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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, November 6, 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

Friday, October 26, 2012

ShootMania Interview: Frantic and TCM Gaming

Last week, TCM Gaming became our second European team qualified for our $100,000 ShootMania: Elite tournament at IPL5 at the Cosmopolitan of Las Vegas! They were kind enough to answer some questions for us, so please check out Frantic, diddix, and luxxiz's responses in the following interview:

How did you first become involved in ShootMania?

TCM.Frantic: Hypno (from k1ck) had a few alpha keys to give away and I happened to be one of the lucky ones to get one from him. When I installed the game I started off playing some public Royal, which was quite fun. But the next day is what made me play ShootMania.. I played some Elite games with luxxiz and phoen|x versus some other mixed teams. We were having so much fun for so many hours. Facing many known names from different games, trying to prove who's the better player/team in such an early stage. It really had been a long time since I played a game that long without having a break, til the morning hours. This is also where my first ShootMania team was created, pure-esports (luxxiz, phoen|x, and myself).

How long have you been playing with your teammates, and have any of you played on different teams in the past?

TCM.Frantic: In ShootMania we've been playing together for about 3 months now I think. I have played with diddix in UT2004 a bit in an instagib CTF team, but nothing serious. With luxxiz on the other side, I have played quite some UT games with and against. We also played CoD4 competitively together, so we knew eachother pretty well. (might be fun to know that kowa from Team Dignitas, was also in our CoD4 team). To answer your second question, I started off with pure-esports and joined Eclypsia after that (playing with Jiepie and Lekaim). After I left them, I joined up with luxxiz again, we took in diddix and joined TCM.

What about ShootMania appeals to your competitive side?

TCM.Frantic: What I like about Shootmania is the pressure as an attacker. A good "crowd control" is needed to avoid all incoming fire, a great aim is needed to eliminate the opponents and good map knowledge comes in handy to create alternative ways towards the pole area. On the defensive side I really like the team play you can build up and play with different kind of tactics and positions.

Tell us about your IPL5 qualifier experiences. You got to the semi-finals of the first qualifier, did that make you and your team train harder?

TCM.Frantic: Yes, it did actually. When we joined the first qualifier we were doing our best to perform well. Having lost a map to Traffic lights (k1ck) did not do us good though. Winning versus the French side of Millenium gave us good hopes, eventhough aKm had just left them. When we lost versus Eclypsia in a close match, this opened our eyes and we indeed started to practice really hard. We watched the VODs of our games and eliminated some flaws in the tactics and thought of new ones to implement. We had two weeks to get this done and we trained our asses off.. In the second qualifier it all worked out nicely and now we're going to Vegas baby! :)

And this last one is for everyone:

How do you feel about beating some of the best ShootMania teams in Europe, and how do you feel about earning your trip to IPL5 in Las Vegas?

TCM.Frantic: We had a tough road ahead of us, with Question mark, GamersLeague, Team Dignitas and Eclypsia waiting for us. We knew it was going to be tough, but we practiced well and we just played our game. All these good teams kept us really sharp and made us play our top game. In the end we managed to beat them all and all the adrenaline in my body was going crazy haha. Our management immediately called us on Skype and everybody was screaming! Such an awesome feeling that was! :D We are really looking forward to compete in IPL5, it's such a big tournament and a bit of a battle between Europe versus USA. The prize money is just absolutely insane and the location.. amazing! This is going to be one big great experience.

TCM.diddix: It feels good to beat some of the best teams in Europe because that's what I together with luxxiz & Frantic are aiming for. The great competition and good teams are two reasons why I play ShootMania. It was really nice to win IPL5 EU Qualifier. I always want to go for 1st place when I play and I know luxxiz and Frantic feel the same. It felt really great when we won the qualifier tournament because after EU qualifier #1 we practiced and checked all the mistakes that we did. And then to come back to the 2nd qualifier and just feel that you've made progress from the practice matches was just great.

