent content on a child's well-being. "With respect to violent video games, NAS must look at whether current or emerging aspects of games, like their interactive nature and the personal and vivid way violence is portrayed, have a unique impact on kids," the statement reads. Separately, Rockefeller said he will call on the Federal Trade Commission (FTC) and the Federal Communications Commission (FCC) to further their work in this area. "Changes in technology now allow kids to access violent content online with less parental involvement. It is time for these two agencies to take a fresh look at these issues," he said. If the bill passes, NAS must submit a report on its study within 18 months to Congress as well as the FTC and FCC.

If you've been following this kind of thing for the last few years, you'll no doubt be rolling your eyes at yet another potential waste of government resources and taxpayer money. After all, previous studies of this nature have failed to turn up any data that supports a connection between violent games and real world gun violence, so why will this one show anything different? The Washington Post ran a story on Monday this week demonstrating that video game consumption "does not seem to correlate at all with an increase in gun violence," and cited data from 10 different countries including Germany, Australia, South Korea, and the Netherlands. The outlier on gun violence? The United States.

On Friday, the National Rifle Association finally broke their silence on the subject, taking the opportunity to finger violent games as partially to blame for last week's tragedy. "There exists in this country a callous, corrupt, and corrupting shadow industry that sells, and sows, violence against its own people," NRA executive vice president Wayne LaPierre said. "Through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse. And here's one: it's called Kindergarten Killers. It's been online for 10 years. How come my research department could find it and all of yours either couldn't or didn't want anyone to know you had found it?" He went on to question whether violent media of any kind should be called entertainment. "But is that what it really is?" he questioned. "Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?"

"Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?" - Wayne LaPierre, NRA

LaPierre argued that media conglomerates are caught up in a "race to the bottom," and in fact compete with each other to "shock, violate, and offend every standard of civilized society." Complicit in this behavior, according to LaPierre, is the national media, their corporate owners, and stockholders, who are "silent enablers" and even "co-conspirators." He claimed media "demonize" lawful gun owners and "fill the national debate with misinformation and dishonest thinking."

The NRA's solution? "As parents, we do everything we can to keep our children safe. It is now time for us to assume responsibility for their safety at school. The only way to stop a monster from killing our kids is to be personally involved and invested in a plan of absolute protection. The only thing that stops a bad guy with a gun is a good guy with a gun. Would you rather have your 911 call bring a good guy with a gun from a mile away ‚ or a minute away?"

If you want to read the full text of the statement, you can find a PDF of it here. LaPierre's comments drew a sharp response from gun-control advocates. New York City Mayor Michael Bloomberg accused the NRA of "a shameful evasion of the crisis facing our country. They offered a paranoid, dystopian vision of a more dangerous and violent America where everyone is armed and no place is safe," he said.

Please share your feelings on the subject in the comments. There's certainly plenty to chew on.

BioShock Infinite Hype Continues

Irrational Games creative director Ken Levine has offered a tease regarding the BioShock Infinite endgame. Speaking to Outside Xbox, Levine claimed the game's ending is unprecedented and consequently may not be full accepted or embraced by all fans of the franchise. "The plot actually gets more interesting as it goes on, Levine said. "The end of the game, I can't tell whether people will like it or not like it. I can say it's something we're incredibly proud of. It's like nothing you've actually experienced in a video game before. It's quite unique and quite particular to this world, these characters, and this franchise." Levine didn't share much more on the subject, however he did say Irrational is working to make sure the story doesn't decline in its second half, as many feel was the case in the original BioShock. "You had a situation there where you had this amazing character and once he's gone the story loses some of its steam," he said. "That is something we took to heart in this game."

Levine bookended this statement on Wednesday by releasing video of the first five minutes of the game (below. Watch it at your peril.) "Want to see the first few minutes of Infinite?" he asked on Twitter. "If you watch it and complain about SPOILERS, you're dead to me."

Keeping up the media onslaught ahead of the Holiday break, Levine held a Reddit Ask Me Anything session on Thursday where he talked about his inspirations and motivations. When asked about the decision to stick to a first person perspective to tell the new game's story, he explained that the method allows for a more intimate level of detail. "I love first person because it gets you so close to the detail of the world," Levine said. "[BioShock Infinite] wouldn't work in any other perspective." He was also asked if he would consider tackling other genres for different products in the future, but he did not respond. Later in the session, Levine revealed that original BioShock and BioShock 2 composer Garry Schyman is returning to create the music for BioShock Infinite. Levine teased that Schyman's score this time around is "very different" from the first two games, but at the same time "very much guided by the same aesthetic principles."

THQ Filed Chapter 11, Ubisoft May Pick Up Pieces

Beleaguered Saints Row publisher THQ filed for Chapter 11 bankruptcy on Wednesday. The company has entered into an asset purchase agreement with a bidder to acquire "substantially all of the assets of THQ's operating business." This includes THQ's four wholly-owned studios and games in development. "The sale will allow THQ to shed certain legacy obligations and emerge with the strong financial backing of a new owner with substantial experience in software and technology," the company said in a statement. The company's day-to-day operations will not be affected during the sale period, the company said. Every THQ studio remains open and development on all projects (Saints Row 4, Homefront 2, Metro: Last Night, South Park: The Stick of Truth, and Company of Heroes 2 along with the unannounced game from Assassin's Creed developer Patrice D√©silets at the company's Montreal studio) is unaffected. No layoffs are expected. Employees will continue to work on their usual schedules and will receive their previously agreed upon compensation and benefits. "The sale and filing are necessary next steps to complete THQ‚ transformation and position the company for the future, as we remain confident in our existing pipeline of games, the strength of our studios, and THQ‚ deep bench of talent," said THQ CEO Brian Farrell in a statement. "We are grateful to our outstanding team of employees, partners and suppliers who have worked with us through this transition. We are pleased to have attracted a strong financial partner for our business, and we hope to complete the sale swiftly to make the process as seamless as possible."

"We have incredible, creative talent here at THQ," new THQ president Jason Rubin said. "We look forward to partnering with experienced investors for a new start as we will continue to use our intellectual property assets to develop high-quality core games, create new franchise titles, and drive demand through both traditional and digital channels." Rubin spent much of the day responding to questions on Twitter. He assured concerned gamers that he is doing "everything in my power" to ensure that the Saints Row sequel, in particular, is unaffected by the changes. To hammer the point home, he made this comment accompanied by a photo of himself wielding the iconic dildo bat from Saints Row 3.

In a blog post at the end of the day, Rubin noted "Chapter 11 is a safety net for U.S. companies. American Airlines is currently in Chapter 11 restructuring, yet I flew back and forth on that airline when I visited Volition two weeks ago. Donald Trump and his companies have been in Chapter 11 four times. You can add to that list household names such as Macy‚ Eddie Bauer, the Chicago Cubs, Chrysler, Delta Airlines, General Motors, the Pittsburgh Penguins, Marvel Studios, and MGM, among many others. MGM filed Chapter 11 two years ago, and this year it released ‚ Skyfall‚ and ‚ The Hobbit,‚ two of the biggest titles of the year. That‚ what I mean when I say new start!"

On Friday morning it was revealed that Ubisoft is one of the top candidates interested in purchasing THQ's assets,. Sources told trade news site MCV that the French publisher has shown interest in buying THQ's wholly-owned studios and franchises. As you may recall, this is not the first time Ubisoft has publicly acknowledged interest in THQ. Last month, Ubisoft CEO Yves Guillemot said, "They have good things. We are always interested in good brands. For sure, it's something we can consider, but I can't tell you more." MCV's sources say Ubisoft has held "lengthy discussions" with THQ to get a deal done. One of the main sticking points in the negotiations, according to the sources, is that of price. Ubisoft is reportedly interested in a "bargain buy," and will hold out until THQ decides to sell specific properties instead of a total package.

The War Z Woes

Dissatisfied consumers took to Reddit early this week to voice their concerns surrounding the release of The War Z on Steam. Users accused developer Hammerpoint Interactive of releasing a patch for the Steam version of the game following Reddit reports that claimed this version of the game wasn't complete. According to Reddit user "IAmFluffey", the patch "proves [Hammerpoint Interactive's] quick money-grabbing and game-breaking schemes."

"After changing the description of their game due to [Reddit user] TotalHailbut calling them out on false advertising, they have now updated the game with a new patch," he continued. The post goes on to list a variety of changes in the new patch, including "increasing the respawn-timer from 1 hour to 4 hours", while adding a "revive" button where players can spend real-world money to revive instantly. Reddit users have suggested that this addition forces players into a micro-transaction model. According to the post, the update is also forcing players to sign a terms of service agreement before playing, which reportedly "disallows refunds" of the game. After publishing a similar thread on the Steam forums, user "IAmFluffey" was reportedly banned. The users claim that Hammerpoint Interactive subsequently shut down the entire The War Z discussion thread on Steam.

