Showing posts with label PC Games. Show all posts
Showing posts with label PC Games. Show all posts

STRIFE: The Next Generation of MOBA First Impressions



STRIFE is a new Multiplayer Online Battle Arena (MOBA) that is both fun and and easy to get into whether you have played other MOBA's or not.

Like most MOBA's you choose a character, hop into one of three lanes (or go jungle) and kill NPC minions for gold until you are strong enough to take out a bunch of towers on your way to blow up the enemy base to win the game. You fight alongside 4 others as you battle 5v5 where killing enemy players awards gold and makes it easier to destroy objectives.

Unfortunately the only other MOBA I have really played was League of Legends, in which case most people know this game as the worst gaming community in the world. A lot of issues that plague League are completely eliminated in STRIFE. I have played only two actual games against other players where I won with the best stats and where I lost horribly due to a leaver and a bad 2v1 lane phase, but I really enjoyed the balance of the game and how objectives are far more important than grouping up to kill the enemy. Even though I lost on the second game I had a lot of fun regardless and was happy to see that I got an award for the most damage to the enemy team. I have listed some of the mechanics that I really enjoy and some that I do not below.

The game is currently in a closed beta and will soon be wiping accounts as it gets set to release once ready. For more information check out the Free-to-Play STRIFE here.



Here are a few key characteristics of STRIFE that make it very enjoyable and stress free to play.

-Lane Choice -
It doesn't matter which lane you go into, any player in the vicinity of a last hit on minions gets the gold, this eliminates any concerns of which lane you go into and who gets last hits on the minions for gold.

- Never Leave Lane -
Games like LoL require you to teleport back to base in order to purchase new items or heal back up, but in STRIFE you can buy items while in lane, and once you've bought all the requirements for a really good item, that item will be delivered to you through a little courier while you are in lane. Also if you choose to not attack (or get attacked) after a certain period of time, you will start regenerating your mana and health, however this is carefully balanced out as you will not earn any gold if you aren't killing minions. You CAN teleport back to base if you choose for faster regeneration.

- Unlocked Heroes -
Everyone has access to all the Heroes of STRIFE, eliminating the need to play the game over and over with characters you don't like just to try out a Locked Hero.

- Matchmaking System -
In STRIFE, you choose your character BEFORE entering a game, meaning there is no competition or arguing over who gets to play which hero.

- Lots of NPC's to kill -
One thing I love about STRIFE is that there are always minions or jungle creep to kill, giving you an abundance of opportunities to get some gold, this also means that there is a bigger emphasis on dying as well as a bigger risk towards how you play the game. With STRIFE there is more importance on pushing lanes and denying your opponent the chance to get gold off of minion waves.  Minions have much more health and makes it easier to control lanes as well as pushing a lane. If a lane is pushed up then it opens up opportunities to roam about the jungle or other lanes for longer periods of time, forcing the enemy team to either push out that lane or risk leaving it to be pushed even further against them.

- Character Abilities -
Nearly all of the characters do decent auto-attack damage, meaning auto-attacks are usually your best source of killing the minions. Abilities are also lower on the cooldown time but have a higher mana cost, meaning that using an ability is more of a timing mechanic of when to use them rather than having someone who can just bursts high damage over a long cooldown phase. Character abilities are also very utility based, meaning that every champion has the option of doing damage as well as crowd control effects or escaping a fight, meaning there are less worries about which champion you play in a certain lane like LoL that creates champions for certain lanes and play styles.

- Minions do Damage -
Minions actually hurt throughout the game, meaning that lane pushing and choosing when to attack opponents is critical, rather than just having a late game hero run at you and kill you while shrugging off the minions like fleas.

- Player Based not Team Based? -
There are a few things that could prove this game to grade players on their own efforts rather than if they won the game or not. After a game you get to see the breakdown of your score including gold earned per minute, and any individual awards like who did the most damage to the enemy team or who helped out the most, hopefully this will be integrated into their future ranking system rather than simply if you won or lost a game to determine your skill.


There are a few things that do bother me with STRIFE though.

- Awkward Ability Level-UP -
Whenever you level up, you have to pull up a menu and choose which ability you want leveled, sometimes you might not notice that you leveled up as the pop up "Level Up" text can sometimes not stand out if your concentrating on your game.

- Potential Pay-toWin? -
Whenever you complete a game, you can choose one of three random chests that will give you 3 different currency types used for different upgrades. You have the option of buying "Gems" which are paid currency (Like RIOT Points) to choose to open another chest. I haven't looked into other specifics about what you can buy with these "Gems" but at the moment I don't think it will be a big concern. (It is similar to using RIOT points to buy Masteries in terms of effect on the game)


Final Notes:
I really enjoy STRIFE, I like that it is more focused on player skill and and has a greater sense of objective based gameplay rather than simply killing the enemy determines who wins or looses. I can't wait to see what the competitive scene is like and if things stay the way the are then there is a good chance I will be playing this rather than League of Legends. There is a lot more to this game like crafting and pets but I definitely recommend any MOBA player to check out STRIFE.

