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Middle-earth: Shadow of Mordor, Forza Horizon 2, Fuster Cluck - The Lobby

Written By Kom Limpulnam on Selasa, 30 September 2014 | 23.26

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The Crew Xbox One/PS4 Beta Launches Today, Progress Doesn't Transfer to Full Game

Racing fans eager to try out the current-gen console version of The Crew will have the opportunity to begin doing so today. This is a real, technical beta, though, which means you shouldn't expect any of your progress to carry over to the full game.

Speaking with The Examiner about the beta, creative director Julian Gerighty was asked about whether you'll be able to take your beta accomplishments with you. "I don't think so, no, [progress won't be saved]," he responded.

The closed beta starting today is not the game's first. Like those previous betas, the purpose of this latest one is not merely to promote the game. "This is the thing, all of our betas so far have been technical betas," Gerighty said. "They are not marketing betas. They are not there for anything else except for learning how we can make the experience better when we launch."

With this not being the first beta for The Crew, Gerighty offered a friendly suggestion to those who have already spent a lot of time with the game: Don't burn yourself out. "I'd hate for people to do three betas and not have anything to look forward to in the final game," he said. "The game is good, don't get me wrong and the last thing I want to do is send a message of 'do not play the console beta.' Please play it, but it's a technical beta and you shouldn't expect everything to be unlocked and transfer to the full game."

That wasn't the only reference he made to the fact that the beta is a limited slice of the game. He also stated, "There are lots of functions that probably won't be turned on." That's to be expected, of course, but the beta sounds fairly extensive. You can read our impressions of an earlier beta on PC here.

The Crew is an open-world racing game that lets you drive across a virtual version of the United States. It's headed to Xbox One, PlayStation 4, PC, and Xbox 360 (but not PlayStation 3) on November 11.

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Ubisoft Reveals Its New Action-RPG, Assassin's Creed Identity

Ubisoft has soft-launched a new Assassin's Creed game on iPhone and iPad, currently available in Australia but set for release in the US, called Assassin's Creed Identity.

Presented in a third-person 3D view, the mobile game is free-to-play and features microtransactions, but it appears that these are limited to character customisation and vanity items.

Key features of the new mobile game includes three different character classes to choose from, as well as a decryption system that can unlock numerous in-game items. Furthermore, players can hire their friends to help complete objectives by calling them at any point during a mission.

Ubisoft also claims that the game's visuals represent "a new milestone in mobile graphics"--you can take a look at the game in the video above (via TouchGameplay) and the new screens below.

Set during the Italian Renaissance, Assassin's Creed Identity sets its story missions in Rome's colosseum, Florence, and other famous locations. The game's hero is controlled either by virtual analogue sticks or tap-to-move instructions, while the missions are kept short to accommodate playing on the go. The game's iOS description page adds that Assassin's Creed Identity features randomly generated missions, each based on 16 different objective types.

Ubisoft adds that the game's minimum requirements is the iOS 7 operating system, and iPad 3 or iPhone 5.

Assassin's Creed Identity has already soft-launched in Australia, making it the fourth Assassin's Creed game expected to ship in 2014, along with Assassin's Creed Unity for current-gen systems, Assassin's Creed Rogue for last-gen systems, and the Assassin's Creed Americas Collection (which will ship on current gen consoles and, for Europe specifically, on PC too).

Click on the Thumbnails below to view in gallery mode
Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Assassin's Creed Identity

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Resident Evil Creator Says Uncertainty Is Key for Horror

Uncertainty is a key ingredient for truly frightening horror games, according to Resident Evil creator Shinji Mikami, whose latest game--The Evil Within--launches in October. Mikami told The Guardian that he wants to create situations where players are genuinely uncertain if their character will live or die. This is the heart of horror, he said.

"I'm interested in vulnerable characters, in normal human beings," Mikami said. "The horror experience is most scary when the player really isn't sure whether their character is going to live or die--death and survival need to be on a constant see-saw. If there's a situation where you're not 100% sure that you can avoid or defeat the enemies, if you feel maybe there's a chance you'll make it--that's where horror lies. Creating that situation is vital."

In addition, Mikami said he's not interested in making horror games where characters can overcome enemies simply by blasting bullets everywhere. "I don't want to just stand there shooting dozens of enemies," he said. "Die! Die! Die! I don't have the energy for that."

Mikami also told The Guardian that he's learned through studying the psychology of horror that horror is instinctive, with different triggers for different people. With the Resident Evil series, many of the enemies were human-shaped "because people are generally more interested and scared by other people" as opposed to some foreign creature, Mikami said. The same is true for The Evil Within, he added.

The Evil Within launches October 14 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC (see the system requirements here). Developed by Mikami and his team at Tango Gameworks, the game will be published by Fallout and Elder Scrolls company Bethesda, which also owns Mikami's studio.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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The Evil Within

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Check Out This Knockback Staff Duelist in our Exclusive Path of Exile Build of the Week

Written By Kom Limpulnam on Senin, 29 September 2014 | 23.25

This episode of Build of the Week covers a Path of Exile character build where the creator of the character is a high-tier supporter who has been allowed to design an item. His build uses this item and some clever tricks to create a very powerful character.


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Despite Microsoft Purchase, Minecraft Edges Closer to Release on PS Vita

The PlayStation Vita edition of the seminal sandbox game Minecraft is one step closer to release, with the game's code now going through its final bug test at Sony.

Scotland-based developer 4J Studios, which is handling the port of Markus Persson's breakthrough indie game, has now submitted the game's code to Sony and is awaiting approval.

This latest development suggests further that the PS Vita version will not be cancelled, by neither Sony nor Microsoft, despite the latter software giant purchasing the IP.

In mid-September, Microsoft announced it had agreed in principal to acquire Minecraft and its developer Mojang in a deal believed to be worth $2.5 billion. As part of that deal, the studio's three founders--Markus Persson, Carl Manneh, and Jakob Porser--will be leaving the company.

At the same time, Microsoft assured that it would not be wiping any versions of Minecraft from Sony's devices such as PlayStation 3 or PlayStation 4. Sony, which retains the right to remove the games from its platforms, has not suggested that it is willing to delete any of the games.

Since its initial release in 2009, Minecraft has been downloaded more than 100 million times on PC alone. The Xbox 360 and PS3 versions, released between 2012 and 2013, are still proving popular, with both games regularly holding their spot in the UK all-format top ten.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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New Dragon Age: Inquisition Screenshots Revealed Ahead of Livestream

Developer BioWare has released six new screenshots of its action-RPG, Dragon Age: Inquisition, ahead of its Twitch livestream.

The six images, found below, showcase some variants of The Inquisitor that players can create and customize, as well as various foes such as a sloth demon. Another image offers more of a glimpse into the character creation tool, showing sliders for a range of attributes such as horn style and face shape.

Further to this, at 10 AM PDT (6PM UK time), BioWare will take part in a livestream which is expected to showcase features and gameplay. Viewers can expect to see a live demonstration of the character creation tool, along with the reveal of a new "expansive environment which players will encounter on their epic journey to save Thedas from destruction."

Later in the stream's schedule will be a Q&A with the game's creative director Mike Laidlaw, along with its producer Cameron Lee.

The livestream is embedded above and can also be found on BioWare's Twitch channel.

Dragon Age: Inquisition launches November 18 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. The RPG was originally pegged to launch an entire year ago, before it was delayed to fall 2014. Its most recent delay, from October to November, was due to BioWare needing more time to fix some lingering bugs, according to Electronic Arts CEO Andrew Wilson.

For more on Dragon Age: Inquisition, check out GameSpot's previous coverage.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Dragon Age: Inquisition

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Eating Tacos Could Be Your Ticket to a New Destiny PS4 Bundle

Sony has yet again teamed up with Taco Bell for a special PlayStation 4 sales promotion. Starting October 9, hungry gamers can visit any Taco Bell and buy a Big Box to receive a code for a chance to win the white PlayStation 4 Destiny console bundle. It normally sells for $450.

