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Grab Tomb Raider for $5, Murdered: Soul Suspect for $15 During Humble Store Square Enix Week

Written By Kom Limpulnam on Rabu, 30 Juli 2014 | 23.37

Last week, the Humble Square Enix Bundle went live, allowing you to pay low prices for several Square Enix games like Hitman: Absolution, Deus Ex: Human Revolution, and Just Cause 2. Now, Humble Bundle has continued to discount the publisher's catalogue, adding more games to the bundle and putting many more games on sale in the Humble Store.

First, four more games are now available in the Humble Bundle if you pay more than the average price, which is $8.67 at the time of this writing. You'll now receive Hitman: Blood Money, Hitman: Contracts, the original Just Cause, and The Last Remnant in addition to the other games. If you've already purchased the bundle for more than the average, you can log into Humble Bundle and download these games for no additional cost.

Next, the Humble Store has put several more Square Enix games on sale. You can check out some of the highlights below.

You can find the all of the games on sale at the Humble Store here. Both the Humble Bundle and the Humble Store sale end next Tuesday. 10 percent of proceeds from Humble Store sales go to several charities, and Humble Bundle sales support the Make-A-Wish Foundation and GamesAid.

Which games interest you? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
Square Enix

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GameStop Shares Tumble After EA Access Announcement

GameStop shares fell today by more than 5 percent following Electronic Arts' announcement of a special service for Xbox One that could have negative implications for the retailer's business. As you can see in the chart below, GameStop shares began to fall immediately after the announcement of EA Access.

EA Access hurts GameStop, at least in theory, because it incentivizes digital spending. However, GameStop will sell EA Access subscription cards in its stores, and the retailer has already proven that the proliferation of digital gaming is not really the thorn in its side that some make it out to be.

GameStop's share value today.

The stock market is inherently volatile and dramatic fluctuation in share value is no strange thing for GameStop. After Sony announced its own streaming service, PlayStation Now, back in January, GameStop shares tumbled, but later rebounded.

Colin Sebastian, an analyst at Robert W. Baird, says in a note to investors today that EA Access isn't likely to disrupt GameStop's business in any meaningful way. "While new subscription programs have the potential to disrupt/disintermediate the retail channel, there is little evidence to date to support that similar programs have taken the retailer's market share," he said.

Meanwhile, Sterne Agee analyst Arvind Bhatia says it's too early to tell if EA Access will be troublesome to GameStop. "In the current form, we don't think it's that disruptive to GameStop," Bhatia said.

We have reached out to a GameStop representative for comment and will update this post with anything we hear back.

EA Access has been immediately compared to Netflix, in that you will pay a fee ($5/month or $30/year) for access to a library of games, which you then have unlimited access to. Also included with your membership are discounts on digital content and the ability to play upcoming games five days before anyone else. A beta for EA Access is available now for select Xbox One owners, while a wider rollout is expected to happen soon. The first four games included with EA Access are Battlefield 4, Madden NFL 25, FIFA 14, and Peggle 2.


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EA Announces $5/Month Xbox One Subscription Program; Gives You Unlimited Access to Games [UPDATE]

This story has been updated with additional details about the service.

  • The first game available in an early trial version will be Madden 15 sometime ahead of its August launch.
  • The program does not change EA's current plans for demo/beta access to games. An EA representative says, "Traditional demos and betas will still exist."
  • Digital content (such as DLC and maps) will be sold separately, but at a 10% discount. An EA represnentative clarified, "Once you purchase any DLC, it is yours to own, even if your membership lapses. All of your progression is retained."
  • Games will be downloaded, not streamed. Your game progress is also saved by the system, so the EA representative says, "Even if you lapse as a member, and then decide to come back, you'd be able to pick up where you left off."

The original story appears below:

Electronic Arts today announced a new subscription program for Xbox One called "EA Access." For $5/month (or $30/year), you get endless access to The Vault, a collection of digital EA games.

EA Access is available today in beta for some users, with a wider launch planned to arrive "soon." The current games included in The Vault are FIFA 14, Madden NFL 25, Peggle 2, and Battlefield 4. More titles will be added "soon," EA says, pointing out that you're getting access to more than $100 worth of games for $5/month.

According to EA, you will have "unlimited" access to the four games during the beta. It is unclear if the same "unlimited" nature of the service will apply when the service rolls out in full later on.

"At EA, we are always looking for new ways to make it easier for gamers to play more EA games across all platforms, and we are excited about what EA Access will offer to players on Xbox One," EA said in a statement on its website.

In addition to access to multiple games in The Vault, an EA Access subscription gets you 10% off on purchases of EA digital content for Xbox One games through the Xbox Games Store. This includes full games and memberships like Battlefield 4 Premium. However, EA cautions that, conditions, limitations, and exclusions apply.

Another component of EA Access is that with a subscription, you'll get to play trial versions of new EA titles "up to" five days before their official release date. This begins with upcoming sports games like Madden NFL 15, NHL 15, FIFA 15, and NBA Live 15, as well as Dragon Age: Inquisition.

If you decide to upgrade to the full version of a game, your progress will carry forward, allowing you to pick up right where you left off. EA Access subscriptions will also be sold in physical stores, including GameStop, as well as online retailers like Amazon.

It remains to be seen what kind of fine print there may be for EA Access. You can read more about EA Access as the program's just-launched website.

Filed under:
Battlefield 4
Dragon Age: Inquisition
Madden NFL 25
Peggle 2
FIFA 14
Madden NFL 15
NHL 15
FIFA 15
NBA Live 15

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Hand of Fate Early Access Review

GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

Every step of your journey is determined by the flip of a card in Hand of Fate, a sweet blend of card game and action role-playing game that deals out nerdy pleasures aplenty to match its unpredictable punishment. Not knowing whether your next move will reveal an ambush of skeleton warriors or a secret dungeon filled with loot to aid you in your journey is all part of the fun. Deck building, risk-vs.-reward strategizing, and twitch reflexes collide in this engrossing fantasy game of chance. Hand of Fate is deeply rooted at the intersection of tabletop gaming tradition and Diablo-esque click-brawler action, giving it serious potential to blossom into a major genre itch-scratcher with a little more time under the knife.

