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Posted by Joystiq Mar 14 2014 21:00 GMT in Card Hunter
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Card Hunter, the RPG and collectible card game hybrid that launched last year, was one of the first "real" games we've seen for browsers, but even at the time it was obvious it would be best as a mobile experience. We weren't alone in that thinking: Newly-founded DropForge Games will be handling mobile porting duties.

"The number one request from the Card Hunter community has been 'when will this be on my tablet?'" said developer Blue Manchu CEO Jon Chey. "The game's design screams out for a tablet experience."

The mobile version announcement this morning didn't put its cards on the table about platforms or a release window. We followed up with DropForge VP Joe McDonagh who told us, "No release date confirmed. We're working on the plan right now but at a minimum we're going to release some new adventures for it. We're also going change the UI to optimize for tablet." [Image: Blue Manchu]

Posted by Kotaku Mar 14 2014 19:30 GMT in Gaming News
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You want a game set in a New York City analogue to be made by actual New Yorkers, don't you? Then go lend your efforts to the final few hours of the Kickstarter campaign for Treachery in Beatdown City. The latest development video captures a bit of how Shawn Alexander Allen and his colleagues are trying to pay homage to the video games and Big Apple of old, while adding new twists on the established brawler formula.Read more...

Posted by Kotaku Mar 14 2014 19:34 GMT in Gaming News
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Valve just sent us this image, a more clear depiction of the latest Steam Controller prototype that they detailed back in January .Read more...

Posted by GoNintendo Mar 14 2014 20:19 GMT in Nintendo Stuff
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@GoNintendoTweet Did you catch this? Turtle Tale running on Wii U - pic.twitter.com/bSVT7wowVn

— Saturnine Games (@SaturnineGames) March 14, 2014

It's still too early to guess at a release date, but the WIi U version of Turtle Tale is coming along very quickly.

— Saturnine Games (@SaturnineGames) March 14, 2014

Posted by Valve Mar 14 2014 20:01 GMT in Steam
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Cabela's Big Game Hunter Pro Hunts is Now Available for Pre-Purchase on Steam. Pre-Purchase now and also receive Cabela's Dangerous Hunts 2013 for free.*

Hunt with the pros!

*Offer ends March 25th at 10AM Pacific Time.

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Posted by Rock, Paper, Shotgun Mar 14 2014 20:00 GMT in PC Gaming News
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Among The Sleep has a great hook. Horror games often require the player to feel defenceless, unable to fight back and barely able to flee. Well, says the man at Krillbite Studios, what could be less capable of defending itself than an infant? A slug, perhaps. A slug in a salt mine. But tiny toddling humans are quite rubbish, particularly when they find themselves trapped in a surrealistic nightmare that requires them to navigate a warped version of their own home. A new in-game video shows a game of hide and seek, and makes the game look even more like a prequel to Amnesia than previous footage had indicated.

… [visit site to read more]


Posted by Joystiq Mar 14 2014 20:30 GMT in The Last of Us
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Developer Naughty Dog revealed today that its PS3-exclusive post-pandemic survival game The Last of Us has sold more than six million copies worldwide since its launch in June last year.

The latest sales figure likely includes digital purchases and copies of The Last of Us packaged with PlayStation 3 consoles, including last year's Amazon Black Friday bundle. The Last of Us topped Joystiq's list of the best games released across all platforms in 2013.

Naughty Dog's announcement follows up on last month's launch of The Last of Us' "Left Behind" DLC, and accompanies recent reports stating that an upcoming film adaptation will stick closely to the game's storyline.

[Image: Naughty Dog]

Posted by Joystiq Mar 14 2014 20:30 GMT in Dark Souls II
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The Dark Souls franchise can be a very unwelcoming host. Although all of the tools are there for success, not everyone has the patience to truck through all of the horrors that await, or cope with bundles of lost experience points. But fear not -- you can make it with some help.

[Warning: this guide contains light, non-story related spoilers regarding some of the early events in the game.]

In addition to the spoiler warning, I really have to start with this caveat: I strongly encourage you to play as much as possible without the use of any reference materials, as part of the allure of these games is to discover and conquer everything on your own. That said, I'd rather bring people into the game than push them away by leaving them to their own frustration, so here are some strategies to help take some of the edge off your frustration.

Posted by Giant Bomb Mar 14 2014 19:49 GMT in Gaming News
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Yoshi's New Island, South Park, Titanfall, and a lil' Dark Souls II round out a discussion of the week's news.

Posted by Giant Bomb Mar 14 2014 19:45 GMT in Gaming News
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We're not going to let one really, really stupid mistake stop us, are we?

