All Topics older than one year ago

Sign-in to post

Posted by Kotaku Mar 05 2014 22:00 GMT in Gaming News
- Like?
The story for Batman: Arkham Knight picks up one year after the events of the preceding game, 2011's Arkham City. A whole lot has changed in Bruce Wayne's hometown, including the fact that crime is at an all-time low. Part of it is because someone pretty central to Gotham's criminal ecosystem is laying very low. Warning: Spoilers follow for the end of Batman: Arkham City.Read more...

Posted by GoNintendo Mar 05 2014 22:08 GMT in Nintendo Stuff
- Like?
Harvest Moon: Connect to a New Land

- biggest opening for any Harvest Moon game in recent years
- sold 130,782 copies in its opening week
- Harvest Moon: A New Beginning sold 81,131 copies in its first week
- Rune Factory and Harvest Moon games have seen growth since they moved to 3DS

Fossil Fighters: Infinite Gear

- sold 58,329 copies

Yo-Kai Watch

- sold 496,455 copies at retail thus fa
- sold through Level-5's first shipment

Posted by Kotaku Mar 05 2014 21:30 GMT in Yoshi's New Island
- Like?
I don't remember any other Nintendo games starting with the above message, but, hey, sure, Nintendo. Why not? I've rated a level or two in Assassin's Creed. I've agreed to let my crash bugs be sent back to Microsoft. I just never thought that you, Nintendo, would need to see my gameplay data to make better games. World changed!Read more...

Posted by Valve Mar 05 2014 21:54 GMT in Steam
- Like?
New content forPath of Exile is now available on Steam!

The narcissistic Queen Atziri plunged the Vaal civilisation into a dark age of sacrifice and terror almost two thousand years ago. Millions died due to her obsessive pursuit of eternal youth, a pursuit that brought about a cataclysm that ended the Vaal civilisation overnight. But Atziri herself still lingers in a nightmare realm that is starting to leak back into the land of Wraeclast. Now, as the queen rises again, her corruption spreads throughout Wraeclast. Queen Atziri must be defeated.

Sacrifice of the Vaal Key Features
  • New Deadly Boss Encounter
  • Vaal Skill Gems
  • Secret Corrupted Areas
  • The Vaal Orb
  • Ambush League
  • Invasion League
  • Cut-Throat Mode
  • Free-for-All PVP Arena
header.jpg

Posted by Joystiq Mar 05 2014 21:30 GMT in Xbox One
- Like?
Activision has released updates for every version of Call of Duty: Ghosts, and alongside reams of bug fixes, the big news here is the public debut of Free Fall.

As we reported in October, Free Fall is a multiplayer map that drops soldiers into a skyscraper on the verge of collapse. If you didn't already guess from the map's name, chunks of the level periodically fall away, exposing new routes through Free Fall and killing anyone too close to the destruction. Free Fall was originally available exclusively to those who pre-ordered Call of Duty: Ghosts, but this new update makes the map available to everyone, regardless of platform.

Wii U owners looking for more information on the update earmarked specifically for their version of Call of Duty: Ghosts can find a detailed list on the game's forums, while this similar entry outlines the changes found in all other versions of the military shooter. [Image: Activision]

Posted by Kotaku Mar 05 2014 21:00 GMT in Gaming News
- Like?
My first job out of college, I was fired. I used two words with my editor that proved career limiting. I have quit with no notice; I've given two weeks and had cake on my last day. I've signed paperwork at the long conference room table twice. And I've had a farewell so tearful I wore sunglasses as I said goodbye.Read more...

Posted by GoNintendo Mar 05 2014 21:38 GMT in Nintendo Stuff
- Like?


Nintendo wants to know what you do when you play. They want to develop even better games in the future. In this instance, they want to see how you play Yoshi's New Island to build better titles down the road. Are you willing to let them?

Posted by Giant Bomb Mar 05 2014 21:32 GMT in Gaming News
- Like?

The Walking Dead's first season was nearly Giant Bomb's game of the year. The year-long adventure of Lee and Clementine's struggle for survival in a wasteland of hope was powerful, sobering, and left more than a few with less-than-dry eyes by the end of it.

No one would have blamed Telltale Games for ending Clementine's story there, but you can't blame them for trying, either. It's a double-edged sword, one especially sharp now given season one's lead creatives--Sean Vanaman, Jake Rodkin--left to form their own studio, Campo Santo.

