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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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FIFA and Battlefield are EA's most profitable franchises

EA has revealed that its digital revenue has grown by 40 percent in its second fiscal quarter since the same period last year, thanks in large part to the content downloads offered for FIFA 13, Madden NFL 13, and Battlefield 3.

This week, the publisher posted its preliminary financial results for the second fiscal quarter ending September 30, 2012, in which EA president Frank Gibeau highlighted the company's strong digital growth and pointed to FIFA and Battlefield as EA's most profitable franchises.

"On the strength of our digital extensions, FIFA and Battlefield are the two biggest revenue events in our company's history," Gibeau said. "Both are well on their way to becoming billion dollar annual franchises."

The publisher also praised the performance of its sports titles, with EA CFO Blake Jorgensen revealing that the company is forecasting an annual growth of at least 25 percent with net revenues expected to reach approximately $4 billion by March 31, 2013.

According to the report, FIFA 13 and Madden NFL 13 debuted as the two top-selling titles in September in the West. In its first four weeks, FIFA 13 sold 7.4 million units, excluding mobile downloads, a number that EA said makes the title "the biggest sports launch of all time." FIFA's digital revenue also generated over $115 million in the first half of fiscal 2013, including FIFA Online 2 and FIFA World Class Soccer.

EA's Battlefield 3 Premium service has sold over 2 million subscriptions to date, according to the publisher, and in the mobile space, The Simpsons: Tapped Out has reportedly become the top-grossing iOS game for the past four weeks, logging 2.8 million daily active users.

Other parts of the report revealed that EA's games and services for mobile have generated a 60 percent year-over-year increase in digital net revenue, while EA's Origin platform has registered over 30 million users, including 13 million mobile users. EA also revealed that Origin has signed agreements with 71 independent developers.


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Halo 4 devs speak out against sexism

Halo 4 executive producer Kiki Wolfkill and 343 Industries head Bonnie Ross have denounced sexist behavior on Xbox Live, revealing that Microsoft does its best to monitor and ban players who abuse others over the network.

Speaking to GameSpot, Ross and Wolfkill said there is zero tolerance for Xbox Live players who are found to be making sexist or discriminatory comments against others, with a lifetime ban from the network as penalty.

"I've seen many of the sites that have documented some of the more gender-specific slanderous comments," Ross said.

"This is behaviour that is offensive and completely unacceptable. I'd like to think most of our Xbox Live players don't support this kind of behaviour."

"It can be dangerous to give adolescents a broadcast mechanism," Wolfkill added. "There are always going to be jerks out there, and if you give them a way to express that side of their personality without being seen, you're going to see this type of behaviour manifest itself."

Ross and Wolfkill said that developers have a responsibility to stamp out this behaviour by putting more thought into how their games will be perceived.

"As developers, we have a personal responsibility to think about how our games come across," Ross said. "With Halo 4, we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."

Wolfkill agreed, saying that while games can often reflect the culture of the studio that's building them, the success or failure of games can also reflect consumer responsibility. Part of this responsibility includes changing perspectives about the games industry as an exclusively male-dominated area.

"Most people look at a franchise like Halo, and automatically assume it's run by a guy," Ross said. "People are surprised to learn that it's a woman who's running the Halo 4 show. When Microsoft created 343 Industries to take over Halo, I was given first choice to run the studio because I had proven myself. My gender played no part in it."

Halo 4 is due exclusively for Xbox 360 on November 6 worldwide. The game is a direct sequel to 2007's Halo 3, and is the first numbered entry in the series developed outside of Bungie Studios. It is the first instalment in the Reclaimer Trilogy, which will span Halo 5 and Halo 6.


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Castlevania: Lords of Shadow - Mirror of Fate - Official Trailer

I just want new Alucard game !!!

SOTN 2 where he is the main honcho again ,not a cheap  unlock-able extra to increase sales.

I dont much care for Belmonts and any other characters . Its Alucard all the way .

