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From: www.gamesradar.com

From: www.gamesradar.com

Weekly Recap: Fallout 4 Better Because of Skyrim, More Lizard Squad Attacks

Added: 11.07.2015 12:00 | 6 views | 0 comments


THE BIG STUFF:

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Have a great weekend! We'll have more Comic-Con news for you all weekend long.

Tags: Hack, Most, Because
From: www.gamespot.com

What Dark Souls 3 can learn from the previous From Soft games

Added: 08.07.2015 21:54 | 13 views | 0 comments


From Software's Souls games and Bloodborne have an amazingly intuitive, challenging gameplay formula, fascinating worlds to explore, and brutal enemy encounters to overcome. From Demon's Souls to the Dark Souls series and Bloodborne, each of From's action RPGs is built around the same, challenging philosophies while managing to feel fresh by adding new features and tweaks here and there (for better or for worse). Now Dark Souls 3 is on the way, and there are a few things the next game should learn from the previous entries.

There's a lot to live up to in the Dark Souls series. After all, the first game made it to the top of our list. Dark Souls 3 has the potential to be the series' top title, if it takes the best parts of Bloodborne, Demon's Souls, and the Dark Souls games into consideration.

Bloodborne has taught me something important about the Souls game formula: fighting without a shield is exceptionally entertaining. By adding health regeneration mechanics and faster movement speed to compensate for the lack of defenses, it makes less defensive play far more manageable. In the Souls games, I've always equipped a shield because, from the start, blocking is almost essential - at least until you get the items, experience, and abilities to go without (and, yes, speed builds can be quite effective in Dark Souls). It's just that shields always remain the safety blankets of the series, and that needs to change in the next sequel.

Take a bit of Bloodborne's speedy, shieldless combat style and let it influence Dark Souls 3. We may have already seen a shift in this direction with the announcement of DS3's new weapon stances. The stances are said to give attack bonuses and other combat benefits that could make way for a greater variety of combat options. We'll just have to wait and see how it plays out.

At certain points in the Dark Souls games and Bloodborne, you have the ability to fast travel between the bonfires spread across the world. Whether that ability comes right from the get-go like in Dark Souls 2 and Bloodborne, or is earned halfway through the game like in the first Dark Souls, warping across the world is wonderfully convenient.

Bloodborne almost got its travel system right, but forces you to wait through a second loading screen, the game making you to go to the Hunter's Dream hub before you can travel to your desired location. If Dark Souls 3 gets a warp mechanic to augment its doubtless multitude of hidden shortcuts, pulling the bonfire to bonfire transportation feature from Dark Souls 2 would be fantastic. It isn't like it makes the game easier or anything. You just don't need to look at a loading screen as often.

You know what's a bigger pain in the ass than retrieving your souls after you die (but rather brilliant with it)? Having to defeat the thing that just killed you to get your souls back. Bloodborne introduced a system that screws with failed adventurers just a bit more than the Souls games. Occasionally, one of the enemies near your bloody death site will gobble up all your blood echos (Bloodborne's equivalent to souls). You can't just run by and pick them up anymore. You have to kill that enemy (and possibly die again) to get the game's precious currency back.

Dark Souls 3 needs more of that kind of stuff. Yes, losing all of your souls feels like a harsh punishment when it happens to you the first few times, but after a while, you learn to adapt. You learn to run by and grab your dropped souls, then get the heck out of there. Death becomes just a slight inconvenience. Call me a masochist, but I want death to hurt a little bit Dark Souls 3.

Don't get me wrong. The Dark Souls games have some fascinating boss designs. The Chaos Witch Quelaag, the Gaping Dragon, and Ceaseless Discharge (ew) in the first game are all memorable encounters. Dark Souls 2, though, is not as creative. Many of the bosses are just huge weapon-wielding dudes in plate armor. Dark Souls 3 needs to get back to putting us in front of eccentric boss designs that we haven't seen before, and with original game - and Bloodborne - Director Hidetaka Miyazaki back for the second sequel, we should expect nothing less.

Bloodborne has bosses that are out of this world, but also fit into the eldritch Victorian horror setting of Yharnam. There are giant spiders covered in hundreds of eyes. There are vomit spewing monstrosities. And speedy, corrupted, fellow hunters pose some of the greatest challenges of all. The variety ensures that players never know what to expect when a boss's introductory cutscene starts to play. Dark Souls 3's bosses are going to need to be on point to top some of From's designs so far. But if they're a mix of massive, inventive, disturbing, and just plain gross, they'll be well on their way to standing up the intimidating beasts we've already faced.

The Dark Souls stories let you dig into the narrative as much as you want. If you don't care much to sort out the lore, you can get by with simply knowing you're an undead warrior who needs to go out and kill a bunch of monsters to lift the curse. On a base level, that simple scenario is all you need, really. You can ignore the lore almost completely, and the things you do and see in the game will still make sense, more or less. If you want more, you can read into all of the weapon descriptions, boss souls, and environmental clues to decipher the rest of the lore, which ends up being as much fun as playing the game itself.

