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LittleBigPlanet Vita's Best User Creations

Written By Kom Limpulnam on Senin, 31 Desember 2012 | 23.07

A few months after the release of LittleBigPlanet Vita, we check out some of its best user-created levels and minigames.

2D/3D

Tapping the left shoulder button in this ingenious platformer switches the camera between 2D and 3D views of the action. Red objects are interactive in the foreground from one perspective but are relegated to the background from the other, which makes for some neat puzzles.

Real Big Planet

This all-too brief level puts LBP Vita's invisible crafting material to great use, transforming everyday items in photos into solid objects that you can jump between. There's very little that's challenging between the start and finish lines, but details like an interactive radio and working AR cards make this one a joy to play.

[JPN] Wooden Crown

There aren't many LBP levels that cram this much craftsmanship and creativity into such a small space. Built almost entirely from wood, Wooden Crown is an intricate art piece that you get to run around and solve puzzles in. Nigh impossible to finish without feeling like you missed something, expect to play it more than once.

The Blank Zone

Color has been stolen from the world and it's down to you to restore it in this great-looking level. The front touch-screen gets a lot of use in some tricky spots early on, but make it past that occasionally awkward stuff and the latter part of the level feels like an entirely different game.

They Came From My Nightmares

This horror-themed level seems harmless enough at first blush; there's nothing especially scary about a picture falling from a wall, after all. It squeezes some surprisingly effective scares into the short time that it takes to play, though, and has good sound design to boot.

Honey Village (platformer)

This delightful platformer wouldn't look at all out of place as a level in the LBP Vita campaign. Not only is the presentation top notch, but the gameplay is varied and makes smart, sparing use of the touch-screen.

Minecraft Adventure

There are a lot of user levels loosely based on popular games, but unlike many of them, this one is rather good. It incorporates gameplay elements that fans of Minecraft will appreciate and, when it ends, definitely leaves you wanting more.

Tower Of Whoop
for Vita

You might remember Tower of Whoop as a great, fast-paced level from Da Vinci's Hideout in LittleBigPlanet 2. It's a race to the top of a tower using grappling hooks and bounce pads that's too fun to only play once. This remake is great.

The level that plays itself (1P)

Does exactly what you think it does. Get in position, let go of the controls, and watch as you're thrown through the air, collect points bubbles aplenty, and wind up back at the start with the option of doing it all again.

Digital Ninja Survivor[Demo Ver.]

Creating an LBP Vita game in which you play as a ninja sprite armed with shurikens and a sword is no mean feat, especially when that game is fun to play. If you enjoy this brief demo, be sure to check out the "Skanda Heaven" levels from the same creator.

Found (or created) a great LittleBigPlanet Vita level that you think should be included in this feature? Let us know in the comments below and, if we like it, we'll include it in an update.

Justin Calvert
By Justin Calvert, Executive Editor

Justin's youth was largely misspent playing Commodore 64 and Amiga games. He left the UK's Official PlayStation Magazine to join GameSpot in 2000, believes that he's one of the best Speedball 2: Brutal Deluxe players in the world, and puts HP Sauce on everything.


23.07 | 0 komentar | Read More

Diablo III PVP stalled

Gamers holding out for a Diablo III player-versus-player mode may want to get comfortable. Blizzard Entertainment announced through a new blog post that the dungeon-crawler's Team Deathmatch mode "isn't where we want it to be," noting it "falls short" of company expectations.

"In continuing to develop this mode, playtest it, and put it in front of other developers within the company, we've found that it falls short of our expectations for a high-quality Blizzard experience," Diablo III game director Jay Wilson said.

Wilson further explained that the shortcomings are the result of a "few issues," the first of which is depth. The designer said the PVP experience in place "gets old" quickly, and though some playtesters enjoyed their time with it, overall this was not the case.

"Simply fighting each other with no other objectives or choices to make gets old relatively quickly," Wilson said. "We've brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didn't feel like it was something they'd want to do beyond a few hours. Without more varied objectives, or very lucrative rewards, few saw our current iteration as something they'd want spend a lot of time in."

A second issue with Diablo III's Team Deathmatch mode is that of class balance.

"Like Diablo II, Diablo III was designed to be a PvE-first kind of game, where we never compromised on player abilities in the name of future PvP balance. We want to be able to carry over as many of the crazy runes, items, and skills as possible, with their crazy effects, and alter them as little as possible," Wilson said. "In a casual PvP mode, something equivalent to a WoW Battleground, this would be fine, but Team Deathmatch felt very hardcore, and it put a laser focus on class balance in a way that we didn't think would be good for the game as a whole."

Though Blizzard is no longer pursuing a Team Deathmatch mode for Diablo III, Wilson said time spent developing it has not gone to waste, as it has provided unspecified benefits in the areas of controls and combat model tuning. However, "at this point, we don't believe it's the experience we feel it needs to be in order to ship, so we will be shelving it for now and exploring other options."

Wilson also explained in the blog post that Diablo III will soon support dueling options for players. This will be added to the game through patch 1.0.7, which is expected to arrive sometime in 2013.

However, a full replacement for Team Deathmatch is further away, as Blizzard is now exploring "new modes that play up to the strengths of the character classes, focus on objectives beyond just defeating other players, and possibly even integrate PvE elements and rewards." Whatever this turns out to be, it will be offered a free download, Blizzard said.


23.07 | 0 komentar | Read More

War Z creator apologizes for controversy

Outspoken The War Z creator Sergey Titov has apologized for the game's controversial launch (and subsequent de-listing from Steam) earlier this month. In an open letter to the community, Titov said developer Hammerpoint Interactive "failed to effectively communicate" its plans for the new zombie survival game, which led to some "very negative feedback" from members of the community.

"I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others," Titov said. "This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture: my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues."

Titov further noted that the events of the past week were "especially humbling." He said the past cannot be changed, but promised the same mistakes will not be made in the future.

"I was too focused on how great we are and how a small independent team got their first game to over 700,000 users in a two-month period," Titov said. "Though that is something to be very proud of, allowing that to overshadow the existing community and their satisfaction was poor judgment."

Titov explained that community management and moderation for The War Z fell short. He said Hammerpoint relied too heavily on forum moderators, whose primary directive was to punish those who broke rules, he said, instead of engaging the community and guiding conversations toward constructive discussion. Additionally, Titov said there was not enough attention paid to talking about upcoming War Z features or appropriate dialogue through social networks.

"There wasn't enough presence of the development team on forums; there wasn't enough updates on development of upcoming features. We failed to communicate our position and messaging on the outside platforms such as Facebook, Twitter, and various online websites, and when we did this we chose to rely more on arrogance rather than being humble and trying to understand why people were saying negative things," he said.

The solution to the community management and moderation problems, Titov said, is an overhaul of Hammerpoint's community management procedures and rules. "We're going to reevaluate publishing and marketing team performance, and I will make sure that Hammerpoint Interactive developers will have a much stronger voice when it comes to community management."

Titov also shared that one of his proposed ideas to engage the community further is to invite 10 players from around to the world to visit the Hammerpoint offices in Los Angeles, California. There, these gamers would meet the development team, get a look at in-development features, and addresses concerns, wishes, and other thoughts.

Lastly, Titov clarified that the current version of The War Z is titled "Foundation Release," which is a "first-stage" release used as a foundation to build on top of.

"I do believe that we aren't even close to uncovering the true potential for The War Z, and I hope that in the coming year, we'll be able to regain trust from people who were alienated by our actions and we'll be able to move forward and grow the game together," Titov said.

Controversy surrounding The War Z came to light upon the game's release through Steam last week. Users quickly began reporting numerous issues with The War Z. Further, many players criticized the game and Hammerpoint for being misleading and for censoring their comments about issues with the game. The game has since been pulled from Steam.

Day Z creator Dean Hall previously said the controversy left him "depressed," noting he contemplated leaving game development altogether as a result.


23.07 | 0 komentar | Read More

Tomb Raider gets multiplayer

Crystal Dynamics confirms upcoming Lara Croft reboot will feature a head-to-head mode.

Next year's Tomb Raider reboot will not be a single-player-only affair. Crystal Dynamics global brand director Karl Stewart recently revealed via Twitter that the game will in fact ship with a multiplayer mode.

This was first speculated when United Kingdom retailer GAME listed multiplayer as a major feature for Tomb Raider. The details have since been removed, but it was suggested that players would be able to control Lara's shipmates or Yamatai scavengers in a variety of modes.

First details on Tomb Raider's multiplayer mode will be revealed in Official Xbox Magazine's January issue, due to subscribers this week.

Tomb Raider is due out March 5, 2013 for Xbox 360 and PlayStation 3. For more, check out GameSpot's previous coverage.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Minecraft sells 453k copies on Christmas

Creator Markus "Notch" Persson reveals franchise sales of sandbox game nearly totaled half a million on Tuesday.

The Minecraft franchise sold 453,000 copies on Christmas Day, series creator Markus "Notch" Persson revealed over Twitter recently. The game is available on PC and Mac, Xbox Live, and iOS and Android smartphones and tablets.

Christmas Day sales for Minecraft add to the 17.5 million franchise sales tallied as of earlier this month. Minecraft for PC and Mac remains the breadwinner of the bunch, selling 8.6 million copies. The Pocket Edition has sold 5 million copies, and the Xbox Live Arcade version of Minecraft has moved 4.48 million copies as of earlier in the month.

Gamers interested in getting an inside look at the development of Minecraft can check out 2Player Productions' official Minecraft documentary. It debuted on Xbox Live last week and is now available to purchase from the company's website.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

What Gamer Are You? Part Two

Tracker

(Kinda like the Speedrunner but with a twist - I love nonlinear games like Skyrim or FarCry, but need immediacy of interaction to keep me interested and focused.)

Interaction, Skill and Environment-Exploration are my biggest passions. I hate anything that slows down the immediacy of interaction - that involves grinding, gathering or finetuning your Skilltree. Skilltrees with their many options also kinda stress me out, as I don't usually plan ahead, and rather test every possible situation through try and error.

When playing Strategy games I enjoy those that emphasize on tactical combat and reflexes, like Dawn of War, rather than resource management like Age of Empires or C&C.

I also believe QTEs and linear Storytelling delute the interactiveness of the Experience. I believe that the only dialogue games should have should be interactive dialogue, thus I prefer textboxes over voice-overs. I'm still waiting for a game to incorporate voice-recognition in a seamless way - Binary Domain is definitly going in the right direction.

I am very patient, but in a specific way, I can replay levels over and over again, simply refining my skills. This is why I really love Arena-Shooters, and Arcade-Racing Games like PGR or Sonic & Sega Allstar Racing Transformed. I am used to overcome challenges through experience and skill - not by leveling up. I hate most MMOs for their "Roll the Dice" combat mechanics, I want to feel the impact and the nuances of my input and not leave it up to chance - Same goes for random encounters in JRPGs, they simply don't allow me to use the environment to my advantage - The Last Story's combat system, with its dodging and stealth components is what I'd like to see more of.  

As for controls, I think the more intuitive and diverse they are, the better - I got a lot of satisfaction out of the swordfighting in Skyward Sword.

I also love the thrill and focus involved in Sneaking games like Thief or Splinter Cell, as any little action can cause immediate consequences. I love systematical exploration of environments in Action-Adventures like Tomb Raider, Zelda or even Ecco. I stopped playing Final Fantasy Games eversince they removed the World Map.

I don't care about finishing a game - the moment to moment gameplay is what truly matters to me.

I am somebody who reacts to certain situations and collects experience, testing and memorizing every little perceptive cue and utilizing this collected experience to create a Network of relationships where every little detail matters, allowing me to react to changes almost instinctively as I become fully connected with the game's Eco-System.

2012 Favorites:

Sonic & Sega Racing Transformed,

Sleeping Dogs,

Binary Domain,

FarCry 3,

The Last Story 

Favorite Games of All time:

Shenmue,

Shadow of the Collossus,

Tomb Raider,

Thief 3,

Splinter Cell,

Ecco: Defender of the Future,

Halo CE,

Unreal Championship,

PGR,

Jet Set Radio Future

The Elder Scrolls,

Dawn of War,

Okami,

Rayman 2,

Soul Reaver,

Dead or Alive 3,

The Legend of Zelda,

Half Life 2,

Portal,

Final Fantasy 7


23.07 | 0 komentar | Read More

A Year in the Life of a Gamer - 2012

This presentation is nice ,although the majority of the games of 2012 weren't.Anyway happy new year game spot and I hope next year game spot makes better valuation of the games ,and the next years best game title be given to a game that is well deserved and makes us gamers feel good about ourselves and the games we spent our voluble free time playing,And not little kids games like JOURNEY,NFS,FORZA HORIZON ,DIRT which only dirt wasn't ,........2012 a VERY poor year in gaming quality overall ,and creativity and imagination ZERO.


23.07 | 0 komentar | Read More

Dokuro Game Giveaway!

Written By Kom Limpulnam on Senin, 24 Desember 2012 | 23.07

Attention PS Vita owners, we're giving away 4 copies of Dokuro for the PlayStation Vita, not only is this an amazing little puzzle plat former but the copies are signed by the procurers! There are two ways to enter, our Dokuro Doddle Hustle or the Dokuro Caption Contest.

Dokuro Doodle Contest

One of the whimsical characteristics to Dokuro is its charming chalk board art style. Participants will inspire themselves with GameSpot screen shots and images to create a Dokuro Doodle.

You can capture any element of the game in your drawing so long as there is a clear correlation between your art and the game. The traditional art medium to the game is very chalk like, but for this contest we will be accepting all styles.

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Send your entry to contests@gamespot.com making sure to include your mailing address and your GameSpot Username

Prizing:
One (1) winner will be selected for the Dokuro Doodle contest and will receive a copy of Dokuro for the PS Vita. Judging for the entries will take place on Friday January 11th and a winner will be selected by GameSpot Staff members.

Dokuro Caption Contest

The story of Dokuro is a charming and simple one, our heroic skeletal friend may not get the love he clearly deserves, but that will not stop him from trying to save his Princess. To enter in the Dokuro Caption contest simply fill in the following caption and email it to contests@gamespot.com:


"Sticks and stone will break my bones, but __________________."

Want an example? Here's a freebie! (But you can't use it as an entry):
"Sticks and stones my break my bones but I will always love you."

The Rules:
You must be a GameSpot Registrant
Deadline to submit your entry for this contest is January 11th at 10:00am PST
Email your entry to contests@gamespot.com with the subject "Dokuro Caption Contest" making sure to include your mailing address and your GameSpot Username

Prizing:
Three (3) winners will be selected for the Dokuro Caption Contest, each of the three (3) winners will receive 1 copy of Dokuro for the PS Vita. Winners will be determined based on a raffle of all the entrants for the Dokuro Caption Contest on Friday, January 11th.


23.07 | 0 komentar | Read More

This Week in Games - December 22, 2012

Happy Holidays! BioShock, bankruptcy, Borderlands DLC, the decline of western civilization, Bobbty Kotick's dating life, and the NRA.

Attempts to find some kind of meaning, and something to vilify, in the wake of a tragedy such as the shooting at Sandy Hook Elementary School in Newtown, Connecticut, are completely understandable. As seems to be the norm of late, attention is yet again turning to violent video games as something to be singled-out for blame. The political attention began this week with this Tweet from Obama administration advisor David Axelrod.

This sparked plenty of attention on Twitter, and fueled a number of stories throughout the week predicting an escalation of finger-pointing in gaming's direction. It arrived in force on Wednesday when Democratic West Virginia senator Jay Rockefeller (picture below, and no - that's not this particular bill he's waving around) introduced a bill to congress that would task the National Academy of Sciences (NAS) to study the effects of violent video games and other programs on children. The measure comes less than a week after the horrors at Sandy Hook. "Major corporations, including the video game industry, make billions on marketing and selling violent content to children," Rockefeller said in a statement on his website. "They have a responsibility to protect our children. If they do not, you can count on the Congress to take a more aggressive role." The bill would direct the NAS to conduct a "comprehensive study and investigation" of the link between violent games and other violent video programming and harmful effects on children. More specifically, the NAS would be charged with looking into whether or not video games cause children to act aggressively or "otherwise hurt their wellbeing," and if so, determine if that effect is notably distinguishable from other types of media. This study would also look at the "direct and long-lasting impact" of violent content on a child's well-being. "With respect to violent video games, NAS must look at whether current or emerging aspects of games, like their interactive nature and the personal and vivid way violence is portrayed, have a unique impact on kids," the statement reads. Separately, Rockefeller said he will call on the Federal Trade Commission (FTC) and the Federal Communications Commission (FCC) to further their work in this area. "Changes in technology now allow kids to access violent content online with less parental involvement. It is time for these two agencies to take a fresh look at these issues," he said. If the bill passes, NAS must submit a report on its study within 18 months to Congress as well as the FTC and FCC.

If you've been following this kind of thing for the last few years, you'll no doubt be rolling your eyes at yet another potential waste of government resources and taxpayer money. After all, previous studies of this nature have failed to turn up any data that supports a connection between violent games and real world gun violence, so why will this one show anything different? The Washington Post ran a story on Monday this week demonstrating that video game consumption "does not seem to correlate at all with an increase in gun violence," and cited data from 10 different countries including Germany, Australia, South Korea, and the Netherlands. The outlier on gun violence? The United States.

On Friday, the National Rifle Association finally broke their silence on the subject, taking the opportunity to finger violent games as partially to blame for last week's tragedy. "There exists in this country a callous, corrupt, and corrupting shadow industry that sells, and sows, violence against its own people," NRA executive vice president Wayne LaPierre said. "Through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse. And here's one: it's called Kindergarten Killers. It's been online for 10 years. How come my research department could find it and all of yours either couldn't or didn't want anyone to know you had found it?" He went on to question whether violent media of any kind should be called entertainment. "But is that what it really is?" he questioned. "Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?"

"Isn't fantasizing about killing people as a way to get your kicks really the filthiest form of pornography?" - Wayne LaPierre, NRA

LaPierre argued that media conglomerates are caught up in a "race to the bottom," and in fact compete with each other to "shock, violate, and offend every standard of civilized society." Complicit in this behavior, according to LaPierre, is the national media, their corporate owners, and stockholders, who are "silent enablers" and even "co-conspirators." He claimed media "demonize" lawful gun owners and "fill the national debate with misinformation and dishonest thinking."

The NRA's solution? "As parents, we do everything we can to keep our children safe. It is now time for us to assume responsibility for their safety at school. The only way to stop a monster from killing our kids is to be personally involved and invested in a plan of absolute protection. The only thing that stops a bad guy with a gun is a good guy with a gun. Would you rather have your 911 call bring a good guy with a gun from a mile away ‚ or a minute away?"

If you want to read the full text of the statement, you can find a PDF of it here. LaPierre's comments drew a sharp response from gun-control advocates. New York City Mayor Michael Bloomberg accused the NRA of "a shameful evasion of the crisis facing our country. They offered a paranoid, dystopian vision of a more dangerous and violent America where everyone is armed and no place is safe," he said.

Please share your feelings on the subject in the comments. There's certainly plenty to chew on.

BioShock Infinite Hype Continues

Irrational Games creative director Ken Levine has offered a tease regarding the BioShock Infinite endgame. Speaking to Outside Xbox, Levine claimed the game's ending is unprecedented and consequently may not be full accepted or embraced by all fans of the franchise. "The plot actually gets more interesting as it goes on, Levine said. "The end of the game, I can't tell whether people will like it or not like it. I can say it's something we're incredibly proud of. It's like nothing you've actually experienced in a video game before. It's quite unique and quite particular to this world, these characters, and this franchise." Levine didn't share much more on the subject, however he did say Irrational is working to make sure the story doesn't decline in its second half, as many feel was the case in the original BioShock. "You had a situation there where you had this amazing character and once he's gone the story loses some of its steam," he said. "That is something we took to heart in this game."

Levine bookended this statement on Wednesday by releasing video of the first five minutes of the game (below. Watch it at your peril.) "Want to see the first few minutes of Infinite?" he asked on Twitter. "If you watch it and complain about SPOILERS, you're dead to me."

Keeping up the media onslaught ahead of the Holiday break, Levine held a Reddit Ask Me Anything session on Thursday where he talked about his inspirations and motivations. When asked about the decision to stick to a first person perspective to tell the new game's story, he explained that the method allows for a more intimate level of detail. "I love first person because it gets you so close to the detail of the world," Levine said. "[BioShock Infinite] wouldn't work in any other perspective." He was also asked if he would consider tackling other genres for different products in the future, but he did not respond. Later in the session, Levine revealed that original BioShock and BioShock 2 composer Garry Schyman is returning to create the music for BioShock Infinite. Levine teased that Schyman's score this time around is "very different" from the first two games, but at the same time "very much guided by the same aesthetic principles."

THQ Filed Chapter 11, Ubisoft May Pick Up Pieces

Beleaguered Saints Row publisher THQ filed for Chapter 11 bankruptcy on Wednesday. The company has entered into an asset purchase agreement with a bidder to acquire "substantially all of the assets of THQ's operating business." This includes THQ's four wholly-owned studios and games in development. "The sale will allow THQ to shed certain legacy obligations and emerge with the strong financial backing of a new owner with substantial experience in software and technology," the company said in a statement. The company's day-to-day operations will not be affected during the sale period, the company said. Every THQ studio remains open and development on all projects (Saints Row 4, Homefront 2, Metro: Last Night, South Park: The Stick of Truth, and Company of Heroes 2 along with the unannounced game from Assassin's Creed developer Patrice D√©silets at the company's Montreal studio) is unaffected. No layoffs are expected. Employees will continue to work on their usual schedules and will receive their previously agreed upon compensation and benefits. "The sale and filing are necessary next steps to complete THQ‚ transformation and position the company for the future, as we remain confident in our existing pipeline of games, the strength of our studios, and THQ‚ deep bench of talent," said THQ CEO Brian Farrell in a statement. "We are grateful to our outstanding team of employees, partners and suppliers who have worked with us through this transition. We are pleased to have attracted a strong financial partner for our business, and we hope to complete the sale swiftly to make the process as seamless as possible."

"We have incredible, creative talent here at THQ," new THQ president Jason Rubin said. "We look forward to partnering with experienced investors for a new start as we will continue to use our intellectual property assets to develop high-quality core games, create new franchise titles, and drive demand through both traditional and digital channels." Rubin spent much of the day responding to questions on Twitter. He assured concerned gamers that he is doing "everything in my power" to ensure that the Saints Row sequel, in particular, is unaffected by the changes. To hammer the point home, he made this comment accompanied by a photo of himself wielding the iconic dildo bat from Saints Row 3.

In a blog post at the end of the day, Rubin noted "Chapter 11 is a safety net for U.S. companies. American Airlines is currently in Chapter 11 restructuring, yet I flew back and forth on that airline when I visited Volition two weeks ago. Donald Trump and his companies have been in Chapter 11 four times. You can add to that list household names such as Macy‚ Eddie Bauer, the Chicago Cubs, Chrysler, Delta Airlines, General Motors, the Pittsburgh Penguins, Marvel Studios, and MGM, among many others. MGM filed Chapter 11 two years ago, and this year it released ‚ Skyfall‚ and ‚ The Hobbit,‚ two of the biggest titles of the year. That‚ what I mean when I say new start!"

On Friday morning it was revealed that Ubisoft is one of the top candidates interested in purchasing THQ's assets,. Sources told trade news site MCV that the French publisher has shown interest in buying THQ's wholly-owned studios and franchises. As you may recall, this is not the first time Ubisoft has publicly acknowledged interest in THQ. Last month, Ubisoft CEO Yves Guillemot said, "They have good things. We are always interested in good brands. For sure, it's something we can consider, but I can't tell you more." MCV's sources say Ubisoft has held "lengthy discussions" with THQ to get a deal done. One of the main sticking points in the negotiations, according to the sources, is that of price. Ubisoft is reportedly interested in a "bargain buy," and will hold out until THQ decides to sell specific properties instead of a total package.

The War Z Woes

Dissatisfied consumers took to Reddit early this week to voice their concerns surrounding the release of The War Z on Steam. Users accused developer Hammerpoint Interactive of releasing a patch for the Steam version of the game following Reddit reports that claimed this version of the game wasn't complete. According to Reddit user "IAmFluffey", the patch "proves [Hammerpoint Interactive's] quick money-grabbing and game-breaking schemes."

"After changing the description of their game due to [Reddit user] TotalHailbut calling them out on false advertising, they have now updated the game with a new patch," he continued. The post goes on to list a variety of changes in the new patch, including "increasing the respawn-timer from 1 hour to 4 hours", while adding a "revive" button where players can spend real-world money to revive instantly. Reddit users have suggested that this addition forces players into a micro-transaction model. According to the post, the update is also forcing players to sign a terms of service agreement before playing, which reportedly "disallows refunds" of the game. After publishing a similar thread on the Steam forums, user "IAmFluffey" was reportedly banned. The users claim that Hammerpoint Interactive subsequently shut down the entire The War Z discussion thread on Steam.

On Wednesday the game itself was removed from Steam. A Valve representative told Kotaku that the game was mistakenly published in the store and will not return until the company speaks with Hammerpoint Interactive to resolve issues. "From time to time a mistake can be made and one was made by prematurely issuing a copy of War Z for sale via Steam," the Valve rep said. "We apologize for this and have temporary [sic] removed the sale offering of the title until we have time to work with the developer and have confidence in a new build." Gamers who already bought The War Z can continue to play it. Those who bought the game and are not satisfied can seek a refund by opening a support ticket at Valve's website.

On Thursday, Arma II mod Day Z creator Dean Hall spoke out about the situation, saying the controversy had left him "depressed" and led to him considering quitting game development altogether. Writing on Reddit as "rocket2guns," Hall broke his silence, saying, "I know I have been very quiet lately. So this will be really all I'll say for the moment. I've been pretty depressed about the whole situation," Hall said. "From a personal standpoint, this whole 'saga' of the development made me seriously question if I wanted to be involved in the industry and I gave serious thought to cutting my losses and not being involved in the project." Hall said he has been "hammered" with requests from media and fans alike, asking for his take on the situation and for further information about Day Z. He declined to provide any insight, noting he is keeping to himself while working on the standalone version of Day Z, which is scheduled for release next year.

Minecraft Documentary Hits This Weekend

Minecraft: The Story of Mojang will premiere Saturday, December 22 on Xbox Live. The documentary from 2Player Productions will be available for Xbox Live Gold subscribers in the U.S., UK, Ireland, Belgium, Portugal, Austria, France, Finland, and Sweden. As for the film itself, Minecraft: The Story of Mojang follows Notch, and documents the challenges he faced during the company's first year. It addresses the massive success of Minecraft, and also features insight from journalists and industry professionals. The documentary began its life as a Kickstarter project in February 2011 and surpassed its $150,000 target, raking in a total of $210,297 when it closed in March of that year.

The Business News Part. Stay Awake

Electronic Arts has been removed from the NASDAQ-100, an index of the 100 largest domestic and international non-financial companies. Electronic Arts was pushed out as part of NASDAQ's annual reshuffling of the list to make room for newcomers like Western Digital and Liberty Global, and the new list will be effective from December 24. EA had a rough time of it this year, with shares hitting their lowest prices since 1999 partially due to its struggle to retain subscribers to Star Wars: The Old Republic, a game rumored to be one of the most expensive (if not the most expensive) video game ever made. Netflix, Blackberry maker RIM, and Green Mountain Coffee Roasters were also dropped. Major EA competitor Activision is now the only traditional video game publisher to remain on the NASDAQ-100 list, though several companies with ties to the business like Microsoft and Nvidia remain.

‚ Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil." - Robert Kotick, Activision

Speaking of Activision, CEO Robert Kotick was profiled by the New York Times this week, in which he noted that firing Infinity Ward head honchos Jason West and Vince Zampella in 2010 was not a difficult decision for him to make. Kotick addressed the swift and severe action taken against the high-profile developers. You find out two executives are planning to break their contracts, keep the money you gave them, and steal 40 employees. What do you do? You fire them,‚ Kotick said. Activision's high-profile court case against West and Zampella, along with those 40 former Infinity Ward developers, was settled in May this year before it could be heard by a trial. Terms of the deal were not disclosed at the time and have not been since, though one analyst previously projected this figure to be in the tens of millions. Elsewhere in the profile, it was revealed why the massively popular Call of Duty brand has not spawned a Hollywood adaptation. Kotick said game-to-film adaptations rarely work out and could in fact blemish the franchise. Hollywood studios have reached out to Activision, he said, though all requests thus far have been denied.

Kotick also noted in the profile that the online hate (which frequently manifests as Photoshopped pictures of him with horns) directed his way is cramping his style with the ladies. Think about what it‚ like for my dating life when the first picture that comes up is me as the Devil,‚ he said, noting that he is recently divorced. ‚ You see all this chatter and you realize that they game the search results. These super-sophisticated 19-year-olds are smarter than our expensive PR firm.‚

On the subject of unpopular game publisher CEO's, here's something about everyone's least favorite gaming executive. Zynga CEO Mark Pincus was awarded the illustrious title of one of the "worst CEOs of 2012," by Dartmouth College Tuck School of Business professor Sydney Finkelstein. His list of the five worst honchos was published at Bloomberg, and provided multiple reasons for why Pincus came up short this year. Finkelstein said Pincus made some "rookie mistakes" including depending far too heavily on Facebook. Additionally, the professor cited Pincus unloading 16 million Zynga shares as a reason to believe he may not have much confidence in his own company. As you'd expect, Zynga's PR folks were reluctant to give comment to Bloomberg and have also not responded to GameSpot's requests either. The other four CEOs named were Best Buy's Brian Dunn, Chesapeake Energy top executive Aubrey McClendon, Avon's Andrea Jung, and Bankia executive Rodrigo Rata. Zynga shares have tanked this year. After peaking in March at around $15, the company's per-share value as of Friday stands at $2.32.

Get Your Own Gravity Gun

On a much lighter subject: Fans wishing that Gordon Freeman's iconic Gravity Gun was a real thing are in luck. Kinda. Toy maker Neca will release a 1:1 recreation of the classic Half-Life weapon this spring, the company announced through its blog. A price for the gun was not announced and quantities will be limited, much as they were for the original version of the firm's Portal gun earlier this year. As any self-respecting fan is aware, the Gravity Gun's real name is the Zero Point Energy Field Manipulator. It first appeared in Half-Life 2, given to players by Alyx Vance at Black Mesa East. Neca's Gravity Gun will be on display at the 2013 New York Toy Fair in February and preorders for the toy will begin "soon." The company has created a prototype, which shows that the Gravity Gun will also light up.

On the subject of Half-Life and Valve, the Steam sale season kicked off on Thursday this week. Among the many bargains is the entire Valve Collection for just $49.99.

Godus Crowd-funded

Peter Molyneux's new God game Godus reached its Kickstarter goal on Wednesday, with just under two days to go to its final funding deadline. The fund closed at over £526,000 ($850,385) pledged of an original £450,000 ($727,515) target. Godus, as you may be aware, is a reinvention of Molyneux's classic God game Populous. It is in development at 22Cans for PC, Mac, and mobile devices, and will not require a constant Internet connection for its single-player mode. The game is due out during September 2013. Separately, 22Cans announced that it has been contacted by a range of composers and musicians wishing to contribute to Godus. One such musician is Harry Waters, son of Pink Floyd bassist and vocalist Roger Waters. No firm collaboration plans have been nailed down yet, but 22Cans said it is exploring how it can work with Harry Waters on the soundtrack for Godus.

Sir Hammerlock Cometh

The third batch of downloadable content for Borderlands 2 has been revealed. Due out January 15 (that's my birthday, in case you care) for Xbox 360, PlayStation 3, and PC will be Sir Hammerlock's Big Game Hunt. It follows Captain Scarlett and Her Captain's Booty and Mr. Torgue's Campaign of Carnage. Sir Hammerlock's Big Game Hunt is included with the $30 Borderlands 2 Season Pass and will be available for others at $10. The content adds a new zone called Aegrus, as well as new areas to explore like Savage Lands, Lodge, and Scylla's Grove. It also brings new hunting-themed weapons (including legendary weapons) and loot, and a fanboat vehicle, which is kinda similar to the sand skiff from Pirate's Booty. The new content takes place just after the end of Borderlands 2, and pits players against a new villain named Professor Nakayama. You will also be battling new creatures including Wetland Drifters, Spores, Armored Boroks, Scaylions, Bandit-style Savage Warriors, and a new Seraph Guardian team raid boss called Voracidous. What's most interesting about these creatures is that there are new behaviors associated with them, notably more of a tribal hierarchy whereby "chiefs" both coordinate and heal their minions. Savages are controlled by Witch Doctors, the Varkid-like Scaylions have a queen that controls their behavior.

Happy Holidays!

This is the final (and looking back at it, somwhat depressing--sorry about that) entry in This Week in Games for 2012, as it will be on a break during the Holidays. Have an excellent season, plays some awesome games, and have a great New Year. See you in 2013.


23.07 | 0 komentar | Read More

CA senator calls NRA's response to violent games 'pathetic and unacceptable'

California senator Leland Yee, whose high-profile violent game law was struck down by the Supreme Court in 2011, has spoken out against the National Rifle Association's recent response to the deadly Sandy Hook Elementary School shooting.

In a statement to his website, Yee said when his violent game law was brought before the Supreme Court last year, the NRA was nowhere to be seen.

"I find it mind-boggling that the NRA suddenly cares about the harmful effects of ultra-violent video games," Yee said. "When our law was before the Supreme Court--while several states, medical organizations, and child advocates submitted briefs in support of California's efforts--the NRA was completely silent."

Yee further claimed that the NRA, instead of facing the reality and becoming part of the solution to gun proliferation, is attempting to "pass the buck."

"More guns are not the answer to protecting our children, as evident by the fact that armed guards weren't enough to stop the tragedy at Columbine High School," Yee said. "The NRA's response is pathetic and completely unacceptable."

NRA vice president Wayne LaPierre said at a press conference Friday violent video games like Bulletstorm and Mortal Kombat were partially to blame for December 14's deadly shooting in Connecticut.

Earlier in the week, West Virginia senator Jay Rockefeller introduced a bill to Congress that would direct the National Academy of Sciences to investigate how violent games and other such programming affect children.


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New Grand Theft Auto V screens

Latest batch of screenshots for Rockstar Games' upcoming open-world title show shark, submarine, planes, and blimp.

Rockstar Games has provided a holiday gifts to gamers: new Grand Theft Auto V screenshots. In a post to the company's blog titled "Happy Holidays - Enjoy", Rockstar released five new screens from the hotly hyped open-world action game.

The first screenshot shows a character floating in the ocean with a shark below. Another depicts a yellow contemporary submarine outfitted with various gadgetry. Yet another screenshot shows GTAV protagonist Franklin driving down a street with a dog in the passenger seat.

Finally, one screenshot is focused on air travel. It shows a fighter jet, what appears to be a passenger plane, and a blimp far away in the distance. Check out the Rockstar Newswire for all five new GTAV screenshots.

GTAV is officially due out during spring 2013 only for the Xbox 360 and PlayStation 3, though Rockstar cofounder Dan Houser said PC and Wii U versions are "up for consideration."

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

AU Wrap Up December 10-14

Written By Kom Limpulnam on Senin, 17 Desember 2012 | 23.07

AU Shippin' Out December 10-14: Marvel Avengers: Battle for Earth
What games hit Australian shores this week? Marvel fans may be interested in the release of Marvel Avengers: Battle for Earth on the Wii U. Check AU Shippin' Out for the full list of games which were released this week.

The OzSpot: Game of the Year Edition
It's nearly Christmas, and we celebrated with our final OzSpot podcast episode for the year! Join the GameSpot AU team--Dan, Laura, Ed, Zorine and Jess--as we looked back at the year that was 2012, and recounted some of our favourite gaming moments.

12 Plays of Christmas
With such an exciting line-up of games this year it would have been easy for some titles which may not have been on your radar. To help out, the GameSpot AU team round up their hidden gems of 2012, and share their thoughts on why they may have been missed! Best of all, you could win yourself one of twelve Turtle Beach Ear Force Z6A headsets worth $140!

For a brief explanation of what 12 Plays of Christmas is about, check out this video.

Sony Entertainment Network now available via PC
Sony Computer Entertainment Europe has officially announced a new online store that allows PC users to purchase PSN content for their PlayStation 3 or PlayStation Vita. The store rolled out for over 15 European countries, as well as Australia and New Zealand. Check out the full article for more details.


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Why Australian game prices will not drop

We speak to industry insiders to find out why the future of the Australian video game industry depends on video game prices staying where they are.

The reasons for Australia's high game prices have been well-documented in the past. Local video game publishers insist that Australia's very small population is spread out over a large area, making it more expensive to distribute and move stock around than in territories like North America, Japan, or Europe, where the number of people per square kilometre is higher.

But now, local game industry insiders are pointing to another reason why Australian consumers regularly pay between $80-$110 dollars for new-release titles that average around the US$50-$60 mark in North America. According to industry sources, Australian game publishers and retailers would face certain extinction in the local market should new-release titles drop below a recommended retail price of $80.

This, the sources insist, is why game prices in Australia will continue to remain high.

So who--or what--is to blame? And can the Australian market survive without local game publishers?

***

Video game prices across the world are dropping. Spurred by the onset of new distribution models, online retail, and the creation of a more direct relationship between gamemakers and consumers, publishers are being forced to find new ways to speak to an increasingly apathetic market struggling with an uncommonly long console cycle and reports of an industry-wide creative slump.

"The current console cycle is long in the tooth," EEDAR's Jesse Divnich told GameSpot. "We've never gone seven-plus years before without a refresh in home hardware, and we are beginning to see the negative impact of what occurs. Without new technologies/features to work with, innovation is stifled, which creates an apathetic consumer market."

Australia is certainly not exempt from this trend, even if the impact on local pricing has not been as significant as in other territories.

According to EB Games, Australia's largest physical video game retailer, video game prices in Australia have dropped on average about 20 percent in the last year. While Australian game publishers are choosing to stay silent on any official drops in standard recommended retail price (RRP) across new-release titles (all major publishers declined to comment on the issue when contacted by GameSpot), the evidence seems to indicate that game prices in Australia are dropping, albeit slowly. Triple-A new-release titles such as Assassin's Creed III, Halo 4, Dishonored, and Far Cry 3 all launched in the last 12 months with an RRP of $89.95 (for consoles). Retailers also offer discounts on new-release titles, lowering prices even further: for example, at the time of writing, JB Hi-Fi is offering Far Cry 3 for $69.

However, the general feeling among consumers is that game publishers could be doing more to bridge the gap even further.

Earlier this year, the Australian government announced a parliamentary inquiry into high product prices in the Australian IT and technology sector, including video games. In its submission to the inquiry, Australian consumer group CHOICE conducted research to show the differences between Australian and US tech prices, reporting that:

"Australians are paying on average 34 percent more for software, 51 percent more for iTunes music, 88 percent more for Wii games, and 41 percent more for computer hardware than US consumers."

At a subsequent public hearing into the issue, Australian Industry Information Association--which represents hardware, software and digital media vendors--cited retail rental costs, research and development costs, labour costs and warranty obligations as major reasons why Australians are forced to pay more for technology hardware and software.

Speaking at the hearing, former EB Games employee Damien Holley said he had continuously asked local game publishers why games were more expensive in Australia during his time working for the retailer.

"Several explanations came over the years," Holley told the hearing. "The first was [that] the [Australian] dollar was too low against the US dollar. Later, when we got parity, it was claimed that different advertising took up the cost. When informed that the same ads in the US were playing here, the excuse changed to import taxes and the general cost of importing the games."

Later, Holley told the hearing that he believes publishers were prepared to adjust game prices to "what they believed the market would pay".

While this sounds like greed on the part of game publishers, some sources say the lowering of game prices in Australia any further could prove fatal for game publishers based in the region.

GameSpot spoke to several sources working for a number of different Australian game publishers who agreed that game prices in Australia can only go so low: publishers, just like retailers, have their own cost structure to maintain. Expenses like payroll, rent, and dealing with the high costs of distributing stock around the country means local publishers want to hold on to what little profit they can still make.

And even that is reportedly under threat.

One source working for a game publisher in Australia who wishes to remain anonymous says the idea that game publishers in Australia are "greedy" because they are not lowering game prices in the region is a misconception.

According to some sources connected with several different Australian game publishers, it is common for publishers in Australia to spend roughly $30-$40 producing a single copy of a new-release game, which is then sold to retailers for around $50-$70. Retailers then sell this to consumers for $89-$105. (However, one source connected to an Australian game retailer disagrees on the first number, saying game publishers in Australia spend less than $10 on a single copy of a new-release game.)

While both scenarios appear to be profitable for game publishers and retailers and unfair for consumers, the reality is reportedly very different. Most sources who spoke to GameSpot agreed that if game prices in Australia were to fall below $79.95, both retailers and publishers would stop turning a profit, meaning the end of physical video game retail in the region.

"It's true that publishers in Australia have begun to lower their RRPs to somewhere below $99, but anything lower than $80 is not possible," one source told GameSpot. "If publishers were to go below this RRP price, it would mean an automatic lowering of cost prices to retailers, which in turn would force publishers to start cutting costs by letting staff go, closing down branches, and so on. This would eventually lead to the closure of smaller Australian-based publishers, companies like THQ and Namco Bandai."

A shrinking physical game sales market means this has already started to happen.

Earlier this year, publisher THQ shut down its Australian operations, moving from a direct sales model to a distributor model and in the process, letting go all 18 remaining employees. The closure followed a previous restructure earlier this year, in which an undisclosed number of employees were laid off across THQ's global administration and publishing wings, including an undisclosed number in the Australian office after the publisher outlined a new corporate strategy of moving away from affiliate label programs to focus on wholly-owned IP. (THQ had previously shut down both of its Australian-based development studios, Blue Tongue and THQ Australia, in August last year.)

Also this year, Sega announced a worldwide restructure, which saw the closure of offices in France, Germany, Spain, Benelux, and Australia. (The restructure came after Sega announced it would be halving its expected revenue while predicting company losses of US$86.4 million, cancelling several unnamed titles in the process.)

Speaking to GameSpot under the condition of anonymity, one source connected to both Sega and THQ in Australia said the fate of both publishers in the region is a sign that smaller publishers will have to fight hard to survive in Australia in the future.

"Global price drops of physical game software, the rise of digital distribution, increased grey-importing practices in Australian game retailers, and fluctuating currencies are all spelling a slow death for the remaining mid-to-small range game publishers based in Australia," the source said.

A former employee of an international game publisher based in Australia points to another threat: mass-market retail chains like Kmart and Target. Typically, stores like Kmart, Target and Big W sell video games at a loss (i.e. for less money than the retailer paid to buy the games), meaning on average, video games cost less in these mass-market chain stores than in specialist video game retailers like EB Games.

The reason for this is that mass-market retailers often use video games to entice customers to purchase higher-margin products sold in their stores: things like furniture, clothing, etc. By positioning video games and other entertainment media at the back of the store, retailers like Kmart and Target lure consumers in and past a variety of other products which, in the long run, proves more profitable and makes up for the sale of lower-margin items like video games at a loss.

Speaking under the condition of anonymity, the source says this measure puts pressure on game publishers and video game retailers to continually lower the prices of video games sold in Australia.

"The lowering of game prices in Australia is a reaction to things like this," the source said. "But it's not a viable business practice. Game publishers in Australia will not last long if they have to compete with this, and with online."

This raises the question of whether or not the Australian video game market could survive without the presence of local video game publishers.

"Technically everything can be done at a global level now," the source said. "Publishers don't really need a local presence in a market like Australia."

However, the Interactive Games and Entertainment Association (iGEA), which represents Australia's video game publishers and distributors, believes a local game publisher presence has real value for consumers in the local market. For example, if a local publisher is not on hand to sell a game to a local retailer, it can mean no localised special editions, no visiting developers, no local community events or support.

"The revenues generated locally support not only local employment, but fund marketing, in-store displays, advertising, classification obligations, etc," iGEA CEO Ron Curry told GameSpot in May. "Without this local level of support, retailers in Australia will see a direct impact on their business, as will consumers and other local businesses who survive by supporting the Australian video game industry."

***

The fast-growing list of threats to traditional business practices in the physical video game market is also the reason for inconsistent digital game pricing on platforms like Steam and Origin, according to several sources in the Australian video game industry.

One source connected to a video game publisher in Australia says it's understandable for consumers in Australia to feel like they're being taken for a ride when it comes to digital pricing of games in the region.

"Other than minor tax differences (e.g. Australia has 10 percent GST; UK has 20 percent VAT; the US has sales tax which varies by state), I see no reason why digital content should be different prices in different markets," the source told GameSpot under the condition of anonymity.

"It's simply not credible since all the arguments publishers and retailers use for higher prices in a region like Australia (i.e. higher labour costs, rent, smaller market, and so on)--these just don't apply to digital."

The source suspects the reason digital game prices don't match up from region to region is because game publishers have to maintain a good relationship with game retailers in their territory.

"If publishers applied price parity for digital content across territories, you would significantly harm games retail stores in a country like Australia almost overnight. Why would consumers buy a $79-$89 box when they could get it online for $39-$49?"

Another source says that if publishers in Australia were to begin matching digital prices with other regions, game retailers in Australia would "become upset". This is of particular concern in a market as small as Australia's, where--as explained above--retailers form a big part of game publishers' business.

But what would happen if game publishers simply packed up and moved out? Can the Australian game industry survive without a local publisher presence?

"Everything can be, and often is, done on a global scale now," a source within the Australian video game industry told GameSpot under the condition of anonymity. "All issues can be solved this way. Everything that's happened--lower game prices, the growth of digital distribution, even grey-importing--it's all sign that consumers are ready to embrace a new business model."

If consumers are the ones who hold the power to effect change (not publishers or manufacturers), why do video game prices continue to remain disproportionally high in some territories compared to others? Are consumers failing to act on their words?

A source with a number of years experience working for an international game publisher in Australia says video game prices in any territory depend on changes in the market, which in turn are dictated by consumer behaviour. If video game prices are starting to drop, it's because consumers want it that way. If prices haven't dropped far enough, it's because consumers keep buying games.

"Video game prices are set by market and consumer demand," the source told GameSpot under the condition of anonymity. "There's no shadowy conspiracy going on here to make games more expensive in Australia. It's all about what the consumer is willing to pay, both for physical games and for digital copies."

"People complain so much [about game prices in Australia] but they still go out and buy the games. It's a lot of noise but very little action. If consumers got fed up with paying so much for games in this country, they'd stop buying them altogether, both at retail and digitally. But that hasn't happened on a mass scale yet."

The source says the slight dip in video game prices that Australia has experienced is a by-product of game retailers' grey-importing measures and an increasing number of consumers buying games from online distributors, a trend that's sparked a worldwide industry debate about the ongoing relevance of physical game software.

Melbourne entrepreneur Ruslan Kogan, founder and CEO of online-only consumer electronics store Kogan, believes video game retailers will become obsolete in small consumer territories like Australia once more publishers make the switch to digital distribution.

"Ultimately, the way the industry is headed, no one is going to buy physical games," Kogan told GameSpot. "It's all going to be digital downloads, from the publisher direct to the consumer via their console or device. There'll be no need to go to stores anymore."

Kogan (the man) has used his own online business to demonstrate what a market without physical retailers might look like. Kogan (the site) operates on a manufacturer-to-consumer model that sees the store's consumer electronic products--which includes both Kogan-manufactured products and third-party products such as cameras, mobile phones, tablets and video games--bypass traditional importers, wholesalers and retailers altogether.

Since launching in 2006, the company has grown 400 times its original size, now selling more products in one day than in its first year. With projected revenues of over $150 million by the end of the 2012 financial period, Kogan says consumer electronics companies and game publishers alike are performing under an outdated business model that results in high product prices and an over-reliance on physical retailers.

"They're too scared to admit the business model they are running is not efficient," he said. "They've rested on their laurels too long and now they can't compete with businesses who are doing things a different way."

Kogan points to the fact that Australia's geographic positioning should make consumer electronics and video games cheaper, not more expensive, than in territories like the US or Europe.

"All consumer electronic products are manufactured in places like China, Hong Kong, Taiwan, or Japan. To send containers from any of those places to Australia takes about 13 days compared to 25 days to the UK or the US. We're half the distance away--we should be able to sell these products cheaper and more efficiently than in those other territories."

While Kogan recently expanded his company's product-line to include video games, he is wary to push it further than a handful of the most popular titles (at the moment Call of Duty: Modern Warfare 3, Battlefield 3, and FIFA 12) due to the shift he predicts will happen in the next two to three years in the global games market.

"We all know what's going to happen to physical games," he says. "That's exactly why we're only selling them as a temporary thing."

Paul Yardley, the former managing director of GAME Australia, believes there's still time to turn things around. For the moment, the growing mainstream sector of the gaming audience is tethered to the physical retail experience, something he doesn't see changing for at least the next 20 years.

"In the short-term, both publishers and consumers will still find a need for physical game retailers," Yardley told GameSpot. "In the long-term, 20 years from now, I think retailers will finally become obsolete. The gaming industry will be all about services."

Yardley believes both retailers and publishers could be doing more to help both themselves and consumers in a market where games will likely always be more expensive compared to other territories.

"Game retailers need to engage with digital products in a bigger way," he says. "They need to start finding ways to sell digital content in-store and turn that into a new revenue stream. Meanwhile, publishers should think carefully about cutting back the number of titles they publish each year and instead concentrate on putting out quality content. The average consumer can only buy four or five games a year: publishers should make these games count."


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Square Enix North America hit by layoffs

Publisher says layoffs at its Los Angeles office is a result of ensuring the studio is "operating effectively"; says upcoming titles will not be affected.

Square Enix has reduced the workforce of its Los Angeles, California, office this week, laying off an undisclosed number of staff.

The publisher confirmed the news to Massively, with Senior Director of Public Relations Riley Brennan telling the site:

"In order to ensure it is operating effectively, the Square Enix Los Angeles office has reduced its workforce."

"This was a difficult decision, and we wish the best for those affected by these changes. The decision will not have any impact on the operations of MMO titles."

The layoffs will reportedly not impact the upcoming launch of MMORPG Final Fantasy XIV: A Realm Reborn.

In August this year, Square Enix posted a $26 million quarterly loss. Its remaining slate of games for the current fiscal year includes high-profile new releases Tomb Raider and Hitman: Absolution.

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.


23.07 | 0 komentar | Read More

THQ looking to Linux after Humble Bundle success

THQ president Jason Rubin has responded to feedback from consumers on the publisher's own Humble THQ Bundle, which closed last week with more than $5 million in sales.

Rubin--who was the bundle's top contributor overall, with a donation of $10,000--replied to a consumer question on Twitter regarding THQ's plans to bring games to Linux, saying:

"Got the Linux message load [sic] and clear via #HumbleBundle feedback. Evaluating cost/benefit as we speak."

In a follow-up interview with Polygon, Rubin explained that the feedback from the Humble THQ Bundle showed him that there are "vibrant communities of gamers using other operating systems besides the dominant ones, and a company like THQ should not overlook them".

Rubin confirmed that the company is investigating its options on Linux, including taking community feedback on how operating costs might be reduced.

"Gamers have tweeted inventive ideas to me, such as letting the community help in the porting to bring down costs. THQ is committed to look at anything that makes sense."

Altogether, 885,310 Humble THQ Bundles were sold, with the average purchase price at around $5.76. Gamers had the option of spreading their contributions between charity outlets, the Humble Bundle organisation, or THQ itself.

The Humble THQ Bundle launched on November 29, allowing users to pay what they wished for six THQ-published games, including Darksiders, Metro 2033, Red Faction, Company of Heroes, Company of Heroes: Tales of Valor, and Company of Heroes: Opposing Fronts. Upon choosing to donate more than the average amount listed on the site, Saints Row: The Third was added to the bundle. Purchasers also received select games' soundtracks DRM free.


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Sony details new Last of Us character

Sony has unveiled more details about Tess, a new character in Naughty Dog's upcoming game The Last of Us.

Described as a "pivotal" character by Sony, Tess has been revealed as the partner of main protagonist Joel.

Living in one of the last remaining quarantine zones, Tess reportedly works in the black market of a city under martial law, and works with Joel to secure the contraband.

"Tess and Joel subscribe to the same dog-eat-dog philosophy," Sony said on the official PlayStation blog. "They survive by being willing to do what others can't or won't. Her trust in and loyalty towards Joel runs deep. However, secretly, she questions whether Joel shares the same emotions that she feels for him."

Tess is voiced by 24 actress Annie Wersching, who also provided the motion capture for the character.

The Last of Us was announced in December 2011, and will be released on May 7, 2013, as a PlayStation 3 exclusive.


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ZombiU producer disappointed by early reviews

The Wii U's survival horror game ZombiU is a console-exclusive title that was available at launch. However, the game was released to a less than positive reception, something which reportedly "disappointed" the game's developers.

In an interview with Nintendo Life, ZombiU producer Guillaume Brunier spoke about the team's reaction to the reviews that the game initially received.

"We were really disappointed with the early US reviews," Brunier said. "We are aware of the strengths and weaknesses of the experience we created, but we did not expect so harsh a feedback. However, as more and more journalists and gamers played the game, these opinions proved to be a minority. So, right now, we're rather pleased with the overall reception of the game."

ZombiU is a fear-fuelled first-person shooter game that is designed to take advantage of the Wii U's touch-pad interface. The game boasts multiplayer modes and permanent character death, allowing the player to assume the role of various survivors throughout the adventure.


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Far Cry 3 Unarmed Jungle Death Adventure LIVE with Cameron Robinson

Watch Cam as he attempts to make it across Far Cry 3's island paradise with no equipment. Will he survive? Find out!

My mission is simple--I am going to attempt to travel from one side of Far Cry 3's map to the other, starting with zero equipment. There are a couple of other rules--I am allowed to pick up enemy weapons, but only use one weapon slot. I can use any sort of travel. And I must kill at least 20 pirates en route. Will I manage it? Find out below!


Watch live video from gamespot's channel on TwitchTV

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Cameron Robinson
By Cameron Robinson

Cam makes videos for GameSpot and is a lover of games, music, science, and above ALL else, musical science games. (See Deus Ex in Bminor).


23.07 | 0 komentar | Read More

Notch donates $8,000 to indie game

Written By Kom Limpulnam on Senin, 10 Desember 2012 | 23.07

Minecraft creator Markus "Notch" Persson contributed $8,000 to the Sportsfriends Kickstarter campaign. His original pledge was $5,000, but he said "the suspense was killing me," so he decided to increase his giving. The Sportsfriends Kickstarter campaign ends at 4 p.m. EDT today and only just reached its $150,000 target this morning.

Sportsfriends is a four-pack of local multiplayer games for PlayStation 3, PC, and Mac from four independent developers. The games included are Johann Sebastian Joust, BaraBariBall, Super Pole Riders, and Hokra.

Each game is currently playable in prototype form, but the funding will be used to complete and release them. "Publishers aren't interested in local multiplayer-only games, so that's where you come in," reads a line from the Sportsfriends Kickstarter.

At press time, the Sportsfriends Kickstarter fund had gathered $153,551 from 3,701 backers.


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Grand Theft Auto: San Andreas hits PS3 this week

Rockstar Games' 2004 open-world action game reborn on PlayStation 3 December 11; price not announced.

Grand Theft Auto: San Andreas will arrive on PlayStation Network December 11, Sony has announced. No price point for the game was revealed, though similar offerings have run $10.

GTA: San Andreas was rated for PS3 by the Entertainment Software Ratings board in October, suggesting the game was to be re-released on Sony's new platform.

The 2004 PlayStation 2 game is not the first GTA title to arrive for PS3. It follows Grand Theft Auto III, which came to PS3 in late September this year. Additionally, it may not be the last, as Grand Theft Auto: Vice City was also rated (then re-rated) for PS3.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Ken Levine: BioShock Infinite box art for the uninformed

When Irrational Games unveiled the covert art for BioShock Infinite last week, the reception was mixed. Studio creative director Ken Levine acknowledged this in a new Wired interview, saying he understands that some fans may be disappointed, but the decision was not made without much consideration and forethought.

"We went and did a tour… around to a bunch of, like, frathouses and places like that. People who were gamers. Not people who read IGN. And [we] said, 'So, have you guys heard of BioShock?' Not a single one of them had heard of it."

Levine then likened games to salad dressing. His point being, just because some gamers do not keep up to date with the happenings of the business does not mean they are any less important to market to. In fact, he said it is the opposite; these gamers are keeping the business alive.

"Our gaming world, we sometimes forget, is so important to us, but… there are plenty of products that I buy that I don't spend a lot of time thinking about. My salad dressing. If there's a new salad dressing coming out, I would have no idea," Levine said. "I use salad dressing; I don't read Salad Dressing Weekly. I don't care who makes it, I don't know any of the personalities in the salad dressing business. For some people, [games are] like salad dressing. Or movies, or TV shows. It was definitely a reality check for us."

Levine added that in order for BioShock Infinite and games in a similar vein to continue to be made, they must be financially successful. And this could not be achieved without marketing efforts aimed at the right people in the right way.

"I wanted the uninformed, the person who doesn't read IGN… to pick up the box and say, okay, this looks kind of cool, let me turn it over," he said. "Oh, a flying city. Look at this girl, Elizabeth on the back. Look at that creature. And start to read about it, start to think about it."

Those who were not pleased with the BioShock Infinite box art may be happy to learn that Irrational Games will release a set of alternate covers that gamers can download and print. These were not specified at any length, but Levine said Irrational will work with the community to decide how to best move forward.

"We had to make that tradeoff in terms of where we were spending our marketing dollars. By the time you get to the store, or see an ad, the BioShock fan knows about the game. The money we're spending on PR, the conversations with games journalists--that's for the fans," he said. "For the people who aren't informed, that's who the box art is for."

BioShock Infinite was delayed last week and is now due March 26, 2013. For more, check out GameSpot's previous coverage.


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The Phantom Pain gets official screens

Mysterious new game with supposed ties to Metal Gear Solid detailed in first wave of official screenshots.

The Phantom Pain was revealed during the 2012 Video Game Awards, with many suggesting it is in fact not a new game at all, but rather an elaborate tease for a Metal Gear Solid project. The game's first trailer depicted a character bearing a resemblance to Snake from the Metal Gear Solid series, and now developer Moby Dick Studio has released official screens of the game.

The new screenshots are pulled from the trailer and show a one-armed character waking from a coma with no recollection of who he is or what has happened to him.

The Phantom Pain's developer, Moby Dick Studio, is also enshrouded in mystery. The Stockholm, Sweden-based developer's website lists Joakim Mogren as its CEO. This person, however, is not a known figure. And in fact, Joakim is an acronym for Kojima.

NeoGAF has compiled a detailed list of examples as to why The Phantom Pain may be masquerading as a new Metal Gear Solid game.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Tomb Raider: A Second Opinion

There's nothing wrong with differing opinions on video games, despite the protests of the gaming community.

Let's be clear: I'm excited for the new Tomb Raider. When Lara's darker, grittier, and more vulnerable persona was unveiled at this year's E3, it struck a chord. Perhaps it was because I'd been burned by her more recent, less than stellar outings. Or perhaps I was simply trying to eke some kind of excitement out of an E3 press conference that, by any standards, was as dull as dishwater. Regardless of the reasons, when I saw my esteemed GameSpot colleague Laura Parker had written up her thoughts on a demo of the game, I--like many Tomb Raider fans--was very keen to read it.

And a great preview it is too, one that makes some fine points about the hype surrounding the believability of Lara's new, more vulnerable persona, or lack thereof. But it's not a preview I entirely agree with; judging by the comments on the piece, many of you didn't either. And you know what? That's a great thing. Opinion, particularly on such a subjective subject matter as games, should be celebrated.

But the sad truth is it's not. We crave reassurance that our favourite franchises are good games that are worth our time and cash, or that a new, heavily hyped IP must be the greatest thing since Mario. And god forbid anyone who dares to challenge the mighty Metacritic average and post a conflicting review score. Mediocrity, it seems, is celebrated throughout the gaming community.

Take this comment from Unstable_Fury:

"This kind of wild speculation and posturing is better suited to the more blog-centric news sites. @Lauren Parker and @Gamespot staff at larger: are you trying to be a legitimate and objective news site or a sensationalist opinion blog? This article isn't worthy of our attention because it seeks our attention (and site traffic). I see it as yet another article in a sea of articles floating around out there trying to capitalize on the controversy K*taku originally started." -- Unstable_Fury

I'm not trying to single out Unstable_Fury with that quote, but it is indicative of how the community at large reacts when an opinion that doesn't agree with its own thrown out there. For the record, no we aren't trying to be a "sensationalist opinion blog", whatever that might be. But we do celebrate opinion. We are, after all, individuals here at GameSpot. Every writer, editor, and video producer, has his or her own tastes that should be shared, and not hidden behind some generic corporate brand.

"We should disagree, and we should call each other out on our opinions, but not at the expense of our own integrity."

I could pull out other comments too, like "Sigh whats up with these terrible editors pushing their own agendas?", or--even worse--comments like "Sorry guys but how can I take an article about a videogame seriously when its done by a woman?". That's not sharing an opinion, that's just being a sexist dick. It's that kind of talk that discourages open, and constructive debate about our favourite games. We should disagree, and we should call each other out on our opinions, but not at the expense of our own integrity.

For the record, having played the same demo as Laura, I really enjoyed it. I liked the bombastic introduction where Lara ordered a hulking great ship and its crew into the unknown. I liked the subsequent crash, and encountering the crazed, bloodthirsty locals for the first time with its nods to Heart Of Darkness. I liked the grim-feeling I got when I hunted a deer, and pulled it apart to retrieve the juicy meat within for survival.

I loved the shooting, with its smooth cover-based mechanics, weighty guns, and gory aftermath that really made you think before pulling the trigger. I loved the environments, which were beautifully detailed and gorgeous to look at. But, most of all, I loved the story. I loved what Crystal Dynamics have tried to do with Lara's character by exposing her delicate beginnings in the world of archeology, and the struggle she faces in killing for survival.

Sure, from what I've played so far, Tomb Raider it isn't a perfect game--nothing is--but I'm still excited. I'm excited even having read Laura 's excellent critical preview. And that's exactly how it should be. We're all different. One man's trash is another man's treasure, after all; the sooner we embrace that, the sooner we can get back to enjoying games and articles, rather than simply bitching about them.


23.07 | 0 komentar | Read More

German law blocking Wii U content in Europe

Youth protection regulation mandates 18+ content should only be available during evening hours in Europe.

Last week, it was revealed that 18+ Wii U eShop content could not be purchased until after 11 p.m. in Europe. Now, an explanation has been provided. Nintendo of Europe told Eurogamer that the restrictions are a result of a German youth protection law.

"At Nintendo we always aim to provide a safe gaming experience for fans of all ages and ensure that we comply with applicable legal age restriction requirements across Europe," a Nintendo representative said.

"Legal age restriction requirements vary across a number of European countries. Since Nintendo of Europe is based in Germany, Nintendo eShop is complying with German youth protection regulation which therefore applies to all our European markets," the statement continued. "Under German law, content rated 18+ must be made available only at night."

This means Wii U owners in Europe are only allowed to purchase 18+ rated content between the hours of 11 p.m. and 3 a.m. The Wii U launched in Europe on November 30.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Crysis 3 PC specs revealed

Written By Kom Limpulnam on Senin, 03 Desember 2012 | 23.07

The Crysis series is known for being a graphically demanding franchise, but just how powerful a rig must a gamer have to run Crysis 3 on PC? Crytek has announced the minimum, recommended, and high-performance system operating requirements for the upcoming shooter.

Crysis 3 does not support aging operating system Windows XP, with compatible options including Windows Vista, Windows 7, and Windows 8. Further, players will need at least 2GB of RAM (3GB for Windows Vista) to run the game.

The full system specifications for Crysis 3 are below. Crysis 3 launches during February 2013 for Xbox 360, PlayStation 3, and PC, but most likely not Wii U.

Minimum:

Windows Vista, Windows 7 or Windows 8
DirectX 11 graphics card with 1Gb Video RAM
Dual core CPU
2GB Memory (3GB on Vista)
Example 1 (Nvidia/Intel):
Nvidia GTS 450
Intel Core2 Duo 2.4 Ghz (E6600)
Example 2 (AMD):
AMD Radeon HD5770
AMD Athlon64 X2 2.7 Ghz (5200+)

Recommended

Windows Vista, Windows 7 or Windows 8
DirectX 11 graphics card with 1GB Video RAM
Quad core GPU
4GB Memory
Example 1 (Nvidia/Intel):
Nvidia GTX 560
Intel Core i3-530
Example 2 (AMD):
AMD Radeon HD5870
AMD Phenom II X2 565

High-performance

Windows Vista, Windows 7 or Windows 8
Latest DirectX 11 graphics card
Latest quad core CPU
8GB Memory
Example 1 (Nvidia/Intel):
NVidia GTX 680
Intel Core i7-2600k
Example 2 (AMD):
AMD Radeon HD7970
AMD Bulldozer FX4150


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Fable II pulled from Xbox Live

Lionhead Studios' role-playing game Fable II has vanished from Xbox Live, a GameSpot reader tipped the site this morning. The game is no longer available through the Games on Demand service on Xbox Live or via Xbox.com.

Additionally, the reader notes that Fable II remains in users' download history for those who had previously purchased the game. However, attempting to re-download the game results in an error.

The game remains playable for those who have it installed on their hard drive or flash drive and its Knothole Island and See The Future expansions remain available to download.

A Microsoft representative was not immediately available to comment. Additionally, Lionhead Studios had not responded to GameSpot's request for comment at press time.

Microsoft took a unique approach with Fable II on Xbox Live upon release in 2009, as it was released digitally through five chapters. The first, which introduced players to their hero's childhood and first experiences inside Albion, was made available for free. Upon completion of the first chapter, players had the choice to purchase the next installment to continue.

The Fable II: Game Episodes were also compatible with the disk-based version of the game, meaning players who had completed digital chapters could pick up where they left off should they decide to purchase the retail version.

The original Fable remains available on Xbox Live for $10, while most recent release Fable III is available digitally for $20.


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Skyrim Dragonborn DLC details leak

This story contains numerous and detailed spoilers on Skyrim's Dragonborn expansion.

Xbox 360 gamers will get their hands on The Elder Scrolls V: Skyrim's latest expansion Dragonborn tomorrow, but details have leaked ahead of release. A beta tester for the content has revealed numerous details on the content to The Out Housers, including confirmation that dragons will be rideable in the expansion. This had been previously rumored.

Concerning story, the Dragonborn expansion will reportedly begin players coming under attack from Cultists of Miraak. Once players have vanquished the foes, they will find a note that reveals who the attackers were and where they came from. Gamers will then find their boat docked at Windhelm and embark to Solstheim to continue their adventure.

According to the report, ten new achievements worth 250 Gamerscore will be up for grabs in the content. New shouts include Cyclone, Dragon Riding, Bend Will, Dragon Aspect, and Battle Fury. Additional creatures added to Skyrim through the Dragonborn expansion include Werebears, Lurkers, Ash Spawn, Rieklings, The Morag Tony, serpent-like creatures, and new dragon types.

New weapons and armor up for grabs in the Dragonborn expansion include Deathbrand Armor, Boneold Armor, Chitin Armor, Carved Nordic weapons and armor, Spears, and Robes. Players can also make use of new spells in the content, some of which are Poison Rune, Ash Shell, Waterwalking, and Whirlwind Cloak.

Dragonborn is the third expansion for Skyrim, following Dawnguard and Hearthfire. It has been announced only for Xbox 360 and will cost $20.


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Irrational hires BioShock Infinite cosplayer

Developer brings on Russian cosplayer Anna Moleva to be the "official face" of Elizabeth for box art, TV ad, and special events.

BioShock Infinite studio Irrational Games has hired a Russian cosplayer to become the "official face" of the game's Elizabeth character. Anna Moleva, often known as "Ormeli," comes from Moscow and had previously created what Irrational called an "uncanny portrayal" of Elizabeth (below).

"We were so amazed by her dedication and her resemblance to Elizabeth that we decided to ask her if she'd like to be involved in helping bring Elizabeth to life in our box, our key art, and our upcoming television ad," Irrational Games creative director and cofounder Ken Levine said in a blog entry to the studio's website.

Moleva will also make special appearances at certain events to promote BioShock Infinite, Levine said. These were not detailed.

BioShock Infinite was originally scheduled to launch during October 2012, but was delayed to February 26, 2013 in May. Levine recently confirmed that the game will not feature multiplayer, which had been speculated following the departure of several of Irrational's top developers.

For more on BioShock Infinite, check out GameSpot's previous coverage.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He lives in Connecticut, works out of the company's New York City office, and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Premium pack accounts for 60 percent of UK Wii U sales

The 32GB premium Wii U pack accounted for 60 percent of sales following the launch of Nintendo's latest console in the UK last week. A further 30 percent of sales went to the Zombi U Pack, while only 10 percent of shoppers opted for the 8GB basic edition.

On the software side, the premium pack's bundled Nintendo Land was the highest Wii U entry in the UK chart at number 11. New Super Mario Bros. U entered at 14, while Ubisoft's survival horror game Zombi U only managed to enter at 17.

Ubisoft had more success with its critically acclaimed open-world shooter Far Cry 3, which debuted at number 2, making it the ninth biggest launch of 2012 following last week's Hitman Absolution. Call Of Duty: Black Ops II held onto the number one spot for a third week.

Elsewhere in the chart Hitman Absolution saw a 51 percent drop in sales, falling from two to four. Assassin's Creed III fell one place to number five, while Just Dance 4 had a 48 percent boost in sales, moving up one place to number six.

LEGO The Lord of the Rings fell one place to number seven, Halo 4 dropped three places to number eight, and Skylanders Giants fell from eight to nine. Need For Speed: Most Wanted fell one place to number 10, despite a 28 percent increase in sales.


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Molyneux not retiring anytime soon

Peter Molyneux gave an interview earlier this month in which he said his next game may be his last. It doesn't appear this will be the case, as the former Microsoft executive and founder of independent studio 22Cans has called the idea of retirement "abhorrent."

"I wasn't in any way announcing my retirement or saying I'm going to throw myself off the nearest bridge after my next game," Molyneux told GamesIndustry International. "I'm either going to stop making games when everyone in the world just hates the games I make or the day when I die. I feel more passionate, more engaged, more energetic about making games now than I ever have. The thought of retirement is abhorrent to me. I would have to be in some vegetative state to consider retirement."

Molyneux also responded to outcry over 22Cans' Kickstarter fund for a Populous "reinvention" called Godus, specifically claims that he is well off enough to not need to ask for fan support in the first place.

"Everyone kind of thinks I'm loaded with money and live in Versailles or something, and drive around in a gold Rolls-Royce," Molyneux said. "None of that is true. I'm not starving by any means, but I haven't got unlimited wealth. I used a lot of money to found 22 Cans, to release Curiosity, and to build a team of 20 people."

Prior to establishing 22Cans in March this year, Molyneux simultaneously served as creative director at Microsoft Game Studios Europe and general manager of Lionhead Studios, which he cofounded. Before that, Molyneux held the position of vice president at Electronic Arts and was the founder and manager of Bullfrog Productions.


23.07 | 0 komentar | Read More
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