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Posted by IGN Feb 20 2014 23:12 GMT in PlayStation News
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If famous Japanese gaming magazine Famitsu is correct, these are the most eagerly-anticipated upcoming games in the east.

Posted by Valve Feb 20 2014 22:30 GMT in Steam
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EvilQuest is Now Available on Steam!

Why save the world when you can conquer it? In EvilQuest, take on the role of Galvis — a dark knight obsessed with ultimate power. Set out on a quest of revenge,destruction and conquest in this exciting retro Action RPG title. Along the way youll unlock ancient mysteries, discover legendary weapons, relics and magic…and of course kill thousands of those foolish enough to stand in your way!

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Posted by Joystiq Feb 20 2014 22:00 GMT in PC Gaming News
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Team17, the UK outfit behind the popular Worms franchise, will publish Mouldy Toof Studios' indie prison break-out sim for PC, The Escapists. This is the second game to be published under Team17's third-party publishing label, the first being indie top-down stealth game Light.

In The Escapists, players assume the role of a prisoner determined to escape from confinement. Players craft items and weapons from everyday objects found around the prison while adhering to a strict schedule of activities. Inmates must avoid exposure during cell shakedowns and plan their escape without tipping off the guards.

The Escapists was successfully funded through Kickstarter back in November and passed through Steam Greenlight within a week of its submission. The Escapists is determined to tunnel out of development this summer. [Image: Mouldy Toof Studios]

Posted by Kotaku Feb 20 2014 21:30 GMT in PlayStation Vita
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Rex Crowle and Christophe Villedieu don't say the kinds of things most of the video game developers I've ever spoken to say. For example, when they're feeling down they... go to Twitter to see what people have to say about their game.Read more...

Posted by Kotaku Feb 20 2014 22:00 GMT in Super Mario Bros.
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What would happen if you mashed up Mario and Seinfeld? Well, something like this, probably.Read more...

Posted by Joystiq Feb 20 2014 21:30 GMT in PlayStation Vita
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The second downloadable addition for PlayStation-exclusive 2D action game Muramasa Rebirth has been unveiled, and instead of more samurai combat, players are thrust into the role of a lowly dirt farmer.

Entitled Genroku Legends - A Cause to Daikon For, the DLC casts players as Gonbe, a widowed farmer who grows weary of the local lord taxing his village to death. Instead of instituting democratic elections, Gonbe opts to solve things the old-fashioned way. Unfortunately for this assault, Gonbe isn't much of a trained warrior so the weapons he carries with him into battle are repurposed farm implements.

Genroku Legends - A Cause to Daikon For is slated for release on the North American PlayStation Network Store come February 25. A European release will follow the next day. Aksys has yet to announce a price point for this DLC offering. [Image: Aksys Games]

Posted by Kotaku Feb 20 2014 21:00 GMT in Gaming News
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Now here's a clever (but complicated) way to get your kid excited to finish their homework: build them a mission control center under their desk. At least, that's what this man—who is clearly gunning for some sort of father of the year award—did.Read more...

Posted by Joystiq Feb 20 2014 21:00 GMT in PC Gaming News
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Winter is almost over. Know what that means? That means more daylight! And starting on April 8, more Daylight. The procedurally-generated horror game for PC and PS4 from Zombie Studios has been given a new release date that corresponds with studio director Jared Gerritzen's comments made earlier this week. Zombie Studios has also announced that the game will feature not just Twitch integration, but Twitch interaction.

Twitch interaction should be familiar to anyone following the Twitch Plays Pokemon saga, where viewers control the in-game avatar using commands typed into the stream's chat. In the case of Daylight, the game will recognize certain words from chat and produce correlated results in the game. For (non-finalized) example, if someone were to type "meow" into a stream's chat, the game would make the sound of a cat. The commands will be on timers so they can't be spammed, and Zombie doesn't plan to release the list of compatible words.

