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Posted by Joystiq Feb 25 2014 17:00 GMT in Castlevania: Lords of Shadow 2
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Welcome to day two of games with across the board review scores. Yesterday, it was Thief. Today it's Castlevania: Lords of Shadow 2. Once again, we skewed higher in the spectrum in our review, noting the game has the "same presentation quirks as the original," with awkward (potentially infuriating) stealth sections.
  • Game Trailers (83/100): "The combat system is sufficiently deep and gives you enough mobility to manage varied groups of enemies. The timing for blocks and dodges doesn't always feel intuitive, but the more time you spend with the system, the more it grows on you."
  • Gamespot (70/100): "Lords of Shadow 2 should have been a much shorter game."
  • Game Informer (60/100): "This shambling monstrosity is composed of chunks from other, better games. Rather than blend them together into something new like its predecessor attempted, this one just feels like a patchwork mess."
  • Eurogamer (50/100): "Sharpening the disappointment is the fact that the team at MercurySteam has already made a good game, and perhaps had an opportunity here to make a great one."
  • Edge (40/100): "Lords Of Shadow 2 is clunky, ugly and deeply misguided. ... MercurySteam says this will be the final game in the Lords Of Shadow saga, and on the evidence of this cluttered, bloated and forgettable mess, it's just as well."
[Image: Konami]

Posted by Valve Feb 25 2014 17:17 GMT in Steam
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Ultionus: A Tale of Petty Revenge is Now Available on Steam!

Galactic hero Serena S has been trolled on Spacebook. This is obviously a cause to embark on an epic quest to punish the troll in question, who just happens to be The Space Prince. Guide Serena through 7 stages of shmup action, jumping, shooting, and yet decidedly more jumping and shooting to her ultimate goal of total testicular annihilation of her foe. Ultionus is a love-letter to the home computer arcade games of the late 80s and early 90s, particularly Halloween Harry, Astro Marine Corps, Duke Nukem 2 and especially Phantis/Game Over II. The game features tons of lovingly crafted pixel art, and a rockin' chiptune soundtrack by the legendary Jake 'Virt' Kaufman.

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Posted by Valve Feb 25 2014 17:04 GMT in Steam
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Rocksmith 2014 The Doors Song Pack, all new content for Rocksmith 2014 is Now Available on Steam!


Play "Light My Fire", "Riders on the Storm", and "Roadhouse Blues" by The Doors on any electric guitar or bass. Each song includes a new authentic tone.


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Posted by Joystiq Feb 25 2014 16:30 GMT in The Last of Us
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Grounded: The Making of The Last of Us, a documentary that chronicles the creation of Naughty Dog's post-pandemic PlayStation 3 action game, is now free to watch on YouTube.

Previously available as an exclusive bonus for The Last of Us Season Pass buyers, Grounded tackles the game's development from pitch to release, explaining a number of design choices developer Naughty Dog made along the way. This week's YouTube release follows up on Grounded's recent launch on Amazon Instant Video.

Fair warning: Grounded occasionally delves into spoiler territory, so you might want to hold off on watching it until after you've completed the game's single-player campaign.

[Image: Sony]

Posted by Kotaku Feb 25 2014 16:13 GMT in Xbox One
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You can see the Xbox One's new dashboard update in action in this video released by Microsoft's Major Nelson today.Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 17:00 GMT in PC Gaming News
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Men Of War: Assault Squad 2, or MOWASTWO for short, is now available to those who buy into the ongoing beta. Full release is scheduled for the 20th of March. Needless to say, Jim dove in, headfirst.

I’ll admit that I’m a bit in love with the Men Of War games. It clouds my judgement. The series is flawed, even occasionally lame, but always so beautiful to my eye. Many games have attempted to sell us the idea of War, and even more the idea of Men, but it is only in Men Of War that these two ideas fused together, like desperate lovers, to produce a simulationist battlefield mutant that looks at us with terrible eyes and says: “Aim is in the reach zone!”

I’m sorry, it’s been a while since I wrote anything. All my metaphors seem to have become sticky from neglect.

… [visit site to read more]


Posted by PlayStation Blog Feb 25 2014 16:59 GMT in PlayStation News
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Right everyone, this is it. Basement Crawl is landing on PS4 March 25th, which means that you can grab the game on PlayStation Store after it updates this afternoon. We have been pretty secretive about what we have been planning over the past few weeks, but just stay right there because it’s time to let you guys know what’s up.

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First though, a quick recap for those of you who don’t know what this game that looks kinda like Bomberman on an acid trip is.

