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From: www.gamesradar.com

Civilization Designer's DomiNations Gets Biggest-Ever Update

Added: 29.07.2015 16:00 | 26 views | 0 comments


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From: www.gamespot.com

Destiny does have awesome storytelling. Here#39;s proof

Added: 29.07.2015 11:50 | 53 views | 0 comments


Destiny’s lore is vast and complex, but you’ll only be exposed to it if you go looking for it. Why? Because much of it exists in the Grimoire cards – the out-of-game encyclopaedia you unlock as you play. If you actually go and read those small bits of text on bungie.net or the companion app you’ll find some fascinating stories about the characters, guns, enemies, and much more.

The best thing about it all? The stories are still incomplete. Players are still uncovering the mysteries of Destiny’s universe, piecing together weapon descriptions, Grimoire text and spoken dialogue to understand the overall picture. There is some truly amazing storytelling in Destiny and, while the hunt for Destiny’s tales is something every player must undertake themselves, here is just a small glimpse of the secret narrative threads woven deep into the game.

Want to read more on Destiny? Then pick up a copy of the GamesRadar+ Presents Bookazine .

Finishing Destiny's first raid was quite the team effort with it's winding paths, challenging bosses, and teamwork-focused trials. But all that cooperation would all be for naught if Kabr and his fellow guardians didn't explore the Vault first. See, there's a relic in the Vault of Glass that is essential to defeating the Templar and Atheon himself, and Kabr was the one who made it.

The Grimoire says that Kabr entered the Vault on his own, killed a Gorgon (a Vex that erases your existence from time), and crafted a light-infused shield for future guardians to use against the Vex. After he created the relic, Kabr was assimilated by the Vex and disappeared leaving only his armor to be found by other Titans.

If you've been playing Destiny, you've seen this guy's name all over item descriptions and bounties. Well, it turns out, he is a very important character. Toland is a Guardian, but not the heroic kind of Guardian. He's more of a mad scientist type. He studied the Hive, and was actually one of the Guardians in Eris Morn's (the creepy-eyed lady that shows up in the Tower with the Dark Below DLC) fireteam that attempted to destroy Crota before the rest of us got a crack at him.

Toland delved into the dark side. He studied the Darkness to such a degree that he was able to commune with it, resulting in him hearing voices, creating dark weapons like the exotic pulse rifle Bad Juju, and experiencing all sorts of unpleasant things. Because other guardians thought he'd gone too far, he was exiled from the city for his practices and considered him a madman, but some Guardians thought his knowledge invaluable. Toland definitely lives in a the grey area between good and evil. Hopefully we'll see him return in the future.

Who or what is the Traveler? Yeah, it's that floating moon thing hanging over the city and it somehow gives the Guardians their powers, but that's pretty much everything the in-game narrative tells you. In the Dreams of Alpha Lupi Grimoire cards, you get a little more detail on what the Traveler is through rather interesting poetic verse detailing visions of the solar system, the Traveler, and the Darkness.

There are a few details to pull from the cards. The Traveler isn't actually the floating sphere you see from the tower, but is a god that drags a moon-sized ball around that contains its memories. For untold eons it's traveled around solar systems establishing civilizations and terraforming worlds. Most importantly, it ushered humanity into the Golden Age. But all that creation work the Traveler was doing came to a grinding halt when the Darkness started chasing after it. Eventually the Darkness caught up to the Traveler, stripped it of it's power, and left a husk hovering over Earth.

When you fire up Destiny for the first time, you're treated to a cinematic showing astronauts landing on Mars and finding a giant, floating sphere. If you collect the right Grimoire cards you'll find the backstory behind this scene detailing the astronaut Jacob Hardy and his crew's discovery of the Traveler. This is the time before the Golden Age, when humans were basically living like we do now, except, they have things like lightspeed travel. The Traveler had been spotted jumping around our solar system and eventually landed on Mars. Because the alien object was coming a bit too close for comfort, humanity decided to investigate.