Zombie also revealed two new areas that players will explore - should they survive long enough, of course. The Prison and Forest take place in, you guessed it, a prison and a forest. These levels, along with everything else in the game, will also support RealD 3D rendering. If you've got an Oculus Rift, the game is designed to be compatible with the virtual reality headset as well.

Daylight will cost $14.99 on both PC and PS4 when it launches. [Image: Zombie Studios]

Posted by GoNintendo Feb 20 2014 21:08 GMT in Nintendo Stuff
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Man, talk about being bold with your clone. Beijing Flyfish Technology Co. has created a bunch of unlicensed content for smartphones, including the game you see above. They even called the game 'Super Mario'! They're just one of a handful of companies in China that are pilfering Nintendo's content. Good news is, the Big N is onto them now.

“Nintendo has not approved these applications. Our legal team will investigate them from now.” - Nintendo's Yasuhiro Minagawa

Link

Posted by Giant Bomb Feb 20 2014 21:06 GMT in Gaming News
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As risk averse as some (most?) big-budget games are, we often see publishers loosening the reins with downloadable content. Ubisoft has shown itself as a publisher willing to take a risk, exemplified by Far Cry 3: Blood Dragon and the recent Assassin's Creed IV: Freedom Cry. The latter was just made available completely separate from Assassin's Creed IV: Black Flag (except on Xbox), and it's crazy more people haven't been talking about it. Freedom Cry represents a AAA publisher trying to make the deplorable, shameful act of slavery both a narrative and mechanical part of a game. It's not without problems, but it's a hell of a try.

Black Flag players have already met the main character of Freedom Cry, Adéwalé. The add-on is set years after the events of Black Flag, but does not remark on them, except for the occasional mention of the main game's protagonist, Edward Kenway. Adéwalé, now an active member of the Assassins brotherhood, intercepts a Templar package. It's unclear what's inside, but it's clearly important, so Adéwalé makes off into a deadly storm with it. Nature tears apart his ship, and he wakes up on the shores of Port-au-Prince. Slavery was mentioned in Black Flag, but it's central to the economy in Port-au-Prince and the nearby islands. Adéwalé becomes involved in the brewing revolution, promising assistance before returning to the Assassins.

Even though Black Flag represented a welcomed return to form for a series that was almost made irrelevant by its third major entry, there was so much to digest. I spent more than 30 hours as a pirate on the high seas, and it's easy to imagine how one could more than double that. So I wouldn't blame anyone for being tired of Black Flag by the credits, especially since Ubisoft is likely to deliver another Assassin's Creed this year. In that regard, Freedom Cry doesn't do much to mix up the formula that's worked so well for the series since finding its footing with Assassins Creed II. On-foot missions are still largely about frustratingly trying to eavesdrop on a group of characters who constantly look behind themselves for no good reason, killing a set of assigned targets, and generally stealthing around. Life at sea has not changed very much, either, but it remains damn fun.

What has changed in Freedom Cry, however, is the context of your actions. The ongoing, mostly tired tug-of-war between the Assassins and Templars is merely window dressing in Freedom Cry, with Adéwalé's central motivation a desire to free his brothers from the shackles he once found himself in. There's a good reason games have largely steered away from the subject of slavery. It's harrowing, personal, and deeply emotional. Even though the Assassin's Creed series is one born of a fantastic premise, one cannot invoke the very real concept of slavery without strict scrutiny alongside it. And this is where Freedom Cry both soars and stumbles.

I could never muster the desire for the optional objectives in Assassin's Creed. It's a feature for completionists, and seemed to encourage player behavior that highlighted the very worst parts of Assassin's Creed gameplay. But I often found myself trying to do everything in Freedom Cry. It's one thing to ask the player to try and air assassinate a target, and quite another to ask them to rescue a group of slaves on the compound you're exploring. This is a fictional experience, but that's a powerful string to tug at. As a player who often errs on the side of helping, it was hard for me to justify not making sure these types of objectives were completed. It not only made sense for the type of character I play as, it perfectly lined up with Adéwalé's deeply personal reasons for action in Freedom Cry. It's not that Freedom Cry completely reinvents the often boring objectives that drive missions in Assassin's Creed, but the contextual reframing gives them a powerful emotional component.

