Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts

Tuesday, 16 October 2012

Report: Fly Dragons in Next Skyrim DLC?

An ingenious user has delved deep into the source code for Skyrim patch 1.8, discovering clues about the next Skyrim expansion.

Bethesda forum user Mardoxx (via Eurogamer) asserts that the next piece of DLC will be titled Dragonborn (Bethesda trademarked the name back in September) and will be set on the island of Solstheim, which lies to the North East of Skyrim. Perhaps most tantalising of all his assertions is the possibility of rising dragons. This could be a scripted event, of course – but still, it's FLYING A DRAGON!

Furthermore, Mardoxx states that main locations will include Raven Rock, Miraak Temple, Castle Karstaag and Telvanni Tower. He or she even claims to have discovered what they believe to be new HUD compass markers showing the new locations:

Clockwise from the top: Telvanni Tower, Solstheim, Raven Rock, Castle Karstaag, Standing Stones, To Skyrim, Miraak Temple.

And here's some of that source code (if that's your sort of thing) listing the new armour types said to be contained in the DLC. You'll also notice that it confirms the name of the expansion as 'Dragonborn'.

$Crafting_$DLC2ArmorBonemold BONEMOLD $Crafting_$DLC2ArmorChitin CHITIN $Crafting_$DLC2ArmorNordic NORDIC $Crafting_$DLC2ArmorStalhrim STALHRIM $Dragonborn Quests Completed Dragonborn Quests Completed $DRAGONBORN_ESMName Dragonborn $DOWNLOADABLE CONTENT_PS3 DOWNLOADABLE CONTENT

Apparently the DLC will let you cast spells on mounts, and contain new creatures and dwemer objects but "they're not that interesting", according to Mardoxx. No information has yet been released concerning future Skyrim DLC.

For all your Elder Scrolls V needs consult IGN's Skyrim Wiki.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter (or not).


Source : ign[dot]com

Thursday, 11 October 2012

Diablo III Monster Power System Detailed

Blizzard has detailed the Monster Power feature coming to Diablo III. In patch 1.0.5, Blizzard will add the Monster Power system, which gives players “more control over how challenging enemies are in each difficulty setting,” similar to the “Player X” feature in Diablo II. Monster Power lets players adjust monster health and damage based on various power levels. The harder the enemy, the more bonuses to stats players will receive, plus more drops. Monster Power will be available beginning at level 1 in the Quest Selection window and can be adjusted separately within Normal, Nightmare, Hell and Inferno.

At launch, Monster Power will be available in solo and private multiplayer games. According to a post from Blizzard’s Stephanie Johnson on Diablo III’s official site, “Whenever you join a private multiplayer game, your hero will temporarily adopt the Monster Power level set by the party leader, and it will return to the previous setting you selected as soon as you leave the group.” Players won’t be able to adjust Monster Power in public games, but Blizzard is “looking into the possibility of adding that ability in the future.”

Adjusting Monster Power will offer “bonuses to experience, Magic Find, and Gold Find (which will stack above the 300% cap), and Blizzard showed off the difference between the bonuses in Normal, Nightmare and Hell versus those in Inferno. Inferno will offer increased bonuses, plus offer a chance for monsters to drop an additional bonus item.

“In Inferno at Monster Power 1 or greater, monsters in every Act will also be bumped up to level 63 and share the same high-end item drop rates,” Johnson explains. “This means that no matter which act you're progressing through, the monsters in that act will all have the same shot at dropping items level 61-63, including crafting recipes, Legendary items, and set items. While monsters in Inferno will all be level 63 at MP 1 through MP 10, their skills, abilities, and attributes will still vary from act to act. This means that certain Acts or Chapters may still be more difficult for you than others based on what monsters and Elite packs appear in each, but -- since the rewards will be identical across the entire difficulty -- where you choose to play is ultimately up to you and your personal play style.”