This event was essentially the equivalent of the real life moon landing (but in the Destiny universe). The Ares 1 crew was the first expedition to investigate the alien sphere on Mars, Jacob Hardy said the famous words, "We're walking into a rising wind," upon setting foot on the planet, and they made contact with the Traveler. What's most interesting about the tale, is that after being exposed to the Traveler's Light, Jacob Hardy inherited a longer life span, saying he felt like a young man at 90 years old.

The next two slides are connected so pay attention. This Wild West tale is told from the perspective of a young boy living in a backwater town ruled by an abusive magistrate named Loken. One day the mysterious Jaren Ward, a Guardian, walks into the town carrying the hand cannon, The Last Word, and at some point (which isn't entirely clear in the Grimoire) rids the townsfolk of their dictator with a lightning fast draw and a bullet between the eyes. The last exchange between to two men: "Those gonna be your last words then, boy?" said Loken. POW. "Yours, not mine," Jaren replied. Pretty badass, huh?

Yup, Jaren Ward is the righteous hero. Eventually, it seems the young boy becomes a Guardian years later and joins up with the hunter Jaren Ward and his group (probably though , lol). The last time the young Guardian hears of Jaren Ward was the sound of a duel between Jaren's Last Word and something "more sinister." And without formation from the Grimoire, we're left with a cliffhanger. That is, until you read about Thorn and the evil Dredgen Yor.

Dredgen Yor's story tells of a once great man and hero who looked to the secrets of the Hive to find a way to destroy the Darkness. But it seems, that the fallen hero lost control because of the evil magic from the Hive weapon Thorn, and got really tired of being a good guy. Once a champion of the Crucible, Yor turns to the dark side, and becomes responsible for the murder of several guardians and more .

The details on the character are still pretty scattered, but one theory out there links Dredgen Yor to the guardian Jaren Ward. As in, they are both the same person. Yor is said to have killed Ward in a duel, but other clues in the Grimoire cards suggest that the two are of the same body. It seems Ward was seduced by the Darkness. The Guardian ceased to be Jaren Ward and became Dredgen Yor. And when that happened, the good man that was Jaren Ward was destroyed. So, what the Grimoire tells us is true - from a certain point of view. Sounds like a familiar plotline, right (hint: Star Wars)? Even Jaren Ward's adopted son grows up to become the hunter that kills Dredgen Yor with the Last Word!

Something strange happens during The Archive mission on Venus – something you probably registered once and then glossed over with every repeated Daily playthrough. When you step into the Archive, you’re called Dr Shim – and your Ghost brushes it off as nothing. While it could be nothing more than your Ghost using Dr Shim’s credentials to power up the bunker (some fans have speculated you play as a revived Dr Shim, which seems unlikely given the evidence, while others instead prefer the theory that you’re Jaren Ward’s protégé Shin Malphur), reading into Dr Shim’s story uncovers a great subplot involving research into the Vex that uncovered a higher definition, but otherwise complete and intact, virtual simulation of the real world inside the Vex’s mind.

When four researchers discovered simulations of themselves debating that very topic inside the Vex mind, it sparked a discussion about reality versus unreality, the morality of preserving their simulated selves over pulling the plug, and whether the Warmind is capable of infiltrating the Vex consciousness and rescuing the simulations of humans. And you thought Inception was complicated.

You’ve seen their decals on the side of weapons and you’ve probably completed many a mission for this faction, but did you know that Future War Cult was formed around a machine called The Device that could predict the future? The FWC Grimoire entry records this story in detail: those who entered The Device were sent mad by the visions (which predicted the Darkness’ coming and the destruction of mankind), so FWC needed to employ stronger minds to help withstand these sights without breaking.

And while not explicitly clear, the inference is that FWC either created, or discovered and repaired, the Exo in order to shoulder this job for them. Which brings us to the Exo Stranger. She’s clearly an important part of the story and we haven’t yet seen the last of her. And consider this: the Stranger’s Rifle she gifts you at the end of the main questline contains parts that shouldn’t yet exist…

During the main game’s story and The Dark Below, we come to learn plenty about Rasputin – the last surviving Warmind. Tasked with protecting humanity – a mission Rasputin believed impossible when the Darkness arrived – the Warmind changed his core’s programming and implemented the MIDNIGHT EXIGENT protocol; eventually powering down to survive the Darkness’ attack.

