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Posted by Kotaku Feb 25 2014 00:15 GMT in Gaming News
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Brendon Chung, creator of Thirty Flights Of Loving, brings us this behind-the-scenes look at how first person shooters really work.Read more...

Posted by Kotaku Feb 25 2014 00:30 GMT in Gaming News
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We've got our review of Thief here, but if you want to see some gameplay for yourself, TotalBiscuit plays through 40 minutes from the game (and ten minutes of PC graphics options) for your viewing pleasure.Read more...

Posted by IGN Feb 25 2014 00:56 GMT in Heist
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Win a copy of Thief! Xbox One gets a price cut in UK & Titanfall Bundle announced. Plus, Dean Hall is leaving DayZ & Gear Box Sues over Duke Nukem.

Posted by Joystiq Feb 25 2014 00:00 GMT in PC Gaming News
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Blizzard has revealed a pair of new Diablo 3: Reaper of Souls pre-order incentives, sweetening the deal for players who plan to delve into the upcoming expansion during its first week of release.

Players who pre-purchase or redeem a Reaper of Souls key via their Battle.net accounts before March 31 will receive the Wings of Valor in-game costume artifact, along with other previously announced bonuses. Pre-order buyers will also get access to Valla the Demon Hunter, an additional playable character in Blizzard's upcoming free-to-play MOBA Heroes of the Storm.

Diablo 3: Reaper of Souls launches on March 25, giving players a week to redeem their pre-order goodies before the offer expires on March 31.

[Image: Blizzard]

Posted by Joystiq Feb 25 2014 00:15 GMT in Xbox One
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Hide your valuables, Thief is on the loose this week ...

Choose your platform to jump to a specific release list: [Image: Square Enix]

Posted by Kotaku Feb 25 2014 00:00 GMT in Gaming News
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Ridiculous Glitching seeks to answer the age old question: what happens when you go beyond the kill screen in Pac-Man? What lies beyond in the infinite void of data? One hard-ass game, that's what.Read more...

Posted by IGN Feb 25 2014 00:37 GMT in Xbox 360 News
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The Battlelog feature that groups like-minded soldiers is coming to a Battlefield near you.

Posted by IGN Feb 25 2014 00:26 GMT in Xbox One
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Has Greg finally surpassed Alfredo as the dominate FPS player?

Posted by Kotaku Feb 24 2014 23:30 GMT in Gaming News
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One year ago, a man's wife challenged him to draw a penis on their whiteboard. The result? Pure magic. Read more...

Posted by GoNintendo Feb 24 2014 23:57 GMT in Nintendo Stuff
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A portion of a Game Informer review...

Weapon Shop De Omasse offers a diversion and loses its momentum quickly; if only it had something more substantial to save it from being another humdrum shop simulation.

Full review here

Posted by GoNintendo Feb 24 2014 23:51 GMT in Steel Diver: Sub Wars
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A portion of a Dtoid review...

Nintendo made a good attempt to salvage Steel Diver with Sub Wars, but other than the solid implementation of free-to-play, it doesn't really do anything exciting. It's a decent effort from Nintendo for sure, but I'm just not sure if it's worth full price to slowly wade around in tiny, uneventful tanks with a limited amount of players. It's absolutely worth giving a try for free though.

Full review here

Posted by GoNintendo Feb 24 2014 23:47 GMT in Nintendo Stuff
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Bird Mania Christmas 3D – $0.99 (was $1.99) through 3/6
Crazy Chicken Pirates 3D – $0.99 (was $1.99) through 3/6
Beyblade Evolution – $19.95 (was $29.95) through 3/13
Robot Rescue 3D – $0.99 (was $2.99) through 3/6
Heavy Fire: Black Arms 3D – $2.99 (was $4.99) through 3/6
Heavy Fire: Special Operations 3D – $2.99 (was $4.99) through 3/6
3D Game Collection – $4.99 (was $5.99) through 3/13
Funfair Party Games – $6.99 (was $19.99) through 3/13
Gardenscapes – $5.99 (was $7.99) through 3/13
Girls’ Fashion Shoot – $14.95 (was $29.95) through 3/13
3D MahJongg – $3.99 (was $4.99) through 3/13
Murder on the Titanic – $5.99 (was $7.99) through 3/13
Super Black Bass 3D – $9.99 (was $19.95) through 3/13
Secret Agent Files: Miami – $4.99 (was $7.99) through 3/13
Jewel Match 3 – $5.99 (was $6.99) through 3/13
Viking Invasion 2 – Tower Defense – $4.99 (was $6.99) through 3/24
Cocoto Alien Brick Breaker – $7.99 (was $9.99) through 3/24

