By Miguel Concepcion

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Ok, for some reason I forgot about the zombies in "The Last of Us" until last week. Were there zombies at Sony's E3 press conference last year? I suppose the consumer in me, having thoroughly enjoyed Naughty Dog's Uncharted series, imposed an unconscious media blackout for the last year. Yet, Sony had other ideas as they recently sent over a preview code that featured two of the game's settings. Aside from this reintroduction of zombies, here 9 other things I learned from playing "The Last of Us".
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By Kevin Kelly

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By now you've probably heard about the Xbox One, Microsoft's new game console that was announced today. That reveal also included a deep dive into Call of Duty: Ghosts, the upcoming shooter in the ongoing series from Activision, due out this November. We were able to get a sneak peek at the title last week, and were treated to an underwater sequence from the game that involved following an enemy submarine and destroying it.
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So I hear Microsoft has some big announcement today about some kind of new "ecksbawks" and it's supposed to play the next "Call of Duty" vidjagame. OK, OK -- snark aside --MS's next big thing is getting all gussied up before the prom night that is E3 and we're liveblogging it here! The Pre-show starts at 12PM ET with the main event beginning at 1PM ET.
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June 4th is coming up soon so Capcom and Dontnod are showing off their version of near future with the dystopian, memory hacking game, "Remember Me" hear in New York. Unfortunately, I didn't have enough time to check out the full demo as I was still nostalgie-tripping over "DuckTales" but I did get a few hands on moments with some combat and explored a bit of the seedy underbelly of Neo Paris.
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I only got about half an hour with the game which I wrote about ealier today. But if you don't want to read a long preview I made a quick round-up of what "The Bureau" is all about.
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Hey, remember when 2K Marin announced a new XCOM game way back in 2010 and everyone got super excited about defending Earth against a new alien threat via a three-quater tactical view? Remember how when they said it would be a first person shooter instead and all those excited fans got really upset that it had been "dumbed down" for the masses of COD kiddies? What we saw during that 2010 E3 was a mixed bag for some and for most accounts 2K Marin has been mum about any details -- so much so that fans got tossed a quick but really fantastic (seriously it was our GOTY for 2012) franchise entry as "XCOM: Enemy Unknown" to keep some of the hardcore fans satiated. Well, a lot can change in three years and what may have been another mediocre shooter clone got altered into a tactical third person shooter blending elements from "XCOM: EU" and "Mass Effect" set during the Cold War.

We got a taste of what "The Bureau" would be a few weeks ago with this haunting live action trailer and last week I got a hands-on demo of what to expect come this summer.
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Miguel Concepcion

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Between "Watch_Dogs"' E3 2012 debut and its demo at the PlayStation 4 unveiling, Ubisoft has only offered glimpses on how hacking can be used in the game's open world. We know it plays a central role in both the narrative and as a survival tool. Yet we haven't had a chance to see this mechanic in a free roaming context. This week, Ubisoft gave us a more robust look at "Watch_Dogs": about 30 minutes of open world gameplay, without a single second devoted to the campaign. Here are the five things that has me more excited about "Watch_Dogs", and five things has piqued my curiosity:

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And suddenly, there was a class-based shooter in my "Splinter Cell" game.

The fundamental ideas behind the Spies vs. Mercs in "Splinter Cell: Blacklist" are strong: asymmetrical tactical missions where the stealth side is outgunned but compensates with gadgets and the ability to sneak while the combat-focused side is less agile but makes up for it with devastating attacks. In each of the scenarios presented to us by Ubisoft, the run and gun (well, walk slowly and gun) Mercs must prevent the sneaky Spies from arming and detonating a series of bombs on each map, but that asymmetry is kind of disruptive and at times, frustrating, hampered by stiff controls and with the first-person perspective of the mercs, an added challenge to gaining situational awareness.

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If there's a co-op mode that requires constant, almost obsessive communication, it's the one in "Splinter Cell: Blacklist." In my time with attempting to secure nukes on an Islamabad military base, I found myself relying on the voice chat in "Blacklist" co-op more than I have traditionally in cooperative modes in other games. Chalk it up to the deliberate pace and a mission which required me and my partner (a fellow journalist getting his hands on the co-op for the first time) to call our shots, pick our targets deliberately, and most importantly, never once alert the guards.

Even with an instant fail state after being detected, even after dying a dozen or so times because my partner or I neglected to pay attention to our corners, the co-op in "Blacklist" on display at the recent preview event makes me wish Ubisoft had found a way to create an entire campaign around the mode.

A note: all screens in this preview were provided by Ubisoft PR and were not captured by MTV Multiplayer.

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With this summer’s release of "Runescape 3," the Jagex team wants to create player engagement in "a constantly evolving world" generated by player decision. Jagex design director Mark Ogilvie says that browser games, have gotten short shrift by the rest of the industry, but with "Runescape 3," the studio plans to show the genre can compete with AAA titles. With an updated interface and developed using HTML5, Ogilvie says that the MMO will offer plenty of player-centric benefits like community tools and a "tear and share" system (essentially, you can drag, resize, and snap-to menu elements and share your customizations with other players).

But will a revamped interface and a flood of content be enough to hook new gamers (and keep the old ones around)? That's what Jagex believes.

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