In the pantheon of superheroes, Superman is the most recognized and
revered character of all time. Clark Kent/Kal-El (Henry Cavill) is a
young twenty-something journalist who feels alienated by powers beyond
his imagination. Transported years ago to Earth from Krypton, a highly
advanced, distant planet, Clark struggles with the ultimate question
'Why am I here?' Shaped by the values of his adoptive parents Martha
(Lane) and Jonathan Kent (Costner), Clark discovers having extraordinary
abilities means making difficult decisions. When the world is in dire
need of stability, an even greater threat emerges. Clark must become a
Man of Steel, to protect the people he loves and shine as the world's
beacon of hope - Superman.
Go to the official IGN site at http://uk.ign.com/ to watch more reviews abou After Earth and the official site were i get my information
Following a full day of presentations, interviews, tours, tech demos and teases of the Xbox One's game-changing potential, the powers that be at Microsoft finally let us get our mitts on the new hardware's controller. While our time with the gamepad doesn't allow us to tear up the blacktop in Forza 5 or command a SEAL Team canine in Call of Duty: Ghosts, it does provide a peek at a few of the 40-plus improvements that have been made over its predecessor. Before
diving into six separate demos tailored to show off the controller's
enhanced rumble tech, Microsoft senior product marketing manager, Navin
Kumar, states "precision, comfort, and making gaming more realistic than
ever" were the driving forces behind designing the new gamepad. In
terms of precision, Kumar points out that the analog sticks respond to
inputs with 25 per cent less force, delivering a far more accurate
experience. He also claims its d-pad allows for "crisper inputs,
"perfect for "sweeping movements in fighting and sports games."
Feeling the full effect of 'impulse triggers'
While
our hands-on time affords little opportunity to test this improved
precision and accuracy, it does allow our thumbs and fingers to feel the
full effect of what Kumar refers to as "impulse triggers." Like the
360's controller, the Xbox One gamepad features left and right triggers,
used for everything from scoring headshots to flooring gas pedals. However,
the One's controller significantly ups the immersion of these
interactive experiences thanks to the addition of motors housed in its
triggers: in addition to the pair of rumblers located in the hand-grips -
as they are in a 360 controller - the One's peripheral adds one each to both triggers.
It tickles... seriously
As
demonstrated during our hands-on time, the tech is being used in a
number of ways to intensify the immersion factor. With a press of the Y
button, we're able to fire up a helicopter's propeller and a sports
car's engine. While these interactions would yield near-identical
vibrations with a 360 controller, they feel entirely unique through the
One's triggers and sticks. By programming four separate motors, two of
which now tickle the sensitive finger tips, the peripheral is able to
convey astounding nuance and variety in its vibrations. On
top of differentiating between an engine's powerful roar and a
chopper's spinning rotors, the quartet of motors allows us to experience
how it feels to pop off a few rounds from a hand-cannon and summon a
fireball in the palm of our hand. While the former feels much like it
does in any contemporary shooter, the latter - thanks to a slow rumbling
build-up, leading into a more intense vibration - yields a sense of
empowerment we can't wait to unleash the next time we barbeque baddies
in an RPG. Our
final two demos, simulating a ticking heart and braking car, are the
most impressive. The pumping brakes deliver a realistic halting
sensation the likes of which we've never before experienced in a racer,
while the heartbeat - delivered by alternating pulse-like vibrations in
the two triggers - feels scary-real. In fact, we're guessing the latter
effect will significantly up the fright factor in survival horror games;
imagine navigating a dark corridor or derelict space station in
complete silence, all while the protagonist's racing pulse thumps
beneath your fingertips.
Early Verdict
Based on our time
behind the Xbox One's controller - whose ergonomic design will feel
comfortably familiar to 360 owners - the impulse triggers seem to hold
the most promise and potential for putting players that much deeper in
the experiences of rearranging zombies' ribcages with melee weapons,
roasting trolls with fire balls, and racing across finish lines. That
said, a number of subtler features, such as magnetic sensor-equipped
triggers and a battery case that no longer protrudes from the back of
the controller, hint at the many ways the next-gen peripheral will
provide more precision in your games and comfort in your hands. Our
hands-on time barely scratches the surface of its promised 40-plus
improvements, but our satisfied fingers and thumbs are already
anticipating what other surprises the Xbox One's gamepad has got hidden
beneath its buttons, sticks, and triggers. P.S I WOULD LIKE TO APOLOGISE FOR NOT POSTING FOR SO SO LONG I HAD SOME PERSONAL SERIOUS PROBLEM WHATEVER I AM BACK HOPE YOU ENJOY MY NEW POSTS AND AS I CAN SEE FROM THE VIEWS WITHOUT ANY POSTS STILL OVER 1000 VIES PER MONTH SO THANK YOU VERY MUCH FOR YOUR SUPPORT NEXT POST COMING SOON...
The best thing about Monster Hunter, unsurprisingly, is the monsters
themselves. The iconic dragonlike and super-mammalian beasts in this
series are among the most impressive creatures in gaming, and also among
the toughest challenges. Take one look at the snapping jaws and
electrified serpentine form of a Lagiacrus or the evil eyes and
hyper-aggressive movements of a Tigrex and you know that you can expect
an epic battle. Only after you know everything about a monster – where
it likes to hide, how it limps when it’s weakened, which of its attacks
you can block or dodge – do you stand a chance of bringing it down. The best thing, though, is encountering a new monster for the first
time; one whose movements and character you don’t already know. That’s
the draw for Monster Hunter 3 Ultimate,
if you’ve already earned your Rathalos armour in previous instalments.
