Tuesday, October 6, 2015

All the latest from GameSpot On 10/07/2015

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In the 10/07/2015 edition:

Transformers: Devastation - Launch Trailer

By Anonymous on Oct 06, 2015 11:34 pm
Transformers: Devastation is now available on the PlayStation 4, PlayStation 3, Xbox One, Xbox 360, and Windows PC via Steam.

Elite: Dangerous's New CQC Dogfighting Mode

By Anonymous on Oct 06, 2015 11:07 pm
Here's Elite: Dangerous's new Close Quarters Combat mode. Zip around structures and fly through tunnels to out maneuver your enemies in this dog-fighting arena mode. Currently an exclusive for Xbox One, CQC mode comes out for PC and Mac later this year.

What's It Like to Make the Most Distinctive Japanese RPG of All Time?

By Anonymous on Oct 06, 2015 10:52 pm

Disgaea: Hour of Darkness caught most RPG fans by surprise in 2003. Its irreverent, cartoon-like veneer masked a deep and difficult tactical RPG, and while developer Nippon Ichi Software previously failed to win over western audiences with similar offerings--La Pucelle Tactics and Rhapsody: A Musical Adventure, both on PlayStation--Disgaea became a surprise hit.

In fact, its success was so unexpected, and publisher Atlus' initial manufacturing run of the game so small, that increased demand due to word of mouth caused prices in the secondhand market to skyrocket months after its initial release. Realizing this, Atlus printed more copies, getting the game into more people's hands, thus kickstarting the future for the series.

When we spoke with Sohei Niikawa--the President of NIS, Executive Producer, and writer of every Disgaea game--he reflected on the series' past with enthusiasm. Disgaea's anything-goes spirit isn't an accident; it's Niikawa's way of differentiating NIS from its contemporaries.

GameSpot: If you can recall, what was the RPG market like back in 2003, and why do you think Disgaea captured the people's attention?

Sohei Niikawa: We had no idea what was going to sell, so we tried to include everything in the game that we thought was fun. We accepted the fact that the title might be our last project, so we didn't hold anything back and packed it with everything we could. The concept of "grinding," which has now become the idea that goes hand-in-hand with the Disgaea series, was not premeditated. It was simply a result of doing everything we could have done at the time. The initial order [for copies] was low, but through word of mouth after the release, sales grew past 100,000 units in Japan, as well as in North America. Even now, we don't always know what's going to sell well, but we stick to the basic concept of "never holding anything back and giving it your all."

"We accepted the fact that the title might be our last project."

What has been your personal highlight while working on the series?

The highpoint was the fact that I got to meet fans from all over the world. For example, so many fans always gather to meet me every year at the Los Angeles Anime Expo. I feel so fortunate to be able to feel this connection with people from around the world through gaming. I'd like to express my gratitude to all the fans, press, and retailers. Thank you very much, everyone.

What are the defining elements of a Disgaea game? And how has that definition changed, if at all?

It's about nonchalantly doing something completely ridiculous, but, at the same time, being completely serious about doing it. Like leveling to 9,999 or dealing 1 billion damage; it's about having the spirit to do something so stupid and ridiculous that other companies wouldn't. The level of ridiculousness has become worse over the course of the series. But, in a good way, of course.

What's more important: making a game that pleases existing fans, or altering a pre-existing idea to capture a new audience?

I think the greatest importance is to take care of the current fans. However, rather than providing the same things to our current fans each time, we need to provide them with new surprises and experiences. When we are able to do that, fans will become bigger fans and "leaders" who will bring in new fans.

How have new staff members influenced Disgaea over the years?

Within our staff, there are people who have played the Disgaea series when they were in school. The things that these former fans bring to the table--what they felt was fun or what could have been improved--are a great contributing factor to improving the series. As long as we keep the same "Disgaea spirit" alive, we will always welcome new staff to the team.

How has the evolution of technology influenced Disgaea over the years?

It's not something people pay a lot of attention to normally, but having a frequently long loading time during lengthy gameplay sessions is a very critical issue. Thanks to the advancement in technology, it's become easier to provide a pleasant environment to the players in that regard. Also, the pixelated character art in Disgaea 1 through 3 has been improved to high-res animation from Disgaea 4 and on. I believe seeing the characters, drawn by character designer Mr. Takehito Harada, move around is an improvement that our fans really enjoyed.

When do you think Disgaea become a global franchise?

"It's about nonchalantly doing something completely ridiculous, but, at the same time, being completely serious about doing it."

When Disgaea 1 was released in North America, we were so worried. The title was originally developed to market toward the hardcore Japanese game and anime fans, so we didn't think it was going to be accepted overseas.

