We will build your DREAMWEB!
July 26th, 2011
Price: CDN$ 79.95 (
(as of 2012-12-05 10:09:03 PST)
You save CDN$ 0.04 (%)
(as of 2012-12-05 10:09:03 PST)
Catherine “Love Is Over” Deluxe Edition by Atlus
New Xbox 360 and PlayStation 3 triple-pack bundles featuring a range of Square Enix games will launch in March, the publisher confirmed on Friday. These bundles are listed below.
Both launch March 31 and will cost $30 each, according to Joysitq. Gamers in Europe got these bundles last year.
GameSpot's gaming deals posts always highlight the best deals we can find regardless of retailer. We also occasionally use retailer affiliate links, which means that purchasing goods through those links helps support all the great content (including the deals posts) you find for free here on the site. Got questions? Email firstname.lastname@example.org or ask us in the comments!
As Gearbox Software starts to ramp up hiring for the next Borderlands game, Borderlands 2 writer Anthony Burch has announced his departure from the Texas-based development studio.Burch
He's leaving Gearbox to move to Los Angeles and join the writing team for a new Hulu long-form comedy show with YouTube star Freddie Wong and his RocketJump Studios brand, creators of Video Game High School. Little else is known about this new show at the moment.
Burch isn't quitting games altogether, however, as he explains in a series of tweets that he still plans to "do video games stuff on the side." In addition, he admits there's a chance everything falls apart and that he'll return to Gearbox. Check out his tweets below.
The next Borderlands game is Borderlands: The Handsome Collection, which includes remastered versions of Borderlands 2 and Borderlands: The Pre-Sequel. It launches on Xbox One and PlayStation 4 in March.
Looking further ahead, last weekend at PAX South, Gearbox CEO Randy Pitchford announced that the studio is ready to start work on the next Borderlands. Pitchford didn't say whether this next Borderlands game is Borderlands 3, but given the fact that he called it the "big one," it seems likely.
Uh so I'm moving to LA to be head writer on this show http://t.co/rlhtWIQmZm I'll miss Gearbox a LOT but uh yeah this could be really fun— Anthony Burch (@reverendanthony) January 30, 2015
AFFECTION TWEET: Thank you to everyone who was sweet and supportive of the stuff I helped contribute to at Gearbox, you made my life better— Anthony Burch (@reverendanthony) January 30, 2015
HATRED TWEET: I'm still gonna do videogames stuff on the side so don't start popping champagne or anything GG, instead maybe get peed on?— Anthony Burch (@reverendanthony) January 30, 2015
Also there's a not insignificant chance I'll fall on my face and be back at Gearbox in six months sooo don't be surprised if that happens— Anthony Burch (@reverendanthony) January 30, 2015
Sony on Friday released a new gameplay video for upcoming PlayStation 4 game Bloodborne that goes into depth about the title's new Chalice Dungeon feature, originally announced in December.
For those unaware, Bloodborne's Chalice Dungeons are set in the the ancient underground ruins below the game's main city of Yharnam. Players will use holy chalices to enter the dungeons, which use procedurally generated systems to offer a new experience every time you play.
As the trailer shows, the dungeons are loaded with traps and all forms of horrifying creatures. Players can take on the dungeons alone, or team up with friends to take them down and earn rewards for their efforts.
"Chalice Dungeons add a ton of additional content and replay value to the depth and richness of the full game itself, and can even be uploaded for other people to try out," producer Masaaki Yamagiwa said in December. "Share your dungeons with your friends, or go online to find new Chalice Dungeons to explore. Even after you master the game, discovering all of the secrets it has to offer, there will be new challenges awaiting you."
Following a delay, the new Bloodborne release date is March 24 in the US and March 27 in the UK.
Sony also on Friday revealed that a special-edition Bloodborne PS4 bundle (above) will be available in the UK at launch. It includes a PS4 system, DualShock 4 controller, and a copy of the game. UK shoppers can preorder the console today from their local retailer.
If you're a Battlefield 4 player who plans to give the upcoming Battlefield Hardline beta a try, you'll probably be happy to learn that Visceral Games has announced a special perk coming your way.
All Battlefield players who try out the Hardline beta will receive a special "Hardline Dog Tag" for Battlefield 4. "Watch your back--a lot of foes will want to grab this," Visceral says on the Battlefield website.
The Hardline dog tag (pictured below) won't show up right away in Battlefield 4, however. Visceral explains that it should appear when the next patch for Battlefield 4 is released sometime in March.
The Battlefield Hardline multiplayer beta starts February 3 on Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. It runs for six days, and progress will not carry forward to the final game.
