<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/">
  <channel>
    <title>S!K NAT!ON</title>
    <description>S!CK News</description>
    <generator>Zend_Feed_Writer 1.11.11 (http://framework.zend.com)</generator>
    <link>http://www.siknation.com/home/m/715520</link>
    <item>
      <title>CS:GO Beta Key Signup Survey Live!!</title>
      <pubDate>Wed, 22 Feb 2012 17:16:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/590786/m/715520</link>
      <guid>http://www.siknation.com/home/article/590786/m/715520</guid>
      <content:encoded><![CDATA[
                                
                                <p><img style="border: medium none;" alt="" title="" src="http://counterstrikego.com/wp-content/themes/projektstudios/includes/timthumb.php?w=600&amp;h=230&amp;q=100&amp;zc=1&amp;src=http://counterstrikego.com/wp-content/uploads/2011/09/csgo_baggage_01.jpg"><br></p><p>As of today the survey <a title="CS:GO Beta Expansion Underway + Updated!" href="http://counterstrikego.com/2012/02/csgo-beta-expansion-underway-updated/">Valve promised last week</a>
 has gone live.&nbsp; Filling out the survey through Steam acts as a 
"sign-up” form for the CS:GO beta and completing the survey will put you
 in line to get a CS:GO beta key from Valve.&nbsp; <a href="steam://takesurvey/2/">Click here to launch the survey from Steam</a>.&nbsp; Make sure Steam is running for the link to work correctly.</p>
<p>In addition to a hardware component that is identical to the familiar
 Steam Hardware Survey, there is a survey component as well asking for 
brief information about your experience with CS:GO, which Valve asks 
that you answer honestly as they are recruiting beta testers of all 
skill levels and levels of Counter-Strike experience.</p><p>Here’s the text of the <a href="http://blog.counter-strike.net/index.php/2012/02/survey/">blog post</a> about the survey on the official CS:GO site:</p>
<blockquote><p><span style="font-style: italic;">Last week we launched the Counter-Strike: Global 
Offensive Beta by giving 7,000 keys to current CSS and CS 1.6 players. 
Monday 2,000 keys went out to community sites around the world.</span></p>
<p><span style="font-style: italic;">Today we are opening up our <a href="steam://takesurvey/2/">online survey</a> to everyone. The next keys will be sent on the basis of this <a href="steam://takesurvey/2/">survey</a>. If you don’t fill it out, you won’t be getting a key.</span></p>
<p><span style="font-style: italic;">Over the coming months we will make selections from <a href="steam://takesurvey/2/">the survey</a>
 participants. Sometimes we might add experienced players, other times 
new players. Sometimes 1.6 players, sometimes CSS players, sometimes 
people who have played neither.</span></p>
<p><span style="font-style: italic;">There are no wrong answers to <a href="steam://takesurvey/2/">the survey</a> questions.</span></p>
<p><span style="font-style: italic;">Make sure to fill out <a href="steam://takesurvey/2/">the survey</a> today; next week we will make our first selection from <a href="steam://takesurvey/2/">the survey</a>.</span></p>
<p><span style="font-style: italic;">We will also continue to give gift keys to active CS:GO beta 
players to share with their friends. Earning these keys is easy, hit 
quick match and play CS:GO.</span></p>
<p><span style="font-style: italic;">Check back later this week for our analysis on the recoil change and a new update this Friday.</span></p>
<p><span style="font-style: italic;">In case you missed it – here is <a href="steam://takesurvey/2/">a link to the survey</a>.</span></p></blockquote>
<p>Additionally, we here at <span style="font-weight: bold;">CounterStrikeGO.com</span> have 
received a small number of beta keys to distribute ourselves, and we’ll 
be posting more information on that tomorrow and giving keys away on our
 Twitter (<a href="http://twitter.com/CounterStrikeGO">@CounterStrikeGO</a>) and on this website.&nbsp; Check back later for details.</p>
<p>Via <a href="http://counterstrikego.com/2012/02/csgo-beta-key-signup-survey-live/counter-strike.net/">Counter-Strike.net</a> (Official)</p>
<p></p><p><br></p>]]></content:encoded>
    </item>
    <item>
      <title>New Battlefield 3 weapon changes detailed</title>
      <pubDate>Tue, 21 Feb 2012 17:51:39 -0500</pubDate>
      <link>http://www.siknation.com/home/article/589096/m/715520</link>
      <guid>http://www.siknation.com/home/article/589096/m/715520</guid>
      <content:encoded><![CDATA[X-post from http://bf3blog.com/2012/02/new-battlefield-3-weapon-changes-detailed/<br><br>DICE is working on tweaking a lot of weapons in the next <a title="Battlefield 3 patch" href="http://bf3blog.com/tag/patch/">Battlefield 3 patch</a>, and we’ve now gotten some kind of idea what those changes will be. Battlefield 3 designer Alan Kertz (who supposedly<a href="http://bf3blog.com/2012/01/battlefield-3-gameplay-designer-alan-kertz-leaves-bf3-team/"> left the BF3 team</a>?)
 has released a weapons change list to the guys over at Symthic.com. The
 list shows that almost all weapons will get some sort of adjustment, 
both damage and accuracy wise. Here’s a roundup of the changes (you can 
see the full list <a href="http://symthic.com/f/viewtopic.php?f=3&amp;t=471">here</a>).<div class="entry">
<ul><li>All assault rifles get min damage raise from 17 to 18.4</li><li>All sniper rifles get "one hit” kill in distances under 15 meter</li><li>All bolt action sniper rifles will get min damage raise from 55 to 59, and max damage raise from 75 to 80.</li><li>Shotgun buckshot max damage from 20 to 12.5</li><li>Pump action shotgun frag rounds max damage from 60 to 67</li><li>Auto shotgun frag rounds min damage from 10 to 5 (not 100% certain)</li><li>SMGs and PDWs: all have increased min. damage</li><li>.44 magnum now has new "1.25x upper chest damage multiplier”</li><li>G18, M9, M93R pistols get recoil reductions</li><li>All LMGs get min damage increase (varies from weapon to weapon)</li></ul>
<p>Note that this is still&nbsp;preliminary&nbsp;data and that not all changes might make it into the final patch. We recently <a href="http://bf3blog.com/2012/02/no-battlefield-3-patch-in-february/">reported </a>that the patch that was originally scheduled for February has likely been pushed to March.</p>
</div>]]></content:encoded>
    </item>
    <item>
      <title>SH00TZYU DEBUTE TO REVIEWS</title>
      <pubDate>Tue, 14 Feb 2012 00:02:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/575396/m/715520</link>
      <guid>http://www.siknation.com/home/article/575396/m/715520</guid>
      <content:encoded><![CDATA[<p><img src="http://www.videogamesblogger.com/wp-content/uploads/2012/02/gotham-city-impostors-artwork.jpg" title="" alt="" style="border: medium none; width: 505px; height: 256px;" align="left"><br></p><!--[if gte mso 9]><xml><o:DocumentProperties><o:Revision>0</o:Revision><o:TotalTime>0</o:TotalTime><o:Pages>1</o:Pages><o:Words>330</o:Words><o:Characters>1885</o:Characters><o:Company>S!K NAT!ON</o:Company><o:Lines>15</o:Lines><o:Paragraphs>4</o:Paragraphs><o:CharactersWithSpaces>2211</o:CharactersWithSpaces><o:Version>14.0</o:Version></o:DocumentProperties><o:OfficeDocumentSettings><o:TargetScreenSize>544x376</o:TargetScreenSize></o:OfficeDocumentSettings></xml><![endif]--><!--[if gte mso 9]><xml><w:WordDocument><w:View>Normal</w:View><w:Zoom>0</w:Zoom><w:TrackMoves/><w:TrackFormatting/><w:PunctuationKerning/><w:ValidateAgainstSchemas/><w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid><w:IgnoreMixedContent>false</w:IgnoreMixedContent><w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText><w:DoNotPromoteQF/><w:LidThemeOther>EN-US</w:LidThemeOther><w:LidThemeAsian>JA</w:LidThemeAsian><w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript><w:Compatibility><w:BreakWrappedTables/><w:SnapToGridInCell/><w:WrapTextWithPunct/><w:UseAsianBreakRules/><w:DontGrowAutofit/><w:SplitPgBreakAndParaMark/><w:EnableOpenTypeKerning/><w:DontFlipMirrorIndents/><w:OverrideTableStyleHps/></w:Compatibility><m:mathPr><m:mathFont m:val="Cambria Math"/><m:brkBin m:val="before"/><m:brkBinSub m:val="&#45;-"/><m:smallFrac m:val="off"/><m:dispDef/><m:lMargin m:val="0"/><m:rMargin m:val="0"/><m:defJc m:val="centerGroup"/><m:wrapIndent m:val="1440"/><m:intLim m:val="subSup"/><m:naryLim m:val="undOvr"/></m:mathPr></w:WordDocument></xml><![endif]--><!--[if gte mso 9]><xml><w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true" DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="276"><w:LsdException Locked="false" Priority="0" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Normal"/><w:LsdException Locked="false" Priority="9" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="heading 1"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/><w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/><w:LsdException Locked="false" Priority="39" Name="toc 1"/><w:LsdException Locked="false" Priority="39" Name="toc 2"/><w:LsdException Locked="false" Priority="39" Name="toc 3"/><w:LsdException Locked="false" Priority="39" Name="toc 4"/><w:LsdException Locked="false" Priority="39" Name="toc 5"/><w:LsdException Locked="false" Priority="39" Name="toc 6"/><w:LsdException Locked="false" Priority="39" Name="toc 7"/><w:LsdException Locked="false" Priority="39" Name="toc 8"/><w:LsdException Locked="false" Priority="39" Name="toc 9"/><w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/><w:LsdException Locked="false" Priority="10" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Title"/><w:LsdException Locked="false" Priority="0" Name="Default Paragraph Font"/><w:LsdException Locked="false" Priority="11" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/><w:LsdException Locked="false" Priority="22" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Strong"/><w:LsdException Locked="false" Priority="20" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/><w:LsdException Locked="false" Priority="59" SemiHidden="false" UnhideWhenUsed="false" Name="Table Grid"/><w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/><w:LsdException Locked="false" Priority="1" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 1"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 1"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 1"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/><w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/><w:LsdException Locked="false" Priority="34" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/><w:LsdException Locked="false" Priority="29" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Quote"/><w:LsdException Locked="false" Priority="30" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 1"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 1"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 2"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 2"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 2"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 2"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 2"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 3"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 3"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 3"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 3"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 3"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 4"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 4"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 4"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 4"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 4"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 5"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 5"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 5"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 5"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 5"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/><w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 6"/><w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 6"/><w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 6"/><w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/><w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/><w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/><w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/><w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/><w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/><w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/><w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 6"/><w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/><w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 6"/><w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/><w:LsdException Locked="false" Priority="19" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/><w:LsdException Locked="false" Priority="21" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/><w:LsdException Locked="false" Priority="31" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/><w:LsdException Locked="false" Priority="32" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/><w:LsdException Locked="false" Priority="33" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Book Title"/><w:LsdException Locked="false" Priority="37" Name="Bibliography"/><w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/></w:LatentStyles></xml><![endif]--><!--[if gte mso 10]><style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman";} </style><![endif]--><!--StartFragment--><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;"><br></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">I have decided to review a game that I stumbled upon called <a href="http://www.gothamcityimpostors.com/">Gotham City Imposters.</a></span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">Why you may ask? I originally downloaded this with a buddy as a joke, cause it just looked so funny.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">Now when we initially launched the game you get to watch this great quirky video that is extremely hilarious. The tutorial is very informative and is worth going through for some of the button controls and to learn what specific items roles are. </span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">The customization in this game is just incredible, for a $14.99 dollar game I expected a lot less. The gadgets, and weapons very balanced. Just little tip watch out for snipers. To my surprise this is the first game ever that I enjoyed sniping.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">The characters are very detailed. You can make your player the most ridiculous Batman &amp; Joker Impostor, or maybe you will take a serious approach to your costume.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">The graphics of the maps are decent. I couldn’t see the designers doing it any other way as the game is meant to be a parody. </span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">The game play is very good, but can be difficult if your not playing with well-coordinated teams. As a habit when I play a game I would play any class but sniper and found it hard to do when everyone on your team is running around trying to go all MW3 on people. When I switched to sniping solo play was good. Later during the night I had grouped up with one of our clan members Iblind. Iblind and Myself were coordinating our gameplay together and we kept destroying the other teams vs. my solo games, where our team would barely win or lose half the time.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">I would love to see more game modes. I would have to say this is my only complaint.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">Now one thing I never liked in games is Buy to get more XP Items or group XP items, as a gamer now that has very little time to keep up with some of you crazy gamers. I can’t complain it adds to the experience for me, and make it all that much harder for some stay at home gamers.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">It’s hard to describe the game but my best explanation is Team Fortress 2 meets Borderlands.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt; ">Both PC and PS3 are similar, I did notice that the controls were more suitable for console gaming. The wait times are longer on PC.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">I give this game an easy 9/10 on the account that the game play was unexpectedly good and for all the humor put into the game. For $14.99 this game is a no brainer and worth double that price. </span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">I give the pc version a 7/10 due to the controls being so sensitive, and wait times are longer. Same game modes as PS3 version. Seeing more game modes would be a nice plus.</span></p><p style="font-family: Tahoma;" class="Body"><span style="font-size: 10pt;">Hope to see some of the clan on this....soon.</span></p><p class="Body"><span style="font-family: Impact;"><br></span></p><span style="font-family: Verdana,Geneva,sans-serif; font-size: 11px;"><h1 style="margin: 0px; padding: 5px 0px 0px; color: rgb(51, 51, 51); font-size: 12px; border-top: 1px solid rgb(204, 204, 204); line-height: 14px; text-align: left;">Stay tuned for the Razer Chimaera 5.1 Wireless Gaming Headset - PC/Xbox 360, 5.8GHz Wireless, 5.1 Dolby Surround Sound - Review</h1></span><p class="Body"><span style="font-family: Impact;"><br></span></p><p class="Body"><span style="font-family: Impact;">SH00TZYU OUT!!!</span></p><!--EndFragment-->]]></content:encoded>
    </item>
    <item>
      <title>Battlefield 2143 hinted at with Easter Egg</title>
      <pubDate>Fri, 10 Feb 2012 12:15:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/569411/m/715520</link>
      <guid>http://www.siknation.com/home/article/569411/m/715520</guid>
      <content:encoded><![CDATA[
<div class="subheader">x-post from <a target="_blank" href="http://bf3blog.com/2011/12/battlefield-2143/">http://bf3blog.com/2011/12/battlefield-2143/</a><br></div>
<div class="entry"><p><span style="text-decoration: underline;"><img style="border: medium none;" alt="" title="" src="http://i.imgur.com/8qbXC.jpg"></span><br></p>

