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Posted by Rock, Paper, Shotgun Mar 20 2014 14:30 GMT in PC Gaming News
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Older readers (and writers) may recall that, in the dim and distant days before Rock, Paper, Shotgun, our hallowed co-founder and now acclaimed comics writer Kieron Gillen proposed a profound change to games journalism: leave the pretence of objectivity behind, the dry scores and the focus on facts and technicality, and embrace subjectivity, anecdote and emotion. His angry, passionate, devised-down-the-pub New Games Journalism manifesto attracted both reverence and hatred, and, one might say, lasting change – both good and ill.

That was ten years ago. He’s tried not to mention the war since. But next week, in a different pub, he relives it all – with an audience, with the journalists he’d supped with at the time, and with The Guardian. You can be there, if you can be in London next Wednesday. … [visit site to read more]


Posted by Kotaku Mar 20 2014 13:40 GMT in Gaming News
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Yesterday, Sony entered the virtual reality fray by announcing Project Morpheus , a new virtual reality initiative aimed at making a VR headset for the PS4. Today at the Game Developers Conference in San Francisco, Stephen Totilo and I swung by Sony's booth to check it out.Read more...

Posted by Rock, Paper, Shotgun Mar 20 2014 14:00 GMT in PC Gaming News
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For the second time, the original Oddworld game has been rejigged for modern machines, which might be an honest-to-goodness record. Sure, there have been re-imaginings of multiple series, but I can’t remember a game being officially remade more than once. Can anyone confirm or disconfirm that for me? Oddworld: New ‘n’ Tasty is so new and modern that the phrase “1080p” is in the press release, and the trailer below uses all those pixels to take the old (and still rather pretty platform) game and make it pixelerier.

… [visit site to read more]


Posted by Kotaku Mar 20 2014 13:20 GMT in Steam
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For most of us, it's hard to even get into orbit in the space flight sim Kerbal Space Program. Clownbaby244's Gundam can fly, it has retractable wings and it lands on its feet. So it's not just a cool-looking mech, but a cool-looking mech whose creator got the physics right.Read more...

Posted by IGN Mar 20 2014 14:00 GMT in Nintendo News
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The final decision is up to Nintendo, but Koji Igarashi could help revive Nintendo’s iconic sci-fi franchise.

Posted by Giant Bomb Mar 20 2014 14:00 GMT in Gaming News
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Infamous: Second Son is one of those tightly packed open-world games that brings focus to the sprawl. Your objectives are clearly marked, easily attainable, and satisfying to complete. Right around the time that you start to think that you might not want to search crowds in another secret agent mission, it ends. The story is entertaining, even if it does delve into some well-worn mutant-versus-society tropes. The powers are fun to use, even if the different power sources more or less translate into the same basic attacks and traversal abilities with different colors and properties. And it all looks positively fantastic, with loads of little details and effects that help the city of Seattle and its inhabitants spring to life. The side stuff could use more variety, and the karma system that governs if you're "good" or "evil" lacks nuance, but none of that prevents Sucker Punch's PS4 debut from being a really good time.

Seattle looks great.

Though it's set some time after the events of the previous game, Second Son isn't a traditional sequel. There are vague references to the past, but this game is about a new set of characters dealing with a new set of problems. As such, this third Infamous game is a solid entry point for new players, while existing fans will probably enjoy seeing the impact made by events of Infamous 2's "good" ending. Either way, players take on the role of Delsin Rowe, a small-town miscreant with a sheriff brother and a penchant for stenciled graffiti. Delsin's life is changed when a military transport hauling three conduits--the game's term for humans with various super powers--crashes right in front of him, allowing the mutants to escape. This is also when Delsin learns that he, too, is a conduit when he touches one of the escapees and gains his smoke-based powers. As this is a world where those conduits are more commonly referred to as "bio-terrorists" and are locked up in a special camp simply for having these abilities, this quickly turns Delsin's world upside-down. After a government agent on the hunt for the missing conduits tears through the small town, crippling many of its citizens with her own special powers, Delsin vows to make it right by going into nearby Seattle, where the agent--and the missing conduits--have set up shop. What he finds is a city under the watchful, prying eye of government surveillance, from checkpoints to mounted cameras to an army of troops with special powers, all trained to catch the remaining conduits. As Delsin, you'll smash it all to bits and take it back for the people... or yourself.

