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Everything posted by Akali
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can i please have the Spartan-IV armour and/or a lego star wars 3 code please i can give away a sig if you would like a sig
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what about my new one sir you forgot mine
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Bungie art director Christopher Barrett broke down the enemies of Destiny for us earlier this week and now he's back to go in depth on the various locations you'll visit around the solar system. The Moon Barrett: The moon is interesting because we’re able to show the remains of very familiar human space exploration -- the first base that humans created after the Traveler came. You get this great visual that you’ve seen in a lot of movies about an abandoned space station and you’ve got old astronaut suits laying in the regolith. It’s a little bit darker tone. It’s a little bit of a mysterious tone on the surface in regards to the lost humanity. You get to play with all of the fun architecture of a space base. And then what’s cool is beneath that is this crazy kingdom of aliens that’s being created. Why are the Hive here? I think because it’s close to Earth. It’s a place that is easy for them to create their base to start launching some kind of attack on Earth. And it works well for their tendency of cratering, digging tunnels under moons or planets and creating empires. Just imagining all of these holes that you can go down into and tunnels that go to this vast space underneath I think is a really neat vibe to play with. The cliffs are probably higher than they’d be on the real moon. Craters are more exaggerated. You also get the really iconic view of a much-too-big Earth in the skybox because it’s always cool to exaggerate that stuff. Just standing there on the moon looking at Earth is just a cool visual for sure. And it’s cracking. There are huge chunks of the moon peeling off into space inspired by Thundarr the Barbarian. Earth Barrett: The main goal of the Cosmodrome is to establish Earth as it once was. To show that something has changed. You see things that are relatable now but have changed or grown over so you really understand that it is our history. Visually, just making that connection that it’s not just any sci-fi world. It’s the juxtaposition of what could be a post-apocalyptic grim scene made beautiful with flowing grass. It's an old industrial area grown over by nature reclaiming civilization. It fills in some of the story initially for players. There’s a concept image of an old, rusted tank half buried with grass covered up over it and birds sitting on the barrel. The main thing in the skybox is a colony ship and the massive wall. This is the place where humans were building ships to colonize the rest of the solar system. We’ve always said that was potentially the last one that never left Earth. It's primarily Fallen enemies here. There are human ruins and it’s a perfect place for scavengers. The space pirates are here to pillage through old human relics and stuff like that. That’s a majority of what you’ll experience there. That’s the first race we introduce. I think over the span of Destiny we’ll be going to a lot of different places. The feel we want to establish is that Earth is hostile and you can’t just freely roam around. Earth is a great place because it has every possible type of environment you can use so I’m sure we’ll explore many interesting places. The Tower Barrett: This is the place where the heroes of the world go back to after their adventures. It is trying to capture the feeling of Earth’s Camelot where the knights come back to. Not everybody is up there. It’s mostly for Guardians. This feels like something humanity built to protect Earth. A watchtower mixed with a home. You’ll have different vendors where you can browse bits of gear or new weapons or turn in some of the things you found. There are different districts in there that you’ll be able to visit that have different themes. The plaza is the meeting grounds where everybody first lands. Then you have offshoots with areas for the different classes to go to. The ideal is every time you’re done adventuring you come back here and kick up your boots and sell your stuff and hang out. I think we thought of the human futuristic aesthetic being contemporary inspiration plus some number of years, like ten to 50 years of advancement. It’s all very recognizable elements. For example, ships might feel like jet fighters or planes, but they’ll be more futuristic. There is some Japanese influence on some of the vehicles and it also comes into some of the architecture. But I think above all we wanted to make it feel hopeful and bright. When you come back to the gleaming white castle made of stone and covered with vines. It's futuristic materials designed by an architect, but then it’s been lived in for many many years so there are things that they’ve brought in and pushed into the corner. There are tiles that are broken that add history to that. We don’t want to make it sterile at all. We want to make it feel lived in and have history. There's a place where some battle once happened on the edge of the tower that they’ve patched up and repaired. Mars Barrett: The driving thing here is massive red sand dunes and a buried city. A city that humans built is now buried up to the 30th floor in sand and you can crawl in the window and venture down into the depths of that skyscraper to find old relics and creatures that are now inhabiting it. The Cabal are one of the major races there that have gone and built big war bases. It’s sort of their main place of operation. They have huge tracks running through the sand where their huge vehicles have plowed through and they’ve excavated it. Venus Barrett: Venus is similar in that we wanted to create a human city. It’s more of a research outpost than a civilian skyscraper kind of place. It was a scientific center, but now it’s covered in jungle and vines and that kind of thing. The vibe is sulfurous clouds and lightning in the air and volcanoes that are still active mixed with jungle and oceans. The feeling of the city falling away into the ocean is the other element that we wanted to play with. And there's a huge tower that the Vex have built that is looming in the skybox. It’s like a Jenga tower basically times a thousand. It’s these random block geometric shapes that are arranged organically. https://www.gameinformer.com/b/features/archive/2013/12/20/the-places-of-destiny.aspx https://www.gameinformer.com/b/features/archive/2013/12/20/the-places-of-destiny.aspx?PostPageIndex=2
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Video games and science fiction were made for each other. Both deliver the thrill of discovering new worlds and doing things that simply aren't possible in our modern, boring lives. Studios like Bungie and BioWare have spent massive amounts of time and money creating sci-fi universes for players to explore, but when it comes to the themes and ideas that the genre is built on, most of the innovation is coming from indies. A few years ago I wrote a feature containing all of the nerdy features I'd like to see in my dream sci-fi game, from exploring worlds where no man has gone before (read: procedurally generated), to managing a ship and crew you care about (complete with the constant threat of permadeath). To my pleasant surprise, many developers have been toying with similar themes – but they're not the studios that have millions of dollars at their disposal. Indie developers have been fearlessly leading the charge with ambitious games that should get any sci-fi fan excited. Here are a few indie titles that I have enjoyed over the past few years, and a few upcoming games that I'm watching with great interest. Xenominer This Xbox Live Indie Game puts a sci-fi twist on the Minecraft formula, but contains a few great ideas of its own. Due to the constant threat of radiation, players must seek shelter underground during the day, giving the game a bleak and hostile atmosphere. Players can also find and program robots to help with their mining and ore collection, and craft some cool items like gravity boots. Gristmill Studios has released a number of updates to the game, including texture upgrades and the addition of alien, enemy mobs. FTL A lot of great sci-fi stories revolve around the dangers of space travel and the mortality of your beloved crewmates. While the Mass Effect series put your allies in mortal danger from time to time, they were always scripted affairs. FTL might not be the most visually impressive game, but thanks to the strategy title's incorporation of permadeath, you're always one step away from complete disaster. Upgrading your ship and attaining new crew members provides a satisfying carrot to the gameplay, and there are just enough surprises and variety to make you want to start a new game when you inevitably go down in flames. Galak-Z: The Dimensional Outer-space dogfights are another staple of sci-fi movies and television shows, and 17-Bit's topdown shoot-em-up focuses on putting fans in the middle of the action. Pilots split their time between exploring procedurally generated space and hand-designed planets. Enemies are no pushovers, as each pilot exhibits its own AI and can evade, use the environment for cover, and coordinate attacks with allies. I got a chance to play an early version back in August, and the combat was already a lot of fun. Spacebase DF-9 DF-9 started as one of the projects in Double Fine's Amnesia Fortnight, which allowed fans to vote for which game they want to be made. DF-9 easily won, and is available now in alpha form. The simulation game allows players to build the space station of their dreams, while taking care of their crew and fending off alien invasions. Starbound Just like the original Star Trek series, Starbound doesn't take itself too seriously. The 2D RPG/platformer allows players to travel across a procedurally generated universe, exploring planets and crafting weapons, armor, and other equipment. The scope of the game is incredible, and features seven playable races, including the bird-like Avians and a society of medieval robots known as The Glitch. The PC version of Starbound recently entered beta, but PlayStation 3, PlayStation 4, Vita, and Ouya versions are also planned. No Man's Sky This promising open-world title from Hello Games was just announced at the VGX Awards a couple of weeks ago, but it's already at the top of my must-watch list for 2014. Similar to Starbound, No Man's Sky puts players into a universe full of solar systems and planets to discover. The game is played from a first-person perspective and features both outer-space dogfights and planetary exploration. Despite the fact that Hello Games is only a four-person team, No Man's Sky is also gorgeous. Here's hoping the developer can deliver on its ambitious plans. http://www.gameinformer.com/b/features/archive/2013/12/29/indie-developers-tackle-the-final-frontier.aspx