<p>DICE is known for including various Easter Eggs on maps, especially 
little, vague ones to tease upcoming games. For instance, back in 2006 
they included some Easter Eggs in Battlefield 2: Euro Forces and Armored
 Fury map packs, which hinted at a new title called "2142″ — way before 
Battlefield 2142 was officially announced. </p>
<p>If we are to follow the same logic this time, a sequel to Battlefield
 2142 is very possible, as an Easter Egg on Wake Island shows the number
 "2143″. We don’t think that’s a coincidence, in fact, it might just be 
the very first hint at Battlefield 2143. </p>

</div>]]></content:encoded>
    </item>
    <item>
      <title>BF3 Propaganda Poster Project</title>
      <pubDate>Tue, 17 Jan 2012 20:54:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/529150/m/715520</link>
      <guid>http://www.siknation.com/home/article/529150/m/715520</guid>
      <content:encoded><![CDATA[<div class="titleBar"><span style="font-weight: bold;">x-post from <a title="Battlefieldo.com User: Puddles" href="http://battlefieldo.com/threads/bf3-propaganda-poster-project.3328/">http://battlefieldo.com/threads/bf3-propaganda-poster-project.3328/</a></span><br>		
			
				<span class="item muted"><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; User:<a href="http://battlefieldo.com/members/puddles.1437/" class="username author">Puddles</a></span><br></div>
						
						
						
						
						
						
						





















	



	
		
		
		
		
		
		<div class="messageContent"><article><blockquote class="messageText ugc baseHtml">So I like art quite a bit. And I also like Battlefield quite a bit.
 So after a little inspiration from my buddy during a round, I decided 
to kick off a little art project for myself. The idea is to make a few 
BF3 themed propaganda posters in a few different styles. So far I'm up 
to 3, the first one inspired by my buddy's quote "This is Battlefield, 
not Call of Duty, it's not kill stealing, it's <span style="font-style: italic;">saving your life!</span>"<br>
 <br>
<img style="" src="http://farm8.staticflickr.com/7018/6632773977_726818de20.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://farm8.staticflickr.com/7149/6638274639_dabba9c1a4.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://farm8.staticflickr.com/7173/6711650217_974062bda7.jpg" class="bbCodeImage LbImage" alt="[IMG]"><br>
 <br>
Thought you guys might get a kick out of these. You can see the full sized versions <a href="http://www.flickr.com/photos/viralvisual/sets/72157628723928629/with/6632773977/" target="_blank" class="externalLink" rel="nofollow">here</a>, just click the thumbnail, then the image for a large view.
				<br><br><div class="messageContent">
			User:<a href="http://battlefieldo.com/members/rooler.3722/" class="username poster">ROOLER</a>
			<article><blockquote class="ugc baseHtml">I recently made some BF3 propaganda posters too, just for the fun of it. You can find the full size versions right <a href="http://roeltheunisz.blogspot.com/2011/12/bf3-posters.html" target="_blank" class="externalLink" rel="nofollow">here</a>.<br>
 <br>
<div style="text-align: center;"><img style="" src="http://1.bp.blogspot.com/-FJrcOoektuU/TvSjTQbC-GI/AAAAAAAAAP0/nFa86UcyH9c/s320/BF3_1.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://3.bp.blogspot.com/-RzipHWL9cP8/TvSja7N8PZI/AAAAAAAAAQE/G2CoNYSbFME/s320/BF3_3.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://2.bp.blogspot.com/-Bb6aEAIIeyg/TvSjeW8ALQI/AAAAAAAAAQM/xM9ei10ye9Y/s320/BF3_4.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://4.bp.blogspot.com/-D5IFF8Yv83Q/TvSjXIB03HI/AAAAAAAAAP8/pImNF0hPRfY/s320/BF3_2.jpg" class="bbCodeImage LbImage" alt="[IMG]"><img style="" src="http://3.bp.blogspot.com/-BrkC-VzVkQY/TvSjh8KEpmI/AAAAAAAAAQU/UEk26aSCq6I/s320/BF3_5.jpg" class="bbCodeImage LbImage" alt="[IMG]"><br></div>
 <br>&nbsp;
<br></blockquote></article>

			
		</div>

		
				
		<br></blockquote>
			</article>
			
			
		</div>
		
		
		
		
		
		
				
		
			