Basement Crawl is multiplayer, PS4-exclusive, fast paced, grid based death. It’s inspired by the likes of Bomberman and Spy vs. Spy, as well as more than a few horror movies. It features 4-player local multiplayer, 8 players online, or a mix of the two so you and a few friends play locally against a group of strangers online.

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So, what have we been doing the past month? We’ve been taking feedback we got from journalists about Basement Crawl and building on it. We changed the way bombs react when kicked or when they crash into another player to make it a more fluid and balanced system. We also worked on the the game’s aesthetics — the feedback we recieved was positive, especially for the minamilistic on-screen display, but we did have a complaint from one journalist (I’m looking at you Chris Bratt) about the leaderboards covering the entire screen when viewed. We addressed this by adding a small indicator on the screen, eliminating the need for a large scoreboard.

I know you guys probably have questions about the game — details I might have missed, what the best bomb or power up is, and more about what you’ll get for your hard-earned $9.99. So feel free to ask away, I will be lurking around the comments and will answer any questions you guys have.


Posted by IGN Feb 25 2014 16:45 GMT in Gaming News
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The Yotaphone 2 is a dual-screen phone with a full-color AMOLED screen up front and a touch sensitive e-ink panel on the back.

Posted by Giant Bomb Feb 25 2014 16:44 GMT in Gaming News
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BLOOD IS EVERYTHING. BLOOD IS AIR. BLOOD IS DESK. BLOOD IS SANDWICH. EAT THE BLOOD SANDWICH.

Posted by Kotaku Feb 25 2014 15:49 GMT in Gaming News
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Not only that, but the result looks surprisingly great. The only video is an animation test for the moment, but it definitely looks like the test was successful.Read more...

Posted by Kotaku Feb 25 2014 16:00 GMT in Gaming News
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Remember Pokémon 3D—the first-person perspective Pokémon Gold/Silver? Well, it's been made compatible with Oculus Rift, letting players see the world of Pokémon through the eyes of their trainer.Read more...

Posted by Joystiq Feb 25 2014 16:00 GMT in PC Gaming News
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Pinkerton Road's crowdfunded point-and-click adventure game Moebius: Empire Rising will make its debut on April 15 for WIndows and Mac platforms via newly formed publisher Phoenix Online Publishing.

Phoenix Online Publishing is the indie-focused publishing arm of Phoenix Online Studios, developer of Cognition and The Silver Lining. Moebius, indie RPG Quest for Infamy, horror adventure game The Last Door: Collector's Edition, and mobile puzzler Lost Civilization are the first games slated for release under Phoenix Online's new label, as additional projects for PC, mobile platforms, and consoles loom on the horizon.

Revealed in 2012, Moebius was one of many point-and-click adventure games that turned to Kickstarter for funding, surpassing its goal of $300,000 and earning more than $435,000 in backer pledges. Developer Pinkerton Road also plans to produce a remake of designer Jane Jensen's Gabriel Knight later this year.

[Image: Pinkerton Road]

Posted by IGN Feb 25 2014 16:03 GMT in PlayStation News
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Ubisoft has confirmed the PS3 and Xbox 360 versions of South Park: The Stick of Truth have been censored in Europe.

Posted by Joystiq Feb 25 2014 15:30 GMT in Xbox One
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"Kept you waiting, huh?" whispered Konami, before dropping a collection of news bombs this morning. For starters, the company announced a price cut to the physical PS4 and Xbox One versions of Metal Gear Solid 5: Ground Zeroes. Rather than costing $40, the two consoles' retail versions are now priced at $30. The company says it wants to "provide as many people as possible an opportunity" to play the game - awwwwwwww.

Other versions of Ground Zeroes remain at the same price; you can check out the game's still highly-convoluted pricing structure here. Incidentally, the price cut is matched in the UK, where PS4 and Xbox One retail versions will set Brits back £30.

In addition, Konami confirmed the previously speculated inclusion of Phantom Pain DLC with early purchases of Ground Zeroes. The codes, which include additional staff to utilize in Big Boss' Mother Base headquarters, which apparently plays a "central role" in The Phantom Pain, are available in the first batch of retail copies and for an undisclosed "limited" amount of time with download versions. In case you've been living under a rock or with bandages wrapped around your ears, MGS5: Ground Zeroes is being billed as the prologue chapter to MGS5: The Phantom Pain.

If you'd rather wait before you Snake, the good news is all copies of Ground Zeroes have some integration with the Mother Base in The Phantom Pain. The POWs and VIPs you rescue in the prologue will carry over to the follow-up, as will character skins you unlock.