On Wednesday the game itself was removed from Steam. A Valve representative told Kotaku that the game was mistakenly published in the store and will not return until the company speaks with Hammerpoint Interactive to resolve issues. "From time to time a mistake can be made and one was made by prematurely issuing a copy of War Z for sale via Steam," the Valve rep said. "We apologize for this and have temporary [sic] removed the sale offering of the title until we have time to work with the developer and have confidence in a new build." Gamers who already bought The War Z can continue to play it. Those who bought the game and are not satisfied can seek a refund by opening a support ticket at Valve's website.

On Thursday, Arma II mod Day Z creator Dean Hall spoke out about the situation, saying the controversy had left him "depressed" and led to him considering quitting game development altogether. Writing on Reddit as "rocket2guns," Hall broke his silence, saying, "I know I have been very quiet lately. So this will be really all I'll say for the moment. I've been pretty depressed about the whole situation," Hall said. "From a personal standpoint, this whole 'saga' of the development made me seriously question if I wanted to be involved in the industry and I gave serious thought to cutting my losses and not being involved in the project." Hall said he has been "hammered" with requests from media and fans alike, asking for his take on the situation and for further information about Day Z. He declined to provide any insight, noting he is keeping to himself while working on the standalone version of Day Z, which is scheduled for release next year.

Minecraft Documentary Hits This Weekend

Minecraft: The Story of Mojang will premiere Saturday, December 22 on Xbox Live. The documentary from 2Player Productions will be available for Xbox Live Gold subscribers in the U.S., UK, Ireland, Belgium, Portugal, Austria, France, Finland, and Sweden. As for the film itself, Minecraft: The Story of Mojang follows Notch, and documents the challenges he faced during the company's first year. It addresses the massive success of Minecraft, and also features insight from journalists and industry professionals. The documentary began its life as a Kickstarter project in February 2011 and surpassed its $150,000 target, raking in a total of $210,297 when it closed in March of that year.

The Business News Part. Stay Awake

Electronic Arts has been removed from the NASDAQ-100, an index of the 100 largest domestic and international non-financial companies. Electronic Arts was pushed out as part of NASDAQ's annual reshuffling of the list to make room for newcomers like Western Digital and Liberty Global, and the new list will be effective from December 24. EA had a rough time of it this year, with shares hitting their lowest prices since 1999 partially due to its struggle to retain subscribers to Star Wars: The Old Republic, a game rumored to be one of the most expensive (if not the most expensive) video game ever made. Netflix, Blackberry maker RIM, and Green Mountain Coffee Roasters were also dropped. Major EA competitor Activision is now the only traditional video game publisher to remain on the NASDAQ-100 list, though several companies with ties to the business like Microsoft and Nvidia remain.

‚ Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil." - Robert Kotick, Activision

Speaking of Activision, CEO Robert Kotick was profiled by the New York Times this week, in which he noted that firing Infinity Ward head honchos Jason West and Vince Zampella in 2010 was not a difficult decision for him to make. Kotick addressed the swift and severe action taken against the high-profile developers. You find out two executives are planning to break their contracts, keep the money you gave them, and steal 40 employees. What do you do? You fire them,‚ Kotick said. Activision's high-profile court case against West and Zampella, along with those 40 former Infinity Ward developers, was settled in May this year before it could be heard by a trial. Terms of the deal were not disclosed at the time and have not been since, though one analyst previously projected this figure to be in the tens of millions. Elsewhere in the profile, it was revealed why the massively popular Call of Duty brand has not spawned a Hollywood adaptation. Kotick said game-to-film adaptations rarely work out and could in fact blemish the franchise. Hollywood studios have reached out to Activision, he said, though all requests thus far have been denied.

Kotick also noted in the profile that the online hate (which frequently manifests as Photoshopped pictures of him with horns) directed his way is cramping his style with the ladies. Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil,‚ he said, noting that he is recently divorced. ‚ You see all this chatter and you realize that they game the search results. These super-sophisticated 19-year-olds are smarter than our expensive PR firm.‚

On the subject of unpopular game publisher CEO's, here's something about everyone's least favorite gaming executive. Zynga CEO Mark Pincus was awarded the illustrious title of one of the "worst CEOs of 2012," by Dartmouth College Tuck School of Business professor Sydney Finkelstein. His list of the five worst honchos was published at Bloomberg, and provided multiple reasons for why Pincus came up short this year. Finkelstein said Pincus made some "rookie mistakes" including depending far too heavily on Facebook. Additionally, the professor cited Pincus unloading 16 million Zynga shares as a reason to believe he may not have much confidence in his own company. As you'd expect, Zynga's PR folks were reluctant to give comment to Bloomberg and have also not responded to GameSpot's requests either. The other four CEOs named were Best Buy's Brian Dunn, Chesapeake Energy top executive Aubrey McClendon, Avon's Andrea Jung, and Bankia executive Rodrigo Rata. Zynga shares have tanked this year. After peaking in March at around $15, the company's per-share value as of Friday stands at $2.32.

Get Your Own Gravity Gun

On a much lighter subject: Fans wishing that Gordon Freeman's iconic Gravity Gun was a real thing are in luck. Kinda. Toy maker Neca will release a 1:1 recreation of the classic Half-Life weapon this spring, the company announced through its blog. A price for the gun was not announced and quantities will be limited, much as they were for the original version of the firm's Portal gun earlier this year. As any self-respecting fan is aware, the Gravity Gun's real name is the Zero Point Energy Field Manipulator. It first appeared in Half-Life 2, given to players by Alyx Vance at Black Mesa East. Neca's Gravity Gun will be on display at the 2013 New York Toy Fair in February and preorders for the toy will begin "soon." The company has created a prototype, which shows that the Gravity Gun will also light up.

On the subject of Half-Life and Valve, the Steam sale season kicked off on Thursday this week. Among the many bargains is the entire Valve Collection for just $49.99.

Godus Crowd-funded

Peter Molyneux's new God game Godus reached its Kickstarter goal on Wednesday, with just under two days to go to its final funding deadline. The fund closed at over £526,000 ($850,385) pledged of an original £450,000 ($727,515) target. Godus, as you may be aware, is a reinvention of Molyneux's classic God game Populous. It is in development at 22Cans for PC, Mac, and mobile devices, and will not require a constant Internet connection for its single-player mode. The game is due out during September 2013. Separately, 22Cans announced that it has been contacted by a range of composers and musicians wishing to contribute to Godus. One such musician is Harry Waters, son of Pink Floyd bassist and vocalist Roger Waters. No firm collaboration plans have been nailed down yet, but 22Cans said it is exploring how it can work with Harry Waters on the soundtrack for Godus.

Sir Hammerlock Cometh

The third batch of downloadable content for Borderlands 2 has been revealed. Due out January 15 (that's my birthday, in case you care) for Xbox 360, PlayStation 3, and PC will be Sir Hammerlock's Big Game Hunt. It follows Captain Scarlett and Her Captain's Booty and Mr. Torgue's Campaign of Carnage. Sir Hammerlock's Big Game Hunt is included with the $30 Borderlands 2 Season Pass and will be available for others at $10. The content adds a new zone called Aegrus, as well as new areas to explore like Savage Lands, Lodge, and Scylla's Grove. It also brings new hunting-themed weapons (including legendary weapons) and loot, and a fanboat vehicle, which is kinda similar to the sand skiff from Pirate's Booty. The new content takes place just after the end of Borderlands 2, and pits players against a new villain named Professor Nakayama. You will also be battling new creatures including Wetland Drifters, Spores, Armored Boroks, Scaylions, Bandit-style Savage Warriors, and a new Seraph Guardian team raid boss called Voracidous. What's most interesting about these creatures is that there are new behaviors associated with them, notably more of a tribal hierarchy whereby "chiefs" both coordinate and heal their minions. Savages are controlled by Witch Doctors, the Varkid-like Scaylions have a queen that controls their behavior.

Happy Holidays!

This is the final (and looking back at it, somwhat depressing--sorry about that) entry in This Week in Games for 2012, as it will be on a break during the Holidays. Have an excellent season, plays some awesome games, and have a great New Year. See you in 2013.


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CA senator calls NRA's response to violent games 'pathetic and unacceptable'

California senator Leland Yee, whose high-profile violent game law was struck down by the Supreme Court in 2011, has spoken out against the National Rifle Association's recent response to the deadly Sandy Hook Elementary School shooting.

In a statement to his website, Yee said when his violent game law was brought before the Supreme Court last year, the NRA was nowhere to be seen.

"I find it mind-boggling that the NRA suddenly cares about the harmful effects of ultra-violent video games," Yee said. "When our law was before the Supreme Court--while several states, medical organizations, and child advocates submitted briefs in support of California's efforts--the NRA was completely silent."

Yee further claimed that the NRA, instead of facing the reality and becoming part of the solution to gun proliferation, is attempting to "pass the buck."

"More guns are not the answer to protecting our children, as evident by the fact that armed guards weren't enough to stop the tragedy at Columbine High School," Yee said. "The NRA's response is pathetic and completely unacceptable."

NRA vice president Wayne LaPierre said at a press conference Friday violent video games like Bulletstorm and Mortal Kombat were partially to blame for December 14's deadly shooting in Connecticut.

Earlier in the week, West Virginia senator Jay Rockefeller introduced a bill to Congress that would direct the National Academy of Sciences to investigate how violent games and other such programming affect children.


