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Capcom profit falls 37 percent

Written By Kom Limpulnam on Rabu, 31 Juli 2013 | 23.38

Capcom today announced financial results for the quarter ended June 30, revealing net income decreased to ¥828 million ($8.4 million), down 37.3 percent year-over-year. Net sales also fell for the quarter, sliding 6.2 percent to ¥17.5 billion yen ($177.8 million)

During the April-June quarter, Capcom said Resident Evil: Revelations "basically achieved" projected unit sales at 900,000 copies, while Dragon's Dogma: Dark Arisen achieved "solid sales" of 550,000 copies in the company's digital content business.

Lifetime Resident Evil franchise sales now stand at over 57 million units, across 86 released titles to date.

"Consolidated financial results for ended June 30, 2013 was decreased in sales and all profits from the same term last year, because of the lower ASP for the package software and the lack of major titles for the mobile contents in the Digital Content business," Capcom said.

Online game Monster Hunter Frontier G performed "strongly," Capcom said, while Taiwanese browser game Onimusha Soul "enjoyed a successful launch," according to the company.

→ More coverage of PS4 on GameSpot.com


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Company of Heroes 2 sells 380,000 in five days

Company of Heroes 2 sold 380,000 units in five days, according to sales information released by publisher Sega today. The game launched June 25 to a positive critical reception.

The sales news for Company of Heroes 2 came as part of Sega's latest financial report for the April-June quarter ended June 30.

Sega's consumer business, which handles the company's gaming efforts, posted net sales of ¥18.9 billion ($192 million), up 25.2 percent year-over-year. Operating income was ¥39 million ($400,000), compared to a loss of ¥1.6 billion ($16.2 million) last year.

Sega achieved these results despite a year-on-year decline in total volume of packaged software sales of 1.21 million copies, including 370,000 in the United States, 570,000 in Europe, and 250,000 in Japan.

The company's digital business was a bright spot for the quarter, with performance remaining "favorable" on games for smartphones and PC. Sega called out free-to-play RPG Phantasy Star Online 2 as a top performer, exceeding 500,000 for downloads and packaged versions since launch.


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Batman: Arkham Origins - Invisible Predator Online

Carolyn Petit plays as hero and villain in the newly revealed multiplayer mode for the latest game in the Arkham series.

You lurk in the shadows above, comfortable in your role as a predator, relishing the way your criminal prey is at your mercy. A thug makes the mistake of walking right under the outcropping you're perched upon, and before he can even react, you have swooped down silently and incapacitated him. In the darkness, you have the advantage. But you are not invulnerable or infallible. Slip up, get spotted, and your enemies' guns can make short work of you, even though you are the legend known as the Batman.

The empowering but dangerous thrill of using stealth and mobility to pick off enemies one by one has always been one of the cornerstones of the Arkham games, and in Arkham Origins, a mode called Invisible Predator Online aims to translate this heretofore single-player experience into the basis of multiplayer competition. Being developed by Splash Damage while WB Games Montreal works on the single-player game, Invisible Predator Online is an asymmetrical, three-vs.-three-vs.-two mode. The teams of three play as members of Bane's gang or members of the Joker's gang, who are jockeying for position and power in Gotham, battling over a piece of turf. (During the gameplay demo I participated in, the map was Blackgate Prison, a location which, of course, figures prominently in the upcoming 3DS and Vita game Batman: Arkham Origins Blackgate.) The goal for these two gangs is to defeat the other, whittling down their available respawns via kills or taking control of command points scattered around the map.

But these gangs have bigger things to worry about than just each other. As Batman and Robin, two other players attempt to disrupt both gangs' efforts to assert dominance in Gotham. If they succeed in filling up an intimidation meter by using varied methods to eliminate criminals, the heroes win the day. The methods available to them will be familiar to anyone who has played an Arkham game. You can instantly take down hapless thugs who walk under your perch. You can swoop down out of the sky and do a glide kick on an enemy, then perform a ground takedown while he's laid out. You can sneak up on an enemy from behind and perform a stealth takedown. You can lurk in grates or on ledges and take out foes who make the mistake of wandering within striking distance. You can even spray explosive gel somewhere, wait for an enemy to stroll along, and then detonate the gel, taking the enemy out with the explosion.

When Batman and Robin are so powerful, why would anyone ever want to play as a run-of-the-mill Gotham criminal? Well, taking out a thug as Batman or Robin is one thing. Being the criminal who takes out Batman or Robin is something else. And although you can't grapple up into the shadows or perform stealthy takedowns, you're far from helpless. You have your own enhanced vision ability. It works just like the heroes' detective vision, but since the criminals don't have the limitless resources of WayneTech at their disposal, this version can only be used in short bursts before needing to recharge. And for all their abilities to use the environment to their advantage and strike from the shadows, the heroes are extremely vulnerable in an all-out fight. Get one of them in your sights and you can drop him quickly with a few shots from your weapon.