Finally, it wouldn't be Metal Gear without some peripheral capers, and if you so choose you can download a free second-screen "iDroid" app on iOS and Android to use with the game. The app, which is integrated into SmartGlass for Xbox, lets you view maps, play cassettes you discover, and summon air support in the game ... Oh, the game! Yes, the small matter of Ground Zeroes itself arrives on March 18 for PS4, Xbox One, Xbox 360, and PS3. [Image: Konami]

Posted by Kotaku Feb 25 2014 15:14 GMT in Ubisoft
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Some players of South Park: The Stick of Truth won't get to see the game in its entirety—a handful of 20-second scenes are censored in the EMEA (Europe, Middle East, Africa) version of the upcoming RPG on consoles.Read more...

Posted by Kotaku Feb 25 2014 15:33 GMT in Gaming News
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Today's selection of articles from Kotaku's reader-run community: What Fire Emblem Gets So Right • Pushmo: The TAY Review • Should More Games Let You Choose Your Gender?Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 16:00 GMT in PC Gaming News
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My ears will always prick at news of a new Warhammer 40,000 game. One day, The Dream Game will happen. One day. This one I’m can’t quite draw a bead on, though. Is it a kind of casual moba? Or is it more Plants vs Zombies with Games Workshop dudes in? I suspect more the latter (and with an added multiplayer mode), but we’ll find out when Eutechnyx’s ‘lane strategy game’ Warhammer 40,000: Storm of Vengeance launches at the end of next month. Turn the dread eye of the Imperium towards the below trailer to see if you can get a clear sense of what this mobile-focused-but-also-on-PC dude-marching game is going to feel like. … [visit site to read more]


Posted by Giant Bomb Feb 25 2014 16:00 GMT in Gaming News
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Christopher Livingston runs the DayZ blog "hey are you cool" (heyareyoucool.tumblr.com), in which he recounts hilarious, sad, and boring stories from the apocalyptic frontlines.

Posted by Rock, Paper, Shotgun Feb 25 2014 15:30 GMT in PC Gaming News
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RPS isn’t quite so involved in Rezzed this year, but a couple of us will be popping along to the Eurogamer-organised UK PC & indie show (which returns to Midlands capital Birmingham next month), so possibly see you there? It bears a new name – EGX Rezzed – but retains a snazzy purple colour scheme and an intention to be the UK’s friendlier, calmer, more offbeat games expo.

You’ll also see and play some very exciting-sounding videogames from the worlds of mainstream and indie alike. … [visit site to read more]


Posted by Valve Feb 25 2014 15:27 GMT in Steam
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Deus Ex: The Fall is Now Available for Pre-Purchase on Steam

Deus Ex: The Fall is set in 2027 a golden era for science, technology and human augmentation, but also a time of great social divide and global conspiracy. Powerful corporations have seized control from governments and command the drug supply needed by augmented humans to survive. In this chaos Ben Saxon, a former British SAS Mercenary who underwent physical augmentation, is desperate for the truth behind the drug conspiracy. Betrayed by his private military employers, the Tyrants, not only is his own life at risk but for all augmented humans, time is running out…

Developed in collaboration with the original DEUS EX: HUMAN REVOLUTION team at Eidos-Montrl and N-Fusion; Deus Ex: The Fall includes full Steam Achievements, Mouse & Keyboard control configurations, and Control Pad support.

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Posted by Kotaku Feb 25 2014 14:40 GMT in Konami
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Over nearly three decades and dozens of games, the Castlevania series has let players battle through iconically fragmented gameworlds and crack the Belmont family's whips against Dracula. Now, with Lords of Shadow 2, the biggest, baddest vampire of all is yours to control. The shift from implacable archfiend to playable hero changes everything about him, though, and that's where this game's troubles start.Read more...

Posted by PlayStation Blog Feb 25 2014 15:01 GMT in PlayStation News
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This post is about Road Not Taken, Spry Fox’s upcoming roguelike for PS4 & PS Vita. If this is your first time hearing about RNT, check out our trailers here!

As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.

The process reminds me of Duchamp’s painting ‘Nude descending a Staircase, No. 2’. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting. To me, designing a roguelike is a little bit like that. Instead defining a single level, we use algorithms to define all possible levels at once.

Generating a level one pass at a time

The level generation system builds each level by laying down multiple passes of increasing detail. Each pass tweaks the balance of the level and gets it a little bit closer to the final state that the player will experience in the game. A single generated level in Road Not Taken is built up out of five distinct passes.

