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PS4's Spring Fever Week 4 Sales Revealed

Written By Kom Limpulnam on Rabu, 25 Maret 2015 | 23.37

Sony's "Spring Fever" sale continues this week with even more deals on PlayStation 3, PlayStation 4, and PlayStation Vita games and DLC, as well as movies.

The eight-week Spring Fever event spotlights "unique" games, with Sony releasing a new PlayStation game every week through April 21.

Last week's new release was JamesTown+, while this week's is Metal Slug 3 ($13.50), which is available for PS3, PS4, and PS Vita with Cross-Buy support.

In addition, Sony has marked down numerous God of War games and DLC. A variety of Spider-Man movies are also on sale this week. All deals are good through March 30, and PlayStation Plus members can save 10 percent.

The full list of Spring Fever deals are listed below. Don't see anything you like? Check back next week (and the three weeks after that) to see even more Spring Fever deals when they're announced.

SPOTLIGHT SALE:

Release Date
(Launch Week)
Title
(Platform)
PS Plus Launch Week Price Regular Price
3/24
(3/24 through 3/30)
Metal Slug 3
(PS4 / PS3 / PS Vita)
$13.49 $14.99

GAMES:

MOVIES:

Title SD Original Price SD Sale Price HD Original Price HD Sale Price
The Amazing Spider-Man $9.99 $6.99 $12.99 $8.99
The Amazing Spider-Man 2 $8.99 $7.99 $9.99 $9.99
Spider-Man $9.99 $6.99 $12.99 $8.99
Spider-Man 2 $9.99 $6.99 $12.99 $8.99
Spider-Man 3 $9.99 $6.99 $12.99 $8.99

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"Flight Cimulator" Comes to Cities: Skylines

Microsoft's Flight Simulator series may have come to an end, but gamers are keeping the franchise alive with a new mod for Cities: Skylines called "Flight Cimulator." The mod, created by Steam user Ulysius, is available now through Cities: Skylines' Steam Workshop page.

"What is this? A flight simulator inside a city builder? Yes! Follow your dreams!," Ulysius writes.

Players can press CTRL + A to enter flight mode, and then use WASD and mouse controls to fly through the sky. Ulysius cautions that the mod is a work in progress; future updates will introduce building collisions, engine sources, and overall "better simulation."

If the map looks familiar, it's because the Flight Cimulator mod uses the Grand Theft Auto V Los Santos map created by another player earlier this month. For a closer look at the Flight Cimulator mod, check out the image gallery below.

GameSpot's review of Cities: Skylines gave it an 8/10 for its realistic city-building game mechanics based on a sound understanding of zoning. The game sold 250,000 copies sold in its first 24 hours after launch earlier this month, going on to move more than 500,000 copies to date. Cities: Skylines is now publisher Paradox Interactive's fastest-selling game ever.


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We Weren't "Cornered" Into Smartphone Games, Nintendo Says

Why did Nintendo finally announce plans to enter the smartphone market after years of holding out? It wasn't because the company felt "cornered," according to Nintendo president Satoru Iwata. The English translation of a Q&A session with analysts from last week's presentation in Japan has been published, and in it, Iwata offers an in-depth explanation for why the company chose to make the dramatic move.

"A variety of media have written that Nintendo is cornered a number of times, but I do not think we were cornered at all," he said. "Needless to say, we are also aware that unless a company can deal with the rapidly changing world, it will face decline. But I would like to emphasize here that our alliance [with DeNA] is not the result of a lack of better options for a cornered company."

As for why Nintendo chose DeNA specifically as a partner for the new mobile venture, Iwata said, as discussions with the company progressed, it became clear that "DeNA knew so many things that Nintendo did not." Partnering with DeNA allows Nintendo to tap into the company's expertise in the mobile field and also develop games more rapidly than it could on its own, he explained.

"This is why I just said that this is not a decision made out of a lack of options," Iwata said. "In fact, Nintendo has received a number of proposals from a variety of companies. Among them, Nintendo has proactively chosen DeNA."

Iwata also responded to one analyst's concern that Nintendo entrance into the smartphone market (the company expects to launch its first mobile game this year) is too late. The executive doesn't agree.

"I think that whether it is late or not will be decided by what we produce in the coming years, and it could rather be described as the best timing," Iwata responded. "My personal view is that the time is ripe as many factors like various encounters with people, the ways our internal discussions have progressed and the ideas we have generated through that process occurred simultaneously. We will do our best to prove that our decision was made at the right time."