Now, this may just be me, but when I finished Bloodborne, I had absolutely no idea what was going on. I couldn't tell you the first thing about that old guy I found at Byrgenwerth, why there are giant abominations everywhere, or why Gherman does the things he does. Because it puts more of its plot up-front - but still, without explaining it - you have to read into Bloodborne's story much more than the Souls games in order to avoid confusion. While I know that's Just What From Games Do, Bloodborne's more explicit - but still oblique - story elements make things very confusing for those not wanting to go lore-hunting. All I'm asking is that Dark Souls 3's story be easy enough to understand on the surface level that I don'r feel obliged to watch a narrative explanation on YouTube immediately after the credits roll.

One thing that Dark Souls 2 expanded on much more than any other From game was the PvP system. There were dedicated PvP covenants that allowed players to receive significant rewards for their efforts in ruining other players' lives. You could hop into PvP arenas for one-on-one battles that wouldn't be interrupted by annoying NPCs or Blue Sentinels. In almost all of the previous games, there are also fun bonuses, like items that let you disguise yourself as a piece of furniture, or turn invisible, to surprise anyone who invades your world.

Dark Souls 3 can expand on the PvP of the series even more. Let more players enter the dedicated PvP arenas for team or free-for-all battles, or take part in different multiplayer game modes like capture the flag or king of the hill. Give us plenty of PvP covenants to dedicate ourselves to with rewards that make it all worth it. The amazing multiplayer is a huge part of the reason players stick around for New Game+, and let's make it even better.

Demon's Souls and Dark Souls 2's have a hub-style layout. Demon's Souls has players teleporting to its different environments, while Dark Souls 2 sends players down semi-linear branches that typically end in big boss battles. Those world layouts work well enough, but I've always found it much teresting to explore the interwoven environments of the first Dark Souls and Bloodborne.

In those games, you never know where the door in front of you will lead. It could take you to a completely new area, with enemies you've never seen, a humongous boss waiting to eviscerate you, or create an unexpected but ingenious shortcut to a location you've already explored. Trudging through these environments, discovering incremental ways to make your journey easier, is so much teresting and rewarding that leaping from one self-contained region to another. If Dark Souls 3 sticks to the interconnected open-world, it'll be a step (many, in fact) in the right direction.

There's one in every Souls game. Just... don't.

Logitech is Changing it's Name to "Logi" Because Tech Means Nothing

Added: 08.07.2015 17:15 | 8 views | 0 comments


You know Logitech, that company that makes the great keyboards, and the great speakers, and the great gaming mice?

Tags: Test, Nail, Because
From: n4g.com

The 7 kinds of town you’ll build in Fallout 4

Added: 08.07.2015 14:53 | 26 views | 0 comments


It's finally happened: Bethesda has gone toe to toe with Minecraft. The publisher has been toying with in-game map editing tools for its core RPG franchises for some time – Skyrim's Hearthfire expansion allows you to build and decorate houses, on top of a robust physics system that lets you drag objects around willy-nilly – but not ‘til has it handed us more or less a level designer’s power over an area's layout and contents.

In certain parts of the new game, you'll be able to convert objects into component resources such as wood and rubber, then buy and place walls, props and interactive fixtures to form your very own town. What's more, NPCs will come to live in these towns and you'll need to keep them fed, watered, happy, and protected, placing resources such as crops and automated defences to head off raider attacks. OK, so you can't (that we know of) dig into the very terrain, but everything above ground is yours to meddle with.

There are a fair few games with map-editing features on the shop right now, of course, and certain design “trends” have emerged, from the obligatory giant penis effigy to those terrifyingly adept works of urban planning I keep bumping into on Youtube. Here are a few varieties of user-created settlement you're all but guaranteed to encounter at least once in the average Fallout 4 savegame.

Fallout 4's editing toolset includes switches (terminals) that can be hooked up to components such as power generators and signboards to control their behaviour. From the E3 videos, it appears that you can bodge together quite complex sequences of interactions, calling on more advanced gadgets such as laser tripwires and components that all map to the same terminal. My knowledge of programming is admittedly sketchy, but it sounds like you could even create your own analytical engine inside the simulation, following in the footsteps of this from Dwarf Fortress.

Quite why people keep feeling the urge to build computers inside other computers eludes me. True, it's cheaper than buying another laptop, but it's also months of work for a machine that's just about powerful enough to add and subtract. One of these days somebody will build a computer inside a computer inside a computer, and humanity will evaporate in a blaze of meta-textuality.

Or Winterhold. Or Whiterun. Or the Starship Enterprise. Or the DisneyLand castle. Or Lordran. Or the set of Carry On Cleo. Probably all of them, in fact, plus the Los Angeles convention centre (complete with NPCs queueing by flickering TV sets), six thousand casino-style billboard animations of Mario doing non-canonical things to Princess Peach, and the meth lab from Breaking Bad. Lengthy trawls of various Reddit boards have taught me that there is nothing committed level editors enjoy more than transplanting pop culture landmarks between or into games, blurring their DNA in a manner calculated to rouse Twitter's shock and admiration. And annoy the hell out of various copyright lawyers.