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New Grand Theft Auto V screens

Latest batch of screenshots for Rockstar Games' upcoming open-world title show shark, submarine, planes, and blimp.

Rockstar Games has provided a holiday gifts to gamers: new Grand Theft Auto V screenshots. In a post to the company's blog titled "Happy Holidays - Enjoy", Rockstar released five new screens from the hotly hyped open-world action game.

The first screenshot shows a character floating in the ocean with a shark below. Another depicts a yellow contemporary submarine outfitted with various gadgetry. Yet another screenshot shows GTAV protagonist Franklin driving down a street with a dog in the passenger seat.

Finally, one screenshot is focused on air travel. It shows a fighter jet, what appears to be a passenger plane, and a blimp far away in the distance. Check out the Rockstar Newswire for all five new GTAV screenshots.

GTAV is officially due out during spring 2013 only for the Xbox 360 and PlayStation 3, though Rockstar cofounder Dan Houser said PC and Wii U versions are "up for consideration."

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Personal Perspectives: The Top Ten of 2012

The GameSpot editors reveal their personal top 10 lists for 2012.

Last year, I asked some members of the editorial team to write about their favorite games of the year. It gave a chance for us to speak from our hearts, and allowed the games that meant the most to us take the stage. This year, even more of the GameSpot staff participated, and we are excited to share our individual thoughts with you. Each day this week, we will unveil top ten lists from the GameSpot staff so that we might celebrate our favorite games of 2012.

Mind you, there is a difference between "favorite" and "best," and it's an important distinction to make. I don't believe that a few of my entries represent the best of 2012, but they nonetheless mean something to me, and sparked a part of me that made that game remain in my consciousness well after I had moved on to others.

Of course, such personal lists are always a reminder of all the wonderful games that I haven't played this year. I am still only halfway through The Walking Dead: Episode 1 - A New Day and Halo 4; I have only dabbled in Sound Shapes and Zero Escape: Virtue's Last Reward; and I haven't even touched FTL: Faster Than Light and Lone Survivor. (And those are only a few examples of my 2012 pile of shame.) If only I had unlimited hours! But of the games I have played that came out this year, these are the ones that made the biggest impact. Please note: there are minor spoilers within.

I liked but didn't love the original Planetside, which at its launch, made it difficult to actually get to the action. Planetside 2 has its downtime, but you need moments of respite in this game, which makes it easy to participate in its massive battles no matter where you are. Obviously, this massively multiplayer shooter deserves attention for its thrilling battles, but Planetside 2's structural successes deserve nods too. You don't need to wait for vehicles to spawn or to invade chat to find a group to buddy up with, and you can jump quickly to major battles--but not so often that you can exploit the system. Planetside 2 has the right mix of risk and reward, which in turn keeps you firing on the opposing faction.

Darksiders II might be the least original game on my list, but this is one of those times where I don't really mind. This game mixed Diablo looting, God of War slashing, Prince of Persia wallrunning, and Zelda exploration into a moody journey through a dark fantasy world. It may have looked to other sources of inspiration, but Darksiders II feels like one cohesive vision. Developer Vigil Games knew what tone they wished to strike, and understood what they wanted to convey with their world, their combat, and their characters. This consistency made the disparate elements come together wonderfully, and the overall result was fun and absorbing.

It's important not to confuse unnecessary obstacles in games with depth--just as it's important not to confuse the removal of such obstacles with a "dumbing down." XCOM: Enemy Unknown strikes a great balance: easy to get into, but still complex enough to inspire thoughtful decisions. What I loved most about the game was how I felt at war with percentages. How do I position myself to increase my chances of hitting while reducing my chances of being hit? Is it worth taking a shot when I have a 48% chance to hit, or should I get behind cover and activate overwatch? The resulting rhythm of tension-and-release made XCOM a real winner in my book.

From a gameplay perspective, Spec Ops is just a regular old cover shooter. And if its narrative were to work, it absolutely had to be. In most military shooters, those big moments where you kill legions of bad guys or hop behind a turret and mow dudes down are supposed to make you feel like a badass. In Spec Ops, you are supposed to feel shame. The game takes the expected recipe and turns it inside out, forcing you to reconsider all the power trips you've had in shooters before and look into the soul of a man who loses his soul in a power trip of his own. Spec Ops subverts the very expectations it originally expresses, initially passing itself off as just another military shooter, and ultimately condemning you, itself, and the entire genre. This kind of self-awareness is decidedly rare in games--and all but unheard of in shooters.

I admire developer Funcom. They have made three major MMOGs (not counting expansions), and each one is different from the last. Anarchy Online's sci-fi universe, complex character progression, and palatable mission structure make it my favorite MMO to date. Age of Conan's dark fantasy universe was so thick with atmosphere you could practically smell the fertile land. And then came The Secret World, a modern-day mythical adventure that mixes adventure-game elements with open-world exploration and intense storytelling. It has its problems, but The Secret World is one of several games that proved to naysayers in 2012 that modern MMOGs aren't just World of Warcraft clones anymore. This is an online RPG with the gall to actually make you think, and along with Guild Wars 2 and Tera, represents a trifecta that should influence developers of future games.

I am exhausted of hearing that "Far Cry 3 is like Skyrim with guns." That's silly. Far Cry 3 has similarities to other games, and is the product of a developer that employs some of the same themes from game to game. (Assassin's Creed was a clear inspiration, for instance.) But Far Cry 3 is above direct comparisons, instead standing out as an individual shooter in a genre crowded with copycats. While linear power-trip shooters will probably always have a role, I suspect that Far Cry 3, Natural Selection, and Planetside 2 pave the way to the future. If you still believe that games are just the same-ol' same-ol, I implore you to take a closer look. That is, if you can tear yourself away from Far Cry 3, which can get you easily hooked on freeing outposts, hunting tigers, and poking around in dark caves to see what secrets might be hidden there.

The final game in Commander Shephard's story greatly affected me. While some folks were up in arms over an ending that disappointed them, I was still mourning the losses of friends I'd grown close to. Bioware handled these moments of loss with great care, giving the characters the honor they deserved. I never saw Mass Effect as a franchise about plot: it was about people, places, and relationships. I will miss those things, which speaks to the power of this wonderful series. With its variety, its pacing, and the emotional investment it inspired, Mass Effect 3 made a mark on me.

Any MMOG made from here on out exists in a post-Guild Wars 2 world. Guild Wars 2 fixed problems with the genre-standard quest limit by eliminating the quest journal completely. It brought exploration back to the forefront by rewarding you for moving through its world and investigating every nook. It shipped with enticing, broad player-versus-player regions. ArenaNet reconsidered everything we take for granted in role-playing games, and crafted them in new ways that made so much sense, it was a wonder no one had done it before. Guild Wars didn't drastically rethink the online RPG. Instead, it rethought the individual elements and brought them together in a great game that is both fresh and familiar.

Dragon's Dogma won't get out of my head. It's uniquely flawed and a teensy bit broken, but if you were to ask me at any given time what game I wish I were most playing, this would probably be the answer. To walk out of Gran Soren, only for a shrieking griffon to land with a thud and engage you, is a thrill. Climbing upon it and stabbing it while your pawns fling magic at it is more thrilling still. And holding on for dear life should the griffon soar into the air is the greatest thrill of all. The frustrations in Dragon's Dogma are many, but the battles, the nighttime journeys, and that ending--oh, that ending--are what make this game so special.

Journey seems to be a game that either works for you or it doesn't. For some, Journey is too mechanically simple; it lacks challenge and complexity, relying on atmosphere to convey its meaning. Those players never establish a connection.

I feel fortunate that Journey spoke to me so profoundly. Each time I played it, I was moved to tears, yet the game features no spoken dialogue, no named characters, and no traditional storytelling. It's just you, perhaps a human companion, and the entities that inhabit the land.

Simplicity isn't always an asset, but Journey is transcendental precisely because it strips interaction down to the essentials, and perfects those essentials so that you never struggle with the mechanics. Instead, the struggle is felt in the slow steps through snowdrifts, the shining eye of a hovering beast, and the force of the wind blowing you backwards. The struggles, though, are outshined by the joys. There are moments in which the slope of the land carries you forward, and all you can do is steer yourself through this gorgeous world and take in the sights and sounds, the lonely desert no longer a vast and empty prison, but a sun-drenched oasis.

There comes a moment when all seems lost. And then: a glimmer of hope, followed by a rush of freedom and ecstasy. If you have played, you know the moment I speak of. The uplift of the moment, and the ones that follow, is overwhelming. My spirit is lifted higher and higher, and then I understand. I understand.

Journey is exquisitely crafted precisely so that it might speak to you in this way. To call it too basic is to miss its true power. Journey strips away the intellectual elements almost universally associated with games so that it can instead directly impact the heart. Yet it wouldn't work as a film. To love Journey, you must feel it, and interact with it, and understand the flow. You can't just watch it happen--it must happen to you.