For everything you need to know about it, check out this post. Meanwhile, the full game launches for the same platforms on March 17.
Rockstar is giving away a free games to anyone who preorders the upcoming PC version of open-world game Grand Theft Auto V through the Rockstar Warehouse, but the deal doesn't last forever. In fact, it expires this coming Sunday, February 1, meaning players have less than 72 hours to take advantage of the promotion.
In addition to a choice of one of the eleven games listed below, anyone who preorders through Rockstar's site will receive $1.3 million worth of in-game cash. Everyone who preorders the PC version gets $1 million (split evenly between Story mode and GTA Online), but those who pre-buy through the Rockstar Warehouse get an extra $300,000.
Following its second delay, the GTA V PC release date is now March 24, 2015.
Free game choices include:
Xbox One's free game for Xbox Live Gold subscribers in February, the crazy eight-player game #IDARB, has gone live ahead of time. You can download it right now for the low price of $0.00.
It's possible Microsoft flipped the freebie switch early to make up for February only having 28 days, but that's not been confirmed. On March 1, the game will return to its normal price of $15.
Also known as It Draws a Red Box, #IDARB is tough to pin down. It's part platformer, part hockey, part fighting game, and part party game. I suggest watching the video above to see what it's all about.
From the official PlayStation Japan YouTube account comes a new gameplay trailer for next month's PlayStation 4 action-shooter, The Order: 1886, and it's quite impressive.
The two-minute trailer, featuring Japanese dialogue, shows a battle on the Agamemnon airship. Watch as Galahad rips into enemies in a kitchen using a devastatingly powerful shotgun and melee moves.
The Order: 1886 recently went gold, meaning developer Ready at Dawn (God of War) had completed production on the single-player game.
Sony also recently announced preorder bonuses for The Order: 1886, which include bonus costumes and weapons.
Blue Estate, the over-the-top on-rails shooter based on the comic book series from Viktor Kalvachev, is coming to Xbox One next month. The game, described as a "dark comedy," will be available starting February 18 for $13. It's coming to Xbox One through Microsft's indie publishing division, ID@Xbox.
In Blue Estate, you play as psychopathic Tony Luciano and former soldier Clarence on a mission to basically kill everything that moves in the mafia underworld of Los Angeles. A co-op mode lets two players compete for high scores.
The game was designed "from the ground up" for use with Kinect on Xbox One, its developers say. Players can simply make a gun gesture with their hand to simulate shooting in the game. Check out the trailer above to more of how it works.
Blue Estate saw its initial console release last summer on PlayStation 4, utilizing the DualShock 4's touchpad as its control interface.
GameSpot's 3/10 review of Blue Estate said the game, "just smears the screen with racism and sexism, hoping against hope that you think that hating Asians and women is hysterical. It isn't."
For more on Blue Estate, check out the image gallery below.
The Chinese government announced this week that it has approved new guidelines to expand the sale of video game consoles in the country. The company will now allow for the manufacturing and sale of game consoles across the region, not just in Free-Trade Zones as was the original requirement.
According to a report from Bloomberg, local Chinese governments need to draft rules for game console business within their borders and submit them to the Ministry of Commerce by tomorrow, January 31.
The expansion of game console manufacturing and sale rules for China, a gamer-rich nation, could have major implications for game-makers such as Microsoft and Sony. Analysts estimate that China's video game industry could total $10 billion, while the country itself represents the world's second-largest economy.
Microsoft launched the Xbox One in China in September to sales of 100,000 units in one week. Meanwhile, Sony originally intended to launch the PlayStation 4 in the market on January 11, but later delayed the release.
A new release date for PS4 in China has not been announced, though Sony executives said previously that the launch snag should be overcome in short order. Nintendo, on the other hand, has not announced any plans to sell its game and consoles in China.
China banned game consoles in 2000, citing potential harm to the physical and mental development of children.
With more gamers in China than the total United States population, China is a potentially lucrative market for Microsoft, Sony, and Nintendo. However, the country's censorship rules could impact sales, though this remains to be seen.
The chord it strikes is similar to 2007’s Shadowrun, not just in design but also in how it approaches its narrative. Canonically, it’s meant to bridge the 500-year gap during the opening scenes of Legacy of Kain: Soul Reaver, but takes a perfunctory approach to its storytelling; realistically, Nosgoth is merely a spinoff. There are, however, casual reminders here and there that Legacy of Kain, plus Soul Reaver and its protagonist Raziel, are Nosgoth’s inspiration. Raziel’s ruined clan, represented by the disfigured sentinel class, is all that remains of his flying kin. And it isn’t difficult to spot the enormous statue of a pre-crispy Raziel who stands watch over the chaotic human-on-vampire battles in The Fane, a map comprised of white marble and accented by gold leaf and torches burning with blue flame. Beyond the theme and the few hints and winks, however, little else of the Legacy of Kain fiction is found in Nosgoth.
