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Posted by Kotaku Mar 27 2014 12:30 GMT in Nintendo 3DS
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Wrestlers know they're in trouble when the Squirtle Squad, a group of Pokémon abandoned by their trainers, enter a professional wrestling tournament. The WWE 2k14 character generator has no limits.Read more...

Posted by Giant Bomb Mar 27 2014 13:00 GMT in Gaming News
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Brad and Vinny sneak, shoot, and shank with all the colors of the wind. Well, ONE color, at least.

Posted by Ignorant Mar 26 2014 20:37 GMT in Banjo-Kazooie: Grunty's Revenge
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so, i recently just beat this game. I don't know if any of you have played it, yet alone heard of it, but i'll summarize the game quickly.

basically, the game takes place between kazooie and tooie, when grunty goes gundam and time warps for some

shit reason (something about kidnapping kazooie). the first world is completed entirely without kazooie.

gay-meplay

it plays pretty good. quite similar to the n64 games surprisingly, considering this is a 2D game. the controls however can be clunky and shit at times though, and sometimes you'll misjudge jumps. i'll go over this more in art. like i said though, it has good gameplay.

artism

the game looks *crag*ing beautiful for the GBA. like, really good.

but there is a downside to that.

because of its head-on-isometric view it has going for it, misjudging the height of a jump happens a lot. all the way through worlds 1 to 5 (yeah, five.)

story

the story is generic trash. let's get that over with.

however, the writing is very true to the other games. snarky kazooie spewing insults and naive banjo. need i say more?

overview

the game is good. it's not outstanding or anything but it's worth a play, because in reality it's only at the most 5 hours long if you 100% it. it took me 6 hours because i *crag*ed up a few times with saving and had to do a world over again. twice. also the final boss is unfair as *crag* since the game is so *crag*ing easy in comparison.

also grant kirkhope didn't *crag*ing compose this game

7/10

Fortran
I watched an LP of this, it was cute. I have the freezing furnace music in my house in betalands. It's a shame all the boss music is just one track, even the final one.
Ignorant
didn't mention Alfred Cock either :(

Posted by Kotaku Mar 27 2014 11:20 GMT in Gaming News
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When not busy with Hearthstone , Blizzard's character artist Tyson Murphy has some brilliant fan pieces in his pocket. He recently breathed new life into classic Disney movie stills. Here's his refreshed scene from 101 Dalmatians above, and its original pair below.Read more...

Posted by Kotaku Mar 27 2014 11:40 GMT in Gaming News
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As if Japanese arcades didn't have enough hassles on their plate already.Read more...

Posted by Rock, Paper, Shotgun Mar 27 2014 12:00 GMT in Crusader Kings II
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I really appreciate the efforts of the voiceover man in this launch trailer for the new Crusader Kings expansion, Rajas of India. He’s doing his very best to make the game sound exciting and dramatic, even as the camera pans slowly across colourful cartography and static menu screens.

Except, as we players of Paradox’s medieval soap opera know, this is exciting. You don’t need to say it in a dramatic voice: Rajas of India adds the Indian subcontinent, three new religions, and a lot of new ways to commit lusty barbarism.

… [visit site to read more]


Posted by IGN Mar 27 2014 11:41 GMT in PC Gaming News
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Bethesda has released concept art for its upcoming MMO The Elder Scrolls Online, and it's fair to say it's pretty breathtaking.

Posted by Joystiq Mar 26 2014 12:00 GMT in Steam
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Between Escape Goat 2 and Goat Simulator, wow: Goats, so hot right now.

Remember that launch trailer for Dead Island from a few years back that caught so much attention? Well, prepare to never view it the same way again. Coffee Stain Studio's game is the "latest in goat simulation technology, bringing next-gen goat simulation to YOU." The dev isn't lying: If you're going to run Goat Simulator just be sure you've got plenty of ram.

For more on Goat Simulator, including why all animals are in fact goats, check out our in-depth GDC interview with Coffee Stain's Armin Ibrasagic. The game hits Steam on April 1*.