			]]></content:encoded>
    </item>
    <item>
      <title>Ghost Recon Future Soldier</title>
      <pubDate>Mon, 16 Jan 2012 10:39:57 -0500</pubDate>
      <link>http://www.siknation.com/home/article/526475/m/715520</link>
      <guid>http://www.siknation.com/home/article/526475/m/715520</guid>
      <content:encoded><![CDATA[<img style="border: medium none;" alt="GRFS" title="GRFS" src="http://gamerillaz.com/wp-content/uploads/2012/01/ghost-recon-future-soldier.jpg"><br><br>Tom Clancy's Ghost Recon: Future Soldier (previously known as Tom 
Clancy's Ghost Recon 4) is a video game published by Ubisoft and due for
 release in May 2012. Excluding expansions, it is the fourth installment
 in the Ghost Recon series, and was announced to be in development by 
Ubisoft on January 22, 2009. The game will be a futuristic take on the 
Ghost Recon series. The PlayStation Portable version is known as Tom 
Clancy's Ghost Recon Predator. The Wii version is known simply as Tom 
Clancy's Ghost Recon.<br>
<br>
<span style="font-weight: bold;">Plot</span><br>
The story will take place in a near future in Norway, the Middle East, 
and Asia where Russia went into war. The Ghosts will be fighting an 
ultra-nationalist force that took control of Russia and are invading 
neighboring countries on the deadliest missions behind enemy lines. The 
player will take control of a 4-man Ghost team consisting of a commando 
(Kozak), a sniper weapons expert (Pepper), a reconnaissance expert 
(30k), and an engineer (Bones). The Wii and PSP versions have different 
storylines.<br>
<br>
<span style="font-weight: bold;">Gameplay</span><br>
The game is a third-person shooter for most of the game, except when 
aiming using sights or firing from cover at which point the game 
switches to a first-person camera in order to facilitate more precise 
aiming. Cover can be partially destroyed, forcing the players to 
constantly seek other hiding spots. A new feature in the series is the 
"optical camouflage", a form of active camouflage which allows the 
Ghosts to become instantly invisible. According to the game designer 
Rafael Morado, the optical camo technology, however, is still a 
prototype and there are as many disadvantages as there are advantages 
and its use will initially be extremely limited. According to writer 
Gabrielle Shrager, it is also possible to control drones.During E3 2011 
Ubisoft debuted the games weapon customizer. The system works with the 
Xbox Kinect and allows an unprecedented level of customization, down to 
the gas management parts of every gun. While customizing weapons, the 
player is also allowed to test their creations in a simulated 
environment. Voice control is also used in weapon creation, in addition 
to hand movements. Using Kinect, drawing a weapon is done by reaching a 
hand over your back, and pulling it back down, as if grabbing a gun from
 your back. Shooting is accomplished by opening the hand and closing it 
again.<br><br>As posted by and courtesy of <a title="jamacanbacn" target="jamacanbacn" href="http://www.siknation.com/profile/906374">jamacanbacn</a><br><object height="345" width="560"><param name="wmode" value="opaque"><param name="movie" value="http://www.youtube-nocookie.com/v/kmqkpxoffFc?fs=1&amp;hl=en_US"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed wmode="opaque" src="http://www.youtube-nocookie.com/v/kmqkpxoffFc?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="340" width="560"></object><br><br><object height="345" width="560"><param name="wmode" value="opaque"><param name="movie" value="http://www.youtube-nocookie.com/v/kmqkpxoffFc?fs=1&amp;hl=en_US"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed wmode="opaque" src="http://www.youtube-nocookie.com/v/kmqkpxoffFc?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="340" width="560"></object><br>]]></content:encoded>
    </item>
    <item>
      <title>CS:GO is to Fail on the Xbox 360, but Not The PS3 </title>
      <pubDate>Mon, 09 Jan 2012 00:43:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/514185/m/715520</link>
      <guid>http://www.siknation.com/home/article/514185/m/715520</guid>
      <content:encoded><![CDATA[<img style="max-width: 720px; cursor: pointer;" src="http://www.drjft.com/wp-content/uploads/2011/08/csgo.jpg" alt="" border="0"><br>
<br>
The next-gen version of Counter Strike, the literal genre definer of the
 first-person shooter experience has been announced by Valve, and it's 
already going through extensive play testing.<br>
<br>
Valve has brought in numerous "professional" players from around the 
world, seasoned veterans of both CS 1.6 and CS: S, to play their 
currently in-beta game slated for launch across nearly every mainstream 
platform in 2012. But that's where the problem lies.<br>
<br>
Valve is reportedly playing around with a system that will give each 
weapon its set of own unique variables, which can then be tweaked 
according to player feedback and bug reports. However we've heard this 
before, both from Infinity Ward and Treyarch, the the perpetual kings of
 console first-person shooters.<br>
<br>
Modern Warfare 2 was meant to give Infinity Ward the ability to patch 
bugs instantly, yet the "Care Package Glitch" ran riot on servers for 
weeks. Treyarch promised the same thing, only to see Black Ops plagued 
by weapon balancing issues and poor sound. Both of these issues took 
weeks to fix on console, yet days on PC.<br>
<br>
Back in October 2007 when Valve launched Team Fortress 2 on the Xbox 360
 things were going swimmingly well... until updates were required. 
Microsoft and their closed platform approach to the Xbox 360 are 
infamous for updates, with content updates for even Modern Warfare 2 
still being scrutinised.<br>
<br>
Simple fixes for Team Fortress 2 that took a few minutes to propagate on
 the PC took days and even weeks to go through approval at Microsoft.<br>
<br>
Throughout its lifespan, the Xbox 360 version of Team Fortress 2 
received only four patches, a water drop in the ocean compared to the 
237 patches that both the PC and Mac OS have been exposed to. Why is 
this? Simply because of the restrictions that Microsoft imposes upon 
developers.<br>
<br>
Counter Strike: Source, arguably the most refined and polished 
first-person shooter on PC today, constantly receives updates to patch 
hacks, weapon balancing, glitches and even more, but how can support 
like that be delivered for the recently announced Global Offensive on 
the Xbox 360?<br>
<br>
It's a simple question to answer; it can't, and that's why Sony is going to come out on top.<br>
<br>
Valve has already exhibited a great relationship with Sony through their
 release of Portal 2 and Steam on the Playstation 3, and they're about 
to take that relationship a whole lot further.<br>
<br>
The console community has always had an urge for ultra-competitive 
communities within their games, but no developer has been able to 
accurately provide that, specially not on the level that Valve has been 
able to do with both Team Fortress 2 and Counter Strike. One of the sole
 pioneers of competitive eSports, Counter Strike has always been well 
balanced and offered one of the greatest exhibitions of player skill, 
and now it's coming to console.<br>
<br>
If Sony maintains their excellent relationship with Valve, and Counter 
Strike: Global Offensive receives great post-launch support and weekly 
fixes and updates, then Sony is going to blow Microsoft out of the water
 with Steam and Valve once again.<br>
<br>
Until Microsoft opens up their update process and offers greater hotfix 
support, then games like Counter Strike and even Call of Duty, ones that
 require high levels of support, will continuously slip through their 
fingers as they're exploited by bugs and glitches.<br>
]]></content:encoded>
    </item>
    <item>
      <title>Metal vs Hip Hop in Battlefield 3 this weekend</title>
      <pubDate>Sun, 08 Jan 2012 20:53:00 -0500</pubDate>
      <link>http://www.siknation.com/home/article/513971/m/715520</link>
      <guid>http://www.siknation.com/home/article/513971/m/715520</guid>
      <content:encoded><![CDATA[<br><span style="font-size: 8pt;">x post from http://blogs.battlefield.ea.com</span><br><p><span style="font-style: italic;">In a bid to settle the age old rivalry between metal and hip hop, we give you the <a target="_blank" href="http://www.battlefield.com/battlefield3">Battlefield 3</a>™ Metal vs. Hip Hop Challenge!</span></p>
<p align="center">&nbsp;<a href="http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MvsH_5F00_banner.jpg"><img src="http://blogs.battlefield.ea.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MvsH_5F00_banner.jpg" alt="" border="0"></a></p>
<p>This Saturday and Sunday, you have the opportunity to play with (and 
against) Hip Hop artists Mickey Factz and Big Boi or Metal heads Dave 
Mustaine from Megadeth and Jonathan Davis from Korn to see what genre 
reigns supreme: Metal or Hip Hop?</p>
<p>&nbsp;</p>
<p>To pledge your allegiance to Hip Hop or Metal, make sure to become a fan of the hip or Metal Platoon of your choice on <a target="_blank" href="http://battlelog.battlefield.com/">Battlelog</a>. <span style="LINE-HEIGHT:115%;FONT-FAMILY:'Arial','sans-serif';COLOR:black;FONT-SIZE:9pt;mso-fareast-font-family:Calibri;mso-fareast-theme-font:minor-latin;mso-ansi-language:EN-US;mso-fareast-language:EN-US;mso-bidi-language:AR-SA;">Which
 of the two sides can amass the most fans and claim the title as the 
biggest force in music? Click the links below to go directly to the 
Platoon of your choice become a fan and pledge your allegiance:</span>&nbsp;</p>
<p>Visit <a target="_blank" href="http://battlelog.battlefield.com/bf3/platoon/2832655391483821176/">Dave Mustaine’s (Megadeth) Metal Platoon</a><br>Visit <a target="_blank" href="http://battlelog.battlefield.com/bf3/platoon/2832655241162382352/">Big Boi’s Hip Hop Platoon</a><br>Visit <a target="_blank" href="http://battlelog.battlefield.com/bf3/platoon/2832655241162440591/">Jonathan Davis’ (Korn) Metal Platoon</a><br>Visit <a target="_blank" href="http://battlelog.battlefield.com/bf3/platoon/2832655241162445836/">Mickey Factz’ Hip Hop Platoon</a></p>
<p>&nbsp;</p>
<p>January 7 and January 8, these artists will go head to head in 
Battlefield 3 for two hours. For a chance to join, become a fan of their
 Platoon and follow us on Twitter. We will tweet from @battlefield and 
post more information on the Platoon walls in Battlelog to let you know 
which servers you will find your favorite artist on. Read on for the 
full schedule.</p>
<p>&nbsp;</p>
<div align="center">
<p><span style="text-decoration: underline; font-weight: bold;">BATTLEFIELD 3 METAL VS. HIP HOP CHALLENGE SCHEDULE</span></p>
<span style="font-weight: bold;"></span>
<p><br><span style="font-weight: bold;"><span style="font-style: italic;">MATCH-UP NO. 1</span><br></span>Representing Team Metal: Megadeth’s Dave Mustaine<br>VS.<br>Representing Team Hip Hop: Big Boi</p>
<p><br>Time: 10AM-12PM, January 7 2012<br>Weapon of choice: Battlefield 3, Xbox 360&reg;<br>Map and mode: Strike at Karkand, Conquest Assault</p>
<p>&nbsp;</p>
<p><span style="font-weight: bold;"><span style="font-style: italic;">MATCH-UP NO. 2</span><br></span>Representing Team Metal: Korn’s Jonathan Davis<br>VS.<br>Representing Team Hip Hop: Mickey Factz</p>
<p><br>Time: 10AM-12PM, January 8 2012<br>Weapon of choice: Battlefield 3, PlayStation&reg; 3<br>Map and mode: Strike at Karkand, Conquest Assault</p>
</div>
<p>&nbsp;</p>
<p>Throughout the month of January, you can also take part in the Metal 
vs. Hip Hop war by creating your own custom Metal or Hip Hop Platoon on 
Battlelog. Just name your new Platoon "[MvsH] Metal” or "[MvsH] Hip 
Hop”, gather as many fans as you can and prove your allegiance by 
playing Battlefield 3 throughout January.<br>&nbsp;<br>Any game you play for 
your Platoon will be automatically monitored by the powerful stats tools
 in Battlelog so everyone can see who has the most badass Platoon. After
 the end of January, DICE will crown the champions among the user 
generated Platoons in a number of areas, such as total score amassed, 
number of fans, and more.<br>&nbsp;<br>Now go out there and fight for the 
glory of Metal or Hip Hop! Start by siding with one of our artist 
Platoons, then create your own. Stay tuned for details on what servers 
Dave Mustaine, Jonathan Davis, Big Boi and Mickey Factz will duke it out
 on this weekend.</p>]]></content:encoded>
    </item>
    <item>
      <title>Dust 514: Dropsuit info</title>
      <pubDate>Wed, 21 Dec 2011 08:24:48 -0500</pubDate>
      <link>http://www.siknation.com/home/article/483734/m/715520</link>
      <guid>http://www.siknation.com/home/article/483734/m/715520</guid>
      <content:encoded><![CDATA[How do you build a better warrior? Militaries have tried for centuries 
to answer that question, but you’ll be able to figure it out for 
yourself when <a href="http://blog.us.playstation.com/tag/dust-514/">DUST 514</a>
 launches next year. Infantry dropsuits are designed to protect and 
sustain the wearer in even the harshest environments. Different 
dropsuits offer specific bonuses to speed, mobility, defense and 
configurability. Like starships and <a href="http://blog.us.playstation.com/2011/11/28/vehicle-dynamics-in-dust-514/">planetary vehicles</a>,
 dropsuits come in a variety of shapes and sizes, each with a unique 
slot configuration and powergrid (PG) and CPU that inform the decisions 
you make when customizing your chosen dropsuit.<br><br><img style="border: medium none;" alt="Dust" title="Dust" src="http://farm8.staticflickr.com/7010/6523266699_d90b5a672a_z.jpg"><br><br><br><br><br><p>The number and type of slots determine the modules (interchangeable 
hardware components that enhance or otherwise alter the functionality of
 the dropsuit), weapons, and equipment you can fit. The slot types 
available on dropsuits are as follows:</p>
<ul><li>Light</li><li>Heavy</li><li>Sidearm</li><li>High</li><li>Low</li><li>Equipment</li><li>Grenade</li></ul>
<p>The three <a href="http://blog.us.playstation.com/2011/12/08/infantry-weapons-in-dust-514/">weapon</a>
 slots – Light, Heavy, and Sidearm – cascade. That is, a Heavy slot can 
be fitted with a Sidearm, Light or Heavy weapon and, similarly, a Light 
slot can be fitted with a Light or Sidearm weapon. The high and low 
slots are module slots, each used for particular types of modules. 
Equipment slots allow the dropsuit to carry deployable or handheld 
equipment such as scanners, nanohives, drop uplinks, repair tools and 
more that will be covered in a future blog. Lastly, grenade slots 
determine the capacity (i.e. how many you can carry) of the grenade 
types – Locus, AV, EMP – fitted.</p>
<p>The intrinsic benefits of your chosen suit define, in part, the type 
of role you wish to fulfill on the battlefield but ultimately it’s how 
you choose to fit the suit that determines what it is capable of. Do you
 play to its strengths or do you surprise the enemy with an 
unconventional, risky fit? The choice is yours.</p>
<p>Dropsuits are classified as Standard, Advanced, and Prototype, each 
requiring specific skills to be trained before they can be used. Today, 
we’re going to take a look at two standard dropsuits: the Assault and 
Heavy.</p>
<p><span style="font-weight: bold;">Caldari Assault</span></p>
<p>The Caldari dropsuit design and aesthetic philosophy is heavily 
influenced by the culture’s origins on brutally frigid home worlds, 
dismissing stylistic notions in exchange for the ruthless, bare-minimum 
functionality requirements needed to keep a soldier alive.  As such, the
 Caldari suit is notoriously uncomfortable and outright ungainly in some
 instances, yet remains in high demand due to its remarkable resilience 
in smart battlefields. <br></p><p><br></p><p><img style="border: medium none;" alt="" title="" src="http://farm8.staticflickr.com/7016/6523265453_af2f076881_z.jpg"></p><p><br></p><p><span style="font-weight: bold;">Standard Assault</span></p>
<p>The Assault dropsuit is a versatile frontline combat suit that 
combines excellent protection, good mobility, and sufficient equipment 
hard points for mission-specific customizations.</p>
<p>A flat-coil e5000 fifth generation fusion core runs up the inside of 
the back plate, powering the entire suit. Its output and heat buildup 
are controlled by a L2 "Gatekeeper” regulator conduit, which connects 
directly to the sensor system at the base of the neck. Every joint is 
reinforced with kinetic sensors and two-way, high torque servos to 
enhance the soldier’s strength, balance, and resistance to impact 
forces. The suit’s helmet has more integrated sensor, communication, 
targeting, and data processing systems than most civilian vehicles. 
Furthermore, every armor plate on the suit is energized to absorb the 
force of incoming plasma-based projectiles, neutralizing their 
ionization and reducing thermal damage.</p>
<p>Assault dropsuits are intended for standard combat operations or 
those in which the objectives are likely to change at a moment’s notice.
 Its ability to carry anything from small arms and explosives to heavy 
anti-vehicle munitions and deployable support gear makes it the most 
adaptable suit on the battlefield.</p>
<p><span style="font-weight: bold;">Amarr Heavy</span></p>
<p>The look of this Amarrian suit has changed little since it was first 
created, due largely to the commonly held belief that its original form 
is immaculate; the perfect amalgam of science and religion. Aesthetics 
are as important as function, because to the Amarr, aesthetics are 
function. Enshrined within the armor, the wearer becomes a vessel, the 
embodiment of God’s will and an instrument of holy wrath, unmistakable, 
and feared, by all who look upon him. To the Amarr, the dropsuit itself 
is the weapon.</p>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/6523266003/" title="AM_Heavy by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7003/6523266003_65aa7b130e_z.jpg" alt="AM_Heavy" height="360" width="640"></a></p><p class="aligncenter"><br></p><p><span style="font-weight: bold;">Standard Heavy</span></p>
<p>The Heavy dropsuit is a second-generation solution designed to 
withstand concentrated small arms fire and protect the wearer from the 
concussive, thermal, and impact forces of low-grade explosives. 
Additionally, its power-assisted exoskeleton facilitates usage of the 
heaviest caliber personal weapons.</p>
<p>Every vital area of the wearer is protected by 25mm composite ceramic
 shell or high tensile steel plates, layered with impact absorbing, 
compressed carbon latticework. A secondary thermal dispersion membrane 
channels excess heat away from the point of contact, distributing it 
over a larger surface area and thereby lessening the potential damage. 
Superconductive veins of hybrid silver coat the outer layers and connect
 every piece of the armor to a grounding heat sink, dampening the 
harmful effects of direct fire electromagnetic weaponry.</p>
<p>Heavy dropsuits lack the mobility of lighter suits, but this 
trade-off results in a defensive system that defies standard infantry 
conventions. No other classification of personal armor can claim to be 
able to stand toe-to-toe with enemy vehicles and survive.</p><p><img style="border: medium none;" alt="" title="" src="http://farm8.staticflickr.com/7148/6523264941_2681aacd76_z.jpg"><br></p><p class="aligncenter"><br></p><p>Even with just these two dropsuits, we can already see battlefield 
tactics starting to take shape. The Heavy can withstand a lot of 
punishment, but it has no equipment slots. Pairing it with another 
dropsuit capable of dropping ammunition replenishing nanohives or 
repairing from a distance will substantially increase the effectiveness 
of the Heavy. Alone, a Heavy could easily be outnumbered and 
outmaneuvered, but surrounded by allied Assault dropsuits it becomes a 
tank in every sense of the word, soaking up damage while the rest of the
 squad picks off the enemy.</p>
<p>Although formidable, the Heavy and Assault suits represent only one 
aspect of the battlefield eco-system. Sheer firepower will only get you 
so far. A smart squad will utilize the force multiplying support of the 
Logistics suit; the recon and electronic warfare specialties of the 
Scout; and all the modules and equipment they have at their disposal to 
become an unstoppable force. After all, one should never underestimate 
the value of a well-placed EMP grenade.</p><p class="aligncenter"><br><a href="http://www.flickr.com/photos/playstationblog/6523266003/" title="AM_Heavy by PlayStation.Blog, on Flickr"></a></p>]]></content:encoded>
    </item>
    <item>
      <title>DICE Store</title>
      <pubDate>Wed, 12 Oct 2011 13:06:01 -0400</pubDate>
      <link>http://www.siknation.com/home/article/388815/m/715520</link>
      <guid>http://www.siknation.com/home/article/388815/m/715520</guid>
      <content:encoded><![CDATA[It has T-shirts, hoodies, posters a paracord belt for the injured soldiers charity and the new Andy McNab book The Russian, which's collaborates with BF3, enjoy x)<br><br>Oh and the pricing isn't too shabby either.<br><br><a title="DICE Store" href="http://eu-store.dice.se/">http://eu-store.dice.se/</a><br>]]></content:encoded>
    </item>
    <item>
      <title>Dust 514: Executive Producer Insight</title>
      <pubDate>Mon, 10 Oct 2011 15:50:39 -0400</pubDate>
      <link>http://www.siknation.com/home/article/386901/m/715520</link>
      <guid>http://www.siknation.com/home/article/386901/m/715520</guid>
      <content:encoded><![CDATA[<div class="post-title">
				<h1>DUST 514 Interview: Changing Console Shooters Forever</h1>
				