If you win, you'll also receive the Destiny Engram "Gear Pack," and two vouchers to gift to two of your friends. The promotion ends November 19. You'll need to be at least 18 years old at the time of entry to win; you can see a full list of contest details at this website.

A Big Box at Taco Bell includes:

  • 1 beef quesarito
  • 1 Doritos Locos taco
  • 1 classic crunchy taco
  • Medium fountain drink

This contest follows a similar promotion held last year when Sony partnered with Taco Bell to give away PS4 systems that came with a copy of Knack. A Microsoft executive took a jab at the promotion at the time, though no high-level employees have said anything yet about this latest promotion.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Destiny

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Insomniac Says "Never Say Never" About Another Spyro Game

Written By Kom Limpulnam on Minggu, 28 September 2014 | 23.26

According to Insomniac's founder and CEO Ted Price, the studio hasn't ruled out returning to the first big franchise it created, Spyro the Dragon.

"We'll always love Spyro," Price told IGN in an interview. "I've learned to say never say never so… who knows?"

Price also said that Activision has done a great job with Spyro, and commended the company for bringing the the series' character and aesthetic to a whole new set of fans.

Today, Skylanders is a huge toy-to-life franchise, but it all started with Spyro the Dragon, a 1998 3D platformer developed by Insomniac games for the first PlayStation.

There have been many Spyro games since, but Insomniac hasn't developed an entry in the series since 2000's Spyro: Year of the Dragon. Insomniac has gone on to create a couple of other iconic franchises like Ratchet and Clank and Resistance, and is currently gearing up for the release of the Xbox One-exclusive Sunset Overdrive.

The next Skylanders game, Skylanders Trap Team, is coming out October 5 for PS4, Xbox One, PS3, Xbox 360, Wii U, Wii, 3DS and mobile.

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Spyro the Dragon

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Ex-The Last Guardian Devs Release Trailer for Vane

Friend & Foe, a Tokyo-based independent studio formed by developers who previously worked on The Last Guardian, Battlefield 3, Bionic Commando, and Killzone, has released a trailer for it's upcoming game, Vane.

If you've played The Last Guardian developer Team Ico's previous games, Shadow of the Colossus and Ico, it might sound and look a little familiar. Friend & Foe described Vane as an open-world adventure based on mystery and exploration, in which you'll play as a child with an odd ability stuck in a strange land.

In July, Friend & Foe said that it was still in the prototype phase.

Friend & Foe is also working on another game, Dangerous Men, which it describes as an action arcade game based on '80s buddy cop movies. Vane has been announced for the PC, but Dangerous Men hasn't been announced for anything yet. Neither game has a release date.

The last update we got about The Last Guardian was in August, when Sony's worldwide studios president Shuhei Yoshida said that "the team is making great progress," but that it's still not ready to show the game.

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The Last Guardian

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Middle-earth: Shadow of Mordor, Super Smash Bros. and Forza Horizon 2 - New Releases

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Ubisoft Wants to Make More Smaller Games Like Child of Light

Ubisoft's Child of Light didn't get nearly as much attention as Watch Dogs, but it was well received critically, and the publisher wants to keep pursuing more games that aren't just engineered to become huge franchises.

"We are super happy with Child of Light," Ubisoft Montreal's VP of Creative, Lionel Raynaud told CVG in an interview. "The team did a good job and the game had a great reception. We were proud to deliver something new and unique—a lot of people were surprised that Montreal was delivering this kind of game."

Raynaud said that the Child of Light team learned a lot about RPG mechanics during development, and that it has created a new core team within the studio. The people who made Child of Light want to work together again, be it on another small or bigger project. Child of Light's creative director Patrick Plourde, however, has left the team to work on a new project.

"So yes, we will encourage other initiatives like Child of Light and there's a chance that we will have many more games like that in the future," Raynaud said. "I already have many different projects that are in the pitch stage."

Child of Light came out in April for PlayStation 4, Xbox One, and PC. GameSpot gave it an 8/10 in its review for its artistic design and sharp combat.

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MMO Defiance's TV Show Renewed for Third Season

Written By Kom Limpulnam on Sabtu, 27 September 2014 | 23.26

Defiance, the Syfy TV show that ties in with the PC and Console MMO of the same name, has been renewed for a third season, the game's publisher Trion Worlds has announced.

"The New Frontier is changing," Creative Lead at Trion Worlds Trick Dempsey said on the game's website. "Votan and Human cities alike lay crumbling under the force of terraforming weaponry. Refugees flee onto the frontier, and warlords rise to stake their claim in the chaos. Is this the end of the Earth Republic? Will civilization descend into a new Pale War or will we rise above in a spirit of Defiance?"

Defiance the game switched to a free-to-play model earlier this year to coincide with the premiere of the TV show's second season.

The third season will be released in 2015.

Defiance was released in 2013 for PC, PlayStation 3, and Xbox 360, and in May Dempsey told us that Trion World will consider bringing the game to Xbox One and PlayStation 4 once more people owned them. For more on Defiance, check out our interview with Dempsey.

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Watch Assassin's Creed Unity's Deep Customization and Co-Op Mode in This New Trailer

Ubisoft has released a new Assassin's Creed Unity trailer which details the upcoming game's deep customization options and four-player co-op missions.

Unlike previous Assassin's Creed games where character progression was almost entirely linear, in Assassin's Creed Unity you'll be able to create your own assassin with unique combat, stealth, and navigation skills.

You can choose to upgrade your assassin's sneaking ability to better blend in with the crowd and improved Eagle Vision, or you could choose the melee play style where you focus on attacks that deal high damage. Picking specific gear and weapons will also change how you play. For example, wearing heavy armor will let you take more damage, but makes you less stealthy.

Players can take special skills into the co-op mode to help their team. Communal Sense allows players to share their Eagle Vision with other players, while Disguise allows a player and all his or her teammates to appear as citizens of Paris.

Creative Director Alex Amancio says that all co-op missions are open-ended and replayable, offering new loot every time.

Assassin's Creed Unity launches November 11 for Xbox One, PlayStation 4, and PC.

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Assassin's Creed Unity

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The Gun Show - Destiny

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Watch Ex-Wipeout Dev's New Futuristic Racer in This New Video

R8 Games, a new independent studio formed by developers who previously worked on Sony's futuristic racing series Wipeout, has released a short video showing off its new project, Formula Fusion.

Not surprisingly, it's another futuristic racer that looks a lot like Wipeout. R8 Games says that what we see in the video above was created in just a few months, and is mainly a visual prototype, not a fully balanced gameplay example. R8 hopes that the video will "stir things up with publishers" and generate interest to provide funding opportunities.

You'll notice that the logo in the video calls it "Slam Jet." R8 said that this was what it called the project initially, but that it's in the process of changing the branding.

R8 calls Formula Fusion a "huge" project that it can't complete without help.

"Things have changed in the games industry now," the R8 team said on the Wipeout Zone forums. "Very few publishers actually believe in AG Racing as a valid next gen genre, so we are trying to convince people of the potential, and to set up a studio staffed with other ex-Wipeout devs (with some new wipeout dev talent of course) to hopefully carry the torch again. But this time being much more open with the community."

The last Wipeout game, Wipeout 2048, was released on the PS Vita in 2012.

Are you itching for another futuristic racing game like Wipeout? Let us know in the comments below.

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WipEout 2048

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Hyrule Warriors Review Roundup

Written By Kom Limpulnam on Jumat, 26 September 2014 | 23.25

Hyrule Warriors is now just about a week away from its release on Wii U. The first reviews hit the web last week, a sampling of which we've gathered up below to give you some idea of what to expect.