TCM.luxxiz: This is exactly why I play competitive. Winning those crucial matches, that feeling! Even better when you come into the match as an underdog and win 3-0. Also winning 3-1 vs dignitas felt really good. Even though it's for $100,000, just going to Las Vegas is a prize for itself. I am really looking forward to it. I am gonna leave Las Vegas as a millionaire!

Is there anyone you'd like to thank for helping you dominate at ShootMania?

TCM.Frantic: First of all I would like to thank luxxiz and diddix for being amazing team mates, without them we wouldn't be traveling to Vegas next month! We're having a great time together, playing this awesome game. I would also like to thank our management for giving us all the support we need. They've been nothing but great help to us since we joined TCM. Also a big thanks to CMStorm, BENQ, CCL, Coolermaster and Multiplay for upgrading our gear and supporting us for this and other upcoming events! Last but not least, thank you for having this interview with us! :)

Big thanks to TCM.Frantic, TCM.diddix, and TCM.luxxiz! Keep practicing hard and stay in top condition for IPL5 in Las Vegas! To see VODs from the EU qualifier that they won, check out http://www.youtube.com/iplshootmania!


Source : ign[dot]com

Tuesday, October 23, 2012

Report: Major Layoffs at Zynga Austin

This morning during Apple's iPad Mini event, Zynga employees began taking to Twitter en masse to report on significant layoffs at the troubled social gaming giant. Zynga has yet to make any official announcement and have not yet responded to our request for comment.

Individuals close to the situation are reporting that Zynga Austin bore the majority of cuts, with more than 100 jobs lost at that location. The entire Zynga Bingo and theVille teams have reported been let go, leaving only teams developing mobile products left at the office.

Gamasutra is also reporting layoffs or perhaps the closure of Zynga Boston and Zynga Chicago. TechCrunch reports that the San Francisco office is not seeing any layoffs today.

More Zynga employees have reported that an all-hands meeting has been scheduled for later this afternoon. A more solid picture of the extend and location of the layoffs is likely to follow.

Today's layoffs are the latest in a growing line of bad news for the social game maker. SuperData Research noted today that Zynga has less active players now than it had two years ago. Social game players are increasingly leaving Facebook in favor of mobile play. Most analysts agree that Zynga has failed to make the mobile transition rapidly enough.

Justin is Editor of IGN Wireless. You can follow him on Twitter at @ErrorJustin and on IGN.


Source : ign[dot]com

What's New in Football Manager 2013

Every self-respecting football and gaming fan has a Championship Manager/Football Manager story - like that time you almost won the Champions League with Torino but lost to a last minute penalty by a regen called Francesco Della Morte, or that other time your housemate at university took his Birmingham team to the FA Cup final and he actually wore a suit for the occasion (both of those are true, and it really was my housemate, not me, honest). It has punctuated our lives with such regularity over the years that it at times almost feels as important as football itself. It isn’t, but when there’s no football on the TV it’s a bloody good substitute.

In short, there is a reason that Football Manager is so popular: It has transcended the world of football management sims like no other game before it, and has moved from a game to a cultural phenomenon. It’s no coincidence I remember those two incidents better than I remember the majority of my university education; I spent more time playing it than I actually did studying.

So what’s new about FM2013? Well, lots actually. There are two new game modes in addition to the usual Football Manager and Online modes. The first, Challenge, drops you into a variety of different scenarios and challenges you to make a success of them. Some of them are interesting, some of them less so, but I imagine they’d be of great intrigue to FM completists, or for players that are looking to break up the rhythm of how they play the game.

There has now clearly been an admission at FM Towers that somewhere along the line, the game became a bit too complicated and time-consuming for the casual gamer.