			</div>
			
					
		
		
			<p>We haven’t heard a great deal about <a href="http://blog.us.playstation.com/tag/dust-514/">DUST 514</a> since it was shown at <a href="http://blog.us.playstation.com/tag/e311/">E3 2011</a>,
 other than that it’s a first-person shooter connected to the vast 
sci-fi universe of PC MMO EVE Online, and that it’s coming exclusively 
to <a href="http://us.playstation.com/ps3/">PlayStation 3</a>. When developers <a href="http://blog.us.playstation.com/tag/ccp-games/">CCP</a>
 made the trip from Iceland to London to outline their vision for this 
new addition to their immensely popular EVE universe, I came out of the 
meeting amazed at the scale of the project. Suffice to say, <a href="http://us.playstation.com/games-and-media/games/dust-514-ps3.html">DUST 514</a> is not just another shooter.</p>
<p>After the meeting, I interrogated Brandon Laurino, Executive Producer
 at CCP, to find out exactly why PlayStation 3 owners should be getting 
excited.</p><p>(Early gameplay video)<br></p><p>http://www.viddler.com/explore/sceablog/videos/1851/</p><p>
<span style="font-weight: bold;">PS.Blog: With EVE Online, CCP already has a huge, engaged 
community. Why are you now trying to break into the console FPS market?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> EVE Online is an incredibly deep MMO and, for 
better or worse, that comes with a typical perception that it is 
complicated. The common joke is that you have to overcome a ‘learning 
cliff’ to get involved. Part of the thinking behind DUST 514 is to 
address those preconceptions; we accept that there is a barrier to entry
 with something as deep as EVE Online and we wanted to make it more 
accessible, providing another portal and dimension into the EVE 
universe. What’s more accessible to a gamer in this day and age than a 
shooter?</p>
<p><span style="font-weight: bold;">Why did you specifically choose PlayStation as your partner in making that happen?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> Obviously, we were attracted to the power and 
the feature set of PlayStation 3, but it really came down to Sony’s 
willingness to work with us in bringing an MMO to the platform. There 
have been attempts to bring MMO games to consoles in the past but we 
believe we’re now in a position to do it properly, using existing 
features on PS3 and the PlayStation Network, and collaboratively 
developing new features to support our vision.</p>
<p><span style="font-weight: bold;">Can you elaborate on your vision for a ‘proper’ MMO?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> We’re breaking so much ground with DUST 514: 
we’re not only building a full console MMO; we’re building one that 
feeds into another MMO on a completely different platform [PC]. We’re 
breaking more ground by bringing the microtransaction business model to a
 console shooter for the first time. All of this was inconceivable not 
too long ago, and it’s the partnership between CCP and Sony that’s 
finally making it happen.</p><p><br></p><p><img style="border: medium none;" alt="Dust 514" title="Dust 514" src="http://farm7.static.flickr.com/6114/6230127775_678e337333_z.jpg"></p><p><br></p><p><span style="font-weight: bold;">Talking about the connectivity between DUST 514 and EVE 
Online, is this something that’s going to most benefit EVE players or is
 there equal benefit to those players first experiencing the universe 
through DUST 514?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> It runs both ways – you can be sure that we’re
 very conscious of that in our design, we run through all the different 
use cases constantly to ensure its well rounded. EVE Online players can 
continue playing just the way they are and new players can jump into 
DUST 514 and get a traditional shooter experience, if that’s what they 
like. There are aspects that are consistent between the two platforms, 
such as in-game currency, and there are ways that EVE Online players can
 impact events in DUST 514 and vice versa, all without harming the 
overall ecosystem.</p>
<p>Because we have this living universe we call EVE – a single shard 
server, where all EVE Online players and all DUST 514 players are 
literally in the same universe, not a bunch of split instances, with a 
huge variety of dynamics and interdependencies within the ecosystem of 
the sandbox we’ve created – people playing DUST 514 and people playing 
EVE Online are essentially providing user generated content for each 
other, just by their sheer presence and their actions in the game world.
 To give an example, for a player fighting on a planet surfaces in DUST 
514, the actions of the EVE Online players can trigger epic moments and 
provide support that is completely user-driven. Similarly, a DUST 514 
player could trigger an event from the ground and do something 
spectacular in EVE Online. This emergent behaviour and gameplay is only 
possible with our level of connectivity. These are the broad strokes, 
the gameplay and interactions run a lot deeper than that.</p>
<p><span style="font-weight: bold;">In that case, what’s to stop an EVE Online veteran blowing my corporation out of space?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> We have some rules of engagement that ensure 
nothing drastic happens without some kind of fair warning and time to 
prepare, this is basically carried over and expanded upon from large 
scale player-driven warfare in EVE Online, where sometimes users are 
coordinating battles involving tens of thousands of players at once. 
Additionally, there are things that you can earn or build, independently
 in DUST 514 and / or EVE Online, or collaboratively between the two, 
that will mitigate those scenarios.</p>
<p><span style="font-weight: bold;">Putting the philosophy to one side for a moment, what is DUST 514 going to be like to play when you’re on the ground, in battle?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> Essentially it’s a vehicular combat game on an
 extremely large scale, and then when you move into installations and 
outposts, it’s more infantry based. We’re using Unreal Engine 3 and 
we’ve incorporated a Mega Terrain engine into it that lets us create 
huge levels with varied terrain, with a vast array of vehicles ranging 
from buggies to tanks to aircraft. Typically, you would use vehicles to 
traverse the landscape and engage in closer combat when you deploy into 
outposts, but there is a huge amount of tactical freedom, way outside of
 those broad examples.</p><p><img style="border: medium none;" alt="" title="" src="http://www.flickr.com/photos/playstationblog/6230128195/"><img style="border: medium none;" alt="More Dust 514" title="More Dust 514" src="http://farm7.static.flickr.com/6170/6230128195_f12df101b6_z.jpg"></p><p><br></p><p>There’s some familiarity for players of shooters in that we have 
general classes or playstyles that we’ve worked out, such as light 
infantry and heavy weapons, but we’re hesitant to label them that way 
because we have something called the Fitting system – something that has
 been entirely ported over from EVE Online – where you can attach all 
manner of weapons and equipment to your character and your vehicles. 
It’s better to think of it like the character systems found in the 
deepest role-playing games; you can have the broad classes that are 
familiar to shooter fans, but there is massive freedom to expand on or 
go totally outside of them.  </p>
<p><span style="font-weight: bold;">What’s the plan for expanding content in DUST 514?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> Right off the bat, we have literally thousands
 of in-game items built into the system; likewise, in terms of scale, 
you’re looking at a conflict taking place across thousands of planets, 
so we’re not just talking a dozen maps – we’re talking an entire 
universe of planets and areas of engagement within them. That’s the 
difference in scale we’re looking at here, and taking our experience 
with EVE Online and also, some inspiration found in the best 
microtransaction based MMOs, social and mobile games, and we’ve set up 
our workflow so that we can iterate and add new content very quickly. In
 terms of scale, depth and volume of content, DUST 514 will easily be 
the biggest multiplayer FPS on the market – also by virtue of being an 
MMOFPS, not just an FPS.</p>
<p><span style="font-weight: bold;">Talk us though how your beta is going to work.<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> Just as we have done with EVE Online, we’re 
going to be telling a story with each of the events that happen in our 
game. To give a bit of context, in EVE Online you play as the pilot of a
 spaceship – a capsuleer – and in DUST 514 you play as a mercenary on 
the ground. It’s going to be a bit weird if, all of a sudden, we release
 the DUST 514 beta and all these mercenaries suddenly show up in the EVE
 universe, so the setting is that the first small group of players that 
get access to the Private Trials will be the first trial of this new 
mercenary technology in the context of EVE Online. Just as you’re 
helping to test the game in the real world, in the EVE world you’re 
taking part in war games organised to test this new mercenary 
technology.</p>
<p>With our Private Trials – we’re not calling it a Beta, but Private 
Trials in both the real world and the EVE fiction – we’re not taking the
 usual "on / off” method of rolling out a build and then taking it back 
and tweaking it, then rolling it out again; when we roll out with those 
first few users we are introducing mercenary technology to EVE, our 
"game as a service begins”, and the story will continue from there as 
that technology develops, further empowering the DUST 514 mercenaries 
from test subjects in war games to ultimately allowing them to take hold
 of their own future. It’s what we call a thematic rollout.</p><p><br></p><p><img style="border: medium none;" alt="Dust 514 again." title="Dust 514 again." src="http://farm7.static.flickr.com/6112/6230127863_6e903531aa_z.jpg"></p><p><br></p><p><span style="font-weight: bold;">There will be people out there who will look at DUST 514 and assume it’s an EVE Online spin-off. How would you counter that?<br>
</span><br>
<span style="font-weight: bold;">Brandon:</span> We’re not thinking of it in that way at all, I
 suppose is the easiest way to respond to that. The EVE universe is 
comprised of three experiences: one is the classic EVE Online play, 
"flying in space” or what we call FIS; there’s WIS or "walking in 
stations”, where you can now get out of your ship and explore the 
interiors of space stations; and the final piece is DUST 514 and we’ve 
nicknamed that SIF, or "shooting in face”. None of those three are 
spin-offs, they’re experiences of equal value that can be played 
independently or fully connected. If you’re connected then you’re going 
to get the rich emergent gameplay that runs through all three. </p>
<p><span style="font-weight: bold;">We have so much to talk about, much of which is new territory
 for me. Is there anything we haven’t mentioned that you really want to 
get across to our PlayStation.Blog readers? </span></p>
<p><span style="font-weight: bold;">Brandon:</span> I hope it comes through that what we’re 
developing is a truly new experience on PS3 – on consoles in general. It
 is the deepest shooter with the richest universe ever conceived and, on
 top of that, by bringing to market an MMO with microtransactions, we 
could be changing the face of console gaming forever. This is 
groundbreaking stuff, but user choice is at the core – it’s playing the 