This mash-up of the Zelda and Warriors (known as Musuo in Japan) series was developed by Omega Force and Team Ninja, though Nintendo also had a hand in its development. It was originally conceived as being more like a Zelda game than a Dynasty Warriors one, but Nintendo's Shigeru Miyamoto stepped in and reversed that initial vision.

Multiplayer is featured in Hyrule Warriors, but it's unfortunately restricted to local play only. Provided you've got a second controller (be it a Wii Remote or Wii U Pro controller), you'll be able to take part in some co-op action with a friend.

Nintendo has announced plans to offer extensive support for the game going forward. A free update being released on launch day will add things like a new weapon and game mode, with plans for more content to be added in the future. For now, you can get some additional costumes by preordering the game at select retailers.

You can check out a handful of reviews below. For more, check out GameSpot sister site Metacritic.

  • Game: Hyrule Warriors
  • Developer: Omega Force/Team Ninja
  • Platforms: Wii U
  • Release Date: September 26
  • Price: $59.99

GameSpot -- 8/10

"Aside from introducing many Legend of Zelda fans to the Warriors franchise, Hyrule Warriors adds little innovation to Koei's megaseries as a whole, but nevertheless brings an undeniable spark ignited by the crossover cast itself. As one of the more well-produced Warriors games in recent memory, it is easy to see Hyrule Warriors paving the way for more Warriors spin-offs--other properties that have a substantial amount of melee combat." [Full review]

Giant Bomb -- 3/5

"Hyrule Warriors is an odd move for Nintendo, but it's one that will make a specific audience of the gaming world very happy. As someone who loves Zelda and is lukewarm at best on Dynasty Warriors, I appreciated the references to the former while becoming frustrated at the bare-bones gameplay of the latter. This quirky offshoot is better than any Dynasty Warriors game I've played, while simultaneously being the worst Zelda game I've ever played." [Full review]

Polygon -- 5.5/10

"Hyrule Warriors demonstrates that the Zelda universe works within the Dynasty Warriors framework, but with limitations. It makes sense for Link to cut down fiendish hordes in the name of Hyrule. It's exciting to play as beloved characters that up until now were just supporting cast members. But Hyrule Warriors' novelty wears off as the game trips over its setup, story, and shallow systems." [Full review]

Eurogamer -- 8/10

"Hyrule Warriors, like every Musou game, is an acquired taste. But here, dressed in Zelda's pea-green livery, with the series' attendant tinkling melodies, idiosyncratic characters, and memorable locations, it's unusually friendly and engaging. The genre is often unfairly criticized for being a mindless power fantasy in a medium that specializes in mindless power fantasies. But Hyrule Warriors rewards thoughtful play and demands a strategic approach that transcends the brute force combo-strings of its moment-to-moment gameplay. The marriage of Zelda and Musou is an unexpected success, then--a game that recounts the Zelda myth not just in a new way, but in a whole new language." [Full review]

GamesRadar -- 2/5

"The best part of Hyrule Warriors is seeing the stylized versions of the classic characters, taking the characters' movesets out for a spin, and absorbing the love Koei Tecmo has for the Zelda series. But nostalgia and fanservice can only take the game so far. Hyrule Warriors is held back by monotonous gameplay, brain-dead AI enemies, and overlong missions that quickly exhaust you with repeat actions, enemies, and environments." [Full review]

USGamer -- 3.5/5

"Hyrule Warriors is basically a one-note experience, but it hits that note with perfect pitch. The Zelda universe works better as a Musou button-masher than you might expect, and much of that success is down to Tecmo's obvious love for the subject matter. This isn't a patch on what we've seen of the next 'true' Zelda, but it should tide fans over quite nicely until that one arrives." [Full review]

Chris Pereira is a freelance writer for GameSpot, and you can follow him on Twitter @TheSmokingManX
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Sid Meier's Civilization: Beyond Earth - Now Playing

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Xbox One/PS4/PC Sleeping Dogs: Definitive Edition Gets Gameplay Trailer

Square Enix has released the first gameplay trailer for Sleeping Dogs: Definitive Edition, and it does not disappoint. The three-minute trailer shows off the improvements United Front Games has made to the 2012 action game for its upcoming release on Xbox One, PlayStation 4, and PC, which include better visuals (native 1080p), heavier traffic, and more pedestrians.

The Definitive Edition--which was announced last month and will be developed by United Front Games--also features new lighting and atmospheric effects, as well as updates to the game's character and car models. There are also "extensive" texture improvements, Square Enix says in the trailer above.

All of this combines to make Sleeping Dogs on its new platforms "more beautiful and realistic" than when it was released two years ago on Xbox 360, PlayStation 3, and PC. With these improvements, the game's setting of Hong Kong "becomes more than a location; it becomes its own character," Square Enix says.

The Definitive Edition launches on October 10. In addition to the graphical improvements, the game will include all of the expansion content (24 add-ons in all) released for the original game. If the Definitive Edition sells well, it might give Square Enix a reason to greenlight a sequel. After all, United Front Games "would love" to do it.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Alien Isolation - Distress TV Ad

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Why We Like the Impressive Variety of The Crew

Written By Kom Limpulnam on Kamis, 25 September 2014 | 23.25

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One Can Simply Watch This Shadow of Mordor Trailer to Learn About the Game

Warner Bros. and Monolith Productions on Thursday released an extended trailer for upcoming Lord of the Rings console and PC game, Middle-earth: Shadow of Mordor. Titled "Everything You Need to Walk into Mordor" (a riff on Sean Bean's now-famous line from The Fellowship of the Ring), the trailer gives you an overview of what to expect from the game.

The nearly nine-minute trailer provides a deep dive into Shadow of Mordor's characters, story, weapons and runes, Nemesis system, preorder bonuses, and more. The takeaway here is that after watching the trailer, you should be better equipped to walk into Mordor, even if Sean Bean doesn't think it's a good idea.

Shadow of Mordor launches September 30 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. With the game's release now less than a week away, Warner Bros. has been ramping up marketing for the game, including a recent Orc Takeover of the game's Twitter account.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Taking Down a Bus - The Crew Gameplay

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Taking The Crew Off Road - Gameplay

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Watch These Destiny Players Clear the Vault of Glass Raid in 37 Minutes

Written By Kom Limpulnam on Rabu, 24 September 2014 | 23.26

A group of Destiny players have cleared the game's first raid, Vault of Glass, in what they claim is a record time. As you can see in the video above, a team of five high-level Hunters and one Warlock finished the mission in about 37 minutes. It's an impressive feat to watch.

The first team to clear Vault of Glass needed more than 10 hours to do so. It stands to reason that clear times would get better and better over time as players build out new strategies, but how much faster than 37 minutes do you think we're going to see for Vault of Glass?

My Guardian is only a lowly level 11 currently, so I haven't yet had a chance to take a stab at it. If you have, let us know what you thought of Vault of Glass in the comments below!

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Destiny

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New Titanfall DLC Hitting Xbox One, PC on Thursday

Titanfall's third expansion pack, IMC Rising, will arrive on Xbox One and PC on Thursday, September 25. The release date was revealed in a new trailer for the DLC that you can see above.

There is no word yet on when IMC Rising will be available for Xbox 360.

IMC Rising was announced at Gamescom in August. It includes three maps (Backwater, Zone 18, and Sandtrap), and follows previously released Titanfall expansions Frontier's Edge and Expedition.

IMC Rising is the third expansion included with the $25 Titanfall DLC pass. If you don't own the pass, you can buy expansions individually for $10. In addition to paid expansions, Respawn continues to support Titanfall with free stability/general improvement updates, while all non-map updates are also free.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Get a Close-Up Look At the New 3DS In This Japanese Trailer

Nintendo of Japan has released a new video advertisement for the New 3DS, giving gamers a close-up look at the latest evolution of the popular portable.

The commercial shows off the New 3DS and New 3DS LL models, highlighting their reconfigured buttons, the analog nub, and how they will support Nintendo's amiibo toy line.

