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	<description>For all your latest Gaming News, Files, Servers &#38; Discussion - Powered by Internode</description>
	<lastBuildDate>Sat, 18 May 2013 00:42:57 +0000</lastBuildDate>
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		<title>Metal Gear Rising: Revengeance headed to PC</title>
		<link>http://games.on.net/2013/05/metal-gear-rising-revengeance-headed-to-pc/</link>
		<comments>http://games.on.net/2013/05/metal-gear-rising-revengeance-headed-to-pc/#comments</comments>
		<pubDate>Sat, 18 May 2013 00:42:57 +0000</pubDate>
		<dc:creator>Alice Lynton</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Metal Gear Rising: Revengeance]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22546</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metalgearrisingrevengeance.jpg" class="attachment-feature wp-post-image" alt="Metal Gear Rising: Revengeance headed to PC" title="Metal Gear Rising: Revengeance headed to PC" style="clear:both;" /><br />I&#8217;ve had a good run, writing for an all PC website, but Konami has ruined all that. The spell-check hostile Metal Gear Rising: Revengeance (it actually is a real word) is headed to PC. Hideo Kojima revealed the news on his Hideoblog, and it was later confirmed in English on Twitter by Platinum Games creative [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metalgearrisingrevengeance.jpg" class="attachment-feature wp-post-image" alt="Metal Gear Rising: Revengeance headed to PC" title="Metal Gear Rising: Revengeance headed to PC" style="clear:both;" /><br /><p>I&#8217;ve had a good run, writing for an all PC website, but Konami has ruined all that. The spell-check hostile Metal Gear Rising: Revengeance (it actually is</em> a real word) is headed to PC.</p>
<p>Hideo Kojima revealed the news on his <a href="http://www.kjp.konami.jp/gs/hideoblog/" title="Hideoblog" target="_blank">Hideoblog</a>, and it was later confirmed in English on <a href="https://twitter.com/PG_jp/status/335367956471087105" title="PG_jp on Twitter" target="_blank">Twitter</a> by Platinum Games creative producer Jean Pierre Kellams.</p>
<p>Metal Gear Rising: Revengeance released on consoles in February this year. It was developed by the action specialists at Platinum Games &#8211; the team behind Bayonetta and Vanquish &#8211; with management by Kojima Productions. In fact, it began life as a Kojipro game, but halfway through the team realised their core mechanic of &#8220;you can cut anything&#8221; made for a pretty ridiculous final game and handed it over before it exploded.</p>
<p>No details regarding the PC port have surfaced as yet, but we may hear more at Konami&#8217;s E3 2013 presentation. It&#8217;l be interesting to see who develops it; Platinum Games has never produced a PC game, although it is a young studio with some very experienced veterans of other developers.</p>
<p class="small"><b>Source:</b> <a href="http://www.kjp.konami.jp/gs/hideoblog/" title="Hideoblog" target="_blank">Hideoblog</a> via <a href="http://www.joystiq.com/2013/05/17/metal-gear-rising-revengeance-confirmed-for-pc/" title="Joystiq" target="_blank">Joystiq</a></p>
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		<title>The Elder Scrolls Online&#8217;s world is full of stuff</title>
		<link>http://games.on.net/2013/05/the-elder-scrolls-onlines-world-is-full-of-stuff/</link>
		<comments>http://games.on.net/2013/05/the-elder-scrolls-onlines-world-is-full-of-stuff/#comments</comments>
		<pubDate>Sat, 18 May 2013 00:33:54 +0000</pubDate>
		<dc:creator>Alice Lynton</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[the elder scrolls online]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22541</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/theelderscrollsonline.jpg" class="attachment-feature wp-post-image" alt="The Elder Scrolls Online&#8217;s world is full of stuff" title="The Elder Scrolls Online&#8217;s world is full of stuff" style="clear:both;" /><br />There is so much stuff in The Elder Scrolls Online. As well as all the usual stuff you&#8217;d expect to find on your adventures &#8211; plants, minerals and animal products &#8211; you&#8217;ll have access to stuff right off the bat in the first town, where you can able to rifle through people&#8217;s possessions and nick [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/theelderscrollsonline.jpg" class="attachment-feature wp-post-image" alt="The Elder Scrolls Online&#8217;s world is full of stuff" title="The Elder Scrolls Online&#8217;s world is full of stuff" style="clear:both;" /><br /><p>There is so much stuff in The Elder Scrolls Online. As well as all the usual stuff you&#8217;d expect to find on your adventures &#8211; plants, minerals and animal products &#8211; you&#8217;ll have access to stuff right off the bat in the first town, where you can able to rifle through people&#8217;s possessions and nick all their stuff, like food, drink and ingredients. You can then craft all this stuff into other, better stuff. And that&#8217;s not the end of the stuff! The world is full of stuff to collect, for quests, to improve your skills, or just because you can. Learn about all of this stuff in the video below.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/ST9D_P0d_Oc?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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		<slash:comments>10</slash:comments>
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		<title>Metro: Last Light creative director doesn&#8217;t want critics&#8217; &#8220;indulgence&#8221; over harsh conditions</title>
		<link>http://games.on.net/2013/05/metro-last-light-creative-director-doesnt-want-critics-indulgence-over-harsh-conditions/</link>
		<comments>http://games.on.net/2013/05/metro-last-light-creative-director-doesnt-want-critics-indulgence-over-harsh-conditions/#comments</comments>
		<pubDate>Sat, 18 May 2013 00:28:27 +0000</pubDate>
		<dc:creator>Alice Lynton</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[metro: last light]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22536</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metrolastlight.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light creative director doesn&#8217;t want critics&#8217; &#8220;indulgence&#8221; over harsh conditions" title="Metro: Last Light creative director doesn&#8217;t want critics&#8217; &#8220;indulgence&#8221; over harsh conditions" style="clear:both;" /><br />In response to former THQ president Jason Rubin&#8217;s eye-opening account of working conditions at Metro: Last Light developer 4A Games, creative director Andrew Prokhorov has stoutly refused the suggestion that the team deserved a better critical response as a result. &#8220;We deserve the ratings we get. After all, the final consumer doesn&#8217;t care about our [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metrolastlight.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light creative director doesn&#8217;t want critics&#8217; &#8220;indulgence&#8221; over harsh conditions" title="Metro: Last Light creative director doesn&#8217;t want critics&#8217; &#8220;indulgence&#8221; over harsh conditions" style="clear:both;" /><br /><p>In response to former THQ president Jason Rubin&#8217;s <a href="http://games.on.net/2013/05/metro-last-light-developers-worked-in-gruelling-conditions-lost-power-for-days/" title="Metro: Last Light developers worked in gruelling conditions, lost power for days">eye-opening account of working conditions at Metro: Last Light developer 4A Games</a>, creative director Andrew Prokhorov has stoutly refused the suggestion that the team deserved a better critical response as a result.</p>
<p>&#8220;We deserve the ratings we get. After all, the final consumer doesn&#8217;t care about our conditions. And this is right. We need no indulgence,&#8221; he said in <a href="http://www.gamesindustry.biz/articles/2013-05-15-jason-rubin-metro-last-light-is-the-triumph-of-an-underdog#comment-67623" title="GamesIndustry" target="_blank">a comment on the article</a> &#8211; as Rubin predicted he would.</p>
<p>&#8220;It is a fact that our work conditions are worse than those of other developers outside Ukraine. I don&#8217;t think anyone can doubt that &#8211; yes, it&#8217;s true that American and most of European developers operate in a country far more comfortable than Ukraine. And yes, the publishers pay them more. This is clear: the more &#8216;reasonable&#8217; the country the less the risks. And we don&#8217;t want to be all dramatic about that &#8211; after all, better conditions are earned, and we strive to do this as soon as possible.&#8221;</p>
<p>Prokhorov thanked Rubin for his article, noting that in the ten year the former S.TA.L.K.E.R. team had worked with THQ, he was the only executive to visit and observe the team&#8217;s working conditions. He noted that Rubin didn&#8217;t have enough time to try and fix the situation &#8211; but also asked him to be less harsh towards Deep Silver, which 4A Games believes did the best it could in a bad situation.</p>
<p>The developer even said that 4A Games was itself keen to make a multiplayer mode, but admitted that it ended up wasting a lot of time and resources before cancelling it.</p>
<p class="small"><b>Source:</b> <a href="http://www.gamesindustry.biz/articles/2013-05-15-jason-rubin-metro-last-light-is-the-triumph-of-an-underdog#comment-67623" title="GamesIndustry" target="_blank">GamesIndustry</a> via <a href="http://www.vg247.com/2013/05/16/metro-last-light-creative-director-responds-to-rubins-account-of-terrible-working-conditions/" title="VG247" target="_blank">VG247</a></p>
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		<title>Watch Dogs multiplayer brings together &#8220;millions&#8221; of players &#8211; but you might not notice</title>
		<link>http://games.on.net/2013/05/watch-dogs-multiplayer-brings-together-millions-of-players-but-you-might-not-notice/</link>
		<comments>http://games.on.net/2013/05/watch-dogs-multiplayer-brings-together-millions-of-players-but-you-might-not-notice/#comments</comments>
		<pubDate>Sat, 18 May 2013 00:17:06 +0000</pubDate>
		<dc:creator>Alice Lynton</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[watch dogs]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22530</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/watch_dogs.jpg" class="attachment-feature wp-post-image" alt="Watch Dogs multiplayer brings together &#8220;millions&#8221; of players &#8211; but you might not notice" title="Watch Dogs multiplayer brings together &#8220;millions&#8221; of players &#8211; but you might not notice" style="clear:both;" /><br />Ubisoft has finally dropped a little bit of information about the multiplayer side of Watch Dogs, its upcoming surveillance state and hacking open-world epic. Although you&#8217;ll always be playing in an individual session, creative director Jonathan Morin told the PlayStation Blog that these sessions can temporarily overlap according to Ubisoft&#8217;s &#8220;pacing&#8221;. Once the encounter is [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/watch_dogs.jpg" class="attachment-feature wp-post-image" alt="Watch Dogs multiplayer brings together &#8220;millions&#8221; of players &#8211; but you might not notice" title="Watch Dogs multiplayer brings together &#8220;millions&#8221; of players &#8211; but you might not notice" style="clear:both;" /><br /><p>Ubisoft has finally dropped a little bit of information about the multiplayer side of Watch Dogs, its upcoming surveillance state and <a href="http://games.on.net/2013/05/ubisoft-working-with-kaspersky-labs-on-hacking-mechanic-in-watch-dogs/" title="Ubisoft working with Kaspersky Labs on hacking mechanic in Watch Dogs">hacking</a> open-world epic.</p>
<p>Although you&#8217;ll always be playing in an individual session, creative director Jonathan Morin told the <a href="http://blog.eu.playstation.com/2013/05/16/watch_dogs-behind-the-scenes-with-2013s-rule-breaking-action-epic/" title="PlayStation Blog EU">PlayStation Blog</a> that these sessions can temporarily overlap according to Ubisoft&#8217;s &#8220;pacing&#8221;. Once the encounter is over, you&#8217;ll go back to playing entirely alone.</p>
<p>Morin admitted that players don&#8217;t necessarily want somebody else in their game, potentially ruining everything &#8211; but said Ubisoft has been working on this problem in a pretty interesting-sounding way.</p>
<p>&#8220;When we watch people play together in Watch Dogs, most of the time they don’t even realise that it was another player. There are no signs. There is a great thing there that someone can be in the experience and naturally enter a situation. They become part of the story. &#8216;That was another player? No way! That’s awesome!&#8217; They didn’t notice. That’s spectacular!</p>
<p>&#8220;As a developer, I can immediately tell when it’s another player in a game – jeez, that guy doesn’t walk like an AI, that’s a player. But in Watch_Dogs, players won’t notice that immediately. It’s a new form of emotion and it fits perfectly in the Watch_Dogs universe where everybody watches everyone else.&#8221;</p>
<p>Naturally I&#8217;m a little bit dubious as in my experience multiplayer gamers tend to be fairly obvious &#8211; it&#8217;s the teabagging that gives it away &#8211; but the Assassin&#8217;s Creed series has created a whole new genre of &#8220;pretending to be an NPC&#8221; in its multiplayer modes, so let&#8217;s see what Ubisoft can pull out of its bag of tricks.</p>
<p class="small"><b>Source:</b> <a href="http://blog.eu.playstation.com/2013/05/16/watch_dogs-behind-the-scenes-with-2013s-rule-breaking-action-epic/" title="PlayStation Blog EU">PlayStation Blog EU</a></p>
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		<title>Ubisoft financials show Far Cry 3, Assassin&#8217;s Creed III big sellers, AC IV not a sure bet</title>
		<link>http://games.on.net/2013/05/ubisoft-financials-show-far-cry-3-assassins-creed-iii-big-sellers-ac-iv-not-a-sure-bet/</link>
