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Bungie's Destiny 'quite like Halo' - Report

Written By Kom Limpulnam on Rabu, 07 November 2012 | 23.37

Bungie's next game, rumored to be titled Destiny, is reportedly not very different than the company's most famous body of work: Halo. Internet super sleuth Superannuation dug up a blog entry from a Demonware employee at Kotaku, who wrote about the day he spent at Bungie, including a description of the studio's new game as "still quite like Halo."

This person, reportedly a senior Demonware employee, described Destiny as boasting cooperative gameplay and numerous alien gun battles. He added that its sense of exploration was a strong point. Overall, though, he said "there is a lot of work still to be done."

He also claimed he was shown a video that demonstrated a live game game scene that featured numerous atmospheric items, including "huge amounts of trees and foliage," as well as particle effects, dynamic lighting, and a day-night cycle. Lastly, he wrote about Beatles member Paul McCartney's involvement with Destiny, which Bungie confirmed over the summer.

Demonware is an Activision-owned online software and services company. It has contributed to a range of Activision franchises like Call of Duty and Transformers and lists Bungie as one of its partners.

Destiny is Bungie's first project as part of a 10-year publishing deal with Call of Duty company Activision. Legal documents from May suggest that this game will release for the Xbox 360 and that console's successor in 2013, with a 2014 release slated for PlayStation 3.


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Halo 4 'addiction' rewarded with MS points

Halo 4 players who log enough hours in the game's multiplayer department or spend enough money on Halo-related items will be rewarded for doing so. Microsoft has announced a new "Halo 4 Combat Tour" offer that gives Xbox Live Rewards members the opportunity to score as many as 800 MS points just for playing 343 Industries' new shooter.

"Are you ready to put your Halo addiction to good use?" reads a line from the promotion.

Gamers who play 35 or more hours of Halo 4 multiplayer by November 30 will receive 100 MS points ($1.25). Those who log 70 or more hours will score 300 MS points ($3.75), while those who spend 140 or more hours in Halo 4's multiplayer will receive 600 MS points ($7.50) for doing so.

Additionally, players who spend 3,000 MS points ($37.50) on Halo-related Xbox Live marketplace content will get 200 MS points ($2.50) back, while those who spend 1,500 MS points ($18.75) on Halo items will get 100 MS points ($1.25) in return.

This is not the only promotion that rewards Halo 4 gamers for playing. Eligible American Express card holders can receive a $25 statement credit for completing the game's campaign on Normal or harder difficulty.

Halo 4 launched worldwide yesterday exclusively for Xbox 360. For more, check out GameSpot's review.


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Analyst: Grand Theft Auto V could sell 25 million

EEDAR analyst Jesse Divnich predicts Rockstar Games' upcoming open-world game cabable of moving many millions of copies in first year.

Rockstar Games' upcoming open-world action game Grand Theft Auto V is the company's most ambitious project to date, and according to one analyst, that deep investment will be rewarded with strong first-year sales. Electronic Entertainment Design and Research analyst Jesse Divnich told Now Gamer recently that he believes the hotly hyped game could sell 25 million or more copies during its first 12 months.

He explained that though the current high-definition game market is "softening" as the existing console cycle comes to a close, the market for big-budget AAA titles like GTAV remains healthy.

"In the case of GTAV, I have little concerns about when it is released," he said. "Whether April, June, or even Winter, I'd expect GTAV to sell in upwards of 25 million copies in its first 12 months."

Rockstar Games last week confirmed GTAV will ship for Xbox 360 and PlayStation 3 during spring 2013. Preorders for the game opened this week at select retailers in the United States and Europe. The game's second trailer will arrive November 14.

For more on GTAV, check out GameSpot's previous coverage.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Assassin's Creed Anthology not coming to US

Ubisoft today officially announced the Assassin's Creed Anthology and revealed it will launch November 30 exclusively in the United Kingdom through Amazon. No mention was made of a launch outside of the region, and a Ubisoft representative was not immediately available for comment.