Nintendo has not announced any smartphone games so far, but has pledged it won't simply port its console games to smartdevices. The company is also considering a range of business models, including free-to-play, which Iwata actually calls free-to-start.

Nintendo's big move into the smartphone market has been received positively by investors, as shares of the company skyrocketed by more than 30 percent. The company also announced that it had started work on a new system, known internally as the "NX." This system, which Nintendo says it won't start talking about officially until 2016, aims to surprise and innovate.

For more on Nintendo's smartphone plans, be sure to read GameSpot's editor opinion roundup on the subject.


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Mass Effect 4: Check Out This Behind-The-Scenes Image

BioWare cinematic director Ken Thain has posted new image on Twitter, giving gamers a behind-the-scenes look at the motion-capture process for the upcoming Mass Effect game currently in production.

Concept art for the new Mass Effect game

What you're looking at is a "very cool scene" for the game, Thain said, though he did not elaborate further. In the image, we see two people in motion-capture suits, one of whom has his arms extended.

Can you glean anything from this image? Let us know in the comments below.

BioWare announced the new Mass Effect game all the way back in 2012. Development has progressed since then, with BioWare recently saying that the game is now "getting real." In addition to the new Mass Effect game, BioWare is working on a brand-new IP.

For more on the upcoming Mass Effect game, check out the stories below.


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Dungeons 2 Goes Gold, PC System Requirements Revealed

Publisher Kalypso on Wednesday announced that its upcoming dungeon-based RTS Dungeons 2 has officially gone gold, meaning development on the title is finished ahead of its release for PC in April. The game arrives April 24 through Steam, while a physical version will be available on April 28.

The publisher also has announced the game's minimum and recommended PC system requirements. Can your system run the game? Check out the requirements below to find out.

Much like the classic game Dungeon Keeper from Peter Molyneux, Dungeons 2 asks you to build a network of dungeons, recruit an army of evil minions that you can keep in line by slapping them around with your Hand of Terror, and defend your dungeon from invading heroes. A new addition to Dungeons 2 is the ability to take your armies above ground, and fight the humans in more traditional real-time strategy battles.

Dungeons 2 Minimum system requirements:

  • CPU: AMD or Intel, 3GHz Dual-Core or 2.6 GHz Quad-Core
  • RAM: 3 GB RAM
  • OS: Windows Vista (SP2) 32bit
  • GPU: Intel HD4400, NVIDIA GeForce GT 440/GT 650M, AMD Radeon HD 7750/R5 255M
  • Sound: DirectX 9 compatible soundcard
  • ROM: 5 GB free space

Recommended system requirements:

  • CPU: AMD Quad-Core @ 3.8 GHz or Intel Quad-Core @ 3.2 GHz
  • RAM: 4 GB RAM
  • GPU: AMD Radeon R7 265 or NVIDIA GeForce GTX 650
  • OS: Windows 7 x64 (SP1)
  • ROM: SSD hard drive, 5 GB free space
  • Sound: DirectX 9.0c compatible soundcard

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"The Future Is Scary and Very Bad for People," Apple Co-Founder Says

If machines end up becoming super-intelligent--as some are predicting--that could lead to a perilous reality for humanity, according to Apple co-founder Steve Wozniak. The technology veteran made his opinion known in a recent interview with Financial Review.

"Like people including Stephen Hawking and Elon Musk have predicted, I agree that the future is scary and very bad for people," he said. "If we build these devices to take care of everything for us, eventually they'll think faster than us and they'll get rid of the slow humans to run companies more efficiently."

Well-known physicist Hawking said previously that AI could be "the worst thing ever for humanity." Meanwhile, Musk--founder of SpaceX and Tesla--said last summer that super-intelligent AI systems are "potentially more dangerous than nukes." Bill Gates is also concerned about the rise of machines.

Wozniak continued: "Will we be the gods? Will we be the family pets? Or will we be ants that get stepped on? I don't know about that … But when I got that thinking in my head about if I'm going to be treated in the future as a pet to these smart machines … well I'm going to treat my own pet dog really nice."

For a deeper dive into Wozniak's comments, check out GameSpot sister site CNET's take.

Are you concerned with machines becoming super-intelligent one day? Let us know in the comments below!


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Xenoblade Chronicles 3D Review

Just as watching a film at the cinema offers a different experience from that of watching at home, playing on a handheld is a different proposition than playing on a television. The fact is, certain approaches fit one form of play better than another. It may sound obvious, but this is a reality of consumption often overlooked by those with power over game design.