		<comments>http://games.on.net/2013/05/ubisoft-financials-show-far-cry-3-assassins-creed-iii-big-sellers-ac-iv-not-a-sure-bet/#comments</comments>
		<pubDate>Sat, 18 May 2013 00:07:19 +0000</pubDate>
		<dc:creator>Alice Lynton</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[assassin's creed]]></category>
		<category><![CDATA[assassin's creed iii]]></category>
		<category><![CDATA[assassin's creed iv: black flag]]></category>
		<category><![CDATA[far cry 3]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22525</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2012/07/ubisoft.jpg" class="attachment-feature wp-post-image" alt="Ubisoft financials show Far Cry 3, Assassin&#8217;s Creed III big sellers, AC IV not a sure bet" title="Ubisoft financials show Far Cry 3, Assassin&#8217;s Creed III big sellers, AC IV not a sure bet" style="clear:both;" /><br />Ubisoft recently filed its fourth quarter and year end reports for fiscal 2013, reporting total sales of €1.26 billion for the year ($1.66 billion), an 18.4% increase on FY2012, and €175 million for the quarter ($230 million), an 8.7% year-on-year increase. Far Cry 3 was one of the major movers and shakers behind this bounty, [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2012/07/ubisoft.jpg" class="attachment-feature wp-post-image" alt="Ubisoft financials show Far Cry 3, Assassin&#8217;s Creed III big sellers, AC IV not a sure bet" title="Ubisoft financials show Far Cry 3, Assassin&#8217;s Creed III big sellers, AC IV not a sure bet" style="clear:both;" /><br /><p>Ubisoft recently filed its fourth quarter and year end reports for fiscal 2013, reporting total sales of €1.26 billion for the year ($1.66 billion), an 18.4% increase on FY2012, and €175 million for the quarter ($230 million), an 8.7% year-on-year increase.</p>
<p>Far Cry 3 was one of the major movers and shakers behind this bounty, having shipped 6 million units, but The Settlers Online and Just Dance were also major performers, with Ubisoft highlighting the performance of free-to-play and casual games. The publisher noted that Assassin&#8217;s Creed and Just Dance had joined the ranks of the 20 best-selling franchies in the industry during the year.</p>
<p>It also revealed that the <a href="http://games.on.net/2012/11/assassins-creed-iii-pc-reviewed-the-truth-can-cut-like-a-knife/" title="Assassin’s Creed III (PC) Reviewed: The truth can cut like a knife">tepidly-received</a> Assassin&#8217;s Creed III managed to ship 12.5 million units, including digital sales. During a post-release call to investors, Ubisoft said that it isn&#8217;t banking on Assassin&#8217;s Creed IV: Black Flag to do the same.</p>
<p>&#8220;In our numbers we expect less than last year,&#8221; CEO Yves Guillemot said.</p>
<p>&#8220;We are actually pushing to achieve more than last year because we think the pirate segment is a great segment that can generate a lot more on a worldwide basis than what was achieved last year. But we wanted to be prudent on our expectations so that it can probably be a bonus if it comes.&#8221;</p>
<p>Other reveals from the call include word of <a href="http://games.on.net/2013/05/ubisoft-suspends-work-on-assassins-creed-creators-new-game/" title="Ubisoft suspends work on Assassin’s Creed creator’s new game">the shelving of Patrice Desiléts&#8217;s 1666</a>.</p>
<p class="small"><b>Source:</b> <a href="https://www.ubisoftgroup.com/en-US/investor_center/index.aspx" title="Ubisoft investor relations" target="_blank">Ubisoft IR</a> via <a href="http://www.bluesnews.com/s/141713/ubisoft-financials" title="Blue's News" target="_blank">Blue&#8217;s News</a></p>
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		<title>Hands-on with Civilization V&#8217;s Brave New World expansion</title>
		<link>http://games.on.net/2013/05/hands-on-with-civilization-vs-brave-new-world-expansion/</link>
		<comments>http://games.on.net/2013/05/hands-on-with-civilization-vs-brave-new-world-expansion/#comments</comments>
		<pubDate>Fri, 17 May 2013 12:00:06 +0000</pubDate>
		<dc:creator>James Pinnell</dc:creator>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Promoted]]></category>
		<category><![CDATA[civilization v]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22410</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/civbrave-1.jpg" class="attachment-feature wp-post-image" alt="Hands-on with Civilization V&#8217;s Brave New World expansion" title="Hands-on with Civilization V&#8217;s Brave New World expansion" style="clear:both;" /><br />If I've learned anything from the decade of my life I've poured into Sid Meier's magnum opus, it's that life is never easy if you're hell bent on guiding your nation through a peaceful course of prosperity, science and trade.
]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/civbrave-1.jpg" class="attachment-feature wp-post-image" alt="Hands-on with Civilization V&#8217;s Brave New World expansion" title="Hands-on with Civilization V&#8217;s Brave New World expansion" style="clear:both;" /><br /><p>If I&#8217;ve learned anything from the decade of my life I&#8217;ve poured into Sid Meier&#8217;s magnum opus, it&#8217;s that life is never easy if you&#8217;re hell bent on guiding your nation through a peaceful course of prosperity, science and trade.</p>
<p>The Mayans were one of the first ancient civilizations that focused much of their efforts on developing a society that rewarded intellectual, artistic and economic development. Throughout the initial few thousand years of their existence, significant inroads were made into equalisation of labor, educating the masses and building a strong trade system that allowed for infrastructure development and growth. The benefits of this ground work peaked during the &#8220;Classic&#8221; period in the early AD&#8217;s, where the Mayans were leaders in perfecting some of the most important technologies of the era; in particular the foundations of writing, the modern calendar and astronomy.</p>
<p>But at some point during the 8th and 9th century, Maya experienced an almost systematic collapse of the entire state, to the point where the entire population disappeared and the facilitation of construction, art and inscriptions ceased immediately. Because the extent, speed and enormity of this event was so severe,  there is still no universally agreed rationale to explain what actually occurred during that 100-year downfall. Theories range from the attack and subsequent displacement of the population by the Spanish, the hand of whom the Mayans had suffered almost constant harassment and attempts at colonization for decades. An alternate thought was that due to overpopulation and lack of available land, the Mayans could no longer support themselves and fell due to their own successes.</p>
<p>History lessons aside, the story of the Mayans and the mystery of their disappearance from the world is a circumstance I&#8217;ve always wanted to replicate, but have been unable to within the existing framework of Civilization&#8230; until now. Firaxis have blessed me with a restricted (Single Player, Fixed Nation, Fixed Map Size) preview of their promising new <em>Civ 5</em> expansion, <em>Brave New World</em>, which finally returns focus to three of the most undervalued elements of the game &#8211; culture, trade and science. Overhauling trade, adding a set of new policies and widening culture based victory avenues are just a few of the new additions to the game.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/civbrave-2.jpg" /></p>
<p>At first, not too much seems to be different. Two years of patches have smoothed out much of the bugs and glitches, tidying up the interface and providing more information to what&#8217;s happening during turns. A new tutorial system pops up at various points during the match, alerting the player to new features and functions (as well as, annoyingly, some old features that most players are already well and truly aware of) and offering information on how to effectively utilize them. Experienced players will notice the new Ideology tab on the Social Policies screen, which comes into play during the late game and provides a secular form of pressure via cultural influence, in the same way religion did in <em>Gods and Kings</em>.  It doesn&#8217;t take too long, however, before we&#8217;re introduced to the Caravan, <em>Brave New World</em>&#8216;s most attractive new feature.</p>
<p>Caravans, and eventually, Cargo Ships, offer the ability to effectively generate &#8220;free&#8221; wealth for both of the civs involved, as well as shifting trade items like horses and iron. Each route lasts for roughly 30 turns before it can be re-evaluated and changed, all the while being boosted via scientific advancement and bonuses. Essentially, they work in the same manner as workers &#8211; you set and forget them. One of their better functions is the ability to traffic food from one of your cities to the other, effectively saving part of your populace from starvation and facilitating growth in desert or ice cities that may not usually do well on their own (Las Vegas, anyone?).</p>
<p>On their own, trade routes don&#8217;t really become essential parts of a burgeoning superpower until you meet all of your neighbours; once other nations grow jealous of your growth and wealth, it becomes imperative that your relations with them (and city states) are managed effectively. War is still not good for business.</p>
<p>Improvements aside, it can still feel a little difficult to avoid conflict with other countries without simply bribing them, although the AI has drastically improved since the atrocious algorithms that created sociopathic warmongers out of almost all of your opponents. The new World Congress (precursor to the UN) helps quell (or exasperate, if you prefer) a lot of the heat, allowing you (if you&#8217;re leading it) to force civilizations into treaties and regulations that disallow them from accessing tech or over-militarising to a point that threatens your existence. Spies can also now be turned into Diplomats, who can lobby and bribe parts of the &#8220;world vote&#8221; into your direction.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/civbrave-3.jpg" /></p>
<p>The creation and use of Great People and Great Works have also drastically expanded, via new buildings and research points, in turn making their spawns much less random and generally more strategic, especially if you wish to win the respect and cultural reputation that allows for victory. Works, such a famous works or art or poetry, developed by these units feeds into a new &#8220;Tourism&#8221; element, forming a type of &#8220;offensive culture&#8221;, that is physically stored within your cities&#8217; various cultural buildings. Tourism points flow into the overall pool, ballooning your territorial influence.</p>
<p>During my <a title="Massive Civ V interview" href="http://games.on.net/2013/04/massive-civ-v-interview-we-talk-brave-new-world-ai-problems-xcom-units-and-much-more/">recent interview with Civ 5 lead Dennis Shirk</a>, we discussed how the original &#8220;static&#8221; cultural victory left players turtling inside their territory, pooling culture until the count ticked over. His promises to overhaul this have borne some element of fruit &#8211; while balancing the various options that &#8220;Great People&#8221; provide (speeding up development or boosting influence) is certainly more interesting, it doesn&#8217;t truly dull the war drum inside, with the game practically begging you to build a little self defense if you refuse to.  &#8220;Come on man&#8221;, your military adviser beckons, his eyes shifting to the side like the evil genius that he is, &#8220;what&#8217;s the harm in setting up a little nuclear deterrent?&#8221;</p>
<p>Has Firaxis succeeded in letting us recreate the mysterious rise and fall of Mayan history? Well, it&#8217;s come pretty damn close. The improvements to trade and culture significantly raise their in-game status and strategic power to the point where they can no longer be ignored or exploited via military means alone. A strong, focused and commercially minded pacifist could easily push influence across a wide area of the map, if left unchecked. The World Congress throws a odd shaped spanner in the works and looks like it could be a hell of a lot of fun in multiplayer, although that particular element was not included in the preview. Keep an eye out for our review closer to the expansion&#8217;s launch.</p>
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		<title>Gear up for the Metro with Gigabyte! Win yourself a new GTX660 and more</title>
		<link>http://games.on.net/2013/05/gear-up-for-the-metro-with-gigabyte-win-yourself-a-new-gtx660-and-more/</link>
		<comments>http://games.on.net/2013/05/gear-up-for-the-metro-with-gigabyte-win-yourself-a-new-gtx660-and-more/#comments</comments>
		<pubDate>Fri, 17 May 2013 09:13:16 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[Competition]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Promoted]]></category>
		<category><![CDATA[gigabyte]]></category>
		<category><![CDATA[giveaway]]></category>
		<category><![CDATA[metro: last light]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22513</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/gigabyte-metroll-comp-featured-2.jpg" class="attachment-feature wp-post-image" alt="Gear up for the Metro with Gigabyte! Win yourself a new GTX660 and more" title="Gear up for the Metro with Gigabyte! Win yourself a new GTX660 and more" style="clear:both;" /><br /><img src="http://gon.cdn.on.net/uploads/2013/05/gigabyte-metroll-comp-inarticle.jpg" />

Gigabyte, makers of all things gaming, have decided to celebrate the launch of <em>Metro: Last Light</em> by offering the games.on.net readers the chance to gear up and take on the unforgiving underground of the Russian metro.]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/gigabyte-metroll-comp-featured-2.jpg" class="attachment-feature wp-post-image" alt="Gear up for the Metro with Gigabyte! Win yourself a new GTX660 and more" title="Gear up for the Metro with Gigabyte! Win yourself a new GTX660 and more" style="clear:both;" /><br /><p><img alt="" src="http://gon.cdn.on.net/uploads/2013/05/gigabyte-metroll-comp-inarticle-2.jpg" /></p>