As was rumored earlier this week, the Assassin's Creed Anthology will include all five Assassin's Creed console games. These are the original Assassin's Creed, Assassin's Creed II, Assassin's Creed: Brotherhood, Assassin's Creed: Revelations, and Assassin's Creed III.

Additionally, the Xbox 360 and PlayStation premium bundle will include all expansion packs and downloadable content for each game within the bundle, including the DLC season pass for Assassin's Creed III. The bundle also packs in five game-themed lithographs, a steelbook case, and a collector's box.

The Assassin's Creed Anthology will retail for £120, or about $192.


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PlayStation: The Official Magazine shutting down

Future US confirms Sony-focused magazine will cease publication after upcoming Holiday 2012 issue.

The list of gaming publications to cease production is growing. Publisher Future US confirmed to Game Informer that PlayStation: The Official Magazine's Holiday 2012 issue will be its last. No further information regarding why the magazine is coming to an end is available.

PlayStation: The Official Magazine editor-in-chief Roger Burchill remarked on Twitter, "And…I think it's time I say 'So long and thanks for all the fish,' and take a little break from Twitter. Check you on the flip side."

According to marketing material documents, the magazine boasted a circulation of approximately 139,000 and an audience of 956,320.

PlayStation: The Official Magazine is the second gaming-focused publication that Future US has canceled recently, following the closure of Nintendo Power in August. Additionally, the cancellation of PlayStation: The Official Magazine comes one year after GamePro shut down after 23 years of continual publication.

Eddie Makuch
By Eddie Makuch, News Editor

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


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Steam for Linux beta client released

Full Linux support for Steam is one step closer. Valve has announced that it launched a "limited access beta" for the new Steam for Linux client. The client supports Valve's free-to-play shooter Team Fortress 2, as well as two dozen additional games, including World of Goo, Amnesia: The Dark Descent, and Trine 2.

On top of that, the Steam for Linux beta client supports Steam's new Big Picture mode (itself in beta). This allows users to browse, purchase, and play all Steam games through TV sets they already own.

Valve president and cofounder Gabe Newell called the news a "huge milestone in the development of PC gaming."

Valve said it received more than 60,000 beta applicants during the first week the company asked for respondents. The first wave of Steam for Linux beta participants will be chosen from this group. The beta will widen to additional users at a later time, with a full Steam for Linux client launching when a "solid level of stability and performance" is reached.


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Gears of War: Judgment preorders get in-game weapon

Gamers gearing up for Gears of War: Judgment who preorder the upcoming shooter will receive an "exclusive" in-game multiplayer weapon, Microsoft has announced. This gun is the "Classic Hammerbust," which appeared in the first Gears of War as a Locust assault rifle.

Additionally, players who reserve Gears of War: Judgment will receive bonuses depending on which retailer they visit. A full list of participating retailers will be published in the coming weeks, but Microsoft said multiplayer character skins will be up for grabs. These include Young Marcus, Young Dom, Anya (at right), and Alex Brand.

Gears of War: Judgment is due out exclusively on Xbox 360 March 19, 2013 and is the first entry in the series since last year's trilogy-capping Gears of War 3. Developed by Epic Games in conjunction with Bulletstorm studio People Can Fly, the project focuses on series soldier Damon Baird and will not use the Kinect.

For more on Gears of War: Judgment, check out GameSpot's previous coverage.


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Star Wars: 1313 'business as usual' for LucasArts

Written By Kom Limpulnam on Rabu, 31 Oktober 2012 | 23.37

Today's announcement that Disney has purchased Star Wars studio Lucasfilm for $4.05 billion will reportedly not affect the upcoming video game title Star Wars: 1313, which is currently in development at LucasArts.

According to a statement from LucasArts (as first reported by IGN), it's "business as usual" for all internal projects at the studio.

