Diberdayakan oleh Blogger.

Popular Posts Today

Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 27 November 2013 | 23.37

Gamespot's Site MashupDress FFXIII protagonist Lightning in a outfit made almost entirely of mooglesHow to record gameplay on your Xbox OneEVE Online Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 27 Nov 2013 08:22:34 -0800 http://www.gamespot.com/articles/dress-ffxiii-protagonist-lightning-in-a-outfit-made-almost-entirely-of-moogles/1100-6416429/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2391005-lovable+moogle.jpg" data-ref-id="1300-2391005" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2391005-lovable+moogle.jpg" data-ref-id="1300-2391005"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2391005-lovable+moogle.jpg"></a></figure><p style="">DLC for the Japanese version of <a href="/lightning-returns-final-fantasy-xiii/" data-ref-id="false">Lightning Returns: Final Fantasy XIII</a> allows players to adorn protagonist Lightning with an outfit made almost entirely of moogles.</p><p dir="ltr" style="">The game is now out in Japan, and <a href="http://www.siliconera.com/2013/11/26/lightning-returns-final-fantasy-xiii-demo-wacky-moogle-costume-now/" rel="nofollow">Siliconera reports</a> that the premium Lovable Moogle DLC comes with Moogle Queen outfit, Moogle stick weapon, and a Moogle shield.</p><p dir="ltr" style="">Alongside the Loveable Moogle pack, Square Enix has also released the Holy Asgard and Ultimate Liberator costume packs. Costumes are sold individually for ¥400 (roughly $4) or the three can be purchased together for ¥1,000 (about $9.80).</p><p dir="ltr" style="">Square Enix declined to comment when asked by GameSpot if these specific costume packs would make the US and Europe.</p><p dir="ltr" style="">Square Enix previously announced in July that those who preorder Lightning Returns: Final Fantasy XIII can <a href="http://www.gamespot.com/articles/lightning-can-wear-clouds-ffvii-costume-in-lightning-returns-ffxiii/1100-6410975/">outfit Lightning in FFVII protagonist Cloud Strife's iconic threads</a>.</p><p dir="ltr" style="">Lightning Returns: Final Fantasy XIII will be released in the US and Europe in February 2014.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2391006-lighdemo15.jpg" data-ref-id="1300-2391006" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2391006-lighdemo15.jpg" data-ref-id="1300-2391006"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2391006-lighdemo15.jpg"></a></figure><p dir="ltr" style=""> </p><p style=""> </p> Wed, 27 Nov 2013 07:38:00 -0800 http://www.gamespot.com/articles/dress-ffxiii-protagonist-lightning-in-a-outfit-made-almost-entirely-of-moogles/1100-6416429/ http://www.gamespot.com/videos/how-to-record-gameplay-on-your-xbox-one/2300-6416354/ Chris Watters takes you through the steps of how to record and upload gameplay on your brand new Xbox One! Tue, 26 Nov 2013 19:29:00 -0800 http://www.gamespot.com/videos/how-to-record-gameplay-on-your-xbox-one/2300-6416354/ http://www.gamespot.com/reviews/eve-online-review/1900-6415576/ <p style="">Tranquility. I've always puzzled at the name of EVE Online's single server. It's an ironic moniker to lend to a world where hundreds of thousands of players jockey for resources, scheme, spy, and blow each other up. On that one server, wars wage in perpetuity. Scammers ply their trade outside crowded space stations. Fortunes are made and lost amid the bustle of a full-fledged economy. None of it feels particularly tranquil.</p><p style="">And yet, Carl Sagan once noted that from space, Earth--for all its chaos--is nothing but a pale blue dot. So it goes with EVE: step far enough back from CCP's sci-fi massively multiplayer online game, and a picture of tranquility begins to emerge. Ten years of steady growth. The recent release of a 20th free expansion, Rubicon. Throughout all, consistency of vision, commitment, and support. It's no small achievement in the winter of the massively multiplayer online role-playing game, when young games are born, live, and die, all in World of Warcraft's shadow. In the face of such competition, EVE's languid pace would seem a detriment, and yet, like the universe, EVE is ever expanding outward.</p><div data-embed-type="video" data-ref-id="2300-6416351" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416351/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">EVE cultivates an appreciation for scales, vectors, and inertia, because it makes their mastery a matter of life and death. The game supports a healthy variety of pursuits, including nonviolent options like building, trading, or mining, but at some point almost all players must hazard a jaunt around EVE's tangled network of interconnected solar systems. Each system is a room of sorts connected by stargates that act as metaphorical doorways. They're spacious chambers, big enough to fit planets, asteroid belts, and space stations with a few trillion miles to spare, but danger always has a way of finding you in EVE. If you're lucky, it'll only come in the form of pirates or warring fleets that open fire on sight. If you're unlucky, it'll be a scammer, spy, or saboteur playing EVE's tacitly sanctioned metagame against you.</p><p style="">Conflict runs tangential to even the most pacifistic careers in EVE. After all, it's easier to maintain a lively spaceship market if players are always blowing each other up. But when things come to blows, it's actually a tidy affair. Ships can be piloted by clicking about in space, but most actions in EVE hinge on more mechanical commands like "maintain distance" or "warp to". It's a math-oriented system that hinges on numbers like distance, radii, and acceleration. Once the enemy has been targeted and the keys for weapons have been pressed, battles ebb and flow according to who can dictate range as their ships circle. Large-scale battles are as chaotic and complex as any sci-fi war scene, and skirmishes are thrillingly staccato. Victory in either is less a product of reflex than of strategy. The prelude to war--proper equipment, communication, teammwork, and patience--is usually the deciding factor. As often as a good fight seems to find the unwilling in EVE, it can prove elusive for those seeking it out. For every minute of battle or plunder, there are hours spent as prey eludes capture, as fleets circle and dance to the reports of their forward scouts.</p><blockquote data-align="center" data-size="large"><p style="">Almost every player is an annalist of some sort, contributing anecdotes on forums, reporting from battle lines, issuing propaganda, or mapping political boundaries.</p></blockquote><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387761-0005.png" data-ref-id="1300-2387761" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387761-0005.png" data-ref-id="1300-2387761"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2387761-0005.png"></a><figcaption>It takes some acclimating, but EVE's interface is packed with functionality.</figcaption></figure><p style="">Indeed, EVE's pace is glacial indeed...right until it isn't. A dominant alliance might hold a third of the world in an iron grip for ages, until a spot of corporate espionage dispels it into the digital ether overnight. An interstellar bank could compound every investment it's entrusted with for years, until it suddenly absconds with billions. The universe's first Titan-class ubership may be a world-beater, until it's destroyed because the pilot chooses an inopportune moment to log off. They're the kinds of stories that make headlines outside of gaming circles, the kind that EVE is uniquely equipped to tell. Whether you're speaking to the allure of exploring EVE's vast universe, the machinations of its political scene, or even the prospects of the game's next expansion, that capacity for upheaval is a draw unto itself.</p><p style="">What's refreshing about EVE is how much of that change is user-driven. Player characters in the game are canonically immortal, their consciousness tied to clones that are awakened whenever they find themselves on the wrong end of the metaphorical photon torpedo. So-called pod pilots are the movers and shakers of the EVE universe, and enjoy a privileged position as mercenary demigods (consider for a moment the level of desperation that would drive a non-player character to enlist under a commander who, by definition, never goes down with the ship, and you'll begin to grasp the morbidity of EVE's lore). What gets moved or shaken is a matter of taste. It might mean battle, as a soldier or pirate. It might mean cleaning up after said battles, and pawning the salvage. Or it might mean moving goods from one place to another, and shaking whenever outlaws start eyeing your loot. Each endeavor can be pursued in the name of EVE's four hawkish NPC empires, a smattering of lesser powers, or the great host of player corporations.</p><p style="">Picking what banner to fly is always an important decision in an MMORPG, but in EVE, the decision can make or break the experience entirely. Should you have no allies, the vast reaches of space can be brutally lonely and unforgiving. Sure, there are hundreds of space stations to rest in, nominal communities strewn about the network of solar systems that dot EVE's pointillistic map. But though the game now allows you to walk the interiors of these structures, there's little humanity to be found inside. NPCs are still just portraits in the interface that proffer textual missions. Other players are just smaller portraits in your chat feed. The resultant sense of disembodiment impinges on every interaction in EVE, and it helps to explain the popularity of extra-game forums and meet-ups. Absent a few friendly faces, it's just not that easy to make regions with names like The Bleak Lands or Stain feel like home. Go figure.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387765-0006.png" data-ref-id="1300-2387765" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387765-0006.png" data-ref-id="1300-2387765"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2387765-0006.png"></a><figcaption>Forgot to bring any guns to this fight. Guess how that went.</figcaption></figure><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387767-0002.png" data-ref-id="1300-2387767" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387767-0002.png" data-ref-id="1300-2387767"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2387767-0002.png"></a><figcaption>The ability to step outside your ship is a welcome addition, if a bit aimless.</figcaption></figure><p style="">Actually, Stain seems like Shangri-la compared to 0FZ-2H. That's the naming convention of zero-security systems, which fall outside the protection of NPC guards, and where EVE's player alliances battle for control of the game's open territories. Zero security also sees CCP's most brilliant and nefarious contribution to player-versus-player gameplay: regions, and the distribution of resources therein, are asymmetrical. Zero-sec space tempts with its more lucrative opportunities, but making the trip means leaving the safety of the empires. Inequalities exist among the lawless regions, too. The imbalance creates further incentives for players to band together, if only for the express purpose of evicting those ahead of them at the table.</p><p style="">Asymmetry must be in CCP's mission statement somewhere. It's certainly visible in the designs of EVE's spaceships: intricate, inventive crafts that range in scale from small yacht to small state. Asymmetry colors the use of those ships as weapons, too. At first blush, the more expensive, upper-echelon crafts seem overpowered. That perception holds true, until you develop an appreciation for asymmetrical warfare. There are no restrictions--mechanical or moral--on the size of fleets corporations can bring to the field, and with enough cheap frigates and cruisers, most foes can be felled. Barring that, there's always sabotage, as legitimate a tactic in EVE as any.</p><p style="">Big, expensive ships are also big, expensive targets, either for rival corporations or pirates that operate on the fringes of high-security space. Being blown up might not mean as much if you just wake up in a distant clone vat, but it can take a serious toll on your supply of ISK, EVE's currency. Ships that get destroyed are gone for good, along with all the expensive and rare equipment they've been kitted out with. That can include PLEX, an in-game item that represents real playing time in EVE (and a viable alternative to the game's $9.99 a month cost for dedicated players), meaning some losses can hurt a player's real wallet, too. Like most aspects of EVE, death is harsh and unforgiving, but the risks magnify the highs and lows in kind. A venture into the borderlands is a tense, calculated gamble, where every jump to a new system might expose you to predation.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387768-0004.png" data-ref-id="1300-2387768" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387768-0004.png" data-ref-id="1300-2387768"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2387768-0004.png"></a><figcaption>Day traders, rejoice.</figcaption></figure><p style="">Truth be told, it ought to be even riskier. To get a feel for what dangers lie in wait in the system you occupy, you need only glance at your local chat channel. Every present player is listed therein, from the most genteel miner to the scurviest pirate. After a decade of patches and fixes, it's strange that local chat has managed to avoid the axe. It has always felt like a temporary solution that has taken root, an anachronism so entangled in the rest of EVE's systems that it has become difficult to excise. The illusion that you're an interstellar explorer, or that there are unknown dangers around every corner, breaks a bit when every lowlife in the solar system is your Facebook friend.</p><p style="">Perhaps that's just CCP's vision of the future, some kind of acerbic commentary on our subservience to the computer. Considering the rest of EVE's interface, though, that's unlikely. The game, oft-labeled "spreadsheets in space," is still as impenetrable as ever, a technophile's fever dream of 3D overlays, extension lines, charts, and impossibly tiny fonts. It's clean and eminently customizable, and it leaves a lot of room for breathtaking views of nebulae and stars, but even 10 years in, I'm still unsure about some of its more esoteric functions. Yet with some practice, it's undeniably useful, even more so now that CCP has made improvements to wayfinding and interaction. </p><blockquote data-align="left" data-size="medium"><p style="">Player characters in the game are canonically immortal, their consciousness tied to clones that are awakened whenever they find themselves on the wrong end of the metaphorical photon torpedo.</p></blockquote><p style="">All that considered, it's probably unsurprising that EVE seems to attract a, let's say, bookish sort of clientele. Almost every player is an annalist of some sort, contributing anecdotes on forums, reporting from battle lines, issuing propaganda, or mapping political boundaries. It all contributes to one of the most exhaustive and fascinating repositories of lore to be found in gaming, one that's created by developer and player alike. Heck, the game's most anarchic alliance--the aptly named Goonswarm--is also home to its most ardent archivists, members who log the minutiae of nearly every battle and political play. Even the most disengaged players sign their marks in EVE's ledgers, with purchase histories and entries on the "killed by" reports automatically generated when they die.</p><p style="">I've been on the wrong end of a fair number of those reports over the years. I remember the first time I quit EVE, so many expansions ago, before the arrival of opt-in high-security warfare that helped to fill the gaps between pirate raids and alliance battles. I was bored: in the wrong corporation, in the wrong part of space, and growing frustrated and restless. Unable to rouse a raiding party, I took my best ship and went looking for trouble alone. I found it in the form of two vigilantes. They locked me down and laid siege to my ship, whittling away my defenses while my guns struggled to track their speedier crafts. I pulled out every trick in my bag. I feinted, scrapped, and stalled desperately, but I was doomed.</p><p style="">It took a full hour and a half, but my vessel eventually succumbed. As klaxons blared and the hull of my prized ship rocked with the impact of missiles, I scrolled my mousewheel and zoomed out--zoomed out until it was just a pale dot, and tried not to think about all the ISK I'd just lost.</p><p style="">I was back within the month.</p> Tue, 26 Nov 2013 17:30:00 -0800 http://www.gamespot.com/reviews/eve-online-review/1900-6415576/

