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Posted by Rock, Paper, Shotgun Mar 26 2014 18:00 GMT in PC Gaming News
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I liked everything about the Shadow Warrior reboot, except for the wang jokes. But to prove that there are no hard feelings, I’ve slipped a wang in right there at the top of the post. The reason we are returning to Shadow Warrior, as the headline makes clear, is to herald the unexpected (though far from premature) discharge of a demo. This coincides with a 75% discount so you can take a test ride and then settle on the full package for £7.49. That massive discount won’t last for very long – you know how it is – and the deal ends on March 28th. Important details below.

… [visit site to read more]


Posted by GoNintendo Mar 26 2014 17:55 GMT in Nintendo Stuff
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-Mario
-Luigi
-Peach
-Yoshi
-Daisy
-DK
-Bowser
-Wario
-Waluigi
-Boo
-Bowser Jr.
-Diddy Kong
-Mii
-4 unannounced characters

Posted by GoNintendo Mar 26 2014 17:53 GMT in Nintendo Stuff
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Also, I have a Professor Layton manicure. pic.twitter.com/RTm06Pgj8A

— Kate Burning (@kateburning) March 26, 2014

Posted by GoNintendo Mar 26 2014 17:52 GMT in Nintendo Stuff
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Need dat Zelda DLC? Groupon for Sonic Lost World for Wii U - $29.99 (US) #Sonic #Zelda #WiiU http://t.co/tS2CQGyEXQ

— curbles (@curbles) March 26, 2014

Posted by GoNintendo Mar 26 2014 17:46 GMT in Nintendo Stuff
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SANTA ANA, Calif., March 26, 2014 /PRNewswire-iReach/ -- Leading worldwide video game publisher, Little Orbit and Cartoon Network Enterprises (CNE) today announced an expansion of its partnership that will bring multiple properties to gaming consoles and handheld devices later this year. Serving as a licensing agent for its Turner Broadcasting sister network TNT, CNE initially partnered with Little Orbit to release the popular Falling Skies Planetary Warfare mobile game, based on TNT's critically-acclaimed drama Falling Skies, earlier this year. Little Orbit will also launch a console version of the game later this year.

Building on that successful relationship, the two companies will partner again to create two all-new interactive games – a multi-property game that will combine characters from Cartoon Network's popular original series, and a game based on the global smash hit series, Adventure Time. Both will be released globally, with North American launches slated for this fourth quarter.

"Both TNT and Cartoon Network have tremendous experience developing both live-action and animated hits for a variety of audiences which makes them a perfect fit for what we want to achieve in terms of high-quality content," said Matt Scott, President of Little Orbit. "The expansion deepens our partnership with Turner networks enabling us to work closely together on development to bring a truly transmedia experience to the games."

"Working with Little Orbit to create the Falling Skies game has been a great experience and from that, we're excited to extend our partnership this year and develop new games based on some of the most popular characters and brands in the Cartoon Network portfolio," said Pete Yoder, vice president of consumer products for CNE.

Additional titles and details for the new Cartoon Network and Adventure Time games will be announced soon with several launches planned for later this year. For more information visit, www.littleorbit.com.

Link

Posted by GoNintendo Mar 26 2014 17:43 GMT in Animal Crossing New Leaf
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[News] Mayor Cerulean’s town is so cool! Why not visit using the dream code. pic.twitter.com/DcqaNkvBGr

— Isabelle (@animalcrossing) March 26, 2014

Posted by GoNintendo Mar 26 2014 17:41 GMT in Nintendo Stuff
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Screenshot #WiiU @nintendo @indiegaming In game map from Knite and the Ghost Lights @palmthief pic.twitter.com/NPXKO3ryKl

— James (@MobotStudios) March 26, 2014

Posted by GoNintendo Mar 26 2014 17:40 GMT in Nintendo Stuff
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We are thrilled to announce Renegade Kid is launching a @kickstarter campaign on April 2, 2014 for a console game! http://t.co/CooTqFz5as

— Renegade Kid (@RenegadeKidLLC) March 26, 2014

Posted by GoNintendo Mar 26 2014 17:38 GMT in Nintendo Stuff
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Microtransactions on consoles total $352 million in revenue (2013) pic.twitter.com/sL40OU7YW6

— Sundance DiGiovanni (@MLGSundance) March 26, 2014

Posted by IGN Mar 26 2014 17:30 GMT in PlayStation Vita
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Josh McDermitt -- Eugene on AMC's The Walking Dead -- had never played Telltale's game. We fixed that.

