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Xbox One and PS4 Getting Telltale's Walking Dead, Wolf Among Us

Written By Kom Limpulnam on Jumat, 30 Mei 2014 | 23.26

The reports were right. Telltale Games today officially confirmed that its Walking Dead and Wolf Among Us adventure games are coming to the Xbox One and PlayStation 4. The Walking Dead seasons one and two, as well as the first season of The Wolf Among Us, will be available on retail discs later this year.

In addition, Telltale Games announced that the second season of The Walking Dead and The Wolf Among Us will be released as retail discs for Xbox 360 and PlayStation 3 later this year. The first season of The Walking Dead is already available on Xbox 360 and PS3.

The second season of The Walking Dead is ongoing, with the latest episode--In Harm's Way--having launched just two weeks ago.

Today's announcement is not much of a surprise, as various retailers earlier this month posted product listings for The Walking Dead and The Wolf Among Us for Xbox One and PS4.

Telltale has not shared pricing information for any of the Walking Dead or Wolf Among Us console versions or provided specific release dates. The company says it will have details about availability "soon."

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch
Got a news tip or want to contact us directly? Email news@gamespot.com
Filed under:
The Walking Dead: A Telltale Games Series
The Wolf Among Us
PlayStation 4
Xbox One
Telltale Games

23.26 | 0 komentar | Read More

Oculus Rift is "Anti-Social," Grand Theft Auto Parent Company CEO Says

The Oculus Rift virtual reality headset is an exciting piece of technology and can be a great way to enjoy games in a more immersive way, but it's not going to be for everyone, according to Strauss Zelnick, CEO of Grand Theft Auto parent company Take-Two Interactive.

"I think for a core gamer, it could be a wonderful experience; someone who really likes to be immersed," Zelnick told Bloomberg. "But a lot of people who play video games, for example my kids, they play with their friends sitting next to them, so that technology is not going to appeal to them. So I think it's very much a core technology."

The interviewer suggested that Oculus Rift was in fact "anti-social," and Zelnick agreed.

"It is an anti-social technology, but we will support it to the extent it's brought to market and it works for our games," Zelnick said. "It is apparently great. Our people who have tried it, love it. I have not actually [tried Oculus Rift]. Everyone says it's great."

Social networking giant Facebook acquired Oculus VR, maker of the Oculus Rift, in March as part of a surprise deal worth $2 billion. The Oculus Rift remains in development and there's no word yet on when the final, consumer version will be available or what it will cost. Fallout and Elder Scrolls parent publisher ZeniMax is currently suing Oculus VR and creator Palmer Luckey, claiming the popular VR technology actually belongs to them.

Also during the interview, Zelnick was asked when the next Grand Theft Auto game--Grand Theft Auto 6--would arrive. As you'd expect, he shot this down quickly. "We haven't begun to talk about Grand Theft Auto 6," he said. Last year's Grand Theft Auto V shipped over 33 million copies and generated more than $1 billion in three days. Sales at this level, and Take-Two's belief that Grand Theft Auto is a "permanent" franchise, make a sequel sound likely. Rockstar Games has even said it has "some ideas" already for GTA 6.

"The risk of having someone else make a movie that's not up to par creatively isn't offset by the potential reward" -- Zelnick on why there's no GTA movie

Might we get a Grand Theft Auto movie sometime between now and when the next installment in the series arrives? Doesn't sound likely, Zelnick said, reiterating what Take-Two president Karl Slatoff said late last year.

"No plans for a [GTA] movie," Zelnick said. "We haven't actually taken any of our titles and turned them into motion pictures for a reason. Because we don't finance motion pictures, it's not a great business. We have conversations about licensing all the time. The problem is the economics around the licensing are swamped by our economics in our core business. So the risk of having someone else make a movie that's not up to par creatively isn't offset by the potential reward."

Finally, Zelnick discussed the role microtransactions play in Grand Theft Auto Online, the multiplayer mode for GTA V. As it turns out, GTA Online was not planned from the start to support virtual currency, he revealed. "When we came up with the notion of Grand Theft Auto Online, our initial thought was not necessarily to have virtual currency in the game. That was a relatively recent thought."

Now, microtransactions are big business for GTA V and Take-Two overall. Zelnick described GTA Online, thanks to the way in which microtransactions allow for recurrent consumer spending, as "the gift that keeps on giving."

Filed under:
Grand Theft Auto V
Take-Two Interactive

23.26 | 0 komentar | Read More

€199.99 5-Game PlayStation Vita Bundle Coming to Europe

Sony announced today that it will offer a new PlayStation Vita bundle in Europe--the "Action Mega Pack"--that includes a system and copies of five games. The bundle launches at the end of June for €199.99 ($272). There's no word yet regarding a release in North America.

The bundle includes digital copies of Injustice: Gods Among Us, Batman: Arkham Origins Blackgate, PlayStation All-Stars: Battle Royale, and PSP games God of War: Chains of Olympus and Killzone: Liberation.

Sony will offer a choice of two bundles. The PS Vita + Memory Card Bundle* includes a PS Vita system, download codes for the five games, and an 8GB memory card for €199.99. Another bundle, the €39.99 ($54) Memory Card Bundle**, comes with the five games and the 8GB memory card, but no system.

* Available in Australia, New Zealand, UK, South Africa, Germany, Cyprus, Portugal, Finland, Norway, Sweden, Spain

** Available in, Austria, Czech Republic, Hungary, Ireland, UK, Bulgaria, Croatia, Iceland, France, Greece, Poland, Russia, Denmark, Germany, Portugal, Finland, Norway, Sweden, Spain

Filed under:
PlayStation Vita

23.26 | 0 komentar | Read More

Mario Kart 8 Review Roundup

Mario Kart 8 is out today, but how did the latest entry in Nintendo's beloved kart racing series fare with critics? We've rounded up a sampling of reviews from GameSpot and other sources to give you an idea about what to expect.

Reviews have been out for over a week, and the game is currently sitting pretty with an 89 on GameSpot sister site Metacritic.

Shacknews -- 8/10

"Although Mario Kart is on its eighth game across 22 years and eight consoles, this entry doesn't feel like it's content to retread old ground. Instead, it shows how Nintendo can put its experience, even with some dips in quality, to use making a standout game. With the addition of new visual capabilities, stellar track design, and a continued slow march toward modern online functionality, this is the best the series has been since the GameCube era. If Mario Kart 8 is showing its age, it's a spry octogenarian if I ever saw one." [Full review]

GameSpot -- 8/10

"Nintendo has done an admirable job of keeping Mario Kart relevant. How many franchises can you think of that have remained in top form for more than two decades? Not too many. I do admit that my first impression of Mario Kart 8 was pretty close to a yawn. Mario Kart is one of my favorite franchises, but it's hard to get excited for the same old thing. But the more I played, the more I appreciated the many small changes, and grew to love my time in the Mushroom Kingdom. And now that yawn has changed to a shout of joy. It's more Mario Kart! I'm happy Nintendo still understands what makes this series so darn fun." [Full review]

GameTrailers -- 8.6/10

"Not everything is perfect, but Mario Kart 8's stellar visuals, tight controls, and improved online experience make it a great racing game that embraces Nintendo's lighthearted nature. It's still one of the best in the business when it comes to multiplayer experiences, something we've all come to expect from the Mario Kart series. The overall high quality of the game is so impressive that it doesn't really matter that much that the zero-gravity gimmick barely adds anything that's truly new. Next time around, though, Nintendo might need to come up with new tricks if it hopes to keep us coming back for more." [Full review]

IGN -- 9/10

"Mario Kart 8 is the best kart racing game Nintendo has made in a long time. It strikes a careful balance between refining old ideas while introducing fresh new ones. Admittedly, its gorgeous graphics and jazzy orchestrated soundtrack bolster its presentation, but you're getting a lot more than just looks with this one-- although I spent an awful lot of time gawking at the details in slow-motion, the fast and furious pace of racing with friends both locally and online is what really kept me coming back." [Full review]

Polygon -- 9/10

"It doesn't bring massive innovations to the formula, but it's overflowing in that Nintendo magic that makes it so easy to forget about minor shortcomings. Its gorgeous looks and tightly developed sense of speed ensured that I was never left unhappy after a race, even when I blew it and came in near the end. What more could I ask for than a game that keeps me smiling even when I lose?" [Full review]

USA Today -- 4/4

"There's a reason millions of video game players have invested in Mario Kart. It's a satisfying social racing game, highly enjoyable regardless whether you play solo or with friends." [Full review]

Eurogamer -- 10/10

"Video game players are familiar with the law of diminishing returns. Even as new entries in a series tirelessly improve upon their predecessors, our interest nevertheless wanes; with games, improved is somehow less exciting than new. Mario Kart 8 is a rare thing, then: the best entry in a series and the most exciting yet." [Full review]

Destructoid -- 9/10

"Mario Kart 8 is my favorite series entry since Double Dash, and if it gets arena battle tracks at some point by way of DLC, it will be a near-perfect package. Its vibrant visuals will hold up for years to come, ensuring that the game will withstand the test of time, and it will be a staple in my household for a long, long while." [Full review]

Filed under:
Mario Kart 8
Wii U
Nintendo

23.26 | 0 komentar | Read More

Gamespot's Site Mashup

Written By Kom Limpulnam on Kamis, 29 Mei 2014 | 23.25

Gamespot's Site MashupGrand Theft Auto Parent Publisher Defends MicrotransactionsCompany of Heroes 2 Developer Discusses New Armies and Dangers of Historical AccuracyToo Many Bugs Means PC Sim Star Citizen's Dogfighting Module DelayedWatch Dogs - Graphics ComparisonMario Kart TV Website Goes Live, Lets You View and Share Replays"Weird" Plants vs. Zombies FPS Coming To PlayStation In August, Runs at 1080p/60fps on PS4Quantum Break - Gamescom AnnouncementXbox One-Exclusive from Max Payne Creator Confirmed for 2015Rock Band Creator "Retooling" its Music-Based ShooterWhere Is My Heart? ReviewNext Call of Duty: Ghosts DLC May Feature Dia De los Muertos, Pirate Ship MapsXbox Live Struggling with Watch Dogs, Other Ubisoft GamesDICE Vows to Continue Fixing Battlefield 4 after Battlefield Hardline RevealMario Kart 8 Getting Mercedes-Benz DLC in JapanBattlefield 3 is Free Through Origin

