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    New Pokémon Masters Offers A Look At Co-Op Battles

    GameInformer
    By GameInformer,
    Publisher: The Pokemon Company
    Developer: DeNA
    Release: 2019
    Platform: iOS, Android

    screen_shot_2019-07-18_at_9.08.44_am.png

    Another day, another look at the upcoming mobile title Pokémon Masters. Developer DeNa has released a brief trailer showing off how the co-op function in the game works, letting you and two other buddies fight foes.

    You can watch the whole thing below.

    Click here to watch embedded media

    For more on Pokémon Masters, head here.

    View the full article


    Four Things To Keep An Eye On In Remnant: From The Ashes

    GameInformer
    By GameInformer,

    entfight.jpg

    Publisher: Perfect World
    Developer: Gunfire Games
    Release: August 20, 2019
    Platform: PlayStation 4, Xbox One, PC

    The world ended in the 1960s. This can be a hard truth to accept, but that is the way things are in Remnant: From the Ashes. An evil race of tree creatures called the Root wiped out all civilization as we know it, leaving only small groups of survivors behind. A harsh and unforgiving series of worlds awaits the stranger who tries to right these wrongs and find the source of the apocalypse. Them and two of their friends, at least. I recently got some hands-on time with Remnant, both its single-player and its cooperative multiplayer. Here are some of the major takeaways from that experience. 

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    Crafting A Unique Experience For Every Player 

    Remnant: From the Ashes aims to make water-cooler conversations fun again. During our curated single-player experience, we were given a look at the kind of unique encounters awaiting each individual player. There are four worlds available for players to travel to, each with a handful of overworlds and their own bosses. However, each player’s world is procedurally generated for them when they start the game, crafting each world individually for that person. The exploration, item placements, and enemies will differ across every copy of the game. 

    Remnant allows up to two other players to drop in (or out) of your instance of the world at any time, should you choose to fight alongside friends (or random people online). The loot is different across each player’s world, so you may want to drop into a friend’s game to grab loot from the area they are currently exploring since it will be different from yours. Gunfire Games co-founder and design director John Pearl calls this “chaperone random generation,” as the environments and general sense of direction remain the same, but the layout, drops, and enemies will be unique to each game. 

    Dungeons exist as different sub-areas throughout each of the main worlds. In our walkthrough, we saw a dungeon lead both to a vendor who provides new items, and a more typical dungeon in which you explore, fight through waves of enemies, and conclude the area with a mini-boss fight.

    The vendor we came across happened to be wearing a mask that was clearly Root in origin. He was speaking in a matter unbefitting of sane people, stammering about a tree speaking as a voice in his head. At this point, Pearl described how this interaction could play out in several ways. For example, it is possible for you to have killed the tree that is speaking to him before entering the dungeon, causing him to be much calmer and more personable; you can also kill the tree after talking to him, which surprises him and calms him down; or you could attack him and take the mask from him. There is also a chance the tree could just not spawn in your randomly generated world, and he could just be a regular vendor from the outset. “A lot of the time it’s like, ‘Did you see that big creature that came in and destroyed that building?’ and ‘Yeah, I saw that too,’ but what if you were comparing totally different experiences?” Pearl says. “We wanted to make something that’s fun to play in single-player, fun to play in co-op, but fun to play multiple times.” 

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    A Bevy Of Bosses

    There are two boss types throughout the game, and we fought both. The more common kind are the minibosses; these bosses are found at the end of dungeons throughout the overworlds and are tougher versions of other enemies found in the game. These bosses often throw weaker enemies at you as well as have unique traits to add new elements to the fight. For example, we fought a miniboss called Onslaught with a “vicious” trait, which meant it was harder to stagger. These bosses usually drop a weapon modification or similar resource, used to craft new weapons or add special abilities to each gun. 

    The other kind of boss is a world boss, which are the major fights throughout the game. There are two in each world, one for each overworld, and they each have a unique design and arena for your shooting pleasure. Upon defeat, the world boss will drop a valuable resource, something the player can use to build a new weapon back at base. However, these drops are where these bosses bring something new to the table; there are two possible endings to these fights, as each one has a hidden objective that will net the player a different resource. Sure, you can blast through the boss the normal way (like we did), or you could find a different way to end the conflict and come out with a rare resource. One boss we fought can be found and talked to before the fight, leading to the fight being skipped entirely and granting the player an item without the hassle of a huge encounter. 

    Click image thumbnails to view larger version

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    Familiar Gameplay Elements With Fewer Swords

    Our playthrough began at a familiar point to fans of the Dark Souls franchise. While Remnant isn’t “the Dark Souls of third-person shooters,” because of its difficulty, it does have plenty of Souls-y elements to it. We began at a checkpoint, a crystal at which we sat to refill our ammo, healing items, and health. These crystals function similarly to the bonfires of the Souls games, as both serve as posts to save and replenish and reset the enemies of the area.

