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Borderlands 2 adds' Psycho Pack' in May

Written By Kom Limpulnam on Senin, 25 Maret 2013 | 23.07

$10 expansion introduces Krieg character class; level cap increase to 61 coming April 2.

Borderlands 2 will add a sixth playable character class in May, 2K Games announced today. The Psycho Pack ($10) introduces Krieg, the latest addition to the shoot-and-loot game's roster.

Krieg wields a buzz ax and is described as a "badass melee mauler" with "psychotic multiple personalities." Players will be able to stack combat bonuses with the character's Bloodlust, Mania, and Hellborn skill trees.

2K Games also announced today that the Borderlands 2 level cap will rise to 61 on April 2 through the Ultimate Vault Hunter Upgrade Pack. This is included with the game's $30 downloadable content Season Pass and also unlocks a new Ultimate Vault Hunter Mode.

No standalone price for the Upgrade Pack was announced. For more on Borderlands 2, check out GameSpot's review.

Eddie Makuch
By Eddie Makuch, News Editor

Eddie Makuch (Mack-ooh) is a News Editor at GameSpot. He works out of the company's Boston office in Somerville, Mass., and loves extra chunky peanut butter.


23.07 | 0 komentar | Read More

Sound Byte: Meet the Composer – BioShock Series

We had a lengthy chat with series composer Garry Schyman on his past work with the first two BioShock titles as well as the upcoming BioShock Infinite.

A composer for film, TV and games, Garry Schyman is renowned for the music and audio work for shows such as Magnum P.I, The A-Team, and Revenge of the Nerds III and IV. But Schyman is also an accomplished video game composer, most notably on the BioShock series, including the upcoming BioShock Infinite. GameSpot recently talked with the composer, and asked him how he managed to encapsulate the spirit of the underwater dystopia Rapture and the flying fortress of Columbia through the power of music.

How did you get wrapped up doing video game music?

There are two answers to that question. The first time I scored a video game was in the early mid-'90s and it was for Philips Interactive. They had their own unique hardware system called CD-I and a very good friend of mine who I'd scored some film and television work with, started to work as a producer at CD-I and asked me to score some games.

So I scored four games for Philips. The first one I scored for them, Voyeur, was orchestral; the very first of its kind recorded for a video game. It was possible because the CD-I technology was about putting everything on a CD so it permitted the use of recorded music as opposed to midi triggering simple synths engines. But once the CD-I went away, my friend was no longer working there, and I really didn't pursue video games. It wasn't at that period in its history all that interesting.

I got back to it around 2004. By serendipity, an agent I was working with at that time sent my resume over to THQ. They had a game that they were doing called Destroy All Humans! They listened to my demo and heard something they really liked and then they asked me if I had any more music like the music of the famous film composer Bernard Herrmann. One of the reasons they brought him up as a source was that the game was a 1950s sci-fi game and Bernard Herrmann was famous for his score The Day The Earth Stood Still with theremin and orchestra.

As it turned out I had scored something in the style of Bernard Herrmann. It had been requested of me previously and I sent them an orchestral score that just totally nailed that style. It took a while but eventually I ended up scoring Destroy All Humans! That was a commercial and creative success for me. I was nominated for some awards. I also worked with Emily Ridgway who was the audio director for that project. She went on to work at Irrational Games which gave me the opportunity to score BioShock. So in a nutshell that's my double start in gaming.

How different is it to compose video game music compared to scoring music for TV shows?

They're similar in the sense that both are supporting and underscoring the emotions that the player or viewer should be feeling while watching or playing. Composers compose music to underscore emotions and feelings, there's a magic, and no one really understands why but I won't go into the philosophy of it because no one really knows why music and images work so amazingly together, but they do.

What composers are doing in games is the same thing that composers are doing in films. We're deepening the emotional connection that the player (or viewer of a film or television show) has with the visual images that they're seeing or the story that's unfolding. In that sense we're storytelling, we're creating music that advances the story, or that sets a mood, or that helps the player or viewer to have a deeper, more satisfying emotional experience as they play or watch.

Technically, there are also differences. The way that music works with film and television music works with those projects literally hasn't changed in 80 years since the talkies in the 1930s. Since that period music music is written and composed for specific scenes, it's then recorded with picture and sound effects and dialog, and it never changes.

However, game music is often interactive and so from that standpoint it is and can be quite different. There are challenges and it's constantly changing technologies that permit for more interactivity. It also really depends on who you're working for. Some developers want the music to be very interactive and therefore there are techniques you use to achieve that, writing music in layers, looping music, etc. Other developers want the music to be more cinematic so it is more like film music. So yes they're similar in their most basic respect but they're also quite different in some technical aspects. And it affects the way you write the music.

Let's talk about the first two BioShock games. So how did the fusion of aleatoric music, 20th century classical compositions and musique concrete come to be? Was that the direction creative designer Ken Levine wanted for the first game?

No, that was me experimenting and finding a direction that felt right for the game. Levine was very involved in the music, in the creative direction for his games but he never studied music formally. His reaction to music is intuitive and he has a very strong and very valuable intuitive sense of what works musically. He would never call out a specific style or a specific chord or note. He's going to react to what you write.

So with the original BioShock, it was me experimenting and sending those experiments to Ridgway and her going, "Yeah, that works and that doesn't." She also has a great musical intuition plus she studied music. She really knew when I found the style. I remember literally one day playing with aleatoric textures and then putting some solo violin against it and sending it to her and her going, "That's it, that's the sound of BioShock". It actually took quite a while, quite a few experiments to find that, and once I found it the music really composed itself. I had to write it but it became much easier to write, I wrote it very quickly. But defining the style, that original approach was quite challenging.

How long did it take you to compose the theme, 'The Ocean On His Shoulders'?

I think I composed that in a day or two. I was channeling a very strong emotional response; it was a very emotional piece of music. I actually didn't write it to any specific direction that Ridgway had given me but I was having an emotional reaction to the game and I started to play around with some simple chords and I said, 'This is really beautiful, this is something they will find useful.'

I had found the style for the game but I hadn't found the theme so it was literally me going, 'I'm going to write this piece of music and send to Ridgway and see what she thinks.' Their first reaction to it was that 'This is very beautiful but it's almost too beautiful'. That's when I started adding aleatory elements to its beginning and end. If you notice it begins with this really dissonant kind of eerie atmosphere, then it goes into this really sad, beautiful piece of music and then it ends also with the dark. That made sense to me, but those were actually added later. I didn't compose it that way. They wanted it darker and so that was my way of making it scarier, but it all came together.

