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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

League of Legends: Riot Wont Sell Victorious Skins, May Give Out Free Chroma Packs

Added: 11.07.2015 0:15 | 8 views | 0 comments


J Station X: After a player survey suggested that Riot Games may begin to sell League of Legends' victorious skins, the company releases a statement to clear it up. Riot also suggests that free chroma packs may be on the way.

From: n4g.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 a few things about the Souls game formula: fighting without a shield is exceptionally entertaining. Bloodborne added health regeneration mechanics and faster movement speed to compensate for the lack of defenses, making things a bit 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 are the safety blankets of Dark Souls, 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 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 a certain point in the Dark Souls games and Bloodborne, you gain 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 the first Dark Souls, warping across the world is wonderfully convenient.

Bloodborne almost got its travel system right, but you had to wait through an additional loading screen because the game forced you to go to the Hunter's Dream hub before you could travel to your desired location. If Dark Souls 3 has a warp mechanic, 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 (and, in turn, perfect for a Dark Souls game)? 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 spot 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, Gaping Dragon, and Ceaseless Discharge (ew) bosses 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 because Director Hidetaka Miyazaki is back on for the third sequel, we should expect nothing less.

Bloodborne has bosses that are out of this world, but also fit into the Victorian horror setting of Yharnam. There are bosses that are giant spiders covered in hundreds of eyes, vomit spewing monstrosities, and speedy, fellow hunters that pose the greatest challenges of all. The variety makes it so players never know what to expect when the boss's cutscene starts to play. Dark Souls 3's bosses are going to need to be on point to top some of the From bosses so far. But if the DS3 bosses are a mix of massive, inventive, and just gross, they won't be overshadowed by 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. That is easy to understand and it's all you need, really. You can ignore the lore almost completely, and the things you do and see in the game still make sense. 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 spider things everywhere, or why Gherman does the things he does. You had to read into Bloodborne's story much more than the Souls games, and while I know that's just a thing From games do, Bloodborne's more explicit - but still unexplained - 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 so I'm not forced 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 reason players stick around for new game+, and bringing in more multiplayer options can make DS3 stand above its predecessors.

Demon's Souls and Dark Souls 2's worlds worked with a hub-style layout. Demon's Souls had players teleporting to the different environments, and Dark Souls 2 sent players down semi-linear branches that typically ended 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 Dark Souls and Bloodborne, you never know where the door in front of you will go. It could lead to a completely new area with enemies you've never seen, a humongous boss waiting to eviscerate you, or create a shortcut to a location you've already explored. Trudging through these environments is so much teresting and rewarding. If Dark Souls 3 sticks to the interconnected, open-world, it's a step in the right direction.

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

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.

Quiplash

Added: 08.07.2015 20:19 | 10 views | 0 comments


Achievements: Eighters Gonna Eight Played a game with 8 players 50 Give It The Fingers Successfully entered both...

Tags: Give, Played
From: megagames.com

Here's What's in Batman: Arkham Knight's Batgirl DLC [Update: Trailer]

Added: 08.07.2015 18:00 | 8 views | 0 comments




[Update] WB Games has released a trailer for Batman: Arkham Knight's upcoming downloadable expansion, starring Batgirl. Give it a look above.

[Original] Warner Bros. has shared new details on the upcoming Batgirl DLC for Batman: Arkham Knight.