But there are reasons to raise an eyebrow, as well. Rescuing slaves is one of the key gameplay additions in Freedom Cry, and you're constantly reminded of ways you can help. A slave may be trying to escape from their captor, and you can stop the chase. Another group of slaves may be in the process of being sold, and you can step in, buy them, and set them free. Some of them may join the fermenting revolution in Port-au-prince, while others are simply allowed to live their lives. This makes sense, and from the perspective of designing a fulfilling open world, this gives the player regular, meaningful actions to participate in while getting to the next mission. What's questionable is Ubisoft's decision to turn the slaves into a form of in-game currency, a cruelly ironic twist. The more slaves the player frees, the more upgrades available from vendors that support Adéwalé. This generates a horrific disconnect from the very human tragedy the upgrade system pulls from. It's an especially gross feeling to be running around a town square, waiting for slaves to spawn on the map because you're only a few away from unlocking that really sweet machete. (This actually happened.) It's mostly unnecessary, too, as players accrue most of the upgrades simply by engaging with the required mission objectives. That includes rescuing slave ships, which can house nearly 100 captives at once. There's already an in-game currency the player uses to buy stuff, so while it's understandable Ubisoft designers wanted to reward players for engaging in side objectives, it only undermines the seriousness with which the game otherwise treats the subject.

And there are genuine moments of emotional heartbreak where all of these concerns, for the moment, fade away. An especially trying moment involves Adéwalé defying the recommendations of his fellow revolutionaries, and attempts to free a nearby slave ship. It all goes horribly, horribly wrong, and puts the venomous, inhuman contempt of Port-au-Prince's cruel rulers on full display. When you can't save everyone, who do you save? It's a moment in which Freedom Cry poignantly layers the draw of a spectacle that is only possible in a big-budget video game with the subtlety we have come to expect from our best independent productions. One section involves Adéwalé climbing up a wall, the same way a character in Assassin's Creed often does, but what surrounds you is...unforgettable. When the mission was over, I had to set the controller down. I was drained, and Adéwalé's pain was my own. We were both equally seeking blood and revenge.

Freedom Cry is about hope. It's about hope for a people, even if it feels futile and fleeting. You don't solve the problem of slavery in Freedom Cry. The way slaves and plantation owners constantly cycle back into the world, no matter how many you liberate, also works as genuine commentary on the state of slavery at the time. It might just be a way the game keeps the world from becoming empty...but it works. The add-on also gives hope for what's possible when blockbuster-driven creators take risks with material. There are missteps in Freedom Cry, more ethical than mechanical, but it hits as often as it misses. That's undeniably an important step forward.


Posted by Rock, Paper, Shotgun Feb 20 2014 21:00 GMT in NVIDIA
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Nvidia’s new Maxwell graphics kit, then. It’s out but what’s it all about? Epic performance density and power efficiency is the elevator pitch, with a spot of improved cryptocurrency hashing thrown in for good measure. But are the first new Maxwell boards – the GTXs 750 and 750 Ti – the bomb or a bum deal? … [visit site to read more]


Posted by Giant Bomb Feb 20 2014 21:00 GMT in Gaming News
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Kotaku writer Evan Narcisse, whose parents were actually born in Haiti, joins me to discuss the moral, ethical, and emotional reactions we experienced playing Assassin's Creed IV: Freedom Cry. WARNING: Spoilers ahead.

Posted by GoNintendo Feb 20 2014 20:58 GMT in Nintendo Stuff
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Coming from Tony Hawk himself...

“We’re working on a game, we are working on a game, it's pretty cool.”