Im surprised how well konami develop him and knows how popular he is and still he has not got another starring role in  a game.

Its time to bring him back and Ayami Kojima artwork with it. Consoles are powerful enough and even more so next gen ones, why not just use her style fully in game anf make it dark gothic fest like SOTN.

It no Brainer for me.

Instead we get these bland revenge seeking angst idiots fit for Twilight and its fanbase.

Come on Konami indulge us in proper Alucard game .


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Isabela City Shoot Out Gameplay– Medal of Honor: Warfighter

Written By Kom Limpulnam on Rabu, 24 Oktober 2012 | 23.37

I would've at least expected official gameplay footage of a person with a bit more skill and better hand-eye coordination. Watching this was kinda boring.

They could'be just used a better player than this one. A 12 year old can do better than this!


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Asus ROG TYTAN gaming PCs out now

Asus' new line of gaming PCs are on sale right now in Singapore, Malaysia, Hong Kong, Taiwan, and Malaysia, the company announced today.

The S$5,900 ($4,825) CG8890 ROG TYTAN CG8890 and S$2,250 ($1,839) ROG TYTAN CG8480 run on the Windows 8 operating system platform. The CG8890 features a one-click overclocking option powered by its six-core Intel Core i7-3960X processor. This allows gamers to dynamically overclock the computer's processor at three different settings without rebooting the system.

The CG8890 also contains the Nvidia GeForce GTX 690 graphics card, a card that melds together two of the companies most powerful Kepler chips on a single board. That makes it the most powerful and most expensive in the current GeForce lineup at $1000. Coupled with a 3TB hard disk, the computer will set gamers back S$5,900 ($4,825).

The CG8480 also has a one-click overclocking feature that makes use of its four-core Intel Core i7-3770K. The computer contains an Nvidia GT640 graphics card and 2TB hard disk space. Gamers will have to fork out S$2,250 ($1,839) for the whole package.


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Now Playing: Hawken

There is this taboo with free to play games especially from strict console players. Free to play IMO, is the developers way of saying "Hey, we want to make a really good game, but help support us with a donation in return we will show you our appreciaition with continued updates, balance and a quality game experience." Granted a lot of games want to prosper off the kid living in moms basement who will pay to win, so he plays those games. Understand though, that good quality games like MW:O (I paid for the $120.00 founders package) simply give you the option to play, and I CHOSE too, because I believe in the games success, not because of better perks to help me win more...Im definitely not getting any favors by paying. True player choice, and in retrospect, the developers of free to play games are taking a big risk doing such a thing because they have to eat too. Thank you for not forcing me to pay $60.00 up front for a game I may or may not like as much as you say, in return, by CHOICE, you received more from me where I could have given none and still been fine.


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iPad Mini announcement next week?

Written By Kom Limpulnam on Rabu, 17 Oktober 2012 | 23.37

Apple sends out press invitations to special event October 23 where rumored smaller iPad model may be unveiled; "We've got a little more to show you," the invitation teases.

Apple may be just one week away from finally announcing its long-rumored iPad Mini. Invitations to a special press event were sent to media recently, including GameSpot sister site CNET, with a tagline of "We've got a little more to show you."

The Apple invitation confirms a report from last week, which indicated press invitations would be mailed in October with an event to follow later in the month.

Nothing official is known about the iPad Mini, but competition in the tablet market has ramped up of late. Last month, Amazon announced revisions to its Kindle Fire line; Google has its quad-core Nexus 7; and the Nook HD from United States bookstore Barnes & Noble ships next month.

The third iteration of the iPad was released in March, and sported a 9.5-inch screen. An earlier report suggests that the iPad mini will boast a 7.85-inch screen.

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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Forza Horizon Rally expansion detailed

Forza Horizon does not ship until October 23, but developer Turn 10 is already gearing gamers up for its first expansion. The company today shared more details on the game's previously announced first expansion, now known as Forza Horizon Rally.