If you haven't played Journey, I hope that you will, and I hope that it speaks to you in the same way it did to me. I want people to feel the joy that I did; it's a feeling so wondrous, so overwhelming, that I want to share it with everyone. Like any experience designed to elicit emotion, the experience I had with Journey isn't universal. But even if Journey doesn't carry you away as it does with so many, I hope you are glad that such a game can exist, and that there are developers seeking new ways to explore the human condition.


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GameSpot's Guide to Racing Wheels

Written By Kom Limpulnam on Rabu, 19 Desember 2012 | 23.37

Looking to take your racing to the next level? Joe Barron gets to grips with some of the best wheels from Logitech, Thrustmaster, and Fanatec.

As racing games have become more specialised, the genre has been broken up into smaller segments, such as kart racing, open-world exploration, and simulation motorsport. With a greater variety of racing comes a greater variety of accessories, ranging from simple motion controllers through to $500 carbon fibre steering wheels.

Such accessories are increasingly becoming a must-have for serious motorsport fans; wheels offer a significantly wider range of inputs compared to analogue sticks and triggers. Some of the fastest racing players in the world benefit from owning a wheel, with many E-sports racers sponsored by wheel manufacturers, such as Team Redline, who are partnered with Fanatec.

If you think you've maxed out your speed with a standard controller and want to go even faster, then buying a wheel and pedals is a great way to shave some seconds off those lap times. Whether you're looking to subtly improve your racing experience with a basic motion controller, or pick up a force feedback device to compete with the top times on the toughest leaderboards, our guide to racing wheels has got you covered.


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Thieves steal 7,000 Wii U consoles

In a warehouse heist this weekend near Washington's SeaTac airport, thieves stole 7,000 Wii U consoles, estimated at a value of $2.1 million.

"I've been a cop for 28 years, and I've never seen anything like this," Sgt. Cindy West told ABC News. "This has come straight out of the movies."

According to West, the bandits drove two diesel trucks into Nintendo's distribution bay at Seattle Air Cargo. Once inside, the thieves lifted the Wii U units with forklifts onto 53-foot semi trailers waiting outside. This took place during a storm.

Workers noticed the missing inventory, as well as the vanished trucks, Sunday. Police do not have any leads at this moment, and it is not clear how many were involved in the heist.

"If we don't get any tips ahead of time, it will be the selling of these consoles that will lead to their capture," West said. "It's gonna be pretty hard to hide 7,000 Wii game consoles."

ABC News reported the stolen consoles as original Wii systems, but Kotaku confirmed with the King County Sheriff's Office that the units were in fact Wii U consoles. With an average price of $300, the thieves made off with about $2.1 million worth of hardware.


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Brenda Romero to teach at CA university

The University of California, Santa Cruz has appointed Brenda Romero (formerly Brenda Brathwaite) as a game designer in residence at the school's Center for Games and Playable Media. This is the first such position on any University of California campus.

Romero is cofounder (alongside husband John Romero) of Loot Drop Inc., where she also serves as Chief Operating Officer. She will continue working on games at Loot Drop while spending time at the university.

UC Santa Cruz's new Game Designer in Residence program sees a leading game designer come to campus to teach courses and serve students, researchers, and faculty in an advisory role. Romero will spend one year at the college and her appointment begins January 1, 2013.

Prior to cofounding Loot Drop, Romero spent time with a range of game companies, including Atari, Sir-tech Software, Electronic Arts, Firaxis, and other mobile studios.


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System of a Down frontman writing music for Morning Star

Serj Tankian contributes entire musical score for Bungie founder's upcoming iOS game Morning Star, due during spring 2012.

System of a Down frontman Serj Tankian has returned to games. The artist announced through his website that he created the entire musical score for Bungie founder Alex Seropian's upcoming iOS title Morning Star. The game is due out in spring 2013.

"Though most of the gameplay will be action oriented cues, the stunning artwork and static scenes have inspired unique sounds unheard before," Tankian said in a statement.

Tankian previously composed parts of the score for 2007 Xbox 360 and PlayStation 3 game Stranglehold, which was developed with filmmaker John Woo (Face/Off, Mission: Impossible II).

Morning Star is set 120 years into the future (around 2132) and brings players aboard the MSRV-Joplin, a research vessel equipped with heavy weaponry. Players seek out a mysterious signal, and as is often the case, disaster takes hold and gamers are thrust into the middle of an intergalactic war.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Capcom: Resident Evil 6 sales 'certain' to fall short

Resident Evil 6 shipped over 4.5 million copies at launch, but this strong debut could not be sustained. As a result of this, and other factors, Capcom is lowering its company-wide revenue and income expectations for its fiscal year ending March 31, 2013.

"In the Digital Contents business, sales of the major new title Resident Evil 6 were initially strong but subsequently weakened. As a result, sales for this title are certain to fall short of the plan," Capcom said in a statement.

Capcom was previously targeting ¥105 billion ($16.8 billion) in net sales for the year, but is now expecting that figure to be down ¥11.5 billion ($1.8 billion) to ¥93.5 billion ($15 billion). Net income was previously forecast to come in at ¥9.8 billion ($1.6 billion) for the period, but is now anticipated to total ¥6.5 billion ($1 billion), or a drop of ¥3.3 billion ($529 million).

Capcom also announced today that 3DS game Monster Hunter 4, which was previously planned to launch by March 2013, has been delayed to summer 2013. This delay was also cited as a reason for diminished company-wide sales forecasts.


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Monster Hunter 4 delayed

Capcom pushes 3DS action game to tentative summer 2013 launch window for "further quality enhancements."

Monster Hunter 4 has been delayed. Capcom announced today that the 3DS action game is no longer slated for release by March 2013, and is instead now tentatively scheduled for summer 2013.

Capcom said the decision to postpone Monster Hunter 4 was made on the basis that "further quality enhancements" would be needed to meet fan expectations.

"Capcom apologizes to all stakeholders and Monster Hunter fans who are anxiously awaiting this new game for this delay and asks for their understanding as development on this exciting title continues," the company said in a statement.

As a result of Monster Hunter 4's delay, along with "weakened" sales of Resident Evil 6, Capcom today slashed its full-year net income expectations by 33 percent. The company previously targeted net income of ¥9.8 billion ($1.6 billion) for the period, but is now anticipated to total ¥6.5 billion ($1 billion), or a drop of ¥3.3 billion ($529 million).

For more on Monster Hunter 4, check out GameSpot's previous coverage.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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SOE to stop publishing Pirates of the Burning Sea

MMORPG to "leave the SOE family of games" January 31; Portalus Games planning to re-launch title in the future.

Free-to-play massively multiplayer online role-playing game Pirates of the Burning Sea will soon be set out to new waters. Sony Online Entertainment and developer Flying Lab Software made the decision to drop the MMORPG "after much review and consideration." This will take effect January 31, 2013.

Though SOE will no longer publish Pirates of the Burning Sea, the game will live on. A startup called Portalus Games, made up of former Flying Lab developers, is planning to re-launch the game through its own platform in the "near future."

The game's Roberts and Antigua servers will continue to operate following the game's re-launch, though players will need to register a Portalus Games account by January 31 if they wish to have access to their existing characters. Players' SOE data and personal information will not be transferred in the process, Sony said.

For more on the Pirates of the Burning Sea transfer process, check out the Portalus Games website.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


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Now Playing: Smite

Written By Kom Limpulnam on Rabu, 12 Desember 2012 | 23.37

Gameplay seems interesting, commentary was zzzzzzzzzzzzz. They should make an outline before they sit down and record, in order to keep new information flowing to keep the viewers continuously invested. Seems like the conversation is everywhere with no direction. Lots of silent moments with both of them awkwardly trying to fill the void. Call me a hater, but these are just some critiques. 


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The Old & New in Ragnarok Online 2: Developer Interview

I live in malaysia, and played the 1 week close beta. Im a monk job now. All i gotta say is although the first game wins by far, but this game is still very addicting. The combo system is cool and different for each job, and the life job class is kinda cool. I would definitely play the open beta. Most of the ro elements we all know is here, expect for the sprites. The monsters, skills, towns are all here. Give this a chance.


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All The Secret World's a Stage

Kevin VanOrd looks at where The Secret World has gone and where it's going, including the details of its new pricing model.

When you play a massively multiplayer online game, you are a single player on an immense stage--so it's only fitting that one of The Secret World's recent new features is a theater in which you and your friends can place props on a stage, adjust the lighting, and act out your favorite movie scenes to your heart's content. If you come to online role-playing games for the joy of combat and dungeon running, such a feature probably seems remarkably unusual, but then again, you couldn't rightfully accuse The Secret World of being a usual game.

Take a look at some of the changes The Secret World has seen since its launch.

In the months since its release, Funcom has worked to improve the game without compromising what makes the game stand out in an increasingly crowded genre. Given current trends, it might not come as a surprise that The Secret World's most prominent new change is an updated pricing model. What might surprise you is what this pricing change entails. The game will no longer require a monthly fee for you to play, but you will need to pony up for the initial asking price for the client, which currently runs at $29.99.

