dinsdag 15 januari 2013

10 things you need to know about: DmC Devil May Cry


With the re-imagined Devil May Cry hitting shelves today, we look at the top 10 things which define this new reboot.

  • Players play as the new-look Dante from the original series, hacking and slashing his way through demonic hordes.
  • The enemy is the sentient town itself called Limbo, which throws enemies at Dante in a variety of twisted ways and from unexpected locations.
  • Players have a sword and dual pistols to attack with, but can now alter the sword and the style of moves being executed by holding either left or right trigger.
  • Left trigger 'Angel' mode makes the sword a quick scythe style weapon and draws Dante closer to objects.
  • Right trigger 'Devil' mode makes it a larger more cumbersome weapon which does more damage, pulls enemies towards itself but slows Dante down.
  • The original series was developed by Capcom. This new edition is being published by Capcom, but developed by UK-based Ninja Theory.
  • Ninja Theory's previous games include Enslaved: Odyssey to the West and Heavenly Sword.
  • The original Devil May Cry was originally envisaged as a Resident Evil game, but was changed after the style became too notably different.
  • The original series had four well-received entries, and has been stagnant since 2008.
  • DmC is hitting shelves today on PS3 and 360.

njustice: Gods Among Us comic prequel is out tomorrow




Injustice: Gods Among Us comic prequel is out tomorrow


A DC comic prequel to NetherRealm Studio's upcoming fighting game Injustice: Gods Among Us is out tomorrow on iOS, Android, Web, iBookstore, Nook Store and the Kindle Store, IGN reports.
The spin-off comic to the fighting game was first announced last year by NetherRealm co-founder Ed Boon, who said that the comic would carry the game's story and tell the events that came before the game.

According to IGN, DC Comics will be releasing 10-page chapters every Tuesday for $0.99 on the aforementioned platforms. These chapters, written by Tom Taylor, will explore how the heroes of the DC universe came to face off with each other in Injustice.

Speaking of Injustice: Gods Among Us, Taylor told IGN: "This really is the most ambitious script I've ever seen from a fighting game, and the NetherRealm guys have pulled it off. So, the challenge is not ‘how do I make this interesting?' but how do I complement what these guys have done? How do I too find that perfect balance between emotional, epic storytelling and sudden, irreparable spine removal?"

The comic series is set five years before the events in the game. 

Diablo III PVP Patch 1.0.7 Preview


Patch 1.0.7 is currently under development and many of the changes included in that update will soon be on the PTR. Before we hit you with patch notes, though (and a new client to download), here's a preview of what's coming. 
As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players to test their mettle against fellow Nephalem. Here's a quick rundown of how dueling will work in Diablo III as well as some insight into our design philosophy for the system.

 How it Works:
 

  • To duel another player, you’ll need to speak with Nek the Brawler at the inn in New Tristram
  • Speaking with Nek will take you and your party to the Scorched Chapel, a new zone designed specifically for player combat
  • This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake
  • Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA
Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II. 
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The game doesn't keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system -- we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don't expect that battles will be necessarily balanced. But that's okay, because dueling in Diablo III is more about kicking ass and taking names in a no-holds-barred sort of way, and this design certainly allows you to accomplish that.

 Additional Info:
 

  • If you die in the dueling world, you will be resurrected in the dueling zone
  • Death is not permanent in the dueling zone, even for Hardcore characters
  • You don't take any durability damage while in the dueling zone
  • When you're done dueling you can take a portal out or use your Town Portal to return to town.

In terms of class balance, we focused on improving the Wizard and the Monk this patch.

 Wizard

The Wizard is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We're also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds.

 Monk

The Monk is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus.  While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.
Although the Wizard and Monk are receiving the most changes this patch, that doesn't mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.
One of the most common requests we get from players is that they'd like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can't use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.
Patch 1.0.5 and the Infernal Machine event were successful in this regard, particularly with the Hellfire Ring reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can't just go to the Auction House and buy a ring that someone else had found or made—you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs).

 New Crafting Recipes

We feel like the Hellfire Ring was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we're adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.
These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno.  Much like the reagents in the Infernal Machine event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each Monster Power will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45%, etc. up to 80.91% at MP10).  These are the numbers we’ll be going to PTR with and are subject to change.
The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of Nephalem Valor:
  • Skeleton King
  • Spider Queen
  • Maghda
  • Zoltun Kulle
  • Ghom
  • Cydaea
  • Rakanoth
  • Izual
     

 New Gems: The Marquise

In addition to new items, we're also adding a new tier of gems for those who really want to push their character farther. The new tier is called "Marquise" and most of its stats are in line with the current gem progression.
We also took the opportunity to modify the Ruby effect in weapons. At the moment, the Critical Hit damage bonus provided by the Emerald is a clear choice for anybody looking to do more damage with their weapon.  The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra.
Players often ask why their Sentry or Hydra doesn't inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren’t always automatically the right answer. While this is not something that will change overnight, "different stats for different builds" is a high-level design goal and introducing a very strong Ruby is a step in the right direction.
The current design is that these gems can be combined at the Jeweler for a substantial reagent and gold cost (3 Radiant Star gems, 20 million gold, and 1 Demonic Essence), and the designs will drop randomly from level 63 monsters around the world.
Overall, we've been very happy with Monster Power. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we’re seeing a lot of build diversity there.
We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in Inferno.