From: www.gamerevolution.com

20 of the most unique RPG side quests

Added: 08.07.2015 17:29 | 80 views | 0 comments


Team OXM love RPGs more than our own mothers (who we hope aren’t reading this issue) but their main quests can be riddled with tedious cliché. Save one princess/planet/galaxy and you’ve saved them all. Any digital adventurer worth their salt knows that the treats lie off the beaten path, in side quest land. In honour of The Witcher 3, a true master of the dramatic aside, we opted to get ourselves blind drunk, warp a few minds, dump some bodies and murder our fans, all in the name of bringing you the weirdest side quests on Xbox... The desolate wastes of Fallout 3 aren’t known for their nature tours, but explore long enough and you’ll find a lush forest. Drink from the basin of purification and prepare to meet ‘The Great One’. The game does a great job of hyping you up to meet a God, and then introduces you to a talking tree – who’ll ask you to kill him. Whatever you decide, there’s a clear moral here: stay away from nature, and stick to video games. Nature only leads to trouble/talking trees. There’s nothing more romantic than harvesting body parts for a mad scientist so he can resurrect his dead girlfriend. Indeed, it would take a real cad to step in the way of Cupid’s arrow. Enter Fable 2: Cad Simulator. The resurrected Lady Grey will fall in love with the first person she sees. Sure, you could let true love win out and leave the scientist to his beloved, or you can let her fall in love with you and poach yourself a handy undead girlfriend. Hang on, true love at first sight? Realism in games is dead. Thought Fallout 3 would tone down the weirdness for the DLC? Exposure to Point Lookout’s powerful punga seeds leaves you with visions of passive-aggressive bobble-heads, a red saw in the sky and a giant needle sewing the ground. Followed by violin trees, exploding Nuka-Cola bottles and, uh, what? Relax, Wastelander, there’s no need to panic. This is all a harmless hallucination. In reality you’re actually just undergoing unsolicited brain surgery. Phew! Playing Diablo III on Nightmare, or an even higher difficulty (we think we’ll pass, thanks), gives you the chance to trigger this rare, zombie-stuffed level. Gaming’s most generic foes are spiced up a bit when you notice that they’re all named after the Diablo III development team, with the descriptions of the monsters showing you their job titles. Trust us, after a few hours of enduring Nightmare difficulty, you’ll relish putting the boot in to the dude who built the 3D model of said boot. There are no obvious sidequests in Lordran, because that would involve helping out the player, and this is Dark Souls we’re talking about. But who wouldn’t want to save Solaire of Astora? His love of sunlight, jolly optimism and this brilliant joke: ‘I am a warrior of the Sun! Spot my summon signature easily by its brilliant aura. If you miss it, you must be blind! Hah hah hah!’ Zing! You really have to go the extra mile to save Solaire. But if there was ever an NPC worth saving, it’d be him. Heroes don’t have to be perfect, right? Exactly. So there’s no problem with us completing ‘Solving Problems’ where you help murderers get rid of some irritatingly incriminating dead bodies. It makes a nice change from being the good guy, even if we’re not sure throwing corpses in the water supply is the best idea we’ve ever had. Worth playing just to hear the pathetic excuses of the murderers that we happily helped out. Uh, don’t tell anyone in Denerim we did this quest, okay? Budding thespians should speak to aspiring playwright Incisive Chorus. He’s furious that the sponsor of his newest play has altered the script to make it a satire of the Empire, and gives you the lead role. Do you respect art and follow his original script? Or risk provoking the Empire with the new one? It’s a bit like playing James Franco in The Interview, except funny. The scene’s even better when you deliberately fluff all your lines, forcing your co-star to badly improvise. What is a ‘Witcher’ anyway? Based on most of this game’s sidequests, it’s a total sleazeball. After a heavy night, Geralt wakes up by the lake, missing most of his gear and with a tattoo of a naked lady on his neck. You stumble through the village, trying to figure out what you did last night. According to the NPCs, at one point you apparently tried to ride a woman to the local port like a horse – and the tattoo isn’t coming off easily. Laugh all you want; we don’t regret our BLINX 4EVER back tats. Give the blessed flower to a character of your choice. Hmm, is this really one of the best sidequests to be found in Dragon’s Dogma? Perhaps not, but shouldn’t there be more games about handing out flowers to your fellow videogame companions? Maybe if there were a few less Call of Dutys taking up space on our hard drives and a few more Flower Arranging 3000s, then oh! What a wonderful world this could be! [He’s been at those punga seeds again – Ed.] Despite our body-dumping routine in Origins, we’re still trusted to preside over trials in Inquisition’s courts. The trick is to judge crims, varying from the clearly guilty to the truly