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Thursday, 15 March 2012

GTAV likely for March 2013 - Analyst

Sterne Agee analyst says Rockstar's open-world action game could arrive early next year, away from new Call of Duty, Assassin's Creed games.



Grand Theft Auto V is likely to be on store shelves in 12 months, according to Sterne Agee analyst Arvind Bhatia.
In a statement provided to Gamasutra, Bhatia said the open-world action game is likely to arrive in March 2013. Previously, the firm had expected the title to ship during the 2012 holiday season.
Developer Rockstar Games took the wraps off GTAV in October, but it did not provide a release date or platforms for the sequel to 2008's critically acclaimed game.

A March 2013 launch for GTAV would be advantageous for Rockstar, according to Bhatia, because that window is far from the releases of new entries in the Assassin's Creed and Call of Duty franchises.
The analyst also noted that a 2013 ship date for GTAV would leave open the possibility for a Wii U version of the title. The Wii U is scheduled to launch worldwide during the holiday 2012 season.

Last month, Rockstar said further GTAV details are months away. That time frame lines up with the game industry's biggest information-drop event of the year, the Electronic Entertainment Expo. This year's show will return to the Los Angeles Convention Center June 5-7.

Rockstar has provided brief glimpses at GTAV thus far. The game will be set primarily in present-day Los Santos, a fictional town modeled on Los Angeles. Rockstar has also said that GTAV boasts the largest scope of any installment in the franchise to date.

For more information, check out GameSpot's previous coverage of GTAV.

MLB 12: The Show

MLB 12: The Show builds on what has been delivered in previous franchise releases, adding compelling features that bring unparalleled innovation.

MLB 12: The Show Images

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MLB 12: The Show Videos


MLB 12: The Show News & Features

  • Shippin' Out March 4-10: Mass Effect 3 Thumbnail
    BioWare's sci-fi trilogy capper leads big week of new releases featuring Street Fighter X Tekken, Unit 13, MLB 12, and I Am Alive.
  • PS Vita hits shelves with 20 titles Thumbnail
    Sony lays out launch lineup headed by Uncharted and Hot Shots Golf; games priced from $10 to $50, memory cards running from $20 for 4GB up to $100 for 32GB.
  • MLB 12 hits PS3 and PS Vita on March 6 Thumbnail
    Boston Red Sox All-Star first baseman Adrian Gonzalez to headline next year's baseball release from Sony

Dark Souls


Dark Souls is an extraordinary role-playing game that transports you to an awesome and menacing world you may never forget.


The Good

  • A gorgeous and frightening world you won't want to leave  
  • Abundant, amazing bosses test your skill and determination  
  • Superb combat in which every attack feels powerful and precise  
  • Fantastic online aspect lets players both cooperate and compete  
  • Covenant system and other features lead to constant surprises.

