Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 19 Maret 2014 | 23.25

Gamespot's Site MashupGS Breakdown - GDC 2014: The Future of OculusGod of War 3 director leaves SonyTitanfall on Xbox 360 gets another delayAlucard Rises in Castlevania: Lords of Shadow 2 - Revelations DLCCastlevania: Lords of Shadow 2 - Revelations DLC TrailerMinecraft maker Mojang made a whopping $326m last yearDark Souls 2 graphics downgrade claims addressed by From SoftwareSouth Park: Stick of Truth developer partners with Paradox for new RPGRoundabout could be the Surgeon Simulator 2013 of Driving GamesGS News - Sony Unveils PS4 Virtual Reality Initiative "Project Morpheus"Yaiba: Ninja Gaiden Z - Video ReviewUther Plunders in Blackheart's Bay - Heroes of the Storm GameplaySony announces PS4 virtual reality initiative Project MorpheusPlague Inc: Evolved Early Access ReviewFarCry - The Shaun Method

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 19 Mar 2014 08:26:14 -0700 http://www.gamespot.com/videos/gs-breakdown-gdc-2014-the-future-of-oculus/2300-6417808/ We update you on what's new with the Oculus Rift at GDC 2014. Wed, 19 Mar 2014 08:00:00 -0700 http://www.gamespot.com/videos/gs-breakdown-gdc-2014-the-future-of-oculus/2300-6417808/ http://www.gamespot.com/articles/god-of-war-3-director-leaves-sony/1100-6418399/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/4/6/1101846-943928_20100118_003.jpg" data-ref-id="1300-1101846" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/4/6/1101846-943928_20100118_003.jpg" data-ref-id="1300-1101846"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/4/6/1101846-943928_20100118_003.jpg"></a></figure><p style=""> </p><p dir="ltr" style=""><a href="/god-of-war-iii/" data-ref-id="false">God of War III</a> director Stig Asmussen has left Sony Santa Monica, though the situation surrounding his departure from the Sony-owned studio is unclear.</p><p dir="ltr" style="">"SCEA can confirm that Stig Asmussen is no longer with Santa Monica Studio," a Sony representative told <a href="http://www.ign.com/articles/2014/03/19/god-of-war-dev-stig-asmussen-leaves-sony-santa-monica" rel="nofollow" data-ref-id="false">IGN</a>.</p><p dir="ltr" style="">Asmussen was a Sony Santa Monica veteran. He joined the company in 2003 and worked on <a href="/god-of-war/" data-ref-id="false">God of War</a>, <a href="/god-of-war-ii/" data-ref-id="false">God of War II</a>, and <a href="/god-of-war-iii/" data-ref-id="false">God of War III</a>.</p><p dir="ltr" style="">He did not work on <a href="/god-of-war-ascension/" data-ref-id="false">God of War: Ascension</a>, and was reportedly leading development on a <a href="http://www.gamespot.com/articles/god-of-war-dev-canceled-a-new-ip-as-part-of-recent-layoffs/1100-6417985/" data-ref-id="1100-6417985">new IP that Sony canceled last month</a> as part of a <a href="http://www.gamespot.com/articles/report-god-of-war-dev-hit-with-layoffs-one-project-might-be-canceled/1100-6417963/" data-ref-id="1100-6417963">round of layoffs</a>. Asmussen is, according to IGN's sources, now interviewing at several studios, though none were named.</p><div data-embed-type="video" data-ref-id="2300-6253090" data-width="100%" data-height="100%"><iframe src="/videos/embed/6253090/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Wed, 19 Mar 2014 07:59:00 -0700 http://www.gamespot.com/articles/god-of-war-3-director-leaves-sony/1100-6418399/ http://www.gamespot.com/articles/titanfall-on-xbox-360-gets-another-delay/1100-6418398/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1365/13658182/2451774-titanfall+screen+5.jpg" data-ref-id="1300-2451774" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1365/13658182/2451774-titanfall+screen+5.jpg" data-ref-id="1300-2451774"><img src="http://static.gamespot.com/uploads/scale_super/1365/13658182/2451774-titanfall+screen+5.jpg"></a><figcaption>This is not a screenshot of the Xbox 360 version of Titanfall.</figcaption></figure><p style="">The Xbox 360 version of <a href="/titanfall/" data-ref-id="false">Titanfall</a> has suffered another two-week delay, EA has confirmed.</p><p dir="ltr" style="">Respawn Entertainment's shooter will now launch for Xbox 360 on April 8 in the US, with a European release following on April 11.</p><p dir="ltr" style="">Titanfall on Xbox 360 which was originally down to launch alongside Xbox One and PC versions last week, <a href="http://www.gamespot.com/articles/titanfall-for-xbox-360-delayed/1100-6417577/">but was bumped back to March 28 in February</a>. Xbox 360 owners will now have to wait another two weeks to get their hands on the game.</p><p dir="ltr" style="">"I want to update everyone on Titanfall for Xbox 360 in development with Bluepoint Games," said EA exec Patrick Soderlund. I've been playing the game a lot, and it is fantastic."</p><p dir="ltr" style="">"But we see a few things that can be made even better, so we're giving Bluepoint a little more time to do just that and deliver an epic Titanfall experience for Xbox 360 players. Titanfall for Xbox 360 will now be releasing on April 8 in North America, and beginning on April 11 in Europe. The game will feature the same 6v6 gameplay, maps, modes, weapons and Burn Cards as the Xbox One and PC versions of the game."</p><p dir="ltr" style="">"We appreciate everyone's patience as we get the last details right. See you on the Frontier."</p><div data-embed-type="video" data-ref-id="2300-6417583" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417583/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 19 Mar 2014 06:15:00 -0700 http://www.gamespot.com/articles/titanfall-on-xbox-360-gets-another-delay/1100-6418398/ http://www.gamespot.com/articles/alucard-rises-in-castlevania-lords-of-shadow-2-revelations-dlc/1100-6418388/ <p style="">When Castlevania: Lords of Shadow 2 entered its final act, Dracula's son, Alucard, stepped in and completely upended our understanding of his father and their mutual archnemesis, Zobek. There are some interesting plot twists as a result, but what exactly was he up to during the events leading up to his debut? That's where the upcoming Revelations downloadable content comes in.</p><div data-embed-type="video" data-ref-id="2300-6417782" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417782/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">"Alucard's role is given more clarity in the DLC, and players get a much better understanding of the motivations of the characters," according to Konami's Lords of Shadow producer, David Cox.</p><p style="">Of course, it's hard to talk about the ending to Lords of Shadow 2 without spoiling any of the twists and turns along the way, but in vague terms, the conclusion stripped most characters of their supposed role at a pivotal moment in the story. Characters who thought they were in control of their own destinies were revealed to be ignorant pawns, and others found new life, all because of Alucard's covert activities. According to Cox, the DLC "gives players a new perspective on the events of the main game. It doesn't change the ending but offers further insight into what and how certain things happened in the game."</p><p style="">Though he shares a few similarities with his father, Alucard feels noticeably different during combat. It's slightly jarring to start with a limited skill set after controlling a powered-up Dracula during Lords of Shadow 2, but Alucard's swords are new beasts waiting to be tamed. They fit within the dual power-up system, where one weapon saps life and the other burns through fortified foes, but his blades are uniquely balanced and feel distinct from Dracula's Void Sword. To Cox, Alucard's presence is "a chance to use a character that plays somewhat differently to Dracula. Alucard uses a sword as his main weapon, which has its own set of moves and offers players a new tree in mastery, allowing them to level the weapon up."</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png" data-ref-id="1300-2457600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png" data-ref-id="1300-2457600"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png"></a></figure><p style=""> </p><p style="">Alucard's new skills mix up the puzzle-solving methodology that you're used to from Lords of Shadow 2, most notably when you're using the Timeless Vision skill. Certain objects in Revelations that block your path or are in disrepair can be temporarily rewound in time, a skill Dracula surely could have made great use of during his own struggles. You can also dash to high vantage points using the new Bat Cloud skill, and pass through gates like a ghost using the Spectral Wolf transformation. Puzzles that make use of two or all three skills challenge not only your ability to solve problems, but also your speed and timing under pressure.</p><p style="">Revelations is almost entirely composed of new content, but you'll also run into familiar faces in familiar places. Thankfully, the enemies you fight as Alucard have been "customized to present a heftier challenge," according to Cox. Considering combat is one of the most enjoyable and rewarding aspects of the Lords of Shadow games, this sounds promising, but what of the stealth sections from Lords of Shadow 2 that hampered the overall experience? When I asked Cox if those will return in Revelations, he responded clearly: "No."