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 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)

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Announced in 2009, Sony’s long-awaited title is still being working on.
Sony worldwide chief Shuhei Yoshida spoke to Eurogamer earlier today, and confirmed the studio has encountered a few hitches along an already lengthy road.

“The team is still working on it very hard, there are certain technical issues they’ve been working on,” he explained. “That’s the period of time when the game, looking from the outside, doesn’t seem to be making much progress. But internally there is a lot of work going into creating the title.”

“At one point we felt that it would be produced for a certain time period. That was the time we prematurely talked about the launch window.
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The Last Guardian
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But it turned out the technical issues are much harder to solve. So the engineering team had to go back and re-do some of the work they had done.”

With this said, Yoshida did confirm the game will arrive on the PS3.
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The Hitman: Absolution level with the sexy, PVC-clad nuns has been tweaked after the controversy the trailer depicting the level caused earlier in this summer.
Speaking with Eurogamer, Hitman: Absolution director Tore Blystad said the controversy which erupted over The Saints trailer forced the tweaks to the level the S&M-clad assassin’s are part of the game. Now, players will be given some context to the character before they go about killing the women.

“One way to go about that level is to go in all-guns blazing, but of course, it’s not the smartest way,” said Blystad. “We learned from the trailer that we really needed to give these characters some context and some
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Hitman: Absolution – Saints
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We learned from the trailer that we really needed to give these characters some context and some backstory. We’re working within the game – within that level – to build these characters up before you meet them.

“That way you know what you’re getting and you aren’t put off by them.”

Blystad said the amount of publicity which followed after the trailer took the team by surprise.

“We were surprised by the reaction to it,” he said. “We’ve been trying to find out, y’know, how could we not see this happening? If we knew it would get such a negative reaction we would have done it in a different way.
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“The game is inspired by Grindhouse-style movies, so for us the trailer was natural way to deal with that subject matter. We hope when people play it they have fun with it. The Saints fit into that somewhere, but it is a more extreme level in the game than others.”

Hitman: Absolution launches on November 20 for PC, PlayStation 3 and Xbox 360.
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Borderlands 2 will be bundled with the Nvidia GeForce GTX 660 Ti in the US and Europe via a free download code which goes live the day the game releases. So, if you are in the market for a Kepler card and want Borderlands 2, the bundle will run you around $300 depending on the retailer. Borderlands 2 releases on September 18 in the US and September 21 in Europe.
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Nvidia GeForce GTX 660 Ti
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Tomb Raider will become less bleak as the game wears on as compared to the rather violent beginning, according to developer Crystal Dynamics.
Speaking with Eurogamer at gamescom, brand manager Karl Stewart said a more confident Lara will emerge in the game once she overcomes the initial shock of being shipwrecked and the subject of murderous antagonists.

“You’ll see a side to Lara that everyone’s been waiting for,” said Stewart. “As she comes out the other side she’s stronger for it. It’s not purposefully going out of the way to break her down mentally – she’d never become the person we want her to.
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Tomb Raider-Reboot
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Every single twist or turn makes you feel like we’re setting up motivation for her to become the character we want.”

Stewart said the team is “trying to bring a specific emotion,” to the forefront at the start, where it’s “kill or be killed,” which will eventually set things in motion for future iterations in the franchise.

“She will be set up for the future,” Stewart said, “but she still won’t be like the Lara at beginning of Lara Croft 1.”

Tomb Raider is due on PS3 and Xbox 360 in early 2013.



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Dead Space 3 will allow you to craft weapons. EA said as much during its gamescom press conference earlier this week, but you can see it in action for yourself in the video below. Players will gather raw materials and tool parts to create the perfect weapon, and fans of the game can enter a contest called Tools of Terror on www.deadspace.com by submitting “dream weapon designs”. The winner will have their creation and likeness added to the game. Dead Space 3 is out February 5 in the US and February 8 in the UK on PC, PS3, and Xbox 360.
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Metal Gear Rising: Revengeance, once a troubled project, is back from the brink thanks to co-developer Platinum Games.
Originally announced in 2009, Rising’s main hook was the ability to cut anything with Raiden’s high frequency blade. The premise was sound, but the game’s core concept was far removed from the stealth focus of Kojima’s Metal Gear Solid saga. As a result, fan opinion became split.

