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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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Halo: Reach Is Free on Xbox 360 Through Games With Gold

Today is September 16, which not only means that the first day of Fall is less than a week away, but also that Xbox Live subscribers can now pick up a free copy of Bungie's 2010 Xbox 360 shooter Halo: Reach.

The game is free today through the end of the month on Xbox Live as part of Microsoft's Games With Gold promotion for Xbox 360. It replaces Monaco: What's Yours Is Mine, which was free September 1-15.

Halo: Reach was the final Halo title series creator Bungie developed before moving on to its all-new franchise, Destiny, which was released just last week. For more on Halo: Reach, check out GameSpot's review and a collection of some of our favorite screenshots below.

Click on the thumbnails below to see full-size versions

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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Microsoft/Minecraft Deal Gets a Skit On Conan O'Brien's Show

No stranger to video games, Conan O'Brien's latest comedy target was Microsoft's massive $2.5 billion acquisition of the Minecraft franchise, which was announced yesterday.

During Monday's episode of Conan, the comedian aired a segment about how the inventor of Minecraft would be celebrating the massive pay day. We won't spoil the video, but it involves a strip club.

The creator of Minecraft, of course, is Markus "Notch" Persson, but O'Brien doesn't mention him by name. Persson had a 70 percent stake in Mojang, meaning he stands to make around $1.75 billion from the sale to Microsoft, though of course there is tax to pay. It's also unknown how much of the deal is in cash and how much is in shares.

In reality, we don't know for sure what Persson--who is leaving Mojang along with a pair of the company's other founders--will do in the future. Explaining his decision to sell Minecraft to Microsoft, Persson wrote that it's "not about the money. It's about my sanity."

For more coverage of the Microsoft/Minecraft deal, check out a roundup of what people in the video game industry are saying about it. You can also hear our thoughts on the sale in the video below, featuring GameSpot editors Justin Haywald and Kevin VanOrd.

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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Assassin's Creed Unity - Co-op Gameplay Trailer

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GTA 5's PC Delay Due to Needing More Time to Make it as "Amazing" As Possible, According to Rockstar

Written By Kom Limpulnam on Senin, 15 September 2014 | 23.25

Given that PC players have already waited a year for a version of Grand Theft Auto V to arrive on computers, last week's delay had to come as particularly disappointing news. Following its announcement about the PC version being pushed back, Rockstar has offered a brief (but fairly vague) explanation for why PC fans will be waiting until next year to get their hands on its latest open-world game.

"We're glad to see so many of you are excited for the upcoming release of the new versions of GTA V and we look forward to sharing more details with you soon," reads a Rockstar statement in the comments section of its website. "We are also incredibly excited to be bringing GTA V to the PC, but the game requires a little more development time in order to ensure that it is as amazing and polished as possible. Please do stay tuned as we reveal new features and information about all the new versions in the weeks ahead."

Along with the Xbox One and PlayStation 4 versions, the PC version of GTA V offers a variety of improvements over the last-gen versions from enhanced visuals to denser traffic, new weapons, and additional wildlife. This differs from Rockstar's approach to the PC version of Grand Theft Auto IV, which was released eight months after the the Xbox 360 and PS3 versions, but contained few differences beyond better graphics.

GTA V for PC had been expected out sometime this fall alongside the current-gen console versions. Following rumors that the PC version had been either delayed or canceled, Rockstar insisted earlier this month that its release was still on track for this fall--something we learned was not the case late last week. The PC version will now arrive on January 27, while the new console versions, will launch on November 18.

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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Microsoft Confirms $2.5bn Minecraft Acquisition

Mojang, the Sweden-based developer of Minecraft, has been acquired by Microsoft for a fee of around $2.5 billion.

In a blog post to fans, Mojang suggested the deal would not result in the deletion of Minecraft games and apps available on non-Microsoft devices.

"There's no reason for the development, sales, and support of the PC/Mac, Xbox 360, Xbox One, PS3, PS4, Vita, iOS, and Android versions of Minecraft to stop," the studio wrote.

"Of course, Microsoft can't make decisions for other companies or predict the choices that they might make in the future."

Microsoft said one key reason for the acquisition is "we believe in the power of content to unite people". It added that it expects the acquisition "to be break-even in FY15 on a GAAP basis." That means it expects to make the money back by April 2016.

Notably, Microsoft says that it expects the acquisition "to be break-even in FY15 on a GAAP basis." In other words, Microsoft believes it will make back what it has spent on Mojang and Minecraft by the end of this fiscal year (next June).

The software giant wrote: "Minecraft adds diversity to our game portfolio and helps us reach new gamers across multiple platforms. Gaming is the top activity across devices and we see great potential to continue to grow the Minecraft community and nurture the franchise. That is why we plan to continue to make Minecraft available across platforms--including iOS, Android and PlayStation, in addition to Xbox and PC."

Moving on

Minecraft creator Markus Persson, who owns 70 percent of the company, stands to make $1.75 billion from the deal (although how much of this is in cash, and how much is in shares, is unknown for now).

Markus Persson stands to make $1.75 billion from the deal

Persson, along with chief executive Carl Manneh and co-founder Jakob Porser, will be leaving the company.

Mojang's letter to fans explained that Persson never intended to have "the responsibility of owning a company of such global significance".

It added: "Over the past few years he's made attempts to work on smaller projects, but the pressure of owning Minecraft became too much for him to handle. The only option was to sell Mojang. He'll continue to do cool stuff though. Don't worry about that."

Mojang claimed that there "are only a handful of potential buyers with the resources to grow Minecraft on a scale that it deserves."

Minecraft has sold more than 50 million units across console, PC, smartphones and tablets. But it was Mojang's partnership with Microsoft for the Xbox 360 edition that forged ties between the two companies.

"We've worked closely with Microsoft since 2012, and have been impressed by their continued dedication to our game and its development," the studio wrote.

"We're confident that Minecraft will continue to grow in an awesome way."

Xbox head Phil Spencer added: "We respect the brand and independent spirit that has made Minecraft great, and we'll carry on the tradition of innovation to move the franchise forward. Our investments in cloud, Xbox Live and mobile technology will enable players to benefit from richer and faster worlds, more powerful development tools, and more opportunities to connect with the Minecraft community."

In other related developments;

  • Mojang says it is not sure on the future of its Scrolls games project.
  • The studio adds that it does not have insight into Microsoft's future for Minecraft
  • The Minecon event has not been cancelled and will be organised by Microsoft
  • Microsoft says Minecraft Xbox 360 edition has clocked up two billion hours played in the past two years
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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