Issues with the story aside, it concerns me that Nosgoth would follow Shadowrun’s lead, especially considering that the path Shadowrun ventured down didn’t end with much success. Nosgoth even goes so far as to mimic some of Shadowrun’s own mimicry of the Counter-Strike formula, with matches consisting of two rounds, in which you start on the human or vampire team of four players each, and then get swapped to the other side once a necessary goal is met. But, thankfully, the similarities stop there, as Nosgoth primarily revolves around its team deathmatch modes, focusing on classes and team dynamics rather than using acquired cash to purchase weapons, gear, or special abilities between rounds. In team deathmatch, the winning side is determined after stacking up the total kills--with a maximum of 30 per session--acquired by each team during the ten-minute rounds.
Battles set in the eponymous dark-fantasy setting of Nosgoth are tense, energetic, and often wildly entertaining. Nosgoth leans heavily on the team element as an unconditional imperative. A single human, who spends the majority of a match nervously scanning rooftops and corners for movement, doesn’t stand much chance when paired up against a physically dominating vampire. But likewise, a vampire stumbling alone into a group of quick-witted humans will rapidly find himself, for once, at the bottom of the food chain.Special weapons with unique properties are gifted from time to time.
The vampire hunters are armed with technology and cunning, facing down their bloodsucking rivals with arrows and blades, snaring them with spells, and damaging them with deadly traps. But technology isn’t enough; victory requires diversity. A team composed mostly of scouts, a sniping class, is powerless once the vampires get within mauling range. The scout’s abilities are supplemented by a hunter class, which uses a crossbow for mid-range battles, and handy bolas, in normal and poison varieties, to temporarily restrain an enemy. Just as useful is the alchemist, who uses her launcher to lob explosive projectiles onto the heads of vampires hiding on rooftops, while utilizing an array of volatile chemical concoctions, such as vials of combustible liquid that erupt in a wall of flame, or containers filled with sunlight, which temporarily blinds oncoming bad guys.
What vampires lack in the technology of their mortal foes, they make up for in strength and incredible athletic prowess, making them an absolute blast to play. Unlike the gravity challenged humans, vampires can climb buildings and walls, stalking their prey and planning strikes from unseen heights. The deft reaver is able to leap far into the air, pouncing on his prey and slashing with metal claws. But maybe you prefer strength over speed; the imposing tyrant, muscle-bound and armed with abilities that allow him to charge through and knock over humans, as well as leap high into the air and emit a shockwave when landing, is as close to a vampire Hulk as I’ve seen yet. The other two classes are the aforementioned sentinel, who can fly, snatch humans, and drop them from high in the air, and the deceiver, a strategic class, able to mask himself as a vampire hunter and strike from behind with a deadly blade.
No matter what class you choose, playing as a vampire is a joy. Bounding through the air as the reaver is something that never ceases to put a smile on my face. You get a giddy feeling of anticipation as you look around to see your allies, circled on walls and pillars, ready to strike your unsuspecting adversaries from above. Plus, it’s difficult to deny the savage thrill of dragging away the limp body of a defeated vampire hunter post battle to feast on his blood in order to regain lost health--except during rare moments of "stretchy limb syndrome," which makes pulling a bloodied corpse that ends up stretching along the ground like taffy look, well, a tad goofy.
But then there is that pesky balancing problem, which far too often drags the pleasure of the hunt to a grinding, groan-inducing halt. The issue is a two-parter, but let’s cut straight to the first point: the vampires are overpowered. Even as I hit more than 15 hours of play, I couldn’t recall a match that didn’t feel stacked against the human side, even if the advantage was only slight. During most of my games, all I could hope for when on the human team was to reach at least 15 kills. That way, if my opponents proved somewhat more incapable playing as humans, a victory could still be secured. Make no mistake, I witnessed capable human teams, but even the most skilled players seemed lost as to how to proceed when their opponents switched classes and charged forward with several tyrants. It’s not just a question of countering with the right classes and abilities; matching classes is important, but still, the vast majority of games I played as a human were losses, even as I became more confident in my vampire-hunting skills.
Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything.