Posted by GoNintendo Mar 26 2014 17:27 GMT in Nintendo Stuff
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Video game music dj and producer The Greatest Bits released the first album of his personal NES music top 50 this week. The album contains an original blend of 8-bit chiptune sounds and real drums, bass and other acoustic instruments.

The album contains new takes on the music from Nintendo classics like Duck Tales, Double Dragon, Journey to Silius, Super Mario Bros 3, Snake’s Revenge, Silver Surfer, Metroid, Castlevania, The Legend of Zelda, Blaster Master, Contra, Kick Master and Mega Man 3.

The new versions by The Greatest Bits feel like 1991 but they sound like 2014.

The Greatest Bits: Video Game Music DJ

The Greatest Bits (1978) is a Dutch DJ/Producer and musican who played in various bands for half of his life. The other half was mostly spent playing video games. The Greatest Bits already released critically acclaimed music tributes to Mega Man 2, Donkey Kong Country, Tetris, The Legend of Zelda, Pokémon Red and Blue and Street Fighter 2.

The Greatest Bits loves the chipsounds of the old game consoles and remixes them with modern beats and instruments. The result is a chiptune crossover style that combines the best of both worlds. Retrogame classics for the sound systems and portable music players of today.

The 8-Bit NES Top 50 Volume 1 has been digitally released on iTunes, Amazon MP3 and most other digital music stores. The album is also online on streaming services like Spotify.

Press quotes on The Greatest Bits' previous albums:

"A wonderful blend of 8 bit beeps and drones with a whole new modern twist. I am happy to give this a rating of 97%" ( theretrogamesnews.com on Mega Man 2 )

"The Greatest Bits manages to keep everything sounding simultaneously cheap and blippy yet full and modern. Most importantly, this sounds fun, and fun is what video games are supposed to be about." ( Roctober Magazine )

"The Greatest Bits releases finely mixed, loud and proud video game arrangements that knock harder than Takashi Tateishi could have ever imagined!" ( DJ Cutman on videogamedj.com )

“The Greatest Bits’ Tetris EP is something of musical genius. Its quick, its catchy and its beyond clever.” (new-reviews.co.uk)

Links:
The Greatest Bits official site: http://thegreatestbits.com
Facebook: http://facebook.com/thegreatestbits
YouTube: http://youtube.com/thegreatestbits
Twitter: http://twitter.com/thegreatestbits

iTunes: https://itunes.apple.com/us/album/8-bit-nes-top-50-vol.-1/id842854448
Amazon: http://www.amazon.com/8-Bit-Nes-Top-50-Vol/dp/B00J46UYWU
Spotify: https://play.spotify.com/album/2aZFZgu9f8qDdOR2wpr6R0

GamesPress

Posted by PlayStation Blog Mar 26 2014 17:27 GMT in PlayStation News
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Alone, unprepared, and unarmed, Amanda Ripley is forced to match wits with death itself in Alien: Isolation. The Creative Assembly’s deeply immersive and fanatically detailed survival-horror game returns to the roots of the Alien film franchise — no pulse rifles or space marines here, just you, your wits, and the galaxy’s most feared predator.

To better understand the “lo-fi sci-fi” origin of Alien: Isolation on PS3 and PS4, we asked Creative Lead Alistair Hope for insight into the team’s development process. From design philosophies to the technical possibilities of PS4, Hope reveals a host of insights on the development of Alien: Isolation.

Watch our new video interview, read our Q&A with Alistair, and leave your questions in the comments!

PlayStation.Blog: So far, Isolation’s concept seems to be an intimate one, with Amanda Ripley squaring off against a single Alien. What gave you the inspiration to take the “back to basics” approach?

Alistair Hope: From the start we wanted to make a game that took the player back to the roots of the series — back to Ridley Scott’s haunted house in space. To take the values of the original film but tell a new story, featuring a new underpowered and underprepared character facing overwhelming odds. To us it felt like an amazing opportunity to make a definitive survival horror game based on the original survival horror.

Our key influence was the original film, but I think it would be fair to say that we’re all big survival horror fans, so our reference points are various and many. From Sega’s own Condemned with its shockingly brutal combat, to older games like the Clock Tower series with its totally underpowered main character forced to hide from the stalking horror.

