Latest Boss Keys Video Dives Into The Intricate Simplicity Of Twilight Princess’ Dungeons

After examining in depth the dungeons in the the Oracle games, The Wind Waker, and The Minish Cap, Youtuber Mark Brown examines the dungeons in The Legend of Zelda: Twilight Princess, making a case for both the series' decreasing openness, and why that's not always a bad thing.

Brown's chief discovery is that almost all of the dungeons in Twilight princess use a central T-shaped design, wherein you walk up to a central hub area, tackle one spoke to your left, find an item that lets you venture right, then finish the rest of the dungeon. Although it's a far cry from the original games' more open-ended design, it allows them, according to Mark, to introduce some more complex ideas into this simple mix later on, such as the rotating staircase in the Lakebed Temple. Each dungeon also has a distinct personality, and the aesthetics of each are colorful and unique.

You can watch Mark dissect Twilight Princess' dungeons in more depth below.

(Please visit the si..

Revelation Online Closed Beta Key Giveaway

We are giving away 5,000 closed beta keys for Revelation Online on PC. This is an instant win and you will receive an email with the code. Closed beta ends on February 2nd, 2017.
If you're not familiar with Revelation Online, it is a breathtaking Massively Online Multiplayer experience in which players will discover the lands of Nuanor. Explore a vibrant world of ancient mystery, and use the power of flight to experience absolute freedom. Spread your wings or master one of the many aerial mounts to soar through the sky. Dive into the waters or climb to the top of the world – in Revelation Online, you can freely reach any place.
Enter below:

PC Gaming Market Reaches $30 Billion All-Time High

While not the towering juggernaut that the console market is, the PC gaming market has been showing steady growth in recent years, and in 2016 reached an all-time highest Total Available Market (TAM, which measures the total revenue made by a kind of product across all competitors) of $30 billion.

Jon Peddie Research (JPR), a technology market research and consulting firm, announced that the PC gaming market breached the new high mark. For JPR, the PC gaming market is “Comprised of pre and DIY built gaming computers, upgrades, and accessories such as input devices and audio/communication systems.”

The largest area of growth for the PC gaming market is the Asia-Pacific region, where, according to JPR, “an entrenched PC gaming culture, large population, and a lack of significant console traction” lead to an $11.3 billion TAM last year. While the Asia-Pacific experienced the most growth, North America and Europe lead the market for high-end hardware. As of 2016, entry-level hardware mak..

Study Breaks Down Game Genre Playerbases By Gender

Studies on the percentage of women who play video games tend to place them between 38 and 48 percent, with the ESA's current report estimating that 41 percent of the game-playing audience are women. Unfortunately, most of these studies don't delve deeper. What kinds of games are everyone playing? How do each genre's playerbases stack up in terms of gender? A recent study explores this exact question.

Game analytics consulting firm Quantic Foundry has conducted a study surveying over 270,000 people who play games and has broken down the results. The survey asked participants that used a “Gamer Motivation Profile” to list some of their favorite games, from all-time favorites to recent titles they're enjoying, then list qualities they enjoy in a game. The study then broke down participants' titles by genre, which Quantic Foundry co-founder Nick Yee admitted is a bit difficult to do. “Game genres are incredibly messy things,” said Yee. To get around that issue, Qu..

PlayStation 4, Xbox One Outpacing PlayStation 2, Xbox 360 Install Bases

Around the time the Xbox One and PlayStation 4 were due to make their debut, many analysts predicted the death of the console. Phones and handhelds were much more popular, and dedicated gaming devices were supposedly on their way out, these analysts said. As we know now, that's not the case. In fact, they're selling better than ever. Games and interactive media research firm SuperData has released its updated console sales figures and predictions, and the results show that the current crop of consoles is far from done.

The most notable numbers are that both the PlayStation 4 and Xbox One are outselling their predecessors. The PlayStation 4's current 55 million-strong install base ousts the PlayStation 2 as Sony's fastest-selling console. The latter reached 112 million total units sold throughout its lifetime. Similarly, the Xbox One's 26 million-person install base beats the Xbox 360's install base (22.1 million) at the four-year mark.