But staying on guard against Batman and Robin while also battling the rival gang is no easy task, and the need to divide your attention and successfully manage these dual threats has the potential to make playing as a criminal an exciting challenge. And once during each round, a supercriminal will come knocking on the gates; if a Bane player gets there first, that player gets to play as Bane. If a Joker player gets there first, he or she reenters the battlefield as the clown prince of crime. These characters are formidable opponents with some devastating abilities.

I had the opportunity to play as both a hero and a criminal, and each offered its own kind of satisfaction. Playing as a hero, I quickly learned that patience is key. I took a few impulsive risks, swooping down on groups of enemies I thought I could handle, only to be shot in the back by one as I tried to take down another. Deaths are costly for the heroes, diminishing your intimidation meter and preventing you from achieving victory. Coordination can also be very useful. At one point, playing as Robin, Batman and I approached two thugs. If we'd communicated beforehand, determining which of us was going to take out which opponent, we could have pulled off a sweet synchronized takedown. Unfortunately, without this kind of communication, we both approached the same enemy, and it didn't work out well for me.

The frustration of these failures was offset by the satisfaction of my successes, though. Glide kicking a stray enemy who'd wandered off from his teammates, knocking him out, and then zipping away unseen was a rush, and when the Joker himself made the mistake of wandering underneath my perch, incapacitating this supercriminal with an inverted takedown was a small but memorable victory. Playing as a criminal, taking out members of the rival gang felt a lot like taking out a member of the opposing team in any typical third-person multiplayer shooter, but spotting Robin and shooting the little bird as he made a move on a teammate of mine was a particularly delicious accomplishment. I never managed to get to the door first and step into the shoes of a supercriminal, but I did witness Bane obliterating some Joker thugs with a rocket launcher and performing his infamous backbreaker on the Boy Wonder, making it clear that he is not to be trifled with.

The asymmetrical structure of Invisible Predator Online made a strong impression; this isn't just a carbon copy of existing multiplayer modes. It's an attempt to do something new, converting what has previously been a uniquely single-player experience into a multiplayer one. I look forward to coming back to it. Perhaps, once I've learned some patience, skillfully stalking other players as Batman or Robin will prove to be too sweet a prospect to resist.


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Batman: Arkham Origins - Multiplayer Trailer

Wow some people act like no good single player game should have multiplayer. I for once have no problem with it as long as it good, challenging, fun, and doesn't change the experieces which I see all in this trailer. But I would admit that this multiplayer trailer does look more like Call of Duty with the grenade, driod, and missile launcher.


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Wii system sales cross 100 million units

Nintendo's Wii console, released in November 2006, has crossed 100 million units in global life-to-date sales. The milestone was achieved during Nintendo's April-June quarter.

To date, lifetime sales for the system stand at 100.04 million units. The Wii is now Nintendo's third gaming machine to have sold over 100 million units, joining the DS (153.93 million) and the Game Boy (118.69 million).

More than 872 million games for the console have been sold to date, with Mario Kart Wii the top non-bundled game at 34.26 million copies sold since launch.

By comparison, Microsoft's Xbox 360 has sold 78.2 million systems to date, while the PlayStation 3 is believed to have sold around 77 million units worldwide since launch.

Nintendo's latest console, the Wii U, has not yet been the runaway success that the original Wii was. As revealed today in an earnings report, the system sold only 160,000 units during the April-June quarter, boosting lifetime sales to 3.61 million consoles. The original Wii outsold the Wii U in the quarter by 500,000 units.

14.44 million Wii U games have been sold thus far. New Super Mario Bros. U is the system's top non-bundled game, moving 2.15 million units to date.

Nintendo plans to sell 9 million Wii U units before March 2014. The company is hoping to spur console sales by releasing numerous first-party titles in the coming months, including The Legend of Zelda: The Wind Waker HD, Wii Party U, Donkey Kong Country: Tropical Freeze, Super Mario 3D World, and Wii Fit U.

→ More coverage of PS4 on GameSpot.com


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Take-Two hints at Red Dead Redemption 2

During a recent earnings call, Take-Two CEO Strauss Zelnick teased a sequel to 2010's critically acclaimed Red Dead Redemption, saying he believes the game has the potential to be a "permanent" franchise, similar to the James Bond series.

"It's been our goal not just to preserve and grow the Grand Theft Auto franchise, but also to build other franchises that we think can be permanent, whether that's the Red Dead franchise or the Borderlands franchise or the BioShock franchise or others, Civilization, for example," Zelnick said.

The executive also claimed that Take-Two has a unique approach to building franchises compared to its competitors. In his view, it is smarter to make "permanent" franchises that consumers will continually spend time and money on over the years instead of "making hay while the sun shines."

"Our goal is to try to create permanent franchises, that's the unique goal in the industry. Our competitors do not see it that way. Our competitors' view is that our franchise will have a certain life, and at the end of that life, you move onto the next thing, so you better make hay while the sun shines," Zelnick said. "Our view is to the contrary. The best franchises are permanent franchises. Outside of our business you can look at James Bond, for example."

Red Dead Redemption was released in May 2010 to nearly universal praise. The game was developed primarily by Rockstar San Diego and is a spiritual successor to 2004's Red Dead Revolver, which Rockstar Games purchased from Capcom in 2002 after its cancellation.

