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Posted by IGN Mar 21 2014 00:08 GMT in PlayStation News
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Free-to-play business across PlayStation 3 and PlayStation 4 flourishing, Sony reveals.

Posted by Kotaku Mar 20 2014 23:30 GMT in League of Legends
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21 year-old Australian man Shane Duffy stands accused of hacking into a Riot Games server, accessing player data then selling that information for thousands of dollars.Read more...

Posted by Kotaku Mar 20 2014 23:00 GMT in Mass Effect
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For its birthday, Twitter today showed off a neat feature that lets users find their first ever Tweet. Mostly so others can revel in your embarrassment.Read more...

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Posted by Super-Claus Mar 20 2014 22:14 GMT in Digibutter Fighting Games Tournament 2014
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Coming soon...

Fallen Shade
oh boy
Super-Claus
just button mash you'll probably make it pretty far

Posted by IGN Mar 20 2014 23:26 GMT in PC Gaming News
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The publisher discusses what level of interest in VR is needed before it's worth developing for.

Posted by IGN Mar 20 2014 23:13 GMT in Metal Gear Solid 5
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Jon and Destin continue their Metal Gear Solid 5 adventure, but this time they try to extract every soldier they can in the Side Op: Eliminate the Renegade Threat.

Posted by GoNintendo Mar 20 2014 23:08 GMT in Nintendo Stuff
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A portion of a Nintendo Life review...

With a straightforward and entertaining tutorial, a varied single-player quest and a wealth of on- and offline multiplayer modes, however, Cube Tactics is well worth its small asking price.

Full review here

Posted by PlayStation Blog Mar 20 2014 23:01 GMT in Square Enix
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In a storm of broken glass and gunshots, Ronan O’Connor dies in the dark Salem night. So begins a supernatural investigation into his own murder. In the upcoming thriller for PS3 and PS4, help Ronan unravel the mystery of his untimely demise and save his ghost from the inevitable corruption of the Dusk.

In light of the upcoming launch of Murdered: Soul Suspect, we asked Airtight Games Chief Creative Officer Matt Brunner and Senior Design Producer Eric Studer some questions about their design process. Read on to see what inspired this ghostly thriller, and how the team fashioned a story around your own murder.

PlayStation.Blog: How did the team at Airtight Games come to the idea of a supernatural crime story? How does the detective narrative and the ghostly elements fit together?

Matt Brunner: From my recollection, we started with the core concept of a ghost game. It was that notion that got the team most excited. Our first round of gameplay and character development led us more into a ghost action hero with ranged weapons and the ability to traverse great heights. After our first prototype we all knew that it was the wrong direction. It didn’t really feel ghostly as much as it felt like a transparent, floaty noir superhero who could fight with something that almost looked like magic.

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We stepped back and started to think about what would be the most interesting obsession for a ghost and one of the key elements was the notion of your own death; how it happened, what were the specific circumstances, etc. We then thought it would be really interesting if you were murdered and you wanted to dig into who did it and why.

That was quickly followed by the idea of a detective who was killed in the line of duty under mysterious circumstances and was bringing all his powers of observation and deduction into the afterlife. He had the smarts, he just needed to learn a new set of investigation abilities. A ghost detective was born.

I personally read a number of books after we came upon this thread that involved ghosts interacting with the living such as Neil Gaiman’s The Graveyard Book. These helped hone in on what felt true for a character in these circumstances, rather than what felt cool. In terms of film, I think the film that spoke the most to us was Seven. It had a mystery that unraveled over time while keeping the protagonist in the dark until the final moments. It also had a mood and tone that we felt was right on for Murdered.

PlayStation.Blog: How have the developers at Airtight responded to working with the PS4?

Eric Studer: Without a doubt the power of the platform has allowed us to realize the world of Murdered with an incredible amount of detail. So you’ll see a lot of technical upgrades that will make Salem and the Dusk an absolutely interesting place to explore.

We do have a few DualShock 4 features that we’ve implemented for the game, for instance utilizing the light bar for a few of the different game modes, but at this point we wanted to focus on making sure that the experience of the game translated perfectly to the new hardware.

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PlayStation.Blog: Murdered: Soul Suspect balances crime scene investigation, exploration, and supernatural combat together. How did the team strike a balance between these three methods of play?

Eric Studer: We have three core pillars in the game. The main focus for us is the aspect of investigating the mystery surrounding your death. Second to that is the desire to exist as a ghost, and to play around with how you interact with the world. Then supporting the first two, enemy encounters come into play.

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The reason we’ve prioritized the pillars in this way is that our world is driven by the narrative. Our investigations are built around the concept of the player unraveling the mystery at the same time as Ronan. Players will experience all of the twists and turns in the story with Ronan.