But episode one, All That Remains, pulled few punches in returning players to The Walking Dead's bleak world, now in Clementine's shoes. It's a new dynamic. Lee was an adult, but Clementine is still growing up.

Last season, I spoke Telltale's designers and writers about their work on each episode. We're continuing that feature this season, as well. Director Dennis Lenaart and writer Mark Darin joined me on the phone earlier this week. It's not as long as I'd hoped, but scheduling conflicts related to the release of episode two, A House Divided, got in the way. We'll have something more substantial for next episode.

(Unfortunately, the audio quality is so poor that it cannot be posted as an Interview Dumptruck. Sorry!)

Giant Bomb: You guys had certain expectations, you set out with a story you wanted to tell. What surprised you about the reaction to episode one?

Dennis Lenaart: The thing I was actually happiest about was people really feeling like they were playing Clem--way quicker than we ever expected them to pick it up. Even watching YouTube playthroughs, it seems like, within the first 15 minutes, people are sold on “now I’m playing Clementine, and now I’m thinking of my decisions as her,” as opposed to Lee or thinking about it from a third-person player perspective. I was really, really happy to find out that people jumped on board that quick.

There was a lot of worry going in. We wanted it to feel like you were playing this young girl in this apocalypse. That means a lot of limitations in what you can do fighting [back], your strength--things like that. We knew we were going to embrace it wholeheartedly, and we weren’t 100% sure if people were going to be on-board, or if they were going to be bummed if you can’t do as crazy of a thing in an action scene as you would. Just seeing that, and seeing people jump on that was awesome.

Mark Darin: I’ll back that up. We were hopeful people were going to find the transition from playing as Lee, somebody protecting Clementine, to jumping into Clementine’s shoes and actually being Clementine [smooth], and still feeling the same type of protection. That went really smoothly, and people really embraced it. It was also interesting--we anticipated this--we provided space for the player to now play Clementine however they wanted to play Clementine, whether they wanted to keep Clementine as innocent as she seemed in season one...or branch out and get a little meaner, a little sassier. It’s fun watching people explore those depths of Clementine.

Lenaart: To add to that, I was extremely surprised at how much people loved playing devious Clementine in areas. In the end, there’s an opportunity to call out to Rebecca about whose baby is it in a really sort of devious way. Everyone does that, and everyone loves it. It’s their favorite part. [laughs] I thought people were gonna be like “no way!” Nope.

Darin: I will say the thing that surprised me is how much people roleplay the hell out of the juice box. You get the juice box when you’re sewing up your arm, and it does absolutely nothing, but people will take a sip, then take a sip, then take a sip. They roleplay the hell out of the juice box because they have it. [laughs]

GB: When it comes to designing Clementine’s story arc for season two, the relationship with the player is different. In season one, Lee's he’s an adult making adult decisions. That impacted Clementine, but you weren’t controlling her. You are her in season two. How much does that change how you shape the player's choices?

Darin: We have to build enough context within the game, in the narrative, for you to be able to make those decisions, and not just pulling from your life experience as a human. It’s both. You have a certain amount of experience in life to be able to make those moral decisions, but I think we also have to work really hard to provide enough context, so that people of all ages have a base to make a decision and see how it plays out. Even if you don’t have that life experience, then the results of your actions will lead you into situations where that will impact you, as well. If that makes any sense at all. [laughs]

"Omid was the unfortunate victim of being at the wrong place at the wrong time, both narratively and with our design needs."

Lenaart: The thing we had going for us that was really nice was that we tried to put thought into all the decisions that were made. Everyone was a kid at some point in their life. Whether or not you had 100% analogous experience growing up, we still tried to take that instance of “oh, I got caught stealing the cookie, I can probably get away with it.” Or “I would say this kind of thing to lie and no one’s going to call me out on my bullshit.” Giving you experiences like that [s] you could, at least, relate to in a general way. Except in this case…it’s people wanting to lock you in the shed. [laughs]

GB: When the season starts, you’re not quite sure what characters you’re going to run into, what Clementine’s situation is. This episode opens with reminding you “hey, by the way, we’re going to be killing people really quickly.” Why did Omid need to play that role?

Lenaart: That’s a good question, and you’ll get a long answer on that. I think it was important for us to start [like that]. We spent a lot of time debating where we were going to start, but we knew that we wanted to get Clementine to a point where she was going to have to be on her own. But we also had to tie back into season one. The last people we saw were Omid and Christa. Omid was the unfortunate victim of being at the wrong place at the wrong time, both narratively in our story and, also, with our design needs. [laughs] I think that’s how he ended up being the one to bite the bullet.

