Showing posts with label players. Show all posts
Showing posts with label players. Show all posts

Thursday, 8 November 2012

When Nintendo Arrived in Scribblenauts Unlimited

A few weeks back, one of Wii U's launch titles got a little boost, courtesy of Nintendo. Scribblenauts Unlimited, a game that allows players to summon any object imaginable, welcomed Mario, Link and their friends into the fold.

All we've had to go on was a simple promotional image featuring Scribblenauts hero Maxwell with some stylized renderings of Mario, Link and a few more characters from their worlds. Today we're able to show you some of them in action, including how they interact with a few familiar objects. As is often the case with Scribblenauts, we're not trying to do anything in particular - just write things into the world and see what happens. Also keep in mind that we're doing that writing and a lot of the object manipulation through the GamePad.

Let's see Hyrule and the Mushroom Kingdom crash the Scribblenauts party!

Stay tuned to IGN for the latest on the Wii launch!

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Tuesday, 6 November 2012

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

Monday, 5 November 2012

Battlefield 3: Aftermath Release Date Announced

EA has announced release dates for Battlefield 3’s Aftermath downloadable content. Battlefield 3 Premium members on PlayStation 3 can get Aftermath on November 27th, while Premium Xbox 360 and PC players can get it on December 4th. Non-premium players on PlayStation 3 can get Aftermath on December 11th, and non-Premium Xbox 360 and PC players will round out the schedule on December 18th.

As with all Battlefield 3 content, Aftermath will cost $14.99 (1200 Microsoft Points) and will be free to Battlefield Premium members. Aftermath is the fourth of five packs for Battlefield 3, coming ahead of End Game, which will be released in March 2013.

Separately, EA announced today that in celebration of the 10 year anniversary of Battlefield and the milestone of Premium passing 2 million members, it will offer Battlefield 1942 as a free download. Players can get 1942 on Origin’s official site, which notes that it will require an Origin account and will expire on March 1, 2013.

EA also revealed some interesting stats for Battlefield 3, noting that since its launch in 2011, players have passed 95 billion total heals and four billion total revives, destroyed three billion vehicles and fired two trillion bullets. "[Premium] has been an ambitious way to give our fans fresh, high-quality content at a great value," said DICE vice president and general manager Karl Magnus Troedsson. " This achievement is helping us define the new standard by which all other shooters deliver content and exclusive bonuses to their player communities."

For more on Aftermath, check out the details DICE revealed in July. For any other Battlefield 3 needs, look no further than our Battlefield 3 wiki guide.

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

Thursday, 1 November 2012

Four New DmC Difficulties Revealed

Capcom has revealed four new difficulty modes for Ninja Theory's upcoming Devil May Cry reboot. These modifiers will challenge even the most sadistic pain-loving players, and exist outside the three core difficulties.

  • Son of Sparda - Remixed enemy layouts, tougher enemies and enemy behavior throughout.
  • Dante Must Die - As above, but contains the strongest enemies and insane attack waves.
  • Heaven or Hell - Another remixed mode, but everyone and everything, including Dante, dies after one hit. Supremely satisfying!
  • Hell and Hell - The same as above, but only Dante dies after one hit. For serious contenders.

We've played quite a bit of DmC, and it's quite excellent so far. While you wait for DmC's 2013 release, why not check out 10 new screenshots for DmC in our image gallery? Surely it can keep you busy until then.

Mitch Dyer is an Associate Editor at IGN. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Thursday, 25 October 2012

NHL 13 Update Switches Players to European Leagues

EA has updated NHL 13’s roster to relocate players to European leagues. Players are migrating as the result of the continuing real-life NHL lockout, and EA’s new title update will reflect those changes in NHL 13.

As explained by EA, “An online roster update was released today for NHL 13. The update adds a duplicate version of NHL players who are playing in the following European leagues to their current team: Czech Extraliga (ELH), SM-Liiga, Deutsche Eishockey Liga (DEL), Elitserien (SEL), National League A (NLA). This means that a player like Claude Giroux will remain on the Philadelphia Flyers roster, but will also be available on the Eisbaren Berlin (DEL) roster for online play.”