Give us some behind-the-scenes commentary and insights on the following BioShock tracks you composed:

'Welcome to Rapture'

The original direction for that piece of music was 'you're going down in a bathysphere and you're going to the scariest place in the world'. That was the direction. So I wrote some very scary music and sent it to them and Levine listened to it and said that's too scary, that's giving it away, like telling people 'Hey, it's going to be scary here!'and he said we don't want to do that. I actually said, 'I totally agree with you.'

That piece of music actually got used elsewhere in the game. So Ridgway said it should be more like the Neptune movement in The Planets by Gustav Holst, a famous piece of music. I don't think the music that I wrote sounds like it at all but it triggered in me an idea that it can be mysterious, that's what it should be. Plus I wanted the sense of water so I started out with this solo violin and this fast moving passage. So that's how that piece of music came about.

'Cohen's Masterpiece'

For that piece of music the direction was, 'there is an evil genius on this one level called Cohen and he writes a piece of music that's going to be used in the game.' I actually did not understand the original idea that a pianist was going to be playing it -Fitzpatrick I think- and that he was going to be blown up for not performing it to Cohen's standards. So I had no idea that that was how it was going to be introduced. They wanted something that was really what you would call in film or television, source music, that there was some source for that music, it was coming from the reality of that world, and it was written by this evil genius.

I started to write a piece in the style of the late Romantic era, I was thinking of Sergei Rachmaninoff who wrote these romantic concertos and piano pieces well into the mid-twentieth century. He was considered as writing music that was out-of-date, although he was very popular. So I thought 'Ok, this guy Cohen is going to be kind of reactionary in that sense too – he's composing in the '50s/'60s but he's not going to be writing the most 'hip', contemporary classical music. He's going to be writing something from thirty or forty years earlier.' So that was the motivation and I just started writing the piece and sent it to Emily and she goes, 'Yeah, this is very cool, keep writing that piece.' It took me a couple of days to write but it turned out to be a very satisfying piece of music to write because it was like composing classical music.

'Dancers On A String'

The direction there was you're entering a part of the city where the people live – I think that was the direction for something early on that never actually was fully fleshed out in the game but it was supposed to be the deck level where the people lived. They wanted a sense of tragedy about it because you would see families that had been murdered, died together or committed suicide. It was going to be something deeply troubling so that was my response to the direction they gave me; something sad and beautiful against these dark and frightening textures.

Looking back, what as the toughest track to write and compose, just for the sake of getting the dystopian feel of the universe?

It was the track for the first playable area, which is not necessarily an important track. It was difficult nailing the overall style from that one piece; I'm not even sure if that music got used often, to be honest. It wasn't a particularly important piece of music but finding that was the thing that triggered all my imagination and thoughts and really gave me the direction.

How did you personally feel when you had your BioShock and BioShock 2 music available for free in 2010?

Initially, I was put off by it, but as it turned out it was serendipitous because so many people heard my music very quickly. I'm lucky that it turned out that way because a lot of people listened to and heard my score, who may not otherwise have purchased the soundtrack. At that time when it came out, YouTube was not all that popular so it wasn't so easy to find scores. I considered it a lucky break.

Now let's head on to the upcoming BioShock Infinite. What was the direction for the soundtrack this time around? How many cellos and violins will be used?

It varied. I had a lot of separate sessions. We decided early on that an orchestral approach was wrong and we found that using small groups of string players, as few as 1, 2 and 3, and as many as 10, was really the right sound. In game/film/tv music what you do is mock-up the cue using samples and synths etc. but what I was finding was that Levine really got it when he heard the actual performance versus the samples. Solo string samples don't sound all that good, they're actually awful sounding. So I said, 'Let's have some sessions, they're relatively inexpensive.'

They're not like an orchestra, you're only having a few players and you can go into a small studio and record them, and see if that works. And we found that that's what really sold Levine on different cues. So I had literally 10 or 12 sessions. One session I had was with two players, and then I had a session with three players, and then we had a group of sessions with 10 players which I found was a great ensemble; three violins, three violas, three cellos and a double bass. That was a great sound for a lot of the music.

What century music styles did you have to get inspired from for this game?

I didn't use music of that period but certainly the simplicity of that period and the simpler times of small town American cities; that was an inspiration for me. Even the music of Stephen Foster, the famous songwriter from the 1800s, who wrote so many famous songs, 'Camptown Races' and 'Jeanie With The Light Brown Hair', dozens and dozens of huge hits, some of which are still performed today, along with some very aggressive music for the combat as well.

It was a mix, it was what worked. It wasn't so much the century, it was the characters. We have these two really strong characters which are central to the game. They were what inspired me. And later on you're introduced to more characters. I would say that much of the score is character-driven.

What parts of BioShock and BioShock 2 did you borrow and put into BioShock Infinite? Or is BioShock Infinite's music completely created from the ground up, given its new setting and time period(s)?

Levine was very explicit from the beginning that that this was a new world and that the music should not sound like the original BioShock music. It was a total fresh start and that was very important to him. It was something that I totally agreed with and he was absolutely correct on that. There is almost no overlap, stylistically speaking.

Without spoiling anything, which compositions in the game did you have a tough time nailing down?

I think it was the musical direction, it was finding that first cue that I felt excited about and felt really represented the game and also that Levine responded to. That was Elizabeth's theme and representing her relationship with Booker. That's a critical part of the game. Finding that was really important and I remember literally going in and having a very strong intuitive sense that I'd found it, and not even saying anything to the team, I went in on my own dime and recorded the music.

When I played it for Levine he responded, "Yes, that's it!" He was very excited about this piece of music and when I found Elizabeth's theme, it was like 'OK, now I really know the direction here, this is how it's going to unfold.' That and finding the style for the combat was also critical.

As the game is now gold, were there any changes you would have wanted music-wise, or is everything perfect?

Oh it's never perfect, but I'm very satisfied with the score and the way it turned out. At first I wasn't sure that a non-orchestral approach was right but I totally came away feeling that I'd found a really great sound for this game with the small groups of players. I think that really worked extremely well.