game however you want to play it. If you want a quick experience, you 
have it; if you’re looking for something deeper, it’s there. If you want
 to pay a very small amount of money to play, you can; if you want to be
 heavily invested, you can do that too. We’re providing a more extensive
 array of options than has ever been seen in a console game. <br></p><p><br></p><p><a target="_parent" title="Source" href="http://blog.us.playstation.com/2011/10/10/dust-514-interview-changing-console-shooters-forever/">http://blog.us.playstation.com/2011/10/10/dust-514-interview-changing-console-shooters-forever/</a><br></p>]]></content:encoded>
    </item>
    <item>
      <title>Battlefield 3: Achievements/Trophies (Official)</title>
      <pubDate>Sat, 08 Oct 2011 09:01:39 -0400</pubDate>
      <link>http://www.siknation.com/home/article/384367/m/715520</link>
      <guid>http://www.siknation.com/home/article/384367/m/715520</guid>
      <content:encoded><![CDATA[Officially confirmed trophy list for Battlefield .<br><br><p>Not on my watch – 25 points<br>
Protect Chaffin from the soldiers in the street in Operation Swordbreaker</p>
<p>Involuntary Euthanasia – 25 points<br>
Kill the 2 soldiers before the building falls on them in Uprising</p>
<p>The Professional – 30 points<br>
Complete the street chase in Comrades in under 2 minutes 30 seconds without dying</p>
<p>Army of Darkness – 30 points<br>
Shoot out the 4 lights with 4 bullets in Night Shift</p>
<p>Practice makes perfect – 15 points<br>
Headshot each of the targets in the gun range in Kaffarov</p>
<p>What the hell *are* you? – 20 points<br>
Take a russian Dog Tag in the forest ambush in Rock And A Hard Place (1)</p>
<p>Roadkill – 20 points<br>
Kick the car to kill the soldiers in Uprising (2)</p>
<p>You can be my wingman anytime – 30 points<br>
Complete Going Hunting in a perfect run</p>
<p>Scrap Metal – 25 points<br>
Destroy 6 enemy tanks before reaching the fort in Thunder Run</p>
<p>Butterfly – 25 points<br>
Take down the jet in one attempt in Rock And A Hard Place</p>
<p>Twofor – 15 points<br>
Take down 2 enemies with 1 bullet in Night Shift</p>
<p>Ooh-rah! – 30 points<br>
Complete the campaign story</p>
<p>Between a rock and a hard place – 15 points<br>
Beat Solomon, flawlessly, in The Great Destroyer</p>
<p>Semper Fidelis – 50 points<br>
Complete the campaign story on Hard (2)</p>
<p>Push On – 20 points<br>
Reach the garage without going into man-down state in Hit and Run</p>
<p>Two-rah! – 30 points<br>
Complete all co-op missions</p>
<p>Lock ‘n’ Load – 30 points<br>
Unlock all unique co-op weapons</p>
<p>Car Lover – 20 points<br>
Complete the mission without losing a humvee in Operation Exodus</p>
<p>In the nick of time – 20 points<br>
Disarm the bomb in under 20 seconds in The Eleventh Hour</p>
<p>Bullseye – 20 points<br>
Reach and save the hostages without alerting any enemies in Drop ‘em Like Liquid</p>
<p>Untouchable – 20 points<br>
Complete the mission without using the fire extinguisher in Fire From The Sky</p>
<p>Army of Two – 50 points<br>
Complete all co-op missions on Hard</p>
<p>Ninjas – 20 points<br>
Reach the VIP without setting off the alarm in Exfiltration</p>
<p>Vehicle Warfare – 30 points<br>
Obtain all 3 vehicle warfare ribbons</p>
<p>Infantry Efficiency – 30 points<br>
Obtain all 4 weapon efficiency ribbons<br>
Decorated – 50 points<br>
Obtain one of each ribbon in the game</p>
<p>It’s better than nothing! – 30 points<br>
Finish as 3rd MVP in a ranked match</p>
<p>Support Efficiency – 30 points<br>
Obtain all 4 support efficiency ribbons</p>
<p>Colonel – 50 points<br>
Achieve rank 45</p>
<p>1st Loser – 30 points<br>
Finish as 2nd MVP in a ranked match</p>
<p>Most Valuable Player – 30 points<br>
Finish as MVP in a ranked match</p>
<p>M.I.A – 20 points<br>
Obtain your first enemy Dog Tag</p>
<p><span style="font-weight: bold;">Secret Achievements:</span><br>
Secret Achievement – 20 points<br>
Continue playing to unlock this secret achievement.</p>
<p>Secret Achievement – 20 points<br>
Continue playing to unlock this secret achievement.</p>
<p>Secret Achievement – 20 points<br>
Continue playing to unlock this secret achievement.</p>
<p>Secret Achievement – 20 points<br>
Continue playing to unlock this secret achievement.</p>
<p>Secret Achievement – 30 points<br>
Continue playing to unlock this secret achievement.</p>
<p>Secret Achievement – 10 points<br>
Continue playing to unlock this secret achievement.</p><p><br></p><p>Roadkill with a jet anyone?<br></p><br>]]></content:encoded>
    </item>
    <item>
      <title>Lollipop Chainsaw Eyes-On</title>
      <pubDate>Wed, 24 Aug 2011 14:33:58 -0400</pubDate>
      <link>http://www.siknation.com/home/article/336463/m/715520</link>
      <guid>http://www.siknation.com/home/article/336463/m/715520</guid>
      <content:encoded><![CDATA[<p><object height="345" width="560"><param name="wmode" value="opaque"><param name="movie" value="http://www.youtube-nocookie.com/v/fbMkVqzvSsw?fs=1&amp;hl=en_US"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed wmode="opaque" src="http://www.youtube-nocookie.com/v/fbMkVqzvSsw?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="340" width="560"></object><br></p><p><br></p><p>Take control of a chainsaw wielding, lollipop loving, pigtailed high 
school cheerleader as she fights her way through hordes of 
classmates-turned-zombies. From the brilliantly crazy mind of Giochi 
‘Suda51’ Suda, enter <span style="font-style: italic;">Lollipop Chainsaw. </span>Quite simply (in my 
mind at least), if that opening description doesn’t fill you with 
excitement and lust in equal measure then you’re either without a pulse,
 without eyes or don’t know what a cheerleader is.</p>
<p>However, a good concept doesn’t mean a thing if the gameplay doesn’t 
live up to the expectations it sets. Thankfully then, things look 
promising – <span style="font-style: italic;">Lollipop Chainsaw </span>was&nbsp;undoubtedly&nbsp;one of the finest games shown (behind closed doors) at this year’s Gamescom.</p>
<p><a class="thickbox" title="Lollipop Chainsaw" href="http://www.incgamers.com/images/screenshots/29146orig.jpg" target="_blank"><img class="embedshots" style="display: block; margin-left: auto; margin-right: auto;" title="Lollipop Chainsaw" src="http://www.incgamers.com/images/screenshots/29146blade.jpg" alt="Lollipop Chainsaw"></a></p>
<p>Lollipop loving protagonist Juliet Starling is clearly the star of 
the show. Sporting cheeky winks, a (very) short skirt and the severed 
head of her friend ‘Nick’ around her waist she attacks zombies with the 
help of her chainsaw via a simple combo system that favours timing over 
complicated strings of inputs. The emphasis of Juliet's attacks is quite
 clearly on their visual impact rather than their technical execution.</p>
<p>Zombies literally explode when met with the chainsaw's blade, their 
bodies splattering blood in all directions across the candy-coloured 
environment of San Romero High School in which the first part of our 
demo was set. The palette is nothing short of sacchirine in its 
construction; reds are positively scarlet, blues are like lightning and 
yellows make those seen in <span style="font-style: italic;">Kill Bill </span>look like dull browns. 
Despite their garishness though, the visual assault works in that it 
creates a stark, intense comic book sensibility that sings in unison 
with the madcap plot, characters and gameplay.</p>
<p>Furthermore, the HUD and screen filling place cards that introduce 
primary bosses have been constructed with the same style in mind. 
Juliet’s health (signified by a string of lollipops, obviously), her 
‘star power’ meter and other onscreen bric-a-brac painted in the same 
ink dot technique employed in classic Americana comics of the 1960s. 
It’s silly, it’s over the top, it’s charming and, above all else, it’s 
so typically Suda51.</p>
<p><a class="thickbox" title="Lollipop Chainsaw" href="http://www.incgamers.com/images/screenshots/29142orig.jpg" target="_blank"><img class="embedshots" style="display: block; margin-left: auto; margin-right: auto;" title="Lollipop Chainsaw" src="http://www.incgamers.com/images/screenshots/29142blade.jpg" alt="Lollipop Chainsaw"></a></p>
<p>If you manage to dispatch numerous zombies in a single combo you’re 
treated to screen filling text indicating your success in the 
traditional Japanese videogame manner of an awkward translation - 
namely: ‘Good Hunting ‘X’ Zombies,’ in which ‘X’ signifies your kill 
count. The higher your count, and the flashier your attacks, the faster 
you’ll fill up Juliet’s star meter. When full you can trade-in your 
stars for a brief period of invincibility and increased damage.</p>
<p>During this time Juliet is shadowed by a large halo of rainbows and 
stars, further adding to the aesthetic onslaught and creating a distinct
 (if slightly unnerving) juxtaposition between explicit violence and 
post-watershed school girl imagery. In the midst of this is the severed,
 necktie wearing head hanging from our heroine’s waist. Nick, as he’s 
known, has some part to play in the plot and the gameplay but both the 
game’s developer Grasshopper Manufacture, and its publisher Warner 
Brothers, are keeping tight-lipped as to the exact nature of his 
involvement.&nbsp;</p>
<p>Not everyone in San Romero High is a zombie, though. During our demo 
Juliet came across a couple of students that had somehow managed to 
avoid succumbing to the living dead; duly signified by their perfectly 
clean letterman jackets. On both occasions these students were under 
attack upon our arrival and required help to survive. If you manage to 
save them you’re rewarded (in our case with a lollipop shaped health 
pack), fail to rescue them and they turn into an extra tough zombie as 
punishment for your tardiness.</p>
<p><a class="thickbox" title="Lollipop Chainsaw" href="http://www.incgamers.com/images/screenshots/29141orig.jpg" target="_blank"><img class="embedshots" style="display: block; margin-left: auto; margin-right: auto;" title="Lollipop Chainsaw" src="http://www.incgamers.com/images/screenshots/29141blade.jpg" alt="Lollipop Chainsaw"></a></p>
<p>The San Romero section of the presentation ended with a battle 
against a ‘sub-boss’, Mr Fitzgerald. In keeping with the brash nature of
 the rest of the game, Fitzgerald introduces himself to Juliet with the 
line "I’m Fitzgerald, bitch!” hardly a fitting line for a school 
teacher… Apparently, you’ll know how to differentiate between regular 
zombies and sub-bosses by the fact that only the latter are given a 
name. If only real life held the same degree of clarity.</p>
<p>Potty-mouthed Fitzgerald uses a desk as a shield which, despite the 
fact that chainsaws are designed to cut wood, is impenetrable to 
Juliet’s attacks. Landing hits requires you to run around behind him and
 attack from the rear, a task our playthrough operator handled with 
practised ease. Beat Fitzgerald and you’re treated to the line: "You’re 
getting a C, bitch!” Apparently, Miss Starling is a high achiever and a 
'C' is significant punishment for the vanquishing of a teacher.</p>
<p>The demo then jumped forward to a sequence featuring a fight against a
 'proper' boss. ‘Punk Zombie Zed’ is the sort of punk you'd expect to 
see in a bad 1980s high school coming of age movie; complete with long 
leather coat, Dr Marten boots and spiked mohawk.</p>
<p><a class="thickbox" title="Lollipop Chainsaw" href="http://www.incgamers.com/images/screenshots/29144orig.jpg" target="_blank"><img class="embedshots" style="display: block; margin-left: auto; margin-right: auto;" title="Lollipop Chainsaw" src="http://www.incgamers.com/images/screenshots/29144blade.jpg" alt="Lollipop Chainsaw"></a></p>
