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Showing posts with label system. Show all posts
Showing posts with label system. Show all posts

Thursday, November 1, 2012

U.S. Gets Limited Release of Pink 3DS XL

Nintendo of America announced via Twitter today that U.S. gamers can now purchase a pink and white 3DS XL. Well... sort of. The Kirby-colored system, which came out not long ago in Japan, is only being made available in limited quantities. You must be a member of the shopping site Gilt to purchase it.

The pink XL is available in two bundles - one with Professor Layton and the Miracle Mask (read our full review here) and one with Style Savvy: Trendsetter. Both are being offered for $219.99.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can keep track of her wild adventures by following Aminka on IGN or @GameOnAminka on Twitter. Game on!


Source : ign[dot]com

Friday, October 26, 2012

Black Ops 2 Multiplayer Matchmaking Explained

The multiplayer matchmaking system in Call of Duty: Black Ops II will work using latency and ping, Treyarch has confirmed.

In a series of tweets, game design director David Vondehaar explained that the upcoming entry in the Call of Duty series wouldn't rely on region-based matchmaking, as was the case in previous games.

In response to being asked whether the locale-preference in matchmaking would again appear in Black Ops II, the following exchange took place:

In theory, this should result in fewer instances of host migration and drop outs, which have frustrated Call of Duty players in previous instalments. This isn't the only good news we've had for Call of Duty multiplayer fans recently; earlier this month Treyarch announced that the Call of Duty Elite service would be free to Black Ops II players.

Call of Duty: Black Ops II is due to release on Xbox 360, PS3 and PC on November 13, and on the Wii U on its respective launch dates.

Thanks, CharlieIntel.

Luke Karmali is IGN's UK Editorial Assistant and a meleeing ninja when it comes to COD. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Black Ops 2 Multiplayer Matchmaking Explained

The multiplayer matchmaking system in Call of Duty: Black Ops II will work using latency and ping, Treyarch has confirmed.

In a series of tweets, game design director David Vondehaar explained that the upcoming entry in the Call of Duty series wouldn't rely on region-based matchmaking, as was the case in previous games.

In response to being asked whether the locale-preference in matchmaking would again appear in Black Ops II, the following exchange took place:

In theory, this should result in fewer instances of host migration and drop outs, which have frustrated Call of Duty players in previous instalments. This isn't the only good news we've had for Call of Duty multiplayer fans recently; earlier this month Treyarch announced that the Call of Duty Elite service would be free to Black Ops II players.

Call of Duty: Black Ops II is due to release on Xbox 360, PS3 and PC on November 13, and on the Wii U on its respective launch dates.

Thanks, CharlieIntel.

Luke Karmali is IGN's UK Editorial Assistant and a meleeing ninja when it comes to COD. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Thursday, October 11, 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, October 4, 2012

Star Wars' AT-TE Walker is (Almost) a Reality

I'm still waiting for my own C-3PO to take my drink order, but in the meantime this is pretty cool: Boston Dynamics is developing the LS3 -- Legged Squad Support System -- which is a walking, four-legged robot that looks like it could be a smaller, prototype version of a Star Wars AT-TE walker.

The AT-TE (left) and the LS3 (right)

The device is being designed for military support and is capable of carrying 400-pound payloads so that troops don't have to shoulder that burden. World News Australia (via Blastr) reports that the "vision for LS3 is to combine the capabilities of a pack mule with the intelligence of a trained animal. … The LS3 is capable of tracking certain visual and oral commands and uses GPS (Global Positioning Systems) and computer vision to guide itself."

Check it out in action:

No word yet on when we're getting AT-ATs, though.