Hypothetically speaking, if you had a choice to work on any established video game IP's music, which would be your first pick? What new things would you bring to the table music-wise to that IP?

I think I would like to score the next Portal. Mostly because I love to play that game so much. I'm just such a huge fan of that game, to me it's just a really fun and extraordinary game. I'm assuming they'll make a Portal 3, I don't know. But if you're listening out there Valve, I would love to score that game. It doesn't strike me as the kind of game that really calls out for such a strong score although who knows what they'll do with the third iteration. But I just think it would be such a blast to work on something that I personally love so much.


23.07 | 0 komentar | Read More

Awesome Video Game Endings: A Retrospective

@vunacar Two things... how did you get Shadow of the Colossus on pc,

And how did the ending negitely impact your enjoyment of the game? It kind of did for me too thats why I asked.

Shadow of the Colossus I also feel is one those games that is not necessarily ment tobe quote "all about fun" but be moving. SotC is my favorite game, but it is epic hearing peoples interpretation of the game


23.07 | 0 komentar | Read More

Double Fine Adventure is now called Broken Age

Developer Double Fine has announced Broken Age as the title of its Kickstarter success story Double Fine Adventure.

Broken Age is a point-and-click adventure that revolves around the stories of a young boy and girl who lead parallel lives. The boy lives in isolation under the protection of a motherly computer and longs for adventure, whereas the girl has been chosen to be sacrificed to a monster but decides to fight back.

The player will switch between both characters during the course of the game.

Double Fine has also opened pre-orders for the game on its website, offering a DRM-free version of Broken Age on PC, Mac, and Linux for $15.

$30 gets players Backer Access, which gives access to exclusive backer-only forums, a digital soundtrack, access to development materials, and all the episodes of 2 Player Productions' documentary series charting the development of the title.

Both the regular and Backer edition provide access to the Broken Age beta, but the site has no mention of a release date.

Broken Age, when it was known as Double Fine Adventure, raised over $3.3 million on crowdfunding site Kickstarter from over 87,000 backers in March last year.


23.07 | 0 komentar | Read More

UK Chart: Gears of War: Judgment finishes top, The Walking Dead in third

Gears of War: Judgment has emerged top of the UK charts in its first week on sale, pushing Tomb Raider down to second place.

While Gears of War: Judgment topped the chart, Gears of War 3 sold more than four times as many copies back in its opening week in September 2011.

Activision's The Walking Dead: Survival Instinct, an FPS based on the AMC TV show that's just about to conclude its third season, debuts in third place.

Monster Hunter 3 Ultimate, which released last week on 3DS and Wii U, lands in seventh place, behind FIFA 13, Sniper: Ghost Warrior 2, and God of War: Ascension.

55 per cent of Monster Hunter 3 Ultimate's sales were on 3DS, with 45 per cent going to the Wii U.

Rounding out the top 10 is SimCity in eighth, Far Cry 3 is ninth, and Call of Duty: Black Ops II is tenth.

Other chart movement sees StarCraft II: Heart of the Swarm drop twenty places to 23rd, and Aliens: Colonial Marines creep up from 21st to 16th. Nintendo Land also enters the UK chart for the first time in 2013 at 39th.

The Top 20 UK chart for the week ending March 23:

1. Gears of War: Judgment
2. Tomb Raider
3. The Walking Dead: Survival Instinct
4. FIFA 13
5. Sniper: Ghost Warrior 2
6. God of War: Ascension
7. Monster Hunter 3 Ultimate
8. SimCity
9. Far Cry 3
10. Call of Duty: Black Ops II
11. Metal Gear Rising: Revengeance
12. Crysis 3
13. Assassin's Creed III
14. Skylanders Giants
15. Need for Speed: Most Wanted
16. Aliens: Colonial Marines
17. The Elder Scrolls V: Skyrim
18. Sonic & All-Stars Racing Transformed
19. Hitman Absolution
20. LEGO Batman 2: DC Super Heroes


23.07 | 0 komentar | Read More

Gears of War: Judgment - Overrun Mode Gameplay Video

Written By Kom Limpulnam on Senin, 18 Maret 2013 | 23.07

This week we check out LEGO City Undercover, Gears of War: Judgment, The Walking Dead: Survival Instinct, Assassin's Creed III - The Betrayal, Hyperdimension Neptunia Victory and Trials Evolution: Gold Edition.

Posted Mar 15, 2013 | 2:25 | 10,989 Views


23.07 | 0 komentar | Read More

Gears of War: Judgment review-in-progress update

Chris Watters shares some impressions of Gears of War: Judgment in advance of the GameSpot review.

The launch of Gears of War: Judgment is nigh upon us, and though our written and video reviews aren't ready just yet, the review embargo has lifted, and I wanted to share some of my impressions of the game with you. Judgment feels like a Gears of War game all right, complete with weighty weapons, brutal executions, and armored characters sliding heavily into and around cover. The refined mechanics that define the series are still going strong, but the campaign structure diverges significantly from Gears' past, making Judgment feel like something different.

Sophia finds a solution to her Reaver problem.

Set before the events of the first Gears of War, Judgment tells the story of Kilo Squad, a group of four COG soldiers who are being court-martialed by a stern colonel who looks like Rhett Butler from Gone With the Wind. As each soldier gives testimony, you play as him or her and go through the actions being recounted. Series veterans Baird and Cole are joined by newcomers Sophia, a recruit in the elite Onyx Guard, and Paduk, a former UIR soldier and enemy of the COGs who now fights alongside them. They make a decent crew, and Paduk's heavily accented jabs at his former foes are often amusing.

As you make your way through the campaign, it quickly becomes clear that the structure of the action is fundamentally different. Rather than simply following one continuous story, Judgment breaks up the action into distinct sections linked by short walk-and-talks. These sections begin with the option to add a difficulty modifier and end with a scoreboard.

The difficulty modifier is cast as declassified testimony, so it might say something like "Kilo Squad alleges that the Locust were using heretofore unseen tactics" or "Paduk says they were only able to find shotgun ammunition in the area." Accepting these modifiers changes the conditions of the combat encounter to come. Lower visibility, tougher enemies, limited ammunition, strict time limits, and specific weapons are some examples of the varied limitations you might face. These often make things harder, and generally feel like a welcome challenge for confident players on normal difficulty. On harder difficulties, they make things much more difficult, especially if you are striving for a three-star rating.