Darin: At the end of season one, we say to Clementine “find Christa and Omid." The last shot of is season one, seeing people in the hills, wondering who it is. It was definitely something we knew was seeded in people’s minds at the end of season one, and it was just a question of how early do we pay off on that. As a hope for the season, in episode one, we really wanted to focus on Clementine removing all of the familiarity, and really just being on her own in this terrible world. It seems like the sooner we could do that--actually, in the first scene!--it would give us time to explore her being alone in episode one, and setting up her journey for the rest of the season.

GB: There’s a lot of powerful moments in episode one, as there normally are in The Walking Dead. But there’s always one that has me cursing you guys.

Darin: [laughs]

Lenaart: [laughs]

GB: I’m a dog owner, and there's the harrowing moment where this dog starts biting me. I don’t expect that my chihuahua is ever going to get that crazy, but still. In The Walking Dead, you’re usually offered choices between two bad decisions. Here, you either kill the dog or leave it to die. What did that decision represent for you?

Lenaart: Well, you didn’t play episode two, where zombie dog comes back to kill you and you have to put him down! [laughs] The dog was a really interesting situation. When you start the beginning of the episode, learning you were separated from Christa and Omid is no longer in the picture, and you’re off on your own. It seemed like a good first step on the road to recovery for Clementine. She doesn’t have a family of people anymore. She doesn’t have anyone helping her. It’s her first step--coming across his animal. It’s a familiar thing. Dogs used to be pets, and it’d be great to have one as a companion!

It was actually fun to watch how well that worked with players. Pretty much everyone I talked to, they said that in that scene, they were pretty sure this was going to be their companion for the next episode. The thing that was surprising to most people is that when they met the dog, they were like “oh, man, I don’t want to get attached because I feel like, at some point, this is going to go bad.” But no one had any clue it was going to be in the next scene. [laughs] That surprised pretty much everyone I talked to, which is good.

It’s funny, too, with the choice. I feel like 90% of our conversations in meetings--and this is going to seem really bizarre--were that no one would kill the dog and this choice would be super unbalanced. It ended up being quite the opposite of that, which was super surprising to us. When you even mention the situation to people, in principle, people are just like “no, no, you never kill a dog--you never do that! That’s horrible! You never do that!” That line that we give to Luke: “You don’t kill dogs, man!” Once you saw it in the game with the horrible sound effects and everything, it’s amazing to me how much that tips people to the completely opposite end of the spectrum.

Darin: On the design side, we spent a lot of time concentrating on moments where it’s a really hard decision and it’s a really horrible decision either way you go. I wanted to experiment with [moments] in-between some of those really hard decisions, [and] have some decisions that feel like they’re actually easy decisions. For some people, this was the dog. Upfront, we had the decision to burn your photo of Lee or burn an old, wet log. They’re not difficult decisions, but they elicit a response from the player, reminding you that you do have choices and there are things that mean something to you, even if these things don’t end up being hard decisions in the moment. As soon as that choice comes up, it elicits an emotional response, and those were things I wanted to explore in that episode.

Lenaart: It puts you in an interesting emotional space when those options pop-up. One of them is a picture of Lee, one of them is a photo of Kenny’s family. You have the log. Every time I’ve watched someone play through, most people don’t burn the pictures, but they immediately have that visceral response “what? no way! I’m keeping these!” Some people--[this is] more rare--see that and go “well, you know what, Clementine? You need to grow up, you need to move on.” Even though people usually go into that choice knowing exactly what they’re going to say right away, it does make an emotional impression on them.

GB: The impression for many was that this dog would be a companion. Was that something you considered?

Lenaart: For episode one, it was importance to establish that isolation, to make Clementine and the player have expectations…and, then, pull the rug out from under you and know that you’re going to be humbled a few times. This world doesn’t pull any punches. That was extremely important.

Darin: The phrase that we always have around the office is that “the world doesn’t give a shit if you’re a little girl in the zombie apocalypse. It’s going to treat you horribly.” The whole first half of the game is just making that click. At every step of the way, you think something could go well, and, then, we say “nope, in reality, this would probably be horrible.” If you had that food, the dog would probably try to take. Even if you have the best intentions and want to make a friend, it wouldn’t really happen.

GB: When Clementine comes across the house, she’s not trusted. You might think there would be sympathy to a child, but the house is very divided. How did you approach setting up that group dynamic?