Gamespot's Site MashupDress FFXIII protagonist Lightning in a outfit made almost entirely of mooglesHow to record gameplay on your Xbox OneEVE Online Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 27 Nov 2013 08:22:34 -0800 http://www.gamespot.com/articles/dress-ffxiii-protagonist-lightning-in-a-outfit-made-almost-entirely-of-moogles/1100-6416429/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2391005-lovable+moogle.jpg" data-ref-id="1300-2391005" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2391005-lovable+moogle.jpg" data-ref-id="1300-2391005"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2391005-lovable+moogle.jpg"></a></figure><p style="">DLC for the Japanese version of <a href="/lightning-returns-final-fantasy-xiii/" data-ref-id="false">Lightning Returns: Final Fantasy XIII</a> allows players to adorn protagonist Lightning with an outfit made almost entirely of moogles.</p><p dir="ltr" style="">The game is now out in Japan, and <a href="http://www.siliconera.com/2013/11/26/lightning-returns-final-fantasy-xiii-demo-wacky-moogle-costume-now/" rel="nofollow">Siliconera reports</a> that the premium Lovable Moogle DLC comes with Moogle Queen outfit, Moogle stick weapon, and a Moogle shield.</p><p dir="ltr" style="">Alongside the Loveable Moogle pack, Square Enix has also released the Holy Asgard and Ultimate Liberator costume packs. Costumes are sold individually for ¥400 (roughly $4) or the three can be purchased together for ¥1,000 (about $9.80).</p><p dir="ltr" style="">Square Enix declined to comment when asked by GameSpot if these specific costume packs would make the US and Europe.</p><p dir="ltr" style="">Square Enix previously announced in July that those who preorder Lightning Returns: Final Fantasy XIII can <a href="http://www.gamespot.com/articles/lightning-can-wear-clouds-ffvii-costume-in-lightning-returns-ffxiii/1100-6410975/">outfit Lightning in FFVII protagonist Cloud Strife's iconic threads</a>.</p><p dir="ltr" style="">Lightning Returns: Final Fantasy XIII will be released in the US and Europe in February 2014.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2391006-lighdemo15.jpg" data-ref-id="1300-2391006" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2391006-lighdemo15.jpg" data-ref-id="1300-2391006"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2391006-lighdemo15.jpg"></a></figure><p dir="ltr" style=""> </p><p style=""> </p> Wed, 27 Nov 2013 07:38:00 -0800 http://www.gamespot.com/articles/dress-ffxiii-protagonist-lightning-in-a-outfit-made-almost-entirely-of-moogles/1100-6416429/ http://www.gamespot.com/videos/how-to-record-gameplay-on-your-xbox-one/2300-6416354/ Chris Watters takes you through the steps of how to record and upload gameplay on your brand new Xbox One! Tue, 26 Nov 2013 19:29:00 -0800 http://www.gamespot.com/videos/how-to-record-gameplay-on-your-xbox-one/2300-6416354/ http://www.gamespot.com/reviews/eve-online-review/1900-6415576/ <p style="">Tranquility. I've always puzzled at the name of EVE Online's single server. It's an ironic moniker to lend to a world where hundreds of thousands of players jockey for resources, scheme, spy, and blow each other up. On that one server, wars wage in perpetuity. Scammers ply their trade outside crowded space stations. Fortunes are made and lost amid the bustle of a full-fledged economy. None of it feels particularly tranquil.</p><p style="">And yet, Carl Sagan once noted that from space, Earth--for all its chaos--is nothing but a pale blue dot. So it goes with EVE: step far enough back from CCP's sci-fi massively multiplayer online game, and a picture of tranquility begins to emerge. Ten years of steady growth. The recent release of a 20th free expansion, Rubicon. Throughout all, consistency of vision, commitment, and support. It's no small achievement in the winter of the massively multiplayer online role-playing game, when young games are born, live, and die, all in World of Warcraft's shadow. In the face of such competition, EVE's languid pace would seem a detriment, and yet, like the universe, EVE is ever expanding outward.</p><div data-embed-type="video" data-ref-id="2300-6416351" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416351/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">EVE cultivates an appreciation for scales, vectors, and inertia, because it makes their mastery a matter of life and death. The game supports a healthy variety of pursuits, including nonviolent options like building, trading, or mining, but at some point almost all players must hazard a jaunt around EVE's tangled network of interconnected solar systems. Each system is a room of sorts connected by stargates that act as metaphorical doorways. They're spacious chambers, big enough to fit planets, asteroid belts, and space stations with a few trillion miles to spare, but danger always has a way of finding you in EVE. If you're lucky, it'll only come in the form of pirates or warring fleets that open fire on sight. If you're unlucky, it'll be a scammer, spy, or saboteur playing EVE's tacitly sanctioned metagame against you.</p><p style="">Conflict runs tangential to even the most pacifistic careers in EVE. After all, it's easier to maintain a lively spaceship market if players are always blowing each other up. But when things come to blows, it's actually a tidy affair. Ships can be piloted by clicking about in space, but most actions in EVE hinge on more mechanical commands like "maintain distance" or "warp to". It's a math-oriented system that hinges on numbers like distance, radii, and acceleration. Once the enemy has been targeted and the keys for weapons have been pressed, battles ebb and flow according to who can dictate range as their ships circle. Large-scale battles are as chaotic and complex as any sci-fi war scene, and skirmishes are thrillingly staccato. Victory in either is less a product of reflex than of strategy. The prelude to war--proper equipment, communication, teammwork, and patience--is usually the deciding factor. As often as a good fight seems to find the unwilling in EVE, it can prove elusive for those seeking it out. For every minute of battle or plunder, there are hours spent as prey eludes capture, as fleets circle and dance to the reports of their forward scouts.</p><blockquote data-align="center" data-size="large"><p style="">Almost every player is an annalist of some sort, contributing anecdotes on forums, reporting from battle lines, issuing propaganda, or mapping political boundaries.</p></blockquote><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387761-0005.png" data-ref-id="1300-2387761" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387761-0005.png" data-ref-id="1300-2387761"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2387761-0005.png"></a><figcaption>It takes some acclimating, but EVE's interface is packed with functionality.</figcaption></figure><p style="">Indeed, EVE's pace is glacial indeed...right until it isn't. A dominant alliance might hold a third of the world in an iron grip for ages, until a spot of corporate espionage dispels it into the digital ether overnight. An interstellar bank could compound every investment it's entrusted with for years, until it suddenly absconds with billions. The universe's first Titan-class ubership may be a world-beater, until it's destroyed because the pilot chooses an inopportune moment to log off. They're the kinds of stories that make headlines outside of gaming circles, the kind that EVE is uniquely equipped to tell. Whether you're speaking to the allure of exploring EVE's vast universe, the machinations of its political scene, or even the prospects of the game's next expansion, that capacity for upheaval is a draw unto itself.</p><p style="">What's refreshing about EVE is how much of that change is user-driven. Player characters in the game are canonically immortal, their consciousness tied to clones that are awakened whenever they find themselves on the wrong end of the metaphorical photon torpedo. So-called pod pilots are the movers and shakers of the EVE universe, and enjoy a privileged position as mercenary demigods (consider for a moment the level of desperation that would drive a non-player character to enlist under a commander who, by definition, never goes down with the ship, and you'll begin to grasp the morbidity of EVE's lore). What gets moved or shaken is a matter of taste. It might mean battle, as a soldier or pirate. It might mean cleaning up after said battles, and pawning the salvage. Or it might mean moving goods from one place to another, and shaking whenever outlaws start eyeing your loot. Each endeavor can be pursued in the name of EVE's four hawkish NPC empires, a smattering of lesser powers, or the great host of player corporations.</p><p style="">Picking what banner to fly is always an important decision in an MMORPG, but in EVE, the decision can make or break the experience entirely. Should you have no allies, the vast reaches of space can be brutally lonely and unforgiving. Sure, there are hundreds of space stations to rest in, nominal communities strewn about the network of solar systems that dot EVE's pointillistic map. But though the game now allows you to walk the interiors of these structures, there's little humanity to be found inside. NPCs are still just portraits in the interface that proffer textual missions. Other players are just smaller portraits in your chat feed. The resultant sense of disembodiment impinges on every interaction in EVE, and it helps to explain the popularity of extra-game forums and meet-ups. Absent a few friendly faces, it's just not that easy to make regions with names like The Bleak Lands or Stain feel like home. Go figure.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387765-0006.png" data-ref-id="1300-2387765" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387765-0006.png" data-ref-id="1300-2387765"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2387765-0006.png"></a><figcaption>Forgot to bring any guns to this fight. Guess how that went.</figcaption></figure><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387767-0002.png" data-ref-id="1300-2387767" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387767-0002.png" data-ref-id="1300-2387767"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2387767-0002.png"></a><figcaption>The ability to step outside your ship is a welcome addition, if a bit aimless.</figcaption></figure><p style="">Actually, Stain seems like Shangri-la compared to 0FZ-2H. That's the naming convention of zero-security systems, which fall outside the protection of NPC guards, and where EVE's player alliances battle for control of the game's open territories. Zero security also sees CCP's most brilliant and nefarious contribution to player-versus-player gameplay: regions, and the distribution of resources therein, are asymmetrical. Zero-sec space tempts with its more lucrative opportunities, but making the trip means leaving the safety of the empires. Inequalities exist among the lawless regions, too. The imbalance creates further incentives for players to band together, if only for the express purpose of evicting those ahead of them at the table.</p><p style="">Asymmetry must be in CCP's mission statement somewhere. It's certainly visible in the designs of EVE's spaceships: intricate, inventive crafts that range in scale from small yacht to small state. Asymmetry colors the use of those ships as weapons, too. At first blush, the more expensive, upper-echelon crafts seem overpowered. That perception holds true, until you develop an appreciation for asymmetrical warfare. There are no restrictions--mechanical or moral--on the size of fleets corporations can bring to the field, and with enough cheap frigates and cruisers, most foes can be felled. Barring that, there's always sabotage, as legitimate a tactic in EVE as any.</p><p style="">Big, expensive ships are also big, expensive targets, either for rival corporations or pirates that operate on the fringes of high-security space. Being blown up might not mean as much if you just wake up in a distant clone vat, but it can take a serious toll on your supply of ISK, EVE's currency. Ships that get destroyed are gone for good, along with all the expensive and rare equipment they've been kitted out with. That can include PLEX, an in-game item that represents real playing time in EVE (and a viable alternative to the game's $9.99 a month cost for dedicated players), meaning some losses can hurt a player's real wallet, too. Like most aspects of EVE, death is harsh and unforgiving, but the risks magnify the highs and lows in kind. A venture into the borderlands is a tense, calculated gamble, where every jump to a new system might expose you to predation.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2387768-0004.png" data-ref-id="1300-2387768" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2387768-0004.png" data-ref-id="1300-2387768"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2387768-0004.png"></a><figcaption>Day traders, rejoice.</figcaption></figure><p style="">Truth be told, it ought to be even riskier. To get a feel for what dangers lie in wait in the system you occupy, you need only glance at your local chat channel. Every present player is listed therein, from the most genteel miner to the scurviest pirate. After a decade of patches and fixes, it's strange that local chat has managed to avoid the axe. It has always felt like a temporary solution that has taken root, an anachronism so entangled in the rest of EVE's systems that it has become difficult to excise. The illusion that you're an interstellar explorer, or that there are unknown dangers around every corner, breaks a bit when every lowlife in the solar system is your Facebook friend.</p><p style="">Perhaps that's just CCP's vision of the future, some kind of acerbic commentary on our subservience to the computer. Considering the rest of EVE's interface, though, that's unlikely. The game, oft-labeled "spreadsheets in space," is still as impenetrable as ever, a technophile's fever dream of 3D overlays, extension lines, charts, and impossibly tiny fonts. It's clean and eminently customizable, and it leaves a lot of room for breathtaking views of nebulae and stars, but even 10 years in, I'm still unsure about some of its more esoteric functions. Yet with some practice, it's undeniably useful, even more so now that CCP has made improvements to wayfinding and interaction. </p><blockquote data-align="left" data-size="medium"><p style="">Player characters in the game are canonically immortal, their consciousness tied to clones that are awakened whenever they find themselves on the wrong end of the metaphorical photon torpedo.</p></blockquote><p style="">All that considered, it's probably unsurprising that EVE seems to attract a, let's say, bookish sort of clientele. Almost every player is an annalist of some sort, contributing anecdotes on forums, reporting from battle lines, issuing propaganda, or mapping political boundaries. It all contributes to one of the most exhaustive and fascinating repositories of lore to be found in gaming, one that's created by developer and player alike. Heck, the game's most anarchic alliance--the aptly named Goonswarm--is also home to its most ardent archivists, members who log the minutiae of nearly every battle and political play. Even the most disengaged players sign their marks in EVE's ledgers, with purchase histories and entries on the "killed by" reports automatically generated when they die.</p><p style="">I've been on the wrong end of a fair number of those reports over the years. I remember the first time I quit EVE, so many expansions ago, before the arrival of opt-in high-security warfare that helped to fill the gaps between pirate raids and alliance battles. I was bored: in the wrong corporation, in the wrong part of space, and growing frustrated and restless. Unable to rouse a raiding party, I took my best ship and went looking for trouble alone. I found it in the form of two vigilantes. They locked me down and laid siege to my ship, whittling away my defenses while my guns struggled to track their speedier crafts. I pulled out every trick in my bag. I feinted, scrapped, and stalled desperately, but I was doomed.</p><p style="">It took a full hour and a half, but my vessel eventually succumbed. As klaxons blared and the hull of my prized ship rocked with the impact of missiles, I scrolled my mousewheel and zoomed out--zoomed out until it was just a pale dot, and tried not to think about all the ISK I'd just lost.</p><p style="">I was back within the month.</p> Tue, 26 Nov 2013 17:30:00 -0800 http://www.gamespot.com/reviews/eve-online-review/1900-6415576/