The add-on will cost $20 as a standalone purchase at launch on December 18, and is included with Forza Horizon's $50 DLC season pass. It pledges to deliver an "immersive and authentic" rally racing experience on Colorado roads.

According to the content's announcement, the Forza Horizon Rally expansion brings "deeper ruts," "higher jumps" and new surface types. Additionally, it packs in new "rally-tuned" cars that feature co-driver calls and more.

Forza Horizon is in development at Turn 10 in collaboration with United Kingdom-based startup Playground Games. The new company has not yet shipped a game, but it has a formidable racing pedigree.

Founded by former Codemasters (F1 series) alums, Playground Games is staffed also by veterans from now-defunct studios Black Rock and Bizarre Creations. Those two studios created Split/Second and Blur, respectively, before being shut down.

For more on Forza Horizon, check out GameSpot's review.


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Plays Like... Dishonored

 SrebX The problem with android games is that the experience in the game varies with the device, there are low, middle and high end phones and pads so it's hard to give any good pick, on the iOS on the other hand you almost get the same experience with your phone as they did in their game tryouts, if we assume that everybody switches up their iPhones as soon as the new one hits the market. It's a shame though. Android is much better in my opinion. iOS is overrated and the only thing that it can offer is constant platform for developers, nothing better than that, android has better hardware and capabilities, so as I said....it's a shame...

Othe than that I enjoyed the video, will try to look up something for android in a similar fashion.


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More Mass Effect 3 DLC out now

More Mass Effect 3 downloadable content is now available, BioWare has announced. The Groundside Resistance add-on brings seven new weapons to the spacefaring role-playing game for $2 on Xbox Live, PlayStation Network, and PC.

The new weapons for Commander Shepard's armory include the Venom shotgun, Executioner pistol, Kishock Harpoon gun, Striker assault rifle, N7 Typhoon assault rifle, N7 Piranha shotgun, and the Acolyte pistol.

BioWare also has announced that the $15 Omega single-player DLC for Mass Effect 3 will release in North America for all platforms on November 27. The content will be available for PS3 in Europe on November 26.

BioWare was coy regarding the Omega DLC, saying only that the content will involve Aria and her fight to take back Omega with the help of Shepard.

"We are aware of the Commander's ties to Aria, but are unclear about how deep they run," reads a line from the announcement. "What we do know is that Aria will be relentless in her fight to take back Omega, and with the Commander at her side, she may very well be unstoppable."


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Ubisoft sues Black Eyed Peas for $1 million

Ubisoft has sued BEP Music--the official company name for American hip-hop group The Black Eyed Peas--for $1 million over an alleged breach of contract. The French publisher claims BEP Music failed to approve a version of a "popular Wii game" released in October 2011 for iOS devices, including the iPad and iPhone. This game is not named, but the only Ubisoft game released in October 2011 involving The Black Eyed Peas was Just Dance 3.

According to the suit, obtained by Courthouse News, Ubisoft entered into an agreement with the band in June 2011 that gave the company rights to use the group's names and likeness for console and iOS titles. The terms of the contract stated that BEP Music would notify Ubisoft within 10 business days if it approved a proposed project.

Ubisoft goes on to claim that in March this year it submitted an iOS game to the group for approval, but the band did not respond at all, therefore breaching the contract. Ubisoft claims that at the time of the breach, it had spent about $233,000 developing the iOS game, and said it has suffered damages in excess of $1,000,000 from the combined costs of development and profits lost.


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Pikmin 3 sprouting spring 2013

Nintendo confirms new Wii U real-time strategy not making it out in 2012, but rather early next year.

Pikmin 3 won't sprout until 2013. During the latest Iwata Asks session, it was confirmed that Nintendo's new Wii U real-time strategy game will arrive during spring 2013. Previously, the game was confirmed only for Nintendo's nebulous Wii U "launch window" that runs from November 2012 through April 2013.

Pikmin 3 for the Wii U was announced during Nintendo's 2012 Electronic Entertainment Expo briefing in June. It is a direct sequel to 2004's GameCube title Pikmin 2 and introduces new features like a Rock Pikmin, which can be used to destroy hard objects.