Darin: Those group dynamics evolved over the course of creating the first episode. We struggled with finding an identity for the group. Are they going to trust you outright? How much are they going to distrust you? How much do they trust each other? It went through a lot of iterations. It’s hard to look back and think what, at any given point in time, we were thinking about the group. [laughs] A lot of the situations first came up with the simple scenario of getting bitten by a dog. You’re a person in the zombie apocalypse, you show up in front of strangers with a serious bite on your arm, what does that mean? From there, we built out and found the voices, how they were going to treat outsiders, and what it means to trust people.

"You’re a person in the zombie apocalypse, you show up in front of strangers with a serious bite on your arm, what does that mean?"

GB: Was there a particular moment in this episode that you had to workshop the most?

Lenaart: A lot of what the dynamics within the group themselves and the relation to Clementine. There was a lot of stuff we went back and forth on. Just classically, all of our episode ones go through a lot more iteration than the rest of the season because we’re trying to get as many people in the office to play it and give opinions and see what parts of our opinions are validated and what stuff we need to work on more. The group was a huge part to me.

Also, just [figuring out] how to start the episode exactly. How soon is too soon to separate Clementine from people? How much time can you spend alone? That was all stuff that we calibrated pretty significantly over the course of production.

Darin: The beginning and the end was the thing that we worked on the most, over and over again, to see what felt right.

Lenaart: We’re really happy with how episode one sets up what we’re trying to do with the overall character arc for Clementine in season two. One thing that I was a little bit surprised on with some of the reaction to getting to know the characters a bit more. I think episode one is a really good foundation for what we want to do. Over the course of the season, when all the episodes come out, it’ll be a pretty awesome thing to look back on. It serves a really good function.

Darin: That function is that it’s Clementine’s story.

Lenaart: It was weird for us, too. How much, exactly, could we play with her [being] alone? That was something we debated a lot, too. A lot of our games are dialogue and talking to people. Again, one of the things I was happy with was that a lot of people really loved the Clementine [being] alone sections of the game, which is cool. It’s not something that we often do in Telltale games.

Darin: It’s difficult to make that work narratively when it’s just one character with nobody to talk to. [laughs]


Posted by IGN Mar 05 2014 21:31 GMT in PlayStation News
- Like?
New screens and details flesh out the new aspects of the upcoming online team-building mode.

Posted by GoNintendo Mar 05 2014 21:26 GMT in Nintendo Stuff
- Like?
Placed after the jump due to autoplay...

Read the rest of the story...


Posted by Joystiq Mar 05 2014 21:00 GMT in Xbox One
- Like?
The recently-revealed final game from Rocksteady in the Arkham series, Batman Arkham Knight, will feature "traffic-friendly streets" in a map that's said to be "roughly five times the size" of Batman Arkham City. Lead AI and combat programmer Tim Hanagan told Game Informer that "at any given time, there are between three and four times the number of thugs active in Gotham City than there were in Arkham City," and that larger riots in the game will have up to 50 characters wreaking havoc.

Arkham Knight is set one year after Arkham City, in which Batman's foes have banded together to tear the Dark Knight's attention away from a crumbling Gotham City. The single player-only game will also include an arch-villain created from scratch by Rocksteady and DC Entertainment CCO Geoff Johns. Rocksteady's initial announcement focused on another big addition to the Arkham series: Players will get plenty of time in the driver's seat of the Batmobile, which can be fetched at the press of a button, can handle the jumps and boosts expected of the more reckless drivers among us and will eject Batman out of his seat at times.

Kevin Conroy will return to voice Batman after Roger Craig Smith lent his voice to the character in Arkham Origins. Additionally, Nolan North will voice Penguin, Wally Wingert will voice Riddler, Tara Strong will continue as Harley Quinn and Troy Baker will voice Two-Face again. Speaking of Harley Quinn, Joker's popular sidekick will be playable via pre-order bonus content that includes four challenge maps. [Image: Warner Bros Interactive Entertainment]

Posted by GoNintendo Mar 05 2014 21:03 GMT in Nintendo Stuff
- Like?
A portion of a Nintendo Life interview with BNC Design Studios' Jake Taylor...

NL: It seems that it's about gem management, in terms of successfully manipulating large gems into smaller items for combinations. It'll be interesting to see in action. Quick touch controls seem important, so is the GamePad touch screen the only control option here?

