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    Ranking Every Single Rockstar Game

    GameInformer
    By GameInformer,
    hero.jpg

    Over the past two decades, Rockstar Games has emerged as a force to be reckoned with in the games industry. Rising up from quirky Scotland-based developers with a taste for pulp and crime fiction, Rockstar evolved radically, shifting into innovators and provocateurs, creating some of the industry's most influential and blockbuster titles. In the lead up to the eagerly anticipated Red Dead Redemption 2, we came together as a staff to rank every single game that Rockstar developed (this means we excluded published titles like L.A. Noire and Smuggler's Run). From the humble top-down beginnings of Grand Theft Auto to the blood-soaked streets of Manhunt and the beautiful jaw-dropping vistas of Red Dead Redemption, you’ll find every single title put in its proper place in terms of influence, importance of innovation, and just plain fun.

    With all that in mind, let’s steal a ride and roar down this road to hell. Read more...

     

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    Dev Watercooler: Inside the World of Warcraft Classic BlizzCon Demo

    Curse
    By Curse,
    Dev Watercooler: Inside the World of Warcraft Classic BlizzCon Demo
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Hello World of Warcraft community! With BlizzCon 2018 getting closer every day, we wanted to give you an update on what you’ll be experiencing at BlizzCon around WoW Classic. We’ve been hard at work on bringing the original Azeroth back to life, and we’re excited that you’ll be able to get your hands on the demo we’re creating for the show—both at BlizzCon and at home with the Virtual Ticket.

    What to Expect
    From the beginning of this project, the team’s mission has been to be as faithful as possible to World of Warcraft as it existed back in 2005 and 2006, before Cataclysm altered the world as we knew it—and we wanted to make sure the demo we built for the show was a clear reflection of that. The focus of the demo is on outdoor questing, and we’ve selected two iconic zones that most original WoW players will no doubt be familiar with—Barrens for the Horde and Westfall for the Alliance—so you can step back in time and experience these zones as they were originally designed. You’ll be able to search for Mankrik’s wife, curse at Ornery Plainstriders for not having beaks, and make a group to kill Defias Pillagers in Moonbrook. You might even get to improvise a new rotation against the Harvest Golems in Farmer Saldean’s farm, since in this era, mechanical creatures may be immune to some of your abilities. We brought all of that back, and we’re as excited about it as you are.

    Because it’s a demo, there’ll will be some limitations on the content: the Deadmines and Wailing Caverns dungeons won’t be available, the only PvP will be dueling, and you won’t be able to visit zones other than Westfall and the Barrens. We also typically limit the time our BlizzCon attendees can play a demo, and that will be the case for BlizzCon WoW Classic Demo players at home. In order to maximize the number of people who can try out the demo, initially you’ll be logged off after playing for a certain amount of time to give somebody else a turn. We haven’t determined exactly how long this time limit will be yet, but we’re also planning some flexibility, so if we’re able to relax the restriction and still give everyone who wants to play a great experience, then we’ll do that. If you do find your session has ended before you’ve done everything you wanted to, don’t worry—your character will be there when you get back in for your next session, and all your progress will be saved.

    You’ll start the demo at level 15. While we know that starting at level 1 holds a lot of nostalgia, you’re also limited in what you can do when you’re first starting out. Given the time constraints of a BlizzCon demo, we wanted to give players some freedom to explore and experiment with core systems like talents or professions, which are unavailable at level 1. We also wanted you to be able to get a good sense of the original class played. At Level 15, warriors have Defensive Stance, priests have Psychic Scream, hunters have their pet, and so on—so at this level you really start to feel like your class has some of the key tools that make the class distinct. Additionally, all characters will be capped at Level 19. But you can create multiple characters, so you can try out as many different classes and races as you’d like!

    What’s “New”
    As we mentioned in our original Dev Watercooler blog we posted in June, we’re building WoW Classic on the foundation of our modern code base. That means you’ll be able to download the demo through the Blizzard Battle.net desktop app and use Battle.net chat integration in-game to ask your friend to come check out the Barrens with you. You’ll also find there’s improved support for widescreen monitors—so instead of the world looking stretched and distorted in widescreen, it’ll look like it did on your old 4:3 monitor. Only bigger!

    All of the current game’s tools that help ensure World of Warcraft is a welcoming and fair environment, such as right-click player reporting, will also be in the BlizzCon WoW Classic Demo. Cheats, bots, and other exploitive behavior will also not be allowed, and the modern engine no longer permits some behaviors that could be used to get out of bounds. Support for 32-bit clients has also been removed. One of our core values is “Play nice; play fair,” and we want to do everything we can to ensure a few bad apples don’t ruin the experience for others.

