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Titanfall DLC Map Zone 18 Screenshots and Details Released

Written By Kom Limpulnam on Minggu, 14 September 2014 | 23.00

Respawn Entertainment has revealed screenshots and details about Zone 18, one of the maps included in it's upcoming Titanfall DLC, IMC Rising.

Zone 18, according to the game's fiction, is an old IMC base hidden in the wilderness of the Dakota system, where IMC Robotics continues its research after the destruction of the Hammond Robotics' corporate headquarters on the Frontier (the last campaign mission in the main game).

On the game's official site, Respawn's Geoff Smith says it's a fast-paced environment with two main section divided by a central supply path. Pilots can either navigate it under the cover of the facility's interior passages, or take advantage of the long sightlines provided by the limited rooftop cover outside.

"Thematically, I wanted to make something that would be less 'noisy' and let players spot other pilots quickly," Smith said. "With Hammond Robotics working on a new Spectre model in the high-tech underground sections of Zone 18, the base above is neglected and overgrown as camouflage against enemy aerial and satellite reconnaissance."

Respawn previously revealed another map included in the latest DLC, Backwater, which is set in a hidden bootlegging colony. Respawn has yet to reveal details about the third map included in IMC Rising, Sandtrap, but we should hear more about it before it releases this fall.

Respawn also recently revealed numerous other improvements, additions, and tweaks included in the game's sixth major update that you can find here. They include colorblind support, as well as the option to buy Burn Cards from the Black Market.

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Titanfall

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Destiny Is a Different Game After 20 Hours, Bungie Says

How many hours have you put into Destiny since it launched? If it's more than 20, you should be playing a very different game than the one you started, according to Bungie.

"Twenty hours in, I think that players will find that they've evolved to playing a whole different kind of game than the shooter that started them off," Bungie Executive Producer Patrick O'Kelley said in an interview posted to Xbox Wire. "They'll find that they're immersed in a different world, and are deep into the history of their characters. They'll have built a community of other players. And, without realizing it, they'll have learned some sophisticated mechanics that enable them to gear up and dive into a six-player cooperative raid, in pursuit of high-level exotic weapons and armor."

At our fairly quick pace, spending very little time on the extra Vanguard and Strike Quests, getting through Destiny's main story took just over 16 hours to complete, which left our Guardian at level 16. However, we didn't do any Bounties, which can accelerate the leveling progress.

And there's still plenty to do in the game, like finding hidden raids, competitive multiplayer, and leveling up other characters, so if you like the game, it's easy to reach 20 hours even if you rush through the story.

For more on Destiny, check our top Destiny stories, and our official review.

Have you hit the 20 hour mark in Destiny already? Let us know in the comments below.

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Destiny

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Microsoft's $2.5B Acquisition of Minecraft Could Be Announced Monday -- Report

Reports that Microsoft will buy Minecraft developer Mojang might be confirmed very soon.

"A source briefed on the matter" told Reuters that Microsoft will officially reveal it will acquire Mojang for $2.5 billion tomorrow, Monday, September 15. Note that the figure is higher than the $2 billion first reported by the Wall Street Journal.

According to Nomura analyst Rick Sherlund, the deal is meant to support Microsoft's mobile business. "We don't view this acquisition as a signal of Microsoft's intent to double down on Xbox but consider it an attempt to better address mobile on a cross-platform basis," He said. "This also appears to be consistent with (Microsoft) CEO Satya Nadella's mobile and cloud strategy."

Minecraft: Pocket Edition, the mobile version of the game available through the iTunes App Store and Google Play, is indeed tremendously popular. In April, Jens Bergensten of the Mojang's mobile team revealed that Pocket Edition sold over 21 million copies.

Minecraft is already available on PC, mobile, Xbox 360, and PS3, and it recently released on PlayStation 4 and Xbox One. The game continues to make it onto both digital and retail top 10 sales charts month after month. Purported inside sources speaking to Bloomberg claim that "Microsoft will keep Minecraft available for rival products" should the deal go ahead.

Would you be more likely to buy a Windows Phone or a Surface tablet if it was the best mobile device to play Minecraft? Let us know in the comments below.

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Minecraft

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The Horizon Bucket List in Forza Horizon 2

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Russian Documentary Mistakes Team Fortress 2 Fan Art for American WWI Propaganda

Written By Kom Limpulnam on Minggu, 07 September 2014 | 23.00

Image credit: http://tjournal.ru/paper/1tv-team-fortress

A Russian television channel, Channel One, aired a documentary about World War I that used the above Team Fortress 2 poster as an example of United States military propaganda.

