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    November 30th, 2014JoystiqNews
    Did the teaser for JJ Abrams' Star Wars: Episode 7 - The Force Awakens ... ahem ... awaken within you a burning nostalgia for the Star Wars franchise? If so, you're in luck: skins designed after Galactic Civil War-era Star Wars characters are now available for the Xbox 360 and Xbox One.

    Priced at $2.99, the Star Wars Classic Skins Pack features Han Solo, Leia Organa, Luke Skywalker, Chewbacca and a lot of others (seriously, check out the full list after the break, 'cause it's 55 skins long). There's even a Jawa skin if you're feeling so inclined. Utini!

    Continue reading Classic Star Wars skins make the jump to Minecraft for Xbox

    JoystiqClassic Star Wars skins make the jump to Minecraft for Xbox originally appeared on Joystiq on Sat, 29 Nov 2014 19:30:00 EST. Please see our terms for use of feeds.

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    November 29th, 2014JoystiqNews
    Glitches and save issues have plagued Ubisoft's most recent prominent releases, but The Crew's lead game designer, Serkan Hasan, has told The Metropolist that the upcoming social racer should have a smooth ride out of the gate. Aside from urging players to expect the Xbox One, PS4 and PC versions to be fully capable of 1080p and 30 fps at launch, Hasan also shared no reservations about the stability of The Crew's online features.

    Hasan explained that he harbors confidence because The Crew has "reaped the benefits of a long term beta program, designed specifically to push our infrastructure as far as possible in real world situations, with thousands of players from all over the world playing the game at the same time."

    Hasan's comments follow a post to the Ubiblog which stated that copies of The Crew were not sent to press in advance due to an assessment of its true experience requiring "thousands and thousands and thousands of players - something that can't be simulated with a handful of devs playing alongside the press."

    Bungie mentioned a similar philosophy before it launched Destiny, with review copies being held until the socially-focused shooter's public audience arrived on opening day. Opinions were mixed concerning Destiny's loot-fueled adventure, but at least the push to become top Guardian was a mostly-stable affair.
    [Image: Ubisoft]

    JoystiqReport: The Crew lead designer confident of stable launch originally appeared on Joystiq on Sat, 29 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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    November 29th, 2014GamespotReviews

    Real-time strategy game Grey Goo will release on PC via Steam on January 23, 2015, developer Petroglyph has announced.

    Petroglyph originally planned to follow its Alpha testing with a Closed Alpha and more comprehensive Beta Testing, but it said that the information it already gathered on balance and stability was enough to come up with a road map that would take it all the way to launch.

    "We know that many of you were hoping to be involved in a more full-blown Beta Testing phase," it said. "However, instead, we have been focused on using the data we received to improve the game so that we can get Grey Goo into your hands and onto your computer as soon as possible."

    “We have a rich, lengthy background as RTS developers, dating all the way back to our time on the original Command & Conquer at Westwood Studios,” Executive Producer at Petroglyph Ted Morris said back when the game was first announced. “We want to bring back some of what made those ‘traditional’ RTS games great while addressing all the lessons we've learned along the way.”

    Petroglyph said it will release more information about the game in the months leading to launch, starting with developer diary above.

    Emanuel Maiberg is a freelance writer. You can follow him on Twitter @emanuelmaiberg.

    For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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    November 29th, 2014GamespotReviews

    Batman: Arkham Knight developer Rocksteady held a Reddit Ask Me Anything yesterday where they answered some questions about the upcoming game as well as their previous entries in the series.

    Reddit user dart278 asked why Batman's suit looks more robotic than it did in previous games.

    RockSteady: "We wanted to highlight the interaction between Batman and the Batmobile - you'll see that the suit mirrors the design of the car in a lot of ways. The new suit impacts gameplay as well, as it enhances some of Batman's abilities, particularly in the way the Batman and the car work together."

    ANBU_Spectre asked if Rocksteady added new combat moves and animations we didn't see in the previous games.

    Rocksteady: "Zafer Coban and the rest of the animation team have been doing some amazing work on making combat look and feel awesome. For example, there's a scene toward the end of the Ace Chemicals Infiltration Part 1 Trailer where Batman faces off against two combat experts. Everything in that shot is taken straight from the game - we just shifted the camera to get a slightly more cinematic angle."