The second merits more attention: Classic Mode. There has now clearly been an admission at FM Towers that somewhere along the line, the game became a bit too complicated and time-consuming for the casual gamer. Obviously, the players who grew up with the game are now older and probably have more demanding jobs and/or a family and so don’t have the time they once did to dedicate to a computer game. The Classic mode scales back a lot of the detail required of the main game, and also in turn makes it more accessible to the newcomer. This is a shrewd move by Miles and the team, Classic is the mode I will likely play more often than not now, despite having played FM for years. There is only so much time one can spend filtering out qualifications of prospective new coaches (another new feature of the main game).

In the main game, there are some nice new touches that really do make a difference: the assistant coach comments throughout a match add another veneer of authenticity to proceedings and make the hiring of a good assistant even more important. The ‘body language’ feature during a game gives you even further insight into your players and allows you to make more informed decisions tactically.

Aesthetically, the game looks sharper; the windows slide in and out when you hit continue and there is an option to split-screen the match coverage with stats. The match engine itself is more realistic; the movements of the players are better rendered and the surrounding paraphernalia like stadiums, benches and match officials seem somehow more complex and therefore more immersive.

The beauty of this FM though is that yes it’s deeper and more complicated, but you can tailor your game-playing preferences accordingly.

The astonishing level of detail of what seems like just about every player in world football is still a mainstay of the game and really is worth pointing out. It is a mark of how consistently good these games have been over the years that all of us take for granted the depth and detail on just about every player playing professionally in the western world (and beyond) that seems to exist here. We are no longer surprised by this. We expect it. And yet again, it's delivered.

The beauty of this FM though is that yes it’s deeper and more complicated, and the level of detail in training now is enough to throw your Andre Villas-Boas-sized dossiers into the fire in despair, but you can tailor your game-playing preferences accordingly. The Classic mode, the option to use your assistant manager should you need to and the adding of a new Director of Football who can pick up a lot of the more menial jobs mean it really can be adjusted to how much time you have to dedicate to it.

Football Manager 2013 is out on November 2nd, and we'll have a full review on Monday 29th. Keep your eye on the ball.

Luke Moore is a writer and broadcaster and the co-founder of The Football Ramble. He has contributed to regularly to BBC Radio 5 Live and has featured on Radio 4, ESPN, The Guardian, Betfair and, of course, IGN. You can follow him on Twitter.


Source : ign[dot]com

Thursday, October 11, 2012

New Gaikai Site Teases Uncharted, Mass Effect and More

We haven't heard much from cloud gaming service Gaikai since Sony acquired it earlier this year, but that's changed this morning as the service's official site has been updated with an image that teases a wealth of PlayStation 3 classic content.

The image on the homepage, which you can see below, shows off iconic characters from a number of franchises that have appeared on Sony's console over the years, while clicking on other areas of the site unveils even more.

The games that appear somewhere on the site are Metal Gear Solid 4, Mass Effect 3, LittleBigPlanet, God of War III, Uncharted: Drake's Fortune, Killzone and Infamous.

Alongside the new layout and images, a statement on the site reads, "Over the past several years, we've worked tirelessly to re-define the way people access and play video games. We developed amazing streaming technology, assembled an accomplished management team, and built the world's most widespread cloud gaming network.

"And while we think all of that is pretty cool, we're not done yet. As a new member of the Sony Computer Entertainment family, we're working even harder to ensure the world's best entertainment content is delivered instantly to you, no matter where you are in the world."

Sony has previously voiced its support for backwards compatibility, and we've speculated about how Gaikai could be the means through which the company could make all its old franchises available through streaming.

Luke Karmali is IGN's UK Editorial Assistant and is glad we've all moved on from making FF7 jokes about cloud gaming. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

New Gaikai Site Teases Uncharted, Mass Effect and More

We haven't heard much from cloud gaming service Gaikai since Sony acquired it earlier this year, but that's changed this morning as the service's official site has been updated with an image that teases a wealth of PlayStation 3 classic content.

The image on the homepage, which you can see below, shows off iconic characters from a number of franchises that have appeared on Sony's console over the years, while clicking on other areas of the site unveils even more.