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PlayStation.Blog: The details about Amanda Ripley and the art direction appear to be faithful to the spirit of the early films. Have you had any discussion with FOX about whether Isolation will be considered a canon entry in the series?

Alistair Hope: We really wanted to place our story as close as possible to the events of the original film. We realized that in Ellen Ripley’s daughter, Amanda, we had a character who was closely tied to the first film, but whose story had yet to be discovered. We asked ourselves: “When the Nostromo went missing, who would care enough to keep searching for answers?” This led us back to Amanda; she would care.

FOX has been extremely supportive from the moment we pitched the idea of the game to them. We’ve received a huge amount of production design archives from the original film which has provided an enormous wealth of additional material from which to draw upon. This is very much a game inspired by the first film.

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PSB: How are you approaching the control scheme? What is the team’s philosophy about inventory screens and HUD?

AH: Immersion is a critical component of Alien: Isolation, and that extends to the user interface, too. We’ve been very influenced by the ’70s view of the future. Alien, although set in the far future, is very much baked in the past. So early on we set ourselves the constraint that we would only use reference materials from before 1979. That means the in-world technology in the game is this great lo-fi / sci-fi, push-button tech that’s clunky, glitchy and imperfect.

We also adopted some of the technology of the era. Filming game content onto VHS tapes, before playing it back on old standard definition CRT televisions and capturing the result. We then take this new 70s recording of the content and put it back into the game giving us a really unique and authentic look and feel to the user interface.

PSB: How is development progressing on PS4? What advantages will players notice? Additionally, are you exploring any of DualShock 4′s features, such as the light bar, motion sensor, or touchpad?

AH: Development on PS4 has been great, and we have some cool PS4 features we’ll be sharing later in the year. One feature we have already shown is how Isolation takes advantage of DualShock 4′s light bar to mirror the signal on the motion tracker — it flashes in-sync with the motion tracker’s ping, increasing in frequency as the Alien approaches. It’s especially effective when you’re playing in the dark.

Another feature I’m really looking forward to is players taking advantage of the built-in livestreaming. As players respond differently to each encounter with the Alien, it will be really fun to watch people’s livestreams — it’ll be like watching an endless horror movie!

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PSB: What about A.I.? This is a deadly creature, not a generic soldier or guard. What behaviors and adaptations does the Alien display?

AH: From the outset we wanted to reestablish the Alien as a meaningful opponent. To restore the Alien as the ultimate killer — lethal, unpredictable, and believable. We wanted the player to experience what it would be like to encounter Ridley Scott’s original Alien. Physically huge and imposing, intelligent, and merciless. A creature that dominated the screen and commanded the player’s respect, and one that lived on in the player’s subconscious when it wasn’t on the screen.

Our Alien is dynamic and reactive — it doesn’t run under pre-prescribed paths or scripts. Instead, it uses its senses to hunt the player down. It reacts to the player’s actions and movements. For example: the player can sprint. This obviously allows the player to move through the world faster, but running also generates a lot of noise and that will attract the Alien to the player’s presence.

Likewise, the space station the game takes place on is damaged and broken in places, leaving areas in darkness. The player obtains a flashlight to illuminate the world but again, this also acts as a beacon to the Alien, giving away their position. The player must weigh up the risks of every action and be prepared to react and change plans in an instant.

Alongside being dynamic, the Alien also adjusts its behavior based on the player’s choices. As the player develops certain abilities through the game, so too will the Alien change its tactics in response. For example, the more you use an item or device, the less effective it will be as the Alien adapts its behavior.

To deliver this new Alien experience, we’ve had to build new tech from the ground up across multiple disciplines. It’s been a creative as well as technological effort; from modelling to animation, code and audio all working together to deliver a believable and dynamic creature. Mixing in real-time multiple layers of animation, behavior and audio. The Alien is the star of the show and the game has been built around it.

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PSB: It sounds like we’re dealing with just one Alien, but will Isolation make any additions or tweaks to the creature’s lifecycle or biology?

AH: We really wanted to make a game with an Alien that felt like the original. This isn’t any old space bug or insect, this is THE Alien, and from the start we talked internally about our goal to “re-Alien the Alien” — a huge creature that looked down on the player. One that didn’t run around below the player’s waist like an angry dog. We wanted an Alien that recaptured a sense of mystery and the unknown.