Looks like the Tony Hawk game series is about to return. We'll see where things take us this time. Hopefully away from that motion controlled board!

Posted by GoNintendo Feb 20 2014 20:50 GMT in Nintendo Stuff
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Coming from VGAMER...

"In stage 5, the Everlasting Void, you are given a quest to obtain a Memory Fragment and return it to the owner. This Memory Fragment can be found in Stage 6. The problem is that you cannot use the Eternal Gate to return to the Void if you so wish. The only way back there is by going back to where you first went there to begin with (this breaks a few storyline events as well).

However, when you do go back to the Void through this method, Bernard, the quest giver, doesn't even acknowledge that you have the Fragment. In addition, you cannot use the Eternal Gate in the Void, and the Boss is already beaten, so there is no way to leave the Void at all, leaving you stuck there."

Posted by GoNintendo Feb 20 2014 20:49 GMT in Nintendo Stuff
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A portion of a Omnigamer interview with Luis of Pencil Test...

Omni: Speaking about the expressiveness. Do you think there’s a sort of essence or flair that stop-motion brings out to it? Why did you choose claymation over traditional 3D animation?

Luis: That’s something we talked about a lot actually. Something we’ve talked about over the years. You know that feeling you got when you watched the Harryhausen stuff?

Omni: Absolutely.

Luis: And no matter how raw that was, because he was basically inventing the art form or surely elevating it to a place no one had kind of seen before. Even looking back at that stuff, there’s a magic in stop-motion animation. We talk about it a lot. What is it? I can only speak for myself. There’s something about the human element in stop-motion. We’re not computers. Our movements aren’t perfectly timed and precise and they’re not generated by an algorithm that says start here and start there and there. And then that curve between the start and end spot isn’t really smooth as human beings. It’s kind of what makes your personality. You can watch two people walking down the street and you can tell a lot about them by the gait of their walk: the little subtle imperfections, the subtle differences, their swagger. There’s something about the way they move.

I find that with stop-motion, because you’re touching it with your hand, you’re moving it with your hand, there’s something about seeing things animate and the locomotion of that animation is generated by a human being pushing things around that you don’t get any other way. You just don’t. And you’re either a fan of it or you’re not. It either speaks to you or it doesn’t. But for the people that it speaks to, that it touches, I feel like stop-motion brings a human element that you can identify with. I know I sure do and the guys do and we’re in love with it. [...] Animation isn’t a job, it’s a craft, and stop-motion is like the niche, exotic rare cousin of this craft. It really is that human element, those slight expressions that come out when a human being pushes those little objects around and it translates.
Posted by Mega-Sandy Feb 20 2014 18:56 GMT in Donkey Kong Country Tropical Freeze
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Fallen Shade

http://www.youtube.com/watch?v=WrmD8hTAC7s

Ignorant


Posted by Joystiq Feb 20 2014 20:30 GMT in Saints Row 4
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GameFly has launched a blowout sale on its used games catalog, dropping prices for a wide variety of previously-owned releases for the PlayStation 3 and Xbox 360.

Standout multiplatform deals include Saints Row 4 for $14.99, BioShock Infinite for $9.99, and The Bureau: XCOM Declassified for $8.99. PlayStation 3 owners can pick up Vanillaware's fantasy-themed brawler Dragon's Crown and Swery65's mind-bending horror epic Deadly Premonition: The Director's Cut for $19.99 apiece, while a used copy of Gears of War: Judgment for the Xbox 360 rings up at $8.99.

A full list of featured games is available at CheapAssGamer.

[Image: Vanillaware]

Posted by Kotaku Feb 20 2014 20:00 GMT in Xbox One
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Is the Lego Movie Videogame for you? It probably is if you can bring yourself to enjoy the following politically-controversial, looping video:Read more...

Posted by GoNintendo Feb 20 2014 20:25 GMT in Spot The Differences!
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A portion of a Nintendo Life review...