<p>Gigabyte, makers of all things gaming, have decided to celebrate the launch of <em>Metro: Last Light</em> by offering the games.on.net readers the chance to gear up and take on the unforgiving underground of the Russian metro.</p>
<p>That&#8217;s right: win this competition, and you walk away with a brand new <a title="Gigabyte" href="http://www.gigabyte.com.au/products/product-page.aspx?pid=4361#ov" target="_blank">Gigabyte GeForce GTX 660</a>&#8230; <em>and</em> a brand-new <a title="Gigabyte" href="http://www.gigabyte.com.au/products/product-page.aspx?pid=4179#ov" target="_blank">Aivia Osmium mechanical gaming keyboard</a> (with Cherry Brown MX switches). With these babies attached to your rig, you&#8217;ll have everything you need to crush the mutants into submission.</p>
<h2>But wait! There&#8217;s more!</h2>
<p>These are the special <em>Metro: Last Light</em> editions of the GTX 660 &#8212; so you&#8217;ll score yourself a <strong>free copy of the game</strong> as well! Very nice.</p>
<p>There are <strong>two prize packs to win</strong>, and each one contains the card (with copy of the game) and keyboard &#8212; so don&#8217;t delay!</p>
<p>Wondering how good <em>Metro: Last Light</em> looks on PC? Why not check out our <a title="Metro: Last Light video review" href="http://games.on.net/2013/05/metro-last-light-reviewed-pc-a-beautiful-post-apocalyptic-prima-donna/">detailed, nine-minute long video review</a> and see for yourself!</p>
<h2>Holy crap! How can I enter?</h2>
<p>Good question! To enter this competition, all you need to do is <strong>in 150 words or less</strong>, describe one of the mutated creatures now living in the radioactive Russian underground. It can&#8217;t be an existing <em>Metro</em> enemy, it has to be something you made up. It can be as serious or zany as you like: the two most creative entries as selected by our judges will walk away with the prize.</p>
<p>Leave your entry as a comment on this article below. Remember! <strong>150 words or less</strong>. This competition is also open to Australian residents only.</p>
<h2>What else do I need to know?</h2>
<p>This competition runs from now until 11:59 PM Adelaide time on Sunday 26 May. It is governed by the <a title="Gear up for the Metro with Gigabyte Terms and Conditions" href="http://games.on.net/gear-up-for-the-metro-with-gigabyte-competition-terms-and-conditions/">terms and conditions on this page</a>.</p>
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		<title>Assassin&#8217;s Creed 4: Boat Edition trailer, includes boats, backstabbing</title>
		<link>http://games.on.net/2013/05/assassins-creed-4-boat-edition-trailer-includes-boats-backstabbing/</link>
		<comments>http://games.on.net/2013/05/assassins-creed-4-boat-edition-trailer-includes-boats-backstabbing/#comments</comments>
		<pubDate>Fri, 17 May 2013 08:16:32 +0000</pubDate>
		<dc:creator>Jess Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[assassin's creed iv: black flag]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22483</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/asscreed4.jpg" class="attachment-feature wp-post-image" alt="Assassin&#8217;s Creed 4: Boat Edition trailer, includes boats, backstabbing" title="Assassin&#8217;s Creed 4: Boat Edition trailer, includes boats, backstabbing" style="clear:both;" /><br />The second gameplay trailer for Assassin&#8217;s Creed 4: Black Flag takes us a little bit deeper into the life and past of Edward Kenway. It also has a bit where a dude gets eaten by a shark. Any trailer with sharks in gets the thumbs up from me! Now, apparently ol&#8217; Eddie used to work [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/asscreed4.jpg" class="attachment-feature wp-post-image" alt="Assassin&#8217;s Creed 4: Boat Edition trailer, includes boats, backstabbing" title="Assassin&#8217;s Creed 4: Boat Edition trailer, includes boats, backstabbing" style="clear:both;" /><br /><p>The second gameplay trailer for <em>Assassin&#8217;s Creed 4: Black Flag</em> takes us a little bit deeper into the life and past of Edward Kenway. It also has a bit where a dude gets eaten by a shark. Any trailer with sharks in gets the thumbs up from me! Now, apparently ol&#8217; Eddie used to work for a King, presumably of England. But it sounds like he got fed up with that and went rogue, pillaging and plundering and generally doing whatever the hell he wants. Good on him, I guess.</p>
<p>We&#8217;re introduced to his crew in a vague and general way, but mostly there&#8217;s just lots of images of Kenway jumping off buildings directly into the spines of his enemies. Maybe you&#8217;ve seen this before &#8211; it&#8217;s called <em>Assassin&#8217;s Creed: Any of the Other Ones</em>. Anyway, it looks pretty and if it&#8217;s anything like the ship battles of what is colloquially known as <em>Ass Creed 3</em>, it should be a lot of fun.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/koVBh6s0V_4" frameborder="0" allowfullscreen></iframe></center></p>
<p> <em>Ass Creed 4</em> is due for release on October 31, and already has a metric butt-tonne of junk for preordering and/or special editions which you can find at your local retailer.</p>
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		<title>Vireio Perception vs. Oculus Rift: An open letter to Nate Mitchell</title>
		<link>http://games.on.net/2013/05/vireio-perception-vs-oculus-rift-an-open-letter-to-nate-mitchell/</link>
		<comments>http://games.on.net/2013/05/vireio-perception-vs-oculus-rift-an-open-letter-to-nate-mitchell/#comments</comments>
		<pubDate>Fri, 17 May 2013 08:09:46 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Promoted]]></category>
		<category><![CDATA[Nate Mitchell]]></category>
		<category><![CDATA[Neil Schneider]]></category>
		<category><![CDATA[oculus rift]]></category>
		<category><![CDATA[Vireio Perception]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22493</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-1.jpg" class="attachment-feature wp-post-image" alt="Vireio Perception vs. Oculus Rift: An open letter to Nate Mitchell" title="Vireio Perception vs. Oculus Rift: An open letter to Nate Mitchell" style="clear:both;" /><br />Editor's Note: After we ran our massive interview with Nate Mitchell, VP of Product behind the Oculus Rift VR headset (read <a title="Oculus Rift interview part one" href="http://games.on.net/2013/05/oculus-rift-interview-part-1-nate-mitchell-on-launch-plans-upcoming-improvements-and-the-power-of-the-ps4/">part one here</a>, and <a title="Oculus Rift interview part two" href="http://games.on.net/2013/05/oculus-rift-interview-part-2-nate-mitchell-talks-resolution-improvements-sim-sickness-and-gaming/">part two here</a>) we were contacted by Neil Schneider from Meant To Be Seen 3D, the core developers behind the open source Vireio Perception drivers that many gamers have been using to turn games into VR-capable 3D experiences.</em>

He asked us if he could issue a statement to clear the air around the issue of Vireio drivers vs. native Rift support, and we agreed. So without further ado, take it away Neil...]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-1.jpg" class="attachment-feature wp-post-image" alt="Vireio Perception vs. Oculus Rift: An open letter to Nate Mitchell" title="Vireio Perception vs. Oculus Rift: An open letter to Nate Mitchell" style="clear:both;" /><br /><p><em>Editor&#8217;s Note: After we ran our massive interview with Nate Mitchell, VP of Product behind the Oculus Rift VR headset (read <a title="Oculus Rift interview part one" href="http://games.on.net/2013/05/oculus-rift-interview-part-1-nate-mitchell-on-launch-plans-upcoming-improvements-and-the-power-of-the-ps4/">part one here</a>, and <a title="Oculus Rift interview part two" href="http://games.on.net/2013/05/oculus-rift-interview-part-2-nate-mitchell-talks-resolution-improvements-sim-sickness-and-gaming/">part two here</a>) we were contacted by <strong>Neil Schneider</strong> from Meant To Be Seen 3D, the core developers behind the open source Vireio Perception drivers that many gamers have been using to turn games into VR-capable 3D experiences.</em></p>
<p><em>He asked us if he could issue a statement to clear the air around the issue of Vireio drivers vs. native Rift support, and we agreed. So without further ado, take it away Neil&#8230;</em></p>
<p style="text-align: center;">***</p>
<p>Let me begin by saying that I&#8217;m supportive of the Oculus VR SDK and Nate is 100% correct that a native VR game has competitive advantages over anything a VR or stereoscopic 3D driver can deliver. Oculus&#8217; strategy is the correct one, and Vireio Perception&#8217;s role is to fill the need for games that don&#8217;t or won&#8217;t have native VR support. It&#8217;s not our intention to replace or substitute the benefits of true VR rendering and programming.</p>
<p>Nate&#8217;s remarks as they are written are misleading, however, and I would like the opportunity to answer his criticisms.</p>
<p><img alt="" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-2.jpg" /></p>
<h3>Andres Hernandez (Cybereality). Toy Gun!</h3>
<p>First, Cybereality, whose real name is Andres Hernandez, is an MTBS forum moderator. He&#8217;s helped out with coding parts of the website and has contributed a lot of time to the community over several years. He still does. The same goes for Palmer Luckey, who also has roots as an MTBS moderator for years, and still maintains the role.</p>
<p>Long before the Rift was launched, Andres announced plans to release commercial stereoscopic 3D drivers for VR devices like the Oculus Rift. What made these drivers unique compared to the other products is that they supported head tracking which is a core feature of the Rift and is available through other means by off the shelf products. This isn&#8217;t a simple &#8220;mouse look&#8221; as Nate&#8217;s comments suggest. The game rolls and turns with your head movements; it does this by using a combination of mouse look and adjusting the projection matrix so that you get all three axes of rotation.</p>
<p><img alt="" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-3.jpg" /></p>
<h3>Head roll, deep 3D, table corner is protruding with Vireio Perception</h3>
<p>Realizing that he was getting hired by Oculus VR, Andres decided to release his VR drivers as open source so he could put most of his energies into Oculus VR. Since that time, Vireio Perception went from one solitary programmer to three talented volunteer coders who are collaboratively working to build the next iteration of the software.</p>
<p>According to the article, Nate&#8217;s primary concern about the Vireio Perception drivers is latency, and that this latency is somehow disorienting for gamers. While I will be the first to tell you that Vireio Perception has a major problem (I mean MAJOR), it has little to do with latency.</p>
<p>Stereoscopic 3D, a core feature of VR and the Oculus Rift, requires that the left and right view appears on the screen at the same time. If the software is working correctly, you should see the left and right view, next frame, left and right view, next frame, etc. etc. Each frame has to show both views simultaneously.</p>
<p>Vireio Perception drivers are a software hack to get the same results from games that weren&#8217;t designed to do this. On the fly, the drivers take existing video game data from DirectX API calls, create a second camera view where none existed before, and pass on a left and right view to the display &#8211; in this case the Oculus Rift.</p>
<p>When Andres was working on the Vireio Perception code he got nearly everything correctly, but for whatever reason, the left and right views were out of sync. So even though things are happening faster than our eyes can easily perceive, the left and right views are not being updated at the same time in each frame. That was a piece of the puzzle he just didn&#8217;t have enough time to solve, and that&#8217;s how the drivers have been behaving right up to the current build.</p>
<p>This is one of those errors where you know something is wrong, but you can&#8217;t quite put your finger on it. Nate is calling it latency, but it&#8217;s really something very different. There is a happy ending to this story, and I will get to that shortly.</p>
<p>The biggest problem with Vireio Perception is the user interface (UI). The Oculus Rift is designed in such a way that the screen&#8217;s field of view goes beyond what your eyes can actually see. The majority of games place the HUD elements in the far corners of the screen which means that even though the UI is there, you can&#8217;t see it! This is a real problem when you are dependent on in-game menus or health and ammo indicators. There is also the issue of the game&#8217;s crosshair not being accurate in 3D mode because it wasn&#8217;t designed for that purpose.</p>
<p>Now the good news!</p>
<p><img alt="" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-4.jpg" /></p>
<h3>Convergence Portion of SHOCT Mechanism</h3>
<p>First, the time differential problem between the left and right camera views is largely corrected. As long as users follow our settings guide and use the SHOCT tool (Schneider-Hicks Optical Calibration Tool), we think the next public build is going to be a lot more comfortable for extended gaming periods.</p>
<p>While Vireio Perception started as just supporting DirectX 9, we have been hard at work adding DirectX 10 and 11 support. We also think the crosshair problem will be easily solved with an add-on 3D crosshair or something similar, and we are experimenting with different methods to get existing game HUDs more VR friendly. This problem hasn&#8217;t been licked yet, but we have ideas.</p>
<p>I know this sounds crazy, but not one of our programmers have received their Oculus Rift yet! Imagine the improvements that will be made once they have the actual SDK in their hands!</p>