As for the philosophy behind adding the system, Johnson explains that “the intent of Monster Power is not necessarily to make the game ‘unbeatable,’ but to provide better ways for players to measure their progress as they become more powerful.” The team built the system around that idea, focusing on two areas.

The first is Monster Damage vs. Monster Health. Johnson explains that “with each Monster Power level there's a heavy emphasis on increased monster health rather than monster damage. This is because, in general, it's more fun to find ways to maximize your damage than it is to be forced into taking every available form of damage mitigation. We also didn't want to create situations where ‘hard to beat’ could become ‘impossible to beat’ because players couldn't survive long enough to make any progress.” The team tried testing scaling up monster damage but found that it made some fights more challenging in unfair ways or made it too easy for heroes to die after one hit. Increasing monster health, on the other hand, “allowed the game to scale up in difficulty more naturally and in a way that still felt manageable.”

The second area of focus is Efficiency. “By now, some players have reached a point where they can kill monsters so fast that even Inferno provides almost no challenge, and enemies die as soon as they appear on the screen,” Johnson wrote. “For these players, the bottleneck for efficient farming is actually the speed at which they can traverse the map rather than how well they can dispense with enemies.” Blizzard feels that Monster Power fixes this, as players can increase Monster Power for more of a challenge with better rewards. “Will some players be able to kill Diablo on Monster Power 10 as soon as 1.0.5 goes live? Absolutely,” Johnson writes. “Will that be the most efficient Monster Power level at which to farm items? For most, probably not. Monster Power allows each individual decide what that ‘sweet spot’ is for them.”

“In Diablo III, your character's power can grow by multiple orders of magnitude, but up until now there hasn't been a way for you to truly put that potency to the test,” Johnson concluded. “The Monster Power system provides a new outlet for high-powered heroes to truly see how far they've come and tangibly experience just how epic the gear they've collected is. Different players want different levels of challenge, and with Monster Power you'll be able to determine what the right level of challenge is for you. Whether you're in it for the guts, the glory, or simply the goodies, we're excited to offer players the opportunity to face the forces of evil on their own (possibly slightly insane) terms.”

Previously, Blizzard explained how patch 1.0.5 will reduce Inferno difficulty along with its changes to defensive skills and monster damage. For more on how patch 1.0.5 changes Diablo III, read our interview with senior technical game designer Wyatt Cheng and game director Jay Wilson about the patch’s two biggest features, plus when we can expect PVP to come to Diablo III.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Saturday, 18 August 2012

On the Brink of a New World of Warcraft

To prepare World of Warcraft players for the new content in Mists of Pandaria, patch 5.0.4 will be deployed before the expansion’s September 25 launch date and change around many major systems. This includes a dramatic overhaul of each class’ talent tree, condensing the current branching system into what Blizzard hopes is a better alternative, where every 15 levels you pick one of three talents to customize your class.

“Say I’m a fire Mage online today,” said Ion Hazzikostas, lead encounter designer. “I probably spent thirty-three points in the fire tree and twenty-eight or twenty-nine of those points are being spent on things like ‘oh, your fireball hits harder,’ ‘oh, you have pyroblast now.’ Those weren’t very interesting choices. Those weren’t really choices at all. They were just the things you were expected to spend. If you somehow managed to not take those, you were just hurting yourself. So we got rid of those, but we actually just gave them to you for free. So the player who logs in as a fire Mage is still going to be a fire Mage, is still going to have pyroblast. It’s not going to be a foreign, unsettling experience.”

The new talents are meant to let players make decisions without really hurting their combat efficiency. “I think they’re going to find some interesting choices that really let them set themselves apart and differentiate themselves from other players of the same class and spec in the game. If they want to be more mobile, if they want to be more defensive, if they want to have more offensive crowd control. They can customize themselves in a way that layers on top of what’s already in place.”

Changes to many of the classes, some of which are significant, will be rolled in with the patch as well to let players get familiar with the altered mechanics before Pandaria is released. “Some have really just had balance adjustments, got a couple new abilities, had some streamlining,” said Hazzikostas. “Others, such as the Warlock, have been more heavily overhauled. In all cases we take efforts to preserve a lot of the core that players expect and are used to with the classes.”

“I wonder about the Hunters and the removal of the ranged slot,” said John Lagrave, lead producer. “The bow is now the main hand. Whether the Hunters go, ‘what the hell, I need my polearm too.’ We’ll see.”

With so much changing, Blizzard also looked back at existing systems and in some cases made cuts in order to keep everything from spiraling into chaos. “We removed resistances from the game. There’s no elemental resists any more,” said Hazzikostas. “Years ago, you crafted resistance gear and that was part of the progression. You needed to get a full set of shadow resist gear before you could fight Mother Shahraz in Black Temple, but we haven’t made that type of gear in a while and it was just a buff that players cast. So we just assumed that you have Blessing of Kings and Mark of the Wild that gives you resist all. So you’re taking less damage from all these attacks, but you also have these five numbers on your character sheet that are adding to noise and really potentially confusing. So we took that out. That also means, though, if nothing else changes, you’re going to take about fifteen percent more damage from every elemental attack in the game, which means we go through and adjust those elemental attacks so we’re not making the game harder for players.”

“Suddenly you’re not just dead,” said Lagrave.

“That’s one of the great challenges of a game as expansive as World of Warcraft,” continued Hazzikostas. “It’s very difficult to just touch one thing without their being ripple effects that you have to take into account across the entire game.”

Also in the patch will be a Scenario, a new type of story-focused dungeon that doesn’t require the standard healer / tank / DPS group composition to complete.  Lagrave explained the Scenario will link the events in the existing world to the events of the soon to be added continent of Pandaria. “There’s a version for both the Horde and the Alliance, that starts the story of what has happened since the Destroyer’s end. After Deathwing’s fall, what does the world turn back to? Of course, the world turns back to hating each other. The Horde and the Alliance start fighting again.”

Then moving into Pandaria and beyond launch, Blizzard sees Scenarios as a better way to deliver focused stories. “As a vehicle it allows us to further along whatever plotline we want to go with,” said Lagrave. “We know that everyone will have a chance to see it because any three of us can queue up for a scenario and boom, we’re in. Three tanks can do it, three healers can do it, it doesn’t matter what your group composition is.”

“In many cases they occupy and expand upon a niche that previously might have been filled by some of our more involved outdoor quest experiences, events that were kind of multi-stage things,” said Hazzikostas. “Those can be very tricky to do in the open world where you have player interactions. In an instanced version of that, we can really set up a multi-stage quest event where this village is going to be attacked and you’re setting up defenses. We’ve done things like that in the open world before, we can give players a better experience when it’s an instanced version. Once we move away from the DPS, healer trinity as it’s called, players suddenly use all kinds of abilities they would never find an occasion to use in instances. You’re suddenly using CC [crowd control] all the time, because as a Rogue there isn’t someone to tank for you and something’s actually hitting you. So you stun it, you gouge it or you fear it. That gives the combat a very unique feel. We’re looking forward to expanding on the system in the future.”

Lagrave provided more detail. “The big challenge we had in outdoor events like that was, when those things go live you have fifty, a hundred people trying to do that event. So everybody’s trying to click on the NPC to get up the dialogue to get it started. It really is a cluster***. You don’t really have a sense of what’s going on because it’s more important for you to step through the process rather than enjoy the experience. Because if I don’t get going on this, all these people are going to stop me from progressing. [Scenarios] allow you, the player, to spend the time to go through the content at a reasonable pace and get what we’re trying to tell you.”

Blizzard has been making changes large and small over the course of the Mists of Pandaria closed beta testing period, which started up this past March. Blizzard found that the starting experience on the new continent of Pandaria, home to the Pandaren race and all the level 85 through 90 questing content, wasn’t quite up to the proper quality level. So during testing the beginning sections on Pandaria were closed off and Blizzard took one month to alter the experience to better reflect the growing animosity between Alliance and Horde. “Previously you just landed on the shore. Now you come in, depending on your faction, as part of a massive assault. Whether you’re in a gunship bombarding an Alliance encampment or you’re doing a strafing run in an Alliance gyrocopter on a Horde fleet, and you really get that feel of conflict between factions. You see one of the main themes of Pandaria is war, the consequences of war.”

Outside of the main questing content, Blizzard is adding plenty of extras into the game, such as a Pokemon-like pet battle system, which lets players create teams of pets and battle others. It’s a system build just for fun – battling with pets will not serve as a method of progression for your character – but even so, Blizzard has been balancing the gameplay to try and ensure it remains interesting for those excited to try it. “Our players are great about sitting there and hammering on a system and letting us know ‘this is broken’ or ‘this is way OP [overpowerd]. They love to tell us what’s OP,” said Lagrave.

“There was a cockroach that had an ability, I think it was called Apocalypse,” said Hazzikostas, “that basically killed everything after X turns. Everything that’s not a cockroach dies. And it’s like, ‘yeah ok, multi-target death touch is maybe not the most balanced ability,’ even if there’s a delay of a few turns. Sometimes, some our more creative ideas, that’s what play testing iteration is for.”

The cockroach Apocalypse ability has since been removed. “We have a ton of new pets in the game as well,” said Lagrave. “We want people to go out there and explore and  trap new pets and not just run after one thing.”

In case you’d rather take on something a little more grand in scale than a pet battle, Blizzard is also adding two outdoor world bosses to Pandaria. “They fill slightly different niches,” said Hazzikostas. “The Sha of Anger in Kun-Lai Summit is this massive, towering Sha. Whenever it’s up, you can see it from pretty much anywhere in the zone. It’s the size of a mountain.  That one actually respawns every two hours. It drops from a large random pool of raid loot and PvP loot, so it’s going to be attractive to all players regardless of play style, but it’s designed to be accessible because it respawns so frequently. You can only actually loot it once per week.”

“The other boss is Salyis’s Warband. It’s a band of saurok lizardmen that are riding on the back of a gigantic mushan. A mushan is a beast that’s unique to Pandaria, it’s kind of like a green lizard kodo. That is also pretty much the size of a small town. It has about a dozen lizardmen on its back and huge cannons that it uses to bombard villages in the Valley of the Four Winds. That respawns every three to five days. It has unique loot. We expect it to be very hotly contested. We look forward to seeing, particularly on PvP servers, how that’s going to play out.”

So what kind of group will you need to successfully take out the Warband? “It’s designed for a group somewhere around in the teens,” said Hazzikostas. But you’re going to want to bring more people because you want to kill it faster before someone else comes to gank you. You can have ten people fighting off the gankers while the rest of the people actually kill the boss. For the world bosses we’re also using our new loot system. That is personalized loot. Your chances of getting a reward for the target are independent of the number of people in the raid and class compositions. So if I’m a Paladin, it doesn’t matter if there are six other Paladins in this raid group with me. When I kill the boss, I get my own personal roll. If it’s a success, then I will get an item that’s usable by my spec. That means there isn’t an incentive to keep the boss to yourselves with the fewest number of people possible.”

Are you looking forward to pet battles and world bosses, or have you moved on from World of Warcraft?


Source : ign[dot]com

Friday, 17 August 2012

Final Fantasy XIV: A Realm Reborn Takes its Tentative First Steps

Naoki Yoshida is keen to stress one thing above all else about Final Fantasy XIV: A Realm Reborn: that it is neither an expansion nor a patch update, but is instead a brand new game.

Certainly, there are a whole host of new features to add credibility to this claim, even if its numerical denomination remains the same as its previous iteration. From the team working on its creation, to the engine used to power it, through to the user interface, combat system and around 90 percent of the in-game assets; a great deal about this MMORPG has changed. Yoshida also highlights that all of the field maps have been scrapped and recreated from the ground up, giving even existing Final Fantasy XIV players a whole new world to explore.

Of course, after the disappointment of the first attempt at Final Fantasy XIV, a great deal of change was necessary.

That doesn’t mean that we’re not looking to the future though, we realise that [new consoles] will be coming and making the game compatible with these systems is something that we’re currently thinking about.

The combat system, for example, borrows from Final Fantasy VII’s Limit Break mechanic, where actions during combat fill a gauge that can be used to unleash devastating attacks. Instead of being confined to the individual, this is an adapted party-based Limit Break system, which each party member contributes to and that can be activated by any one of them, with effects varying depending on the role of the person that triggers it.

However, the most immediately obvious change is the new engine, which does a very good job of providing an alluring reason to spend time in the world of A Realm Reborn and the forest setting shown during an in-game demo provides the perfect opportunity to highlight the real-time shadows as light filters through the tree canopy. The initially intrusive-looking HUD, which stacks three lines of spell and ability slots atop vital stat readouts, can be reordered, moved around the screen and then either locked in place or left floating to be adjusted on the fly.

Despite the increased graphical prowess of Final Fantasy: A Realm Reborn and members of its development also having worked on Square Enix’s impressive Luminous Studio engine, Yoshida dismisses the notion that that technology could be used in an MMO. In fact, the producer jokes that a MMO run on Luminous would probably require the power of a PlayStation 5.

Talk of the future generation of consoles does raise an interesting question concerning A Realm Reborn’s development for PS3: why release a MMO, that Yoshida acknowledges is built to run for anywhere between five to ten years, so late in the life of the current gen, especially when it is widely anticipated that the PS4 will arrive at some point in the next 18 months.

We talked about losing the trust of the player base with the original release of Final Fantasy XIV and so one of the steps to rebuilding that trust is to fulfil our promises.

“The biggest reason for doing so is because we promised that we would release Final Fantasy XIV on PS3 and there are still a lot of players that are waiting for us to do that,” Yoshida answers. “Before, we talked about losing the trust of the player base with the original release of Final Fantasy XIV and so one of the steps to rebuilding that trust is to fulfil our promises.

“That doesn’t mean that we’re not looking to the future though, we realise that [new consoles] will be coming and making the game compatible with these systems is something that we’re currently thinking about, but until Sony and Microsoft actually make an announcement, we can’t make an announcement.

“The biggest thing though is that our new engine is very scalable and so when new technology comes out we can easily scale to meet its capabilities.”

Yoshida proceeds to show us just how scalable the engine is by showing A Realm Reborn running in HD on high settings, followed by demoing the game on a laptop running on an Intel i5 processor. The game is optimised to around 70 percent and while the shadows suffer a noticeable downgrade in quality it still runs smoothly, albeit without the strains of being online.

The switchover to A Realm Reborn will be worked into the narrative.

Those currently playing Final Fantasy XIV needn’t abandon their characters, as the switchover to A Realm Reborn will be worked into the narrative, with an in-game event facilitating the switch-off of the servers running the original game as player data will be migrated across to A Real Reborn at some point during the beta testing.

As with any MMO, significant in-game time will be required to ascertain how well the implemented changes function and whether A Realm Reborn fixes the myriad issues of its predecessor. The upcoming beta testing will provide that necessary time to do that but the features highlighted so far suggest a game much improved.

The biggest test that Final Fantasy XIV: A Realm Reborn faces is whether it can justify Square’s decision to charge a premium monthly subscription to enjoy its world remade. It’s something that Star Wars: The Old Republic hasn’t been able to sustain and, like Final Fantasy, that title entered the MMO market with a massive, well recognised and well loved brand behind it. Both the fans and beta testers will provide the answer to that question in the coming months and provide the biggest indicator of whether A Realm Reborn will outlive its doomed predecessor. Keep an eye on this one as it takes its first tentative steps in the world, it has the potential to grow-up strong.

Final Fantasy XIV: A Realm Reborn beta is expected to launch on PC later this year, with the PS3 version coming in 2013.


Source : ign[dot]com

Tuesday, 7 August 2012

Uncharted 3's Tournament Mode, New DLC

Been looking for a reason to get back into Uncharted 3: Drake's Deception multiplayer? Developer Naughty Dog is giving you more than 140 reasons to do it.

Today, patch 1.13 arrives for the multiplayer mode for IGN's PS3 Game of the Year 2011. It brings a number of additions -- a new mode, 137 pieces of downloadable content, and 50 Trophies -- and we were lucky enough to talk to developer Naughty Dog's Robert Cogburn about them.

THE TOURNAMENT SYSTEM

The biggest 1.13 addition is that of the Tournament System. Each week, you're awarded 10 tickets you can use to enter Team Deathmatch, Three-Team Deathmatch or Hardcore tournaments. However, these aren't tournament brackets like you might be expecting. Instead, you redeem one of your tickets before a match begins and then your individual performance earns you points in the tournament standings -- if your team wins; players on the losing team are awarded zero points.

When the week ends, the points are tallied and you find out where you stand. Do well enough, and you'll be placed in one of the three reward tiers. Players who earn one of these three distinctions are awarded in-game items (costume pieces for bragging rights) or weapons (skinned weapons with mod slots) to use for next week's tournament. Hit the gold tier six times, and you'll be awarded a special skin to rub in your opponents' faces.

"I'm really interested to see the type of gloating that's going to occur from this in our community," Cogburn said. "There's going to be a lot of trashtalking."

If you burn through your weekly allotment of 10 tickets and want more, you can buy them from the PlayStation Store. And fear not -- the number of points earned decreases based on party size (so no rolling groups of badasses) and you can never lose points.

137 PIECES OF DLC

Starting August 14th, 137 new pieces of downloadable content will start rolling out for Uncharted 3's multiplayer. You can unlock this content in game by earning levels in the game, completing treasure sets or simply purchasing it from the PlayStation Store. Yes, microtransactions have come to Uncharted.

"The microtransaction stuff is sort of Naughty Dog's way of testing the waters with these ideas and sort of seeing how this is going to pan out for us," Cogburn said. "Because these are inevitably, I believe, systems we're going to have to have in place. We kind of see Uncharted 3 right now as a way for us to see how we're going to internally do this stuff."

However, the DLC isn't just for show -- well, the taunts and emblems are, but the new hats like the buffalo helmet actually augment stats. Each head item comes with a unique pro and con, so you might be able to reload faster, but your health regeneration might be slower.

BLOCK MESH MAPS

As long as people keep logging on to play our game, we'll keep supporting it.

Since Uncharted 2: Among Thieves, Naughty Dog has been using The Lab, a multiplayer option where the developers have players try new modes and multiplayer ideas. Once patch 1.13 is live, the stage will be set for Naughty Dog to add new "block mesh maps" to The Lab. Every Uncharted level starts as a block mesh map -- a basic geometric shape with no art and simple color -- before becoming a full-blown map. These original creations will be blocky arenas that have been designed to provide "some wild and distinct multiplayer gameplay."

"The thing that's pretty awesome about this system that we created for this patch is that these block mesh maps can be updated in real time," Cogburn said. "So the idea is we'll upload a map that people will be able to play for two weeks, we'll play it for, say, a week, get some feedback from people in the community, and then we'll be able to actually change the geometry in that map when people log back in to play it."

TROPHIES

Patch 1.13 also brings about the much desired Uncharted 3 multiplayer Trophies. There are 50 in total -- three Silver and seven Bronze for each DLC map pack. Check out our Uncharted 3 Wiki for the full listing.

THE FUTURE

It's not every day that a game as old as Uncharted 3 gets such a massive update, but Cogburn said that the team is far from done -- especially considering how the Drake's Deception community is still so active.