If you want to add me on STRIFE my username is Djr7

~Djr7

Final Fantasy 14: Diverging Paths


So this blog has been pretty dead, but I guess it is my own blog so might as well make a post. An archive of the adventures our guild took within FF14. We went into this game, Rho, Aaro, Cody/Rei Menu/10 billion other names, and myself looking to see what we could make of it. Rho wasn't fully convinced on FF14 and no idea what Cody wanted, but off on our adventure we went. My personal main drive was Cody's constant complaint that I had "Big Fish, Small pond" Syndrome and I couldn't play these bigger MMOs because of it. I was out to prove it incorrect.

Only screenshot of us running together
As we progressed through our nub levels racing towards 50, it was Cody that reached it first. I was too busy with work and Rho and Aaro quickly took a liking to crafting and was busy crafting away. This was where for first split began, Cody decided he wanted to get his relic weapon asap and left off for the biggest FC on our server, ODAM, smashing his head on Chimera. I originally planned to never craft as I end up focus on merchanting in every game I play to become super rich, I wanted to divert that time and attention to progression. I guess you just can't take a merchanting soul out of a player.

My gold saw to commemorate Carpentry being my first
It started with carpentry as I wanted to craft my own relic weapon as Rho started with Blacksmith for the same reason. Quickly we realized how much money was to be made in this and we couldn't stop crafting. Meanwhile Cody was still working towards Relic weapon, I believe during this phase he was stuck on the first major roadblock, Titan.

The days when pre-relic weapon sold so well
The next few weeks were followed with Rho and I mastering the rest of our crafts as we expanded our money as much as possible. Crafting was fun because of the mass money we were just rolling around with. I was loved by many for selling everything for cheaper than everyone else and hated by all crafters (especially when I broke the Leatherworking cartel). Then came the biggest push for gil ever, crafting the final end game items i70 gear.


This where where Cody came back into the frey, being in the largest FC meant he could get us tome mats, items you had for farm from end game dungeons. While we were busy rafting, we couldn't run the dungeons ourselves needing us to buy these mats. Us being the only crafters doing this, we were able to turn 270k into 2 mil, extreme amounts of gold at that time. We knew clear well that only gold buyers were affording our prices but we had the monopoly on our server, so we looked the other way.


Everything was perfect, we had lots of money, fully geared ourselves and ready to finally try for end game content. This was when everything went downhill. Squeenix decided they wanted to get rid of gold sellers so they did a sweeping ban on everyone over a certain gil threshold. Obviously that applied to us raking in large money. Luckily I was just under the bar, but Rho was far richer and got hit by the ban wave. This would lead to the week long wait on the fate of Rho's character.


A month into the game, all of us that had joined with the intention of playing together, but somehow our paths had all taken us in different directions, whether it be by choice or the fates of the devs. Roll another month and now I am the last man standing. As I reflect, I ended up getting what I wanted for better or worse. With Rho out of the picture, I was clearly top crafter on the server and most likely the most known player on the server. The final step left is to beat the so called unbeatable final boss of FF14 to hang up my bow.

~Pearz

Tragedies, triumphs and tropes; lamentations of a gamer

With the announcement of the PS4 and the Xbox720 we can safely assume that this generation, my next-gen, is coming to an end. It will, undoubtedly, carry away with it some vestiges of greatness of which will never return, but also along with it the mediocrity we've committed, as producers and consumers, in the name of greed and safety, I hope.

Before we set our sights on the new generation, we must sit back and gaze inwards, and take inventory of the garbage and filth we've expelled around us into this current world. It would be a crime most heinous for us to drag with us all this wrong and underachievement into the new era.

We've turned gaming into a science, but somewhere along the way we lost the art. In this day and age of mega corporations, global agendas, executives and shareholders, we spend so much time and money trying to understand games and gamers that we've stopped respecting them. Terms like downloadable content and free-to-play used to be good, synonymous to innovation and opportunity, but now it’s warped into concepts like day-one DLC, on-disk DLC, content treadmills and pay-to-win. A discount used to be paying less for the same, then it evolved into paying the same for more, and now it's paying more for the same or paying even more for less later. This is not a healthy business model; this is a corrosive strategy focused on short-term profit at the cost of long-term sustainability. There is a reason why over fifty percent of developers identify themselves as indie.