The games that appear somewhere on the site are Metal Gear Solid 4, Mass Effect 3, LittleBigPlanet, God of War III, Uncharted: Drake's Fortune, Killzone and Infamous.

Alongside the new layout and images, a statement on the site reads, "Over the past several years, we've worked tirelessly to re-define the way people access and play video games. We developed amazing streaming technology, assembled an accomplished management team, and built the world's most widespread cloud gaming network.

"And while we think all of that is pretty cool, we're not done yet. As a new member of the Sony Computer Entertainment family, we're working even harder to ensure the world's best entertainment content is delivered instantly to you, no matter where you are in the world."

Sony has previously voiced its support for backwards compatibility, and we've speculated about how Gaikai could be the means through which the company could make all its old franchises available through streaming.

Luke Karmali is IGN's UK Editorial Assistant and is glad we've all moved on from making FF7 jokes about cloud gaming. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, September 24, 2012

IGN AU Pubcast Ep. 54: Rumbo in the Tokyo Jungle

In this Ron Jeremy-fuelled* edition of the Pubcast, we've got a bumper crew on board to discuss the latest games and gaming news... by which we mean not discuss them, and instead rant about, well, whatever. Why you people listen to us we have no idea. But thanks. Get on board via the download link at the bottom of the page!

And possibly aroused! But mostly disgusted.

Please note that due to a microphone fault, Baker sounds kind of quiet and weird during this episode. Like, even more so than usual. Rest assured that the technical issues will be solved for next episode!

Here's what awaits you in Episode 54:

  • Wii U! There's nothing quite like the anticipation of new gaming hardware. We discuss the release date and price, and the system's prospects, all the while giggling at wee jokes as though it was still 2006
  • LittleBigPlanet Vita: it's awesome, charming and fun... but there's one significant feature missing, which bumps it from 'all the stars out of stars' to 'slightly less than all the stars out of stars' which is the Pubcast scoring system
  • Borderlands 2: spoiler alert - it's awesome! But you'd know that, because everyone's playing it. You, me, that guy over there, IGN AU's pet dolphin. How does a dolphin even hold a controller? Listen to (in no way) find out!
  • Tokyo Game Show: did anything awesome happen this year? Not really. We don't dwell on it
  • The new PS3 Super Slim, and why a 12GB model for $300 is a joke. Seriously, what's up with that, man?
  • We answer more of your questions in the Pubface Bagcast, and Jem openly begs listeners to send in more booze!

Download it today! Episode 54!

And don't forget you can check out all the previous episodes on iTunes. And hey, why not subscribe while you're there?

*It'll make sense when you hear it.


Source : ign[dot]com

Street Fighter vs. Tekken vs. Mortal Kombat

Fighting games have bruised our fingers and battered our egos for decades. In the competitive gaming space, no genre does it quite like the fighter. They pound gamers over the head with mind-numbing combos and split-second timing. They take the spotlight in living rooms and Las Vegas tournaments. They're everywhere. And considering the rabid communities that spring up around these franchises, you can expect that the fighting game greats get compared to each other now and then.

The Street Fighter, Mortal Kombat, and Tekken franchises have been brawling since the other 90s. We decided to pull out a few numbers and see how each series compares. We don't have any money on this fight. No legs will be broken. We just love the thrill of the game.

Brian Altano throws things together for IGN with enough class to impress this guy. Follow him on Twitter.

Ryan Clements writes for IGN and helped Altano stay positive today. He also ate a banana. Follow him here on IGN or over on Twitter.


Source : ign[dot]com

Friday, September 21, 2012

TGS: How Dragon Ball Z for Kinect Misses the Point

The entire appeal of motion gaming is immersion -- ideally, Kinect would amplify player agency by more actively involving you in a given experience. Dance Central excels here, in particular. Using your body rather than thumb flicks and trigger pulls to control a character should make you feel as though you've become someone else.

The potential to empower players in Dragon Ball Z for Kinect is enormous, but actually playing it is a constant reminder of how much fun you should be having.

