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From: www.gamesradar.com

Until Dawn Collectibles Guide: How To Get All Fortune Totems

Added: 29.08.2015 13:17 | 3 views | 0 comments


Gearnuke writes: "Until Dawn allows the players to collect various items including Totems. These Totems are divided into five different categories. This guide covers the locations of Fortune Totems, which are marked as a White Butterfly in the game."

Tags: Daly, There, While
From: n4g.com

Sword Art Online Re; Hollow Fragment Carmine Ore Farming

Added: 29.08.2015 8:17 | 7 views | 0 comments


Carmine ores are used for upgrading weapons but getting them can be a chore. There is a decent way of farming for these ores in one of the DLC missions.

From: n4g.com

Disney Infinity 3.0 Review | Gamespot

Added: 29.08.2015 2:19 | 2 views | 0 comments


Gamespot: There I was, trying (and only occasionally succeeding) in the timing of some of Ahsoka Tano's combat combos in Disney Infinity 3.0. My six-year-old son--in charge of yet-to-be mass murderer Anakin Skywalker (spoiler)--button mashed away, and was making as much of an impact on General Grievous' health as I was. It was an interesting contrast--my son hitting the one button over and over while I tried to make the most of the improved combat in Infinity, both of us having fun in our own way.

From: n4g.com

Until Dawn Collectibles Guide: How To Get All Guidance Totems

Added: 29.08.2015 2:18 | 1 views | 0 comments


Gearnuke writes: "Until Dawn allows the players to collect various items including Totems. These Totems are divided into five different categories. This guide covers the locations of Guidance Totems, which are marked as a Yellow Butterfly in the game."

Tags: Daly, There
From: n4g.com

Disney Infinity 3.0 Review | Gamespot

Added: 29.08.2015 1:18 | 2 views | 0 comments


Gamespot: There I was, trying (and only occasionally succeeding) in the timing of some of Ahsoka Tano's combat combos in Disney Infinity 3.0. My six-year-old son--in charge of yet-to-be mass murderer Anakin Skywalker (spoiler)--button mashed away, and was making as much of an impact on General Grievous' health as I was. It was an interesting contrast--my son hitting the one button over and over while I tried to make the most of the improved combat in Infinity, both of us having fun in our own way.

From: n4g.com

Five Things Sony Can Take From Their Competitors to Improve PSN

Added: 29.08.2015 0:18 | 19 views | 0 comments


The Playstation Network is a great place to game.But, PoliGames thinks it could be even better if Sony took these five things from their competitors.

From: n4g.com

Trophy data exposes fighting games#39; motivation problem

Added: 29.08.2015 0:00 | 91 views | 0 comments


Last generation saw a lot of excellent fighting games, from the genre-revitalizing Street Fighter 4 to the bone-crushing brutality of Mortal Kombat. But as the dust settles on those bygone bouts - and developers flock to current-generation hardware - I thought it was as good a time as any to look back and see what we can learn from the past 10 years of fighting.

I've pinpointed a few trends from the limited data we have available. This is by no means a scientifically sound analysis. All I've done is collect trophy completion data from the PS4 for 10 last-generation fighting games - , it should offer a glimpse into what could - and should - define the next generation of fighting games.

In a genre about eccentric characters coming together and punching each other, you'd think a coherent story would be the least of our concerns. And yet, narrative-based trophies have some of the . In Mortal Kombat, 40 percent of players made it halfway through the campaign. In Soulcalibur 5 and Dead or Alive 5, roughly 70 percent initiated story mode. And even in games without story mode - such as Tekken Tag Tournament 2 and Marvel vs. Capcom 3 - over half cleared arcade mode and saw an ending.

I've seen plenty of fourmgoers decry narrative-based modes as a waste of resources. But the data shows that these modes clearly resonate with the greater fighting game audience. I believe players - especially those don't play at a tournament level - appreciate the sense of progression and accomplishment that story modes (or arcade endings) provide. Fighting games take a lot of time and practice to reach proficiency, which can fly by if you have plenty of local, skilled competition. But for the rest of us, seeing how a story unfolds can be the carrot-on-a-stick needed to stay invested in learning our prefered characters.