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


Source : ign[dot]com

Tuesday, September 25, 2012

Assassin’s Creed III PC Requirements Revealed

Hot on the heels of Far Cry 3’s minimum specs earlier today, Ubisoft has revealed the minimum system requirements for Assassin’s Creed III. According to a post on Ubisoft’s customer support site, the following specs will be required to run Assassin’s Creed III properly:

Supported OS: Windows Vista (SP2) / Windows 7 (SP1) / Windows 8

Processor: 2.66 GHz Intel Core2 Duo E6700 or 3.00 GHz AMD Athlon 64 X2 6000+ or better recommended

RAM: 2 GB (4 GB recommended)

Video Card: 512 MB DirectX 9.0c-compliant with Shader Model 4.0 or higher (see supported list)*

Sound Card: DirectX 9.0c-compliant (5.1 surround sound recommended)

DVD-ROM: Dual-layer drive

Hard Drive Space: 17 GB

Peripherals Supported: Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)

Multiplayer: 256 kbps or faster broadband connection

Supported Video Cards at Time of Release:

AMD Radeon HD 3870 / 4000 / 5000 / 6000 / 7000 series or better

NVIDIA GeForce 8600 GT / 9 / 100 / 200 / 300 / 400 / 500 / 600 series or better

Ubisoft notes that “laptop versions of these cards may work, but are not supported. These chipsets are the only ones that will run this game.”

Assassin’s Creed III will launch on consoles on October 30th, and the PC version will follow on November 23rd. Ubisoft recently confirmed that it will no longer use always-on DRM for its PC titles.

For more on Assassin’s Creed III, check out our hands-on impressions from earlier this week, plus what the game’s achievements tell us about the plot. For all the other details we know so far, look no further than our Assassin’s Creed III 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

Monday, September 24, 2012

Black Ops 2 to Simplify Multiplayer Perks

Call of Duty: Black Ops II will feature a simplified perk system that may be nerfed without warning, according to the game's multiplayer designer.

Speaking to CVG, David Vondehaar admitted that the increasing complexity of perks as the series has progressed was one of the first things he wanted to address.

I can nerf perks and I will, mark my words. A perk should never be something you need just to compete.

"Perks were pretty important for us to rethink, because they were getting too complex, " he said. "You had perks, perk pros, perks that influence you, perks that influence your gun, perks that influence team mates.

"We've simplified that so perks only ever affect your character, and more importantly, Black Ops II's perks aren't absolutes. In Black Ops our only balancing options were to remove the perk or keep it; now we can tune any perk by increments to nerf it or improve it.

"I can nerf perks and I will, mark my words," Vonderhaar continued. "A perk should never be something you need just to compete. A perk is 'I got a parking spot,' or 'the soda machine gave me free soda.' Your life shouldn't depend on it. The community helped me understand that, and that's why our new system has no absolutes. We can try to make it the most balanced CoD ever."

So it looks like any die-hard COD fan is going to need to be prepared to adapt their tactics in response to any nerfs. But whether Black Ops II can manage to be the game that finally does away with cookie-cutter strategies and builds when so many others have failed remains to be seen.

Call of Duty: Black Ops II is out on Xbox 360, PS3 and PC on November 13, and on Wii U from launch.

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

Thursday, September 13, 2012

New Super Mario Bros. U's Boxart Revealed

Here's what you'll be grabbing off store shelves to go along with your shiny new Wii U system this fall:

Lucas M. Thomas is IGN Nintendo's wise old sage, having worked to cover the worlds of Mario, Link, Samus and all the rest of the Big N's creations for over six years here. You can follow him on Twitter.


Source : ign[dot]com

Tuesday, July 31, 2012

3DS XL Starts Strong in Japan

Japanese sales data from Enterbrain (via Famitsu) has revealed that nearly 200,000 3DS XLs were sold during the system’s first week on sale. According to Famitsu, 193,441 systems have been sold since the system launched in Japan on July 28th.

Separately, New Super Mario Bros. 2 (which launched alongside the system) saw equally impressive sales, with 430,185 sold in the same period. That figure is only for copies of the game sold at retail and does not include customers who downloaded New Super Mario Bros. 2 via the eShop.

The full Japanese hardware and software sales chart won’t be revealed until tomorrow, but things are certainly looking promising for Nintendo’s supersized handheld. The original New Super Mario Bros. on DS went on to sell more than 10 million units, while lifetime sales of the original 3DS have crossed 19 million units worldwide.

3DS XL was also released in Europe, but sales haven’t been revealed for that territory. The system will launch in North America on August 19th alongside New Super Mario Bros. 2 (which hits Europe on August 17th). For a look at the changes in Mario’s latest outing, check out our tour of New Super Mario Bros. 2.

Source: Andriasang

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