The New 3DS models also feature replaceable covers, which you can also see in the video. Games like Super Smash Bros. (already available in Japan), as well as Monster Hunter 4 and Xenoblade Chronicles (which will be exclusive to the New 3DS), are also on display.

The New 3DS launches in Japan in October, with a release in November to follow for Australia. The portable is expected to launch in Europe and the Americas later on.

For more on the New 3DS, check out GameSpot's hands-on impressions from the Tokyo Game Show, as well as our thoughts on why the new product line could cause confusion.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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Minecraft: PlayStation 4 Edition Review

To say that Minecraft is a game about digging and building huts to protect you from zombie attacks is to only scratch the surface of its immense depth. Minecraft has evolved considerably since it release to PC more than five years ago. Its boundaries have been tested by its community, which has birthed stunning castles and cities, as well as music machines, calculators, and tender homages to popular television shows and film. While the game eventually made a home on consoles, the aging hardware of the Xbox 360 and PlayStation 3 kept Minecraft's voxel world restrained by an invisible border.

Minecraft: PlayStation 4 Edition shatters that barrier, allowing you to fully experience seemingly endless worlds in which to explore and create. The stretching horizon, combined with better performance and sharper aesthetics, do not only make this version of Minecraft the best you can find on modern consoles. The boundless delight in creation, coupled by challenging exploration, all shouldered by supreme accessibility, makes Minecraft: PlayStation 4 Edition one of the best games to own on PlayStation 4.

Minecraft drops you into a vast, procedurally-generated world, armed with only a map and your imagination. Typically, the first order of business, after taking in your surroundings, is to find the nearest tree and give it a few good whacks with a blocky fist until it drops wood for construction. Your first tools are modest: a wooden pickaxe for tearing into hillsides for coal or rare ore, or an axe to gather more lumber. But it doesn't take long before you upgrade to stone tools, and later you'll have iron to construct more efficient tools. Crafting and equipping a sword is always wise, as dangerous monsters thrive in the darkness, roaming the lands once the square sun has fallen. You also wouldn't want to be ill-prepared to match up against a shuffling zombie or explosive creeper deep in a labyrinthine mineshaft.

There is an immense feeling of satisfaction in Minecraft's construction. You start small, perhaps constructing a humble shack made of wood or dirt. As time goes on, projects become more substantial. A multi-roomed cabin in the forest starts with but a foundation and a dream. But a house in the woods is only one of many options. A walk through the jungle, with its trees scraping against the sky, could spur the creation of a tree house. Digging into the side of a mountain for precious building materials can turn into a project to create an immense underground lair. And because any project is one borne of your own vision, there is an enormous sense of pride in accomplishing a build.

Check out that draw distance.

The joy of Minecraft is not just derived from delving into caves or constructing homes, but also with exploration and interacting with the world around you. Combing an arid desert can reveal an ancient temple constructed of skillfully carved sandstone. Braving its darkness and bypassing its deadly trap leaves you rewarded with chests full of treasure. Finding a neighboring town filled with A.I.-controlled villagers provides an ample opportunity for trade. Or, if you're feeling villainous, you can steal their books or dig up their crops before continuing your adventure. You can till the land to create a plentiful garden of wheat, potatoes, or carrots. Slap together some sticks and string and you have a fishing pole for when you want to relax by the water's edge after a long day of spelunking through caves. Minecraft is a sandbox game filled with activities for any mood, whether that means getting your happiness from scavenging abandoned mines, or from watching the sun go down from the safety of your hand-constructed home.

The environment is constructed of blocks, which comprise everything from the dirt beneath your feet to the many species of trees that dot the landscape. Animals, plants, monsters, and even the clouds above are made up of sharp angles and bright hues. It's a distinct look, one that has made its many iconic building blocks and creatures instantly recognizable. Minecraft's landscape is a patchwork of divergent biomes. It's common to see snow-capped hills sharing borders with an arid desert spotted with cacti. Dark-oak forests can be shadowed by a nearby jungle biome, bright green and full of life, home to dense, choking flora and wild ocelots. All the while, blue, polygonal rivers and seas slice into the land. It's a daunting sight, and you can't be blamed for feeling a little overwhelmed. Fortunately, the game is glad to offer some guidance.

The PlayStation 4 version of Minecraft is bigger and better than it was on the previous generation.

Minecraft: PlayStation 4 Edition is a lot more accessible than the PC version. This is thanks to an in-depth tutorial system, which makes learning about the many aspects of the game as painless as turning the pages of a book. Tooltips pop up in the game, featuring information on materials and their many uses. If you're curious about anything, from how to use a furnace to building a staircase, a press of the button is all it takes to find out more information. If you're still feeling lost, the impressively detailed tutorial map can guide you on your way. Starting with the basic mechanics, the tutorial gently eases you into the most complicated aspects of crafting, including potion-brewing and enchanting. Playing Minecraft with friends or family is also a snap. On the PC, setting up servers can be a nightmare; on the PlayStation 4, you can easily invite up to seven others join you online via the PlayStation Network. Or, if you prefer keeping your friends close, Minecraft supports four-player cooperative split-screen play.

That is really a rather poor house, Steve.

Minecraft is bigger and better on the PS4 than it was in its previous console iterations. The map size is enormous, and coming in at around 37 times larger than what was possible on the PlayStation 3 and Xbox 360. But it should be noted that the size is measured by volume, including the air above and ground below. Before, the map was a large square bordered by an endless ocean, and you were met by an invisible wall if you attempted to go outside your box. Minecraft: PlayStation 4 Edition stretches far beyond that barrier, providing a vast expanse of new lands to discover and caves to plunder. The version also outperforms its prior iterations, offering a further view distance, as well as improved frame speed, more anti-aliasing for sharper visuals, and faster world loading. Another improvement comes with the quick save feature. Minecraft no longer pauses the game in order to save progress. Putting a bow on the package is a much-welcome updated musical score, which provides some excellent tunes for any activity, whether that means digging for treasure or building a new house.

With the amount of activities available, there's no telling which ones you will say are your favorite, and the reason you have to keep coming back time after time. Hunting down elusive diamonds in twisting catacombs is thrilling, but maybe you find that crafting a boat and lazily floating down a river to unknown shores to be more gratifying. Regardless of how you derive your enjoyment, Minecraft: PlayStation 4 Edition has countless hours of it, whether you explore its lands alone or alongside some good friends.


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P.T.'s Ghost Is a Nightmarish Weapon in Metal Gear Solid 5

Written By Kom Limpulnam on Senin, 22 September 2014 | 23.25

Just how badass is Big Boss in MGS5? Well, it turns out he can use the bloodcurdling ghost of P.T. as a weapon in the game, which categorically makes him a monster of imponderable badassness.

The ghost known as Lisa made her distressing debut in the recently released PS4 demo P.T., which is a playable teaser for the upcoming Kojima Productions game Silent Hills.

That studio's creative director, Hideo Kojima, has a history of placing cameos from other games in various Metal Gear titles, but the use of Lisa could quite possibly be the most fiendish.

As showcased in the video above, a blow-up Lisa can be activated as a decoy (listen carefully and you can even make out her horrendous crying sound), which can be applied as a distraction.

Further along in the video, Big Boss's adorable one-eyed wolf buddy (yes that's a real thing too) proves to be a particularly courageous little fella when spotting Lisa in the distance.

Also, as shown towards the end of the video, the sudden inflatability of the Lisa decoy can be particularly handy when enemies are standing on a cliff-edge.

Kojima recently announced that The Phantom Pain will release in 2015 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. For more on the game, make sure to catch up with everything we learned from The Phantom Pain TGS 2014 trailer.