The first-person combat works like you'd expect: Punching the air fires projectiles or smacks your up-close enemy, crouching dodges incoming attacks and powers up your hero, and familiar poses unleash special attacks when you've filled your power meter. That's pretty much the extent of how Dragon Ball Z for Kinect functions, and that simplicity in itself would be a considerable issue, never mind that it doesn't work well.

Gestures are so similar, and player input is so frantic, that Kinect can't actually register the moves properly. I tried to boost my power, but it misread the crouched position as a dodge. In putting my fingers on my forehead to let loose Picollo's Beam Cannon, the game thought I was trying to punch. Arm movements are sensitive and the speed of the fight is chaotic, which is a disastrous recipe. I watched multiple players fail a fight because their Kamehamehas weren't getting picked up, or their dodges registered as power charging, before becoming a victim of the incompetence myself.

The other problem is that it's just not terribly entertaining to play. Your actions don't really interact with the world or characters, so you spend a lot of time watching. Did you punch the air fast enough to trigger the win or lose animation? Great job, take a break and watch Goku throw Vegeta through a mountain for the next 20 seconds. Repeat. What could possibly be interesting about this as someone putting their entire body into the equation?

It's difficult to get excited, or remain optimistic, about a game in such poor shape as Dragon Ball Z for Kinect. It's a conceptual misfire with the kind of poor execution that's become unfortunately commonplace in Kinect games. And if it's no fun to play in the first 10 minutes, why should you pay $60 to experience it for hours longer?

Use caution with this one.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

How The Walking Dead Confounds Gaming’s Gloom

Woe and lamentations, sorrowful ululations. These are the noises coming from the doom-sayers of gaming, who point to miserable sales of boxed games as proof that we are tumbling down the slippery cobblestones paved to hell itself.

Game sales are down 20% year-on-year. Gaming has “lost” 12 million members. Wring thy hands and await apocalypse ye weeping wretches.

But hark. Rub those tear-stained cheeks. Is that the sound of champagne corks and jolly huzzahs. What devilry is this?

‘Tis none other than Telltale Games celebrating its surprising status as top of the gaming world, and not a box to be seen, not a single digit wobbled or disturbed upon NPD’s brick wall of stats.

The biggest selling boxed game in August, in the U.S, was Darksiders II, which “shifted” an okay-ish 247,000 units across all formats. New stats released to IGN by Telltale tell a, uh, different tale.

The Walking Dead, now into its third episode, managed 315K unique sales in the same month in the U.S. Note that Episode 3 launched on August 28th. Darksiders II launched on August 14th.

Globally and to date, The Walking Dead has managed 3.8 million episodes sold to over 1.2 million unique customers. It’s just a glimpse into how rapidly gamers are adopting digital as a way to buy games. When Minecraft arrived on XBL it sold a million units in five days, and another two million in the next few weeks. Borderlands 2 was launched simultaneously on PSN as in retail stores.

Although boxed sales still vastly outweigh digital sales in the console market, these trends are all great news for those of us who just can’t see the point of having things clutter up our homes, and prefer to consume our games the way we consume music and movies and messages.

Head of publishing Steven Allison told IGN, “What you're seeing is that new titles are showing signs of consumer transition to digital. Of the products that are most interesting to consumers right now, a couple of them are digital only, and not available to retail, like ourselves and possibly Minecraft. Minecraft did better than we did in the month, but I would say that Minecraft and Walking Dead did better than the rest of that NPD list. I don't know of any other digital games that can make that claim. But I think we're seeing a product transition as far as comfort. Those hardcore gamers are getting comfortable with digital, especially if it's not on store shelves.”

Telltale isn’t some mad-eyed revolutionary, thirsting for the end of boxed games. A retail version of The Walking Dead will be released after the final episode launches, and IGN has first news of the release date. Allison said, “We are currently committed to Tuesday December 4th, 2012 at retail on Xbox 360 and PlayStation 3 in North America for the first season of The Walking Dead: The Game including all five episodes. European and other territories for retail release to be confirmed.”