<p>Zed's battle is split into three segments. In the first he runs 
around at motion blur-inducing speed, stopping occasionally to spike you
 with his microphone stand. The second sees him attack at range by 
turning the lyrics coming out of his mouth into physical objects of 
propulsion. Third, he fires discs of sound waves at you which you must 
avoid as they boomerang back towards him and eventually kill him. As Zed
 dies he lets out a scream of pain, invoking Juliet to give a sly smile 
to the camera and complain: "Geez, he’s so emo.”</p>
<p>Naturally, for a Suda51 title, <span style="font-style: italic;">Lollipop Chainsaw </span>is looking 
every bit as indulgent, provocative and fantastical as the rest of the 
maestro’s output to date. Nothing makes sense, nothing is supposed to 
make sense and, for that very reason, everything seems to work. We'll 
have to wait and see whether or not it plays as good as it looks, but if
 it comes anywhere close then those with an itch for feminine zombie 
hunters are in for a treat.</p>
<p>The irony here though is that, despite being shown at Gamescom, the extreme levels of violence and gore means that <span style="font-style: italic;">Lollipop Chainsaw </span>is probably going to be banned in Germany. In this instance, I’m glad that I don’t live there.</p>]]></content:encoded>
    </item>
    <item>
      <title>Borderlands 2': Preview - gamescom 2011</title>
      <pubDate>Thu, 18 Aug 2011 13:11:24 -0400</pubDate>
      <link>http://www.siknation.com/home/article/330067/m/715520</link>
      <guid>http://www.siknation.com/home/article/330067/m/715520</guid>
      <content:encoded><![CDATA[<img style="border: medium none;" alt="" title="" src="http://i1.cdnds.net/11/33/618_gaming_borderlands_2_01.jpg"><br><br><span style="font-weight: bold;"><span style="font-style: italic;">Borderlands 2</span> is the hotly-anticipated follow-up to <a href="http://www.digitalspy.ca/companies/gear-box-software/" title="More Gear Box Software articles"><span style="font-weight: bold;">Gear Box Software</span></a>'s
 surprise 2009 hit. Back when its forbear was unveiled, the studio made 
something of a big deal about it being an original IP in a genre rife 
with sequels. <br><br>Well, it seems that Gear Box doesn't think sequels
 are such a bad thing after all, and if what we saw at gamescom 2011 is 
anything to go by, they know a thing or two about what makes an 
effective one. It's been in the works since the first game proved a 
success in the software charts, and the developer has promised fans that
 this is far from one of those cookie cutter offerings.</span><br><br>We
 were shown a hands-off demo during the Cologne event, which Gear Box 
vice president Steve Gibson informed us takes place one-third into the 
game after our 'Gunzerker' protagonist has been left for dead in a 
frozen wasteland by the game's villain Handsome Jack. <br><br>The first 
thing that struck us is how much more polished this one looks compared 
to its predecessor. It sports the same hand-drawn aesthetic, but with an
 extra layer of polish, and animation sharp enough to cut yourself on.<br><br><span style="font-weight: bold;">Tough enemies and tougher weapons</span><br><br>After
 exploring the icy expanse, the player was attacked by monstrous 
creatures known as Bullymongs. It seems the developers have taken the 
AI-related criticism they received the first time around on board, as 
these were smart blighters. Gibson explained that all AI behavior is 
non-scripted, so characters will behave in a potentially unique way 
every time you play. <br><br>The beasts were shown hurling debris at the
 player and heading for the high ground to get the drop on them. 
Humanoid AI seemed much more reactive too. They take on a limp when 
wounded and hide or group together when outgunned.<br><br><span style="font-style: italic;">Borderlands</span>
 packed a bigger arsenal than the Russians during the Cold War, and the 
sequel looks on course to continue this tradition. Specific weapons 
manufacturers will be more prominent in the follow-up, and their 
merchandise will have a recognisable visual design. In the gamescom 
demo, the player started out packing a TDR, which Gibson called "the Bic
 razor of guns" as they are quickly tossed aside once their ammo is 
spent.<br><br>In one instance, an empty TDR struck a Bullymong in the 
face as it was discarded, stunning the creature. A gun constructed by 
the bandits (who fans of the previous game will have killed legions of) 
was also showcased. It was a crude and clunky construction, though able 
to hold a vast amount of ammo in its chamber. There was also a heavy 
duty shooter that looked like a cross between a gatling gun and a hose 
pipe, capable of spitting out bullets at a frighting quip.<br><br>Vehicular
 segments also played a significant part in the original, and there has 
been an overhaul here. As well as power-sliding and realistic 
suspension, vehicles can now carry four players during co-op missions. 
What's more, transports will no longer snag on parts of the environment.
 And while we're on the subject of the environment, this is a new and 
improved version of Pandora.<br><br><div id="articleimage" class="leftimgfloat"><div class="image"><img src="http://i1.cdnds.net/11/33/gaming_borderlands_2_03.jpg" alt="Borderlands 2" height="225" width="300"></div></div><div id="articleimage" class="rightimgfloat"><div class="image"><img src="http://i1.cdnds.net/11/33/gaming_borderlands_2_02.jpg" alt="Borderlands 2" height="225" width="300"></div></div><br><br><span style="font-weight: bold;">A bigger Pandora</span><br><br>The
 world is seamlessly connected to give the player sense of context. For a
 high vantage point, you can see Hyperion City to the West and deserts 
in the East. It has more of a living, breathing feel to it, with 
non-playable characters going about their business whether they cross 
paths with your character or not. <br><br>As Gibson so aptly put it, 
this universe exists "with or without you". It's much bigger too, so an 
omnipresent map sits handily in the corner to help you find where 
missions are located.<br><br>Other tweaks include revamped skill trees 
geared towards gaming changing upgrades, rather than ongoing stat 
increases, and refinement in the co-op multiplayer department. The 
latter system has been reworked to help players catch up with their 
friends along the same quest line quickly. <br><br>The missions 
themselves have also been given an injection of variety. Apparently, it 
will no longer be one fetch quest after another. During the demo on 
show, the player embarks on a rescue mission while warding off attacks 
from kamikaze robots, who still crawl at you Terminator-style when their
 legs have been blown off.<br><br><span style="font-style: italic;">Borderlands 2</span> looks like an 
extremely promising sequel. Gibson spent most of the presentation 
explaining how Gear Box has improved on every single aspect of the 
original, but we have to say, they put their money where their mouth is 
with the demo. <br><br>It looks more refined and sophisticated, while staying true to what made the original <span style="font-style: italic;">Borderlands</span> a smash hit - guns, loot and attitude.<br><br><span style="font-weight: bold;"><span style="font-style: italic;">Borderlands 2&gt;</span> is released for Xbox 360, PS3 and PC in 2012.</span>]]></content:encoded>
    </item>
    <item>
      <title>Battlefield 3 to have 3 times as much DLC as Bad Company 2</title>
      <pubDate>Tue, 16 Aug 2011 14:31:03 -0400</pubDate>
      <link>http://www.siknation.com/home/article/328017/m/715520</link>
      <guid>http://www.siknation.com/home/article/328017/m/715520</guid>
      <content:encoded><![CDATA[
<p><img src="http://bf3blog.com/wp-content/uploads/2011/05/back-to-karkand-wallpaper-620x348.jpg" alt="Battlefield 3 DLC"><br>
During the hectic time here at E3, EA decided to skip the show for one 
announcement: during an investors call, EA announced that the upcoming 
Battlefield 3 will have "three times as much DLC as Bad Company 2″. Bad 
Company 2 itself had 7 downloadable content packs, ranging from small 
updates which included new maps and game modes, to large updates like 
the Vietnam DLC, which offered a whole new setting, weapons and 
vehicles. </p>
<p>The first DLC for Battlefield 3 will be <a href="http://bf3blog.com/battlefield-3-back-to-karkand/">Back To Karkand</a>,
 which has already been announced and will be offered for free to those 
who pre-order the game. Everyone else will have a chance to buy it 
approximately one month after BF3′s release (rumored to cost $10). 
Battlefield 3 ships on October 25 on PC, PlayStation 3 and Xbox 360. </p>]]></content:encoded>
    </item>
    <item>
      <title>Battlefield 3 to run in 720p, 30fps on consoles</title>
      <pubDate>Tue, 16 Aug 2011 14:30:21 -0400</pubDate>
      <link>http://www.siknation.com/home/article/328016/m/715520</link>
      <guid>http://www.siknation.com/home/article/328016/m/715520</guid>
      <content:encoded><![CDATA[
<p><img src="http://bf3blog.com/wp-content/uploads/2011/06/bf3-ps3.jpg" alt="BF3 PS3"><br>
A few days ago, Battlefield 3 was <a href="http://bf3blog.com/2011/06/battlefield-3-playstation-3-version-played-on-jimmy-fallon-show/">showcased on the PlayStation 3</a>
 during the Late Night show with Jimmy Fallon, and it sparked a lot of 
discussion among console owners who thought that the PlayStation 3 
version looked inferior to the PC counterpart. While DICE has always 
said that the PC version would feature extra graphical capabilities in 
form of higher resolution textures, more anti-aliasing, among other 
thing, they’ve now revealed a few more details on what to expect on 
consoles. </p>
<p>DICE developers confirmed via Twitter that the PlayStation 3 and Xbox
 360 versions would run at 720p, as opposed to 1080p, which both 
consoles support. Furthermore, console versions would run at 30 frames 
per second, which is considered the bare minimum frame rate for first 
person shooters.  The news comes after DICE developer Johan Anderson 
confirmed via Twitter that the game will run <a href="https://twitter.com/#%21/repi/status/82056338145951745">at 30 fps</a> on consoles, and later confirmed that it will be in <a href="https://twitter.com/#%21/repi/status/82018175260172288">720p as well</a>. </p>
<p>It’s not a big surprise that Battlefield 3 won’t support 1080p — very
 few games are run in 1080p, especially graphics intensive shooters and 
action games (for instance, Crysis 2 ran at 720p and 30fps as well). 
Regarding the frame rate, it’s interesting to note that BF3′s main 
competitor, Modern Warfare 3 and its predecessors have always run at 
60fps, which resulted in the familiar smooth gameplay that Call of Duty 
is known to deliver on consoles. On the other hand, Battlefield 3 and 
the new <a href="http://bf3blog.com/tag/frostbite/">Frostbite engine</a> offer full destruction, larger maps and more features than any Call of Duty game.  </p>]]></content:encoded>
    </item>
    <item>
      <title>Randy Pitchford goes even more insane, this time over Borderland</title>
      <pubDate>Wed, 03 Aug 2011 20:26:47 -0400</pubDate>
      <link>http://www.siknation.com/home/article/315266/m/715520</link>
      <guid>http://www.siknation.com/home/article/315266/m/715520</guid>
      <content:encoded><![CDATA[<p style="font-weight: bold;">Gearbox honcho gets huffy over leaked
Borderlands 2 announcement, calling news about the game released ahead
of *his* schedule 'shoddy journalism'.</p>
        