EA added that “Hockey is a global game and within NHL 13 there are five European leagues, 66 European teams and over 2100 players representing 26 countries across Europe. By adding NHL players who have joined those leagues to their respective team rosters, we are able to create an authentic experience for fans of those leagues and the NHL, worldwide. For fans of a specific NHL team, those players will still be available on their NHL rosters, which could make for some interesting matchups online.”

Earlier this month, EA Sports executive vice president Andrew Wilson commented on the lockout, telling IGN “We’re all NHL fans. We’re all sports fans, but we’re definitely NHL fans. I spent six years in Vancouver, which is a hardcore hockey town. We hope that they all get to play soon, but in the meantime, I can tell you right now [NHL 13] is where I’m getting my hockey.”

A full list of player changes, as well as instructions for how to manually move NHL players to their current European teams for offline play, is available on EA’s official site.

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

Tuesday, 23 October 2012

Dark Souls Artorias of the Abyss DLC Hits 360, PS3 Today

The Artorias of the Abyss downloadable content for Dark Souls is now available on Xbox 360 and PlayStation 3. Artorias of the Abyss adds PVP mode to Dark Souls, allowing players to battle against each other, as well as new maps and environments, new bosses and enemies, new NPCs and new weapons and armor.

Artorias of the Abyss is available now for $14.99 on PlayStation 3 and 1200 Microsoft Points on Xbox 360. The content was first released on PC in the Dark Souls Prepare to Die Edition and was confirmed for consoles in May.

“Artorias of the Abyss is primed and ready to bring console gamers more destruction, more pain, and more ways to die,” said Namco Bandai vice president of marketing Carlson Choi. “Our console fan base absolutely loves the challenge the Dark Souls franchise has given them. Artorias of the Abyss is sure to up the death toll with the inclusion of PVP and its Match-Making features.”

For more on what’s new in Artorias of the Abyss, read about what’s in the new content and our breakdown of how it affects the game. For more on Dark Souls, look no further than our Dark Souls wiki guide.

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

Friday, 19 October 2012

Anarchy Reigns Release Date Announced

Anarchy Reigns will launch on January 8, 2013 in the US and January 11, 2013 in Europe, SEGA has announced.

The multiplayer brawler will support up to 16 players and has a suggested retail cost of £19.99/€29.99/$29.99.

We heard rumours earlier this week that the game would release on these dates, and it appears they were correct. It's a relief, as for a time the game's future looked uncertain following its sudden delay in the West back in May.

Speaking about the new release date, Platinum Games' executive director Atsushi Inaba said, "Focusing on online play with Anarchy Reigns presented a new challenge for us here at PlatinumGames. Very few games fall under its genre of a melee-based online multiplayer brawler, so I think we’ve been able to supply a new kind of excitement that you can’t find anywhere else. While some time has passed since its Japan release, I look forward to having gamers in North American and Europe enjoy the Anarchy."

Anarchy Reigns will release simultaneously on PS3 and Xbox 360.

Luke Karmali is IGN's UK Editorial Assistant and quite the Platinum Games fan. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

PlanetSide 2 Release Date Announced

Sony has announced that PlanetSide2 will launch worldwide on November 20.

The sci-fi FPS MMO doesn't require any subscription fee and will support hundreds of players in continuous large scale conflict.

Additionally, when the game goes live it will do so with three available continents; so far, only Indar and Esamir have been available in the closed beta. The new continent, called Amerish, will be a dark and swampy locale, with more continents planned for release after launch.

You can get a first glimpse at Amerish in the video below.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, 17 October 2012

Star Wars: The Old Republic F2P Restrictions Detailed

Bioware has detailed the exact limitations that players who opt for the free-to-play version of Star Wars: The Old Republic will face.

Until recently not much was known about what the free-to-play option would offer, but an updated page over at swtor.com has now made this clear.

While those who opt out of subscribing will get all the game's story content for free, as a rough rule you'll basically be able to do most things three times per week; three PvE Flashpoint runs, three PvP Warzone battles and three Space Missions each week. You'll be able to buy Weekly Passes for each though in order to get unlimited access. There will be restrictions on both Cargo Bay and Inventory storage which can be removed using the new Cartel Coins currency.

There's no right to run Operations under the free package, so you'll need to buy a Weekly Pass if you want to get your hands on the best loot. Having said that, according to the chart you'll be unable to equip "most purple items unless a license is purchased", so it may not appeal that much to you anyway.

