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Most players are too busy blasting zombies and defending their gardens to notice, but Plants Vs. Zombies has a few cool Zelda related easter eggs for observant fans.
The find comes courtesy of StrangeLuv, a YouTube channel dedicated to random gaming goodness. The first easter egg is a giant red boat located on the Driftwood Gardens and Graveyards map. You may have to sneak into enemy territory to see it, but emblazoned along the side of the boat in the marina is "The King of Red Dandelions." This is of course a nice reference Link's boat "The King of Red Lions" in The Legend of Zelda: The Wind Waker.
While that is cool enough, another Wind Waker easter egg can be seen from the same spot. It may not be immediately recognizable, but off in the distance is an island silhouette that should be familiar to Wind Waker fans — Outset Island, the island where Link begins his journey in Wind Waker. This will most likely be the only time the Legend of Zelda appears in some shape or form on a Microsoft console, so go ahead and enjoy it.
(Please visit the site to view this media)
[Source: StrangeLuv via Kotaku]
Skyrim fans with money to spare, rejoice! Game Heads announced a new collectible in its second line of The Elder Scrolls Shrine Series.
The new collectible is none of than the Shrine of Azura from The Elder Scrolls V: Skyrim. It has Azura standing atop the game's infamous snowy mountains, and Gaming Head worked with the official in-game assets to get it just right.
Few statues are available and it costs a pretty penny: $209.99. Game Heads says statue be available at some point this fall or winter. You can get a better look at the product at the company's website.
Sony has announced that over 7 million PlayStation 4 units have been sold since the console first launched on November 15, 2013. Software sales are beyond 20.5 million units, putting average attach rate at almost three games per console owner.
The news comes on the eve of the March NPD report, which will likely include Titanfall, Infamous: Second Son (over 1 million sold in the first nine days), Dark Souls II, and Diablo 3: Reaper of Souls. Sony announced that it had crossed the 6 million threshold at the start of March.
[Source: PlayStation Blog]
Our TakeSony’s success has surpassed the expectations of top executives, and the company is still working to keep up with demand. We’re interested to see what Microsoft has to say tomorrow, especially with Titanfall likely to have moved a number of consoles.
April’s second Xbox Live Games with Gold title is available starting today. You can pick up Tequila Works’ Deadlight right now.
Deadlight is a 2.5D platformer set in a world overrun by zombies. Not sure if it’s worth your time? Check out our review (we liked it).
It’s the moment you’ve been waiting for. Blizzard’s free-to-play, Warcraft-themed card game, Hearthstone, is now available on iPad.
Blizzard soft launched the game in Canada, New Zealand, and Australia at the beginning of April. As we predicted then, it wouldn’t be too long before the game was pushed out to the rest of the world.
You can download Hearthstone for iPad here. You can also read our review for more information. If that’s not enough, you might be interested to read up on the single-player campaign that will be coming soon to the game. An Android version will be coming later this year.
Our TakeI predict productivity to dive now that Hearthstone is out on iPad. I am very much looking forward to testing the touch interface, as I’m far more likely to play the game on my tablet than on PC.
It would have been easy for Irrational Games writers to fake some of the storytelling in BioShock Infinite’s second Burial at Sea episode. There are moments when Elizabeth quickly solves a hidden code puzzle with a quick animation. The code is quite real and someone has solved it for themselves.
This post on Reddit was brought to our attention by former Irrational writer Drew Holmes via Twitter. “For any writer that thinks you can just make s*** up and nobody will notice... (Glad I did my homework!)” he writes.
The Reddit user who goes by the name “UpgradeTech” has posted a lengthy description of how the cypher works. It uses the periodic table to convert the symbols into their atomic numbers. After that, you need to apply a Vignère cypher.
This method changes the substitution for each letter in a coded phrase as determined by a repeating keyword. In this case, Suchong just couldn’t help but use his own name.
This is a smart bit of sleuthing. It also shows that writers will get found out if they are faking it or taking the time to do the research. For more on Burial at Sea Episode 2, check out our review.