The passion is not dead, the talent is not dead, and the love for gaming is ever-growing. The pulse of the gaming culture hums like the fucking coils of an overclocked GPU on the verge of exploding. So wherein does the problem lie? For starters, let’s inspect what is wrong with the funding structure:

The game starts with the developers: they care the most about the game but have the least say in the development process. The money starts with the shareholders: they care the least about the game but have the most say in the development process. Ergo, we can deduce that the money is more important than the game. In this funding structure, the money only cares about money; it does not care about the quality or sanctity of the product.

In the independent, or kickstarter, scenario the money comes from the backers. Now let’s be very clear for a second here: a backer is not a shareholder, but a backer is without a doubt a stakeholder. The backer doesn't get paid if the product does well; the money is given upfront to support a product the backer believes in, and the profit is metaphysical. This difference is critical because in this funding structure the money only cares about the quality of the product. So what happens when both ends focus on the product? It means nothing is more important than the game.

So let's say I'm a publicly traded company, not an indie, I have to answer to executives and shareholders, I work in a cubicle but the fucking machine that counts money gets its own office; how do I survive in this industry?

Now before I give some examples both good and bad, I first must say that things like DRMs, DLC, RMTs are not inherently bad or evil, but they get perverted and distorted as it moves through the pipeline and although the final product is slowly driving a thick nail into an industry shaped coffin, the concepts themselves at its purity are truly brilliant.

Let's start with DRMs: it stands for digital right management, that's it, it doesn't stand for death rape murder. So why does every gamer you ever meet wince at the sound of those three letters? Well, let's first consider why we need DRMS in the first place: piracy is real, piracy is wrong and piracy is rampant, this is all true. A certain company, let’s call them Inosoft cuz my hand slipped, came out with some shocking numbers recently about how much money they're losing to piracy on the PC. The number was ninety five percent, as in out of every ten people, only half a person paid for the game they're playing. Inosoft reported one billion four hundred million in sales last year. Their revenue breakdown shows ten percent of their total revenue came from PC. If you add up the numbers, this means they lost two billion six hundred and sixty million in sales due to piracy; that's almost double their total sales that year. That's like five percent of total global loss due to piracy that year.

Therefore it's completely justified that Inosoft would implement such invasive and demeaning DRMs to protect their games, right? Do the DRMs at least work? The answer is no, to both questions.

This is the epitome of disconnect between the corporate paradigm and the chaotic hivemind of the digital realm. If the DRMs where designed to dissuade the masses from each hacking their own individual copies of the game, it would work. If the scene people were trashing DRMs to sell for profit, it would work. The problem, however, is that neither of these assumptions are true, and the Internet doesn't run on profit, it runs on glory. Introducing a new DRM-riddled game into cyberspace is not introducing a threat, or a nuisance. It's introducing a challenge and the harder and more expensive the DRM is the better.

Before I continue this subject, I must point out that it is not completely directed at Inosoft; they are not the only ones who use DRMs or even the worst.

So what's the big rage? It's that DRMs are actually hurting a specific group of people, and it’s the last group of people you want to hurt: the loyal fans. Firstly, the DRMs cost money, and the money going into the development and implementation of these DRMs cut directly into the funding of the games. Secondly, it's incredibly invasive and inefficient; it is known to cost more HD space and negatively impact download and performance.

Let's focus on that last word: performance. It is now a thing where players literally on the first day have to wait in a queue to play a single-player game, if at all. Let me emphasize how ridiculous this situation is: it doesn't matter that you spent hundreds of dollars preordering a collector's edition of the game half a year before it was released, it doesn't matter that the game requires you to be always connected to the Internet even to play it single-player; you still cannot play the game on release day. You did everything correctly and legally, but you are denied what was promised you. Why? Because of an implement designed to stop pirates. Ironically, the pirates are completely unaffected; in fact, the only way to have guaranteed a smooth unmolested gameplay experience on day one was to pirate it.

What stabs at me the most, and often brings up a tear or two, is this loyalty. Like watching a dog abused by its unworthy master, the loyal gamer returns to spend their hard earned cash on these products. They could easily become the pirates these companies assume they are, but they do not, because they have honor, because the designated driver will still pay for gas.

Money, because the games industry is a for-profit industry. This is the age old dodge that's actually, sadly, age old now. Yes, absolutely, no games company can survive if it doesn't make money. The problem has never been about price tag, as long as the product was worth it. That there is the root of it all, the product is no longer worth the price tag.

In almost every other medium of entertainment, when the product is no longer good enough for the audience, you increase the quality of the product; the games industry is the only one that increases the price of the product. Here's the kicker: they're getting away with it. How? Cloak and dagger, that's how, it's kind of like smoke and mirrors except someone gets stabbed in the back.

Another abbreviation that comes with plenty of resentment: downloadable content, the suffix “able” implies that it could be done, not have to be done. Oh, how far has and will this argument carry them. Let us be nonpartisan about this, there are some incredible DLCs out there that is both non-intrusive and well done. It is not them for whom the bell tolls.