However, analysis of the Grimoire cards points to a much darker tale during the Darkness’ arrival. Without official confirmation this story teeters on the edge of conspiracy theory, but throughout Destiny we’re told that our souls are Light – and that Rasputin knew that Light must be harnessed to defeat the Darkness. After launching colony ships from the Cosmodrome to protect what little of humanity Rasputin could, the Warmind had to alter his own code in order to then sacrifice the rest of mankind on Earth to stand a chance in the battle against the Darkness, birthing the Awoken in the process.

Have you been following Destiny's lore like I have? Do you have any favorite stories? Have you pieced together any interesting tales? Keep searching for those grimoire cards and let me know your thoughts in the comments below.

Want more from GamesRadar? Check out our list of 2015's most anticipated games.

King's Quest Chapter 1: A Knight to Remember Review

Added: 28.07.2015 23:14 | 24 views | 0 comments


Nostalgia may help attract an audience for the new series of King’s Quest games, but you don’t need to have any affection for the glory days of Sierra On-Line to appreciate the fantastic first chapter in this renewed saga. Developer The Odd Gentlemen has absolutely nailed the fairy-tale spirit of the original franchise in A Knight to Remember, the first of five planned chapters. This is more than just a walk down memory lane, however, as Roberta Williams’ iconic creation has been reimagined for modern sensibilities. Old-time fans might find it tough to deal with some of the changes here, but the new approach livens up a series that has been mothballed since Bill Clinton was in the White House, and it certainly doesn’t shy away from offering up grueling puzzles that would have been tough to crack even back in the day.

Speaking as a member of the original Sierra adventure generation and someone whose very first PC games were , I really enjoy the way that A Knight to Remember looks back as well as looks forward. The story reboots the original epic while avoiding starting completely from scratch. While the protagonist is still Graham, king of the fantasy realm of Daventry, this version of the character is a grizzled monarch brought to life by actor Christopher Lloyd. The storyline of the whole series will actually skip over the original King’s Quest games to focus on Graham before he became heir to the throne, framing the adventures in each chapter as the recollections of the elderly king telling stories of his youthful exploits to his granddaughter Gwendolyn.

This new take on King’s Quest elevates the visuals and sound to contemporary levels and then some, with gorgeous cartoon graphics and Hollywood quality scripting and sound.

This narrative device does a fantastic job of setting everything up, respecting the original King’s Quest stories (even if some of the finer details have been retconned) while also allowing Lloyd to serve as an old raconteur spinning these tales with accompanying puns and hints. Anyone who loves Lloyd (and who doesn’t? he’s Doc Brown, people!) will immediately warm to his presence, which immediately makes the game more likable. The specific story being recounted here goes back to the beginning of it all, with the future ruler arriving in Daventry as a wanderer seeking fame and fortune in a pageant being held to name a new knight to King Edward’s court.

Just as this story mixes old and new, so does the game style, which is a cross between modern episodic adventures set on a linear path and old-fashioned adventures that force players to do a lot of exploring and sleuthing. Both design styles are well represented here, too, with neither being short-changed. So while there are a lot of button-mashing action sequences (the game is equally at home with a gamepad or a keyboard-and-mouse control setup), the majority of play focuses on gathering items, carefully examining the scenery, talking to anyone and everyone, and completing many deeply traditional adventure-game quests. There is even a dash of role-playing here, courtesy of occasional choices that need to be made between the three approaches of bravery, wisdom, and compassion (which very loosely equate to the old fantasy warrior, mage, and cleric archetypes).

Daventry at its finest.

This means that A Knight to Remember really does offer the best of both worlds. I thought the game hit a nearly perfect balance between arcade action with button-pressing brawls and wandering around trying to solve various puzzles to bypass obstacles and move the plot forward. Nothing here was particularly easy. This isn’t a Telltale-styled episode where you can breeze through it over a (admittedly long) lunch break. I spent a good eight hours here, having an extremely tough time with both some of the arcade challenges (the rope fight with Sir Cumference toward the end of the game drove me insane, and the closing chess duel wasn’t much easier on me) and the puzzles (which at times lived up to the infamous Sierra reputation for inscrutability).

