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Posted by Kotaku Jun 05 2013 22:15 GMT
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You know how Nintendo is inviting fans to go to Best Buy and try out their E3 games? Well Sony's all, "Eff that, how about you guys just come to our actual E3 press conference?" In a new post at the PlayStation Blog, Sony has invited fans to come to the LA Memorial Sports Arena next Monday and see the big shindig in person. The catch: Only 40 people will get in. The info, as follows: You’re Invited: PlayStation E3 2013 Press Conference Date: June 10th, 2013 Time: Get there no later than 4:00pm for check in. We can only admit 40 people max, and it’ll be first come, first served. Location: Los Angeles Memorial Sports Arena 3939 South Figueroa Street Los Angeles, CA 90037 If you want to attend, please form a line along the parking lot next to the restrooms. Parking: Self parking will be available for any guests who are driving their personal vehicles. Please enter Parking Lot 5 on MLK Boulevard at Hoover and when you arrive please tell the lot attendant that you are attending the Sony Press Event. Restrictions: You must be at least 21 years old to attend. We will be checking IDs! This is... I don't know. This could very easily devolve into a Hunger Games-type situation. Bring your bow and arrow, and make sure you line up some good sponsors! What do you think? You gonna give it a shot? Camp out? Or maybe just kick back and follow along from the comfort of your own home? As we gear up for next week, check out our full schedule of the E3 press conferences. That's a lot of hype to cram into one day.

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Posted by Kotaku Jun 05 2013 21:00 GMT
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Maybe you’re on the fence about Remember Me, the cyberpunk action/platformer hybrid that came out this week. Critical reaction to the Capcom published has been all over the map but Kotaku video editor Chris Person and I found a lot to like about it. In the video above, we talk about Remember Me as an example of sci-fi social commentary, what it has to say about the Singularity and how it continues a great tradition of French video game development.

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Posted by Kotaku Jun 05 2013 20:30 GMT
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I’ve always wanted to be be an animator, but it's always seemed like a complicated, arduous process. If only there was a simpler way... Now there is! Well, not really. Check out the video above by animator Giovanni Braggio, as he shows you just how easy (fictional) CGI animation is. [Vimeo Staff Pick via Chevy Ray Johnson]

Posted by Kotaku Jun 05 2013 19:30 GMT
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Do you still fantasize that Apple will make a game console? Read this in-depth feature on The Gameological Society about the Pippin about the last time that the iPhone makers tried crack the home video game market.

Posted by Kotaku Jun 05 2013 18:30 GMT
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The appeal of 8-bit music, retro graphics and other art forms defined by their limits, beautifully explained by prolific musical artist and producer Brian Eno in his 1996 diary "A Year With Swollen Appendices." Originally posted on volume xii, via Business Insider

Posted by Kotaku Jun 05 2013 17:45 GMT
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Don't you wish you had someone to give you advice when you feel like you can't help but run into walls? Well, now you do. It's called me and it's run by Ask Kotaku. Or...wait, yeah. Something. Clearly I am qualified. So email me questions! Tina at Kotaku dot com. Oh, and if you're running into walls: try taking the blindfold off. I swear it wasn't me.

Posted by Kotaku Jun 05 2013 18:00 GMT
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A Colorado couple found out that the chair that they’d been gaming on was a vintage Eames chair. According to Fox Philadelphia the chair, an antique Eames LCW manufactured by Herman Miller and designed by Charles and Ray Eames, is estimated to be worth 150,000 dollars. The couple had bought it for five bucks, used it as their video gaming chair for a while, then put it in their garage because it didn’t match anything. They were gonna give it to Goodwill, until somebody pointed out to them that they'd been gaming on, you know, a freaking vintage Eames Chair. You know — like the kind in permanent collection at the freaking MoMA. I'll be over here sulking and gaming on my crappy Ikea couch if you need me. Oh and if you don’t know who Charles and Ray Eames were and why they’re awesome, I’ll let my friend Ice Cube explain: (Clip via WTXF-PHI)

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Posted by Joystiq Jun 05 2013 18:45 GMT
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There may be no honor amongst thieves, but there certainly is infrastructure. Bain, who oversees an underground crime network in Payday 2, finds the guys for the job and seems to be plugged into every CCTV camera in the world.