    A main mechanic of Remnant’s combat is the dodge roll, a maneuver that functions based on how much stamina you have left. While you aren’t getting up close and personal with every enemy since the primary weapons in Remnant are guns over swords, the dodge roll is useful when it comes to finding balance in the enemy waves, and it contains precious invincibility frames. Often a few heavy enemies carrying guns will be paired with an onslaught of weaker, melee-based enemies that force you to move instead of simply standing and shooting. Healing also functions similarly to Estus Flasks, as using the primary healing item slows you down and runs you through a set animation before you can return to combat. This and the dodge roll are similar to the combat present in Dark Souls, but are primarily meant to build upon the adaptability the game is centered around. 

    In terms of building your character from the ground up, there are no classes. You choose from a handful of presets to set the starting line for your character, but each character can be molded to fit your individual playstyle. You are not locked into a particular style of play from the beginning. In our demo, I play as a “scrapper.” He is built for close quarters, equipped with extra armor, a shotgun, and a big hammer. However, with more time I could upgrade the character to focus more on mid-range combat by changing my stats and using new weapons. Your characters are upgraded through a trait system; points can be gained from completing quests, found in the environment, or from general combat. Traits improve various stats and abilities, but are used mainly to upgrade stamina and health, allowing for a preset character to be altered to fit the player’s needs.

    Other smaller elements are reminiscent of the Souls series, but Remnant is not a Souls rip-off. The random generation, scarcity of ammunition, gunplay, and three-player co-op are enough to set Remnant apart from other games in the Souls format. 

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    The World Of Remnant Is The World Of Chronos

    The worlds of Remnant are wonderfully detailed and lush. The infection the Root has spread is causing overgrowth across Earth’s cities, and the color and detail is impressive. However, one of the most intriguing facts about the world of Remnant is that it shares its world with Chronos, Gunfire’s 2016 Oculus Rift launch title. Chronos follows a hero sent to cure the world of its infection, which ultimately set the stage for the impending doom of the 1960s and the growth of the Root. The dilapidated skyscrapers, ‘60s aesthetic, and military facilities are the same, but in Remnant, the world has begun to come back to life. Guns are introduced alongside new NPCs and quests, and the world opens for exploration in a way that wasn’t possible in Chronos.

    Pearl doesn’t describe Remnant as a sequel to Chronos; more a successor. “We just loved the world so much that we created in Chronos, we thought it could be fun to revisit that and see how the rest of the world lives.” The player character hails from the same tribe as the main character in Chronos, sent to find the source of the Root after the events of the previous game. While the VR gameplay of Chronos is centered around slow-paced melee combat, the wanderer of Remnant quickly realizes that running through this world with nothing but a sword is a bad plan.

    A few enemies from Chronos are also included in Remnant's ensemble, as the evil is the same. However, Remnant travels to new worlds, each with its own enemy variety, hierarchy, and weaknesses. The world and story of Remnant will be familiar to fans of Chronos, but there is a lot of new content present throughout Remnant for those returning players. Long story short, Chronos is not required reading before starting Remnant, but we liked Chronos when we got our hands on it, so you might want to give it a try.


    You won’t have to keep your eye on Remnant: From the Ashes for long. Remnant releases from PC, Xbox One, and PS4 on August 20, but is available four days in advance for those who pre-order. 

    View the full article


    New Gameplay Today – Remnant: From The Ashes With Design Director John Pearl

    GameInformer
    By GameInformer,
    ngtremnant.jpg

    Click here to watch embedded media

    In Remnant: From the Ashes, players face multiple threats: Hordes of armed maniacs charge at your post-apocalyptic survivor, and you can quickly become overrun if you aren't cautious. To further complicate things, your world is a procedurally generated permutation, so you won't necessarily be able to commiserate with your buddies for guidance if you get stuck in a particular section – but you can invite them into your session for backup.

    In today's episode, we're joined by Gunfire co-founder and Remnant design director John Pearl, Kyle, Leo, and intern Blake. We get the answers to a bunch of important questions, like, "What is this game?" "How does loot work?" and "What does that guy look like without his mask?" The answer to the last one is "another mask," but you'll have to watch the episode to find out the rest. 

    Remnant: From the Ashes is coming to PlayStation 4, Xbox One, and PC on August 20.

    View the full article


    Eternal Palace Race to World First - Limit Gets World First Orgozoa Kill

    Curse
    By Curse,
    wowmini.png Patch 8.2 Hotfixes - July 17th

    Eternal Palace Race to World First - Limit Gets World First Orgozoa Kill
    Limit has killed Mythic Orgozoa, making it the only guild currently at 5/8!






    worldfirst03.jpg

    View the full article


    Ghost Recon Wildlands Gets A Hybrid Battle Royale Mode As Its Final Update

    GameInformer
    By GameInformer,
    ghostreconwildlandsdrone.jpg

    While Ubisoft has already announced the newest Ghost Recon game scheduled to come out later this year, they're still not done adding new things for 2017's Wildlands. Well, now they're done, as this is final update, but it's still surprisingly close to the next game to get an entire new mode for the game. Ubisoft is still poking and prodding the successful Ghost Recon title, though, this time with a new mode called Mercenaries. 

    You can check out the trailer below.