Rob Crossley is GameSpot's UK News Editor - you can follow him on Twitter here
For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com
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Silent Hills

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Xbox One's Sunset Overdrive: No Plans for PC Right Now

Sunset Overdrive developer Insomniac Games currently has no plans to bring its over-the-top Xbox One action game to PC, but has not ruled out a release for computers sometime down the road. Speaking with Videogamer, Insomniac Games marketing lead James Stevenson said about a potential PC release: "We'll see."

"I don't know what the future holds," Stevenson said. "Right now there's no plans for a PC version of the game. We're just working hard to finish up [the Xbox One version]. We're going to support it post-launch and then we'll see what happens in the future. But there's no plans. We aren't planning a PC version or anything like that."

Sunset Overdrive launches October 28 exclusively on Xbox One. You can buy the game that day by itself or through a $399 Xbox One hardware bundle that includes a white system, matching white controller, and a copy of the game. The system's release will mark the first time Microsoft has offered a white system to non-employees.

If Sunset Overdrive does eventually come to PC, it won't be the first game announced as an Xbox One exclusive to make the jump to computers. Xbox One launch title Dead Rising 3 is now available on PC, while another launch game, Ryse: Son of Rome, is headed to PC this fall.

Would you be interested in a PC version of Sunset Overdrive? Let us know in the comments below!

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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BioShock Infinite Complete Edition Appears for Xbox 360, PS3

2K Games will release a special BioShock Infinite Complete Edition this November for Xbox 360 and PlayStation 3 that includes all of the game's previously released DLC for $40. That's according to GameStop and Amazon product pages, which list the unannounced bundle for a release across both platforms on November 4.

The BioShock Infinite Complete Edition will reportedly include the main game, as well as the Clash in the Clouds and two-part Burial at Sea expansion packs. You'll also receive extra weapons in the form of Comstock's China Broom shotgun and Comstock's Bird's Eye sniper rifle, among other pieces of digital content.

2K Games has not officially announced the BioShock Infinite Complete Edition, so you should take this news with a grain of salt for now. We have reached out to 2K Games for comment about the rumored bundle, and we'll update this post with anything we hear back.

Despite BioShock Infinite shipping close to 7 million copies, developer Irrational Games effectively shut down in February. BioShock creator Ken Levine and a handful of other key developers continue to work at the Quincy, Mass. studio, where they are pushing forward on a "smaller, more entrepreneurial" project for studio owner Take-Two Interactive.

Meanwhile, future development on the BioShock series--and it sounds like we've not seen the last of the franchise yet--will be handled by 2K Marin. The most recent BioShock game to be released was this summer's iOS version of the 2007 original.

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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BioShock Infinite

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Blood Magic Goodness in our Exclusive Path of Exile Build of the Week

This week's episode covers a modern summoner character created in the recent Forsaken Masters expansion. The build uses the Blood Magic keystone passive to apply many auras to the character's life total, forcing the "low life" status permanently. The powerful auras augment his army of minions into a formidable force.


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Watch Purist Arena FPS Toxikk's Gameplay Reveal Trailer

Written By Kom Limpulnam on Minggu, 21 September 2014 | 23.25

Last month, we first told you about Toxikk, an arena first-person shooter that passes on modern multiplayer FPS trends like leveling, classes, and cover systems in favor of something that's inspired by the era of Unreal Tournament and Quake 3 Arena.

The debut trailer gave us a pretty good idea of what kind of game tp expect, but now German developer Reakktor has released a gameplay reveal trailer. "We finally got the game to a point, where we can show some alpha gameplay in action," Reakktor said. "It's pretty much just a three minutes long collection of random in-game captures from a couple of play sessions (both against bots and also live multi-player sessions), but it nicely demonstrates most of the weapons, the general movement model and the look of the maps. It is also meant to clarify the difference between Classic Maps (smaller maps, no vehicles) and Massive Maps (bigger maps featuring vehicular warfare)."

Reakktor reiterated that the game is still in alpha, and that a lot of things will change before the game goes into closed beta.

Toxikk is in development exclusively for PC and should launch on Steam as an Early Access title later this year. You can pre-purchase a copy today from Reakktor for $15.

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TOXIKK

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Show Floor Tour Speedrun - TGS 2014

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White PS4 Driveclub Bundle Announced, but Only for Europe

Sony has announced two new PlayStation 4 bundles that at the moment are headed only to Europe.

First is the Glacier White PS4 bundle. It includes a copy of Driveclub and a glacier white PS4 console and DualShock 4 controller. It will cost €439.99 (about $565).

Then there's the PS4 Gamer Edition, which includes a copy of Driveclub, a black PS4 console, two DualShock 4 controllers, and a PlayStation Camera. It will cost €499.99 (about $640).

Sony must have the inside scoop on Europe's favorite color, because in addition to this new Driveclub bundle, the company said that it will sell the white PS4 separately later this year, with no plans of doing the same for North America. If you want to buy a PS4 in North America, you need to get one of those PS4 Destiny bundles, which despite the game's impressive sales figures, are still in stock on Amazon.

Driveclub has gone gold and is ready for its October 7 release date exclusively on PS4. PlayStation Plus Subscribers will also get a "free" version of the game.

The Driveclub bundles are also not available in all European countries. The White Edition is available in Belgium, The Netherlands, Luxemburg, Czech, Hungary, Cyprus, UK, France, Germany, Greece, Israel, Portugal, Norway, and Spain. The Gamer Edition is available in Belgium, The Netherlands, Luxemburg, Ireland, UK, Germany, Austria, and Switzerland.

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Driveclub

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Hyrule Warriors Gets 4 DLC Packs, Bonus Dark Link Costume With $20 Season Pass

Nintendo has announced that Hyrule Warriors will get four packs of DLC, and that if you choose to get all of them with a $20 season pass, you'll get a bonus Dark Link costume for free.

Assuming the DLC packs are identical to those announced for Japan, three of them will be based on previous Zelda games, while the fourth will introduce two new game modes:

  • Master Quest Pack: New weapon, scenario, adventure map, and two costumes
  • Twilight Princess Pack: New character, weapon, adventure map, and two costumes
  • Majora's Mask Pack: Two new characters, adventure map, and three costumes
  • Boss Pack: Two new games modes

In addition to the free, day one content update, Nintendo also announced another free DLC for October 16, which will add four of the game's villains as playable characters.

GameSpot's review gave Hyrule Warriors a score of 8/10 for its successful balance of Dynasty Warriors map management and Zelda-style objectives. For more on the game, check out the full review and our previous coverage.

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Hyrule Warriors

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Final Fantasy XV Gameplay - TGS 2014

Written By Kom Limpulnam on Sabtu, 20 September 2014 | 23.26

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Reality Check - Best and Worst Hacking In Games

Flex those mental muscles and join Cam Robinson on a journey of discovery in Reality Check, the show that investigates the science behind your favourite games, and spawns a few wild theories of its own.

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What Makes Dragon Ball: Xenoverse so Special - TGS 2014

Character creation. That it? btw the messing with time and story isn't new to these games... e.g. SS3 Brolly, bardock fighting goku, and a ton of other 'what ifs'. Let's face it, this helping trucks in time is just one big 'what if' story just like all the other games did. 

I'd personally like some more mechanics in the game rather than 100 more what if stories...Would a couple more unique combos per character kill them?


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The Point - Destiny, Reviews and Aging Gamers

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  5. GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!
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Cannon Brawl Review

Written By Kom Limpulnam on Jumat, 19 September 2014 | 23.26

In Cannon Brawl there are two castles, one positioned on each side of a peaceful valley. This circumstance is, of course, intolerable. There really ought to be just one building, and your job as the player is to bring about such a future, even as your opponent--whether controlled by a second player or just the devious computer--tries to turn your base into a pile of rubble.

You may recall other games that employ a similar setup. CastleStorm comes to mind, for instance, with its pleasing blend of crazy action and tower defense mechanics. While past games prevent this new effort from offering much in the way of surprises, though, lingering familiarity ensures that genre devotees will be able to get right down to the business of castle demolition.