The ones that are not okay are the ones that do not give the gamer an incentive to purchase the DLC, it is not subtle enough that it is only found by players looking for DLC, it is not even well done. The average DLC attacks the psychology of the gamer, it uses scare tactics and punishment. You no longer get the entire game for the price tag shown. Now you have to pay for a better ending, pay for more story, pay for more options, pay for fighters in a fighting game, pay for guns in a shooting game; some go as far as make you pay to unlock something that's already on the disk.

This kind of conduct shows a genuine lack of respect for the gamer. DLCs should be made available for the gamer that actively wishes to further augment his experience with a particular game and is willing to pay more money for it. However, it is somehow assumed that such a gamer would be too stupid to find DLCs if it was less in-your-face. It is then taken a step further by making you feel like you need this particular piece of content or you are missing a piece of the whole rather than making you feel like it’s something extra. I've never seen a game reward a gamer with free DLC for completing the game, only punish them for not having them.

In the end, at fifteen bucks a pop, can you name any four pieces of DLC that could add up to the contents of the original game?

Actually, ask yourself this question: Is this DLC going to be more enjoyable than a movie?

Then ask yourself this: Would I have enjoyed six movies more than I enjoyed this game?

Real money transactions, also known as the cash shop, also known as microtransactions, are synonymous to the free-to -play market, with a slight deviation known as pay-to-win. Sadly, this is the least invasive form of moneygrubbing that happens in the game industry. Study shows that in a free-to-play game, a few percent of the population will spend an enormous amount of money and this is enough support the entire game.

Most players are less upset with a free-to-play game that released a piece of content they can't afford to or refuse to buy, while more upset with a game they paid for releasing a piece of DLC they don't really even care about. The reason for this is simple: if you did not pay for a game, you have no commitment to the game itself, you develop commitments to players you meet in the game, but these people exist outside the game world. Should you feel the need to leave the game, the investment lost is mental, not financial. Playing a free game for a couple of minutes and realizing its not for you is a lot more acceptable than paying upfront for a game that you realize in the same couple of minutes is not for you.

So if microtransactions are fine, what's my beef? It’s no longer a free-to-play thing. You now have to pay the full box cost, get dinged by DLC and deal with a cash shop on top of all of that. For a non-competitive single player game that you're footing full box cost for, how much of the total content are you actually getting? When is enough enough? At what point will we as consumers put our feet down and proclaim we demand that at least half the game come with the box?

Have games been getting shorter, some too short even, perhaps some are starting to get unnecessary multiplayer modes? The reality of it is, it’s even shorter than you think. The truth is games have been artificially lengthened for a while now.

Ever wonder why quests make you walk or drive across the town or even across the map? It's not so you can immerse yourself in the environment, it’s to extend the time cost just enough before you start questioning why you're doing it. A game recently came out that introduced random encounters during these long travels and heralded it as a game-changer. It's actually to tack on even more time cost while seemingly giving it purpose. JRPGs have been doing this for years now.

Notice how no matter how bigass or badass you are, doors will always give you trouble? They all seem to have an animation time don't they? A couple of seconds, just long enough so it’s not annoying. Think about how many doors you go through that game, back and forth, subtract that time off your total play time. Everything seems to have an animation time nowadays, even going into your inventory. Going up and down ledges seem to take longer, crouching and crawling are slower.

You used to always run, then hold shift to walk if you wanted to be sneaky; nowadays you walk by default, and hold shift to run, but you're supposed to be a super soldier or hell sometimes a robot, yet you run out of juice after just a few seconds.

Quick time events are another often lamented topic. Who thought it was a good idea to deny me the final attack on an opponent? I understand you wish to show me the developer circle-jerk a la beautiful cutscenes, and you know what, I really want to see it too. However, it should not have to subtract from my experience. A quick time event should not occur when I get the boss to a certain percentage, force me into a mini-game, and then punish me by making me redo the mini-game, or kill me, or give some life back to the boss. This is the worst form of artificial lengthening around.

The reality is, after I kill a boss, you can show me how I killed it dead, I'm not gonna skip a badass once-a-game cutscene like that. Oh wait, it's not once-a-game anymore now, is it. Here comes the punchline: they think gamers would feel that a cutscene after every kill would be too much, too repetitive even. However if there's a button combination involved, gamers will happily watch an already-dead opponent flop around for another five seconds. Notice how even opening doors nowadays is a quick time event?

When you're doing all this to hide the increasingly generic and linear gameplay, the question must be asked: Why can't you just make better games?

The casualization of video games, the console degeneration, the dumbing down of games; insert picture of ten-year-old holding a prop gun giving you the finger. Call it whatever you want and attach whatever imagery you wish, but it’s here. It is without a doubt here.