Although it is in most ways exactly the same game as 2010’s Monster
Hunter Tri, it brings several new monsters to the party, along with
subtle improvements and embellishments to everything else. If you’re not
already a Monster Hunter fan, then this is the best time ever to jump
in, whether on 3DS or Wii U – both versions are the same, and you can
transfer your save between the two if you buy both (more details on that
here). Most noticeably, Monster Hunter 3 Ultimate on Wii U is HD, something
the Wii couldn’t manage: it’s 1080p native. Unfortunately, though, it’s
only been retextured rather than rebuilt in HD, meaning there’s still
some blockiness to get used to. Tri was always a good-looking game,
especially on its background, but in HD its graphical imperfections are
more obvious – you can see the edges of the monster models more clearly,
and the beautiful distant vistas you can see when you look out over the
edge of a cliff don’t look quite so impressive in high definition,
where their lack of detail is more exposed. This is minor, though, in the context of such an excellent game (I really loved it),
and the other improvements – especially the vastly cut-down loading
times – more than make up for it. Monster Hunter 3 Ultimate boasts about
50% more content than Tri, but most of it sequestered away in the upper
levels of the game (G class quests), so you’ll have been playing for a
good long time before you see any of it. At Tokyo Game Show, Capcom
showed off one monster that’s new to Western Monster Hunter fans: the
Brachydios.
“
Brachydios is a cross between a poisonous rhino and an extraordinarily aggressive, volcanic T-Rex.
Best described as a cross between a poisonous rhino and an
extraordinarily aggressive, volcanic T-Rex, Brachydios enjoys
slobbering explosive neon-green saliva all over its stumpy arms and then
pile-driving you into the ground with them, leaving a residue of slime
wherever it treads. He’s clearly a distant, vastly more dangerous cousin
of the less dangerous Barroth, a mud-loving rhino-like monster that
rumbled around the desert in Tri. Unsurprisingly, he kills me pretty
quickly, despite the high-level armour and weapons and
unrealistically-elongated health bar that I’ve been endowed with for the
demo, but I get a good few stabs in on his shins with a gunlance before
the green nodes on his head start to glow read and he erupts into rage
mode. The monster stamina system has been expanded in Ultimate, letting
you see more easily when a monster is weakened or hurt. They tire out
more visibly. Monster Hunter is at its best in multiplayer, when four people can
complement each other’s strategies and weaponry, but in single-player
Ultimate lets you bring two AI companions along: Cha-Cha, the little
dude from Tri, and another wee chap called Kayumba. Cha-Cha and Kayumba
sing stat-boosting songs and have the odd stab at a monster during
battle, but their real purpose is to draw a monster’s attention away
from you, letting you get a few hits in whilst the beast’s attention is
focussed elsewhere. The Wii U gamepad's screen shows your map (that might not sound
important, but trust me, it really is) and can be used to fiddle with
your inventory, which is hardly imaginative, but certainly utilitarian.
Having a second analogue stick makes the camera easier to wrestle with,
but the real godsend on both Wii U and 3DS is a targeting button that
lets you actually lock on to monsters for the first time in the series'
history. At the moment I’m in two minds about whether Monster Hunter 3
Ultimate does enough to justify slogging through the early stages of a
game I’ve already played for 100+ hours all over again. If you weren’t a
Tri player, then great: you’ve got a lot to look forward to in Monster
Hunter 3 Ultimate – it’s as accessible as Tri, which was the first game
that really made Monster Hunter easy to get on with for beginners, in my
opinion. If you were a Tri player, though, then you might not feel
overly inclined towards killing another 50 Royal Ludroth and Great
Jaggi, working your way up from nothing again to get to the really good
extra stuff. Monster Hunter 3 Ultimate is out on both 3DS and Wii U in March 2013
in America and Europe. As well as the improved graphics, it’s the Wii U
version’s online functionality that will give it the edge over the
portable version for many players; like previous portable Monster Hunter
games, Ultimate is local-multiplayer only on 3DS (you can read some
Tokyo Game Show impressions of that right here).
You can also play local multiplayer with one Wii U console and three
3DSes, if you have three friends who are up to the challenge. Monster
Hunter is as vast and as hardcore as action-RPGs get; it's a huge score
for Nintendo's Wii U line-up, and not just for Japan.
The hunted becomes the hunter in the CryEngine-powered open-world
shooter Crysis 3! Players take on the role of 'Prophet' as he returns to
New York in the year in 2047, only to discover that the city has been
encased in a Nanodome created by the corrupt Cell Corporation. The New
York City Liberty Dome is a veritable urban rainforest teeming with
overgrown trees, dense swamplands and raging rivers. Within the Liberty
Dome, seven distinct and treacherous environments become known as the
Seven Wonders. This dangerous new world demands advanced weapons and
tactics. Prophet will utilize a lethal composite bow, an enhanced
Nanosuit and devastating alien tech to become the deadliest hunter on
the planet.
Prophet is on a revenge mission after uncovering the truth behind Cell
Corporation's motives for building the quarantined Nanodomes. The
citizens were told that the giant citywide structures were resurrected
to protect the population and to cleanse these metropolises of the
remnants of Ceph forces. In reality, the Nanodomes are CELL's covert
attempt at a land and technology grab in their quest for global
domination. With Alien Ceph lurking around every corner and human
enemies on the attack, nobody is safe in the path of vengeance. Everyone
is a target in Prophet's quest for retribution.
It's just about time to kill some skags, hoard guns and earn heaps of experience. To get you in the mood to read our upcoming Borderlands 2
review, we're running a series of articles leading up to our verdict,
coming this Thursday, 9/13 at 9PM PST. We'll cover topics like the loot
system, the story and more, giving you a taste of how I'm feeling about
each along the way. Read on, Vault Hunters, read on.