Posted by Kotaku Feb 24 2014 23:00 GMT in Nostalgia
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Infocom's classic The Hitchhiker's Guide to the Galaxy turns 30 this year, and to celebrate, the BBC will publish an updated online version of the game on March 8, the 36th anniversary of the series' first radio broadcast.Read more...

Posted by GoNintendo Feb 24 2014 23:36 GMT in Nintendo Stuff
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The following gives a bit more insight into Big Red Button's work on Sonic Boom. Info comes from job listings and other official website posts. This info originally surfaced last year, but none of us knew it would be tied to Sonic.

- considered a "next-gen landmark AAA console project"
- described as a "character driven, 3rd person action"
- co-op gameplay
- some sort of mobile integratio
- aim is "delivering authentic gaming experiences that are as fun to watch as they are to play"
- project has a "$19.9 million budget"
- estimated "34-month" production cycle
- present studio headcount of 28 people

Posted by IGN Feb 24 2014 23:29 GMT in PlayStation News
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The classic franchise returns with alternate WW2 history, metal dogs, and a bad guy named "Deathshead."

Posted by IGN Feb 24 2014 23:27 GMT in PlayStation News
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Ubisoft executive teases that the next game in the franchise will feature her favorite historical era.

Posted by GoNintendo Feb 24 2014 23:24 GMT in Nintendo Stuff
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This comes from a source that has proven time and time again to be pretty spot-on with their info. These numbers won't be confirmed by the companies involved, but they should give a pretty good ballpark of what was really spent.

Dead Space 2: $80M Toy Story 3: $20M Star Wars 1313: $50M First few Treyarch Spidey games: $55M+ dev cost Atari Superman marketing: 20M euro

— superannuation (@supererogatory) February 24, 2014

Assassin's Creed III marketing: $50M+ Assassin's Creed III dev: $50M+ Epic Mickey estimate: $25M+ GTA Vice City: $5M Sims 3 console: $20M

— superannuation (@supererogatory) February 24, 2014

MadWorld: $11M. Unclear if that is purely development spend or includes marketing.

— superannuation (@supererogatory) February 24, 2014

Posted by Kotaku Feb 24 2014 22:30 GMT in Ghostbusters: The Video Game
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Early on in Ghostbusters, Peter Venkman gets slimed by a class five full-roaming vapor. His colleague Ray finds him lying on the ground, groaning and covered with snotty green ooze. "I'm with Venkman," Ray breathlessly natters into his walkie-talkie. "He got slimed!" "That's great, Ray," Egon responds. "Save some for me."Read more...

Posted by Kotaku Feb 24 2014 22:40 GMT in Gaming News
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Deadspin Athletes Who Ate It At The Olympics: A GIF Gallery | Gizmodo Selfies Have Led to a Head Lice Epidemic | io9 Why don't you die after you have sex? | Lifehacker Seven Things I Wish I Knew Before Getting My First Apartment | Defamer Harold Ramis, Beloved Comic Filmmaker, Dead at 69 | Kinja Popular PostsRead more...