Games are getting easier, less offensive, less scary, less interesting. Every title seems to reiterate the basic movement methodology the controllers are designed around. Maybe the old days where you're just handed the controller and told to figure it out was too barbaric, but honestly, spending the first hour of a five-hour game being spoon fed one tiny morsel at a time on the most basic of basics of gameplay is not just necessary. Someone who actually can't figure out how to make their character look around without being taught in baby steps probably never figured out how to get the damn thing to play in the first place.

A tried and true horror title was told to go more mainstream, lose the scare, lose the learning curve, up the action, up the cutscenes. One of the best new IPs of this generation, just like that, crumbled into mediocrity.

Cover shooters was a game-changer; even though it was around in the old generation, it did not truly display its virility until this generation. Hail to the chest high walls and hulking space marines that brought this mechanic into prominence. Never stop. As for every other rehash of this exact same mechanic and the inclusion of this exact same mechanic in every title whether or not it needs it: Chill the fuck out. When you do this it tells us gamers that this is it as far as gaming goes in this generation. Is it?

It is understandable that as a generation winds to a close, less and less innovations are made, and once the new generation begins, everyone rushes to make the next game-changer that defines the entire generation. However, did we truly exhaust the limits of the current generation? Or are we simply being complacent in our disposition, just rehashing old ideas, sometimes straight up copying, shamelessly.

Tomb Raider came out this week. However, what I played was not Tomb Raider; I played every fucking successful game that came out this generation but I did not play Tomb Raider. We could have let the dead rest, but no, we love zombies so much we turned it into one, a heterogeneous amalgamation of parts hacked off of others, smashed together without rhyme or reason. Now forever the name Tomb Raider will be marred by this experience. I knew the moment I lay this game down that there is nothing left of this generation for me to see. In the sound of tearing plastic, the final seal was broken and Armageddon had come.

~~

Wolf Rants: Square Enix's New Engine and Some Anime announcements

Sometime last year, we were humbled by the few screen shots of SquareEnix's new Luminous engine. Now I won't go into the specifics and talk about how it was able to get such beautiful and photo realistic shots, I’m not that smart to know such complex stuff. I’ll just be talking about it as a regular guy with a thing for these beautiful 3D technologies.


Now in this year’s E3, they’ve gone official and fully unveiled the Luminous engine, and it looks… well… I really don’t know how to put it in words, it’s just beautiful but that word just doesn’t sum it. It’s just uber, super, cool, awesome, etc. Yeah, I’m once again over reacting things but I love the FF series and as I’ve said up top, I’ve got a thing for these beautiful 3D technologies.

Agni's Philosophy: Final Fantasy real time tech demo

Demo as shown on the E3 stage

But the best part is they played this demo IN REAL TIME! So that means the video was being rendered as they watched it! This in my opinion is the next step in gaming. Though they probably have a whole render farm in the background doing all the work so I doubt we will be playing games in this level, but I certainly am sure we’re getting close. Thinking about this again, a whole render farm is quite large to have in a convention and doesn’t exactly seem practical or logical if this is next generation technology, so I’m hoping that the engine is actually so advanced that it doesn’t require a farm to render in real time. Mind you, they didn’t say what hardware they used as they demoed this.

In some other news… That I care about.


I’m sure we all are quite frustrated by the fact that Kore wa Zombie desu Ka? just ended with an unexpected ten episodes, it’s outrageous if you ask me. Why would they make this awesome and unique, not to mention most anticipated series end with only ten episodes? Their logic escapes me, but they did what they did. Hopefully however, they pick up on the fan hype and continue the series with a third, no not a movie, but a third season. We shall wait and see…


To aru Majutsu no Index Movie! Is to come out next Feb 2013, yeah that’s a long way, not to mention we of the west will have to wait for quite some time before we actually get to watch it. Anyway, the movie will still be directed by Hiroshi Nishikiori (錦織 博), and the series composition by Hiroyuki Yoshino (吉野 弘幸). Hiroyuki Yoshino is the same series compositor of the famous Code Geass and the infamous (in my opinion) Guilty Crown; he also works on the recent Accel World. Now ever since Guilty Crown I’ve been having mixed feelings for Hiroyuki Yoshino, its story is just so “blagh”, but hopefully he does well in this one since he already has a finished story to work from. Either way I have high hopes for this one.


To Love-Ru Darkness Anime and OVA Announced! Now for those who don’t know, this is a very NSFW series. Its manga is just at the edge of hentai, which leads me to believe that a much diluted anime adaption would be created. Sad, if you asked me cause the NSFW content is what makes the manga. But meh, I do understand if they tone down the super ecchi content. I’ll still be watching with delight.