More intriguingly, buying that client gets you everything that paying members get--at least, for the most part. You won't be held back from accessing any of the game's core content as it currently exists: the quests, the dungeons, the lairs, the abilities, and the equipment are all there for you to enjoy. There are still paid memberships, however, and any current subscribers will have their subscriptions automatically converted into the new membership levels, which are available in one-month, three-month, 6-month, and 12-month offers. Let's break things down.

Membership gets you: an item that doubles monster-killing experience gain for an hour, and has a 16 hour cool-down; $10 worth of bonus points to use in the in-game store; an item-of-the-month gift; and a 10-percent discount to (almost) everything in the in-game store. Grand masters (that is, lifetime subscribers) get all that, plus another 10% in-game store discount. Additionally, grand masters can apply their discount to future downloadable content packs, while general subscribers cannot. People that bought initiate packs in December get 1800 bonus points as reimbursement.

Indeed, The Secret World will be adhering to a DLC model more frequently associated with non-MMO retail games, charging players for downloadable mission packs, though members can put their bonus points towards a DLC purchase if they wish. Funcom isn't charging for every update, but you can expect to pay for major chapters in the ongoing story, though the good news is that if you have a full game account registered before the end of December, the first DLC--coming January, 2013--won't cost you anything extra. If you're exhausted by the nickel-and-diming and ridiculous barriers in other games without monthly fees (Star Wars: The Old Republic being an egregious recent example), The Secret World is a newly attractive option.

Of course, if you shied away from The Secret World, or abandoned it at some point after you started playing, it may not necessarily have been due to the monthly fee. Thankfully, the game has had numerous quality of life improvements and plenty of additional content added, including over 30 new quests. Some of the improvements sound minor--easier object selection, an optional targeting reticle mode, a chronicle of your accomplishments, and so on--but they make the game more pleasant to interact with. Players will also be glad to hear that the animation system is due for an overhaul, so if you thought that the game's overall feel was off, there are applicable improvements on the horizon.

The final boss is certainly an enormous sight to behold, but it's perhaps the small atmospheric touches that make this 10-person raid most intriguing.

One improvement the game has seen is a little more disturbing than you'd expect. Well, not the improvement itself: you can now visit a barber to change your hair style, or a plastic surgeon if you want to change your overall look. But that plastic surgeon is a creepy quack who pulls out your new body parts from a repository of corpses; if you know Minority Report's Dr. Solomon Eddie, you might have a good idea of what to expect. (And consider this: both Dr. Eddie and The Secret World's Dr. Aldini are played by veteran actor Peter Stormare.)

There's new core content as well, much of it introduced by The Secret World's more colorful characters. As always, investigation missions require you to puzzle out a solution from the cryptic clues. Of course, you do get some action to complement that exploration and puzzle solving, which provides a chance to try out the game's auxiliary weapons. One of these, a magical weapon called a quantum brace, is so new that it might not yet be in the game when you first read this article. (It should be in there any day, though.) It's a pleasure to use this shock-spewing murder machine, especially against the giant monster that you face at the conclusion of the game's first raid dungeon, the Manhattan Exclusion Zone.

Like most of the game's dungeons, the raid requires proper positioning, handling lots of adds, and confronting a hulking boss that keeps you on the move. You must avoid patches of filth and attack the adds that spawn in, hopefully with the assistance of a few tanks who can alleviate the pressure. The final boss is certainly an enormous sight to behold, but it's perhaps the small atmospheric touches that make this 10-person raid most intriguing. A father sings in fright to his child, while tourists you pass in the New York subway lament their choice of vacation spots. Soon after, you understand the people's terror when you face the winged dragonlike creatures that soar over the Big Apple.

Launch bugs and other technical foibles hindered The Secret World at launch, and Funcom seems to have taken early criticisms to heart in determining how to move forward. But even from the start, this modern-myth online RPG reached an audience hungry for something different. Only time will tell whether the new content, a new pricing model, and the promise of even darker days to come will be enough to get new players to navigate the glowing paths crisscrossing Agartha. At the very least, if you abandoned The Secret World at any point, you don't need to renew your subscription to get a feel for the improvements. The game isn't cut from the usual MMO cloth, and without a mandatory monthly fee to consider, the improvements and additional content make this a more attractive virtual reality.


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Secret World drops subscription fee

Massively multiplayer online role-playing game The Secret World no longer requires a subscription fee, developer Funcom announced today. Those who purchase the game either online or in store (at $30) will not be required to subscribe.

Though Funcom has done away with a mandatory subscription fee for The Secret World, players can choose to pay via a new Membership option. This $15/month tier gives users a Time Accelerator item, $10 worth of Bonus Points, an item-of-the-month gift, and a 10 percent discount on all in-game store items.

In addition the Grandmaster pack (lifetime subscribers) will receive everything above, plus an additional 10 percent in-game store discount. Further, lifetime subscribers can apply their discount to future downloadable content packs, while general subscribers are not permitted to.

Funcom also announced today that new DLC for The Secret World will be available beginning in January 2013. The unnamed content will be available as a free download for those with a full game account registered by the end of 2012, or $5 for everyone else.

The Secret World launched during July 2012 to a generally positive critical reception. It has sold over 200,000 copies as of August and is now a profitable enterprise for Funcom. For more on The Secret World, check out GameSpot's review.


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Why Nintendo Land has no online support

Nintendo has explained why Wii U launch title Nintendo Land does not include online support. Speaking in the latest issue of Japanese gaming magazine Famitsu (via Polygon), Nintendo producer Katsuya Eguchi said it was the company's hope to encourage real-world interaction with gamers sitting in the same room.

"Nintendo Land's multiplayer attractions work because of the communication shared between the people playing them," Eguchi said. "So they were set up from the start to be something people in the same room could enjoy."

Elsewhere in the feature, Nintendo offered insight as to why Star Fox was skipped over for inclusion in Nintendo Land. Director Yoshikazu Yamashita revealed that Nintendo had prototyped a title surrounding Star Fox, but ultimately found it to not be a good match.

"Generally it was easy to match the gameplay from the prototypes with one series or another," Yamashita said. "For example, a game with air and ground battles works well with Metroid. There was a time when Metroid Blast was going to be a Star Fox title, but the prototype featured this vehicle that hovered around like a helicopter and we figured that'd never be a good match for an Arwing."

For more on Nintendo Land, check out GameSpot's review.


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Resident Evil 6 - Extra Content: Survivors Trailer

Written By Kom Limpulnam on Rabu, 05 Desember 2012 | 23.37

Resident Evil 6 Game Channel - Videos

Mature

Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.

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Resident Evil 6

Resident Evil 6

Follow:

  1. Not Following

  2. Not Following

  3. Not Following

X360, PC, PS3
Publisher:
Capcom
Category:
Action
Release:
Oct 2, 2012
ESRB:
M

Check out a new Resident Evil 6 trailer featuring the Survivors mode, available on December 18th, exclusively first for Xbox 360.


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Resident Evil 6 - Extra Content: Predator Trailer

Resident Evil 6 Game Channel - Videos

Mature

Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.

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Resident Evil 6

Resident Evil 6

Follow:

  1. Not Following

  2. Not Following

  3. Not Following

X360, PC, PS3
Publisher:
Capcom
Category:
Action
Release:
Oct 2, 2012
ESRB:
M

Check out a new Resident Evil 6 trailer featuring the Predator mode, available on December 18th, exclusively first for Xbox 360.


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Resident Evil 6 - Extra Content: Onslaught Trailer

Resident Evil 6 Game Channel - Videos

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Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.

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Resident Evil 6

Resident Evil 6

Follow:

  1. Not Following

  2. Not Following

  3. Not Following

X360, PC, PS3
Publisher:
Capcom
Category:
Action
Release:
Oct 2, 2012
ESRB:
M

Check out a new Resident Evil 6 trailer featuring the Onslaught mode, available on December 18th, exclusively first for Xbox 360.


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Video Review - Ratchet & Clank: Full Frontal Assault

I'm surprised that you dismiss the single player so much here, since that is the real meat and potatoes of this whole package. The multiplayer is throwaway. The single player is where the action is at. The story, characters, well balanced levels, exploration, and leveling all feel right at home in single player.

Multiplayer is just useless here. It's not very much fun against human opponents who cheat at every chance they can by exploiting the game. It's surprising to see you spend so much time on the multiplayer. It would be like writing a review on Assassins Creed 3 and spending the majority talking about its online mode. Nobody buys Assassins Creed for its multiplayer, and absolutely nobody buys a Ratchet & Clank game for its multiplayer either.

I was bummed that they moved so far away from what everyone loves about Ratchet in this new game. This is two games in a row that don't come anywhere close to matching the absolute brilliance of A Crack in Time, but I still had fun with it nonetheless. It's a solid single player game, and it will last you about 6 hours for your $20. As long as you don't mind the tower defense spin, you'll get some good mileage out of the game.

Just don't bother with the throwaway multiplayer. Stick to the single player campaign.


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Ratchet & Clank: Full Frontal Assault Review

Following in the footsteps of last year's All 4 One, Ratchet and Clank continue their foray into multiplayer-focused action with Full Frontal Assault. There isn't a whole lot to this game; it's narrow in scope and priced accordingly. Here, the focus is on competitive multiplayer, and the one and only such mode requires you to balance making tactical decisions with blasting lots of things to smithereens. These two elements form a fast-paced whole that rewards your reflexes and your smarts.