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It's been a rough Christmas for online video game services, and Nintendo seems to have experienced the worst of it. A handful of tweets from Nintendo points to everything being back to normal, with no more network outtages planned anytime soon. Nintendo Of America's Tweets We do not anticipate any further outages, but will continue to closely monitor the situation. We sincerely apologize for this week's inconsistencies and thank you again for your patience and support. We will share more information about the launch of Pokémon Bank and Poké Transporter as soon as possible. Pending any future unforeseen overloads or necessary updates, you can now download Wii, Wii U, DSi, and 3DS games and play online without any problems. The Pokémon Bank And Poké Transporter, on the other hand, are both still offline. The two services were originally supposed to release on December 27, but the Christmas rush of new users and downloads forced Nintendo to delay them to an unspecified future date. According to the tweet above, Nintendo will offer an update on the services soon. http://www.gameinformer.com/b/news/archive/2013/12/29/nintendo-gives-all-clear-on-network-outtages-promises-pok-233-mon-bank-and-transporter-details-soon.aspx https://twitter.com/NintendoAmerica This post has been promoted to an article
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Telltale recently released season two’s first episode, All That Remains, and it left plenty of hints for what Clementine’s about to face. Using all I know about The Walking Dead’s unfair world and its ability to shock, I dissected the opener to share my hopes and fears about what’s on the horizon. Spoilers ahead!!!, especially regarding season two’s first episode. Christa’s Future Many of us had a feeling Christa and Omid would be back for season two, but Omid’s departure within the opener's first minutes was heartbreaking. Since then, we’ve seen a different Christa; one that’s defeated. Then Clementine and Christa got separated when a group of survivors attacked Christa. My gut tells me Christa is still alive, although the screams and gunfire during that sequence are definitely there to cast doubt. I’m hoping Christa’s still alive, because she needs to find something...or someone to live for again. I believe that’s Clementine. Not to mention, Christa who was pregnant when the episode began, didn’t have any child in sight when the episode flashed forward well over a year. This is an absence that needs further explanation. Did she miscarry? Could she not handle having a child that reminded her of Omid? Did something happen to the child? The zombie apocalypse is full of bleak possibilities, especially when it comes to children. I fear what happened, but I need to know. That’s part of why I’m confident we haven’t seen the last of Christa. And when she does surface, how will she handle Clementine joining a new group? I see conflict abound in the future. The Truth About Sarah Seeing Clementine interact with another child was refreshing, but something felt off about Sarah. At first, I chalked it up to loneliness and not having another kid around, but then Sarah referred to Clementine as the same age as her. That was red flag number one, since Sarah’s clearly much older. Then, her father dropped some hints to Clementine about how Sarah’s “not like her.” Basically, saying she doesn’t know the horrors of the world and it would absolutely break her. I find it hard to believe Sarah is ignorant to what’s going on, but it did get me thinking that Sarah is facing something. Maybe she has a developmental delay or it’s the product of overprotective parenting, but more is there than Telltale is letting on. I’d love for Clementine to get to the bottom of it and teach Sarah some survival skills, because I do worry about Sarah’s fate. If she can’t protect herself, she’s a goner. And I’d hate to see Clementine have to see another young fatality. After all, Duck’s death was hard enough. Rebecca’s Revenge Clementine uncovered some damaging information about Rebecca’s baby daddy. It may not be her significant other, Alvin’s child. I feel bad for the guy, considering he seems like a good soul. But if Rebecca is so worried about what’s to be uncovered when the baby is born, it means the baby must be a different race than Alvin. Is it someone in the group, or someone else she met along the way? Rebecca has more to her story, but she is also one of the most selfish and uncompassionate characters we’ve encountered. This makes me wonder what she’s capable of, especially if she’s aware Clementine knows the truth. If she’s that heartless to Clementine already, she could do something unspeakable to her. I hope Clementine’s smart enough to stay out of her way. Luke As Lee’s Substitute Was I the only one who felt like Luke and Clementine were bonding way too fast? Something didn’t feel right about it, especially since Luke did a total flip flop from when Clementine first met him. I know that Clementine has to learn to trust others again, but I don’t think he’s the right person, even if I dig Scott Porter’s voice acting. We don’t know much about Luke and neither does Clementine, so it’s reasonable to be on guard. I just don’t want him to be a substitute for Lee, because nobody can replace Lee. In fact, if Clementine does have another adult who helps her make it in the world, I’d prefer it be a female character, whether it be Christa or someone new entirely. It’d be a nice change of pace from Lee and wouldn’t feel like the same archetype. Nick Versus Pete That last moment in episode one had you choosing to help one or the other before they were overrun by zombies. I don’t think the future looks as hopeful for Pete as it does Nick, but I’d hate to see Pete go so soon as he was starting to take Clementine under his wing. Pete is obviously the one you want on your side when facing zombies, as Nick has proven he’s not the best in high-pressure situations. However, Nick’s story is more engaging, as he lost his mother to zombies. Clementine needs someone to confide in and who knows what she’s going through. Nick could be an asset in that way. No matter who you choose, Nick had a better chance of surviving, so let’s hope at least he sticks around. More Returning Characters Seeing Christa and Omid was a great throwback to season one, but I’d like to see a couple more familiar faces. Last season’s Molly went off on her own, so there’s a possibility she’s still alive and could turn up. People still debate if Kenny’s sacrifice ended in death, since we didn’t see it on screen. I wouldn’t rule out previous characters appearing as zombies either. My hope is that if you didn’t shoot Lee, Clementine doesn’t have to see him as a zombie. Seeing her parents as zombies was tough enough. Clementine In Peril Clementine's safety is by far the biggest fear and something Telltale forces you to face when you enter each episode. The biggest question is: Will she survive? Would Telltale really make it so she won’t? Telltale has proved they’re following Robert Kirkman’s (TWD creator) vision, by not being afraid to kill a child. The rules aren’t bent for anyone. When we ended the last episode, lots of people were massacred, even a thief Clementine and Christa faced earlier. Somebody has an agenda and is up to no good. Something tells me it’s connected to something the new group hinted at earlier when Clementine first arrived. They were very suspicious that somebody had “sent” her. Even after that, they danced around being fearful about some other survivors, which also begs the question: How do we even know if the current group Clementine is with is safe? What if they did something they’re not proud of to survive and that’s why they’re being targeted? Regardless, the signs are all there that something isn’t right, and we’re only just seeing the beginning. http://www.gameinformer.com/b/features/archive/2013/12/29/the-walking-dead-season-two-hopes-and-fears.aspx?PostPageIndex=2
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hey DD hope you stay on the forums and make more friends other than me also i am done cropping your picture
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does anyone know if the playdate is up on youtube yet?