On the subject of skill, the likelihood of getting matched with or against players of similar aptitude is a crapshoot, which brings up the second part of the balancing issue: matchmaking is broken. You gain experience points that slowly increase your level over the course of play. That rank, however, doesn’t seem to matter once you leave new recruit mode, designed to ease novice players into Nosgoth, and get placed into standard team deathmatch games. It’s common to get matched against teams that are either well below your skill level or far beyond it. Fighting a team that struggles to get even 10 kills against your own makes for a rather boring 20 minutes, but when the tables are turned, it results in immense frustration. Matchmaking also seems to have issues with finding players. Sometimes, a game will start right away, but at other times, you are left waiting for a vacant spot to fill for upwards of several minutes.
At least Nosgoth’s maps, save for one that sports ugly, low-resolution mountains in the background, look fantastic enough to distract from any grievance for a short while. The five available maps are large, beautiful, and meticulously detailed, featuring a varied color palette that makes each one easily distinguishable from the others. It’s difficult not to look upon The Fane, a town deep within a vaulted cave, with some measure of awe. Other environs are scarred by battle, and the sound of muffled screams brings weight to fights, surrounded by buildings set alight. Nearby, fountains that were once ornate, cluttered with corpses, now run red with blood. Every map is also dotted with well-placed and quickly accessible shrines, where human players can fill up on health and ammunition--so long as they watch their backs.Raziel really had seen better days before that whole Lake of the Dead incident.
Like many free-to-play games, Nosgoth includes different payment options. Bundles can be purchased that will unlock classes, character skins, and new abilities, and that offer a sum of gold, the latter of which is earned at the end of every match. Normally, any gold that is acquired can be used to unlock new class abilities for up to one week for a small amount, or permanently for a much larger chunk of change. Based on my experience, it takes about six to eight hours of play to earn enough gold to unlock a single ability forever, which means you will either need to dedicate a lot of time to get the loadouts you desire, or pony up the cash if time isn’t in your favor. Runes, currency that must be bought using real-world money, can also unlock any of the prior items in place of gold. Character skins, which serve as aesthetic upgrades, can only be traded for with runes.
Outside of Nosgoth’s team deathmatch, there isn’t much else in the way of content. There are three modes of play, but two of them, new recruit and team deathmatch, are basically the same in design. Flashpoint, the third multiplayer mode, is currently in beta testing, and does provide a different, if ultimately brief, distraction. The mode is a king of the hill variation, in which the human team attempts to capture six points on a map as the vampire side fights to keep the beacons out of the grimy hands of mortals. I found it difficult to want to keep playing Flashpoint, as it isn’t distinctive enough compared to team deathmatch to hold my attention long. There are also only five maps at launch, and though they are all nice to look at, it didn’t take much time before I yearned for a change in scenery.
Officially, Nosgoth is in open beta, but Square Enix explicitly states that this beta constitutes the game's launch. Nonetheless, it comes with the bugs and glitches associated with a game in progress. There are times when your vampire may refuse to completely vault over a ledge onto a rooftop, which is particularly bad during a hasty escape, when his pallid backend may become a pincushion. Worse, however, are the rare connection errors with the server, which vary in range from bolas and arrows flying through enemies, to warping from one wall back into the original without warning. But these are standard-issue problems for the most part; what stands out above all is the fickle party system. At times, accepting an invite doesn’t place you in a party according to your screen, though the host’s screen shows otherwise, and trying to join a match with a broken party never works. But at least that isn’t as bad as when the game decides to crash, which it does on occasion after you accept a game invite.
Nosgoth is surprisingly fun, given the glaring problems. Sure, matchmaking is a mess and glitches need to be ironed out, but Nosgoth at its finest is still a promising multiplayer game, and I look forward to seeing how far it goes. It does need more: more classes, more maps, more game modes, more everything. And for the most part, the developer has been upfront that updates are coming quickly, starting with a new map and a female vampire class, both to arrive in the following weeks, with a new human class to arrive soon after. No, Nosgoth is not the Legacy of Kain everyone wanted, and it isn’t exactly bold or fresh either, especially considering that it evokes bitter memories of a failed game from 2007. But with additional content, bug fixes, and needed matchmaking tweaks, Nosgoth could be something that stands strong on its own, worth returning to time and again.
The particular young adult you play is Max Caulfield--no relation to The Catcher in the Rye's Holden Caulfield it would seem, though Life is Strange’s references are not subtle, so I presume that Max’s similarities to her namesake are not accidental. Like Holden, Max attends a private school, though her primary interest is photography and not football or fencing. She’s back in her Oregon hometown to attend school after spending the last several years in Seattle, where life wasn’t quite what she had imagined. "When we would play pirates in our room and in the woods, it seemed like Seattle was that fabled faraway island of treasure and adventure that we were always seeking. With coffee shops," writes Max in her diary. "But Seattle wasn't like a fable."The art style has a haze to it, as if the game is a memory.
