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Posted by GoNintendo Mar 21 2014 23:42 GMT in Nintendo Stuff
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Coming from Siliconera interview with developer Chris Strauss...

- Firehazard Studio doesn’t exist any more
- the team now calls itself the “Saber Rider Game Team”

“We had some mayor hurdles to take on. There where some problems… not on our side, and i cant say much about it, but they affected us very much. We had to put development on hold for a long time because of this.”

- development slowed, but a small team kept working on the project
- the plan is to hopefully release Saber Rider in 2015
- the team is considering options for funding
- goal is to get the game out for PC first, then port to other platforms
- this includes 3DS

Posted by IGN Mar 21 2014 23:36 GMT in Xbox 360 News
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All of IGN's game reviews from this past week in one handy place.

Posted by Joystiq Mar 21 2014 23:30 GMT in PlayStation Vita
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From now until March 30, Square Enix is hosting a buy more, save more sale through their official store. Customers who pick up one game or official Square Enix merchandise will save 20 percent off their order, those who pop for a second item will save 30 percent, and those who scoop up three or more products will save 50 percent.

The sale is only available on certain items, and pre-orders don't count. That being said, there are some stand-out items that qualify, such as the recently-released Thief and Lightning Returns: Final Fantasy 13. If you long to return to the world of Spira but like your definition less "high" and more "standard," the PS2 version of Final Fantasy 10 is also eligible. [Image: Square Enix]

Posted by Kotaku Mar 21 2014 22:30 GMT in Gaming News
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These days most people know the basics of the top-down action adventure game. You know, "the Zelda-like." Character with a sword, walking through dungeons, solving puzzles and fighting monsters, opening chests. Time to introduce a major twist, no?Read more...

Posted by IGN Mar 21 2014 22:47 GMT in Nintendo News
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This matchup is fantastic fan service, but the two gameplay styles aren't an ideal match.

Posted by IGN Mar 21 2014 22:30 GMT in PlayStation News
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The creator of BioShock is much more interested in delivering non-linear and replayable experiences.

Posted by Joystiq Mar 21 2014 23:00 GMT in PlayStation News
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In a Puppeteer postmortem peppered with prickly punditry, Sony Computer Entertainment's Gavin Moore gave attendees of the Game Developers Conference a small idea of what he and his team hope to craft next. Coming off Puppeteer, a dark and clever PlayStation 3 platformer carved from the world of theater, Moore intends to pitch and pursue three to four smaller games beyond the borders of retail stores.

"I think we're too reliant on stores to sell our products for us," Moore said. Though Puppeteer failed to find a large audience - "not a disaster by any way," he added - it seems to have spurred a serious rethink of retail, marketing and the backbreaking work of creating a unique and polished game. Moore intends to "make three or four products at once, and put them up on the net somewhere for people to download.

Posted by Kotaku Mar 21 2014 21:26 GMT in Square Enix
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Square Enix made this video. It's wonderful—like their 16-bit FFXIII video —and makes me wish they'd turn this into a real game. Read more...

Posted by Kotaku Mar 21 2014 21:30 GMT in Gaming News
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Tomorrow, March 22, has been declared Hellboy Day by Dark Horse Comics. That's because it's been 20 years since Mike Mignola's signature creation first appeared in print. It's been a long, awesome existence for Anung Un Rama. Let's celebrate it by picking the brain of Hellboy's daddy.Read more...

Posted by Rock, Paper, Shotgun Mar 21 2014 22:00 GMT in PC Gaming News
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I normally make it further before GDC breaks me. It’s normally Friday before I lose track of time, space and consciousness. This time it happened on Wednesday, and it’s now somehow Friday and I’ve not written the diaries for half the week. GDC eats you, until all of time is a blur of sessions, chats, games and walking through the hypnotising grids of San Francisco from diner to convention centre to Starbucks to diner to bed to diner to Starbucks to convention to diner…

… [visit site to read more]


Posted by Giant Bomb Mar 21 2014 21:30 GMT in Gaming News
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There's just the one base to infiltrate, but there's a lot to do in there.

With a $30 price point and a main story mission that lasts somewhere between an hour or two, Metal Gear Solid V: Ground Zeroes sounds like a bad deal. It's a simple "get in, extract a couple of prisoners, and get out" affair that's seemingly intended to give you a taste of what the actual Metal Gear Solid V, The Phantom Pain, is going to be like when it releases sometime in the next two years. Given this profoundly unattractive value proposition, it's a good thing Ground Zeroes is actually highly replayable and offers a lot more side content than you might think at first. It's also possibly the most fun Metal Gear has ever been to play.