23.37 | 0 komentar | Read More

Xbox One UI Overview

Written By Kom Limpulnam on Rabu, 20 November 2013 | 23.37

You need a javascript enabled browser to watch videos.

Play

Embed this video:

Please use a flash video capable browser to watch videos.


23.37 | 0 komentar | Read More

Forza Motorsport 5 Review

Mount Panorama is a treacherous circuit, but at the crest of its dizzying 174-meter climb is a view of the Australian countryside so gorgeous that for a few fleeting moments all that exists is you and the howl of a roaring engine. Moments like this are what make Forza Motorsport 5 so special. This is a game that expertly captures the bond between car and driver, improving on a world-class racing simulation with just as much human touch as technical wizardry.

Nowhere is that more apparent than in Forza 5's redesigned career mode, where the hosts of Top Gear serve as entertaining guides through all manner of automotive styles and eras. It's a format made up of dozens of mini-campaigns, each focused on a specific class of vehicle, ranging from vintage touring legends to hot hatches to modern hypercars. It's a much more a la carte approach than previous Forza games: each series is unlocked from the start, lasting between one and two hours each. You're given the freedom to progress through these themed categories in any order you wish, the only limit to what you drive next being the number of credits in your virtual bank account.

With this approach comes the freedom to navigate your own pathway through the history of motorsport, but with an overarching progression of credits and RPG-style leveling that encourages you to continually poke through Forza 5's eclectic selection of vehicles. It's a career mode made even better by an expanded Top Gear partnership that takes the form of narrated voice-overs preceding each series. Whether they're playfully mocking the third generation of Ford Mustangs or recounting the rivalry between James Hunt and Niki Lauda during the 1976 Formula One season, Clarkson, Hammond, and May shine as automotive historians. Their entertaining yet informative prologues lend both context and humor to every category of car you choose to spend time with.

The 1971 Elan Sprint has its charms, but the 2013 E21 is the standout Lotus in Forza 5.

That same flair for personality can be seen in the new drivatar AI system. The idea is that each car you compete against throughout your career is modeled after a real player's driving habits, a sort of cloud-based doppelganger meant to reflect how aggressive a person is in the pack or how well they can negotiate the trickiest of chicanes. Exactly how accurate these portraits are is up for debate, but the system does succeed in filling each 16-car grid with distinct personalities, drivers whose tendencies you can never take for granted. Their mistakes are far less predictable than the vanilla AI of previous games--especially when you reduce their penchant for aggression by climbing the ladder of eight difficulty settings--making those moments you capitalize on their errors that much more rewarding. There are odd AI hiccups here and there, like when they side-swipe you in the straights for no apparent reason, but such goofs are rare and nothing that a quick tap of the rewind button can't solve.