The acquisition deal--which will see Disney release a new Star Wars film every two to three years after bringing out Star Wars Episode 7 in 2015--was discussed by Disney chief executive Robert Iger during a conference call earlier this week.

In the call, Iger spoke about Disney's plans to utilise the Star Wars license for games, revealing the that company will focus on social and mobile games internally, and rely on licensing deals to allow third-party developers to create Star Wars titles for consoles.

Star Wars: 1313 was first announced in May this year. The internally developed third-person action adventure game will see players take on the role of a bounty hunter navigating a subterranean metropolis, Level 1313, beneath the surface of the planet Coruscant.

At the time of its announcement, LucasArts had revealed that the game was being developed with the help of artists across the Lucasfilm organisation, including LucasArts, Industrial Light & Magic, Lucasfilm Animation Ltd, and Skywalker Sound. The game will be based on the Unreal engine and feature full-body performance capture.

According to LucasArts, the game will emphasise fast-paced combat, and the game's hero will use human skills and gadgets, rather than supernatural Force powers. In addition, the game will feature a combination of cover-based combat, platforming, and "playable cinematic gameplay."


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Need for Speed: Most Wanted Review

Vehicles glide along invisible roads in the sky. Cars are borne out of twitchy, twisty clouds of darkness. Groups of police cruisers perform coordinated donuts, twirling about like dancers in a Busby Berkeley musical. In the creative and unusual pre-race sequences throughout Need for Speed: Most Wanted, you get the sense that the city of Fairhaven is a surreal land with dreamlike logic that might allow anything to happen at any moment. It's striking, then, that the actual game here is so typical and unsurprising, and that although it delivers plenty of the hard-hitting, white-knuckle racing Criterion is known for, it doesn't do so quite as well as some of the studio's earlier games.

Some cars are well-suited to street racing and eluding the police. This is not one of them.

The first game Need for Speed: Most Wanted may make you think of isn't a Criterion game at all; it's Need for Speed Most Wanted, the 2005 game with almost the same name. But while both games take place in open-world cities and involve plenty of police chases, the similarities aren't as significant as you might expect. One of the earlier game's most memorable elements was its hilariously over-the-top tale, told using some cheesy cutscenes, of a newcomer to the city of Rockport who has a personal vendetta against local street racer Razor Callahan. The premise gave you a terrific motivation for rising through the ranks of Rockport's street racing scene and taking Razor down.

Here, you also have the goal of defeating a number of street racers, but there's no narrative to back it up. The 10 racers on your list are identified only by their cars--they don't have names or faces or personalities--and without a personal investment in defeating them, doing so isn't nearly as satisfying here as it was in the 2005 game. It is merely a structural hoop to jump through; you do it simply because the game tells you that this is what you are supposed to do.

Well, that and the fact that driving, racing, and eluding the police are really enjoyable, for the most part. If you've played Criterion's earlier Need for Speed game, 2010's Hot Pursuit, the handling here will feel immediately familiar. Despite the stable of real-world cars, the driving isn't realistic. Cars have a great sense of weight and momentum to them, while still being extremely responsive, and as you'd expect from a Criterion racer, judicious use of the brakes and a bit of practice will have you blissfully drifting through corners at high speed.

Unexpectedly, cars don't start out with boost, but fear not; boosting is a big part of racing in Most Wanted. Each vehicle has five events associated with it, and by taking first place in the easiest of these, you unlock the burn nitrous mod for that car. This enables you to boost after you build up your nitrous bar by doing things like drifting, taking down cops and rivals, and driving in oncoming traffic. Victory in each of a vehicle's events nets you speed points, which you need to earn a set number of before you can challenge each of the most wanted racers. Winning events also gives you access to other mods, including chassis that make you more resistant to impacts, gears that increase your acceleration or top speed, and tires that reinflate if popped by spike strips.