Pass one: Lay out the rooms

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In Road Not Taken, the forests you’re adventuring through are a simple grid of grids. For example, a forest level might be a 3 by 4 grid of rooms, with each room being a single 6 by 8 tiled screen. One of the forest rooms – the top leftmost one – is labeled as the starting location.

At this stage, we also set some constraints, such the the number of children you’ll rescue, the minimum number of parents on the map, and a targeted difficulty. These variables shape the rest of the map.

It seems simple, but selecting the right numbers is a slow and painstaking process. We have to find all the values that yield broken (or not-fun) levels and eliminate them. So I spend a large portion of my days setting various numbers really high or really low, and then play the resulting levels to see how they feel. Through this process of elimination I learn things, such as “collecting 100 children is a total drag.” But collecting just 1 child is boring, too. Is there something in the middle that works? Tweak by tweak, a fun experience comes into focus.

The exciting part when dealing with original game mechanics is that no one (myself included) knows what constraints will feel good. Sometimes the answers surprise me, so I try not to make too many assumptions. I just dig in, make hundreds of ugly levels, and explore the unknown in hopes of stumbling on something surprising and delightful.

Pass two: Add blocked paths

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Each room has an entryway that is blocked by boulders. That path can only be unblocked by a specific object that must be collected into a matching set by the player. For example, you might need to gather and group five trees of a certain type in order to unblock the passageway. We can, theoretically, make almost any object in the game (in any quantity) the key to these doors, though some end up being more fun than others.

So we look at the target difficulty for the room, then look at the set of available lock objects, then pick one for a door. The lock objects are placed in the room with the door. We repeat this step till all the paths in the forest are blocked off.

After we added this step during the prototyping phase, the game stopped being fun and we very nearly ceased to work on it. Unblocking the paths was a pleasant experience, but something subtle was missing. It just wasn’t fun enough.

Pass three: Move some lock objects out of the rooms

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Cristian Soulos, our lead programmer, figured out how to keep things interesting. He realized that Road Not Taken would be more fun if all the pieces you needed to solve a puzzle weren’t just sitting right in front you. So he spread the lock objects for some of the doors into different rooms. This forces you to search and explore the forest if you want to unblock every path and rescue every child. (I always imagine the computer giggling evilly at this step.)

As soon as we added this to the level generation system, Road Not Taken went from being fun to play for 10 minutes to being fun to play for hours. The lesson here is that when working on original game mechanics, it often isn’t obvious what will be fun up front.

Pass four: Add goal objects and critical crafting ingredients to the rooms

This is the point where the children, parents and critical crafting ingredients are added to specific locations in the forest. Rescuing those children is your primary goal; they are what changes Road Not Taken from a fun toy into a game that you can win. Crafting ingredients increase your chances of success — if you use them correctly — by giving you tools to more efficiently explore the forest and deal with enemy creatures.

Pass five: Add a dash of difficulty

In addition to the lock objects, we have challenge objects. These make your life more difficult by attacking, blocking, and/or confusing you. First we look at the target difficulty of the room, a simple number that increases as the player’s skill increases, and also increases over time. Then we fill up the rooms with objects and enemies that increase the forest’s difficulty till the target difficulty is met.

Each object has an expected difficulty and some constraints on how many can appear in a level. Objects also have rules dictating what they shouldn’t appear next to, and how deep into the forest they generally appear.

Not all objects show up all the time, so the player is forced to mix up their strategy. You may have started relying heavily on crafting potions, but on a map where the key ingredients for those potions don’t appear, you’ll need to use other tactics. Many objects in the forest have multiple uses, so you always have plenty of options, though you might need to experiment for a while to figure them all out.

Some interesting benefits of our procedural level generator

There’s a single difficulty slider: It takes a great deal of effort to tune it all correctly, but once we’ve done that, we can generate easier or harder levels with the change of a single number. I can testify that some of the harder forests in Road Not Taken are insanely brutal, even for me, the lead designer of the game. But they are also incredibly satisfying when you solve them!

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Robust in face of new content: A short while ago, we added 10 really unique new objects and enemies to Road Not Taken. If this was a more traditional game with levels that have been entirely handcrafted, a change of that magnitude would likely have required weeks of additional rebalancing and level reworking. But in our procedural system, with a few minor adjustments, everything just worked. So now we have lots of freedom to try out fun new ideas without losing all our old work, which means we can put dozens or even hundreds of interesting objects and enemies in the game. It also means that, with a little luck, we can do lots of interesting updates after Road Not Taken is released!