However, once it was released, it was highly reviewed by Western gamers; even the story and characters, which we were most worried about. That's when I realized, "There are so many people like us outside of Japan!" Ever since then, we've been able to release our products outside of Japan with confidence.

What's been the most popular game in the series to date, and to what do you attribute that success?

Even after more than 10 years have passed, the popularity of Disgaea 1 is still deeply rooted. Lately, there are some who say that they like Disgaea 4 the most, or Disgaea 5 the most. The reason behind this is probably the characters' personalities. Because of the fact that this series is a type of game you play for many hours, we believe how much players fall in love and become attached to them are extremely important factors.

Looking back, what, if anything, would you have done differently?

I can't tell you that. I'm going to keep it on the backburner until we start developing the sixth one.

Where is Disgaea headed in the future?

It doesn't pertain only to Disgaea, but any serialized titles should grow and evolve with the fans. Once the fifth installment is released worldwide, we'll listen to what our fans and customers have to say, and then start brainstorming the next title. I'm hoping that we can provide something fresh and surprising to our fans.


Capcom: "Stay Tuned" for Resident Evil 7, No Plans for New Devil May Cry

By Anonymous on Oct 06, 2015 10:45 pm

Capcom is planning a new Resident Evil spinoff shooter game and multiple new HD remakes, but what about the next entry in the core series? Capcom is still not ready to share specifics about a follow-up to 2012's Resident Evil 6, but now, veteran producer Masachika Kawata has told fans to "stay tuned."

"We're currently not at a state to talk about it," Kawata said when asked directly about Resident Evil 7 in the latest issue of Japanese gaming magazine Dengeki PlayStation (via Siliconera). "But please stay tuned."

In October 2013, a reference to Resident Evil 7 was spotted on a contract employee's resume.

GameSpot's Resident Evil 6 review scored the game a 4.5/10, calling it a "messy mix of annoying quick-time events and constant set pieces." Overall, the game was met with mixed review scores. Capcom shipped 5 million copies of the game, but said various "challenges" and "inadequate organizational collaboration" led to the title performing below expectations.

Asked for a response to the notion that the Resident Evil series is "losing its horror touch," Kawata seemed to agree, but went on to say that Capcom wants the franchise to return to its horror roots

"Since there's been more spinoff titles, I can see how it can be perceived in such a way," Kawata said. "And of course I believe that we should produce titles that bring out the horror. I'm thinking about it and also preparing for it."

Also in the interview, Kawata said Capcom will consider more HD remakes of classic Resident Evil games as a means to "respond to as much demand as possible." Just recently, Capcom announced a Resident Evil 2 remake, while Capcom corporate has said HD remakes represent an area of potential growth.

Capcom producer Hiroyuki Kobayashi also shared a few words in the interview, but not about Resident Evil. Asked if Capcom had any plans for new Devil May Cry or Dragon's Dogma games, he said, "They're also things I'd like to personally do, but there are no plans [for now]."

The most recent new Devil May Cry game was 2013's DmC: Devil May Cry. Meanwhile, the Dragon's Dogma series continues with Dragon's Dogma Online for Japan, but the game has not been announced for North America or Europe.


Previously a Wii U/3DS Exclusive, Sonic: Lost World Coming to PC With 60FPS Support

By Anonymous on Oct 06, 2015 10:30 pm

Sonic: Lost World, the 2013 Wii U and 3DS game, is coming to PC, Sega announced today. The PC version will be available through Steam on November 2 for $30. Everyone who preorders the platformer also gets a free copy of Sonic & All-Stars Racing Transformed, the 2012 kart racing game featured on Breaking Bad.

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For its PC release, Sega has updated Sonic: Lost World to support a frame rate of 60fps, while players can also look forward to better graphics overall (see the system requirements below). The game also supports mouse and keyboard or gameplay controls, as well as full Steam functionality, including Steam achievements, leaderboards, and cloud support.

The game's system requirements are printed below.

GameSpot's Sonic: Lost World review scored the game a 5/10. Reviewer Mark Walton said, "Sonic Lost World is confused and derivative, and tries far too hard to be clever without any clever design to back it up."