 Monster Power in Public Games

When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn’t want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they’re ready for. (For example, you wouldn’t want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.)
What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we’re doing to public games by not supporting Monster Power is greater than the potential damage we’d be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leechers.
So, in patch 1.0.7 we're going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course—same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected.

 Experience Bonuses in Inferno

We're increasing the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what's changing, though, here’s a little note on design philosophy. . . .
People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you’re able to beat something doesn’t mean that it’s optimal. In fact, we think there’s a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people. 
To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what’s best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they’d be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don’t enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don’t want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen.
We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate.
In line with all of that, we’re currently planning to increase XP bonuses for Monster Power levels to the following values:
  • MP 1: 25% (up from 10%)
  • MP 2: 50% (up from 20%)
  • MP 3: 80% (up from 30%)
  • MP 4: 120%(up from 45%)
  • MP 5: 165% (up from 60%)
  • MP 6: 215% (up from 75%)
  • MP 7: 275% (up from 95%)
  • MP 8: 340% (up from 115%)
  • MP 9: 420% (up from 135%
  • MP 10: 510% (up from 160%)
These numbers are still being worked on. We're going to monitor how things play out on PTR and make adjustments as necessary.
And speaking of monsters, we're making some changes to a few affixes this patch:

 Reflects Damage

We've adjusted the Reflects Damage mechanic. Monsters with this affix will now pulse a damage reflection shield on and off. While the shield is down, the monster does not reflect damage. When the reflect shield is on, the monster will Reflect Damage the way it does now on live. The shield has a strong visual associated with it so you’ll know it is reflecting. (We’ve also made it so that pet damage is no longer reflected back to the player.)

 Molten and Plagued

We've made changes to Molten and Plagued, too. Molten often feels like one of the more threatening ground-based damage effects, and Plagued feels a bit low. So, we’re reducing the damage from Molten packs and increasing the damage from Plagued.
Finally, we’re making some other quality of life improvements to the game that we hope you can all appreciate.
  • We're removing the incrementing resurrection timer on consecutives deaths. With the removal of enrage timers in the previous patch and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged. :D)
     
  • We're also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up.  We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius is modest. Many players may not even notice. For those who are very meticulous with health globes, the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose.

God of War: Ascension - Zues Trailer


Why is the Xbox 360 so popular in the U.S.?


Microsoft’s Xbox 360 is a sales juggernaut in the U.S. In fact, according to the latest data from NPD, the Xbox 360 led all consoles in sales for 24 months in a row. The console even was able to beat out the Nintendo Wii U in December – a surprising feat considering that console just went on sale in November and the Xbox 360 has been available for seven years.

xbox_360-580x3642

The Xbox 360’s staying power in the U.S. is nothing short of astounding. In December, alone, Microsoft sold 1.4 million consoles in the U.S., indicating gamers see no reason to hold off on buying the device until the Xbox 720 launches later this year. Better yet for Microsoft, many of those folks sign up for Xbox Live, providing the software giant with a steady stream of revenue over the course of its lifecycle.

All of that success, however, has me thinking: why is the Xbox 360 – a console that, at launch, some thought would be trounced by the PlayStation 3 – so popular in the U.S.?
Perhaps the first reason is its core market. Microsoft isn’t trying to take on Nintendo’s more casual gamers. Instead, Microsoft has found a loyal following in the hardcore segment, where gamers like to play online, pick up shooters, and play for hours. To those gamers, the Xbox 360 is a device worthy of its success.
According to NPD, Call of Duty: Black Ops 2 was the most popular game in the industry last year. And for the fourth year in a row, the Xbox 360 version was the most popular option among U.S.-based consumers. That’s perhaps as much a testament to the console as it is its robust online-gaming service that delivers the features today’s customers want far more effectively than on competing consoles.
Speaking of competing consoles, is it possible that they’re causing the Xbox 360 to be so popular? Granted, the PlayStation 3 has sold more units worldwide than the Xbox 360, but let’s not forget that that is due mainly to Sony’s international success. In the U.S., the Xbox 360 is still the dominant force.
"Gamers became more wary of the PlayStation Network after the hacking scandal"

Perhaps that’s due to Sony’s sluggish online services. Although they’ve been around for years, Sony’s online services haven’t really caught on until recently. Plus, with the hacking scandal that rocked the platform, gamers became a bit more wary of the PlayStation Network.