Day One
My name is Anthony and I’m addicted to loot. There’s something endlessly exciting about watching shiny things spill forth from someone I’ve just pumped full of lead. And in Borderlands 2 this happens about every five seconds, as you’re pretty much constantly thrown a stream of enemies to blast.
Guns are the primary type of loot you’ll come across, and developer
Gearbox was only kind of kidding when they advertised “gazillions” of
weapons in earlier promotional videos. The limited number of
augmentations for weapons means several of them will work similarly, but
the stats are randomly generated in such a way that I’ve never seen the
exact same weapon twice. This means that every time I’m fighting
challenging enemies there’s that buzz of excitement, that sense that the
next shot could very well secure me something better than I could have
expected. Of course there’s always a chance that the randomly generated stats
could also result in an awesome weapon type I don’t typically use, but
it really comes down to how you like to play (and you can always sell
duds for cash). Borderlands 2’s
four classes each have preferred weapon types, but they can use any of
them, and sometimes you’ll want to deviate from the norm because you
find something that’s simply too badass to pass up on. For instance my
main is a Commando, whose talent points have made him particularly
awesome with assault rifles. This perfectly suits my playstyle, as I’m
particularly aggressive and like to get in fairly close and unleash a
stream of bullets. However, at one point I came upon a pistol that fires
like a shotgun and becomes increasingly accurate as I fire. The bullets
fly slow as hell, but when they strike…let’s just say it’s painful.
Very, very painful. My commando still uses his fair share of assault
rifles when he’s at a distance, but until the next lucky drop, this
pistol is here to stay. He’s just a bit more of a gunslinger than the
John Rambo he once was. Maybe he's a bit out of character now, but you
can't argue with the gigantic critical hit numbers that pop up every
time the bullets slam into meat. Outside of guns, Borderlands 2 presents ample opportunities to let
your stats-obsessed side come out. Some of the most enticing drops end
up being shields and class mods. Even the most boring shields have
varying stats that affect their recharge rate and time before they start
to recharge, but rarer pieces of equipment do cool things like explode
in a burst of fire when depleted, which can be a huge boon when you’re
surrounded. Class mods too have a dramatic effect on the way you play,
with randomly generated stats that directly augment your talents and can
give you dramatic boosts to important things like reload speed or
damage with a particular weapon type. They can even give you boosts that
apply to anyone else you’re playing with, making them particularly
useful and great loot for the more party-oriented among you. One thing I complained about with the original Borderlands was that
for all the loot you got, none of it allowed you to change your
appearance. This is a shooter first and foremost, but there’s enough RPG
elements in Borderlands that it always felt bizarre that I couldn't do
more to change my appearance. Even a few armor slots I could swap out to
further augment my character would have been great. Borderlands 2
didn’t go the armor slot route, but the team at Gearbox did add a ton of
new skins to switch between. Customization here is a bit disappointing
in terms of how bare bones it is, as you can only change up the entire
skin of your head and your body, but it’s still better than the even
more limited options from the first game. At least now you can play an
online match with several other people using the same class and clearly
tell who’s who. And, if nothing else, it gives you yet another type of
loot to chase after through the first playthrough and beyond.
So far Borderlands 2 is doing basically everything right with loot:
it’s abundant, it changes up your character constantly, and it’s
exciting to pursue. Expect more updates on Borderlands 2 throughout the week, with
tomorrow’s focusing on how Gearbox is doing with the side quests and
storyline.
Day Two
The main story of Borderlands 2 is already shaping up to be loads
better than that of the original (which was admittedly pieced together
almost as an afterthought), but the sidequests are what have me hooked.
They’re where the Gearbox’s writing staff chops really show, and where
they get to take Borderlands 2 way, way off the rails. When and if you pick up a copy of Borderlands 2, you should never,
ever skip a sidequest. You could barrel on through the story if you
really wanted, but you’d be doing yourself a great injustice (and
probably making the game way harder since sidequests help you level).
The main story gets a bit too serious for my tastes sometimes. Don’t get
me wrong, I like a tale that tugs at my heartstrings or gets my blood
pumping, but that’s not what Borderlands is really about to me. To me
it’s about the type of humor we saw in the General Knoxx or Claptrap
DLC, where dick and fart humor is mixed with clever wit and references
to pop culture.
Hence why I’m loving Borderlands 2’s sidequests. Here’s where you’ll
encounter the four bandit brothers who live in a sewer, eat pizza and
are named unsurprisingly akin to the Teenage Mutant Ninja Turtles. Or
where you’ll be tasked with hunting down porno mags for the town’s
redneck mechanic so he can relieve some sexual tension while he pursues
someone “distantly related.” That probably sounds a bit low brow when
you read it, and sometimes it is, but it’s always delivered well and
peppered with plenty of thoughtful innuendo that makes it feel smart. Sidequests are also where you’ll get to know and better understand
the various characters of Pandora. Yeah, you’ll meet plenty of strangers
and even make a few acquaintances by simply playing the main story, but
if you want to better understand who they are and where they’ve come
from you gotta take the time and do their bidding. For instance one
sidequest I did for a crazy woman named Tannishad me collecting
recordings stashed throughout the environment. While seemingly
pointless, gathering them gave me insight into a time when she was
tortured, helping make sense of her tragic madness. Sound a bit too
heavy for you? Don’t worry, there are plenty more quests where you’re
doing something far more stupid, such as hunting down monsters called
Bonerfarts or getting belligerently drunk in a bar so you can crash a
wake and murder everyone in a hail of gunfire. Even when the quests are
silly and seemingly pointless they reveal more about Pandora, showing
you just how harsh, brutal and ugly this backwater planet can be.