Tabletop RPGs--card-based or otherwise--often come with a dizzying set of rules that take time and patience to wrap your brain around. In its current tutorial-less state, Hand of Fate throws you right into the meat of the gameplay without any real guidance, but like any good fantasy card game, its rule system packs necessary depth without being so complex that you can't get a feel for it after a few rounds. Right now, learning as you go poses only a minor speed bump that fades into familiarity once you have a couple of matches behind you.

Hopefully, grammar errors will be repaired in future updates.

You're seated in a dimly lit room across from a mysterious cloaked opponent--who's one part card dealer, one part dungeon master--and each randomly generated adventure you dive into unfolds on the tabletop space between you. Matches begin with the dealer placing cards facedown in different dungeon-like configurations. Every turn you move a small figurine one space across the layouts, stopping to turn over each card you land on and deal with whatever surprise encounters await.

Your overarching mission in every game is to sniff out and defeat the dungeon's boss. Getting to each boss alive with enough strength to survive the encounter is a challenge on its own. Adding another neat wrinkle to the mix, every step you take consumes food, which is a precious resource. Food restores your health a little each move when you have it, but running out causes damage. Ill planning or unfortunate mishaps can lead you to starvation before you even get to the boss. This makes managing your food, and the gold needed to buy it, an important balancing act as you push your way into the unknown.

Unexpected twists and intense battles you stumble into along the way make the journey all the more interesting. The encounters you face run a wide gamut, ranging from traps and combat scenarios to item shops and quests. Most are accompanied by a snippet of narrative and a choice for you to consider. You might be asked to help a stranger in need or decide whether to pursue a treasure-hunting opportunity, for example. Your chances of success in many choice-based encounters rely on picking wisely in three-card-monte-style shuffles. Succeeding can earn you helpful reward cards, though failure forces you to draw pain cards that have negative effects or throw you into combat. The latter is where the game takes a very different turn from its tabletop roots.

Ain't nobody gonna break my stride, except for the Money Bags card.

Engaging in combat drops you into third-person action RPG arena battles against human and monstrous foes alike. Running around these tight but slickly designed map areas, you control a burly warrior who dishes out a clobbering as you click to attack, block, and dodge. It's a great change of pace--both visually and gameplay-wise--that also gives more life to the gameworld you're exploring through the card-based narratives. As far as the fighting goes, it's pretty straightforward stuff. You trade blows, dodge magic and missiles, dish out counterattacks, and flit around the mob trying to take your foes down without getting caught in the melee.

These twitch-heavy brawls are messy, chaotic fun that lasts just long enough to whet your whistle and switch up the tabletop vibe, but they're also one area where Hands of Fate's beta status pokes through at the seams. Combat mechanics are sloppy in spots, and the rigid camera angle offers a sometimes cramped view of the action. If you're not packing more powerful gear when you run into battle, it's also easy to get steamrolled by bosses and larger mobs of enemies. Therefore, the weapons, armor, and buff cards you amass and equip on a given run play a big role in how well you fare when it comes to caving skulls in, and it's the main way to bolster your hero's capabilities as you push toward each boss encounter.

Today is a good day to die.

Modular, ever-evolving gameplay goes a long way to keeping you in the game. Completing quests, defeating bosses, and surviving obstacles unlocks new equipment and encounter cards with every run. You can build out your deck, tweaking the experience each time by selecting the potential range of gear and risky-but-rewarding encounters in any given match. This encourages replay naturally and takes the sting out of getting clobbered in mid-run. I died a lot in my quest to best the realm's boss baddies, and often in horrible ways, but the possibility of a different outcome and my ability to influence it by throwing new cards into the mix spurred me onward.

For the tabletop RGP set, Hand of Fate's appeal is undeniable. This beta is finely tuned to make you want to sit down and test your wits over and over again, even if the game lacks a few finishing touches. Tremendous replay value and skillful execution trump the weaker aspects, and I'm confident that this will be one to watch as it pushes closer to completion.

What's There?

A deep and accessible card-based tabletop game/action RPG hybrid with high replayability.

What's To Come?

The introduction and tutorial are missing in this current beta, though those elements, along with a final boss and updated audio, are planned to be added in for launch. Additional cards and expansions are likely too.

What Does it Cost?

$24.99, available via the Steam store.

When Will it Be Finished?

No specific date yet announced.

What's the Verdict?

Hand of Fate packs all the engagement of a tabletop RPG, but injects some excitement into the mix with action-centric combat sequences and unpredictable encounters. What's here is a blast, even if the game is still missing a few important ingredients.

Filed under:
Hand of Fate

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GS News - New Call of Duty Story Trailer; “EA Access” Revealed for Xbox One

Publisher Games I Would Like For a Subscription

Ubisoft or EA, but I already own all the games I like from them and will so in the future.  I'm a buyer, not a freeloader or renter.

If I really like or love a game, I will own it. . .Otherwise, everyone from Jess' favourites collection on any platform--What am I missing out on?

Thank you Jess.

Life is not measured by the number of breaths we take, but by the moments that take our breath away. - Maya Angelou.

 If you obey all the rules, you miss all the fun. - Katharine Hepburn.


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Blood - Random Encounter

Join us on a nostalgia-fueled journey as we uncover lost gems, take on tough gaming challenges, and wonder if the world needs a pigeon dating sim. Expect irreverence and a healthy dose of frustration. In Random Encounter, every day is a fail day!

Subscribe to for notifications when new shows are available!

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Ultimate General: Gettysburg Early Access Review

GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.

The only feature of the Gettysburg landscape I can still summon up from a childhood full of educational...let's call them "vacations," no longer actually exists, as I recently learned. The controversial Gettysburg National Tower, an observation deck that once loomed over the battlefields from a neighboring property, was demolished back in 2000, after the Park Service's domain was able to get a few hundred feet more eminent. I gather they made quite a thing of it: detonating the giant tower along to simulated cannon fire on the anniversary of the battle. You can watch it on YouTube.

"It's the only vantage point to see the entire spectrum of the battlefield," the lawyer for the tower's controlling group had argued at the time. I can appreciate the sense of that, playing Ultimate General: Gettysburg. The strategy game takes in the hilly Pennsylvania scenery at a similar remove, top-down and distant. From this tactician's view, fields and farmlands become striated earth tones, and forests are reduced to tufted copses of green lint. Tin soldier troops cluster together into rectangles not unlike the red and blue pictograms I recall of Ken Burns' The Civil War, crenelating hilltops and cascading downfield like Tetris pieces.