Sucker Punch’s promised photo mode for Infamous: Second Son will be released on April 17. In a new tutorial, you can learn about the tools you’ll have at your disposal to take the prettiest pictures of Seattle.
In addition to photo mode, players will now have the chance to cap frame rate at 30. This won’t lock things at that number, it will just prevent them from exceeding it. You may still see the occasional dropped frame.
There are some fixes for minor crashes, a new tweak that will pause the game if the controller gets disconnected, and one interesting convenience feature we’d like to see implemented in other games. If you choose the “expert” difficulty, you’re notified right away if you’re eligible for the “Unstoppable” trophy.
For more on Infamous: Second Son, check out our review.
Many will be making the pilgrimage to Alamogordo, New Mexico on April 26 to be a part of a film documenting the unearthing of one of gaming's greatest legends. Rumor has it that the fabled "Atari landfill" contains thousands of unsold copies of the E.T. Atari 2600 video game. Among the attendees will be gamer and author Ernest Cline. In his time-machine.
Cline is most well-known for writing video game science-fiction novel Ready Player One, but he also wrote the film Fanboys. In a blog post on his personal site, he declares himself a giant E.T. fan. When the now infamous E.T. game released in 1982, Cline said he loved it. It was only later when the internet came about that he learned many had dubbed it "the worst game of all time." Cline doesn't agree, and will be traveling to the dig site to take part in history.
The post (which you can read in full here) also serves as a great primer on the history and myth surrounding the event. Local newspaper clippings from 1983 clearly show damaged and decaying Atari cartridges at the landfill, but are they still there? And are there as many as the internet would have us believe? Rumors have swirled for decades that thousands of copies of the game are buried at the site, a telltale sign of the great game industry crash of 1983. We will see on April 26.
Cline will be bringing along signed copies of his book and other pop-culture merchandise to hide in town at the event, so if you plan on attending be sure to follow him on Twitter as he tweets out hints and clues.
As for the time machine, Cline will be traveling to Alamogordo in his DeLorean DMC-12 of Back To The Future fame, which is currently being borrowed by Game of Thrones author George R.R. Martin. If that doesn't sound like a fun road-trip, I don't know what does.
[Source: Ernie's Blog]
The Wolf Among Us: Episode 3 - A Crooked Mile launched last week, and boy, did it have some big choices to tackle. We thought it'd be fun to reflect with the community about what we chose and why.
Bigby really had his hands full in A Crooked Mile; between dealing with a funeral and a fleeing suspect, the guy never got a breather - even when he got injured. As always, seeing how we come to decisions and our gut reactions is one of the highlights of Telltale's games. So, we're curious what did you do and why?
Note: Spoilers ahead for Episode 3. Do not look if you haven't played.
Did you interrupt Snow's eulogy?
What place did you investigate first — The Trip Trap Bar, Crane's apartment, or Tweedle Dee or Dum's office?
If you encountered Fly Catcher, did you offer him a job?
Did you burn Greenleaf's tree?
Did you kill Tweedle Dum?
- I didn't interrupt Snow's eulogy because I didn't want to upset her or cause more trouble.
- I went to Crane's apartment first because I was worried that Bluebeard is in cahoots with Crane. I didn't want to give him the chance to tamper with evidence.
- I didn't encounter Flycatcher because I decided to go to Trip Trap after Crane's. I have a feeling I would have offered him a job.
- I couldn't bring myself to burn Greenleaf's tree, even though it's what Snow wanted. I also offered her a job. Snow was letting her emotions dictate this decision, and I wanted to be logical. Greenleaf could be an asset in the future. Plus, she's a witch. Do you really want to burn bridges and get on her bad side?
- I couldn't kill Tweedle Dum. Snows face said it all. She was horrified about seeing me "wolf out" and I felt if I went there, I'd never be able to redeem myself.