What good is a medieval castle without rocket-launching turrets and satellites?

When a round begins, you find your castle positioned near the edge of a cramped map. As rousing battle themes pipe from your speakers, you stake your claim to verdant hills and blue skies, to deserts so yellow you might wish you could vacation within one. Floating landforms populate the foreground, which you and your opponent can blast away with shots from cannons, lasers, and other such contraptions, almost like you might in a Worms game. There's no turn-based respite, though, in spite of the cheery vibe; you make your decisions and you execute all plans on the fly, with as little hesitation as possible. Speed is a necessity, or else you might line up a beautiful shot just in time to find out that your laser tower has been blasted to smithereens by a roaming ball of explosives.

In a game of this sort, an intuitive interface is vital. The developers at Turtle Sandbox put the player in charge of a flying airship, and that approach pays dividends. Using your keyboard or a gamepad (the latter works particularly well), you can pilot the ship anywhere you like without having to worry about taking damage. You must make quick trips back to your castle to grab new structures, then plop them down at key points along the map. Your expansion options are limited at first, until you have placed enough surveillance balloons, mining camps, and other such attractions along the way. Then you can dock with a given point of interest--for example, a rocket launcher--and direct its actions. Although there are times when dropping buildings and docking require excess fiddling, particularly when too many structures are in close proximity, the interface works beautifully and allows you to work at the brisk clip gameplay demands.

There's no turn-based respite, though, in spite of the cheery vibe; you make your decisions and you execute all plans on the fly, with as little hesitation as possible.

Naturally, there are complications. Though some buildings regularly perform a specific task without your direction, most of them are useless without orders. They also must go through a cooling period, which means you can't simply rely on a single device to secure victory. Instead, you constantly must move your airship from one spot to another, adjusting for rapidly evolving combat and a changing landscape.

As the game begins, there are only a few offensive measures available. Even once you advance far enough in the campaign that your list of options expands, you can bring along only a handful of tools. You almost always have to survive without something important, and your computer opponents are great at adapting to diffuse any winning tactic you might employ. This means that if you try one technique in a round and it fails for a particular reason, switching to a different one the next time around is no guarantee that you'll find success: the AI could easily adapt and catch you by surprise in some other manner. Such adaptations keep matches interesting, because you always have to stay on your toes and watch for attacks from a few potential directions even as you replay the same map.

The land is full of castles to destroy.

You also need to decide which airship captain to bring along for the ride. Each one grants a different sort of boost. One lets you form repairs if you get close to a building that has taken damage. Another one allows you to start with extra gold and also enables you to harvest resources more efficiently. The first captain you meet, however, may be the best one of all. She reduces the cooling period for everything, which becomes so important by the end of the campaign that any other captain feels like a handicap.

One problem with Cannon Brawl is that it gives players access to a bunch of cool toys, but most battles ultimately play out in the same manner. You start by claiming as much territory as possible and building mines. Then you drop a few towers and dart between them, firing shots at your opponent and hopefully taking out his or her resources before the tide of battle can turn against you. Your greatest ally besides speed is momentum, and the combination of the two often wins out against the more creative and interesting approaches that the the game allows you to explore. When there's little reason to rely on more than a few basic turrets that are dependably efficient, unlockable content is nothing more than window dressing. Even in online matches, simple strategies easily overwhelm opponents using more varied forms of weaponry. Over time, you earn experience points that allow you to access additional pilots and structures in the armory, but when simple tactics are so effective, it's difficult to drum up the enthusiasm required to unlock them.

You were a shining star, enemy castle, but now you are no more…

The game's difficulty level already feels punishing enough when you play on the higher settings, because suddenly your opponent moves with a distracting (and distressing) level of precision. Almost before a round even begins, it throws up shields, health-regenerating towers, and upgrade cannons. Meanwhile, you might still be struggling just to get a few balloons in the air so you can start mining. Such battles commence with momentum and resources already working against you; the obstacles are hardly insurmountable, but if you want a fair conflict, you're better off finding human opponents instead.

Cannon Brawl is interesting enough to enjoy in small doses, but it wears out its welcome once you realize its efforts to inject a little variety into the proceedings only go skin deep. If you can find a few friends at a similar skill level to challenge, you'll likely enjoy several hours of strategy mayhem. Otherwise, you're better off in another castle.


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Final Fantasy 15's Trailer Shows a Lot of Promise

For all the technological advancement FF games have pioneered over the years, they've become stale in their character development. We've all seen these people before – the twerpy blonde kid (Zell, Tidus, Vaan, Hope); the strong but silently brooding guy (Squall, Auron, Lightning); the good-natured surrogate older sibling (Quistis, Wakka, Snow); the peppy teenage girl (Selphie, Rikku, Penelo, Vanille); and the love interest/damsel in distress (Rinoa, Yuna, Serah). There are plenty more I could list, but you get the idea.

Don't get me wrong – I love many installments in the FF series, and some of the characters listed above I still find endearing. But for all the complex environments, plots and battle systems, the character interactions are starting to seem by-the-numbers. Oh, the blonde kid finds his inner strength when he needs it most? The emotionless warrior has a heart after all? The whimsical pigtailed girl reminds us of the importance of friendship during the most dire of crises? Been there, done that ad nauseum.

I don't know if it's Japanese culture that breeds these tropes or if it's a staple of the franchise that can't be shaken, but I'm hoping for a new formula this time around.

(For the record, my personal dream team would be Seifer, Balthier, Basch, Ashe, Fang, Barret and Tifa).


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Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014

Character design look the same..is that it..just 4 class?

And do they stuck with one weapon like that?

Bcos usualy people use various weapon

Blunt weapon like mace more effective to fight heavy armored or skeletons

Whip or bleeding weapons for light armor/ flesh

Fire for toxic venomous enemy etc

I hope we dont stuck with just one weapon all the time


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What to Expect From Resident Evil Revelations 2 - TGS 2014

85% of PS4 VR Headset Work Is Done, Sony Says

Square Enix's New Cloud Gaming Venture Named Shinra Technologies, Beta Will Launch Next Year

Dark Souls Dev Won't Stop Making Difficult Games Anytime Soon

Watch the Latest Metal Gear Solid 5 Trailer in 1080p on September 25

The Nightmare of P.T. Returns in This Silent Hills Trailer

Metal Gear Collection 2014 Isn't A New Game Compilation Pack, It's A Clothing Line

Smartphone Game Final Fantasy Agito Hitting Vita In Japan Next Year

Video: Killer Instinct Adds Maya to Season 2 Roster

What to Expect From Resident Evil Revelations 2 - TGS 2014

Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014

Final Fantasy 15's Trailer Shows a Lot of Promise

GS News - Super Awesome Final Fantasy XV AND Bloodborne Trailers!

TGS 2014 - Pac-Man and the Ghostly Adventures 2 Trailer

TGS 2014 - Final Fantasy Type-0 HD Trailer

TGS 2014 - Final Fantasy Agito Trailer

GS News Update: Final Fantasy XV Takes Us On an Epic Road Trip


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Final Fantasy XV TGS 2014 Trailer - TGS 2014

Written By Kom Limpulnam on Kamis, 18 September 2014 | 23.26

@ahpuck it will be, since the dev team for this game is different than the XIII devs.  These are the guys who made the Kingdom Hearts games.  Tetsuya Nomura as... well, ex-main director, but he believes that he doesn't need to oversee the development of the game as it's far enough into dev time for him to move on to Kingdom Hearts 3.  Hajime Tabata, the man who directed Crisis Core and Type-0, is stepping up from co-director to main director, to brush up some of remaining blemishes of the game.  Kazushige Nojima, the guy who wrote the script for VII, VIII, X, Crisis Core, and the Kingdom Hearts series, is writing for this game, so extra points there.  And Yoko Shimomura, the lady who did the music for MANY games: Kingdom Hearts series, Street Fighter 2 (Guile's theme), Xenoblade Chronicles, Parasite Eve, the Mario RPG's, etc.  With a dev team being led by these powerhouses, how can this NOT go wrong!?