    Click here to watch embedded media

    The new mode is kind of pseudo-battle royale mode limited to eight players. All the players spawn and are tasked with gathering equipment, finding an extraction point, and eventually extracting themselves, all the while fighting against other players and enemies.

    Players who complete at least one match get a "Lone Wolf" costume, which is part of the ongoing few months of challenges leading up to the release of Breakpoint. These challenges will eventually unlock things in the new game using your Ubisoft account if you plan to just leap from one game to the next, all the way up to September 27.

    The Mercenaries mode, which I feel like is a pointed reference to an oft-ignored other Tom Clancy game from Ubisoft, releases tomorrow. Ghost Recon Breakpoint releases on PlayStation 4, Xbox One, and PC on October 4.

    View the full article


    Patch 8.2 Hotfixes - July 17th

    Curse
    By Curse,
    wowmini.png Eternal Palace Race to World First Update, Classic Stress Test Postponed

    Patch 8.2 Hotfixes - July 17th, 2019
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Creatures and NPCs
    • Data Discs are now considered unique and the Data Anomalies spawned from them reward loot once per day. Data Anomalies now signify they are Rare Bosses in their nameplate if a player has already looted it that day.

    Dungeons and Raids
    • Azshara’s Eternal Palace
      • Lady Ashvane
        • Fixed a bug that could cause Rippling Wave to spawn underground.
      • Queen Azshara
        • Overzealous Hulk gains Infuriated after the first crowd control effect on it expires on all difficulties.
        • Fixed a bug that could cause Lightning Orbs to not display a destination visual before dealing damage.
      • Operation: Mechagon
        • Several enemies have been adjusted.
          • Gnome-Eating Slimes’ Acid Splash damage reduced by 10%.
          • Heavy Scrapbot and Malfunctioning Scrapbots’ Gyro-Scrap damage reduced to 25%.
          • Pistonhead Blasters’ Shoot damage reduced to 75% weapon damage and Run ‘n’ Gun damage reduced to 50% weapon damage.
          • Pistonhead Scrappers’ Sledgehammer reduces armor by 10% per stack (was 20%).
          • Scrapbone Bullys’ Shockwave damage reduced by 20%.
          • Scrapbone Trashtossers’ Throw Trash damage reduced to 100% weapon damage.
          • Scrapbone Trashtossers’ Throw Trash cast time increased to 2 seconds (was 1 second).
          • Weaponized Crawlers’ Scrap Cannon damage reduced by 15% and Zap Damage reduced by 20%.
          • Fixed a bug that caused targets of Mechagon Renormalizers’ Shrink ability to take increased threat.
          • Fixed a bug during the King Mechagon encounter that caused players to be stuck in limbo if they fell off the platform during combat.

    Items
    • Heart of Azeroth
      • Conflict and Strife (Essence) now uses a character’s specialization PvP talent icon as the active ability button.
      • Resolved an issue that caused some abilities granted by Conflict and Strife (Essence) to be taught to a character twice.
      • The Ever-Rising Tide’s (Essence) Overcharge Mana stacks can now be removed by dispels (e.g. Dispel Magic or Purge).
      • Fixed an issue where The Ever-Rising Tide’s (Essence) Overcharge Mana sometimes granted a stack for a spell cast immediately before it was activated.
      • Fixed a bug that caused Unholy Death Knights’ Essence of the Focusing Iris (Essence) Azerite Beam to be interrupted by the Helchain Azerite Trait.
    • Pocket-Sized Computation Device
      • The Cyclotronic Blast Red Punchcard’s on-use ability can now be interrupted during its cast or channel and can no longer be used while affected by Hex.

    Player versus Player
    • iwarriors.gif Warrior (Forums / Skills / Talent Calculator)
      • Fury
        • Battle Trance now properly triggers from Raging Blows buffed by Whirlwind.
    • Players no longer gain the Deserter debuff when exiting the Classic Ashran brawl.
    • Fixed an issue that caused some PvP talents to display in the chat window that they have been learned when entering PvP combat, or have the PvP talent through Conflict and Strife.

    Quests
    • Players can now find even more Coral Ancients to slay for “Bounty: More Coral Ancients”.
    • "Certified Pre-Owned" can now be completed on any day, not just on the day a player receives the quest.
    • Added more dead bots for players to find during “Chopped Bots”.
    • The rideable direhorn’s Charge ability again destroys barricades during "The Direhorn Mother's Fury."
    • Fixed a bug that caused some players who were on an earlier step in the Heart of Azeroth questline to gain access to the Repaired Chamber of Heart before it was appropriate. Players who found themselves in this state can now exit the Repaired Chamber of Heart and interact with the Titan Translocator to gain access to the appropriate Chamber.
    • Fixed a bug that allowed Death Knights to Death Grip Stolen Part Crates during “Knock ‘Em Out The Box”.
    • “Large Storage Fragment” can again be completed after slaying the Balnazzar Data Anomaly.
    • Victory in the Classic Ashran PvP Brawl now properly awards credit for “Something Different.”
    • “The Soulbinder” now completes after killing Ulmath.

    World Quests
    • Creatures now properly display mouseover tooltip information for relevant targets during “Summons from the Depths”.

    View the full article


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