The paucity of menus allows you to focus on the action.

This Gettysburg has the look of a modeler's diorama, which seems more than appropriate, given the way the battlefield's little promontories and valleys have been rendered into fetish objects over the last century and a half, to be turned over and over in the hands and imaginations of historical enthusiasts. Their storied names--Cemetery Ridge, the Peach Orchard, Devil's Den--are raised up in embossed arcs, a loving cartographic detail that extends out to the decorative inlays of the board that frames the game space. To better simulate the strategic importance of these locations, their successful seizure and control accrues "victory points" for your chosen side of the Mason-Dixon Line.

Ultimate General: Gettysburg certainly does have the feel of a board game, albeit one whose pieces are perpetually churning in their own independent motions. It has that armchair general appeal, I think, of tilting the board over and clearing the space for some new permutation: What if the Union overextended itself in the northwest ridges this time? What if Pickett never charged? It's a simple enough matter to draft new renditions of the historic battle; simply trace a path across the terrain, and your units will follow it faithfully, trading fire with whatever force you direct them toward. The action imbues the game with a wonderful tactility. It makes me feel like Tywin Lannister in Game of Thrones, sliding figurines across a map with grim purpose. I want to lecture at Nikolaj Coster-Waldau about the importance of family legacy while skinning a deer.

I muck it up almost immediately, though, the temptation to draw my units into elaborate figures overwhelming comparatively basic strategic needs. I keep forgetting that this is the Civil War, and all the Napoleonic feints and swooping cavalry charges I conjure aren't going to win the day here. Thankfully, there were three days in the whole Gettysburg affair, and Ultimate General uses sundown as a convenient intercession point to step in and clean up whatever mess I've inevitably made of the battlefield. It's here where the importance of position makes itself known: even an early string of conquests can prove ultimately damaging, should they result in you starting the next day on untenable ground, far beyond the reach of reinforcements.

The ability to draw your own maneuvers feels revelatory, but a bit limited by the era.

That's spoken from experience, of course. I'm no ultimate general. I tend to go inattentive to whole swaths of my formation for minutes at a time, if I'm being pressed hard on another front, or there's an especially good episode of House Hunters International on. But the clever artificial intelligence manages well enough on its own, and it's mesmerizing to find my troops drawing back, resolving themselves into a respectable interpretation of a defensive perimeter, and returning fire.

Sometimes though, I'm far too late, and when I finally cast my eyes toward my units, they've turned tail and fled wholesale. They're unclickable when they do so, and remain that way until they've reached some distance from the front lines they feel more personally comfortable with. In one catastrophic instance, a brigade of mine fighting perpendicular to the grain of battle was driven thusly back--straight through the crossfire in the no-man's-land between the two larger armies. It may not surprise you to hear that this had consequences on morale.

Morale, Ultimate General argues, must be maintained above all else. It's fragile: it wavers under artillery fire, and it falters at the sight of an enemy charge. It rebounds slowly, behind the reassuring cover of fences and trees, or under a general's calming stewardship. It's one of the few facets of battle the otherwise minimalistic interface stoops to representing with a hard number, though even that's hardly necessary. You can feel morale shifting behind the battle lines' ebb and flow, sense the hesitation in a decimated unit when you try to usher it back into the line of fire.

Battles hinge on your units' ability to endure.

There are no routs in Ultimate General: Gettysburg. Even in the most lopsided victories the game can muster, tens of thousands lie dead for both Union and Confederacy. Absent options to mitigate all that death, I find myself nursing egos instead: fretting over exposed brigades, marveling at units asked to endure attack after attack, and pitying those who have clearly endured too much. There's a wonderful granularity to that sort of empathy, something that isn't normally legible from this high up, from this long passed.

What's There?

A variable, single-player Gettysburg scenario that spans the battle's three days, changing based on control of the field.

What's To Come?

Multiplayer, along with additional weekly patches that continue to tweak balance and add cosmetic features.

What Does it Cost?

$9.99 during early access, with the price expected to rise at full release.

When Will it Be Finished?

Late summer.

What's the Verdict?

Ultimate General: Gettysburg's early access status shouldn't deter anyone from its balanced, expressive take on warfare. Its stripped-down interface and slightly ponderous pace direct your focus to where it's best served: on terrain, tactics, and morale.

Filed under:
Ultimate General: Gettysburg

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Watch Dogs Fan Mod That Improves Graphics Gets Final Release

Written By Kom Limpulnam on Rabu, 23 Juli 2014 | 23.37

Move the slider to compare Watch Dogs with (left) and without TheWorse's mod

The fan mod that dramatically improves the graphics in Watch Dogs on PC has been updated yet again, with this most recent release being its final one, according to its creator.

In a post on his blog, modder Frederico "TheWorse" Rojas released version 1.0 of his mod, which introduces several new changes, including tweaking rain, the bloom effect during storms, and the game's camera. He explains, "This is the last release of my modification. I did my best to improve graphics and performance as much as I could without degrading the quality."

You can download two different versions of the mod: one featuring a texture pack from another modder, Maldo, that can help reduce stuttering; and one that doesn't include these textures.

The mod was originally released early last month on the Guru3D forums and claimed to, among other things, activate effects that were still contained in the game's code but were rendered inaccessible to players. Ubisoft later confirmed there were indeed such options buried in the code, explaining that they had been intentionally kept away from gamers because of their effect on performance and gameplay.

"The dev team is completely dedicated to getting the most out of each platform, so the notion that we would actively downgrade quality is contrary to everything we've set out to achieve," Ubisoft said following the mod's initial release. "We test and optimize our games for each platform on which they're released, striving for the best possible quality. The PC version does indeed contain some old, unused render settings that were deactivated for a variety of reasons, including possible impacts on visual fidelity, stability, performance and overall gameplay quality."

Ubisoft went on to describe the problems that could arise from using the mod, saying, it "subjectively enhances the game's visual fidelity in certain situations but also can have various negative impacts. Those could range from performance issues, to difficulty in reading the environment in order to appreciate the gameplay, to potentially making the game less enjoyable or even unstable."