SuperData attribu..

What To Watch This Weekend: League of Legends, Super Smash Bros., And Team Fortress 2

It seems like every big scene is fully waking up this weekend. Between the start of several major competitive seasons starting up, a week-long major, and one of the of biggest Super Smash. Bros. tournaments of the year, everyone's fighting for your precious viewing time.

League of Legends begins its Spring season with its Spring Split, pitting eight formidable teams against each other for the chance to represent their region in the Mid-Season Invitational (Europe Stream / Europe Schedule / North America Stream / North America Schedule)

Meanwhile, Dota 2's best teams will be facing off in the Dota Pit, one of the biggest online tournaments outside Valve's own majors. The tournament features a $136,000 prize pool. (Stream / Schedule)

Heroes of the Storm's competitive season also goes into full swing this weekend, as both North American and European teams begin fighting for the their spots in the Mid-Season Brawl. (Stream / Europe Schedule / North America Schedule)

The Rise, Fall, and Future of Resident Evil: A 2-Part Video Series

On January 24 Capcom will launch Resident Evil 7. The newest entry in the long-running survival horror series looks to be a dramatic reinvention and, in the lead up to its release, GameSpot took an in-depth look at the circumstances that led to the franchise being reworked.
In episode one of a two-part video series called “Reviving Resident Evil,” Tamoor Hussain delved into the past, talking to Amnesia: A Machine for Pigs creative director Dan Pinchbeck, Alien: Isolation director Alistair Hope, and Dead Space 2 level designer Matthias Worch about the impact Resident Evil had on the video game industry. From there he charted the series' decline and the rise of indie and western developers, many of which were inspired by Resident Evil or carried on its legacy in some way.
The second episode in the series looked to the future, and featured interviews with the developers behind Resident Evil 7. It focused on the lessons Capcom has learned from the recent titles, the decision to reimagine Resident Evil, and the influences of modern indie horror titles.
In the creation of these videos we conducted a number of lengthy interviews. While parts of these are featured in the series, there was a great deal of unused material which will no doubt be of interest to fans of the series, so we've made them available below. Along with these, we've also collected a supplemental Resident Evil video on the history of Resident Evil. Check it all out:
Table of Contents [hide]InterviewReviving Resident EvilThe History of Resident EvilInterviewReviving Resident Evil: The Complete Capcom Japan InterviewReviving Resident EvilPart 1: RE-volution – We look at how Resident Evil changed video games, speak to developers it influenced, and chart its decline.
Part 2: RE-invention – We talk to the developers behind Resident Evil 7 about reimagining the series, learning from indies, and building a new future.
The History of Resident EvilJoey Yee looks back on the long history of the franchise, and attempts to figure out what it really means to be a Resident Evil game.