<p>So this begs the question: does native VR support have a real advantage over VR drivers like Vireio Perception?</p>
<p>Yes, and this is why. Vireio Perception makes it possible to track nearly all your head&#8217;s movements. It&#8217;s kind of like a mouse look, but it&#8217;s much more advanced. However, unless the game is designed to behave differently, your body and head movement are one and the same.</p>
<p>Native VR games let you look around and walk as two distinct movements just like real life. Depending on the game, there are additional hacks and modifications that can be found to replicate this behavior, but it&#8217;s not a simple driver fix. It&#8217;s also likely that there is a lower latency with native code as Nate describes, but this hasn&#8217;t been reported as an issue by excited Vireio Perception gamers with mid to high range PC gaming equipment.</p>
<p>I will finish by saying that I&#8217;m very proud of the Vireio Perception development team for their continued technical innovation and their positive problem solving attitude. When he got wind of Nate&#8217;s remarks, Philip Larkson&#8217;s first comment was &#8220;all we can do is keep improving it (Vireio Perception)&#8221;. With a Skype smiley, Chris Drain said &#8220;Doesn&#8217;t mean I don&#8217;t want to replay old stuff that&#8217;s never going to get first party support though!&#8221; As for John Hicks, he didn&#8217;t have to say anything. He&#8217;s just setting an example and is hard at work on the next wave of Vireio Perception.</p>
<p>I should point out that there are other products out there. There is a lot of excitement for Vireio Perception because it&#8217;s free and open source, but there is also a commercial package called VorpX in development, and with the help of NTHUSIM HMD, I think that established brands like Dynamic Digital Depth&#8217;s TriDef Ignition and Nvidia&#8217;s 3D Vision drivers will be able to repurpose their established 3D software for VR. At least, it&#8217;s something I&#8217;m hoping for. I don&#8217;t know if the NTHUSIM / 3D driver mix will have head tracking, so I&#8217;m looking forward to seeing what they cook up.</p>
<p><img alt="" src="http://gon.cdn.on.net/uploads/2013/05/vrletter-5.jpg" /></p>
<h3>Palmer Luckey &amp; Neil Schneider at CES 2013</h3>
<p>Let me finish by saying that whether people love or hate VR drivers doesn&#8217;t matter. What matters is that VR is being taken very seriously by game developers and gamers alike for products in the not-too-distant future. I expect that there will be plenty of AAA titles and independent game releases with innovative VR support someday soon. In the meantime, MTBS&#8217; community is just happy to help fill the large gap of games leading up to that point. After all, helping foster community driven ideas is what we do best.</p>
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		<title>New teaser trailer for Batman: Arkham Origins features Batman (and Deathstroke)</title>
		<link>http://games.on.net/2013/05/new-teaser-trailer-for-batman-arkham-origins-features-batman-and-deathstroke/</link>
		<comments>http://games.on.net/2013/05/new-teaser-trailer-for-batman-arkham-origins-features-batman-and-deathstroke/#comments</comments>
		<pubDate>Fri, 17 May 2013 07:47:58 +0000</pubDate>
		<dc:creator>Jess Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[Batman: Arkham Origins]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22480</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/arkham-origins.jpg" class="attachment-feature wp-post-image" alt="New teaser trailer for Batman: Arkham Origins features Batman (and Deathstroke)" title="New teaser trailer for Batman: Arkham Origins features Batman (and Deathstroke)" style="clear:both;" /><br />A new trailer! A teaser trailer, specifically, for the new Batman game, Batman: Arkham Origins. There&#8217;s not much to see in this trailer as it is, after all, a teaser. We have Batman (*gasp!*) engaged in a hand vs. staff battle against what seems to be anti-Batman, Deathstroke. Aaaaand that&#8217;s it. Like I said, there&#8217;s [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/arkham-origins.jpg" class="attachment-feature wp-post-image" alt="New teaser trailer for Batman: Arkham Origins features Batman (and Deathstroke)" title="New teaser trailer for Batman: Arkham Origins features Batman (and Deathstroke)" style="clear:both;" /><br /><p>A new trailer! A teaser trailer, specifically, for the new Batman game, <em>Batman: </em><em>Arkham Origins</em>.</p>
<p>There&#8217;s not much to see in this trailer as it is, after all, a teaser. We have Batman (*gasp!*) engaged in a hand vs. staff battle against what seems to be anti-Batman, <a title="Wikipedia - Deathstroke" href="http://en.wikipedia.org/wiki/Deathstroke">Deathstroke</a>. Aaaaand that&#8217;s it.</p>
<p>Like I said, there&#8217;s not a lot to go on, and there&#8217;s no gameplay. But it <em>does</em> tell us that the full trailer will be ready for your viewing consumption on May 21 and that <em>Arkham Origins</em> will see release worldwide on October 25. Check it out below and tell us what you think!</p>
<p><center><iframe src="http://www.youtube.com/embed/V6Bj0BND1UA" height="315" width="560" allowfullscreen="" frameborder="0"></iframe></center></p>
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		<title>BenQ Gaming Monitor Competition: Winners Announcement</title>
		<link>http://games.on.net/2013/05/benq-gaming-monitor-competition-winners-announcement/</link>
		<comments>http://games.on.net/2013/05/benq-gaming-monitor-competition-winners-announcement/#comments</comments>
		<pubDate>Fri, 17 May 2013 07:44:44 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[benq]]></category>
		<category><![CDATA[giveaway]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22474</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/benq-comp-featured.jpg" class="attachment-feature wp-post-image" alt="BenQ Gaming Monitor Competition: Winners Announcement" title="BenQ Gaming Monitor Competition: Winners Announcement" style="clear:both;" /><br />We've been carefully evaluating the entries to our BenQ Gaming Monitor giveaway, where three lucky people will be heading home with a brand new BenQ RL2450H gaming monitor. These monitors were custom-made in accordance with the direction from some of South Korea's top <em>StarCraft II</em> players, resulting in an experience powered by a dynamic contrast booster to adjust levels on the fly and keep you at maximum alertness. 

But enough about that! Who are the winners? Well I'm very pleased to announce, after much deliberation, that our winners are...]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/benq-comp-featured.jpg" class="attachment-feature wp-post-image" alt="BenQ Gaming Monitor Competition: Winners Announcement" title="BenQ Gaming Monitor Competition: Winners Announcement" style="clear:both;" /><br /><p>We&#8217;ve been carefully evaluating the entries to our BenQ Gaming Monitor giveaway, where three lucky people will be heading home with a brand new BenQ RL2450H gaming monitor. These monitors were custom-made in accordance with the direction from some of South Korea&#8217;s top <em>StarCraft II</em> players, resulting in an experience powered by a dynamic contrast booster to adjust levels on the fly and keep you at maximum alertness. </p>
<p>But enough about that! Who are the winners? Well I&#8217;m very pleased to announce, after much deliberation, that our winners are&#8230;</p>
<h2>Writing Category</h2>
<p>We had a lot of great entries and tales of terror in this category, but unfortunately there could be only one. And our winner, with the worst sob story of them all, is <b>assa46</b>.</p>
<blockquote><p>I currently have only 1 monitor (21″ BENQ-G2220HD) the fact that is tiny is only half of my problem, whenever I am playing a game, midway through the screen goes black and I usually die before I can turn it back on. It has been doing this for over a year now, I can’t even play games now without the worry of it shutting off. Getting a new monitor would be really great and I would be able to return to gaming once again.</p></blockquote>
<p>A tiny 21&#8243; monitor that blacks out in the middle of games? We must help this person. assa46, a shiny new 24&#8243; BenQ RL2450H is on its way to you.</p>
<h2>Drawing Category</h2>
<p>Once again some very stellar entries in this one, but the judges felt that forum regular <b>a3gis</b>&#8216; entry showed a truly terrifying scenario of global extinction should the man lose at a game of Solitaire.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/DhJ6taR.png" width="560" /></p>
<p>Congratulations, a3gis! Please don&#8217;t kill us all.</p>
<h2>Video Category</h2>
<p>Very few entries comparatively in this category, but all of them top notch &#8212; unfortunately, only one entry could win and it was <strong>tarvang</strong> whose madcap jumping and arm-flapping genuinely told the judges that he was the one who would get the most excited. </p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/gH1a--EAAC4?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
<p>Some great runner-up entries from <a href="http://www.youtube.com/watch?v=7Lys_fTcxVI&#038;feature=youtu.be">xsphera</a> and <a href="http://www.youtube.com/watch?v=c-QRxM-1Fdw">AuV2 Jason</a>, respectively. Check them out!</p>
<p>Tarvang, if you could please post a follow-up video once your monitor arrives showing the real happy-dance in action, that would be perfect.</p>
<h2>Congratulations to all the winners!</h2>
<p>I&#8217;ll be contacting you by private message on the forum shortly to organise your prize collection. Thanks to everybody who entered, and thanks to BenQ for supplying the prizes. Look out for our next competition <em>very soon</em>.</p>
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		<title>Van Helsing trailer demonstrates lairs and trap-building options</title>
		<link>http://games.on.net/2013/05/van-helsing-trailer-demonstrates-lairs-and-trap-building-options/</link>
		<comments>http://games.on.net/2013/05/van-helsing-trailer-demonstrates-lairs-and-trap-building-options/#comments</comments>
		<pubDate>Fri, 17 May 2013 05:04:22 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[The Incredible Adventures of Van Helsing]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22470</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/vanhelzing.jpg" class="attachment-feature wp-post-image" alt="Van Helsing trailer demonstrates lairs and trap-building options" title="Van Helsing trailer demonstrates lairs and trap-building options" style="clear:both;" /><br />The Incredible Adventures of Van Helsing is due out in a matter of days, and includes an interesting feature for an ARPG &#8212; customisable lair-building. You&#8217;ll be returning to your lair frequently and your enemies will try to attack you even there, so it&#8217;s important to build up your defences with traps and upgrade your [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/vanhelzing.jpg" class="attachment-feature wp-post-image" alt="Van Helsing trailer demonstrates lairs and trap-building options" title="Van Helsing trailer demonstrates lairs and trap-building options" style="clear:both;" /><br /><p><em>The Incredible Adventures of Van Helsing</em> is due out in a matter of days, and includes an interesting feature for an ARPG &#8212; customisable lair-building. You&#8217;ll be returning to your lair frequently and your enemies will try to attack you even there, so it&#8217;s important to build up your defences with traps and upgrade your generator to unlock more crafting options. Interesting stuff! If you want to get in now, you can pre-order <a href="http://devblog.neocoregames.com/" title="NeoCore Games" target="_blank">at the official site</a>.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/GpAEj-8roN8?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
<p class="small"><b>Source:</b> <a href="http://www.vg247.com/2013/05/16/the-incredible-adventures-of-van-helsing-trailer-details-your-home-base/" title="VG247" target="_blank">VG247</a></p>
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		<title>Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us</title>
		<link>http://games.on.net/2013/05/friday-tech-roundup-17-may-2013-windows-8-1-is-almost-upon-us/</link>
		<comments>http://games.on.net/2013/05/friday-tech-roundup-17-may-2013-windows-8-1-is-almost-upon-us/#comments</comments>
		<pubDate>Fri, 17 May 2013 03:16:10 +0000</pubDate>
		<dc:creator>Jason Imms</dc:creator>
				<category><![CDATA[Regular]]></category>
		<category><![CDATA[friday tech roundup]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[windows 8]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22447</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/windows81.jpg" class="attachment-feature wp-post-image" alt="Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us" title="Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us" style="clear:both;" /><br />Welcome to the Friday Tech Roundup! Contained herein is a weekly dose of some of the best tech news from across the Internet, rounded up for your edification and entertainment. Read on for all the details of Windows 8.1, Nintendo's method of monetising fan videos, and the $325,000 burger that you probably wouldn't want to eat.]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/windows81.jpg" class="attachment-feature wp-post-image" alt="Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us" title="Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us" style="clear:both;" /><br /><p>Welcome to the Friday Tech Roundup! Contained herein is a weekly dose of some of the best tech news from across the Internet, rounded up for your edification and entertainment. Read on for all the details of Windows 8.1, Nintendo&#8217;s method of monetising fan videos, and the $325,000 burger that you probably wouldn&#8217;t want to eat.</p>
<h2><b>Windows 8.1 is nigh, free, and feature-filled</b></h2>