I know I didn’t really talk too much about the main storyline, but
that’s because it’s good enough that I just don’t want to spoil it for
you. Even with its predictable twists and turns it’s turning out to be
something worth experiencing fresh. If you loved the first Borderlands,
and maybe even fell for some of the playable characters, expect to be
pleasantly surprised in Borderlands 2. Check back tomorrow for a new update about Borderlands 2’s reworked interface.
Sorry for not making any new posts but i am on vication and i don't have the internet speed that i want to uplaod videos and photos sorry again but I'LL BE BACK
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Activision has announced a new game based on The Walking Dead. Not to be confused with Telltale’s episodic The Walking Dead adventure game, Activision’s version is a first-person action game based on AMC’s The Walking Dead TV show. Developed by Terminal Reality, The Walking Dead will revolve around
Daryl Dixon and his brother Merle on a “haunting, unforgiving quest to
make their way to the supposed safety of Atlanta.” Players will control
Daryl as they attempt to avoid detection from zombies that hunt using
sight, sound and smell and will choose between fighting them or using
stealth to avoid detection. According to Activision, “No place is truly
safe for Daryl as he makes his way through the Georgia countryside in
this new, post-apocalyptic world.”
Supplies will be scarce and players will need to carefully manage
food, ammunition and supplies as they make their way through the game.
Daryl will encounter “a slew of other characters” along the way that can
help or hurt him. Whether or not these characters accompany Daryl is
completely up to the player and “represents just some of the major
decisions that will constantly be made while fighting to survive.”
The Walking Dead will hit stores in 2013 for Xbox 360, PlayStation 3
and PC. Few other details are available, but check out the game’s official site for more info in the future. Until then, keep an eye out for all the latest announcements about The Walking Dead TV show before it returns to AMC for season three later this year, and be sure to bookmarkIGN's The Walking Dead Video Game wiki to stay abreast of the latest details.
While we recently put up a piece detailing how Skyrim PC players can mod some of the Dawnguard's functionality into Bethesda's epic RPG, what about those of you that don't own Skyrim at all? Well, if you own Minecraft,
a team of super-creative and inspired modders can give you a simplified
take on some of Skyrim's mechanics, all set within Mojang's silly and
blocky sprawling world.
While currently far from finished, Skyrimcraft already has a number
of standout features, including Dragonshouts, a merchant system with a
Skyrim-esque interface, and new sets of armor and weapons that
correspond to what you'd find in Skyrim. Future plans also include
adding dragons, quests and a custom world that better represents
Skyrim.The team behind the project also encourages feedback, and has put
out the call for additional help to get the mod in a more feature-rich
state.
Built using the same principles as the wildly popular Defense of the Ancients mod for Warcraft III, League of Legends
gives each player control of a powerful champion unit in a team-based
battle to destroy each other's bases. real-time strategy elements, like
AI controlled foot soldiers and turrets, and roleplaying features, like
leveling abilities and buying better equipment, provide lots of variety
and flexibility. The popularity of this Defense of the Ancients gameplay
style seems to be rising with the release of not just League of
Legends, but also Demigod and Heroes of Newerth.
With so many options on the market, it can be hard to tell just which of
the games is right for you. Whichever way your own personal tastes are
leaning, there's a lot to like about League of Legends. The game design
is relatively direct but still has a lot of nuance, and the core
strategies are basic but still allow for multi-layered tactics. On the
downside, the game's official launch status is still a mystery with no
clear reason for the abundance or shortage of various features
throughout the game.
It's important to keep your minions safe or the other team will chew them up.
The
highly inventive champions are clearly the best part of the game. The
developers have created something like forty different champions you can
choose from, from hulking brutes to nimble archers to stealthy
assassins. The visual style is very charming, so you'll see mad
scientists, giant robots, jesters, little girls with dolls, big-headed
mummies all fighting it out with explosive and colorful visual effects.
As you defeat enemy AI minions and champions you'll level up and gain
access to even more powerful abilities that allow you turn invisible,
fire missiles, set glue traps and a host of other options. Heading out
into the field of battle with these effects at the ready is an awesom
feeling and at higher levels you can really chew through enemy minions
and even other champions.
Each champion has his or her (or its) own abilities but one of the
downsides is that there can seem to be almost too many much to choose
from at times. Fortunately, you can filter the champions based on the
general characteristics you'd like and even investigate their abilities
and read tips for fighting as and against them. Even so, it can be hard
to settle on a favorite, much less determine what your opponents are
likely to do. Sure, you'll soon learn that Ashe hits at long range and
can slow you down, but you'll spend a lot of the early game being
surprised by your enemies. Fortunately, there's a less competitive solo
practice mode where you can fight against entire teams of bots.
Leveling up your abilities is only half the story. As you kill the AI
minions, destroy turrets and slay other champions, you'll also be
earning gold that you can use in the item shop. Unlike Defense of the
Ancients, there's just one shop here and the items are all laid out in
smart groups. So if you know you need mana regeneration, you can just
flip to that page and see all the items that confer that ability. Better
still, you can see all the combinations at a glance and can even buy
finished projects for the full price of all the items it contains. It
makes for a much faster way to customize your champion and get right
back into the action.
It's possible to win against the odds, but you're better off working in groups.
There's
a persistent element to your character as well. As you level up you'll
be earning points you can spend in a few different skill trees that help
you further refine and customize your individual champions. You can
also equip various runes to help you in certain areas, like magic
resistance or health regeneration. Having a persistent element that
exists outside of the individual battles discourages players on the
losing side from quitting outright, but it also increases the pressure
on new players to get good fast.