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thanks sorry its not the right way i couldnt get it any smaller cos i used paint and it only yet it go that small
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welcome joker and thanks for the promotion spartan
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Thanks to the awesome and inspired work of the GTA Online Creator community, there are now over one million player-created Jobs that have been published for others to play. Today we present the very first officially Rockstar Verified Jobs made by players, hand-picked and stamped with our Rockstar seal of approval from amongst the tons and tons of awesome Deathmatches and Races out there. Stay tuned for many, many more Rockstar Verified Jobs to be announced in the weeks and months ahead. These Jobs have been hand-selected and tested by us. Please note that all Job names below are as originally chosen by their creators, except where we felt obliged to change them due to taste, copyright or other reasons. Also please note that when Jobs are Rockstar Verified, they become available for play across both platforms, so players on both Xbox 360 and PlayStation 3 can all enjoy these now. RACES: Over The Hill II by LXG_No_Mercy You may have seen us playing this one during last weekend’s Social Club Event live-stream show. "Over the Hill", from the veteran LXG Crew and their outspoken leader LXG No Mercy, is currently amongst the top 10 most popular Xbox 360 Jobs. This epic up-and-downhill off-road Race climbs over Mt. Chiliad with multiple obstacles to navigate through some of the roughest terrain San Andreas has to offer. Jump and Die by keatonw33 Another of the top 10 most popular Xbox 360 Jobs, this Race has some extreme jumps spanning five major areas. Not-so-shy to show off his own take on a creative jump-shot, keatonw33 takes us through a chaotic but fun endurance test as he challenges: “Your car will need all the armor it can get… maybe wings too!” Jumps Jumps Jumps by iTzPressure This simple Race arranges some perfectly placed jumps along a dusty stretch of highway starting in Mount Gordo and ending up in the Grand Senora Desert. See if you have what it takes to brave this deadly game of heavy metal hopscotch. Quick 'n Quarrelsome by FatiguePsycho A very fun Los Santos Race from a member of the Velocity X Crew, this challenging double-helix-looking circuit of "tricky twists and turns" will put your cornering skills to the test. Drift King by MrPalms It would appear a careful chemistry went into this decked-out race course on the docks submitted by WalterWhitePlc Crew Commissioner, MrPalms. Squared off alongside the water, missing those Check Points will punish you in this sink or swim challenge. LS Forum by caskillo A Velo/NASCAR-style rooftop race atop the Maze Bank Arena, this Top 10 Most Popular PS3 Job is a RPM extravaganza. We highly recommend motorbikes as the transport of choice, for the full wind-rushing-through-your-hair effect that can only be achieved by going in tight circles at top speed hundreds of feet above downtown Los Santos. DEATHMATCHES: Seal Team Six by ishtheengineer Spawn into this Deathmatch with Rhinos, Lazers and Buzzards (oh my) for an all-out battle at the Sandy Ridge airport. Heavy firepower with lots of room to stretch your legs. This artillery attack follows the simple formula that everything goes better with high-end explosives and military-grade hardware. Saving Ryan's Privates by dafr3aka Despite the cheeky title, this Deathmatch ranks highly as a brutal gauntlet where you are instructed to "eliminate your enemy using your military training" and hardware which seems entirely appropriate for a crunch-time arms display on Pillbox Hill. Prison Thugz Fight by Mike921 The Bolingbroke Penitentiary has certainly been a popular location for up-and-coming match makers and this one is a standout example of why. Resident inmates learn the full meaning of daily wreck time in the yard with enough baseball bats, knifes and nightsticks to keep this jailhouse melee rockin' around the clock. Bridge of Death by Junestar225 Nowhere to go but down it would seem. Square off against your enemies on a fortified bridge with no shortage of projectiles, firearms, active traffic, wreckage and plenty of barriers to make this a chaotic cocktail of death and destruction above the La Puerta Bay. Think you've made a pretty awesome Playlist-worthy Job we should consider for Rockstar Verification? Share some details and links in comments below (although please only post your Job once, do not spam) so that others in the Social Club community can try it and we may just check it out as well. It’s always good practice to get the rest of the Community at large playing your Race or Deathmatch for feedback and further testing to help fine-tune it into a masterpiece. Stay tuned for more Rockstar Verified player-made Jobs to be announced soon. http://www.rockstargames.com/newswire/article/52013/the-first-rockstar-verified-gta-online-jobs.html This post has been promoted to an article
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Even though we have just entered a new console generation with brand new experiences, every so often our thoughts turn to the games of our past. These formative experiences shaped who we are as gamers today, and sometimes we remember things just a little bit more favourably than we actually experienced them. In some cases, the rose-colored glasses become thick. Our memories of games gone by become heavily tinted with the hue of nostalgia. In others, we remember the goofy and absurd, but forget that underneath are still experiences that have value despite the absence of more recent technical advances. I came to the Resident Evil series very late, and only after recognizing it was a giant hole in the fabric of my gaming experience. I played the original title in the series for the first time last year on my Vita and was surprised at how much I liked the 1996 game. When people talk about Resident Evil today (the original, and not the Gamecube “Remake”), images of terrible full-motion video and sound clips of atrocious voice acting often surface first. And, yes, the tank-like controls are far from ideal. However, the core concepts that form the basis of modern survival horror are still as potent today as they were almost two decades ago. Dodging the undead in the narrow hallways isn’t easy thanks to the controls, but doing so to conserve ammunition is the smart way to play. Magical storage trunks that teleport your items around the gothic mansion is an absurd concept, but it allows players just a bit of much-needed flexibility. However, some items shouldn't be constrained by carrying limitations. Restriction on inventory is an important part of survival horror but the process of collecting typewriter ribbons (each of which represents one opportunity to save) from a crate, saving, and then returning the extras to the magic box is silly. It's time consuming, and since the ribbons are limited, there's no need for the added tension (and time spent) juggling them in and out of boxes. Resident Evil’s approach to inventory isn’t entirely confounding, though. Once you’ve used a key in the last matching door, it’s discarded, freeing up a spot. Combining different colours of curative herbs not only frees up space in your pockets, but also creates items with greater potency. The level design also shines, despite the very low polygon count. Wherever there is a staircase, there is likely a safe room. The puzzles are crafty and evoke a point-and-click foundation. Most importantly, areas aren’t repopulated by the same enemies after being cleared out. This is a little thing that balances the almost punishing inventory management on the default difficulty. [media] http://www.youtube.com/watch?v=Qy0yD7bpZ3s So, does Resident Evil stand the test of time? Yes. The level design, puzzles, and core concepts still have great value. Despite the dated graphics, terrible voice acting, and corny FMV, Resident Evil set the stage for the entire survival horror genre. There is a reason why people are excited for Shinji Mikami’s upcoming The Evil Within, and his work on Resident Evil is a big part of that. If you haven’t played Resident Evil (or want to revisit it for the sake of nostalgia), I’d recommend playing it on a Vita rather than a PS3 or Xbox 360. The graphics are a bit easier to digest on a lower resolution screen, and you won’t be sacrificing controls. Additionally, putting the Vita to sleep means you can pick up exactly where you left off, which is something you can’t do on the PS3 or the Xbox 360. http://www.gameinformer.com/b/features/archive/2013/12/27/does-resident-evil-stand-the-test-of-time.aspx This post has been promoted to an article