He adds, “Just about every medium has made the transition to digital and we're going to continue to see more growth, probably at the expense of some retail sales. But I don’t think it will be like music, where retail for music just doesn't exist anymore. It’ll probably be more like DVDs and movies, where there's a pretty significant retail footprint for movies still, even though digital is really strong. I think we'll end up, in a few years, maybe 50-50.”

This tallies with Electronic Arts’ view that digital will overtake retail in two or maybe three years time.

But buying games from digital does have its drawbacks. Browsing online retail stores can be a painful experience, a choice between living with a small number of the store’s chosen favorites, and searching for something fairly well defined in one’s mind. At the moment, buying games on PSN and XBL is painless because there are a fairly limited number of titles available. This problem is called ‘discoverability’.

For games companies the challenge is still to let you know that their games are available and that they are worth trying. This almost always costs money

Allison says, “Just because we're coming out on digital doesn't mean we're allowed to drop the need to publicize and market our game to the masses. This is where a lot of digital companies kinda fall apart. We try to take it as seriously as if we were putting a $50-million-dollar game in a box at GameStop. We work the PR hard. We get awareness high. We give people jonesing for it, and then it's our job to point them at Xbox Live or at PSN.

“We're not just hoping that when we launch, the stories about ‘What's coming out this week on PSN?’ drive it enough. The obligation to market, to drive sales, is no different than if it was at retail. It's exactly the same.”

But if the concept of selling things to people is the same, the nuts-and-bolts of doing business with people digitally are vastly different, and, according to Telltale, a whole lot better.

“That whole middleman is gone, more or less, and that's the really great thing about making content digitally. There's all kinds of costs that just go into building products, paying those licensing fees, selling it for wholesale, the retailer getting his cut, and then paying for that [in-store] marketing. That is all gone on the digital side. All our digital partners get, more or less, 30 percent of every sale. But that's it. They don't charge us for promoting it. They get 30 percent, so they like promoting things that are going to move. When you get into that relationship, it's a different dynamic. There's a lot of close collaboration. You have to work that hard as well.

“I’ve worked in this business for 15 years doing retail publishing, and I probably spent 75 percent of my time dealing with issues at retail, issues with shipping stuff, what we were doing for MDF [ads in stores]. Now I spend two percent of my time on that. It's so refreshing.”

Digital dos have its drawbacks for gamers, but it is refreshing too for those of us who don’t want to go into stores, or wait for boxes to turn up at our doorstep. This is why it’s growing so fast, while boxed sales are declining. However, that’s not the same as saying that gaming - even hardcore gaming - is dying. Not the same at all.

I write opinions on games pretty much every weekday. Recently I've been talking about DishonoredCounter-StrikeJourneySound ShapesWasteland 2Virtua Fighter and Miiverse. You can follow me on Twitter to debate and argue about games. Or IGN.


Source : ign[dot]com

Thursday, September 13, 2012

Meat Playground takes down Orbit 2-1

League of Legends Match Review: Meat Playground vs. Orbit Gaming

This Best of Three series left nothing to be desired. These teams packed all 3 games with action from the moment they started. The meta was not challenged by the tactics of these players. Strategy and coordination are what won this match. The players are reaching new heights of personal skill. These teams will continue to improve their game and raise the level of competitive play in League of Legends.

Game 1: Meat Playground Victory

Meat Playground had first pick and wanted to make an aggressive statement immediately in the match. They banned the strong CC of Alistar, followed by the mid lane and team fight strength of Twisted Fate and Zyra. Meat Playground picked Morganna for a safe mid, and a Cho’gath top lane with a support Blitzcrank to secure the endgame. Orbit wanted to rely on a counter pick to allow their mid lane to dominate. They banned the top lane strength of Shen. Malphite, and Vladimir. Orbit then took the safe Jayce pick for top, Gragas in the middle, and Sivir to win the bottom lane.