Watch Dogs was released on May 27 and became Ubisoft's fastest-selling game ever. In just one week, it sold over four million copies, and has gone on to ship over 8 million copies. It was also the top-selling game at retail in the US during May and June.

If you have the PC version of Watch Dogs, have you given TheWorse's mod a try? Let us know what your experience has been like in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
Watch Dogs

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The Crew: Cruising Around the Closed Beta

If you've played Assassin's Creed, Far Cry, or Watch Dogs, then you are intimately acquainted with the Ubisoft open-world formula, and The Crew will surely ring similar bells. This upcoming driving game takes place in a large and lavishly produced online world stuffed with things to do and minor challenges to overcome. It sends you from location to location, busying you with tasks that seem connected in the vaguest of ways. The Crew is afraid you might become distracted, and so it provides its own distractions, reminding you of the many dozens of things you could be doing while you're headed towards another dozen things. There is always another waypoint to drive to, another goal to accomplish, another cutscene to watch, and another vehicle to drive.

The smorgasbord of activities includes street racing, drag racing, offroad chases, delivery missions, and more. Simply driving from one point to another means potentially activating drive-through challenges, and suddenly you're zooming around digital slalom gates or accelerating up ramps to catch some air. It's tempting to stop and enjoy this condensed vision of the United States: The Crew is lush and colorful, and scripted races often feature commercial jets or crop dusters soaring above for no more reason than to provide visual and thematic drama. However, the game is always insisting you stay on the move.

This is a formula that works, but it's also a formula that toes the line between keeping you busy and making you feel like you're just going through the motions. I've been playing the game's closed beta test, and I am not yet sure that The Crew will land on the proper side of that line. I can't deny its appeal, however. The beta speeds ahead from the moment you sign in, with a chase sequence that keeps you roaring forward. From there, I've gone to Detroit to Chicago to St. Louis to New York and places in between, pursuing missions and other tasks that earn me new parts that spruce up my two current vehicles, a Ford Mustang and a Ford Focus. I also earn perk points that I can spend on upgrades that provide boosts like experience bonuses.

In some sense, The Crew embraces the traditional role-playing formula and applies it to an open-world driving game. I rush to the next objective, I perform a task like chasing down rival gang members or rushing someone to another section of the map, and I earn a reward. It's the loot loop, compelling in that primal way that games like Diablo so often are, and like in an action RPG, I am not necessarily alone in this world. I wouldn't call The Crew a massively multiplayer game, but you still share your gameplay session with others, and you can join up with them to free roam cities and the stretches in between. If you don't know any of these folks (and considering The Crew beta uses Ubisoft's UPlay portal as its social hub, you may not), you can invite nearby players to join you whenever you activate a mission. Conversely, you frequently receive random requests to join others in their own cooperative tasks, and can join them with the press of a button. Afterwards, you and your crew can roam about together, or you can go your separate ways once the task is complete.

Click above for images from The Crew closed beta.

This structure allows you to easily hop from place to place provided you've already driven once to the area you're visiting. Occasionally, I bounced from one city to another using the quick travel system, but I enjoyed driving across the beautiful stretches of midwestern farms and towns, even though those expanses are far smaller than their real life counterparts. (I drove from Chicago to New York in under ten minutes.) There are moments, however, when I long for a thematic thread to tie The Crew together that's stronger than the neverending quest for more powerful cars. I suppose the story is Ubisoft's attempt to ground The Crew in a theme, but at least in the beta, it is absolute nonsense, full of ridiculous dialogue that lacks the gung-ho silliness that could have made it mindless fun. It's a parade of meaningless characters floating around a protagonist with the face of Gordon Freeman, the voice of Booker DeWitt, and the personality of a used tissue.

As for the driving, I admit I am spoiled by Need for Speed: Rivals' slick handling. In The Crew beta, vehicles don't behave consistently, sometimes careening off of the smallest objects as if they'd bounced from a trampoline. Making contact with other vehicles doesn't always result in the collision you expect, but rather might send you ricocheting away as if the cars were covered with a thick layer of rubber. There's undoubtedly plenty of time to tune up the physics, of course, but it was hard not to notice the quirks. In The Crew beta, the driving is serviceable; it's the sheer variety of tasks and the constant call to group up, to go to a different city, to do one of a dozen available challenges that keeps you on the move.

Lest I sound overly judgmental regarding a game in closed beta, let it be said that I'm looking forward to seeing how The Crew blossoms as the game nears its full release this November. It's a big and ultradetailed game that in its current beta state comes as across as random and unfocused. A few major tune-ups could make The Crew an appealingly smooth ride, and one that you could put a lot of miles on.

Filed under:
The Crew
Xbox One
Xbox 360
PC
PlayStation 4
PlayStation 3

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Xbox One and Xbox 360 Ship 1.1 Million Consoles Combined From April-June

Microsoft sold in a total of 1.1 million Xbox One and Xbox 360 consoles during its fiscal fourth quarter (April 1 - June 30), the company announced today as part of its quarterly earnings report.

As has been common with the sales numbers Microsoft has provided for its gaming consoles this year, it's important to note that "sold in" refers to the number of consoles shipped to retailers. This is as opposed to the number of consoles actually sold through to consumers--a figure we haven't been updated on since Microsoft announced 3 million Xbox One consoles had been sold to consumers as of December 31.

The 1.1 million consoles shipped is a steep drop compared to the prior three months, when Microsoft shipped 2 million consoles (1.2 million of which were Xbox Ones). The company noted that it "drew down channel inventory" during this most recent quarter, referencing plans it announced in April to slow shipments in order to allow retailers to sell the consoles they already have on store shelves.

Without providing any specific figures, Microsoft announced last week that Xbox One sales had "more than double[d]" in June (as compared with May) following the release of the $400 Kinect-less model. That system went on sale on June 9 and brought the system's price down to that of Sony's PlayStation 4, which has outsold the Xbox One to date. As of April 6, the PS4 had sold 7 million units worldwide.

As part of its earnings report, Microsoft renamed its Devices & Consumer Hardware group, which will now be known as the Computing and Gaming Hardware group. Despite the name change, it will continue to include both Xbox and Surface. During Q4, the group posted revenue of $1.44 billion, a 23-percent year-over-year increase. That was thanks in part to a 14-percent increase in revenue for the Xbox platform (which accounts for the Xbox One and Xbox 360). Revenue for Microsoft as a whole was up 18 percent to $23.4 billion.

CEO Satya Nadella recently offered a showing of support for Xbox, though the platform was not completely unaffected by the layoffs outlined last week. Most notably, Xbox Entertainment Studios--the group responsible for developing original TV programming for Xbox--is being shut down. A select number of its projects (including Halo: Nightfall, the Halo TV series, and Quantum Break) will be unaffected.

In a formal statement today, Nadella briefly discussed the decision to refocus on gaming with Xbox One. "With our decision to specifically focus on gaming, we expect to close Xbox Entertainment Studios and streamline our investments in Music and Video," he said. "We will invest in our core console gaming and Xbox Live with a view towards the broader PC and mobile opportunity. I hope you can see that we have bold ambitions and we have made a lot of progress."

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
Xbox One
Microsoft

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Batman: Arkham Knight Preorder Bonuses

Batman: Arkham Knight may not be coming until next year, but preorder it through GameStop and you'll be entitled to a downloadable content pack that lets you play as Red Hood.

With today being Batman Day, GameStop announced the Red Hood Story Pack. There were no details shared beyond the fact that you'll get the chance to play as Red Hood, who is traditionally a Batman villain. Given this is a "story pack," we can probably expect this to entail more than just a reskinned version of Batman.

This a GameStop-exclusive DLC pack, meaning a GameStop preorder is the only way to get your hands on it. Doing so will also entitle you to the previously announced Harley Quinn Story Pack. That DLC includes four challenge maps and lets you play as Harley and "utilize her unique weapons, gadgets, and abilities." This preorder bonus, unlike the Red Hood DLC, is available through other retailers.

The only other preorder bonus to be announced so far is one through Walmart for a "prototype Batmobile." We don't yet know exactly what it entails, but this version of the Batmobile is said to include "exclusive gameplay features."

We'll keep this story updated with any additional bonuses announced between now and Arkham Knight's launch.

Combined with the PlayStation-exclusive Scarecrow nightmare missions announced at E3, it's going to be difficult to get your hands on every bit of Arkham Knight content that's out there. At least in the case of the preorder bonus DLC, though, it's possible it could be sold as standard DLC at some point following Arkham Knight's launch.

Originally scheduled for release this fall, Arkham Knight was delayed last month until sometime in 2015. The version of Gotham City available for players to explore is "five times larger than the game world of Arkham City" according to its developer. For more on Arkham Knight--which is coming only to Xbox One, PlayStation 4, and PC--check out our latest preview here.

Which DLC pack are you most interested in trying? Will it convince you to preorder? Let us know in the comments.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
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Batman: Arkham Knight

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Super Comboman Review

At first glance, Super Comboman looks like the kind of average action platformer that overwhelms Steam's front page. But it isn't. Rather, it's bad, and sometimes amazingly so. Nearly every success is met with an equivalent failure, and that leads to a cycle of hope and despair that perfectly encapsulates the Super Comboman experience. The art style is charming enough, as the game makes all of its characters and environments look like cute stickers, but the animations often fail to load, leading to visual clutter and confusion. Some of the music is amazing, but it wears on you when it loops every 30 seconds or so. And perhaps most damning, Super Comboman occasionally makes you feel incredibly powerful before doling out some excruciating forearm cramps.

The strange, almost dualistic nature of Super Comboman is clear from the outset. The star is Struggles, an out-of-work comic book geek desperate for some cash to help with his mortgage. To make a bit of money, he sets off with his sentient fanny pack in the hopes that he can one day learn how to fight as well as his hero, the eponymous Super Comboman. Immediately, there's an awkward clash between heavy poignancy and camp that ultimately drifts off into a nonstop barrage of groan-inducing Internet memes.

These types of vertical climbs highlight how bad Super Comboman's wall-jumping mechanics are.

After that introduction, you're thrust straight into the heat of combat and taught how to string together attacks and combo like a pro. At first, you have a few basic moves, such as light and heavy attacks. For the most part, these are functional and help you juggle foes or slam them through a brick wall, but when the action gets going, the cracks in the foundation become too big not to notice. Even under the best circumstances, you can only ever attack in one or two directions, though you often have foes attacking from several elevations in addition to being in front of or behind you. Escape is tough, because it opens you up to other attacks, which can put you in an animation cycle that ends only when you die.

Guarding can help, sometimes, but more often than not enemies just wear you down and kill you. Your only recourse is to parry attacks, which is done by tapping forward. Even that comes at a cost, namely your stamina. With most incoming attacks, a small bubble appears that alerts you to a parry, or at least that's how it's supposed to work. Sometimes there is so much happening onscreen that you just blindly tap forward so you can parry any incoming attack and avoid nasty animation locks. That's fine for a while, but it doesn't take long for that tactic to get exhausting. Add that to the constant flurry of attacks, blocks, and dashes that you perform, and on some levels, your forearms will be cramping inside of 10 minutes.

It's easy to get caught between two enemies and just...die. It's not fair, and just makes the game that much more frustrating.

If you can defeat enough foes, you steadily earn a bit of cash, which you can spend on more-advanced attacks that are supposed to help rack up damage a bit more quickly, but they're really tough to pull off thanks to input lag. Every once in a while, everything lines up just right, and you can perform really slick combos that feel amazing, but those moments are far too rare and end all too quickly. In a game like this, boss fights should be a full test of everything you've learned up to that stage--tough, but ultimately empowering. Instead, I found that the best option was simply to double-jump in, use one attack, and then jump back out before I took a hit. The bigger, fancier moves Super Comboman tries to encourage are especially risky when facing off against a particular baddy that can knock away half your health with one good shot. Ultimately, combat is far and away more aggravating than fun.

Combos also bring up a smooth-voiced announcer that says things like "Noobtastic," "Scrubtacular," and "Smizzle" when you've performed combos that exceed five, 10, and 20 hits respectively. While the exclamations warrant little more than a dry smirk the first time, given that the game is based on performing combos as many times as humanly possible, the constant audio feedback quickly becomes mind-numbingly obnoxious. It's also representative of the kind of grating humor that pervades the entire game. Some of it can be offensive, depending on your sensibilities. I recall one enemy that's meant to represent homeless men, and after he attacked by flashing his penis offscreen, I couldn't help but think Super Comboman was presenting and reinforcing some of the worst stereotypes of the homeless with a touch of snarky homophobia. That crass and sophomoric humor runs throughout and is usually a miss.

Nearly every success is met with an equivalent failure, and that leads to a cycle of hope and despair that perfectly encapsulates the Super Comboman experience.

Platforming is just as awful. Super Comboman often transitions from large open areas to cramped vertical segments. To manage the transitions, the designers opted for long vertical tubes that rely on several successful wall-jumps in quick succession. What makes that problematic, though, is that the wall-jumping here is terrible and without qualification the worst I've ever seen in any game. Wall-jumps are typically difficult maneuvers, sure, but game designers have found many ways to make them simple enough to be doable for average players. Mega Man X lets you slide gently down and jump at your leisure, while the Metroid series requires you to properly time only a few button presses and automates the rest.

Super Comboman gives you no such help. You need to jump toward a wall and then quickly switch to moving out and away. The problem here is twofold. With the game's input lag, it's almost impossible to get that timing right consistently, and without a system like that of Mega Man X, where the game gives you a larger window to make that jump, platforming comes off as ludicrously frustrating. It's made much worse in some timed segments where obstacles and enemies are placed in front of you, and failure means an instant death. That is punishingly, brutally hard for absolutely no reason. After several runs, I found no consistent pattern for what let me succeed and what caused me to fail. Sometimes the enemies would lock me in one of those animation loops and I'd be dead before I could react. At other times I seemed to do everything wrong and still make it through. With levels like this, Super Comboman made me feel like my success was arbitrary and completely divorced not only from my actual level of skill, but also from what I'd managed to learn and ultimately apply within the game.

In this screenshot, the camera is stuck above the action as a wall of insta-death blades approach. That's a recipe for guaranteed frustration.

Super Comboman is severely flawed, but buried beneath controller-snapping frustration is a game that with some control tweaks, less lag, and some bug fixes could have been enjoyable. Sadly, in addition to its numerous deficiencies, it is riddled with annoying bugs that keep the camera from focusing on you or that prevent your character sprite from loading at all, though to the developer's credit, patches have been frequent. Nonetheless, Super Comboman is still a frustrating mess that's more likely to cause wrist injuries than it is to inspire cries of platforming joy.


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Crypt of the Necrodancer on The Lobby

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The Crew, Oddworld: New n' Tasty, Crypt of the NecroDancer - The Lobby

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Halo: Nightfall To Star Mike Colter As Agent Locke

Mike Colter has been announced as the protagonist of live-action miniseries Halo: Nightfall. Colter is best known for his role in the CBS drama, The Good Wife. He will play the character Agent Jameson Locke.

Agent Jameson Locke on the Halo 5: Guardians teaser.

No further details were given, although footage from the series will be revealed for the first time at San Diego Comic-Con this Thursday at 11:45 a.m. PT.

Agent Locke first appeared as a featured character in the Halo 5: Guardians teaser image. According to 343 Industries head Bonnie Ross, the character will have "a key role in Halo 5: Guardians". His backstory and origin will be explored in Halo: Nightfall, which is being directed by Alien director Ridley Scott. The first episode will debut around the release of the Halo: Master Chief Collection on November 11.

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Xbox One
Halo: The Master Chief Collection

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The Crew Beta First Impressions

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Xbox One With 1 Year of Xbox Live, $100 Gift Card Available for $440 at Dell

Written By Kom Limpulnam on Rabu, 16 Juli 2014 | 23.37

Similar to its recent offer for two PlayStation 4 bundles, Dell is currently offering a deal on an Xbox One that comes with a $100 gift card for $440.

The deal includes the $400 Xbox One system (that's the one that doesn't come with Kinect) and a year of Xbox Live Gold, which ordinarily costs $60 but can be had from time to time for around $40. Even at their regular prices, that means the $440 offer saves you only $20, but provided you're willing to shop at Dell again, it becomes a much enticing offer thanks to the $100 gift card.

The free gift card will show up once you've added the bundle to your cart, though you'll have to wait 10-20 days for it to land in your inbox before you can use it. If, like me, you're not a frequent Dell shopper, you'll be happy to know its website does sell games--including those for Xbox One--that you'll be able to put your gift card toward.

Xbox Live Gold is no longer required for certain features, such as using Netflix, but it does entitle you to free games that you can play for as long as you remain a subscriber. Provided you get your hands on the system and Live this month, you'll be able to download Guacamelee and Max: The Curse of Brotherhood for free.

This isn't the cheapest price we've seen for an Xbox One so far--the system on its own was available for $360 not long ago--but factoring in the gift card, it is a solid deal. Is it enough to get you to finally pick one up?

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com
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Haunting the House - Wayward Manor Gameplay

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Divinity: Original Sin Review Roundup

The fifth game in the Divinity series, Divinity: Original Sin, landed late last month to a good deal of buzz. Being such a big game, it's taken some time for many reviews to crop up, but we've now gathered a sampling of them to give you some sense of what the critics have been saying.

We first got a look at Original Sin back in 2012, when it was expected to be released last year. Instead, developer Larian Studios turned to Kickstarter last March to secure funding that would allow it to increase the size of its development staff--which, in turn, would allow it to make an even larger game. Nearly $1 million was raised, and the game's release was pushed all the way back to this June. It would appear that time was well spent, as critics are heralding the game--a computer RPG with co-op support and a great deal of freedom--as one of the best in recent memory.

You'll find a handful of reviews from around the web below, and the official GameSpot review will be coming soon. For more, check out GameSpot sister site Metacritic, where the game currently has a Metascore of 87.

  • Game: Divinity: Origin Sin
  • Developer: Larian Studios
  • Platforms: PC, Mac
  • Release Date: June 30
  • Price: $39.99

Eurogamer -- 9/10

"Certainly, I have no hesitation in recommending Original Sin to RPG fans old and new, provided that you're up for a challenge from very early on and don't expect to romp through, Diablo-style. While Skyrim is obviously more freeform and immersive, and the likes of Mass Effect are more cinematic, Divinity: Original Sin is hands down the best classic-style RPG in years. It's obviously not Ultima 8 in name (and that's probably for the best, because the Ultima 8 we got in reality was bloody awful). It is, however, in every way that counts, the best successor ever to those classic journeys to Britannia, and a triumph on its own terms as a modern RPG with no shortage of fresh ideas." [Full review]

PC Gamer -- 87/100

"One of the joys of playing Divinity: Original Sin is rediscovering things that RPGs used to do well and eventually lost--creating new experiences in an old mold. That's the nostalgic sentiment that drove it to success on Kickstarter. But what's really exciting about the game is that it proves that traditional RPGs have a lot to teach present-day designers. Freedom, simulation, depth, and respect for the player's choices. There's power in that old blood." [Full review]

IGN -- 9/10

"Divinity: Original Sin is one of the most rewarding RPGs to come along in years. Its quests and combat compelled me to think hard about my actions and choices, which is more than I usually get to say about contemporary RPGs. Its depth, personality, and combat challenges easily allow it to hold its own against the likes of heavyweights like Dragon Age: Origins. These systems invite constant experimentation throughout dozens of memorable hours of combat and cheeky storytelling, and its rich modding toolkit provides the framework for enjoyable player-made adventure for years to come." [Full review]

Quarter to Three -- 5/5

"Divinity: Original Sin has a lot of secrets to stumble over. Hidden rooms and sidequests are just part of the story. It's a joy to find new ways to interact with the world Larian has created. From getting a dog's help in tracking a killer, to crafting voodoo dolls by putting together a wooden figurine with a needle and pixie dust, you'll be doing new things all the time. The most creative turn-based combat seen in an RPG, combined with a dash of humor, has resulted in a fine stew of gaming. Plus, the game has something important to say about life: 'No one has as many friends as the man with many cheeses.'" [Full review]

Game Informer -- 9/10

"The experience is not without a few minor quibbles, such as disastrous misclicks that can occur from enemy/camera positioning and the inability to always have items show up on the ground. The complete freeform gameplay in Divinity: Original Sin can be quite daunting and frustrating, especially as a player navigates the minefield of the early game without any real direction. Embrace the lack of handholding and complete freedom, and you have an incredible title that provides many hours of entertainment." [Full review]

MMORPG.com -- 8.2/10

"Divinity: Original Sin is able to both channel the roots of its old-school RPG ancestors such as Ultima and Baldur's Gate, while also improving the genre as a whole in the process. From start to finish, Divinity: Original Sin is an incredible experience that is full of deep and engaging role-playing. The true turn-based combat is a breath of fresh air in an industry obsessed with quick satisfaction and it brings you back to a time of tactics and thought. The role-playing potential presented in quests and dialogue options puts Divinity: Original Sin decidedly above its peers in most aspects, but leaves room for improvement down the line. Larian Studios is on a strong path to returning their long-running franchise to the spotlight, for fans both new and old." [Full review]

GameRevolution -- 4.5/5

"Trying to describe Divinity: Original Sin in words only gets one so far. I've spent plenty of time with the game and still feel like I've only scratched the surface. In fact, I didn't even mention the art style and soundtrack, both of which are fantastic. It comes down to this: Fans of old-school PC RPGs that don't hold the player's hand and focus on depth and freedom will adore this game. Audiences without that experience will also find something to love in Divinity: Original Sin, because depth and player freedom never become dated." [Full review]

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
Got a news tip or want to contact us directly? Email news@gamespot.com

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Super Smash Bros. for Wii U - Off-Screen Gameplay

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Killzone: Shadow Fall DLC Brings "Fart, Planking, and Comedy Spotlight Moves"

There have been many interesting, unusual, or even strange DLC packs released. Call of Duty: Ghosts, for example, got Snoop Dogg as an announcer. But I never thought gritty first-person shooter Killzone: Shadow Fall would be one of the games to get new, comedic content. Today, however, developer Guerrilla Games and publisher Sony have delivered a pretty funny DLC pack for the PlayStation 4-exclusive game.

Entitled "Fun & Games Spotlight Pack," the add-on includes three new "Spotlight Moves," multiplayer executions that occur at the end of matches. Previously, these included finger-breaking and head kicks, among others. Now, you can do the Fart, Plank, and Comedy Spotlight Moves. The first two are self-explanatory, but the third is a mystery right now.

"It's all fun and games until someone loses a game," the pack's description states. "Show your fallen enemies, not everything need be taken seriously." The Fun & Games Spotlight Pack is available right now for $1.99 on the PlayStation Store.

Shadow Fall also recently got a co-op expansion, but it wasn't great. Do you like when developers release funny content like this? Let us know in the comments.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com
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Killzone: Shadow Fall
PlayStation 4

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MouseCraft - Random Encounter

Join us on a nostalgia-fueled journey as we uncover lost gems, take on tough gaming challenges, and wonder if the world needs a pigeon dating sim. Expect irreverence and a healthy dose of frustration. In Random Encounter, every day is a fail day!

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Kirby and the Rainbow Curse - Off-Screen Gameplay

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GS News - New Mass Effect Shaped By YOU; Star Citizen Creating Languages?

RPG Favorite parts?

The customization.  

Role Playing Dialog Customization

Man: "Haven't we met before?"

Woman: "Perhaps.  I'm the receptionist at the VD Clinic."

Man: "Haven't I seen you someplace before?"

Woman: "Yes! That's why I don't go there anymore."

Man: "So what do you do for a living?"

Woman: "I'm a female impersonator."

Man: "Hey baby, what's your sign?"

Woman: "DO NOT ENTER!"

Man: "How do you like your eggs in the morning?"

Woman: "Unfertilized"

Man: "I want to give myself to you."

Woman: "Sorry, I don't accept cheap gifts."

A Woman's Prayer

I pray for:

Wisdom, To understand a man.

Love, To forgive him and;

Patience,  for his moods.

Because if I pray for Strength, I'll just beat him to death.

Get better Jess.  *Best Wishes*


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Alien: Isolation Preorder Bonus Missions Reunites Cast of 1979's Alien

Written By Kom Limpulnam on Rabu, 09 Juli 2014 | 23.37

Sega today announced that the preorder bonuses for upcoming sci-fi game Alien: Isolation, the first of which are a pair of mission packs that reunite the cast of Ridley's Scott's beloved 1979 movie, Alien. The content features the voices and likenesses of the movie's actors, including Sigourney Weaver (Ellen RIpley), Tom Skerritt (Dallas), Veronica Cartwright (Lambert), Harry Dean Stanton (Brett), Yaphet Kotto (Parker), and Ian Holm (Ash).

All preorders for Alien: Isolation will be upgraded to the Nostromo Edition, which includes these two mission packs, called "Crew Expendable." In the content, you can play as one of surviving crewmembers (Ellen, Dallas, or Parker) as you explore the Nostromo ship. is possible that this DLC will be sold separately down the road, but right now, Sega is saying the only way to get it is to preorder the game.

"Working with the original cast has been an incredible experience," Alien: Isolation creative director Alistair Hope said in a statement. "It was important to us to have the key original cast members reprise their roles in order to perfectly capture the atmosphere of the movie. For some of the original cast, this is their first appearance in an Alien video game. Seeing them reprise those roles after 35 years was an unforgettable experience."

Further, people in North America who preorder Alien Isolation at GameStop and in Europe at "select retailers" will receive an expansion called "Last Survivor." This content takes place as Ripley attempts to escape on the Narcissus spaceship. "On hearing the screams of Lambert and Parker, players must navigate their way back down through the Nostromo in order to activate the self-destruct sequence, before retracing their steps back to the Narcissus shuttle and their escape," Sega says.

Alien: Isolation, in development at Total War developer The Creative Assembly, launches on October 7 (a busy, busy day for new releases) for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. A virtual reality demo for the game was on display at E3, but this was just a prototype, Sega said.

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Alien: Isolation
Creative Assembly
Xbox 360
Xbox One
PlayStation 3
PlayStation 4
PC
Sega

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Another EA Exec Explains Why New Dungeon Keeper Suffered -- What's Your Take?

Yet another Electronic Arts executive has now responded to the controversy surrounding the company's recently released mobile game, Dungeon Keeper, a reboot of sorts of the classic strategy game from Peter Molyneux. The game launched in February and was immediately criticized for its in-app purchases, with EA CEO Andrew Wilson recently admitting that the company "misjudged" the game's economy. Now, EA Mobile boss Frank Gibeau has offered his own take on the matter, explaining in an interview with GamesIndustry International why the game came up short, but also why the company is not going to pull the plug on it anytime soon.

"I think we might have innovated too much or tried some different things that people just weren't ready for" -- Frank Gibeau

"Dungeon Keeper suffered from a few things," Gibeau said. "I don't think we did a particularly good job marketing it or talking to fans about their expectations for what Dungeon Keeper was going to be or ultimately should be. Brands ultimately have a certain amount of permission that you can make changes to, and I think we might have innovated too much or tried some different things that people just weren't ready for. Or, frankly, were not in tune with what the brand would have allowed us to do. We like the idea that you can bring back a brand at EA and express it in a new way. We've had some successes on that front, but in the case of Dungeon Keeper, that just didn't connect with an audience for a variety of reasons."

EA closed Dungeon Keeper's original developer, Mythic, in May. Continued development duties for the project were handed off to another studio, Gibeau said. And while the game has been highly criticized, Gibeau said EA is not going to stop supporting it anytime soon. That wouldn't be fair to the people who are playing the game and enjoying it. he said.

"If you watch some of the things we've been doing over the last eight or nine months, we've made a commitment to players," Gibeau said. "We're sincere and committed to that. So when you bring in a group of people to Dungeon Keeper and you serve them, create a live service, a relationship and a connection, you just can't pull the rug out from under them. That's just not fair. We can sustain the Dungeon Keeper business at its level for a very long time. We have a committed group of people who are playing the game and enjoying it. So our view is going to be that we'll keep Dungeon Keeper going as long as there's a committed and connected audience to that game. Are we going to sequel it? Probably not. [Laughs] But we don't want to just shut stuff off and walk away. You can't do that in a live service environment."

Last week, a United Kingdom advertisement regulation agency ruled that EA could no longer advertise Dungeon Keeper as a "free" game.

What's your take on the backlash surrounding Dungeon Keeper? Let us know in the comments below!

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Dungeon Keeper
iPhone/iPod
Android
Electronic Arts

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Quick Look: Astebreed

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Quick Look - One Piece: Unlimited World Red

Guys, if this show has you laughing your ass off, just read the comments under Giant Bomb's own page for this game.

Some of the remarks might just have you aghast, e.g. the following:

"One Piece is a thinking man's anime. Don't feel bad if you don't get it. That's why they have Naruto for people like that."

No sh*t, really. :S


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Report: Thief Movie In The Works -- Who Would You Cast As Garrett?

According to a report from Hollywood insider publication The Tracking Board, a movie based on the Thief franchise is in development. Production companies Vertigo Films and Prime Universe are developing the movie, with Adrian Askarieh and Roy Lee set to produce it. Both are veteran Hollywood producers, and are also behind the upcoming movie based on Deus Ex: Human Revolution.

Askarieh and his production company Prime Universe also brought Hitman to the big-screen in 2007, and are currently working on a reboot called Hitman: Agent 47. The Tracking Board's report doesn't say anything about the plot for the Thief movie. But it's probably a safe bet to say that the franchise's thief hero, Garrett, will play a major role.

The Thief franchise was created by Looking Glass Studios, and the first installment was 1998's Thief: The Dark Project. Two sequels followed in the 2000s, while the most recent entry in the series was this year's Thief for consoles and PC. Not long after release, that game's developer, Eidos Montreal, laid off more than two dozens staffers.

It sounds like it's still very early days for the Thief movie, and there are no details yet concerning a director or cast. It's also unclear what kind of creative direction it will take. We have reached out to Square Enix for comment and will update this story with anything we hear back.

The Thief movies joins a growing list of video game movies currently in production. Ubisoft is currently working on a total of six movies, including features based on Assassin's Creed, Splinter Cell, and Watch Dogs. In addition, movies based on Warcraft, The Last of Us, Temple Run, Minecraft, Metal Gear Solid, and Angry Birds are on the way. The most recent video game movie was this year's Need for Speed, which starred Breaking Bad's Aaron Paul. The movie did not win over critics, but it was a commercial success.

Who would you cast as Garrett in the Thief movie? Let us know in the comments below!

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Thief
Square Enix
Eidos Montreal
Xbox 360
Xbox One
PlayStation 4
PlayStation 3
PC

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