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hello both of you to the best forums of all time we all hope you stay with us and i hope to see both of you in the shoutbox
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As hinted back in August by Shuhei Yoshida, President of Worldwide Studios, we’re excited to announce that starting today, PS Plus members can begin pre-loading Killzone Shadow Fall now for a special FREE multiplayer extended open weekend from 12/28 through 12/31. Through this promotion, the PS4 owners who don’t yet own Shadow Fall can easily try the game’s acclaimed multiplayer mode, and experience first-hand the excitement that thousands of videos and livestreams have already spread via the PS4′s powerful share functionality. It’s also important for us to reiterate that the Shadow Fall multiplayer experience will continue to evolve and expand with new content and additional features. In fact, a new update will soon go live that addresses many oft-requested features, including the addition of voice chat. Moreover, all additional maps will be made available for free to ensure that the community grows without fragmenting. We’re committed to supporting Shadow Fall, and we’re excited to share more about that vision early in the new year. Don’t forget to start pre-loading today to make sure you’re on as early as possible on December 28th. See you all online! NOTE: Plus members who don’t own Shadow Fall but opt to pre-load and participate in the MP open weekend will also be downloading single-player content (although MP can be prioritized to complete first). Please be aware that while this single-player content will be automatically downloaded, it will NOT be unlocked during this trial weekend. information source: http://blog.us.playstation.com/2013/12/19/killzone-shadow-fall-free-multiplayer-weekend-starting-december-28th/ 2nd Picture source: http://www.gameinformer.com/b/news/archive/2013/12/26/killzone-shadow-fall-multiplayer-free-this-weekend-for-playstation-plus-members.aspx This post has been promoted to an article
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I suspect that Naughty Dog's The Last of Us is going to be many people's game of the year. It's certainly mine. It's an experience that has stayed with me long after I finished it. In the months that have passed since it released, I've continued to think about the game's ambivalent ending and what it means. [Note: This article contains many spoilers] I reviewed the game in June. One of the challenges of being a game critic is the delicate balance that must be struck between discussing the impact of the experience while, at the same time, not spoiling any major plot points and robbing the reader of the opportunity to experience the game for themselves. So, while I alluded to the ending and expressed some of my feelings about it, I couldn't deal in many of the specifics. I'm writing this to go into more detail, because The Last of Us's ending was, to me, a watershed moment for gaming, a work of genuine daring on the part of the game's creators. If you're still reading, I'm going to assume that you've finished the game. If you haven't, stop reading. Don't cheat yourself of the opportunity to experience the full impact of the moment. The Last of Us's deft dialogue and characterizations of its protagonists Joel and Ellie allow the it to build a bond between the player and the characters that few game achieve. Both Joel and Ellie are built from familiar archetypes: the taciturn tough guy and the young girl in distress. But The Last of Us turns these stereotypes on their head. In many ways, Joel, still haunted by the shocking death of his daughter which plays out in the game's opening, is the one who's emotionally needy. Ellie, despite her age and inexperience, possesses a steely grit that comes forward in the last third of the game when when the player takes control of her in a particularly grisly segment involving a cult that's imprisoned her. At various points, both defy our expectations - and both do things far beyond the pale in order to survive. On the one hand, they are doing what we expect video game characters to do: they kill in order to survive until the end of the experience. However, Naughty Dog doesn't flinch from the implications of their deeds. In its own Uncharted series, Nathan Drake is portrayed as a charming rogue - despite the fact that he murders dozens and dozens of human beings over the course of each game. For Joel and Ellie, who are traversing a post-apocalyptic world that's a good sight more grim than any Uncharted adventure, the death toll is higher - and much more gory. Though we remain attached to them, in large part due to their increasing affection for each other, the game's ending doesn't allow us the cognitive dissonance that usually comes from "likeable" protagonists who, from another perspective, could be considered mass murderers. This moral bill comes due in the game's final half-hour, which is as gripping a sequence as I've played. After surviving untold dangers, Joel and Ellie have finally found the "Fireflies" - a group of survivors who are reportedly working towards a cure to the plague that has decimated humanity and turned millions into blind, grotesque mutants. Ellie, who discovered she was immune to the disease after being attacked by a "clicker", hopes that she holds the key to the cure. As it turns out, she does - but the procedures needed to be performed on her to extract a vaccine will kill her. The Fireflies, who will see it as their only chance to save humanity, are prepared to to whatever is necessary - including ending Ellie's life. After they take Ellie, Joel escapes his captors and fights through throngs of Fireflies to save her. Its a set-up we've seen many times before: the embattled hero fights against the odds to save the object of his affection, in this case his adopted daughter figure. At the end he succeeds, and murders Marlene, the leader of the Fireflies, in cold blood with an unconscious Ellie in his arms. As Marlene, already wounded, pleads with Joel to reconsider and allow Ellie to be sacrificed for the good of humanity, he walks up and says, "You'd only come after her." - and shoots her in the head. The game cuts to Joel in the car. We soon see Ellie, waking up from the anesthesia. She's unharmed, and ask Joel what happened. He lies, saying that the Fireflies had discovered that there was no cure, that they had given up trying. The travel back to the wilderness compound occupied by Joel's brother and a band of survivors. On the way, they talk, Joel saying how he thinks that his daughter would have liked Ellie. It appears that we're headed for a conventional conclusion, with Ellie and Joel picking up the pieces of their lives and walking off into the sunset. But then Ellie stops. She tells Joel a story of the first night that she was bitten, how she watched her friend turn into a twisted creature before her eyes - "I'm still waiting for my turn." She looks Joel in the eyes and asks him to swear that he's told the truth about the Fireflies and the cure. He looks back and says, "I swear." Ellie gives and inscrutable look, and says, "Okay." Then...the credits roll. There's no conclusion, no resolution. We'll never be sure if Ellie believes Joel or where the two will end up. I remember feeling pinned to my chair, struck dumb by a game that - for once - wouldn't wrap things up neatly. Was Joel a hero, saving the life of a young girl from the ruthless Fireflies who would have sacrificed her? Was he a villain, dooming humanity to save someone who didn't want to be saved, who desperately wanted to know that she died helping save millions of survivors? These questions remain; we've debated them in the office many times since the game was released in June. For me, I think The Last of Us hit so hard because, ultimately, I think it made me relate to a man who, in many ways, was a monster. Joel killed often and remorselessly, all to save a girl that he hoped would replace his own daughter - without asking her if she wanted to be saved. In the process, he wiped out humankind's last chance of survival - and Ellie's last chance for her life to truly mean something. At the same time, I look at my own daughter and realize what I might do to save her. On some level, I'm disgusted by Joel, but wonder what I myself would be capable of in the same situation. It's an incredibly bleak ending to an incredibly bleak game, and it's one of the many reason that The Last of Us is the game that affected me the most in 2013. I doubt I'll play The Last of Us again. Having been through the harrowing journey, as expertly crafted as it was, I have no desire to relive it. But I can guarantee I will never forget it. http://www.gameinformer.com/b/features/archive/2013/12/26/contemplating-the-ending-of-the-last-of-us.aspx