System Requirements

MINIMUM:

  • OS: Microsoft Windows 7 / 8 / 10
  • Processor: Intel Pentium Dual-Core T4200 (2x2.0GHz) or AMD equivalent
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce 8800 (512MB) / ATI Radeon HD 2900 (512MB)
  • DirectX: Version 9.0c
  • Hard Drive: 8 GB available space
  • Sound Card: Sound: 9.0c compatible.
  • Additional Notes: Memory: 2GB RAM (XP)/3GB RAM (Windows 7 / Vista)

RECOMMENDED:

  • OS: Microsoft Windows 7
  • Processor: Intel Core i5 @ 2.66 GHz / AMD Phenom II X4 @ 3.0 GHz
  • Memory: 3 GB RAM
  • Graphics: NVIDIA GeForce GTX 460 (1GB) / ATI Radeon HD 5850 (1GB)
  • DirectX: Version 9.0c
  • Hard Drive: 8 GB available space
  • Sound Card: Sound: 9.0c compatible

Call of Duty: Black Ops 3 Beats Fallout 4 for Most Anticipated Holiday 2015 Game

By Anonymous on Oct 06, 2015 10:17 pm

Research group Nielsen has published the results of its annual Nielsen Game Rank, which lists the "most sought after games" for the ever-important holiday shopping season of October-December. For 2015, heavyweight franchises dominated the list. Call of Duty: Black Ops III tops the overall list, with Fallout 4, Assassin's Creed Syndicate, Need for Speed, and Star Wars Battlefront rounding out the top five.

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In terms of exclusives, Halo 5: Guardians was the top Xbox One game while Uncharted: The Nathan Drake Collection sits at the top of the PlayStation 4 ranking. Yoshi's Woolly World was the top WIi U game, while Dragon Ball Z: Extreme Butoden ranked the highest for 3DS. Leading the way for PlayStation Vita was Corpse Party: Blood Drive, while StarCraft II: Legacy of the Void took the top spot for PC.

Nielsen's Game Rank score aims to capture the "overall anticipation level" for games, based on awareness, purchase intent, and consumer rating, among other factors. The percent value represents how strong a game's overall anticipation level is, relative to "pre-release anticipation levels of all previous titles that released on the platform(s)." For the multiplatform list, these values are averages of the numbers for each platform the game will be released on.

The data was collected from a survey of more than 4,800 gamers age 7-54 between August 24-September 19. Games featured must be released between October 1, 2015 and December 31, 2015.

How do these rankings stack up against your own expectations? Let us know in the comments below.


Far Cry Primal Trailer, Release Date, Gameplay Details Officially Released

By Anonymous on Oct 06, 2015 09:30 pm

Ubisoft has officially announced Far Cry Primal, a new entry in the first-person shooter series that takes players to the "savage Stone Age." It will be released worldwide on February 23, 2016 for PlayStation 4 and Xbox One, followed by a PC release in March.

Described as a "full-fledged single-player experience," Far Cry Primal is set in 10,000 BC, at a time when "massive beasts like the woolly mammoth and sabertooth tiger ruled the Earth." As Takkar, a hunter and last surviving member of his hunting group, players arrive in an area called Oros with the singular goal of survival.

"They will meet a cast of memorable characters who will help them push back and tame the dangers of the wild," Ubisoft explains. "Players will journey as the first human to tame the wilderness and rise above extinction.

"Along the way, they will have to craft weapons and tools partly from the bones of slain beasts, hunt for food, master fire, fend off fierce predators and face off agains other tribes to conquer Oros."

In the reveal trailer, which you can watch above, the player is seen bringing down a woolly mammoth using spears and arrows alongside other members of the hunting party, before a saberooth tiger pounces. Later on, members of a rival tribe can be seen attacking the player, who looks lost in a dense forest area.

Far Cry Primal creative director, Jean-Christophe Guyot, has said he believes the Stone Age is the perfect setting for the game.

"Far Cry usually puts you at the edge of the known world, in a beautiful, lawless, and savage frontier. The Stone Age is, in a way, the very first frontier for humankind; it's the time when humans put a stick in the ground and claimed land for their own, the time when we started climbing the food chain. That came with conflict, against other humans of course, but also against nature itself."

Far Cry Primal is being developed by Ubisoft Montréal, in collaboration with Ubisoft Toronto, Ubisoft Shanghai Studio, and Ubisoft Kiev Studio. The company has released a developer diary, offering a behind-the-scenes look at how Far Cry Primal came together.

Far Cry 4, the last numbered entry in the series, outperformed expectations for Ubisoft, which said interest in the game was the strongest in franchise history and revealed it sold substantially more than Far Cry 3.

Ubisoft chief executive Yves Guillemot has previously said Far Cry will be one of the company's tentpole franchises for years to come.

"The Far Cry franchise is here for the long-run and is a stronger contender in the shooter genre," he said.

Take a look at some screenshots and concept art for Far Cry Primal in the gallery below.

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Far Cry Primal - Announcement Trailer

By Anonymous on Oct 06, 2015 09:30 pm
Far Cry Primal will be available on PlayStation 4, Xbox One, and PC, coming out February 23, 2016.