As any Team Fortress 2 player could tell you, that's not an American soldier, it's the Soldier class from the game. The documentary showed the Team Fortress 2 poster alongside other, real posters from the era calling Americans to enlist and support the war effort, and, according to International Business Times, said it depicted Germans as monsters "regardless of any logic or common sense."

You'd think that the poster claiming that soldiers eat babies as a fact, or better yet, that it calls people to join Team Demoman (another class in the game), would make it obvious it's not real, but if you weren't able to read English, visually it's not that far from the real thing. If nothing else, it's a compliment to the DeviantArt user TankTaur who created this great parody as part of a Team Fortress 2 propaganda contest in 2009.

It's unclear how the poster ended up in the documentary, but I think it's safe to assume it involved a Google image search. You can see the part of the documentary that features the poster in this YouTube video (via PC Gamer), around the 9:50 mark.

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Team Fortress 2

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League of Legends Rewrites Its Lore, Plans to Explore the World Through "Various Mediums"

Riot Games is rewriting much of League of Legends' established lore, the developer has announced.

As Riot Games' Narrative Lead Tom Abernathy (Summoner name: Tommy Gnox) explains it in a lengthy blog post to the game's website, much of the lore the team originally wrote for League of Legends was meant to simply justify gameplay. Concepts like Summoners, Fields of Justice, and the League of Legends themselves were all an attempt to provide fictional context for in-game action.

"After a while, these early choices began to create unexpected problems," Abernathy said. "Every new champion needed a reason to join and remain in the League, and as their number grew, the net result was that over time the world started to feel, well, small, and eventually less interesting. The institutions we'd designed fostered creative stagnation, limiting the ways that champions, factions and Runeterra itself could grow and change. Furthermore, the very idea of all-powerful Summoners made Champions little more than puppets manipulated by godlike powers. The background we'd created to explain in-game action was ultimately restricting the potential narrative development of the game's defining characters."

Abernathy added that players wanted Riot to write more involved lore for League of Legends as well, and that in the future it will try to be more transparent about its story plans.

"At a very broad level, we've decided to push League's story beyond its original focus on explaining in-game action and forge a new narrative path for Runeterra – a world in which the factions and champions we all know and love have full freedom to grow, travel, and kick ass on a worldwide scale," Abernathy said. "From champion interactions to bios to events (and beyond), we aim to expand the scope of League's story and pursue a more dynamic and wide-ranging world fit for the outsized capabilities and personalities of our champions."

It's interesting to note that Abernathy mentions that the lore is being rebooted for the game, but that Riot plans to explore the world through "various mediums, in chunks both large and small," which sounds like Riot would like to do more with League of Legends than just games.

At GDC 2014, Abernathy said that "plot is highly overrated," and that it's characters that players actually remember. Abernathy, who previously worked at Microsoft on Halo: Reach, said internal and external research "proves that out."

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League of Legends

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Divinity: Original Sin "A Big Success"; Future Project May Not Need Crowdfunding

Divinity: Original Sin is an isometric role-playing game that pays homage to the fantasy RPGs of old while still offering something new to veterans of the genre. Its turn-based formula with a deep and complex combat system has found success in a genre that is becoming increasingly action-oriented.

But why did developer Larian Studios decide to take the route it did with Original Sin, and what challenges did it face in doing so? I spoke with founder and CEO Swen Vicke to find out.

Being PC-exclusive was a good thing

Although some games in the Divinity series have made it onto console in the past, Original Sin was developed exclusively with the PC and Mac in mind. Vicke said the omission of a console release lifted a lot of restrictions in the development phase and allowed the team to make alterations on the game "until the very last moment," which would not have been possible for a console release.

"It puts a lot of constraints for you as a developer if you work for console. At the end phase of a project deadlines are very rigid, and you need to go through the procedures at Microsoft or Sony with the dreaded [certification] checks." Vincke said, adding that the costs involved in making a console game were "much higher" than that of developing a PC-only game.

PS4 and Xbox One possibilities

That being said, Vincke did not entirely rule out the possibility of an Original Sin console release in the future.