</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png" data-ref-id="1300-2457597" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png" data-ref-id="1300-2457597"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png"></a></figure><p style="">Revelations fills in a lot of gaps present in Lords of Shadow 2's plot, but it doesn't alter the ending or mention the future of its undead cast. Does that mean there's a chance we'll see more Lords of Shadow 2 DLC down the road? Nope! Revelations is the last bit of Castlevania content from Mercury Steam, which is supposedly moving on to a <a href="/contra-4/" data-ref-id="false">different series</a> from Konami's portfolio. As for the future of Castlevania and the Belmont clan, Cox says "it's for others to write the next chapter." Also, if you're holding out for a next-gen port of Lords of Shadow 2, keep dreaming. According to Cox, there's "no chance" of that happening.</p><p style="">Keep an eye on GameSpot for more Castlevania: Lords of Shadow 2 - Revelations coverage when the game hits Xbox Live, PlayStation Network. and Steam on March 25.</p> Wed, 19 Mar 2014 06:00:00 -0700 http://www.gamespot.com/articles/alucard-rises-in-castlevania-lords-of-shadow-2-revelations-dlc/1100-6418388/ http://www.gamespot.com/videos/castlevania-lords-of-shadow-2-revelations-dlc-trai/2300-6417782/ Take a look at the upcoming Revelations DLC for Castlevania: Lords of Shadow 2. Wed, 19 Mar 2014 06:00:00 -0700 http://www.gamespot.com/videos/castlevania-lords-of-shadow-2-revelations-dlc-trai/2300-6417782/ http://www.gamespot.com/articles/minecraft-maker-mojang-made-a-whopping-326m-last-year/1100-6418397/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/7/1/3/5/1827135-606524_20111128_004.jpg" data-ref-id="1300-1827135" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/7/1/3/5/1827135-606524_20111128_004.jpg" data-ref-id="1300-1827135"><img src="http://static.gamespot.com/uploads/scale_super/mig/7/1/3/5/1827135-606524_20111128_004.jpg"></a></figure><p style="">Swedish developer Mojang, creators of the world-conquering <a href="/minecraft/" data-ref-id="false">Minecraft</a>, made a whopping revenue of 2.07 billion Swedish krona (approximately $326m/£196m) last year, up from 816 million in 2012.</p><p dir="ltr" style="">Of that, 816 million krona ($128m) was profit, and 821 milion went on licensing fees into a separate company company owned by Mojang co-owner and Minecraft creator Marcus "notch" Persson, <a href="http://online.wsj.com/news/articles/SB10001424052702304747404579446811628209436" rel="nofollow">the Wall Street Journal reports</a>.</p><p dir="ltr" style="">The vast majority--over 90 percent--of Mojang's money came directly from Minecraft sales, with 38 percent of its revenue from the PC version of the game, and another 30 percent from the Xbox 360 and PS3 versions. The mobile versions of Minecraft also raked in roughly 25 percent of the company's overall revenue.</p><p dir="ltr" style="">The remaining slice of revenue came from Minecraft merchandising and its addictive card-battler <a href="/scrolls/" data-ref-id="false">Scrolls</a>.</p><p dir="ltr" style="">What's next for Mojang, then? Mojang chief executive Carl Manneh said the company had a few other game projects bubbling away, but that it felt no need to rush them out the door.</p><p dir="ltr" style="">"Financially speaking, we have no pressure whatsoever to rush into any new projects," said Manneh. "Besides, we have no outside owners that require us to reach any particular goals."</p><div data-embed-type="video" data-ref-id="2300-6346776" data-width="100%" data-height="100%"><iframe src="/videos/embed/6346776/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 19 Mar 2014 05:14:00 -0700 http://www.gamespot.com/articles/minecraft-maker-mojang-made-a-whopping-326m-last-year/1100-6418397/ http://www.gamespot.com/articles/dark-souls-2-graphics-downgrade-claims-addressed-by-from-software/1100-6418396/ <div data-embed-type="video" data-ref-id="2300-6417812" data-width="854" data-height="480"><iframe src="/videos/embed/6417812/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style="">From Software has responded to claims that the final version of <a href="/dark-souls-ii/" data-ref-id="false">Dark Souls II</a> did not match the visual quality of the game's prerelease footage.</p><p dir="ltr" style="">"Throughout the game development process, a game is constantly being balanced not only in game playability, but also in the realm of resource management," a <a href="http://www.mcvuk.com/news/read/from-software-responds-to-dark-souls-ii-graphics-downgrade-concerns/0129831" rel="nofollow">From Software representative told MCV</a>.</p><figure data-align="right" data-size="small" data-img-src="http://static.gamespot.com/uploads/original/536/5360430/2449558-frpg2_2014_03_05_115222.jpg" data-ref-id="1300-2449558" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/536/5360430/2449558-frpg2_2014_03_05_115222.jpg" data-ref-id="1300-2449558"><img src="http://static.gamespot.com/uploads/scale_small/536/5360430/2449558-frpg2_2014_03_05_115222.jpg"></a></figure><p dir="ltr" style="">Dark Souls II was released last week to critical acclaim, but some people were concerned that the final game did not look like they expected. YouTube user HypeBitHero, for instance, <a href="http://www.youtube.com/watch?v=ykbT03r_9Zo" rel="nofollow">compared scenes from the final build of the game</a> with those shown back in April 2013.</p><p dir="ltr" style="">In response, From Software added that "a developer is always challenged with creating the most rewarding gaming experience while delivering continuity in graphical quality, gameplay dynamics, and balance within the game."</p><p dir="ltr" style="">"The final version of Dark Souls II displays the culmination of this delicate balance and we're very proud of the positive media and fan reception for the game."</p><div data-embed-type="video" data-ref-id="2300-6417601" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417601/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Wed, 19 Mar 2014 03:00:00 -0700 http://www.gamespot.com/articles/dark-souls-2-graphics-downgrade-claims-addressed-by-from-software/1100-6418396/ http://www.gamespot.com/articles/south-park-stick-of-truth-developer-partners-with-paradox-for-new-rpg/1100-6418395/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/280/2802776/2457633-pillars.jpg" data-ref-id="1300-2457633" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/280/2802776/2457633-pillars.jpg" data-ref-id="1300-2457633"><img src="http://static.gamespot.com/uploads/scale_super/280/2802776/2457633-pillars.jpg"></a></figure><p style="">Developer Obsidian Entertainment has announced its partnership with publisher Paradox Interactive for upcoming PC role-playing game <a href="/project-eternity/" data-ref-id="false">Pillars of Eternity</a>. The publisher will be looking after marketing and distribution for the game, with Obsidian Entertainment retaining full control of development.</p><p style="">Originally known as Project Eternity, Pillars of Eternity drew over<a href="http://www.gamespot.com/articles/project-eternity-closes-with-over-41m/1100-6398388/" data-ref-id="1100-6398388"> $4.1 million in funding as a Kickstarter project</a>. The game will combine elements of role-playing titles like Baldur's Gate, Icewind Dale, and Planescape: Torment.</p><p style="">Obsidian Entertainment CEO Feargus Urquhart confirmed the money raised via the crowdfunding campaign will be spent solely on the game's development. He also confirmed that the game would be released in 2014, stating "we will deliver the game we promised to our backers, and we will deliver it this year."</p><p style="">Earlier this year, it was announced that Pillars of Eternity would be<a href="http://www.gamespot.com/articles/fallout-dev-s-pc-rpg-pillars-of-eternity-delayed/1100-6417549/" data-ref-id="1100-6417549"> delayed from its original release date</a> to the second half of 2014.</p><p style="">For more on the game, check out <a href="http://www.gamespot.com/project-eternity/" data-ref-id="false">GameSpot's previous coverage</a>.</p><div data-embed-type="html"><iframe src="//www.youtube.com/embed/HKoDTzea79Y?feature=player_detailpage" height="360" width="640"></iframe></div><p style=""> </p> Tue, 18 Mar 2014 23:16:00 -0700 http://www.gamespot.com/articles/south-park-stick-of-truth-developer-partners-with-paradox-for-new-rpg/1100-6418395/ http://www.gamespot.com/articles/roundabout-could-be-the-surgeon-simulator-2013-of-driving-games/1100-6418393/ <p style="">In Roundabout, you're basically hydroplaning nonstop. That's the easiest way I can think to describe this open world puzzle game where you attempt to drive a powder blue limousine that's endlessly spinning on its axis. This means if you try to drive in any single direction you will just end up spinning donuts. It's a ridiculous constraint, but Roundabout revels in ridiculousness. In a way, its intentionally-awkward controls lend to driving what <a href="/phoenix-cms/reviews/form?id=6407419/" data-ref-id="false">Surgeon Simulator 2013</a> lends to surgery. Roundabout uses its cumbersomeness to its advantage and offers up an obstacle course based around driving in circles.