The Markza comes from the UIR to blow up your brain.

Indeed, it's the scoring element that really sets these sections apart. During the action, miniature leaderboards pop up in the corner, comparing your stats (headshots, executions, kills, and so on) to other players on your friends list. Once you've completed a given stretch, the action pauses, and a scoreboard pops up to tally your stats. You're assigned up to three stars and given the chance to try again. When you move on, things pick up where you left off with continuing testimony, and the story proceeds.

The overall feeling then is not so much seamless campaign story as it is story-driven arcade mode. Judgment treats you less like a soldier on a mission and more like a performer showing off combat skills. It's an odd sensation, but it seems to fit with the narrative structure of giving testimony. The Gears are recounting their combat exploits in detail, and what Gears wouldn't want to talk themselves up?

I'm enjoying the campaign, different as it is, and have also had some fun with the new Overrun multiplayer mode. With up to five COG and five Locust players, this team-based competitive mode recalls the cooperative Beast mode from Gears of War 3, only with human opponents. Playing as the different species and varieties of Locust as you try to break open the locked-down emergence holes is still a gruesome, sinister treat. Combating human players in Locust form as the COG team is also more engaging, and the four specific classes of soldier depend on each other in ways that are important to survival. Matches can come down to the wire and create some truly exciting moments, and I'm looking forward to playing more of this and other competitive modes as I prepare to write the full review.

That review will be coming in the next few days, but until then, I hope these impressions will tide you over. Judgment plays with the Gears of War formula in a few interesting ways, so those fearing just another familiar Gears game may be pleasantly surprised. Share your thoughts in the comments below, and keep an eye out for the review coming soon.


23.07 | 0 komentar | Read More

GameSpot Asia Beat Ep. 19: Melodies of Life

After a short break, Asia's best video game podcast returns. We talk about video game music with Distant Worlds Kuala Lumpur guitar soloist Az Samad.

Greetings and salutations once again, fellow podcast listeners. After taking a break for a few weeks due to discussing the new direction for the show, we are back in full force.

Today's podcast is all about video game music, with some smattering of God of War: Ascension and Soul Sacrifice talk. We brought in musician Az Samad who was the featured guitar soloist for the Distant Worlds concert in Kuala Lumpur, Malaysia, as well as SGCafe's Sim Cheng Kai. Together, we dissect what makes the old pieces great while also bringing you a live audio performance or two. Check it out below, or download it from this link.

Do you think video game music of today can compare with the melodies of back then? Tell us your thoughts and share with us your favorite pieces of video game music on the comments box below. Also, if you like video game music, may we recommend our monthly podcast Sound Byte Radio?

Video game music used for the podcast:

"Legend of Zelda - Overworld Theme" by Koji Kondo
"Final Fantasy I - Prelude" by Nobuo Uematsu
"Final Fantasy Tactics - Trisection" by Hitoshi Sakimoto and Masaru Iwata
"Kirby's Adventure - Butter Building" by Hirozaku Ando
"Actraiser - Filmoa" by Yuzo Koshiro
"Halo - Halo by Martin O' Donnell and Michael Salvatori"
"Halo 2 - Halo Theme Mjolnir Mix" by Martin O' Donnell, Michael Salvatori and Steve Vai
"Halo 3 ODST - Rain" by Martin O' Donnell and Michael Salvatori
"Halo Reach - Overture" by Martin O' Donnell and Michael Salvatori
"Xenogears - Emotions" by Yasunori Mitsuda
"Xenogears - Yggdrasil Flight Theme" by Yasunori Mitsuda
"Chrono Cross - Time's Scar" by Yasunori Mitsuda

Covers done by Az Samad

"Chrono Trigger - Peaceful Days" by Yasunori Mitsuda
"Final Fantasy II - Town" by Nobuo Uematsu

Jonathan Toyad
By Jonathan Toyad, Associate Editor

Born and raised from a jungle-laden village in Sarawak, Malaysia, Jonathan Toyad has been playing games since the early 90s. He favors fighting games, RPGs, and rhythm titles above every other genre, and occasionally spaces out like Pavlov's dog to video game music on his iPod.


23.07 | 0 komentar | Read More

FIFA Ultimate Tournament Asia All Stars: Japan qualifiers photo gallery

The Japan qualifiers for the FIFA Ultimate Team Asia AllStars tournament took place on March 16 at the M Event Bar & Space in Shibuya, Tokyo.

The shoutcasters who were on board were Tsubasa and BunBunMaru; the latter is a renowned Famitsu writer and former Virtua Fighter 2 pro gamer. The top three players will be given a chance to participate in the FIFA Ultimate Team Asia AllStars finals held at the Avalon club in Singapore for a shot at A$10,000. Check out the photos below.



















After the dust had settled, the winners were Jumpei "JUN_Fifa" Matsumoto, Kei "Kuranya" Umezu and Taiga "StanSmith" Kishi. All three of them were happy at given the chance to compete in Singapore and would go together as a team to take first place in the tournament. StanSmith added that he's confident as he's been studying the Australian and Singaporean players.

Each of their strategies during the qualifiers revolved around adapting to the players they were given. StanSmith said that he stuck with the 3-5-2 formation that worked to his advantage, while Kuranya had used the same dribbling and formation tactics as in his online sessions way before the tournament.

All of them said that the FIFA 13 Japanese community is small could use an improvement and more events to promote its existence. This was largely due to the Pro Evolution Soccer series being bigger in the region; the game has licensing rights for the Japanese teams from the J-League.

In any case, GameSpot Asia wishes them congratulations, as well as wish them luck for the upcoming finals. For more updates, head to the FIFA Ultimate Team Asia AllStars Tournament page. If you missed it, check out the replay here.


23.07 | 0 komentar | Read More

UK Chart: Tomb Raider first, God of War: Ascension sells half of predecessor

Tomb Raider has topped the UK chart for the second week in a row, with a 72 percent drop in sales from last week still enough to force Sony's God of War: Ascension into a second place finish.

God of War: Ascension managed less than half of the week one sales than its predecessor God of War III did in 2010, though it's the second-biggest opening for a title in God of War series so far.