Though some of the champions tend to play the same way, the level of
variety is incredibly high here and it's to the designers' credit that
most of the champions are interesting and competitive. We've found a few
popular ones that we hate and some quirky ones that we love.
If you liked the colorful and bright style of Warcraft III, you'll like
League of Legends. The game's visuals are very lively, particularly when
the more outrageous spell effects start flying. It's not to everyone's
taste, but I like the stylized approach. It can sometimes be a bit too
much when lots of folks are involved in a fight, and at that moment it
can be particularly difficult to pick out targets or even your own
health bar, even when zoomed all the way in. The audio side of the game
is generally pleasant with solid music and effects, but I can do without
the repetitive unit acknowledgements.
Strangely, our two main points of criticism for League of Legends
aren't actually about the game itself and instead have to do with the
confusing launch and the attitudes of some members of the community.
It's not exactly fair to let circumstances outside of the developer's
control influence our overall opinion of the game design but they still
have to be considered to the extent that they'll influence the fun you
will (or won't) have if you decide to try the game.
We just came off the recent disaster of the CrimeCraft launch, and it
looks like we're in similar territory here. Whether motivated by the
publisher's schedule or financial necessity, League of Legends was
released before it was ready. Some features are missing and some
features that are currently part of the game will be removed and then
sold in the game's store, which launches on November 17. The idea that
players are enjoying features that they will have to pay for at a later
date is almost as obnoxious as having to play the same map over and over
again in multiplayer. We know there are more in the game, but why
aren't we allowed to play them?
The visual effects are very nice but can be a bit distracting in the large battles.
Things
are even more aggravating and confusing for players who bought the
thirty-dollar collectors edition and are now playing with the exact same
feature set as players who simply installed the free version. The
differentiation is sure to become more apparent when the store launches,
but until then, the fact that the publisher is charging people for a
game that's available for free is pretty dodgy.
While it might be fair to lay some of the blame for the open beta feel
of the launch at the feet of the game's creators, it's impossible to
fault them for some of the more unfortunate attitudes in the community.
The problem is that League of Legends is built around a popular mod for a
popular game (which itself has a notoriously hostile community), so
there are a lot of players who hit the ground running with a solid
understanding of the mechanics and little patience for newcomers. This
is especially true given the relatively long length of the individual
matches. Matchmaking should solve this to a certain extent but if the
system can't find players of the appropriate level, it becomes less and
less discriminating.
Again, neither of these issues really affect our overall opinion of the
game design, but they are matters that may drastically impact your
actual enjoyment of the game itself, particularly if you're not already
familiar with the tricks and tactics of Defense of the Ancients.
Putting snow down does not make it a new map.
Closing Comments
There's
a lot to like about League of Legends. The game design is enjoyable and
there are tons of great champions with nearly limitless customization
options. The strategy elements are sound, and it can be fun to just pick
a lane and start chewing through minions as you work your way towards
enemy towers and champions. But sometimes it feels like League of
Legends throws too much at the player, both in terms of the number of
champions and the general confusion of the larger battles. While that's
not enough to dampen your enthusiasm of the game, the vague status of
the launch and the more-than-occasional hostility of the community just
might.
TO DOWNLOAD THE GAME GO TO:https://signup.leagueoflegends.com/en/signup/download
MY AND MY FRIENDS USERNAME IS:Lockontarget(Panos-Gamer)-Stratoszero(Stratos)
UPDATE: A few new details have been revealed
regarding Super Smash Bros. for Wii U and 3DS. Tetsuya Akatsuka (the art
and sound director for the SoulCalibur series) and the main development
team from the Tekken series will be working on the project alongside
Director Yoshito Higuchi (Tales of Vesperia) and Producer Kenya
Kobayashi (Ridge Racer).
ORIGINAL STORY: It was revealed during today's
Nintendo Direct Broadcast that Namco Bandai will be developing the next
Super Smash Bros. games alongside Kid Icarus team Sora. The titles were
previously announced for Wii U and 3DS. Series creator Masahiro Sakurai
will still be heading up the project, which is normally developed by his
HAL Laboratory team. Yoshito Higuchi, who produced Tales of Vesperia, will be the games'
director. Namco Bandai's Kenya Kobayashi (Ridge Racer) will be producing
the titles. Stay tuned to IGN for all the latest.
Link, a young man raised as a wrangler in a small, rural village, is ordered by the mayor to attend the Hyrule Summit. He sets off, oblivious to the dark fate that has descended upon the kingdom. When he enters the Twilight Realm that has covered Hyrule, he transforms into a wolf and is captured. A mysterious figure named Midna helps him break free, and with the aid of her magic, they set off to free the land from the shadows. Link must explore the vast land of Hyrule and uncover the mystery behind its plunge into darkness. For Nintendo's long-awaited Legend of Zelda: Twilight Princess, the designers have split the game into two versions -- one for GameCube, and one specially designed to make use of the Wii utilizing the powers of the Wii controller for all-new ways of exploring Hyrule.Best f@cking game eeeeeeeeeeeeevvvvvvvvveeeeeeeeeeeeeeeeeeeeerrrrrrrrrr
Bowser has once again kidnapped Princess Peach, but this time, Mario has
another objective. The Mushroom Kingdom is bursting with more gold
coins than before. Each level is littered with gold as coins rain down
from overhead pipes, trails of coins are left behind special gold
enemies and gold pipes transport Mario into coin-filled caverns. It's up
to players to collect as many coins as possible throughout their
adventure.