        
        <p>
	We just read <a href="http://arstechnica.com/gaming/news/2011/08/developer-calls-accurate-borderlands-2-report-shoddy-journalism.ars">this</a> over our morning coffee and toast. We recommend you have a read of it, too, though we leave your choice of meal up to you.</p>
<p>
	The deal is this - yesterday, <a href="http://www.eurogamer.net/articles/2011-08-02-borderlands-2-confirmed-source">Eurogamer</a>
and then many other sites broke the news that Gearbox was working on
Borderlands 2. It's interesting news, but really hardly surprising,
given the game's success and 2K's marketing commitment to the game.
However, therein lies the problem.</p>
<p> You see it would appear that Randy Pitchford, Gearbox's boss,
believe that any sense of real journalism in gaming is so far out of
place as to be deserving of namecalling. He came out <a href="http://twitter.com/DuvalMagic/status/98529291117133824">swinging on Twitter</a>, saying that anything unannounced didn't exist and that the article itself was shoddy journalism.</p>
<p> Of course, cut to the next day and 2K and Gearbox make the official
announcement, and as that Ars article points out, therein lies the rub.
2K had an already extant agreement with Game Informer to break the news
and details of the game.</p>
<p> It's worth repeating some of Ars' points, because we too worry that
this shows exactly what parts of the games industry think of those who
write about it - that we are merely an extension of their marketing
department. No wonder a lot of readers have little faith in games
journalism, when the industry that should be supporting us thinks so
little as well.</p>
<p> All this on top of the looming presence of Game Informer. GI is a
title that wields incredible power, and if that mag's signed an
exclusive deal with 2K, then it's very likely there were discussions
between both parties once that Eurogamer story broke. Atomic's had it's
own issues with Game Informer's remarkably pull, when the mag refused
to let us have a global lead on a Civilization V announcement - as if
Atomic could in any way effect their sales! Because of that we were
asked not to publish until after GI had their chance. Which, of course,
would have effectively been a waste of time and not been 'news' at all.
So we turned down the entire preview offer, cancelled our trip, and had
to find another article.</p>
<p>
	It was annoying to say the least.</p>
<p> And again, that too was a 2K game, showing the very tight
relationship the two companies have. As an Editor, I defend my
exclusives too, but I'm not going to do it at the expense of another
title.</p>
<p> It's a shame, really. I used to quite unashamedly like Randy
Pitchford, and enjoy his work. But the man's making that harder and
harder to do. Attacks like his on honest games journalists do not do
anyone any favours.</p>]]></content:encoded>
    </item>
    <item>
      <title>Sony PlayStation Network Hackers Arrested In Spain</title>
      <pubDate>Sat, 11 Jun 2011 16:30:37 -0400</pubDate>
      <link>http://www.siknation.com/home/article/264409/m/715520</link>
      <guid>http://www.siknation.com/home/article/264409/m/715520</guid>
      <content:encoded><![CDATA[<p>Spanish police announced Friday that three arrested were made of 
members belonging to the hack activist group Anonymous who allegedly 
were responsible for the attacks made on Sony and on banks and other 
government websites.</p>
<p>Spain police also said they have been one of the first police forces 
in their country devoted to tracking Anonymous, who may have been 
responsible for several distributed denial-of-service attacks (DDOS) 
against business and government organizations.</p>
<p>Arrest were made in Barcelona, Alicante, and Valencia. One arrest in 
the city of Gijón had a computer in the house which was used to attack 
the PlayStation Network. The arrest not only helped officials pinpoint 
attacks on Sony PlayStation Network, but also dozens of other attacks 
including the bank BBVA, an Italian utility company called ENEL and 
government websites in Egypt, Algeria, Libya, Iran, Chilie, Colombia and
 New Zealand. </p>
<p>Anonymous have targeted groups like Scientology website and companies
 that have cut its ties with WikiLeaks, like Amazon.com, MasterCard, 
PayPal, PostFinance and Visa. </p>
<p>Spanish police also said Anonymous is responsible for attacks on 
Catalan police websites and an attack on the Central Electoral Board and
 UGT trade union back in May. </p>
<p>Names of those arrested have not been released yet.</p>]]></content:encoded>
    </item>
    <item>
      <title>EA is launching it's own version of CoD Elite, but it's free.</title>
      <pubDate>Fri, 03 Jun 2011 14:35:20 -0400</pubDate>
      <link>http://www.siknation.com/home/article/258662/m/715520</link>
      <guid>http://www.siknation.com/home/article/258662/m/715520</guid>
      <content:encoded><![CDATA[<img src="http://i51.tinypic.com/2rzvyvc.jpg" title="" alt="" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; "><br><div><br></div><div><span style="font-family: verdana, helvetica, arial; font-size: 11px; line-height: 11px; "><p style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; font-weight: inherit; font-style: inherit; font-size: 11px; font-family: inherit; vertical-align: baseline; ">According to the official Battlefield blog EA has decided to bring its players closer together much like Activision are doing with their recently announced Call of Duty Elite.</p><p style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; font-weight: inherit; font-style: inherit; font-size: 11px; font-family: inherit; vertical-align: baseline; ">The major difference is that EA's version will be completely free with no announced plans of having gamers pay to upgrade which gives their new Social feature a slight edge.</p><p style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; font-weight: inherit; font-style: inherit; font-size: 11px; font-family: inherit; vertical-align: baseline; "><em style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; font-weight: inherit; font-style: italic; font-size: 11px; font-family: inherit; vertical-align: baseline; ">"Of course there are things we will not be showing at E3, including the game’s extensive co-op campaign, the introduction of Team Death Match mode and the Battlefield 3 Battlelog web destination – featuring powerful social tools, feeds and detailed player stats. Battlelog also lets you manage your friends lists, squad up, create platoons, use voice chat and follow your friends’ progress in real-time, and more. Battlelog will be available for the monthly fee of (drum roll)... zero dollars. We look forward to providing more information on these features in the near future!"</em></p><p style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; font-weight: inherit; font-style: inherit; font-size: 11px; font-family: inherit; vertical-align: baseline; ">I wouldn't expect it to have as many features as Call of Duty: Elite but at least it shows just how series EA are about finally taking Call of Duty's top spot.</p></span></div>]]></content:encoded>
    </item>
    <item>
      <title>Call of Duty Elite</title>
      <pubDate>Tue, 31 May 2011 18:14:28 -0400</pubDate>
      <link>http://www.siknation.com/home/article/256651/m/715520</link>
      <guid>http://www.siknation.com/home/article/256651/m/715520</guid>
      <content:encoded><![CDATA[<h1 class="storytitle">Call of Duty Elite' will charge a subscription fee for premium content. How long will you keep paying for a single videogame?</h1>
	 	<div class="author">by <a href="http://popwatch.ew.com/author/dfranich/" title="Posts by Darren Franich">Darren Franich</a></div>
		<div class="meta">Categories: <a href="http://popwatch.ew.com/category/misc/geekery/">Geekery</a>, <a href="http://popwatch.ew.com/category/misc/videogames/">Videogames</a> </div>
		