If the Red Dead Redemption franchise is to return, it could be one of the multiple next-generation games Take-Two currently has in development. In May, CEO Strauss Zelnick said, "We also have a extraordinary pipeline of titles in development for next-generation platforms, including groundbreaking new intellectual property and releases from our proven franchises."

→ More coverage of PS4 on GameSpot.com


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Ex-EA CEO says focusing too much on mobile graphics is a "road to ruin"

Former EA CEO John Riccitiello has said pushing for console-quality graphics on mobile devices can be a "road to ruin" for publishers that don't work out how those games can provide new gameplay experiences.

Speaking at an event hosted by Casual Connect (via Polygon), Riccitiello said "investing in better graphics without figuring out what differentiating gameplay you're going to have--without thinking of how gameplay rewards players--is a road to ruin."

"Prettier games cost more to make. Better games satisfy consumers," he added.

Riccitiello referenced to the late 90s to illustrate his point, speaking about how the push for 3D graphics in most strategy games caused costs to skyrocket but didn't increase sales."Revenue remained the same because they weren't innovating."

Other genres, such as action adventure games, succeeded because the experience would have been impossible without the 3D graphics, he said.

Returning the discussion to furthering games development on increasingly powerful mobile devices, Riccitiello said to think about optimizing gameplay rather than focus on graphics. "If you're looking at more powerful CPUs and GPUs, think more about how that creates the opportunity to build an experience you've not seen before--a different kind of gameplay," Riccitiello said. "What gameplay wasn't possible before that can be fundamentally optimized?"

Few publishers who have games which chart in the best-selling mobile charts manage to recreate the success, added Riccitello. "You can either hope to be lucky twice, or you can figure out an answer that I think is vitally important for the health of the mobile business," he added.

"Developers need to build brands. Games that don't build a brand will not be around in a decade. Will Clash of Clans be with us in 25 years? Madden turns 25 this year. Will Candy Crush be around next year and still be doing a few million a day?"

Riccitiello resigned from EA in March, after six years at the company. The publisher has yet to announce his successor.


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Batman: Arkham Origins multiplayer mode revealed, not coming to Wii U

Warner Bros. Interactive Entertainment today announced the multiplayer mode for Batman: Arkham Origins, revealing it is in development at Brink and Enemy Territory developer Splash Damage, and won't be available on Wii U.

The online mode--Invisible Predator Online--will be supported on the Xbox 360, PlayStation 3, and PC versions. No mention was made of why the Wii U had been passed over for the game mode, and a Warner Bros. representative could not be reached for comment at press time.

The asymmetrical 3 vs. 3 vs. 2 mode meshes traditional Arkham gameplay with third-person shooter mechanics, according to Warner Bros.

The game mode supports eight players divided into three groups: three thugs from Joker's gang taking on three members of Bane's group, while Batman and Robin attempt to take out members of both criminal groups.

GameSpot recently went hands-on with the Invisible Predator Online mode for Batman: Arkham Origins. For more, check out GameSpot's impressions.

Batman: Arkham Origins launches October 25 for Xbox 360, PlayStation 3, Wii U, and PC. It features an expanded Gotham City and is set years before the events of the original games. The game is in development at WB Games Montreal, not Rocksteady Studios.

A portable version, Batman: Arkham Origins Blackgate, is in development at Armature Studio for PlayStation Vita and 3DS. The game launches alongside the console versions on October 25.


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Madden programmer wins $11M in EA Lawsuit

Written By Kom Limpulnam on Kamis, 25 Juli 2013 | 01.05

The original programmer of the Madden NFL football games has been awarded more than $11 million in a lawsuit with Electronic Arts. Programmer Robin Antonick alleged that he was owed royalties for several EA games published between 1990 and 1996, which EA broke contract to create.

According to the case, EA and Antonick signed several contracts, one of which was a 1986 agreement that required EA to pay "royalties on any derivative works related to the original version of EA Madden, including current annual releases, and prohibits EA from using his confidential information."

The lawsuit claimed that EA had failed to pay "millions of dollars" in royalties owed and for breaking the confidentiality agreement as required by the contract.

The jury ruled that multiple EA games published between 1990-96 used similar plays and formations, and were "virtually identical" to the original Madden NFL Football game, which was developed by Antonick. As a result of the verdict, Antonick is entitled to more than $11 million.

Antonick and his attorneys will also be appealing previous rulings that saw Super Nintendo games excluded and "fraud claims from the jury deliberations". The next phase of the trial will further determine whether Antonick is entitled to a payout for games published from 1997 to present, which have earned over $3 billion in revenue.


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Gun Monkeys drops price to keep multiplayer-only game active

Indie multiplayer deathmatch game Gun Monkeys has cut its price in half, due to developer Size Five Games citing a "hugerer than you think" number of players needed to sustain a multiplayer game.

Gun Monkeys, which was released at the end of June, now costs $5.99/£3.99/€4.49 on Steam, and each purchase comes with an additional gift copy to send to a friend.