He who controls the nodes controls the bolts. He who controls the bolts can buy more stuff.

Playing Full Frontal Assault's competitive multiplayer either one-on-one or two-on-two, your goal is to destroy the six generators in your opponent's base while ensuring that at least one of your own generators survives. Play revolves through three phases--a node-capturing phase, a defense- and squad-purchasing phase, and an assault phase.

During the first phase, called recon, you zip across the map, enjoyably aided by rocket boosters on the soles of your boots. Nodes around the battlefield are guarded by meager defenses; by defeating those forces, you can claim the nodes as your own. Of course, during this time, your opponent is also racing to claim nodes, and may even try to take nodes that belong to you. Capturing nodes rewards you with weapons for your hero, and more importantly, each node you currently control pays out a steady stream of bolts over time.

Those bolts start coming in handy once the squad phase begins. During this phase, you can spend the bolts you've got coming in on base defenses--turrets, barriers, mines, and so on--and on forces that assault the enemy base. Do you pour all your bolts into trying to build a nigh-impregnable fortress? Do you go on the offensive, trying to overwhelm your opponent in the early stages? Or do you hedge your bets? During the first few rounds, your supply of bolts isn't great, but nodes gradually dish out more bolts as games progress, ensuring that battles escalate over time.

If your opponent secured more nodes than you during the previous recon phase, it's not easy to come back from a big bolt deficit, but it's not impossible, either. There's no rule that says you have to spend your entire squad phase in your base. You can't capture nodes during this time, but you can whittle away at the defenses on your opponent's nodes, making them quick and easy to take when the next recon phase begins and setting the stage for a possible comeback. While some battles are one-sided affairs that end in a quick and decisive victory, others have an exciting ebb and flow as players vie for dominance. There are enough tactical options available to you and your opponent to allow for a good deal of unpredictability and some sudden and surprising shifts in momentum.

The squad phase gives way to the assault phase, during which any squads you purchased assault the enemy base, and your base comes under attack from enemy forces. As before, you have a choice to make, and it can make a huge difference. Do you stick around and protect your generators, or put your considerable muscle into the assault on the enemy base? If your opponent's base is poorly guarded, your presence there can be the deciding factor in the battle. But if your defenses are inadequate to meet the enemy onslaught, your absence at home may be the final nail in your own coffin.

Solid shooting action supports the tactical decision-making. You start out with a straightforward combuster, but as you take nodes, you acquire an assortment of alternate weapons, as well as support items like the death-dealing robot sidekick Mr. Zurkon and the attack decoy known as Dopplebanger. Ammo is somewhat scarce on the battlefield, so the more weapons you're packing, the longer you can hold out in a fight. Smart use of your support items can help you take nodes and fend off enemy attacks, and in true Ratchet & Clank tradition, weapons feel powerful and are fun to use. Unfortunately the AI of enemies you must sometimes use your weapons on isn't very sharp. You commonly find foes getting caught on the environment as they approach your base.

Ranked competitive matches rate your performance and then place you into one of several leagues. The system does a fine job of finding opponents at around your skill level, while also giving you the goal of getting better and climbing up the ranks. You can also host or join custom matches and play with friends.

In addition to the competitive multiplayer, there's a brief, rudimentary campaign that can be played either solo or in split-screen or online co-op. Most missions have you defending a base while venturing out onto the battlefield to take out enemy strongholds, and it all culminates in a decent boss battle. There are a few laughs to be had--seeing Captain Qwark flex heroically and pointlessly as he flies through the air is always amusing. But if you come to Full Frontal Assault hoping for a substantial single-player experience like those offered by so many Ratchet & Clank games, you'll be disappointed.

This $20 game does one thing well: it has a competitive multiplayer mode that blends tactics and action in a way that allows for some exciting and unpredictable battles. You also get the Vita version with your purchase, though that won't be available until January. It's unfortunate that there aren't more multiplayer modes; as good as the one here is, you eventually wish for a change of pace from the cycle of recon, squad, and assault. But having your forces lay waste to your opponent's base as you keep his forces at bay with the dance-inducing power of a Groovitron is still a satisfying way to win a fight.


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Riot bans professional League of Legends player Christian Â’IWillDominateÂ’ Rivera

Professional League of Legends player Christian "IWillDominate" Rivera has been suspended for a year from playing in the League of Legends Championship Series, developer Riot has announced. Vice president of eSports Dustin "RedBeard" Beck revealed the news in a post on the League of Legends forum.

The announcement was made following news that Christian "IWillDominate" Rivera had already been permanently banned from the game for "toxic behaviour".

The post states that he had been brought before the Tribunal "eight or nine times", and holds "a persistent record of in-game harassment, verbal abuse, offensive language and negative attitude".

In addition to the one year suspension from playing in the Championship Series, he has had other existing known accounts permanently banned.

"We take sportsmanship and player behaviour very seriously, and we fundamentally believe that pro players should not be exempt from scrutiny over their behaviour" the announcement read.

Christian recently represented international eSports team Team Dignitas at the Season 2 North American Regional Finals, placing second with his teammates. Team Dignitas' owner Michael O'Dell has confirmed that he will be replaced.


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eSports organisation Quantic Gaming shuts down

North American eSports team Quantic Gaming has reportedly been disbanded. The news was first hinted at on Twitter from the CEO of fellow eSports organisation Complexity Gaming, Jason Lake.

Whilst an official statement has not yet been made by the organisation, several of Quantic Gaming's rostered players subsequently shared their thoughts regarding the news via social media, including StarCraft 2 players Florence "flo" Yao, Chris "Illusion" Lee and Michael "theognis" McClelland.

Website cadred.org has reported on tweets from Rod "Slasher" Breslau, who cited that investors had pulled funding from the team.

Quantic Gaming had held a roster of professional players for Starcraft II, League of Legends and the Call of Duty series.

The organisation has posted on Twitter that a "more thorough message" regarding their closure will be posted soon. For a full list of players left teamless from the disbandment, see below.

Starcraft II
Josh "Agh" Bland
Kim "Apocalypse" Min Hyung
Zac "ChAnCe" Palmer
Moon "DdoRo" Jung Ho
Cho "Golden" Myung Hwan
Eugene "HasHe" Demenchukov
Devan "Hawk" Subramaniam
Chris "Illusion" Lee
Madeleine "MaddeLisk" Leander
Jeffrey "MaximusBlack" Johnston
Kim "SaSe" Hammar
Michael "Spanishiwa" Yabut
Ryan "State" Visbeck
Michael "theognis" McClelland
Choi "TheStC" Yun Sik

League of Legends
Ferris "AGeNt" Ganzman
Hai "Hai" Lam
Daerek "LemonNation" Hart
Zach "Nien" Malhas
Jason "WildTurtle" Tran
Gabriel "Yazuki" Ng

Call of Duty series
Patrick "Aches" Price
Sean "Mutation" Ellis
Tyler "TeePee" Polchow
Blake "Veng" Campbell


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Why Lego: LOTR skipped Wii U

Lego: Lord of the Rings shipped last month for nearly every platform under the sun. It is available for Xbox 360, PlayStation 3, Wii, PlayStation Vita, PC, DS, and 3DS. However, the children's-themed Lord of the Rings game is not available for Wii U.

Fans of both J.R.R. Tolkien's fiction and Nintendo's new dual-screen gaming system may be wondering why the game skipped the Mario maker's first high-definition console. The answer, according to a Warner Bros. Interactive Entertainment representative, is simple.

"The primary reason is that [Traveller's Tales] and Lego were already working on Lego City Undercover for Wii U," the representative said.

Nintendo director of product marketing Bill Trinen said in September that the company has been working with Lego on Lego City Underover for "quite a while," noting that it wanted to have a Lego game for Wii U launch. Though Lego City Undercover is not yet available, it is due out during Nintendo's "launch window" period, which spans November 18, 2012-March 31, 2013.

For more on Lego: Lord of the Rings, check out GameSpot's review.


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#1ReasonWhy You Should Pay Attention

Written By Kom Limpulnam on Rabu, 28 November 2012 | 23.37

GameSpot editors Laura Parker and Carolyn Petit discuss the importance of stamping out sexism in the games industry.

Yesterday, the Twitter hashtag #1ReasonWhy exploded into a tremendous outpouring of stories about sexism encountered by women who work in various aspects of the games industry. Over the course of this correspondence, GameSpot editors Laura Parker and Carolyn Petit analyse the importance of the hashtag, sharing thoughts on what the huge response to it means, and where the industry goes from here.

Carolyn:

The #1ReasonWhy is a rapidly growing collection of tweets from women who work in various facets of the game industry recounting negative experiences they have had in their respective fields.

Of course, stories about sexist attitudes in the games industry are nothing new: it's an issue that has been much discussed this past year. (Take the Kickstarter project by Anita Sarkeesian a few months ago about portrayals of women in video games for instance, which generated a great deal of discussion.) But what was immediately remarkable about #1ReasonWhy to me was the tremendous outpouring of stories and feelings from so many women, this groundswell of frustration and anger from so many sources.