This is a game that expertly captures the bond between car and driver, improving on a world-class racing simulation with just as much human touch as technical wizardry

All of this amounts to a career mode that feels more lively and personable than anything Forza has done in the past. There are faults, though. A sense of repetition can creep in thanks to a track list roughly half the size of that found in Forza 4, already a game that carried a profound sense of environmental deja vu. But those tracks that did make the cut have received the full next-gen treatment. Classics like Laguna Seca and Silverstone are significant improvements over their prior iterations in terms of both look and feel, bristling with race day atmosphere and up-to-date tweaks to track layouts. And then there are the new circuits: the sloping forest hills of Spa-Francorchamps, the classical European streets of Prague, and the demanding ascent of Mount Panorama. These excellent additions don't remove the sting from the modest track count, but they do serve as wonderful complements to the stable of well-updated classics.

Easier to forgive is Forza 5's reduced car count. While smaller overall, this is the broadest assortment of vehicles the series has ever seen, highlighted by the introduction of open-wheel Formula One and IndyCars. Piloting a 750-horsepower Lotus E21 mere inches above the asphalt is an experience every bit as exhilarating as it is terrifying, making you feel as though any switch on that cockpit could send you rocketing into outer space. But whether you're cruising around in a Ford Focus or a McLaren P1, every car in the game's catalog looks absolutely remarkable--both in their pristine showroom forms as well as those post-race close-ups where flecks of grime litter the exterior and scratches adorn the disc brakes.

Indeed, Forza 5 has hardly forgotten its roots as a racing sim known for its staggering dedication to realism. Improved tire physics give you a better sense of your car's shifting weight as you barrel through sloped corners, while a clever implementation of the Xbox One trigger rumble delivers valuable haptic feedback about your current traction and stability levels. But as with previous games, Forza 5 is only as demanding as you want it to be. A generous collection of driving assists allows you to settle into your own personal comfort zone on the track, with rewards for ratcheting up the difficulty and penalties for overusing the rewind function.

But a steadfast dedication to racing physics is only part of the story. Forza 5 is a game brimming with audiovisual flourishes, little touches that elevate the driving experience just as much as the underlying science. The way sunlight comes flooding through your windshield as you race across the Prague circuit's cobblestone bridge, or the excellent orchestral soundtrack that makes each race feel like the climax of a James Bond movie--Forza 5 is an absolutely beautiful game full of immersive detail. And nowhere is that more visible than in the remarkable cockpit views, where intricate stitch work and high-resolution textures serve as rich palettes for the game's drastically improved lighting effects. Even the Dolby cassette deck on a '92 Golf GTi is a thing of beauty.

Forza 5 goes out of its way to ensure that every feature carried over from previous games has seen meaningful improvements. The Autovista mode that debuted in Forza 4 (renamed Forzavista here) has expanded from a handful of cars to the game's entire roster, making it easy to lose time ogling your latest purchase from every conceivable angle. Rivals mode remains an exciting means of challenging your friends' best lap times, but now it has been fully integrated into the career mode so that you're automatically presented with a new lap time to beat even as you're racing your way toward your next extravagant supercar. Even the livery editor has been expanded with new vinyls and surface materials, giving you the opportunity to defy all that is holy by designing a wood-grain Ferrari 458 Italia, or a Lexus LFA made entirely of brushed copper.

Unfortunately, I had limited access to Forza 5's multiplayer in the game's prerelease review state, with only the option to choose between a pair of hoppers for A- and S-class cars respectively. But my time competing against other players revealed a stable networking environment (thanks in some part to the game's dedicated servers, no doubt) and a lovely matchmaking system that lets you tinker around in any mode you please while it searches for an acceptable match.

All of this combined makes Forza Motorsport 5 an outstanding improvement to an already excellent racing franchise. It's far more than just a great racing sim, or a gorgeous showcase for the types of feats the Xbox One hardware is capable of. This is a game built on the romantic thrill of motorsport in all its forms, and that love for its subject matter is all but impossible to resist.


23.37 | 0 komentar | Read More

Microsoft CEO defends Xbox in final shareholder address

In his last shareholder address as Microsoft CEO, Steve Ballmer took time to defend Xbox and Bing as essential components of the company's broader vision after some have suggested it would be wise for Microsoft sell off these businesses to become more profitable.

Speaking about the Xbox One, as reported by Geek Wire and Seeking Alpha, Ballmer said the console's integration of Bing and SkyDrive are examples of Microsoft executing on its plan to unify the company's devices and services.

"No other company could have delivered what we are delivering with Xbox One," Ballmer said. The console is a "reflection of what is possible when a company, our company, is unified under a common vision," he added.

Ballmer announced his resignation in August, saying at the time that he would step down within the next 12 months, but not before a successor was named. Nokia CEO Stephen Elop, reportedly a front-runner to become new Microsoft CEO, may consider selling off the Xbox business and killing Bing entirely if he gets the job, according to a Bloomberg report this month. Elop joined Microsoft in September when Microsoft purchased Nokia's handset business for $7.2 billion.

What's more, Microsoft cofounder Steve Allen's investment group Vulcan Capital said earlier this month that the next Microsoft CEO would be smart to sell of the Xbox business because it is "detracting" from Microsoft's core competencies.

The Xbox One will be released this Friday, November 22.

Filed under:
Microsoft
Xbox One

23.37 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 13 November 2013 | 23.37

Gamespot's Site MashupRockstar teases "exciting" Grand Theft Auto V revealHow to Install a Hard Drive in a Playstation 4Resogun Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 13 Nov 2013 08:35:18 -0800 http://www.gamespot.com/articles/rockstar-teases-exciting-grand-theft-auto-v-reveal/1100-6416156/ <p style=""> </p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2377288-gtanew.jpg" data-ref-id="1300-2377288" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2377288-gtanew.jpg" data-ref-id="1300-2377288"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2377288-gtanew.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Rockstar Games has news to share about <a href="/grand-theft-auto-v/" data-ref-id="false">Grand Theft Auto V</a>'s main campaign. The developer said today that it will announce information about "exciting Story Mode updates" very soon, suggesting new content may be coming to the open-world action game.</p><p dir="ltr" style="">The tease came as part of <a href="http://www.gamespot.com/articles/grand-theft-auto-online-dlc-launching-november-19/1100-6416155/" data-ref-id="1100-6416155">Rockstar's release date announcement for the Beach Bum expansion for Grand Theft Auto Online</a>, which will be released next Tuesday, November 19.</p><p dir="ltr" style="">No new single-player content for GTAV has been announced to date. Predecessor <a href="/grand-theft-auto-iv/" data-ref-id="false">Grand Theft Auto IV</a> welcomed two post-release expansions: The Lost and the Damned and The Ballad of Gay Tony.</p><p style="">For more on GTAV, check out <a href="/grand-theft-auto-v/" data-ref-id="false">GameSpot's review</a>.</p><div data-embed-type="video" data-ref-id="2300-6414479" data-width="100%" data-height="100%"><iframe src="/videos/embed/6414479/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Wed, 13 Nov 2013 08:07:00 -0800 http://www.gamespot.com/articles/rockstar-teases-exciting-grand-theft-auto-v-reveal/1100-6416156/ http://www.gamespot.com/videos/how-to-install-a-hard-drive-in-a-playstation-4/2300-6416105/ Peter Brown shows you how to replace your HDD for a faster SDD in your new PS4. Wed, 13 Nov 2013 06:00:00 -0800 http://www.gamespot.com/videos/how-to-install-a-hard-drive-in-a-playstation-4/2300-6416105/ http://www.gamespot.com/reviews/resogun-review/1900-6415541/ <p style="">Resogun is a supercharged reimagining of the classic 1980 arcade game Defender. From a presentation standpoint, the unorthodox use of voxels makes it a bit of a curiosity, too. These tiny building blocks allow the environment to crumble when enemies crash and explode nearby, culminating in the total destruction of every stage. It's destructible environments taken to the extreme, and an impressive display of next-gen technology to boot, but Resogun isn't a game that relies on visual gimmicks.</p><p style=""> </p><p style="">Comparing Resogun to Defender gives you a basic understanding of the game's structure. Both are side-scrolling spaceship shooters that let you freely move left or right and encourage you to rescue stranded humans sprinkled throughout each stage. However, Resogun is a bit different from its muse, with the playing field wrapped around a large cylinder, rather than represented as a looping 2D map, and most importantly, your ship has far greater firepower and maneuverability than your the meager ship in Defender. With these modern trappings, whether you're zipping through waves of enemies, luring them into a trap, or decimating entire phalanxes in a flash, there's rarely a lull in the action.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png" data-ref-id="1300-2376885" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png" data-ref-id="1300-2376885"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png"></a><figcaption>The calm before the storm.</figcaption></figure><p style="">The near nonstop assault on your ship comes from a variety of enemies, some small and some large, with different flight patterns and behaviors. There are swarms of gnat-like vessels that track your movement, free-floating laser cannons that can block your path, and other ships that divide into smaller but equally deadly units upon impact. Quite often, you can fly to a less-populated section of a stage and catch your breath when things get too frantic, but at some point, you have to face the enemies you left behind.</p><p style=""> </p><p style="">On top of your battle for self-preservation, there are other lives worth fighting for. Throughout each stage, 10 or so human captives await rescue, which comes only when you shoot down green "keeper" ships. These enemies fly solo or in groups, appearing for brief windows of time before slipping out of sight for good. Felling these wardens-in-flight frees a particular captive, who aimlessly wander around the level, waiting for a ride home before they're recaptured. If you're shot down while the humans are on the ground, or if you ignore them for too long and lose sight of the keeper ships, it's the end of the road for the unfortunate humans. But should you manage to scoop them up and deliver them to one of two tractor beams at the top of the stage, you collect a reward in the form of points or equipment upgrades.</p><p style=""> </p><p style="">It's challenging to focus on keepers and humans when you've got problems of your own, but shield and weapon upgrades are vital to your continued success. They allow you to absorb an extra hit and extend the strength and reach of your weapons. You constantly need to balance the associated risks and rewards of trying to be a hero. Making the most of a situation and getting out alive requires quick reflexes. Thankfully, Resogun's controls are tight, and you've got three abilities to exploit along the way.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png" data-ref-id="1300-2376886" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png" data-ref-id="1300-2376886"><img src="http://static.gamespot.com/uploads/scale_medium/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png"></a><figcaption>Boosting in action.</figcaption></figure><p style="">Each of your three ships comes equipped with a trio of tools: boost, overdrive, and bombs. Bombs in Resogun do what any good bomb should: blow up everything in sight. There's a trade-off to consider when chasing high scores, though. With no enemies to shoot, it's next to impossible to continue chaining kills quickly enough to build up your score multiplier, which is the key to hitting the top of the leaderboard.</p><p style=""> </p><p style="">When enemies die, be it from a standard cannon or a bomb, they leave behind a collection of green voxels that you can collect to fill your ship's overdrive meter. Once your meter's at capacity, activating overdrive expends this energy as an enormous jet for a limited amount of time. Boost might not sound like an ability that feeds into your ship's destructive tendencies, but this evasive maneuver ends with a bang, killing anything in close proximity. Unlike with overdrive, you have control over the duration of boosting, allowing you to strategically conserve resources, or plow into enemy ranks, destroying them from within.</p><p style=""> </p><p style="">Live long enough to see the end of a stage, and you're rewarded by a meeting with one of Resogun's five gigantic bosses. Unlike typical ships, most bosses come in complex and unusual forms. You can attack some of these juggernauts freely, but other bosses require pinpoint marksmanship. The first stage boss, for example, is a giant two-tiered ring with laser cannons floating in the space between each ring. You have to shoot your way through the first ring and navigate the laser-filled void to reach the boss's weak spot in the middle. It's not a ground-breaking boss design, but it does change up the pace of Resogun's core gameplay between stages.</p><p style=""> </p><p style="">Bosses are also relentlessly strong. In the game's later stages, surviving a boss's onslaught is next to impossible without enough extra lives and bombs to turn the tide in your favor. In these cases, the biggest challenge is the fight leading up to the boss. Fail to play your best, and it's easy to end up at a boss with little hope for success, though even if you have a healthy stash of extra lives and bombs, you can't brute-force your way through a fight. These unforgiving confrontations motivate you to perform at your best, making victory that much sweeter when it comes.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png" data-ref-id="1300-2376887" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png" data-ref-id="1300-2376887"><img src="http://static.gamespot.com/uploads/scale_medium/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png"></a><figcaption>Resogun throws voxels around with wild abandon, creating fireworks-grade displays at the end of every level.</figcaption></figure><p style="">Resogun's controls, presentation, and rapid-fire enemy assaults make for an exciting experience. You're constantly under pressure, practically suffocating behind swarms of enemies, but you're never without the means for survival. In this way, playing Resogun is an exercise in twitch gameplay and decision making, triggering a rush of adrenaline and testing the limits of your ability. It helps that the accompanying beat of the techno-laden soundtrack and the constant trickle of voxels are mesmerizing, pulling you into the moment every step of the way.</p><p style=""> </p><p style="">The only downside to Resogun is the short-stack of levels you get to explore. There are four difficulties to choose from, which provides a bit of variety, but the game's five stages don't stay fresh forever. Having three ships helps, but it doesn't take long for the flow of surprises to dry up and the race for high scores to take over. That said, Resogun remains fun to play even when the joy of discovery fades away. It's classic arcade action imbued with hard-hitting artistic and gameplay elements. Falling in love with Resogun is easy, and mastering it is challenging, and the combination of these two qualities makes Resogun almost impossible to put down.</p><p style=""> </p><p style=""><em>Editor's note: Resogun's online coop mode was not available when this review was published. As such, it will be updated accordingly once the feature goes live.</em></p> Wed, 13 Nov 2013 06:00:00 -0800 http://www.gamespot.com/reviews/resogun-review/1900-6415541/