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 29 May 2014 08:24:39 -0700 http://www.gamespot.com/articles/grand-theft-auto-parent-publisher-defends-microtransactions/1100-6419956/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544170-gtaonlinenew.jpg" data-ref-id="1300-2544170" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544170-gtaonlinenew.jpg" data-ref-id="1300-2544170"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2544170-gtaonlinenew.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Virtual currency and microtransactions are hot-button issues in gaming today, and now Strauss Zelnick, CEO of <a href="/grand-theft-auto-v/" data-ref-id="false">Grand Theft Auto </a>parent publisher Take-Two Interactive, has spoken out to defend his company's implementation of such measures in its games.</p><blockquote data-align="left"><p dir="ltr" style="">"We're in the business of delighting consumers... that is a different point of view than most of our peers in the business" -- Strauss Zelnick on microtransactions</p></blockquote><p dir="ltr" style="">"Virtual currency done right just further enhances gameplay and engages consumers with our brands. And when I say done right, we are not in the business of erecting toll booths along the way of gameplay," Zelnick said this week during the Cowen &amp; Company Technology, Media, &amp; Telecom Conference in New York City.</p><p dir="ltr" style="">"We're in the business of delighting consumers. And when we design our virtual currency packs, we do it in a way that will make consumers happier, not sadder that they are engaged with our games," he added. "That is a different point of view than most of our peers in the business."</p><p dir="ltr" style="">It's all in the way of keeping gamers engaged with Take-Two's games long after release, Zelnick said. Just five years ago, Zelnick pointed out, the standard business practice was to release a game and then essentially walk away and move on to your next project. But now games are supported for periods of months, and sometimes years, with new content.</p><p dir="ltr" style="">"We do it from the backdrop of delighting consumers," Zelnick said about post-release add-on content. "When we sell a consumer an add-on content pack, we want them to feel like they got more than they paid for, not less; and the message boards reflect that that's true."</p><p dir="ltr" style="">Zelnick said <a href="/borderlands-2/" data-ref-id="false">Borderlands 2</a> is a prime example of how Take-Two puts its best foot forward for post-release content. In the 18 months since the game launched in 2012, the company has released 12 significant downloadable content packs and numerous smaller updates. He also said Take-Two has seen "good success" with its DLC season pass offerings, suggesting we'll see more in the future.</p><p dir="ltr" style="">But expansion packs and DLC passes only crack the surface of what's possible for long-term revenue from a single title. During the presentation, Zelnick highlighted the success Take-Two has already had in the "recurrent consumer spending" department. He pointed out that nearly half of Take-Two's digitally delivered net revenue last year came from virtual currency sales led by offerings for <a href="/reviews/grand-theft-auto-online-review/1900-6415473/" data-ref-id="1900-6415473">Grand Theft Auto Online</a>, <a href="/nba-2k14/" data-ref-id="false">NBA 2K14</a>, and <a href="/articles/nba-2k-series-going-online-in-china-korea/1100-6212452/" data-ref-id="1100-6212452">NBA 2K Online</a> in China. More than <a href="http://www.gamespot.com/articles/grand-theft-auto-5-has-now-shipped-32-5-million-copies/1100-6417498/" data-ref-id="1100-6417498">70 percent of all Grand Theft Auto V players have played Grand Theft Auto Online</a>, but it's unclear how many have actually spent money on the game's virtual currency, GTA$. </p><p dir="ltr" style=""><em>What do you think about microtransactions in video games today? Let us know in the comments below! </em></p><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> Thu, 29 May 2014 08:01:00 -0700 http://www.gamespot.com/articles/grand-theft-auto-parent-publisher-defends-microtransactions/1100-6419956/ http://www.gamespot.com/articles/company-of-heroes-2-developer-discusses-new-armies-and-dangers-of-historical-accuracy/1100-6419944/ <p style="">The battlefield is growing in Company of Heroes 2: The Western Armies. This standalone expansion brings with it two new armies--the US Forces and German OberKommando West--along with a whole host of new units, upgrades, and maps. I recently had the chance to catch up with developer Relic's Quinn Duffy to discuss how these two new armies were designed, how the team is using community feedback, and where the danger lies in adhering too strictly to historical accuracy. For those new to Company of Heroes 2, know that The Western Armies expansion can be played in multiplayer against either the AI or the rest of the COH2 audience even if you don't own the base game. The Western Armies is coming to PC on June 24.</p><div data-embed-type="video" data-ref-id="2300-6418725" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418725/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><strong>GameSpot: So tell me about the two new factions coming in The Western Front Armies.</strong></p><p dir="ltr" style="">Quinn Duffy: We have two new armies that have designed from the ground up, the US Forces and German OberKommando West, so a new American army and a new German army. The American army is very flexible, versatile, and focuses on mobility. They don't have anything too hard-hitting, but they do have a lot of gameplay elements built around their versatility and mobility. The OKW, on the other hand, are extremely hard-hitting with a lot of veteran infantry units, super heavy tanks, and technological advances--but they're also a hard army to sustain because their economy was under a lot of pressure at this point in the war.</p><p dir="ltr" style="">That was our starting point for these armies in terms of making them feel unique compared to the other armies in the game.</p><p dir="ltr" style=""><strong>GS: How do you start designing one of these armies, and did your design goals change at all during development?</strong></p><p dir="ltr" style="">QD: We try not to change our overall goals for the armies too much, however the way in which we meet those goals can vary. The US Forces, for example, have weapon racks in their base that you can retreat back to and equip a new weapon from before heading back into the fight. That was an idea that arose out of delivering an army that was versatile, as was having vehicle crews that could disembark and tank abilities that could be used while moving. Those are technical solutions, the sorts of things we developed to meet the goals of the army--and while those solutions may change, the goals stay consistent.</p><p dir="ltr" style=""><strong>GS: How early do you open up your projects to community feedback?</strong></p><p dir="ltr" style="">QD: A lot of people claim they can just look at a game and judge it on its gameplay merits, but I have never seen that actually be successful or true. It varies a bit from game to game, but I think you need a critical mass of feedback, especially player-driven feedback, before you soliciting [community feedback].</p><p dir="ltr" style="">For example, our vehicles start as crudely textured boxes. You don't have guns that turn or are just missing whole parts of the vehicle itself, so the player is missing vital feedback and we find very little relevance in showing the game that early to the community because the feedback we get is biased by the experience. You need a critical mass of stuff that looks good enough to get the right level of feedback, stuff that's good enough so that the player can focus on the gameplay as opposed to asking 'why doesn't this unit animate?'</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg" data-ref-id="1300-2544042" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg" data-ref-id="1300-2544042"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg"></a></figure><p dir="ltr" style=""><strong>GS: How does the team manage to strike a balance between historical accuracy and making a fun video game?</strong></p><p dir="ltr" style="">QD: It's a continual challenge because in some respects World War II is my IP licencor. We do have some rules and restrictions, as well as a few strategies for addressing this. Focusing on historical accuracy is a dangerous road to go down. We prefer authenticity, which has a broader definition, and focus on the tone and the intensity of combat rather than counting the number of bolts on a tank or determining whether a badge is absolutely correct. We need to be able to build content that spans a couple of years of use or is easier for users to play with, so we do air on the side of gameplay more often than not.</p><p dir="ltr" style=""><strong>GS: Has that always been the case?</strong></p><p dir="ltr" style="">QD: It's been a long-standing tradition in Company of Heroes to deliver that kind of feeling and a more emotional experience. We look to the presentation layer of the game--the audio, speech, animation, and the battlefield itself--to hook player in an emotional way, and maybe even get them to relate to their units and hopefully feel a little bit of compassion for what they're playing with. The depth of gameplay comes through after that. It's a strategy that goes back to Homeworld: entice the player through visuals and an emotional connection first, and then deliver the gameplay and keep them hooked.</p><p dir="ltr" style=""><strong>GS: How do you solicit user feedback?</strong></p><blockquote data-size="small" data-align="right"><p dir="ltr" style="">Focusing on historical accuracy is a dangerous road to go down. We prefer authenticity, which has a broader definition, and focus on the tone and the intensity of combat rather than counting the number of bolts on a tank or determining if a badge is absolutely correct.</p></blockquote><p dir="ltr" style="">QD: We put in simple surveys to gauge snap reactions about the game, such as 'how are you feeling?' or 'was that fun?' They're the sorts of questions that just give a very broad overview of player opinion, and then one thing we added over the last year that I think is really interesting is a whole new analytics unit. They're able to look at our game as a whole using something like 23 million hours of Company of Heroes 2 gameplay data. Using that data, they're able to look at player patterns and behaviors and unit balance and usage and just tons of other parameters. It really helps inform our decisions as a design team. It's been a great addition.</p><p dir="ltr" style="">Sometimes perception and reality can differ, and sometimes the community's sentiment can give us pause and make us consider an issue and the telemetry data can then let us a dig a little deeper. It gives us tremendous insight into how the community perceives the game.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg" data-ref-id="1300-2543960" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg" data-ref-id="1300-2543960"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg"></a></figure><p dir="ltr" style=""><strong>GS: How are the existing armies in Company of Heroes 2 being changed for this expansion?</strong></p><p dir="ltr" style="">QD: A lot of what we did with the old armies was actually play them against the Western Front armies while they were in development and release balance changes live in anticipation of the new armies. We have been working through these changes gradually through the 20 or so updates we did to the live game while in development, and then there will likely be a big balance patch shortly after launch.</p><p dir="ltr" style="">There's also a bunch of stuff outside of the core armies that original Company of Heroes 2 players will get, such as custom games lists, user-generated content, and mod support. Those are some of the big changes that are coming, but we've been working on little things as well. For instance we've completely reanimated the rifle animations so all the armies will be getting those and they look a lot better and feel a lot better than the originals. It's a constant iteration process of grooming the game every time we deploy a new update or patch or piece of content, and we want everyone to benefit.</p><p dir="ltr" style=""><strong>GS: Wait, what was that you said about modding?</strong></p><p style="">QD: We've talked about it, the community wants it, and we're working on it. We had some great exposure to the demand when we released our world builder map editor tools and there are now, I think, over 1,200 community maps in Steam workshop. So yeah, there's no arguing the demand is there; that's absolutely evident.</p> Thu, 29 May 2014 08:00:00 -0700 http://www.gamespot.com/articles/company-of-heroes-2-developer-discusses-new-armies-and-dangers-of-historical-accuracy/1100-6419944/ http://www.gamespot.com/articles/too-many-bugs-means-pc-sim-star-citizen-s-dogfighting-module-delayed/1100-6419955/ <figure data-align="center" data-size="large" data-img-src="http://static3.gamespot.com/uploads/original/mig/3/3/9/8/2013398-684995_20121009_037.jpg" data-ref-id="1300-2013398" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static3.gamespot.com/uploads/original/mig/3/3/9/8/2013398-684995_20121009_037.jpg" data-ref-id="1300-2013398"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/mig/3/3/9/8/2013398-684995_20121009_037.jpg"></a></figure><p dir="ltr" style=""> </p><p dir="ltr" style=""> </p><p dir="ltr" style="">The dogfighting module for upcoming PC space simulator <a href="/star-citizen/" data-ref-id="false">Star Citizen</a>, called Arena Commander, has been delayed. In an <a href="https://robertsspaceindustries.com/comm-link/transmission/13898-Arena-Commander-V8-Delay" rel="nofollow" data-ref-id="false">update on developer Cloud Imperium Games' website</a>, creator Chris Roberts said he recently sat down with Star Citizen production leads for a "go/no-go" meeting, and the decision was made to delay the module because there were simply too many pressing bugs.</p><p dir="ltr" style="">"The decision was that we are not able to release Arena Commander [on May 29] as there are too many blocking and critical issues outstanding," Roberts said.</p><p dir="ltr" style="">Roberts said the most serious type of bugs a game can have are called "blockers," issues that completely prevent the game from working and being in a releasable state. Unfortunately for Star Citizen, there are two blockers--as well as a half-dozen "critical" issues--that are affecting the game. One "blocker" issue is a DirectX crash that breaks the single-player game and the other is a bug that creates "increasingly divergent multiplayer sync."</p><p dir="ltr" style="">"It would be foolish to release an unstable build, even if pre-alpha for the sake of meeting an internal deadline," Roberts said. "This is the power of the crowdfunding that made Star Citizen possible: a publisher would make us ship tomorrow regardless of the current build quality… but as you are all focused on quality rather than a financial return for shareholders we are able to take a few more days to deliver something that is stable."</p><p dir="ltr" style="">"I know that's not the news you wanted to hear tonight. No-one would like to see the community get their hands on Arena Commander more than I would," he added.</p><p style="">As a means to keep backers as informed as possible regarding the status of Arena Commander, Roberts said he has asked his production team to provide daily updates on the module until it ships. This will include a list of bugs and other information regarding the status of the current build.