</p><div data-embed-type="video" data-src="http://www.youtube.com/watch?v=s7FpsGHrWyw" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2Fs7FpsGHrWyw%3Fwmode%3Dopaque%26feature%3Doembed&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Ds7FpsGHrWyw&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2Fs7FpsGHrWyw%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube&amp;wmode=opaque" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">When I first stepped into the driver's seat I found it almost impossible to go anywhere except into the nearest wall. Just getting the car to move in a straight line is a nigh impossible challenge best fit for a Hollywood stunt driver and not someone who regularly wipes out in Mario Kart. It didn't help that I was driving through a claustrophobic city played from a top-down perspective--similar to the early Grand Theft Auto games. Trees, other cars, lamp posts, and really cramped alleyways that I had no business driving down were the bane of my existence.</p><p dir="ltr" style="">When I say "bane of my existence" what I really mean is that my car would explode if I bumped into too many things. And I bumped into <em>a lot</em> of things. Thankfully, the game constantly doled out checkpoints so that I could quickly retry tricky spots. This was especially helpful when I was attempting one of the game's missions, which all involved me picking up a friendly stranger and bumbling through some hellish urban maze on the way to his or her destination. Except for the one where cars started raining down from the sky. That one got a little weird.</p><p dir="ltr" style="">Speaking of weird, the game also employed full motion video cinematics. These campy cutscenes provided some context for you missions, such as the lazy soccer star who wanted me to drive him to the soccer field, and then drive a soccer ball into the goal for him. The talent for these scenes is pulled primarily from developer No Goblin's own backyard of Seattle, Washington, including other local developers, YouTube personalities, and whoever responded to their <a href="http://www.youtube.com/watch?v=ydLJp1Ze2oE" rel="nofollow" data-ref-id="false">brilliant casting call</a>. No matter how vexed I got while driving, it was well worth it just to see the next super-cheesy, 70's-inspired interstitial.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2457590-rb_2b.jpg" data-ref-id="1300-2457590" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2457590-rb_2b.jpg" data-ref-id="1300-2457590"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2457590-rb_2b.jpg"></a><figcaption>You can unlock special powers for your limo, such as jumping or slowing down its rotation. Oh, and don't worry about the blood.</figcaption></figure><p dir="ltr" style="">If all this sounds like I'm putting down on Roundabout, know that isn't my intention. Wrapping my head around its unusual control scheme was definitely a challenge at first, but after spending some time with the game I found there were moments when everything just clicked. By timing the rotation of my car perfectly I could glide in, out, and around every little obstacle without even a scratch--for a minute or two at least. There's a method to this madness, provided you don't get too dizzy along the way. Roundabout is coming to PC, Mac, Linux, and Xbox One though ID@XBOX later this year.</p> Tue, 18 Mar 2014 21:13:00 -0700 http://www.gamespot.com/articles/roundabout-could-be-the-surgeon-simulator-2013-of-driving-games/1100-6418393/ http://www.gamespot.com/videos/gs-news-sony-unveils-ps4-virtual-reality-initiativ/2300-6417811/ PlayStation maker reveals virtual reality initiative at Game Developers Conference; current devkit has 1080p display and 90+ degree field of view. Tue, 18 Mar 2014 20:30:00 -0700 http://www.gamespot.com/videos/gs-news-sony-unveils-ps4-virtual-reality-initiativ/2300-6417811/ http://www.gamespot.com/videos/yaiba-ninja-gaiden-z-video-review/2300-6417774/ Kevin VanOrd cleaned his mouth out with soap to prepare for this video review of the clumsy and cockamamie Yaiba: Ninja Gaiden Z. Tue, 18 Mar 2014 18:20:00 -0700 http://www.gamespot.com/videos/yaiba-ninja-gaiden-z-video-review/2300-6417774/ http://www.gamespot.com/videos/uther-plunders-in-blackheart-s-bay-heroes-of-the-s/2300-6417807/ Uther and his fellow heroes plunder merc camps and chests to win Blackheart's favor. Tue, 18 Mar 2014 18:05:00 -0700 http://www.gamespot.com/videos/uther-plunders-in-blackheart-s-bay-heroes-of-the-s/2300-6417807/ http://www.gamespot.com/articles/sony-announces-ps4-virtual-reality-initiative-project-morpheus/1100-6418391/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2457586-morpheusnew.jpg" data-ref-id="1300-2457586" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2457586-morpheusnew.jpg" data-ref-id="1300-2457586"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2457586-morpheusnew.jpg"></a></figure><p style=""> </p><p style=""> </p><p style="">Today during a special Game Developers Conference presentation in San Francisco, Sony announced a new PlayStation 4 virtual reality initiative that the company hopes will "push the game industry forward."</p><p style="">The head-mounted display prototype is currently called Project Morpheus. It is "by no means" the final prototype, Sony president of Worldwide Studios Shuhei Yoshida said. Sony will continue to improve the device over time, he said.</p><p style="">"Nothing elevates the level of immersion better than VR," Yoshida added.</p><p style=""><ins><strong>The current Project Morpheus devkit includes the following functionality:</strong></ins></p><ul><li dir="ltr">1080p display</li><li dir="ltr">90+ degree field of view</li><li dir="ltr">100hz tracking</li><li dir="ltr">3 meter working volume</li><li dir="ltr">Full 360 degrees</li><li dir="ltr">Supports forward prediction</li><li dir="ltr">Works if you wear glasses</li><li dir="ltr">Current iteration is wired</li><li>DualShock 4 and PS Move detection with same camera</li><li>Fully adjustable</li><li>It's name is not reference to <em>The Matrix</em>, but rather the Greek God of Dreams</li><li><p dir="ltr" style="">Supports custom headphones and wireless headsets</p></li></ul><p style="">Of course, Sony's Morpheus device will compete with Oculus Rift. Yoshida said Sony has "nothing but respect" for what that device has achieved so far. He also congratulated Valve on their own efforts in the virtual reality space.</p><p style="">Dr. Richard Marks, of Sony's R&amp;D department, said virtual reality will become the "preferred medium" and will even extend beyond games to other industries. Sony has also partnered with NASA to create a demo that allows the gamer to feel like they are standing on the surface of Mars.</p><p style="">If Sony's Project Morpheus is to succeed, it needs to be easy to use, Marks said. He envisions a future where the device is sitting on your coffee table and you are able to pick it up and quickly get into "VR mode." Marks also said that Project Morpheus will be comfortable and might even be able to automatically adjust to the size of your head.</p><p style="">Project Morpheus will be on display at Sony's booth at GDC this week. Demos at Sony's booth include a special re-working of Square Enix's <a href="/thief/" data-ref-id="false">Thief</a>, as well as a game called The Deep from Sony's London studio, a game called The Castle, and <a href="/eve-valkyrie/" data-ref-id="false">EVE Valkyrie</a>.</p><p style="">Another Sony R&amp;D engineer, Anton Mikhailov, said virtual reality is an entirely new medium and "the rules are different." He also touched on the issue of motion sickness, saying head motion "is law" when designing virtual reality experiences.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2457511-partners.jpg" data-ref-id="1300-2457511" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2457511-partners.jpg" data-ref-id="1300-2457511"><img src="http://static.gamespot.com/uploads/scale_medium/1179/11799911/2457511-partners.jpg"></a><figcaption>List of initial partners for Project Morpheus</figcaption></figure><p style=""> </p><p style="">Mikhailov also said that virtual reality must keep latency slow, keep frame-rate high, calibrate well, render clean images, and "seal the deal" with 3D audio. He also said that Project Morpheus can work with online multiplayer and local couch multiplayer. "The multiplayer aspect of [VR] is really cool," he said.</p><p style="">Some of Sony's first partners for Project Morpheus include Epic Games, Unity, Crytek, and Autodesk, among others.</p><p style="">Sony has been exploring virtual reality technology for more than three years, even enlisting the help of God of War studio Sony Santa Monica to create multiple prototypes, Yoshida said. One prototype even allowed the user to become Kratos.</p><p style="">Early prototypes used Sony's own HMZ head-mounted display in conjunction with PlayStation Move controllers.