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Posted by Giant Bomb Jun 11 2013 05:38 GMT
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Ripstone is bringing this 2D, paper/sticker-based indie game to PS Vita.

Posted by Giant Bomb Jun 11 2013 05:32 GMT
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While Japan already has the sequel, North America get the original in August 2013.

Posted by Giant Bomb Jun 11 2013 04:52 GMT
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But it ain't out yet, so it still gets an E3 trailer too.

Posted by Giant Bomb Jun 11 2013 04:46 GMT
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So, you're telling me you combined Halo and Borderlands, then put it in a persistant online world? Where do I sign up?

Posted by Kotaku Jun 11 2013 04:12 GMT
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By the time you read this, Wikipedia will probably change the article back—but for now, ha. I'd say "burn," but that would be redundant. (Proof it was real.)

Posted by Giant Bomb Jun 11 2013 04:37 GMT
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The guys that brought you the insanity of Just Cause are now at the helm of Mad Max. Sounds about right.

Posted by Giant Bomb Jun 11 2013 04:28 GMT
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Indie games can get kinda weird, y'all. And kinda awesome at the same time.

Posted by Giant Bomb Jun 11 2013 04:24 GMT
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Well, Helghan got blowed up (spoilers), so let's take a look thirty years into the future to see how things are going. Probably peaceful, right?

Posted by Giant Bomb Jun 11 2013 04:20 GMT
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Consider Killzone Liberation was pretty great on PSP, they might actually be able to pull it off.

Posted by Giant Bomb Jun 11 2013 04:12 GMT
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Well, the PS Plus Edition is at least. We need some details on that probably.

Posted by Giant Bomb Jun 11 2013 03:54 GMT
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Knack seeks to prove that system-selling platformers aren't dead yet.

Posted by Giant Bomb Jun 11 2013 03:48 GMT
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After today's relatively surprising reveal of the Xbox One's $499/€499 price point, the ball was in Sony's court to either match, exceed, or undercut Microsoft's pricing. The price of the PS4 was likely decided weeks ago, of course, but there was still plenty of anticipation before Sony's press conference as to precisely how much their new console would cost. Well, now we know: the Playstation 4 is going to run you $399/€399, or 349 pounds in the UK.

Maybe you didn't hear me: the PS4 is going to cost $399, a full $100 less than the Xbox One. And Sony's also promising to fully respect the rights of gamers to sell, trade, and lend games between themselves.

Alex will be back in a bit with a more thorough writeup of Sony's conference, but for right now, all we can say is that Sony has opened up on Microsoft with some serious firepower with their E3 showing. This is gonna be an interesting year!


Posted by Kotaku Jun 11 2013 03:01 GMT
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Sony has just announced the cost of the PlayStation 4 when it goes on sale later this year. It'll be $399. That's $100 less than Microsoft's Xbox One. In Europe, it'll be €399 and £349.

Video
Posted by Kotaku Jun 11 2013 03:15 GMT
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Most of what we've seen of Destiny, Bungie's upcoming "shared world shooter,"had been stuff like CGI trailers or concept art. It still managed to look epic, sure, but that doesn't compare to what we were shown today during Sony's E3 press conference. Here's the first gameplay footage for Destiny—which features shooting (duh), customization, and some alien-lookin dudes.

Posted by Kotaku Jun 11 2013 02:42 GMT
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Avalanche Studios, the developers of the Just Cause series, are making a Mad Max game. We don't know much about it, since only a short clip and logo was shown, but if you remember a few months back some blurry teaser images were shown which suggest the game is basically a post-apocalyptic Just Cause. With Australians. Fine by me. It's due on PS4 and Xbox One.

Posted by Kotaku Jun 11 2013 02:45 GMT
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Already a great-looking series, NBA 2K14 has only begun to show off what it can do with the PlayStation 4. Yeah, "Video Game James" looks a little awkward in his closeup. But on court—and this is all gameplay—he's damn near indistinguishable from the real man.

Posted by Giant Bomb Jun 11 2013 02:41 GMT
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ReadyAtDawn goes back to consoles with this new IP exclusive to PS4.

Posted by Kotaku Jun 11 2013 01:56 GMT
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Developed by Ready At Dawn and Sony Santa Monica, The Order 1886 is a 19th century PS4 exclusive. The Order 1886 offers alternative look at Victorian London. There's foggy and factories, but also far more advanced technology. The game follows an ancient order in the fight for mankind's survival but also allows players to interact with real historical figures. Sounds like shades of Assassin's Creed, no?

Posted by Kotaku Jun 11 2013 02:08 GMT
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Transistor, a new game from Supergiant Games, the creators of Bastion, will make its debut on the PlayStation 4 next year.