Screen size is the primary factor dictating which features do and don't work across handhelds and console-based games. It's this, amid all of its splendid and eventual intrigue that the classic RPG Xenoblade Chronicles 3D has either failed to understand or simply not tackled for fear of altering what made its original incarnation so great. While it remains the remarkable game that it was when it was first released on the Wii in 2011, the reduced screen size Xenoblade Chronicles 3D has been squeezed on to does sour the experience.

The sense of scale generated by the game's imposingly large environments has been retained, as has the wider visual flair and depth of battles. Similarly, character models when viewed up close are surprisingly expressive given the limited colors and lines used to draw them. However, it's the little details that have suffered from the transition from the large to small screen.

Icons indicating the availability of a new quest or the presence of a shopkeeper, for instance, alongside the directional area pointing you to your next objective are far from clear and easy to miss amongst the extensive buffet of other imagery typically filling the screen. The latter can be especially confusing at times, forcing you to slow down your exploration efforts in order to perform constant references of the full map.

Everything feels a little cramped and, as a result, messy. Simple visual cues that should be easily digestible at a glance take too long to figure out, reducing the simplicity of interaction that allowed the Wii original to stretch its wings and present its more complex nuances with precision and clarity.

The New 3DS' 3D effect doesn't help either, further complicating the issue of space by overloading the visual impact. It's most noticeable when trying to identify enemies at a distant that are painted a similar shade to their environment. While the 3D is gorgeous during cut-scenes and moments not requiring much (or any) interaction, it gets in the way when the action picks up. Having to constantly turn it on and off is a minor problem given the New 3DS' positioning of the 3D slider, but it remains a nuisance.

That's New 3DS with a capital 'n' by design, because Xenoblade Chronicles 3DS only works on Nintendo's latest handheld iteration. Yes, if you have an older model you will have to pull out your wallet and part with your cash. It's the first game to require the new model by default and, as such, much is riding on its success--particularly the overriding consumer view of the hardware.

It's a shame, then, that more care hasn't been given to the macro details; if it wasn't for those it would be tempting to award this experience something approaching top marks. In all other areas this is an RPG that delivers the same extraordinary experience it did four years ago. Such was the originality of its ideas back then that today it makes the majority of its younger genre peers look positively archaic by comparison.

The real-time combat system shines especially bright, offering a deceptively easy to learn set of rules that are continually enriched and diversified as you're drawn further into the plot and up the character levels. For instance, attacking from behind can cause extra damage, while attacking from the side can lower physical defense. Later you can chain character-specific moves between all three characters, adding more depth to already intricate combat. By opening the door to new tactical avenues so frequently, and providing a wide range of enemies to test them against, there's rarely an area or period of play in which battles feel stale or repetitive.

Considering the length of the game, some 70 hours or more, this should be considered a towering achievement. It's a shame that the visual restrictions do inhibit some of the combat's appeal in comparison to the Wii edition, but it's worth sticking with it to explore and appreciate the varied action during skirmishes. It's also worth checking out Xenoblade's many side quests, which--thanks to some deep subplots and character exploration--are far more interesting than the run-of-the-mill fetch quests you'd find in lesser RPGs.

Similar time and effort has gone into the narrative, a tale of giant titans and warring colonies that's rich and energetically presented thanks to a skilfully orchestrated English-language localization effort. While the voiceover work is most certainly pointed towards the sillier and more childlike end of the acting spectrum, the charm with which it has been carried out makes it difficult not to enjoy.

The style of acting provides an accurate barometer for the wider experience as whole; Xenoblade Chronicles is so unlike what most other Japanese RPGs have attempted over the past decade or so. Dialogue and character reactions rarely fall foul of the stifling conventional cliches that can plague even the most revered games in this genre, mirroring the degree to which you're pleasantly surprised by the scale of the world and the combat. Xenoblade might have been crammed into a smaller space, but that has certainly not diminished the well-rounded and varied characterization of its cast.

While it's an inferior proposition to its initial release in 2011, Xenoblade Chronicles 3D remains superior to the majority of RPGs. The move to 3DS has harmed the act of playing, but if you can look past the clunky signage and questionable 3D then you'll find a game that remains an amazing high point for the genre, one that'll absorb you right up to its glorious finale.