As it turns out, life at Blackwell Academy isn't idyllic, either. After a stern lecture by her photography professor, Max wanders through the school’s halls to the bathroom. She’s out of sorts: she had what seemed to be a nightmare in class--that dark-and-stormy-night scenario that began the game, and which showed a tornado roaring towards the town. As Max, you walk past blue lockers covered with posters that admonish students not to text and drive, and comment silently to yourself about the classmates you pass. When Max plugs earbuds into her ears, you hear the light indie-rock you imagine an angsty teen from the Pacific Northwest might listen to--the kind that plays when you enter a Starbucks. This may not be your reality, but it is easy to believe is it Max's. The themes and characters are familiar, in any case: the aloof school principal, the quiet religious girl, and the anxiety of being called on in class when you don’t know the answer.
Well, there is one aspect that is decidedly unreal: you can rewind time. You discover your special skill during your restroom visit, when a heated confrontation between a psychopathic rich kid and the girl that confronts him ends with a bullet in the young woman’s abdomen. In that moment, you reach out to help and time quickly zips back to minutes before, when you are still in class. Now you know the answers when Prof. Jefferson asks you. Now you can tell him what he wants to hear about the photography contest he wants you to enter. And now you have a chance to save an old friend's life.Don't like how she reacts? Rewind time and do it again!
Time reversal is Life is Strange's most unique element, but also its most problematic. The game is rooted in the adventure formula that has made Telltale Games's Walking Dead series so popular. You walk around the environments, interacting with people and objects, and making choices during dialogue that turn the story in a particular direction. "This action will have consequences," the game tells you, and you then wonder about the potential consequences, and mentally note them when they occur. After a single episode, it is hard to tell how intervening when a security officer is harassing a student will shift the future, but should you not like the immediate reaction, you just rewind a bit and do it over again. It's a nifty effect at first, but the rewind as a whole undermines one of the formula's most treasured elements: ownership of your decisions.
Granted, there are limitations, so you can’t return to the moment of truth when a consequence becomes apparent hours later. But undoing a line of dialogue because a classmate reacts poorly to you diminishes the choice's power. I rarely sweated my decisions, because I could just try again until I landed on the one I liked best. I suspect that I may come to regret seemingly easy choices when more episodes are released and the repercussions play out. For now, however, I don't feel much ownership of Max; In The Wolf Among Us, it was clear that I was playing my Bigby, but after a single episode of Life is Strange, Max isn't my Max--she's just Max.Someone needs a Xanax.
The rewind mechanic also allows for a few light puzzles. When you rewind time you keep what you have recently picked up, and of course, you have new information you didn’t have before. As a result, you might be able to perform new actions and have new conversations. Rewinding only affects the people and events surrounding you; you remain in place, with any items you may carry, while time retreats everywhere else. In this sense, rewinding your surroundings is like fast-forwarding your own body. You can avoid falling objects, for instance, by rewinding time, moving forward, and resetting time with you further ahead than when you started. Annoyingly, however, Life is Strange breaks its own time-bending rules when it suits the narrative. When you first discover your skill, for instance, you are moved back into your classroom seat, and do not remain in the bathroom. Developer Dontnod has its cake, and eats it too.
Inconsistencies of time reversal aside, Life is Strange is an involving slice of life that works because its situations eloquently capture a peculiar early-college state of mind. Some of the characterizations are too on-the-nose: of course Max’s rebellious friend Chloe smokes weed and talks back to her stepfather, because that’s what rebellious teens do, and of course that stepfather is an ex-military authoritarian with a buzzcut and a bad temper. This is storytelling shorthand, but much of it rings beautifully true. When Max is reunited with Chloe, the tension chokes the air: Chloe feels abandoned and angry at being left behind when Max moved, and at being ignored when Max returned to town. Max doesn’t necessarily have answers for all of her choices, only apologies. These interactions can break your heart specifically because you might have had such conversations yourself. The performances, especially those of the actresses that play Max and Chloe, amplify the laughs, the groans, and the tears in equal measure, even when the dialogue takes a clumsy turn. (As it does, for instance, when you meet Blackwell's creepy janitor.)Victoria is not a nice person, but you can always kill her with kindness.
Life is Strange sets the stage for later conflict, foreshadowing the storm to come and informing you of a young local woman gone missing. At the same time, the game makes everyone look like a guilty party. The rich frat boy with a gun, the smug school administrator, the stepdad in need of anger management skills--these and other characters have plenty to hide, though it’s impossible to guess what all their secrets might be. The looming tornado and the inconsistent time mechanic seem almost unnecessary as a result, for Life is Strange’s most important drama is the one developing in Max’s own mind.