It’s from this point that the events surrounding Metal Gear Rising become hazy, and the decision was eventually made to halt production. Then came an odd descent into radio silence that began shortly after Kojima Productions released several teaser
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Metal Gear Rising Revengeance
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Then came an odd descent into radio silence that began shortly after Kojima Productions released several teaser trailers that gave insight into the game’s key mechanics.

The studio gave us a glimpse of Raiden’s Blade Mode in action as he diced up enemies and the environment into tiny chunks. The notion of Zan-Datsu – ‘cut and take’ – saw Raiden slicing up foes and then taking their cybernetic body parts to progress. It seemed to be coming together so well, and then, nothing.
But at the 2011 Spike TV Awards, Metal Gear Rising rose again – this time as the vibrant and animated Revengeance, co-developed by hack n’ slash veterans Platinum Games. With team pedigree that spans the likes of Devil May Cry and Bayonetta, the choice of studio makes sense given Platinum’s glittering track record within the genre.
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Creative producer at Kojima Productions Yuji Korekado was sold on Platinum from day one, and stressed to us that Kojima’s studio was unanimous in its decision, “When we were developing this title internally – at some point – the decision came to give development over to another studio.”
At that point Kojima said that in Rising, one of the key features is the katana, so it had to be a Japanese developer that worked on it. So then we started looking at Japanese studios who had experience in action games, and of course Platinum Games came to mind”, Korekado added.

“They had great titles such as Vanquish and Bayonetta,” Korekado continued, “So we approached them, and they were happy to become involved.” However, Platinum Games wouldn’t just be included to finish the work Kojima’s team had started. Instead, the studio wanted to begin from scratch –
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– save for a few thematic and gameplay values.

It was a big request for Korekado’s team but he revealed that it made sense to both him and Kojima, “Originally we had the game built to a certain point. We had a story, we had characters and boss battles.”

“But when we first approached Platinum Games,” Korekado added, “the director, producer and whole development team said, ‘Well, please let us start from scratch with the story, characters and boss battles. We know it’s asking a lot but it will be something you will really like.’”
From a development standpoint this actually made sense, because if a game’s handling, story and scenarios feel disjointed, then the whole package feels weaker as a result. Cobbling together two halves of projects created by two entirely different teams could have been disastrous for both parties.
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As far as game design goes,” Karekdo adds, “If we want to make a really good product, the design aspect must relate to gameplay and vice-versa.” While it was never clear what the overall plot of the original Rising entailed, Platinum’s angle feels right.

Once a child soldier raised in war and brainwashed to be a ruthless killer, Raiden’s origins are ripe for exploration. Kojima has always stated that Rising is not canon, but this clean slate didn’t result in Platinum having complete freedom over the game’s world.

Korekado explained, “Platinum are in control of game development, but direction for the world, the story and cutscenes are all handled by Kojima Productions. We talk on a daily basis to make sure that story reflects on gameplay.”
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Speaking of gameplay, actually sitting down to play Rising and tearing up enemies as Raiden reveals it to share many traits with Platinum’s Bayonetta. Speed, deep combo potential and difficulty are paramount – backed up by the same dizzying spectacle and ferocity of Vanquish.

Combat starts small, with simple slashes and jabs that give rise to kicks, launchers, juggles and of course Blade Mode. Hitting L2 will slow down time and present the payer with a cut marker. Simple use both analogue stick to position Raiden’s strike and release to being slicing enemies apart.

Where most games within this genre have combo counters, Rising has meters for hits, parts – as in, how many parts you have sliced enemies into – and kills. Hitting those top ranks isn’t going to be easy, but it’s the same kind of challenge Bayonetta presented, although slightly more intimidating this ti
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Where most games within this genre have combo counters, Rising has meters for hits, parts – as in, how many parts you have sliced enemies into – and kills. Hitting those top ranks isn’t going to be easy, but it’s the same kind of challenge Bayonetta presented, although slightly more intimidating this time.

The promise of having freedom to cut anything was ambitious at the outset, Korekado admitted, “When we started working on the game, the free-cutting notion was the idea that you can cut through enemies, walls, objects – anything. We wanted to give this freedom, but if you were able to cut anything, the game design would quickly become destroyed.”

“If you were able to cut through all of the buildings there would be no need to hide,” Korekado continued, “There would be no obstacles in the game, and so we had to really think about what you could and couldn’t cut.”
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Blade Mode is a carry-over from Koima Productions’ time spent with the project, but it’s interesting to see what Platinum’s expertise brought to the table. Korekado explained, “Platinum make great action games, and the combo system they used is very deep, so there are a lot of combat moves in Metal Gear Rising”

“There’s a also a move called Ninja Run that Raiden can use to run up walls and reach high hiding spots, or to get close to enemies before they notice and attack,” Korekado added. So there is stealth in Metal Gear Rising, but it’s a predatory slant the studio has dubbed ‘Hunting Stealth.’
While playing Metal Gear Rising: Revengeance, there is an overall feeling that everything is the same but different. Familiar sounds, HUD markers, codec calls, voices, faces and names all tenuously tether Rising to the core series, but it is still a gamble for both Kojima
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Kojima Productions and Platinum Games.

Rising is a project that puts a new spin on an existing franchise that millions of gamers know and relate to. Regardless, Kojima has mentioned Rising’s franchise potential before, but only if fan demand is there.

Korekado didn’t know about this when we asked him, with a surprised shout of, “Really?” before laughing at Kojima’s tease. But he agreed that it may well happen, “As a creator, when you’re making a game one of your goals is that you want the people who play it to want more.”
That’s the same for Rising,” Korekado continued, “We want fans to play the game, finish it, then ask for more. If that voice grows bigger and if Kojima gives it the green light, then you may well see more of Raiden.”

Metal Gear Rising: Revengeance launches in February 19 in the US and Europe, followed by Japan on February 21 for PS3 and Xbox 360
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The Metal Gear Solid creator admits making a new Silent Hill game on FOX engine would be a tempting prospect.
Kojima tweeted his thoughts on his official English feed, but beware, Google Translate hasn’t been too kind.
“Silent Hill is in closed room setting and doesn’t require full action so that we can focus on the graphic quality. Enemy doesn’t have to be a lot or move fast. It only requires scariness by graphics and presentation. As being a creator making action game in open world, such game is very enviously attractive. Wish someone could create this on FOX engine.”
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It’s fair to say Silent Hill has been faltering for quite a while now, and if anyone is going to take over the reigns, Kojima is an intriguing choice.
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New Zone of the Enders HD Collection shots from gamescom have landed in our inbox. We though we’d share all four with you below the break, because, well, we love you despite of everything. Those heading to EG Expo next month on our birthday weekend (ha!) will be able to play around with it if they so wish. Zone of the Enders HD Collection lands on PS3, Xbox 360 and Vita later this year.
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Zone of the Enders HD Collection

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VampireWicked
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Borderlands 2 went gold yesterday, and the best way to celebrate the occasion, is by posting the ESRB description.
We’ll just let you read it for yourself:

“This is a first-person shooter in which players join rebel forces to take down an oppressive corporation on the fictional planet of Pandora. As players explore open-world environments, they complete missions to gain experience and increase their characters’ skills/abilities. Players use machine guns, sniper rifles, flamethrowers, explosives, and weaponized vehicles to kill human-like characters and hostile aliens in frequent combat. Firefights contain realistic gunfire/explosions;
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Rather Hilarious
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injured enemies scream and emit exaggerated splashes of blood.

“Various weapons result in dismembered limbs or bloody gibs. Some missions depict intense acts of violence: viewing characters getting electrocuted; shooting a man in the face; killing players’ incinerating a cult member as part of a ritual sacrifice.

“The dialogue contains jokes/one-liners that reference sexual material (e.g., “I will hang myself from my own tombstone if in you I can’t put my bone,” “If there’s anything they love more than getting to second base with their sisters, it’s cars,” “Bacon is for sycophants and products of incest.”); during some sequences, players can find and collect adult-themed magazines—though no actual nudity is depicted.
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VampireWicked
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“One mission requires players to consume three alcoholic beverages from a bar before they can progress. The words ^****,” “pussies,” and "******* can be heard in the dialogue, in addition to language censored by audible bleeps (e.g., “God-[bleep]-ing-dammit”).”

Sounds awesome. I’ve been re-playing the first on PS3 this past week to get prepped for it. Needless to say, I’ve died a lot, but I’m damned rich.

Borderlands 2 releases on September 18 in the US and September 21 in Europe for PC, PS3, and Xbox 360.

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The only two things wrong with this Okami HD footage are that it only goes for five minutes and not, say, the rest of my life, and that no matter how hard I press the buttons on my Dual Shock I can’t yet play it. Capcom’s re-release is looking mighty fine after its visual brush-up; hit the break to see it in full glory. Okami HD arrives on the Japanese PlayStation Network in early November, with a release in other territories expected before the end of the year.
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Okami HD Tantalises
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