PSB: With the success of Demon’s Souls and Dark Souls, we’re seeing a resurgence in more difficult, demanding games that do less handholding. Where do you see Alien: Isolation fitting into this landscape?

Alistair Hope: Alien: Isolation provides a number of different approaches to surviving, but I think it’s fair to say that the Alien is quite uncompromising. It is death, and if you don’t give it the respect it demands, you will not survive. It’s been fascinating watching people play the game and their response afterwards. Because the Alien is dynamic and reactive, every playthrough is different. Everyone’s experience is slightly different as they’ve taken different approaches to trying to survive. The player has a very personal and direct relationship with their opponent as it hunts them.

PSB: What’s your approach to the musical score? Will you be using arrangements from any of the films, or will the soundtrack be original?

AH: Sound is a huge component of any horror experience and that’s no less the case for Alien: Isolation. From the signature sounds of the Alien itself to the distinct, tactile, tangible sounding push-button world. And Jerry Goldsmith’s incredible score. From the outset we felt we had to license music as it’s such a fundamental signature part of the experience. It’s part of the fabric.

For the music, we deconstructed the original score in order to create new pieces containing fragments and signature motifs of the Jerry Goldsmith score, whilst being themselves new compositions supporting this new experience. We then take this and dynamically adjust the compositions and effectively remix them in real-time to support the events and actions on the screen.

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PSB: Finally, which Alien movie is your personal favorite, and why?

AH: No question: ALIEN, the original! As a kid I was a big sci-fi fan, and I remember reading the Alan Dean Foster novelization before watching the movie. So from the book I got the sense of this incredible creature before watching the movie where I was exposed to not only Scott’s incredible delivery of the Alien, but also the unique view of a “used future.”

Alien is 35 years old this year, and I believe that you can watch it today and still get an emotional reaction from it. Even though it’s an actor in a rubber suit and we, as an audience, are almost immune to high-end computer graphics in today’s films. Today it remains in top 50 lists, which is an incredible achievement and testament to the creativity, imagination, and art that went into this classic.


Posted by Valve Mar 26 2014 17:25 GMT in Steam
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Paper Dungeons is Now Available on Steam Early Access!
Paper Dungeons is a fantasy board-game mixing tactics and roguelike, boosted by online content. With the ability to create and share online your own levels, you are up for an infinite replay value! The game is visualized as a classic tabletop board game with dice and tokens.

You can destroy walls and auto-heal as you uncover new dungeon tiles, with 3 different and original gameplays: ADVENTURE, PUZZLE and ROGUE.


The game is already complete and provides many hours of gameplay. We keep improving it with the valuable feedbacks of our early players, adding new features and game adjustements at each release. However we want to push our game concept much further and implement 3 MULTIPLAYER MODES!

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Posted by GoNintendo Mar 26 2014 17:22 GMT in Nintendo Stuff
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Pokémon Trading Card Game

The Pokémon Trading Card Game (TCG) is a collectible and competitive trading card game. In the competitive Pokémon TCG, each player constructs a deck of 60 cards and uses it to battle against other players in fast-paced, strategy-oriented play. Since the debut of the Pokémon TCG in 1996, more than 20 billion cards have been shipped to 74 countries around the world.

Pokémon TCG: XY—Flashfire

Pokémon TCG: XY—Flashfire is the latest expansion to the Pokémon Trading Card Game franchise. Booster packs and theme decks—Brilliant Thunder and Mystic Typhoon—will be available in stores on May 7, 2014, bringing more than 100 new cards to collect and play.

Key Features of the Pokémon TCG: XY—Flashfire Expansion:

· Three new Mega Evolution Pokémon—The expansion features two powerful versions of Mega Charizard-EX (a Dragon-type Mega Charizard X and a Fire-type Mega Charizard Y), in addition to Mega Kangaskhan-EX.
· Five new Pokémon-EX cards and four new full-art Pokémon-EX rare Ultra cards—New Pokémon-EX cards include Charizard-EX (two versions), Toxicroak-EX, Magnezone-EX, and Kangaskhan-EX.
· New Pokémon—Over 25 Pokémon from the Pokémon X and Pokémon Y video games appear in this set, in addition to 15 Pokémon that appear in the Pokémon TCG for the very first time.
· 15 new Trainer cards including three new full-art rare Ultra Trainer cards—New Trainer cards bring increased depth and player strategy to competitive battles.
· Booster Packs—Packs of 10 additional cards selected from the expansion will sell for $3.99.
· Theme decks—60-card preconstructed decks are designed to introduce players to the Pokémon TCG by enabling them to play right away. Theme decks will sell for $12.99.

