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  2. Eternal Palace Race to World First - Method Gets World First Queen's Court Kill Method has claimed the world first kill of Mythic Queen's Court! Limit killed it shortly after, and the race is on for world first Za'qul! Click to load chat Click to load chat Glory of the Eternal Raider World First Glory of the Eternal Raider has been completed by Horde and Alliance groups from the Achievements Discord! This achievement rewards the Azshari Bloatray mount, one of the four ray mounts added in Rise of Azshara. The World First for this feat goes to a group from the Asian realms. Name Category You and What Army? Defeat Abyssal Commander Sivara in The Eternal Palace while all three of her lieutenants are alive and engaged in the fight on Normal difficulty or... Battle Raid Intro to Marine Biology Defeat the Blackwater Behemoth in The Eternal Palace after collecting 50 samples of sea life from within the Darkest Depths on Normal Difficulty of... Battle Raid Fun Run Defeat Radiance of Azshara in The Eternal Palace after running 6 consecutive complete laps around her arena without falling into the water on Norma... Battle Raid Simple Geometry Defeat Lady Ashvane in The Eternal Palace after having each cast of Arcing Azerite pass through her on Normal difficulty or higher. Battle Raid A Smack of Jellyfish Defeat Orgozoa in the Hatchery in The Eternal Palace after incubating a baby Zoatroid on Normal Difficulty or higher. Battle Raid If It Please the Court Perform various emotes to earn Queen Azshara's Favor in the Eternal Palace, then defeat The Queen's Court on Normal Difficulty or higher. Battle Raid Lactose Intolerant Defeat Za'qul in the Eternal Palace after killing ten Twinklehoof Bovine on Normal difficulty or higher. Battle Raid The Best of Us Defeat Queen Azshara in The Eternal Palace with one player still alive who is currently affected by Essence of Azeroth on Normal difficulty or higher. Battle Raid View the full article
  3. Today
  4. At E3 this year, Nintendo announced that Splatoon 2 would have one final Splatfest: Chaos vs. Order. With such a grand decision at stake, fans naturally speculated that Nintendo is preparing for a third Splatoon game, as they are unlikely to leave one of their biggest new properties to languish with no further updates. Splatoon's final Splatfest pitted fans against each other over the question of Marie vs. Callie, the results of which directly set up Splatoon 2's story, so fans expected the same is true of Splatoon 3. If that is going to happen, it's not started yet, according to the game's producer. In an interview with Japanese gaming magazine Famitsu, Splatoon producer Hisashi Nogami admitted that work on Splatoon 3 has not begun yet. Moreover, he's not even positive they are going to work on a third Splatoon yet, as the team is still thinking about the future. "Splatoon 2's production started moving right after 1 was released," Nogami said, translated by outlet Japanese Nintendo. "Now we also had production for Octo Expansion so we're fully focused on the updates, and we still haven't thought of the future. We'll think of them after everything is over. We're not yet at a phase where we can make a promise, but we'd like to return the favor in some sort of way to many people who have supported us." Nogami's team, and a lot of the Splatoon team in general, likely shifted resources to Animal Crossing: New Horizons, which saw a delay into 2020. However, Splatoon 2 has been one of the Switch's best sellers, likely owing to its long-term content additions. A Splatoon 3 can't be too far behind, unless Nintendo wants to wait for a new system to begin that profitable cycle again. For now, though, Splatoon 2 owners can participate in the game's final Splatfest starting today, dubbed the Splatpocalypse. Are you for chaos or order? View the full article
  5. In my youth, I remember superhero games being a bit of a gamble. You could end up with a Superman game where he dies to gunshots, or a terrible sidescrolling brawler based on Batman Forever, or maybe a surprisingly decent Capcom-developed X-Men game. Nowadays, the bar has raised a bit, thanks to games like Rocksteady's Arkham series, which were by far the most successful superhero games in terms of sales. At least, until now. Just ahead of San Diego Comic-Con's superhero panels today, NPD analyst Mat Piscatella shared data of the best-selling superhero games in the United States. While we have long-known that Marvel's Spider-Man, the PS4-exclusive collaboration between Marvel Games and Sony and developed by Insomniac, is one of the fastest-selling superhero titles ever, it is also now the best-selling one. Peter Parker has officially leapfrogged over his nearest competitor, Batman's Arkham City. It's time for #ComicCon2019! Video Games are a huge part of the Comic landscape. Below are the lifetime sales leaders for Superhero Video Games from The NPD Group. Congratulations to Marvel's Spider-Man, the best-selling Superhero Video Game of all-time in the U.S.! pic.twitter.com/2MF3jObYpH — Mat Piscatella (@MatPiscatella) July 18, 2019 Arkham City, the follow-up to the critically successful Arkham Asylum, was released in 2011 on PlayStation 3, Xbox 360, and PC. The sequel took Batman into an open world and let Batman fly around a condemned prisoner island beating up thugs and solving mysteries. Sony has been particularly proud of Spider-Man's critical and sales performance in the year since its release on PlayStation 4. Sony has even used Spider-Man as their specific example of how game performance will improve on the next PlayStation console. View the full article