Blizzard's StarCraft II expansion Heart of the Swarm finished third, ahead of Namco Bandai's Sniper: Ghost Warrior 2 in fourth. The original Sniper never managed a chart finish above eighth.

SimCity dropped to fifth place, ahead of FIFA 13 in sixth.

Far Cry 3 charted seventh, Crysis 3 eighth, Call of Duty: Black Ops II ninth, and The Sims 3: University Life in tenth.

The Top 20 UK charts for the week ending March 16:

1. Tomb Raider
2. God of War: Ascension
3. StarCraft II: Heart of the Swarm
4. Sniper: Ghost Warrior 2
5. SimCity
6. FIFA 13
7. Far Cry 3
8. Crysis 3
9. Call of Duty: Black Ops II
10. The Sims 3: University Life
11. Assassin's Creed III
12. Hitman Absolution
13. Skylanders Giants
14. Need for Speed: Most Wanted
15. Dead Space 3
16. The Elder Scrolls V: Skyrim
17. Lego Batman 2: DC Super Heroes
18. Grand Theft Auto IV
19. Metal Gear Rising: Revengeance
20. Naruto Shippuden: Ultimate Ninja Storm 3


23.07 | 0 komentar | Read More

League of Legends breaks 5 million concurrent players

PC strategy game has added two million active concurrent players in five months, says developer.

League of Legends regularly exceeds 5 million concurrent global players, developer Riot Games has announced.

The new milestone is a sizable increase over the 3 million concurrent players statistic Riot Games released for the popular MOBA back in October 2012.

Riot reports that League of Legends boasts 32 million monthly active players, with 12 million playing daily.

Valve's Dota 2, another popular MOBA, was revealed at the start of March to be digital distribution platform Steam's most played game of all time, exceeding 300,000 concurrent players.

Steam's previous record holder for concurrent players, The Elder Scrolls V: Skyrim, managed 287,000 back in November 2011.

Martin Gaston
By Martin Gaston, News Editor

Has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


23.07 | 0 komentar | Read More

EA giving free PC game to anyone who bought SimCity

Written By Kom Limpulnam on Senin, 11 Maret 2013 | 23.07

All gamers who purchased a copy of SimCity will receive a free digital PC title, Electronic Arts announced tonight. Those with an activated copy of SimCity by March 18 are eligible for the free game.

No further details on this promotion were divulged.

Maxis general manager Lucy Bradshaw announced the news tonight as part of a blog post addressing the SimCity server woes and how the company plans to get back on track.

Bradshaw's entire blog post is below.

"Here's a quick update on the problems we were experiencing with SimCity--and a little something extra for people who bought the game.

The server issues which began at launch have improved significantly as we added more capacity. But some people are still experiencing response and stability problems that we're working fast to address.

So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta.

OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120 percent. It's working--the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80 percent.

So we're close to fixed, but not quite there. I'm hoping to post another update this weekend to let everyone know that the launch issues are behind us.

Something Special for Your Trouble

The good news is that SimCity is a solid hit in all major markets. The consensus among critics and players is that this is fundamentally a great game. But this SimCity is made to be played online, and if you can't get a stable connection, you're NOT having a good experience. So we're not going to rest until we've fixed the remaining server issues.

And to get us back in your good graces, we're going to offer you a free PC download game from the EA portfolio. On March 18, SimCity players who have activated their game will receive an email telling them how to redeem their free game.

I know that's a little contrived--kind of like buying a present for a friend after you did something crummy. But we feel bad about what happened. We're hoping you won't stay mad and that we'll be friends again when SimCity is running at 100 percent.

SimCity is a GREAT game and the people who made it are incredibly proud. Hang in there--we'll be providing more updates throughout the weekend.


23.07 | 0 komentar | Read More

Top 5 Skyrim Mods of the Week - Master Chief, Heartbreaker

This week we check out Dead Space 3, The Elder Scrolls V: Skyrim - Dragonborn, Fist of the North Star: Ken's Rage 2, Fire Emblem: Awakening and Sly Cooper: Thieves in Time. Beats provided by DJ VInroc: http://www.thatsthatstuff.com.

Posted Feb 1, 2013 | 1:57 | 24,885 Views


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SimCity Shows the Dark Side of Online Gaming

SimCity's launch was a disaster. Will our online games always be victim to such spectacularly bad releases?

EA has managed to get SimCity into the headlines for all the wrong reasons this week, completely ruining the launch of its connected new title, having it temporarily pulled from one of the world's largest retailers, and looking shameful as it offered mixed signals with refunds to some unhappy customers and then ban warnings to others.

The core of the problem is this: SimCity requires you to be permanently connected to the Internet, and data is constantly being passed between your machine and the game's servers. There is no option to play offline, and right now the servers are so overloaded with requests they simply cannot keep up. The game, as it currently stands, is broken.

SimCity shouldn't be broken. There are no excuses. It's a frustrating and painful experience, and the people getting burnt are the game's most loyal supporters.

These server woes are particularly egregious to many because they reflect a schism between gamers and publishers. One of the biggest causes of friction in our industry at the moment is the rift between established longtime gamers, who grew up predominantly with isolated single-player adventures, and modern publishers looking to transform their long-running franchises into service-led experiences.

Predictably, Maxis says this online requirement offers up a suite of social, connected features that just wouldn't be possible otherwise. The argument, it goes, is that that the 2013 version of SimCity just wouldn't work as a concept unless it's hooked into the Internet. So what we've ended up with is a product that, for now, just doesn't work at all.

Therein lies the problem. Publishers are becoming too eager to leap into their service-led futures without nailing the basics first. EA is trying to run before it can walk, and many more intricately network games have launched with fewer problems and, when the worst happens, recovered faster. SimCity is in a league of its own when it comes to network failure, but it's also not the only one guilty of the problem. The issue spreads to almost all online games: think back to the awkward launches of Diablo III, Guild Wars 2, Gears of War 2, Battlefield 3 and Bad Company 2. These problems are happening all too often, and need to stop.

It's frustrating, sure, and too often publishers and developers are left desperately scrambling to rush out apologetic tweets and grovelling forum announcements as they race to stem the entirely justified ire felt by their customers. But what of a month from now, when servers will likely have stabilised? Some people like to think Maxis is currently rearranging the deck chairs on its own personal Titanic, but I don't think these launch woes will obliterate the game from the offset. Yet they'll certainly stain its reputation.