OkamiSan~

RUINATION - My very own video game


Hey everyone! I have been out of the blogging loop mainly due to this game I created in UDK alongside my teammates for an advance game design course.

Here is a link to the game (410mb), as well as its trailer and poster.
http://www.sfu.ca/~djr7/IAT410FINAL/


The game was made over 3 months after spending nearly all of my free time on it.
We had a showcase where all 12 groups showed off their game in what seemed like a mini-PAX event. We even had judges from the game industry, such as EA and Radical. They voted on their favorite game and guess what... MY GAME WON! we received a letter of excellence as well as some free games from EA. I worked very hard on this game and would love it if you decided to play it as well.

It is a side scroller 2.5D puzzle platformer where you control two avatars with different abilities in hopes to solve puzzles and escape a crumbling planet.

I don't think the game works for MAC's sadly :(, however I will certainly post a speed run of the game within the week.

Any errors or bugs please let me know at djr7[at]clanrain.com !!!


Get NA Tera CB 1 Keys - February 10-12th


All you need is a paypal account (don't need to pay, just need an account) and you can get the key with these easy steps:

Diablo 3 Closed Beta Impressions

Awesome, a message to tell me I am done!

So, I was able to play the Diablo 3 beta thanks to Jolau lending me an account. I played a monk which took roughly 3 hours to beat clearing every inch of the map every time.  At least that is much more then the Blade and Soul Beta. I would frap something down, but I was lagging a bit as is, recording would be out of the question.

First look at Tera Online




So I didn't make it very far in JP Tera but enough to get a good feel for it. I might put some more hours into the game this weekend but I don't think so. Currently I reached level 10 where you need level 11 to leave the nubby area (or so I think) and I hit a point where I need to grind out that last level. Here is the guide to playing JP Tera online, only a few days remaining to try it out. So here are my thoughts so far.

Guide to Playing JP Tera Online!

Take that Boring Moretsu Pirates this week D: 

So I came across a guide to play JP Tera but it would only last for 40 hours and limited to January. It is a good chance to try out the game before the CB testing starts for NA and Europe. Official english launch slated to come out in May 1st. You can sign up for the CB for NA here and Europe here.


First Look at Blade and Soul


So, for those that don't know, Blade and Soul is one of those super duper anticipated games for the last couple years. It has just been in development in so long, talk about overhyping. The development period was almost as long as Diablo 3. It was one of many games I was looking forward to trying that will take forever to release, so I jumped at the idea I could try the game.

Skyrim in review, cheats, and a funny video


Well I downloaded Skyrim for my PC not too long ago and I have to say this is quite the enjoyable game. I have never really played an Elder Scrolls game before, I did try to play Oblivion, however I found it impossible to immerse myself into the games content and ultimately gave up on it.

When I first started up up Skyrim I was a bit hesitant as to whether or not I wanted to play the game after my experience with Oblivion. Skyrim has easily grabbed my attention and constantly demands that I play it. The game is very fun if you love adventure RPG games. The game somewhat reminds me of Fable, except there is an immense amount of content, and you are allowed to explore the game at your own pace in whatever order you choose. The game lets you decide how you want to play it, you also have the freedom to explore the world and find nearly all of the quests yourself by talking with NPC's. There is a main quest line to help you proceed through the game and find quests yourself, however the true reason I play this game is the narrative through exploration and choosing your own quests, with many of them requiring you to make a decision. From what I have heard from nearly all of my friends who have played the game, Skyrim is incredibly immersive, I have not felt so attached to my avatar in quite some time.


The game is right up there with Battlefield 3 for its graphics, if not better, and is also filled with incredible detail and lush environments. A fun fact about the game is the random dragon encounters, dragons will sometimes appear throughout the game flying above you before diving in for an attack. The dragon fights are very fun as the dragon will fly around, dive at you, and sometimes land to attack head on. The fights are very smooth and feel completely unscripted, almost natural.

Here is a video I took of my own game-play while fighting a dragon before a troll comes in and ruins all the fun.


Graphics: A+
- I run it on ultra and I'm blown away

Gameplay: B+
- This is no fantasy combat system, it is realistic but still fun.

Content: A+
- So many quests, one giant free world to explore, plenty of ways to play.

Immersion: A
- Do what you want, when you want, how you want.

Story: B+
- The main story is nothing groundbreaking from what I've seen so far, but the amount of side quests and immersion creates a narrative on it's own which I feel is the games strong point.

Ending comments: The game is easily grade "A" material
The game is great and if you enjoy any RPG or adventure game. A few things I found iffy was the rough transition between weapons and spells, and the somewhat uninteresting main story. The side narratives are amazing and immersive within the world of Skyrim.

