PS4 Exclusive The Last Gurdians Giant Trico Is Adorable as He Interacts with the Crowd at TGS
Added: 17.09.2015 13:17 | 75 views | 0 comments
Sony Computer Entertainment has brought a very interesting attraction at Tokyo Game Show. Basically, on one of the walls of the PlayStation booth, the image of the Trico from The Last Guardian is projected, but thats not all.
From:
n4g.com
| The Elder Scrolls Online: Tamriel Unlimited Imperial City DLC Released on PS4/Xbox One
Added: 17.09.2015 11:27 | 112 views | 0 comments
Imperial City is included with an active ESO Plus membership or is available for 2,500 crowns via the Crown Store
From:
www.gamershell.com
| Cross of the Dutchman Review | Bit Cultures
Added: 16.09.2015 23:17 | 67 views | 0 comments
Little known developer Triangle Studios has produced a variety of independent games such as Battleflip and Robot Dance Party. Most recently, the team opted to explore the legend of Pier Gerlofs Donia, based on the historical events of conflict between the Saxons and Frisians from the late 1400s to early 1500s. While the lore behind the title proves to be an interesting premise, the games positives are frequently outweighed by the unfortunate and inconsistent gameplay design.
From:
n4g.com
| The actors who will play Destiny’s Ghost next
Added: 16.09.2015 22:00 | 213 views | 0 comments
The malleable nature of online games means nothing is sacred, no aspect is safe from influence or enhancement. Even the recorded performance of an actor such as Peter Dinklage is a piece to be plugged into a game like Destiny - or unplugged, if someone better or with a more compatible schedule comes along.
Nolan North is taking over duties as the Ghost, your chatty companion orb in Destiny, after just one year. His role could be timeless, sure ... but nobody’s perfect. And as long as Destiny isn’t perfect, Bungie might as well put a revolving door on the Ghost’s recording booth.
Let’s cast for a spell, shall we?
“Xur, the odds of successfully surviving a moon wizard attack are approximately three thousand seven hundred and twenty to one!”
As the body, voice and soul of C-3PO, Anthony Daniels has some verified experience in playing a verbose, eternally consternated robot. There’s no shortage of horrid things to fret over in Destiny - The Vex, The Hive, that grumpy Mr. Crota - and no way to avoid countless firefights and spooky Martian caverns. He’s going to hate it, and his only R2 companion is the one that fires a loud gun.
As her stellar work in Orphan Black has shown, Canadian star Tatiana Maslany can blend into any role - an inhuman ball of talkative space minerals won’t even register as a challenge for her. You’ll totally forget it’s Maslany playing the Ghost, right until people start complaining about the fact that she hasn’t won an Emmy for it yet. Why hasn’t she won an Emmy yet? Seriously.
Troy Baker, or Nolan North 2, as he’s known among casting directors, should have little trouble compressing his considerable talents to fit inside the Ghost’s shell. He’d knock it out of the park, we know this, but there’s one other reason Troy Baker’s ubiquitous voice is an apt and inevitable part of Destiny: It’s a video game, and it’s illegal to release one without him.
Though 343 Guilty Spark has struggled to break out of menacing future-orb roles - does anyone remember his cameo as “Fancy Security Camera” on CSI: Cyber? - it might be time to fall back on what he’s best at. 343 Guilty Spark also has an in with Bungie, having worked with the studio on multiple Halo games and lore-heavy motion comics. There were some regrettable things said between parties after writers killed him off in Halo 3, of course, but he’s smoothed things over since then. Besides, if you really want to earn a grudge from Bungie,
“That pelvic sorcerer came from the moon!”
Chris Pratt is almost too cool for a video game, but Activision’s army of negotiators make a strong case when they all show up at once, in an actual case, in groupings of $10,000 or more. It’ll be money well spent to get a Ghost with all the qualities of Hollywood’s current go-to hero: inescapable charisma, a carefree embrace of adventure and some wild sex appeal.
Mmm, sexy, sexy Ghost man. Why don’t you place a nav beacon to my spaceship’s private quarters?