I looked at the PC version's stats to see which way the majority went and had some interesting takeaways. Some of the stats surprised me, like how many people actually killed Tweedle Dum. I expected Snow to have a great impact, where people wouldn't want to chance their relationship with her, but it turns out almost half of players on PC, 47.2 percent to be exact, killed Dum. Another choice that made me stop and think was burning Greenleaf's tree, especially since Snow as so adamant about it. But Snow didn't have a big impact on this choice like I expected either. The stats show that 81 percent left the tree alone.
Don't forget to share your choices and insight in the comments below!
Naughty Dog has detailed the third and final DLC bundle for The Last of Us via a post on the PlayStation Blog. The Grounded bundle includes new multiplayer maps, a new single player campaign difficulty level, weapons, and more.
The new Grounded mode increases the difficulty of The Last of Us’ single player campaign and rewards players with a trophy upon completion. By itself, the mode costs $4.99 but is free for those with a season pass.
The DLC bundle is also adding multiplayer content, including four new maps in the Reclaimed Territories pack. The blog post describes the new locations as, “familiar yet unfamiliar to players of the single-player campaign.” The locations include: a dockside area, the city of Boston, a coal mine, and a water tower. More details can be found on the blog post, and the bundle is available for $9.99.
Naughty Dog is also adding a weapon bundle (available for $5.99), and two survival skills bundles (available for $3.99 each). Everyone with a copy of The Last of Us is receiving a free gun – a fully automatic rifle – for use in the multiplayer mode.
Those who haven’t picked up The Last of Us season pass have until the week of May 13 to do so. The season pass is available for $19.99 and gives you the Grounded Bundle announced today, Abandoned Territories, Left Behind, and other DLC items released for The Last of Us. If you’d like to see the DLC before you buy, Naughty Dog is streaming content from the Grounded Bundle on Twitch April 24 at 12 p.m. Pacific Time.
The Last of Us: Remastered Edition was recently confirmed for PlayStation 4 release this summer and is upscaled to 1080p. Retail listings claim that previous DLC is included in the Remastered edition, though it is currently unknown if the Grounded bundle will be (we've inquired with Sony). Shortly after the confirmation, Naughty Dog released a trailer giving us a brief look at The Last of Us on PS4.
Update: The maps and grounded mode will be included in the Remastered edition. The weapons and skills will not be.
Our TakeNaughty Dog is packing quite a bit of content into the Last of Us between this and previous DLC bundles. The idea of a season pass has been a highly contentious issue with gamers, but the one for The Last of Us seems to be well worth the price for those who are interested in addition single and multiplayer content.
Sony’s most recently closed fiscal year (ended March 31, 2014) was a financially trying one for the company. In February, the company warned of a $1.1 billion loss for the period, which was followed by layoffs and closures in the United States and abroad (including the profitable games division).
Today, Sony Computer Entertainment, Inc. has announced it will sell all 9.52 million shares of Square-Enix stock it is currently holding. The deal was struck with brokerage firm SMBC Nikko Securities and will see a cash infusion of approximately ¥4.8 billion ($47.1 million).
The exact transfer price will be published on April 17. Sony will include the capital gains in its earnings projection for 2014, which will be announced on May 14 in conjunction with its full-year 2013 results.
[Source: Sony via Siliconera]
Our TakeThere are two sides to this transaction. Sony needs the cash, and this will help buoy the finances a bit. However, it could also be seen as a sign of no-confidence in the Final Fantasy publisher. That company has been struggling due to extremely large budgets that simply can’t be recuperated with sales (as evidenced by labeling strong sellers in 2013 as “underperformers.”)
The good news is that, internally, things might be getting back on track. Final Fantasy XIV has performed well, and Square-Enix has touted the success of Bravely Default in the west (though seemed surprised by sales). Square-Enix must get a handle on what regional audiences want.
The digital download version of Minecraft came out for the PlayStation 3 at the end of last year, and in a little bit the disc-based edition will be hitting brick-and-mortar stores.