</p><p style="">Star Citizen is the most successful crowdfunded project--of any kind--in history. It <a href="http://www.gamespot.com/articles/star-citizen-funding-hits-44-million-milestone/1100-6419857/" data-ref-id="1100-6419857">recently crossed $44 million in lifetime funding</a>, and over 450,000 people have contributed to the project to date. </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> Thu, 29 May 2014 07:21:00 -0700 http://www.gamespot.com/articles/too-many-bugs-means-pc-sim-star-citizen-s-dogfighting-module-delayed/1100-6419955/ http://www.gamespot.com/videos/watch-dogs-graphics-comparison/2300-6419010/ Compare the Xbox One, PlayStation 4 and PC in this graphics comparison of Watch Dogs. Thu, 29 May 2014 07:00:00 -0700 http://www.gamespot.com/videos/watch-dogs-graphics-comparison/2300-6419010/ http://www.gamespot.com/articles/mario-kart-tv-website-goes-live-lets-you-view-and-share-replays/1100-6419954/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544135-mktv.jpg" data-ref-id="1300-2544135" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544135-mktv.jpg" data-ref-id="1300-2544135"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2544135-mktv.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Nintendo has launched the <a href="https://mariokart.tv" rel="nofollow" data-ref-id="false">official Mario Kart TV website </a>for upcoming racing game <a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a>, which launches exclusively for Wii U tomorrow, May 30. The website lets you view and share gameplay replays <a href="http://www.gamespot.com/articles/mario-kart-8-for-wii-u-lets-players-upload-gameplay-directly-to-youtube-330-premium-bundle-confirmed/1100-6419316/" data-ref-id="1100-6419316">uploaded to the site through Mario Kart 8's TV mode</a>.</p><p dir="ltr" style="">There is no Mario Kart TV dedicated mobile app for iOS or Android, but the website is optimized for viewing on your smartphone or tablet. You can also log in at the website with your Nintendo Network account to see your own videos and share them with others.</p><p dir="ltr" style="">You can also search for specific types of content. There are filters for specific courses, characters, and race types (Grand Prix, Time Trials, VS Race, Battle, Tournaments). If you enjoyed a video you just saw, you can easily share it with friends on Facebook and Twitter.</p><p dir="ltr" style="">Though Mario Kart 8 isn't out yet, the Mario Kart TV website is already flooded with videos, including <a href="https://mariokart.tv/video_posts" rel="nofollow" data-ref-id="false">pages' worth of videos uploaded in the last 10 minutes alone</a>. For more on Mario Kart 8, check out<a href="http://www.gamespot.com/reviews/mario-kart-8/1900-6415760/" data-ref-id="1900-6415760"> GameSpot's review</a> and <a href="http://www.gamespot.com/articles/mario-kart-8-review-roundup/1100-6419666/" data-ref-id="1100-6419666">what other critics are saying</a>.</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> Thu, 29 May 2014 06:49:00 -0700 http://www.gamespot.com/articles/mario-kart-tv-website-goes-live-lets-you-view-and-share-replays/1100-6419954/ http://www.gamespot.com/articles/weird-plants-vs-zombies-fps-coming-to-playstation-in-august-runs-at-1080p-60fps-on-ps4/1100-6419953/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=LBvPc-nlOsc" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2FLBvPc-nlOsc%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DLBvPc-nlOsc&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FLBvPc-nlOsc%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">One day after <a href="http://www.gamespot.com/articles/looks-like-ea-s-weird-plants-vs-zombies-fps-is-coming-to-playstation-consoles/1100-6419915/" data-ref-id="1100-6419915">teasing</a> that <a href="http://www.gamespot.com/articles/looks-like-ea-s-weird-plants-vs-zombies-fps-is-coming-to-playstation-consoles/1100-6419915/" data-ref-id="1100-6419915">Plants vs. Zombies: Garden Warfare</a>, PopCap's "weird" FPS, would be coming to PlayStation consoles, publisher Electronic Arts has now made it official. EA announced today that Plants vs. Zombies: Garden Warfare will be available on PlayStation 3 and PlayStation 4 on August 19. The company also added that the Xbox 360 and Xbox One versions have together sold over 1 million copies.</p><p dir="ltr" style="">Plants vs. Zombies: Garden Warfare runs on the Frostbite 3 engine, the same technology that powers games like <a href="/battlefield-4/" data-ref-id="false">Battlefield 4 </a>and <a href="/need-for-speed-rivals/" data-ref-id="false">Need for Speed: Rivals</a>, and runs in 1080p at 60fps on PS4. It originally launched in February for Xbox 360 and Xbox One, and it <a href="http://www.gamespot.com/articles/ea-s-weird-shooter-plants-vs-zombies-garden-warfare-hits-pc-june-24/1100-6419256/" data-ref-id="1100-6419256">comes to PC next month</a>.</p><p dir="ltr" style="">Producer Brian Lindley said in a statement that Plants vs. Zombies: Garden Warfare players have so far already "vanquished" more than 400 million plants and zombies. "We can't wait for PlayStation gamers to add to this total," he said.</p><p dir="ltr" style="">PlayStation gamers can preorder Plants vs. Zombies: Garden Warfare today to receive two digital card packs and PlayStation-exclusive customization packs for characters in the form of Hat Packs based on Sony's franchises like Ratchet &amp; Clank, Sly Cooper, and Fat Princess. The game also supports Remote Play, meaning you can start playing on PS3 or PS4 and then move to PlayStation Vita without interruption.</p><p dir="ltr" style="">The PlayStation 4 version of Plants vs. Zombies: Garden Warfare will also support split-screen multiplayer and Boss Mode, which was previously available exclusively on Xbox One. It also includes all previously released DLC, like the Garden Variety and Zomboss Down expansions.</p><p dir="ltr" style="">EA <a href="http://www.gamespot.com/articles/ea-adds-microtransactions-to-plants-vs-zombies-garden-warfare-next-week/1100-6419237/" data-ref-id="1100-6419237">added microtransactions to Plants vs. Zombies: Garden Warfare in April</a>. For more on Plants vs. Zombies: Garden Warfare, be sure to read <a href="http://www.gamespot.com/reviews/plants-vs-zombies-garden-warfare-review/1900-6415676/" data-ref-id="1900-6415676">GameSpot's review</a>.</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> Thu, 29 May 2014 06:18:00 -0700 http://www.gamespot.com/articles/weird-plants-vs-zombies-fps-coming-to-playstation-in-august-runs-at-1080p-60fps-on-ps4/1100-6419953/ http://www.gamespot.com/videos/quantum-break-gamescom-announcement/2300-6419007/ Remedy gives fans a sneak peek at Quantum Break before its official reveal at Gamescom. Thu, 29 May 2014 06:00:00 -0700 http://www.gamespot.com/videos/quantum-break-gamescom-announcement/2300-6419007/ http://www.gamespot.com/articles/xbox-one-exclusive-from-max-payne-creator-confirmed-for-2015/1100-6419951/ <div data-embed-type="video" data-ref-id="2300-6419007" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419007/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p><p style=""> </p><p dir="ltr" style="">Microsoft today announced that <a href="/quantum-break/" data-ref-id="false">Quantum Break</a>, the Xbox One-exclusive from <a href="/max-payne/" data-ref-id="false">Max Payne</a> and <a href="/alan-wake/" data-ref-id="false">Alan Wake</a> creator Remedy Entertainment, will launch in 2015. Previously, the game--announced in May 2013--had no release window whatsoever.</p><p dir="ltr" style="">A new trailer for Quantum Break is also now available, and you can watch it above. Narrated by Remedy Entertainment creative director Sam Lake, the video reveals new Quantum Break story details and gives you a look at never-before-seen footage from the game.</p><p dir="ltr" style="">Microsoft also announced today that it will show off Quantum Break's signature "time-amplified" gameplay for the first time at Europe's Gamescom convention in August. Today's trailer is meant to serve as a "sneak peek" for the full reveal later this summer.</p><p dir="ltr" style="">Quantum Break is not just a video game, as it's also going to be paired with a live-action show. The game follows Jack Joyce, a man on a mission to prevent the end of time, fighting against the nefarious corporation Monarch Solutions. The actions you take will impact how the story unfolds not only in the game, but also the show. The game follows Quantum Break's heroes, while the TV show highlights the villains.</p><p dir="ltr" style="">Remedy Entertainment is also <a href="http://www.gamespot.com/articles/alan-wake-dev-reveals-ios-game-agents-of-storm/1100-6416601/" data-ref-id="1100-6416601">working on an iOS game called Agents of Storm</a>.</p><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><p style=""> </p><p style=""> </p><p style=""> </p> Thu, 29 May 2014 06:00:00 -0700 http://www.gamespot.com/articles/xbox-one-exclusive-from-max-payne-creator-confirmed-for-2015/1100-6419951/ http://www.gamespot.com/articles/rock-band-creator-retooling-its-music-based-shooter/1100-6419952/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg" data-ref-id="1300-2439854" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg" data-ref-id="1300-2439854"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg"></a></figure><p style=""> </p><p dir="ltr" style=""><a href="/rock-band/" data-ref-id="false">Rock Band </a>and <a href="/dance-central/" data-ref-id="false">Dance Central</a> creator Harmonix is "retooling" <a href="/chroma/" data-ref-id="false">Chroma</a>, the studio's music-based shooter. An email sent to alpha testers and <a href="http://kotaku.com/looks-like-harmonixs-shooter-is-going-back-to-the-drawi-1582968126" rel="nofollow" data-ref-id="false">obtained by Kotaku</a> thanks them for their feedback, and explains that the project is now undergoing a significant overhaul.</p><p dir="ltr" style="">"Based on the terrific feedback we got from all of you in the community, as well as our own analysis, we have concluded that Chroma will need some substantial retooling to be the game we want it to be," the email reads.</p><p dir="ltr" style="">"We remain passionately committed to the high-level vision, and we think there are some very successful mechanics and systems in the existing build. The team has, in fact, already started prototyping new directions for the game based on those successful mechanics," it goes on. "We look forward to sharing more with you down the line, as Chroma evolves in new directions."</p><p dir="ltr" style="">A Kotaku commenter who claims to have been in the Chroma alpha test said: "I mean it was a Alpha but for me it was basic level designs and weapons. The premise was great and it did work well for the music but underneath that it felt like any other shooter."</p><p dir="ltr" style="">Harmonix <a href="http://www.gamespot.com/articles/rock-band-developer-harmonix-reveals-their-next-game-free-to-play-fps-chroma/1100-6417803/" data-ref-id="1100-6417803">announced Chroma in February</a>. It is a free-to-play game for PC, though CEO Alex Rigopulos said earlier this month that he <a href="http://www.gamespot.com/articles/rock-band-developer-music-and-gameplay-are-permanent-aspects-of-the-human-experience/1100-6419737/" data-ref-id="1100-6419737">hopes the game could come to consoles some day</a>. Harmonix is developing the game in conjunction with <a href="/counter-strike-global-offensive/" data-ref-id="false">Counter-Strike: Global Offensive </a>studio Hidden Path Entertainment.</p><p dir="ltr" style="">Like you'd expect from a Harmonix game, Chroma is focused heavily on music. The game's various classes have unique rhythmic twists, like the assault class' grenade launcher that lobs explosives that only go off on the downbeat. If you play as Tank, you can use a heat-seaking rocket launcher that is most effective if you're able to tap your mouse in time with the music.</p><p dir="ltr" style="">In addition to Chroma, Harmonix is working on a <a href="http://www.gamespot.com/articles/as-amplitude-funding-passes-800k-harmonix-explains-why-it-went-playstation-exclusive/1100-6419848/" data-ref-id="1100-6419848">new Amplitude game for PlayStation 3 and PlayStation 4</a>, as well as<a href="/fantasia-music-evolved/" data-ref-id="false"> Fantasia: Music Evolved</a> for Xbox 360 and Xbox One, an <a href="http://www.harmonixmusic.com/games/record-run/" rel="nofollow" data-ref-id="false">iOS game called Record Run</a>, and <a href="http://www.gamespot.com/articles/xbox-one-boss-talks-price-drop-says-e3-will-be-all-about-games/1100-6419604/" data-ref-id="1100-6419604">maybe even a new Dance Central game for Xbox One</a>. </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> Thu, 29 May 2014 05:42:00 -0700 http://www.gamespot.com/articles/rock-band-creator-retooling-its-music-based-shooter/1100-6419952/ http://www.gamespot.com/reviews/where-is-my-heart-review/1900-6415775/ <p style="">Take a piece of paper and draw a simple 2D environment on it, like you might find in an old-school platformer. On one end of the environment is your starting point, and at the other is your goal. Now, take that paper and cut it up into a bunch of smaller pieces, and then shuffle and rearrange them completely, leaving some gaps and creating some overlap between pieces. Can you still trace a path from the beginning of the paper to the end, moving as if the environment were still whole?</p><p style="">This is how you move around in Where Is My Heart, a game that's equal parts simple and disorienting. Move to the right, and you might find yourself in a panel to your left. Jump up, and you might land on the bottom left of the screen. It takes the very simple elements of moving and jumping and makes them far more interesting (and difficult) simply by shifting your perspective, and the result is a puzzle game that's not only unique, but also smart enough not to overstay its welcome.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/416/4161502/2542733-0001.jpg" data-ref-id="1300-2542733" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/416/4161502/2542733-0001.jpg" data-ref-id="1300-2542733"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/416/4161502/2542733-0001.jpg"></a><figcaption>Just walk from left to right? That seems easy enou... oh.</figcaption></figure><p style="">Your goal in each mazelike mosaic of a stage is not to put the level back together, but rather to guide a family of three lost monsters through the pieces to the goal, collecting hearts along the way. You can switch between them with the tap of a button, which lets you take them into different directions or makes them work together to get past obstacles. (You might need, for instance, to stack them on top of each other.) This basic concept is tricky enough. Levels that would be very simple (not to mention very short) if properly arranged become labyrinths when mixed up like they are. But often, the mere ability to find what direction leads where isn't enough to reach your goal.</p><p style="">In their basic forms, each of these monsters is essentially the same. They all walk and jump at the same speed and same height, and have no special abilities. However, certain levels allow the monsters to evolve into special forms. The brown monster becomes a rabbit that can double jump. The black monster develops the ability to see an alternate landscape, with platforms where there previously were none or holes where there were once walls. The orange monster develops the trickiest (but also the coolest) skill: it can rotate the panels of the level around, which allows it to jump from one panel to another in ways that were previously impossible.