Gamespot's Site MashupRockstar teases "exciting" Grand Theft Auto V revealHow to Install a Hard Drive in a Playstation 4Resogun Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 13 Nov 2013 08:35:18 -0800 http://www.gamespot.com/articles/rockstar-teases-exciting-grand-theft-auto-v-reveal/1100-6416156/ <p style=""> </p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2377288-gtanew.jpg" data-ref-id="1300-2377288" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2377288-gtanew.jpg" data-ref-id="1300-2377288"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2377288-gtanew.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Rockstar Games has news to share about <a href="/grand-theft-auto-v/" data-ref-id="false">Grand Theft Auto V</a>'s main campaign. The developer said today that it will announce information about "exciting Story Mode updates" very soon, suggesting new content may be coming to the open-world action game.</p><p dir="ltr" style="">The tease came as part of <a href="http://www.gamespot.com/articles/grand-theft-auto-online-dlc-launching-november-19/1100-6416155/" data-ref-id="1100-6416155">Rockstar's release date announcement for the Beach Bum expansion for Grand Theft Auto Online</a>, which will be released next Tuesday, November 19.</p><p dir="ltr" style="">No new single-player content for GTAV has been announced to date. Predecessor <a href="/grand-theft-auto-iv/" data-ref-id="false">Grand Theft Auto IV</a> welcomed two post-release expansions: The Lost and the Damned and The Ballad of Gay Tony.</p><p style="">For more on GTAV, check out <a href="/grand-theft-auto-v/" data-ref-id="false">GameSpot's review</a>.</p><div data-embed-type="video" data-ref-id="2300-6414479" data-width="100%" data-height="100%"><iframe src="/videos/embed/6414479/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Wed, 13 Nov 2013 08:07:00 -0800 http://www.gamespot.com/articles/rockstar-teases-exciting-grand-theft-auto-v-reveal/1100-6416156/ http://www.gamespot.com/videos/how-to-install-a-hard-drive-in-a-playstation-4/2300-6416105/ Peter Brown shows you how to replace your HDD for a faster SDD in your new PS4. Wed, 13 Nov 2013 06:00:00 -0800 http://www.gamespot.com/videos/how-to-install-a-hard-drive-in-a-playstation-4/2300-6416105/ http://www.gamespot.com/reviews/resogun-review/1900-6415541/ <p style="">Resogun is a supercharged reimagining of the classic 1980 arcade game Defender. From a presentation standpoint, the unorthodox use of voxels makes it a bit of a curiosity, too. These tiny building blocks allow the environment to crumble when enemies crash and explode nearby, culminating in the total destruction of every stage. It's destructible environments taken to the extreme, and an impressive display of next-gen technology to boot, but Resogun isn't a game that relies on visual gimmicks.</p><p style=""> </p><p style="">Comparing Resogun to Defender gives you a basic understanding of the game's structure. Both are side-scrolling spaceship shooters that let you freely move left or right and encourage you to rescue stranded humans sprinkled throughout each stage. However, Resogun is a bit different from its muse, with the playing field wrapped around a large cylinder, rather than represented as a looping 2D map, and most importantly, your ship has far greater firepower and maneuverability than your the meager ship in Defender. With these modern trappings, whether you're zipping through waves of enemies, luring them into a trap, or decimating entire phalanxes in a flash, there's rarely a lull in the action.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png" data-ref-id="1300-2376885" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png" data-ref-id="1300-2376885"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2376885-vlcsnap-2013-11-12-17h51m50s228.png"></a><figcaption>The calm before the storm.</figcaption></figure><p style="">The near nonstop assault on your ship comes from a variety of enemies, some small and some large, with different flight patterns and behaviors. There are swarms of gnat-like vessels that track your movement, free-floating laser cannons that can block your path, and other ships that divide into smaller but equally deadly units upon impact. Quite often, you can fly to a less-populated section of a stage and catch your breath when things get too frantic, but at some point, you have to face the enemies you left behind.</p><p style=""> </p><p style="">On top of your battle for self-preservation, there are other lives worth fighting for. Throughout each stage, 10 or so human captives await rescue, which comes only when you shoot down green "keeper" ships. These enemies fly solo or in groups, appearing for brief windows of time before slipping out of sight for good. Felling these wardens-in-flight frees a particular captive, who aimlessly wander around the level, waiting for a ride home before they're recaptured. If you're shot down while the humans are on the ground, or if you ignore them for too long and lose sight of the keeper ships, it's the end of the road for the unfortunate humans. But should you manage to scoop them up and deliver them to one of two tractor beams at the top of the stage, you collect a reward in the form of points or equipment upgrades.</p><p style=""> </p><p style="">It's challenging to focus on keepers and humans when you've got problems of your own, but shield and weapon upgrades are vital to your continued success. They allow you to absorb an extra hit and extend the strength and reach of your weapons. You constantly need to balance the associated risks and rewards of trying to be a hero. Making the most of a situation and getting out alive requires quick reflexes. Thankfully, Resogun's controls are tight, and you've got three abilities to exploit along the way.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png" data-ref-id="1300-2376886" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png" data-ref-id="1300-2376886"><img src="http://static.gamespot.com/uploads/scale_medium/1406/14063904/2376886-vlcsnap-2013-11-12-17h53m19s114.png"></a><figcaption>Boosting in action.</figcaption></figure><p style="">Each of your three ships comes equipped with a trio of tools: boost, overdrive, and bombs. Bombs in Resogun do what any good bomb should: blow up everything in sight. There's a trade-off to consider when chasing high scores, though. With no enemies to shoot, it's next to impossible to continue chaining kills quickly enough to build up your score multiplier, which is the key to hitting the top of the leaderboard.</p><p style=""> </p><p style="">When enemies die, be it from a standard cannon or a bomb, they leave behind a collection of green voxels that you can collect to fill your ship's overdrive meter. Once your meter's at capacity, activating overdrive expends this energy as an enormous jet for a limited amount of time. Boost might not sound like an ability that feeds into your ship's destructive tendencies, but this evasive maneuver ends with a bang, killing anything in close proximity. Unlike with overdrive, you have control over the duration of boosting, allowing you to strategically conserve resources, or plow into enemy ranks, destroying them from within.</p><p style=""> </p><p style="">Live long enough to see the end of a stage, and you're rewarded by a meeting with one of Resogun's five gigantic bosses. Unlike typical ships, most bosses come in complex and unusual forms. You can attack some of these juggernauts freely, but other bosses require pinpoint marksmanship. The first stage boss, for example, is a giant two-tiered ring with laser cannons floating in the space between each ring. You have to shoot your way through the first ring and navigate the laser-filled void to reach the boss's weak spot in the middle. It's not a ground-breaking boss design, but it does change up the pace of Resogun's core gameplay between stages.</p><p style=""> </p><p style="">Bosses are also relentlessly strong. In the game's later stages, surviving a boss's onslaught is next to impossible without enough extra lives and bombs to turn the tide in your favor. In these cases, the biggest challenge is the fight leading up to the boss. Fail to play your best, and it's easy to end up at a boss with little hope for success, though even if you have a healthy stash of extra lives and bombs, you can't brute-force your way through a fight. These unforgiving confrontations motivate you to perform at your best, making victory that much sweeter when it comes.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png" data-ref-id="1300-2376887" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png" data-ref-id="1300-2376887"><img src="http://static.gamespot.com/uploads/scale_medium/1406/14063904/2376887-vlcsnap-2013-11-12-17h52m26s61.png"></a><figcaption>Resogun throws voxels around with wild abandon, creating fireworks-grade displays at the end of every level.</figcaption></figure><p style="">Resogun's controls, presentation, and rapid-fire enemy assaults make for an exciting experience. You're constantly under pressure, practically suffocating behind swarms of enemies, but you're never without the means for survival. In this way, playing Resogun is an exercise in twitch gameplay and decision making, triggering a rush of adrenaline and testing the limits of your ability. It helps that the accompanying beat of the techno-laden soundtrack and the constant trickle of voxels are mesmerizing, pulling you into the moment every step of the way.</p><p style=""> </p><p style="">The only downside to Resogun is the short-stack of levels you get to explore. There are four difficulties to choose from, which provides a bit of variety, but the game's five stages don't stay fresh forever. Having three ships helps, but it doesn't take long for the flow of surprises to dry up and the race for high scores to take over. That said, Resogun remains fun to play even when the joy of discovery fades away. It's classic arcade action imbued with hard-hitting artistic and gameplay elements. Falling in love with Resogun is easy, and mastering it is challenging, and the combination of these two qualities makes Resogun almost impossible to put down.</p><p style=""> </p><p style=""><em>Editor's note: Resogun's online coop mode was not available when this review was published. As such, it will be updated accordingly once the feature goes live.</em></p> Wed, 13 Nov 2013 06:00:00 -0800 http://www.gamespot.com/reviews/resogun-review/1900-6415541/