Posted by Kotaku Jun 11 2013 02:14 GMT
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At first it seems like the bluster evident in this tech demo is in line with the super-serious tone of Heavy Rain and Beyond: Two Souls. But then it's gets meta. Ok, David Cage, we're even more interested in your shiny next-gen necromancy now.

Posted by Kotaku Jun 11 2013 01:40 GMT
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Sony didn't really reveal the PS4 at its February unveiling, because the PS4 itself wasn't shown. Maybe the design wasn't ready, maybe Sony was just holding out, doesn't matter, because today we finally got a look at the thing. It's a black box. Just like you asked for!

Posted by Kotaku Jun 11 2013 00:53 GMT
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It's easy to be skeptical that Xbox One developer's claims that their games will benefit from cloud computing. But, today, I talked to one and I like what he had to say. This was an impromptu chat. I was at Spike TV's all-day All-Access E3 venue, sitting in the green room and waiting for my time to hop back on air for some gaming punditry. Dan Greenwalt, creative director on Turn 10 Studio's new racing game, the Xbox One's Forza 5, sat down on the couch next to me. Just hanging out. We started talking about Xbox One and some of the new online requirements it has. Stuff like the check-in every 24 hours. I said that Microsoft really needed to explain what the benefits are for some of this stuff. They talk vaguely about using cloud computing, for example, but what do we really get out of it? Maybe they should show some next-gen games with the cloud computing turned on and off, I suggested. Greenwalt had a surprising but refreshing reaction. He said it was on the game creators to explain this stuff to gamers. It was on them, he said, to show people the possibilities, something Turn 10 also tried to do when it integrated Kinect into the Forza series on the Xbox 360. He started talking to me about Drivatar, which he'd been talking about on stage at the Xbox press briefing earlier in the day. Greenwalt wasn't trying to convince me that what Forza 5 is doing with the cloud is the most complex and wonderful thing ever. Instead, he feels that it is a good early step. Drivatar uses the cloud to figure out how you drive and to then represent you n races in other people's games. It does the same for them, bringing virtual versions of other people into your copy of the game as your opponents. I got that, but I also kind of didn't, I told Greenwalt. How does that actually work? What happens? This, you see—the essence of how these Xbox One games actually work—has been so frustratingly elusive. What does it feel like to play an Xbox game that's relying on the cloud? He, thankfully, was specific. The first time you put the game in, it'll reach out to the cloud and pull down data from other people's Drivatars. Immediately, you'll have opponents in the game who are driving in the style of real people. These Drivatars are imbued with the driving personality and tendencies of real people, Greenwalt told me. So if the person tended to take turns a certain way, pass in certain ways, drive off the road a lot... that'll be evident in the virtual version of them against which you compete. When you play the game, if you're connected, your own driving data will be uploaded to the cloud. It'll happen pretty much after every race. But if you play offline—and, remember, you can do that for almost 24 hours—the game will collect your driving data, let you play against the Drivatars it already snatched but then do a new data exchange whenever you re-connect. Players may be able to select difficulty levels, weeding out tougher or worse opponent Drivatars, if they wish. The actual data going back and forth from the Xbox One to the cloud isn't that complex, he told me. What's complex is the work the computers connected in the cloud will do to crunch players' driving tendencies. Doing that all outside of the Xbox One frees the console from having to use any muscle figuring it out. Eventually, he said, the cloud computing system will begin to discard older data that used to inform a player's Drivatar. That's so that the Drivatar more accurately represents how the player's driving skills have improved or deteriorated. Every player's Drivatar is essentially racing for them when they're not around. That Drivatar's performance will be reported back to the player the next time they play. Greenwalt wasn't trying to convince me that what Forza 5 is doing with the cloud is the most complex and wonderful thing ever. Instead, he feels that it is a good early step. It's something that others can go further with as developers use Xbox One's new online requirements and services to do things with games that hadn't been tried before. I can't say that Forza 5's use of the cloud suddenly makes all of the Xbox One's policies sound awesome. But I can say that developers getting specific like this helps. It helps illustrate that at least some of these requirements and services may be a trade-off. If there are some good things that come out of, say, a game designer knowing their players will be connecting online frequently, that helps make this Xbox One proposition a bit more interesting and maybe even a bit more appealing.

Posted by Kotaku Jun 11 2013 00:45 GMT
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They're currently leading the next-generation battle with only a handful of titles and no physical console. Let's see what happens when the PlayStation 4 stops being conceptual and starts getting real. The Real World E3 2013, courtesy of Spike TV.