JT: It is. The game is very much to be played on the GamePad and although it would be possible to use, say, the Wii Remote or even a standard controller, it wouldn't have nearly the same effect or efficiency as being able to tap and manipulate with the stylus. Especially since both are very time sensitive, players are going to need a quick hand to find their way up the ranks in this one.

NL: Will that online play be real-time, or asynchronous with data exchanges? Does the absence of double GamePad support also rule out local multiplayer?

JT: Actually... we're working with the possibility of two GamePads as that was something promised at the time of the Wii U's release, so if you have a buddy and you like the game enough, maybe you'll be able to bring your pad over because Gemology's multiplayer is about vengeance and punishment!

But in the meantime it will be real-time. Players will be competing to step on each other and drive the other into oblivion while simultaneously shooting for the higher score come end game. Something different to the genre as Tetris or Puyo (or both!) are really more about survival for the average player. I rarely get a successful combo that means anything in the end, when playing Dr. Mario with my wife it's more a question of 'who sucks less' as no one ever actually beats the level, opting instead to just live longer than your opponent. Kind of like, I don't have to outrun a bear, I just have to outrun you. Instead, even though you may 'lose' because the magma catches up, if your score is there, you may still win. So it'll be an interesting shake to the formula.

NL: Do you have any thoughts on pricing yet, and will there be additional DLC beyond the planned online multiplayer update?

JT: There will and we have. The game is going to be released at $4.99. Euro and Pound prices pending as we're still a ways from getting it on the European market (sorry guys!). Similar to Spin the Bottle the additional content will reward early adopters with the full game for the initial $4.99 offering. Otherwise the price of the added content will go into the game as well.

Other content to be on the look out are added levels, which I feel is a puzzle studio's duty to supply regularly and for free, as well as level builders and new mechanics for the single player modes.

NL: Will the level building have online sharing?

JT: Of course! SpotPass, Miiverse and all of the works will be present.

Posted by IGN Mar 05 2014 21:02 GMT in PC Gaming News
- Like?
Get all "planned" content when it's released, for one discounted price.

Posted by Kotaku Mar 05 2014 20:30 GMT in Gaming News
- Like?
Nobody walks around telling nostalgic tales about the console wars—and thank god for that, because most "war stories" about console wars would be awful.Read more...

Posted by Rock, Paper, Shotgun Mar 05 2014 21:00 GMT in PC Gaming News
- Like?

This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

It’s not every day you find yourself nodding to every comment under a news story, to the point of trolling yourself. But if we pretend for a minute that my buddy’s mother does indeed make $68 an hour on ‘the internet’, that’s precisely what happened when Adam raved about the latest screenshots of Tangiers on Monday. Much as it does look like a stealth game dialed into the furious dystopian frequencies of Lynch, Burroughs, and Cabaret Voltaire, it also kinda looks like a bunch of Dutch angles and Instagram filters slapped on a load of warehouses. Then again, what else should the videogame Videodrome look like?

Maybe Tangiers will be this year’s answer to The Void. Maybe [twirls moustache] it’ll be this year’s answer to Thief, eh?? And maybe you’ll grow a controller-shaped tumour about two months after you’ve finished it that unlocks the DLC. For answers to none of these questions and more, here’s Andalusian lead Alex Harvey. … [visit site to read more]


Posted by GoNintendo Mar 05 2014 20:58 GMT in Nintendo Stuff
- Like?

@DylanSSmith1 We'll be updating Shovel Knight for some time after, but we've been talking a lot about 3D mobility based platforms lately.

— Yacht Club Games (@YachtClubGames) March 4, 2014

A '3D mobility based platform'...what could that mean? Sounds like a 3DS to me, but that's just my own two cents!

Posted by GoNintendo Mar 05 2014 20:50 GMT in Nintendo Stuff
- Like?
A portion of a 4cr review...

Tappingo is a great puzzle game that brings something new to the genre, and it’s a fun experience from start to finish. Since it contains over 100 puzzles, that means we’re looking at 5-8 hours of content depending on how good you are at puzzle games, and the colorful pixel art, simple game mechanics and charming music arrangements make it a very fun ride.

Full review here

Posted by GoNintendo Mar 05 2014 20:47 GMT in Nintendo Stuff
- Like?
Hello, this is Hashino of the Persona Team.

I have a feeling that some might ask, “why these two?” but [I’m glad] I was able to get such genuine people. While there are many shows for games, [these two] know their products, play them, love them, and above all, they can clearly express themselves.