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/416/4161502/2542684-0002.jpg" data-ref-id="1300-2542684" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/416/4161502/2542684-0002.jpg" data-ref-id="1300-2542684"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/416/4161502/2542684-0002.jpg"></a><figcaption>You thought looking into a broken mirror was disorienting.</figcaption></figure><p style="">Every level in which some or all of these skills appear is carefully designed to take full advantage of them. Each monster's ability has a purpose, and only by working together do they all get home safely, whether that's done by activating switches unreachable by other monsters or temporarily splitting up and reconvening elsewhere in the stage.</p><p style="">If this sounds like it might hurt your brain, rest assured: it does. It's amazing how disorienting it can be to have your perspective messed with in this way, but it's equally amazing how much you can adapt. You quickly learn to carefully test your movement, stepping just barely out of one frame to try to see if you also show up in another, and you might find yourself frustrated, mentally shifting the mixed-up panels around, trying to make sense of them. There's a very good chance that you (like me) will have to resort to trial and error as you stumble through each stage, but that's ultimately OK. There's no penalty for making a mistake, save a trip back to the beginning of the stage for whichever monster met its untimely end. But with every leap you take that ends up on spikes or in a pool of water, you learn just a little bit about your surroundings.</p><blockquote><p style="">It's amazing how disorienting it can be to have your perspective messed with in this way, but it's equally amazing how much you can adapt.</p></blockquote><p style="">Where Is My Heart is a bite-size experience, lasting only a couple of hours (not counting bonus levels or the challenge of collecting every heart in every stage). This is to the game's benefit, though, because it ends just as the gimmick is growing tiresome. There are moments when it's more frustrating than fun--being lost, after all, is rarely a pleasant experience--but even then it's hard not to appreciate how far the developers have taken such a simple idea. If these monsters want heart, this game is full of it.</p> Thu, 29 May 2014 05:00:00 -0700 http://www.gamespot.com/reviews/where-is-my-heart-review/1900-6415775/ http://www.gamespot.com/articles/next-call-of-duty-ghosts-dlc-may-feature-dia-de-los-muertos-pirate-ship-maps/1100-6419950/ <p style=""> </p><p dir="ltr" style="">The next <a href="/call-of-duty-ghosts/" data-ref-id="false">Call of Duty: Ghosts</a> expansion will reportedly feature new maps that take players to places like a celebration for Dia de los Muertos, an ominous port with a wooden ship, and to ancient Egypt. <a href="http://www.charlieintel.com/2014/05/28/ghosts-invasion-dlc-appears-on-official-cod-site-image-of-new-3-mp-maps-shown/#/" rel="nofollow" data-ref-id="false">Charlie Intel </a>dug up details on the game's next expansion, titled Invasion, based on information that appears to have gone live ahead of time.</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544112-dia.png" data-ref-id="1300-2544112" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544112-dia.png" data-ref-id="1300-2544112"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1179/11799911/2544112-dia.png"></a><figcaption>Image credit: Charlie Intel</figcaption></figure><p dir="ltr" style=""> </p><p dir="ltr" style="">Three images posted on international Call of Duty websites reveal three new multiplayer maps. Departed is the Dia de los Muertos map, while Mutiny is the pirate-themed map, and Pharaoh is the map reportedly set in Egypt. None of this is confirmed, so you should take this information with a grain of salt until we hear directly from Activision or Infinity Ward.</p><p dir="ltr" style="">There are four expansions included with the $50 Call of Duty: Ghosts DLC pass. Onslaught and Devastation are already available, while Invasion and Nemesis are still to come. The DLC pass content transfers between console generations of the same family (i.e. PlayStation 3 to PlayStation 4, but not Xbox 360 to PlayStation 4) so long as you purchase it by May 31.</p><p style="">The next Call of Duty game is November's <a href="/call-of-duty-advanced-warfare/" data-ref-id="false">Call of Duty: Advanced Warfare </a>for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Sledgehammer Games is handling the Xbox One, PS4, and PC versions, while a <a href="http://www.gamespot.com/articles/two-studios-making-this-year-s-call-of-duty-advanced-warfare-activision-promises-near-photorealistic-world/1100-6419400/" data-ref-id="1100-6419400">studio to be named later</a> is making the Xbox 360 and PS3 iterations. There has been no mention of Wii U. </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> Thu, 29 May 2014 04:58:00 -0700 http://www.gamespot.com/articles/next-call-of-duty-ghosts-dlc-may-feature-dia-de-los-muertos-pirate-ship-maps/1100-6419950/ http://www.gamespot.com/articles/xbox-live-struggling-with-watch-dogs-other-ubisoft-games/1100-6419949/ <figure data-align="center" data-size="large" data-img-src="http://static4.gamespot.com/uploads/original/280/2802776/2543111-watchdogslaunch_001.jpg" data-ref-id="1300-2543111" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static4.gamespot.com/uploads/original/280/2802776/2543111-watchdogslaunch_001.jpg" data-ref-id="1300-2543111"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2543111-watchdogslaunch_001.jpg"></a></figure><p style=""> </p><p style=""> </p><p style=""> </p><p dir="ltr" style="">Microsoft today <a href="http://support.xbox.com/en-US/xbox-live-status" rel="nofollow" data-ref-id="false">issued an Xbox Live service alert</a>, asking gamers for patience as the company works out connectivity issues on Xbox 360 and Xbox One for various Ubisoft titles, including the recently released open-world game <a href="/watch-dogs/" data-ref-id="false">Watch Dogs</a>.</p><p dir="ltr" style="">In a<a href="http://support.xbox.com/en-US/xbox-live-status" rel="nofollow" data-ref-id="false"> statement on Microsoft's website</a>, the company says affected services include joining other Xbox Live members in online games and managing friends lists and tracking what friends are doing. The issue appears to be related to Ubisoft's Uplay service.</p><p dir="ltr" style="">"Are you having trouble using the Uplay feature on games like Watch Dogs, <a href="/trials-fusion/" data-ref-id="false">Trials Fusion</a>, <a href="/child-of-light/" data-ref-id="false">Child of Light</a>, and <a href="/assassins-creed-iv-black-flag/" data-ref-id="false">Assassin's Creed IV: Black Flag</a>? We are working with our partner to get the issue resolved as quickly as possible," Microsoft said. "Thanks for your patience. We'll update you on our progress as soon as we have more information."</p><p dir="ltr" style="">Other Xbox Live services, like purchase and content usage and entertainment applications, are unaffected. We will update this story when more information becomes available or when the issues are resolved.</p><p style="">Watch Dogs launched Tuesday, May 27, and thanks to a <a href="http://www.gamespot.com/articles/watch-dogs-becomes-fastest-selling-game-in-ubisoft-s-history/1100-6419933/" data-ref-id="1100-6419933">rapid influx of new players</a>, Ubisoft's servers got hammered and <a href="http://www.gamespot.com/articles/watch-dogs-suffering-from-login-issues-and-more-on-launch-day/1100-6419894/" data-ref-id="1100-6419894">some users were not able to log in to Uplay</a>. For more on Watch Dogs, check out <a href="http://www.gamespot.com/reviews/watch-dogs-review/1900-6415770/" data-ref-id="1900-6415770">GameSpot's review</a> and <a href="http://www.gamespot.com/articles/watch-dogs-review-roundup/1100-6419892/" data-ref-id="1100-6419892">what other critics are saying</a>.</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> Thu, 29 May 2014 04:22:00 -0700 http://www.gamespot.com/articles/xbox-live-struggling-with-watch-dogs-other-ubisoft-games/1100-6419949/ http://www.gamespot.com/articles/dice-vows-to-continue-fixing-battlefield-4-after-battlefield-hardline-reveal/1100-6419948/ <div data-embed-type="video" data-ref-id="2300-6418979" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418979/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Poor EA probably isn't too chuffed about the way Battlefield Hardline has made its way into the public eye, having to both <a href="/articles/battlefield-hardline-to-launch-this-fall/1100-6419908/" data-ref-id="1100-6419908">preemptively confirm the existence of the game</a> this week and then sit back yesterday and watch, probably while screaming, <a href="/articles/battlefield-hardline-video-leaks-online-shows-new-gameplay-footage/1100-6419910/" data-ref-id="1100-6419910">as a seven-minute video leaked its way out of loosely guarded internet pipes</a>.</p><p dir="ltr" style="">Battlefield Hardline, then, is a cops and robbers themed spin on the Battlefield series due out this year, being made by Dead Space developer Visceral Games. But some concerned series fans are now worried that EA is going to stop supporting the perpetually-troubled <a href="/battlefield-4/" data-ref-id="false">Battlefield 4</a> in order to make way for its new title. DICE boss Karl Magnus Troedsson has <a href="http://blogs.battlefield.com/2014/05/to-all-battlefield-fans/" rel="nofollow">taken to the game's blog</a> to say that this is not the case.</p><p dir="ltr" style="">"I want to be sure you all understand that introducing Hardline in no way means we're done working on Battlefield 4," said Troedsson. "Nothing could be further from the truth. The Visceral team is leading the development of Hardline, while the DICE team continues to drive BF4. We are committed to giving you the best BF4 experience possible."</p><p dir="ltr" style="">Troedsson detailed some of the things that DICE is cooking up in its Swedish offices, presumably while coding away on its favourite brand of well-crafted flat pack furniture. These include a "major update" to the Battlefield 4 netcode, which the last time I played was still a bit wonky, an expanded version of their community test environment, and a bunch of new, completely unspecified features.</p><p dir="ltr" style="">"The games we develop are services," concluded Troedsson. "We focus on taking care of the games post launch, delivering new content to those of you who want it and always working hard to increase quality of play. We also continue to work hard to keep investing in areas where you tell us you see opportunities for improvements and new features."</p><p dir="ltr" style="">"Yes, we're very excited to partner with Visceral on the development of Battlefield Hardline, but ongoing work to refine and enhance BF4 remains a top priority."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Martin Gaston is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/squidmania" rel="nofollow" data-ref-id="false"> Twitter @squidmania</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> Thu, 29 May 2014 04:15:00 -0700 http://www.gamespot.com/articles/dice-vows-to-continue-fixing-battlefield-4-after-battlefield-hardline-reveal/1100-6419948/ http://www.gamespot.com/articles/mario-kart-8-getting-mercedes-benz-dlc-in-japan/1100-6419947/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=_AkgJZGspCM" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2F_AkgJZGspCM%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D_AkgJZGspCM&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2F_AkgJZGspCM%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">Perhaps Mario has <a href="https://www.youtube.com/watch?v=C-GFqhCq2HA" rel="nofollow">been listening to too much Janis Joplin</a>, as Japanese owners of Mario Kart 8 will shortly be able to download free DLC that adds the new Mercedes Benz GLA to the game.</p><p dir="ltr" style="">Spotted by <a href="http://www.computerandvideogames.com/465241/mario-kart-8-to-get-free-mercedes-benz-dlc-in-japan/" rel="nofollow">CVG</a>, Mario and chums have done a little bit of mod work on the vehicle, however, filing off the roof to allow for proper kart racing antics. I imagine the in-game car will also be able to operate just fine on Mario Kart 8's antigravity tracks, unlike our comparatively boring real version.</p><p dir="ltr" style="">The DLC is being timed to coincide with a new promotional campaign in Japan for the car, with the 30-second advert showing the GLA racing around the original Super Mario Bros. before transmogrifying into a scene where a real-life version of Mario exits the vehicle.</p><p dir="ltr" style="">But will the car make its way to the US and Europe? "The announcement this time was made by Mercedes-Benz Japan regarding their collaboration in Japan with NCL," said Nintendo in a statement. "As for the information relating to the distribution of the GLA kart for MK8 outside Japan, we will be able to announce in the near future."</p><p dir="ltr" style="">For more info on Mario Kart 8, <a href="/videos/mario-kart-8-video-review/2300-6418784/" data-ref-id="2300-6418784">check out GameSpot's review</a>.</p><p dir="ltr" style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Martin Gaston is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/squidmania" rel="nofollow" data-ref-id="false"> Twitter @squidmania</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> Thu, 29 May 2014 02:15:00 -0700 http://www.gamespot.com/articles/mario-kart-8-getting-mercedes-benz-dlc-in-japan/1100-6419947/ http://www.gamespot.com/articles/battlefield-3-is-free-through-origin/1100-6419945/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/mig/0/3/2/9/2020329-673308_20121127_001.jpg" data-ref-id="1300-2020329" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/mig/0/3/2/9/2020329-673308_20121127_001.jpg" data-ref-id="1300-2020329"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/mig/0/3/2/9/2020329-673308_20121127_001.jpg"></a></figure><p style=""><a href="https://www.origin.com/en-au/store/free-games/on-the-house" rel="nofollow" data-ref-id="false">Electronic Arts </a>is offering Origin users a free copy of <a href="/battlefield-3/" data-ref-id="false">Battlefield 3</a> as a part of the "On the House" program. The game is available to download free of cost until June 3. Once users have downloaded a copy it is theirs to keep.</p><p style="">The "On the House" program <a href="http://www.gamespot.com/articles/dead-space-free-on-origin-as-the-first-title-in-ea-s-on-the-house-promotion/1100-6418601/" data-ref-id="1100-6418601">launched in March</a> this year with 2008's horror-action game <a href="/dead-space/" data-ref-id="false">Dead Space.</a> As part of the program, EA will offer up DLC and full games for free. The program is also currently offering users <a href="/plants-vs-zombies/" data-ref-id="false">Plants vs. Zombies</a> Game of the Year Edition until June 17.</p><p style="">Battlefield 3 was released in 2011 to <a href="http://www.gamespot.com/reviews/battlefield-3-review/1900-6342635/" data-ref-id="1900-6342635">positive reception</a>. EA recently revealed a new entry to the shooter series called <a href="http://www.gamespot.com/battlefield-hardline/" data-ref-id="false">Battlefield Hardline</a>, which is <a href="http://www.gamespot.com/articles/battlefield-hardline-to-launch-this-fall/1100-6419908/" data-ref-id="1100-6419908">scheduled to launch this Fall</a>.</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</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><p style=""> </p><p style=""> </p> Wed, 28 May 2014 19:07:00 -0700 http://www.gamespot.com/articles/battlefield-3-is-free-through-origin/1100-6419945/