<p>The previously-named “Windows Blue” update for Windows 8 has been officially dubbed Windows 8.1, and will be released for free. <a title="Windows Blog" href="http://blogs.windows.com/windows/b/bloggingwindows/archive/2013/05/14/windows-keeps-getting-better.aspx" target="_blank">According to a recent Microsoft press release</a>, a public preview of Windows 8.1 will be made available via the Windows Store on June 26, to coincide with the 2013 Build conference in San Francisco. The major difference between Windows 8.1 and past service packs is that 8.1 will include a slew of unannounced new features and visual changes, the likes of which are traditionally reserved for major revisions.</p>
<p>In fact, Microsoft have been careful to avoid referring to Windows 8.1 as a “service pack” at all, further shoring up the fact that Windows 8 and the latest revision of Office are signs of a Microsoft that has finally learned that their decrepit licencing model won’t last, and that something needed to change in order to keep consumers buying into their latest and greatest releases.</p>
<h2><b>Nintendo will forcibly add advertisements to amateur Let’s Play videos</b></h2>
<p>The concept of the Let’s Play (LP) has been around for quite a while: lengthy videos of gameplay that are narrated by the player, which give viewers some deep insights into the featured game. As time has gone on these videos have become an incredibly valuable tool for gamers, as they show a lot of detail without being caged or focused by PR. It seems that Nintendo has finally come to this realisation itself, and reacted swiftly and harshly. Automated takedowns were issued by the venerable purveyor of family-focused games, which caused popular LP&#8217;er Zack Scott to complain loudly on Facebook about the situation, saying “It jeopardizes my channel&#8217;s copyright standing and the livelihood of all LPers&#8221;.</p>
<p>After his post was <a title="Gamefront" href="http://www.gamefront.com/nintendo-flexing-copyright-clout-on-youtube-lets-play-channels/" target="_blank">reported by GameFront</a>, Nintendo responded officially stating that the blocks would stop, but that ads would be added to the videos, “For most fan videos this will not result in any changes, however, for those videos featuring Nintendo-owned content, such as images or audio of a certain length, adverts will now appear at the beginning, next to, or at the end of the clips. We continually want our fans to enjoy sharing Nintendo content on YouTube, and that is why, unlike other entertainment companies, we have chosen not to block people using our intellectual property.”</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/googleio.jpg" /></p>
<h2><b>Google I/O 2013 heralds major new features for many Google products</b></h2>
<p>Google’s annual I/O conference has rolled around again, and this year they have announced a set of new features and UI revisions for a large number of their products. As well as updated UIs for Google Plus, Google Music, and Google Play, the Mountain View crew has added All Access, a $9.99 per-month subscription service to Google Play that provides access to the entire Google Play music library in a fashion similar to Spotify and rdio; a new service called Hangouts which aims to unify all Google-based communications systems into a single platform for use on PC, and your mobile devices; “hot wording” replaces Google’s voice search, now all that is required to search with voice is to say “Hey Google…” at Chrome, and it should respond by performing a search based on what you say next.</p>
<p>A lot more was announced, the details of which can be found at <a title="The Verge" href="http://www.theverge.com/2013/5/15/4334634/best-of-googles-i-o-2013-keynote-hangouts-google-galaxy-s4" target="_blank">this handy round-up at The Verge.</a></p>
<h2><b>Eric Schmidt says ‘Don’t be evil’ was the “stupidest rule ever”</b></h2>
<p>In more Google news, executive chairman Eric Schmidt has <a title="NPR" href="http://www.npr.org/2013/05/11/182873683/google-chairman-eric-schmidt-plays-not-my-job" target="_blank">told National Public Radio</a> that Google’s ‘Don’t be evil’ rule is “the stupidest rule ever,” though the his reasoning isn’t as controversial as it sounds. More of a motto than a rule, ‘don’t be evil’ was designed to allow and remind staff to speak up when something that was potentially “evil” was being discussed at Google. According to Schmidt, the rule is stupid because the definition of evil is quite broad, “there’s no book about evil, except maybe, you know, the Bible or something.” This has apparently caused problems in the past, and he cites an example: “What happens is, I’m sitting in this meeting, and we’re having this debate about an advertising product. And one of the engineers pounds his fists on the table and says, that’s evil. And then the whole conversation stops, everyone goes into conniptions, and eventually we stopped the project. So it did work.”</p>
<p>It is also difficult for a large-scale business to avoid doing any evil whatsoever, as many common business practices could be easily classified as at least a ‘little bit evil’, such as dodging taxes by putting offices in countries like Bermuda to avoid millions of dollars’ worth of taxes each year. When NPR asked Schmidt whether he could “flip a switch on [his] office computer and read [our] emails,” Schmidt replied “Yes, and I would lose my job and be sued to death.” But would anyone even find out? “Someone would find out, trust me,” says Schmidt.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/invitromeat.jpg" /></p>
<h2>The $325,000 in-vitro burger</h2>
<p>Do you like burgers? Are you worried about the impact your carnivorous tendencies are having on the world around you? Well, Dr. Mark Post of the Maastricht University in the Netherlands has come up with a method for obtaining meat that could one day have a positive impact on the world livestock industry. This might appeal to your conscience, but what about your appetite? Dr. Post’s method involves taking stem cells from the necks of cows obtained from slaughterhouses, and causing these precursor cells to transform into cells specific to muscle that is good for eating.</p>
<p>The process is adapted from that which tissue engineers use to grow tissue and organs for use in medical research and procedures. Reading into the procedure even a little bit was enough to turn this writer’s stomach, but if the idea of eating 20,000 strips of lab-cultured meat, grown in foetal calf serum, and packed into a US$325,000 burger patty which “tastes reasonably good” sounds good to you, <a title="NY Times" href="http://www.nytimes.com/2013/05/14/science/engineering-the-325000-in-vitro-burger.html" target="_blank">go check out the New York Times explainer piece.</a></p>
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		<title>Battle Arena Melbourne 5 kicks off tonight, head on down</title>
		<link>http://games.on.net/2013/05/battle-arena-melbourne-5-kicks-off-tonight-head-on-down/</link>
		<comments>http://games.on.net/2013/05/battle-arena-melbourne-5-kicks-off-tonight-head-on-down/#comments</comments>
		<pubDate>Fri, 17 May 2013 02:54:55 +0000</pubDate>
		<dc:creator>Alex Walker</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Battle Arena Melbourne]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22452</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/bam5.jpg" class="attachment-feature wp-post-image" alt="Battle Arena Melbourne 5 kicks off tonight, head on down" title="Battle Arena Melbourne 5 kicks off tonight, head on down" style="clear:both;" /><br />The fifth Battle Arena Melbourne fighting game tournament kicks off at Melbourne’s CQ tonight, with around 300 players expected to fight it out across 11 different games. The Couchwarriors crew have been responsible for some of the most impressive gaming tournaments in Australia, including their corroboration with the Melbourne Symphony Orchestra last year. Along with [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/bam5.jpg" class="attachment-feature wp-post-image" alt="Battle Arena Melbourne 5 kicks off tonight, head on down" title="Battle Arena Melbourne 5 kicks off tonight, head on down" style="clear:both;" /><br /><p>The fifth Battle Arena Melbourne fighting game tournament kicks off at Melbourne’s CQ tonight, with around 300 players expected to fight it out across 11 different games.</p>
<p>The Couchwarriors crew have been responsible for some of the most impressive gaming tournaments in Australia, including their corroboration with the <a title="Melbourne Symphony Orchestra" href="http://www.youtube.com/watch?v=HPQPH101zIU" target="_blank">Melbourne Symphony Orchestra</a> last year.</p>
<p>Along with three days of frenzied, adrenaline-filled action, this year’s BAM will feature a live performance from chiptunes artist <a title="Pselodux" href="http://pselodux.bandcamp.com/" target="_blank">Pselodux</a>. Tom Taylor, author of the Injustice: Gods Among Us prequel comic, will be signing comics on the Saturday, while the <a title="NewGamePlus" href="http://newgameplus.tv/" target="_blank">NewGamePlus TV crew</a> will be hosting a qualifier in association with Monash University’s High School eSports League.</p>
<p>This, of course, is an entree to the main course, which includes the following: Events for <em>Super Street Fighter IV: Arcade Edition (2012), Ultimate Marvel vs Capcom 3, The King of Fighters XIII, Street Fighter X Tekken, Tekken Tag Tournament 2, Virtua Fighter 5: Final Showdown, Dead or Alive 5, Street Fighter 3: Third Strike, Super Smash Bros Brawl &amp; Melee</em>, as well as the first Australian tournament for <em>Injustice: Gods Among Us</em> and an exhibition event for <em>Mortal Kombat</em>.</p>
<p>If you want to watch the action for yourself down at Melbourne’s CQ, a $10 spectator pass will cover the whole weekend. You can also watch the action live from Friday to Sunday on <a href="http://www.twitch.tv/ShadowlooHQ">Shadowloo</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.twitch.tv%2FShadowlooHQ&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNGqhBnpz_jsGvRlpKwqBjhIB5ZKuw">’s</a><a title="Shadowloo TwitchTV" href="http://www.twitch.tv/ShadowlooHQ" target="_blank"> TwitchTV channel</a>.</p>
<p>The full schedule is available over on the <a title="Battle Arena Melbourne" href="http://www.couchwarriors.org/bam/schedule.php" target="_blank">BAM website</a>, and as always, go Sydney.</p>
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		<title>SimCity Amusement Park expansion accidentally leaked, coming May 28</title>
		<link>http://games.on.net/2013/05/simcity-amusement-park-expansion-accidentally-leaked-coming-may-28/</link>
		<comments>http://games.on.net/2013/05/simcity-amusement-park-expansion-accidentally-leaked-coming-may-28/#comments</comments>
		<pubDate>Fri, 17 May 2013 02:09:44 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[simcity]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22443</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/simcityamusements.jpg" class="attachment-feature wp-post-image" alt="SimCity Amusement Park expansion accidentally leaked, coming May 28" title="SimCity Amusement Park expansion accidentally leaked, coming May 28" style="clear:both;" /><br />News of Maxis&#8217; upcoming Sim City expansion has accidentally hit the internet, with Green Man Gaming posting a listing for the DLC on their site (and then quickly removing it). Maxis have since confirmed the expansion on their Facebook account, saying &#8220;Some of you may have seen thrilling new SimCity content that arrived too early [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/simcityamusements.jpg" class="attachment-feature wp-post-image" alt="SimCity Amusement Park expansion accidentally leaked, coming May 28" title="SimCity Amusement Park expansion accidentally leaked, coming May 28" style="clear:both;" /><br /><p>News of Maxis&#8217; upcoming <em>Sim City</em> expansion has accidentally hit the internet, with Green Man Gaming posting a listing for the DLC on their site (and then quickly removing it).</p>
<p>Maxis have since confirmed the expansion on their <a href="https://www.facebook.com/SimCity/posts/10151628589679866" title="Maxis on Facebook" target="_blank">Facebook account</a>, saying &#8220;Some of you may have seen thrilling new SimCity content that arrived too early at the gate. It’s coming May 28th. We think you’ll be amused.&#8221;</p>
<p>Unfortunately it wasn&#8217;t pulled down quickly enough, with one quick-thinking YouTube user catching the whole thing below.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/gQY4c77f508?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
<p class="small"><b>Source:</b> <a href="http://www.vg247.com/2013/05/16/simcity-amusement-park-pack-is-out-in-two-weeks/" title="VG247" target="_blank">VG247</a></p>
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		<title>Metro: Last Light reviewed (PC) &#8211; A beautiful post-apocalyptic prima donna</title>
		<link>http://games.on.net/2013/05/metro-last-light-reviewed-pc-a-beautiful-post-apocalyptic-prima-donna/</link>
		<comments>http://games.on.net/2013/05/metro-last-light-reviewed-pc-a-beautiful-post-apocalyptic-prima-donna/#comments</comments>
		<pubDate>Fri, 17 May 2013 00:03:05 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Promoted]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[metro: last light]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22434</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metrollllllll.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light reviewed (PC) &#8211; A beautiful post-apocalyptic prima donna" title="Metro: Last Light reviewed (PC) &#8211; A beautiful post-apocalyptic prima donna" style="clear:both;" /><br /><em>Metro: Last Light</em> is the direct sequel to <em>Metro 2033</em>, and promises to fix all the complaints about the original while simultaneously looking drop-dead gorgeous and pushing your PC as far as it can go. Does it live up to the claims? Find out in our video review.