Ground Zeroes acts as a short bridge between Peace Walker, the last appearance of Snake--he who would be Big Boss--and the forthcoming Phantom Pain. We all know Big Boss will go on to found the mercenary state Outer Heaven and become the big bad guy in the original Metal Gear, and Ground Zeroes makes it clear things are heading in that direction. That said, if you're like me and all but ignored Peace Walker, you'll want to read the dense recap of that game's events available from the main menu here before you undertake the main mission. Otherwise the characters and events of Ground Zeroes won't mean a whole hell of a lot. The game relegates most of Metal Gear's typical absurdity to the periphery of the short storyline, instead focusing primarily on the private-army and nuclear-proliferation stuff that was the series' stock in trade for its first 15 years. It's worth noting the story visits a number of violations on one character in particular that hover somewhere between unpleasant and grotesque. Some of that stuff exists in collectibles, but one in particular is part of the core storyline and is unavoidable.

I stopped showing up to Metal Gear looking for satisfying stealth gameplay a long time ago, so it was surprising how much I enjoyed roaming around Ground Zeroes' lone military base, shooting guards with tranquilizer darts, hiding bodies, interrogating guards for info...all the stuff a super spy is able to do. The stealth feels dynamic; guards run a wide variety of patrol routes, occasionally get in and drive vehicles around, and mostly behave in a pretty believable way whether you're secure in the shadows or they think they've seen you moving around. On the normal difficulty, the game really empowers you to stay hidden. You can tag enemies, vehicles, turrets, and security cameras by aiming at them with your weapon or binoculars, after which you'll always be able to see them through walls and as icons on your map. And when you get caught, the game gives you a pretty generous slow-mo period so you can try to quietly take out whoever spotted you before they raise an alarm. Combine this stuff with other modern third-person amenities like a proper dash and responsive aim-and-shoot control and Ground Zeroes starts to feel like a really damn playable stealth game.

Each side mission is set at a different time of day, keeping the visuals fresh.

That main story won't take you long even your first time through, although if you aim for an S rank, you'll have to play pretty meticulously without getting spotted. But I found it highly replayable, going through it four times and having a pretty different experience, sneaking around different parts of the base and having different emergent guard encounters, each time. Ground Zeroes makes it feel like the game designers really get how to put an interesting stealth-based open world together. As a good counterbalance to the brevity of the main story, there's also a truly respectable amount of side content that opens up after you finish your mission. There are a handful of alternate operations set in the same base that each give you a brief story setup, different objectives, and a different time of day that refreshes the visual style of the environment, setting it apart from the main story's rainy nighttime motif. The game is also rife with collectibles and tracks a lot of real-time challenges like headshot distance, two-wheel driving time, and how fast you can tag every enemy in the base. If all you want to do is see that main story once, $30 is asking way too much. But factoring in all that side content will easily get you at least a good six or eight hours out of Ground Zeroes.

Snake and a little of the ol' left-trigger-right-trigger.

This package also acts as a great showcase for the new Fox Engine, and an indication of what the new consoles can actually do. The PS4 version looks absolutely fantastic, running at a solid 60 frames per second with some great lighting effects coming from the base's various searchlights and other light sources. (The inclusion of everyone's favorite canvas for lighting effects, wet pavement, certainly helps.) The game is no slouch on the Xbox One, running just as smoothly and with all the same effects, though it isn't as sharp as the PS4 and has an unsightly screen door effect in some of its transparent objects. The lower resolution was pretty obvious to me sitting three feet from the TV on my desk, but in my living room at home the difference was minimal enough to be barely noticeable. Each platform has an exclusive, quirky side mission that ties into various aspects of the Metal Gear lore, and the Xbox's mission is arguably more interesting than the one you get on the PS4. I'd still lean toward the PS4 version for its overall sharper presentation, but you can't really go wrong with either one.

Ground Zeroes is a strange product, appearing like such a bad deal initially but then more than making up for it with side content you can't access until later. But it looks gorgeous and plays great. If this game really is indicative of what The Phantom Pain is going to offer, there are some good reasons to anticipate Snake's next full outing.


Posted by Rock, Paper, Shotgun Mar 21 2014 21:23 GMT in PC Gaming News
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It’s that one time a year when we let the awful word “gameplay” onto our website. It’s that time when a bunch of developers show off their strangest, most interesting, most novel ideas. Ideas that may become games, may already be games, or may collapse into their own weirdness. I shall do my best to chronicle what’s happening, while pointing you toward appropriate websites. It’s all happening below.

… [visit site to read more]


Posted by Joystiq Mar 21 2014 22:00 GMT in PC Gaming News
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Okay, we can't be sure this box for dystopian hacking game Quadrilateral Cowboy is actually from 1987, but it does boast about stunning SVGA graphics.

Posted by IGN Mar 21 2014 21:21 GMT in Dark Souls II
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Where and how to find the Boss Soul weapons.

Posted by GoNintendo Mar 21 2014 21:20 GMT in Nintendo Stuff
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A portion of a Dtoid review...

It's simply not as good as its predecessor, so those who are looking at getting back into the Trozei universe should proceed with caution.

Full review here

Posted by GoNintendo Mar 21 2014 21:16 GMT in Nintendo Stuff
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A portion of a Nintendo Life review...

The fact that Cypronia took the opportunity to create a 100% AR-based game is laudable in itself, and it works well enough that those who are heavily into the technology or big into building and sharing levels might want to consider laying down $4.99 to fish in this pond.

Full review here

Posted by IGN Mar 21 2014 21:15 GMT in Metal Gear Solid 5
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Jon and Destin are supposed to eliminate two Marines on this particular mission. Do they complete their task? Do the targets get what they deserve? Watch to find out!

Posted by GoNintendo Mar 21 2014 21:07 GMT in Nintendo Stuff
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The Nintendo Knitting Machine: Now You're Knitting With Power. pic.twitter.com/dunFYkt837

— Kirk Hamilton (@kirkhamilton) March 21, 2014

Posted by Rock, Paper, Shotgun Mar 21 2014 21:00 GMT in Wasteland 2
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Continuing adventures in the beta (i.e. unfinished, thus everything I mention is subject to change) of inXile’s post-apocalyptic RPG Wasteland 2. Previous instalments are here.

Things I have: an android’s leg; a giant toad’s eye; enough painkillers to keep an entire Oscars ceremony’s worth of celebrities calm for at least a weekend; a dirty, torn shirt of unknown origin. Things I do not have: much of a clue as to what I’m doing. … [visit site to read more]


Posted by Joystiq Mar 21 2014 21:30 GMT in Dance!
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This is "the most elegant" Bounden dance routine that took place at GDC, according to Game Oven designer Adriaan de Jongh and producer Eline Muijres. Sure, they may say that to every person who grabs the other half of de Jongh's iPhone, but it still feels special.

Bounden is a two-player game that uses a smartphone gyroscope to make players dance together. A reticle takes center stage on the phone screen, perched on top of a sphere. That sphere spins, bringing around lines of circles that have to match up with the reticle - with two players holding opposite ends of the phone, that means moving together in smooth, complex ballet moves.

Bounden is made in collaboration with the Junior Company of the Dutch National Ballet - actual, professional dancers helped craft its moves, and it shows in the game's inherent grace. Take a look at some making-of videos here.

Game Oven is committed to building mobile games that encourage physical interaction, as its previous titles (Fingle, Bam fu) demonstrate. The studio describes Bounden as a mix of Twister and ballet.

Bounden is due out on May 21 for iOS and Android phones (not tablets, because that would be terribly inelegant). [Images: Joystiq, Game Oven]

Posted by Giant Bomb Mar 21 2014 20:57 GMT in Gaming News
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It was such a beautiful night. Things were going so well...

Posted by Giant Bomb Mar 21 2014 20:53 GMT in Gaming News
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The end of the night approaches and we get to swap stories with some of our favorite industry veterans.

Posted by Giant Bomb Mar 21 2014 20:39 GMT in Gaming News
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Brad and Brad hold court with members of Campo Santo as we continue our GDC mega show.

Posted by Giant Bomb Mar 21 2014 20:34 GMT in Gaming News
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Things continue to move along as we attempt to combine the brightest indie devs with a bottle of Buckfast.

Posted by Kotaku Feb 19 2014 22:00 GMT in EVE Online
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One giant, horrifically expensive space ship destroying another, while its crew erupts in gleeful laughter. Yep, that sure looks like EVE Online. Starting today, you can get the first issue of a new comic-book series based on the infamous sci-fi corporate warfare MMO for free.Read more...

Posted by Giant Bomb Mar 21 2014 20:25 GMT in Gaming News
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Our night kicks off in fine form with Microsoft's Chris Charla and 17-Bit's Jake Kazdal.

Posted by Joystiq Mar 21 2014 21:00 GMT in Gaming News
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With its teaser trailer, This War of Mine presents a world ensnared in combat, but focuses its lens on the civilians caught in the middle of the brutal conflict. "In war, not everyone is a soldier," the ominous video notes, featuring huddled civilians within a building as uniformed soldiers battle outside. In part inspired by the mature message found in award-winning indie game Papers, Please and an article that recapped "One Year of Hell" within a besieged Bosnia, Senior Writer Pawel Miechowski says, This War of Mine is a bleak game about the repercussions of war and attempting to survive the chaos.

In development at 11 Bit Studios, the team behind the Anomaly series, This War of Mine explicitly sets out of avoid the entertainment of firing a gun and scoring kills, Miechowski tells me. "This is a serious game. A mature game."