Gamespot's Site MashupGrand Theft Auto Parent Publisher Defends MicrotransactionsCompany of Heroes 2 Developer Discusses New Armies and Dangers of Historical AccuracyToo Many Bugs Means PC Sim Star Citizen's Dogfighting Module DelayedWatch Dogs - Graphics ComparisonMario Kart TV Website Goes Live, Lets You View and Share Replays"Weird" Plants vs. Zombies FPS Coming To PlayStation In August, Runs at 1080p/60fps on PS4Quantum Break - Gamescom AnnouncementXbox One-Exclusive from Max Payne Creator Confirmed for 2015Rock Band Creator "Retooling" its Music-Based ShooterWhere Is My Heart? ReviewNext Call of Duty: Ghosts DLC May Feature Dia De los Muertos, Pirate Ship MapsXbox Live Struggling with Watch Dogs, Other Ubisoft GamesDICE Vows to Continue Fixing Battlefield 4 after Battlefield Hardline RevealMario Kart 8 Getting Mercedes-Benz DLC in JapanBattlefield 3 is Free Through Origin

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Thu, 29 May 2014 08:24:39 -0700 http://www.gamespot.com/articles/grand-theft-auto-parent-publisher-defends-microtransactions/1100-6419956/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544170-gtaonlinenew.jpg" data-ref-id="1300-2544170" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544170-gtaonlinenew.jpg" data-ref-id="1300-2544170"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2544170-gtaonlinenew.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Virtual currency and microtransactions are hot-button issues in gaming today, and now Strauss Zelnick, CEO of <a href="/grand-theft-auto-v/" data-ref-id="false">Grand Theft Auto </a>parent publisher Take-Two Interactive, has spoken out to defend his company's implementation of such measures in its games.</p><blockquote data-align="left"><p dir="ltr" style="">"We're in the business of delighting consumers... that is a different point of view than most of our peers in the business" -- Strauss Zelnick on microtransactions</p></blockquote><p dir="ltr" style="">"Virtual currency done right just further enhances gameplay and engages consumers with our brands. And when I say done right, we are not in the business of erecting toll booths along the way of gameplay," Zelnick said this week during the Cowen &amp; Company Technology, Media, &amp; Telecom Conference in New York City.</p><p dir="ltr" style="">"We're in the business of delighting consumers. And when we design our virtual currency packs, we do it in a way that will make consumers happier, not sadder that they are engaged with our games," he added. "That is a different point of view than most of our peers in the business."</p><p dir="ltr" style="">It's all in the way of keeping gamers engaged with Take-Two's games long after release, Zelnick said. Just five years ago, Zelnick pointed out, the standard business practice was to release a game and then essentially walk away and move on to your next project. But now games are supported for periods of months, and sometimes years, with new content.</p><p dir="ltr" style="">"We do it from the backdrop of delighting consumers," Zelnick said about post-release add-on content. "When we sell a consumer an add-on content pack, we want them to feel like they got more than they paid for, not less; and the message boards reflect that that's true."</p><p dir="ltr" style="">Zelnick said <a href="/borderlands-2/" data-ref-id="false">Borderlands 2</a> is a prime example of how Take-Two puts its best foot forward for post-release content. In the 18 months since the game launched in 2012, the company has released 12 significant downloadable content packs and numerous smaller updates. He also said Take-Two has seen "good success" with its DLC season pass offerings, suggesting we'll see more in the future.</p><p dir="ltr" style="">But expansion packs and DLC passes only crack the surface of what's possible for long-term revenue from a single title. During the presentation, Zelnick highlighted the success Take-Two has already had in the "recurrent consumer spending" department. He pointed out that nearly half of Take-Two's digitally delivered net revenue last year came from virtual currency sales led by offerings for <a href="/reviews/grand-theft-auto-online-review/1900-6415473/" data-ref-id="1900-6415473">Grand Theft Auto Online</a>, <a href="/nba-2k14/" data-ref-id="false">NBA 2K14</a>, and <a href="/articles/nba-2k-series-going-online-in-china-korea/1100-6212452/" data-ref-id="1100-6212452">NBA 2K Online</a> in China. More than <a href="http://www.gamespot.com/articles/grand-theft-auto-5-has-now-shipped-32-5-million-copies/1100-6417498/" data-ref-id="1100-6417498">70 percent of all Grand Theft Auto V players have played Grand Theft Auto Online</a>, but it's unclear how many have actually spent money on the game's virtual currency, GTA$. </p><p dir="ltr" style=""><em>What do you think about microtransactions in video games today? Let us know in the comments below! </em></p><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> Thu, 29 May 2014 08:01:00 -0700 http://www.gamespot.com/articles/grand-theft-auto-parent-publisher-defends-microtransactions/1100-6419956/ http://www.gamespot.com/articles/company-of-heroes-2-developer-discusses-new-armies-and-dangers-of-historical-accuracy/1100-6419944/ <p style="">The battlefield is growing in Company of Heroes 2: The Western Armies. This standalone expansion brings with it two new armies--the US Forces and German OberKommando West--along with a whole host of new units, upgrades, and maps. I recently had the chance to catch up with developer Relic's Quinn Duffy to discuss how these two new armies were designed, how the team is using community feedback, and where the danger lies in adhering too strictly to historical accuracy. For those new to Company of Heroes 2, know that The Western Armies expansion can be played in multiplayer against either the AI or the rest of the COH2 audience even if you don't own the base game. The Western Armies is coming to PC on June 24.</p><div data-embed-type="video" data-ref-id="2300-6418725" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418725/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><strong>GameSpot: So tell me about the two new factions coming in The Western Front Armies.</strong></p><p dir="ltr" style="">Quinn Duffy: We have two new armies that have designed from the ground up, the US Forces and German OberKommando West, so a new American army and a new German army. The American army is very flexible, versatile, and focuses on mobility. They don't have anything too hard-hitting, but they do have a lot of gameplay elements built around their versatility and mobility. The OKW, on the other hand, are extremely hard-hitting with a lot of veteran infantry units, super heavy tanks, and technological advances--but they're also a hard army to sustain because their economy was under a lot of pressure at this point in the war.</p><p dir="ltr" style="">That was our starting point for these armies in terms of making them feel unique compared to the other armies in the game.</p><p dir="ltr" style=""><strong>GS: How do you start designing one of these armies, and did your design goals change at all during development?</strong></p><p dir="ltr" style="">QD: We try not to change our overall goals for the armies too much, however the way in which we meet those goals can vary. The US Forces, for example, have weapon racks in their base that you can retreat back to and equip a new weapon from before heading back into the fight. That was an idea that arose out of delivering an army that was versatile, as was having vehicle crews that could disembark and tank abilities that could be used while moving. Those are technical solutions, the sorts of things we developed to meet the goals of the army--and while those solutions may change, the goals stay consistent.</p><p dir="ltr" style=""><strong>GS: How early do you open up your projects to community feedback?</strong></p><p dir="ltr" style="">QD: A lot of people claim they can just look at a game and judge it on its gameplay merits, but I have never seen that actually be successful or true. It varies a bit from game to game, but I think you need a critical mass of feedback, especially player-driven feedback, before you soliciting [community feedback].</p><p dir="ltr" style="">For example, our vehicles start as crudely textured boxes. You don't have guns that turn or are just missing whole parts of the vehicle itself, so the player is missing vital feedback and we find very little relevance in showing the game that early to the community because the feedback we get is biased by the experience. You need a critical mass of stuff that looks good enough to get the right level of feedback, stuff that's good enough so that the player can focus on the gameplay as opposed to asking 'why doesn't this unit animate?'</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg" data-ref-id="1300-2544042" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg" data-ref-id="1300-2544042"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/949/9490474/2544042-coh2+twfa+preview+screen+3_1401187912.jpg"></a></figure><p dir="ltr" style=""><strong>GS: How does the team manage to strike a balance between historical accuracy and making a fun video game?</strong></p><p dir="ltr" style="">QD: It's a continual challenge because in some respects World War II is my IP licencor. We do have some rules and restrictions, as well as a few strategies for addressing this. Focusing on historical accuracy is a dangerous road to go down. We prefer authenticity, which has a broader definition, and focus on the tone and the intensity of combat rather than counting the number of bolts on a tank or determining whether a badge is absolutely correct. We need to be able to build content that spans a couple of years of use or is easier for users to play with, so we do air on the side of gameplay more often than not.</p><p dir="ltr" style=""><strong>GS: Has that always been the case?</strong></p><p dir="ltr" style="">QD: It's been a long-standing tradition in Company of Heroes to deliver that kind of feeling and a more emotional experience. We look to the presentation layer of the game--the audio, speech, animation, and the battlefield itself--to hook player in an emotional way, and maybe even get them to relate to their units and hopefully feel a little bit of compassion for what they're playing with. The depth of gameplay comes through after that. It's a strategy that goes back to Homeworld: entice the player through visuals and an emotional connection first, and then deliver the gameplay and keep them hooked.</p><p dir="ltr" style=""><strong>GS: How do you solicit user feedback?</strong></p><blockquote data-size="small" data-align="right"><p dir="ltr" style="">Focusing on historical accuracy is a dangerous road to go down. We prefer authenticity, which has a broader definition, and focus on the tone and the intensity of combat rather than counting the number of bolts on a tank or determining if a badge is absolutely correct.</p></blockquote><p dir="ltr" style="">QD: We put in simple surveys to gauge snap reactions about the game, such as 'how are you feeling?' or 'was that fun?' They're the sorts of questions that just give a very broad overview of player opinion, and then one thing we added over the last year that I think is really interesting is a whole new analytics unit. They're able to look at our game as a whole using something like 23 million hours of Company of Heroes 2 gameplay data. Using that data, they're able to look at player patterns and behaviors and unit balance and usage and just tons of other parameters. It really helps inform our decisions as a design team. It's been a great addition.</p><p dir="ltr" style="">Sometimes perception and reality can differ, and sometimes the community's sentiment can give us pause and make us consider an issue and the telemetry data can then let us a dig a little deeper. It gives us tremendous insight into how the community perceives the game.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg" data-ref-id="1300-2543960" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg" data-ref-id="1300-2543960"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/949/9490474/2543960-coh2+twfa+preview+screen+2_1401187911.jpg"></a></figure><p dir="ltr" style=""><strong>GS: How are the existing armies in Company of Heroes 2 being changed for this expansion?