Service-led gaming isn't inherently disgusting, but the idea shouldn't be wholly intertwined with absolutely every game on the market. Good services are almost completely transparent. You take them for granted, and you can't imagine life without the best ones: things like Netflix, electricity, Twitter, and your mobile phone contract. There can be agonising problems along the way, but by and large they are accepted pretty seamlessly into our lives. But when games attempt to be a service they seem inevitably destined to stumble out of the starting block. Even when SimCity has been fixed, many will still remain cautious. The service will never be able disappear into the background.

Games publishers rushing into the dream of connected, always-online versions of traditional single-player games seems to be a step too far at the moment. It's not a case of a faulty concept but of poor design and execution, and that's a real shame. To put it simply: until always-on can work flawlessly, developers should make sure there's an optional offline mode.

It's ghastly when things go wrong, but it's fantastic that developers are trying to rethink the way we play traditional games. Look at something like Dark Souls, and its oft-praised mechanics of having other players leave messages. These fantastic bits of game design that feel endearingly modern, and completely refresh the idea of a third-person RPG.

It's an incredible connected feature, and Dark Souls will still function if Xbox Live/PlayStation Network is down or your Internet drops at home. It's a lesser experience that way, sure, but the option is still there. And, really, the beauty of the Internet is that it should be giving us more options as opposed to less.

There's still plenty for publishers to learn, then. It's good to see the SimCity team trying out new ideas, but this aggressive pursuit of an always-on, connected service has affected the game and will continue to do so long after the servers stabilise. The problem is not the concept, however, and we shouldn't treat social connectivity as the villain in the sorry state of SimCity.


23.07 | 0 komentar | Read More

Top Five Skyrim Mods of the Week - Master Chief's Gonna Rip Your Heart Out

Cam and Seb dip back into the wonderful world of Skyrim mods. This week we witness Master Chief go all Temple of Doom on the citizens of Tamriel.

Halo Mods

Master Chief Armor by jpdoctor
Steam Workshop Link

Cortana Follower by jpdoctor
Steam Workshop Link

Gravity Hammer - Halo 3 by Abe Froman
Steam Workshop Link

Halo Energy Sword by LittleJoeC
Steam Workshop Link

The Rest

Lizardman - Werewolf Replacer by Dogtown1
Steam Workshop Link

Heart Breaker - A Killmove Mod by Reko
Steam Workshop Link

Instant Merchant by neckface
Steam Workshop Link

Duel - Combat Realism
Skyrim Nexus Link

March 3 / February 22 / October 20 / September 9 / August 11 / July 28 / July 14 / June 30 / June 16 / June 2 / May 19 / May 5 / April 14 / April 7 / March 31 / March 24 / March 17 / March 10 / March 3 / February 25

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

Gaming Meme History - Our Princess Is In Another Castle!

Hi Jess! God darn I'm beautiful and I'm wearing an awesome T-shirt. I couldn't keep that info to myself.

Now that we got that out of the way. Your choice of meme is flawless. It's a classic and everyone knows it.

Congratulations! Job well done and all that.

Here's one I think you might have missed (too lazy to check). The Zerg Rush!

http://i.imgur.com/wJPFPDs.jpg


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UK Chart: Tomb Raider finishes top, SimCity enjoys strong launch

Square Enix's reboot of Tomb Raider has topped the UK charts this week, comfortably beating Aliens: Colonial Marines to become the best-selling launch of 2013 so far.

Tomb Raider's week one sales were over double what Aliens: Colonial Marines managed when it launched three weeks ago. Both games were released on a Tuesday, and are therefore dubbed "event" titles by UK sales collator Chart-Track. Games in the UK traditionally launch on Friday.

All in all, developer Crystal Dynamics' new take on Lara Croft has set new opening week sales records for the franchise, selling twice as many copies as Tomb Raider: Legend, the previous strongest launch for the series, managed way back in 2006.

EA's SimCity finished in second place, managing a strong launch despite a weekend of connectivity problems for its users. EA has promised anyone who tried to play SimCity over the weekend a free game, but hasn't given any more details yet.

Namco Bandai's Naruto Shippuden: Ultimate Ninja Storm 3 debuts in third place, with The Sims 3: University Life starting in fourth place. This is the first week in 2013 when four new games have occupied the top of the charts.

FIFA 13 is hanging on reliably in fifth, and Crysis 3--last week's chart topper--drops to sixth.

Call of Duty: Black Ops II is seventh, Far Cry 3 eighth, Metal Gear Rising: Revengeance ninth and The Elder Scrolls V: Skyrim is tenth.

The Top 20 UK charts for the week ending March 9:

1. Tomb Raider
2. SimCity
3. Naruto Shippuden: Ultimate Ninja Storm 3
4. The Sims 3: University Life
5. FIFA 13
6. Crysis 3
7. Call of Duty: Black Ops II
8. Far Cry 3
9. Metal Gear Rising: Revengeance
10. The Elder Scrolls V: Skyrim
11. Assassin's Creed III
12. Need for Speed: Most Wanted
13. Skylanders Giants
14. Hitman Absolution
15. Aliens: Colonial Marines
16. Lego Batman 2: DC Super Heroes
17. Halo 4
18. Grand Theft Auto IV
19. Dead Space 3
20. Forza Horizon


23.07 | 0 komentar | Read More

Maxis: SimCity woes are 'almost behind us', but still not ready to give the 'all-clear'

Maxis says the troubled launch of SimCity is being rectified, but the developer isn't ready to give the "all-clear" just yet.

Maxis general manager Lucy Bradshaw has said the "core problem" of being able to actually connect to the game is "almost behind us." Game crashes have been reduced by 92 per cent from day one, according to Bradshaw, and nearly 8 million hours of gameplay time have been logged in total.

Bradshaw says server architectures have been optimised and response times shortened, and Maxis has released a number of patches to help makes things easier; the latest, patch 1.4, fixes the problem of the game getting stuck when switching servers.

The updates mean that Maxis is now "getting virtually everyone into the game," but the developer is not yet ready to issue an "all-clear" for SimCity just yet. "We need a few more days of data before we can assure you that the problem is completely solved and the game is running at 100 percent," says Bradshaw.

GameSpot UK's Danny O'Dwyer, Chris Beaumont and myself were all playing last night on various European servers, but with occasional connectivity errors.