For all of its newness, the game is actually a little too traditional at times. Some of the problems require leaps in logic, and the overall organization of the final section of the game leaves something to be desired due to a lack of structure. After following a pretty linear path through the opening couple of hours, the game then opens up to a fairly huge area loaded with clues and objects and screens to explore. As a result, I felt somewhat lost, especially given that there were few if any suggestions as to which order I should have been taking to deal with all of these options.

Even when I was frustrated, it was a good kind of frustrated. I always felt that I was moving forward, however slowly. And any sort of aggravation was always mitigated by the incredible charm of this heroic fantasy. A Knight to Remember has been adroitly scripted to mirror the whimsical nature of the original games, which were more like a little girl’s fairy tales than anything out of D&D. This is reflected in the light-hearted sense of humor maintained throughout, where even the villains aren’t really so much bad guys as they are misunderstood buffoons. This is even seen in the reactions to young Graham dying, which is often rewound almost immediately by old Graham serving as the narrator, who immediately says something like he must have misremembered things. Of course he didn’t die horribly—after all, he’s sitting in bed telling this story to his granddaughter, isn’t he?

As with the original King’s Quest games, klutzy Graham is a hero in only the loosest sense of the word.

Visuals and sound build this atmosphere even farther. The graphics have been smartly crafted to resemble a slightly unrealistic animated movie. All of the usual comic-book tropes are presented, from heroes with big blue eyes to hulking enemies who tower over the good guys to vaguely anthropomorphic animals. Almost everything here has been well calculated to bring a smile to your face. Audio also hits a Hollywood tone. As already noted, the dialogue is simply stellar and the voice acting even better, led by Lloyd but also bolstered by a cast of unknowns who ably handle the range of heroes and villains. Even heroes and villains who could have--even should have--devolved into cornball stereotypes impossible for the best voice-acting to save, like an outrageously French-accented bridge troll, are somehow rescued and made into believable characters. The score perfectly accompanies the action, and the music here would not seem out of place on a big budget movie production, with lilts and accents to play up everything taking place in the game.

Like the old saying goes--the king is dead, long live the king. Even though A Knight to Remember is not the King’s Quest of yesterday, this first episode in a new franchise ensures that the heart of the original series will live on for the current generation of adventure gamers. Bring on the new exploits of King Graham.

From: www.gamespot.com

King's Quest Chapter 1: A Knight to Remember Review

Added: 28.07.2015 23:14 | 0 views | 0 comments


Nostalgia may help attract an audience for the new series of King’s Quest games, but you don’t need to have any affection for the glory days of Sierra On-Line to appreciate the fantastic first chapter in this renewed saga. Developer The Odd Gentlemen has absolutely nailed the fairy-tale spirit of the original franchise in A Knight to Remember, the first of five planned chapters. This is more than just a walk down memory lane, however, as Roberta Williams’ iconic creation has been reimagined for modern sensibilities. Old-time fans might find it tough to deal with some of the changes here, but the new approach livens up a series that has been mothballed since Bill Clinton was in the White House, and it certainly doesn’t shy away from offering up grueling puzzles that would have been tough to crack even back in the day.

Speaking as a member of the original Sierra adventure generation and someone whose very first PC games were , I really enjoy the way that A Knight to Remember looks back as well as looks forward. The story reboots the original epic while avoiding starting completely from scratch. While the protagonist is still Graham, king of the fantasy realm of Daventry, this version of the character is a grizzled monarch brought to life by actor Christopher Lloyd. The storyline of the whole series will actually skip over the original King’s Quest games to focus on Graham before he became heir to the throne, framing the adventures in each chapter as the recollections of the elderly king telling stories of his youthful exploits to his granddaughter Gwendolyn.

This new take on King’s Quest elevates the visuals and sound to contemporary levels and then some, with gorgeous cartoon graphics and Hollywood quality scripting and sound.

