League of Legends Newest Champion is a Hungry Fish
Added: 24.06.2015 1:34 | 1 views | 0 comments
"Boy the world's one river, and I'm its king. Ain't no place I ain't been. Ain't no place I can't go again." After releasing a brief teaser trailer last week, League of Legends’ This ability lets Tahm Kench open his mouth and give an ally a chance to jump inside his giant belly. Once they jump in, Tahm Kench creates a whirlpool beneath him and reappears on another part of the map. It’s a pretty game-changing ability. If you’re being ambushed by the opposing team, you have a safe passageway out. Likewise, if you want to ambush a member of the opposing team, you can use this ability and transport to wherever they are. Because of the nature of his kit, Tahm Kench has a support oriented play-style, which means his ultimate goal is to protect the damage dealers on his team. Riot stated in its reveal that, "Once he’s wobbled into lane, his main role is to stick with his lane buddy, making sure they’re safe." What do you think about Riot's newest champion? What role would you play him in? Let us know in the comments below!
From:
www.gamespot.com
| E3 2015: The Only Good Bug is a Dead Bug in Earth Defense Force 2 | Hardcore Gamer
Added: 23.06.2015 22:15 | 1 views | 0 comments
Although it may have taken years for U.S.-based fans to experience the second game in a now much-loved franchise, Earth Defense Force 2: Invaders from Planet Space is most assuredly the definitive release.
From:
n4g.com
| Devil May Cry 4: Special Edition review | GamesRadar
Added: 23.06.2015 12:15 | 14 views | 0 comments
GR:
"The original Devil May Cry 4 feels like half a game. Once you reach the midpoint of its 20 missions as the blade-wielding, gun-toting, demon-armed Nero, you fight back through the same locations as usual series hero, Dante. I expected to feel short-changed by this recursive structure, but in a series all about the art of killing, the addition of three extra playable characters in this new-gen Special Edition adds a bit of spice. Whats more, the ferocious combat system - now running at an immediate and satisfying 60 FPS - ensures makes the re-release is somewhat worthwhile in spite of some tedious, outdated level design."
From:
n4g.com
| More Looks on Backwards Compatibility and Mass Effect
Added: 23.06.2015 3:15 | 8 views | 0 comments
Of all the announcements at Xboxs E3 press conference, perhaps the most surprising of all was the news that the Xbox One is now backwards compatible with Xbox 360 games.
Its true that, for the time being, only Xbox Preview members can access this feature, and only on a small selection of games. Yet, it sends a clear signal that Microsoft is keen to reclaim some of the support from its fans during the previous console generation, those that felt overlooked when the Xbox Ones reveal was made and the headline features were being able to Skype your friend while watching Star Trek, or the television shows based on video game IPs.
From:
n4g.com
| Wander Review
Added: 23.06.2015 1:36 | 2 views | 0 comments
Unlike other massively multiplayer games, Wander does not begin with you tuning sliders and picking palettes to create a character or accepting a fetch quest from a non-player character, because neither of those options exist. Nor do you have to kill ten of X, because combat or creatures are nowhere to be found. The only to-do list is the list of achievements, most of which read like chores. Wander focuses on exploration and wants to be a refreshing new contender, yet it’s nothing more than a glitchy, boring mess. Instead of embracing the aforementioned genre standbys, Wander starts you off playing as a humanoid tree creature known as an Oren. This Tolkien-inspired being moves around the island at a grueling pace trying to find a transformation stone as soon as possible. The forest floor only has a few paths at the beginning, yet you can still find a dead end, requiring you to backtrack at the speed of a turtle. The game, whose sole purpose is exploration, penalizes you for doing just that in the first five minutes. Exploring as an Oren can be difficult when the form takes up a third of the screen.Once finding the stone in a nearby cave, the Oren shrinks and becomes a Hira: a nimble figure with fins that act as a wingsuit. Once you transform, there’s no reason to even think about returning to your prior ineffective form. However, shortly after freeing myself from the Oren’s fetters, the game crashed, and I knew this would be an unpleasant walkabout. As a Hira, you can glide like an ice skater, walk under water, stop time, and burrow through earth. Oh wait--those are movement glitches, bugs, not features. The graphics are another imperfection. Although it was made with CryEngine, Wander looks like an extension of Playstation Home. Textures are flat and dull, if they even load at all. Trees and vegetation flicker in and out of existence as they sway in the coastal breeze. Ponds vanish, and you swim through the air and on dry beds of rock. The plants farther down the road are identical to the ones that came before, and my eyes glazed over scanning the thick brush for something unique or captivating. Each summited outcropping teases a view of a breathtaking landscape, but disappointment sinks in every time. The Hira is a marooned sailor destined to die from monotony on an island prison. Here is the Hira sporting a trendy skirt made from stone.Wander’s narrative is supplied via lore stones, which are similar to the audio logs found in games like . These rocks provide meaningless blurbs discussing flora and fauna rather than any actual story or plot. After finding the first lore stone, the map room is unlocked. In this cave, you can also switch between four different forms, such as an aquatic lizard or a flying griffin, at will. However, the relief map itself is useless without a “You Are Here” marker. In addition to the lore and transformation stones, pillars give the gift of speech. Each found stone lets players speak necessary words, like “hello,” and extremely specific terms that you will never need to utter, like “thermal.” You say sentences by drawing the corresponding glyph on the DualShock’s touchpad and hoping the gods accept your handwriting. Chances are they won’t. Thankfully, there’s an alternative method, but it requires cycling through each individual gleaned word on the D-pad. Then, when the controller is idling on the coffee table, random words will sound without any input--not to mention, the same tutorial for the Rozhda language system plays, even if it’s your tenth time finding a glyph. The touchpad is also used to summon fireflies, but they never heeded my call, so I can only guess at their function. Luckily, I didn’t find any chatty players, so I was never forced to piece together a fragmented phrase from an obtuse mechanic. The Azertash makes aquatic navigation easier, yet without a dedicated dive button I wouldn’t recommend heading to the ocean floor.The only respite provided in Wander is the lovely soundtrack composed by Benjamin Woodgates. The soothing vocals contrast with the grating gameplay and give life to the vacant land. However, the music rarely plays, and most sounds that graced my ears were the chirping of invisible wildlife. Otherwise, Wander is a sandbox constructed from rotted wood that lacks toys. Without character customization or any semblance of proper communication, the game has nothing to offer in place of its sacrifices. Like Sisyphus on a treadmill, I fruitlessly walked around in hopes of discovering something worthwhile. Unless this game can find its way, discovery will remain a lost cause.
From:
www.gamespot.com
| Wander Review
Added: 23.06.2015 1:36 | 13 views | 0 comments
Unlike other massively multiplayer games, Wander does not begin with you tuning sliders and picking palettes to create a character or accepting a fetch quest from a non-player character, because neither of those options exist. Nor do you have to kill ten of X, because combat or creatures are nowhere to be found. The only to-do list is the list of achievements, most of which read like chores. Wander focuses on exploration and wants to be a refreshing new contender, yet it’s nothing more than a glitchy, boring mess. Instead of embracing the aforementioned genre standbys, Wander starts you off playing as a humanoid tree creature known as an Oren. This Tolkien-inspired being moves around the island at a grueling pace trying to find a transformation stone as soon as possible. The forest floor only has a few paths at the beginning, yet you can still find a dead end, requiring you to backtrack at the speed of a turtle. The game, whose sole purpose is exploration, penalizes you for doing just that in the first five minutes. Exploring as an Oren can be difficult when the form takes up a third of the screen.Once finding the stone in a nearby cave, the Oren shrinks and becomes a Hira: a nimble figure with fins that act as a wingsuit. Once you transform, there’s no reason to even think about returning to your prior ineffective form. However, shortly after freeing myself from the Oren’s fetters, the game crashed, and I knew this would be an unpleasant walkabout. As a Hira, you can glide like an ice skater, walk under water, stop time, and burrow through earth. Oh wait--those are movement glitches, bugs, not features. The graphics are another imperfection. Although it was made with CryEngine, Wander looks like an extension of Playstation Home. Textures are flat and dull, if they even load at all. Trees and vegetation flicker in and out of existence as they sway in the coastal breeze. Ponds vanish, and you swim through the air and on dry beds of rock. The plants farther down the road are identical to the ones that came before, and my eyes glazed over scanning the thick brush for something unique or captivating. Each summited outcropping teases a view of a breathtaking landscape, but disappointment sinks in every time. The Hira is a marooned sailor destined to die from monotony on an island prison. Here is the Hira sporting a trendy skirt made from stone.Wander’s narrative is supplied via lore stones, which are similar to the audio logs found in games like . These rocks provide meaningless blurbs discussing flora and fauna rather than any actual story or plot. After finding the first lore stone, the map room is unlocked. In this cave, you can also switch between four different forms, such as an aquatic lizard or a flying griffin, at will. However, the relief map itself is useless without a “You Are Here” marker. In addition to the lore and transformation stones, pillars give the gift of speech. Each found stone lets players speak necessary words, like “hello,” and extremely specific terms that you will never need to utter, like “thermal.” You say sentences by drawing the corresponding glyph on the DualShock’s touchpad and hoping the gods accept your handwriting. Chances are they won’t. Thankfully, there’s an alternative method, but it requires cycling through each individual gleaned word on the D-pad. Then, when the controller is idling on the coffee table, random words will sound without any input--not to mention, the same tutorial for the Rozhda language system plays, even if it’s your tenth time finding a glyph. The touchpad is also used to summon fireflies, but they never heeded my call, so I can only guess at their function. Luckily, I didn’t find any chatty players, so I was never forced to piece together a fragmented phrase from an obtuse mechanic. The Azertash makes aquatic navigation easier, yet without a dedicated dive button I wouldn’t recommend heading to the ocean floor.The only respite provided in Wander is the lovely soundtrack composed by Benjamin Woodgates. The soothing vocals contrast with the grating gameplay and give life to the vacant land. However, the music rarely plays, and most sounds that graced my ears were the chirping of invisible wildlife. Otherwise, Wander is a sandbox constructed from rotted wood that lacks toys. Without character customization or any semblance of proper communication, the game has nothing to offer in place of its sacrifices. Like Sisyphus on a treadmill, I fruitlessly walked around in hopes of discovering something worthwhile. Unless this game can find its way, discovery will remain a lost cause.
From:
www.gamespot.com
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