</p><div data-embed-type="video" data-ref-id="2300-6417811" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417811/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Tue, 18 Mar 2014 17:41:00 -0700 http://www.gamespot.com/articles/sony-announces-ps4-virtual-reality-initiative-project-morpheus/1100-6418391/ http://www.gamespot.com/articles/plague-inc-evolved-early-access-review/1100-6418387/ <p style=""> </p><p style=""><i>GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.</i></p><p style="">More often than we probably think, the course of human history has been guided by the effects of disease. Oddly enough, that's not a factor considered in most strategy games. You almost never, for example, have a disaster involving some super lethal strain of the flu. Plague Inc: Evolved., on the other hand, explores the effects of sickness on the human population. It gives you one microorganism and asks you to exterminate every person on the planet. To do so effectively, however, requires a fair bit of forethought. The game nails many of the basics that make it fun to poison billions across the globe, but it doesn't quite live up to its potential--yet.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457319-notwithouthumor.jpg" data-ref-id="1300-2457319" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457319-notwithouthumor.jpg" data-ref-id="1300-2457319"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2457319-notwithouthumor.jpg"></a><figcaption>Despite its grim subject matter, Plague Inc. is not without a sense of humor.</figcaption></figure><p style="">At the start of each game, you have your choice of disease, ranging from bacterium (cause of the Black Death) to prion (mad cow disease) to some more wacky, video game-y plagues like a viral bioweapon (as in Deus Ex) and worms that take control of people's brains (as in Resident Evils 4-6). From there, you pick a starting country and begin infecting everyone you can. As your disease spreads, you get DNA points through clickable bubbles that let you add new symptoms or traits to your fledgling microorganism. Each of these decisions carries with it certain costs and benefits. Some choices increase virulence or "infectivity," making it easier to spread your disease throughout the world in certain conditions, whereas others tack on symptoms to help weaken hosts and destabilize civilization a bit faster.</p><p style="">These upgrades also draw attention from humans, ultimately leading to your discovery. From that point on, the populace tends to respond appropriately to your choices. For example, picking up tissue necrosis and hemorrhagic fever as symptoms causes people to die en masse in some of the most horrible ways imaginable. The game incentivizes this by rewarding you with even more DNA points to spend on further upgrades. However, that pairing of symptoms is so horrific that the general population mobilizes every available scientist and doctor to work out a cure. People are remarkably fragile, but they are not without defenses, and unlike in the real world, once they've figured out how to eradicate your disease, you will be extinct in a matter of days. It's one of the stranger design choices, but it also serves as an appropriate hard boundary.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457321-population.jpg" data-ref-id="1300-2457321" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457321-population.jpg" data-ref-id="1300-2457321"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2457321-population.jpg"></a><figcaption>Plague Inc. does a great job of nailing home how largely irrelevant some of the wealthier countries are in terms of sheer population. If you take Asia, Africa, and South America, you have a huge majority of the people on Earth.</figcaption></figure><p style="">All of the decisions you can make in Plague amount to some kind of tactical trade-off. Picking a wealthy country as your first target, while making it difficult to spread disease quickly, allows you to farm some of the continuous and randomly spawning DNA points, helping you get some valuable upgrades before people begin to take notice. It's also a lot easier to spread sickness around the globe from a country like the United States, which has a lot of land and sea trade routes to other locations, versus a country like Algeria, which can only spread your disease to neighboring countries. Islands are also really tough to break into (Greenland and Iceland gave me the most trouble), but that can also be a boon. Infecting an island in the beginning can guarantee everyone has it before you spread outward, effectively guaranteeing that any ships or planes departing your newly conquered nation will help your cause.</p><p style="">Plague Inc. almost necessitates reflection during gameplay. Much of your time is spent waiting for people to move around the globe and working really hard to guarantee their destruction. Our modern era, with all of its comforts and affordances, does very little to prepare us for a globe-spanning, death-dealing disease of this sort. Where, when, and how people would really react to something like this is, even now, a topic of intense discussion.</p><figure data-align="left" data-size="small" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457322-stats.jpg" data-ref-id="1300-2457322" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457322-stats.jpg" data-ref-id="1300-2457322"><img src="http://static.gamespot.com/uploads/scale_small/416/4161502/2457322-stats.jpg"></a><figcaption>One of the many additions to this version is a more detailed breakdown of critical statistics. </figcaption></figure><p style="">As the people of Earth inch closer to extinction, the countries that remain begin acting increasingly irrational. More than once, I saw humanity make its last stand against me by bombing or executing any of the infected citizens. That kind of homicidal desperation isn't something we're generally faced with, and offers a much more complex and realistic moral quandary than the classic "There's a bomb somewhere in the city. Do you use torture--yes or no?" that games have been doing forever. And yet, I'm not the one making those choices; my targets are. It's a surreal experience, and one that's unique within gaming. Even so, there are a number of features I'd like to see in the final product. Everything on display so far is about infection, control, and then extermination. Surviving in this world would be remarkable, particularly if you could form a kind of seasonally recurring pathogen. Killing everyone is plenty of fun and certainly a challenge on the higher difficulty levels, but it also means there's nothing left to do. When all the people are dead, you have no place to go, no vessel or host to abuse.</p><p style="">I was able to breeze through most of the content that's available so far in just a few hours. Most of the unlocks come from completing the game on increasing difficulty with different kinds of diseases, but that doesn't last too long. There are plans to add quite a bit of content in the form of the obligatory zombification virus, some competitive and cooperative multiplayer modes, and a mode that promises to help you make your own scenarios and plagues to share with others.</p><p style="">Even in its beta state, Plague Inc: Evolved is a worthy expansion of its predecessor, but it's also one that makes me want more. I want to compete with other players for kills. I want to be capable of destabilizing society in more nuanced ways. While I was frustrated with the ease at which I was able to finish Plague, it's also the best kind of incomplete. It's a game that shows off just enough potential that I want to stick around and see how it all turns out.</p><table data-max-width="true"><tbody><tr><td><strong>What's There?</strong></td><td><p style=""><em><strong>A relatively short epidemic simulator that highlights both how fragile life is and how determined a species faced with extinction can be.</strong></em></p></td></tr><tr><td><strong>What's to Come?</strong></td><td><p style=""><em><strong>Multiplayer, scenario editors, graphical upgrades, and new plague types are all expected to be in the final package.</strong></em></p></td></tr><tr><td><strong>What Does it Cost?</strong></td><td><p style=""><em><strong>Plague Inc. Evolved currently runs $15, but it's not yet in a state that justifies the price difference between the smartphone version and this one.</strong></em></p></td></tr><tr><td><strong>When Will it be Finished?</strong></td><td><p style=""><em><strong>It's not yet known when the game will be released in full, but there's a soft target for later this year.</strong></em></p></td></tr><tr><td><strong>What's the Verdict?</strong></td><td><p style=""><em><strong>Plague Inc. flips everything we know about strategy games, and in so doing provides fertile soil for future expansion. </strong></em></p><p style=""> </p></td></tr></tbody></table> Tue, 18 Mar 2014 17:13:00 -0700 http://www.gamespot.com/articles/plague-inc-evolved-early-access-review/1100-6418387/ http://www.gamespot.com/videos/farcry-the-shaun-method/2300-6417805/ This week Chris and Danny sub in for Shaun while hes away and try their hands at mastering his method in the classic Far Cry. Tue, 18 Mar 2014 17:03:00 -0700 http://www.gamespot.com/videos/farcry-the-shaun-method/2300-6417805/