Forget the subservient AI routine - maybe we want the Ghost to be odd, unsettling, commanding, weird. Maybe we want Destiny’s main chatter to go through a Tilda Swinton filter, coming out in a skewed way, tingling in our ears like the demonic whispers of a dark universe throbbing just beneath our own. With every word, Tilda-bot shatters the bones of our conceptions, reducing our understanding of Destiny’s lore and our universe to a gently quivering blob. Now Destiny is an eldritch horror that we can never escape.
Shia LaBeouf does just fine as ol’ Ghosty, as we’ll come to call him around Destiny Year 4, but the important part is that he, well, did it. Standing in the mirror for a solid week, never once sitting or showering or eating, LaBeouf willed his dream into reality by shouting motivation phrases at himself. Do it. Do it. Become someone important! In Destiny, the video game!
We’ll look back fondly on this version of the Ghost, which proved that sometimes our aspirations can pay off, and that sometimes you just gotta kill Nolan North with your bare hands to get the gig. DO IT!
What’s he doing these days?
Think of how delightful Mrs. Potts was, and how adept Jessica Fletcher was at solving mysteries and corralling killers. That sounds like the kind of companion, eloquent yet inquisitive, you’d want alongside you in the fight against The Darkness. Lansbury’s considerable experience on film and stage makes her all the more fit for a Destiny Ghost - and there’s not a single grimoire card that says Jessica Fletcher wasn’t reincarnated as a whipsmart robo-sphere after she wrote all that murder. Bet you missed that aspect of the plot, didn’t you?
With the specter of George Lucas floating over every instance of a creator re-doing their work, fans will inevitably demand the return of the original Ghost from Destiny’s good ol’ days. “Dinklebot was better,” fans will say. “Perhaps we were too harsh on him,” critics will write. “Can you please kill Tyrion already and free up Dinklage’s schedule,” Bungie will whisper into George R.R. Martin’s ear. “And maybe it wasn’t entirely his fault.”
Tags: Hack, Evil, Trek, Thief, With, North, Black, Space, There, Croft, Shop, Ghost, Yeah, Destiny, Though, Chris, Bungie, Peter
From:
www.gamesradar.com
| Destiny: The Taken King review (in progress)
Added: 15.09.2015 10:04 | 201 views | 0 comments
No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.
Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.
If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It is hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.
Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.
The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.
If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.
Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you could find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.
It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.
There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.
The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.
The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.
The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.
The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).
These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.
It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?
Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.
Tags: Among, Hack, PlayStation, Easy, Says, When, Xbox, There, While, Kids, Croft, Hunter, Yeah, Blue, Keep, Rage, Destiny, Drop, Gulf, Bungie, Could, David, York, Tale, Orcs, Legendary, Darkness
From:
www.gamesradar.com
| Destiny: The Taken King review (in progress)
Added: 15.09.2015 10:04 | 97 views | 0 comments
No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.
Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.
If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It /is/ hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.
Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.
The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.
If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.
Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you /could/ find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.
It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.
There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.
The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.
The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.
The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.
The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).
These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.
It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?
Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.
Tags: Among, Hack, PlayStation, Easy, Says, When, Xbox, There, While, Kids, Croft, Hunter, Yeah, Blue, Keep, Rage, Destiny, Drop, Gulf, Bungie, Could, David, York, Tale, Orcs, Legendary, Darkness
From:
www.gamesradar.com
| Lara Croft GO Tips and Tricks
Added: 13.09.2015 17:17 | 65 views | 0 comments
Lara Croft GO made a spectacular entrance last month. It won over the skeptics affection, but it also made a few strong statements about and for the mobile gaming industry.
From:
n4g.com
| Exos Saga, Action-RPG Features Striking Art And 150 Collectible Characters
Added: 12.09.2015 14:17 | 64 views | 0 comments
One Angry Gamer "If you combined Pokemon with Dragons Crown and toned down the independently mobile mammaries you would end up with Eyedentity Games Exos Saga, a game featuring striking art from the artists of Ragnarok Online."
From:
n4g.com
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