Posted by Joystiq Feb 24 2014 22:30 GMT in Xbox One
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Say "hello" to Thief, the first game of the year with review scores across the board. Ours trended toward the higher side calling it a game where the "balance isn't entirely successful."
  • Game Informer (80/100): "Locked behind this old-school game design is a gem that stealth fans should eye up for their collection."
  • Edge (70/100): "Fans who take the time to customise their settings ahead of their first playthrough will find a rewarding world here to pick clean. Nevertheless, it's still difficult to shake the feeling that, for all his dexterity, Garrett has stumbled in his attempt to gain access to a new generation.
  • IGN (68/100): "Between the hit-or-miss missions is an extremely annoying city hub map and a weak story full of bland characters, and Garrett himself isn't as sure-footed as a master thief ought to be. Ignoring the story and cherrypicking the best side missions is the best way to approach it."
  • Gamespot (60/100): "Each time I thought I might fall in love, the game doused my passions with a new annoyance. There was the bug that had me swimming in place on top of some boards I'd leapt to. (Thank goodness for reloadable checkpoints!)"
  • Telegraph (40/100): "I had more fun making my way up to bed in the dark after playing Thief than I did at any point during its benighted trudge across The City."
[Image: SquareEnix]

Posted by Kotaku Feb 24 2014 22:00 GMT in Steam
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Banished, a recently released city builder, is doing so shockingly well that is has passed popular games such as DayZ and Rust to now sits on top of Steam's top sellers list.Read more...

Posted by IGN Feb 24 2014 22:49 GMT in Gaming News
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We get a first look at the latest in Samsung's Galaxy line and the successor to the popular Galaxy S4 — does it live up to the hype?

Posted by Giant Bomb Feb 24 2014 22:42 GMT in Gaming News
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A good stealth game makes you feel like a silent badass. A bad one makes you feel like an idiot stumbling around in the dark. It is with much regret that I inform you that Thief, Eidos-Montreal's update of Looking Glass Studios' classic stealth franchise, leans more toward the latter. As master thief Garrett, you spend hours sneaking around a dank city, plucking coin and other valuables from every available drawer, pocket, and hidden safe you can find. This is the part Thief gets right, which makes the many aspects that it gets wrong all the more bewildering. Instead of focusing on Garrett's chosen profession, Thief spirals into yet another story of apocalyptic mysticism and grand conspiracy, and often does so at the expense of the game's best aspects. Moments of true thievery are frequently left to side missions, which leaves roughly 10 hours of story in which you navigate bland mazes of narrow corridors, dull traps, and dimwitted A.I. foes, all for an end result that does nothing but underscore what a colossal waste of time the whole endeavor ultimately was.

Before Garrett becomes wrapped up in all this world-ending nonsense, he is The City's number one thief. Whether rich or poor, Garrett steals from anyone who happens to have something he might want, and he's managed to avoid jail and death primarily through his deeply rooted sense of self-interest. One fateful night, Garrett and his protege--a young woman named Erin--stumble upon The City's generically vile Baron conjuring up an ancient power. Garrett, sensing this is a situation he can't properly handle, tries to escape, but Erin plunges ahead and ends up crashing through the ceiling into the middle of this bizarre ritual. A lot of blue lights and smoke effects consume the screen, and suddenly... nothing. Garrett awakes on a cart full of dead bodies, only to discover he's been asleep for the better part of a year. With no idea what's happened, Garrett sets about uncovering the mystery of the ritual, Erin's fate, and the terrible disease that's gripped the whole of the city in his absence.

Where that plot goes is extraordinary only in its mundanity. It sounds like an unfair dismissal to just say nothing interesting happens in Thief, but as I sit here, racking my brains to try and come up with one element of the story that stood out in the slightest, I just can't. Thief plods along at a pace that ranges from slow to excruciatingly sluggish, and at no point does it ever deliver a new character or situation worth caring about. The characters are acted well enough in most cases, but Garrett often sounds barely interested in what they have to say, and the script never fleshes out any of them sufficiently enough to grab your attention. This makes moments of presumed satisfaction--such as the culmination of Garrett's barely formed rivalry with the city's top corrupt cop, or the sudden reveal of a bad guy's true motives toward the end of the game--fall completely flat.