Size Five Games' Dan Marshall said the lower price and additional copy is a move designed to attract players to the multiplayer-only game.

Speaking to GameSpot, Marshall said it was "a bit early to form any meaningful conclusions" from the price drop, but that early results are looking positive for the developer. "The game sold really well yesterday after a bit of press and commotion, so player numbers are up and the servers seems to have pretty much constantly had people in them."

"So signs are promising, right now. Hopefully word about the game spreads, and numbers just snowball from here. But yeah, sales are up and player numbers are way up. It's looking positive, I'm happy."

Further explaining the decision to drop the game's price on the Size Five Games website, Marshall said "so, Gun Monkeys needs players in order to play it. You need other people milling around. At times, the servers are quite busy, you can quite happily play for hours. At other times, they're dead, because everyone who owns a copy of Gun Monkeys is at work or at school or sleeping or playing Rogue Legacy. You have to sell HYPER-LOTS of copies in order for the servers to have anyone in them, triply so if you're trying to get a game at 4am. This is a fact I now know that I didn't really appreciate before."

Marshall added that he doesn't want to "devalue" the game, but that the multiplayer concept is a tough sell. "If you're a loyal Gun Monkeys player, hopefully you understand this change is all to help keep those servers busy. It's something I'm doing extremely reluctantly, because I don't want to devalue the game, I 100% think it's worth $10."

"But I've come to the conclusion that the game's multiplayer-only concept is a tough sell, so a pricing change is a necessary evil. It's just not fair on the people who are playing and enjoying the game that they're struggling to find people to play, so I'm doing everything in my power to remedy that."

"Here's the takeaway from this, for any indie dev considering adding multiplayer to a game: the number of games you have to sell in order to have people playing constantly is HUGE. Hugerer than you think, even. Even hugerer than your revised figure. It's massive, and it might not happen."


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Frank Gibeau on next-gen transitions and mobile gaming

EA Games Label president Frank Gibeau has said that the Frostbite engine created by Battlefield 4 developer DICE had been the company's core difference in the transition to Xbox One and PlayStation 4.

Speaking in an interview with GamesBeat, Gibeau said "when you have a proven technology base with tools that work and you're able to move teams around, because they're all trained on the same engine, it makes for efficient and low-risk development. That was a critical decision, to invest in [the Frostbite engine] early on and put the resources in. It causes stress in other parts of the business because a lot of our top guys were working on next-generation behind the scenes. But that was a big breakthrough for us, for sure."

Gibeau added that EA is also experiencing an "unfair advantage" in the mobile market thanks to its big-name brands. "In the case of The Simpsons and The Sims, we're seeing some of the highest results we've ever seen in the revenue on those projects, and they've each been in the market well over a year. The fact that we can stitch [titles like FIFA, Madden, The Sims, and Plants Vs. Zombies] together inside a network gives us an unfair advantage in a world of proliferating titles."

He added that a combination of being "platform agnostic" and getting independent developers on board is the way to go for the mobile gaming business to thrive. "On mobile devices, that's never been more true than now. We're seeing console game levels of return, financially, on these projects. We're seeing audiences that are vastly bigger. Our creative teams are intrigued by designing games for mobile devices. The touch screen, the technology--the technology on the next wave of tablets is going to be near-console-level in terms of graphics performance. You have to design for a touch screen. You have to design for short sessions. You have to design with the mindset that it's going to be mobile."

"[In terms of indie developers, they] are driving a lot of the innovation in the mobile channel. And I don't think you can overstate how big that is. Mobile and tablets have lowered the barrier to entry for a lot of the most creative people in the industry. As a result, it's a really great time to be an indie. You'd have to go back to the early days of gaming to find a time when there was this much accessibility and creativity pouring into our art."

→ More coverage of PC on GameSpot.com


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Namco Bandai teases new worldwide arcade title

Namco Bandai announced that its new studio in Singapore is working on a new game IP.

The publisher told GameSpot Asia that the arcade title will be released worldwide on an unannounced date. So far, 15 people in the Singapore development office are working on it, including former developers from the LucasArts Singapore office.

Makoto Ishii, Namco Bandai division manager for amusement machine group 2, said that there are no current plans to release the mew arcade game on consoles. Ishii also did not clarify whether the new arcade title will be related to past Namco Bandai IPs like the Gundam, Tales, and Tekken series.

In related news, Namco Bandai Singapore president Hajime Nakatani clarified that the Singapore studio will be focused on game development, though the studio may have plans to set up a localization division in the future. Namco Bandai Singapore will also do game development work outsourced by the Japanese headquarters. The company set up the studio because past efforts that involved collaborating with Asian game development partners were successful.

Namco Bandai will reveal the new arcade IP "in the near future," as development for the title started last month. For more information on Namco Bandai's latest title, check out GameSpot's coverage on Gundam Breaker.

→ More coverage of ARCADE on GameSpot.com


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SimCity sales hit 2 million

Electronic Arts' city-building game SimCity has now sold 2 million units, EA Labels president Frank Gibeau told GamesBeat in a new interview. This is up 400,000 units from 1.6 million at the end of March.