I believe that having such people as our two hosts will further spread the excitement, and maybe become part of the community… at least that’s what I hope for.

The concept behind the program is “audience participation with the player community, and respecting the perspective of all fans”. If it weren’t for us being able to persuade the two hosts, this most likely would’ve never happened.

Our territory lies within game development, but we had this ridiculous request of wanting to have something that could make fans happy and we had plans and ideas for a “super lighthearted program” where anything could happen. And these two are really wonderful people, so I’m really grateful that they’ve accepted this.

On our side, we were able to make small contributions such as helping them out with the program’s logo and costume designs. The two hosts have a very “punk” impression, so we’ve included that vibe to [the costumes], too. Soejima (Shigenori) looked like he had a lot of fun while drawing them, but I was also very touched by the love and affection shown by the others in production. I would like to take this opportunity to thank them all.

I hope that one day this will become one of the more popular shows, and it’ll be up to you fans as to how far it will continue, so please check it out for yourselves.

As far as the development side of things go, our company has had many changes, and it looks like we, together as Atlus’ development teams, will finally be able to have things calm down starting this Spring. We will continue where we left off and work hard on developing our products.

One last thing.

I’d like to share my thoughts on all of you who’ve always voiced your support. Thank you very much. I’d like to continue making things that you all like, for as long as possible, and thank you for supporting all the titles that will be headed your way!

Atlus and Persona team

Chief Director & Creative Producer

Katsura Hashino

Link

Posted by Joystiq Mar 05 2014 20:30 GMT in Xbox One
- Like?

When Child of Light, a game that Ubisoft boldly describes as a "poetic turn-based RPG," debuts on April 30 it will be available in two flavors: a digital standard edition and, for those in select regions, the newly-revealed, retail Deluxe Edition.

Included in the Deluxe Edition of Child of Light is a poster designed by former Final Fantasy artist Yoshitaka Amano, a 24-page art book featuring imagery from the development of Child of Light and a key ring modelled after Igniculus, the game's adorable support character. On the digital side of things, the Deluxe Edition also offers players a new in-game character, an additional quest and "a pack of collectibles."

Unfortunately, this attractive promotion includes a number of caveats. First, not all incarnations of Child of Light will receive the Deluxe Edition treatment. Though the digital version of the game will appear on the PC, PlayStation 3, PlayStation 4, Wii U, Xbox 360 and Xbox One, the Deluxe Edition is only available in PC, PlayStation 3 and PlayStation 4 incarnations. Further, the Deluxe Edition will not be released globally, and instead will be available exclusively in European territories.

If you're located elsewhere, don't feel too bad. Alongside this announcement, Ubisoft also included the cooperative gameplay trailer you see above as consolation. [Image: Ubisoft]

YouTube
Posted by Fallen Shade Mar 05 2014 08:31 GMT in Xbox One
- Like?
Mega-Sandy
Is this ET?
Super-Claus
escape

Posted by Joystiq Mar 05 2014 20:00 GMT in PlayStation Vita
- Like?

PlayStation Plus subscribers in Europe can access a smorgasbord of free content starting this week, including downloadable copies of Tomb Raider, PixelJunk Monsters Ultimate HD, and Dead Nation: Apocalypse Edition.

PlayStation 3 owners with an active Plus subscription receive Tomb Raider and Starbreeze's Brothers: A Tale of Two Sons for free this week. Brain-training puzzler Smart As... and tower defense game PixelJunk Monsters Ultimate HD arrive as free PlayStation Plus offerings on the PS Vita, while the upgraded PlayStation 4 version of Housemarque's co-op zombie shooter Dead Nation is also available as a free download in its debut week.

Other PSN games premiering in Europe this week include Gust's Atelier Escha & Logy: Alchemists of the Dusk Sky, Wales Interactive's Master Reboot, and Obsidian's South Park: The Stick of Truth.

[Image: Sony]

Posted by Kotaku Mar 05 2014 19:38 GMT in Wii U
- Like?
While Ubisoft's charming platform role-playing game Child of Light is skipping Nintendo's last-gen console, the spirit of the Wii lives on inside it's utterly charming co-op gameplay. Read more...

Posted by Kotaku Mar 05 2014 20:00 GMT in Gaming News
- Like?
You all about that hit show True Detective on HBO, right? They solve crimes. They talk all the time and get on each other's nerves. They meet some weird folks. They're a dog and a rabbitty thing. No, wait…Read more...