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my guess is that they will be taking this till the game dies cos i dont think Bungie will give up on destiny untill the last player leaves
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In November 2007, a new game named Mass Effect hit the market and within no time, grabbed the sales of the market due to its unique features. It is a third person shooter video game launched by the Canadian company ‘Bioware’. The game was released for Xbox 360, Play Station 3 and Microsoft Windows. The game proved to be a massive hit and earned huge financial and critical success due to the unique theme, storyline, actions and characters. What is the Game? Mass Effect is a science fiction story mainly revolving around a character named ‘Commander Shepard’ which is trying to protect the galaxy from evil forces known as Geth. He continues his quest to save the Milky Way using different destruction techniques, effective dialogues and 3D animation. Once you start playing the game, you will be completely lost in the world of galaxy and seeing such positive response from the fans, the company has made a trilogy of Mass Effect. Mass Effect Fever The game influenced people so much that companies made novels, comic books and films which were based on the story of the game. Board games and action figures cannot be ignored too. The products were sold like hot cakes in the market and after such enthusiasm and the company has now moved on to create the sequel of the game, Mass Effect 4. Release Date of the Game The news about the new game created hype in the market and the fans are now eagerly waiting to try the new game; but to their annoyance, no date is officially announced yet. It has been confirmed from various sources that the production of the game is in process but nobody knows when it will hit the market. Seeing such enthusiasm, it would possibly be launched anytime in early 2014. Explore the Universe in a New Way with Mass Effect 4 The producer of Bioware admits that Mass Effect 4 is different from the previous three games in all aspects. It has a new storyline, new characters and a new theme to explore the galaxy. According to the recent tweets, the producers are very satisfied with their new production and gave the good news to their eager fans that they will experience a ‘Dynamic Mass Effect’ this time. Anticipation Regarding the Main Character of Mass Effect 4 Many fans are sad to hear that they will not see Commander Shepard in the lead role but are also curious to know who the hero will be. Bioware developers say it could be one of the friends of the commander while one producer suggests the star of Mass Effect 3, Javik, would steal the spotlight. Interesting Information It is in the news that the senior producer of Epic Games Chris Wynn has joined Bioware and will now be working on the new game. He had a main role in the making of Gears of War 3 and Gears of War: Judgement. The arrival of such creative people in the production team has further increased people’s anxiety about the game. Mass Effect 4 has a huge fan base and people have high expectations from the game. Hopefully, the game comes up to the level of people’s expectations. http://societyandreligion.com/mass-effect-4-gaming-saga/ This post has been promoted to an article
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In the final instalment of our month of Destiny updates, we chat with investment lead Tyson Green about how you'll upgrade items and abilities on your characters. Learn about specific focuses for all three classes and what makes Destiny's progression system different from Call of Duty's prestige structure. Flexible Character Tweaks Green: We want to have a well balanced upgrade experience for your gear but also for your abilities. And we want to give players the ability to actually commit to some of the decisions that they made so they can distinguish themselves from one another. But that sort of comes along with, “Well, what do you want to do when someone wants to change their mind about something? Do they have to throw their character away?” And that was really unappealing. We want to say “No, you are your character.” When you decide to roll an Exo Hunter that’s because both being an Exo and being a Hunter were things that were exciting and appealing to you. So when you want to change your mind about something, whether it’s a weapon or whether it’s what abilities you’re using, we let you change the stuff that your character is using and we let you upgrade the stuff that your character is using rather than having to reset your character or throw your character away. I think Call of Duty is really interesting in this respect because they have the prestige system. You might say, "Why would anybody reset their character and throw all of their guns away?" The answer is people actually like that. People like making progression with their character. And if doing that let you be different or distinct from your friends or your competitors in some way, I think that’s a really exciting experience for players. So we really sort of looked at that and said, “People enjoy this, so let’s build a good system that lets them do that, that doesn’t make them throw their character away.” Upgrade Categories Green: The three things that all characters can upgrade are their weapons, their armor, and their focus. Those all level up as you use them. So when you’re wearing your armor and earning experience your armor’s leveling up. When you’re using weapons to get kills, those specific weapons are leveling up. And your focus also levels up when you’re getting kills or completing activities. Describing Focus Green: A focus is a thing that captures all of your abilities in one bundle – sort of a thematic bundle, but also a functional bundle. It carries your grenade abilities, your super attacks, it carries certain passive abilities that change the way your character plays. The focus is the thing that defines how your character is going to play at both the lowest and the highest level. It’s what your character is thematically about and it’s also functionally what abilities you have available to use. You could call it a spec. You could call it a build. You could call it a lot of things. For a long time we called them builds, but your build is a bigger thing because it also brings into account which weapons you’re using and what modifiers are on your armor. I want people to be able to talk about playing a Void Warlock sniper build, which is something that encompasses more than just the focus item. Experience Distribution Green: Everything gets the XP [reward] unless you have an XP bonus or something. You might have a piece of armor that gives plus XP to your weapon. So you might take that 10 XP on every piece of gear except your weapon, which might get 11 XP because of the modifiers. You might have a consumable or a perk active that gives you a bonus to how fast something else levels. It can vary from object to object. But generally speaking we’re definitely not asking anyone to make any hard decisions like, “Maybe I should only equip this one piece of gear because that’s the only thing that needs to level up so it power levels that one thing.” We’re trying to keep those mechanics very straightforward. Tuning Weapons To The Task Green: You can absolutely have more than one weapon that you’ve configured differently. Like you have one sniper rifle which is really good in competitive multiplayer because it has high burst damage and a good precision damage modifier. But you might have another sniper rifle which is better in cooperative campaign where you’re looking at doing more damage to an enemy. You have to be able to burst a target down over a longer sustained period of time so it’s got a bigger magazine and can carry more ammo. Those could both be the same base weapon just configured differently. A Titan Focus Green: The Fist of Havoc focus [Editor's Note: not a final name] is really about close quarters combat. It’s about getting into melee range and using powerful arc damage attacks to take your foes out. It can be built slightly different so it’s more about area control. It can be a little bit more defensive or a little bit more aggressive, but fundamentally that one is about smashing the door down, leaping into the room, and just absolutely nuking everything inside with point blank melee range damage. Fist of Havoc is the name of the super attack for that focus. That’s the one where you basically just smash the whole area around you. And there are some twists on that super like you can project more of the force forward so it becomes a longer range attack. You can have it leave behind damage in an area so it’s more of an area control ability. That’s true of all the supers. They have