Recalling the game's rocky launch in March, Gibeau said the first week was "really rough" and an "experience nobody wants to live through again."

Despite the initial struggles, Gibeau said the company sees SimCity as a positive achievement overall.

"Since then, we've sold more than 2 million units, and the number of people logging in and playing is holding steady. SimCity is a success," Gibeau said. "However, underestimating demand in the first month was a major miss. We hope that the game and the service we've provided since then meets the fans' high standards."

In addition, the feedback EA received from gamers following SimCity's launch helped inspire the company to make 2014's The Sims 4 an offline game, Gibeau said.

"In the last few months, we have started making changes to the business practices that gamers clearly don't like," Gibeau said. "In the spring, we dropped our online pass program for consoles--both next-generation and current-generation. We listened to the feedback on SimCity and decided that The Sims 4 would be built as a single-player, offline experience."

→ More coverage of PS4 on GameSpot.com


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Forza 5 requires one-time online connection to Xbox Live

Written By Kom Limpulnam on Rabu, 17 Juli 2013 | 23.37

Purpose of connection is to download mandatory content to run racing title.

Xbox One game Forza Motorsport 5 will require a one-time internet connection to Xbox Live when first started, according to Turn 10, in an interview with IGN.

Studio head Dan Greenawalt confirmed that when players log in the first time, the game will download tracks, cars and Drivatar data. "Our production schedule is such that we are putting them in as late as possible and that means making them free as downloadable content on day one," he said.

Greenawalt added that the download is required content to run the title. "We basically have designed the game to work with all that content no matter how late [it] is coming in, in order to make the biggest game possible," he revealed during the interview. Xbox One owners can begin playing the game while parts of it are still being downloaded.

Microsoft changed its always-online policy for the Xbox One after its E3 press conference in June this year. The console, along with Forza Motorsport 5, will be available this November.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Fans to create unofficial League of Legends fighting game

Riot Games approves of upcoming League of Fighters game as long as developer Instaburst does not profit from it.

A group of League of Legends fans are teaming up to create a 2D fighting game based on the successful MOBA title for the PC called League of Fighters.

League of Legends creator Riot Games has approved the project, provided developer Instaburst does not sell the game.

As part of the announcement, Instaburst has created a trailer, which shows off Annie the Dark Child using her trademark moves from the MOBA.

Instaburst has promised the game will feature a single-player mode, as well as local and online multiplayer.

There is currently no release date set for the fan-made game. Interested parties can get more information at the developer's website.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Xbox One can play games while they're being installed

Microsoft confirms disc-based games will allow for play during install, but did not confirm a similar feature for Xbox Live downloads.

A Microsoft representative has told Polygon that the Xbox One will allow users to play games while they're being installed onto the console.

The company said that gamers can play disc-based games while they're being installed to the system's hard drive, with all disc-based titles requiring an install.

Microsoft has yet to confirm whether this applies to titles downloaded from Xbox Live.

In a recent interview, Microsoft's chief product officer Marc Whitten said that the company has not done enough to communicate the benefits of the Xbox One.

Xbox One is due for release this November for $500.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Battlefield 4 on Xbox One supports Kinect

Written By Kom Limpulnam on Rabu, 10 Juli 2013 | 23.57

Battlefield 4 for Xbox One will support Kinect in some fashion, developer DICE has confirmed in the latest issue of the Game Informer magazine (via Videogamer).

Gamers concerned that they may need to wave their arms to take aim at enemies can breathe a sigh of relief, as DICE said motion control will be used only "where it will make sense."

"We have a pretty pragmatic view [on Kinect 2]," DICE general manager Karl Magnus Troedsson said. "Instead of just trying to tick all the boxes of features you can do with new hardware, we look at what actually adds value [for] our players."

Magnus Troedsson stressed that having precise control in Battlefield 4 is "really important" and that can be achieved only through a traditional input.

"When you look at the kind of games that we build--or Battlefield at least--it is a first-person shooter that is very much about skill. Input is really important," he added. "You need to have very precise control over what's going on, and trying to do something like that with motion control input does not make sense--not if you want to keep the same kind of formula of the game as we [have] now. You'd need to build a different kind of shooter."

Battlefield 4 launches October 29 for Xbox 360, PlayStation 3, and PC. The Xbox One and PlayStation 4 versions do not yet have release dates.


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Plants vs. Zombies 2 delayed for further server testing and price model balancing

The launch of the upcoming PopCap title Plants vs. Zombies 2: It's About Time was delayed so the developers could test the title through numerous servers, senior producer Allen Murray said in an interview with Polygon.

The company wants to test the game's foundations including its back end server capacity, cloud saving system, and cash shop options, before releasing the game widely. Murray said that while the game does not require an internet connection, gamers can take advantage of its numerous features if connected online. "You can save your progress and share accounts across multiple devices--and we need to make sure those systems, along with our ability to stream that content to players, works."

Murray said that PopCap needs to stabilize and tweak its pricing models. Gamers who are participating in the soft launch in Australia and New Zealand later today will see price fluctuations in the cash shop.