Posted by Kotaku Jun 05 2013 17:08 GMT
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Check out this week's episode of Spike's All Access Weekly, where our own Tina "Needs a Clever Nickname" Amini discusses the Xbox One, PlayStation 4, and what to expect when you're expecting the most exciting E3 in ages.

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Posted by Kotaku Jun 05 2013 16:40 GMT
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One of my new favorite YouTubers, LaserFrog, knows that the Xbox 360 will someday be a retro console. He imagines this beautiful but somewhat sad future. "Ah, remember the 360? Crazy to think it used a disc drive. Don't know how we ever got past those dark ages!" So good. I'll cherish my 360, and I'll laugh at it all the same when I'm old and gray. Run, Play, Think! - RIP Xbox 360 [YouTube] To contact the author of this post, write to stephentotilo@kotaku.com or find him on Twitter @stephentotilo.

Posted by Kotaku Jun 05 2013 17:00 GMT
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E3 is just around the corner and, for the fifth year in a row, we're taking a look back at the big three's big E3 promises. What came true, and what didn't? After looking at both Sony and Nintendo, it's finally time to examine Microsoft. While Microsoft talked about a lot of games at their E3 briefing, their focus was actually divided between games and entertainment—TV, music, sports, and so on. What they also had, however, was dates. Tons and tons of dates. Of the release variety. So, let's check out how many of those release dates Microsoft managed to hit. Onward! The Games The Game: Halo 4. The Promise: The first of a new trilogy and the newest entry in Microsoft's flagship shooter franchise, Halo 4 will be released for the 360 on November 6, 2012. The Verdict: Promise kept. The Game: Tom Clancy's Splinter Cell: Blacklist. The Promise: Splinter Cell: Blacklist, Ubisoft's newest stealth-em-up, will come out for the Xbox 360 in spring 2013. It will support Kinect, giving you the ability to issue orders and distract enemies with your voice. The Verdict: Promise not yet kept. The game's current release date is August 20, 2013. The Game: Madden NFL 13. The Promise: EA's yearly American football game series will land its newest installment on the Xbox 360 on August 28, 2012. It will support voice commands via Kinect. The Verdict: Promise kept. The Game: FIFA 13. The Promise: EA's yearly soccer series, in turn, will be out in Fall 2012 for the Xbox 360. It will also feature the ability to give voice commands, and will even react to swearing. The Verdict: Promise kept. FIFA 13 was released on September 25, 2012. The Game: Fable: The Journey. The Promise: A Kinect-exclusive side tale to Microsoft's RPG series, The Journey will be released on the Xbox 360 in the 2012 holiday season, sporting a nifty gesture-based spellcasting system. The Verdict: Promise kept—in fact, the game was early. It was released on October 9, 2012. Sadly, it wasn't very good. The Game: Gears of War: Judgment. The Promise: Gears of War: Judgment, the freshest entry in Epic's legendary third-person shooter series, will be released in 2013 on the 360. The Verdict: Promise kept. Judgment was released on March 19, 2013. The Game: Forza Horizon. The Promise: Turn 10's racing series will get an open world spinoff in Forza Horizon on October 23, 2012, exclusively on the Xbox 360. The Verdict: Promise kept. The Game: Nike + Kinect Training. The Promise: Nike + Kinect Training, a "personalized training experience" that gives you instant feedback on your technique and allows you to "find people to challenge and work out with" online, is coming to Xbox 360 in the 2012 holiday season. The Verdict: Promise kept. Nike + Kinect came out on October 30, 2012. The Game: Tomb Raider. The Promise: Square Enix's reboot of the classic 3D platformer series will get DLC first on