</strong></p><p dir="ltr" style="">QD: A lot of what we did with the old armies was actually play them against the Western Front armies while they were in development and release balance changes live in anticipation of the new armies. We have been working through these changes gradually through the 20 or so updates we did to the live game while in development, and then there will likely be a big balance patch shortly after launch.</p><p dir="ltr" style="">There's also a bunch of stuff outside of the core armies that original Company of Heroes 2 players will get, such as custom games lists, user-generated content, and mod support. Those are some of the big changes that are coming, but we've been working on little things as well. For instance we've completely reanimated the rifle animations so all the armies will be getting those and they look a lot better and feel a lot better than the originals. It's a constant iteration process of grooming the game every time we deploy a new update or patch or piece of content, and we want everyone to benefit.</p><p dir="ltr" style=""><strong>GS: Wait, what was that you said about modding?</strong></p><p style="">QD: We've talked about it, the community wants it, and we're working on it. We had some great exposure to the demand when we released our world builder map editor tools and there are now, I think, over 1,200 community maps in Steam workshop. So yeah, there's no arguing the demand is there; that's absolutely evident.</p> Thu, 29 May 2014 08:00:00 -0700 http://www.gamespot.com/articles/company-of-heroes-2-developer-discusses-new-armies-and-dangers-of-historical-accuracy/1100-6419944/ http://www.gamespot.com/articles/too-many-bugs-means-pc-sim-star-citizen-s-dogfighting-module-delayed/1100-6419955/ <figure data-align="center" data-size="large" data-img-src="http://static3.gamespot.com/uploads/original/mig/3/3/9/8/2013398-684995_20121009_037.jpg" data-ref-id="1300-2013398" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static3.gamespot.com/uploads/original/mig/3/3/9/8/2013398-684995_20121009_037.jpg" data-ref-id="1300-2013398"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/mig/3/3/9/8/2013398-684995_20121009_037.jpg"></a></figure><p dir="ltr" style=""> </p><p dir="ltr" style=""> </p><p dir="ltr" style="">The dogfighting module for upcoming PC space simulator <a href="/star-citizen/" data-ref-id="false">Star Citizen</a>, called Arena Commander, has been delayed. In an <a href="https://robertsspaceindustries.com/comm-link/transmission/13898-Arena-Commander-V8-Delay" rel="nofollow" data-ref-id="false">update on developer Cloud Imperium Games' website</a>, creator Chris Roberts said he recently sat down with Star Citizen production leads for a "go/no-go" meeting, and the decision was made to delay the module because there were simply too many pressing bugs.</p><p dir="ltr" style="">"The decision was that we are not able to release Arena Commander [on May 29] as there are too many blocking and critical issues outstanding," Roberts said.</p><p dir="ltr" style="">Roberts said the most serious type of bugs a game can have are called "blockers," issues that completely prevent the game from working and being in a releasable state. Unfortunately for Star Citizen, there are two blockers--as well as a half-dozen "critical" issues--that are affecting the game. One "blocker" issue is a DirectX crash that breaks the single-player game and the other is a bug that creates "increasingly divergent multiplayer sync."</p><p dir="ltr" style="">"It would be foolish to release an unstable build, even if pre-alpha for the sake of meeting an internal deadline," Roberts said. "This is the power of the crowdfunding that made Star Citizen possible: a publisher would make us ship tomorrow regardless of the current build quality… but as you are all focused on quality rather than a financial return for shareholders we are able to take a few more days to deliver something that is stable."</p><p dir="ltr" style="">"I know that's not the news you wanted to hear tonight. No-one would like to see the community get their hands on Arena Commander more than I would," he added.</p><p style="">As a means to keep backers as informed as possible regarding the status of Arena Commander, Roberts said he has asked his production team to provide daily updates on the module until it ships. This will include a list of bugs and other information regarding the status of the current build.</p><p style="">Star Citizen is the most successful crowdfunded project--of any kind--in history. It <a href="http://www.gamespot.com/articles/star-citizen-funding-hits-44-million-milestone/1100-6419857/" data-ref-id="1100-6419857">recently crossed $44 million in lifetime funding</a>, and over 450,000 people have contributed to the project to date. </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> Thu, 29 May 2014 07:21:00 -0700 http://www.gamespot.com/articles/too-many-bugs-means-pc-sim-star-citizen-s-dogfighting-module-delayed/1100-6419955/ http://www.gamespot.com/videos/watch-dogs-graphics-comparison/2300-6419010/ Compare the Xbox One, PlayStation 4 and PC in this graphics comparison of Watch Dogs. Thu, 29 May 2014 07:00:00 -0700 http://www.gamespot.com/videos/watch-dogs-graphics-comparison/2300-6419010/ http://www.gamespot.com/articles/mario-kart-tv-website-goes-live-lets-you-view-and-share-replays/1100-6419954/ <figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544135-mktv.jpg" data-ref-id="1300-2544135" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544135-mktv.jpg" data-ref-id="1300-2544135"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1179/11799911/2544135-mktv.jpg"></a></figure><p style=""> </p><p dir="ltr" style="">Nintendo has launched the <a href="https://mariokart.tv" rel="nofollow" data-ref-id="false">official Mario Kart TV website </a>for upcoming racing game <a href="/mario-kart-8/" data-ref-id="false">Mario Kart 8</a>, which launches exclusively for Wii U tomorrow, May 30. The website lets you view and share gameplay replays <a href="http://www.gamespot.com/articles/mario-kart-8-for-wii-u-lets-players-upload-gameplay-directly-to-youtube-330-premium-bundle-confirmed/1100-6419316/" data-ref-id="1100-6419316">uploaded to the site through Mario Kart 8's TV mode</a>.</p><p dir="ltr" style="">There is no Mario Kart TV dedicated mobile app for iOS or Android, but the website is optimized for viewing on your smartphone or tablet. You can also log in at the website with your Nintendo Network account to see your own videos and share them with others.</p><p dir="ltr" style="">You can also search for specific types of content. There are filters for specific courses, characters, and race types (Grand Prix, Time Trials, VS Race, Battle, Tournaments). If you enjoyed a video you just saw, you can easily share it with friends on Facebook and Twitter.</p><p dir="ltr" style="">Though Mario Kart 8 isn't out yet, the Mario Kart TV website is already flooded with videos, including <a href="https://mariokart.tv/video_posts" rel="nofollow" data-ref-id="false">pages' worth of videos uploaded in the last 10 minutes alone</a>. For more on Mario Kart 8, check out<a href="http://www.gamespot.com/reviews/mario-kart-8/1900-6415760/" data-ref-id="1900-6415760"> GameSpot's review</a> and <a href="http://www.gamespot.com/articles/mario-kart-8-review-roundup/1100-6419666/" data-ref-id="1100-6419666">what other critics are saying</a>.</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> Thu, 29 May 2014 06:49:00 -0700 http://www.gamespot.com/articles/mario-kart-tv-website-goes-live-lets-you-view-and-share-replays/1100-6419954/ http://www.gamespot.com/articles/weird-plants-vs-zombies-fps-coming-to-playstation-in-august-runs-at-1080p-60fps-on-ps4/1100-6419953/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=LBvPc-nlOsc" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2FLBvPc-nlOsc%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DLBvPc-nlOsc&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FLBvPc-nlOsc%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p dir="ltr" style="">One day after <a href="http://www.gamespot.com/articles/looks-like-ea-s-weird-plants-vs-zombies-fps-is-coming-to-playstation-consoles/1100-6419915/" data-ref-id="1100-6419915">teasing</a> that <a href="http://www.gamespot.com/articles/looks-like-ea-s-weird-plants-vs-zombies-fps-is-coming-to-playstation-consoles/1100-6419915/" data-ref-id="1100-6419915">Plants vs. Zombies: Garden Warfare</a>, PopCap's "weird" FPS, would be coming to PlayStation consoles, publisher Electronic Arts has now made it official. EA announced today that Plants vs. Zombies: Garden Warfare will be available on PlayStation 3 and PlayStation 4 on August 19. The company also added that the Xbox 360 and Xbox One versions have together sold over 1 million copies.</p><p dir="ltr" style="">Plants vs. Zombies: Garden Warfare runs on the Frostbite 3 engine, the same technology that powers games like <a href="/battlefield-4/" data-ref-id="false">Battlefield 4 </a>and <a href="/need-for-speed-rivals/" data-ref-id="false">Need for Speed: Rivals</a>, and runs in 1080p at 60fps on PS4. It originally launched in February for Xbox 360 and Xbox One, and it <a href="http://www.gamespot.com/articles/ea-s-weird-shooter-plants-vs-zombies-garden-warfare-hits-pc-june-24/1100-6419256/" data-ref-id="1100-6419256">comes to PC next month</a>.</p><p dir="ltr" style="">Producer Brian Lindley said in a statement that Plants vs. Zombies: Garden Warfare players have so far already "vanquished" more than 400 million plants and zombies. "We can't wait for PlayStation gamers to add to this total," he said.</p><p dir="ltr" style="">PlayStation gamers can preorder Plants vs. Zombies: Garden Warfare today to receive two digital card packs and PlayStation-exclusive customization packs for characters in the form of Hat Packs based on Sony's franchises like Ratchet &amp; Clank, Sly Cooper, and Fat Princess. The game also supports Remote Play, meaning you can start playing on PS3 or PS4 and then move to PlayStation Vita without interruption.</p><p dir="ltr" style="">The PlayStation 4 version of Plants vs. Zombies: Garden Warfare will also support split-screen multiplayer and Boss Mode, which was previously available exclusively on Xbox One. It also includes all previously released DLC, like the Garden Variety and Zomboss Down expansions.</p><p dir="ltr" style="">EA <a href="http://www.gamespot.com/articles/ea-adds-microtransactions-to-plants-vs-zombies-garden-warfare-next-week/1100-6419237/" data-ref-id="1100-6419237">added microtransactions to Plants vs. Zombies: Garden Warfare in April</a>. For more on Plants vs. Zombies: Garden Warfare, be sure to read <a href="http://www.gamespot.com/reviews/plants-vs-zombies-garden-warfare-review/1900-6415676/" data-ref-id="1900-6415676">GameSpot's review</a>.</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> Thu, 29 May 2014 06:18:00 -0700 http://www.gamespot.com/articles/weird-plants-vs-zombies-fps-coming-to-playstation-in-august-runs-at-1080p-60fps-on-ps4/1100-6419953/ http://www.gamespot.com/videos/quantum-break-gamescom-announcement/2300-6419007/ Remedy gives fans a sneak peek at Quantum Break before its official reveal at Gamescom. Thu, 29 May 2014 06:00:00 -0700 http://www.gamespot.com/videos/quantum-break-gamescom-announcement/2300-6419007/ http://www.gamespot.com/articles/xbox-one-exclusive-from-max-payne-creator-confirmed-for-2015/1100-6419951/ <div data-embed-type="video" data-ref-id="2300-6419007" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419007/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p><p style=""> </p><p style=""> </p><p dir="ltr" style="">Microsoft today announced that <a href="/quantum-break/" data-ref-id="false">Quantum Break</a>, the Xbox One-exclusive from <a href="/max-payne/" data-ref-id="false">Max Payne</a> and <a href="/alan-wake/" data-ref-id="false">Alan Wake</a> creator Remedy Entertainment, will launch in 2015. Previously, the game--announced in May 2013--had no release window whatsoever.