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Ask The Reviewer: Bloodborne - The Lobby

Chris Watters and Erick Tay talk to Kevin VanOrd about his nine out of ten review of Bloodborne.

by Mary Kish on

About The Lobby

Broadcast live from our studios in San Francisco, join GameSpot every Tuesday at 2PM Pacific for the latest previews, interviews, game demos, giveaways and more.

Schedule: Tuesdays at 2PM

Host: Danny O'Dwyer


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Free Bloodborne for Danish Blood Donors

Written By Kom Limpulnam on Rabu, 18 Maret 2015 | 23.37

Sony is rolling out a new promotion in Denmark where people who donate blood can get a free copy of upcoming PlayStation 4 role-playing game Bloodborne.

In an effort to help raise awareness for the lack of blood donors in the country, PlayStation has formed a partnership with Danish blood center GivBlod (via NeoGAF) that will give donors a free copy of the game.

The event itself will be held on Monday, March 23. Blood donors can receive a free copy of Bloodborne or another PlayStation game.

They will also be entered into a sweepstakes for the chance to win a specially designed Bloodborne PlayStation 4 system.

Bloodborne, developed by Demon's Souls and Dark Souls creator From Software, launches March 24 in North America and March 27 in the UK.

Recently, game director Hidetaka Miyazaki spoke out to say that, while Bloodborne is most assuredly a violent game, its depictions of blood and gore are not gratuitous.


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Cities: Skylines - GameSpot Plays

@pongley 

Yeah, I am implying that.

With that said, I don't agree with your point, even if I am somehow "demonstrating" it in your eyes.

I don't think that the SimCity series turned out for the better. The design direction moved too far away from what made SimCity a good city-builder in the first place.


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Nintendo Mobile Dev Wants to Topple Candy Crush

Nintendo's first mobile game has the potential to attract 100 million users per day, according to a key executive at DeNA, the third-party publisher enlisted to help develop the new range of smartphone games.

Shintaro Asako, the chief executive at DeNA West, believes Nintendo's IP has the gravitas to reach unprecedented numbers of smartphone players. While Candy Crush Saga peaked in 2014 at 93 million daily active users, Asako thinks DeNA can top that.

"I've wanted to create something globally successful, not only for kids, but for mid-aged people and beyond," Asako told Venturebeat.

"The game should attract a huge range of people. We wanted to get a huge audience like Candy Crush, like 100 million users. We wanted to create something with that kind of DAU [daily active user] base."

On Tuesday Nintendo revealed it has bought a ten percent stake in DeNA, as part of a wider plan to begin releasing new games on mobile. The first of these custom-made, bespoke titles is expected to be released before the end of 2015. Nintendo also announced that it is separately working on a new traditional games console, which is internally named the Nintendo NX.

Asako did not explicitly state that the new Nintendo mobile games would be free-to-play, but the 100 million target is not reasonably possible without such a business strategy.

"I think with the strong IPs Nintendo has, and the strong game operation expertise we have, I don't think we're dreaming [about reaching] 100 million DAU," he said.

"Mobile gaming is our core business, and we definitely wanted to be the No. 1 mobile gaming company in the world. We've wanted to be a dominant player," Asako added.

"We were originally focused on the feature phone space and then shifted over to smartphones, and now [we have] a lot of initiative in both the domestic and international markets. But we really want to be leading player."

He added that careful consideration was necessary to deliver choice to customers without jeopardizing Nintendo's commitment to quality.

"For this, I think the solution is not coming out with 10 or 20 games right away. We should pick the right game. We should actually create a smartphone-specific game that requires day-to-day social interaction. It's not just porting a Wii U game out to smartphones. But actually properly design a smartphone game."

For more on Nintendo's move into the smartphone market, check out GameSpot's editor opinion roundup on the subject.


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Dead Rising Movie Hits Xbox This Weekend

Dead Rising: Watchtower, the upcoming movie based on Capcom's zombie game franchise, will debut March 27 through Sony's streaming service Crackle. But Xbox owners can watch it a week early.

Microsoft's Larry "Major Nelson" Hyrb has announced that Xbox 360 and Xbox One owners can watch the movie through the Crackle app on Xbox Live starting Friday, March 20. The film will be available exclusively through the Crackle app on Xbox until March 26.

Like the game, Watchtower takes place during a zombie outbreak. After a government-produced vaccine fails to stop the infection from spreading, four survivors seek out the root of the epidemic while fighting to stay alive against hordes of undead.

Watchtower was directed by Leprechaun: Origins director Zach Lipovsky. It stars Jesse Metcalfe, Meghan Ory, Virginia Madsen, and Dennis Haysbert, with Rob Riggle in the role of Frank West.

