Diberdayakan oleh Blogger.

Popular Posts Today

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
techieblogger.com Techie Blogger Techie Blogger