The game will be on store shelves on May 16, and will include all the features in the Xbox 360 edition, including Update 14 (carrots on sticks for riding pigs, pumpkin pie, fixes, etc.).
Console Minecraft developers 4J Studios also say that work continues on the PS4 and Vita versions of the game, but an official release date has not been announced.
[Source: Official PlayStation Blog]
Our Take:It sounds anti-climactic, but Minecraft's reach is so deep and broad that it's no small thing to make it accessible for your average person – who likely isn't into downloading games.
Update: Ars Technica has updated its story to indicate that "hours played," a crucial statistic in determining usership, was introduced in March, 2009. This changes the percentage of unplayed games significantly.
The new data suggests that approximately 26.5 percent of purchased games are unplayed (down from the originally reported 36.9 percent). Ars Technica will be updating the relevant data more extensively, at which time we will update as well.
It has become a common phenomenon: Steam sales happen throughout the year, prices go down, and people open their wallets. But how many of those games are completely ignored and, possibly, never even downloaded? Over one-third.
In an extensive investigative study (which will continue to be updated), Ars Technica has created a mechanism to cull publicly available data about Steam usership. The data was collected over a two-month period prior to this first report, with off-record confirmation of sales statistics used to refine and provide confidence in the methodology.
The technology involves a three-day sample for any point of study, which includes approximately 250,000 randomly selected Steam user profiles. Ars Technica’s methodology has a purported .33 percent margin of error and applies the same overall approach as political polling to extrapolate the data.
Among the data gathered, the study indicates that 36.9 percent of purchased games have never been played at all. Another 17 percent have been played for less than one hour (just enough time to load it up and, maybe, get through a tutorial).
Ars Technica also shows that Valve’s free-to-play games, Dota 2 and Team Fortress 2, dominate the ownership pool (these are downloaded instances of the free games). Approximately 25.9 million players have downloaded Dota 2, with Team Fortress 2 crossing the 20 million mark. In fact, the top 10 spots are filled with Valve games.
The Ars Technica report is extensive, and includes more detail about playing habits, purchases, and ownership. You can read the entire story here.
[Source: Ars Technica]
Our TakeSales data is one of the most protected and coveted things in the gaming industry. Ars Technica’s work here reveals more about PC gaming habits on Steam (uPlay, Origin, GoG, and others aren’t included obviously), allowing us to get a better picture of the industry than we’ve ever had. Kudos are in order to the site and Kyle Orland for this.
Ted Timmins, who led development of Fable Heroes and Fable Anniversary, is leaving Lionhead Studios. He shared the news with fans on Twitter, but has not yet shared what he’ll be doing next.
“This was a really tough decision, as I’ve had such an amazing time here,” he writes. “There’s also something special that Fable 1 was the first game I was part of, and Fable Anniversary is my last.”
Timmins also thanked Lionhead founder Peter Molyneux for “establishing a company that would give a spotty 18 year old with no talent, qualifications a chance.” For our review of Fable Anniversary, which received an 8 out of 10, click here.
[Source: Ted Timmins on Twitter via Polygon]
Our TakeLionhead’s next project, Fable Legends, was just announced at Gamescom 2013. I expect we might see more of it at E3, but don’t hold out hope for a 2014 release.
Legends could also be a make-or-break title for the studio. Fable Anniversary received mixed response, and the last two games (Fable Heroes and Fable: The Journey) were stumbles. Fingers are tightly crossed for its success.
Halo composer Martin O’Donnell, who has been working on the score for Bungie’s upcoming persistent online shooter Destiny, has been let go from the developer. According to a statement made by O’Donnell he was terminated by the company on April 11 “without cause.”
O’Donnell took to Twitter to share the news. “I'm saddened to say that Bungie's board of directors terminated me without cause on April 11, 2014,” he writes.