Past Mario games have let the blue-suspendered hero roam around fully
rendered 3D landscapes. Now, for the first time, players can see true
depth of
their environment without the need for special glasses. Super Mario is a
3D evolution of classic Mario platforming featuring new level designs
and challenges.
Nintendo's highly acclaimed adventure brings the classic series into the
third dimension. After a nightmare involving a certain young princess
and the evil thief Ganondorf, series hero Link wakes up in his home
village tucked away behind the mysterious Lost Woods. The only Kokiri
without a fairy, Link soon meets up with his new traveling companion,
the winged Navi, and sets out on the adventure of his life. The quest,
which inevitably turns into a rescue mission for Princess Zelda, leads
players through dark dungeons, picturesque villages, into the heart of a
volcano, to the bottom of a lake, through a haunted desert, deep into a
magical forest, into a giant tree, the belly of a beast, and even
through time.
Luigi is back on a mission to remove a bunch of stubborn ghosts from
some spooky mansions. Armed with his trusty Poltergust ghost-sucking
vacuum cleaner, Mario's brother takes center stage to capture these
pesky phantoms. Luigi's Mansion: Dark Moon gives players multiple
mansions to explore, a variety of puzzles to solve and new ghosts to
capture. Armed with the Poltergust 5000, a ghost-sucking, vacuum-like
invention, Luigi must complete a number of missions assigned to him by
Professor E. Gadd.
Monster Hunter Tri depicts an ecosystem where man co-exists with
fantastic beasts that roam both the land and the sea. Featuring both
online and offline cooperative modes, players can join online hunting
parties with up to four players or play with two players on a single TV
for select quests. Players also have the option to face Monster Hunter
Tri's quests as a single player experience accompanied by Cha-Cha, an AI
hunting partner whose tracking and trapping skills will prove
invaluable in the hunt.
Heroes of Ruin, a brand new adventure featuring four unlikely heroes brought together to form a fearsome alliance.
Heroes of Ruin uses StreetPass to create an inventive in-game Traders
Network where players can buy and sell rare and powerful items picked up
in battle. With an ever-changing inventory updated from each player
passed in public, character strengths and abilities can be greatly
enhanced through accessing items from other players’ games. Outside of
the game, Heroes of Ruin makes use of SpotPass to reward players with
rare one-off items or unique challenges through local wi-fi hotspots.
The official Heroes of Ruin community website will reward players
further with daily challenges and quests available to complete in-game.
With social media functionality, the site will also give players a
platform to meet other gamers, swap ideas and items and team-up in-game.
Heroes of Ruin challenges players to carve their own adventure, joining
forces with other heroes through seamless drop-in/drop-out co-op
multiplayer or venturing forth alone. Players will enter an
ever-changing world where danger waits around every corner. Heroes can
explore and fight through wild, varied and dynamic environments,
discovering new layouts and routes each time they play. Packed with
strange and deadly creatures, these dangerous lands will stretch
players’ combat and tactical skills as they enhance their character,
collecting loot, weapons and armour to empower them on their quest.
One of the most longed-for franchises from Nintendo's long history
makes its glorious return in spectacular 3-D. Kid Icarus is back in a
game designed specifically for the Nintendo 3DS system by Kirby and
Super Smash Bros. creator Masahiro Sakurai and his development team at
Project Sora.
Kid Icarus: Uprising is a fast-paced and action-packed blend of aerial
and ground-based shooting built on elegantly intuitive and streamlined
play control. It boasts game play that is easy to pick up but incredibly
deep, designed to satisfy novice gamers as well as fans who have been
clamoring for a new installment in the franchise.
Odds are, Quantum Conundrum
will give you serious Portal vibes, and for good reason: The cartoony
new first-person puzzler is designed by Kim Swift, one of the creators
of the original Portal. While this multi-dimensional mind-boggler
doesn't quite match the genius of its forebear, it delightfully says,
"Laws of physics be damned!" and hands over the keys to four distinct
dimensions beyond our own.
Conundrum sends you on a quest of inter-dimensional problem solving
to rescue your mad-scientist uncle, who has gone missing somewhere in
his labyrinthine mansion. The professor's latest invention, the
Inter-dimensional Shift Device (or ISD), should prove quite useful in
navigating the obstacles in each room -- obstacles like death lasers and
pools of skin-melting "science juice." (On a side note, why would
anyone build rooms like this? That is a conundrum for another time…) Playing this game will feel instantly familiar to anyone who’s spent
time with Portal. You move from room to room solving one environmental
puzzle at a time. The only characters to be found are robots. And an
unseen person on the god mic (your uncle) fills the GLaDOS role,
providing colorful commentary on your performance every step of the way. But Quantum's shifty abilities provide their own special kind of
brain teasers. Rather than pondering portals, here you're thinking about
weight, speed, and velocity -- sometimes all at once. The Interdimensional Shift Device (or IDS) lets you freely phase into
four dimensions, each changing the physical properties of your
environment in different ways. For example, say you need to drop
something heavy on a switch. In the fluffy dimension, everything sheds
its weight and can be lifted with ease.
That's a very basic example, but as you’d expect, the
puzzles become much more complex as you progress, with the IDS also
empowering you to reverse gravity and bend time. Eventually you'll enter
the fluffy dimension, pick up a heavy object, throw it, switch to the
slow time dimension so you can hop on, then alternate reversing gravity
while you ride on the heavy object's wave of inertia over some
deathtrap. Quantum Conundrum stumped me a few times, but never
frustrated me.
Is it safe?
Though the puzzles often dazzle with brilliant design, the interior
decorating of the mansion where you spend all your time shows less
imagination. You wander through the same hallways passing the same books
all throughout the game, and the corridors lack detail. It doesn’t
really feel like a wacky, Doc Brown-like inventor lives here. Story-wise, your uncle communicates with you from the Netherworld
during your journey, dropping hint after hint about his whereabouts.