XY—Flashfire theme decks and booster packs include an in-pack code card that unlocks virtual cards from the XY—Flashfire expansion for play in the Pokémon Trading Card Game Online at www.pokemon.com/tcgo.

Play! Pokémon

Play! Pokémon provides opportunities for Pokémon TCG and video game players to enjoy their favorite games together—from casual Pokémon League gatherings to competitive events that make up the Pokémon Trading Card Game and Video Game Championship Series. The Championship Series culminates each year in the Pokémon World Championships, where players from more than 30 countries battle for the title of Pokémon World Champion in three different age divisions. The 2014 Pokémon World Championships will be held August 15–17 in Washington, DC. There are more than 300,000 entrants in Pokémon events worldwide each year.

New to Play! Pokémon? Check out a Pokémon League in your area! Pokémon Leagues are strong communities of Pokémon TCG and video game players around the world, and groups can be found in cities and towns in many countries, including Australia, Brazil, Canada, France, Italy, Germany, Mexico, the United Kingdom, the United States, and others. Pokémon Leagues are a great way to play casually and trade with others! For more information about Play! Pokémon and finding a Pokémon League in your area, please visit pokemon.com/play.

PR email

Posted by GoNintendo Mar 26 2014 17:20 GMT in Nintendo Stuff
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Activision Publishing Inc., a wholly owned subsidiary of Activision Blizzard Inc. (NASDAQ: ATVI), and Hasbro Inc. (NASDAQ: HAS) has today revealed new images of Optimus Prime from TRANSFORMERS™: RISE OF THE DARK SPARK™, a video game complement to Paramount Pictures’ upcoming film, TRANSFORMERS: AGE OF EXTINCTION.

Optimus Prime will be playable in 3 different modes:

Cybertron – Optimus Prime is a noble autobot leader dedicated to preserving all life. He uses his strength and bravery to rally his heroic Autobots to wage their battle against the evil forces of the Decepticons.

Earth – Optimus Prime is the heroic leader of the Autobots. A brave and formidable warrior, he will stop at nothing to protect the rights of all sentient life on his new home planet Earth.

Earth – G1 Optimus Prime is back by popular demand. This legendary character, available in Escalation mode, allows you to play alongside your comrades as one of the toughest and most respected Autobots in history.

TRANSFORMERS: RISE OF THE DARK SPARK will be releasing on Xbox One, the all-in-one games and entertainment system from Microsoft, Sony’s PlayStation®4 computer entertainment system, Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, Nintendo’s Wii U™ system and the Nintendo 3DS™ handheld system and Windows PC.

TRANSFORMERS: RISE OF THE DARK SPARK is rated PEGI 12. Be sure to check out the latest information on the game at www.transformersgame.com.

PR email

Posted by GoNintendo Mar 26 2014 17:15 GMT in Nintendo Stuff
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The judge in #ProfessorLayton vs Phoenix Wright: #AceAttorney on #3DS looks a bit familiar. Must be the beard… pic.twitter.com/rsCQpX0SQp