Murray said the soft launch was set in those two countries because the company does not know how stable the backend servers are. "If we had more players than we could account for, some of the systems might fall over. We want to be double confident, so we're testing it in a smaller region. This allows us to have a more controlled testing player base and determine how to keep the game healthy, then map that to the expected growth when we launch worldwide."

Plants vs. Zombies 2: It's About Time had a release date of July 18 before getting pushed back to late summer.


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GTAV gameplay trailer captured on PS3

Rockstar Games confirms newly released trailer for open-world game captured with footage from PlayStation 3 version of the title.

Footage from the debut gameplay trailer for Grand Theft Auto V released yesterday was captured on the PlayStation 3 version of the game, Rockstar Games has confirmed.

"Just to clarify for those asking, this particular video was captured with footage from the PS3 version of the game," Rockstar Games said on its website.

The nearly five-minute video (below) details the game's new three-protagonist system and introduces players to a range of new locations, items, and activities. The video was captured entirely from in-game footage.

GTAV launches worldwide September 17 for Xbox 360 and PlayStation 3. PC and Wii U versions are "up for consideration," while Rockstar is reportedly hiring programmers to bring its "latest titles" to PC.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Xbox One sold out at Best Buy

Retailer no longer accepting online pre-purchases for Microsoft's $500 next-generation console.

The official Best Buy product page for the Xbox One (via IGN) indicates that the retailer has sold through its stock of the next-generation console and is no longer accepting online purchases.

The $500 console remains available for pre-purchase at retailers like Wal-Mart, Amazon, GameStop, and Target, among others.

GameSpot has reached out to Microsoft regarding if Xbox One stock will be replenished at Best Buy.

The news comes just days after GameStop stopped accepting PlayStation 4 preorders "due to high demand." The $400 machine remains unavailable at the retailer, though other outlets have units in stock.

The Xbox One and PS4 both launch this holiday season.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


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Miyamoto teases "new franchise" for 2014

Famed game designer Shigeru Miyamoto, the creator of Mario and Zelda, has teased a "new franchise" for 2014.

"We'll have Mario Kart 8 out next spring, and at that point we'll have the whole lineup in place, so I think it's about time we brought out a new franchise," Miyamoto said in the latest issue of Famitsu (as translated by Polygon). "I can't give out details, but that's the title that's been keeping me pretty busy lately."

A new and original game from Miyamoto was first revealed in January 2012, when the Associated Press reported that the designer was at work on an "undisclosed original title."

Miyamoto's most recently released title was March's Luigi's Mansion: Dark Moon for the 3DS. He is currently working on Wii U game Pikmin 3, due to launch August 4.

The designer turns 61 this year, and said in March that it would be "strange" not to be thinking about retirement, though he has no immediate plans to step down from his post.


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China to end console ban - Report

According to a new report from the South China Morning Post, China may end its 13-year ban on the sale of game consoles, provided the systems are made in Shanghai's new free-trade zone.

According to Chinese government documents, foreign console manufacturers like Nintendo, Sony, and Microsoft would also need approval from "culture-related authorities" to promote and sell their products in the country.

China enacted the console ban in 2000, blocking the sale of systems over concerns about potential harm to the physical and mental development of children.

"They still need approval from the culture ministry and other relevant government bodies for their products, which I think is reasonable, because the government wants to make sure the content of your games is not too violent or politically sensitive for young people," one source said.

Some consoles are available in China through black market sources, while touch-enabled devices and smartphones, like the iPhone and iPad, are allowed because they are not deemed gaming devices.

Representatives for Microsoft, Sony, and Nintendo were not immediately available to comment.

The state-run China Daily reported at the end of January that the country's Ministry of Culture was holding discussions to consider ending the ban. The new Shanghai free-trade zone is endorsed by Premier Li Keqiang, who is reportedly interested in making the Chinese economy more open and available to the world at large.


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Petition calls on Microsoft to reinstate Xbox One policies

A new online petition at Change.org calls on Microsoft to reinstate its controversial Xbox One policies that were dramatically reversed last month.

"This was to be the future of entertainment. A new wave of gaming where you could buy games digitally, then trade, share or sell those digital licenses," reads a line from the petition's description. "Essentially, it was Steam for Xbox. But consumers were uninformed, and railed [sic] against it, and it was taken away because Sony took advantage of consumers [sic] uncertainty."

The online petition currently has 1,053 supporters.

The Xbox One's original policies mandated users connect to the Internet once per day and placed limitations on secondhand titles. When Microsoft reversed these policies last month, the company also ditched the Xbox One's family sharing plan--which was to allow users to share their games library with up to 10 family members on any Xbox One.

Sony's PlayStation 4 does not require any online check-ins or place any limitations on used games--information the company dramatically pointed out during its E3 briefing last month.

Microsoft's Xbox One policy reversal was applauded by retailers like GameFly and GameStop--which rely on the secondhand market--as well as Sims creator Will Wright, who said it was "impressive" that Microsoft revisited its stance on the issues.