Gamespot's Site MashupGS Breakdown - GDC 2014: The Future of OculusGod of War 3 director leaves SonyTitanfall on Xbox 360 gets another delayAlucard Rises in Castlevania: Lords of Shadow 2 - Revelations DLCCastlevania: Lords of Shadow 2 - Revelations DLC TrailerMinecraft maker Mojang made a whopping $326m last yearDark Souls 2 graphics downgrade claims addressed by From SoftwareSouth Park: Stick of Truth developer partners with Paradox for new RPGRoundabout could be the Surgeon Simulator 2013 of Driving GamesGS News - Sony Unveils PS4 Virtual Reality Initiative "Project Morpheus"Yaiba: Ninja Gaiden Z - Video ReviewUther Plunders in Blackheart's Bay - Heroes of the Storm GameplaySony announces PS4 virtual reality initiative Project MorpheusPlague Inc: Evolved Early Access ReviewFarCry - The Shaun Method

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 19 Mar 2014 08:26:14 -0700 http://www.gamespot.com/videos/gs-breakdown-gdc-2014-the-future-of-oculus/2300-6417808/ We update you on what's new with the Oculus Rift at GDC 2014. Wed, 19 Mar 2014 08:00:00 -0700 http://www.gamespot.com/videos/gs-breakdown-gdc-2014-the-future-of-oculus/2300-6417808/ http://www.gamespot.com/articles/god-of-war-3-director-leaves-sony/1100-6418399/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/4/6/1101846-943928_20100118_003.jpg" data-ref-id="1300-1101846" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/4/6/1101846-943928_20100118_003.jpg" data-ref-id="1300-1101846"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/4/6/1101846-943928_20100118_003.jpg"></a></figure><p style=""> </p><p dir="ltr" style=""><a href="/god-of-war-iii/" data-ref-id="false">God of War III</a> director Stig Asmussen has left Sony Santa Monica, though the situation surrounding his departure from the Sony-owned studio is unclear.</p><p dir="ltr" style="">"SCEA can confirm that Stig Asmussen is no longer with Santa Monica Studio," a Sony representative told <a href="http://www.ign.com/articles/2014/03/19/god-of-war-dev-stig-asmussen-leaves-sony-santa-monica" rel="nofollow" data-ref-id="false">IGN</a>.</p><p dir="ltr" style="">Asmussen was a Sony Santa Monica veteran. He joined the company in 2003 and worked on <a href="/god-of-war/" data-ref-id="false">God of War</a>, <a href="/god-of-war-ii/" data-ref-id="false">God of War II</a>, and <a href="/god-of-war-iii/" data-ref-id="false">God of War III</a>.</p><p dir="ltr" style="">He did not work on <a href="/god-of-war-ascension/" data-ref-id="false">God of War: Ascension</a>, and was reportedly leading development on a <a href="http://www.gamespot.com/articles/god-of-war-dev-canceled-a-new-ip-as-part-of-recent-layoffs/1100-6417985/" data-ref-id="1100-6417985">new IP that Sony canceled last month</a> as part of a <a href="http://www.gamespot.com/articles/report-god-of-war-dev-hit-with-layoffs-one-project-might-be-canceled/1100-6417963/" data-ref-id="1100-6417963">round of layoffs</a>. Asmussen is, according to IGN's sources, now interviewing at several studios, though none were named.</p><div data-embed-type="video" data-ref-id="2300-6253090" data-width="100%" data-height="100%"><iframe src="/videos/embed/6253090/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Wed, 19 Mar 2014 07:59:00 -0700 http://www.gamespot.com/articles/god-of-war-3-director-leaves-sony/1100-6418399/ http://www.gamespot.com/articles/titanfall-on-xbox-360-gets-another-delay/1100-6418398/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1365/13658182/2451774-titanfall+screen+5.jpg" data-ref-id="1300-2451774" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1365/13658182/2451774-titanfall+screen+5.jpg" data-ref-id="1300-2451774"><img src="http://static.gamespot.com/uploads/scale_super/1365/13658182/2451774-titanfall+screen+5.jpg"></a><figcaption>This is not a screenshot of the Xbox 360 version of Titanfall.</figcaption></figure><p style="">The Xbox 360 version of <a href="/titanfall/" data-ref-id="false">Titanfall</a> has suffered another two-week delay, EA has confirmed.</p><p dir="ltr" style="">Respawn Entertainment's shooter will now launch for Xbox 360 on April 8 in the US, with a European release following on April 11.</p><p dir="ltr" style="">Titanfall on Xbox 360 which was originally down to launch alongside Xbox One and PC versions last week, <a href="http://www.gamespot.com/articles/titanfall-for-xbox-360-delayed/1100-6417577/">but was bumped back to March 28 in February</a>. Xbox 360 owners will now have to wait another two weeks to get their hands on the game.</p><p dir="ltr" style="">"I want to update everyone on Titanfall for Xbox 360 in development with Bluepoint Games," said EA exec Patrick Soderlund. I've been playing the game a lot, and it is fantastic."</p><p dir="ltr" style="">"But we see a few things that can be made even better, so we're giving Bluepoint a little more time to do just that and deliver an epic Titanfall experience for Xbox 360 players. Titanfall for Xbox 360 will now be releasing on April 8 in North America, and beginning on April 11 in Europe. The game will feature the same 6v6 gameplay, maps, modes, weapons and Burn Cards as the Xbox One and PC versions of the game."</p><p dir="ltr" style="">"We appreciate everyone's patience as we get the last details right. See you on the Frontier."</p><div data-embed-type="video" data-ref-id="2300-6417583" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417583/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 19 Mar 2014 06:15:00 -0700 http://www.gamespot.com/articles/titanfall-on-xbox-360-gets-another-delay/1100-6418398/ http://www.gamespot.com/articles/alucard-rises-in-castlevania-lords-of-shadow-2-revelations-dlc/1100-6418388/ <p style="">When Castlevania: Lords of Shadow 2 entered its final act, Dracula's son, Alucard, stepped in and completely upended our understanding of his father and their mutual archnemesis, Zobek. There are some interesting plot twists as a result, but what exactly was he up to during the events leading up to his debut? That's where the upcoming Revelations downloadable content comes in.</p><div data-embed-type="video" data-ref-id="2300-6417782" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417782/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">"Alucard's role is given more clarity in the DLC, and players get a much better understanding of the motivations of the characters," according to Konami's Lords of Shadow producer, David Cox.</p><p style="">Of course, it's hard to talk about the ending to Lords of Shadow 2 without spoiling any of the twists and turns along the way, but in vague terms, the conclusion stripped most characters of their supposed role at a pivotal moment in the story. Characters who thought they were in control of their own destinies were revealed to be ignorant pawns, and others found new life, all because of Alucard's covert activities. According to Cox, the DLC "gives players a new perspective on the events of the main game. It doesn't change the ending but offers further insight into what and how certain things happened in the game."</p><p style="">Though he shares a few similarities with his father, Alucard feels noticeably different during combat. It's slightly jarring to start with a limited skill set after controlling a powered-up Dracula during Lords of Shadow 2, but Alucard's swords are new beasts waiting to be tamed. They fit within the dual power-up system, where one weapon saps life and the other burns through fortified foes, but his blades are uniquely balanced and feel distinct from Dracula's Void Sword. To Cox, Alucard's presence is "a chance to use a character that plays somewhat differently to Dracula. Alucard uses a sword as his main weapon, which has its own set of moves and offers players a new tree in mastery, allowing them to level the weapon up."</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png" data-ref-id="1300-2457600" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png" data-ref-id="1300-2457600"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2457600-screen+shot+2014-03-18+at+9.23.00+pm.png"></a></figure><p style=""> </p><p style="">Alucard's new skills mix up the puzzle-solving methodology that you're used to from Lords of Shadow 2, most notably when you're using the Timeless Vision skill. Certain objects in Revelations that block your path or are in disrepair can be temporarily rewound in time, a skill Dracula surely could have made great use of during his own struggles. You can also dash to high vantage points using the new Bat Cloud skill, and pass through gates like a ghost using the Spectral Wolf transformation. Puzzles that make use of two or all three skills challenge not only your ability to solve problems, but also your speed and timing under pressure.</p><p style="">Revelations is almost entirely composed of new content, but you'll also run into familiar faces in familiar places. Thankfully, the enemies you fight as Alucard have been "customized to present a heftier challenge," according to Cox. Considering combat is one of the most enjoyable and rewarding aspects of the Lords of Shadow games, this sounds promising, but what of the stealth sections from Lords of Shadow 2 that hampered the overall experience? When I asked Cox if those will return in Revelations, he responded clearly: "No."