Far Cry Primal - Developer Diary

By Anonymous on Oct 06, 2015 09:30 pm
Find out what into the making of Far Cry Primal in this new developer diary.

The Next Best Thing To a New Pokemon Game is Nintendo's Yo-Kai Watch

By Anonymous on Oct 06, 2015 09:30 pm

At first glance, Yo-Kai Watch bears some striking similarities to Pokemon. Both games take place in vibrant worlds loosely based on our own, where you capture "monsters" and use them to fight against others. But despite the commonalities, Yo-Kai Watch doesn't appear like a cheap knock-off, thanks to its distinct premise, battle system, and charm.

Yo-Kai Watch lacks the competitive drive that fuels Pokemon; you aren't some ambitious young monster trainer embarking on an adventure across a vast region of land, battling other trainers as you strive to be the very best. Rather, you're an average kid who has been thrown into a story of a town trying to rid itself of ghost-like creatures based on Japanese folklore (known as Yo-Kai). All the while, you're also befriending Yo-Kai and using their skills to assist you.

What I played of the game during a recent preview had me venturing to a secret dungeon, found in the town's forest outskirts, in a quest to find a special item that could improve my Yo-Kai Watch, a device that allows me to see Yo-Kai and summon them into battle. Upon getting to my destination, my first impression of the dungeon was that it had an uninspiring familiarity; its rooms populated by enemies, and its navigation peppered with light puzzle-solving. However, it was here that I got a taste of Yo-Kai Watch's most unique aspect: combat.

As opposed to a traditional turn-based battle system, Yo-Kai Watch's battles takes place in real-time. Your party auto-fights opponents, and as they do, you use their special abilities to aid you in battle. These abilities, called Soultimates, are triggered via interactive touch screen mini-games that are thrown up mid-battle, such as tracing a specific shape or tapping a circular gauge until it fills up. And Soultimates take various forms: for instance, one Yo-Kai in my party threw a flurry of punches, while another cast a healing spell.

You bring a total of six Yo-Kai into battle, but only three are capable of being on the field at a time. By rotating a wheel on the touch screen, you can instantly shift the lineup in real-time. But the catch is that each are tied specifically to where they're placed on the wheel, which means you need to be mindful of how you organize your Yo-Kai. You may bring the right ones into battle, but if they aren't placed next to others that complement their strengths, then you'll be at a huge disadvantage.

When these battle mechanics are strung together, the action feels hectic, but at the same time, exciting and engaging. There's a degree of strategy and finesse required in Yo-Kai Watch that makes it feel more fulfilling than you'd expect.

Completing the dungeon rewarded me with the item I needed as well as the addition of the area's boss into my party. I then returned to an old watchmaker to upgrade my watch, but without his "lucky pair of underwear," he couldn't help me out. It was then left up to me accomplish this bizarre task by going to a local bathhouse at night to obtain them.

Don't ask me to explain the reasoning behind this, but the zaniness actually fits in with the game's colorful world and added to the sense of humor and fun of it all.

Being a child, the task was restricted by a parental curfew. Thankfully, my newest Yo-Kai could transform into my body double, giving me the ability to sneak out of my house to freely explore the town at night. But running around at night in Yo-Kai Watch holds consequences; in this case, a randomized event called Terror Time. This threw me into a stealth scenario where I had to avoid a powerful Yo-Kai known as the Red Oni and make it to a glowing yellow door across the map. And he wasn't alone; the Oni was accompanied by an entourage of tiny minions scattered throughout the area. Unfortunately, one spotted me, alerting the Red Oni to my location. What followed was a desperate dash for the exit.

With moments like these, there's a genuine sense of charm in Yo-Kai Watch's world and monsters. As I played, I couldn't stop smiling at the humor and personality of its different scenarios. Unfortunately, before I could dive any deeper, my time with the game was cut short just as I met a mysterious girl in a scarf.

Yo-Kai Watch offers a markedly different experience from other monster-collecting RPGs. Through its distinct premise, combat, and world, it stands out in a way all of its own. While what I played was only a tiny slice of the game, I can't wait to see what else it has to offer when it comes out on November 6 for the 3DS.


Mad Max Director Passed on Live-Action Akira Movie

By Anonymous on Oct 06, 2015 09:17 pm

A live-action remake of the anime classic Akira has been in development for a long time, with various directors and producers attached to the project over the past decade. Now Mad Max director George Miller has revealed he was approached to direct at one point.

2947613-akira.jpg

While speaking to Yahoo to promote the Blu-ray release of his action blockbuster Mad Max: Fury Road, Miller explained that tackling the Akira remake was one project that he was being considered for. "There was talk of it," he said, "But I've got so many things on my dance card, I don't have the time to do everything.