The Bad

  • Frame rate gets choppy in certain areas  
  • Finicky target lock.
Any game can deliver a few cheap scares. It takes a special one to terrify you. Dark Souls is such a game. It's a thoughtful, atmospheric, and mysterious role-playing adventure that challenges your mind and your mettle. It takes the concepts of deadly environments and unflinching difficulty introduced by 2009's infamously tough Demon's Souls and cranks up the challenge, the fear, the frustration, and the eventual triumph. Dark Souls' enormous world is vast and dangerous, filled with terrifying fire demons and homicidal lizardmen, all with a single goal: to annihilate you. And so you die, over and over again, as you make your way through this strikingly fearsome land. But in Dark Souls, death and resurrection is a core mechanic, not a roadblock, and because the combat is so precise, you ultimately feel in control of your destiny. Dark Souls plays by its own rules, and in doing so, provides an unforgettable adventure that seeps into your being and invades your thoughts. It's a landmark game, destined to be loved and talked about by anyone who has the pleasure of unraveling its mysteries.
Like Demon's Souls, Dark Souls is a third-person dungeon crawler with precise and responsive combat. You create a character, select a class, and enter a bleak kingdom populated by undead horrors, shrieking gargoyles, and iron-clad knights. The tutorial introduces you to the impending terrors in fine fashion. You fight a gargantuan ogre, get rolled over by a giant ball, and encounter a sad fellow who issues you a warning in his final moments. After this sinister and enthralling introduction, a giant raven flies you to the shrine that serves as your initial hub. And so begins your exploration of Lordran, where non-player characters offer a few vague notions of where you are and what you must do, but little else. NPCs muse on their undead conditions and emit disturbing giggles, but Dark Souls doesn't focus on plot, character development, or questing in the traditional sense. Rather, it provides you with a captivating world spiced with narrative details, and encourages you to craft your own tale. You might expect that such thin storytelling might lead to aimlessness, but Dark Souls is anything but aimless, in part due to the structure and design of its large, seamless world.
Demon's Souls was a collection of large levels attached to a hub area; Dark Souls is a single, massive realm, separated into distinct regions. You can't explore with impunity, however: certain areas open up to you only when you beat bosses. Watching a giant closed gate swing open after a nail-biting battle is a fantastic reward for proving your dominance: You are filled with trepidation and excitement at the prospect of investigating a mystifying new territory. That region might contain dim forests, crumbling castles, dilapidated bridges, and ominous fortresses. Each area has its own defining visual characteristics, yet feels like it belongs to the same melancholy medieval universe. A giant red dragon perches above a stone bridge and breathes fire upon you. Undead knights clad in capes charge at you. Ghostly figures descend on a murky village. Dark Souls is beautiful and terrifying all at once--yet as horrifying as it is, it draws you in. No one should ever want to reside in a land in which death lurks around each corner. Yet once you're there, Dark Souls convinces you to remain, promising new vistas to ogle and new creatures to slay. The biggest blight on this land is the inconsistent frame rate. It isn't a pervasive issue, but things get choppy in certain areas. The slowdown isn't likely to affect your exploration, but it's noticeable enough to stand out.

You eventually unlock shortcuts between regions and make good use of them, especially when trying to best Dark Souls' immense and numerous bosses. They include twin gargoyles atop a parish roof, a giant fire demon, a huge wolf with a sword in its mouth, and a deceptively beautiful butterfly that sings a soothing lullaby when it isn't trying to murder you. And there are minibosses too, such as a blue dragon guarding a narrow path and a giant diseased rat skulking in the sewers. Every boss looks gruesome, and each plays differently enough to keep you on your toes. Even standard foes are wonderfully hideous in Dark Souls and are suited to their environment. Each enemy attacks differently from others, with some taking advantage of openings to whittle away most, if not all, of your health bar. However, smooth animations and clear sound effects signal the most powerful moves, allowing you to block properly or roll out of the way. Yet each dog and demon has enough different attacks to make every encounter a surprise; it's a great mix of consistency and unpredictability. And with so much combat variety, you might find use for multiple weapons and sets of armor, each with its own attack and defense benefits (one for fending off poison, one for fire protection, and so on). One moment, you might look like a hooded wraith in your gold-trimmed cloak; the next, your gleaming armor gives you the look of a virtuous silver knight.
Fortunately, the combat is weighty and exact, which is why Dark Souls feels fair and rarely cheap. In all but a few instances, the collision detection is flawless. When your blade makes contact with a shield, it glances off; when it meets flesh, it sinks into it. If you hit a wall rather than the flaming minotaur rising above you, he will take advantage of your error. These might seem like small details, but without such accuracy, Dark Souls wouldn't be such a triumph. Combat isn't perfect: a drake might clip into a mountain and get stuck, or you could perish due to mistakes caused by the finicky lock-on mechanic. But such issues are easily overlooked, and more apparent than they might otherwise have been, because the action is usually ultraprecise.

Thank goodness for such precision. Without it, you could never survive in this wild world. On your travels, you cross narrow beams and avoid deadly swinging blades. Evil shrubs spring to life and pierce you with their branches, and the bones of skeletons you just defeated reassemble themselves before your very eyes. And so you die. Often. Afterward, you resurrect at the most recent bonfire you rested at. These bonfires are scattered around the world, though they are far enough apart that you don't feel totally secure in your travels. Resting at one saves your game, replenishes your health and your supply of health flasks, and restores the number of times you can cast a particular spell. (There is no mana bar in Dark Souls.) The catch: every enemy, apart from bosses, respawns when you rest.