23.37 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 06 November 2013 | 23.38

Gamespot's Site MashupLawyer: Interest greater than expected for 38 Studios IPCall of Duty: Ghosts Graphics ComparisonCall of Duty: Ghosts Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 06 Nov 2013 07:55:04 -0800 http://www.gamespot.com/articles/lawyer-interest-greater-than-expected-for-38-studios-ip/1100-6415998/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2369064-copernicus1.png" data-ref-id="1300-2369064" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2369064-copernicus1.png" data-ref-id="1300-2369064"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2369064-copernicus1.png"></a></figure><p style="">Interest in the various 38 Studios/Big Huge Games IP has been greater than expected from potential bidders, Rhode Island's lawyer Richard J. Land told <a href="http://www.providencejournal.com/breaking-news/content/20131106-ri-s-lawyer-wants-to-delay-auction-of-38-studios-videogame-property.ece" rel="nofollow" data-ref-id="false"><em>The Providence Journal</em></a> today. As a result, Land is seeking permission from a Rhode Island Superior Court judge to delay the upcoming online auction a few weeks.</p><p style="">The 38 Studios/Big Huge Games online auction is currently <a href="http://www.gamespot.com/articles/kingdoms-of-amalur-ip-auction-set-for-november/1100-6415056/" data-ref-id="1100-6415056">slated for November 14-15</a>. Proceeds will go to the state of Rhode Island, which <a href="http://www.gamespot.com/news/amalur-assets-now-belong-to-rhode-island-6391016/">assumed ownership of the franchises</a> when 38 Studios and subsidiary Big Huge Games went bankrupt last year.</p><p dir="ltr" style="">Included in the auction are a number of intellectual property assets in the Amalur fantasy universe. These include MMO <a href="http://www.gamespot.com/copernicus-working-title/">Project Copernicus</a>, sequel rights to <a href="http://www.gamespot.com/kingdoms-of-amalur-reckoning/">Kingdoms of Amalur: Reckoning</a>, and merchandise rights and revenue streams associated with the Xbox 360, PlayStation 3, and PC versions of Kingdoms of Amalur: Reckoning.</p><p dir="ltr" style="">Also featured in the auction are intellectual property rights for Big Huge Games franchises, including <a href="http://www.gamespot.com/rise-of-nations/">Rise of Nations</a>, <a href="http://www.gamespot.com/rise-of-nations-rise-of-legends/">Rise of Legends</a>, and <a href="http://www.gamespot.com/catan/platform/xbox360/">Catan</a>.</p><p dir="ltr" style="">Proprietary game technology--the Big Huge Games Engine--and the 38 Studios' gaming, social media, and development platform codenamed Helios are also up for auction.</p><p dir="ltr" style="">No individuals or publishers have come forward publicly to date to express interest in any of the franchises or technology.</p><div data-embed-type="video" data-ref-id="2300-6349885" data-width="100%" data-height="100%"><iframe src="/videos/embed/6349885/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Wed, 06 Nov 2013 07:27:00 -0800 http://www.gamespot.com/articles/lawyer-interest-greater-than-expected-for-38-studios-ip/1100-6415998/ http://www.gamespot.com/videos/call-of-duty-ghosts-graphics-comparison/2300-6415938/ We examine Xbox 360 vs PlayStation 3 vs PlayStation 4 vs PC in this showdown of graphical carnage from Call of Duty: Ghosts. Tue, 05 Nov 2013 22:11:00 -0800 http://www.gamespot.com/videos/call-of-duty-ghosts-graphics-comparison/2300-6415938/ http://www.gamespot.com/reviews/call-of-duty-ghosts-review/1900-6415523/ <p style="">The first few minutes of Call of Duty: Ghosts don't paint a terribly accurate portrait of what lies ahead. You barely have time to take stock of the idyllic Southern California setting before fire begins raining down from the heavens, destroying every car and home in sight as a shouty man commands you to follow him to safety. But whereas Infinity Ward's recent work on the <a href="/call-of-duty-modern-warfare-3/" data-ref-id="false">Modern Warfare</a> series was weighed down by bewildering plot twists and an affinity for restricting its most exciting moments to noninteractive set dressing, Ghosts tells a lean, straightforward story that throws you into plenty of spectacular situations, but with more breathing room to appreciate the action. Along with the outstanding new Extinction co-op mode and an abundance of clever refinements to competitive multiplayer, Call of Duty: Ghosts is a refreshing and thoroughly satisfying entry in the blockbuster shooter franchise.</p><p style="">Much of Ghosts' success stems from its own sense of humility. Infinity Ward has done a great job reining in the excesses of previous Call of Duty campaigns, replacing the crumbling Eiffel Tower and runaway Tube trains of Modern Warfare 3 with a less heavy-handed approach that employs spectacle--and there's no shortage of that here--as more of a complement to its core combat. It's a game that avoids falling in love with its own cinematic ambitions, allowing the ruthless combat and well-paced encounters to take center stage over the plot.</p><p style="">It's a good thing, too, because the story is every bit a predictable tribute to American military might. After the collapse of the Middle Eastern oil economy, South America's oil-producing states join together to form an economic and military superpower known as the Federation. Naturally, the Federation decides to hijack a satellite weapon system and turn it against the United States. The conflict that follows is one centered on the Ghosts, an enigmatic tier one task force with a penchant for lethal efficiency and sweet skeleton masks.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364546-pix_001_566.mov.still001.png" data-ref-id="1300-2364546" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364546-pix_001_566.mov.still001.png" data-ref-id="1300-2364546"><img src="http://static.gamespot.com/uploads/scale_super/642/6422750/2364546-pix_001_566.mov.still001.png"></a><figcaption>Ghosts is full of atmospheric touches, like bubbles discharging from your gun when fired underwater.</figcaption></figure><p style="">The whole thing feels like a geopolitical Mad Lib, but a functional and rather harmless one. Ghosts delivers <i>just</i> enough narrative to serve as a catalyst for its whirlwind tour through global warzones, while resisting the urge to club you over the head with plot twists and gratuitous shock-and-awe moments. In many ways, Infinity Ward has crafted a story that reflects the stoic nature of the Ghosts themselves: focused, efficient, and committed to the task at hand.</p><p style="">The approach pays off: Ghosts features a terrific collection of shootouts and set pieces, largely unburdened by the sensation that you're merely an extra in someone else's adventure. At various points you go after a missile launch center by tank and an offshore industrial facility by helicopter, each serving as excellent examples of how well Call of Duty's zippy and responsive controls can be applied toward massive, fully navigable battlefields. It's also a game with a knack for crafting tense shootouts in unexpected locales, highlighted by a brief jaunt into outer space that has you floating from one piece of debris to the next, aiming the shots that will make a Federation soldier's helmet decompress in a gruesome hiss.</p><p style="">These bombastic set pieces are complemented by more subdued moments, like a deep-sea scuba mission that has you swimming through gorgeous reef formations while avoiding enemies both shark and human. Then there are the more tightly scripted scenes, like prowling through a dense jungle while using a motion tracker to spot enemies, or rappelling down the side of a Caracas skyscraper as you quietly snipe soldiers patrolling its interior. Moments like these further the game's excellent pacing, serving as welcome palette cleansers after some of the more spacious and chaotic battles.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364551-pix_001_567a.mov.still001.png" data-ref-id="1300-2364551" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364551-pix_001_567a.mov.still001.png" data-ref-id="1300-2364551"><img src="http://static.gamespot.com/uploads/scale_medium/642/6422750/2364551-pix_001_567a.mov.still001.png"></a><figcaption>Tank controls are unapologetically agile in Ghosts. </figcaption></figure><p style="">It all adds up to a campaign that follows the familiar rhythms of the series, but in a more varied and generous way. There's a real willingness to let you stretch your legs and soak up the spectacle, driven by the feeling that--for the most part--you're the one at the center of the action.</p><p style="">There are some missteps. Using your pet dog to take out enemies serves as an entertaining staple of the game's early missions, but this gameplay mechanic completely disappears for the latter half of the campaign. Your AI squad mates still have a habit of occasionally running in front of your gunfire as thought you don't exist, and a few levels follow the bland corridor template a little too closely. But those issues aside, this is an impressive campaign that uses the series' winning formula as more of a roadmap than a shackle.</p><p style="">Ghosts is even more impressive on the next-gen hardware of the PlayStation 4. While the current-gen versions are just as competent as ever, rendering the chaotic shootouts at a smooth 60 frames per second, the PS4's next-gen artistry creates a much more immersive battleground. Those effects are most noticeable in the levels that emphasize lighting: the soft bokeh effects of floating embers on a burning oil refinery, or the way moonlight refracts and ripples while underwater. It's essentially the difference between a PC game running on high versus low settings. Each version is functionally the same, but all those extra effects add up to a more engrossing experience. (<i>Note: Our review of the Xbox One version remains under embargo until a later date</i>. <em>Activision did not provide access to the PC and Wii U versions</em>.)</p><blockquote data-size="large" data-align="center"><p style="">This is an impressive campaign that uses the series' winning formula as more of a roadmap than a shackle.</p></blockquote><p style="">If Ghosts' story campaign is an example of its developers leaving Modern Warfare behind, its approach to co-op takes that trend one step further. Gone are the Spec Ops missions from Infinity Ward's previous work, replaced by a new co-op campaign dubbed Extinction. Much like Zombies in the Black Ops games, Extinction presents a playful alternate reality where you and up to three friends are dropped into a battle against fantastical enemies. But instead of shambling zombies, you're fighting a swarm of buglike aliens. The way these enemies scurry up the sides of buildings and burst forth from underground hives changes the dynamic in a monumental way: you're still employing Call of Duty's signature shooting mechanics, but you're doing so against an enemy whose animalistic movement makes it much more imposing and unpredictable than your average foot soldier.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364584-360_exctinction.mov.still002.png" data-ref-id="1300-2364584" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364584-360_exctinction.mov.still002.png" data-ref-id="1300-2364584"><img src="http://static.gamespot.com/uploads/scale_medium/642/6422750/2364584-360_exctinction.mov.still002.png"></a><figcaption>Extinction's various progression systems make for a steep learning curve, but boy is it fun. </figcaption></figure><p style="">Extinction is an ambitious hybrid of tower defense, <a href="/left-4-dead/" data-ref-id="false">Left 4 Dead</a>, and <a href="/borderlands/" data-ref-id="false">Borderlands</a>. You're drilling into alien hives as you move through the backwoods and small-town streets of rural America, each drill site its own standoff against swarms of incoming enemies who grow larger and nastier as the campaign progresses. There's a class system that allows you to play complementary roles, an in-game skill tree that lets you beef up your character on the fly, and a scavenging system where taking the time to rummage through a dumpster might reward you with a new weapon sight. There's also an economy that encourages fun twists on teamwork, like the ability to pool your money together to unlock a helicopter strike when things get really tough.</p><p style=""> </p><p style="">None of these ideas are remarkable on their own, but the way Extinction blends them with Call of Duty's fast-paced action is tremendous fun. Throwing a hypno knife at an acid-flinging scorpion to turn it into a friendly, debating whether to buy a turret gun for yourself or a crate of incendiary ammo for your team--Extinction is full of all these little moments and decisions that add up to a stellar co-op experience. This is Call of Duty venturing as far outside its comfort zone as it ever has, but the payoff is immense.</p><p style="">A more familiar experience can be found in Ghosts' competitive multiplayer. The frantic pacing and close-quarters encounters are every bit as enjoyable as they've ever been, augmented by contextual lean and running slide abilities that make for more fluid transitions in and out of cover. Infinity Ward has taken a delicate approach to the existing multiplayer progression, though a new perk weighting system promotes better player balance while still giving you plenty of ways to micromanage your loadouts.</p><p style="">One of the features that Ghosts introduces to multiplayer is a character customization system that takes those abstract player levels and wraps a greater sense of ownership around them. You can now create a roster of personalized soldiers, each decked out in a wardrobe full of custom armor and equipment. Facial designs, skin color, and gender are all options you can use to craft your own characters, and then you take those creations one step further by leveling them all up independently of one another. For a series that has long given you such granular control over your weapons and abilities, it's nice to finally be able to apply that same level of personalization to the characters themselves.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364587-pix_001_572.mov.still001.png" data-ref-id="1300-2364587" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364587-pix_001_572.mov.still001.png" data-ref-id="1300-2364587"><img src="http://static.gamespot.com/uploads/scale_super/642/6422750/2364587-pix_001_572.mov.still001.png"></a><figcaption>Multiplayer maps have you fighting everywhere from Scottish castles to Alaskan fishing villages.</figcaption></figure><p style="">That customization system is what drives the new Squads mode, a feature that pushes Call of Duty eerily close to the realm of management sim. Squads is where you take your custom characters and turn them into a full-blown team of AI soldiers, leading your creations in competitive matches against teams designed by your friends--even if those friends happen to be offline. It essentially spreads the rewards of repeated prestiging out across different soldiers, giving dedicated players a new kind of progression for the countless hours they will spend leveling up.<b> </b>Squads is clearly a feature designed for the most hardcore Call of Duty players, but it's also a testament to just how deep the well of competitive experiences has become.</p><p style="">Yet Squads is hardly the only addition to Call of Duty's competitive landscape. Ghosts introduces a number of clever multiplayer modes that keep a keen eye on the series' strengths while taking a playful approach to how you can interact with one another. Blitz is like a twist on American football: players dash toward scoring zones on the other team's side of the map, warping right back to safety if they're successful and becoming sitting ducks if they fail to properly judge the scoring cooldown timer. Hunted takes a <i>Hunger Games</i> approach to multiplayer design, giving players one handgun and 10 bullets to start and forcing them to fight over randomized weapon drops that fall from the sky. And then there's Grind, an evolution of Kill Confirmed that makes players take the dog tags dropped by fallen enemies and run them back to a handful of specific locations in order to bank points. Each of these game modes adds a devilish new wrinkle to the multiplayer experience, taking an already exceptional collection of competitive options and expanding them further.</p><p style="">From an exuberant campaign full of spectacle and variety to the way Extinction's unpredictable aliens force you to use those targeting skills in entirely new ways, Ghosts strikes an excellent balance between the familiar and the novel. This is a game that's keenly aware of the series' strengths, but doesn't find itself beholden to them. No matter what standard you apply, Call of Duty: Ghosts is a terrific first-person shooter.</p> Tue, 05 Nov 2013 00:01:00 -0800 http://www.gamespot.com/reviews/call-of-duty-ghosts-review/1900-6415523/