"I'm a huge fan of anime and the precision of that and to some degree manga, even though I don't read Japanese, but just the aesthetic of it."

Last month, it was reported that Warner, who own the US rights to Katsuhiro Otomo's 1989 film, were now planning a trilogy of new Akira movies. Christopher Nolan is rumoured to have met with at least one potential director for the project.

In 2012, the remake reached the pre-production stage before Warner shut down the Vancouver production office.

The manga of Akira ran between 1982 and 1990, and is widely credited for popularising Japanese comic books internationally. Equally, the success of Otomo's animated version did much to introduce Western viewers to anime, and is now considered one of the finest sci-fi films ever made.


Metal Gear Online Eva Outfit Can Be Unzipped for "Tactical Advantage"

By Anonymous on Oct 06, 2015 09:11 pm

Now that Metal Gear Solid V: The Phantom Pain's multiplayer mode, Metal Gear Online, has gone live, Konami has started to sell DLC for it. One piece of DLC available now is a new jumpsuit for the Eva character that provides a "tactical advantage" when her chest area is unzipped.

Here's the official description: "Jumpsuit that the female spy EVA wore during Operation Snake Eater. The chest area can be unzipped for a tactical advantage. *For female staff only"

You can buy the Jumpsuit costume right now for 99 cents. It was announced earlier this month, and is just one of many pieces of add-on content available for Metal Gear Online. Other available content includes another open-chested outfit modeled after the one The Boss worse in Operation Snake Eater, as well as various horse armor and a tuxedo costume. Check out all the available DLC here on the game's Xbox page.

In addition to the arrival of Metal Gear Online and its DLC, Konami has released a new update for the game's other multiplayer mode, Forward Operating Base (FOB), which includes new missions, equipment, and the option to spend real money to insure bases.

The Phantom Pain shipped on September 1 behind glowing review scores, including a 10/10 from GameSpot. Meanwhile, sources told GameSpot in March that series creator Hideo Kojima was expected to exit Konami after the game ships due to a strained relationship with Konami. His future plans have yet to come into focus.


Microsoft Announces $1500 "Ultimate Laptop"

By Anonymous on Oct 06, 2015 08:52 pm

Today during Microsoft's marquee Windows 10 event, the company announced the Microsoft Surface Book, what the company is calling the "ultimate laptop." It sports a 13.5-inch, 267dpi screen with 6 million pixels.

Microsoft's Panos Panay revealed the device, saying it's two times more powerful than the latest Macbook Pro. The company also worked with the Xbox engineering team to help with optimizing the GPU.

Specifically, the laptop--the first Microsoft has ever made--has a Nvidia GeForce GPU, GDDR 5 memory, and sports 12 hours of battery life. It also comes with two USB ports, a glass trackpad, and a dynamic fulcrum hinge.

The Surface Book starts at $1,500 and launches on October 26; preorders open tomorrow.


Microsoft Announces $900 Surface Pro 4 With Up to 16 GB RAM and 1 TB Storage

By Anonymous on Oct 06, 2015 08:33 pm

As part of Microsoft's Windows 10 announcement event today, the company announced the next Surface tablet, the Surface Pro 4. The device is described as thinner, lighter, and more powerful than the Surface Pro 3. It also sports an updated typecover, a larger display, and a better camera.

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The Surface Pro 4 comes with a 6th generation Intel Core processor, making the device 50 percent faster than the Macbook Air, Microsoft said. It supports up to 16 GB RAM and 1 TB storage. The 8-million pixel camera sports autofocus, while the trackpad features five-point multi-touch support.

In terms of size, the Surface Pro 4 measures 8.4 mm thick, which is smaller than the Surface Pro 3, which was 9.1 mm thick.

It also comes with a new pen, which magnetically attaches to the device and has a one-year battery life. Holding down the pen will bring up Cortana, while you'll also be able to choose from five different colors with interchangeable tips.

The Surface Pro 4 starts at $899 and launches later this month. The Microsoft event is ongoing; watch it here and check back later for more.

Also during the event today, Microsoft announced that Windows 10 has reached 110 million installs and that integration for Xbox One is coming this holiday. In addition, Microsoft is now accepting applications for HoloLens development kits, which will go for $3,000, while a $250 Band 2 device will launch this month.

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The Witcher 3: Wild Hunt - Hearts of Stone Announcement Trailer

By Anonymous on Oct 06, 2015 08:30 pm
Continue your journey with Geralt when The Witcher 3: Wild Hunt's Hearts of Stone expansion launches on October 13.

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