Bungie has posted a statement in regard to O’Donnell’s termination, as well. “For more than a decade, Marty O’Donnell filled our worlds with unforgettable sounds and soundtracks, and left an indelible mark on our fans,” Bungie community manager David Dague writes. “Today, as friends, we say goodbye. We know that wherever his journey takes him, he will always have a bright and hopeful future. We wish him luck in all his future endeavors.”
O’Donnell joined Bungie in 2000, and is responsible for the music of all five Halo games produced by the studio. Prior to joining Bungie, O’Donnell worked on Bungie’s Oni, Myth, Myth 2, and the original Halo: Combat Evolved on a contract basis before being hired shortly after Bungie was purchased by Microsoft.
Destiny, which O’Donnell was working on at the time of his termination with frequent collaborator Michael Salvatori and Paul McCartney, is schedule for release on September 9, 2014. For more on Martin O'Donnell, read an in-depth interview from 2010 and an in-depth look at the music of Destiny from our January 2014 cover story.
[Source: Martin O’Donnell on Twitter, Bungie]
Our TakeTypically only top executives are terminated by a company’s board of directors, with other human resources issues handled by management instead of the governing body. There is more to this story that has yet to be revealed.
A new record has been set for speedrunning Half-Life by a group of talented, and devoted speedrunners completing the game – on hard – in 20 minutes and 41 seconds.
The group, which posted its run as quadrazid on YouTube, has been working on perfecting this speedrun since 2010. It breaks the previous record of 29 minutes and 41 seconds. You can check out the video below, which is hugely impressive even if you haven't played the original Half-Life. Accompanying the video is some background on the run, as well as the message, "This run has truly been an endurance test for everyone involved, and we're extremely happy to finally be able to share it with you."
The group broke apart the game into over 300,000 different sections and perfected the process of making it through each one as fast as possible. You can find a breakdown of each section in a giant spreadsheet by heading here, and even listen to step-by-step commentary on the run by heading here.
For our own Super Replay playthrough of Half-Life, which is pretty much the opposite of a speedrun, head here.
[Source: quadrazid on YouTube, via Eurogamer]
Our TakeI'll sometimes flirt with the idea trying to speedrun a game that I consider myself good at, but then I watch a speedrun video and realize that I am nowhere close to being talented enough to speedrun a game. This is a prime example of one of those videos.
EA has given word that Battlefield 4's Naval Strike DLC is now rolling out to non-Premium players. Is it worth enlisting?
The aquatic-themed DLC pack focuses on amphibious assaults, and contains four new maps set in the South China Sea. It also adds a new Carrier Assault game mode, which requires players to capture M-com stations to fire missiles at the opposition's aircraft carrier. Here's the original launch trailer for a better idea of what's included:
Battlefield 4 Premium members got first dibs on the new DLC, but a tweet from the official Battlefield twitter account says the content is now available for everyone on PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC.
While Premium owners picked up Naval Strike for free, regular users will have to pay $15 for the new content. Is it worth it? Here's a takeaway excerpt from Matt Bertz's hands-on impressions:
"As much as I like the Wave Breaker map, given the poor performance, quality of same-ness to many of the maps, and disappointing Carrier Assault mode, it's tough to recommend Naval Strike. "
You can read Bertz's full impressions of the new DLC here, along with his review of Battlefield 4.
Professional modder/mad scientist Ben Heck has a new
instructional video that details how to make your own foot pedals for PC
In the video below, Heck walks viewers through his technique
for creating a pair of two-stage foot pedals, which essentially gives players
four more buttons at their disposal without needing to take their hands off of
their WASD keys and mouse. First, Heck walks players through the required code
and electronic parts he's using. In the second half of the video, Heck builds
the actual pedals, using mostly 3D printed parts. He also gets a bit loopy and tries
his hand at some Chris Hemsworth and Arnold Schwarzenegger impersonations. At
the end of the video, Heck tests the new pedals in Titanfall.
For more of Ben Heck's insane inventions, read our interview
where he discusses his ultimate
combo gaming system.