It doesn't help that Thief's story missions often seem only mildly interested in Garrett's role as a thief. Sure, the entire game is built with stealthy environmental traversal in mind, but few story missions require you to do much actual thieving. There's certainly loot to be found in each chapter, and collecting it allows you more funds to use to purchase upgrades for Garrett. But all that stuff is optional. In most missions, you're tasked with hunting for clues that tie in to the game's overarching mystery, one that becomes less and less interesting as it goes along.

This is Thief's greatest folly. It gives you this character with all these nifty abilities that should make him a great thief, then spends the entirety of its storyline making him investigate a supernatural mystery of no particular interest. Instead, it relegates much of the thievery to scattered loot and side missions. In these side missions, you'll have the opportunity to earn quite a bit of coin doing jobs for various unscrupulous types, stealing all sorts of different goods. These missions aren't often terribly involved, but they make the best use of Garrett's abilities, and there are quite a lot of them. Whether you're sneaking into an apartment to grab a valuable painting, or tailing a drunk through the streets to find where he's hiding stolen goods, these are the moments that best line up with what a game called Thief ought to be. It's just a shame that these missions are so far out of the way from the main story, where the act of thievery feels mostly incidental to the larger, less interesting mystery.

But that's Thief in a nutshell, a game that spends an inordinate amount of time making the player do uninteresting things while shoving the more fun stuff so far in the corner you'd be forgiven for missing most of it. Its mechanics feel best suited for gameplay scenarios the main story doesn't often care much about. Sure, whether it's in the story or on a side venture, you'll have to play a similar kind of stealth in order to avoid spooking guards and progress through the stage. But the sense of reward for that careful sneaking feels loads more satisfying when you're just nicking trinkets and valuables, versus the slog of trudging through the awful plot.

In a best-case scenario, you'll spend much of Thief cloaked in the shadows, avoiding bad guys rather than directly engaging them. In some cases this works well, especially if you take the time to learn the environments and discover their many available hiding places. (I say "if" as if there's much choice in the matter, but in truth you'll have no choice but to learn the environments through repeated trial-and-error.) In a worst-case scenario, you'll find yourself often surrounded by four or five bad guys because you somehow alerted a guard without realizing it. This is not a game in which combat is recommended whatsoever. If you can sneak up behind a guy and take him down unawares, then great. But head-on fights involve you swinging your trusty cudgel over and over again while trying to time dodges against enemy swipes and shots. Every fight is essentially the same dodge-and-swipe situation, and if you've got more than a few guys surrounding you, you're usually screwed. Unless they suddenly get stuck running up against a piece of the environment, or inexplicably just stop and stare at you from a few feet away, that is.

Again, taking enemies head-on is very much not the point of the game, but it's rare that Thief allows you enough leeway to truly avoid all confrontations. Every environment feels cramped and tight, which means you frequently have to walk within inches of bad guys just to get to the next area. Sometimes it's easy enough to predict what will alert an enemy to your presence, but other times it just comes out of nowhere. This means it's often best just to wait until you can get a guy alone, sneak up, and whack them from behind. You do this again and again and again until you get to the next checkpoint, which makes the game sometimes feel a bit like an especially sneaky rendition of whack-a-mole. You can cause distractions by tossing objects, or by using one of the many different arrows Garrett comes equipped with. Sometimes these are effective in sending guards off in the opposite direction, and sometimes it just causes them to all freak out and start running around every which way. Most often, your best bet is just using water arrows to snuff out fires while skulking around in the dark, hoping you don't happen upon anyone you won't be able to avoid fighting.

This combat stuff would mean less if the environments were better-designed, but navigating Thief's world is rarely very exciting. Using Garrett's "swoop" ability to dash from one dark corner to another is a delight, but many of his other movements are saddled to an all-purpose action button. Garrett can't even jump freely, which forces you to find ledges and corners that will trigger his various leaping animations. Finding those isn't terribly difficult, mind you. Garrett's brush with mystical forces gives him a "focus" ability that highlights all the different traps, climb points, and other areas of interest within his field of view. In general, the only real challenge to traversing the world is how easy it is to get turned around and suddenly find yourself at a dead-end. With this added ability, it becomes super easy to just figure out where to go in most situations. On the one hand, this relieves frustration you may feel with the game's map, which borders on useless. On the other, the only real challenge then comes from finding ways to avoid fights. Those looking for a tougher challenge will find it if they skip out on using the focus ability and ramp up the difficulty level. Playing on the higher levels imposes some tough restrictions on attacking foes, which in turn makes careful play all the more vital. Plotting an ideal path through a bunch of clueless enemies can certainly be satisfying, but even in more challenging situations, the path to success is rarely that hard to uncover.