    You’ll also find that post-launch accessibility options such as colorblind mode are in the demo—though as we were working on it, we realized some words and images used in the current Accessibility panel come from the modern game. So we replaced the modern icons with some classic icons, and removed the term “Heirloom” since it doesn’t appear anywhere else in WoW Classic. It’s important to us that in situations like this we blend the old and the new in such a way that it still looks and feels like the game you remember.

    See You in November!
    We’re really excited about the BlizzCon WoW Classic Demo, and hope you are too! But we definitely don’t want to send the message that we’re done, because we’re not. There’s still lots of work left do, and the BlizzCon demo is an important step in the process of bringing the original WoW back to life as authentically as we can. This is a great chance for you to see the direction we’re heading and give us some early feedback, so be sure to leave your thoughts in the Classic section of the WoW forums.

    Thanks for playing, and we’ll see you in Azeroth!

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    Studio Head Jade Raymond Leaves EA

    GameInformer
    By GameInformer,
    Motive-header.jpg

    EA announced some big organizational changes today. Jade Raymond, the head of EA Motive, the studio focused on Star War properties, is leaving her position. During Raymond’s time, Battlefront II was released, but we knew the studio was also working on a Star Wars action game and a new IP. Raymond joined back in 2015 to head a multi-purpose studio, which would create its own IP and provide support other EA projects. 

    Samantha Ryan will be taking Raymond’s place. Ryan has an impressive resume, previously working as president of Monolith and as SVP of product and development at Warner Bros. Ryan has been helping lead other EA studios.

    EA issued the following statement to Game Informer: 
    EA Studios is focused on bringing more creative new games and content to players. Laura Miele and her team have taken several steps internally to better support our game makers in this pursuit, such as expanding Samantha Ryan’s portfolio to lead additional studios, including Motive. Samantha is known for driving creative design and supporting game teams so they can bring their visions to life. She is a deeply experienced game-maker with a gameography that spans from The Sims to Batman: Arkham City to No One Lives Forever to the highly-anticipated Anthem. With this change, Jade Raymond has decided to leave Electronic Arts. In her time with us, Jade helped to build great teams, and our projects underway at Motive and other studios continue unchanged. We’re appreciative of all of her efforts, and we wish Jade all the best as she moves on to her next adventure. We are driving greater creativity into everything we do across EA Studios, and we’ll look forward to sharing more in the months to come.
     

    [Story developing]

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    Why Media Molecule Wanted To Make Dreams

    GameInformer
    By GameInformer,

    All month long with out latest cover story on Dreams, we're highlighting the creative potential behind the next game from the creators of LittleBigPlanet. With the video above, we spoke with creative director Mark Healey and Media Molecule's studio director Siobhan Reddy about what propelled them into making the game in the first place and how the game takes Healey back to his earliest days of creating games for the Commodore 64.

    Click on the banner below to visit our constantly-updating hub full of exclusive features on Dreams.

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    Fortnite's Save The World Mode Not Going Free To Play In 2018

    GameInformer
    By GameInformer,
    fortniteart10.221500.jpg

    In a "State of Development" post, Fortnite developer Epic Games has announced that the game's Save the World mode (which to this point has cost money) will not become free to play this year as was originally planned.

    The delay is happening because Epic wants to keep working on the mode, including "a broad set of features, reworks, and backend system scaling" before it makes the change.

    In other Save the World mode news, the hero system is being updated – upping the number of hero slots from three to six – and more customizable loadouts are also being worked on. Epic says it have more details on these changes in the future.

    Finally, the State of Development blog post discusses an investment refund feature, this year's Fortnitemares event (where you can get Brainiac Jonesy and Skull Ranger Ramirez for free), and discounts on Founder's packs. Click on the source link below for more info.

    [Source: Epic Games]

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    First Look At Jump Force's Original Villain, Kane

    GameInformer
    By GameInformer,
    jumpforcekane.jpg

    Bandai Namco has revealed Kane, the villain of their upcoming manga crossover game Jump Force. Kane, who is not from an existing series and has been made specifically for the game, seems to be responsible for the melding of worlds that is bringing all the Jump characters together with each other and into the real world.

    "This world needs to be remade... And in order to do that, it must first be unmade." Take a closer look Kane, a villainous character coming to JUMP FORCE!

    Excited to see more of this original character by Akira Toriyama? Check out #JUMPFORCE today: https://t.co/tpmTsXlGz5 pic.twitter.com/us8IoyQkFb

    — Bandai Namco US (@BandaiNamcoUS) October 20, 2018

    Designed by Akira Toriyama, Kane certainly looks like a lot of Toriyama's other designs amalgamated together, such as Dragon Ball Z's Cell and Dragon Ball Super's Hit fused together. While Bandai Namco has said that not every character in the game will be a playable fighter, specifically pointing to the tease of Death Note's Light and Ryuk at the game's reveal, it does seem like Kane definitely fights from the screenshots.

    Jump Force releases on PlayStation 4, Xbox One, and PC in 2019.

    View the full article


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