Fallout 4's aesthetic poses a bit of an obstacle – it's hard to believe you're living in the Smurf Village when there are 200-year-old shopping trolleys all over, and everything looks like it's made of rat droppings – but I have faith in you, fans of license splicing. On PC, of course, you can look forward to skin and texture mods to help complete the illusion. These will migrate to the Xbox One version, with mod support on PS4 still TBC at the time of writing.

For every 10 half-finished eyesores or giant penis sculptures, there should (we hope) be at least one player who sets out boldly to create something that actually works as a town should. A town in which the arrangement of farms, markets, homesteads and so forth is genuinely reminiscent of the practical and emotional needs of living creatures. A town where morale is always high, where nobody wants for potable water, a bar to lean on or a place to lay their head. A town that can hold off raiders and sustain itself without the player needing to pop back continually to fix up the barricades and ensure all the guards are pointing in the right direction.

A town, moreover, that feels like a plausible part of the game's storyline. Bethesda's tools allow for fine-grained object placement – you might spend half-an-hour moving a single lightbulb around in order to precisely illuminate an arresting tableau. It'll be intriguing to see whether the most ambitious town creators can hint at forgotten backstories as successfully as the game's own designers.

Some will see AI raids on player-owned towns as a nuisance, but look at it this way: you're almost certainly going to kill a lot of people in Fallout 4 regardless. At least in this case they have the courtesy to come to you. And think of the loot! The bottle caps! The unending shrieks of pain and terror from without the walls as you recline on your throne at the centre of a maze of tripwires, turrets, landmines and guard towers – a capricious and uncaring despot, growing fat off the suicidal imbecility of scavenger tribes.

The idea of auto-farming enemies in open world games for XP or items has a long, illustrious history – in particular, Minecraft players have learned to bump off whole armies of mobs by placing spawn points near natural hazards. With any luck, Fallout 4's crafting system will be sophisticated enough to allow creation of . Imagine opening a bridge trapdoor below a raiding party to plunge them into a river of nuclear sewage, which then sweeps dropped items beneath a walkway where they can be safely harvested. Every frontier town should have one! Who knows, perhaps you'll find the corpse of the game's final boss in there.

Bethesda-brand NPCs are characterised by two things. One, facial animations that put you in mind of The Exorcist. And two, an endearing mixture of independent thinking and rampant bloody stupidity. Yes, the average Skyrim resident might sleep in an actual bed at night, sell armour by day and hunt the game's wildlife for sport, but you can also to stop him noticing when you nick his stuff. It's not exactly Deus Ex Machina.

For many, these AI foibles are all part of the fun – hey, what's not to love about tavern-goers who ? - but now imagine a Fallout 4 NPC attempting to navigate a town laid out not by a trained designer but some half-arsed teenager. A smashed labyrinth of doorless rooms and free-standing walls through which crusty residents trundle forever, searching in despair for the crops they're supposed to water, stalls they're supposed to run. Truly pitiful.

Let's say you've just gotten hold of a Fat Man, the returning heavy launcher from Fallout 3. You're itching to try it out on something, but the Fat Man is not a weapon you can fire off just anywhere. Put it this way - it's not the kind of weapon that wounds. Were you playing as an utter villain, kicking the legs out from under civilisation as it struggles to its feet, this wouldn't be a problem. But you've resolved to play as a goddamn do-gooder. You're also a stealth specialist. How on Earth are you going to dig yourself a nice cathartic crater without losing karma and making a mockery of your ninja pretensions?

Ah but wait. There is that rubbish, mostly deserted village you set up the other week, isn't there? The one you filled with custom shop window mannequins, who you gave individual names and backstories, so as to create a cathartic mini-realm of guilt-free violent oppression. So that you could do all kinds of evil stuff to people, without losing your hero rating. Because you’re possibly a bit mad. Perhaps you should pay a visit. The kind of visit that ends about, oh, let's say a hundred metres outside the city limits. It's just a shame Fallout 4 doesn't appear to support the same level of realistic building destruction you'd get in, say, Red Faction: Guerrilla. Still, those mannequin minions will fly.

You can build towns on several sites in Fallout 4. Assuming an only-human level of dedication, at least one of the towns you build is probably going to consist of the bare necessities – a shack with a workbench, a roof turret, a strongbox, and a lonely-looking trader peering at the horizon.

It raises an important question: exactly how punishing are the raiding and town morale aspects? Will players be obliged to think big, fleshing out their settlements to satisfy NPC requirements and head off attacks, or will we be able to throw together the odd homestead purely for the sake of a fast-travel point? If the town-building is too much of a chore, its appeal may be limited - much like maintaining a social life in Grand Theft Auto 4.


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