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Deep Down - TGS 2014 Trailer

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20 minutes of MGS V: The Phantom Pain - TGS 2014

@fede018 No we don't need feminism in our video games.  If you don't like fit, sexy, kickass, and beautiful woman in your games just vote with your wallet and don't buy.  You will be the minority though because sex, it sells.

Cosplay woman won't mind dressing up like her, so why should you?


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Borderlands: The Pre-Sequel - An Intro by Sir Hammerlock and Mister Torgue

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  4. Deep Down - TGS 2014 Trailer
  5. Bloodborne - Gameplay Trailer TGS 2014
  6. P.T. / Silent Hills Concept Movie - TGS 2014
  7. Toy Box Mode in Disney Infinity: Marvel Super Heroes - 2.0 Edition
  8. Iron Man - Disney Infinity: Marvel Super Heroes - 2.0 Edition
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FIFA 15 - Ultimate Team Trailer

Written By Kom Limpulnam on Rabu, 17 September 2014 | 23.26

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Sniper and Shotgun Gameplay - Halo: The Master Chief Collection

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Hyrule Warriors Review

If you're looking to form an argument that Hyrule Warriors is "just fan service" as a negative criticism, you're wasting your breath. However novel this Dynasty Warriors-meets-Legend of Zelda game is conceptually, once you open that first chest and Link thrusts that treasure toward the camera, you realize that this is a Legend of Zelda spin-off worth taking seriously. Sometimes it's these left-field concepts that make the most sense. There's a reason why Link was the most well-received character out of the three console-exclusive fighters in Soul Calibur II. And if you know your Legend of Zelda history, seeing the title character herself hold her own in a crowd-based beat-em-up isn't at all unusual. Hyrule Warriors isn't "just" fan service: it's pure fan service.

If linear first-person shooters are fundamentally digital remakes of Whac-a-Mole, then the Warriors games and its spin-offs are the slow-burn iterations. The majority of the games are exercises in tactical map management that also let you become the main contributor to the action at ground level, slicing through crowds of simple foes with an ease that is simultaneously empowering and pedestrian. As you liberate one fortification, another keep is being invaded. The key to winning a typical Dynasty Warriors mission often comes down to simply being faster than your enemy in covering the map with your blue color-coded forces.

Welcome to Hyrule, where we balance giant bags of coins on a single finger!

Like the One Piece: Pirate Warriors crossover series, however, Hyrule Warriors is more focused on objectives than it is on removing the red-coded opposition forces from the map. This keeps in line with the goal-oriented design of most Legend of Zelda games, and thus, makes the game all the more welcoming for Zelda fans new to Warriors. If you wish, you can make the game feel more like a traditional Warriors game by taking over each fort one at a time. Such an approach creates its own challenges, since many of the objectives in Hyrule Warriors have timed deadlines. Like any Dynasty Warriors game, Hyrule Warriors is at its most stimulating when it tests your management of priorities. As a Zelda fan, of course you want to save the Deku tree when it's being invaded on all sides! But you're also close to liberating a keep at one of the far corners of the map! And since you've just reached 1000 kills, a collectable skulltula has temporarily appeared on the map! Choices!

If you're new to Warriors games, setting priorities isn't as easy as it might initially appear. The biggest rush comes when you've completed all the mid-mission objectives and you're left racing against the enemy toward the current victory condition. Even if you confront the boss with a full bar of health, the same can't be said about the health of your home base at the other end of the map. Should you return to your base, or stay and try to defeat the boss to end the mission, thereby saving the base in the process? Choosing wisely in such tight and time-sensitive situations makes victory all the more satisfying.

Say "Aaaaah!"

For all the Legend of Zelda-related items, jingles, and familiar faces that are thrown at you every other second, Hyrule Warriors still manages to be a fine Dynasty Warriors spin-off in its own right. If you have muscle memory devoted to the series, then you know that the first priority when beginning a mission is to leap into the fray, get to work in liberating the nearest fort, and set yourself on a path to at least 1000 kills. Hyrule Warriors is not a shallow reskin, but to Warriors faithful, it does look like a new pair of shoes that has been aptly broken in.

As a Warriors game in 2014, Hyrule Warriors reaps the benefits of the many criticisms leveled at prior games, with the boss lock-on option that was introduced a few years ago standing out as the most vital lesson. Can you remember Dynasty Warriors' dark ages when all you could do was manually point the camera at a boss? The game-changing boss lock-on not only allows you to wade through the crowds of foot soldiers clogging the path, but also helps maintain your forward momentum as you rack up a body count. The meaty sound of slicing through a dozen foes in a single sword stroke never gets old. It's a multilayered cycle of bloodless, PG-13-level mass killings: on one layer, you're constantly motivated to reach 100-kill milestones, while on another layer, you're always on the lookout for the nearest spot of enemy movement on the map, especially when you're killing time before the next objective appears. Even after the mission ticker is updated with your next goal, there's the strong likelihood that you'll record another 500 or so bodies in your diary of death as you work on that active objective. The drawback is that it's hard to care when you're left with only one or two pitiful enemies; killing them feels like a waste of time and a waste of a blade swing.

However novel this Dynasty Warriors-meets-Legend of Zelda game is conceptually, once you open that first chest and Link thrusts that treasure toward the camera, you realize that this is a Legend of Zelda spin-off worth taking seriously.

The greatest trick Hyrule Warriors pulls off is in making a convincing argument that the game might just belong in the much-debated Legend of Zelda timeline. When you prescribe to an "official" timeline that accepts the notion of multiple Links, it's not that unreasonable to argue Hyrule Warriors as canon. Although series producer Eiji Aonuma has gone on record stating the contrary, that won't stop fans from disputing this game's place in Zelda lore. The impressive cutscenes alone have enough expository weight to make Hyrule Warriors timeline-worthy. Further validating the argument is how the story mode features inter-dimensional journeys to various Legend of Zelda worlds, including lands from Skyward Sword, locales from Twilight Princess, and even the dubiously memorable Water Temple. As an argument for and against the notion of canon-eligibility, Hyrule Warriors even manages to rehash plot key points from the franchise (eg. Sheik's backstory) that are also significant spoilers to the very, very few who will play this game but have never beaten a Legend of Zelda adventure.

Some of the best moments in Warriors games are those in which agile combos lead to brief, character-specific cutscenes, so I'm not surprised that the studios involved in developing Hyrule Warriors devoted time to giving everyone in the playable roster unique attacks and animations. Watching Link perform spectacular melee attacks only makes one wish such potent moves were available in mainline Legend of Zelda games. It's never jarring to watch him and his supporting cast let loose against the game's countless hordes, especially when a single special attack breaks the 50-kill mark.

It's a multilayered cycle of bloodless, PG-13-level mass killings.

It's not hard to spot the Dynasty Warriors DNA in Hyrule Warriors. You can see Omega Force's signature familiarity with Wushu martial arts in some of Impa's attacks. Newcomer Lana, with her adorned sleeves, exposed midriff, and giant ponytail would not look out of place in a Dynasty Warriors game. And if you're wondering where you can find the contributions of co-developer Team Ninja, you need only look for the brutal and often juggle-intensive combos, moves that look like they were ripped right out of Ryu Hayabusa's playbook. Executing the most eye-catching moves takes a little time to memorize, but Hyrule Warriors is also very forgiving should you just prefer to mash buttons and watch the hordes dissipate.