In other video game movie news, the first trailer for Adam Sandler's Pixels has arrived.


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Samsung Live-Streams Birth in VR

In a bid to promote its GearVR headset, Samsung has live-streamed the birth of a baby boy to a father wearing a virtual reality headset thousands of miles away from the delivery room.

The father was not there to witness the birth of his son first-hand because he was out of town for work. According to Samsung, such clashes are common.

"Every day, millions of life-changing moments take place. Sadly, many people miss these moments," Samsung says in the ad.

Using GearVR, however, the father was able to sit in the room to see his son's birth, at least virtually. He was on one side of Australia while his wife was delivering the child on the other, streaming the event with a multi-sided camera. Samsung is calling this the "world's first live virtual reality birth."

As many have pointed out, a standard webcam--which would have let the mother see her husband's face--might have sufficed. But the video does demonstrate the opportunity for virtual reality to bring people together in a way that's hard to argue against.

Gears of War designer Cliff Bleszinski tweeted about the video, using the hashtag "#HowToSellVR"

Oculus Rift creator Palmer Luckey said last year that he thinks virtual reality has incredible power to bring people together, even if they aren't meeting up physically.

"I guess you will have to ask yourself, 'Why do we care if we're physically isolated if we're mentally connected?'" he said at the time. "If you can perfectly simulate reality, why do you need to actually go see people in real life?"

GearVR, which is powered by Oculus Rift technology and requires a Galaxy Note 4, is currently available to developers through a $200 innovator edition. The consumer model, meanwhile, should launch by the end of the year, according to Oculus VR CTO John Carmack.

Carmack spoke at length about the future of mobile virtual reality technology at the Game Developers Conference earlier this month. Check out GameSpot's report for more.


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Borderlands Xbox One/PS4 Bundle Goes Gold

@BabeNewelll I would Kickstart that in a heartbeat. Masters of the Universe as an RPG would be amazing. "He-Man has been banished to another demension by Skeletor who is taking over Eternia. Now its up to you and a group of adventurers to bring back He-Man, defeat Skeletor, and become the Masters of the Universe." Or even play as He-Man in a Mordor or God of War style game, just with less blood and gore.


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New Warhammer Game "Deathwatch" Announced

Warhammer Quest developer Rodeo Games on Wednesday announced an all-new Warhammer game called Deathwatch: Tyranid Invasion. The game, which runs on Epic's Unreal Engine 4, is due to launch for mobile devices this summer.

A turn-based strategy game, Tyranid Invasion is set in the Warhammer 40,000 universe. Players will command a team of Space Marines through 40 campaign missions where they'll square off against an enemy faction known as the Tyranid.

In addition to a single-player mode, Tyranid Invasion features online multiplayer battles. Players will be able to customize their squad of 40 Space Marines, equipping them with "hundreds" of skills and abilities, as well as additional items.

Tyranid Invasion is Rodeo's first title built using the Unreal Engine 4.

"We had no experience with Unreal Engine before we started work on this project, but we were able to incorporate it into our company quickly," Rodeo technical director Rich Brooks said. "It has been a joy to work with over the last year and it has allowed a small team like us to produce a high quality finished product on mobile."

For more on Tyranid Invasion, check out the tease trailer above and some images in the gallery below.


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Here Be Dragons: Hearthstone's Lead Designer on Blackrock's New Cards

Ever played a Hearthstone match that gets completely out of hand before you even have a chance to fiddle with the backgrounds? If you're a devotee of Blizzard's glorious collectable card game, there's every chance you carry painful memories of an early knockout at the hands of a Zoolock. Or that now-forgotten army of Murlocs who pulled together a victory against you by turn 4.

But have you played a match that was certifiably crazy by the end of turn one? Such possibilities await in Blackrock Mountain, Blizzard's next Hearthstone adventure, which is due to go live in April.

Picture the scene: I'm pitted against Coren Direbrew, the first of the expansion's 17 new bosses, whose zero-mana automated hero power will draw a minion from both decks onto the board. Merely seconds after I've exchanged greetings with the AI (don't pretend you don't do it either), two cards drop. On my side, a Cenarius. On his, a Mal'Ganis. That's turn one.

After laughing, Frankenstein-like, at the sheer absurdity of it all, it becomes clear that this isn't the sort of challenge where a Knife Juggler is going to cut it by turn two. Your meticulously arranged ladder decks have wound up in the wrong tavern, pal.