Posted by Kotaku Mar 14 2014 19:00 GMT in Ubisoft
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There was a point in South Park: The Stick of Truth—somewhere between performing an abortion and farting on Nazi zombies—when it occurred to me that Obsidian's new RPG isn't just ridiculous—it's also kind of brilliant.Read more...

Posted by GoNintendo Mar 14 2014 19:34 GMT in Nintendo Stuff
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The binary in the background actually says "the pi is a lie" 50 times in a row. #HappyPiDay #NotReally #ItsPropaganda pic.twitter.com/lEAdfUKUme

— NAMI TENTOU / 並天道虫 (@NAMITENTOU) March 14, 2014

Posted by GoNintendo Mar 14 2014 19:25 GMT in Nintendo Stuff
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The following comes from a Examiner interview with Ubisoft's Jonathan Morin...

"We don't ride helicopters, planes or BMX. It's something we hear about a lot and it surprised me a bit. There's a lot of questions about the stuff that other games have, and [whether or not] we have them. Some of them yes and some of them no. One thing we did want to push is stuff that other current games don't have.

We wanted to have elements that pushed the fantasy of Watch Dogs a lot. So by pushing density and all of that, we didn't push for crazy scale and stuff like that. If you have planes or choppers, you need that kind of scale. We wanted to dig into a different area, put the money, put the resources, the five and a half years of research on something else that players might not have touched already in a game."


The following comes from Ubisoft's Colin Graham...

"We have a system to generate NPCs and you have to have some logic in it so you have the right people in the right area. The people you see on the street are going to be generated randomly on the fly to create the demographic of the locale you are in. There are some characters that are in some of the missions though and you will see them pop-up over and over again. Sometimes we play with them because they are important to narrative context. What's interesting about that on an animation level, we took the approach of trying to make this as random as possible, which make our job really tough sometimes.

For example, if Nick goes on a street corner I can guarantee you, you will not see what Jon saw because the person will be different, the arrangement of the people will be different, the combination of all of these arrangements are different and we have a large amount of variety of them. It's not really possible to see the same thing twice.

I think the biggest challenge is how everything is interconnected, which is part of the reason why we needed the extra time. Every component of every system, can affect another system, so Jon talked earlier about [Watch Dogs] being systemic, it's simulated. So it's the butterfly effect, you change one thing and the outcome will be different. A lot times, when we're playing the game, you're like 'what just happened?' It can take a long time to produce some of the things that happen, but [with that], the player then gets an infinite amount of unique gameplay."


The following comes from Ubisoft's Danny Belanger...

"Yes, crafting for us is a lot like hacking. All of these tools will either add hacking opportunities or disrupt the system, jam-comm is a crafting tool. You need to hack civilians to find system keys, which are passwords you can use once. A blackout is the same thing, so a lot of these tools are very powerful. Crafting is very, very easy in our game. We wanted it to be part of the core so you don't have to go somewhere, stop playing, if you find stuff you just craft it on the fly. Basically all of your non-weapon tools are crafting tools."

Link

Posted by Joystiq Mar 14 2014 20:00 GMT in Dark Souls II
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While others punish mistakes with a wagged finger, the Souls games punch you in the ribs, rob you of your clothes and scamper cackling into the darkness. Making progress only to have it snatched from you, dying over and over, and a world teeming with despair and hopelessness - these are the things that define From Software's action-RPGs. While they combine into a fine form of sadomasochism, it's far from a simple one. There's more to Demon's and Dark Souls than tough enemies and a bleak landscape, and it's these subtle but sturdy foundations that make overcoming the games so satisfying.

Dark Souls 2 underlines this, but not for all the right reasons. It tries harder than any Souls game before it to be inviting to new players while still appealing to veterans, and the end result is an adventure that's demanding, thrilling, and all-consuming, but always a shade short of special. The disappointment in Dark Souls 2 is relative, though, and there's enough here to satisfy players returning to die, if not truly satiate them.

Posted by Kotaku Mar 14 2014 18:30 GMT in Nintendo 3DS
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Yoshi's New Island is a perfectly pleasant video game that I have a hard time recommending.Read more...

Posted by GoNintendo Mar 14 2014 19:09 GMT in Nintendo Stuff
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Early thoughts on Wii U dev... the system is really, really easy to develop for. Took about a week to get the 3DS game running on it.

— Edward Di Geronimo (@EdDiGeronimo) March 14, 2014

Also rather impressed with the architecture of the Wii U. No obvious trouble spots. Seems very well balanced.