</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png" data-ref-id="1300-2457597" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png" data-ref-id="1300-2457597"><img src="http://static.gamespot.com/uploads/scale_super/1406/14063904/2457597-screen+shot+2014-03-18+at+9.22.26+pm.png"></a></figure><p style="">Revelations fills in a lot of gaps present in Lords of Shadow 2's plot, but it doesn't alter the ending or mention the future of its undead cast. Does that mean there's a chance we'll see more Lords of Shadow 2 DLC down the road? Nope! Revelations is the last bit of Castlevania content from Mercury Steam, which is supposedly moving on to a <a href="/contra-4/" data-ref-id="false">different series</a> from Konami's portfolio. As for the future of Castlevania and the Belmont clan, Cox says "it's for others to write the next chapter." Also, if you're holding out for a next-gen port of Lords of Shadow 2, keep dreaming. According to Cox, there's "no chance" of that happening.</p><p style="">Keep an eye on GameSpot for more Castlevania: Lords of Shadow 2 - Revelations coverage when the game hits Xbox Live, PlayStation Network. and Steam on March 25.</p> Wed, 19 Mar 2014 06:00:00 -0700 http://www.gamespot.com/articles/alucard-rises-in-castlevania-lords-of-shadow-2-revelations-dlc/1100-6418388/ http://www.gamespot.com/videos/castlevania-lords-of-shadow-2-revelations-dlc-trai/2300-6417782/ Take a look at the upcoming Revelations DLC for Castlevania: Lords of Shadow 2. Wed, 19 Mar 2014 06:00:00 -0700 http://www.gamespot.com/videos/castlevania-lords-of-shadow-2-revelations-dlc-trai/2300-6417782/ http://www.gamespot.com/articles/minecraft-maker-mojang-made-a-whopping-326m-last-year/1100-6418397/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/7/1/3/5/1827135-606524_20111128_004.jpg" data-ref-id="1300-1827135" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/7/1/3/5/1827135-606524_20111128_004.jpg" data-ref-id="1300-1827135"><img src="http://static.gamespot.com/uploads/scale_super/mig/7/1/3/5/1827135-606524_20111128_004.jpg"></a></figure><p style="">Swedish developer Mojang, creators of the world-conquering <a href="/minecraft/" data-ref-id="false">Minecraft</a>, made a whopping revenue of 2.07 billion Swedish krona (approximately $326m/£196m) last year, up from 816 million in 2012.</p><p dir="ltr" style="">Of that, 816 million krona ($128m) was profit, and 821 milion went on licensing fees into a separate company company owned by Mojang co-owner and Minecraft creator Marcus "notch" Persson, <a href="http://online.wsj.com/news/articles/SB10001424052702304747404579446811628209436" rel="nofollow">the Wall Street Journal reports</a>.</p><p dir="ltr" style="">The vast majority--over 90 percent--of Mojang's money came directly from Minecraft sales, with 38 percent of its revenue from the PC version of the game, and another 30 percent from the Xbox 360 and PS3 versions. The mobile versions of Minecraft also raked in roughly 25 percent of the company's overall revenue.</p><p dir="ltr" style="">The remaining slice of revenue came from Minecraft merchandising and its addictive card-battler <a href="/scrolls/" data-ref-id="false">Scrolls</a>.</p><p dir="ltr" style="">What's next for Mojang, then? Mojang chief executive Carl Manneh said the company had a few other game projects bubbling away, but that it felt no need to rush them out the door.</p><p dir="ltr" style="">"Financially speaking, we have no pressure whatsoever to rush into any new projects," said Manneh. "Besides, we have no outside owners that require us to reach any particular goals."</p><div data-embed-type="video" data-ref-id="2300-6346776" data-width="100%" data-height="100%"><iframe src="/videos/embed/6346776/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Wed, 19 Mar 2014 05:14:00 -0700 http://www.gamespot.com/articles/minecraft-maker-mojang-made-a-whopping-326m-last-year/1100-6418397/ http://www.gamespot.com/articles/dark-souls-2-graphics-downgrade-claims-addressed-by-from-software/1100-6418396/ <div data-embed-type="video" data-ref-id="2300-6417812" data-width="854" data-height="480"><iframe src="/videos/embed/6417812/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style="">From Software has responded to claims that the final version of <a href="/dark-souls-ii/" data-ref-id="false">Dark Souls II</a> did not match the visual quality of the game's prerelease footage.</p><p dir="ltr" style="">"Throughout the game development process, a game is constantly being balanced not only in game playability, but also in the realm of resource management," a <a href="http://www.mcvuk.com/news/read/from-software-responds-to-dark-souls-ii-graphics-downgrade-concerns/0129831" rel="nofollow">From Software representative told MCV</a>.</p><figure data-align="right" data-size="small" data-img-src="http://static.gamespot.com/uploads/original/536/5360430/2449558-frpg2_2014_03_05_115222.jpg" data-ref-id="1300-2449558" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/536/5360430/2449558-frpg2_2014_03_05_115222.jpg" data-ref-id="1300-2449558"><img src="http://static.gamespot.com/uploads/scale_small/536/5360430/2449558-frpg2_2014_03_05_115222.jpg"></a></figure><p dir="ltr" style="">Dark Souls II was released last week to critical acclaim, but some people were concerned that the final game did not look like they expected. YouTube user HypeBitHero, for instance, <a href="http://www.youtube.com/watch?v=ykbT03r_9Zo" rel="nofollow">compared scenes from the final build of the game</a> with those shown back in April 2013.</p><p dir="ltr" style="">In response, From Software added that "a developer is always challenged with creating the most rewarding gaming experience while delivering continuity in graphical quality, gameplay dynamics, and balance within the game."</p><p dir="ltr" style="">"The final version of Dark Souls II displays the culmination of this delicate balance and we're very proud of the positive media and fan reception for the game."</p><div data-embed-type="video" data-ref-id="2300-6417601" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417601/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p><p style=""> </p> Wed, 19 Mar 2014 03:00:00 -0700 http://www.gamespot.com/articles/dark-souls-2-graphics-downgrade-claims-addressed-by-from-software/1100-6418396/ http://www.gamespot.com/articles/south-park-stick-of-truth-developer-partners-with-paradox-for-new-rpg/1100-6418395/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/280/2802776/2457633-pillars.jpg" data-ref-id="1300-2457633" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/280/2802776/2457633-pillars.jpg" data-ref-id="1300-2457633"><img src="http://static.gamespot.com/uploads/scale_super/280/2802776/2457633-pillars.jpg"></a></figure><p style="">Developer Obsidian Entertainment has announced its partnership with publisher Paradox Interactive for upcoming PC role-playing game <a href="/project-eternity/" data-ref-id="false">Pillars of Eternity</a>. The publisher will be looking after marketing and distribution for the game, with Obsidian Entertainment retaining full control of development.</p><p style="">Originally known as Project Eternity, Pillars of Eternity drew over<a href="http://www.gamespot.com/articles/project-eternity-closes-with-over-41m/1100-6398388/" data-ref-id="1100-6398388"> $4.1 million in funding as a Kickstarter project</a>. The game will combine elements of role-playing titles like Baldur's Gate, Icewind Dale, and Planescape: Torment.</p><p style="">Obsidian Entertainment CEO Feargus Urquhart confirmed the money raised via the crowdfunding campaign will be spent solely on the game's development. He also confirmed that the game would be released in 2014, stating "we will deliver the game we promised to our backers, and we will deliver it this year."</p><p style="">Earlier this year, it was announced that Pillars of Eternity would be<a href="http://www.gamespot.com/articles/fallout-dev-s-pc-rpg-pillars-of-eternity-delayed/1100-6417549/" data-ref-id="1100-6417549"> delayed from its original release date</a> to the second half of 2014.</p><p style="">For more on the game, check out <a href="http://www.gamespot.com/project-eternity/" data-ref-id="false">GameSpot's previous coverage</a>.</p><div data-embed-type="html"><iframe src="//www.youtube.com/embed/HKoDTzea79Y?feature=player_detailpage" height="360" width="640"></iframe></div><p style=""> </p> Tue, 18 Mar 2014 23:16:00 -0700 http://www.gamespot.com/articles/south-park-stick-of-truth-developer-partners-with-paradox-for-new-rpg/1100-6418395/ http://www.gamespot.com/articles/roundabout-could-be-the-surgeon-simulator-2013-of-driving-games/1100-6418393/ <p style="">In Roundabout, you're basically hydroplaning nonstop. That's the easiest way I can think to describe this open world puzzle game where you attempt to drive a powder blue limousine that's endlessly spinning on its axis. This means if you try to drive in any single direction you will just end up spinning donuts. It's a ridiculous constraint, but Roundabout revels in ridiculousness. In a way, its intentionally-awkward controls lend to driving what <a href="/phoenix-cms/reviews/form?id=6407419/" data-ref-id="false">Surgeon Simulator 2013</a> lends to surgery. Roundabout uses its cumbersomeness to its advantage and offers up an obstacle course based around driving in circles.