We will build your DREAMWEB!
(as of 2012-12-04 22:11:25 PST)
(as of 2012-12-04 22:11:25 PST)
Mass Effect 2 by Electronic Arts Playstation 3 Game 014633365610 by Electronic Arts
DescriptionOnce again stepping into the role of the heroic Commander Shepard, gamers command their crew on a suicide mission in space. Players must assemble their squad from amongst the galaxy's most powerful mystics, geniuses, and convicts and lead them on a suicide mission to discover why humans are vanishing from the galaxy. The success of the mission hinges on the squad recruited and their loyalty to the mission. Shepard's future depends on it.
As of yet, the patch notes for 1.04 have only been published online in Japanese; viewing the update history on a PS4 is of little help, as it lists only "improved game balance" and "various bug fixes." That sells this patch short, in large part because the game now no longer requires you to be within a certain number of levels of other players when trying to join together with a password.
It's key that this change applies only to matches with password matching, as these are instances where you're deliberately trying to play together with a friend. Trying to find other random players online without a password will still require that you're within roughly 10 levels of each other.
Other changes include a big increase in the number of Blood Vials and Quicksilver Bullets you can now keep in your storage, as you can now have up to 600 of each. The Insight store now shows up sooner, as you'll need only one Insight, not 10, for it to appear. And various balance tweaks have been made, such as reducing the stamina use of the Kirkhammer and decreasing the number of Quicksilver Bullets it takes to use certain items.
Players are attempting to document all of the tweaks in this patch over on Reddit, and we're still awaiting the full patch notes to be released in English.
Sony recently revealed that an expansion for Bloodborne is coming later this year, though we don't yet have any details about it.
This total-conversion mod gives the rhythm-based roguelike a Mega Man makeover: Levels, enemies, items, and sound effects have all been given the Mega Man treatment. Your character is replaced by Mega Man (or your choice of eight other characters), and basically everything in the game has been replaced by something from Capcom's franchise--even the menu sound effects.
It's remarkable how good it all looks, although the mod initially makes the game much more difficult for those who have played the game. As you don't initially don't know what Mega Man foes have replaced which enemies, you can't be sure about how they'll behave--something that's key to survival.
Work is still being done; leaderboards and replays are already supported, but new cutscenes are still going to be added, at least one sprite will be fixed to make it easier to see, and the disco floors in Zone 3 will be addressed to make them easier on the eyes.
The one thing that's missing from the mod is Mega Man music, something the creator deliberately left out. According to a comment on Steam, this was "because I didn't want to force people to Necrodance to 8-bit chiptunes. It would require even more effort to get used to, and a lot of the songs are really fast." Fortunately, if that's a dealbreaker for you, the game already allows you to import your own music, so this is something you can arrange yourself.
You can download the mod for free now, either through the Steam Workshop or from the creator's website if you own the GOG version (.zip link). Once it's installed, you can activate it by selecting its name in the Mod section of the main menu.
Boon, who likes to reveal (or at least tease) things on Twitter, responded to a message asking for news about Tanya with a brief, straightforward poem: "She's koming soon, In early June, Or my name ain't Boon."
That Tanya is coming to the game is no surprise; she was confirmed as a DLC character back in March alongside Jason Voorhees (of Friday the 13th fame), Predator, and Tremor. She's been a playable fighter in a number of previous games, dating back to 1997's Mortal Kombat 4.
Tanya is included as part of the $30 Kombat Pack (which itself is a part the game's various collector's editions) or can be purchased individually, either on her own or in a bundle with new Klassic skins for Kano, Sonya and Liu Kang. If you want to try playing as her without paying, you can wait for her to show up in a challenge tower, as was recently the case with Jason.
The full changelog is below.
Today's patch follows another major update for The Witcher 3's PC version released last week.
A patch for the Xbox One and PlayStation 4 editions of the open-world RPG, which will address frame rate issues and more, is coming this week at the earliest.
CD Projekt Red recently responded to concerns that The Witcher 3's graphics had been "downgraded" in the course of development.
Rebel Galaxy drops the conventions of most combat space sims where you take control of an agile fighter with limited firepower. Instead, you control your own capital ship armed with broadside cannons and a generous helping of turrets. Ship combat is more comparable to Assassin's Creed IV: Black Flag than the dogfighting of Star Fox, Rogue Galaxy, or the upcoming Star Citizen, in that you line up the enemy capital’s ships against your broadsides and unleash hell. If pesky fighters or incoming missile barrages are too threatening, you can take control of your turrets and turn them into space debris.
Ships have shields and separate hull plating for your ship's front, sides, and rear, so combat sometimes involves literally turning the other cheek to mitigate incoming damage or to let your shields recover on one side as you continue to pepper your foes with plasma. The directional damage makes your position in battle paramount, and much of the combat requires maneuvering to reacquire an angle on a softened side of enemy frigates. If you ever fear that your ship isn't quite ready to take on your foes, you can simply activate your warp drive to boost to safety by fleeing and docking for upgrades, repairs, or more supplies.
Much of Rebel Galaxy involves getting money to upgrade your ship, and the game offers a fair selection of routes you can take to do so. If constant combat is your sort of thing, you can hunt down bounties or complete combat-oriented missions. If you prefer the more peaceful route, you can equip a mining laser on your ship and play a much more beautiful version of the arcade classic Asteroids, destroying space rocks or ice to obtain the ore and water hidden within. You can even sign up for the galaxy's Merchant's Guild and make an honest living as a trader, playing the markets from each station to buy low and sell high to turn a profit. If honesty isn't your sort of thing, you can become a smuggler, purchasing contraband goods and carrying them to stations where they are not completely outlawed. Careful, though: if the Militia catches you running drugs, you'll quickly make a powerful enemy.
In addition to the Militia and Merchant's Guild, a few other factions are around, and you must decide whether or not to maintain alliances with them as you captain your ship. If you want to be an upstanding citizen, you should probably avoid intermingling with the three separate pirate factions. If it's always been your dream to don an eyepatch and attempt to navigate the seas of the sun without depth perception, aligning yourself with the Red Devil Cartel, DoubleJack Thugs, or Korian Outsiders may be the right life path for you. Each faction has unique ships you can obtain as you advance in the game, but they’re only available if you remain on good terms with those who produce them.
Although the game features an open world, it also offers a primary storyline with a set of missions to complete revolving around your missing aunt and some ancient AI with amnesia. The missions available in the preview build take you all over the first star system, where you meet a plethora of interesting characters, from the suspicious alien smuggler and a robot scientist to a militia leader who knows your aunt (from some run-ins that took place when your aunt had her own smuggling operation). The preview build stopped at the end of the first of 14 star systems, and it managed to yield around 12 hours of gameplay for me, so it looks as though the game will allow players to spend a generous amount of time investing in this world.
As if the game's open nature didn’t offer enough of a frontiersman feel for you, the soundtrack is laden with slide guitars and tavern-esque tracks that evoke the space-western aura of Firefly. Given that your goal as captain in this game is to find a job and keep flying, it's most definitely not an unwelcome nod.
Although there is no solid release date, Rebel Galaxy should be available later this year. If the preview build is a good indication, the game will deliver a refined space experience too individual to step on the toes of other space games soon to come, offering multiple avenues of gameplay that should sate a variety of gaming tastebuds.
In the game, players control creatures called Inklings who can change between a humanoid form and a squid form. In the humanoid form, players can shoot ink onto the stage, marking the territory of the team they are on. The ink's colour represents the team. Players can transform into the squid form to swim quickly through the ink their team has sprayed and traverse up walls and through grates. Ink can also be shot at opponents to force them back to their respawn points.
In addition to the online multiplayer mode which support up to eight people, Splatoon also has a single-player campaign. Local multiplayer is also supported via a Battle Dojo mode, which supports up to two players. Voice chat will not be supported in the game, as the developer had concerns about toxic online behaviour from other players.
Splatoon's Inkling Boy and Inkling Girl characters will also be released as Amiibo figurines. For lots more on the game, check out GameSpot's interview with the game's director, which touches on the project's origins and potential as an esport.
May 27, 2015
Looney Tunes Galatic Sports (Vita)
May 28, 2015
Act of Aggression (PC)
May 29, 2015
Microsoft Flight Simulator X: Steam Edition (PC)
The Escapists (PS4)
May 30, 2015
Amiibo wave five (Jigglypuff, Greninja, Splatoon Inkling Boy, Splatoon Inkling Girl)
Fossil Fighters: Frontier (3DS)
Splatoon (Wii U)
Heroes of the Storm is published in multiple regions with a teen rating, so there are a number guidelines Blizzard has to adhere to. There are are regions where Findlay couldn't smoke and keep the teen rating, so Blizzard could either make two versions of the character (smoking and non-smoking) or just remove the cigar entirely.
"Making 2 versions means more data management, multiple duplicates of the asset (if we update an animation, it has to propagate to all versions) such as the the death ragdoll model, The facial animations, his morph into the Odin, and apply that process to every skin as well," a Blizzard developer said. "This mountain of work affects multiple departments and has to be addressed every time we'd adjust Tychus."
Blizzard said that this isn't the first time it had to adjust a Heroes of the Storm character's appearance to accommodate rules in different regions. Any character that has a skeletal or bloody element has to be changed or removed entirely in some regions.
"It is a full time job managing those exceptions, and the less we have to manage, the more time we can spend making more game!" Blizzard said.
Ahead of the game's official launch early next month, Heroes of the Storm has entered open beta, meaning anyone can now freely download and play Blizzard's take on the increasingly popular MOBA genre.
Fire investigators in Colorado Springs think that a Wii console is the likely cause of a fire inside a RV home this week, local NBC news channel KOAA 5 reports.
The homeowner Trevor Pellegrin told KOAA 5 that he was not at home when the fire started. Pellegrin said that the fire also had nothing to do with the Wii wires, and that it started inside of the actual console.
A spokesperson for the Colorado Springs Fire Department told KOAA 5 that all other possible sources of ignition were ruled out.
The fire melted Pellegrin's TV, his Wii, and some of his clothes, and while his roof suffered "extensive smoke damage," it seems his home survived the incident.
In the comments section to the KOAA 5 website, Pellegrin says that he got in touch with a Nintendo representative, but the he was located in the United Kingdom, so he was redirected to Nintendo of America.
One of the images from KKTVO 11 News video segment about the fire shows that Pellegrin also owns an Xbox 360, which appears to have survived the fire unscathed.
Created by JulioNIB, the Just Cause 2 grappling mod for the PC version of Grand Theft Auto V is exactly what it sounds like. It adds a special gun to the game that fires a grappling hook, allowing you to easily pull yourself up to high places, or go flying from car to car. Since GTA V already has a parachute, you can even recreate Just Cause 2's unique means of traveling across the map.
It also allows you to tether objects like cars or people to each other, which inevitably leads to some hilarious moments.
Modder JulioNIB said that the ability to steal vehicles while standing on the roof of the car, hijacking helicopter while being "hooked" to them, and the ability to attach to more objects are all on his "to do" list for the next version of the mod.
You can find the mod here.
Let me elaborate on that statement a bit: I adore the mobile version of Puzzle & Dragons, and have made it a part of my daily gaming routine for a very long time. The prospect of a version devoid of free-to-play trappings such as limited stamina for adventuring, or the premium-monster Rare Egg Machine is naturally exciting. Developers often make substantial changes in game design when making a free-to-play version of a popular game, often to the game’s detriment; features once seen as a given are now treated as pricey premiums. On the 3DS, P&D Z and P&D Mario represent quite the opposite: they remove some of the features of the free-to-play game, leaving experiences that, while still quite fun, don’t quite live up to the ever-changing and growing mobile version.
Puzzle & Dragons, for the unfamiliar, is an exceptionally clever mix of match-three puzzling, a collectible card game, and role-playing. You assemble a team of five monsters, complete with a “leader,” from the horde of dragons, demons, gods, and superhumans you’ve collected, and then venture into dungeons consisting of sets of enemy encounters. You engage in combat on a 6X5 puzzle board: match three orbs of a particular color, and your monsters of that color attack foes. Unlike in a lot of similar games, you can move a single orb around the whole board for a short time, using it to shift many other orbs and create multiple matches, and thus yield more attacks and attack boosts for your team. Enemies, naturally, hit back when their turns arrive, which is when you focus on matching the healing orbs on the board. With practice, you’re launching multiple combos and healing each turn with ease.
It’s not just puzzle prowess that makes P&D appealing, however: every monster type in the game is unique, with its own statistics, color attributes, and perhaps most importantly, special skills. Leader monsters can employ a passive, always-on leader skill, like increasing the health points of your monsters of the same color, or giving an attack multiplier after a certain number of combos. Active skills are single-use abilities each monster has that you must choose to trigger, with effects like changing one orb type into another, or healing a bit of team health. Awakened skills--seen here only with Mario P&D--are extra, passive skills that can be applied to certain monsters by special means. Weighing considerations like monster types, stats, and skills is crucial to success when building teams. With the right materials earned from dungeon romps, monsters can also evolve and transform. It’s this feeling of building and growing a killer squad, along with flaunting your puzzle skills, that makes P&D so tremendously fun and satisfying.
While both Puzzle & Dragons Z and Puzzle & Dragons Mario are built on this formula, the two games take very different approaches to presentation. P&D Mario is a full reskin with the Super Mario theme, replacing the fierce gods and towering dragons of mobile P&D with Mario, Luigi, Toad, and a bunch of familiar baddies. P&D Z is also quite different from the mobile game, but in its own way: while it features some of the familiar mobile P&D monsters, it’s a more kid-friendly, story-driven adventure in which you fight an evil organization that controls the legendary Skydragons and is trying to reshape the world. From a strictly cosmetic standpoint, P&D Z is considerably more appealing: P&D Mario reuses New Super Mario Bros. music and visual assets frequently. Evolving a tiny dragon baby into a huge, hulking god-lizard is leagues more appealing than changing a Blooper into “a Blooper, but now with a baby Blooper!”
But there are more than just cosmetic differences between the two. Let’s start with P&D Z: it’s a fairly old game, having first released in Japan in late 2013, and simplifies the mobile game as it existed at that time, with all single-color-attribute monsters and no awakened skills. It also implements a significant change to the active skill system; instead of monsters each waiting a set number of turns before their skills can be triggered, there’s a pool of skill points that can be utilized at any time by any monster, as long as you’ve got enough points to use a particular skill. P&D Mario feels a lot closer to modern mobile P&D, with things like multi-attribute monsters, skill-up boosts, and awakened skills, along with a more traditional turn-based active skill system.
The key difference between both of these games and mobile P&D, however, is the removal of anything associated with the in-app purchases that fuel the mobile version’s money machine. Mobile P&D employs a free-to-play standard stamina meter than limits your play time (unless you either wait or pay), but you won’t find that here. Your squad gains experience with dungeons in P&D Z and P&D Mario, unlike the mobile game, in which experience is strictly sacrifice-based. (This is an adjustment I really wish would be implemented in the mobile version.) Wiping out in a dungeon doesn’t mean you lose everything you’ve earned: whereas you need to continue (and possible pay) in the mobile game to keep the loot you’ve earned to that point, the drops you acquire in P&D Z and P&D Mario stick with you whether you decide to bail, or use your one-up stash to keep pressing on.
This all sounds pretty great so far, so why don’t these games click in the way the mobile version does? For starters, there’s the odd difficulty curve. I understand that these games must be sold to people who may not have played P&D on mobile before, but being an experienced orb-slinger, I was terribly bored during the first few worlds of each game, wiping out enemy teams with relative ease. There’s no option to skip all the tutorials and introductory dialogue, either, meaning that no matter which game you choose to play first, you’ll be hearing a lot of the same advice to get you started. It isn’t until about the halfway point in each game that things start to get considerably more challenging, and sometimes in weirdly unfair ways. For instance, you may encounter a no-healing-orbs dungeon at a point where you’re not likely to have team members who have a “change an orb type to healing” active skill.
Another major issue is the grind. In mobile P&D, you have sets of dungeons that are centered around earning materials needed to upgrade your monsters, and they rotate on a consistent schedule. If there’s something you know you need, you set time and stamina aside on a specific day of the week to do a few dungeon runs for the drops you require (which you’re very likely to get). Both P&D Z and P&D Mario lack these, meaning that items (chips in P&D Z; coins and medals in P&D Mario) to upgrade monsters all must be be earned from regular dungeon runs, many of which don’t have great drop rates. This leads to a lot of repetition, forcing you to run dungeons where you know a certain monster could appear, usually with disappointment as an end result. A “pay in-game currency for random items” option appears about halfway through both games, but getting what you want from those is even more of a crapshoot.
But perhaps the biggest issue, an unavoidable part of being a prepackaged product, is that the games are woefully static. There are no fun little surprises when you boot the game up, like daily giveaways, new monster and dungeon additions, and limited-time bonuses and areas like in the mobile game. While it’s easy to cynically see these mobile P&D features as a means to get more money from players as they spend it on extra stamina and Rare Egg Machine rolls, the fact of the matter is that they make the game more interesting and exciting from one day to the next. When you’re done with P&D Z and Mario, when you’ve cleared all the current levels and collected every last type of Paragoomba and Cheep-Cheep, that’s all there is to it. But perhaps that’s intentional--have no doubt that developer GungHo hopes some players move on to the ever-evolving mobile game when they feel they’ve seen everything these two games have to offer.
That’s what I mean when I say that this game wasn’t made for me. It’s a watered-down stepping stone, intended to introduce players to Puzzle & Dragons with a familiar face and none of those intimidating in-app purchases. It’s clear, however, that P&D’s design was built on a free-to-play base, and taking those elements out actually makes the game feel less substantial as a result. (Yes, much as we loathe to admit it, it’s exciting to spend some premium-currency magic stones for a random rare monster from time to time, just as it’s fun to open a pack of trading cards or a blind-boxed figure.) While you can still have a good deal of fun with this two-in-one package, the mobile game is the better option. P&D Z and P&D Mario make nice little appetizers, but ultimately, it’s up to you whether you want to feast on the main course afterwards.