The combinations continue to surprise me: There are trillions of different levels that can be generated within Road Not Taken. I’m constantly running across new scenarios that I wouldn’t have predicted. What happens when a raccoon spawns next to heavy stone blocks? Pure chaos… and not something I planned for.

Keeping it fun for ourselves as well as you

As a game developer, a little-discussed secret is how often we get tired of our own games since we end up playing them over and over again for months (or years) before release. But Road Not Taken keeps surprising me, and I’m not tired of it yet. :-)

We just finished another balancing pass and the game is really shaping up. At this point, we probably have most of the objects and enemies that will be in the game by the time we launch. Now there’s just a ton of polishing and minor feature work left to go. With any luck, we’ll be ready to launch sometime this Spring or Summer!

Take care,
Danc

PS. In case you haven’t seen it, we recently released a new live action teaser trailer for Road Not Taken. Check it out!


Posted by Kotaku Feb 25 2014 14:32 GMT in Konami
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Folks were complaining about how much it was going to cost to play the first chunk of Snake's next adventure, which seems pretty short. Now it's going to be a bit cheaper, taking ten bucks of the price for last-gen and current gen consoles. From the press release:Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 15:00 GMT in Ubisoft
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A new trailer for EndWar Online informs us that the browser-based MOBA-like will be undergoing a three-day test phase beginning this Thursday. You can register to be part of this pre-beta test, which has the callsign Tech Assault, by registering at the official website. The new trailer is a hyperactive cinematic so I looked back at an earlier video to see how the game plays. I’ve embedded both below. The longer trailer is quite impressive, beginning with the words ‘Middle East Nuked’ and rapidly escalating to the terrible consequence of that action – ‘Oil Prices Soar’. At one point the text declares, ‘You thought it was over but war never ends’. I hadn’t realised that the title was a futile command.

… [visit site to read more]


Posted by Kotaku Feb 25 2014 14:33 GMT in World of Warcraft
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The World of Warcraft community was up in arms last week, when WoW Insider spotted a level 90 boost item available briefly in the in-game store for $60. Speaking to Eurogamer, lead encounter designer Ion Hazzikostas says the high price tag was established to ensure Blizzard didn't "devalue the accomplishment of levelling".Read more...

Posted by Kotaku Feb 25 2014 14:00 GMT in Gaming News
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Silver Surfer snowboarding on a Galactus-shaped ramp sure would make things more exciting at any Winter Olympics event. The real games might be over, but here's concept artist Francesco Francavilla pairing superheroes with the winter sports that suit them the best.Read more...

Posted by Joystiq Feb 25 2014 14:00 GMT in Risen 2: Dark Waters
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Furthering the gaming industry's ongoing fascination with the word "titan" comes Risen 3: Titan Lords, a newly-revealed entry in developer Piranha Bytes' cult-favorite dark fantasy roleplaying franchise.

German magazine PC Games has revealed the existence of Risen 3: Titan Lords via a preview image of the magazine's next cover. Scant information on the game was offered alongside this teaser, though we do know that Risen 3: Titan Lords will return to the medieval fantasy setting seen in the original Risen, in lieu of reviving the high seas, piratical adventures of Risen 2: Dark Waters.

There is currently no word on when Risen 3: Titan Lords might debut. It seems certain that the roleplaying game will come to the PC, though any platforms beyond that remain a mystery. [Image: Piranha Bytes]

Posted by Joystiq Feb 25 2014 14:00 GMT in South Park: The Stick of Truth
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Seven scenes have been removed from the console versions of South Park: The Stick of Truth in the EMEA region, which covers the not so small continents of Europe, the Middle East, and Africa. That's in addition to the game's censorship in Australia, where the often prominent Classification Board deemed a certain scene had to be edited if the game was to be rated for sale.

As BT.com spotted, Ubisoft sent out a document to publications this week that confirmed 7 scenes, each around 20 seconds long, have been removed from the EMEA console versions of The Stick of Truth. As you can imagine given the often controversial nature of the TV series, the scenes are NSFW reading, and some readers may be sensitive to their descriptions. We've included them below the break.

Posted by Kotaku Feb 25 2014 13:38 GMT in Nintendo 3DS
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Nintendo is offering a free download code in March for Pokémon X or Pokémon Y to those who register, via Club Nintendo, either a 3DS, 3DS XL or 2DS, and one of five games for that platform.Read more...