</p><div data-embed-type="video" data-src="http://www.youtube.com/watch?v=s7FpsGHrWyw" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2Fs7FpsGHrWyw%3Fwmode%3Dopaque%26feature%3Doembed&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Ds7FpsGHrWyw&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2Fs7FpsGHrWyw%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube&amp;wmode=opaque" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">When I first stepped into the driver's seat I found it almost impossible to go anywhere except into the nearest wall. Just getting the car to move in a straight line is a nigh impossible challenge best fit for a Hollywood stunt driver and not someone who regularly wipes out in Mario Kart. It didn't help that I was driving through a claustrophobic city played from a top-down perspective--similar to the early Grand Theft Auto games. Trees, other cars, lamp posts, and really cramped alleyways that I had no business driving down were the bane of my existence.</p><p dir="ltr" style="">When I say "bane of my existence" what I really mean is that my car would explode if I bumped into too many things. And I bumped into <em>a lot</em> of things. Thankfully, the game constantly doled out checkpoints so that I could quickly retry tricky spots. This was especially helpful when I was attempting one of the game's missions, which all involved me picking up a friendly stranger and bumbling through some hellish urban maze on the way to his or her destination. Except for the one where cars started raining down from the sky. That one got a little weird.</p><p dir="ltr" style="">Speaking of weird, the game also employed full motion video cinematics. These campy cutscenes provided some context for you missions, such as the lazy soccer star who wanted me to drive him to the soccer field, and then drive a soccer ball into the goal for him. The talent for these scenes is pulled primarily from developer No Goblin's own backyard of Seattle, Washington, including other local developers, YouTube personalities, and whoever responded to their <a href="http://www.youtube.com/watch?v=ydLJp1Ze2oE" rel="nofollow" data-ref-id="false">brilliant casting call</a>. No matter how vexed I got while driving, it was well worth it just to see the next super-cheesy, 70's-inspired interstitial.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/949/9490474/2457590-rb_2b.jpg" data-ref-id="1300-2457590" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/949/9490474/2457590-rb_2b.jpg" data-ref-id="1300-2457590"><img src="http://static.gamespot.com/uploads/scale_super/949/9490474/2457590-rb_2b.jpg"></a><figcaption>You can unlock special powers for your limo, such as jumping or slowing down its rotation. Oh, and don't worry about the blood.</figcaption></figure><p dir="ltr" style="">If all this sounds like I'm putting down on Roundabout, know that isn't my intention. Wrapping my head around its unusual control scheme was definitely a challenge at first, but after spending some time with the game I found there were moments when everything just clicked. By timing the rotation of my car perfectly I could glide in, out, and around every little obstacle without even a scratch--for a minute or two at least. There's a method to this madness, provided you don't get too dizzy along the way. Roundabout is coming to PC, Mac, Linux, and Xbox One though ID@XBOX later this year.</p> Tue, 18 Mar 2014 21:13:00 -0700 http://www.gamespot.com/articles/roundabout-could-be-the-surgeon-simulator-2013-of-driving-games/1100-6418393/ http://www.gamespot.com/videos/gs-news-sony-unveils-ps4-virtual-reality-initiativ/2300-6417811/ PlayStation maker reveals virtual reality initiative at Game Developers Conference; current devkit has 1080p display and 90+ degree field of view. Tue, 18 Mar 2014 20:30:00 -0700 http://www.gamespot.com/videos/gs-news-sony-unveils-ps4-virtual-reality-initiativ/2300-6417811/ http://www.gamespot.com/videos/yaiba-ninja-gaiden-z-video-review/2300-6417774/ Kevin VanOrd cleaned his mouth out with soap to prepare for this video review of the clumsy and cockamamie Yaiba: Ninja Gaiden Z. Tue, 18 Mar 2014 18:20:00 -0700 http://www.gamespot.com/videos/yaiba-ninja-gaiden-z-video-review/2300-6417774/ http://www.gamespot.com/videos/uther-plunders-in-blackheart-s-bay-heroes-of-the-s/2300-6417807/ Uther and his fellow heroes plunder merc camps and chests to win Blackheart's favor. Tue, 18 Mar 2014 18:05:00 -0700 http://www.gamespot.com/videos/uther-plunders-in-blackheart-s-bay-heroes-of-the-s/2300-6417807/ http://www.gamespot.com/articles/sony-announces-ps4-virtual-reality-initiative-project-morpheus/1100-6418391/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2457586-morpheusnew.jpg" data-ref-id="1300-2457586" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2457586-morpheusnew.jpg" data-ref-id="1300-2457586"><img src="http://static.gamespot.com/uploads/scale_super/1179/11799911/2457586-morpheusnew.jpg"></a></figure><p style=""> </p><p style=""> </p><p style="">Today during a special Game Developers Conference presentation in San Francisco, Sony announced a new PlayStation 4 virtual reality initiative that the company hopes will "push the game industry forward."</p><p style="">The head-mounted display prototype is currently called Project Morpheus. It is "by no means" the final prototype, Sony president of Worldwide Studios Shuhei Yoshida said. Sony will continue to improve the device over time, he said.</p><p style="">"Nothing elevates the level of immersion better than VR," Yoshida added.</p><p style=""><ins><strong>The current Project Morpheus devkit includes the following functionality:</strong></ins></p><ul><li dir="ltr">1080p display</li><li dir="ltr">90+ degree field of view</li><li dir="ltr">100hz tracking</li><li dir="ltr">3 meter working volume</li><li dir="ltr">Full 360 degrees</li><li dir="ltr">Supports forward prediction</li><li dir="ltr">Works if you wear glasses</li><li dir="ltr">Current iteration is wired</li><li>DualShock 4 and PS Move detection with same camera</li><li>Fully adjustable</li><li>It's name is not reference to <em>The Matrix</em>, but rather the Greek God of Dreams</li><li><p dir="ltr" style="">Supports custom headphones and wireless headsets</p></li></ul><p style="">Of course, Sony's Morpheus device will compete with Oculus Rift. Yoshida said Sony has "nothing but respect" for what that device has achieved so far. He also congratulated Valve on their own efforts in the virtual reality space.</p><p style="">Dr. Richard Marks, of Sony's R&amp;D department, said virtual reality will become the "preferred medium" and will even extend beyond games to other industries. Sony has also partnered with NASA to create a demo that allows the gamer to feel like they are standing on the surface of Mars.</p><p style="">If Sony's Project Morpheus is to succeed, it needs to be easy to use, Marks said. He envisions a future where the device is sitting on your coffee table and you are able to pick it up and quickly get into "VR mode." Marks also said that Project Morpheus will be comfortable and might even be able to automatically adjust to the size of your head.</p><p style="">Project Morpheus will be on display at Sony's booth at GDC this week. Demos at Sony's booth include a special re-working of Square Enix's <a href="/thief/" data-ref-id="false">Thief</a>, as well as a game called The Deep from Sony's London studio, a game called The Castle, and <a href="/eve-valkyrie/" data-ref-id="false">EVE Valkyrie</a>.</p><p style="">Another Sony R&amp;D engineer, Anton Mikhailov, said virtual reality is an entirely new medium and "the rules are different." He also touched on the issue of motion sickness, saying head motion "is law" when designing virtual reality experiences.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/1179/11799911/2457511-partners.jpg" data-ref-id="1300-2457511" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1179/11799911/2457511-partners.jpg" data-ref-id="1300-2457511"><img src="http://static.gamespot.com/uploads/scale_medium/1179/11799911/2457511-partners.jpg"></a><figcaption>List of initial partners for Project Morpheus</figcaption></figure><p style=""> </p><p style="">Mikhailov also said that virtual reality must keep latency slow, keep frame-rate high, calibrate well, render clean images, and "seal the deal" with 3D audio. He also said that Project Morpheus can work with online multiplayer and local couch multiplayer. "The multiplayer aspect of [VR] is really cool," he said.</p><p style="">Some of Sony's first partners for Project Morpheus include Epic Games, Unity, Crytek, and Autodesk, among others.</p><p style="">Sony has been exploring virtual reality technology for more than three years, even enlisting the help of God of War studio Sony Santa Monica to create multiple prototypes, Yoshida said. One prototype even allowed the user to become Kratos.</p><p style="">Early prototypes used Sony's own HMZ head-mounted display in conjunction with PlayStation Move controllers.</p><div data-embed-type="video" data-ref-id="2300-6417811" data-width="100%" data-height="100%"><iframe src="/videos/embed/6417811/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Eddie Makuch is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/EddieMakuch" rel="nofollow" data-ref-id="false"> Twitter @EddieMakuch</a></em></th></tr></thead><tbody><tr><td><strong><em>Got a news tip or want to contact us directly? Email <a href="mailto:news@gamespot.com" rel="nofollow">news@gamespot.com</a></em></strong></td></tr></tbody></table> Tue, 18 Mar 2014 17:41:00 -0700 http://www.gamespot.com/articles/sony-announces-ps4-virtual-reality-initiative-project-morpheus/1100-6418391/ http://www.gamespot.com/articles/plague-inc-evolved-early-access-review/1100-6418387/ <p style=""> </p><p style=""><i>GameSpot's early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review's publication.