"We always wanted to have a great experience on the TV screen, so we'll definitely explore it," he said. But such experiments rely on how well Original Sin's controls translate on the gamepad, and whether they provide a satisfying co-operative experience on one screen.

"You've got the Steam box coming, you've got the Xbox [One], you've got the PlayStation [4], and there's players who like playing on the screen with their PC. Obviously with the co-op experience it doesn't take a genius to see that if you manage to make it work well, to share the experience on one screen will be great," he said.

Should such experiments succeed, Vincke says the chance of the game being released on current-generation consoles is "very likely."

No more Kickstarter please

Divinity: Original Sin's Kickstarter campaign was met with generous support, amassing $944,282 in funding by the end of its run and allowing Larian Studios to self-publish the game.

Vincke was grateful for the support from the Kickstarter community, but hesitant about utilizing such a model again.

"I hate to think what the game would've been if we didn't have Kickstarter… if you asked me before Original Sin was released I would've said yes… I don't think it would be correct to go and fish in the pool of crowdfunding investment again, I think that there's others that could use that investment," he said. However, he expressed a desire to harness community involvement once again in the development process, dubbing the community which the Kickstarter campaign brought as "invaluable."

"I think that is a very great positive for the gameplay experience that results at the end of the day," he said.

Mod toolkit = Diablo?!

Community involvement in Divinity: Original Sin extends to game mods, with the game including a full set mod tools upon launch. For Vincke, supporting user-generated content was a given.

"It was clear the moment that we were going to ship a version of our multiplayer RPG, that we were going to include the tools that we used to create it…everything we've done in Original Sin was literally made with [these tools]," he said. Larian Studios intends to continue supporting the mod community by regularly updating the tool, and Vincke himself expressed surprise at some of the content that has surfaced online. In particular, he cites a remake of the first Diablo game using the Original Sin toolkit.

"I never expected that was going to be one of the first things to come out of it. But in hindsight, it makes a lot of sense storywise," he said. However, he remains wary that harnessing the potential of the tools requires a degree of dedication.

"You need to commit yourself significantly… you can't make an RPG in a couple of days in the evenings. I hope that from that we will see some guys that get bitten by it and start making some really great RPG content"

Future updates

Vincke laughs when I ask him about where the Divinity series may be going next, but is coy about revealing finer details. "I can't say. There's nothing yet to announce, it will be very calm on the announcement front for a couple of months, as we're preparing our new things," he said.

His comment refers to the two new companions and new skills on their way to the game and end-game balances for the ranger and warrior classes, of course. In addition to this, Vincke mentions that the studio is working on bringing out a "much better, harder, difficulty level" in which all encounters will be different, as well as fine-tuning the game's inventory management.

Regardless, Vincke promises fans that a breadth of new content is still in the works for Original Sin.

"There's definitely a lot of stuff coming," he said. These updates, coupled with the support of user-generated content, would hopefully that mean we have yet to see some of the best content the game has to offer. And with spin-off game Divinity: Dragon Commander featuring a jetpack-wearing dragon and talking underwear already present in Original Sin, developer Larian Studios shows that no subject is off-limits. For more on the game, check out GameSpot's review.

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Divinity: Original Sin

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Destiny! NHL 15, MX vs. ATV, Teslagrad and Fable - New Releases

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Heavenly Sword Creator Ninja Theory Working on Disney Infinity 2.0

Written By Kom Limpulnam on Minggu, 31 Agustus 2014 | 23.01

Developer Ninja Theory is assisting with the development of the combat in Disney Infinity 2.0. Announced at the Giant Bomb PAX panel, and later confirmed on Twitter, Disney Infinity executive producer John Vignocchi said that the developer is the latest team to join the platform.

Talking about Ninja Theory on Twitter, Vignocchi said, "They have been working with us since February and are like family to our team at Avalanche and Disney." And at the panel he said that Ninja Theory has primarily focused on battle systems for villains like Loki, Green Goblin, and Ronan.

Ninja Theory has worked on other franchises before (like their work with Nintendo on the reboot of DmC: Devil May Cry), but they're perhaps better known as the creators of Heavenly Sword and Enslaved. At Gamescom earlier this year, Ninja Theory also revealed that they're working on a new original game titled Hellblade.

Disney Infinity likely has some more news coming in the near future as well, having recently teased the addition of Star Wars characters to the game.

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Disney Infinity: Marvel Super Heroes - 2.0 Edition

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