*Of course it does. [Image: Coffee Stain Studios]

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Posted by Kotaku Mar 27 2014 10:20 GMT in DC Universe Online
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Lex Luthor again, with his arrogance and the moral high ground... Lore and their take on DC Universe Online's backstory, complete with a silly Brainiac, make the game look a bit better than it actually is.Read more...

Posted by Kotaku Mar 27 2014 10:40 GMT in Gaming News
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Usually, covers of The Diary of Anne Frank feature black and white photos of its author, Anne Frank. Or, you might see tasteful illustrations. You don't usually see photos like this!Read more...

Posted by Rock, Paper, Shotgun Mar 27 2014 11:00 GMT in Duke Nukem Forever
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The plot thickens. Actually, come to think of it, the plot was already quite thick – perhaps even viscous – given that 3D Realms sold the rights to Duke Nukem years ago only to resurface out-of-the-blue with a new Duke Nukem game being developed by Rise of the Triad developer Interceptor, get sued by Gearbox for it, sell its entire business to Interceptor, and allege that the purveyor of borders and lands has no legal ground to stand on. It’s been a mess so far, frankly – a sticky morass of contradictory claims. And now for the latest chapter, in which 3DR and Interceptor claim an agreement over an old project called Duke Nukem Survivor gives them every right to continue absconding with Gearbox’s supplies of gum and frighteningly kickable ass in the night.

… [visit site to read more]


Posted by Kotaku Mar 27 2014 10:00 GMT in Gaming News
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I've read a lot of fantastic fictional manga over my life, and few have I ever wished would actually come true more than this one.Read more...

Posted by Rock, Paper, Shotgun Mar 27 2014 10:30 GMT in PC Gaming News
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The infinite flanks of RPS are bringing a unique brand of revelry to Britain’s major cities this weekend. One day, RPS Social Clubs shall sprout up in every town, village and hamlet, but for now we’re limiting our good times to Birmingham and London. The former is host to Rezzed, where Graham and I will be seeking the popular vote by shaking hands with babies and kissing local dignitaries on the jowl. If you are visiting on the Saturday, or happen to be in the vicinity of Birmingham, do join us for drinks. As for London, it’s the monthly meet-up at The Blue Posts. More details on both below.

… [visit site to read more]


Posted by IGN Mar 27 2014 10:27 GMT in PC Gaming News
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Tickets are now available for the comedy show in London, with all proceeds going to charity.

Posted by Kotaku Mar 27 2014 09:00 GMT in Gaming News
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What did Ryu do? Why is he grovelling? Because of a new series of collectible figurines.Read more...

Posted by Rock, Paper, Shotgun Mar 27 2014 10:00 GMT in Electronic Arts
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I do so enjoy it when game developers get creative with their anti-cheat solutions. Related: I would not recommend that you try cheating in shiny new stomp-o-blaster Titanfall. On one truck-sized, pilot-snatching hand, you’ll still be able to play the game, but you’ll find yourself surrounded by some rather… unsavory company. Namely, fellow cheaters. Sounds like a recipe for infuriation, frustration, and humiliation if I’ve ever heard one. Or maybe just sentient aimbots.

… [visit site to read more]


Posted by Kotaku Mar 27 2014 09:20 GMT in Gaming News
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In Japan, popstars and celebrities aren't the only ones with handshaking events: Otters have them, too. Read more...

Posted by Kotaku Mar 27 2014 08:30 GMT in Everquest Next
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Everquest Next Landmark, everyone's favorite voxel-based multiplayer mining and building simulator , is entering closed beta after about two months' worth of alpha testing. But, more importantly, Sony Online Entertainment has decided to share some of the best-looking structures players have created during that time.Read more...

Posted by IGN Mar 27 2014 09:30 GMT in PC Gaming News
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Learn all about the new Batmobile, Batman's new suit and moves, and find out how big Gotham City is in Rocksteady's latest adventure.

Posted by Kotaku Mar 27 2014 08:00 GMT in Gaming News
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China's pollution is bad. It's a huge problem. The air quality in Beijing has even been compared to a nuclear winter. But how does that compare to where you live?Read more...