— Edward Di Geronimo (@EdDiGeronimo) March 14, 2014

Posted by GoNintendo Mar 14 2014 19:08 GMT in Nintendo Stuff
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A portion of a Game Informer interview with the creator of Twitch Plays Pokemon...

GI: Have you heard anything from Nintendo or The Pokémon Company in support, or asking you to take it down?

TPP: No, I haven't heard anything from Nintendo. The only people ordering me to take the stream down are disgruntled Twitch users annoyed by instability issues caused by TPP's popularity.

Posted by Rock, Paper, Shotgun Mar 14 2014 19:00 GMT in Electronic Arts
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Titanfall is a first-person shooter with a story but no singleplayer mode. That means that if you play its nine campaign maps through, no NPC ever calls you by name as they remind you to reload, no dastardly villain ever traps you in a small container and takes away your weapons, and no scripted sidekick ever makes an awkward joke about why you never speak. Its story and its characters play out as radio plays, picture-in-picture talking heads, and brief pre- and post-mission cutscenes, but in each you’re treated as just another anonymous soldier. You exist only to be shoved out of a dropship in order to fight in brief, 15-minute matches of what are, essentially, dressed-up versions of six vs. six team deathmatch and capture-and-hold modes. … [visit site to read more]


Posted by GoNintendo Mar 14 2014 18:39 GMT in Yoshi's New Island
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A portion of a Kotaku review...

Yoshi's New Island gives off the feeling of watching a movie remake instead of watching the perfectly-preserved and still exceptional original. It feels like eating a decent cook's meal that was made from the recipe of a master chef. It's fine. It's simply not great.

Full review here

Posted by GoNintendo Mar 14 2014 18:38 GMT in Nintendo Stuff
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Los Angeles, CA, March 14, 2014 – Machinima, Assassin’s Fist Limited, and Capcom U.S.A., Inc. announce today, in partnership with Producer Jacqueline Quella, and Director Joey Ansah, that STREET FIGHTER: ASSASSIN’S FIST will debut in its entirety on Machinima, the number-one global video entertainment network for young males. The exact air date will be announced soon. The live-action series, which is distributed by Content Media, is the brainchild of Ansah (The Bourne Ultimatum, Snow White and the Huntsman), a member of the creative team behind the hugely successful fan film Street Fighter: Legacy—which has received almost 5,000,000 views to date. Ansah, who also stars in the series (Akuma), wrote the script with Christian Howard, who reprises his role as Ken Masters from the original fan film. The series also stars Mike Moh as Ryu, Togo Igawa (47 Ronin, Memoirs of a Geisha, The Last Samurai) as Gōtetsu, Akira Koieyama as Gōken, Gaku Space as Gōki, Mark Killeen (300: Rise of an Empire, The Dark Knight Rises) as Mr. Masters, and Hal Yamanouchi as Senzo. Through the coming of age story of Ken & Ryu, we are shown the back story of some of the game’s most iconic characters, and over the course of the series we will see how the past, present, and future of all of those characters are intertwined, as the battle to become Ansatsuken Master threatens to tear apart another generation of brothers.

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Posted by IGN Mar 14 2014 18:34 GMT in Gaming News
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The creator of the original Crazy Taxi teams with Sonic Dash dev to bring a new Crazy Taxi game later this year.

Posted by GoNintendo Mar 14 2014 18:32 GMT in Nintendo Stuff
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Back in 2011 (…which I’m told was three years ago? Really?), our company was born with the launch of our popular iOS app, Kiki’s Koi-Koi. Loved by many for its clean visuals, detailed tutorial, and simple interface, Kiki has helped Hanafuda fans around the world get their Koi-Koi fix on their phones and tablets. But Kiki has decided it’s time to visit some new places.

We’ve been mentioning it here and there, but it’s time to finally announce it for real: Kiki’s Koi-Koi is heading to the Wii U eShop. Launching later this year, Kiki will be bringing her trademark charm to living rooms everywhere. For new players, she’ll walk you through this easy-to-learn game and have you playing like the pros in no time. For the Kiki fans out there already, you’ll get the smooth experience you’ve come to know… but now, on the big screen.

But don’t go thinking Kiki doesn’t have anything new to bring to the table. In addition to a fresh coat of paint throughout the game, the Wii U version of Kiki will add brand new modes of play that will deliver a Koi-Koi experience worthy of a place in your living room.

We’ll be sharing more details in the coming weeks about all the updates you can expect. So, stay tuned for more. In the meantime, feel free to see check out our iOS version while you wait.

Link