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New Witcher 3 4K Images Are Stunning

Written By Kom Limpulnam on Senin, 13 April 2015 | 23.07

Ahead of the game's release in just over a month, Polish developer CD Projekt Red on Monday released four new images of The Witcher 3: Wild Hunt in 4K resolution on PC. They are stunning, just like the first 4K image we saw last month.

See all four images in the gallery below or in full high-resolution here, here, here, and here.

Of course, you'll need a beefy PC rig and a 4K monitor to play the game with such high visual fidelity. Earlier this year, CD Projekt Red announced The Witcher 3's minimum and recommended PC system specifications.

On console, The Witcher 3 will run in 1080p on PlayStation 4 and 900p on Xbox One. The game is not coming to PlayStation 3 or Xbox 360.

Following another delay, The Witcher 3 release date is May 19 for PS4, Xbox One, and PC. Recently, CD Projekt Red announced two major expansions for the role-playing game that will add around 30 hours of gameplay to an already massive title.


23.07 | 0 komentar | Read More

GS News Update: The Witcher 3's Two Major Expansions Cost $25

Hearts of Stone and Blood and Wine will come bundled together in the Witcher 3 Expansion Pass.

by Edmond Tran on

About GS News Updates

GS News Updates are here to keep you up to date with the very latest and greatest in gaming news.

Schedule: Daily

Host: Lucy James

Crew: Josh Shaw


23.07 | 0 komentar | Read More

I am Bread Out Now With a Nice Discount on Steam

The full, final version of Surgeon Simulator developer Bossa Studios' wacky physics-based PC game I am Bread, which allows players to become a piece of bread, is now available on Steam. This version of the wacky game replaces the non-final Steam Early Access edition that was released earlier this year.

I am Bread tells the "beautiful story of one slice of bread's epic and emotional journey as it embarks on a quest to become toasted." Check out the launch trailer above to see what the game is all about.

Bossa Studios is offering a nice launch-week discount for I am Bread, allowing anyone to buy it for $9.74 instead of its normal $13 price. This promotional price ends on April 16.

The final version of I am Bread includes lots more content than the Early Access edition. You can see everything that's included with the new version below, courtesy of Bossa Studios.

Looking for even more I am Bread content? Watch this video to hear acclaimed voice actor Troy Baker do voiceover for the game. I am Bread will be released later this year for iOS.

I am Bread Final Version Includes:

  • New environment - Cell (Tutorial)
    • All the basics you'll need to get your bread navigating the environments.
  • New environment - Petrol Station
    • Bread is out into the big wild world! Now, how to toast yourself in a petrol station? Any ideas? Can you guess….?
  • New environment - Car (epilogue)
    • The final chapter to our story mode, is it the end, or the beginning?
  • Magic Marmalade!
    • Like regular marmalade but magic! Also, disables edibility and the grip limit so can progress through the game and not get super-frustrated and rage quit if you fail a few times and get stuck on a level.
  • Revamped Rampage mode
    • 153% better than the original Rampage mode, this revamp is smashtastic!
    • There's a new layout, and more stuff to smash.
  • Achievements
    • Think the main game was hard? Wrong, the achievements are hard!
  • Trading cards
    • Cards you can trade, yeh!
  • Balancing
    • Major rebalancing to make the game (even more) more awesome, and to make you laugh more, and cry less. Includes keyboard/joypad balancing -there's much more grip on the keyboard now to bring it more in line with joypad play. Some modes unlock in a different order to reflect how difficult they are, so you don't have to learn to run before you can walk.
  • Bug fixes
    • Numerous bug fixes. Nothing notable, just a few little things here and there that you reported to us.

23.07 | 0 komentar | Read More

GS News Update: Microsoft Responds to Xbox One Energy Consumption Concerns

Microsoft addressed Xbox One energy consumption concerns in the wake of a recent Natural Resources Defense Council report that blasted the Xbox One's Instant-On mode,

by Edmond Tran on

About GS News Updates

GS News Updates are here to keep you up to date with the very latest and greatest in gaming news.

Schedule: Daily

Host: Lucy James

Crew: Josh Shaw


23.07 | 0 komentar | Read More

Titan Souls Review

Titan Souls is a game of contradictions. It's difficult until it isn't. It's compelling until it isn't. And it's fun until it isn't, which fortunately the game understands, drawing to a close after four hours or so when the triumphs no longer outweigh the aggravations. It is the subject of difficulty that makes Titan Souls so unusual, however. This is a game about--and only about--boss battles. Your first step into an arena is likely to lead to death in a matter of seconds, but your moment of triumph, which might come after five, 10, or 20 attempts, may end the boss in a similarly brief span. And suddenly, a challenge that seemed insurmountable minutes before is now over before you can take a single breath. And you must wonder: How can something so hard also be so...easy?

The answer lies within Titan Souls' very structure. You are a tiny archer who takes up very little space on screen, a pixelized adventurer with a single arrow providing your only protection from the monstrosities you face. The 2D world you explore may try to calm you with curlicues of wind, gently swaying brush, and light snowfall, but the dark forests and stone temples offer no hope to those that seek it. This place has no healing springs, no wildlife to tame, and no wolves to slay with a few well-aimed shots. It only hides bizarre deviants made of flesh and metal, each monstrosity designed to tower above your miniature frame moments before before destroying it.

I would have named this guy Kid Fisto, so it's a good thing I wasn't in charge.

Each boss fight, in turn, presents itself first as a puzzle to solve, and then as a challenge to be overcome. Entering an arena may lead to death in a mere second or two before you're able to even get your bearings. With each attempt comes more understanding, however. That tumbling yeti will likely squash you the first time you ever see him, and probably the tenth time too. A giant coal-powered skeleton head propels itself around the arena with spiked orbs, killing you not just by crushing you, but by driving you to cross the flames that rise from the arena's floor vents. So you process the relevant information. What is the creature's weak point? How does it move through the arena? Do you defeat it by using the arena in any way? Where one enemy is concerned, avoiding death means noting where shadows appear on the ground before you can be crushed by the objects that caused them. For another boss, counting the number of times it rotates before resting for a moment can prove helpful.

Now you know what must be done, and it's time to execute on your plan. Charging up your shot leaves your tiny archer unable to move--and retrieving your arrow means either picking it up where it last fell, or holding a button to summon it to you, a process that also stills you for as long as the button is held. The behemoth might be vulnerable to your single arrow for a fraction of a second, so you exploit the boss fight's rhythms as best you can, trying and trying until the moment comes, your arrow finds its mark, and the beast falls without a single cry of pain or declaration of future vengeance. It is simply stilled, accompanied by a dramatic drum cue, and the screen turns a sepia hue, reflecting the loss of the soul that once existed here. When you summon your arrow back to your bow, you also pull points of light representing the boss's soul to you, and they swirl about you as the music swells; it's a beautiful moment of triumph, and one of many examples of how Titan Souls' excellent audio design instills excitement and eases mounting frustration.

This lone environmental puzzle stands out in a game with little else but boss fights.

Victorious sound effects aside, Titan Souls' very design can lead to a disappointing anticlimax. Just as a swimming leviathan can murder you in a single stroke, so too can you murder it in a blink of an eye. A well-timed arrow shot just seconds after the battle begins can bring the baddie down, and leave you wondering why you stressed over such a simple endeavor. It was so hard--until it was easy. It's naturally fulfilling when you put this game's lessons to good use, but after eight or nine different boss battles, you know how each fight will end: you will make many attempts to fell the boss--and on a few frustrating occasions, many many attempts--before one last go, upon which you will deliver a precise shot that ends the action before it begins.

And that is why Titan Souls is compelling--until it isn't. What starts as an interesting idea loses its shine as it nears its conclusion, and along with it, the sense of reward. Success can be its own reward in video games, but in Titan Souls' distilled formula, the only mystery to uncover is the behavior of the titan you have next to face. Some of these encounters are cleverly designed, but the cleverness is not so great as to mask the game's intrinsic austerity. Titan Souls also provides structural rewards that, frankly, aren't very interesting. Hard mode; a mode in which you cannot run or dodge; a mode in which you only have one life to live: these don't provide much reason to return unless you thrive on speedruns and ultimate mastery, nor does the final reveal, which you are privy to only if you defeat every boss, which is not required for you to officially beat the game.

Why are they all so mean? All I wanted to do was kill them and collect their souls.

Not that austerity must be a bad thing, only that Titan Souls stretches its single idea as far as it can go--and then a few battles beyond the limit. It's fitting that the world surrounding those battle is similarly simple. Unlike Shadow of the Colossus, the game I would say it most recalls, Titan Souls doesn't tell much of a story with its world, but it's at least a lovely place to be. You access boss fights from themed hubs, so you walk a short distance from a nearby save point to each nearby boss arena--and moving from one hub to another is a few minutes' journey. Those journeys have you crossing stone pathways, swimming across shallow pools, and riding mechanical platforms; giant eyeballs adorning nearby doorways follow you as you travel past, instilling unease.

It is the soundtrack and general audio that deserves the most credit for making this world enjoyable to pass through. (I wouldn't say "explore" is the right word, since there are no treasures to unearth or truly commanding sights to drink in.) One of the first bosses is a disembodied brain encased in ice, and the resounding clank it makes as it collides with walls gives the entire battle a tremendous sense of pressure and weight, while vivacious bongos exacerbate the battle's percussive feel. When you leave sunshine behind for snowy fields, the open strings of a fiddle recall similar tunes from the film Fargo, which also takes place in a frigid land. When green grass returns, a flute and guitar engage in a leisurely minuet, making your stroll feel particularly pleasant.

Don't let the soothing songs lull you, however: stress is always just a minute away, and once you have internalized Titan Souls' lessons, so is relief. In time, those lessons become exhausting; you keep studying the exam, yet fail it over and over again until, suddenly, you pass with little fanfare, and a new class begins. Luckily, before work comes joy, and in the few hours that Titan Souls maintains your interest, you prove that you--and the diminutive hero that you play--can change the world with incredible patience, and a single arrow.


23.07 | 0 komentar | Read More

See GTA 5's Impressive PC-Only Video Editing Tools in Action

With Grand Theft Auto V's PC release now just hours away, developer Rockstar Games has published a new video that offers an overview of the game's impressive-looking video editing tools. We got all the details about the Rockstar Editor last week, but this is the first time we're seeing it in action.

The Rockstar Editor allows players to record, edit, and share videos from Grand Theft Auto V and the game's multiplayer mode, Grand Theft Auto Online.

Players can utilize numerous camera angles and filters, and can also select a backing music track and make audio mix adjustments. The Rockstar Editor also lets players apply text slides to their videos and more.

In addition, the Rockstar Editor comes with a Director Mode that, as its name suggests, allows users to direct their own scenes. Players can choose a human character (or a animal) and create whatever scene they can think up--even using elements such as "explosive punches" and low gravity.

When you're done making a video, you can export it to the Rockstar Games Social Club or YouTube from within the Rockstar Editor.

It all looks very impressive. More details about the Rockstar Editor are available through this special online guide. For more on the Rockstar Editor, check out the image gallery below.

After multiple delays, GTA V for PC officially arrives tomorrow, April 14. However, gamers in the United States who buy the digital version can start playing later this afternoon.


23.07 | 0 komentar | Read More

PS4's The Order: 1886 Gets Photo Mode

A new Photo Mode is now available for PlayStation 4 exclusive shooter The Order: 1886, Sony announced today. The mode, similar to those found in The Last of Us, Driveclub, and Shadow of Mordor, is included with a new update for the title, which was released earlier this year to a middling critical reception.

Writing on the PlayStation Blog, Sony said a Photo Mode was a much-requested feature for The Order.

"Fans expressed an overwhelming desire to see and share the realism, beauty, and detail of our Neo-Victorian world," the company said. "With Photo Mode, you'll be able to compose, capture, and share stunning images of your favorite moments, characters, and environments."

One thing to note, however, is that enabling Photo Mode in The Order will disable the game's Camera Bias option for players who have that turned on. This Camera Bias option allows players to change which shoulder the camera hovers over.

The Order's Photo Mode features an untethered camera, while users can choose from a variety of color grading options (with intensity sliders), including high-contrast, gritty, and black and white. You can also remove all characters from the scene if you're looking to focus on the environment instead of the action.

When you're satisfied with your shot, you can share it with the world by way of the PS4's Share functionality. For a closer look at The Order's new Photo Mode, check out the video above.


23.07 | 0 komentar | Read More

Destiny House of Wolves Release Date Revealed

Destiny's second expansion, House of Wolves, will launch on May 19. Publisher Activision announced the news on Monday, according to Kotaku. A trailer for the expansion (below) was also released, but it won't go live until 10 AM PDT / 1 PM EDT.

House of Wolves, which was announced last summer, follows December's The Dark Below expansion. We already knew that it was due to launch in the April-June window.

Earlier this year, a ton of House of Wolves images leaked, revealing that the content will include what is listed below. Bungie has not formally confirmed the information below, but we'll have full details on House of Wolves as they become available.

According to the leak, House of Wolves includes:

  • A new Awoken storyline plus an exclusive Raid
  • 3 new Crucible maps and a new Fallen Strike
  • Hundreds of new weapons, amour and gear

The Dark Below and House of Wolves are included with Destiny's $35 Expansion Pass. Alternatively, each is available to buy individually for $20.

In addition to House of Wolves, Bungie is planning to make another major Destiny announcement this fall, which could be the sequel alluded to earlier this year by Activision.

Developing...


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Super Mario Bros. Menu Screen Remade Using 14,000 Toothpicks

Written By Kom Limpulnam on Senin, 06 April 2015 | 23.07

Twitter user BitBlt Korry has recreated Super Mario Bros.' iconic menu screen using 14,000 painted toothpicks. Discovered by Kotaku, it's an incredible work of art and it took five days to complete.

For a closer look at the toothpick masterpiece and the process behind it, check out the video above and some images in the gallery below.

Looking for more fan-made video game creations? Check out this amazing Halo cross-stitch or this excellent Destiny drum cover.


23.07 | 0 komentar | Read More

Meat Boy as a Smash Bros. DLC Character Would be "Pretty Amazing"

Super Meat Boy developer Team Meat is calling on fans of the uber-difficult platforming game to write in Meat Boy as the character they'd like to see added to Super Smash Bros. Wii U/3DS through the new fan voting portal opened just last week. Meat Boy, of course, is the slimy slab of meat that's the playable character in Super Meat Boy and the upcoming Super Meat Boy Forever.

That image of Meat Boy in Smash Bros. comes from Mike Cardona on Twitter.

Nintendo's Smash Bros. character voting site opened last week and closes in October 2015. Recently, Xbox boss Phil Spencer said it would be "cool" if Banjo the bear from the Banjo-Kazooie series were added as a DLC fighter. Nintendo hasn't said how it will go about choosing which characters, or characters, will be chosen to come to the game or when players can expect those fighters to be available.

Though future fighters from the Smash Bros. voting site are likely many months away from coming to the game, one new DLC character--Mewtwo--will be available later this month. Beyond that, Nintendo will release another new fighter--Lucas--in June, though pricing has not yet been announced.

Which video game character would you like to see added to Super Smash Bros. as DLC? Let us know in the comments below, and be sure to submit your vote at Nintendo's website here.


23.07 | 0 komentar | Read More
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