Additionally for the PC owners out there, here is a link to how alter your stats and "cheats" for the game, I used some of these to remove and re-add talent tree points.
http://www.gamefront.com/skyrim-pc-item-codes/

Since I'm such a nice guy, I have also found a world map with every location shown here
http://www.realsg.com/2011/11/guide-skyrim-complete-locations-map.html

~Djr7

BATTLEFIELD 3: Runs on Ultra


Picked up BF3 yesterday, and I after playing a round of online multiplayer, I can conclude that this is the most satisfying realistic shooter I have ever played. I have never played a battlefield game; I started with Halo, and got into the CoD franchise with World at War, which I thoroughly enjoyed. After being constantly disappointed with the amount of BS that happened with the CoD series, I decided to switch to BF3, and am I ever glad I did.
The BEST things about BF3 are the superior graphics, large-scale immersive environments, realistic sound events, and everything destructible. Enemies as well as allies actually blend in to the scenery, so say goodbye to the exact same lighting and texturing of avatars sticking out like sore thumbs among the different environments. The sound immerses you into the game at a level that I have never experienced before. You can actually hear every single shot that's fired in the level, and there's always a thrill when an RPG screams by your ear as it barely misses.

Here's a video on ultra and high settings of my own play-through.
Keep in mind a slight drop in quality from the video recording device and exporting of the video.





I personally play the campaign on Ultra, but move down to High settings for online play in preference of a slightly faster improvement without any reduced visuals.

Here's my comp specs.
Nvidia 2x GeForce 560ti SLI
I7 2600k quad core
2x 4 gig RAM (8gb total)
Solid State Drive

You ULTRA Jelly?

 If you want to play BF3, you don't need a super expensive computer, It can run on almost any tech from the past 3 years on normal settings, but if you want Ultra, then you need top-of-the-line gear.

Here's the official requirements from BF3

MINIMUM SYSTEM REQUIREMENTS
OS: WINDOWS VISTA (SERVICE PACK 2) 32-BIT
PROCESSOR: 2 GHZ DUAL CORE (CORE 2 DUO 2.4 GHZ OR ATHLON X2 2.7 GHZ)
MEMORY: 2 GB
HARD DRIVE: 20 GB
GRAPHICS CARD (AMD): DIRECTX 10.1 COMPATIBLE WITH 512 MB RAM (ATI RADEON 3000, 4000, 5000 OR 6000 SERIES, WITH ATI RADEON 3870 OR HIGHER PERFORMANCE)
GRAPHICS CARD (NVIDIA): DIRECTX 10.0 COMPATIBLE WITH 512 MB RAM (NVIDIA GEFORCE 8, 9, 200, 300, 400 OR 500 SERIES WITH NVIDIA GEFORCE 8800 GT OR HIGHER PERFORMANCE)
SOUND CARD: DIRECTX COMPATIBLE
KEYBOARD AND MOUSE
DVD ROM DRIVE
RECOMMENDED SYSTEM REQUIREMENTS
OS: WINDOWS 7 64-BIT
PROCESSOR: QUAD-CORE CPU
MEMORY: 4 GB
HARD DRIVE: 20 GB
GRAPHICS CARD: DIRECTX 11 COMPATIBLE WITH 1024 MB RAM (NVIDIA GEFORCE GTX 560 OR ATI RADEON 6950)
SOUND CARD: DIRECTX COMPATIBLE
KEYBOARD AND MOUSE
DVD ROM DRIVE

~Djr7

Random Thoughts: Dead Space 2

I actually got one of the few art insignia's (yay me!).

I figure ill start doing random posts of current stuff that's happening even if it includes old stuff that i'm just picking up.
After building my awesome new computer that can run anything, (yes anything) I downloaded a bunch of PC games that I never really decided to actually buy. This (currently) includes Bullet Storm, Deus Ex, and Dead Space 2.

For starters, I'm only on the fourth chapter, whats wrong about this is I didn't even realize it, I mean, there was no indication that I am actually progressing through the game's narrative. At least in the first Dead Space you completed a chapter after fixing part of a ship (not much of a story) , fought some sort of "boss" character, and proceeded to the Tram station with a "Mission Complete!" announcement. There is none of that in the new one which kinda bothers me since I don't feel like I have done much, save for the one boss I had to kill (rather easily) at a random point in the game which was so random he could have popped up anywhere and I wouldn't have felt any different to the current mission.
The game starts out with Isaac, dealing with his dementia, no we don't care about the Necromorphs lets focus on Isaac for a sec.
The current setting and atmosphere is generally the exact same, the same walls, the same windows, the same god damn blood smears. I still haven't realized that I escaped the mental hospital area and entered the kiddie area and residents apartments (well not exactly true since it was a slightly smaller area).