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State of Decay resubmitted to Australian Classification Board

Written By Kom Limpulnam on Rabu, 03 Juli 2013 | 23.37

A modified version of State of Decay has been submitted to the Australian Classification Board, developer Undead Labs has announced on its official Facebook page.

Zombie-survival game State of Decay was revealed as being effectively banned from sale in Australia last week for containing "illicit or proscribed drug use related to incentives or rewards".

A special edition of the game has been submitted for classification, with the developer saying in the Facebook post, "Stimulants out! 'Supplements' in!"

Prior to resubmission, State of Decay's in-game medications consisted of both illicit and legal substances, which included methadone, morphine, amphetamines, stimulants, acetaminophen, ibuprofen, codeine, aspirin, "trucker pills", painkillers, and tussin.

Undead Labs also made reference to a PC release, saying the game will be on Steam, but "not soon".

State of Decay focuses on surviving in a zombie-infested world, and promises a dynamically generated experience that changes in real time.

Since its North American release, the game has sold over 500,000 copies on Xbox Live Arcade within three weeks, making it the fastest-selling original game on XBLA.


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Now Playing Black Ops II - Vengeance DLC Highlights

I don't understand it. In four months you'll have another CoD. Why bother with this map pack? Why are people even paying over $100 for CoD every year..? This game rakes in billions of dollars and they don't even support dedicated servers. The engine is nearly 2 decades old. The quality always bounced from average to abysmal since MW1... You'd think most of these issues would be hammered out after 9 entries.

Take a freaking pause Activision and let your devs spend some of that money on a REAL engine. 60FPS isn't special anymore. Everyone's doing it and looking 10 times better while they are it...

It worked for Xbox One it can surely work for a single videogame. Just boycott the sucker until we actually get our money's worth.


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Michel Ancel: Beyond Good & Evil 2 is 'possible, but itÂ’d be painful' on current generation

Rayman creator Michel Ancel has revealed that Beyond Good & Evil 2 is "possible, but it'd be painful" on current-generation consoles, in a recent interview with the Spanish arm of website Gamereactor.

"I think [on current platforms] Beyond Good & Evil 2 was possible, but it'd be painful. It's always possible to do anything on any kind of console, but sometimes you need to spend your energy not on the optimisations or things like that," he said.

"Now that we have the [new] consoles around the corner, we're working on them. We're trying to see how we can get the power out of those consoles, because there are still things we need to understand on those consoles, but yes, Beyond Good & Evil is a project I always have in mind, and I hope good things will come for this project very soon."

The sequel to the fan-favourite 2003 action-adventure game was first announced by Ancel in 2008, when he confirmed that the project had already been in pre-production for a year. In 2011, HD remastered versions of the original game were released on the Xbox Live Arcade and PlayStation Network as digital downloads.

Last year, Ubisoft CEO Yves Guillemot confirmed that the game was still active, but was coming along slowly because of Ancel's time commitments on other major franchises, such as Rayman Legends.


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Singapore to host Campus Game Fest 2013 event this October

Institute of Technical Education (ITE) and Singapore's Cybersports & Online Gaming Association (SCOGA) to host three day game festival.

Gamers in Singapore and Southeast Asia hoping for a mini version of the Penny Arcade Expo can set their sights on the upcoming Campus Game Fest 2013.

The three days and two nights game festival is a byproduct of a joint collaboration between the Institute of Technical Education (ITE) and Singapore's Cybersports & Online Gaming Association (SCOGA). The event will be held in October at the ITE College Central campus located at 2 Ang Mo Kio Drive, Singapore.

The event will feature a DOTA 2 tournament showcase organized and produced by the Cyberathlete Professional League, game development and industry workshops, a space reserved for LAN and Bring Your Own Console/Computer parties, and cosplay competitions. ITE and SCOGA will announce the list of game publishers and distributors involved in the event on a later date.

More information can be found on the Campus Gamefest website.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Gears of War: Judgment producer quits Epic for Bioware

Chris Wynn to work on fourth Mass Effect game.

Epic Games senior producer Chris Wynn announced on Twitter that he will leave the company to work on the next Mass Effect title at Bioware.

He will be working as a senior development director for the project. There is not much information on the next Mass Effect title, apart from it not being a direct sequel to the past trilogy's story and the game using the Frostbite engine.

Wynn was the lead producer for Gears of War 3 and a senior producer for Gears of War: Judgment. Previous high-ranking Epic Games staff who departed include veteran designer Cliff Bleszinski and producer Rod Fergusson.

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


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Oculus Rift beats Xbox One and PlayStation 4 in Game Critics E3 award

Virtual reality headset Oculus Rift has pipped both Sony's PlayStation 4 and Microsoft's Xbox One to win the award for Best Hardware/Peripheral in the E3 2013 Game Critics Award.

While Microsoft and Sony were holding large press conferences for their latest consoles, E3 2013 also saw the first public demonstration of a 1080p version of Oculus Rift. The Razr Blade and Nvidia Shield were also nominated in the Best Hardware/Peripheral category.