<strong>WARNING:</strong> <em>Metro Last Light</em> is <span style="color: #ff0000;"><strong>rated R18+ in Australia</strong></span>. The following video contains scenes and language that are not suitable for viewers under 18.]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/metrollllllll.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light reviewed (PC) &#8211; A beautiful post-apocalyptic prima donna" title="Metro: Last Light reviewed (PC) &#8211; A beautiful post-apocalyptic prima donna" style="clear:both;" /><br /><p><em>Metro: Last Light</em> is the direct sequel to <em>Metro 2033</em>, and promises to fix all the complaints about the original while simultaneously looking drop-dead gorgeous and pushing your PC as far as it can go. Does it live up to the claims? Find out in our video review.</p>
<p><strong>WARNING:</strong> <em>Metro Last Light</em> is <span style="color: #ff0000;"><strong>rated R18+ in Australia</strong></span>. The following video contains scenes and language that are not suitable for viewers under 18.</p>
<p><center><iframe src="http://www.youtube.com/embed/W26dZiHsKRY" height="315" width="560" allowfullscreen="" frameborder="0"></iframe></center></p>
<p><em>Editor&#8217;s Note: At the time this video was being cut together, the FOV patch had not yet been released. It was made available overnight, and Steam users should update their game now to get it working.</em></p>
<p><em>A HD download of this review from our file library is coming soon.</em></p>
<h2>Good:</h2>
<ul>
<li>Drop-dead gorgeous</li>
<li>Amazing atmosphere and attention to detail</li>
<li>Great PC support (aside from the lack of FOV control)</li>
<li>Meaty gunplay and clever mechanics</li>
</ul>
<h2>Bad:</h2>
<ul>
<li>Ultra-linear and in love with its own story</li>
<li>Bad voice acting, poorly-written characters</li>
<li>Makes you crawl at a snail&#8217;s pace everywhere outside of combat</li>
<li>Heaps and heaps of quicktime events and silly contrived situations</li>
</ul>
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		<title>Avalanche&#8217;s secret steampunk sandbox has been suspended</title>
		<link>http://games.on.net/2013/05/avalanches-secret-steampunk-sandbox-has-been-suspended/</link>
		<comments>http://games.on.net/2013/05/avalanches-secret-steampunk-sandbox-has-been-suspended/#comments</comments>
		<pubDate>Thu, 16 May 2013 23:36:19 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[just cause 3]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22431</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/02/justcause3iguess.jpg" class="attachment-feature wp-post-image" alt="Avalanche&#8217;s secret steampunk sandbox has been suspended" title="Avalanche&#8217;s secret steampunk sandbox has been suspended" style="clear:both;" /><br />Back in February, Avalanche Games&#8217; CEO released several blurry sepia-toned screenshots of what looked for all the world like a new Just Cause game. &#8220;Just Cause 3?!&#8221; I screamed excitedly, ripping my pants off in anticipation &#8212; but it was not to be. Avalanche&#8217;s chief creative officer Christofer Sundberg has revealed to Edge that the [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/02/justcause3iguess.jpg" class="attachment-feature wp-post-image" alt="Avalanche&#8217;s secret steampunk sandbox has been suspended" title="Avalanche&#8217;s secret steampunk sandbox has been suspended" style="clear:both;" /><br /><p>Back in February, Avalanche Games&#8217; CEO released several blurry sepia-toned screenshots of what looked for all the world like a new <em>Just Cause</em> game. &#8220;Just Cause 3?!&#8221; I screamed excitedly, ripping my pants off in anticipation &#8212; but it was not to be.</p>
<p>Avalanche&#8217;s chief creative officer Christofer Sundberg has revealed to Edge that the screenshots were actually “from a steampunk-style game we had in development that we put on ice.&#8221;</p>
<p>“I really love that art style, and to combine it with sandbox gameplay is a dream of mine,&#8221; he said. &#8220;Fortunately, being an independent developer I can control my own destiny and we’ll make something in that world sooner or later.”</p>
<p>Well! I&#8217;d better put these pants back on then. So what ARE Avalanche working on? “We are developing for both current and next-gen, but the earliest we’ll be able to talk about it and go into any detail is after the games we are working on are announced,” he said.</p>
<p>“We’re also announcing new, interesting tech development that we do internally, but that is not until later this year.”</p>
<p class="small"><b>Source:</b> <a href="http://www.edge-online.com/features/avalanche-studios-christofer-sundberg-on-pacifism-their-steampunk-game-and-games-as-platforms/" title="Edge Online" target="_blank">Edge Online</a></p>
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		<title>EA to publish a new MOBA by the name of &#8216;Dawngate&#8217;</title>
		<link>http://games.on.net/2013/05/ea-to-publish-a-new-moba-by-the-name-of-dawngate/</link>
		<comments>http://games.on.net/2013/05/ea-to-publish-a-new-moba-by-the-name-of-dawngate/#comments</comments>
		<pubDate>Thu, 16 May 2013 23:25:07 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Dawngate]]></category>
		<category><![CDATA[ea]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22427</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/dawngate.jpg" class="attachment-feature wp-post-image" alt="EA to publish a new MOBA by the name of &#8216;Dawngate&#8217;" title="EA to publish a new MOBA by the name of &#8216;Dawngate&#8217;" style="clear:both;" /><br />A website for a MOBA called Dawngate has appeared overnight, offering a chance to be a part of a MOBA that &#8220;looks and feels familiar while offering a whole new way to experience MOBA gameplay&#8221;. &#8220;Dawngate empowers you to forge the champions you love for the roles you want in a competitive arena,&#8221; claims the [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/dawngate.jpg" class="attachment-feature wp-post-image" alt="EA to publish a new MOBA by the name of &#8216;Dawngate&#8217;" title="EA to publish a new MOBA by the name of &#8216;Dawngate&#8217;" style="clear:both;" /><br /><p>A website for a MOBA called <em>Dawngate</em> has appeared overnight, offering a chance to be a part of a MOBA that &#8220;looks and feels familiar while offering a whole new way to experience MOBA gameplay&#8221;.</p>
<p>&#8220;Dawngate empowers you to forge the champions you love for the roles you want in a competitive arena,&#8221; claims the site, &#8220;shaped by ever-evolving, community-driven content and story.&#8221; And, well&#8230; that&#8217;s all there is to know so far, other than the fact that EA have signed on to publish it. </p>
<p>You can <a href="https://www.waystonegames.com/betaSignup/intro" title="Dawngate" target="_blank">hit up the official site</a> to sign up for beta, or perhaps mine meticulously through the source code for clues. With EA on board though, I should think we&#8217;ll be hearing more about this next month at E3. Stay tuned.</p>
<p class="small"><b>Source:</b> <a href="http://www.bluesnews.com/s/141734/dawngate-ea_s-moba-game-revealed" title="Blue's News" target="_blank">Blue&#8217;s News</a></p>
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		<slash:comments>8</slash:comments>
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		<title>DARK releases new trailer showing off vampire powers, gameplay</title>
		<link>http://games.on.net/2013/05/dark-releases-new-trailer-showing-off-vampire-powers-gameplay/</link>
		<comments>http://games.on.net/2013/05/dark-releases-new-trailer-showing-off-vampire-powers-gameplay/#comments</comments>
		<pubDate>Thu, 16 May 2013 06:14:21 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[Dark]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22409</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/dark.jpg" class="attachment-feature wp-post-image" alt="DARK releases new trailer showing off vampire powers, gameplay" title="DARK releases new trailer showing off vampire powers, gameplay" style="clear:both;" /><br />It&#8217;s been a while since we&#8217;ve seen anything about DARK, the vampire stealth game &#8212; perhaps it&#8217;s been quietly recovering its strength in a casket of native soil. In any case, there&#8217;s a new trailer out that shows off the various skills in the game, which you can see below. It&#8217;s a somewhat underwhelming bit [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/dark.jpg" class="attachment-feature wp-post-image" alt="DARK releases new trailer showing off vampire powers, gameplay" title="DARK releases new trailer showing off vampire powers, gameplay" style="clear:both;" /><br /><p>It&#8217;s been a while since we&#8217;ve seen anything about <em>DARK</em>, the vampire stealth game &#8212; perhaps it&#8217;s been quietly recovering its strength in a casket of native soil. In any case, there&#8217;s a new trailer out that shows off the various skills in the game, which you can see below. It&#8217;s a somewhat underwhelming bit of gameplay video and doesn&#8217;t seem to look as good as early-released screenshots, which doesn&#8217;t bode well for its upcoming PC release in the next few months. We&#8217;ll just have to wait and see what happens.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/AZIHT9cqdT8?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
<p class="small"><b>Source:</b> <a href="http://www.bluesnews.com/s/141706/dark-trailer" title="Blues News" target="_blank">Blue&#8217;s News</a></p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>Metro: Last Light developers worked in gruelling conditions, lost power for days</title>
		<link>http://games.on.net/2013/05/metro-last-light-developers-worked-in-gruelling-conditions-lost-power-for-days/</link>
		<comments>http://games.on.net/2013/05/metro-last-light-developers-worked-in-gruelling-conditions-lost-power-for-days/#comments</comments>
		<pubDate>Thu, 16 May 2013 05:51:59 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[metro: last light]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22406</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/04/metrolastlight.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light developers worked in gruelling conditions, lost power for days" title="Metro: Last Light developers worked in gruelling conditions, lost power for days" style="clear:both;" /><br />Former THQ boss Jason Rubin has revealed that 4A Games worked in gruelling conditions to finish Metro: Last Light, including being packed together on folding wedding chairs and with power and heat going off for days at a time. &#8220;4A&#8217;s staff sat on folding wedding chairs, literally elbow to elbow at card tables in what [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/04/metrolastlight.jpg" class="attachment-feature wp-post-image" alt="Metro: Last Light developers worked in gruelling conditions, lost power for days" title="Metro: Last Light developers worked in gruelling conditions, lost power for days" style="clear:both;" /><br /><p>Former THQ boss Jason Rubin has revealed that 4A Games worked in gruelling conditions to finish Metro: Last Light, including being packed together on folding wedding chairs and with power and heat going off for days at a time.</p>
<p>&#8220;4A&#8217;s staff sat on folding wedding chairs, literally elbow to elbow at card tables in what looks more like a packed grade school cafeteria than a development studio,&#8221; writes Rubin in a revealing post on <a href="http://www.gamesindustry.biz/articles/2013-05-15-jason-rubin-metro-last-light-is-the-triumph-of-an-underdog" title="GamesIndustry International" target="_blank">GamesIndustry International</a>.</p>
<p>Rubin explained that power and heat were unreliable, with 4A staff working &#8220;in their parkas and struggling to keep their fingers warm in temperatures well below freezing&#8221;. The team also apparently had to deal with constant corruption, with Rubin saying that &#8220;When 4A needed another dev kit, or high-end PC, or whatever, someone from 4A had to fly to the States and sneak it back to the Ukraine in a backpack lest it be &#8216;seized&#8217; at the border by thieving customs officials.&#8221;</p>
<p>The whole blog post is very eye-opening and worth a read, so check it out.</p>
<p class="small"><b>Source:</b> <a href="http://www.gamesindustry.biz/articles/2013-05-15-jason-rubin-metro-last-light-is-the-triumph-of-an-underdog" title="GamesIndustry International" target="_blank">GamesIndustry International</a></p>
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		<slash:comments>22</slash:comments>