different ways to be built. A Hunter Focus Green: The Hunter build that we show off the most is the Gunslinger build. That’s centered around the Ghost Gun ability. Ghost Gun basically allows you to bring out this weapon which you only get a couple shots on, but they’re very devastating thermal damage shots. Very good for taking down high value single targets at a distance. Very much feared in competitive multiplayer. People see that Ghost Gun come out and they’re just like, “Either I’m going to get really lucky or I’m going to be respawning in a second.” Any abilities that support that super are abilities which are about maintaining a standoff distance with your targets. There’s sort of an area control aspect to that build where you can say, “I want to make you come out that door and not that door because I’m going to have my crosshair on that door.” It’s an offensive oriented build with subspecs that are more about standoff and zone control. Two Warlock Focuses Green: The Warlock build that we show off is the Circle of Night build. And that build is built around the Warlock ability Nova Bomb. Circle of Night is a really offensive, almost glass cannony build where you have lots of ability to deal damage at a distance and not a lot of ability to take damage.This is sort of true for a lot of our offensive builds that they can specialize for direct offense or zone control from direct offense. Some of those will be better in competitive multiplayer. Competitive multiplayer a lot of times you just want to go for the direct offense, you know, go for the kill rather than the potential for a kill. But you might find that when you’re doing cooperative scenarios that a zone control build is capable of doing a lot more damage. Persistent damage fields are really effective against the AI. They do a lot more damage per ability use. The Circle of Night build can be built in either way for more persistent damage and zone control or more direct damage and burst. There’s one version of Nova Bomb which causes it to leave a persistent damage field, but there are also grenade abilities that cause it to do persistent damage, and then there are passive abilities that will be synergistic with those things, like make those last longer or give you advantages against people who are afflicted by those things. I think the other one that we’ve touched on the most would be the Solar Warlock. That’s the Heart of Fusion build. Heart of Fusion is built on an ability called Radiance, which provides beneficial buffs to yourself but also nearby people.And that build is more of a supportive, team-oriented build where it not only benefits you and benefits your allies, but it has fairly good zone control abilities. You can say I want to block that doorway off or I want to keep people at standoff. And the other thing that Radiance does is it can revive other players who have fallen and also buffs them, giving them health bonuses or damage bonuses. http://www.gameinformer.com/b/features/archive/2013/12/27/the-character-progression-of-destiny.aspx View full article
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In the final instalment of our month of Destiny updates, we chat with investment lead Tyson Green about how you'll upgrade items and abilities on your characters. Learn about specific focuses for all three classes and what makes Destiny's progression system different from Call of Duty's prestige structure. Flexible Character Tweaks Green: We want to have a well balanced upgrade experience for your gear but also for your abilities. And we want to give players the ability to actually commit to some of the decisions that they made so they can distinguish themselves from one another. But that sort of comes along with, “Well, what do you want to do when someone wants to change their mind about something? Do they have to throw their character away?” And that was really unappealing. We want to say “No, you are your character.” When you decide to roll an Exo Hunter that’s because both being an Exo and being a Hunter were things that were exciting and appealing to you. So when you want to change your mind about something, whether it’s a weapon or whether it’s what abilities you’re using, we let you change the stuff that your character is using and we let you upgrade the stuff that your character is using rather than having to reset your character or throw your character away. I think Call of Duty is really interesting in this respect because they have the prestige system. You might say, "Why would anybody reset their character and throw all of their guns away?" The answer is people actually like that. People like making progression with their character. And if doing that let you be different or distinct from your friends or your competitors in some way, I think that’s a really exciting experience for players. So we really sort of looked at that and said, “People enjoy this, so let’s build a good system that lets them do that, that doesn’t make them throw their character away.” Upgrade Categories Green: The three things that all characters can upgrade are their weapons, their armor, and their focus. Those all level up as you use them. So when you’re wearing your armor and earning experience your armor’s leveling up. When you’re using weapons to get kills, those specific weapons are leveling up. And your focus also levels up when you’re getting kills or completing activities. Describing Focus Green: A focus is a thing that captures all of your abilities in one bundle – sort of a thematic bundle, but also a functional bundle. It carries your grenade abilities, your super attacks, it carries certain passive abilities that change the way your character plays. The focus is the thing that defines how your character is going to play at both the lowest and the highest level. It’s what your character is thematically about and it’s also functionally what abilities you have available to use. You could call it a spec. You could call it a build. You could call it a lot of things. For a long time we called them builds, but your build is a bigger thing because it also brings into account which weapons you’re using and what modifiers are on your armor. I want people to be able to talk about playing a Void Warlock sniper build, which is something that encompasses more than just the focus item. Experience Distribution Green: Everything gets the XP [reward] unless you have an XP bonus or something. You might have a piece of armor that gives plus XP to your weapon. So you might take that 10 XP on every piece of gear except your weapon, which might get 11 XP because of the modifiers. You might have a consumable or a perk active that gives you a bonus to how fast something else levels. It can vary from object to object. But generally speaking we’re definitely not asking anyone to make any hard decisions like, “Maybe I should only equip this one piece of gear because that’s the only thing that needs to level up so it power levels that one thing.” We’re trying to keep those mechanics very straightforward. Tuning Weapons To The Task Green: You can absolutely have more than one weapon that you’ve configured differently. Like you have one sniper rifle which is really good in competitive multiplayer because it has high burst damage and a good precision damage modifier. But you might have another sniper rifle which is better in cooperative campaign where you’re looking at doing more damage to an enemy. You have to be able to burst a target down over a longer sustained period of time so it’s got a bigger magazine and can carry more ammo. Those could both be the same base weapon just configured differently. A Titan Focus Green: The Fist of Havoc focus [Editor's Note: not a final name] is really about close quarters combat. It’s about getting into melee range and using powerful arc damage attacks to take your foes out. It can be built slightly different so it’s more about area control. It can be a little bit more defensive or a little bit more aggressive, but fundamentally that one is about smashing the door down, leaping into the room, and just absolutely nuking everything inside with point blank melee range damage. Fist of Havoc is the name of the super attack for that focus. That’s the one where you basically just smash the whole area around you. And there are some twists on that super like you can project more of the force forward so it becomes a longer range attack. You can have it leave behind damage in an area so it’s more of an area control ability. That’s true of all the supers. They have different ways to be built. A Hunter Focus Green: The Hunter build that we show off the most is the Gunslinger build. That’s centered around the Ghost Gun ability. Ghost Gun basically allows you to bring out this weapon which you only get a couple shots on, but they’re