Posted by Rock, Paper, Shotgun Mar 27 2014 09:00 GMT in Torchlight
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Huh. Well, this is kinda unexpected. Runic, the band of former Diablo devs that produced Torchlight and the especially excellent Torchlight II, have just lost two key members. Founders Travis Baldree and Erich Schaefer are departing the little ARPG studio that could because, er, it apparently grew too large for their tastes. 20 people under one roof? You’re practically Ubisoft at that point. For real, though, both Diablo and Torchlight wouldn’t exist without these two, so it’s pretty wild to see them go. More on that and also Runic’s “crazy, cool, completely secret project” in the loot-ridden dungeons below.

… [visit site to read more]


Posted by Rock, Paper, Shotgun Mar 27 2014 08:00 GMT in Titanfall
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Despite appearances, Titanfall is rare: a multiplayer shooter you can pop in and instantly have fun with, even if it’s been a while since you last played a multiplayer game. The DLC remains a concern, however. Often the launch of paid-for modes and map packs for multiplayer shooters serves mainly to divide a community, as the majority rush towards what’s new, leaving those late-comers and dabblers with an emptier experience and a feeling of being left-out.

So it’s good news that Respawn Entertainment’s founder Vince Zampella announced via Twitter that Titanfall’s future game modes would be free for all, even if maps would remain the purview of DLC.

… [visit site to read more]


Posted by Kotaku Mar 27 2014 07:00 GMT in Xbox One
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For 30 minutes last week, a man by the name of Dax Ginn, told a room full of reporters how awesome this fall's Batman game is going to be. The PC/PS4/XboxOne game sure does look good already, even if the frame-rate still chugs here and there at this stage of development. But today, we present something other than our thoughts on Batman: Arkham Knight. Today, you too can experience what it's like to have Dax Ginn tell you about a new Batman game. Read more...

Posted by GoNintendo Mar 27 2014 07:10 GMT in Nintendo Stuff
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[#3DS/eShop #Skater Cat]Skater Cat is being released on 27th in the US and EU! http://t.co/O8b6Gp6Fm3 pic.twitter.com/jFvt1wjcrr

— peakvox_en (@peakvox_en) March 27, 2014

Posted by PlayStation Blog Mar 27 2014 07:00 GMT in PlayStation News
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I’ve always said that working on a Batman game is a huge privilege for us. Even though we have been working on Batman for over seven years, we’ve never lost sight of the fact that we are the current custodians of a very special universe.

So it was with great excitement, and not a small amount of trepidation, that we decided to add the fully playable Batmobile into the Arkhamverse, knowing that it would disrupt all of our existing systems and bring with it a huge amount of pressure to deliver on expectations.

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Click here to see the full gallery

I guess this is what excited me most about integrating this very special vehicle. Taking on challenges which don’t have an easy answer is where the best innovations come, because you are forced to do the unexpected. As it was with taking on a character that cannot kill and is powerful but vulnerable, so it is with taking on a car that is (in most right-minded people’s heads) the single greatest vehicle ever.

Integrating the Batmobile married up with our design philosophy at Rocksteady: to focus on features that improve the very core of the game, and hence continually refresh the experience.

Anyway, enough waffle. I thought I’d share three of my favorite features of the Batman: Arkham Knight Batmobile, and how we are hoping this helps to deliver a unique experience:

1. UNSTOPPABLE

When playing Arkham Knight, one of the phrases we use in the office repeatedly is whether that is the “Batman experience.” What I mean by that is simply, “Do I feel like Batman performing that action?” (Can you believe I get paid for this level of wisdom?)

When driving the Batmobile through the streets of Gotham, it quickly became apparent to us that there was a paradox between creating a populated* next-gen city full of detail, but at the same time avoiding the player getting stuck or having to weave their way through all of this detail just to navigate around. We’ve all played open world games where you get stuck on odd bits of road debris, but we were adding an unprecedented level of detail, and that meant more objects to get stuck on or avoid, which wasn’t the “Batman experience.”

“Do I feel like Batman?”