The weapons appear to do a little more damage than Dead Space 1, as well as my inventory is constantly clogged with extra extra ammo since every enemy has about 20 rounds of assault rifle ammo  on them (why do they have ammo anyway?). the only thing that hasn't changed is the amount of damage I take early on, I mean its about the same, i'm constantly looking for health packs but I have so much ammo enemies wont get close enough unless they pop out of the vents behind me.

They actually introduced the small stuff for a story, (YAY!) so were now on a new location and Isaac is surrounded by Necromorphs, really? This bothered me since the first Dead Space was uncharted territory for a regular mechanic and unknown evils with all this horror and survival stuff happening, as well as a broken ship that was just falling apart. Now were thrown right into it without any mystery or new horror just a simple run n gun it seems with no insight (yet), into the whole Marker object and this dude whose trying to get me killed. On a fresher note, Isaac is dealing with his dementia where he sees his dead girlfriend and must reach a doctor to get help. Hey its a lot better than fixing a damn ship!

He's dead Jim
At least we're more intrigued by the main character who finally has a face and a voice rather than some robot looking mechanic who can kill Necromorphs successfully where trained military officers cant do anything.

Overall the game is the same, they didn't change anything it seems, but made some more interactive puzzles as well as newer content that makes the game feel fresh. This game is very fun while not as frighting as the original, but regardless they do a decent job of presenting us with a great game that anyone would enjoy if they played the first one, as well as new players to the series.

And that ends my Dead Space Rant, I look forward to finding out about the Marker, Isaac's dementia, the guy who's  apparently trying to kill me, and I guess the reason why there are Necromorphs near Saturn.

Deus Ex: Random Thoughts

Playing only through the first mission of Deus Ex I find this game to be very enjoyable, it's nothing full blown over the top like most games nowadays, but it has me reminiscing over the good old days of gaming.
Proof that Square Enix wont let Final Fantasy die. FF XXVII

Grief Syndrome: First Lap Run

After getting all the files up on my fancy new computer, I decided to finally get around to playing Grief Syndrome and decided to record it, as well. Also, I had hoped to upload it sooner, but YouTube and my AVS software was being a jerk.

Dota 2 Tournament -Day 2

Miranda, star of today's matches

I decided that if I spend 30-40 mins watching a match, might as well talk about it. So I didn't watch all the matches, the OK vs IG was suppose to be a huge upset and amazing match to watch, but I didn't catch it. Maybe I'll watch it if I have time. So for those needing link again, live stream (GMT+2, 10AM - 7 PM) with the older matches on their main site or on youtube.

First Official Dota 2 Tournament


I'm not so late to the party this time, catching the 4th live-stream game of Dota 2. For those that don't know: the first official tournament for Dota 2 is being streamed off the official website for the next couple days. None of the teams know what they are getting into and have not "tested" anything yet.  You can watch it live here. So, this is like the first live gameplay footage. You can watched archived matches of this tournament here.

From what I have seen, it looks almost identical to LoL, which is a step backwards when compared with HON. Still, the competitive scene looks good and I would still consider moving over, depending on how pricing and such goes. I noticed that all of the 3 matches I missed had Weaver in it, being my favourite hero from Dota that was not ported into HON. I am still anxious to see him in action.

The only other major issue was that their stream could not support the mass amount of viewers and the game had lag issues. This is all stuff that hopefully will be sorted out by the official release. I'm still looking forward to see how Dota 2 will look, even if I hate that huge LoL-feel that the graphics give off. I'm still in a bit of awe of watching competitive games that aren't HON. 

~Pearz

Grief Syndrome - Madoka Magica Side Scroller


So, it's kind of late to post this, but I've been busy (farming in Dragon Nest) and only had a chance to try this last night. Being tired and such, I failed pretty hard dying on the first lap with a rage quit. It's a pretty fun game nonetheless; I'll give it another shot tonight. I picked Homura, which is supposedly mediocre while Sayaka and Koyoko is easy mode. It's just what I heard; I haven't tried them yet.

Some small info about the game: it was sold for 1k yen at Comiket by fans. Have fun and pray you do better than I did. D: Nothing else much to say about it; it's a fun Madoka side scroller.

Download links: torrentMegaUpload
Wiki link for information

~Pearz

Saya no Uta In Review [9.5/10]


Well, this is my first visual novel. I picked this one up due to the large amount of pictures of Saya cycling around, which made me curious. Reading up a small description of the game added to that; it was a mix of gore-ish and thriller. Now, I don't usually like anything gore-related due to my weak stomach, but I made an exception with this one.

Big Bang Age In Review [8/10]


So, after playing Sengoku Rance, this game was recommended to me, so here it is. I actually beat this quite a while ago, but I've just been too busy. As I write the review, I've only played through it once and gotten one of the endings. I haven't had time to go through a second time, thus judging by how long the first time took.