The players of Meat Playground were out for blood, and secured first blood before minions spawned with a 2-for-2 trade. Both teams stuck to their guns using aggressive tactics to take down the first 2 towers before 5 minutes thanks to a lane swap from Orbit. Meat Playground soon took the lead with some strong team coordination. LightSludge secured several kills and had a large item advantage that he used to give his team a large lead. Meat Playground made some catches and team fights happen and closed out the first game with a major item advantage.

Game 2: Orbit Victory

Orbit took first pick in game 2 and looked to ban out what defeated them in the previous game. They banned the epic hooks of Blitzcrank, the fed terror of Ezreal, and the standard Malphite. Orbit then picked a double AP composition with Vladimir and Ahri, followed by the ganking potential of Skarner. Meat Playground was confident after their victory and decided to try some uncommon picks. They took out the potential first pick of Nunu, along with the standard Alistar and Shen. Meat Playground picked Rumble to win the top lane, Maokai to counter the fast ganks, and Mordekaiser to see what he is capable of.

Game 2 did not have the same ignition as the previous game. The teams did not warm up until first blood happened in bot lane, ending in a 1-for-2 for Meat Playground. Skarner made his presence known with constant appearances in all of the lanes. Orbit was still pressured in the lanes despite the efforts of their jungle player. Soon these efforts paid off and allowed Orbit get the positioning they needed to take an advantage in the game. Orbit quickly took control of the map with oracles and took a huge lead through forced fights and face checks. Meat Playground found themselves insurmountably behind and surrendered.

Game 3: Meat Playground Victory

Meat Playground had first pick and needed to get their valued picks to win the game and the match. They banned Alistar, Twisted Fate, and the Skarner that gave them trouble in the last game. Meat Playground picked the Nunu and Morganna that were key to their game 1 victory, along with Olaf to play it safe in the top lane. Orbit had taken the momentum in the match and wanted to close it out quickly. They banned the Ezreal that did so much in game 1 followed by the standard Shen and Vladimir. Orbit went with a Malphite top, the successful Ahri mid, and a blind Lee Sin in the jungle.

Meat Playground wasted no time in turning up the heat in game 3. They went right into the enemy jungle and slowed down the early game strength of Orbit’s team composition. Orbit went with another lane swap and successfully shut down Olaf early in the game. Morganna was a major threat to Orbit and they sent their support to the middle lane to assist Ahri. Pobelter would not be stopped and picked up a quadra kill with only a tower to aid him. Meat Playground started grouping up and used their strong team fight to take objectives and force poor position from Orbit. Orbit had no answer to the coordination of Meat Playground and lost out to a rushed baron followed by 1-for-4 team fight and victory in game 3.

Player of the Match: Eugene ‘Pobelter’ Park

The mid lane is the center of the rift and the action whenever Meat Playground takes the field. Eugene ‘Pobelter’ Park can play what his team needs and stun spectators with unusual tactics. What he does best is be there when his team needs him. Even his champions roster changes to what best benefits his team. Meat Playground has a bright future ahead of them with Pobelter backing up their plays.

Conclusion

These teams gave it their all in a chance at the IPL5. They tested their abilities and kept it close to the last second. Meat Playground showed that they have what it takes to challenge the best teams on the scene. Orbit has some solid victories over the best teams, but showed that they still have room to improve. The conventional meta was not challenged. The balance was not strained. These teams displayed a true competitive treat to the avid LoL follower.

That’s it for today’s review. We hope you will join us tomorrow for more exquisite League of Legends action.


Source : ign[dot]com

ShootMania Storm Blows eSport Wide Open

It’s fitting that the impenetrable clique of competitive gaming should be breached by a first-person shooter, a genre that has long formed one of the key pillars of eSport. All too often, new titles added to this elite pantheon grant dominion to those with a prescient understanding of the established order. Rarely has a game deemed complex enough to promote the required high-level play and sufficiently balanced to prove entertaining to watch been so welcoming to a host of potential new champions.