    DanishxAssassin asked what's what's Rocksteady's favorite new addition to the game outside the batmobile.

    Rocksteady: "It has to be the open city - now that we've got all of Gotham to explore it's a great experience. The City design team here has done an amazing job building an environment that's huge and intricately detailed. The detail in Arkham games was always my favourite thing about playing them before I joined Rocksteady, and it's awesome that the guys have managed to keep that level of care on something so much bigger."

    Chilldude205 asked what changes Rocksteady made the game's Predator Challenges.

    Rocksteady: "I think my favourite tweak to predator has to be size of some of the encounters. You're going to be taking on large, varied groups of armed guards. You'll need to be a serious predator expert if you want to complete those sections without alerts."

    SPOILER ALERT for Batman: Arkham City ahead.

    FogKnight22 asked if was harder to write the story for Arkham Knight given the events of Arkham City.

    RockSteady: "I think it's quite the opposite! Sefton has said that when they started work on Batman: Arkham City, they had the vision of the final scene Joker's death almost from the start, and looked at the story from the perspective of the events that would lead to that point.

    "With Batman: Arkham Knight, that ending is the point that we jump off from, asking 'what happens when Joker is removed from Gotham' and looking at the fallout from those events."

    Finally, Rocksteady said it will release a new trailer for the game on Monday, 9 a.m. PST.

    Arkham Knight launches in June 2015 for Xbox One, PlayStation 4, and PC. The game was originally targeted to launch this fall, but developer Rocksteady pushed it back to add more polish.

    For more on the game, check out GameSpot's previous coverage.

    Emanuel Maiberg is a freelance writer. You can follow him on Twitter @emanuelmaiberg.

    For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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    November 29th, 2014JoystiqNews

    The previously-announced return of zombies in Call of Duty: Advanced Warfare will rush Xbox One players that purchase the Havoc DLC pack in January 2015 (and other platforms at a later date), developer Sledgehammer Games has revealed. Exo Zombies' chapters will be overrun with an "entirely new breed" of zombies, the first glimpse of which is shown in the above trailer, a clip that was previously viewable by conquering the Riot stage of Advanced Warfare's Exo Survival mode.

    Though we don't have an exact launch date for the Havoc DLC just yet, remember that Xbox One players will get the first shot at Havoc, Exo Zombies and the rest of Advanced Warfare's DLC due to Xbox's timed exclusivity deal with Activision.
    [Image: Activision]

    JoystiqExo Zombies will debut with Havoc DLC in January originally appeared on Joystiq on Sat, 29 Nov 2014 15:00:00 EST. Please see our terms for use of feeds.

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    November 29th, 2014GamespotUncategorized

    The 2K Sports wrestling game WWE 2K15 has launched for the next generation consoles, the PlayStation 4 and Xbox One. The game managed to sell a combined 398,730 units worldwide combined for the two consoles, for the week ending November 22, 2014.

    The PlayStation 4 version of the game was the top selling platform with sales of 282,909 worldwide. The Xbox One version sold 115,821 units. When the PS3 and Xbox 360 versions launched last month it sold 188,066 units combined in its first week. WWE 2K15 has now sold 758,169 units when you combine all versions of the game.

    WWE 2K15 launched for the PlayStation 3 and Xbox 360 on October 28 in North America and October 31 in Europe. The game launched for the PlayStation 4 and Xbox One on November 18 in North America and November 21 in Europe.

    ________________________________________________________________________________________

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. Outside, in the real world, he has a passion for the outdoors which includes everything from hiking to having received his B.A. in Environmental Studies. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/252307/wwe-2k15-next-gen-sells-400k-units-worldwide-first-week-ps4-xbox-one/

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    November 29th, 2014GamespotPreviews

    Pro Counter-Strike: Global Offensive team Fnatic has forfeited a rematch against team LDLC after using a map exploit during the $250,000 DreamHack Winter eSports event.

    Fnatic won the match yesterday by boosting one of its players to a ledge that gave him a view and sniping position on almost the entire Overpass map. You can see how players jump on top of one another to reach the spot in the video above posted to YouTube by user David Kallberg. The Fnatic player was essentially standing on an invisible ledge he shouldn't have been able to reach. While DreamHack's rules don't explicitly forbid this, it does count as "pixel-walking," which was forbidden at DreamHack Summer Summer 2013, according to HLTV.org.