[Source: The Ben Heck Show, Newark/Element
Valve has plans to give other developers access to its Steam workshop premium features. Currently, users can create and sell items for Dota 2 and Team Fortress 2, earning a part of the proceeds. Hidden Path CEO Jeff Pobst tells us that Defense Grid 2 will be using those options for user-generated maps when the game releases this fall.
We spoke with Pobst while demoing Defense Grid 2 at PAX East, during which he told us that Hidden Path will be one of the first developers to feature the option for creators. Hidden Path is building the game on a new engine that it originally developed for another company, though the game it was supposed to power never shipped.
The developer is putting that technology to use to give users an option to build their own maps and, if selected by Hidden Path, be placed in an online store for purchase by other users. Hidden Path will also be dropping items into players' Steam inventories as they play that will enhance damage and abilities for towers and can be traded or sold on the Steam marketplace.
"Our first step will be to learn from what Valve is doing already on TF2 and Dota2," Pobst says. "People who make levels will be able to submit them to workshop along with images, video of playing that level, audio or video descriptions of what makes that level fun, and text about that level. The additional info will be available for everyone to see on workshop to help get other players excited about the newly submitted content. Players can then go to the workshop page and up-vote levels that interest them and that calls out content to our attention."
Developer curation of user-generated content is becoming more common, with Rockstar giving some GTA Online jobs its stamp of approval as an example. Right now, Steam Workshops allow users to "subscribe" to content for free. Implementation of the new system would add another revenue stream for developers and reward those who are already making great community content.
"Once people start buying levels, we’ll get a better idea of what they themselves feel is worth their money by their purchase activity," Pobst explains. "Our goal will be to bring over levels that will be popular and that players will want to purchase. If a level plays in a way that is new or unique or of a quality that is similar to other levels that are selling, we’ll want to bring it over to the in-game store. And just like on TF2 or Dota2, players who make content will get a royalty on the sales of their content to other players.”
According to Hidden Path, Valve will be handling the royalties just as they do with Team Fortress 2 and Dota 2. Hidden Path already has the tools and plans to beta test the premium creation features when the game enters testing in a couple of months. For more on Defense Grid 2, read up on the game in our PAX East preview.
We've reached out to Valve for more information about the plans to implement these changes for developers. We'll update should we receive a response.
For more on Defense Grid 2, check out our preview from PAX East.
Our TakeTeam Fortress 2 and Dota 2 creators are making a lot of money right now. As of July 2013, creators had collectively earned over $10 million. Sony Online also has a successful program in its Player Studio. This is a brilliant move for Valve, as it's a new revenue stream; for developers, who extend the tail on their games because of new content; and for creators who will be able to monetize their hard work.
Starting in one week, you’ll be able to buy DLC for Call of Duty Ghosts that swaps out the normal multiplayer announcer for Snoop Dogg. No. This is not a late April Fools’ Day joke.
Activision commissioned the rapper to record his own voice work that replaces the standard overlay in multiplayer matches. It seems absurd. It is absurd.
And I can’t believe no one has ever done this before. Standalone GPS units have had custom voices for ages. This is the next logical step.
Give me a Sterling Archer, Bruce Campbell, or Nathan Fillion voice over and I’m there. You hear me, Activision? You will have my money.
There's an R. Lee Ermey voice pack planned, too. That seems pretty fantastic, if you'd like a drill instructor shouting you down every time you get killed. OK. I'll buy that one, too...
Snoop Dogg is coming to Xbox One and Xbox 360 on April 22 (other platform release dates coming soon). The voice packs are priced at $2.99.
Whether you believe that virtual reality is the next entertainment frontier or a passing fad, the recent flood of hardware prototypes has probably caught your attention. We spent a lot of our time at GDC testing head mounted displays (some good, some not so good). Oculus continues to be at the forefront of the movement.
Speaking with TechCrunch, Oculus says that it has sold 25,000 of the new “DK2” units, which feature head tracking and improved resolution and persistence. This is compared with 60,000 of the original kits that were shipped during the lifetime of that model.