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		<title>GRID 2 will have 82 tracks in total, get the full list here</title>
		<link>http://games.on.net/2013/05/grid-2-will-have-82-tracks-in-total-get-the-full-list-here/</link>
		<comments>http://games.on.net/2013/05/grid-2-will-have-82-tracks-in-total-get-the-full-list-here/#comments</comments>
		<pubDate>Thu, 16 May 2013 05:19:51 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[GRID 2]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22403</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2012/08/grid21.jpg" class="attachment-feature wp-post-image" alt="GRID 2 will have 82 tracks in total, get the full list here" title="GRID 2 will have 82 tracks in total, get the full list here" style="clear:both;" /><br />Codemasters have released the full track listing for the upcoming GRID 2, which launches on May 30. There are 82 tracks in total, although this list includes the pre-order bonus tracks that not everybody will (immediately) have access to. Still, it&#8217;s an impressive figure and when you consider the LiveRoutes system that changes the tracks [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2012/08/grid21.jpg" class="attachment-feature wp-post-image" alt="GRID 2 will have 82 tracks in total, get the full list here" title="GRID 2 will have 82 tracks in total, get the full list here" style="clear:both;" /><br /><p>Codemasters have released the full track listing for the upcoming <em>GRID 2</em>, which launches on May 30. There are 82 tracks in total, although this list includes the pre-order bonus tracks that not everybody will (immediately) have access to. Still, it&#8217;s an impressive figure and when you consider the LiveRoutes system that <a href="http://games.on.net/2013/05/grid-2-talks-up-their-new-liveroutes-system-will-randomise-your-driving-experience/" title="GRID 2 explains LiveRoutes system">changes the tracks as you drive</a>, should make for some good replayability.</p>
<p>Also just released is this new trailer for the game, which shows off the tracks in the Asian region. Take a look.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/5MIDkgKm9sQ?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
<p>Check out the track listing below.</p>
<p><span id="more-22403"></span></p>
<ol>
<li>Al Sufouh Strip, Dubai [Day &#038; Night]</li>
<li>Ap Lei Chau, Hong Kong [Sunset]</li>
<li>Arc De Triomphe, Paris [Day &#038; Night]</li>
<li>Art Deco Loop, Miami [Sunset]</li>
<li>Avenue De New-York, Paris [Day &#038; Night]</li>
<li>Big Sur, California [Day &#038; Night]</li>
<li>Bixby Pass, California [Day &#038; Night]</li>
<li>Cabrillo Highway, Cote d’Azur [Sunset]</li>
<li>Causeway Approach, Miami [Day &#038; Night]</li>
<li>Championship Circuit, Yas Marina [Day (Pre-order) &#038; Night]</li>
<li>Champs Elysees, Paris [Sunset]</li>
<li>Circuit De La Seine, Paris [Day &#038; Night]</li>
<li>Club Circuit, Algarve [Day]</li>
<li>Collins Park Ring, Miami [Day &#038; Night]</li>
<li>Columbus Bay, Barcelona [Sunset]</li>
<li>Columbus Pass, Barcelona [Day &#038; Night]</li>
<li>Downtown Speedway, Miami [Day &#038; Night]</li>
<li>Fountain Loop, Barcelona [Sunset]</li>
<li>GP Circuit (Pre-order), Brands Hatch [Day]</li>
<li>GP Circuit, Algarve [Day]</li>
<li>GP Circuit, Indianapolis [Day]</li>
<li>GP Circuit, Red Bull Ring [Day]</li>
<li>GP Circuit, Yas Marina [Day (Pre-order) &#038; Night]</li>
<li>GP Circuit Reversed (Pre-order) , Brands Hatch [Day]</li>
<li>GP Circuit Reversed, Red Bull Ring [Day]</li>
<li>Gulf Approach, Dubai [Day &#038; Night]
	</li>
<li>Hattan Way, Dubai [Sunset]</li>
<li>High Street, Barcelona [Day &#038; Night]</li>
<li>Indy Circuit, Brands Hatch [Day]</li>
<li>Indy Circuit Reversed, Brands Hatch [Day]</li>
<li>Infield Circuit, Indianapolis [Day]</li>
<li>International Circuit, Yas Marina [Day (Pre-order) &#038; Night]</li>
<li>Jumeirah Beach, Dubai [Day &#038; Night]</li>
<li>Kowloon Climb, Hong Kong [Day &#038; Night]</li>
<li>La Turbie, Cote d’Azur [Day &#038; Night]</li>
<li>Lake Shore Point, Chicago [Day &#038; Night]</li>
<li>Le Trocadero, Paris [Sunset]</li>
<li>Leopolda, Cote d’Azur [Day &#038; Night]</li>
<li>LiveRoutes, Barcelona [Day]</li>
<li>LiveRoutes, Chicago [Day]</li>
<li>LiveRoutes, Dubai [Day]</li>
<li>LiveRoutes, Miami [Day]</li>
<li>LiveRoutes, Paris [Day]</li>
<li>Magazine Gap, Hong Kong [Day &#038; Night]</li>
<li>Marina City, Chicago [Sunset]</li>
<li>Marine Gate, Barcelona [Day &#038; Night]</li>
<li>Memorial Gate, Barcelona [Day &#038; Night]</li>
<li>Mizu Mountain, Okutama [Day &#038; Night]</li>
<li>Nakheel Vista, Dubai [Day &#038; Night]</li>
<li>National Circuit, Algarve [Day]</li>
<li>North Circuit, Indianapolis [Pre-Order Bonus] [Day]</li>
<li>North Circuit, Red Bull Ring [Day]</li>
<li>North Circuit Reversed, Red Bull Ring [Day]</li>
<li>Ocean Drive, Miami [Sunset]
	</li>
<li>Orra Quay Loop, Dubai [Sunset]</li>
<li>Oval Circuit, Indianapolis [Pre-Order Bonus] [Day]</li>
<li>Pacific Way, California [Sunset]</li>
<li>Paddock Circuit, Yas Marina [Day (Pre-order) &#038; Night]</li>
<li>Peak Road Descent, Hong Kong [Day &#038; Night]</li>
<li>Pebble Beach Drive, California [Day &#038; Night]</li>
<li>Pok Fu Lam, Hong Kong [Sunset]</li>
<li>Pont De L’alma, Paris [Day &#038; Night]</li>
<li>Redwood Approach, California [Day &#038; Night]</li>
<li>Riverside, Chicago [Sunset]</li>
<li>Route De Corniche, Cote d’Azur [Sunset]</li>
<li>Route d’Azur, Cote d’Azur [Day &#038; Night]</li>
<li>Saint-Laurent, Cote d’Azur [Day &#038; Night]</li>
<li>Sakura Pass, Okutama [Sunset]</li>
<li>Shinto Shrine, Okutama [Day &#038; Night]</li>
<li>South Circuit, Red Bull Ring [Day]</li>
<li>South Circuit, Yas Marina [Day (Pre-order) &#038; Night]</li>
<li>South Circuit Reversed, Red Bull Ring [Day]</li>
<li>South Point Bay, Miami [Day / Night]</li>
<li>Sport Circuit, Algarve [Day]</li>
<li>Sport Circuit , Indianapolis [Day]</li>
<li>Tatsu Valley, Okutama [Day &#038; Night]</li>
<li>Tenshi Way, Okutama [Day &#038; Night]</li>
<li>The Loop, Chicago [Day &#038; Night]</li>
<li>Torii Rush, Okutama [Sunset]</li>
<li>Underpass Ring, Chicago [Day &#038; Night]</li>
<li>Wabash Run, Chicago [Day &#038; Night]</li>
<li>Wan Chai Gap, Hong Kong [Day &#038; Night]</li>
</ol>
<p class="small"><b>Source:</b> <a href="http://www.vg247.com/2013/05/15/grid-2-track-list-confirmed-and-its-rather-large/" title="VG247" target="_blank">VG247</a></p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>EA dropping online passes from all future titles</title>
		<link>http://games.on.net/2013/05/ea-dropping-online-passes-from-all-future-titles/</link>
		<comments>http://games.on.net/2013/05/ea-dropping-online-passes-from-all-future-titles/#comments</comments>
		<pubDate>Thu, 16 May 2013 04:35:26 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ea]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22400</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/04/ealogo.jpg" class="attachment-feature wp-post-image" alt="EA dropping online passes from all future titles" title="EA dropping online passes from all future titles" style="clear:both;" /><br />EA have announced that they will no longer be moving forward with the online pass system, despite being one of the most ardent supporters of the idea. Why? Well, because you demanded it. &#8220;None of our new EA titles will include that feature,” said EA&#8217;s John Reseburg in an interviee with VentureBeat. “Initially launched as [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/04/ealogo.jpg" class="attachment-feature wp-post-image" alt="EA dropping online passes from all future titles" title="EA dropping online passes from all future titles" style="clear:both;" /><br /><p>EA have announced that they will no longer be moving forward with the online pass system, despite being one of the most ardent supporters of the idea. Why? Well, because you demanded it.</p>
<p>&#8220;None of our new EA titles will include that feature,” said EA&#8217;s John Reseburg in an interviee with <a href="http://venturebeat.com/2013/05/15/ea-kills-its-controversial-online-pass-program/#rGKlmxfwC1h8B0KH.02" title="VentureBeat" target="_blank">VentureBeat</a>.</p>
<p>“Initially launched as an effort to package a full menu of online content and services, many players didn’t respond to the format. We’ve listened to the feedback and decided to do away with it moving forward.&#8221;</p>
<p>However, Reseburg did emphasise that EA was “still committed to creating content and services that enhance the game experience well beyond the day you first start playing,&#8221; which presumably means multiplayer, DLC and other various add-on components.</p>
<p class="small"><b>Source:</b> <a href="http://venturebeat.com/2013/05/15/ea-kills-its-controversial-online-pass-program/#rGKlmxfwC1h8B0KH.02" title="VentureBeat" target="_blank">VentureBeat</a> (Thanks, Stefan)</p>
]]></content:encoded>
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		<slash:comments>43</slash:comments>
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		<title>Oculus Rift Interview, Part 2: Nate Mitchell talks resolution improvements, sim sickness, and gaming</title>
		<link>http://games.on.net/2013/05/oculus-rift-interview-part-2-nate-mitchell-talks-resolution-improvements-sim-sickness-and-gaming/</link>
		<comments>http://games.on.net/2013/05/oculus-rift-interview-part-2-nate-mitchell-talks-resolution-improvements-sim-sickness-and-gaming/#comments</comments>
		<pubDate>Thu, 16 May 2013 04:15:33 +0000</pubDate>
		<dc:creator>Bennett Ring</dc:creator>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Promoted]]></category>
		<category><![CDATA[Nate Mitchell]]></category>
		<category><![CDATA[oculus rift]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22388</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/oculus2-1.jpg" class="attachment-feature wp-post-image" alt="Oculus Rift Interview, Part 2: Nate Mitchell talks resolution improvements, sim sickness, and gaming" title="Oculus Rift Interview, Part 2: Nate Mitchell talks resolution improvements, sim sickness, and gaming" style="clear:both;" /><br />In part two of our interview with Nate Mitchell, VP of Product at Oculus Rift, we discuss upcoming resolution improvements to bring the tech into HD, how the reaction has been from both indie and major developers, and how they're dealing with simulation sickness issues.]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/oculus2-1.jpg" class="attachment-feature wp-post-image" alt="Oculus Rift Interview, Part 2: Nate Mitchell talks resolution improvements, sim sickness, and gaming" title="Oculus Rift Interview, Part 2: Nate Mitchell talks resolution improvements, sim sickness, and gaming" style="clear:both;" /><br /><p><em>In part two of our interview with Nate Mitchell, VP of Product at Oculus Rift, we discuss upcoming resolution improvements to bring the tech into HD, how the reaction has been from both indie and major developers, and how they&#8217;re dealing with simulation sickness issues.</em></p>
<p><em>Catch up with <a href="http://games.on.net/2013/05/oculus-rift-interview-part-1-nate-mitchell-on-launch-plans-upcoming-improvements-and-the-power-of-the-ps4/" title="Oculus Rift Interview, part 1">part one of our massive Oculus Rift interview here</a>.</em></p>
<p><b>GON: </b>You’ve mentioned that you’re focusing on one single kind of Rift for the consumer launch. Can you explain the reasoning behind that? Some might argue that there’s another niche of older, cashed-up hardcore gamers who would be happy to pay two grand for a really high-end version, on top of the consumer version? Isn’t it just a software issue, as the biggest difference would probably be resolution?</p>
<p><b>Nate Mitchell: </b>There’s two main reasons. One is that we want game developers to only have to target one version. We want them to be able to say ‘ok this build of the game runs at 60 frames per second, at this one resolution, and it’s perfect for the Rift’. Having that is crucial for game developers; they don’t like developing for multiple specs. That’s one of the biggest problems with gaming on the PC, it’s so fragmented that there are all sorts of weird problems. That’s part of the beauty of the iPhone, the consoles – they’re single hardware specs.</p>
<p><b>GON: </b>But PC devs are used to developing games that support multiple resolutions?</p>