Therefore, we made the decision early in development that to truly feel the power of the Batmobile, this car needed to be unstoppable. It changed the way we designed and built the game from that point forward. Nothing should stop the Batmobile. If you want to stick to an open road then that is your choice, but if you want to take a shortcut through a pillar, wall or statue then that’s fine too!

I’ve been asked a few times: why this game is only possible on next-gen systems? This level of destructibility in an open world city is one of the key reasons.

We are only going to add the Batmobile if we can do it right, and making it unstoppable was a key requirement in doing that.

* To pick up on the population point, I just wanted to clarify that while the city is evacuated, it is still fully populated. The various gangs have taken over the streets. Gotham is in the middle of a full scale criminal occupation.

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2. INSTANT EJECT INTO GLIDE

This move typifies our “man and machine” strategy perhaps better than any other. We never wanted to create the Batmobile mechanics in isolation from the Batman gameplay. It is essential to us that the two dovetail together. Our goal was to make this something that felt like it was always part of the core experience; that the Arkhamverse was always designed with this in mind.

Combining the gliding and grappling was a key feature of Arkham City. The grapple boost in particular, once mastered, gave you the unique feeling of being Batman gliding above your city. The eject into glide takes this on to the next level, by launching Batman up into the air, but taking all of your forward momentum into the glide, allowing you to travel much further and faster than ever before.

If there’s a feature that is responsible for more lost development than any other, this is probably it! I’ve lost countless hours ejecting and gliding around the city.

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3. INSTANT ACCESS

It is critical that the Batmobile is never a burden on the player. This must be something that contributes positively to the experience in every way. This also needs to be a vehicle that you could call on at any time you are on the streets of Gotham. So we have a button assigned to do just that. With a single press of L1, wherever you are, your Batmobile will skid around the corner at high speed and Batman will jump straight in.

If you’re in the middle of a fight and getting outmaneuvered, call in your car for instant protection. If you’re gliding, or on top of a building, and want to transfer into the Batmobile, just look down at the road and press the Batmobile button and the car will be there waiting for you. It is never more than a button press away.

Combining the Batman and Batmobile gameplay in a seamless way was a key part of the design goal for the game, because this isn’t just a normal person jumping into any old car on the street. This is the Batman and this is his Batmobile. They have a unique relationship, and the gameplay systems have to be designed to emphasise this bond.

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THE LOOK

Finally, a quick word on the look of the vehicle. It can be easy to underestimate how much time it takes to create a new version of something as iconic as the Batmobile. This was a daunting part of taking on the Batmobile challenge — if it’s wrong, it just feels wrong, and everyone knows it.

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The Arkham Knight, a new villain created in conjunction with DC Comics.

While we loved the design of the Batmobile in Batman: Arkham Asylum (its Hot Wheels model has a special place in my Batman collection!), what became immediately apparent was that it wasn’t especially practical for getting around Gotham. The clearance of the wheels and suspension meant that this dragster design would struggle on uneven ground, and it was important to us that the city had dynamic terrain.

“If it’s wrong, everyone knows it.”

So with that design rejected, we actually started with ideas that were driven by a purely pragmatic approach. After a number of iterations, we felt that this never captured the spirit of Batman. While he is not someone who ever shows off for the sake of it, it is very important that you know when Batman is around. He doesn’t build a distinctive vehicle just because he likes to drive a flash car. He drives a unique vehicle for the same reason he wears his cape and cowl – it’s part of his persona of intimidation.

This led us to the design we have now, which I think is a great balance between a practical vehicle and one that is undeniably, uniquely a Batmobile. It doesn’t matter if you know nothing about the game, you know that when you see this car, it can only be Batman’s car. I think Dave Hego (Art Director) and his team did a great job in realizing this vision.

Anyway, there’s lots more to come. For now I hope that gives you a small taste of why we’re so excited to have added the Batmobile to the Arkhamverse, and how we feel this refreshes and expands the whole experience.


Posted by GoNintendo Mar 27 2014 06:53 GMT in Nintendo Stuff
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- newest title in a series of JRPGs made by Kemco/Exe-Create for smartphones
- official website: http://www.kemco.jp/sp/games/genesis/ja/index.html
- Kemco involved in development

Thanks to Andre for the heads up!