very devastating thermal damage shots. Very good for taking down high value single targets at a distance. Very much feared in competitive multiplayer. People see that Ghost Gun come out and they’re just like, “Either I’m going to get really lucky or I’m going to be respawning in a second.” Any abilities that support that super are abilities which are about maintaining a standoff distance with your targets. There’s sort of an area control aspect to that build where you can say, “I want to make you come out that door and not that door because I’m going to have my crosshair on that door.” It’s an offensive oriented build with subspecs that are more about standoff and zone control. Two Warlock Focuses Green: The Warlock build that we show off is the Circle of Night build. And that build is built around the Warlock ability Nova Bomb. Circle of Night is a really offensive, almost glass cannony build where you have lots of ability to deal damage at a distance and not a lot of ability to take damage.This is sort of true for a lot of our offensive builds that they can specialize for direct offense or zone control from direct offense. Some of those will be better in competitive multiplayer. Competitive multiplayer a lot of times you just want to go for the direct offense, you know, go for the kill rather than the potential for a kill. But you might find that when you’re doing cooperative scenarios that a zone control build is capable of doing a lot more damage. Persistent damage fields are really effective against the AI. They do a lot more damage per ability use. The Circle of Night build can be built in either way for more persistent damage and zone control or more direct damage and burst. There’s one version of Nova Bomb which causes it to leave a persistent damage field, but there are also grenade abilities that cause it to do persistent damage, and then there are passive abilities that will be synergistic with those things, like make those last longer or give you advantages against people who are afflicted by those things. I think the other one that we’ve touched on the most would be the Solar Warlock. That’s the Heart of Fusion build. Heart of Fusion is built on an ability called Radiance, which provides beneficial buffs to yourself but also nearby people.And that build is more of a supportive, team-oriented build where it not only benefits you and benefits your allies, but it has fairly good zone control abilities. You can say I want to block that doorway off or I want to keep people at standoff. And the other thing that Radiance does is it can revive other players who have fallen and also buffs them, giving them health bonuses or damage bonuses. http://www.gameinformer.com/b/features/archive/2013/12/27/the-character-progression-of-destiny.aspx
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In the final instalment of our month of Destiny updates, we chat with investment lead Tyson Green about how you'll upgrade items and abilities on your characters. Learn about specific focuses for all three classes and what makes Destiny's progression system different from Call of Duty's prestige structure. Flexible Character Tweaks Green: We want to have a well balanced upgrade experience for your gear but also for your abilities. And we want to give players the ability to actually commit to some of the decisions that they made so they can distinguish themselves from one another. But that sort of comes along with, “Well, what do you want to do when someone wants to change their mind about something? Do they have to throw their character away?” And that was really unappealing. We want to say “No, you are your character.” When you decide to roll an Exo Hunter that’s because both being an Exo and being a Hunter were things that were exciting and appealing to you. So when you want to change your mind about something, whether it’s a weapon or whether it’s what abilities you’re using, we let you change the stuff that your character is using and we let you upgrade the stuff that your character is using rather than having to reset your character or throw your character away. I think Call of Duty is really interesting in this respect because they have the prestige system. You might say, "Why would anybody reset their character and throw all of their guns away?" The answer is people actually like that. People like making progression with their character. And if doing that let you be different or distinct from your friends or your competitors in some way, I think that’s a really exciting experience for players. So we really sort of looked at that and said, “People enjoy this, so let’s build a good system that lets them do that, that doesn’t make them throw their character away.” Upgrade Categories Green: The three things that all characters can upgrade are their weapons, their armor, and their focus. Those all level up as you use them. So when you’re wearing your armor and earning experience your armor’s leveling up. When you’re using weapons to get kills, those specific weapons are leveling up. And your focus also levels up when you’re getting kills or completing activities. Describing Focus Green: A focus is a thing that captures all of your abilities in one bundle – sort of a thematic bundle, but also a functional bundle. It carries your grenade abilities, your super attacks, it carries certain passive abilities that change the way your character plays. The focus is the thing that defines how your character is going to play at both the lowest and the highest level. It’s what your character is thematically about and it’s also functionally what abilities you have available to use. You could call it a spec. You could call it a build. You could call it a lot of things. For a long time we called them builds, but your build is a bigger thing because it also brings into account which weapons you’re using and what modifiers are on your armor. I want people to be able to talk about playing a Void Warlock sniper build, which is something that encompasses more than just the focus item. Experience Distribution Green: Everything gets the XP [reward] unless you have an XP bonus or something. You might have a piece of armor that gives plus XP to your weapon. So you might take that 10 XP on every piece of gear except your weapon, which might get 11 XP because of the modifiers. You might have a consumable or a perk active that gives you a bonus to how fast something else levels. It can vary from object to object. But generally speaking we’re definitely not asking anyone to make any hard decisions like, “Maybe I should only equip this one piece of gear because that’s the only thing that needs to level up so it power levels that one thing.” We’re trying to keep those mechanics very straightforward. Tuning Weapons To The Task Green: You can absolutely have more than one weapon that you’ve configured differently. Like you have one sniper rifle which is really good in competitive multiplayer because it has high burst damage and a good precision damage modifier. But you might have another sniper rifle which is better in cooperative campaign where you’re looking at doing more damage to an enemy. You have to be able to burst a target down over a longer sustained period of time so it’s got a bigger magazine and can carry more ammo. Those could both be the same base weapon just configured differently. A Titan Focus Green: The Fist of Havoc focus [Editor's Note: not a final name] is really about close quarters combat. It’s about getting into melee range and using powerful arc damage attacks to take your foes out. It can be built slightly different so it’s more about area control. It can be a little bit more defensive or a little bit more aggressive, but fundamentally that one is about smashing the door down, leaping into the room, and just absolutely nuking everything inside with point blank melee range damage. Fist of Havoc is the name of the super attack for that focus. That’s the one where you basically just smash the whole area around you. And there are some twists on that super like you can project more of the force forward so it becomes a longer range attack. You can have it leave behind damage in an area so it’s more of an area control ability. That’s true of all the supers. They have different ways to be built. A Hunter Focus Green: The Hunter build that we show off the most is the Gunslinger build. That’s centered around the Ghost Gun ability. Ghost Gun basically allows you to bring out this weapon which you only get a couple shots on, but they’re very devastating thermal damage shots. Very good for taking down high value single targets at a distance. Very much feared in competitive multiplayer. People see that Ghost Gun come out and they’re just like, “Either I’m going to get really lucky or I’m going to be respawning in a