  6. After years of requests, Blizzard has implemented role queuing into Overwatch. This lets players choose a role ⁠— like support, tank, damage ⁠— and go into matches specifically for characters in that role. Blizzard's Jeff Kaplan explained the reasoning in this new developer update. Click here to watch embedded media Certain roles are more needed at different times than others, so there are in-game rewards in the form of loot boxes for players that queue up for their roles. In theory, this should help include the competitive balance for the game, limiting players to what is best for the team rather than whatever hero might help at the moment. Every team will be comprised of two damage, two tank, and two support. This is the new matchmaking system for competitive and quickplay. Players can't opt out, you choose your role at the beginning and you stick to that role in the match. The only option for players who want to play the old way will be an arcade mode called Quick Play Classic. Kaplan suggests this is to help players play the characters they want, by choosing the role they feel like they want to play, and then getting to choose their character from there. A skill rating will build up on the different roles to help players decide the one they want to play most often. After each match, you can change the role you want to queue from. Role queue is going live today on the playable test realm and will go live for everyone else after testing on September 1. View the full article
  7. Many fans of Super Mega Baseball 2 claimed the game would be great for the Switch, and developers agreed. Not only is the ultimate edition coming to the device July 25 for $29.99, but to PlayStation 4, Xbox One, and PC via Steam as well. The ultimate edition includes the complete set of Super Mega Baseball 2 content, fully featured online play, and runs at 60 fps in both docked and handheld modes. Single Joy-Con play and shared screen for the Switch is available for one-on-one sessions as well. For more on Super Mega Baseball 2, check out Andrew's review. View the full article
  8. Ubisoft's first quarter financial report is in, and business is booming. All of Ubisoft's targets for the quarter were beaten, and PC was the breakout success. In terms of profits, PC accounted for 34% of the quarterly earnings, putting PlayStation in second with 31%, Xbox in third with 18%, mobile in fourth with 7%, and Switch and "other" in last with 5% each. Listed in the report, continued engagement with Rainbow Six Seige and Assassin's Creed Odyssey are cited as major factors in the quarterly success, as well as the exclusive PC release of Anno 1800. The Division 2 is also playing its part, being cited as the biggest industry success of the year so far. With the Uplay+ service coming later this year, PC bookings are expected to remain high. For more on that, here is a list of every game coming to Uplay+. View the full article
  9. At 10 a.m. PDT today, Director of Product for Stadia Andrey Doronichev is hosting an AMA on Reddit to ask fans specifically what they want from Google's upcoming game streaming platform. The AMA thread will appear here, at r/stadia, so revisit that page soon if you'd like to take part. For more on Stadia, read our features from this year's E3 that clarify misconceptions about the streaming platform and everything you need to know about its launch. View the full article
  10. Publisher: thatgamecompany Developer: thatgamecompany Release: July 18, 2019 Rating: 12+ Reviewed on: iOS Sky: Children of the Light is a deeper experience, both figuratively and literally, than it first appears to be. Sky directly echoes many of the beats and gameplay moments that defined Journey, thatgamecompany’s last major release. But where Journey flirted with social elements, Sky is a full-on love affair with cooperative multiplayer. Early hours suggest a contemplative and accessible trip through an ethereal land of whirling clouds and distant horizons. While Sky can undoubtedly offer a thoughtful solo adventure akin to the studio’s previous work, it’s through engagement with friends and strangers that it becomes far more involved. Shaped by both mechanics and storytelling, it becomes a game about sacrifice, sharing, and the nature of altruism. As one of the titular children of light, you are born into a world of interconnected realms linked beneath the same starry sky, and you must find ancestral spirits in order to return them to their rightful place in the constellations. By skipping across meadows, sliding down dunes, and soaring through open skies, you complete your task by bringing light to darkened places, kindling braziers and ancient bell towers with the touch of your candle. Gameplay is freeform and uncomplicated, and puzzles are often as simple as connecting the dots from one point to another. Lost spirits/stars are frequently hidden, so keen observation is required. Your life, light, and flight power are all encompassed in one shared statistic known as winged light, and it grows stronger as you find more of the lost. The sense of progression is satisfying, but the need to divert and collect new wing segments sometimes distracts from the natural flow of play. Each of seven different realms offers a distinct visual and gameplay experience. The pastoral Daylight Prairie, with its inviting green fields and cumulus clouds, gives way to the rain-soaked Hidden Forest, which steals your light if you don’t find cover. Moving between the shifting landscapes is satisfying and well-paced; the music and environments together paint a potent mental and emotional scene. The most impressive magic on each stage is how much is hidden away, waiting to be discovered on subsequent playthroughs; greater flight power and the presence of friends opens up entirely new areas to ascend through and explore, lending a satisfying sense of mastery. Whether you invite friends or meet up with strangers, Sky is a social game fueled by positive interactions. Dozens of emotive expressions unlock as you meet new NPC spirits, but the most popular within the burgeoning community are ones like “hug” or “high five.” Players are encouraged to share light and hearts to new friends, boosting their progress to new cosmetics. Musical instruments and sheet music can be acquired, to pause from the action and play together. Up to eight players can hold hands and leap into the sky together, guided by a single leader to discover new destinations – an ideal way to share the game with a child or less-experienced player. Some non-critical-path doorways and tasks in the world require multiple players to unlock, encouraging shared exploration. I really enjoy playing with friends, and I’ve had some magical moments meeting strangers in the wild and working to solve a problem. I only wish the direct invite functionality was a bit more straightforward instead of a strange QR code system. Click here to watch embedded media Thatgamecompany makes a valiant attempt to wrangle the touch screen into a usable twin-stick setup for 3D navigation in air and on ground, but it's only successful for simple tasks. More precise movement, platforming, and flight challenges don’t fare as well; I often struggled against the controls, or fell off a narrow ledge when I thought I was standing still. This interface is by no means a dealbreaker, but it can lead to moments of frustration in an otherwise idyllic game. As free-to-play games go, Sky is far less predatory or immersion-breaking than many competitors on iOS, but it still has an in-game store that can speed your acquisition of new items. Amassing that same currency in-game can be slow, but faster if you choose to share light with friends, and they with you. Sky is built as a living game, and the hauntingly beautiful conclusion leads naturally into endless potential replays. If that replay is appealing, the developer has seasonal content planned, with new spirits to find and items to earn, which will also come at an additional price. Sky expands on the successful gameplay ideas of the developer’s previous games, but with a greater sense of progression, replayability, and a far more involved social component. Conceptually, this new project is a deeply felt meditation on empathy and the connections between people, couched in the same unpretentious and thoughtful presentation we’ve come to expect from the studio. Sky is a refreshingly moving and robust game on the iOS platform, and one best shared with others – especially folks who might not normally pick up a video game. Click image thumbnails to view larger version Score: 8.5 Summary: The new game from the makers of Journey is a thoughtful contemplation on positive interactions with friends, strangers, and the wider world. Concept: Fly through the clouds of a gorgeous world while making friends to soar by your side in this follow-up to Journey Graphics: Swirling clouds, distant light beams, and the ruins of a lost civilization are all depicted in a soft and inviting art style, but occasional hitching on some supported devices can break the illusion Sound: A stellar score ebbs and flows with the beats of onscreen events, while ambient sound effects add a naturalistic and meditative vibe Playability: Challenges in touch-screen control mar an otherwise accessible experience that features a smooth curve of new ideas and difficulty Entertainment: thatgamecompany’s eye for aesthetic beauty and meaning-laden interactions are made richer through social engagement and sharing with friends Replay: High Click to Purchase View the full article
  11. After 24 years at id Software, studio director Tim Willits is leaving the company. Willits says that all of id's games currently in development will be unaffected by his departure and that he'll announce what he's doing next after QuakeCon at the end of the month. Willits started working as a level designer at id for Strife and multiple Quake games before becoming the lead designer on Doom 3 and then the studio director from 2011's Rage and onward. For more from Willits, be sure to take a look at the time we asked him 122 questions about Rage 2. After 24 years, I’ve decided to leave id Software after QuakeCon. I’ve been extremely lucky to work with the best people in the industry on truly amazing games. QuakeCon has been an unbelievable part of my journey and I look forward to seeing everyone at the Gaylord Texan. pic.twitter.com/shX5H441py — Tim Willits (@TimWillits) July 18, 2019 [Source: Tim Willits] View the full article
  12. Click here to watch embedded media FIFA 20's new showcase feature is its small-side Volta mode, but developer EA Vancouver assures fans that it is also working on gameplay aspects for the latest installment of the series. Today's new trailer showcases some of what we can expect on this front. While none of the features in the trailer above are new in the sense that they've never been included in some form or another in previous iterations, if done right these gameplay aspects of FIFA 20 could improve the experience from last year. For example, A.I. defending in online games was seen as too strong in some situations last year, so improving the defensive A.I. in general for this year could fix that problem. Similarly, updated ball physics could positively impact everything from a player's first touch to shot outcomes. FIFA 20 comes out on September 24 for PC, Xbox One, and PS4. View the full article
  13. Grand Theft Auto Online players are already essentially rolling the dice with their own lives every time they leave the safety of their apartments, but next week they'll have more formal gambling opportunities. At long last, the Diamond Casino & Resort will be opening its doors, after years of construction (and anticipation). The casino, which is located on the corner of Vinewood Park Drive and Mirror Park Boulevard, will be opening on July 23. Players will be able to go inside and play a variety of games, including three card poker, blackjack, roulette, and virtual horse racing. If you have too much cash, there are also slots and a lucky wheel that you can spin. The wheel will give winners a shot at winning a car, with the new Truffade Thrax supercar up for grabs during the Diamond's opening week. Click here to watch embedded media The ultrawealthy can purchase the master penthouse property, which gives its owner access to a variety of new co-op missions as part of the Diamond family. Complete the new storyline, and you can earn a new vehicle at no cost. Or, if you don't feel like getting into high-stakes drama, you can just stay at home in your swanky pad and upgrade it to gain access to a spa or private retro arcade. If you want to get the master penthouse without spending a dime, you're in luck. Players who link their Social Club accounts with Twitch Prime and claim their benefits before end of day tomorrow can get the property at no cost, as well as GTA$1.25 and a 15-percent discount on Shark cards. View the full article
  14. Electronic Arts and PopCap are working on Plants Vs. Zombies 3, and you can play a pre-alpha version now for free on Android. Naturally the game has bugs and will undergo changes during this period, but Android fans can try out the game via downloads that are being released in batches. If you can't get one now, EA says you can try again another day. At a minimum the pre-alpha requires an Android device that's at least a Galaxy S7 with Android 6.0 (Marshmallow). EA has not officially announced a release date/timeframe for Plants Vs. Zombies 3 or if any future pre-release trials will be on iOS. [Source: Electronic Arts] View the full article
  15. Publisher: The Pokemon Company Developer: DeNA Release: 2019 Platform: iOS, Android 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
  16. 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. 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.” 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 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. 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
  17. 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
  18. 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! Click to load chat Click to load chat View the full article
  19. 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
  20. 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 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
  21. Yesterday
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    Pokémon Sword/Shield

    Pokémon Sword/Shield
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    Jumanji: The Video Game

    Jumanji: The Video Game
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    Star Wars Jedi: Fallen Order
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    Shenmue III

    Shenmue III
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    Doom Eternal

    Doom Eternal
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    Danjon ni Deai o Motomeru no wa Machigatteiru Darou ka? Infinite Combate
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