Winning events and making a good car better is rewarding; curiously unrewarding is the process of building up your car collection. In Most Wanted, you don't buy cars, and with the exception of the 10 cars driven by the 10 most wanted racers, you don't earn cars by winning events or doing anything else of significance to advance through the game. You simply find them all over Fairhaven. They're easily spotted thanks to the illuminated headlights and the manufacturer logos that hover in the air above them; you just pull up to a drivable vehicle, and it's instantly added to your collection. After that, you can warp to its spawn point and get behind the wheel, no matter where you are. The fact that you can and will so easily find yourself with a sizable stable of cars simply by cruising around Fairhaven, without having to do anything to earn some of the game's fastest rides, means that car collecting in Most Wanted lacks the sense of accomplishment so many racing games instill by letting you gradually gain access to better vehicles.

The upside of having cars waiting at set points (called jack spots) across Fairhaven is that if you get the cops on your tail as you're roaming about the city, you can pull up on a car's jack spot and, provided that you've got a bit of distance between you and your police pursuers, hop into the other car, reducing your heat level a bit. Your heat level determines just how much effort the police are putting into bringing you down. At the lowest level, you might have a few cop cruisers on your tail. As it increases, the police start setting up roadblocks in your path, and more and better law enforcement vehicles join the fray. Heavy SUVs might try to ram you head-on, and Corvette Interceptors speed along in front of you, deploying spike strips that, if hit, can seriously diminish your car's handling.

All is not lost, however; repair shops are all over the city, and driving through one instantly fixes up your car and gives you a fresh coat of paint to boot. Like using jack spots, speeding through these repair shops reduces your heat level. Your heat level increases automatically as a pursuit goes on, and taking down police cars with a satisfying shunt into oncoming traffic, a swift T-bone collision, or whatever aggressive, effective option presents itself, makes it go up significantly faster. If you get enough distance between you and your pursuers, you enter cooldown, during which your heat level declines. Stay in cooldown long enough, and the police call off the pursuit.

You earn speed points during police pursuits, but you get to keep them only if you eventually escape; if you get busted, you earn nothing, so the stakes can get quite high. Escape from the cops, and you feel great; see the speed points you earned over the course of several risky minutes disappear as you get busted, and you may be crestfallen. It's a good risk-vs.-reward system that leads to some extremely tense moments. Unfortunately, shaking off your pursuers can often feel as much a matter of luck as of skill. Police are tenacious in their pursuit of you--maybe a little too tenacious, because it sometimes seems as if no amount of changing direction, catching big air, going off-road, or anything else is enough to lose the cops. In the game's faster cars, speed can often be your savior, but in the more everyday models, it often feels like you don't have a fighting chance.


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Need for Speed: Most Wanted Review

Vehicles glide along invisible roads in the sky. Cars are borne out of twitchy, twisty clouds of darkness. Groups of police cruisers perform coordinated donuts, twirling about like dancers in a Busby Berkeley musical. In the creative and unusual pre-race sequences throughout Need for Speed: Most Wanted, you get the sense that the city of Fairhaven is a surreal land with dreamlike logic that might allow anything to happen at any moment. It's striking, then, that the actual game here is so typical and unsurprising, and that although it delivers plenty of the hard-hitting, white-knuckle racing Criterion is known for, it doesn't do so quite as well as some of the studio's earlier games.

Fairhaven's finest are always up for a little hide and seek.

The first game Need for Speed: Most Wanted may make you think of isn't a Criterion game at all; it's Need for Speed Most Wanted, the 2005 game with almost the same name. But while both games take place in open-world cities and involve plenty of police chases, the similarities aren't as significant as you might expect. One of the earlier game's most memorable elements was its hilariously over-the-top tale, told using some cheesy cutscenes, of a newcomer to the city of Rockport who has a personal vendetta against local street racer Razor Callahan. The premise gave you a terrific motivation for rising through the ranks of Rockport's street racing scene and taking Razor down.

Here, you also have the goal of defeating a number of street racers, but there's no narrative to back it up. The 10 racers on your list are identified only by their cars--they don't have names or faces or personalities--and without a personal investment in defeating them, doing so isn't nearly as satisfying here as it was in the 2005 game. It is merely a structural hoop to jump through; you do it simply because the game tells you that this is what you are supposed to do.