The flow of time is bittersweet. You wake up one day and you realize that there are more Dynasty Warriors spin-offs and crossovers than there are mainline Dynasty Warriors games. Aside from introducing many Legend of Zelda fans to the Warriors franchise, Hyrule Warriors adds little innovation to Koei's megaseries as a whole, but nevertheless brings an undeniable spark ignited by the crossover cast itself. As one of the more well-produced Warriors games in recent memory, it is easy to see Hyrule Warriors paving the way for more Warriors spin-offs--other properties that have a substantial amount of melee combat. Street Fighter? Dragon Ball? The idea of a Gundam Warriors game, let alone a series, was once an absurd concept, just as Hyrule Warriors was when it was first announced. If the Warriors franchise has proven anything, it's that most every entertainment property is fair game. And that prospect is both exciting and a bit scary.


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Destiny Legendary and Glimmer Farming Spots and Tips

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1080p Oculus Rift Alternative VR Headset "Totem" Has Bold Plans, Launches Crowdfunding Campaign

Written By Kom Limpulnam on Selasa, 16 September 2014 | 23.25

Vrvana, the Montreal-based company formerly known as True Player Gear, today launched a crowdfunding campaign for its previously announced virtual reality device, Totem (working title). The company has bold plans for the headset--already in its fifth iteration--CEO Bertrand Nepveu told me in a recent interview. But to get the project off the ground and compete against Oculus Rift and Project Morpheus, Vrvana first needs to raise $350,000 on Kickstarter.

Totem is described as a "premium" VR headset, and it will offer a 90 degrees field of view, a 1080p OLED screen, and the ability to connect to any HDMI source (computer, console, tablet, and so on), means it's an investment that extends just beyond one input. Setting it apart from competitors like Oculus Rift and Project Morpheus are its two onboard cameras, a patent-pending hardware acceleration feature, and "reverse AR," which lets you see a virtual representation of your hands. Totem also features 3D passthrough vision so you can see your real world space without having to take off the headset--"Say goodbye to keyboard fumbles," the company says. You can see a full list of Totem's tech specs below.

It's also made by a group of dedicated gamers, including Nepveu. "I have been a hardcore gamer since the ColecoVision. And when I tried the Power Glove for the first time, this is when I realized that VR is the future of gaming," Nepveu says.

Nepveu

To secure a Totem developer kit, you'll need to pledge at least $400, which is $50 above the cost of the Oculus Rift DK2, the latest iteration of that technology. For your pledge, you'll receive the Totem itself (sometime in the first half of next year), a USB break-out box, cables, a cleaning cloth, and a carrying case. Backers can then access engine plug-ins, demos, code, documentation, and tutorials through the Totem support website.

But why is Totem turning to Kickstarter at all? Is there not venture capital money to be had, given the explosion in popularity in the VR space following Facebook's acquisition of Oculus VR in March?

"Maybe in the US it's a bit easier to [raise] money," Nepveu says. "In Canada, it's a real challenge, especially in the Montreal region." One positive thing about working out of Canada, however, is having access to government grants for R&D projects like Totem. "We're very fortunate for that, but to go from R&D to production? That's another ballgame. That's when crowdfunding [becomes] awesome."

"For now, I see them as friendly companies who try to achieve the same thing that we do" -- Betrand Nepveu on how he sees Oculus Rift and Project Morpheus

Also during my interview with Nepveu, I wondered what his thoughts were about existing devices like the Oculus Rift and Morpheus. Does he see them as competitors? After all, Nepveu did fire off somewhat of a shot at Oculus after it sold to Facebook back in March. But now, Nepveu toned down his thoughts.

"VR is so new," he says. "I can't talk for them, but for me, they're not competitors. They are pioneers, like us. There was VR in the '90s and it failed miserably. Now, with the current technology, I know it's possible to have a great VR experience, but we have hard technical challenges ahead of us. So I think we should be really more collaborating than competing right now."

"Oculus showed that they're into that mindset; they opened their SDK to partners, so I think that's a really great thing right now," he added. "We don't need to be like all in our corner and fighting against each other. For now, I see them as friendly companies who try to achieve the same thing that we do."

Totem is open, too. The company says its headset works with Oculus Rift DK1 games, and support is on the way for DK2 games.

Another area around VR that has been incredibly exciting for me is the technology's potential non-gaming applications. Of course, Totem--and Rift and Morpheus, too--have been designed to first appeal to the hardcore gamer crowd, but Nepveu said he foresees a time when VR impacts any number of other major industries in meaningful ways. VR can affect fields like education, allowing students to take virtual field trips to faraway places that would otherwise be too expensive, or even to a different time period. In the field of medicine, you can imagine surgeons practicing techniques in a virtual environment before using a knife on a real person (Vrvana has even partnered with a local hospital to test this out). For sports and music, some day you could see a hockey game from the goalie's perspective or have a front row seat at a sold out concert, all thanks to VR. Suffice it to say, there are some grand possibilities when it comes to future applications for VR.

"The only thing that's limiting you in virtual reality is your creativity," Nepveu says. "I think in the near future, you'll be able to imagine something that you want to do and actually live it in VR, and that's really powerful."

On the other side, however, there have also been concerns expressed by some, including Take-Two CEO Strauss Zelnick, claiming that VR is an anti-social technology. When you put on the headset, you're cutting yourself off from the "real world," some might argue. Nepveu said he understands this criticism, but maintained that VR--as a platform--is no different than any other piece of technology, which people are free to use--or overuse--as they see fit.

"We want VR to be positive," he says. "A lot of people say people will feel separated from the real world, almost like a drug, but we really don't believe that. It's like with every technology; it can be good and bad. And we really believe that we can really do good with VR and we want Totem to be in that space."

Chart created by Vrvana

VR is an exciting technology, but what's holding it back, for me at least, is its inability to deliver on the promise of immersion and "presence." In my admittedly limited experience with VR, I have never felt truly connected to a virtual world in a compelling way. Part of this, I think, is because there is no meaningful force feedback associated with the tech right now. When I'm virtually swimming underwater, I don't feel the pressure of being dozens of feet below the surface like I would in real life. Nepveu says this is a challenge that VR--Totem, Rift, and Morpheus included--doesn't have an answer for yet. "If you really want to to believe it, you need some force feedback mechanism like in real life, and that's really not easy to do. As soon as you grab something or interact with something, you need force feedback."

"Maybe the best way to do it would be to go directly into the nervous system," he joked (I think). "But we're not there yet."

Despite the uncertainty around VR--Totem is only just starting, Rift is still at least a year away, and it's not even confirmed that Morpheus will ever be sold to the public--Nepveu says VR has the potential to become the next evolution of human communication and interaction, even if that might not happen anytime soon.

"We're really into something big with VR that's going to change really the way we interact," he said. "There was the Internet, there was the smartphone, and now I think it's really VR. I think Totem will be part of that revolution."

For more on Totem, and to pledge to the campaign, check out the Kickstarter page.

Totem Technical Specifications:

  • Screen: 1080p low persistence RGB stripe OLED, up to 75 Hz
  • Field of View (FOV): 90 degrees
  • Cameras: Onboard cameras for positional tracking. M12 camera lenses with 130 degrees horizontal Field of View.
  • Connectivity: HDMI input, USB output (tracker)
  • Sensors: 2x cameras 120hz 1080p (1920x1080), 3 axis 1kHz gyroscope, 3 axis 4kHz accelerometer, 3 axis magnetometer
  • Audio: 2x 3.5 mm jacks, Binaural Surround sound
  • Emulated controls: USB mouse, PlayStation controller, Xbox controller
  • Non-game controls: Up, Down, Select/Base World View
  • Supported engines: Unreal, Unity, Havok Vision, CryEngine
  • Platforms: PC (Windows, Mac, Linux), Playstation 3 & 4, Xbox One & 360
  • Supported media: All 3D formats, SBS preferred
  • Size: 6.6" x 4.4" x 5.4"
  • Weight: 400 g (estimated)
  • Hardware acceleration: hardware accelerated motion tracking, hardware accelerated pre-lens distortion

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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