Karma once again plays a role in this third Infamous game, but it again lacks nuance. The choices you make are very binary and helpfully color-coded. Making blue choices slides your karma in the good direction, and red choices are evil. In-game, this means that you can do things like subdue enemies in a non-lethal way or obliterate them with animated takedowns, head shots, and so on. A small batch of choices also manifest during the story, letting you decide if specific characters live or die, giving other characters different motivations to either help society or help you wipe it out, and so on. The people in your life treat you differently as you proceed, and the citizens of Seattle will either laud you as a new super hero or cower in fear. Actually, even if you're a good guy, most of the citizens will cower or scurry away if you use a power in front of them, which seems sort of strange since they all seem to know who you are and what you're capable of after you've established yourself. As you push further and further in one direction, different abilities become available to you. Going evil opens up with lethal options while staying blue gives you options to better subdue your opponents. While it might sound a little boring, the blue track still gets plenty of entertaining abilities to use in combat, so opting to not murder everyone in sight doesn't make the combat feel weak. It mostly just means that you shouldn't shoot at civilians, if you can help it, and you'll be aiming for footshots instead of headshots. The game has enough little, repeatable karmic events to make up for any mishaps you might make along the way, and I didn't have any trouble getting to the top of the good side's power tree by the end of the 15-or-so hours it took to complete the story and 100 percent of the side content.

The powers at your disposal are pretty recognizable if you've played previous games in the series, even if the power sources are different. You'll still shoot bolts from your fists, you can briefly hover and glide, toss grenade-like attacks, and so on. The properties of your powers make those attacks a little different, though. You'll start out with smoke-based power and get the ability to toss grenades that cause nearby enemies to start coughing, leaving them open and letting you quickly deal with them. You'll also get a heavy projectile attack with each of the powers, and this is useful for taking out helicopters, APCs, and heavy troopers. While you'll start with smoke, you'll eventually encounter bosses and earn the ability to use additional power sources. You can suck energy out of the various power sources around the city, so hopping up to the rooftops and finding chimneys is a great way to replenish your smoke abilities, and so on. You can only have one power source active at a time, and you switch between them by siphoning off of the different power sources. It's an effective way to switch things around, but it makes the progression a little bland since you'll rarely want to switch back to an older power source once you get something new, especially once you've invested some blast shards--which are strewn about the world and easily marked on the map--to make your abilities a little easier to use. If you collect all the shards, you'll have exactly enough to purchase every upgrade, save for the ones that get locked out due to your alignment.

Most of the enemies use concrete powers to keep you at bay.

The game has main, story-progressing missions that you'll need to complete, but the whole city is open to you right away. Seattle is broken up into districts, and the map tells you precisely how many collectable shards, breakable cameras, graffiti spots, and other side content is available in each district. Clearing out a district triggers a "takeover" mission where you have to fight off a handful of troops. Doing this clears out random patrols of enemy soldiers and enables fast travel to that zone... but since you have to travel to a fast travel point to actually fast travel, I think I used that twice throughout the entire game. Overall, the game has a lot of great main missions, and though the side missions and collectables are very easy to handle, the side content isn't unique at all, and simply gets duplicated across every district in the game. It's a portion of the game that doesn't overstay its welcome, and I ended up completing 100% of the game right around the time I got tired of tracking down secret agents and engaging with the very simple graffiti stenciling mechanic.

One of the biggest draws of Second Son has to be its graphics. This is a fantastic-looking game, from the character models to the animation to the world itself. Delsin and the other main characters are extremely well-animated, allowing the models to convey proper, subtle emotion. The world and its lighting really goes a long way, too, especially in the opening sequences and the game's larger setpieces. Even outside of cutscenes, the characters have a level of detail to them that you don't see in a lot of other games, and the whole thing runs at a good, stable frame rate. The performances from the voice cast really come through in the visuals and the main characters are very well-performed, even if it occasionally feels like Sucker Punch went out and hired the most common and frequently used voice actors they could find.

Infamous: Second Son is brief, but engaging. The combat itself is interesting enough to cover for some of the repetition in the side objectives and it looks really great. If you're looking for a sprawling open-world with a billion little things to do, this isn't going to float your boat, but Second Son's tight, focused approach definitely still holds plenty of appeal.


Posted by Kotaku Mar 20 2014 13:12 GMT in Gaming News
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Deadspin How A UVa Fan Bluffed His Way Into The Huddle At The ACC Title Game | Gizmodo The Earth Was Almost Fried Back in 2012 | io9 10 Terrible Trailers for Great Movies | Lifehacker What Should I Do if I Break My Phone? | Valleywag NSA: Tech Companies Knew We Were Spying on You All AlongRead more...

Posted by Joystiq Mar 20 2014 14:00 GMT in Xbox One
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Hyper Light Drifter's combat mode is a solo or co-op evil-beast explosion - it begins in a training room lined with dummy targets, and a seafoam platform that recharges your magic. A door etched in rune-like symbols waits at the end of the room. Behind it, when you're ready, lies an arena filled with creatures bent on your destruction.