SimCity, which requires a constant connection to the game's servers in order to function, has suffered from major issues since its launch in the US last Tuesday, and claims that the UK launch would go by without a hitch were proved wrong before the end of its first day on sale. EA has switched off some of the game's features to help the servers cope, and will offer a free game to anyone who has purchased SimCity to apologise for the inconvenience.

Finally, Bradshaw once again apologised for the game's tumultuous launch. "You bought the game with the understanding that we'd quickly fix the server issues. For that support--that incredible commitment from our fans--we are deeply grateful. As the general manager of Maxis, I want you to know that we cherish your faith in us, and the love you've shown for this franchise," she said.


23.07 | 0 komentar | Read More

Assassin's Creed IV: Black Flag - World Premiere Trailer

Written By Kom Limpulnam on Senin, 04 Maret 2013 | 23.07

The sad thing is, yearly releases don't make the games special anymore, however they present the CGI.

It's just another action game, with some naval warfare and a bland story.

They saw people liked naval warfare in AC3 and quickly made this game. 

Oh, well... people will buy it anyway. Enjoy the game.


23.07 | 0 komentar | Read More

Assassin's Creed IV: Black Flag Screens

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Jason West leaves Respawn - Report

Call of Duty designer has reportedly left the studio he started with fellow ex-Infinity Ward colleague Vince Zampella due to "family issues."

Veteran Call of Duty designer and ex-Infinity Ward co-founder Jason West has reportedly left the studio he founded with colleague Vince Zampella following the pair's departure from Activision.

Both Kotaku and IGN are citing anonymous sources for the information regarding West's departure from Respawn Entertainment.

According to the reports, West has been absent from the studio since last May, an amicable departure that happened due to "family issues." Sources claimed West was not involved in the development of Respawn's current title, which could be on show at this year's Electronic Entertainment Expo (E3) in June, and which will be published by EA.

West and Zampella formed Respawn Entertainment in early 2010, following the pair's split from Infinity Ward and Activsion over claims of broken promises and an internal investigation, which eventually led to a lawsuit against Activision.

The case settled before going to trial in May last year.

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

Will Assassin's Creed IV: Black Flag Put the Series Back on Course?

This year's Assassin's Creed hopes piracy will keep the series ticking along.

Assassin's Creed has always been about exploring the rooftops and alleyways of the past, but Ubisoft's most lucrative annual franchise has seen itself lumbered with its own fair share of history in the last couple of years. From the final installment in Ezio's trilogy which didn't live up to its predecessors, the plodding pace and frenzied sprawl of the occasionally stunning Assassin's Creed III, and the web of confusion which surrounded the present-day hero Desmond Miles' apocalyptic storyline, Assassin's Creed has become a series more than a little bit tricky to keep up with.

While Assassin's Creed IV: Black Flag might be the worst-kept secret since Bungie's Destiny, the sixth mainline Assassin's Creed game in six years arrives with all the bombast you'd expect from one of gaming's most lucrative franchises. But new hero Edward Kenway's first outing aims to simplify the cluttered world of Assassin's Creed and make itself an easier jumping-on point for both new and returning players. Also, it has pirates… lots of pirates.

No in-game footage was shown at the game's unveiling event in London, though there was a video of a brief in-engine demo designed to whet the appetite. This certainly looked impressive, but for all we know it could have been rendered on a computer powerful enough to actually travel through time. But alongside this, Ubisoft was also detailing the kind of antics new 18th century protagonist Edward Kenway would get up to when Assassin's Creed IV: Black Flag launches in October. I'm going to run through all that information without making any laborious nautical puns (other than the one in the headline, sorry).

As last week's barrage of leaks reported, Assassin's Creed IV: Black Flag is set across the Caribbean in 1715--almost 40 years before the start of Assassin's Creed III--and features Edward Kenway, grandfather of Assassin's Creed III protagonist Connor. Despite being themed around piracy, Ubisoft is quick to assert that the game won't fall into the same caricatures and tropes of the subject matter that most other forms of media can't resist, which means talking parrots are out, for better or worse.

But a pirate-skinned take on the regular Assassin's Creed format isn't going to be enough to rope in the series' detractors growing increasingly critical of the game's annual regularity. Black Flag aims to be a bigger, wider world that's also learnt its lessons from last year, promising a game that gets going straight from the off, as opposed to four hours of tutorial missions. It certainly doesn't hurt that Edward seems to have a bit more derring-do and panache than his Assassin's Creed III descendant, either.

According to creative director Jean Guesdon, the development team has plucked certain central themes out of every previous Assassin's Creed game and attempted to incorporate them into Black Flag. Guesdon cites the original's open-ended assassinations, the breadcrumb trail of unlocks in Assassin's Creed II, and the freedom Brotherhood offered you to play around with those open-world systems.

Assassin's Creed IV: Black Flag features 50 different Caribbean locations to explore, though only three of these are those typically big cityscapes the series trades so well in: Havana, Kingston and Nassau.

Following the best-of theme, Ubisoft has designed its take on Havana to recall the grand, towering architecture of Assassin's Creed II. Hopefully Black Flag will also be able to capture the sense of glee gained from scampering around these environments. Kingston, on the other hand, is modelled in a way more similar to Boston in Assassin's Creed III; wider, flatter, and peppered with the hustle and bustle of life.

Nassau, on the other hand, serves as the pirates' base of operations. Historically, pirates flocked to Nassau after the governor of Jamaica refused to let a group of English privateers spend their loot on his island, which means it should enjoy a central role in the events of Black Flag.

The rest of your time will be spent visiting smaller locations including plantations, hidden coves, jungles, forts, Mayan ruins, and coconut islands. For the first time in the series you'll also be able to go underwater to explore sunken galleons, and have fights with sharks.

Edward's pirate ship, the Jackdaw, is a central part of the game. Assassin's Creed III's naval battles were one of its most well-received aspects, and while Black Flag was developed concurrently alongside its predecessor--work on the game started in 2011--it's clear that Connor's Aquila has had a big impact here.

The game's 50 locations are linked by open ocean, too, and the Jackdaw can nip around this world as the player sees fit. The ship's main purpose is to hijack, board and plunder other ships, and by spending the loot from these efforts the player can add upgrades and hire more crewmates in a bid to take on bigger, badder ships with more sensational swag. And by setting all of the game's side-missions around improving the Jackdaw, Ubisoft is hoping to regain some of the focus lost in the sprawl of Assassin's Creed III.