</i></p><p style="">More often than we probably think, the course of human history has been guided by the effects of disease. Oddly enough, that's not a factor considered in most strategy games. You almost never, for example, have a disaster involving some super lethal strain of the flu. Plague Inc: Evolved., on the other hand, explores the effects of sickness on the human population. It gives you one microorganism and asks you to exterminate every person on the planet. To do so effectively, however, requires a fair bit of forethought. The game nails many of the basics that make it fun to poison billions across the globe, but it doesn't quite live up to its potential--yet.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457319-notwithouthumor.jpg" data-ref-id="1300-2457319" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457319-notwithouthumor.jpg" data-ref-id="1300-2457319"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2457319-notwithouthumor.jpg"></a><figcaption>Despite its grim subject matter, Plague Inc. is not without a sense of humor.</figcaption></figure><p style="">At the start of each game, you have your choice of disease, ranging from bacterium (cause of the Black Death) to prion (mad cow disease) to some more wacky, video game-y plagues like a viral bioweapon (as in Deus Ex) and worms that take control of people's brains (as in Resident Evils 4-6). From there, you pick a starting country and begin infecting everyone you can. As your disease spreads, you get DNA points through clickable bubbles that let you add new symptoms or traits to your fledgling microorganism. Each of these decisions carries with it certain costs and benefits. Some choices increase virulence or "infectivity," making it easier to spread your disease throughout the world in certain conditions, whereas others tack on symptoms to help weaken hosts and destabilize civilization a bit faster.</p><p style="">These upgrades also draw attention from humans, ultimately leading to your discovery. From that point on, the populace tends to respond appropriately to your choices. For example, picking up tissue necrosis and hemorrhagic fever as symptoms causes people to die en masse in some of the most horrible ways imaginable. The game incentivizes this by rewarding you with even more DNA points to spend on further upgrades. However, that pairing of symptoms is so horrific that the general population mobilizes every available scientist and doctor to work out a cure. People are remarkably fragile, but they are not without defenses, and unlike in the real world, once they've figured out how to eradicate your disease, you will be extinct in a matter of days. It's one of the stranger design choices, but it also serves as an appropriate hard boundary.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457321-population.jpg" data-ref-id="1300-2457321" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457321-population.jpg" data-ref-id="1300-2457321"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2457321-population.jpg"></a><figcaption>Plague Inc. does a great job of nailing home how largely irrelevant some of the wealthier countries are in terms of sheer population. If you take Asia, Africa, and South America, you have a huge majority of the people on Earth.</figcaption></figure><p style="">All of the decisions you can make in Plague amount to some kind of tactical trade-off. Picking a wealthy country as your first target, while making it difficult to spread disease quickly, allows you to farm some of the continuous and randomly spawning DNA points, helping you get some valuable upgrades before people begin to take notice. It's also a lot easier to spread sickness around the globe from a country like the United States, which has a lot of land and sea trade routes to other locations, versus a country like Algeria, which can only spread your disease to neighboring countries. Islands are also really tough to break into (Greenland and Iceland gave me the most trouble), but that can also be a boon. Infecting an island in the beginning can guarantee everyone has it before you spread outward, effectively guaranteeing that any ships or planes departing your newly conquered nation will help your cause.</p><p style="">Plague Inc. almost necessitates reflection during gameplay. Much of your time is spent waiting for people to move around the globe and working really hard to guarantee their destruction. Our modern era, with all of its comforts and affordances, does very little to prepare us for a globe-spanning, death-dealing disease of this sort. Where, when, and how people would really react to something like this is, even now, a topic of intense discussion.</p><figure data-align="left" data-size="small" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2457322-stats.jpg" data-ref-id="1300-2457322" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2457322-stats.jpg" data-ref-id="1300-2457322"><img src="http://static.gamespot.com/uploads/scale_small/416/4161502/2457322-stats.jpg"></a><figcaption>One of the many additions to this version is a more detailed breakdown of critical statistics. </figcaption></figure><p style="">As the people of Earth inch closer to extinction, the countries that remain begin acting increasingly irrational. More than once, I saw humanity make its last stand against me by bombing or executing any of the infected citizens. That kind of homicidal desperation isn't something we're generally faced with, and offers a much more complex and realistic moral quandary than the classic "There's a bomb somewhere in the city. Do you use torture--yes or no?" that games have been doing forever. And yet, I'm not the one making those choices; my targets are. It's a surreal experience, and one that's unique within gaming. Even so, there are a number of features I'd like to see in the final product. Everything on display so far is about infection, control, and then extermination. Surviving in this world would be remarkable, particularly if you could form a kind of seasonally recurring pathogen. Killing everyone is plenty of fun and certainly a challenge on the higher difficulty levels, but it also means there's nothing left to do. When all the people are dead, you have no place to go, no vessel or host to abuse.</p><p style="">I was able to breeze through most of the content that's available so far in just a few hours. Most of the unlocks come from completing the game on increasing difficulty with different kinds of diseases, but that doesn't last too long. There are plans to add quite a bit of content in the form of the obligatory zombification virus, some competitive and cooperative multiplayer modes, and a mode that promises to help you make your own scenarios and plagues to share with others.</p><p style="">Even in its beta state, Plague Inc: Evolved is a worthy expansion of its predecessor, but it's also one that makes me want more. I want to compete with other players for kills. I want to be capable of destabilizing society in more nuanced ways. While I was frustrated with the ease at which I was able to finish Plague, it's also the best kind of incomplete. It's a game that shows off just enough potential that I want to stick around and see how it all turns out.</p><table data-max-width="true"><tbody><tr><td><strong>What's There?</strong></td><td><p style=""><em><strong>A relatively short epidemic simulator that highlights both how fragile life is and how determined a species faced with extinction can be.</strong></em></p></td></tr><tr><td><strong>What's to Come?</strong></td><td><p style=""><em><strong>Multiplayer, scenario editors, graphical upgrades, and new plague types are all expected to be in the final package.</strong></em></p></td></tr><tr><td><strong>What Does it Cost?</strong></td><td><p style=""><em><strong>Plague Inc. Evolved currently runs $15, but it's not yet in a state that justifies the price difference between the smartphone version and this one.</strong></em></p></td></tr><tr><td><strong>When Will it be Finished?</strong></td><td><p style=""><em><strong>It's not yet known when the game will be released in full, but there's a soft target for later this year.</strong></em></p></td></tr><tr><td><strong>What's the Verdict?</strong></td><td><p style=""><em><strong>Plague Inc. flips everything we know about strategy games, and in so doing provides fertile soil for future expansion. </strong></em></p><p style=""> </p></td></tr></tbody></table> Tue, 18 Mar 2014 17:13:00 -0700 http://www.gamespot.com/articles/plague-inc-evolved-early-access-review/1100-6418387/ http://www.gamespot.com/videos/farcry-the-shaun-method/2300-6417805/ This week Chris and Danny sub in for Shaun while hes away and try their hands at mastering his method in the classic Far Cry. Tue, 18 Mar 2014 17:03:00 -0700 http://www.gamespot.com/videos/farcry-the-shaun-method/2300-6417805/


Anda sedang membaca artikel tentang

Gamespot's Site Mashup

Dengan url

http://kehidupangaul.blogspot.com/2014/03/gamespots-site-mashup_19.html

Anda boleh menyebar luaskannya atau mengcopy paste-nya

Gamespot's Site Mashup

namun jangan lupa untuk meletakkan link

Gamespot's Site Mashup

sebagai sumbernya

0 komentar:

Posting Komentar

techieblogger.com Techie Blogger Techie Blogger