    LDLC filed protest, and after taking it into consideration, DreamHack administrators found that both teams had used boosts and said that they would have to replay the match. However, Fnatic has since announced that it's forfeiting the match.

    "With tremendous respect towards the CS:GO community and other teams we have decided to withdraw from the tournament," the team said on its Facebook page.

    You can watch the rest of DreamHack Winter's Counter-Strike: Global Offensive tournament here.

    Emanuel Maiberg is a freelance writer. You can follow him on Twitter @emanuelmaiberg.

    For all of GameSpot's news coverage, check out our hub. Got a news tip or want to contact us directly? Email news@gamespot.com

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    November 29th, 2014GamespotUncategorized

    The Electronic Arts published game, Dragon Age: Inquisition, launched in North America and Europe last week and first week sales are now in. The game managed to sell 1,136,285 units worldwide in its first week, for the week ending November 22, 2014. This comes after the news that the game sold 560,156 units in its first week in the US.

    The game sold the most units for the PlayStation 4 with sales of 466,347 units. The Xbox One version sold 229,337 units. The PC version sold 176,731 units. The Xbox 360 version sold 136,113 units. The PlayStation 3 version sold 127,757 units.

    Dragon Age: Inquisition launched in North America on November 18 and on November 21 in Europe. The game is available for the PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC.

    ________________________________________________________________________________________

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. Outside, in the real world, he has a passion for the outdoors which includes everything from hiking to having received his B.A. in Environmental Studies. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/252306/dragon-age-inquisition-sells-114m-units-worldwide-first-week-ps4-xbox-one-x360-ps3-pc/

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    November 29th, 2014GamespotUncategorized

    The Ubisoft FPS Far Cry 4 hit store shelves last week and worldwide first week sales are in. The game managed to sell a combined 1,805,668 units across all platforms for the week ending November 22, 2014.

    Far Cry 4 for the PlayStation 4 accounted for more than half of the units sold, selling 1.02 million units. The Xbox One version sold 327,525 units, the PlayStation 3 version sold 191,358, the Xbox 360 version sold 138,266, and the PC version sold 126,514 units.

    Far Cry 4 set a new record for the franchise in the UK for the biggest launch. The game also topped Steam's best sellers list in its first week. The game also managed to sell 450,000 units in the US in its first week.

    Far Cry 4 launched in North America on November 20 and on November 20 in Europe. The game is available for the PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC.

    ________________________________________________________________________________________

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. Outside, in the real world, he has a passion for the outdoors which includes everything from hiking to having received his B.A. in Environmental Studies. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/252305/far-cry-4-sells-18m-units-worldwide-first-week-ps4-xbox-one-x360-ps3-pc/

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    November 29th, 2014GamespotReviews

    After playing two chapters of Battlefield Hardline's singleplayer campaign, there's one major thing I came away with that EA isn't telling you: this is a stealth game. Where prior Battlefield campaigns placed you smack bang in the middle of large-scale combined arms combat scenarios, Hardline's cops-versus-criminals campaign is about smaller, quieter moments.

    Sneaking into a gang hideout--a two-storey building standing beside a moderately-sized carpark--is no easy task. As a cop, you aren't dressed to the nines with modern military hardware. Instead, you've got a pistol, a taser, and a badge. Oh, and unlimited coins you can throw to distract unaware enemies. This low-damage output alone promotes a slow and methodical approach which the singleplayer campaign facilitates in a way that no prior Battlefield campaign has.

    You can use a scanner to mark and track enemies prior to engaging them. Enemies have alertness meters that gradually fill up if you wander into their lines of sight, giving you a chance to sneak back behind cover. Non-lethal takedowns can be performed by creeping up behind crooks, knocking them to the floor, and slapping on some handcuffs. On the minimap, each enemy displays a vision cone that you should avoid wandering into. And if you do stumble head-on into a few bad guys, you can press a button to show your badge and yell "Freeze!", which causes them to drop their weapons so you can silently cuff them--so long as you keep your gun moving between each perp as you approach. Performing all these non-lethal, cop-like actions earns you "expert points" that unlock more equipment throughout the campaign.