</p><p dir="ltr" style="">A new trailer for Quantum Break is also now available, and you can watch it above. Narrated by Remedy Entertainment creative director Sam Lake, the video reveals new Quantum Break story details and gives you a look at never-before-seen footage from the game.</p><p dir="ltr" style="">Microsoft also announced today that it will show off Quantum Break's signature "time-amplified" gameplay for the first time at Europe's Gamescom convention in August. Today's trailer is meant to serve as a "sneak peek" for the full reveal later this summer.</p><p dir="ltr" style="">Quantum Break is not just a video game, as it's also going to be paired with a live-action show. The game follows Jack Joyce, a man on a mission to prevent the end of time, fighting against the nefarious corporation Monarch Solutions. The actions you take will impact how the story unfolds not only in the game, but also the show. The game follows Quantum Break's heroes, while the TV show highlights the villains.</p><p dir="ltr" style="">Remedy Entertainment is also <a href="http://www.gamespot.com/articles/alan-wake-dev-reveals-ios-game-agents-of-storm/1100-6416601/" data-ref-id="1100-6416601">working on an iOS game called Agents of Storm</a>.</p><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><p style=""> </p><p style=""> </p><p style=""> </p> Thu, 29 May 2014 06:00:00 -0700 http://www.gamespot.com/articles/xbox-one-exclusive-from-max-payne-creator-confirmed-for-2015/1100-6419951/ http://www.gamespot.com/articles/rock-band-creator-retooling-its-music-based-shooter/1100-6419952/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg" data-ref-id="1300-2439854" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg" data-ref-id="1300-2439854"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1365/13658182/2439854-chroma_alpha-screenshot-02.jpg"></a></figure><p style=""> </p><p dir="ltr" style=""><a href="/rock-band/" data-ref-id="false">Rock Band </a>and <a href="/dance-central/" data-ref-id="false">Dance Central</a> creator Harmonix is "retooling" <a href="/chroma/" data-ref-id="false">Chroma</a>, the studio's music-based shooter. An email sent to alpha testers and <a href="http://kotaku.com/looks-like-harmonixs-shooter-is-going-back-to-the-drawi-1582968126" rel="nofollow" data-ref-id="false">obtained by Kotaku</a> thanks them for their feedback, and explains that the project is now undergoing a significant overhaul.</p><p dir="ltr" style="">"Based on the terrific feedback we got from all of you in the community, as well as our own analysis, we have concluded that Chroma will need some substantial retooling to be the game we want it to be," the email reads.</p><p dir="ltr" style="">"We remain passionately committed to the high-level vision, and we think there are some very successful mechanics and systems in the existing build. The team has, in fact, already started prototyping new directions for the game based on those successful mechanics," it goes on. "We look forward to sharing more with you down the line, as Chroma evolves in new directions."</p><p dir="ltr" style="">A Kotaku commenter who claims to have been in the Chroma alpha test said: "I mean it was a Alpha but for me it was basic level designs and weapons. The premise was great and it did work well for the music but underneath that it felt like any other shooter."</p><p dir="ltr" style="">Harmonix <a href="http://www.gamespot.com/articles/rock-band-developer-harmonix-reveals-their-next-game-free-to-play-fps-chroma/1100-6417803/" data-ref-id="1100-6417803">announced Chroma in February</a>. It is a free-to-play game for PC, though CEO Alex Rigopulos said earlier this month that he <a href="http://www.gamespot.com/articles/rock-band-developer-music-and-gameplay-are-permanent-aspects-of-the-human-experience/1100-6419737/" data-ref-id="1100-6419737">hopes the game could come to consoles some day</a>. Harmonix is developing the game in conjunction with <a href="/counter-strike-global-offensive/" data-ref-id="false">Counter-Strike: Global Offensive </a>studio Hidden Path Entertainment.</p><p dir="ltr" style="">Like you'd expect from a Harmonix game, Chroma is focused heavily on music. The game's various classes have unique rhythmic twists, like the assault class' grenade launcher that lobs explosives that only go off on the downbeat. If you play as Tank, you can use a heat-seaking rocket launcher that is most effective if you're able to tap your mouse in time with the music.</p><p dir="ltr" style="">In addition to Chroma, Harmonix is working on a <a href="http://www.gamespot.com/articles/as-amplitude-funding-passes-800k-harmonix-explains-why-it-went-playstation-exclusive/1100-6419848/" data-ref-id="1100-6419848">new Amplitude game for PlayStation 3 and PlayStation 4</a>, as well as<a href="/fantasia-music-evolved/" data-ref-id="false"> Fantasia: Music Evolved</a> for Xbox 360 and Xbox One, an <a href="http://www.harmonixmusic.com/games/record-run/" rel="nofollow" data-ref-id="false">iOS game called Record Run</a>, and <a href="http://www.gamespot.com/articles/xbox-one-boss-talks-price-drop-says-e3-will-be-all-about-games/1100-6419604/" data-ref-id="1100-6419604">maybe even a new Dance Central game for Xbox One</a>. </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> Thu, 29 May 2014 05:42:00 -0700 http://www.gamespot.com/articles/rock-band-creator-retooling-its-music-based-shooter/1100-6419952/ http://www.gamespot.com/reviews/where-is-my-heart-review/1900-6415775/ <p style="">Take a piece of paper and draw a simple 2D environment on it, like you might find in an old-school platformer. On one end of the environment is your starting point, and at the other is your goal. Now, take that paper and cut it up into a bunch of smaller pieces, and then shuffle and rearrange them completely, leaving some gaps and creating some overlap between pieces. Can you still trace a path from the beginning of the paper to the end, moving as if the environment were still whole?</p><p style="">This is how you move around in Where Is My Heart, a game that's equal parts simple and disorienting. Move to the right, and you might find yourself in a panel to your left. Jump up, and you might land on the bottom left of the screen. It takes the very simple elements of moving and jumping and makes them far more interesting (and difficult) simply by shifting your perspective, and the result is a puzzle game that's not only unique, but also smart enough not to overstay its welcome.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/416/4161502/2542733-0001.jpg" data-ref-id="1300-2542733" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/416/4161502/2542733-0001.jpg" data-ref-id="1300-2542733"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/416/4161502/2542733-0001.jpg"></a><figcaption>Just walk from left to right? That seems easy enou... oh.</figcaption></figure><p style="">Your goal in each mazelike mosaic of a stage is not to put the level back together, but rather to guide a family of three lost monsters through the pieces to the goal, collecting hearts along the way. You can switch between them with the tap of a button, which lets you take them into different directions or makes them work together to get past obstacles. (You might need, for instance, to stack them on top of each other.) This basic concept is tricky enough. Levels that would be very simple (not to mention very short) if properly arranged become labyrinths when mixed up like they are. But often, the mere ability to find what direction leads where isn't enough to reach your goal.</p><p style="">In their basic forms, each of these monsters is essentially the same. They all walk and jump at the same speed and same height, and have no special abilities. However, certain levels allow the monsters to evolve into special forms. The brown monster becomes a rabbit that can double jump. The black monster develops the ability to see an alternate landscape, with platforms where there previously were none or holes where there were once walls. The orange monster develops the trickiest (but also the coolest) skill: it can rotate the panels of the level around, which allows it to jump from one panel to another in ways that were previously impossible.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/416/4161502/2542684-0002.jpg" data-ref-id="1300-2542684" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/416/4161502/2542684-0002.jpg" data-ref-id="1300-2542684"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/416/4161502/2542684-0002.jpg"></a><figcaption>You thought looking into a broken mirror was disorienting.</figcaption></figure><p style="">Every level in which some or all of these skills appear is carefully designed to take full advantage of them. Each monster's ability has a purpose, and only by working together do they all get home safely, whether that's done by activating switches unreachable by other monsters or temporarily splitting up and reconvening elsewhere in the stage.</p><p style="">If this sounds like it might hurt your brain, rest assured: it does. It's amazing how disorienting it can be to have your perspective messed with in this way, but it's equally amazing how much you can adapt. You quickly learn to carefully test your movement, stepping just barely out of one frame to try to see if you also show up in another, and you might find yourself frustrated, mentally shifting the mixed-up panels around, trying to make sense of them. There's a very good chance that you (like me) will have to resort to trial and error as you stumble through each stage, but that's ultimately OK. There's no penalty for making a mistake, save a trip back to the beginning of the stage for whichever monster met its untimely end. But with every leap you take that ends up on spikes or in a pool of water, you learn just a little bit about your surroundings.</p><blockquote><p style="">It's amazing how disorienting it can be to have your perspective messed with in this way, but it's equally amazing how much you can adapt.</p></blockquote><p style="">Where Is My Heart is a bite-size experience, lasting only a couple of hours (not counting bonus levels or the challenge of collecting every heart in every stage). This is to the game's benefit, though, because it ends just as the gimmick is growing tiresome. There are moments when it's more frustrating than fun--being lost, after all, is rarely a pleasant experience--but even then it's hard not to appreciate how far the developers have taken such a simple idea. If these monsters want heart, this game is full of it.</p> Thu, 29 May 2014 05:00:00 -0700 http://www.gamespot.com/reviews/where-is-my-heart-review/1900-6415775/ http://www.gamespot.com/articles/next-call-of-duty-ghosts-dlc-may-feature-dia-de-los-muertos-pirate-ship-maps/1100-6419950/ <p style=""> </p><p dir="ltr" style="">The next <a href="/call-of-duty-ghosts/" data-ref-id="false">Call of Duty: Ghosts</a> expansion will reportedly feature new maps that take players to places like a celebration for Dia de los Muertos, an ominous port with a wooden ship, and to ancient Egypt. <a href="http://www.charlieintel.com/2014/05/28/ghosts-invasion-dlc-appears-on-official-cod-site-image-of-new-3-mp-maps-shown/#/" rel="nofollow" data-ref-id="false">Charlie Intel </a>dug up details on the game's next expansion, titled Invasion, based on information that appears to have gone live ahead of time.</p><figure data-align="left" data-size="small" data-img-src="http://static1.gamespot.com/uploads/original/1179/11799911/2544112-dia.png" data-ref-id="1300-2544112" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1179/11799911/2544112-dia.png" data-ref-id="1300-2544112"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_small/1179/11799911/2544112-dia.png"></a><figcaption>Image credit: Charlie Intel</figcaption></figure><p dir="ltr" style=""> </p><p dir="ltr" style="">Three images posted on international Call of Duty websites reveal three new multiplayer maps. Departed is the Dia de los Muertos map, while Mutiny is the pirate-themed map, and Pharaoh is the map reportedly set in Egypt. None of this is confirmed, so you should take this information with a grain of salt until we hear directly from Activision or Infinity Ward.