Most of the other restrictions are essentially matters of convenience; those who sub will get priority on login queues, a shorter Quick Travel cooldown and the ability to use the Emergency Fleet Pass to instantly return to their faction's space station. You'll also only get one Crew Skill slot with the free-to-play version of the game, and get a limited number of Field Revivals to use when you die in the middle of nowhere.

The free-to-play version of Star Wars: The Old Republic was announced back in July in response to  continually falling subscription numbers. No fixed date has been given for when the free-to-play option will become available. It's still listed as "later this fall", but the game's current sub model will continue to be offered for players who want unlimited access to all the title's content.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Star Wars: The Old Republic F2P Restrictions Detailed

Bioware has detailed the exact limitations that players who opt for the free-to-play version of Star Wars: The Old Republic will face.

Until recently not much was known about what the free-to-play option would offer, but an updated page over at swtor.com has now made this clear.

While those who opt out of subscribing will get all the game's story content for free, as a rough rule you'll basically be able to do most things three times per week; three PvE Flashpoint runs, three PvP Warzone battles and three Space Missions each week. You'll be able to buy Weekly Passes for each though in order to get unlimited access. There will be restrictions on both Cargo Bay and Inventory storage which can be removed using the new Cartel Coins currency.

There's no right to run Operations under the free package, so you'll need to buy a Weekly Pass if you want to get your hands on the best loot. Having said that, according to the chart you'll be unable to equip "most purple items unless a license is purchased", so it may not appeal that much to you anyway.

Most of the other restrictions are essentially matters of convenience; those who sub will get priority on login queues, a shorter Quick Travel cooldown and the ability to use the Emergency Fleet Pass to instantly return to their faction's space station. You'll also only get one Crew Skill slot with the free-to-play version of the game, and get a limited number of Field Revivals to use when you die in the middle of nowhere.

The free-to-play version of Star Wars: The Old Republic was announced back in July in response to  continually falling subscription numbers. No fixed date has been given for when the free-to-play option will become available. It's still listed as "later this fall", but the game's current sub model will continue to be offered for players who want unlimited access to all the title's content.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


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

Thursday, 4 October 2012

Mists of Pandaria Pushes Warcraft Subs Over 10 Million

The release of World of Warcraft: Mists of Pandaria has caused the game's subscriber numbers to climb back over the 10 million players mark.

It’s been gratifying to see the results of all of the work we put into this expansion and to hear all of the positive feedback from players so far.

When Blizzard last revealed how many subscribers its MMO behemoth had back in August, we found out that the number of players had fallen to 9.1 million. That all seems to have been reversed now though, with the company reporting sub numbers are once again rising towards the level we saw back in March.

Blizzard also revealed that 2.7 million copies of the game were sold in its first week between September 25 and October 2. As the game didn't release in China until after this period, the 2.7 million figure refers to copies sold elsewhere in the world.

Blizzard CEO Mike Morhaime said, "It’s been gratifying to see the results of all of the work we put into this expansion and to hear all of the positive feedback from players so far."

World of Warcraft: Mists of Pandaria adds a range of new features to the game including the Pandaren race and the new land of Pandaria, as well as a raised level cap of 90.

To keep up to speed with our thoughts on the fourth expansion for World of Warcraft, be sure to check our review in progress.

Luke Karmali is IGN's UK Editorial Assistant and has lost more hours in Azeroth than he'd care to admit. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, 28 September 2012

Football Manager 2013 Release Date Announced

SEGA has revealed the latest instalment in the Football Manager franchise will release on November 2 worldwide.

If you can't wait until then though, the company is offering keen players who pre-order the chance to get into the game earlier.

Anyone who pre-orders a physical or digital copy of the game will receive a code that will grant access to a single-player beta version of the game about two weeks before the full game becomes available. This beta will remain playable until November 5, and all saved games and progress made during the pre-release period will be fully compatible with the final release.

Speaking about the decision to offer earlier access, Sports Interactive’s studio director Miles Jacobson said, "Our fans are very good at letting us know what they want and the one thing that’s consistently at the top of their wish list is an earlier release date. While we can’t, strictly speaking, offer them exactly what they want, this Beta version is the next best thing… a fully playable Football Manager they can get their hands on around two weeks before the finished game hits the streets."