The game is fully playable with just the Wii U GamePad, but can also be directed with a Wii MotionPlus controller. Nintendo designer Shigeru Miyamoto said the game skipped online multiplayer because having numerous small creatures onscreen at once would present problems when syncing up over an Internet connection.

For more on Pikmin 3, check out GameSpot's preview from E3 2012.

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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Criterion: 'We will make another Burnout game'

Criterion may be focused on the Need for Speed series at present, but that does not mean the company is abandoning its Burnout franchise. Speaking to The Guardian, Criterion creative director Craig Sullivan pledged the Guildford, London studio will return to the series at some point in the future.

"There's still a lot of stuff we want to do with driving," Sullivan said. "We will make another Burnout game at some point. Obviously, as we're working on NFS we're thinking of really good ideas that aren't right for this series; there are ideas that we're going to explore with Burnout. And we wouldn't be making NFS or Burnout games if we didn't think the driving genre had a long shelf life and that we could push the boundaries."

The most recent core Burnout game Criterion made was 2008's Burnout Paradise. The studio took the franchise to Xbox Live Arcade and PlayStation Network in 2011 with Burnout Crash, and is currently wrapping up development on Need for Speed: Most Wanted, due out October 30.

As for where Criterion may head in the future, Sullivan teased that the studio may develop something without vehicles at all, but a Road Rash game is more likely.

"We might make a Road Rash game…But then we might make a game without vehicles in it," he said. "I mean, we made Black, I was the lead designer; we might make a game about blowing the crap out of each other. But Road Rash seems like a good fit for Criterion…"

In 2009, Electronic Arts re-trademarked Road Rash, but nothing has come of it since.


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GameSpot GamePlay Episode 14: Splinter Shell

Written By Kom Limpulnam on Rabu, 10 Oktober 2012 | 23.37

Host Kevin VanOrd welcomes IGN's Mitch Dyer for an extra dose of crazy. Also present (and also crazy): Tom Mc Shea, Chris Watters, and Peter Brown.

GameSpot GamePlay

Mitch Dyer from IGN graces us with his politically incorrect presence long enough to explain just what should be done with the TMNT license. He's joined by Peter Brown, who puts the "FIFA" in FIFA; Chris Watters, who closes the episode on the most disturbing note possible; and Tom Mc Shea, who insists on stubbornly breaking the fourth wall.

Kevin VanOrd hosts. Charmingly.

Click here to subscribe to GameSpot Gameplay via iTunes.

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Subscribe to this RSS feed to receive new episodes of GameSpot GamePlay through your favorite RSS reader.

GameSpot GamePlay Episode 13: Double Jesus

GameSpot GamePlay Episode 12: All Pandas go to Heaven

GameSpot GamePlay Episode 11: Enter The Pee Zone

GameSpot GamePlay Episode 10: Adolf Critler

GameSpot GamePlay Episode 9: Out of the Closet

GameSpot GamePlay Episode 8: Ladycrotch

GameSpot GamePlay Episode 7: Bald and Powdery

GameSpot GamePlay Episode 6: Dirty Talk

GameSpot GamePlay Episode 5: Hybrid Species

GameSpot GamePlay Episode 4: Pulling a Brad

GameSpot GamePlay Special Edition Spoilercast: The Dark Knight Rises

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.


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THQ Australia to shut down

THQ's Melbourne, Australia office will shut shop in the region within months, the firm announced today. All local staff have been dismissed following the news, with the publisher's future software distribution to be handled by third-party, All Interactive Entertainment (AIE).

"The evolution of our distribution model in the Asia Pacific region will allow us to increase our reach with a lower cost model," THQ's executive vice president of global publishing Ian Curran confirmed in a statement. "AIE is a trusted business partner with whom we have worked with for many years as our distributor in New Zealand. We believe the company will benefit from AIE's backing and comprehensive distribution network across Australia."

Robert Kingston, director of AIE acknowledged the appointment, saying "We are delighted to broaden our relationship with a top publisher such as THQ. We look forward to bringing THQ's highly-anticipated new video game releases and existing game portfolio to our retail network in the territory."

The details come less than six months after Sega Australia closed its doors in similar fashion; moving the entirety of its business to distributor Five Star Games.

No other regions of operation are believed to be impacted as a result of THQ's office closure in Australia.


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Fight Club director producing Halo 4 launch trailer

The Halo movie may be stalled, but that has not stopped Microsoft from tapping Hollywood talent for its popular science fiction series. The company announced today that Fight Club and The Social Network director David Fincher will produce Halo 4's live-action launch trailer.

Visual effects craftsman Tim Miller, who contributed to Scott Pilgrim vs. The World and Fincher's The Girl with the Dragon Tattoo, will direct the trailer.

The two-minute Halo 4 launch trailer will debut during Late Night with Jimmy Fallon on October 18, and will be made available immediately thereafter through Halo Waypoint and the official Xbox YouTube channel.

The trailer itself is titled "Scanned," and delves into the backstory of series hero Master Chief. It was shot in Czech Republic capital city of Prague. No actors for the trailer were named.

"[Fincher and Miller's] involvement is a testament to the significance of 'Halo' as a pop culture touchstone, and we think fans are going to be blown away when they see the final piece," 343 Industries' franchise development director Frank O'Connor said in a statement.

Halo 4's "Scanned" trailer is not the only live-action effort attached to Halo 4. The first entry in Halo 4: Forward Unto Dawn launched last week. The series spans five episodes leading up to Halo 4's November 6 launch and features Chronicles of Narnia actress Anna Popplewell.


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God of War: Ascension demo bundled with Total Recall Blu-ray

Single-player E3 2012 demo for Sony's new action game included with Colin Farrell action film's release on December 18.

A single-player demo for God of War: Ascension will be bundled with the director's cut Blu-ray version of Total Recall, as well as the film's Blu-ray/DVD combination pack, Sony announced today. The film is due at retailers on December 18.

The demo included in the bundle is the same single-player experience that Sony showed off four months ago during the 2012 Electronic Entertainment Expo. It is not clear if the demo will later be released publicly.

The blood-soaked affair (below) shows Kratos laying waste to a horde of enemies in a seaside location. It caps off with Kratos lobotomizing an elephant-like enemy before a gargantuan sea creature emerges from the water.

God of War: Ascension is a prequel to the original trilogy that will tell Kratos' origin story. It is due out March 12, 2013 exclusively for PlayStation 3, and includes a series-first multiplayer mode. For more on God of War: Ascension, 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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Star Citizen Announcement Trailer

I want this. Now. Hrmpf. I guess I will have to go to play Freelancer, Starlancer and others for now, but... Already can't wait for it to be released. I am waiting for it, in fact, since Freelancer came out and i saw its open ending for the first time (first of many times I played the game) :-) 


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Treyarch defends Call of Duty game engine

Treyarch designer director David Vonderhaar is baffled by the issues fans may have with the Call of Duty game engine. Speaking to the Official Xbox Magazine, Vonderhaar said the Call of Duty: Black Ops II engine is replete with new features and does not resemble any older iteration.

"People like to talk about the engine, but the truth of the matter is that this isn't like something that was invented six years ago," he said. "At this point that engine doesn't resemble anything like any engine. We've ripped out the UI system; the rendering and the lighting are all new, the core gameplay systems are all new."

"To me, it's like I never really understood," Vonderhaar added. "It runs at 60 [frames-per-second] and it's gorgeous. What exactly is there to be upset about with the engine?"

Vonderhaar's comments follow a statement from Treyarch studio head Mark Lamia, who said in May that he is aware fans want a "better-looking" Call of Duty game. He claimed that the studio did not need to build an all-new engine to achieve this, but rather continue to tweak the existing engine to offer new features, like lighting advancements.


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