"We want people to look through their old cards and a light bulb goes off"

Eric Dodds

It's an exciting prospect for those who found the theory-crafting aspect of the Naxxramas adventure so enjoyable. That previous adventure forced players to build custom, one-time decks to play their way around immensely powerful foes with a mystery Achilles' Heel. Finding that weakness, and building a deck that could exploit it, was just as fun as pulling off the victory.

"We really liked the Maexxna encounter in Naxxramas, where you had to build a whole new deck," says Eric Dodds, Hearthstone's lead designer. "Normally you wouldn't have a whole deck of seven and nine drops, but in this case it's absolutely a good idea."

After calling time on Direbrew with a swift 9-attack haymaker (pro-tip: Rogue's Sap spell is essential), I sat down with Dodds to discuss the expansion, as well as the smartphone version and, somewhat awkwardly, the ESL controversy.

Eric Dodds is one of the founding developers of Hearthstone

GameSpot: From what I've seen so far of Blackrock Mountain, it appears that the Hearthstone team wants to bring focus back to the original card set, as the spotlight is currently on the GvG cards. Would that be a fair assessment?

Dodds: Well the intention at a higher design level was really that players really like dragons, so it would be awesome if they could make a dragon deck.

The new Blackwing Technician card will be a good example of that. It's a 2/4 that costs three mana, but is 3/5 if you have a dragon in your hand, which is a pretty effective card.

We love the idea of people building their deck around dragons. Up until now, you could put Ysera or Alexstrasza in your deck, but we wanted to support that a bit more. We actually really like the idea of adding new cards that make you want to play the old ones again.

A good example of this is the new Shaman spell, Lava Shock, which suddenly makes overload cards much more compelling.

I'm guessing it will also encourage people, when they're buying cards, to choose the classic packs instead of GVG. Certainly at the moment I'm finding myself opting for the GVG packs, because there's still many of those I don't have, but there were a few classic cards that I missed too. Is it the intention to bring focus back to the classic packs again?

Not really. I mean, we're bringing attention back by saying that this card you already own can now be seen in a new light. We want people to look through their old cards and a light bulb goes off, and people suddenly have this idea of how to use them in an awesome new way. That's very exciting to us.

I did want to get some insight into how you internally test and balance these new cards. I know that you play the game incessantly to get a feel for them, but I've always wondered if you used any algorithms to test your cards, and whether you internally score things like batttlecry.

It's interesting because when I first started working on Hearthstone, I had played a ton of other [collectable card] games and I thought, oh it's great I can have spreadsheet and it's going to tell me how much everything should cost. It turns out that this is absolutely not what we do at all. It's certainly what I thought we would do, but there are so many factors that go into balancing cards, such as what hero uses them, that really what we do is assess on a case-by-case basis.

A designer creates a card, and tends to have a gut-instinct on how it's going to work, and then it goes over to our balance team. Now, our balance team is four amazingly skilled guys. I think all of them, at one point or another, have been in the top twenty legends. They are phenomenally good at the game. They take these cards that we're making, and play them and play them and play them, and they come back with the numbers that these cards should be released with.

That's incredibly interesting. It makes sense too because there are some cards that look better on face value than in practice.

What we love is when we see players' reactions to our new cards and they say "how could you do this?! How could you print that card?! It's broken!" We have actually seen that a few times before, but when you get to play it, people tend to realise it's not the be-all and end-all.

"Our balance team is four amazingly skilled guys. I think all of them, at one point or another, have been in the top twenty legends."

Eric Dodds

There are instances where the facts lie too. For example, I tend to prefer a card with six attack over seven, because it circumvents the Big Game Hunter.

Yes that's certainly the case now in the meta, but we'll see over time if the Big Game Hunter cycles out and those 7 attack cards become more powerful.

Let's talk about the smartphone version, which I know is a few months away from launch. Will it all remain cross-platform, in that an iPhone player can play a iPad or PC?

Yes absolutely, it will be your exact same account, so all your cards on tablet or PC will be available on your phone too. When you start a match on a phone, you could be playing someone on another phone, someone on a tablet, on a PC, who knows? It's all one big ecosystem.

The smartphone version of Hearthstone is expected to launch in a matter of months. Click on the thumbnails below for additional images

One fear I have is that the game is going to take hold of my life now that it's in my pocket. Would you ever be open to the idea of self-suspending accounts, just for a little while, if someone needs to lose the distraction for a few weeks?