Titanfall, which is being released for Xbox One, Xbox 360, and PC in 2014, won the most awards in the game categories, including Best of Show. Respawn Entertainment's multiplayer-focused title scooped up six awards in total, and won both the Best Console Game and Best PC Game categories.

Elsewhere, Watch Dogs, The Elder Scrolls Online, Need for Speed: Rivals, NHL 14, and Total War: Rome 2 won the awards for their respective genres.

The Best Handheld/Mobile Game went to Media Molecule's PS Vita exclusive Tearaway, Best Social/Casual Game was given to Harmonix's Fantasia, and Supergiant Games' Transistor won the award for Best Downloadable Game.

30 North American media outlets, including GameSpot, vote on the annual Game Critics Award.

The full list of winners is below:

  • Best of Show: Titanfall (Respawn Entertainment/Electronic Arts)
  • Best Original Game: Titanfall
  • Best Console Game: Titanfall
  • Best Handheld/Mobile Game: Tearaway (Media Molecule/Sony Computer Entertainment of America)
  • Best PC Game: Titanfall
  • Best Hardware/Peripheral: Oculus Rift (Oculus VR)
  • Best Action Game: Titanfall
  • Best Action/Adventure Game: Watch Dogs (Ubisoft Montreal/Ubisoft)
  • Best Role Playing Game: The Elder Scrolls Online (Zenimax Online/Bethesda Softworks)
  • Best Racing Game: Need for Speed: Rivals (Ghost Games/Electronic Arts)
  • Best Sports Game: NHL 14 (EA Canada/EA Sports)
  • Best Strategy Game: Total War: Rome 2 (The Creative Assembly/Sega)
  • Best Social/Casual Game: Fantasia: Music Evolved (Harmonix/Disney Interactive)
  • Best Online Multiplayer: Titanfall
  • Best Downloadable Game: Transistor (Supergiant Games)

GameSpot's Best of Show Winners for E3 2013 were Battlefield 4, Bayonetta 2, Destiny, Fantasia: Music Evolved, Forza Motorsport 5, Mario Kart 8, Rayman Legends. The Crew, The Division, The Witcher 3, Titanfall, and Watch Dogs.


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Broken Age needs more money, says Double Fine

Tim Schafer has said that Double Fine Productions will be splitting the release of upcoming crowdfunded adventure game Broken Age into two parts, and that money raised from the first chapter will be used to fund development of the second.

With an initial target of $400,000, Broken Age managed to rack up $3.3m on Kickstarter in early 2012, but Schafer sent a note to backers saying the increased scope of the game meant that studio now required more money to finish the project. "Even though we received much more money from our Kickstarter than we, or anybody anticipated," said Schafer, "that didn't stop me from getting excited and designing a game so big that it would need even more money."

"I think I just have an idea in my head about how big an adventure game should be, so it's hard for me to design one that's much smaller than Grim Fandango or Full Throttle. There's just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is."

The team at Double Fine looked into initially releasing just the first half of the game, but the team's predictions showed that this wouldn't be ready until June 2014, with the final build of the game not being finished until some time 2015. "My jaw hit the floor," said Schafer.

"This was a huge wake-up call for all of us. If this were true, we weren't going to have to cut the game in half, we were going to have to cut it down by 75%!"

Broken Age's original release date was aiming for October 2012, but after increasing the scope of the game the release was then pushed back to January 2014.

Schafer continued, saying that the studio would need to find more money to finish developing Broken Age in its current form and without any major cuts. "You guys have been been very generous in the tip jar (thanks!) but this is a larger sum of money we were talking about. Asking a publisher for the money was out of the question because it would violate the spirit of the Kickstarter, and also, publishers. Going back to Kickstarter for it seemed wrong."

The team then decided to release the first half of the game--with some "modest cuts," adds Schafer-- in January 2014 using Steam's Early Access program, which allows developers to charge for software that is currently in development.

"Backers still get the whole game this way - nobody has to pay again for the second half," asserts Schafer, adding that the game's design is now "100 per cent done… and it's not going to get any bigger."

"With this shipping solution I think we're balancing the size of the game and the realities of funding it pretty well. We are still working out the details and exact dates, but we'd love to hear your thoughts," concluded Schafer.

Double Fine Productions' second Kickstarter project, Massive Chalice, recently ended after raising $1.2m. The turn-based strategy game is being developed simultaneously alongside Broken Age, and is the project is being headed up by Iron Brigade lead developer Brad Muir.


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The Bureau: XCOM Declassified - Close Encounters

I love the idea of XCOM in 60s however i think all that technology, on the agents, futuristic guns like from Mass Effect and aliens structures that look more like from Sci-Fi game and other details just killed the atmosphere. 


I was hoping for agents in suits and tommyguns and shotguns not "jet packs" and laser rifles. And more steretotypical aliens like little grey guys in flying saucers or some more of those mysterious creatures like this kind of black liquid they showed. This kind of oldschool, mystery, X-Files style / Roswell woudl in my opinion suit game better than yet another futuristic shooter setting / gadgets. 


It's like they had this wonderfull setting and then did everything possible to kinda make it no longer unique.


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