Spectacular sights are promised when the time comes to board enemy vessels, with all of your crew charging onto the enemy ship as you attempt to take on its captain. It's in your best interests here to work as quickly as possible, apparently, as the longer you dither the more likely it is that you'll have to spend your ill-gotten gains on hiring new crewmembers to replace those killed in the assault.

There will also be more variety in the types of enemy ships the player will have to take on, according to Ubisoft, and apparently each vessel will now fit into one of five archetypes--some ships will charge you head-on, for instance. But to make life easier on the open seas, Edward will also be able to use a spyglass to scan the environment and assess the capabilities of his targets, as well as what goodies they'll be carrying.

Ratohnhaké:ton didn't quite have the flair and panache of his father Haytham or series superstar Ezio. Edward Kenway, however, is a confident, charismatic British privateer who, at the start of the game, is motivated by wealth and booze. He's also clearly a fan of doubles, shown in a CG trailer carrying a pair of pistols, dual swords, and enjoying some bedroom antics with two ladies at once.

Ubisoft isn't prepared to say that Edward has been designed to emulate Ezio, but the character's attitude and propensity towards action--and his own narrative arc, where he begins cocksure and arrogant but learns responsibility and wisdom through the Order of the Assassins, clearly bears some similarities with a certain Signor Auditore. And that can only be a good thing.

Assassin's Creed IV: Black Flag is set in the closing chapter of the Golden Age of Piracy, after the end of the War of Spanish Succession in 1714 saw numerous unemployed privateers turn to piracy in the region. The area is a vital part of history, as it was the beating heart of the booming transatlantic shipping routes and was a key location in the slave trade; the halfway point in a round trip that proliferated the trade of armaments, slaves, and exotic goods like sugar and cocoa.

Famous pirates like Charles Vane, Blackbeard, Benjamin Hornigold, Anne Bonny, and Calico Jack will all feature in Black Flag. The series' usual attempt to mix historical events with dramatic gameplay continues, and Ubisoft has already promised recreations of Bartholomew Roberts' raid of 42 Portuguese ships and Charles Vane's marooning--he'll be stuck on an island alongside Edward with only a bottle of rum and a loaded pistol, apparently. The most famous pirate of all, Blackbeard, features heavily in the game's CG trailer, too, so you can expect to see him around in much of the game.

Even with present-day hero Desmond Miles' story wrapped up, the animus-dipping frame narrative continues into Black Flag. This time now, though, the player takes the role of an Abstergo employee--the modern day name for the Assassin-hating Templar order, in case you've forgotten--who will dive into the Animus for a new company called Abstergo Entertainment.

Ubisoft is clearly hoping that a mix of pirates, sailing and the open seas will be enough to keep the Assassin's Creed franchise riding high, but what about you? Are you excited for Assassin's Creed IV: Black Flag? Do you think the new additions to Edward Kenway's adventure are enough to keep you interested, or do you think you're ready to give the annual series a rest?

Assassin's Creed IV: Black Flag will be released for PlayStation 4, PlayStation 3, Xbox 360, Wii U, and PC in October and is being produced by eight Ubisoft studios: Montreal, Singapore, Sofia, Annecy, Kiev, Quebec, Bucharest, and Montpellier.


23.07 | 0 komentar | Read More

Assassin's Creed IV: Black Flag Trailer Breakdown

I don't see why we have to keep the animus in these games, just let us play as Edward Kenway and see the story from only that point of view. The present day story was the weak part of the AssCreed series, and dragging Desmond out of the animus for some part of his story ruined the flow of the previous games.

Also, though the naval combat in AC3 was fun, it did seem serious undercranked. I hope they slow the naval stuff down a bit and add a bit more complexity to the sailing. 


23.07 | 0 komentar | Read More

Assassin's Creed IV: Black Flag - Edward Kenway Trailer

I hope this game is more like AC1 when it comes to actually assassinating the target, I want more freedom when it comes to killing major characters in the game, not do some shittty chase and then watch the assassination, like I was not even that character at all (connor)


23.07 | 0 komentar | Read More

Assassin's Creed IV: Black Flag to get exclusive PS4 features

Assassin's Creed IV: Black Flag will be getting exclusive features for the PlayStation 4, Ubisoft has announced.

Speaking to GameSpot at the game's reveal event in London, creative director Jean Guesdon said that the PlayStation 4 version of the game would be essentially "the same game" as its PlayStation 3 and Xbox 360 counterparts, "but we will also use some other features that we will talk more about later during the year."

A Ubisoft representative confirmed that the studio is looking into utilising the PlayStation 4's new controller, which features a touch pad on the front.

Ubisoft has already revealed that the PlayStation 3 version of Assassin's Creed IV will contain 60 minutes of exclusive content. This content will also be made available for the PlayStation 4 version.

Sony officially unveiled the PlayStation 4 in February, and Microsoft is rumoured to be announcing the Xbox 720 in April. Ubisoft has said Assassin's Creed IV will be coming to "next-generation platforms."

Even without the additional features, Guesdon says the PlayStation 4 version of the game will be the best version to play. "You can imagine that we will use [the PlayStation 4's] full capacity and the potential of the console. Just graphically speaking it will be really enhanced. Just think about the lighting, the physics, the ocean simulation that will be experienced."

Summing up the PS4 version of Assassin's Creed IV: Black Flag as "better looking, better simulation, and some more features."

Assassin's Creed IV: Black Flag is set across the Carribean in 1715 and stars a new protagonist, British privateer-turned-pirate Edward Kenway. Speaking about the team's decision to switch to a new protagonist, Guesdon said "Edward almost came naturally. We just wanted that brash young rebel that would totally fit into the pirate era."

When asked if Edward Kenway was an attempt to recreate fan-favourite character Ezio Auditore, Guesdon said "I think we all liked Ezio. But we're not trying to redo Ezio, right. We're doing Assassin's Creed IV: Black Flag. This is not AC2, this is not Brotherhood."

Assassin's Creed IV: Black Flag will be released this October. For more information on the game, check out GameSpot's preview.


23.07 | 0 komentar | Read More
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