Being a ghost in a lot of ways is a wrapper for the whole experience, because it touches on all of our mechanics, not only in exploring the world, but also in creating unique ways to uncover the truth about various crime scenes and overcoming the threat of the enemies.

Enemies are crucial for us because they provide a much needed pacing breaker. What we found is that if players spent all of their time doing investigations, they would get fatigued. By mixing enemy encounters into the pacing, it gave us the opportunity to change the core emotion players feel. Investigations should illicit a lot of intrigue and curiosity from players, but the encounters should focus more on threat and tension. Creating this emotional rollercoaster alleviates fatigue and keeps the player invested in what will happen next.

PlayStation.Blog: How can players interact with a crime scene in ways that a normal detective cannot? What sort of opportunities does possession offer the player, and the design team?

Eric Studer: One of the exciting and challenging things about investigations as a ghost is the fact that you can’t simply walk up and interview a witness at the scene, or pick up evidence and examine it directly. What initially feels like a limitation is actually really freeing because it forces you to approach how you design an investigation from a different direction.

The advantages come from Ronan’s abilities as a ghost. First and foremost is his ability to possess human beings. This is an incredibly versatile feature in that it allows us to see through the eyes of the people Ronan possesses, listen to hushed conversations through their ears, read their minds, and in a limited capacity control their behavior and thoughts.

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In addition to that ability, we have a variety of mechanics that revolve around how you interpret, analyze, and evaluate the clues that you discover over the course of the game. And in a limited capacity, you can get psychic readings off particularly strong objects that have been trapped in the Dusk.

PlayStation.Blog: How are players frightened in Murdered: Soul Suspect when Ronan is already dead? What sort of dangers do players face?

Eric Studer: The demons are without a doubt the greatest threat to spirits trapped in the Dusk for two main reasons. Fictionally, when a ghost has been in the Dusk long enough, they become corrupted by it, and turn into one of these things. The last vestige that remains of their humanity is this belief that by devouring the souls of other ghosts, they can reclaim their own humanity.

This is important for Ronan, because it reinforces the notion that he doesn’t want to stay in this realm. He needs to resolve his unfinished business so he can move on. From a gameplay standpoint, it goes back to the notion of controlling the pacing of the game. We want the player to always feel like the game is changing, or could change at any minute, so they never become comfortable with what will happen next.

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PlayStation.Blog: Will players have the opportunity to return to previous crime scenes for missed clues? Will there be any modes of play or unlocks to encourage players to complete Soul Suspect multiple times?

Eric Studer: Once you have resolved the story in a particular area, you’ll be able to revisit that space and keep exploring. Hopefully this will give players plenty of reason to spend time lost in the world.

PlayStation.Blog: What challenges does the team face in designing environments that can, technically, be walked through uninhibited? Does this help or hinder Airtight’s ability to create interesting and varied play spaces?

Eric Studer: There’s a huge challenge of course, because you don’t know how important doors are until you can’t count on them to block players’ progress. It’s a great design challenge, though, because it gives you the opportunity to go places you wouldn’t otherwise see in a video game.

Every space we build for Murdered first and foremost has to support the story our Creative Director Shiokawa-san wants to tell. Once we know where we’re going and why we’re there, then it comes down to us to visualize the space, know where we need the player to go, and where he really shouldn’t be going. Keep in mind that other objects that exist in the Dusk are on Ronan’s same plane of reality. This means that they’re physical to him, which in a limited capacity lets us control player flow.

However, we want to avoid a heavy-handed approach here, so in general we try very hard to use these objects sparingly. Ultimately, our hope is that players will feel empowered to explore every nook and cranny of the world and discover everything we’ve hidden around Salem.


Posted by Joystiq Mar 20 2014 23:30 GMT in Xbox One
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Signal Studios has acquired the rights to its original intellectual property, Toy Soldiers, from Microsoft.

"That was our first game, it was our baby," said Signal Community Manager Becky Taylor. "We are working on a future game in the franchise, we have a large publisher interested who we haven't announced yet," she told Joystiq today at GDC.

Taylor tells us the next game is planned for next-gen systems, and although she couldn't confirm PC, she was sure it would be on PS4. She continued, "Since we acquired the rights back, we've put out Toy Soldiers Complete, which includes the original game, Cold War and four DLCs... and it's 10 bucks through 'early access'."

The original tower defense shooter hybrid Toy Soldiers and its sequel, Toy Soldiers: Cold War, have sold a combined total of 2.5 million units.

Posted by Kotaku Mar 20 2014 22:30 GMT in inFAMOUS: Second Son
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Sony's had some VR tech on show at this year's GDC, but it's also showing off some eye-tracking hardware that's just as impressive.Read more...