The Wii and Wii U might also be pushing gamers to Microsoft. As mentioned, those consoles cater to a casual sector of the market – one that Microsoft doesn’t really care about. At the same time, hardcore gamers who have played the Wii and Wii U and try to stick with it have trouble. Like it or not, the consoles just aren’t capable of keeping their attention as much as the Xbox.

Finally, I think we should point to the Xbox 360’s strong library. For years now, it has offered just about every major franchise, and exclusives like Halo have kept customers coming back. Hardware might get all of the attention in the marketplace, but it’s software that drives customers to buy the consoles. And on that front, Microsoft is winning handily.

Of course, the Xbox 360’s success might be due to several other factors. Why do you think Microsoft’s console is so popular today?

the unsanctioned World of Warcraft theme park in China (gallery)























A Look Back at Grand Theft Auto III


[The PS2 is now officially discontinued! We wanted to give this mighty system a proper farewell so we're dedicating an entire week to it.]
In the late 90′s, I had taken a bit of a break from gaming partly due to traveling around quite a bit and partly due to being a little freaked out and intimidated by the switch to 3D. I always maintained a level of interest in what was going on however, and when I saw the PS2 in action, I was back to gaming in full force.

Some of the earlier games on that system, such as Twisted Metal Black and Devil May Cry, impressed me on a technical level, but it was a good year before I really felt compelled to buy a system for myself. Metal Gear Solid 2 was the first game I bought for it and it was amazing. It wasn’t something my friends were really into though, because it was so story heavy and it wasn’t something we could experience together. Oddly, the true showstopper that sealed the deal on my PS2 was actually a single-player game that won us over and became a weekly staple of our fun times together.
Grand Theft Auto III.

I’m of the mind that the first GTA game you played (aside from the first two because let’s face it, they’re not very good) is the one that you look most fondly upon. While GTA III is by far the smallest of the modern series in terms of world size, story, and side missions, for me it was the greatest leap forward. For a lot of younger people who weren’t really around at the time, it’s hard to adequately express how…cataclysmic Grand Theft Auto III was when it first came out. The concept of an open world is such an integral part of modern games that it’s hard to imagine there being a time it was considered revolutionary.

Spending nights taking turns doing street races, missions, and full on war declarations against the police were truly magical. I’ll never forget the first time I got into my Banshee, told my friends “Watch this!”, and barreled down the street running over pedestrians. The sound they made was the perfect combination between a gasp of horror and a shriek of maniacal glee. Every accomplishment in this game — completing a mission, getting to a Pay and Spray with a four-star rating, crossing over to a new island, and finding the ever-elusive ‘Mr. Whoopee’ ice cream truck — was punctuated by a collective “Wow”.



Grand Theft Auto III might be the first game I’ve ever played where I felt 100% immersed into its world. It was a masterstroke for Rockstar to have ‘Claude’ as a silent protagonist. One issue with subsequent installments has always been the disconnect between the character’s motivations versus the player’s. This was never an issue with Claude because he was a total blank slate, which allowed you to really explore the dark side of a video game guilt-free. For weeks, maybe months, my friends and I would be walking down the street in real life; pointing out cars that resembled their in-game counterparts and referring to my apartment as ‘the safehouse’.

One time (*ahem* in the game), I was standing on top of a building sniping pedestrians while one friend was talking about how the realistic graphics were creating an uncomfortable situation for player agency and in-game morality. As she was going on about this, one of my targets started to make a break for it. She suddenly screamed mid-sentence, “SHE’S RUNNING! GET HER!” Even while discussing the larger ramifications of the modern era in video games, the sheer fun and playability of this game could not be resisted. The best description of the…experience…of this game I ever heard was from an acquaintance at the time; “This isn’t just a game. It’s a lifestyle!”



Grand Theft Auto III ended up making its way to the XBox and the series became multiplatform as the years wore on. Ultimately, I’m a big fan of multiplatform because it means more people get to experience more great games. For a year or so however, it was only PS2 owners who got to experience this game. People like to talk about ‘the Citizen Kane of video games’, which is something I avoid discussing because it ultimately sells games short by making them inherently inferior to another art from. With GTA III as a specific moment in the zeitgeist where everybody is talking about it, the only real comparison I could make is with a movie because it’s the only other time in my life where I felt the same way.

Grand Theft Auto III, in the Fall of 2001, was the Pulp Fiction of video games.


Source : http://twinfinite.net/blog/2013/01/14/rip-ps2-welcome-to-the-new-generation-grand-theft-auto-iii/