"As this goes out and we address any problems that come up with this system we'll be introducing a number of other things coming out for Uncharted 3 multiplayer that people should be pretty excited about," Cogburn said. "As long as people keep logging on to play our game, we'll keep supporting it."

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

Thursday, 2 August 2012

Bethesda “Not Yet Satisfied with Dawnguard’s Performance on the PS3”

The saga concerning The Elder Scrolls V: Skyrim on PlayStation 3 continues unabated. The chatter has recently revolved around PS3 gamers not getting a patch other platforms already received, as well as a Bethesda executive noting that Dawnguard DLC wasn’t even announced for platforms other than Xbox 360. But then news broke that PS3 gamers may indeed receive the Dawnguard DLC after all.

Today, Bethesda has confirmed that Dawnguard is up and running on PlayStation 3, but there’s a catch: it’s not running well. Posting on its official blog, Bethesda notes that it’s “not yet satisfied with Dawnguard’s performance on the PS3. We would like for everyone to have a chance to play Dawnguard, but we aren’t going to release it for PS3 knowing that some people’s experience in Skyrim will be worse. We do everything we can to have our content available to all; from our free updates, to user mods, to paid DLC. We’re as disappointed as our fans when that isn’t the case, but we’ll continue to push for that reality.”

The post doesn’t technically confirm that Dawnguard will actually be released for PlayStation 3; in fact, the wording can be interpreted that it may never come out. However, we’ve reached out to Bethesda for official comment and clarification.

Dawnguard’s issues on PS3 follow a litany of problems the PS3 iteration of Skyrim has experienced since its launch last November, problems well chronicled here at IGN.

The DLC pack in question originally came to Xbox 360 last month, and was released today for PC.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Tuesday, 31 July 2012

Skyrim Patch 1.7 Arrives on Steam

Skyrim Patch 1.7 is now available for PC users through Steam.

For those on consoles, the current plan is to submit the update to console manufacturers this week.

In a post on its official blog, Bethesda confirmed the patch is no longer in beta and said that console manufacturers would get the update this week.

The entry reads, "Skyrim’s 1.7 title update is now out of beta and available to all Steam users. Simply load up Skyrim on Steam and you’ll get the update. For those on consoles, the current plan is to submit the update to console manufacturers this week. As soon as it’s available, we’ll let you know."

This isn't the only Skyrim news we're expecting this week, with Bethesda's Pete Hines also having suggested that we'll find out when, if at all, PC and PS3 players will get their hands on the Dawnguard expansion DLC.

We previously covered what awaits players in Patch 1.7, with PS3 players finally getting Patch 1.6's mounted combat when it arrives.

Luke Karmali is IGN's UK Editorial Assistant. He knew he made a mistake buying Skyrim for PS3. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Thursday, 26 July 2012

Bethesda Exec: “We Have Not Announced Dawnguard For Any Other Platform…”




Earlier today, we reported on news that PlayStation 3 will finally get a new Skyrim patch. But it appears that news of Skyrim’s first piece of DLC – Dawnguard – may be a ways off for Sony’s console, as well as for PC.


On his Twitter account, Bethesda’s VP of PR and Marketing Pete Hines Tweeted that “We have not announced Dawnguard for any other platform, nor given a timeline for any such news.” He continued, stating that “If we have news, I promise I’d tell you.”







Such news (or lack thereof) doesn’t bode well for PlayStation 3 and PC gamers hoping to get their hands on Dawnguard sometime soon. While it’s well-known that Microsoft secured exclusivity for Skyrim DLC on Xbox 360, the exclusive window was a mere 30 days long. Dawnguard launched on Xbox 360 exactly a month ago today, so that 30 day period has now passed. Thus, the DLC could conceivably come out on PS3 and PC as of today.


Hopefully, we’ll hear more about Dawnguard for PS3 and PC soon. In the meantime, it appears we’ll have to be patient, something PS3 gamers in particular have been with Skyrim since the game launched.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com