Playing another human over the internet is for most fighting game players. In King of Fighters 13, only 21 percent of people bothered to play a ranked or player match. MvC3 didn't fare much better, with 38 percent of people participating in ANY online mode. Meanwhile, Street Fighter 4 lists only 17 percent of people as having won a single ranked match. If playing online against others is the end game of any fighter, this trend needs to change.

There are several reasons why someone wouldn't play online: a poor connection, an abundance of local competition, or a genuine lack of interest. However, I believe the biggest detractor is intimidation. Dueling another person is a very emotionally intense experience, because whether you win or lose, you have no one to blame but yourself. Victory and defeat are not shared among teammates; they fall on your shoulders alone. And fighting games traditionally do a very poor job of preparing players for online play, which leads me to my next point...

many people will start a tutorial, only to abandon it. In both Street Fighter X Tekken and TTT2, around 40 percent of players started the tutorial - but only around 13 percent finished it. Mortal Kombat and KOF13 show similar completion statistics, with 17 and 15 percent respectively. Honestly, this doesn't surprise me one bit, as most fighting game tutorials have the creativity and teaching method of an Algebra textbook. Between the cluttered checklists and clinical presentation, they feel like homework.

James Chen, long-time fighting game commentator and enthusiast, for the way it handles its tutorial modes: they're disguised as mini-games. Break the Targets is an exercise in learning your character's moveset, Home Run Contest is about dealing as much damage as possible in a short amount of time, and so on. Part of getting people engaged in a fighting game is arming them with the skills necessary for success. There's a need here that's not currently being met - at least, not in a way that makes new players follow through on their efforts to improve.

What all this data says to me is that fighting games have a motivation problem. I imagine most people reading this article understand that, when you're proficient at a particular fighting game and have the chance to face someone of similar skill, it's a rush like no other. But reaching that point takes a lot of honest-to-goodness work. Unless you already know that your investment is going to have some concrete payoff - be it satisfaction or bragging rights - there's little reason to make such a commitment. You're simply not motivated.

Fighting games in the current generation need to do a better job of using what they have to incentivize their audience. One simple way to lure players in is with more costumes, stages, gems, additional fighters, backstory, and other extras to unlock within the game itself rather than locking them behind a bunch of intrusive microtransactions. It means using the story mode to guide players from their first fireball to defeating the hardest-level AI in a way that feels natural.

A while back, I ran a story about the system coming to Killer Instinct. In brief, the Shadow Brain is an AI you spar against and send out into the internet to do battle in your name. Meanwhile, you can fight against other player's custom-made AIs. This is a really smart way to help acclimate players to the online arena. It creates a bridge between the tough-but-exploitable challenge of a traditional CPU opponent and the instinctual quirks of an actual person.

With any luck, Shadow Brain will be just the first in a long line of innovations that'll encourage players to get more out of their fighting games. This genre offers some of the most intense and gratifying experiences in all of gaming; it just needs to make you want it.

Review: Lost Dimension | Parallax Play

Added: 28.08.2015 23:18 | 3 views | 0 comments


Parallax Play:""There is a traitor among us" In a dystopian future, you are sent into a life or death struggle with The End, a seemingly insane maniac with the power to destroy the world on his own. There are ten others with you and one of him, each of you has a special gift that can be used to help you fight the man and his strange machinations. If only it were that simple, there is a traitor among you one of you is working for him and if you dont find out who it is, the entire mission is at stake. This is Lost Dimension, you are Kasugai Sho (Or Sho Kasugai if you prefer a western version of speaking.) and you are the only one who can find out who these traitors are."

Tags: There, Lots
From: n4g.com

Until Dawn Review | Game Over

Added: 28.08.2015 23:18 | 3 views | 0 comments


GO: There was a moment near the end of Until Dawn when I knew I was doing something stupid. My current character was split from the group, investigating a strange sound in a dead-end corridor, and Id just been as much as told that I couldnt trust anything I heard. The character died, of course, and I couldnt even be surprised at anything except myself. After being a horror fan for twenty years, I was suddenly the idiot onscreen.

From: n4g.com


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