Spot the Differences is a disappointing game. With its lack of content and premium price point — $9.99 is completely unreasonable for a product with one mode that can be found for free elsewhere — we don't recommend Spot the Differences to anyone other than fans of good photography. Even then, there are cheaper alternatives.

Full review here

Posted by GoNintendo Feb 20 2014 20:24 GMT in Nintendo Stuff
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- Ryosuke Takahashi will have multiple versions of his card ranging from Rare to Ultra and even Super Rares
- cards get slotted into the cars you have
- Ryosuke Takahashi is the leader of the Project D team and drives a Savanna RX-7 Infinity III FC3S
- Ryosuke's younger brother Keisuke Takahashi is known to be able to drive without having to think too hard and relying instead on emotions and feeling
- he drives a yellow RX-7 Type R FD3S
- Koichiro Iketani worked at a gas station and was the head of the Akina SpeedStars
- he drives a Silvia K’s S13
- Itsuki Takeuchi is a bit of comic relief and drives a Corolla Levin SR AE85

Posted by IGN Feb 20 2014 20:22 GMT in Xbox 360 News
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Another Tony Hawk game is en route, with Hawk providing motion capture for an unspecified developer.

Posted by Joystiq Feb 20 2014 20:00 GMT in Xbox One
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Monolith Productions is doing "whatever we can" to ensure feature parity between the Xbox 360, PS3 versions of Middle-earth: Shadow of Mordor and the Xbox One, PS4 offerings. But the developer admits this may be an impossibility and reveals the game's core hook, the Nemesis system driving its procedurally-generated enemies, will likely lack some complexity on Xbox 360 and PS3 when the game launches this year.

"To break it down, some of the stuff we're pretty confident will still be very similar on current gen: the core mechanics, like combat, stealth, ranged and movements; the basic control and gameplay, that should all be really solid," Monolith Design Director Michael De Plater told IGN. "What it won't have is the same level of depth and variety and simulation within the 'Nemesis system.'" De Plater added that the Nemesis system is "just so huge in terms of content, calculations and AI we'll just have to try and get as much of it in as we can."

The Nemesis system is the mechanic driving Middle-earth: Shadow of Mordor's core gameplay loop. Protagonist Talion, on a mission of revenge, explores Mordor and isolates Orcs in order to extract information on Sauron's army. This information reveals not only Orc hierarchy, but also the vulnerabilities and strengths of individual Orc commanders, each of which are procedurally-generated by the game.

We were able to go in-depth with Shadow of Mordor's Nemesis system last month, though admittedly all we saw was the next-gen version running on a high-end PC. Monolith was unwilling to discuss the planned Xbox 360 and PS3 versions at the time. [Image: Warner Bros.]

Posted by IGN Feb 20 2014 20:21 GMT in Yaiba: Ninja Gaiden Z
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Take a closer look at how combat unfolds in Yaiba: Ninja Gaiden Z

YouTube
Posted by Kotaku Feb 20 2014 19:33 GMT in Gaming News
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Can't get over Parks and Recreation's Andy Dwyer playing the buff Peter Quill in Guardians of the Galaxy? You are not alone. Youtuber AwesomenessX put together this little video to help fans of both properties cope. Read more...

Posted by GoNintendo Feb 20 2014 20:13 GMT in Nintendo Stuff
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Retro City Rampage: DX will be coming to 3DS in Australia too, but is still waiting on the rating classification. Hopefully next month.

— Retro City Rampage (@RetroCR) February 20, 2014

Posted by GoNintendo Feb 20 2014 20:12 GMT in Nintendo Stuff
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A portion of a C3 review...

Weapon Shop de Omasse is worth a play not just from rhythm fans. It's worth playing by almost any gamer, as it succeeds in delighting in many ways, be it the gameplay, story, the characters, the jokes, the quality art and sound, or just the interesting mashup of genres and ideas.

Full review here