Well, that and the fact that driving, racing, and eluding the police are really enjoyable, for the most part. If you've played Criterion's earlier Need for Speed game, 2010's Hot Pursuit, the handling here will feel immediately familiar. Despite the stable of real-world cars, the driving isn't realistic. Cars have a great sense of weight and momentum to them, while still being extremely responsive, and as you'd expect from a Criterion racer, judicious use of the brakes and a bit of practice will have you blissfully drifting through corners at high speed.

Unexpectedly, cars don't start out with boost, but fear not; boosting is a big part of racing in Most Wanted. Each vehicle has five events associated with it, and by taking first place in the easiest of these, you unlock the burn nitrous mod for that car. This enables you to boost after you build up your nitrous bar by doing things like drifting, taking down cops and rivals, and driving in oncoming traffic. Victory in each of a vehicle's events nets you speed points, which you need to earn a set number of before you can challenge each of the most wanted racers. Winning events also gives you access to other mods, including chassis that make you more resistant to impacts, gears that increase your acceleration or top speed, and tires that reinflate if popped by spike strips.

Winning events and making a good car better is rewarding; curiously unrewarding is the process of building up your car collection. In Most Wanted, you don't buy cars, and with the exception of the 10 cars driven by the 10 most wanted racers, you don't earn cars by winning events or doing anything else of significance to advance through the game. You simply find them all over Fairhaven. They're easily spotted thanks to the illuminated headlights and the manufacturer logos that hover in the air above them; you just pull up to a drivable vehicle, and it's instantly added to your collection. After that, you can warp to its spawn point and get behind the wheel, no matter where you are. The fact that you can and will so easily find yourself with a sizable stable of cars simply by cruising around Fairhaven, without having to do anything to earn some of the game's fastest rides, means that car collecting in Most Wanted lacks the sense of accomplishment so many racing games instill by letting you gradually gain access to better vehicles.

The upside of having cars waiting at set points (called jack spots) across Fairhaven is that if you get the cops on your tail as you're roaming about the city, you can pull up on a car's jack spot and, provided that you've got a bit of distance between you and your police pursuers, hop into the other car, reducing your heat level a bit. Your heat level determines just how much effort the police are putting into bringing you down. At the lowest level, you might have a few cop cruisers on your tail. As it increases, the police start setting up roadblocks in your path, and more and better law enforcement vehicles join the fray. Heavy SUVs might try to ram you head-on, and Corvette Interceptors speed along in front of you, deploying spike strips that, if hit, can seriously diminish your car's handling.

All is not lost, however; repair shops are all over the city, and driving through one instantly fixes up your car and gives you a fresh coat of paint to boot. Like using jack spots, speeding through these repair shops reduces your heat level. Your heat level increases automatically as a pursuit goes on, and taking down police cars with a satisfying shunt into oncoming traffic, a swift T-bone collision, or whatever aggressive, effective option presents itself, makes it go up significantly faster. If you get enough distance between you and your pursuers, you enter cooldown, during which your heat level declines. Stay in cooldown long enough, and the police call off the pursuit.

You earn speed points during police pursuits, but you get to keep them only if you eventually escape; if you get busted, you earn nothing, so the stakes can get quite high. Escape from the cops, and you feel great; see the speed points you earned over the course of several risky minutes disappear as you get busted, and you may be crestfallen. It's a good risk-vs.-reward system that leads to some extremely tense moments. Unfortunately, shaking off your pursuers can often feel as much a matter of luck as of skill. Police are tenacious in their pursuit of you--maybe a little too tenacious, because it sometimes seems as if no amount of changing direction, catching big air, going off-road, or anything else is enough to lose the cops. In the game's faster cars, speed can often be your savior, but in the more everyday models, it often feels like you don't have a fighting chance.


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