Unfortunately, the big reveal with regard to his fate ends up being
pretty insignificant -- it seems like a twist is being foreshadowed the
whole time, but ultimately the opportunity is missed. Which leads me to the real let down: the disappointing ending. I'm
not going to spoil anything, of course, but know that the end of your
five-hour adventure lacks both climax and satisfaction. It’s neither
heavy nor fluffy enough.
During its Nintendo Direct broadcast tonight, Nintendo revealed a new version of the 3DS featuring larger screens.
The system will be called 3DS XL in the West and will retail for
$199.99. It will be released on August 19th, the same day as New Super
Mario Bros. 2.
The system's top screen is now 4.88 inches, while the lower screen is
now 4.18 inches. Both screens will be 90% larger than on the original
3DS. The actual resolution on the screens is the same as the original
3DS.
The new 3DS will have longer battery life than the original model of
the 3DS. Nintendo notes that 3DS XL will have a battery life between 3.5
and 6.5 hours while playing 3DS games (compared to 3-5 hours for 3DS)
and between 6 and 10 hours while playing DS games (compared to 5-8 hours
for 3DS). The 3DS XL's battery will take approximately three hours and
30 minutes to charge.
While reports earlier tonight indicated that the Japanese version of
the system will not include an AC adapter, Nintendo of America has
confirmed that the North American version of the 3DS XL will include an AC adapter in the package. A 4GB SD card will also be included with the system.
The system will be released in red and blue. Europe will also receive a silver option.
Nintendo is ready for a new generation of hardware, and it's not
really concerned with what its competition is doing. That much has been
true for decades, but does the company think Wii U will stand alongside
whatever Sony and Microsoft are planning for the future? I asked
Nintendo's legendary designer, Shigeru Miyamoto, for his thoughts.
"If the conversation is only really about whether the power is going
to match up to another generation of hardware from, say, Sony or
Microsoft, I can't answer that question yet," Miyamoto told me, when I
asked if he felt Nintendo's upcoming system would be powerful enough to
deal with what's likely just a year away. "[Wii U] might not be as
powerful as those systems when they eventually do come around. But I
think that the more important question is... It's not just about power
alone, but how to balance what you're offering in terms of power with
cost.
We've heard Nintendo bring up the issue of cost many times in the
past year. The publisher clearly pays attention not only to how much
hardware will cost to build, but how much its customers will pay. And
while Nintendo was willing to take a loss on its 3DS hardware to save
the system from sinking, that's certainly not its usual guiding
principle.
"The cost to performance ratio is something we do spend a lot of time
thinking about," Miyamoto said. "We also think about the environment
that we're designing for. So in today's living room, where there are a
lot of HDTVs, but they're not yet mostly 3D TVs, I think the console is
certainly adequately powerful to create gaming experiences that will
look really good on those displays. But whenever we talk about who's
winning in a power competition, I think it's easy to lose sight of
whether a game is fun or not. Which is certainly going to be more
important to me.
I'm very happy with the balance that we've been able to strike. What's left is how developers use it.
The GamePad clearly speaks to this idea. It's both complicated and
simple. Intimidating yet charming. But once you've played it, you can
immediately tell Nintendo is focused on the game experience first and
foremost. At an E3 where most companies seem preoccupied with stabbing
enemies in the neck and swearing, Nintendo wanted to change perspectives
on gaming, focusing on tiny animals stealing candy and a plumber
leaping through colorful landscapes. It wants to fundamentally change
the relationship between the television and the game console in a way
other hardware makers can't, because their configurations are optional.
Nintendo also views the move from standard definition to high definition
as a key moment for its own development, regardless of the fact that
others made that leap several years back.
"I think that we have enough power here to bring the kind of advanced
games you see on other hardware in a totally unique form, that is
different from the way it's realized in other places," Miyamoto
continued. "In the case of Wii, we had a really clear decision, because
we did not go HD on that platform, we stayed SD. That decision was based
on the number of HD displays that were actually in people's homes, and
that number has certainly changed since then as well. But at the same
time, like now, we're thinking about how to balance our ability to bring
a completely unique experience to consumers along with the cost that
they'll have to pay to be able to have that experience in the first
place. I'm very happy with the balance that we've been able to strike.
What's left is how developers use it.
Despite that comfort, Nintendo is clearly paying attention to outside
comments. Though the publisher demonstrated Wii U's bold controller at
E3 2011, the device changed in some considerable ways during its
12-month absence. I asked Miyamoto if the same revisionist approach
applied to the system itself. Were any changes made during the past
year?
"The system itself hasn't really changed. In order to maintain a
consistent development environment, you really have to fix your specs at
one point and let people know what they're designing for, so they can
make good progress," Miyamoto said.
As for the controller itself, the changes were numerous. Sliders
became clickable sticks. More comfortable grips were added. Buttons were
moved. What was the logic behind these alterations?
"Yes, the GamePad itself has changed a lot," Miyamoto told me. "One
of the things we've focused on was making sure it would be very easy for
players who are accustomed to the 3DS to pick it up and find it
comfortable to use. So to that extent, we lengthened the sticks a little
bit, we added the ability to press down on the sticks, and overall I
feel like we really were able to improve the quality of that hardware a
lot. I'm excited about the prospects of people using the gyro to look
around as a second monitor in somewhat hardcore games. That was
something we really wanted to add. We spent a lot of time doing
hand-holding tests, to make sure that the hardware felt really
comfortable. And as a result, we improved the grip and how it feels when
you access the L and R buttons, which resulted in a very different
overall shape, I think, that is very comfortable."