bizarre, without upsetting your companions with overly grim punishments. One man has been attacking Skyhold by firing goats at it. He seemed harmless enough, but we felt we had no choice but to sentence him to unbearable torture. Harsh, but reminding us of Goat Simulator cannot be allowed. “Nina lonely, need partner for lovetimes” – we’ve seen worse descriptions in the lonely hearts ads. There’s something about a great side quest that brings out the inner romantic in us, especially when it involves shooting potential suitors in the face with a freeze ray. They say ‘true love conquers all’. We say it’s no match for a good laser-cannon to the heart. Find Nina her true love and she’ll keep him in her infirmary, strung up by his wrists. We think we’ll stick to bachelor life. After a busy day of saving the galaxy/shooting your biggest fan in the foot, Shepard’s earned a drink at Afterlife, the anti-human bar. Is that a smart move? Amazingly no, as Shep loses consciousness and wakes up outside. You can now go and face the bartender or how about you maybe not swig a mysterious blue drink that you didn’t order in the first place? Still, someone needs to stop Forvan the bartender from poisoning his customers – it’s a pretty lousy business model. Barely a quest, but kudos to the devs for showing how flawed the morality system is. A beggar asks you for money. For light side points, pay up and watch a brief cutscene of him getting mugged. For dark side points, give him nothing and watch him angrily mug someone else. So no one wins. It seems that in the Star Wars universe, no deed is truly ‘light’ or ‘dark’, more of a murky grey. Haunting. In an Inception-like twist you journey into the mind of Pelagius the Mad to battle his demons and fix his lack of self-confidence. Boost his courage by shrinking his enemies and boost his sanity by maybe not stomping around his brain in the first place. Accept we’re never getting Psychonauts 2 (sob) and you’ll enjoy one of Skyrim’s strangest quests. Complete it and you’ll receive the wonderfully named Wabbajack, a staff that can cast one of 21 spealls, or nothing at all. Truly mad. All little girls deserve to enjoy tea parties, even if that little girl is Tina, psychotic demolitions expert and world’s deadliest 13-year-old. Want to be the fool who tells her she can’t? Safer to protect her from waves of ‘guests’ as she pours tea, makes small talk and gets gory revenge for the murder of her parents. Never been to a tea party before? We’d advise against attending one of Tina’s – she has a habit of electrocuting her guests. This optional quest has you climbing aboard The Serpent’s Wake, a haunted ship full of ghost pirates. Hang on, why isn’t that the main quest? All games are better with ghost pirates – zombie parrots! Scary treasure! Floating pirate ships! one measly sidequest in Oblivion isn’t enough – even Black Flag and Rogue didn’t have ghost pirates! (Note to self: send death threats to Ubisoft demanding Ghost Pirate DLC.) A generic save-the-princess quest is given a Fable twist, when the three powerful mages who’ve enlisted your help turn out to be overenthusiastic gamers themselves. Shrunk down into their Hollows and Hobbes game (think Dungeons and Dragons) to meet a cardboard cast and fight real enemies, it’s a fun send up of fantasy tropes. “Prepare to meet a feathery doom!” cries one of your captors, summoning a demonic chicken. Maybe time to start leaving the house again, eh lads? Summon Jesus in combat and he’ll descend from heaven, spraying enemies with a holy dose of heavy machine gun fire. To unlock him, you have to ‘find Jesus’ at the South Park church. A surprisingly pious sounding quest turns out to be a game of hide and seek, with a childish Jesus giggling behind the pews until you ‘find him’. Honestly, this is tame by Stick of Truth’s standards. You should see the bit where Mr Slave opens up his [Clear your desk and get out – Ed].
Portal Creator Kim Swift to Give Keynote Speech at PAX Prime 2015

Added: 07.07.2015 23:52 | 3 views | 0 comments


Several music acts have also been announced for the event.

Tags: Prime, Give
From: www.ign.com

$25 gift card with Metal Gear Solid V The Phantom Pain preorders; strategy guides discounted as well

Added: 07.07.2015 6:18 | 6 views | 0 comments


Dell has added a free $25 Dell Promo eGift Card for those preordering Metal Gear Solid V: The Phantom Pain. Amazon also discounted Metal Gear Solid V: The Phantom Pain: The Complete Official Guide by 23% to $19.24 in addition to the Metal Gear Solid V: The Phantom Pain: The Complete Official Guide Collector's Edition by 15% to $29.74.

From: n4g.com

$25 gift card with Metal Gear Solid V The Phantom Pain preorders; strategy guides discounted as well

Added: 07.07.2015 5:15 | 3 views | 0 comments


Dell has added a free $25 Dell Promo eGift Card for those preordering Metal Gear Solid V: The Phantom Pain. Amazon also discounted Metal Gear Solid V: The Phantom Pain: The Complete Official Guide by 23% to $19.24 in addition to the Metal Gear Solid V: The Phantom Pain: The Complete Official Guide Collector's Edition by 15% to $29.74.

From: n4g.com


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