First, the training room allows you to play with mechanics: Plugged into a MacBook Air, playing with an Xbox 360 controller, press the right bumper to see a circle of weapons and map the ones you want to the Y or B buttons. These weapons include an enemy-seeking mine ball, a shotgun that shoots in a diamond formation, a boomerang, and a close-up attack that embeds a fucshia crystal in an enemy, which you then detonate into huge crystal splinters covering the surrounding area. These attacks drain magic.

The A button is a (very useful) dash, and X is a sword slash. Left bumper displays magic and health bars, and your weapons.

Unfortunately, there's no button to halt the flow of angry, violent creatures that swarm you once you open that door.

Posted by Kotaku Mar 20 2014 12:30 GMT in Dark Souls II
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Here's Dark Souls II with the chosen ones gathering around the bonfire, reimagined in glorious 16-bit by pixel-wizard Bandygrass. Pretty neat animation, and it reminds me of the superb character selection screen in Diablo II.Read more...

Dominique Pamplemousse in “It’s All Over Once The Fat Lady Sings!” is a stop motion animated musical detective adventure game about gender. “Another one,” you wail, and yet it’s nominated for thousands of IGF awards, including Narrative, Audio, Nuovo and the Grand Prize. Today’s IGF Factor sits down with the game’s writing, programming, musicing creator, Deirdra Kiai, to pick over the creation of the game. … [visit site to read more]


Posted by IGN Mar 20 2014 13:00 GMT in PC Gaming News
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ArenaNet has announced that April's patch for Guild Wars 2 will focus exclusively on adding, improving and refining the MMO's features.

Posted by Giant Bomb Mar 20 2014 13:00 GMT in Yoshi's New Island
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Things escalate in the ongoing Yoshi wars, but common ground doesn't seem far away.

Posted by Kotaku Mar 20 2014 12:00 GMT in Xbox One
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Japan's getting a slightly different version of Metal Gear Solid V: Ground Zeroes than everyone else.Read more...

Posted by Kotaku Mar 20 2014 12:15 GMT in Elder Scrolls V: Skyrim
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Beyond Skyrim is a series of in-development mods that seeks to add lands... well, beyond Skyrim, to The Elder Scrolls V: Skyrim. Now, thanks to a new trailer, we have some idea of what one of these mods will look like: Beyond Skyrim: Cyrodiil, which deals with the country seen in TES IV: Oblivion.Read more...

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Posted by Joystiq Mar 20 2014 13:00 GMT in PlayStation Vita
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Mike Bithell, creator of Thomas Was Alone, is always up for a fun chat. A lot of what we discussed while checking out his new game Volume at GDC was left on the digital cutting room floor, including a chat about his dream of doing a musical game (like, West End/Broadway), but we do touch on it briefly without breaking out into song.

We may have to go back and release the b-side version of this interview, but what we've got for now is a closer look at Volume and Bithell's vision for the streamlined stealth game, which should hopefully be available by year's end. However, Bithell is clear to emphasize, it'll be done when it's done.

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Posted by Kotaku Mar 20 2014 11:20 GMT in Game of Thrones
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Being one of the coolest characters, Game of Thrones's Tyrion deserved a re-edited trailer, and YouTuber Jacob Grant has put him in the center using The Wolf of Wall Street as material.Read more...

Posted by Kotaku Mar 20 2014 11:40 GMT in Gaming News
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Morning commutes in big Japanese cities are notoriously awful. If only people had giant cats to keep them company!Read more...

Posted by Rock, Paper, Shotgun Mar 20 2014 12:00 GMT in Unreal Engine 4
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Who’d have thought game engines could be so competitive? We need Jesse ‘The Body’ Ventura commenting on all this news from GDC. Following on from yesterday’s announcement that Epic will be releasing Unreal 4 on subscription for $19 per month plus a 5% share of the gross profits, Crytek has responded by announcing that their CryEngine will also be available on subscription, for the cryminally low price of $9.90 per month and no cuts from the profits. Is this the engine equivalent of Hulking up?

… [visit site to read more]


Posted by IGN Mar 20 2014 11:26 GMT in Xbox 360 News
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Epic Games has confirmed it currently isn't working on a new title set in the Unreal Tournament universe.

Posted by Kotaku Mar 20 2014 10:30 GMT in PlayStation Vita
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Borderlands 2 on the PS Vita looks... pretty much like you'd expect. Courtesy of YouTuber AtomixVG, here's four minutes' worth of footage of the portable version of Gearbox's loot-happy shooter, straight from this year's Game Developers Conference. Vid's above, enjoy.Read more...