Football Manager 2013 will be available on PC and Mac from November 2, and includes new features such as a Classic mode and short-term challenges.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, 26 September 2012

Borderlands 2 Bug Wiping Progress for Some Players

A bug affecting some players of Borderlands 2 is apparently wiping unlocked progress. As noted in a 33-page thread on the official Gearbox forums, some players are starting up the game to find Badass Ranks, golden keys, heads, skins and achievement progress reset to zero. Worse still, menus displaying the content or challenges don’t actually reset, meaning the game thinks the content is unlocked even if you don’t have access to it, so you can’t re-earn skins or replay challenges in order to get them back.

The bug in question can be seen in the video below from YouTube user RyogaWanderer:

Gearbox community manager Chris Faylor responded to the thread, thanking fans for their feedback and noting “Our engineers are looking into this, and the information you've provided has proven to be a great resource while we investigate. At the moment, it seems to be a fairly rare issue and we'll keep you updated on when we resolve it.”

The only solution discovered so far comes in this post from user CrimsonSamuraiX who notes “If anyone logs into their character and notices you've been hit with the glitch and lost your badass ranks / skins, try immediately quitting the game without saving (shutting the game off on the spot might work too)." He reports that doing so has reportedly restored progress for some users.

We’ve reached out to Gearbox about the bug and will update with any comment we receive. Are you experiencing the problem? Tell Gearbox your situation on its official forums and let us know in the comments below.

Thanks to Joystiq for the heads up.

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


Source : ign[dot]com

Tuesday, 25 September 2012

World of Warcraft: Mists of Pandaria Now Live

Mists of Pandaria, the newest expansion for World of Warcraft, is available now, offering a new class, new continent, new level cap and more. Players will be able to step into the shoes (well, paws) of the Pandaren race, plus expand their character up to level 90. New features also include scenarios (a new PvE trial), challenge modes, a new talent system, a pet battle system, high-prestige awards for beating new five-player dungeons and much more.

Pandaria is available for $39.99 at retail or digitally, and a Collector’s Edition with a soundtrack CD, behind-the-scenes DVD, hardback artbook, mouse pad and more is available for $79.99 in stores. "Mists of Pandaria takes players back to the roots of World of Warcraft -- exploration, discovery, and the epic conflict between the Alliance and the Horde," Blizzard CEO Mike Morhaime said today. "It also contains the widest variety of content that we've ever added in an expansion, and we're excited to be able to share it with players around the world this week in our first truly global launch."

Blizzard has a full Mists of Pandaria survival guide running through all the new features, including the new talent system and how it changes each class.

Not sure if you want to play Mists? We’ll be live streaming the new content today at noon PST, plus you can read our Mists of Pandaria review in progress for our impressions as we play.

Will you be buying Mists of Pandaria? Let us know in the comments below.

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


Source : ign[dot]com

Friday, 21 September 2012

Medal of Honor Warfighter Beta Announced, Exclusive to 360

EA has announced a multiplayer beta for Medal of Honor Warfighter. In early October, Xbox 360 players will be able to try a new multiplayer mode called HotSpot, which lets players attack and defend randomly-selected areas of Sarajevo Stadium, a map set in Bosnia. Players will team up using the game’s co-op Fireteam system, playing in pairs to win.

Anyone who downloads the beta will also get one hour of double XP when the full version of Warfighter launches. EA also announced that if three million players download the beta, Linkin Park’s “Castle of Glass” music video will be unlocked early.

Medal of Honor Warfighter launches on October 23rd. The first print run of the game is the Medal of Honor Warfighter Limited Edition, which includes a free map pack based on Bin Laden assassination film Zero Dark Thirty. For more on Warfighter’s multiplayer, read our hands-on impressions, plus more details in our Medal of Honor Warfighter wiki guide.

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


Source : ign[dot]com

Friday, 14 September 2012

Dollar Dash Turns Friends Into Frienemies

Like any good party game, Dollar Dash plays by the KISS principle: Keep It Simple, Stupid.

You and any combination of three other players – be they bots, local friends or online pals – collect scattered cash from around each of the game’s 31 maps and return it to the getaway car. Whoever collects the most coin wins, so even though you all arrived at this crime scene as brothers in illicit arms, it’s ultimately every man for himself. Simple enough, right?

Yep, and that’s the point. Dollar Dash is meant to be a pick-up-and-play party game, but that doesn’t mean it isn’t without clever nuance. For instance, because loot weighs you down, you’ll need to decide on your strategy. Will you make frequent, speedy trips to the drop-off point? Or will you instead opt to gather more dinero and make a slower stroll back to the getaway car that leaves you more vulnerable to attacks from your frienemies?

And attack they will. When your competitors lay traps or shoot pellets at you, you’ll start spraying change as if you were the punchline of a Daniel Tosh stand-up bit. Change that said competitors are free to then collect for themselves. But power-ups will help you even the odds. Tools like speed shoes can help negate the effects of being flush with stacks of greenbacks, while a shop system allows you to purchase upgrades that affect the gameplay. Weapon upgrades like Nuke+ mean you’ll be immune to your own mega-blasts, and Call of Duty-like perks will let you take more damage, carry more ammo, and move faster. Hats, character faces, taunts, and dances are examples of benign unlockables that spice up the fun a bit.

Four-player mayhem puts the "dash" in Dollar Dash.

As we played, we found that the rounds dragged on a bit long for our tastes, but otherwise, the cute art style, extra game modes (like Hit ‘n’ Run, in which the goal is solely to beat up your competition), and approachable gameplay should make Dollar Dash a bargain at the $10 price it’s likely to go for.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Tuesday, 11 September 2012

Guild Wars 2 Sales Reopen Today

Having suspended sales of Guild Wars 2 right at the end of last month because servers were creaking under the sheer weight of players, ArenaNet has reopened them this morning. So if you missed the boat on release weekend and have since lost all of your friends to Tyria, at least you can now join them.

ArenaNet originally suspended sales on August 30th, just two days after launch, because the server infrastructure was having problems keeping up with demand. Since then, the company had deployed new European and North American servers and prepared the Trading Post for a new influx of players.

ArenaNet's president Mike O'Brien had this to day: “Preserving the customer experience has always been our top priority. We’re supporting  Guild Wars 2 for the long run. We’ll always do what it takes to deliver the best online gaming experience for our customers, even when that means throttling sales.”

To celebrate, the developer released a bizarre and rather arresting new live-action trailer. Enjoy it below:


Source : ign[dot]com

NHL 13 Review

NHL fans are staring down the barrel of another lost season. Team owners and the players association stand at each other’s throats for the second time in under a decade, and neither side seems willing to bend. For those of us obsessed with our respective hockey teams (go Isles!) and deeply saddened by the prospect of being forced to watch the NBA, NHL 13 may be the only place we can go for respite. And that’s the first dose of good news loyal NHL fans have received in a while, because real hockey or not, NHL 13 is a fun, engaging and deep iteration of the world’s best sport.

Right off the bat, you’ll notice some old fallbacks that you can jump right into. Play a scrimmage against the AI or a friend, start a season as any team you choose, or jump into the role of general manager and control your organization’s destiny from the front office (and cozy sky box). The latter is a mode I spent a considerable amount of time with this year, bringing my beloved New York Islanders through a season and into an unexpected playoff berth. But in playing actual games on the ice as opposed to managing from the tranquility of a quiet, digital office, I came to enjoy the more overt tweaks and fixes EA made this year to make NHL 13 a more realistic experience.

This new dose of realism is derived from what EA calls "True Performance Skating." Developer buzzterm aside, True Performance Skating marks a paradigm shift in the series by making the very act of skating less arcadey and more realistic. That means no more turning on a dime when barreling full speed towards the boards or shadowing a rushing player without sacrificing some modicum of control. What it does mean – easily understandable to anyone who grew up playing hockey – is that speed sacrifices control, and staying in control, in turn, sacrifices speed.

Such a system changes the way you’ll play NHL 13, but you’ll quickly adapt to this more realistic take. Hockey is a positional game – far more than casual fans understand it to be – and NHL 13 forces your hand by making you play it as such or reaping the consequences of failing to do so. Instead of playing the body while skating backwards into your own zone, you may opt to play it angularly, sacrificing an easy-to-save shot you know your goalie can handle instead of going in for the check, and likely missing in the process. Likewise, dumping-and-chasing won’t be so much about a straight skate for the puck, but instead knowing when you’re beat and subsequently letting off the gas a bit. If you don’t, you’ll be left in the dust during the ensuing rush.