</p><p dir="ltr" style="">There are four expansions included with the $50 Call of Duty: Ghosts DLC pass. Onslaught and Devastation are already available, while Invasion and Nemesis are still to come. The DLC pass content transfers between console generations of the same family (i.e. PlayStation 3 to PlayStation 4, but not Xbox 360 to PlayStation 4) so long as you purchase it by May 31.</p><p style="">The next Call of Duty game is November's <a href="/call-of-duty-advanced-warfare/" data-ref-id="false">Call of Duty: Advanced Warfare </a>for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. Sledgehammer Games is handling the Xbox One, PS4, and PC versions, while a <a href="http://www.gamespot.com/articles/two-studios-making-this-year-s-call-of-duty-advanced-warfare-activision-promises-near-photorealistic-world/1100-6419400/" data-ref-id="1100-6419400">studio to be named later</a> is making the Xbox 360 and PS3 iterations. There has been no mention of Wii U. </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> Thu, 29 May 2014 04:58:00 -0700 http://www.gamespot.com/articles/next-call-of-duty-ghosts-dlc-may-feature-dia-de-los-muertos-pirate-ship-maps/1100-6419950/ http://www.gamespot.com/articles/xbox-live-struggling-with-watch-dogs-other-ubisoft-games/1100-6419949/ <figure data-align="center" data-size="large" data-img-src="http://static4.gamespot.com/uploads/original/280/2802776/2543111-watchdogslaunch_001.jpg" data-ref-id="1300-2543111" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static4.gamespot.com/uploads/original/280/2802776/2543111-watchdogslaunch_001.jpg" data-ref-id="1300-2543111"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/280/2802776/2543111-watchdogslaunch_001.jpg"></a></figure><p style=""> </p><p style=""> </p><p style=""> </p><p dir="ltr" style="">Microsoft today <a href="http://support.xbox.com/en-US/xbox-live-status" rel="nofollow" data-ref-id="false">issued an Xbox Live service alert</a>, asking gamers for patience as the company works out connectivity issues on Xbox 360 and Xbox One for various Ubisoft titles, including the recently released open-world game <a href="/watch-dogs/" data-ref-id="false">Watch Dogs</a>.</p><p dir="ltr" style="">In a<a href="http://support.xbox.com/en-US/xbox-live-status" rel="nofollow" data-ref-id="false"> statement on Microsoft's website</a>, the company says affected services include joining other Xbox Live members in online games and managing friends lists and tracking what friends are doing. The issue appears to be related to Ubisoft's Uplay service.</p><p dir="ltr" style="">"Are you having trouble using the Uplay feature on games like Watch Dogs, <a href="/trials-fusion/" data-ref-id="false">Trials Fusion</a>, <a href="/child-of-light/" data-ref-id="false">Child of Light</a>, and <a href="/assassins-creed-iv-black-flag/" data-ref-id="false">Assassin's Creed IV: Black Flag</a>? We are working with our partner to get the issue resolved as quickly as possible," Microsoft said. "Thanks for your patience. We'll update you on our progress as soon as we have more information."</p><p dir="ltr" style="">Other Xbox Live services, like purchase and content usage and entertainment applications, are unaffected. We will update this story when more information becomes available or when the issues are resolved.</p><p style="">Watch Dogs launched Tuesday, May 27, and thanks to a <a href="http://www.gamespot.com/articles/watch-dogs-becomes-fastest-selling-game-in-ubisoft-s-history/1100-6419933/" data-ref-id="1100-6419933">rapid influx of new players</a>, Ubisoft's servers got hammered and <a href="http://www.gamespot.com/articles/watch-dogs-suffering-from-login-issues-and-more-on-launch-day/1100-6419894/" data-ref-id="1100-6419894">some users were not able to log in to Uplay</a>. For more on Watch Dogs, check out <a href="http://www.gamespot.com/reviews/watch-dogs-review/1900-6415770/" data-ref-id="1900-6415770">GameSpot's review</a> and <a href="http://www.gamespot.com/articles/watch-dogs-review-roundup/1100-6419892/" data-ref-id="1100-6419892">what other critics are saying</a>.</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> Thu, 29 May 2014 04:22:00 -0700 http://www.gamespot.com/articles/xbox-live-struggling-with-watch-dogs-other-ubisoft-games/1100-6419949/ http://www.gamespot.com/articles/dice-vows-to-continue-fixing-battlefield-4-after-battlefield-hardline-reveal/1100-6419948/ <div data-embed-type="video" data-ref-id="2300-6418979" data-width="100%" data-height="100%"><iframe src="/videos/embed/6418979/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Poor EA probably isn't too chuffed about the way Battlefield Hardline has made its way into the public eye, having to both <a href="/articles/battlefield-hardline-to-launch-this-fall/1100-6419908/" data-ref-id="1100-6419908">preemptively confirm the existence of the game</a> this week and then sit back yesterday and watch, probably while screaming, <a href="/articles/battlefield-hardline-video-leaks-online-shows-new-gameplay-footage/1100-6419910/" data-ref-id="1100-6419910">as a seven-minute video leaked its way out of loosely guarded internet pipes</a>.</p><p dir="ltr" style="">Battlefield Hardline, then, is a cops and robbers themed spin on the Battlefield series due out this year, being made by Dead Space developer Visceral Games. But some concerned series fans are now worried that EA is going to stop supporting the perpetually-troubled <a href="/battlefield-4/" data-ref-id="false">Battlefield 4</a> in order to make way for its new title. DICE boss Karl Magnus Troedsson has <a href="http://blogs.battlefield.com/2014/05/to-all-battlefield-fans/" rel="nofollow">taken to the game's blog</a> to say that this is not the case.</p><p dir="ltr" style="">"I want to be sure you all understand that introducing Hardline in no way means we're done working on Battlefield 4," said Troedsson. "Nothing could be further from the truth. The Visceral team is leading the development of Hardline, while the DICE team continues to drive BF4. We are committed to giving you the best BF4 experience possible."</p><p dir="ltr" style="">Troedsson detailed some of the things that DICE is cooking up in its Swedish offices, presumably while coding away on its favourite brand of well-crafted flat pack furniture. These include a "major update" to the Battlefield 4 netcode, which the last time I played was still a bit wonky, an expanded version of their community test environment, and a bunch of new, completely unspecified features.</p><p dir="ltr" style="">"The games we develop are services," concluded Troedsson. "We focus on taking care of the games post launch, delivering new content to those of you who want it and always working hard to increase quality of play. We also continue to work hard to keep investing in areas where you tell us you see opportunities for improvements and new features."</p><p dir="ltr" style="">"Yes, we're very excited to partner with Visceral on the development of Battlefield Hardline, but ongoing work to refine and enhance BF4 remains a top priority."</p><table data-max-width="true"><thead><tr><th scope="col"><em>Martin Gaston is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/squidmania" rel="nofollow" data-ref-id="false"> Twitter @squidmania</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> Thu, 29 May 2014 04:15:00 -0700 http://www.gamespot.com/articles/dice-vows-to-continue-fixing-battlefield-4-after-battlefield-hardline-reveal/1100-6419948/ http://www.gamespot.com/articles/mario-kart-8-getting-mercedes-benz-dlc-in-japan/1100-6419947/ <div data-embed-type="video" data-src="http://www.youtube.com/watch?v=_AkgJZGspCM" data-width="100%" data-height="100%"><iframe src="//cdn.embedly.com/widgets/media.html?src=http%3A%2F%2Fwww.youtube.com%2Fembed%2F_AkgJZGspCM%3Fwmode%3Dopaque%26feature%3Doembed&amp;wmode=opaque&amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D_AkgJZGspCM&amp;image=http%3A%2F%2Fi1.ytimg.com%2Fvi%2F_AkgJZGspCM%2Fhqdefault.jpg&amp;key=6efca6e5ad9640f180f14146a0bc1392&amp;type=text%2Fhtml&amp;schema=youtube" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style="">Perhaps Mario has <a href="https://www.youtube.com/watch?v=C-GFqhCq2HA" rel="nofollow">been listening to too much Janis Joplin</a>, as Japanese owners of Mario Kart 8 will shortly be able to download free DLC that adds the new Mercedes Benz GLA to the game.</p><p dir="ltr" style="">Spotted by <a href="http://www.computerandvideogames.com/465241/mario-kart-8-to-get-free-mercedes-benz-dlc-in-japan/" rel="nofollow">CVG</a>, Mario and chums have done a little bit of mod work on the vehicle, however, filing off the roof to allow for proper kart racing antics. I imagine the in-game car will also be able to operate just fine on Mario Kart 8's antigravity tracks, unlike our comparatively boring real version.</p><p dir="ltr" style="">The DLC is being timed to coincide with a new promotional campaign in Japan for the car, with the 30-second advert showing the GLA racing around the original Super Mario Bros. before transmogrifying into a scene where a real-life version of Mario exits the vehicle.</p><p dir="ltr" style="">But will the car make its way to the US and Europe? "The announcement this time was made by Mercedes-Benz Japan regarding their collaboration in Japan with NCL," said Nintendo in a statement. "As for the information relating to the distribution of the GLA kart for MK8 outside Japan, we will be able to announce in the near future."</p><p dir="ltr" style="">For more info on Mario Kart 8, <a href="/videos/mario-kart-8-video-review/2300-6418784/" data-ref-id="2300-6418784">check out GameSpot's review</a>.</p><p dir="ltr" style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Martin Gaston is a news editor at GameSpot, and you can follow him on<a href="https://twitter.com/squidmania" rel="nofollow" data-ref-id="false"> Twitter @squidmania</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> Thu, 29 May 2014 02:15:00 -0700 http://www.gamespot.com/articles/mario-kart-8-getting-mercedes-benz-dlc-in-japan/1100-6419947/ http://www.gamespot.com/articles/battlefield-3-is-free-through-origin/1100-6419945/ <figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/mig/0/3/2/9/2020329-673308_20121127_001.jpg" data-ref-id="1300-2020329" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/mig/0/3/2/9/2020329-673308_20121127_001.jpg" data-ref-id="1300-2020329"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/mig/0/3/2/9/2020329-673308_20121127_001.jpg"></a></figure><p style=""><a href="https://www.origin.com/en-au/store/free-games/on-the-house" rel="nofollow" data-ref-id="false">Electronic Arts </a>is offering Origin users a free copy of <a href="/battlefield-3/" data-ref-id="false">Battlefield 3</a> as a part of the "On the House" program. The game is available to download free of cost until June 3. Once users have downloaded a copy it is theirs to keep.</p><p style="">The "On the House" program <a href="http://www.gamespot.com/articles/dead-space-free-on-origin-as-the-first-title-in-ea-s-on-the-house-promotion/1100-6418601/" data-ref-id="1100-6418601">launched in March</a> this year with 2008's horror-action game <a href="/dead-space/" data-ref-id="false">Dead Space.</a> As part of the program, EA will offer up DLC and full games for free. The program is also currently offering users <a href="/plants-vs-zombies/" data-ref-id="false">Plants vs. Zombies</a> Game of the Year Edition until June 17.</p><p style="">Battlefield 3 was released in 2011 to <a href="http://www.gamespot.com/reviews/battlefield-3-review/1900-6342635/" data-ref-id="1900-6342635">positive reception</a>. EA recently revealed a new entry to the shooter series called <a href="http://www.gamespot.com/battlefield-hardline/" data-ref-id="false">Battlefield Hardline</a>, which is <a href="http://www.gamespot.com/articles/battlefield-hardline-to-launch-this-fall/1100-6419908/" data-ref-id="1100-6419908">scheduled to launch this Fall</a>.</p><p style=""> </p><table data-max-width="true"><thead><tr><th scope="col"><em>Zorine Te is an associate editor at GameSpot, and you can follow her on <a href="https://twitter.com/ztharli" rel="nofollow" data-ref-id="false">Twitter @ztharli</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><p style=""> </p><p style=""> </p> Wed, 28 May 2014 19:07:00 -0700 http://www.gamespot.com/articles/battlefield-3-is-free-through-origin/1100-6419945/


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