Nintendo remains confident in its direction for the future. Despite
moves that Sony and Microsoft will make in the coming months, not to
mention whatever Apple is developing, the publisher believes its vision
will push it back to the success it enjoyed for a good part of the past
decade - and in decades past. There are so many uncertainties. So many
variables. But all Nintendo can do is push forward. Like Miyamoto said,
some questions just can't be answered yet. It will be interesting to see
those answers take shape.
Forget “You are the controller.” After nearly two years, the mantra
for Kinect has proven to be more like, “The road to Hell is paved with
good intentions.” Though the gamepad-free gaming device conjured up
wondrous images of slick, gesture-driven, Minority Report-style user
interfaces upon its introduction, its realities have borne far less
ambition -- and even shoddier execution. Pioneering title Steel Battalion: Heavy Armor
is a rare Kinect case where ambition is hardly the problem. Kinect’s
first dedicated hybrid game -- meaning the camera works in concert with
the Xbox 360 controller at all times -- puts you in the cockpit of a
Vertical Tank (read: mech) in a near-future America where a
silicon-eating virus has destroyed all of the world’s computers, leaving
a global battle with a Korean superpower to be fought using low-tech,
analog walking tanks. You pilot one of these VTs from the first-person
perspective of silent protagonist Winfield Powers -- alongside the three
crew members who also reside in the belly of your metallic beast.
You’ll move the VT and fire its weapons systems entirely with the
controller using typical first-person shooter controls, while Kinect
gestures operate all of the tank’s other bells and whistles. For
example, extend both arms straight ahead to look out the slot-sized
viewport (you’ll spend much of your time here); raise your right hand
straight up to bring down the long-range periscope; extend one hand or
the other to pull out either the left or right access panels, which let
you check your external cameras and radar or activate the cockpit
ventilation system; swipe in either direction to turn and interact with
one of your crew members; or stand up to pop out of the top hatch and
survey the battlefield. Truly, moving from classic Steel Battalion’s proprietary 40-button
joystick system to one with virtually no physical inputs is a bold and
equally outside-the-box move. (The irony, of course, is that Heavy Armor
costs the same $200 as its cult-classic progenitor did if you combine
the $150 price tag of Kinect with $50 for a copy of the game.) But while
the impressive original was an impeccable, hardcore giant-robot sim
that gained instant infamy for its amazing immersion-boosting control
system, Heavy Armor is just plain hard -- though it too will probably
live on in Xbox lore for all the wrong reasons.
Why should your crew get to bail out when you're stuck here? Sit down, Natch!
Woefully, Heavy Armor is, in practice, a nightmare in nearly all
aspects. As we’ve unfortunately come to expect from most Kinect titles,
the motion controls are terrible. If we so much as flinched on our
couch, the game asked us to re-calibrate the Kinect sensor, and in the
heat of battle we had constant issues both at home and in the office
with accidentally closing the viewport hatch when we were trying to
simply look out the view panel. Why did we constantly have to keep doing that? Because, in what is
likely an attempt to simulate the guttural force of having your VT get
rocked by a missile, you’ll be reset to the cockpit view every time
you’re hit, meaning you’ll have to scramble just to get back into a
viewing angle where you can counterattack before you’re killed.
We'll be comin' round the mountain when we come...
Kinect again frustrates when you’re hit so hard that toxic smoke
fills the cockpit. In order to vent it, you have to extend your right
hand to grab the control panel, pull back to bring it out to where it’s
accessible, then wave your hand around in the air again and hope you can
successfully get a grip on the cord you need to yank in order to clear
out the smoke before you choke and die. Instead, we were frequently
hitting other buttons on that panel or, worse, unable to pull out the
panel all the way at all. Believe it or not, however, Heavy Armor’s Kinect functionality isn’t
even the primary culprit of its numerous failings. If this were a
controller-based game, it would still be atrocious. The mailslot-sized
viewport boasts an old-school iron-sights aiming reticule, and in what
we presume is a decision made in the name of simulating the low-tech
nature of the VTs, it’s damn near impossible to hit anything at any
range beyond point-blank (at which point you’re usually toast) using
either the machinegun or the missiles. That means you’ll spend an
inordinate amount of time in the periscope. This becomes a problem when
you get hit and have your periscope glass cracked and can no longer fire
accurately, leaving you exactly zero precision targeting options.
Select missions let you invite three friends to share in the pain with.
Furthermore, we’re not sure we can recall worse examples of mission
design than what’s on offer here. One early stage tasks you with lying
in wait to ambush a single enemy VT. You must stand up in your living
room and peer out from your cockpit to do this, waiting over three
real-life minutes (standing the entire time, and yes, we timed it)
before finally being allowed to fire up your VT and take him out. And
when you drop your lone target, the mission ends! But don’t fail,
because then you’ll have to do the whole thing over again. Another level
has you shooting a few foes, then hopping out of your mech in a
scripted sequence and using Kinect to literally pry intel from an ally’s
cold, dead hand. Total mission time: approximately two minutes.
Compounding matters, Heavy Armor is often very vague about what exactly
your mission objectives are. Other stages are so painfully, brutally, frustratingly difficult -- a
five-minute, timed race against the clock to destroy endless waves of
bad guys and a freeway overpass fight against a virtually unstoppable
super-mech are among the low-lights -- that we defy anyone to get
through them without having the strong urge to shatter their controller
and/or throw their Kinect out the window. The awful, inaccurate Kinect
controls only make the bad situations worse, leaving Heavy Armor as a
great idea fatally crippled by its own technical and design failings.