Nioh Is A Brutal Return To Form For Ninja Gaiden Developer

Upcoming samurai action dungeon-crawler Nioh seems like a proper callback to the work of its developer Team Ninja. The calculated, brutal action and heavy emphasis on Japanese mythology and imagery stand proudly in ways the studio hasn't embraced since its work on the first two Ninja Gaiden games. But at the same time, it leans heavily on contemporary sensibilities, possessing a structure not unlike From Software's incredibly popular Dark Souls games. But Nioh is more than just a Souls-like game set in Sengoku-era Japan. It's the work of a studio overcoming a struggle to rediscover its identity. And most of all, it's a return to form.
In the years before Team Ninja developed Nioh, the studio once stood at the forefront of the character-driven action-game genre with its trademark style and merciless philosophy on difficulty. However, the shifting demand for easier, more approachable action-adventure games in the early 2010s impacted Team Ninja. Suddenly, the team had to make games that didn't fit their style.
“It was a tough time for us; we don't come from that school of design,” said Nioh creative director Tom Lee. “We felt lost because that's not who we are. The majority of our team are fine-tuned craftsman, and our directors have a very specific vision about gaming, so it was difficult to adjust to in those years.”
The struggle to adapt was reflected in the quality of the studio's action games during that time: 2012's Ninja Gaiden 3 and 2014's Yaiba: Ninja Gaiden Z were unrefined, superficially difficult, and shamelessly catered to trends. Team Ninja's work on the Dead or Alive series remained a consistent staple for the studio, but in its attempts to follow its action game lineage, it lost track of its ability to harness what made its early work so great.
“During that time, we made some bad choices by trying to do certain things, thinking we could accommodate a particular playstyle,” said Lee. “We lost ourselves.”
But as Team Ninja faced a changing climate in games, From Software's Souls series began to rise in popularity. Its punishing, yet satisfying dungeon crawling proved that an audience still existed for action games that challenged players through unforgiving mechanics and constant failure. The success of the Souls games afforded Team Ninja an opportunity to reclaim itself, but where could it start? Enter Nioh.
First announced in 2005, Nioh was the pet project of Koei co-founder Kou Shibusawa. The company developed it internally as an RPG based on an unfinished script by acclaimed filmmaker Akira Kurosawa, which told the tale of the first blonde-haired samurai in 1600s Japan. However, the initial version of the game failed to meet Shibusawa's vision, resulting in the project being transferred to other studios. Nioh took on various forms in the subsequent years, going as far as becoming a Dynasty Warriors-styled action game. But all of these versions fell through. At least, none worked until Team Ninja entered the picture in 2010 to develop the game's combat system.
“We didn't really know anything about Nioh until the head of Koei presented it to us,” commented Lee. “At first, I had reservations about the project: why is this western protagonist in this Japanese setting? Are we making a historic period Samurai simulator? Is this another [Dynasty] Warriors-like game?”
Despite these reservations, Team Ninja eventually took on full development of Nioh in 2012. “The more we thought about it as a team, we began to see the potential of what [Nioh] could be. And coming from that confusing place we were at before, we knew a project like this was a perfect opportunity for us to re-present ourselves and put out a project akin to our earlier work.”
And it shows. Nioh, even in its similarities to the Souls series, manages to channel the distinct style, feeling, and design of the studio's most iconic offerings. The impact of your character's weapon upon a yokai's flesh reignites memories of Ryu Hayabusa's Dragon Blade slicing rogue Ninja; a cave that summons a swarm of bats to knock you off a ledge upon passing it calls to mind the myriad brutal traps from the first Ninja Gaiden. These familiar sensations could only come from Team Ninja, but none of this would've been possible if it weren't for the circumstances that paved the way for Nioh to become what it is today.
It was a perfect storm: a studio struggling to reclaim its identity and a project deeply rooted in Japanese history and mythology struggling to take shape for nearly a decade. When these two forces fully met five years ago, everything fell into place, and it was an opportunity for Team Ninja to go back to its roots.
We had to remind ourselves that at the end of the day we're Japanese, and that we need to create a game that pays respect to our tradition and our roots.
It was under these circumstances that Team Ninja learned an important lesson: “We had to remind ourselves that at the end of the day we're Japanese, and that we need to create a game that pays respect to our tradition and our roots. There's no reason for us to hide that. In fact, let's celebrate it and pay respect to that,” Lee said.
To many of us, From Software's reintroduction of difficulty to the triple-A sphere was refreshing and unexpected–but it was precisely what Team Ninja had been doing all along in its early games. Nioh resembles the Souls formula, but the pride and confidence that it exudes in its interpretation of that game type goes beyond rudimentary comparisons. It's unashamed to immerse itself in Japanese culture, pulling from its deep well of history and mythology; and it has no qualms in picking you up and smashing you into the ground, only to do so a second time while you're trying to catch your breath.
“It took us so long to feel a sense of pride in our games,” Lee concluded. “But we're back in the sense that we know who we are. These are our strengths and this is a universe that we understand. That's why we're doing everything we can to present it in its best light.”
Expect to see exactly what Team Ninja learned when Nioh launches on February 9, exclusively for PS4.