    But if you have to go loud, the combat scenario descends into one that will be familiar to any player of Battlefield's prior campaigns: a loud and dirty gunfight where walls are shredded by bullets thanks to the engine's destruction tech. In the build I played, there was no way to escape this firefight and go back into a stealth state to try my luck again. Steve Papoutsis, executive producer of Battlefield Hardline, says it's something Visceral has already addressed:

    2741508-tyson_handsup.jpg

    "We've got a system in place now that we're calling 'last known position'. There's two things you're encountering: one, you get detected and everybody has heat-seeking AI. They know exactly where you are and start shooting you to death. That sucks, clearly. The other thing is, you don't feel like you have an opportunity to get away from the guys and go back to that undetected state. So we've put in this idea of last known position. Enemies will now track where they think you're at."

    Though Visceral is still tuning precisely how accurately enemies will track you, the system already sounds like a welcome addition. "Let's say you're standing where you are right now, and that's the last time they've seen you--if you can move away from that position and stay out of their line of sight for X number of seconds--they will then cool back down and go into what we're calling their search state," Papoutsis explains. "So rather than being totally dumb and going, 'Oh, nobody's around, let's go back to playing cards', they're aware of you, they just don't know where you're at. That puts them back in that state where you can then use a freeze on them, or stealth up behind them and take them out."

    "We're taking steps to make it less punitive," Papoutsis continues. "What people want is for it to be stealthy, but fair. You don't want just one little mistake--that's not fun. It's our goal that the majority of combat provides for non-lethal approaches. There are, maybe a handful of encounters, where you have to defend yourself. They probably account for six, seven or eight combat encounters in the game."

    2741510-nick_arrest_tap2.jpg

    This stealth approach also plays into the narrative. The player-character, Nick Mendoza, is portrayed as a person who tries to do the right thing--not someone who goes in guns-blazing. But over the course of the story, something will happen that puts Nick on the other side of the law.

    "The idea is, as you go throughout this campaign, you're going to learn about Nick," says Papoutsis. "Something happens that puts Nick in a compromised position, but that doesn't change his overall outlook on things - with the exception of wanting to get revenge on the person that did a very bad thing to him. Conceptually, Nick's behaviour pattern is ultimately dictated by you, the player. You can determine that, hey, you just want to run around and shoot everybody--that's your choice. But if you choose to continue his progression as you saw at the beginning of the game where he is very much more of a by-the-book kind of guy, then you're getting more opportunities to unlock more stuff to play with."

    It's our goal that the majority of combat provides for non-lethal approaches.

    Papoutsis adds that Nick's compromised position won't prevent him from performing cop-like actions. "You can still scan enemies and acquire points. You can still handcuff guys and take them out and acquire points--but that's up to you to decide if you want to engage in those activities. By the middle point of the game when this happens, you will have unlocked a lot of stuff. So if you chose to say, screw it, I don't want to do non-lethal stuff--you don't have to. This is really up to the player. But Nick's personality as you see it in the beginning, he's very much trying to do the right thing."

    How you play isn't going to change the narrative at all, but is has changed how Visceral is writing the game's dialogue. For a series where it's not uncommon to kill hundreds of people over the course of a singleplayer campaign, Hardline's smaller scale means the total body count will be lower--but even then, the game needs to be aware that a large amount of people may end up dead by its conclusion.

    "There was a point about six months ago where we had some lines that were just preposterous," Papoutsis admits. "For instance, there was one line in a defence-type of sequence where Nick kills like 15 dudes, and then turns to one of the guys who goes, 'Hey, the cops are coming,' and Nick goes, 'We're not shooting any cops!' But he just killed like 15 dudes, and now you're worried about a cop. That's weird.

    2741511-khai_shot2.jpg

    "We're trying to have the game be more self-aware," Papoutsis continues. "That's why we're trying to put things in place like not allowing people to do really shitty things like shooting a guy with his hands in the air. That's just shitty; we don't want people doing that. That's not what the game is trying to portray. We're not trying to make a moral statement. But at the same time, we're trying to have the game be more self-aware. So situations like I described don't occur. I think there are comments throughout the game where the characters will say something like, 'Shit, what the hell are you doing?' But it's not an RPG where it's reacting to every single action you do."

    Though I only played two levels of Hardline's singleplayer campaign, its strong stealth focus, smaller scope, and self-awareness left me surprised by how much I enjoyed it. If the rest of the game follows this formula, then this will not be your standard Battlefield campaign. For me, that can only be a good thing.

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