Gamespot's Site MashupLawyer: Interest greater than expected for 38 Studios IPCall of Duty: Ghosts Graphics ComparisonCall of Duty: Ghosts Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 06 Nov 2013 07:55:04 -0800 http://www.gamespot.com/articles/lawyer-interest-greater-than-expected-for-38-studios-ip/1100-6415998/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2369064-copernicus1.png" data-ref-id="1300-2369064" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2369064-copernicus1.png" data-ref-id="1300-2369064"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2369064-copernicus1.png"></a></figure><p style="">Interest in the various 38 Studios/Big Huge Games IP has been greater than expected from potential bidders, Rhode Island's lawyer Richard J. Land told <a href="http://www.providencejournal.com/breaking-news/content/20131106-ri-s-lawyer-wants-to-delay-auction-of-38-studios-videogame-property.ece" rel="nofollow" data-ref-id="false"><em>The Providence Journal</em></a> today. As a result, Land is seeking permission from a Rhode Island Superior Court judge to delay the upcoming online auction a few weeks.</p><p style="">The 38 Studios/Big Huge Games online auction is currently <a href="http://www.gamespot.com/articles/kingdoms-of-amalur-ip-auction-set-for-november/1100-6415056/" data-ref-id="1100-6415056">slated for November 14-15</a>. Proceeds will go to the state of Rhode Island, which <a href="http://www.gamespot.com/news/amalur-assets-now-belong-to-rhode-island-6391016/">assumed ownership of the franchises</a> when 38 Studios and subsidiary Big Huge Games went bankrupt last year.</p><p dir="ltr" style="">Included in the auction are a number of intellectual property assets in the Amalur fantasy universe. These include MMO <a href="http://www.gamespot.com/copernicus-working-title/">Project Copernicus</a>, sequel rights to <a href="http://www.gamespot.com/kingdoms-of-amalur-reckoning/">Kingdoms of Amalur: Reckoning</a>, and merchandise rights and revenue streams associated with the Xbox 360, PlayStation 3, and PC versions of Kingdoms of Amalur: Reckoning.</p><p dir="ltr" style="">Also featured in the auction are intellectual property rights for Big Huge Games franchises, including <a href="http://www.gamespot.com/rise-of-nations/">Rise of Nations</a>, <a href="http://www.gamespot.com/rise-of-nations-rise-of-legends/">Rise of Legends</a>, and <a href="http://www.gamespot.com/catan/platform/xbox360/">Catan</a>.</p><p dir="ltr" style="">Proprietary game technology--the Big Huge Games Engine--and the 38 Studios' gaming, social media, and development platform codenamed Helios are also up for auction.</p><p dir="ltr" style="">No individuals or publishers have come forward publicly to date to express interest in any of the franchises or technology.</p><div data-embed-type="video" data-ref-id="2300-6349885" data-width="100%" data-height="100%"><iframe src="/videos/embed/6349885/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Wed, 06 Nov 2013 07:27:00 -0800 http://www.gamespot.com/articles/lawyer-interest-greater-than-expected-for-38-studios-ip/1100-6415998/ http://www.gamespot.com/videos/call-of-duty-ghosts-graphics-comparison/2300-6415938/ We examine Xbox 360 vs PlayStation 3 vs PlayStation 4 vs PC in this showdown of graphical carnage from Call of Duty: Ghosts. Tue, 05 Nov 2013 22:11:00 -0800 http://www.gamespot.com/videos/call-of-duty-ghosts-graphics-comparison/2300-6415938/ http://www.gamespot.com/reviews/call-of-duty-ghosts-review/1900-6415523/ <p style="">The first few minutes of Call of Duty: Ghosts don't paint a terribly accurate portrait of what lies ahead. You barely have time to take stock of the idyllic Southern California setting before fire begins raining down from the heavens, destroying every car and home in sight as a shouty man commands you to follow him to safety. But whereas Infinity Ward's recent work on the <a href="/call-of-duty-modern-warfare-3/" data-ref-id="false">Modern Warfare</a> series was weighed down by bewildering plot twists and an affinity for restricting its most exciting moments to noninteractive set dressing, Ghosts tells a lean, straightforward story that throws you into plenty of spectacular situations, but with more breathing room to appreciate the action. Along with the outstanding new Extinction co-op mode and an abundance of clever refinements to competitive multiplayer, Call of Duty: Ghosts is a refreshing and thoroughly satisfying entry in the blockbuster shooter franchise.</p><p style="">Much of Ghosts' success stems from its own sense of humility. Infinity Ward has done a great job reining in the excesses of previous Call of Duty campaigns, replacing the crumbling Eiffel Tower and runaway Tube trains of Modern Warfare 3 with a less heavy-handed approach that employs spectacle--and there's no shortage of that here--as more of a complement to its core combat. It's a game that avoids falling in love with its own cinematic ambitions, allowing the ruthless combat and well-paced encounters to take center stage over the plot.</p><p style="">It's a good thing, too, because the story is every bit a predictable tribute to American military might. After the collapse of the Middle Eastern oil economy, South America's oil-producing states join together to form an economic and military superpower known as the Federation. Naturally, the Federation decides to hijack a satellite weapon system and turn it against the United States. The conflict that follows is one centered on the Ghosts, an enigmatic tier one task force with a penchant for lethal efficiency and sweet skeleton masks.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364546-pix_001_566.mov.still001.png" data-ref-id="1300-2364546" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364546-pix_001_566.mov.still001.png" data-ref-id="1300-2364546"><img src="http://static.gamespot.com/uploads/scale_super/642/6422750/2364546-pix_001_566.mov.still001.png"></a><figcaption>Ghosts is full of atmospheric touches, like bubbles discharging from your gun when fired underwater.</figcaption></figure><p style="">The whole thing feels like a geopolitical Mad Lib, but a functional and rather harmless one. Ghosts delivers <i>just</i> enough narrative to serve as a catalyst for its whirlwind tour through global warzones, while resisting the urge to club you over the head with plot twists and gratuitous shock-and-awe moments. In many ways, Infinity Ward has crafted a story that reflects the stoic nature of the Ghosts themselves: focused, efficient, and committed to the task at hand.</p><p style="">The approach pays off: Ghosts features a terrific collection of shootouts and set pieces, largely unburdened by the sensation that you're merely an extra in someone else's adventure. At various points you go after a missile launch center by tank and an offshore industrial facility by helicopter, each serving as excellent examples of how well Call of Duty's zippy and responsive controls can be applied toward massive, fully navigable battlefields. It's also a game with a knack for crafting tense shootouts in unexpected locales, highlighted by a brief jaunt into outer space that has you floating from one piece of debris to the next, aiming the shots that will make a Federation soldier's helmet decompress in a gruesome hiss.</p><p style="">These bombastic set pieces are complemented by more subdued moments, like a deep-sea scuba mission that has you swimming through gorgeous reef formations while avoiding enemies both shark and human. Then there are the more tightly scripted scenes, like prowling through a dense jungle while using a motion tracker to spot enemies, or rappelling down the side of a Caracas skyscraper as you quietly snipe soldiers patrolling its interior. Moments like these further the game's excellent pacing, serving as welcome palette cleansers after some of the more spacious and chaotic battles.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364551-pix_001_567a.mov.still001.png" data-ref-id="1300-2364551" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364551-pix_001_567a.mov.still001.png" data-ref-id="1300-2364551"><img src="http://static.gamespot.com/uploads/scale_medium/642/6422750/2364551-pix_001_567a.mov.still001.png"></a><figcaption>Tank controls are unapologetically agile in Ghosts. </figcaption></figure><p style="">It all adds up to a campaign that follows the familiar rhythms of the series, but in a more varied and generous way. There's a real willingness to let you stretch your legs and soak up the spectacle, driven by the feeling that--for the most part--you're the one at the center of the action.