Posted by Kotaku Mar 20 2014 10:45 GMT in Ghostbusters: The Video Game
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Even if it won't be an official release, as the 30th anniversary Ecto-1 model, this LEGO Ghostbusters firehouse build would fit pretty well with the car and Bill Murray.Read more...

Posted by Kotaku Mar 20 2014 11:00 GMT in Gaming News
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I actually dreaded hearing Attack on Titan in English more than I fear actual titans. Now I just fear titans.Read more...

Posted by Joystiq Mar 20 2014 11:30 GMT in Xbox One
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Before it comes to Xbox One as part of Microsoft's independent games initiative, apocalyptic racer/shooter hybrid Calibre 10 Racing Series will launch on PC through Steam's Early Access program - likely as soon as next week. The game's developer, Bongfish, expects the alpha development period to last around six months, after which the completed game will make its way to Xbox One, roughly around Fall.

Calibre 10 Racing Series hinges on two-player teams competing on and around a deadly racetrack. One person drives to the finish line, usually in a glossy sports car that hungers for power-ups littering the track, while the other takes command of gun turrets positioned alongside the route. Drivers can defend themselves with barrel rolls (as recommended by anthropomorphic space animals), temporary shield pickups, or collect turret upgrades for their gunning teammates to rain down hell on opponents.

Developer Bongfish considers Calibre 10 a spiritual successor to Harm's Way, the bouncy arcade racer that emerged in 2010 as a finalist in Doritos' "Unlock Xbox" game design competition. If the game finishes its early access circuit with aplomb, it hopes to offer a hub for the community to design high-end concept cars. And then shoot them in the world's toughest safety standards test.

Posted by Kotaku Mar 20 2014 10:15 GMT in Gaming News
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Trains in Japan are incredibly punctual. Being on time is counted down to the microseconds. And unless there's an accident, Japanese trains simply are not late.Read more...

Imagine if so much of the bullshit Peter Molyneux has talked over the years was actually in a game. A simulation game where each tiny human lived their own lives, had their own thoughts and feelings and memories, and behaved accordingly. It’s a claim we’ve heard so often that it’s hard not to dismiss it out of hand. So much so that when Dungeons Of Dredmor developers Gaslamp Games were claiming it, I demanded they stop and prove it to me… They did. Clockwork Empires, a colonial village building sim (of sorts) pulls you in with the cult monster worship, but you stay for the extraordinary AI.

… [visit site to read more]


Posted by IGN Mar 20 2014 10:54 GMT in Nintendo News
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Nintendo has confirmed that Animal Crossing: New Leaf has sold astonishingly well, currently outpacing The Last of Us.

Posted by Kotaku Mar 20 2014 10:00 GMT in Gaming News
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The controversy around Resident Evil's supposed "deaf composer" has been the center of attention in Japan and recently culminated in what could only be described as "a fiasco" worthy of everyone's favorite video game courtroom.Read more...

Posted by Valve Mar 20 2014 10:26 GMT in Steam
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Cloudbuilt is Now Available on Steam!

A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilts fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

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Posted by Joystiq Mar 20 2014 11:00 GMT in Xbox One
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In previous versions of Project Spark, players were allotted 40 minutes of free Spark Time every day. Spark Time, despite its perky name, was limiting: you could only play user-made levels built with paid content you hadn't purchased or features unlocked above your current level for 40 minutes each day. If you wanted to play more, you could use in-game credits or pay real world cash for tokens to buy more Spark Time. Purchased Spark Time came with bonus XP and bonus credits, but those would-be customer loyalty perks still rankled players that felt that they were blocked from content for insidious reasons. No more.

Eager to respond to negative feedback, Microsoft announced changes to the game on Tuesday that should mollify fans upset with pay gates in the upcoming Xbox One and PC video game builder. Just as the Xbox One Project Spark beta opened up to all players, developer Team Dakota completely removed Spark Time from the game.

Other microtransactions were transformed rather than excised. Spark Power remains on sale in Project Spark, though it's now called Spark Premium. Spark Power allowed you to play levels with DLC or level-blocked content indefinitely with no need to worry about Spark Time, and it granted a 200 percent boost to experience and credits earned. As Spark Premium, players just get the experience and credit boosts, making it easing to unlock new content in the game.

Microsoft's added 3-month, 6-month, and 12-month Spark Premium purchase options to the existing 1-day and 1-month options, making Project Spark into a more subscription-centric experience rather than one defined by piecemeal purchases. [Images: Microsoft]

Posted by Kotaku Mar 20 2014 09:00 GMT in Gaming News
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This is the Wanju Military Theme Park in South Korea. If only more video game first-person shooters were this colorful!Read more...