[Dodds Laughs]

Seriously though! If I have a big assignment that needs completing, or someone has exams to study for, it could be handy to suspend your account for a brief while.

Well, I don't that's in the near-term plans. But I think one of the neat things about it being on the phone is that, very often, people find themselves with a spare ten minutes with not much to do. So I think the phone version will make Hearthstone fit into your life a lot better.

Will it destroy my phone battery? When I play on iPad, I need to keep the power cord plugged in...

It's certainly... it's a beautiful game, so it definitely uses power. One thing we're constantly thinking about is how to make the most of the phone's battery.

When you start a match on a phone, you could be playing someone on another phone, someone on a tablet, on a PC, who knows? It's all one big ecosystem.

Eric Dodds

Hearthstone's an always-online game too, so would it eat into your monthly 4G (LTE) allowance? I presume you would advise against people playing it on their phone if they have tight data usage restrictions?

I don't know if it uses a lot of data. You have to have a constant connection though. I wouldn't recommend playing it on a train.

I wanted to address the elephant in the room--the ESL Legendary series, where people on Reddit discovered that the winners had retroactively been given Blizzcon Qualifier Points. I suppose the main question is, do you have some level of regret about this?

I'm not sure what you mean.

So, the main finalists of the ESL Legendary series each won World Championship Qualifier points. Silent Storm, who came in first, won 100 points, which is the equivalent of getting two 1st places in a ranked season. One problem people have is that it wasn't ever announced as an officially sanctioned tournament. Were you not made aware of this?

Yeah, okay, I'm not as involved on the eSports side of things.

[Blizzard PR: "I think the best thing is to take that question to our eSports team"]

Okay, well that would be great because there's a lot of questions people have regarding it. [Update: As of press time, Blizzard has not yet officially responded to the question].

I wanted to also ask about buying card packs. At the moment I opt for GVG packs, but doing so means there's no chance of getting the final few classic cards. If I buy classic packs, there's no chance I'll get the final few GVG cards. Would you consider grouping these packs together in the future?

It's certainly something that we've talked about a lot, asking what is our long-term plan for packs of cards. We don't have anything planned right now, because at the moment it's only two kinds of packs, but it's certainly something that in the long term we'll be looking at.

Now it's all in the past, what is your overall view of the GVG update?

I loved it! I thought it went amazingly well. We certainly liked a lot of the randomness that was introduced, because you're never quite sure what's going to happen, but skilled players can figure out what to do in those situations.

I'm also a big fan of the Goblins Vs Gnomes style. I think the look and the charm is very Hearthstone. I like changing things up--you saw how Goblins Vs Gnomes was one style and tone--and now Blackrock Mountain represents a more serious tone. I like how we're encompassing different parts of the Warcraft universe.

As of press time, Blizzard has only revealed a handful of new cards

Blackrock Mountain will also add 31 new cards, which I think is an ideal size. Personally I felt there were too many GVG cards that were introduced and never used. For newcomers, the number of cards must start to become overwhelming. Surely, looking forwards, the sheer volume of cards is going to be your long-term enemy?

It's an ongoing thing that we're always talking about internally, because on one hand you've got players who are always looking for new content, and on the other hand you've got players who don't want to be overwhelmed with new cards. I think you hit the nail on the head with what we're trying to do with Blackrock Mountain, because we want to change the meta again, but we don't want to add so many things that players become overwhelmed.

I'm guessing you're also fairly happy that there's no major discussion about nerfs at the moment either. I suppose the likeliest candidate is Dr Boom, but I don't think the majority of people are complaining about it.

Well philosophically it's our intention to never get to a situation where we need to nerf cards. The only time we would consider it is if the card staying as it is would be damaging to the fun. We changed Undertaker because you were seeing a lot of decks based around that, and so we didn't have as much diversity, but actually right now there's a bunch of different decks.

So, as long as there continues to be a bunch of different types of decks, we really have no interest in nerfing anything. And out long-term goal is to get to a situation where we change as little as possible.


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EA Lists Battlefield Hardline Changes Following Beta

Written By Kom Limpulnam on Rabu, 11 Maret 2015 | 23.37

Electronic Arts and developer Visceral Games on Wednesday outlined some of the changes they are making to Battlefield Hardline following fan feedback and data-gathering from the game's beta. The beta attracted some 7 million people, making it possibly the largest ever. As a result of the popularity, Visceral had a mountain of feedback and data to sift through.

But don't expect major changes to Hardline. After all, the game's latest beta was held in February, and delivering major changes that close to launch was never the goal, lead multiplayer designer Thad Sasser explained to GameSpot in a recent interview.

Instead, Visceral decided to key in on "very specific, targeted changes" aimed at improving the experience in subtle yet important ways.

Some of the key changes are listed below. Scroll further down to hear directly from Sasser about the tweaks and more. Check back later in the week for even more from our conversation with Sasser about Hardline.

Battlefield Hardline Key Changes After The Beta

  • WEAPON TUNING

    • One hit kill range reduced for 870 and SPAS
    • Fire rate reduced for 870
    • More vertical recoil for 870
    • Recoil reduced for RO933
    • Damage reduced for Ro933
    • Vertical recoil added to M16A3 and M416
    • Increased P90 spread per shot
    • Improved Uzi un-aimed fire accuracy
    • Magnum Ammo OHK range reduced
    • Magnum Ammo vehicle damage reduced 50%

    CLASS BALANCE

    • Moved G36C to Cops and M416 to criminals
    • Moved M/45 to cops and UMP to criminals

    METAGAME TUNING

    • Rank progression slowed down by 50%
    • Repriced Battlepacks to cost more in-game cash
    • Weapon license increased to 1250 kill
    • Gold camo increased to 1000 kills

    HACKER TUNING

    • GPS spotting and jamming range for Hacker mode reduced
    • Overclock timing reduced for Hacker mode

Thad Sasser Q&A:

GENERAL FEEDBACK:

"We had a ton of feedback both player-generated, as in, people sending us feedback on the forums or email or whatever," he said. "But also statistics that we collected. And a lot of this was based around things we're looking at specifically; things like the meta game or the weapon tuning; or even some of the other features like the class balance or the Hacker game mode tuning. So we got a lot of different statistics off all of those areas."

"When we see something generating a lot of heat or a lot of controversy or really polarizing the audience, we go and look at those things first" -- Sasser

"I think one of the first things you look at is, 'What's attracting the most attention?' 'What are people complaining about the most.' That's usually a good indicator that you should look at this problem. It doesn't mean necesarrily that the expected resolution is what everybody thinks it should be, but usually it's a good indicator that where there's smoke there's probably a fire."

"When we see something generating a lot of heat or a lot of controversy or really polarizing the audience, we go and look at those things first."

"We've done a lot of tuning changes. We've made a lot of little changes to the way some of the features work based on player feedback like the authenticity on some of the weapons. We got some pretty observant feedback on some of that stuff; we've made some tweaks to how they work. I wouldn't say there was a feature designed from the feedback. It's mostly things that got modified."

CHANGES TO RANK PROGRESSION:

For the Hardline beta, Visceral issued what they thought would be an impossible challenge: reaching Rank 150 by the end of the five-day beta. The developer was surprised to learn that one dedicated gamer actually completed the challenge, leading Visceral to change the rank progression system to require more time to advance from rank to rank.

"One thing that was interesting is that players progressed through the Rank progression than we expected them to," Sasser said. "We thought that [Rank 150 challenge] might have been impossible, but he showed us otherwise, which was kind of the point of the challenge. As a result, we've adjusted the scale of the ranks approximately doubling the length of time it takes to get to each rank."

WEAPON BALANCE:

"We're not upsetting the apple cart. We're not making sweeping changes or doing anything like that," Sasser explained. "We are making very specific, targeted changes to bring things a little bit more in-line with the vision we have for the game."

The 870 Shotgun had too far of an effective range, Sasser said. In response to this, Visceral tweaked the gun to lessen its impact outside of 20 meters. "It was scoring one-shot kills at about 30 meters, which is about 10 meters too far," he said.

MAGNUM AMMO:

In short, Magnum ammo was too effective against vehicles. "We've increased the time it takes to bring down a vehicle with magnum ammo," Sasser said.

Was the Beta Released Too Close to Launch to Introduce Any Real Changes?

"There's some truth to that," Sasser said. "One of the reasons for the beta is to make sure the game is stable. And the more things you change after a beta, the more chances you have of introducing instability. And that's clearly fighting your own goal there. So it's not our intention to go out and change a whole bunch of code. But one of the safer things you can change is obviously data values and tuning, and that's where we focused our efforts. Things like the weapon tuning, the class balance, the meta game, tuning the Hacker game mode, things like that, are really where we focused our efforts."

Battlefield Hardline launches March 17 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Xbox One owners with an EA Access membership can start playing March 12.


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