</p><p style="">There are some missteps. Using your pet dog to take out enemies serves as an entertaining staple of the game's early missions, but this gameplay mechanic completely disappears for the latter half of the campaign. Your AI squad mates still have a habit of occasionally running in front of your gunfire as thought you don't exist, and a few levels follow the bland corridor template a little too closely. But those issues aside, this is an impressive campaign that uses the series' winning formula as more of a roadmap than a shackle.</p><p style="">Ghosts is even more impressive on the next-gen hardware of the PlayStation 4. While the current-gen versions are just as competent as ever, rendering the chaotic shootouts at a smooth 60 frames per second, the PS4's next-gen artistry creates a much more immersive battleground. Those effects are most noticeable in the levels that emphasize lighting: the soft bokeh effects of floating embers on a burning oil refinery, or the way moonlight refracts and ripples while underwater. It's essentially the difference between a PC game running on high versus low settings. Each version is functionally the same, but all those extra effects add up to a more engrossing experience. (<i>Note: Our review of the Xbox One version remains under embargo until a later date</i>. <em>Activision did not provide access to the PC and Wii U versions</em>.)</p><blockquote data-size="large" data-align="center"><p style="">This is an impressive campaign that uses the series' winning formula as more of a roadmap than a shackle.</p></blockquote><p style="">If Ghosts' story campaign is an example of its developers leaving Modern Warfare behind, its approach to co-op takes that trend one step further. Gone are the Spec Ops missions from Infinity Ward's previous work, replaced by a new co-op campaign dubbed Extinction. Much like Zombies in the Black Ops games, Extinction presents a playful alternate reality where you and up to three friends are dropped into a battle against fantastical enemies. But instead of shambling zombies, you're fighting a swarm of buglike aliens. The way these enemies scurry up the sides of buildings and burst forth from underground hives changes the dynamic in a monumental way: you're still employing Call of Duty's signature shooting mechanics, but you're doing so against an enemy whose animalistic movement makes it much more imposing and unpredictable than your average foot soldier.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364584-360_exctinction.mov.still002.png" data-ref-id="1300-2364584" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364584-360_exctinction.mov.still002.png" data-ref-id="1300-2364584"><img src="http://static.gamespot.com/uploads/scale_medium/642/6422750/2364584-360_exctinction.mov.still002.png"></a><figcaption>Extinction's various progression systems make for a steep learning curve, but boy is it fun. </figcaption></figure><p style="">Extinction is an ambitious hybrid of tower defense, <a href="/left-4-dead/" data-ref-id="false">Left 4 Dead</a>, and <a href="/borderlands/" data-ref-id="false">Borderlands</a>. You're drilling into alien hives as you move through the backwoods and small-town streets of rural America, each drill site its own standoff against swarms of incoming enemies who grow larger and nastier as the campaign progresses. There's a class system that allows you to play complementary roles, an in-game skill tree that lets you beef up your character on the fly, and a scavenging system where taking the time to rummage through a dumpster might reward you with a new weapon sight. There's also an economy that encourages fun twists on teamwork, like the ability to pool your money together to unlock a helicopter strike when things get really tough.</p><p style=""> </p><p style="">None of these ideas are remarkable on their own, but the way Extinction blends them with Call of Duty's fast-paced action is tremendous fun. Throwing a hypno knife at an acid-flinging scorpion to turn it into a friendly, debating whether to buy a turret gun for yourself or a crate of incendiary ammo for your team--Extinction is full of all these little moments and decisions that add up to a stellar co-op experience. This is Call of Duty venturing as far outside its comfort zone as it ever has, but the payoff is immense.</p><p style="">A more familiar experience can be found in Ghosts' competitive multiplayer. The frantic pacing and close-quarters encounters are every bit as enjoyable as they've ever been, augmented by contextual lean and running slide abilities that make for more fluid transitions in and out of cover. Infinity Ward has taken a delicate approach to the existing multiplayer progression, though a new perk weighting system promotes better player balance while still giving you plenty of ways to micromanage your loadouts.</p><p style="">One of the features that Ghosts introduces to multiplayer is a character customization system that takes those abstract player levels and wraps a greater sense of ownership around them. You can now create a roster of personalized soldiers, each decked out in a wardrobe full of custom armor and equipment. Facial designs, skin color, and gender are all options you can use to craft your own characters, and then you take those creations one step further by leveling them all up independently of one another. For a series that has long given you such granular control over your weapons and abilities, it's nice to finally be able to apply that same level of personalization to the characters themselves.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/642/6422750/2364587-pix_001_572.mov.still001.png" data-ref-id="1300-2364587" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/642/6422750/2364587-pix_001_572.mov.still001.png" data-ref-id="1300-2364587"><img src="http://static.gamespot.com/uploads/scale_super/642/6422750/2364587-pix_001_572.mov.still001.png"></a><figcaption>Multiplayer maps have you fighting everywhere from Scottish castles to Alaskan fishing villages.</figcaption></figure><p style="">That customization system is what drives the new Squads mode, a feature that pushes Call of Duty eerily close to the realm of management sim. Squads is where you take your custom characters and turn them into a full-blown team of AI soldiers, leading your creations in competitive matches against teams designed by your friends--even if those friends happen to be offline. It essentially spreads the rewards of repeated prestiging out across different soldiers, giving dedicated players a new kind of progression for the countless hours they will spend leveling up.<b> </b>Squads is clearly a feature designed for the most hardcore Call of Duty players, but it's also a testament to just how deep the well of competitive experiences has become.</p><p style="">Yet Squads is hardly the only addition to Call of Duty's competitive landscape. Ghosts introduces a number of clever multiplayer modes that keep a keen eye on the series' strengths while taking a playful approach to how you can interact with one another. Blitz is like a twist on American football: players dash toward scoring zones on the other team's side of the map, warping right back to safety if they're successful and becoming sitting ducks if they fail to properly judge the scoring cooldown timer. Hunted takes a <i>Hunger Games</i> approach to multiplayer design, giving players one handgun and 10 bullets to start and forcing them to fight over randomized weapon drops that fall from the sky. And then there's Grind, an evolution of Kill Confirmed that makes players take the dog tags dropped by fallen enemies and run them back to a handful of specific locations in order to bank points. Each of these game modes adds a devilish new wrinkle to the multiplayer experience, taking an already exceptional collection of competitive options and expanding them further.</p><p style="">From an exuberant campaign full of spectacle and variety to the way Extinction's unpredictable aliens force you to use those targeting skills in entirely new ways, Ghosts strikes an excellent balance between the familiar and the novel. This is a game that's keenly aware of the series' strengths, but doesn't find itself beholden to them. No matter what standard you apply, Call of Duty: Ghosts is a terrific first-person shooter.</p> Tue, 05 Nov 2013 00:01:00 -0800 http://www.gamespot.com/reviews/call-of-duty-ghosts-review/1900-6415523/


23.38 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger