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  1. Today
  2. Over the three decades of Mario's existence, he has gone from completely silent to voiced in periphery media by actors like Bob Hoskins and Captain Lou Albano to voiced in the video games by Charles Martinet. Martinet, a voice actor for things Skyrim, Resonance of Fate, and more, but by far his most famous role is the Italian plumber, and the two just got into the Guinness Book of World Records together. Charles Martinet just attained the record for voicing the same character in a video game. Martinet has played Mario one hundred times, which was given to him as of Super Smash Bros. Ultimate. View this post on Instagram I’m so honored. @guinnessworldrecords record for most video game voiceover performances as the same character – 100, as Mario… Upon the release of #supersmashbrosultimate #mamamia #woohoo !!!! Thanks @Nintendo ! A post shared by Charles Martinet (@charlesmartinetitsame) on Dec 14, 2018 at 9:40am PST Martinet didn't necessarily beat anyone for this title, the world record was created for him, but it stands to reason that no one else comes close. The only other characters that might come close are Luigi and Wario, who are also voiced by Martinet, so his legacy is probably safe. The Mario voice actor also keeps a fairly active Instagram, as seen above, where he approaches people and talks to them in the Mario voice. It is not known whether Martinet will be playing Mario in the upcoming animated movie. For now, though, he can add World Record Holder to his business cards. View the full article
  3. Watch the Game Informer crew find new ways to take down targets in this look back at one of Agent 47's earliest assignments. Game Informer gave Hitman 2: Silent Assassin an 8.5 when it released in 2002, saying it is a "thinking person's shooter." In this episode of Replay we prove this quote wrong, and show that you don't need to think to succeed. You just need to fire bullets in the general direction of enemies. While we fail miserably at stealth, we do end up making good progress into the game, and even show off one of the game's more creative levels. We spend the entire episode playing Hitman 2, and wanted to see more of it before we had to say goodbye. Let us know what you think of Hitman 2 (both the old version and the new one) in the comments section below. We'll see you again in seven days! View the full article
  4. Elixir of Tongues Live, Upcoming Tuning, Q&A Feedback, A Message From Heroes Team AWC and MDI Competitive Rulings Originally Posted by Blizzard (Blue Tracker / Official Forums) The World of Warcraft Arena World Championship (AWC) and Mythic Dungeon Invitational (MDI) programs operate via official rulesets, which were established in order to set expectations around the rules of tournament play and structure, player eligibility, points, prizes, sponsorships, and player conduct. All players accept these rules in order to participate in our tournaments and are expected to abide by them at all times. We take all violations seriously. This page will be updated as new competitive rulings are issued. Simon "Boetar" Heinks 2018 AWC Ruleset 6.1(a) - Misconduct outside tournament venue Suspension (01/01/2019 - 12/31/2019) Patch 8.1 Hotfixes - December 14, 2018 Originally Posted by Blizzard (Blue Tracker / Official Forums) Classes Druid (Forums / Skills / Talent Calculator) Restoration Ursol's Vortex is learned at level 28 (was 63). Hunter (Forums / Skills / Talent Calculator) Survival Fixed an issue causing Mongoose Fury to incorrectly apply new stacks before the damage from Mongoose Bite was dealt, instead of after. Items Heart of Azeroth (Elemental Shaman) Fixed an issue that sometimes caused Echo of the Elementals to summon two Ember Elementals after Fire Elemental expired. Player versus Player Alterac Valley Fixed a bug that caused players to be unable to spawn at Stonehearth Graveyard after dying. Death Knight (Forums / Skills / Talent Calculator) Frostwhelp's Indignation (Azerite trait) now correctly damages players in addition to granting mastery. Raise Abomination will now correctly attack neutral creatures if the player is in combat with them. Priest (Forums / Skills / Talent Calculator) Discipline Fixed a bug that prevented Trinity from providing additional critical strike chance to Smite, Penance, and Shadowfiend. Fixed a bug that caused Trinity to stop applying Atonement to targets after 3 are active. Warlock (Forums / Skills / Talent Calculator) Affliction Fixed a bug that caused Gateway Mastery to reduce the duration of the Demonic Gateway debuff by more than 15 seconds. Quests (With server restarts in each region) Fixed a bug that caused repeatable quests, such as Pet Battle dailies or Blingtron, to reset incorrectly. Fixed an issue where Alliance players could not turn in "An End to the Killing" to King Anduin Wrynn in Stormwind if they were also on the quest "On Whispered Winds". All NPCs related to “The Right Mech for the Job” should now be visible, even when a Faction Assault is active. Fixed an issue where certain players could see multiple copies of Anduin, Velen, and Genn in the Stormwind War Room. World Quests Fixed an issue where Horde players could not complete the quest "Cease all Summoning" while the Nazmir Assault is active. Fixed a bug where players were sometimes not granted quest credit during “Desert Crawl”. Fixed a bug that prevented Blight Barrels from behaving properly on “Barreling Through”. Baron Cloudsnipe will no longer chase players in Pozzik's Experimental Bomber to the ends of the earth on “Romp in the Swamp”. He's still a crack shot, though. View the full article
  5. It’s all about celebration this weekend for the Game Informer editors. We’re celebrating birthdays, upcoming holidays, endings (we’re finally wrapping up Red Dead Redemption II and our Top 10 lists), and starting something new. Many of us are getting closer to unlocking all the characters in Super Smash, while others are working on their backlogs before a new year of amazing games release. Don’t just read about our plans. Join in the conversation and let us know if you’re doing something fun in the comments below! Javy Gwaltney – I’ve snuck away earlier from the offices than my compatriots in order to spend time with family during my brother’s college graduation (congratulations Sloan!). I’m going to be getting caught up on the Western films (McCabe And Mrs. Miller) and books (The Assassination Of Jesse James By The Coward Robert Ford) I’ve taken on to fill that Red Dead Redemption II hole in my soul. There will probably be a lot of Super Smashing and Diabloing as I make my way through the holidays. Hope you all have a great holiday and see you in the new year, friends. Kyle Hilliard (@KyleMHilliard) – I’m very excited to see Spider-Man: Into the Spider-Verse. I like Spider-Man, but I love innovative animation and since the very first trailer I have been excited to see it. The fact that Phil Lord and Chris Miller are involved at writing and producing capacities make it all the more exciting. I will forever be sad that their Han Solo movie doesn’t exist. Otherwise it will be assorted Christmas shopping excursions, Smash Bros. character unlocking, and god I hope I can make it to the end of Red Dead’s main story. I am loving it, but it is taking me forever. Brian Shea (@BrianPShea) – I’m continuing my quest to fully unlock the huge Super Smash Bros. Ultimate roster. I’m coming up on 60 characters, so I bet I’ll be pretty close by the time Monday rolls around. I’d also love to finally put a bow on the Red Dead Redemption II post-game, and then start Just Cause 4. I’ll also get in a few rounds of Overwatch a day and continue doing my dailies in Pokémon Go and Marvel Strike Force. Ben Hanson (@yozetty) – This weekend I’ll be doing a little Christmas shopping and visiting family, but there’s no way I can resist the allure of playing even more Super Smash Bros. Ultimate. I overdid it last weekend and my fingers are still sore from slamming that shoulder button on the GameCube. Other than that… let’s see… I’m sure I’ll just play more Red Dead and Tetris Effect or something. Oh wait, I want to check out Gris on Steam! Have a good weekend! Jeff Cork – I wrapped up Red Dead Redemption II last week, so now I’m going back – way back – to Greece. I kind of fell off Assassin’s Creed Odyssey, even though I was having a great time with it. That ends this weekend! I’m going to dive back into it and see if it makes my top 10 games of 2018 list. And, of course, I’ll be playing mystery heroes in Overwatch, because now there’s snow on some of the levels and I imagine it’s like playing a whole new game. Or something like that. Imran Khan (@imranzomg) – It’s my birthday! Actually, yesterday was my birthday, but apparently adults can’t just drop everything because it’s their birthday, so I’ll be doing all the celebratory stuff during this weekend. I caught Into the Spider-Verse, which wasn’t the weekend but I am mentioning it because you should definitely see it if you have any affection for Spider-Man. Aside from that, this weekend I’m going to be playing more Ashen, make more progress in World of Light, and I might pick up Supergiant’s new game Hades, too. Suriel Vasquez (@SurielVazquez) – Got a weekend retreat with the Van der Linde gang. Snake and Duck Hunt are along for the ride. Andrew Reiner (@Andrew_Reiner) – I’m diving into Below and Thronebreaker: The Witcher Tales. Come Monday morning, my Top 10 list for 2018 should be locked in stone. The year was filled with awesome games. Narrowing the list to just 10 was challenge, to say the least. Jill Grodt (@Finruin) – I’ll be packing up and moseying along. I’ll finally be looking into my backlog and I can’t wait to dive into all the games I’ve picked up but haven’t finished this year. Listing them all would probably take a whole page, but the biggest time commitments are probably Red Dead Redemption II, and Assassin’s Creed Odyssey. It’s been great, and I hope everyone has fantastic weekend! View the full article
  6. Yesterday
  7. After a recent announcement that Eric Barone has retained the publishing rights to his game Stardew Valley, there were still a lot of open questions about the future of the game and what Barone's one-man studio ConcernedApe will be doing next. In a new blog post, Barone revealed those plans. "As many of you know, I’ve been working on a new game for a while. I haven’t revealed anything about it, except that it takes place in the same universe as Stardew Valley," Barone wrote. "I’ve been deliberately secretive about it because I want to be able to work on it without any pressure for the time being. I also want to make sure the concept is fully realized before revealing anything, because once it’s out there, I’m going to have to fully commit to it. I’m a pretty cautious person when it comes to this sort of thing." ConcernedApe plans to bolster their development resources for the game, but because that is a future plan and requires leaving Stardew Valley behind, Barone does not want to move on to it quite yet. Since he just got the rights to self-publish Stardew Valley, that is going to remain his main priority. "In short," Barone says, "what I’m saying is that I am going to keep making new content for Stardew Valley. In fact, I’ve recently put my other game on the back-burner and have been in the process of creating a new free content update." In the post, Barone explains that he wants to work on both projects at once, but it's currently unfeasible to do so. In the meantime, he plans to work on the free update he alluded to, as well as the fixes to the current versions to make sure everything is up to par. The multiplayer update for Stardew Valley just hit Switch and is expected to land on PlayStation 4 and Xbox One next year. It has been available on PC for a few months. View the full article
  8. Season 15 End/Season 16 Start Dates Rastakhan's Rumble Legendary Cards Worth Your Dust A Message From Production Director Kaéo Milker Overwatch Winter Wonderland Patch - Skins, Nerfs & Buffs Upcoming Tuning Adjustments - December 18 Originally Posted by Blizzard (Blue Tracker / Official Forums) With scheduled maintenance next week on 19 December, we’re focusing on shoring up a couple of specs that fell a little behind with Tides of Vengeance: Druid (Forums / Skills / Talent Calculator) Feral Damage of all abilities increased by 7%. Mage (Forums / Skills / Talent Calculator) Frost Damage of all spells increased by 3%. Both of these adjustments will apply to PvP activities as well. Developer Q&A Feedback Originally Posted by Blizzard Entertainment I know he more then likely didn’t word it right but…It honestly sounds like they only take analysis data into consideration and not their player base… Which would actually explained a ton about the sate of the current game, class design, and how poor of a state BFA launched… That Q&A was hard to watch I guess you’d be surprised just how much we do read and do listen but that doesn’t mean we do knee-jerk reactions to whatever someone says. We do miss things and do make mistakes, we are still human (unfortunately?), but we do try to consider the implications that changes will have for all player types. We, the World of Warcraft community, are a mass of individuals and not a hive mind. (Blue Tracker / Official Forums) If you have additional questions or topics to discuss feel free to share those. If there were specific questions you felt weren’t important, please specify those. Keep in mind that what you are wanting answered and what is important to you can easily be different to others… many others. (Blue Tracker / Official Forums) A Message From Heroes Production Director Kaéo Milker Originally Posted by Blizzard (Blue Tracker) Yesterday, we announced a difficult decision—the HGC will not be returning in 2019 and we’ll be transitioning some Heroes of the Storm developers to our other game teams. While our extended Blizzard family working on World of Warcraft, Hearthstone, Overwatch, and our unannounced projects will be getting an influx of much-needed, extremely talented Heroes devs to help them achieve their goals, it also means that we’ll need to change the cadence of support for Heroes going forward. So, I’m sad. I’m sad because I love this team and this game that we’ve built together, with all of you, and this past year has been such a great one for Heroes of the Storm. The HGC had its best year yet and I was so looking forward to the 2019 season. On the game side, we’ve had a steady stream of some of the most sought-after heroes, amazing themed events, and impactful reworks. We also made meaningful progress on improving core systems and features across the game. We truly hit our stride in 2018, so I’m disappointed that some of the exciting plans we had for 2019 will have to change. But all is not lost. The team that remains dedicated to Heroes of the Storm is a veritable Who’s Who of developers who have been driving every facet of the game from the very beginning—from people you know and have seen speak publicly about the game for years, to those who have poured their hearts into it from behind the scenes. In short, we’re continuing to develop the game with an incredible team that has the experience and passion required to support Heroes of the Storm well into the future. The Heroes of the Storm team and I also have a unique opportunity to rethink things and reprioritize. Because now more than ever, our charge is to focus on taking care of you, our players, and to channel all our energy into keeping the game dynamic and fun. This means we’re still committed to regular hero reworks, themed events, and even new heroes. We’re setting our sights on the new goals and timelines for what we want to do with the game from here on out and we’re eager to share those plans as soon as they’re finalized. So, I’m also excited. I’m excited for my teammates to bring their hard-won experience from making this game to the other teams at Blizzard to help their games be even better. And I’m especially excited for Heroes of the Storm to continue evolving with a renewed focus and purity of purpose. Thank you for joining us on the journey so far, and please bear with us through these changes. Your feedback is as critical as ever, and continues to guide our priorities and decisions while helping us be better along the way. Thank you, Kaéo View the full article
  9. Season 15 End/Season 16 Start Dates Originally Posted by Blizzard Entertainment (Official Post) Hey everyone, In order to ensure a smooth transition between Seasons, and give players extra time to enjoy the Double Bounty Cache buff, we will be ending Season 15 on January 6. With this, Season 16 is scheduled to begin on January 11. As a quick heads-up, we will also be resetting the current Era leaderboards on January 8, so you’ve still got some time to push for that final leaderboard placement before the rollover occurs! Good luck, - Tyvalir View the full article
  10. Pandemic is one of those rare board games that has breached out of the hobby market, and has at least a passing familiarity from a more mainstream game-playing public. And there’s good reason for that. The original Pandemic offers a tense and rewarding loop, in which players work together to halt the spread of disease around the world. Just a few weeks ago, that original game found itself on my list of best gateway games to invite new players into the fold. The formula and gameplay of Pandemic is surprisingly flexible, and that means publisher Z-Man Games has been able to transition the concept over to other themes and settings, overlaying the core gameplay loop onto new ideas that have little or nothing to do with disease outbreaks. The latest and probably most dramatic of these standalone variations is Pandemic: Fall of Rome. Here, players control the leaders of the Western Roman Empire as the barbarian hordes press in from every direction. Through combat, diplomacy, and even corrupt edicts, you and your friends must hold the line. The resulting desperate scramble to save civilization is a ton of fun. Newcomers shouldn’t be scared of giving Fall of Rome a chance, but go in with the awareness that it’s a step up in complexity from the original game upon which it is based. As a player, you adopt the role of a Consul (senate chairman), Vestalis (priestess), Mercator (merchant), or other notable figure in Roman life, working together with the other players to halt several discrete tribes of foreign invaders by any means, and thereby hold together the strained Roman state. Move between cities, build forts, and deploy Roman legions. And even as you go to war against the attackers, you must simultaneously find grounds for peace with at least some of them, opening up the possibility of converting them to the Empire’s cause. In gameplay, you move your character around a board representing Europe and its cities from hundreds of years ago, all the while gathering cards that represent those cities, which allow you to fortify each urban center. Invading armies follow migration paths as they creep toward Rome, and you must decide where to try and halt their advance A fascinating card shuffling and drawing mechanic sees the game push back at your efforts, sending out invasions and exacerbating trouble spots around the Empire as cards that have already shown up repeatedly get drawn again and again. The sensation is always one of feeling like you’re on the brink of disaster in multiple places, and it’s all you can do to keep from losing for just one more turn. In this way, more than anything else, Fall of Rome feels most aligned with its parent game. While Fall of Rome remains accessible to almost any player group, there’s no doubt that returning fans of Pandemic will find the biggest reward. Not only will many of the rule concepts feel familiar, but you’ll be amused by the ways that the disease concepts of the original have been tweaked to match the new vibe of invading barbarian hordes. No longer do cities outbreak, but they are sacked by tribes like the Huns and Visigoths. Instead of playing as the medic as they sweep clear large number of disease cubes, you have the Magister Militum, whose special abilities help to clear more barbarians from a city under siege. You can’t cure an epidemic, but perhaps you can forge a tense alliance with the Anglo-Saxons. Those comparative elements are fun, but I don’t want to leave the impression that Fall of Rome is simply a reskin of an existing game. While the DNA of Pandemic flows through any given session, there are several elements that are handled differently, most of which ratchet up the complexity a notch or two, but also result in an intriguing flow of events. The barbarian hordes all move along migration paths that represent the way different populations pushed against the borders of the Empire between the 3rd and 5th centuries. In another clever twist, many player event cards allow you to complete a standard version of an action, or a more potent but corrupt version of the same action. In doing so, you might do a better job of propping up the Empire in the short term, but you also push the broader society one step closer to decline and collapse, emulating the political mismanagement, greed, and power-grabs that historically characterized the last days of the Roman Empire. The core card drawing/shuffling of Pandemic is largely intact, but many other systems are dramatically reworked for the new theme The biggest shift away from the original Pandemic is also the aspect of the game that will be the most divisive. Battles are handled through the roll of custom dice, which dictate the outcome of events in any given city as the Roman legions face off against the invaders. That’s a big departure, since the source game had a much more deterministic path to the resolution of disease cube removal. While I appreciate that distinction, in this instance, I found the dice mechanic to be rewarding and matched well to the game’s concept. As commanders of the Roman forces, I like the idea that war is unpredictable, and that even the best laid plans can come to nothing; sometimes Constantinople’s walls are toppled, despite the Senate’s most fervent military support. I also like the way the game handles city defense and fortification. At any given time, Rome can sustain a limited number of forts across the Empire, acting as bulwarks against foreign aggression. Do you draw the line at Carthage to halt the Vandals, or keep the Anglo Saxons and Franks from pillaging Londinium, where London will one day stand? Forts ensure that large deployments of the Roman Legions will only take a partial hit when the city is struck, but even mighty armies crumble quickly without defenses, as barbarian ambushes wash over them, and entire swaths of allied forces can be lost in a single turn. Fall of Rome closes its rulebook with a page of historical notes, and it’s the first place that admits the game is not meant to be a historical simulation. Historians will be quick to point out the multitudinous avenues that brought the once-great civilization to ruin, and that foreign invasion was only part of the equation. Even so, for a straightforward cooperative game that plays in a little over an hour (in my experience), it’s an intriguing conceit, especially juxtaposed against the backdrop of real-world events. While the game never steps past its historical inspirations, the timing of its release offers some interesting avenues to conversation. Are you really playing the good guys in this story? What’s the inflection point between civilization and survival for one group, versus the safety and security of another? It’s telling that one of the only paths to victory for the player group is through locking down alliances and integration with at least some of the foreign cultures moving into their territory, reflecting some historical truisms that modern society struggles to confront. Pandemic: Fall of Rome plays 1 to 5 players, and your early games will take at least an hour to complete Those interpretations are subjective, but even stripping that layer away, Pandemic: Fall of Rome does an awful lot of things right. Balanced (but very challenging to win) gameplay keeps all the players engaged and thinking, and a simple adjustment allows for variable difficulty settings. Canny mechanical systems reinforce the theme and setting. There’s even a first-rate solo variant included in the rulebook, in which the player takes on the role of the Roman Emperor, with the ability to dip into the Treasury to command victory for Rome; I love when cooperative games offer solitaire options, which provides an ideal way for new owners to try a full game before introducing it to friends. Fall of Rome capitalizes on the successful formula Pandemic first introduced, but offers a departure that feels independent and exciting. Whether you love Pandemic’s gameplay and you just need a new perspective, or you were just never excited about the disease-centric theme of the original, Fall of Rome could be a welcome addition to your shelf. If cooperative games aren’t your thing, worry not. Click the banner below to explore the full backlog of Top of the Table recommendations, and hopefully you can find a new board game that fits the bill. When in doubt, drop me an email, and I’ll be happy to help you locate the right game for your group, or even just the right last-minute gift for the gamer in your family. View the full article
  11. Sonic the Hedgehog as a movie was always a collar-tugging proposition, but a recent movie poster teaser has gotten a lot of people scratching their heads. Even former Sonic the Hedgehog developers are having trouble understanding what is going on here. So of course, when something that strange comes about, the internet as a whole goes crazy, and that produces some of the best stuff the internet can put out. We've gathered some of the best (and, uh, hopefully safest) Sonic the Hedgehog movie...let's call it fan art and reactions. Feast your eyes on what people think Sonic will look like in his film debut and how they feel about it. Keep in mind, he's still a very naked and seemingly muscular humanoid hedgehog, so while we've tried to keep out anything too bad, don't be shocked if your boss has some words for you if you're laughing along at work. if that's the front of sonic then is this what his back looks like? pic.twitter.com/SIlAqbnQpf — corey barnes (@myanimewaifu) December 11, 2018 My interpretation. Of the new sonic poster. Discuss pic.twitter.com/b7GqVY8MEn — lesBEEan (its cass) (@ghoulpink) December 11, 2018 From the Producer of "The Fast and the Furious" comes... A Whole New Speed of Hero Coming 11.08.19 pic.twitter.com/TkEKFwYKxz — Marcos Lopez (@iammarcpi) December 14, 2018 third sonic movie poster leaked pic.twitter.com/g1BppLff1d — mother nikitorium (@zazobusha) December 13, 2018 Couldn't sleep. Kept thinking about that Sonic poster. #SonicTheHedgehog #sonicmovie pic.twitter.com/tq6Nn6eyLk — Biss. (@BissXD) December 11, 2018 What have they done to you? #SonicMovie #TrytoKeepUp pic.twitter.com/9QPr1tIwun — Curt (@CurtZeNinja) December 10, 2018 wow that #SonicMovie looks gr8 pic.twitter.com/G0kCXSJxyg — ˗ˏˋ Kaiya ˊˎ˗ (@heyhiyakaiya) December 10, 2018 welcome to the big leagues kid#SonicMovie pic.twitter.com/lV3bMQ9MeB — rachel (@rhymewithrachel) December 11, 2018 Being realistic is one of the main tenets of the Sonic franchise and I for one won't stand for anything less.#SonicMovie pic.twitter.com/OpFZ62OzNK — ABT ️ (@AdamBryceThomas) December 10, 2018 When can I preorder my tickets @ParamountPics ??? #memegod #hes #here #SonicMovie #SonicTheHedgehog pic.twitter.com/zTxZy4LUSA — GigiDutreix (@GigiDutreix) December 10, 2018 It remains to be seen what Sonic actually looks like in the movie once he steps out of the darkness and into the spotlight. After the brouhaha over what this current design looks like, however, I would not be shocked to see Paramount go back to the drawing board. There may only be so much they can do with principal photography being either complete or near-complete on the movie, but they can probably make it look more palatable to the general audience. View the full article
  12. Just the other day, Epic both announced the removal of Infinity Blade from the iOS app store and added the eponymous sword to Fortnite. Now the latter is also getting removed as Epic admits they badly misjudged the balancing, providing one final removal for a game series that has already been shuttered. Fortnite recently introduced "Mythic" weapons, which as the name implies, were supposed to be powerful and rare. They were certainly powerful, but they were not nearly rare enough, which drew ire from the fanbase. Epic announced nerfs to the sword yesterday on Reddit, but it didn't solve the fundamental problems that the sword from Epic's mobile game series, which couldn't be built against. Infinity Blades showed up once per game, but they were not random. They would always show up in the same place and, as a theoretical trade-off, took up an entire inventory's worth of space. The highs were much better than the lows, though, as Infinity Blade-wielders got buffed health and shields and could tear through any structure with a swing of the sword. In a Twitter post today, Epic announced the removal of the item based on how overpowered it could be and the lack of good counters. Heya folks, We messed up and rolled out the Infinity Blade overpowered / without good counters, especially in the end game. The Infinity Blade has been Vaulted and we are re-evaluating our approach to Mythic items. Thanks for calling us out on this! — Fortnite (@FortniteGame) December 14, 2018 Basically, a player who was good at the game could grab the sword and pretty much not lose. The entire thing has gotten Epic rethinking Mythic items in general, of which the Infinity Blade was the first. In a time where Epic is also emphasizing getting players to build intricate structures to fight in, having things to immediately demolish them seems counterproductive. View the full article
  13. Rage 2 debuted with a bombastic trailer full of neon color splashes. It was a sign Rage 2 would not look like the first Rage, which was defined by brown horizons. Avalanche aims to create a variety of visual variations across Rage 2’s world, and that process starts with art concepts. We sat down with Rage 2’s art director Jeremy Miller, who detailed the process for creating Rage 2’s world and why he thinks it has an insanity problem. “A core part of the Rage world is wasteland cyberpunk. It’s not the cyberpunk world where you go into a desert, it is a post, post-apocalyptic world with a wasteland that is sometimes lush that also has a strong cyberpunk layer. “Visual variation was core for us, and that is supported within the character factions and every part of the world. I would rather that we have a really beautiful, dynamic world rather than super high fidelity cups, for example.” “Each faction is full of terrible people. But they're also awesome. You can’t help but kind of like them.” “Rage doesn’t have a resource problem. It has an insanity problem. The world is filled with stuff. There are computers and computer parts, glass, guns, and cars. If you want to get stuff, there is plenty of it laying around and underground… People have spent years taking all this stuff and hacking it together to get it into working order. So we have this weird leveling of all technology so you’ll see people with holograms and right beside, someone has taken old smart tablet and nailed it to a wall. The world has a lot of resources, but no one knows how to use it all and people are crazy.” “When the Apophis asteroid hit there was this sense that – as far as everyone was concerned – when they came back up, the world was going to be Mars. The planet was going to be completely barren. There is an element of that sort of spacefaring colonialism worked into the costumes. You can see this subtle NASA vibe in their outfits.” “One of our key pillars is this is about fun, and that is a huge element of crazy, but if the crazy we create is just depressing and not fun, then it’s not for Rage. It always has to have the horrific quality of, ‘oh my God! This is so awful! Why would they do this? But I can’t help but kind of like them.' That’s the sweet spot for us.” For more on Rage 2, be sure to check out our cover story hub by clicking on the banner below. View the full article
  14. If you've been on a nostalgia kick for older games recently or want a miniconsole inside your TV stand for long-term gaming fun, your options are about to become quite a bit more limited. According to Nintendo of America president Reggie Fils-Aime, this holiday is your last real chance to grab either the NES or SNES Classics. In an interview with The Hollywood Reporter, Fils-Aime talked a bit about the two products and what Nintendo's future plans are further consoles in the same ilk. "We worked very hard, both for the NES Classic and the SNES Classic, to really have the best games that defined that generation," Fils-Aime told the outlet. "We’ve said that the current systems are the extent of our classic program. We’ve also been clear that, at least from an Americas perspective, these products are going to be available through the holiday season and once they sell out, they’re gone. And that’s it." The wording is pretty unambiguous, Nintendo isn't going to be producing more of their NES and SNES Classic units, so the ones remaining on store shelves are all that's left. Outside of paying likely exorbitant prices for used versions from individual sellers, this is it. From Fils-Aime's comments, it implies that Nintendo might be done with classic consoles as a whole, this is surprising as there's still materials left unmined in their back catalog. The Nintendo executive was pretty clear, though, that they plan to be putting all their old game focus on the Switch. "The way that consumers will be able to continue participating with our classic content is going to be through Nintendo Switch Online, and we just released three new games from the NES generation onto that platform. We look at that as the main way that consumers will be able to experience that legacy content," Fils-Aime said. The statement is direct, but also doesn't directly say there won't be a Nintendo 64 Classic. It also seems to imply that Nintendo is open to putting SNES games on the Switch as part of their Nintendo Switch Online program, which currently has NES games and added a few more this month. [Source: The Hollywood Reporter] View the full article
  15. Developer Q&A - Ion Hazzikostas Ion Hazzikostas will be answering your Tides of Vengeance questions today. Click to load chat Communication Patch notes were thorough, but not complete. Profession requirements on crafted gear wasn't an intended change in the form it took. Patch 8.0 crafted gear didn't have the profession requirement like previous expansions, this was fixed as being a bug without the entire team being involved. This was fixed as soon as the team realized what happened. Going forward, in Season 2 crafted gear will have the profession requirement. Some changes would clutter the notes, like belt clipping or typos. Some changes were missed, such as Stealth detection on Underrot mobs. This change was made a while back, and the team forgot by the time the notes were being created. Going forward, the team will try to ensure the notes are more complete. View the full article
  16. When games are published on Steam, the developer gets 70% of the revenue with the other 30% going to Valve. Epic made headlines in the beginning of the month by offering developers 88% of the revenue of games published on its new Epic Games Store. Today, Discord announced that starting next year, developers will receive 90% of the revenue for games sold on its platform. Discord revealed its plans this morning in a blog post writing, "Turns out, it does not cost 30% to distribute games in 2018. After doing some research, we discovered that we can build amazing developer tools, run them, and give developers the majority of the revenue share." Discord's store opened up in beta in October and allows developers to self-publish on the platform. Discord's platform also offers verified servers. Later in the post Discord wrote, "We believe if we iterate and work with developers, we can reverse platform fragmentation in the game industry while connecting developers and players closer together." [Source: Discord] Our Take I don't think Steam needs to be too nervous – the platform isn't going anywhere, but I bet proclamations like this from Epic and Discord are prompting it to consider re-evaluating its revenue split. A lot of these details are behind-the-scenes issues that don't directly affect us consumers too much, but I'm curious to see how all of these stores pivot and change. View the full article
  17. Starting now and going until December 27, you can grab Subnautica from the Epic Games Store for free. You can head here to grab your copy of the game. In Subnautica, your ship crash lands on an alien world and it's up to you to survive by collecting resources and crafting weapons and equipment. You can read our review of Subnautica right here. [Source: Epic Games Store] Our Take The Epic Games Store is coming out of the gates strong with exclusives like Hades and a free copy of Subnautica. It will take years to assess if it is truly competitive with Steam, but these first few days are showing a lot or promise. View the full article
  18. Rockstar's latest blog post covering Red Dead Online outlines a few ambiguous changes to the game, and details how players can get free gold. You can read the blog post here. In it, Rockstar thanks players for playing the beta and says that everyone who participated will get 15 gold bars. Rockstar writes, "The awards will begin rolling out today and if you haven’t experienced the Red Dead Online Beta yet, play by Thursday, December 20th for eligibility. All gold bar gifts should be delivered by Monday, December 24th. Keep an eye out for an alert screen when entering the Red Dead Online Beta to confirm the gift." So if you haven't started playing Red Dead Online, now is a good time to start. Rockstar also wants to thank pre-order players by handing out some RDO$. If you pre-ordered any version of the game, you will get RDO$100. If you pre-ordered the special edition of the game you will get an additional RDO$100 and if you per-ordered the ultimate edition you will get an additional RDO$1,000. You can now purchase gold bars with real world money as the store is now open. Currently you can get 25 gold bars for $9.99 (there is also a special offer to get 25 for $4.99), 55 for $19.99, 150 for $49.99, 245 for $74.99, or 350 for $99.99. And finally, the game has been updated. The patch notes read, "Title Update 1.05 has been released addressing general improvements to fix game stability, save data and to address exploits." For more on Red Dead Online, head here. [Source: Rockstar] View the full article
  19. Sony announced this morning a special Kingdom Hearts-themed PlayStation 4 Pro console will be available when Kingdom Hearts III launches in January. You can check out some photos of the system below. It has all kinds of Kingdom Hearts aesthetic touches on both the system and the controller and it will include a 1 TB HDD and a copy of Kingdom Hearts III, which means it will also include access to the game's PS4-exclusive digital content. Earlier this year, it was announced Japan would be getting a Kingdom Hearts PS4, which you can see right here. The designs of the two systems are distinct, but both have been created to celebrate the release of Kingdom Hearts III. The system will be $399.99 and will be available on January 29 exclusively at GameStop. Disclaimer: Game Informer is owned by GameStop. [Source: PlayStation.Blog] View the full article
  20. It has been over ten years since the first No More Heroes game released, taking players into the strange and murderous land of Santa Destroy from the perspective of the strange and murderous Travis Touchdown. While there has been a sequel to the game, the first title in the series kind of ended an era for both Travis and developer Grasshopper Manufacture. It was the last game that saw Goichi Suda, better known by his penname of Suda51, in the director’s chair and nothing from the studio since has felt quite the same way since. A decade later, Suda is stepping back up to direct a game again in the form of Travis Strikes Again: No More Heroes and, after hands-on time with new levels, we can report that it definitely feels like Suda51’s style is back in full force again. The latest demo for Travis Strikes Again shows new levels for the first time since the game was revealed in an August 2017 Nintendo Direct. Grasshopper has indicated that they want every level in the game to feel different even though the basic framework remains the same. Unlike the previous No More Heroes games with a traditional 3D action game camera, Travis Strikes Again takes a top-down perspective for the majority of its gameplay. To that end, Grasshopper wanted to make each level still feel unique in theme, tone, and mechanics. The first new level was titled Life is Destroy, which puts Travis into a seemingly cozy suburban neighborhood. The comfortable feelings do not last long, however, as Travis is made aware that a serial killer called the Doppelganger has been active in the suburb. To win the game, Travis must solve the murders, unmask the Doppelganger, and move on to the next work. As Travis travels between houses, a giant glowing skull follows him, causing an instant kill if he touches it. If there is an explanation for the skull, I didn’t get a chance to see it, but I’m hoping it has no explanation. After investigating a murder scene, Travis is attacked by a monstrous humanoid sheep. The mid-boss charges at you repeatedly and is basically unaffected by anything you do, serving as a pretty strong tutorial for learning how to use your skills. By holding the left bumper and combining it with a face button, Travis can skills that the player has earned and put in slots. These skills are found around the game world in the form of Skill Chips and can drastically alter how well you proceed through fights. One skill was a time bomb that can be shot out to stick to enemies. By using this on the monster sheep, I could take advantage of his calmer moments to stick a bomb to him and then run away when he got more aggressive, giving me time to let the skill cooldown. Skills also become important when playing in co-op, as synergy between the two players in their skillsets mattered a great deal. Travis had a skill that called in an airstrike, but took a few seconds to fully charge and was interruptible during that time. Badman, Travis’ unwilling partner in the game world, had equipped a skill that slowed enemies to a crawl, making communication between the two important on which skills to use when. The second level was titled Golden Dragon GP, named after a VR game within the game world itself. Travis is convinced to put a VR headset on and enter a Tron-like world of wireframes, orange beams of light, and death racing. In the races, players must max out to the top speed of their current gear and then shift gears by navigating a path to the next gear. Sometimes they’ll be in a normal order, sometimes they’ll occur in random orders or be branches off in strange directions. The first few races are implausibly easy, but the first boss leaves you in his dust. Travis is then persuaded to search for better parts, which provides the next action sequence. I had been playing single-player up until this point, but adding a co-op partner is quick and easy and can be done at any time, whether you’re wandering around the game world or fighting a boss. Badman joined Travis to help him tear through a few dozen enemies as the two searched a Japanese-looking mansion for a Golden Dragon GP part. As Travis and Badman strike enemies, they lose power in their weapons, just like in the original No More Heroes games. In the Wii titles, Travis had to shake the controller up and down to recharge. That functionality is retained here, by holding in the left analog stick and shaking the controller, Travis regains beam saber functionality in pips. This can be done with any of the game’s supported controllers, like the joycons, dual-joycons, Pro controller, or handheld mode. Thankfully, aside from the single-joycon option, all other controllers let you just press in the left analog stick and then oscillate the right analog up and down to charge. It’s quite a bit more consistent, especially in the heat of battle. While I wish I could have played more about Travis Strikes Again, a lot of my initial concerns about it have fallen to the wayside. The dialogue is undeniably Suda and not the emulation of it that felt flat in previous Grasshopper games. No one would, or should, confuse Travis Strikes Again with earlier No More Heroes games, but it seems to have that feeling of abstract punk that I have been missing, even if the titular character is wearing an Unreal Engine logo on his t-shirt. You can check out video we took from this demo in a brand new New Gameplay Today right here. View the full article
  21. Welcome to the latest episode of New Gameplay Today, No More Heroes fans! You've come to the right place. On this episode, Imran Khan is showing off some gameplay for director Suda51's upcoming indie-inspired game Travis Strikes Again: No More Heroes. We also have Suda51's #1 fan Suriel Vazquez offering insight into what exactly this upcoming Nintendo Switch exclusive is all about. Check out the written impressions from this demo, too. We hope you enjoy the episode! View the full article
  22. HGC and Heroes of the Dorm 2019 Cancelled, Some Developers Switching Teams The new single player Hearthstone experience Rastakhan's Rumble Run is live! World Of Warcraft: Greek Community Q&A with Ion Hazzikostas Game Director of World of Warcraft, Ion Hazzikostas, answered some previously submitted questions from the Greek World of Warcraft Community. Video courtesy of Enternity.gr. Mythic+ Dungeons Ideally each path of endgame progression will have unique benefits and rewards. Gear swapping in Mythic+ is something the team thought about changing during Legion, but didn't want to do in the middle of an expansion. The team views a Mythic+ dungeon like a single boss encounter, which is why you can't change talents or respec in the middle of the dungeon. Choices are more interesting when you are weighing the entire range of situations that the dungeon is going to offer. If you are just gearing for a specific boss or pull, those choices are fairly easy. You just collect the right gear and set up macros to swap as you go. Your gameplay should be more important than having the right gear swapping macros set up. PvP The team would like to have space in the game for sustained pressure, with DoT classes wearing down the healers, giving a burst class a chance to jump in and get the kill. Weakness in one area should be made up with strengths in another. If you are less mobile, you should be harder to kill. If you have high mobility, you should probably go down more easily if people are able to focus on you. The team would rather focus on increasing strengths rather than mitigating weaknesses. Always bolstering weaknesses makes everyone more average at everything. Stat Squish The team doesn't think they will need to do another stat squish for another expansion, and certainly not during this one. With the work that the team has done for the Battle for Azeroth stat squish, it should be easier to do it in the future, with far fewer bugs and issues. The team did a one time rework of every creature and ability in the game for Battle for Azeroth, converting them to a system that allows an easy 30% nerf under the hood. Now it is just changing one number and everything should just work. Stat squishes help to keep numbers from getting out of control while still providing for power gain over an expansion. The team doesn't have a great solution to avoid having to do stat squishes in the future. The Return of Classic Buffs There is something nice about getting buffed up before a pull, it's almost ceremonial. It feels like you are powering up to go into a fight. The buffs also have a social element and make people stronger in a raid than they would be on their own. The buffs also gave some classes that could use some extra utility an extra reason to be brought. Paladins and Druids traditionally had raid buffs, but in the Battle for Azeroth environment, they already had plenty of utility. The team would rather focus on the unique and strong utility that Druids and Paladins already bring rather than adding more buffs if they feel that there isn't incentive to bring these classes. Loot Systems Loot used to be much harder to come by, with guilds clearing old bosses over and over because loot was rarer. Drop rates are now higher, there is personal loot, trading loot, bonus rolls, and other opportunities to get loot. The team expects players will get the loot that they want from a raid within a couple of months of doing that tier. It's very rare to actually go a meaningful amount of time into a raid tier without getting the items that you want. Warforging and Titanforging add some level of interest to repeated clears of a raid. You might have been doing Uldir for a couple of months at this point. There is still a chance to earn something interesting and gain more power to keep progressing in the raid. The team doesn't want players to feel obligated to go back and clear lower difficulties every week for the rare chance that something might be an upgrade. Most players aren't feeling forced to go back and clear lower difficulties anymore. In Legion, set pieces were a reason to go back to try and get upgrades, but the game has moved away from tier sets. It's up to players to choose where to spend their time, and what is most rewarding. You are better off doing Mythic+ than going back to lower raid difficulties for a slim chance at an upgrade. Personal Loot Overall, the team is happy with how Personal Loot is working out so far. The best geared raid groups are still the ones doing the hardest content. The benefits to removing personal loot are three things: On the lower end, there are lots of guilds that churn through a steady stream of trials. Historically, guilds wouldn't give trials any loot, causing them to not have any progression. On the highest end, there are guilds running multiple groups in parallel that would funnel loot to specific characters using Master Loot. This made it 4-5x faster to gear up compared to regular groups that were just doing one run. This led to more and more guilds to start running split raids. Split raids made it difficult to balance raids for everyone, as the top end guilds were overgeared compared to average guilds. If you want to be competitive and try for the Top 100, you can just focus on gearing up your main roster and maybe some backups rather than running split raids. The team is able to itemize differently with Personal Loot. With Master Loot, the team had to design loot tables that didn't have niche items that would only be useful to a spec or two. Now the team can better cater to a wider range of itemization, with more fist weapons, range weapons, shields, and more. For tight knit social groups that weren't abusing any of this, there is something that was lost with these changes. The change for the game as a whole is a step in the right direction. Once you are past the first few weeks of a new raid tier, tradability helps offset these changes. The team is trying to make item level a better guide for what is an upgrade. Personal Loot is here to stay, so let's talk about how we can improve it rather than rolling it back to Master Loot. Ranked PvP Battle for Azeroth Ranked PvP has worked out well so far, as there is a clear progression system. Unranked PvP isn't a hardcore and competitive environment, it is more relaxed. Solo queue isn't a great fit for WoW because the game is very composition dependent. When you make a Heroes or Overwatch team, players can switch what they are playing to build the right composition. Having good matchmaking with reasonable queue times, a good skill level match, and building reasonable compositions doesn't seem possible to achieve. It would either be very long queue times or wild mismatches in skill / compositions. The team is focused on improving the social tools in the game to make it easier for players to join groups of like minded folks. This also is a more social experience, which is something the team tries to emphasize whenever possible as an MMO. Raid Difficulties The difficulty structure that the team has settled on is the right one for World of Warcraft. For someone that does Mythic, both Normal and Raid Finder seem like they are the same, but they are serving very different audiences. Normal is for a mix of friends and family groups, and pick-up-groups. There are plenty of groups that spend an entire tier progressing through Normal difficulty. This is a satisfying and rewarding experience for those groups. Raid Finder doesn't provide a satisfying social or progressive experience. In Mists, Normal was similar to Heroic difficulty today. Groups would find Raid Finder to be unsatisfying and asocial, but Normal was too difficult. Raid Finder is for people that don't want to commit to a schedule or raid group. If you have some free time, you can jump in, check out the story, get some gear for your alt, finish a quest, and enjoy a bite sized chunk. It's not meant to be a lasting social experience, just a chance to experience raid content and an alternative progression path. It isn't possible to merge both of those experiences without heavily disappointing one group. Heroic is for more organized groups that value performance and class composition. Mythic is for players that want to do that at the very highest level. Hopefully groups feel like they can focus on two difficulties. Mythic raiders aren't going back to Normal. 30 item levels per tier is the right number assuming players are doing two tiers. The gap allows for progression and getting meaningfully more powerful. Heroic of next tier has to beat Mythic of the previous tier. Professions With every expansion, the team has changed their approach to professions. Delivery mechanisms for recipes and ways for crafters to differentiate themselves from each other change. What makes one Blacksmith different from another? One can make something that the other can't. A lot of the differentiation was accomplished through rarity. A lucky drop gave players a reward. A world where everyone can make steady progress towards making everything harms the ability for a crafter to have an economic advantage. All crafters are basically the same thing. If you never get the thing you want, that would be frustrating, maybe some bad luck protection would help. You may not get Rank 3 of what you really want, but you might get Rank 3 for another recipe that will give you a different economic advantage. If you spend time being better at a progression, that should come with some economic and power advantages. The team isn't quite there yet. Hotfixes: December 13, 2018 Originally Posted by Blizzard (Blue Tracker / Official Forums) Classes Druid (Forums / Skills / Talent Calculator) Restoration Ursol's Vortex is learned at level 28 (was 63). Hunter (Forums / Skills / Talent Calculator) Survival Fixed an issue causing Mongoose Fury to incorrectly apply new stacks before the damage from Mongoose Bite was dealt, instead of after. Items Heart of Azeroth (Elemental Shaman) Fixed an issue that sometimes caused Echo of the Elementals to summon two Ember Elementals after Fire Elemental expired. Player versus Player Alterac Valley Fixed a bug that caused players to be unable to spawn at Stonehearth Graveyard after dying. Death Knight (Forums / Skills / Talent Calculator) Frostwhelp's Indignation (Azerite trait) now correctly damages players in addition to granting mastery. Raise Abomination will now correctly attack neutral creatures if the player is in combat with them. Priest (Forums / Skills / Talent Calculator) Discipline Fixed a bug that prevented Trinity from providing additional critical strike chance to Smite, Penance, and Shadowfiend. Fixed a bug that caused Trinity to stop applying Atonement to targets after 3 are active. Warlock (Forums / Skills / Talent Calculator) Affliction Fixed a bug that caused Gateway Mastery to reduce the duration of the Demonic Gateway debuff by more than 15 seconds. Quests (With server restarts in each region) Fixed a bug that caused repeatable quests, such as Pet Battle dailies or Blingtron, to reset incorrectly. Fixed an issue where Alliance players could not turn in "An End to the Killing" to King Anduin Wrynn in Stormwind if they were also on the quest "On Whispered Winds". All NPCs related to “The Right Mech for the Job” should now be visible, even when a Faction Assault is active. Fixed an issue where certain players could see multiple copies of Anduin, Velen, and Genn in the Stormwind War Room. World Quests Fixed an issue where Horde players could not complete the quest "Cease all Summoning" while the Nazmir Assault is active. Fixed a bug where players were sometimes not granted quest credit during “Desert Crawl”. Fixed a bug that prevented Blight Barrels from behaving properly on “Barreling Through”. Baron Cloudsnipe will no longer chase players in Pozzik's Experimental Bomber to the ends of the earth on “Romp in the Swamp”. He's still a crack shot, though. HGC and Heroes of the Dorm 2019 Cancelled, Some Developers Switching Teams Originally Posted by Blizzard (Blue Tracker) We’re constantly changing and evolving not only our games, but how we support and grow them. This evolution is vital to our ability to continue doing what we love to do—making great games—and it’s what makes Blizzard, Blizzard. Over the past several years, the work of evaluating our development processes and making hard decisions has led to new games and other products that we’re proud of. We now have more live games and unannounced projects than at any point in the company’s history. We’re also at a point where we need to take some of our talented developers and bring their skills to other projects. As a result, we’ve made the difficult decision to shift some developers from Heroes of the Storm to other teams, and we’re excited to see the passion, knowledge, and experience that they’ll bring to those projects. This isn’t the first time we’ve had to make tough choices like this. Games like Diablo II, World of Warcraft, StarCraft II, Overwatch, and more would not exist had we not made similar decisions in the past. Despite the change, Heroes of the Storm remains our love letter to Blizzard’s worlds and characters. We’ll continue actively supporting the game with new heroes, themed events, and other content that our community loves, though the cadence will change. Ultimately, we’re setting up the game for long-term sustainability. We’re so grateful for the support the community has shown from the beginning, and the development team will continue to support Heroes with the same passion, dedication, and creativity that has made the game such a unique experience. We’ve also evaluated our plans around Heroes esports—after looking at all of our priorities and options in light of the change with the game, the Heroes Global Championship and Heroes of the Dorm will not return in 2019. This was another very difficult decision for us to make. The love that the community has for these programs is deeply felt by everyone who works on them, but we ultimately feel this is the right decision versus moving forward in a way that would not meet the standards that players and fans have come to expect. While we don’t make these decisions lightly, we do look to the future excited about what the decisions will mean for our other live games and all the projects we have in the works. We appreciate all of our hard-working developers and everyone in the Blizzard community, and look forward to sharing many more epic gaming experiences with you in the future. J. Allen Brack and Ray Gresko View the full article
  23. RSI

    Around the Verse

    In this week’s update we look at armor for female characters and take a tour of the developing Stanton System. View the full article
  24. The new update for Super Smash Bros Ultimate has gone live, indicating a number of new improvements, including updates to online as well as some character balancing. For online, the game now highly prioritizes your preferred match types when matchmaking. A common complaint about online was that you could set your parameters to 1 vs. 1 with no items and end up in a four-player free-for-all with items set to high. Now the game will work harder to match you up with your preferred style, though the patch notes warn that it may take more time to find a match now. There have also been general changes to increase the stability of synchronous connections in online. Hopefully this means improved netcode. Donkey Kong, Link, Kirby, Luigi, Ice Climbers, Young Link, Olimar, Toon Link, Villager, Greninja, Pac-Man, Duck Hunt, and Isabelle also all got balance changes. The Pikachu and Eevee spirits you can get for having either Pokemon Let's Go: Eevee or Pikachu data on the Switch are now available and can be unlocked. Remember, this update changes the balance, so any non-video replays you have saved need to be recorded ASAP. Once the update applies, you can no longer view those replays. Once you're ready to patch, the Switch menu will ask you when launching the app. View the full article
  25. Heroes of the Storm, Blizzard's crossover MOBA featuring their well-known characters, by all appearances seemed to be doing well. At this past Blizzcon, the company even introduced the first original character for the title. Now, however, it seems that Blizzard is looking to slowly move on from the game, which has seemingly not been doing as well as we thought. In a new blog post, Blizzard announced that they're moving talent away from Heroes of the Storm to other projects within the company. "Over the past several years, the work of evaluating our development processes and making hard decisions has led to new games and other products that we’re proud of," write CEO J. Allen Brack and chief development officer Ray Gresko. "We now have more live games and unannounced projects than at any point in the company’s history. We’re also at a point where we need to take some of our talented developers and bring their skills to other projects. As a result, we’ve made the difficult decision to shift some developers from Heroes of the Storm to other teams, and we’re excited to see the passion, knowledge, and experience that they’ll bring to those projects. This isn’t the first time we’ve had to make tough choices like this. Games like Diablo II, World of Warcraft, StarCraft II, Overwatch, and more would not exist had we not made similar decisions in the past." While the post takes great pains to explain that further content will continue for Heroes of the Storm, and the developer diaspora will ultimately benefit all of Blizzard's games, it does certainly paint a bleak picture for this game's future. Blizzard also takes this opportunity to note that two of the biggest Heroes of the Storm esports events, Heroes Global Championship and Heroes of the Dorm, will not be held this year. The reasoning, Blizzard says, is that they do not believe they could meet fan expectations and standards this year. Still, there is optimism to be found within the news. Going by Blizzard's own words, they expect this to be better for Heroes of the Storm. "We’ll continue actively supporting the game with new heroes, themed events, and other content that our community loves, though the cadence will change," the blog post reads. "Ultimately, we’re setting up the game for long-term sustainability." Regardless, it does not seem like Heroes of the Storm will be going anywhere anytime soon. There is no reason to think Blizzard has any intention to stop supporting the title, even if the resources are better spent elsewhere. With the success of things like the Overwatch League, however, the dreams of Heroes of the Storm taking the world, well, by storm may be long gone. View the full article
  26. Zombie survival game DayZ has finally left Early Access, the pre-release state where the game is on sale but has yet to hit its 1.0 version. It has been nearly five years to the day when the game first appeared on Steam's Early Access program, originally launching on December 16, 2013. Check out the 1.0 launch trailer below. To celebrate, developers Bohemia Interactive is making the game's multiplayer free until December 17, which is also when the pricing will leave Early Access and go up 15 percent. So you can try the game before you commit and then buy it for cheaper than it will be as of next week. The game started off as a mod for war sim ARMA 2 in 2009 and eventually split off into its own product. Since coming to Steam, the game has sold over three million copies. Bohemia Interactive has stated an interest in releasing the games on Xbox One and PlayStation 4 and plans to target those platforms for 2019 releases. View the full article
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  28. If you are big into Minecraft, at some point you've heard the name Hypixel. The developers are behind one of the world's biggest Minecraft servers and some of the most famous Minecraft maps. No one outside of Mojang knows Minecraft quite like they do and it seems Hypixel is ready to bear that out with the help of Riot Games. Hypixel has split off to create Hypixel Studios which has itself unveiled Hytale, a Minecraft-like that has both a creation mode and an adventure mode. Check out the trailer below. The adventure mode is a full narrative with designed dungeons and bosses to fight and complete, promising a single-player campaign for those who felt it was missing from other games in the genre. The creation mode, however, really seems to flip the script. At first blush, it looks like the standard Minecraft-like, but goes a step further. The game has a set of tools to code in new items, areas, characters, and even create entire cutscenes. Riot has seemingly gotten behind the game in a big way, acting as its publisher and providing resources to help Hypixel make the game they want to make. The game is scheduled for release in 2019 on PC, but it wouldn't be surprising to see Hytale get a console release down the line, as well. View the full article
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Centric Legends is an online video gaming community devoted to giving the best gaming experience for gamers all around the world. Video game news, industry analysis, impressions, reviews, and discussions of everything in the industry; covering all platforms, genres, and territories.


Site staff work very hard to make sure the website and servers are is running at peak performance, latest updates and all the other bells and whistles. Without your support the site cannot survive. We'd really appreciate it!

Support Us

If you enjoy playing on our servers, think about supporting them by donating a few bucks. Get VIP perks in return!