Posted by GoNintendo Mar 20 2014 22:58 GMT in Nintendo Stuff
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- $23 each
- 50cm square mats
- come in staircase, journey door or poison swamp styles

Posted by IGN Mar 20 2014 22:50 GMT in Xbox One
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Theories both conspiratorial and practical are discussed.

Posted by IGN Mar 20 2014 22:48 GMT in PlayStation Network
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Xbox Live members may be rewarded for good behaviour & PS4 getting pre-load functionality in April. Plus, Titanfall 2 to be published by EA & Battlefield 4 DLC dated.

Posted by GoNintendo Mar 20 2014 22:47 GMT in Nintendo Stuff
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@penciltestinc @Armikrog Just got the shirt, it fits perfectly! Can't wait for the game! pic.twitter.com/rqV97pt6gc

— LeCat (@GLR_LeCat) March 20, 2014

Posted by IGN Mar 20 2014 22:43 GMT in Nintendo News
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The 3DS gets some love from Pokémon, imports, and more.

Posted by IGN Mar 20 2014 22:42 GMT in PC Gaming News
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Players based in the ANZ region will finally be able to enjoy a smoother Diablo 3 experience.

Posted by Kotaku Mar 20 2014 22:00 GMT in The Legend of Zelda
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There are Zelda fans, and then there are Zelda fans. Chrisaixa is a Zelda fan.Read more...

Posted by IGN Mar 20 2014 22:26 GMT in PlayStation 4
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Ubisoft has revealed more details on the hour of additional content that'll be available for Watch Dogs owners who purchase the game on PS3 or PS4.

Posted by IGN Mar 20 2014 22:21 GMT in Dark Souls II
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Defeating the Guardian Dragon.

Posted by Joystiq Mar 20 2014 23:00 GMT in PC Gaming News
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Andy Schatz is doing it again.

Monaco seemed to linger in development limbo forever because it received attention from the IGF early in its production process. In reality, it took 3.5 years to come out. Schatz's new project, codenamed Armada, is a vague concept at this point: He has a clear vision for the design, but the theme, style and development team - not to mention the name - are all still up in the air. He announced it anyway.

"I don't care this time because, *crag* it," Schatz tells me at GDC.

He's not going to release a game until "it's worth buying," but this time around he plans to throw Armada up on Steam Early Access and get player feedback. Monaco launched on XBLA, so Early Access was out of the question.

Schatz isn't shooting completely in the dark with Armada - he knows what type of game it's going to be, and he has an idea for the theme. He wants to build an RTS with MOBA elements, something accessible yet still complex. In the way Monaco twisted the stealth genre, he wants Armada to feel familiar to RTS players, but with layers that smooth out the learning curve. He throws around the name StarCraft, and elements such as "champions" and "decks."

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Posted by Joystiq Mar 20 2014 22:30 GMT in Xbox One
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The Creative Assembly has been forced to make a number of changes in order to realize the vision for Alien: Isolation. After successful pitches to both Sega and 20th Century Fox, the developer turned to recruitment, ensuring it added new members to its team that were capable of crafting the exact game it pitched, what Creative Lead Al Hope calls: "The Alien game that we always wanted to play." A game completely different from that other Alien game, which his team at The Creative Assembly had no involvement with making, yet keeps coming up, just the same

Its pitch demo for Isolation was built in four weeks and featured two identical medical bays: one with its environment and objects in pristine condition and the other obliterated by an unknown menace. The juxtaposition led to immediate questions: "What happened? What did this?" Soon, an answer invaded the screen as a large xenomorph falls into frame, ending the demo. Sega was immediately interested, Hope says, as was Fox. Adding new talent to execute on the project was necessary. For the better part of a decade, The Creative Assembly has focused its attention on the RTS genre. Once its pitch was green lit, Creative Assembly brought in talent that contributed to a host massive franchises, including Grand Theft Auto and Assassin's Creed. Its team assembled and its concept approved, the developer began its work over three and a half years ago on Alien: Isolation - a survival horror game based on a beloved movie from the late 1970s.

"This is exactly the game we want to make," Hope says.

Posted by Kotaku Mar 20 2014 21:00 GMT in Gaming News
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Seems like Valve's Steam Controller has been evolving since the minute they first showed it to us. The latest version adds more conventional face buttons along with the big, already-iconic touchpads. It's being put through its paces at GDC this week. Let's see how this puppy performs, shall we?Read more...

Posted by Kotaku Mar 20 2014 21:30 GMT in Konami
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Hey, did you know that Alucard is dual-wield spelled backwards? Ok, maybe not. But you can still get a look at how different the fan-favorite Son of Dracula plays from his dad in this trailer for Castlevania: Lords of Shadow 2's Revelations DLC. Read more...

Posted by IGN Mar 20 2014 21:57 GMT in Dark Souls II
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Defeating the Royal Rat Authority Boss in Dark Souls 2