<p><b>Nate Mitchell: </b>That’s true, but the second point I want to make is that we haven’t sorted out all of the details there. There’s the whole question of how does the form factor of the Rift change with different LCD panels. There’s an incredibly amount of hardware decision making that goes into the Rift design using the panel that we use. It’s not like we can use the same exact panel, but at higher resolution. It’d require a full redesign from the ground up to go with a different panel. So for right now we need to stay laser focused on shipping one design, one Rift. In the future, if we turn into a billion dollar company manufacturing our own displays, I’d be happy to offer a deluxe version of the Rift with a higher def screen and all the bells and whistles, but these screens cost millions of dollars to develop. It’s out of our scope right now, we’re very much piggybacking off all of the display manufacturers, using their technology for our product.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/oculus2-2.jpg" /></p>
<p><b>GON: </b>Do you think Oculus will ever develop and release input devices for VR, or are you  always going to stick entirely with the HMD?</p>
<p><b>Nate Mitchell: </b>We are incredibly interested in human-computer interaction. There’s a couple of our guys here that focus all their R&amp;D on researching and evaluating what the best input device for VR is. The dream, when you imagine VR, is being able to look down and see your hands, see your fingers and interact with the world as you would naturally. We’re not necessarily there today but there is Microsoft’s Kinect, and the Leap Motion, and a number of other companies in that space doing some incredibly interesting things. We really believe that the future of VR gaming as a platform will go in that direction. So the short answer is no comment at this time, the long answer is it’s a super-interesting topic and we’re constantly researching it.</p>
<p><b>GON: </b>Is input a harder challenge than the headset challenge?</p>
<p><b>Nate Mitchell: </b>I wouldn’t say it’s harder – I would say it’s different.</p>
<p><b>GON: </b>On to the subject of simulator sickness, what are you doing to minimise this?</p>
<p><b>Nate Mitchell: </b>Man, that could be a whole interview by itself. It’s impossible to talk about all of it. For the most part, we need a couple of things. We need positional tracking, that’s a major potential factor right now as we don’t have it yet. From there we’re going to continue to improve the SDK, adding things like hopefully positional tracking, more predictive tracking, head and neck modelling, all those tiny features make a huge difference. The final step is the content. We’re working with game developers endlessly – a huge portion of my GDC talk was specifically dedicated to what devs can do to avoid simulator sickness. We’re developing a best practices guide that outlines a bunch of this stuff. For example, right now, any positional tracking movements that you encourage in the game can create some sensory conflict. For example, having a lot of computer screens that look like the user is supposed to bend down to read. Also, moving the player backwards through space at high speeds seems to have a pretty negative effect on people. Taking away camera control for a cut-scene and removing head tracking is no good. Having the camera move in a way that isn’t related to head movement is a sure fire way of making someone feel simulator sick. </p>
<p>It’s a matter of educating developers – I was just talking to DICE yesterday and they’re super excited by the challenges. But they don’t see them as show stoppers, they see them as “how can we design the game to lend itself really well to VR”. We’ve already seen developers tap into this. The CCP guys developed EVR, this VIR space sim, and did this incredible job where they took all the things we’ve been talking about and applied them to their game. You’ll notice if you have a chance to play EVR – you can only move forward in space, all of the cut-scenes and UI are integrated into the game world, the player never loses control, there’s always head tracking. There’s even a great visual identity with the player’s body sitting in the cockpit. When you combine all that you get this really cohesive experience, and your brain says “wow, I’m really piloting a space ship”. It feels awesome.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/oculus2-3.jpg" /></p>
<p><b>GON: </b>Big budget developers are really risk averse – they’re spending hundreds of millions of dollars so have to be sure their game will sell. Rift is still going to be quite niche for at least the next five or so years, do you foresee that most of your software support will come from the indie market? Or is it that these big budget guys are so incredibly excited about VR, you know personally passionate about it, that we’ll see a Rift mode sneak into the bigger titles? You were just at Dice, is that what you saw?</p>
<p><b>Nate Mitchell: </b>It’s impossible to say. Let me just answer a couple of things that you said. First of all, we don’t believe that Rift is a niche product at all. In fact we believe that it has an incredible attractiveness to the mass market. It all depends on content. If you ship only Battlefield 3 on the Rift then yes, it’ll only attract the hardcore gamers. Which isn’t necessarily niche, but let’s say it is for argument’s sake. If you have Minecraft on the Rift, that’s a very different market segment that’s going to want to try Minecraft VR.</p>
<p>I certainly think that in the beginning, a lot of the excitement and new experiences will come straight from the indie community. We’re doing a lot to support the Indie community, with Unity integration, the SDK, and we’re going to continue to do what we can to make it as frictionless a platform as possible. Even if you’re not a developer, if you buy our dev kit you can develop <i>something</i>, share that with people and get involved with the magic of VR.</p>
<p>I think what you said though is absolutely true, the reason that Hawken is coming to Rift is that we walked in and showed them the Rift and they were like “Wow, you’ve done it – how can we use this with Hawken, this will be so cool”. We hear that over and over and over. Take John Carmack – John wasn’t thinking there’s money to be made in VR, he was thinking “this is incredible, I want to step inside Doom”. What we hope is there’s a couple of Rift evangelists at every company that push for, even unofficial, Rift integration. That’s all we need.</p>
<p><img src="http://gon.cdn.on.net/uploads/2013/05/oculus2-4.jpg" /></p>
<p><b>GON: </b>Anything else you’d like to add? <b> </b></p>
<p><b>Nate Mitchell: </b>Yeah, what do you think of the Dev kit?</p>
<p><b>GON: </b>I’m a graphics whore by nature, and have tested a lot of VR headsets. It’s definitely the best I’ve seen by far, but resolution is a huge issue. Today’s games are so detailed due to HD screens, and all that detail gets lost in the low resolution panel. So games with simpler, sparser environments tend to look better. I’m not even sure 1080p will be enough – the immersion comes at the cost of clarity. It’ll be interesting to see if people find that trade off acceptable. I also found scale in games rather strange – proportions of landscapes and objects that look fine in 2D suddenly look really fake in 3D. So devs will need to start using more realistic scales and proportions.</p>
<p><b>Nate Mitchell: </b>I promise you that we’ll be fixing that (resolution) in the near future. We’re also working with more developers so there should be more made-for-VR stuff in the near future. Two quick points. One is that Vireio Perception is not the way it’s meant to be used. We’re not against it, but we do stress that driver-based VR is not the best experience. Also, give us the benefit of the doubt – this first version is a tool for developers. When we do, if we do, show a higher resolution display, I’d be really excited to hear your thoughts. I think you will be impressed.</p>
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		<title>Sanctum 2 launches today, DLC season pass also available</title>
		<link>http://games.on.net/2013/05/sanctum-2-launches-today-dlc-season-pass-also-available/</link>
		<comments>http://games.on.net/2013/05/sanctum-2-launches-today-dlc-season-pass-also-available/#comments</comments>
		<pubDate>Thu, 16 May 2013 02:36:02 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[sanctum 2]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22384</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/sanctum2.jpg" class="attachment-feature wp-post-image" alt="Sanctum 2 launches today, DLC season pass also available" title="Sanctum 2 launches today, DLC season pass also available" style="clear:both;" /><br />Coffee Stain Studios have announced that Sanctum 2, the sequel to the original FPS/TD mashup, has now launched on Steam. Priced at $14.99, the developers are promising a sequel rebuilt from the ground up with new towers, new enemies, and more customisation and loadout options than ever before. A new progression system and four character [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/sanctum2.jpg" class="attachment-feature wp-post-image" alt="Sanctum 2 launches today, DLC season pass also available" title="Sanctum 2 launches today, DLC season pass also available" style="clear:both;" /><br /><p>Coffee Stain Studios have announced that <em>Sanctum 2</em>, the sequel to the original FPS/TD mashup, has now <a href="http://store.steampowered.com/app/210770/" title="Sanctum 2 on Steam" target="_blank">launched on Steam</a>. Priced at $14.99, the developers are promising a sequel rebuilt from the ground up with new towers, new enemies, and more customisation and loadout options than ever before. </p>
<p>A new progression system and four character classes help round out the new features &#8212; but interestingly there&#8217;s <a href="http://store.steampowered.com/app/237190/" title="Sanctum 2 DLC pass" target="_blank">also a DLC season pass</a>, something usually reserved for AAA publishers. For $11.99, it offers access to four DLC packs for the price of three, with all content set to be available by February 2014. Still, as an enormous fan of the original I can&#8217;t wait to check this one out.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/4pyicL42F7o?rel=0" frameborder="0" allowfullscreen></iframe></center></p>
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		<title>Ubisoft suspends work on Assassin&#8217;s Creed creator&#8217;s new game</title>
		<link>http://games.on.net/2013/05/ubisoft-suspends-work-on-assassins-creed-creators-new-game/</link>
		<comments>http://games.on.net/2013/05/ubisoft-suspends-work-on-assassins-creed-creators-new-game/#comments</comments>
		<pubDate>Thu, 16 May 2013 02:17:11 +0000</pubDate>
		<dc:creator>Tim Colwill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://games.on.net/?p=22370</guid>
		<description><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/patricccce.jpg" class="attachment-feature wp-post-image" alt="Ubisoft suspends work on Assassin&#8217;s Creed creator&#8217;s new game" title="Ubisoft suspends work on Assassin&#8217;s Creed creator&#8217;s new game" style="clear:both;" /><br />Following the surprise announcement last week that Ubisoft had unceremoniously and quietly fired Patrice Desilets, the man who created Assassin&#8217;s Creed, they&#8217;ve now confirmed that work on the title he was heading up has been suspended. During the company&#8217;s 2013 investor earnings call, CEO Yves Guillemont claimed that they had &#8220;suspended Project 1666 for an [...]]]></description>
				<content:encoded><![CDATA[<img width="580" height="300" src="http://gon.cdn.on.net/uploads/2013/05/patricccce.jpg" class="attachment-feature wp-post-image" alt="Ubisoft suspends work on Assassin&#8217;s Creed creator&#8217;s new game" title="Ubisoft suspends work on Assassin&#8217;s Creed creator&#8217;s new game" style="clear:both;" /><br /><p>Following the surprise announcement last week that Ubisoft had unceremoniously and quietly <a href="http://games.on.net/2013/05/assassins-creed-creator-claims-ubisoft-fired-him-will-fight-vigorously/" title="Ubisoft fires Assassin's Creed creator">fired Patrice Desilets</a>, the man who created <em>Assassin&#8217;s Creed</em>, they&#8217;ve now confirmed that work on the title he was heading up has been suspended.</p>
<p>During the company&#8217;s 2013 investor earnings call, CEO Yves Guillemont claimed that they had &#8220;suspended Project 1666 for an undisclosed period of time&#8221;. Guillemont also noted that &#8220;After more than two months of discussions with Patrice, we couldn’t align our visions both on the project development and team management.&#8221;</p>
<p>&#8220;Consequently, our collaboration has ended.&#8221;</p>
<p>Project 1666 was in development at THQ Montreal, which was acquired by Ubisoft in January (along with Desilets).</p>
<p class="small"><b>Source:</b> <a href="http://au.ign.com/articles/2013/05/15/ubisoft-suspends-1666" title="IGN" target="_blank">IGN</a></p>
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