Wednesday, 18 December 2024
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From: www.gamesradar.com

Mass Effect 1 And 2 Writer Returns To BioWare

Added: 20.09.2015 18:46 | 147 views | 0 comments



Drew Karpyshyn, lead writer on Mass Effect and co-lead writer on Mass Effect 2, is coming back to BioWare. He won't be working on Mass Effect: Andromeda, though.

From: www.cinemablend.com

PS4 Appears to Be Getting a Price Drop in the UK

Added: 20.09.2015 4:17 | 92 views | 0 comments


Push Square: "Sony announced this week that it will be dropping the price of the PlayStation 4 in Japan and much of Asia next month, and it looks like the strategy will extend to the UK as well."

From: n4g.com

Xbox Boss Expects PS4 Price Drop In US

Added: 19.09.2015 4:17 | 71 views | 0 comments


Speaking with IGN in an interview for next week's episode of Podcast Unlocked, Xbox head Phil Spencer spoke about the recent price cut on the PlayStation 4 in Japan, expressing his confidence in the likelihood of it soon happening in the west. "I fully expect they [PlayStation] will drop price. When I think about the playbook they've used in the past, we feel good about the plans we have in place going forward in the holiday. If history tells, then we'll see a price drop from them coming."

From: n4g.com

Hatsune Miku: Project Diva X Hands-On Preview (PSLS Preview)

Added: 17.09.2015 17:17 | 82 views | 0 comments


"Project Diva X played exactly like Project Diva F 2nd, with the addition of button mashing. When a notes icon says Rush under it, that means you hit it in proper timing as usual, but then go on to hit it as many times as possible. This will sound familiar to music genre fans, especially those whove played Taiko Drum Master. In Mikus world, it was use as an alternative to holding notes. I didnt find it to add much to the gameplay, but a change is a change." -PSLS

From: n4g.com

Did the Frame Rate Drop When You Rotated the Camera?

Added: 17.09.2015 15:00 | 73 views | 0 comments




Hey that game you're playing, did it ah...
What I mean is, when you rotated the camera just now, did the frame rate take a little dip?

Why yes, yes, I do believe it did. If you're playing 3D game at the 2015 Tokyo Game Show, you may have noticed something when you rotated the camera. It slowed down. Dropping frames isn't a new thing. Pfft, no. But at this year's TGS, you'll notice just a liiiiittle dip during almost every game at the exact same place: rotating the camera.

Tags: Gain, When, Rage, Drop
From: www.gamerevolution.com

ZTGD | Beyond Eyes (XB1) Review

Added: 16.09.2015 15:17 | 63 views | 0 comments


Drew Leachman writes: While Im all for a game that has more art than gameplay, the concept and execution should be one of quality and intrigue. Beyond Eyes has the concept part down, but the execution is highly flawed and downright monotonous at times.

Tags: While, Drop, Beyond
From: n4g.com

Beyond: What Does Japan's PS4 Price Drop Mean for Us?

Added: 16.09.2015 1:00 | 114 views | 0 comments


A PS4 price drop in Japan, a new name for Project Morpheus and... a Gravity Rush sequel?!

From: www.ign.com

ZTGD | Quest of Dungeons Review

Added: 15.09.2015 14:17 | 62 views | 0 comments


Drew Leachman writes: Roguelikes seem to be everywhere nowadays. Tons of game release with some kind of instant lose everything upon death mechanic that drives people to try harder the next go round. It is an interesting concept that has been capitalized on multiple times with different spins on it. Quest of Dungeons is more of a traditional roguelike; one where nothing carries over. It is old school in a way where a fresh start with no progression is inevitable.

From: n4g.com

Kingdom Hearts HD 2.8 Final Chapter Prologue Confirmed, Detailed for North America

Added: 15.09.2015 10:17 | 77 views | 0 comments


Following the on-stage reveal in Japan, Square Enix and Disney Interactive today revealed Kingdom Hearts HD 2.8 Final Chapter Prologue, a compilation that brings the popular Kingdom Hearts [Dream Drop Distance] to the PS4 remastered in high definition, will be released in North America.

From: n4g.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.


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