		<ul class="comment-links clear"><li class="comment-bubble">
				<a href="http://popwatch.ew.com/2011/05/31/call-of-duty-elite-subscription/#commentsHeader">Comments
					<span class="box">2<span class="btm"></span></span>
				</a>
			</li><li><a href="http://popwatch.ew.com/2011/05/31/call-of-duty-elite-subscription/#respond">Add comment</a></li></ul>
		
		<div class="storycontent">
		<div class=" alignleft" style="width: 320px;"><img src="http://img2.timeinc.net/ew/dynamic/imgs/101111/Black-Ops_320.jpg" alt="Black-Ops"></div>
<p>Playing a videogame on your home console used to be a pretty simple
proposition. You bought the game in a store. You took it out of the
package and inserted the cartridge into your home entertainment system.
When the game didn’t work, you took out the cartridge and blew into it.
(The "Blow Into It” method stopped working when games made the jump to
disc technology, but toothpaste would usually do the trick.)
Eventually, you got bored of the game and stuck it in the back of the
closet forever, unless you got nostalgic or wanted to impress a girl
with your <span style="font-style: italic;">Super Mario Bros. III</span> speed-run (and if you found that girl then I pray you married her). <span id="more-142172"></span></p>
<p>But that’s all changed in the last ten years. Online multiplayer
technology has turned some games into backdoor national pastimes.
That’s especially true of the massively successful <span style="font-style: italic;">Call of Duty</span>
series: The annual release of new entries in the first-person shooter
has become a giant media event, and publisher Activision has attempted
to reap more profits from the series out of downloadable content,
including expansion packs and <a href="http://popwatch.ew.com/2011/04/26/call-of-duty-escalation-buffy-machete/" target="_blank">star-studded zombie mini-games</a>.
But like any good media company, Activision is now faced with an
existential question: Now that we’ve made billions of dollars off of
this franchise, how can we make <span style="font-style: italic;">more</span> billions of dollars? The solution: A monthly subscription. Activision execs told the <a href="http://online.wsj.com/article/SB10001424052702304563104576355310423496054.html" target="_blank">Wall Street Journal</a> that they’re planning to launch "Call of Duty Elite,” a new premium service that will give <span style="font-style: italic;">Call of Duty</span> players access to extra content, new maps, and social networking (why not?) for a monthly fee.</p>
<p>Now, keep in mind: Purchasing a new <span style="font-style: italic;">Call of Duty</span> disc
already costs $60, to say nothing of the start-up costs of purchasing a
console, a controller, an internet connection, etc. It’s understandable
that Activision would attempt to move <span style="font-style: italic;">Call of Duty</span> into a subscription model; corporate sibling Blizzard has had monstrous success with their subscription-based <span style="font-style: italic;">World of Warcraft</span>.
And, lest gamers get in an uproar, "Elite” doesn’t seem entirely
necessary — slapping "social media” onto a service and calling it
"premium” feels very 2008 to me. But the apparent inconsequentiality of
"Elite” is maybe the most disturbing thing about this move. In general,
I’m skeptical about downloadable add-on content, and this feels like
one more move towards a cash-grabbing mentality.</p>
<p>But maybe I’m wrong. Gamers who enjoy playing <span style="font-style: italic;">Call of Duty</span>
multiplayer at all hours might appreciate a premium subscription
service. Heck, I almost wonder if "Call of Duty Elite” should separate
out the more experienced players: I can’t believe all the foul-mouthed
fifth-graders who have killed me literally hundreds of times actually
enjoy playing against non-experts like me. What do you think, people?
Would you pay a monthly subscription for a premium videogame service?</p></div>]]></content:encoded>
    </item>
  </channel>
</rss>