This narrative device does a fantastic job of setting everything up, respecting the original King’s Quest stories (even if some of the finer details have been retconned) while also allowing Lloyd to serve as an old raconteur spinning these tales with accompanying puns and hints. Anyone who loves Lloyd (and who doesn’t? he’s Doc Brown, people!) will immediately warm to his presence, which immediately makes the game more likable. The specific story being recounted here goes back to the beginning of it all, with the future ruler arriving in Daventry as a wanderer seeking fame and fortune in a pageant being held to name a new knight to King Edward’s court.

Just as this story mixes old and new, so does the game style, which is a cross between modern episodic adventures set on a linear path and old-fashioned adventures that force players to do a lot of exploring and sleuthing. Both design styles are well represented here, too, with neither being short-changed. So while there are a lot of button-mashing action sequences (the game is equally at home with a gamepad or a keyboard-and-mouse control setup), the majority of play focuses on gathering items, carefully examining the scenery, talking to anyone and everyone, and completing many deeply traditional adventure-game quests. There is even a dash of role-playing here, courtesy of occasional choices that need to be made between the three approaches of bravery, wisdom, and compassion (which very loosely equate to the old fantasy warrior, mage, and cleric archetypes).

Daventry at its finest.

This means that A Knight to Remember really does offer the best of both worlds. I thought the game hit a nearly perfect balance between arcade action with button-pressing brawls and wandering around trying to solve various puzzles to bypass obstacles and move the plot forward. Nothing here was particularly easy. This isn’t a Telltale-styled episode where you can breeze through it over a (admittedly long) lunch break. I spent a good eight hours here, having an extremely tough time with both some of the arcade challenges (the rope fight with Sir Cumference toward the end of the game drove me insane, and the closing chess duel wasn’t much easier on me) and the puzzles (which at times lived up to the infamous Sierra reputation for inscrutability).

For all of its newness, the game is actually a little too traditional at times. Some of the problems require leaps in logic, and the overall organization of the final section of the game leaves something to be desired due to a lack of structure. After following a pretty linear path through the opening couple of hours, the game then opens up to a fairly huge area loaded with clues and objects and screens to explore. As a result, I felt somewhat lost, especially given that there were few if any suggestions as to which order I should have been taking to deal with all of these options.

Even when I was frustrated, it was a good kind of frustrated. I always felt that I was moving forward, however slowly. And any sort of aggravation was always mitigated by the incredible charm of this heroic fantasy. A Knight to Remember has been adroitly scripted to mirror the whimsical nature of the original games, which were more like a little girl’s fairy tales than anything out of D&D. This is reflected in the light-hearted sense of humor maintained throughout, where even the villains aren’t really so much bad guys as they are misunderstood buffoons. This is even seen in the reactions to young Graham dying, which is often rewound almost immediately by old Graham serving as the narrator, who immediately says something like he must have misremembered things. Of course he didn’t die horribly—after all, he’s sitting in bed telling this story to his granddaughter, isn’t he?

As with the original King’s Quest games, klutzy Graham is a hero in only the loosest sense of the word.

Visuals and sound build this atmosphere even farther. The graphics have been smartly crafted to resemble a slightly unrealistic animated movie. All of the usual comic-book tropes are presented, from heroes with big blue eyes to hulking enemies who tower over the good guys to vaguely anthropomorphic animals. Almost everything here has been well calculated to bring a smile to your face. Audio also hits a Hollywood tone. As already noted, the dialogue is simply stellar and the voice acting even better, led by Lloyd but also bolstered by a cast of unknowns who ably handle the range of heroes and villains. Even heroes and villains who could have--even should have--devolved into cornball stereotypes impossible for the best voice-acting to save, like an outrageously French-accented bridge troll, are somehow rescued and made into believable characters. The score perfectly accompanies the action, and the music here would not seem out of place on a big budget movie production, with lilts and accents to play up everything taking place in the game.

Like the old saying goes--the king is dead, long live the king. Even though A Knight to Remember is not the King’s Quest of yesterday, this first episode in a new franchise ensures that the heart of the original series will live on for the current generation of adventure gamers. Bring on the new exploits of King Graham.

From: www.gamespot.com


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