On one hand, it was a painful reminder to me of the reality of just how rampant sexist attitudes and behavior are in this industry, an industry that should, I feel, reflect the fact that games can be enjoyed by all sorts of people, that they can bring people together, that they're certainly not just for men.

On the other hand, it was inspiring to see so many voices speaking out, sharing their stories, standing up and calling for change. I'm kind of flabbergasted by the extent to which the hashtag has exploded. To me, that speaks to long-simmering feelings about a pretty severe imbalance that needs to be discussed and addressed. What was your initial reaction?

Laura:

The swell of support for #1ReasonWhy over the last two days is a sign that things need to change. Sexism in the games industry is something that has been discussed more and more over the last two years, and it's so encouraging to see so many women from all parts of the game industry--developers, journalists, writers--speaking up to support each other and make their voice heard in this debate.

One of the things that became clear from reading some of the tweets--the hashtag has been used over 22,000 times on Twitter to date--is how similar some of these experiences are. Up to now it has been really hard to talk about this issue with a united voice because there are so many different attitudes and views in the industry surrounding how best to tackle sexism and attitudes to women. But the hashtag helped identify where some of these problems lie, and even inspired some industry leaders to take action via the #1ReasonMentor response: a call to arms to help connect young women in the industry to more experienced mentors.

For too long we've merely talked about sexist attitudes and behaviour in the games industry. Talk is good, but we need to take action. This is a step in the right direction.

What do you think should happen next? We can't let this fizzle out. How can the industry come together to make the most of this solidarity? How can this message reach the decision-makers and those who hold the power to incite change?

Carolyn:

It's a difficult question without easy answers, but I think the hashtag gives us some reasons to be hopeful. You mentioned the #1ReasonMentor hashtag that came out of it; this should lead to some connections being formed that result in at least a few more women getting into the industry.

One of the more disheartening recurring themes in the shared stories for me was that of hiring practices that overwhelmingly favor men, maintaining the status quo of gaming as a hugely male-dominated industry. Anything that gets more women involved in designing, writing and programming games is a very good thing. I hope that many individuals in the industry, women and men, are motivated by this organic Internet uprising to find ways large and small to challenge existing attitudes, criticize sexist behavior, and incite positive change.

I also think that those of us in the media have both an ability and a responsibility to keep this discussion going, to find ways to investigate and spotlight systemic imbalances like this. Many #1ReasonWhy tweets I saw were from women expressing a reluctance to speak out and share their stories out of fear of repercussions. That fear is a huge problem in and of itself. It's clear that the hashtag offers only a relatively small glimpse into a deep-seated problem that isn't going to go away overnight. If we in the industry get complacent, it may never go away. We need to keep finding ways to make these stories heard. We need to continue fighting for the idea that gaming is not a boys' club, that it doesn't make long-term sense culturally or financially for developers to exclude women from the creation of games, or to market games in ways that insult and alienate women.

I think the general perception of who games are for is already in the process of evolving. There's momentum that's (much too slowly) taking us toward a more inclusive, more equitable industry; we need to not only keep that motivation going but speed it along when we can. If journalists are aggressive in continuing to cover the problem of sexism in the industry in its many forms, and if people participating in programs like #1ReasonMentor keep the ball rolling, I believe it'll be a better industry ten years from now than it is today. It may sound silly, but I really think it's up to all of us to do what we can.

So hopefully this is, in a sense, just the start of what will be an ongoing discussion. Any last thoughts on this for now?

Laura:

I also hope #1ReasonWhy reached developers, publishers and gamemakers who are responsible for hiring talent in the industry. If influential development studios get onboard and pledge their support for this cause (as Bungie has done as well as Halo 4 developers Bonnie Ross and Kiki Wolfkill) and take some sort of stand to say that they do, and they will, pay more attention to how females in the industry are treated from now on, then I think something really positive can come of this.

I agree the media has a responsibility to keep this discussion going. It's not just the industry's practices that have to change, it's also the attitude of consumers and players. Sites like FatUglyorSlutty really highlight the extent of this problem and send a very clear message: this shit has to stop. You're right when you say that what needs to happen now is that the industry needs to re-analyse the way it makes and markets games. Women cannot and should not be excluded either in the creation of games, or in the way games are marketed.

So everyone has a part to play. Developers have a responsibility to ensure the development industry is an equal opportunity environment where women feel comfortable and valued for their skills; publishers have a responsibility to speak to both male and female gamers on equal terms and not alienate or insult one or the other; and consumers have a responsibility to accept the changes taking place in the gaming demographic and make gaming welcome and accessible to all.

#1ReasonWhy is a step in the right direction. All we have to now is make sure that people pay attention.


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GameSpot GamePlay Episode 20: Remote-Controlled Rocket Launcher

Ironclad Games' Blair Fraser confesses his sins to a voracious GameSpot team that's too busy eating a Bigfoot pizza to notice.

GameSpot GamePlay

Host Kevin VanOrd welcomes Ironclad Games' Blair Fraser, who talks bizarre bugs, Sins of a Dark Age, and the awesomeness of the Mega Man 2 soundtrack. The panel also includes Tom Mc Shea, who falls under Reggie Fils-Aime's spell; Chris Watters, who bounces Betties with the best of them; and Carolyn Petit, who manages to escape any genitalia that might populate the Miiverse.

Click here to subscribe to GameSpot Gameplay via iTunes.

Click here to subscribe to GameSpot Gameplay via Zune.

Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 19: Deja Vu

GameSpot GamePlay Episode 18: The Cinnabon Engine

GameSpot GamePlay Episode 17: Space Noise

GameSpot GamePlay Episode 16: Press X to Batman

GameSpot GamePlay Episode 15: A Series of Death Screams

GameSpot GamePlay Episode 14: Splinter Shell

GameSpot GamePlay Episode 13: Double Jesus

GameSpot GamePlay Episode 12: All Pandas go to Heaven

GameSpot GamePlay Episode 11: Enter The Pee Zone

GameSpot GamePlay Episode 10: Adolf Critler

GameSpot GamePlay Episode 9: Out of the Closet

Kevin VanOrd
By Kevin VanOrd, Senior Editor

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


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Video Review - Dark Siders II

Written By Kom Limpulnam on Rabu, 21 November 2012 | 23.37

give wii u time.... remember early 3rd party game ports to PS3 were inferior to 360, but it improved over time and became the better version later on (except.... Bethesda ports.... *skyrim*...still irritated had to sell ps3 version) 

it will get better....


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Darksiders II Review

The Video Review

Kevin VanOrd takes you through Death's epic journey in this video review for Darksiders II.

The Wii U version of Darksiders II may suffer from some additional technical hitches, but this vast adventure is so absorbing, it's still easy to lose yourself in its oppressive world. And what a world it is, with architecture so sharp that every spire threatens to puncture the heavens and make them bleed. You needn't worry about too many confusing story details if you missed out on the original Darksiders: this sequel's narrative isn't so much about plot as it is about place and tone. And that tone is what sets Darksiders II apart. The skies are ominous, the armor is impossibly chunky, and the game's star--Death himself--speaks with gravelly, somber tones, save a few moments of sarcastic humor that betray his agitation.

In Darksider's II, Death is but only the beginning.

This port isn't the finest way to lose yourself in Darksiders II's fantastical universe, however. On the bright side, the Wii U release includes Argul's Tomb, downloadable content delivered for the earlier versions. The tomb isn't Darksiders at its best, with a protracted shooting segment lasting too long to be fun. (Though to be fair, you could take the melee approach in spite of all the guns scattered around.) This content can be accessed at any time, and provides you with the abilities necessary to complete it if you haven't unlocked them in the main campaign. But significantly, the game suffers from some frame rate problems, distracting loading times as you move through the overworld, and longer loading times when opening doors than in the other iterations.

Technical hiccups aside, Wii U owners get the same experience as everyone else, though with some gamepad tweaks: menus are accessible on the touch screen, special abilities can be (but don't have to be) activated by touching their icons, and tilting the pad changes your direction when swimming and pushing boulders. As for the basic mechanics, an icy opening introduces you to combat and movement. In traditional action game style, you slash away at clawed creatures with primary and secondary weapons. You run along walls and jump across beams like a devilish Prince of Persia. There are also role-playing elements: your enemies drop coins, armor, and weapons. You can don equipment, sell it to a merchant, or sacrifice it to level up rare possessed weapons, which you can customize at certain thresholds.

Darksiders II is clearly reminiscent of other games you have probably played. It recalls the structure of The Legend of Zelda, the parkour of Prince of Persia, and even the dimension-bending puzzles of Portal. Yet in spite of how heavily it wears its inspirations, Darksiders II establishes an identity all its own. The game's large scope and thoughtful pace allow you to breathe between battles, and each new mechanic has time to settle in before a new one is introduced. The leisurely sense of pace is obvious in the first level, where you can take in the frozen chasms beneath you, and enjoy the slick motion mechanics that have you defying gravity in heady flights of fancy.