Certainly some of these were purchased by enthusiasts who haven’t heeded Oculus’ oft-reiterated warning that these are not intended for consumers. However, a majority will undoubtedly be ending up in the hands of developers who will create software, which is the lifeblood of any hardware platform.
Oculus was recently purchased by Facebook in a deal worth $2 billion. The company has since been fulfilling its promise of intensified recruiting, poaching a number of talented individuals from Valve.
The Oculus headset and its competitors, including Sony’s Project Morpheus, have been tight-lipped about timing related to retail units. For more on virtual reality, Oculus, and the future of the medium, you can check out a feature in the May 2014 issue of Game Informer. You can also read a round-up of what we learned at GDC.
[Source: TechCrunch via Joystiq]
Our TakeThe devkit numbers might seem low against Xbox One and PlayStation 4 sales, but it’s important to remember that the head-mounted displays are not intended for consumers. They aren’t widely available, and there has been no promotion.
It’s unclear how large the potential early adopter market is for virtual reality, but that pump hasn’t been fully primed yet. Until Oculus (or a close competitor) announces a release date, we won’t be able to realistically gauge enthusiasm.
Over the weekend, Respawn announced the first $10 DLC for Titanfall. Today, game director Steve Fukuda has shared information on how the team will be updating the game between content drops.
Fukuda has broken down updates into three core categories. Minor tweaks and fixes, what Fukuda calls “tending the garden,” are where you’ll find weapon balance tweaks, challenge improvements, and minor scoring fixes (like the changes made to Hardpoint recently).
Convenience updates are small tweaks that make the game features a bit more user friendly. These include the upcoming ability to name custom loadouts and make weapon sets for different modes. You’ll also be able to filter challenges in different ways and review game scores in the lobby.
Infrastructure features include things like private matches (now in beta). You’ll also see elements related to competition, but Fukuda has only teased what this might entail.
There are new burn cards coming and the ability to put decals on your Titans (called “Nose Art”). There will also be new modes and variants. Outside of the paid map packs, all of these updates will be free. For more, visit our review of the Xbox One/PC versions and the Xbox 360 installment.
Our TakeBefore Titanfall’s launch, I identified the communication coming out of Respawn during the beta as one of the title’s strengths. This continues today with a level of openness we don’t always see from triple-A developers. The more players understand about where the game is going, the more likely they are to stick around and help foster a strong community.
Plants vs. Zombies Garden Warfare is receiving a free update today, adding new maps, characters, and an increased level cap all set in the Wild West.
"Zomboss Down" takes the war between garden plants and the deceased out West on the Cactus Canyon Graveyard and Garden maps. Dr. Zomboss's blimp has been shot from the sky and crash landed in the desert, leaving zombies stranded across the wasteland as they attempt to fight their way to the local golf course. New characters to play as include the Archeologist Zombie, Wrestling Star Zombie, the Law Pea and more.
More than 200 customization items have also been added to the game for players to acquire as they level up their characters from 20 to 30 thanks to the new level cap. You can check out our review of Plants vs. Zombies Garden Warfare here.
A highly detailed Mortal Kombat 9 statue of Baraka, manufactured by Pop Culture Shock, is available for pre-order soon. The collectible is available in two varieties: a standard statue and one exclusively sold through Pop Culture Shock.
Both editions of Baraka are 1:4 scale (17.5” tall) and are estimated to start shipping in the first quarter of 2015. The standard Baraka sells for $360, but for $10 more you can pick up the exclusive statue, which comes with an extra set of arms.
There are 350 and 200 statues being made for standard and exclusive editions, respectfully. Both include a certificate of authenticity.
Both statues have payment plans available, so you don’t have to put down all $370 or $360 at once, though if you pay in full you can receive a 12 percent discount for a limited time. Pre-orders for the Baraka collectibles starts April 21 at 3 p.m. Pacific time.
[Source: Pop Culture Shock via Toyark]