second.” Any abilities that support that super are abilities which are about maintaining a standoff distance with your targets. There’s sort of an area control aspect to that build where you can say, “I want to make you come out that door and not that door because I’m going to have my crosshair on that door.” It’s an offensive oriented build with subspecs that are more about standoff and zone control. Two Warlock Focuses Green: The Warlock build that we show off is the Circle of Night build. And that build is built around the Warlock ability Nova Bomb. Circle of Night is a really offensive, almost glass cannony build where you have lots of ability to deal damage at a distance and not a lot of ability to take damage.This is sort of true for a lot of our offensive builds that they can specialize for direct offense or zone control from direct offense. Some of those will be better in competitive multiplayer. Competitive multiplayer a lot of times you just want to go for the direct offense, you know, go for the kill rather than the potential for a kill. But you might find that when you’re doing cooperative scenarios that a zone control build is capable of doing a lot more damage. Persistent damage fields are really effective against the AI. They do a lot more damage per ability use. The Circle of Night build can be built in either way for more persistent damage and zone control or more direct damage and burst. There’s one version of Nova Bomb which causes it to leave a persistent damage field, but there are also grenade abilities that cause it to do persistent damage, and then there are passive abilities that will be synergistic with those things, like make those last longer or give you advantages against people who are afflicted by those things. I think the other one that we’ve touched on the most would be the Solar Warlock. That’s the Heart of Fusion build. Heart of Fusion is built on an ability called Radiance, which provides beneficial buffs to yourself but also nearby people.And that build is more of a supportive, team-oriented build where it not only benefits you and benefits your allies, but it has fairly good zone control abilities. You can say I want to block that doorway off or I want to keep people at standoff. And the other thing that Radiance does is it can revive other players who have fallen and also buffs them, giving them health bonuses or damage bonuses. http://www.gameinformer.com/b/features/archive/2013/12/27/the-character-progression-of-destiny.aspx This post has been promoted to an article
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welcome to our humble team taffy you will be fine here with the mighty blue team
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Top 5 Most Anticipated Games of 2014 for PS4, Xbox One, Wii U, and PC
Akali replied to Akali's topic in General Discussion
personally my top 3 games are destiny, titanfall and halo spartan assault cos im still on the 360 and i will be for a while but thats what the source says and its a solid list (maybe PVZ for titanfall ) -
i have all the classes so i could either go as the psycho or the mechromancer if i can cos there my favourite classes to use once you have then leveled up
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The year 2013 was full of many great games and some disappointing moments as well. From the launch of new console such as the PlayStation 4 and Xbox One to the release of critically acclaimed masterpieces such as Grand Theft Auto 5, Bioshock Infinite, and The Last of Us, 2013 will go down as one of the biggest in gaming history. The following year could also be a big year for gamers, and we bring you the top five games to look out for in 2014. 5. Watch Dogs- This game was supposed to come out in 2013, but Ubisoft delayed the game into 2014 due to quality concerns. Despite this setback, Ubisoft is very bullish on their new IP, and believes that the game, which allows users to hack into various security systems around a futuristic Chicago, could be a game of the year contender. Based on what the company has already revealed about the game, this could very well be the case. 4. Plants vs. Zombies: Garden Warfare- This may be a dark horse game for many, but the game, which will come out on the Xbox 360, Xbox One, and PC, may become the sleeper hit of 2014. Taking the Plants vs. Zombies formula and bringing real time multiplayer action into it should produce some of the wackiest yet chaotic matches gamers can expect in the New Year. 3. Untitled Halo Game- Microsoft revealed at E3 2013 that a new Halo game was coming, but did not clarify if the game would be Halo 5 or a spinoff title. Either way, the game should be one of the biggest in 2014, and now that 343 Industries has Halo 4 under their belt they should be able to deliver a true next-gen Halo experience that will continue the success of the franchise. 2. Super Smash Bros. 4- This could be the killer app that Nintendo has been waiting for on the Wii U and 3DS as well. While not much is known about the game, the very mention of a new Super Smash Bros. game is enough for fans to get hyped for the 2014 game, and with almost 20 characters already confirmed for the game fans are already drooling over the potential matchups. In addition, Nintendo gives players screenshots of the game almost daily, so up until the game's release date fans can keep getting updates on Super Smash Bros. 4. 1. Destiny- Ever since Bungie split from Microsoft and the Halo franchise, fans have been patiently waiting for their next project. Destiny seeks to not only be a great game, but also will try to reinvent the shooter genre. With RPG elements and a huge world for gamers to explore, plus the ability to casually stroll into another person's game and form groups on the fly, Destiny could be the game that people remember most in 2014. http://www.latinopost.com/articles/2387/20131223/top-5-anticipated-games-2014-ps4-xbox-one-wii-u.htm View full article
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Top 5 Most Anticipated Games of 2014 for PS4, Xbox One, Wii U, and PC
Akali posted a article in Other Articles
The year 2013 was full of many great games and some disappointing moments as well. From the launch of new console such as the PlayStation 4 and Xbox One to the release of critically acclaimed masterpieces such as Grand Theft Auto 5, Bioshock Infinite, and The Last of Us, 2013 will go down as one of the biggest in gaming history. The following year could also be a big year for gamers, and we bring you the top five games to look out for in 2014. 5. Watch Dogs- This game was supposed to come out in 2013, but Ubisoft delayed the game into 2014 due to quality concerns. Despite this setback, Ubisoft is very bullish on their new IP, and believes that the game, which allows users to hack into various security systems around a futuristic Chicago, could be a game of the year contender. Based on what the company has already revealed about the game, this could very well be the case. 4. Plants vs. Zombies: Garden Warfare- This may be a dark horse game for many, but the game, which will come out on the Xbox 360, Xbox One, and PC, may become the sleeper hit of 2014. Taking the Plants vs. Zombies formula and bringing real time multiplayer action into it should produce some of the wackiest yet chaotic matches gamers can expect in the New Year. 3. Untitled Halo Game- Microsoft revealed at E3 2013 that a new Halo game was coming, but did not clarify if the game would be Halo 5 or a spinoff title. Either way, the game should be one of the biggest in 2014, and now that 343 Industries has Halo 4 under their belt they should be able to deliver a true next-gen Halo experience that will continue the success of the franchise. 2. Super Smash Bros. 4- This could be the killer app that Nintendo has been waiting for on the Wii U and 3DS as well. While not much is known about the game, the very mention of a new Super Smash Bros. game is enough for fans to get hyped for the 2014 game, and with almost 20 characters already confirmed for the game fans are already drooling over the potential matchups. In addition, Nintendo gives players screenshots of the game almost daily, so up until the game's release date fans can keep getting updates on Super Smash Bros. 4. 1. Destiny- Ever since Bungie split from Microsoft and the Halo franchise, fans have been patiently waiting for their next project. Destiny seeks to not only be a great game, but also will try to reinvent the shooter genre. With RPG elements and a huge world for gamers to explore, plus the ability to casually stroll into another person's game and form groups on the fly, Destiny could be the game that people remember most in 2014. http://www.latinopost.com/articles/2387/20131223/top-5-anticipated-games-2014-ps4-xbox-one-wii-u.htm