If you played the original Darksiders, you might miss the up-front barrage of action at first, but Darksiders II is more about adventure than constant onslaught, though there are plenty of battles waiting ahead. As you ride your steed to the first main dungeon, you can relish the green fields of the first of multiple major regions, and simply enjoy the act of being. If you want, you can explore some of the surrounding ruins, where treasure chests protect valuable pauldrons and cloaks. Or you can slash up the baddies that roam the land, even from atop your horse. But once you get into the dungeons, Darksiders II becomes special--more cerebral than your average action game, and more energetic than your average exploration game.

As expected, each dungeon requires that you puzzle out how to get from one point to the next. At first, this involves scaling walls, throwing the naturally occurring bombs you stumble upon, and pulling a few levers. Then, you get a phantom grapple hook that allows you to swing from glowing hooks and extend your wall runs. Later, you split yourself in three, petrifying your main form and using two doppelgangers to stand on switches and move platforms. Ultimately, you fire portals to travel across great ravines and even through time itself--and these are hardly the extent of the tools you use to make progress through Darksiders II's clever self-contained puzzles.


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Israel Defence Forces uses gamification to promote its part in Gaza conflict

The social-media campaign employed by the Israel Defence Forces (IDF) in its latest conflict with Hamas over the Gaza Strip includes gamification.

The IDF blog features a virtual game, titled "IDF Ranks: The Virtual Army Game", which encourages visitors to the site to earn points and badges in return for spreading IDF content online through social media.

"IDF Ranks is an interactive game, directly implemented into all of the IDF's social platforms, allowing you to be a virtual part of the IDF," the blog states.

"Every action you take--reading, commenting, liking, sharing, or even just visiting--will earn you points, and help you climb the ladder of IDF Ranks. Specific actions will win you beautiful badges, and one day you might even become the chief of staff of IDF Ranks."

While the game was incorporated into the IDF blog in July, it has drawn more recent criticism from commentators who view the IDF's actions as a promotion of war in the current Gaza conflict.

"Israel is trying to enlist the people of the world in its campaign with military ranks, badges, and points," ReadWrite's Jon Mitchell wrote last week. "Innocent people are dying on all sides, and the IDF wants to reward people for tweeting about it. Israel has gamified war."

However, an IDF spokesperson refused to refer to the game as a gamification of the current conflict.

"In no way is 'IDF Ranks' meant to gamify Operation Pillar of Defense or any military actions during the operation," the spokesperson told ReadWrite.

According to Mitchell, 10 visits to the IDF blog gives users the "Consistent" badge, while searching the blog bestows the "Research Officer" badge.

"It's impossible to fathom how anyone could justify this trivialisation of war," Daily Life's Amal Awad added. "People are being killed, and the conflict is spiralling out of control, but observers can titillate themselves with a reward system for taking a side."

The game is positioned next to a "Rocket Counter" on the IDF blog, showing the number of rockets that have hit Israel since last year.


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Intel Extreme Masters Singapore kicking off tomorrow

ESL World's Intel Extreme Masters Singapore is set to kick off this week.

The games that will be featured for the tournament will be StarCraft II: Wings of Liberty and League of Legends. The event itself will be held at the SITEX 2012 exhibition at the Singapore Expo, Halls 4B-6. The schedules for the tournaments from November 22 to November 25 are below (GMT +8/SGT time zone):

November 22
Time: 11am – 9pm Tournaments: StarCraft II Open Bracket, League of Legends Group B

November 23
Time: 11am
Tournaments: StarCraft II Group Stage, League of Legends Group B

November 24
Time: 11am - 9pm, League of Legends finals start at 6pm
Tournaments: StarCraft II round of 16 and first three quarter-finals matches, League of Legends semi-finals and finals. November 25
Time: 11am – 5:30pm; StarCraft II finals start at 3:45pm
Tournaments: StarCraft II last quarter finals, semi finals and finals matches.

For more information, check out the official ESL page for the event. GameSpot will update this space with the livestream link.


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Wonderbook: Book of Spells touring Australia

Gamers who are curious about Sony's augmented-reality (AR) game Wonderbook: Book of Spells will have a chance to experience the puzzle game for themselves. Sony Entertainment Australia has announced that the PlayStation 3-exclusive game will be touring Australia, appearing in a variety of locations.

The game is played with a book, which needs to be used in conjunction with the PlayStation Move and PlayStation Eye peripherals to cast magic.

Wonderbook: Book of Spells marks a collaboration between Sony and Harry Potter author JK Rowling. Book of Spells is the first game to use Wonderbook, and works by tapping into the Harry Potter universe.

In the game, players will learn how to cast a range of spells, including Incendio, Wingardium Leviosa, and Expelliarmus, with the PlayStation Move controller taking the place of a wand. The game was well received in GameSpot's review.

See below for a full list of locations and dates where you can experience Wonderbook: Book of Spells.

NSW

Westfield Parramatta
November 15 – 18

Westfield Chatswood
November 22 – 25

Westfield Penrith
November 29 – December 2

Westfield Miranda
December 6 – 9

Westfield Liverpool
December 13 – 16

Qld

Westfield Chermside
November 15 – 18

Westfield Garden City
November 22 – 25

Vic

Westfield Fountain Gate
November 29 – December 2

Westfield Doncaster
December 6 – 9

Westfield Plenty Valley
December 13 – 16

Westfield Southland
December 20 – 24

WA

Westfield Carousel
December 20 – 24


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Adjusting Our 2D Shooting Viewpoint With Mirror War

GameSpot's Jonathan Toyad goes kunai and tarot cards-ablazing with two classes in L&K Logic's MMO nod to classic 2D shoot-em-ups, straight out of G-Star 2012. For a G-Star 2012 summary, head here: http://bitly.com/UryMfw


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Dungeon Striker Class Playthrough

Missed out on G-Star 2012 and its elaborate show floor? Don't fret: we've got the whole experience on camera for your viewing pleasure! For our recap of the whole event, head here: http://l.gamespot.com/UryMfw

Posted Nov 16, 2012 | 3:55 | 5,663 Views


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Of Orcs and Men Review

Written By Kom Limpulnam on Rabu, 14 November 2012 | 23.37

Often relegated to the background as evil fodder for the blades of do-gooder humans, orcs don't usually get a chance to shine on center stage. Of Orcs and Men changes that, instead painting greenskins in a very different light while tackling heady topics of genocide and oppression through the eyes of its dual protagonists: a brutish orc, Arkail, and his reluctant goblin sidekick, Styx. Their dynamic relationship is the central pillar holding aloft a fun-but-flawed adventure that packs impressive depth in some areas, yet struggles with shallow design in others.

Turning traditional fantasy tropes on their head, humans are the villains in this tale. War ignites across the continent when the power-hungry human empire shows its monstrous tendencies by imprisoning, torturing, and slaughtering the green-skinned inhabitants of the land. Brought together by a common foe, Arkail and Styx begrudgingly team up to push deep into the empire's territory and assassinate the emperor. Their quest sends the duo on a lot of wild tangents--one minute they're burning a church filled with inquisitor scum, the next they're rescuing an imprisoned wizardess to aid in their quest. Lines between good and evil are blurred constantly, often by the protagonists themselves. Despite their questionable methods, these fellows are oddly likeable, thanks to their strong personalities and enjoyable camaraderie.

The colorful interactions between the burly anger-prone orc and his witty comrade also provide some comic relief that helps counterbalance the somber tone of their bloody mission. Unfortunately, the humor seems forced and at times it misses the mark. Dialogue waffles between witty remarks and excessive F-bombs to the point where it feels juvenile and distracting. It's a shame, because their backstory and ongoing development throughout the adventure is genuinely interesting. They're compelling characters that hold up even as the pace of the story shifts gears--and it does so frequently. The ham-fisted attempt at extra edginess wasn't needed.

With an orc and a goblin walking around amidst a bunch of greenskin-hating humans, the vast majority of the encounters devolve into combat with ease, whether you intend them to or not. Of Orcs and Men's battle system blends action-heavy encounters and more thoughtful RPG strategy by letting you instantly dial down the excitement to a slow-motion crawl at the touch of a button. This gives you time to queue up different attack moves, change between offensive and defensive stances, and trigger abilities for both characters before letting loose again.

Since you can only directly control one character at a time, and the friendly A.I. isn't the most competent, a lot of micromanagement juggling comes into play. But instead of being tedious, it's actually fun to continually swap characters, switch up your strategy, and adapt to the flow of battle as it unfolds. It keeps encounters fluid and gives you a big strategic toolbox to pull from.

Both warriors' distinct personalities also play into their vastly different fighting styles, and it's these differences that make each one enjoyable to play when the need to swap them out arises. Arkail is a powerful but unpredictable melee fighter who wields giant blades and bludgeoning weapons. Every hefty blow he delivers or receives pushes him closer to flying into a berserk rage. When he does fly off the handle, all hell breaks loose. He's uncontrollable for a brief time, his damage is ramped up significantly, and he attacks anyone within range--friend and foe alike. Afterwards, Arkail is momentarily stunned, opening him up to attack, which is why managing his anger level so it peaks at just the right time is an important challenge.


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