— Nintendo UK (@NintendoUK) March 26, 2014

YouTube
Posted by GoNintendo Mar 26 2014 17:11 GMT in Nintendo Stuff
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- items can be acquired by hitting an item/question block
- sometimes you start levels with items
- mushrooms give speed boost
- bullet bills let your ball fly forward without wind impacting it
- ice flower lets your ball bounce when landing
- many courses take place in Mushroom Kingdom
- Wiggler Park features giant enemies in the background and features music from Honeybloom Galaxy from Super Mario Galaxy
- also features courses that are more traditional
- Castle Club is campaign mode
- play as a Mii through tournaments and get coins to buy upgrades for your character
- upgrades/equipment include drive distance, ball draw/fade and more
- select a club/adjust your aim as you have in previous games
- power meter works the same as previous entries
- there's also a simplified control method that takes away accuracy and only has you worry about power
- you can now direct where you hit the ball as you swing
- do this as you swing by using the control stick or using the touch screen to touch the ball
- use touch screen to chose clubs, start swing
- tap again quickly after the shot is initiated to add topspin, super topspin, backspin or super backspin
- single cartridge download play not supported for 4-player multiplayer
- everyone in multiplayer plays at the same time, instead of having to wait for each person to go
- send taunts/cheers to other players by tapping icons
- online user-created tournaments supported via Miiverse
- Quick Round is a series of modes where you can play as various Mushroom Kingdom characters or your customized Mii
- Single player offers up standard stroke play
- Match Play is where you take on a computer opponent
- Speed Golf has you attempt to play through holes as quickly as possible
- Point Play that converts your scores from strokes into points
- all these modes contribute coins to your total
- choose the number of holes from 3, 6, 9 to 18
- utilize a slot machine that limits available clubs and items
- bob-omb items prompt your ball to explode high into the air
- fire flower will allow your ball to burn through trees
- the boomerang can add bigger draw/fade
- challenge holes have you collecting Star Coins while also making par
- a typical 18-hole round takes us between 30-45 minutes
- there are challenges that cover drives, approach shots and putting at multiple difficulty levels
- Miis registered to your 3DS will gather to watch you play/celebrate
- multiplayer uses small icons on-screen to let you measure your ball distance as compared to your competitors
- online doesn't feature voice or text chat options
- it does feature emoticons you can send to others
- Castle Club takes place in a redesigned Peach's Castle
- you'll find massive flower sculptures of Mario and Peach in the hallway
- there's also a map on the bottom screen
- the castle also has tearooms and gyms for decoration
- when you first join up, you find out your handicap by taking part in a practice round
- start off on the Forest Course, Seaside Course and Mountain Course
- Peach Gardens has coins floating in the air and Mario Kart style power-up blocks
- Cheep-Cheep Lagoon takes place completely underwater
- special outfits can be unlocked by performing certain achievement-like tasks
- you can see the ghost shots of other players while playing multiplayer

Posted by Joystiq Mar 26 2014 17:30 GMT in Xbox One
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Wolfenstein: The New Order Panzerhund Edition runs $100 and includes an 8-inch, fully articulated Panzerhund statue, a folder containing 11 "classified" documents, 14 alternate-reality vintage postcards, three patches, dog tags and a steelbook case - but it does not contain the game.

The Panzerhund Edition is a collection of premium items, with the game, Wolfenstein: The New Order, sold separately. The special edition is limited to 5,000 worldwide and each one comes with an individually stamped number plate.

Pre-orders are open now, with an estimated ship date of May 20. Wolfenstein: The New Order also launches on May 20 worldwide. [Image: Bethesda]

Posted by Kotaku Mar 26 2014 16:30 GMT in Gaming News
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When you give money to a Kickstarter, do its creators owe you anything beyond the rewards that were promised? Is there an implicit understanding that those creators will stay scrappy and independent? Or can artists and designers do whatever they want once they've got your money?Read more...

Posted by Rock, Paper, Shotgun Mar 26 2014 17:00 GMT in PC Gaming News
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Mike Bithell, creator of Thomas Was Alone, knows a lot about Robin Hood. As we sat in a Starbucks five thousand miles from either of our homes, his tank-like laptop greedily drinking electricity from the coffee store’s wall, I find myself scribbling notes not about his upcoming stealth puzzler Volume, but about how it wasn’t until King Henry VIII took a shine to the story that the behooded thiefster became a noble character. In fact, the whole myth was an excuse to see a few fights during the May Games festivities. He didn’t even give to the poor until the 17th century! “So when are you making a Robin Hood game?” I ask him. “This is it,” says Bithell, waving at the screen.

… [visit site to read more]


Posted by IGN Mar 26 2014 17:00 GMT in Elder Scrolls V: Skyrim
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Take a walk through Windhelm in The Elder Scrolls Online and The Elder Scrolls V: Skyrim.

Posted by Valve Mar 26 2014 17:00 GMT in Steam
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Today's Deal: Save 33% on Spacebase DF-9!*


Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Friday at 10AM Pacific Time
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Posted by IGN Mar 26 2014 16:59 GMT in Xbox 360 News
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Notorious anti-violent gaming crusader California State Senator Leland Yee has been arrested by the FBI on charges of corruption and bribery.

Posted by IGN Mar 26 2014 16:58 GMT in Xbox One
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Respawn's Vince Zampella has announced that Titanfall's first DLC pack will cost $10, though he didn't confirm when it would arrive.

Posted by Giant Bomb Mar 26 2014 16:28 GMT in Gaming News
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Can I just make a series of deadly traps that's nothing but rakes to step on, à la Sideshow Bob?