More disappointing is how bland and cramped every environment feels. Thief flirts with the idea of an open world outside of its story chapters, but in reality, The City is just a series of small open sections bookended by load times. When you first exit Garrett's hideout and enter The City, only minutes go by before you come upon your first door or window that leads to another load time. It's surprising just how often these pop up, and it sucks nearly all the fun out of exploring The City. That's unfortunate, since exploring The City is exactly what you'll have to do in order to take part in those side missions. If there's any positive here, it's that you can often use these load times to your advantage when being chased by enemies. Once you hit one of those new area access points, all you have to do is press a button and suddenly you're out of the fire.

Thief's small environments might be more forgivable if the game were some kind of visual powerhouse, which it most certainly is not. Character and environment art are caked in a steampunk-lite industrial vibe, but without any unique flavor or style to call its own. It's all very drab, which perhaps fits with the game's gloomy atmosphere, but doesn't lend itself toward being especially memorable. In fact, all I really remember about Thief's visuals is how bad nearly all the animation looks, especially in any combat situation. Arms flail about until either you reach a quicktime event pops up to let you K.O. them, or they run out of health and fall over in an animation that looks like a bad placeholder. The game does at least run reasonably well on PC, though I kept running into a bizarre array of audio glitches throughout my playtime. Key dialogue would somehow get mixed down to the point of being inaudible against background sounds, or sound effects would sometimes drop out altogether. And then there were the random crashes, which popped up at least a half-dozen times over the course of my playthrough.

Above all else, Thief's greatest crime is one of boredom. Too much of its gameplay is bereft of excitement or satisfaction. Instead of feeling like a master thief, you mostly spend the game feeling like a generic first-person action hero who just happens to be especially bad at fighting people. Sneaking around Thief's world is intermittently interesting, especially when the game puts its focus squarely on the act of stealing, but even those moments are frequently brought down by the game's various rough edges. You have to work very hard to find the fun bits of Thief, and more often than not, the payoff just isn't worth the effort.


Posted by Kotaku Feb 24 2014 21:30 GMT in South Park: The Stick of Truth
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In preparation for South Park: The Stick of Truth, which comes out next week for Xbox 360, PS3, and PC, here are the ten best episodes of South Park, presented in no particular order.Read more...

Posted by Joystiq Feb 24 2014 21:30 GMT in Wii U
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This is Portabliss, a column about downloadable games that can be played on the go. Days after having soaked in the culture of Tokyo's suburban streets, I played Tengami for the first time, and it was the perfect set up to blow me away. Nyamyam's point-and-click (or point-and-tap) adventure draws inspiration from Japanese fairy tales, and when you see it in action for the first time it certainly feels magical. Its papercraft world, glossed in subtle, flowing shades of red, green, and blue, folds in and out frame-by-frame through some meticulous 3D wizardry. Sliding to turn and fold the paper of its pop-up landscape is an elegant pleasure, and walking in its world and visiting its lovingly detailed shrines makes me wish I'd really taken the time to explore Tokyo's rich history, rather than spending all my hours and yen in Akihabara arcades - that was great too, but still.

Tengami is the creation of a three-man team, which explains why it took more than three years to create. As Nyamyam's Jennifer Schneidereit told me in September, a good year or so was spent on the 3D digital editor that makes the game's pop-ups mirror the physics of paper. The technical aspects run even deeper, like how the book's look and feel is based on a natural Japanese paper that has watercolor-like gradients, or how its puzzling temples have their roots in the schematics of real Japanese shrines.