the Xbox 360. The Verdict: Promise kept. On March 19, 2013, the Caves and Cliffs pack was released on the Xbox 360 as a timed exclusive. It added three multiplayer maps to the game. The Game: Ascend: New Gods. The Promise: Ascend, a new hack and slash game from the creators of Toy Soldiers, will be released for the Xbox 360 sometime in 2013. The Verdict: Promise not yet kept. Since then, no exact release date has been given for Ascend, which is now known as "Ascend: Hand of Kul." The Game: Matter. The Promise: A game from the director of Pirates of the Carribean, Gore Verinski, will come out for the Xbox 360 in 2013. The Verdict: Promise not kept. Matter was cancelled on March 7, 2013. No reason was given for its cancellation. The Game: Resident Evil 6. The Promise: The latest entry in Capcom's survival horror series will receive DLC first on the Xbox 360. The Verdict: Promise kept. Resident Evil 6 got the Predator, Survivors, Onslaught Pack on December 18, 2012, as a timed Xbox 360 exclusive. The game itself couldn't quite catch the magic of its predecessors, unfortunately. The Game: Wreckateer. The Promise: Wreckateer, an Angry Birds-like Kinect-enabled destruction game will land on the Xbox 360 in summer 2012. The Verdict: Promise kept. Wreckateer was released as part of 2012's Summer of Arcade, on July 25. The Game: South Park: The Stick of Truth. The Promise: A turn-based RPG taking place in the popular South Park cartoon universe, The Stick of Truth will be released for the Xbox 360 on March 5, 2013. It will accurately recreate the world's "distinctively crappy" look to successfully immerse players. The Verdict: Promise not yet kept. After the dissolution of its publisher, THQ, The Stick of Truth was delayed to the following fiscal year. There is no exact release date set at the moment. More will be revealed at this year's E3. The Game: Call of Duty: Black Ops 2. The Promise: The continuation of Activision's iconic first-person shooter series will come out for the Xbox 360 on November 13, 2012. The Verdict: Promise kept. Everything Else The Promise: Bing Voice Search will receive additional functionality, including searching media by genre and more languages, in Fall 2012. The Verdict: Promise kept. These features were added to Xbox LIVE with the 2012 October update. The Promise: The Xbox 360 will get over 35 new entertainment providers in the next year, among them Nickelodeon, Paramount, and Machinima. The Verdict: Promise almost kept. Nickelodeon is coming to the Xbox 360 in late June 2013. Apart from that, they did manage to grab quite a lot of new providers. Paramount released its app on June 12, 2012, while Machinima did theirs on April 30, 2013. The Promise: The Xbox 360's sports offering will expand to include programming from NBA and NHL, along with a 24-hour ESPN channel. The Verdict: Promise kept. The apps for these services launched, respectively, on October 22, 2012, January 18, 2013, and November 19, 2012. The Promise: Xbox Music, a "world-class library of 30,000,000 music tracks," will launch on the Xbox 360, Windows 8, and Windows smartphones/tablets. The Verdict: Promise kept. The service launched on October 16, 2012, on every mentioned platform. The Promise: In Fall 2012, Microsoft will launch Xbox SmartGlass, a service which connects the Xbox 360 to smartphones, tablets, and Windows 8 PCs, letting them interact with each other in various ways. The Verdict: Promise kept. Smartglass was launched on October 26, 2012. The Promise: Internet Explorer will be released for the Xbox 360, enabling "proper" web browsing on the console for the first time. The Verdict: Promise kept. Internet Explorer was added to the console as part of Xbox LIVE's 2012 October update. Out of twenty-one promises, only five were not kept, with four of them getting delivered on in the future. That's an impressive ratio! One wonders what Matter could've been, though.

Posted by Giant Bomb Jun 05 2013 17:00 GMT
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Confession: Donatello was always my favorite one to play in the old arcade game. That bo staff, yo.

Posted by Kotaku Jun 05 2013 15:30 GMT
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Coming June 19 to iOS from Little Box Apps, Monsters Invade: Oz gives Dorothy a little something to keep her occupied as she eases on down the road — collecting, battling and evolving monsters. I suppose in a way The Wizard of Oz is a lot like Pokemon. Dorothy travels the yellow brick road, picking up strange creatures, forming bonds which eventually transform them into better versions of themselves. She's just a complicated surgery and a ball cap away from being Ash Ketchum.

Posted by IGN Jun 05 2013 16:34 GMT
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Alleged photos of a smaller HTC One have surfaced, sporting a 4.3-inch 720p display and an aluminum body.

Posted by Giant Bomb Jun 05 2013 16:00 GMT
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Jeff tosses his shield back into the free-to-play hat while RYAN SMASH.

Posted by Joystiq Jun 05 2013 16:30 GMT
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Rail baron board game Ticket to Ride is ready to pick up players on Android tablets. Along with the standard solo passenger play, Android users can also compete against players who own versions on Steam, Mac, iPad or are playing through publisher Days of Wonder's online portal.

Beyond the standard USA map, In-app purchasing is also available for the Asia, Europe, Switzerland and USA 1910 maps. Check the PR after the break for compatibility with your Android device. The ticket to ride on Android will cost $6.99.

Posted by Kotaku Jun 05 2013 14:40 GMT
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This Infamous: Second Son video shows off how motion capture is evolving for the PS4. That is a whole lot more dots than we used to see, no?

Posted by Joystiq Jun 05 2013 15:14 GMT
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Deus Ex: The Fall, a story driven action-RPG, has been announced for mobile and tablet devices.

The game is priced at $6.99/£4.99/5.99€, with the first installment planned for this summer.

...developing...

Posted by Kotaku Jun 05 2013 14:20 GMT
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Here’s what’s going on Talk Among Yourselves, our reader-written blog: A new Ani-Club is there for all your cartoon discussion needs. PyramidHeadCrab loves pangolins and wants to know your favorite animal. And you can always go join the voices talking about video games and life in TAY Classic and in the TAY: Open Forum.

Posted by IGN Jun 05 2013 14:33 GMT
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Eidos Montreal has finally announced Deus Ex: The Fall, the game it's been teasing for a week, is a mobile game.

Posted by Kotaku Jun 05 2013 13:20 GMT
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Some Russian hacker, unilaterally deciding that PC gamers have the inalienable right to play the 2011 Xbox 360 game The Dishwasher: Vampire Smile (pictured), just up and ported the thing, saying "This is not piracy, this is restoration of justice." According to a translation of the GameDev.ru forums, the hacker, named Barabus, said "the authors are not very nice to publish the game exclusively for the Xbox 360, making it impossible for PC gamers to play in such a great game." Then, "Given that developers ignore the PC platform, about any loss of profit for them is not out of the question. After all, if they wanted to earn money, then the game would be issued on all available platforms." Given that his studio's creation has been cracked and put on another platform for free and lectured on its business practices, Ska Studios founder James Silva has taken the matter in stride. "I'm not mad about the crack itself, in fact, I'm actually pretty impressed," he told IndieStatik. "But I'm bewildered by the cracker's attempt to justify the morality of it." Silva said he'd have been happy to explain why The Dishwasher has no PC version if the hacker had emailed him. To Eurogamer, another Ska Studios employee, artist Michelle Juett, was less tolerant. "I'm kind of livid myself," she said. "I just see him as the over-entitled gamer saying 'I deserve this because I want it!' ... [T]rying to justify it morally really irks me." The Dishwasher: Vampire Smile Unofficially Ported To PC; Hacker Says It’s Not Stealing [IndieStatik] The Dishwasher: Vampire Smile unofficially ported to PC, but the original dev doesn't mind... much [Eurogamer] To contact the author of this post, write to owen@kotaku.com or find him on Twitter @owengood.

Posted by Kotaku Jun 05 2013 13:40 GMT
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A year ago, sketch-centric guessing game Draw Something became an inescapable phenomenon, pulling in millions of people each day. That success led to a surprising $210 million acquisition of dev studio OMGPOP by Zynga. On Monday, many of those creators were victim of a harsh 520-person culling as Zynga desperately tries to re-structure. But, were those laid-off employees sad? Doesn't sound like it. After those massive Zynga layoffs left them jobless, Business Insider reports, the people at the studio who made Draw Something did the only thing that makes sense: they shredded Zynga t-shirts and got drunk. The article has former employees pointing out the paradox of laying off the company's most successful mobile developers even as Zynga claimed a shifting of focus into mobile as a reason for the lay-offs. From the sound of things, OMGPOP simply wasn't being given enough—or even anything—to do. Being freed from a situation like that, which can't possibly feel good, seems like reason to raise a little hell. INSIDE ZYNGA'S LAYOFFS: Employees Held A Boozy, Hoodie-Shredding Party After Being Told They Were Fired [Business Insider]

Posted by Giant Bomb Jun 05 2013 14:00 GMT
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Drained. Tired. Ready for a drink. These were my feelings as the credits rolled on Naughty Dog's latest. The Last of Us is a story about hope in a hopeless world, and the lengths we'll go to for those we love. Who is good? Who is bad? Do such distinctions matter in a world gone crazy? The Last of Us is a bold work, especially for a developer recently known for strapping us into cinematic roller coasters. The Last of Us is not fun, at least not in the traditional sense, and that's exactly why it's so interesting.

Some infected can't detect light, giving you a tiny advantage.

The Last of Us is Naughty Dog's take on the zombie apocalypse. Here, the disease is fungal. Breathe in nearby spores, and you'll turn. If you're bitten or scratched by an infected? Same fate. It's not clear where the infection came from, but like The Walking Dead and Metro 2033 before it, The Last of Us isn't concerned with exploring why the apocalypse came to be, but what happens in the days after. Humanity followed a familiar playbook when the crisis broke out. Sections of society have holed themselves up in military cities where citizens deal in ration tickets. The infection is still present, and there's no prospect of change. We're quickly introduced to Joel, who led a stressful but normal life with his daughter and brother before all hell broke loose. Twenty years later, Joel's changed. He's survived, but it's taken a toll on him. Joel's partnered with Tess, a firecracker who'll just as quickly bust your lip as help you across the street. The two have similar values, so they get along. A series of events put them in charge of Ellie, a young girl that needs to be transported to the Fireflies, a militia group trying to establish order.

Uncharted 2: Among Thieves remains one of this generation's most celebrated games. Bombastic, sarcastic, over-the-top, fun. It was Naughty Dog's legacy of technological prowess with a character of matched ambition. Uncharted also popularized the term ludonarrative dissonance, wherein the character portrayed in cutscenes doesn't match the one players control. Nathan Drake is an aloof everyman that's easy to relate to, a man one suspects doesn't take killing a man for granted. Yet, over the course of three games, Drake leaves thousands of bodies in his wake, and never bats an eye. We know why this disconnect exists: in service of fun. The gunplay in Uncharted was enjoyable, and fighting off waves of enemies was, besides platforming, the core gameplay. The series was also famous for its setpieces, orchestrations of madness and destruction on an unparalleled scale. You were often in control of these moments, and if you happened to mess up a simple jump, the sequence started over. A crumbling bridge is tense and exciting the first or second time around, not not nearly as much when playing it a tenth time.

The Last of Us rejects all of this. The Last of Us plays like Naughty Dog internalized the biggest design criticisms leveled against its last franchise and set out to make the anti-Uncharted. While The Last of Us retains Naughty Dog's signature ability to push hardware further than anyone else--a PlayStation 3 game has never looked better--it gives the player far more agency during the game's biggest moments, ratchets down the overall body count by a significant degree, and tries to make each kill worth a damn.

The developers achieve this by attaching weight and consequence to your actions. Early on, it's a brutal, difficult game. The more powerful infected have one-hit kills that aren't counterable until later, and a single pistol shot will lop off one-third of your health. Health does not regenerate in The Last of Us, and one must craft or collect new medical packs that are slowly applied in real-time before regaining any vigor. It's possible to clear sections of every threat, but that's a great way to wind up with no ammunition, little health, and not much else to show for it. In many situations, the best option is to run away. (It's possible to simply restart encounters, but I found this to quickly diminish the threat of being caught and having to improvise.) The Last of Us asks players to fight their usual compulsions when it comes to playing a video game focused on enemy confrontation, and make on-the-fly judgement calls that don't have clear risks or rewards when you initially take them. If you worry about checking every room and looking around every corner, have fun dying over and over again. Then again, some of the game's best crafting pieces, ammo, and other collectibles are hidden in those places. Is it worth the risk? Your call.

Ellie and Joel aren't friends when The Last of Us begins, and their relationship only grows more complex.

By holding down L2, Joel crouches to the floor and uses sound to gain a sense of what's around him, highlighted in black-and-white. It's not a supernatural ability, but a visual extension of Joel's 20 years of hardened experience. Joel's perception changes as the enemies move, and if an enemy hasn't yet made a sound, you'll have to place them in sight or prod them. Bricks and bottles are scattered around, and you'll use them often, as the infected and humans react to sound (sometimes to an exaggerated, unbelievable effect). Joel can and must use distractions to make quiet killing easier--players choose between a loud choke-out or shivving--or to sneak along. The same objects are useful on the offensive, as well. In one sequence, a building with six or seven enemies was too much for me to take on without using up most of my available pistol ammunition. One false move during a stealth kill later and everyone was alerted. Noticing the exit to my left, I ran. The exit itself was guarded by a beefy dude with a shotgun, though, and I tossed a brick at his face to stun him. This allowed me to run by, head around the corner, and avoid unnecessary combat with a whole room full of bad guys. Did I miss an opportunity to loot a safe or collect extra materials to upgrade my bat or build a bomb? Probably. But I also came out alive.

Staying alive is a balancing act that requires more than a steady aim and calculated movement. Crafting plays a huge role, one that comes with its own checks and balances. Players have a small amount of craftable items that unlock over the course of the game--molotov cocktails, health kits, smoke bombs, melee upgrades, others--but each requires multiple materials, and making one item will inevitably mean you cannot build another. Are you confident you'll make it through the next section without a scratch? Is it more important to kill the four infected blocking the way with a molotov cocktail? Like healing, crafting takes time, which is precious in The Last of Us. Once the bullets start flying or the infected start chasing, there are rarely moments to sit down, open your backpack, and wait for a bar to fill, signifying the creation of a new item. Crafting speed, healing speed, and other techniques can be upgraded by collecting medicine during the game, but nothing will make you all-powerful. Death is always around the corner.

Ellie is a key component during much of the game, as well. She's not just a character you talk to, but someone who takes part in the action. This would raise red flags in most games. Thankfully, it works fine--she's helpful. In addition to Ellie, there will be other characters following you around, shooting enemies, and hiding behind desks. They won't get in your way, and while it's a little weird when enemies don't notice these characters walking right in front of them, that's preferable to having them constantly messing up your approach. The characters are not in your control, but they're also useful and resourceful.

At times, The Last of Us feels like a classic survival horror game, and it prompted certain personal instincts to kick in. In games like this, I'll hoard everything, use very little, and find myself at the end of the game with a glut of items, weapons, and other stuff that the game never forced me into a position of using, so I never did. If the game isn't going to back me into a wall and force the use of precious cargo, I'm going to be cautious and make sure I'm stocked up. The Last of Us deeply constrains the player in the early hours, but if you're like me, that no longer becomes an issue in the latter half of the game. Joel is capable of holding more than half-a-dozen weapons at once, and while the game does an admirable job of ammo limiting certain weapons for long stretches of the game, I eventually hit a point where I wasn't thinking about the weapon I was wielding. The game's early hours are the most harrowing, and it's why I'd recommend players interested in in a rougher experience consider dialing up the difficulty before diving in.

Maybe it's the nature of a lengthy video game, but despite its restraint, the bodies start to stack up in The Last of Us. Eventually, the violence is no longer appalling, the kills no longer shocking. It's partly due to Naughty Dog indulging in Uncharted-like setpieces that transform enemies into shooting galleries. One has dozens of guys swarming a sniper spot, and you're forced to kill them in a clinical and detached fashion at odds with what's come before it. And you have unlimited ammo. It's a moment engineered to feel indulgent, as the player has been slowly sneaking through a town to eliminate a sniper that's been a total jerk, but it doesn't work. When the last enemy had hit the ground, I was rolling my eyes instead of being relieved. But players may react to these moments differently, largely fueled by the agency Naughty Dog gives them in determining the kind of survivalist Joel is.

Born into a chaotic world, Ellie's learned to act above her age.

The emotions are heightened by the believable acting happening in-game and out. The performance capture techniques that made Drake, Sully, and friends come alive in Uncharted are put to terrific use in here, with Troy Baker and Ashley Johnson both fully committing to their roles as Joel and Ellie. Contrary to most games, Joel is not the player surrogate--Ellie is. You empathize with her, and she says what the player is thinking. When she tells Joel to *crag* off, you want to give her a high-five. (At one point, you actually can press triangle and give Ellie a high-five!) Ellie can hold her own. Joel's perspective has been warped, and yet this is the guy you play as--the asshole. You don't choose how Joel acts. Naturally, there's much more to Joel that's explored as the story goes along--the man has his reasons for being bitter--and some of the best moments don't even happen in the cut-scenes. Every once and a while, Ellie (or another character) will have an icon appear above their head, suggesting an optional piece of dialogue. Often, these moments occur while Ellie is staring at a painting, poster, or another piece of scenery. Joel lived for years before the world imploded, while Ellie only knows chaos. These moments inform the larger fiction of The Last of Us, and bond Joel, Elile, and the player. If you choose to ignore these moments, Ellie comments on your decision to ignore her. It's a nice touch, and the interactions evolve as the game goes on. Early in the game, Ellie is learning how to whistle. By the end, she's gotten pretty good.

On top of all of this, Naughty Dog has built on the surprising success of Uncharted's multiplayer with factions mode in The Last of Us. You want to know the crazy thing, especially coming from a guy who usually can't give a crap about a game's multiplayer modes? It's great. The methodical, slow-paced gameplay from the single-player translates well to multiplayer. In both game modes, players are split into small teams, and working with one another is not only essential to survival match-to-match, but it plays into the larger metagame. In Factions, you're the leader of a small set of survivors just barely getting by. In order to unlock more perks and customization options, that group needs to get bigger, and as the days and weeks roll on, random incidents will occur to test your group's ability to cope. For players, this means trying to accomplish certain subgoals within matches, such as "x" number of melee kills. As the group gets bigger, it demands more resources. You only find those resources during matches, and you receive more of them if you're doing more than killing--healing others, gifting items, etc. There's even an interesting, non-spammy option for Facebook that names survivors after friends and family. One thing that kept with me, though, was multiplayer's focus on rewarding gruesome execution kills. When a player is almost dead, they go into a hunched state where a teammate can rescue them--or an enemy can end their life in a terrible way. Unlike single-player, there's no terrifying us-versus-them mentality contextualizing these alarming acts. Here, it's more points and a bothersome use of extreme violence.

The Last of Us is not simply Uncharted with zombies, but it couldn't exist without Naughty Dog having made Uncharted first, either. It's a dark adventure, one rarely filled with laughs or joy. There are bitter pills to swallow along the way, and nothing is taken for granted, not even characters. People live, people die. Sometimes it's fair, sometimes it's not. It's still a zombie game, but a sobering one. Take a deep breath.


Posted by Kotaku Jun 05 2013 13:00 GMT
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What an amazing deal! Not only do you get a 12-inch replica Dubstep Gun with lights and sounds for $99, you also get a Johnny Gat memorial statue, a Dubstep Doomsday Button and a copy of Saints Row IV for good measure. Neat! The coolest (and possibly cleanest) Saints Row collector's edition in game history, ladies and gentlemen. The game's the Commander in Chief edition of Saints Row IV, packed with exclusive downloadable things. I might play it. The statue will go in a drawer and the button will be given to my children to be gnawed on, keeping them occupied as I disappear into the night with my Dubstep Gun in hand, pretending to kill everything in stuttering slow motion. You can preorder this thing today at places where they do that. They call it the Super Dangerous Wub Wub Edition, and it's going to be limited, so hop on that. Offer expires while you wait.

Posted by Giant Bomb Jun 05 2013 13:00 GMT
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Remember the super rad mind-jacking, try to forget the horrible voice acting.

Posted by Kotaku Jun 05 2013 07:00 GMT
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This is not a retouched photo. It's not a 3D model, or an actor dressed as perhaps the United States' greatest ever President. This is a sculpture, done by veteran Hollywood effects man Kazuhiro Tsuji. It was part of a display held earlier this year at the Copro Gallery in Santa Monica. Tsuji, who moved to the US in the 90s having begun his career in his native Japan, has done effects and creature make-up on movies like Men In Black, Total Recall, Transformers and Looper. Portrait of Abraham Lincoln [Kazuhiro Tsuji, via David Giraud]

Posted by Kotaku Jun 05 2013 06:00 GMT
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I don't give a damn that this trailer for World of Warships - an upcoming game from the same guys behind World of Tanks - has no gameplay in it. What it does have are lots and lots of battleships. Battleships are awesome. More video games need battleships. Developers, note: more games need battleships.

Posted by IGN Jun 05 2013 05:52 GMT
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Lightning strikes twice for Double Fine with Massive Chalice.

Posted by Kotaku Jun 05 2013 05:00 GMT
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Emerson Chung is a concept artist who has worked on properties like League of Legends, Warhammer 40K and Transformers, while having also done some stuff with tabletop giants Fantasy Flight Games. He's currently an artist at mobile gaming company TinyCo. You can see more of Emerson's stuff at his personal site. To see the larger pics in all their glory (or, if they’re big enough, so you can save them as wallpaper), click on the “expand” button in the bottom-right corner. Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment, promotional or character art you'd like to share, drop us a line!