A fundamental change like this works well, but it’s also admittedly (if only mildly) confusing. NHL 13 isn’t a simulation; it’s an arcade-style hockey game supplemented with a heavy dose of realism. The opposing team almost never ices the puck or goes offside. Goalies regularly dish a covered puck back out to his defenders, hockey logic (and puck safety) be damned. And passes aren’t only tape-to-tape; they’re borderline magnetic. All of this is totally fine, but why emphasize more realistic skating – something at the core of the game – if the ancillary happenings around the rink aren’t also addressed?

Still, for this seeming lack of logic, EA has gone out of its way to change its NHL series in pretty dynamic ways considering the developer has under a year to iterate on last year’s product. For instance, the AI has adjusted with new attention paid to realistic skating physics. The claim is that EA spent more time on AI this year than in the three years prior combined. Players can now skate backwards more easily, cradle and protect the puck with greater emphasis, and choose from a growing number of neutral zone tendencies and overall play styles. Goaltenders are smarter and less inclined to let up easy goals, like one-timers and wrap-arounds. They’re also more acrobatic than they’ve ever been – mirroring the real game we know and love – and can even move individual limbs while sprawling and diving, bringing a Hasek-esque like look and feel to NHL 13’s armored netminders.

This emphasis on presentation oozes into every facet of NHL 13 and isn’t only evident when actually playing. Slow load times and some menu stuttering aside, the game looks beautiful. Games are presented as they would be on NBC Sports, replete with the familiar commentary of Gary Thorne and Bill Clemente. Ambient sounds of the arena, the crowd and the on-ice product are all expertly executed as well, supplementing the game’s high visual fidelity. Animations are occasionally awkward (as they appear to be in all EA Sports products), but that has more to do with the constant number-crunching behind the scenes than anything else. NHL 13 is a sight to behold, as several editors who have watched me play the game in the IGN offices brought it upon themselves to let me know. It plays virtually identically online and off, sacrificing none of the bells of whistles regardless of who you want to play with and where.

Then there are NHL 13’s two new modes. One mode, NHL Moments Live, allows gamers to relive moments from hockey’s past, challenging them to recreate the exact scenario given whether it’s a goal in overtime with a specific player, an overall point count in a certain amount of time, or anything else you can think of. With most of the moments coming from this past season (and with more promised to be downloadable if this currently stalled season ever gets off the ground), these are events even novice hockey fans will remember and appreciate.

But as great as this idea is in premise – and as fun as it is to partake in – there are some puzzling choices that take away from its realism. This is especially true when considering some old moments, such as Gretzky’s big game against the Flyers in 1981 or Doug Gilmour’s overtime heroics against the Blues in the 1993 playoffs. In those games, players are cast in the role as Gretzky or Gilmour but are surrounded by the current roster of the Oilers and Maple Leafs, respectively, while playing against the current rosters of their opponents. It simply doesn’t make any sense and was disappointing when I was expecting to see some familiar faces accompanying these great players, not guys who were, at best, in diapers when some of these events took place.

The other new, notable mode is called GM Connected. EA claims that GM Mode in its NHL series is the most popular offline mode, and I can understand why. It’s totally engrossing if you’re a hockey nerd. EA decided to leverage this popularity by bringing it online and accommodating up to 750 players in a single league. That’s no typo: each league can consist of up to 750 real people from around the world, acting as commissioner, general managers and even players.

GM Connected is an ambitious and bold mode, but one that needs time in the wild to truly appreciate. Gearing up for GM Connected as I reviewed it amounted to checking static screens and waiting for other players to act (I eventually set it so my CPU will make all in-game decisions). This mode can be truly robust and pay off big in the end, but it’s impossible to say right now with the limited amount of players online, and the equally limited interaction it therefore affords. In other words, the jury’s still out on GM Connected, but it’s something worth meddling with, especially if you enjoy offline GM mode.

Combining GM Connected and NHL Moments Live with the aforementioned offline season, GM and scrimmage modes, as well as the ability to play in one-off playoffs, tournaments, practices and more, NHL 13 gives you incredible bang for your buck. And yes, you can even create your own pro once again this year (or even play as some well-known veterans from the NHL’s past) and grind through the junior and minor leagues as you ascend towards NHL glory.

In other words, there’s so much to do in NHL 13. And in a year looking less and less likely to provide the real thing, NHL 13 proves a mighty promising distraction.


Source : ign[dot]com