Thanks to ShootMania Storm’s customisation options you can become very good at it on your own terms, without the hard slog associated with having to play as cannon fodder for several hours. If you don’t like the game’s default maps or modes you can turn to the community’s offerings or simply create your own. So, while the rigors of Call of Duty’s multiplayer demand that you pay for your stripes with the blood of countless deaths, ShootMania offers a gentler, more considered and altogether more fun way of becoming a skilful player.

“When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up,” explains Edouard Beauchemin, Nadeo’s international product manager.

When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up.

“So, when we devised Shootmania Storm we also wanted that to be part of the mix and the very first thing that we worked really hard to achieve was to make sure that it’s appealing to watch. It has to be a great show: the game modes, the timing of the rounds, the spectator tools and providing many different stats in-game to allow shoutcasters to do their job.”

Of course, the fact that Shootmania is a FPS makes it instantly more decipherable than other common eSport genres, such as fighters and MOBAs. The majority of game players are familiar with the concepts, mechanics and language that form the basis of the most popular genre in video games. However, the biggest contributing factor that will allow new teams of eSport contenders to rise through the ranks of ShootMania is that it provides a gradual learning curve facilitated by an intelligent selection of game modes, which are, crucially, fun to play.

Shootmania Storm has already been signed up by IPL (IGN Pro League) thanks, in part, to its Elite mode. This part of the game is stable, balanced and eminently playable despite ShootMania as a whole being in the first of three planned beta phases.

Elite mode also attracted a lot of attention at Ubisoft’s recent digital day in Paris, drawing players and onlookers alike with its fast-pace and easy to fathom rule set. Beauchemin attributes this to the mode’s concentrated distillation of a key element of spectator sports: excitement.

The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win.

“The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win,” Beauchemin enthuses. “We’ve boiled that down to one single game mode where it comes down to the last minute of the round: there’s one guy with a powerful gun and three armour points versus three guys with one armour point each who are working as a team.

“It’s really exciting to play and to watch because you can focus on just one person and see his choices and super-moves, whereas with 5 Vs 5, for example, it can get really messy and hard for spectators to keep track of everything that’s going on.”

Elite still supports six players in total, as each player on both teams takes turns to be the “hero” and tries to annihilate the opposing team or score a point by capturing the single base. This offers two distinct ways of winning and means intelligent traversal of the environment can see the round won without a single shot being fired, though this is the exception rather than the norm.

Nadeo intends that ShootMania’s status as an eSport not be restricted to major international events. Unsurprisingly, ShootMania’s highly customisable nature is called upon again as players are given the tools to create and host their own tournaments, which they can then publicise through use of in-game currency.

With 5 Vs 5 it can get really messy and hard for spectators to keep track of everything that’s going on.

ShootMania’s adaptable nature means its official tag as an eSports title needn’t make it the exclusive domain of members of a digital Mount Olympus. Its persistent, intuitive controls and non-convoluted depth means it remains accessible, while offering the opportunity to its players to participate in competitive tournament play, even if they’ve never previously considered themselves eSports calibre.

“Ultimately, our games are powered by players,” Beauchemin concludes. “Some want to run competitions, some design levels and others simply take part by playing, all of which are essential to the community structure of our games.”

To apply for the ShootMania Storm beta program, visit the game’s website.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


Source : ign[dot]com

Tuesday, September 11, 2012

Call of Duty Devs Plan 24 Hour Gaming Marathon

Call of Duty developers Infinity Ward have announced plans to participate in a 24-hour gaming marathon via Extra Life. On October 20th, the developers will play for a full day in order to raise money for the Children's Miracle Network Hospital, which treats children regardless of their financial situation.

Those wishing to donate will be able to choose from a monthly pledge or one-time gift. All donations are tax deductible and all proceeds will go toward helping kids with cancer, cystic fibrosis and injuries from accidents, among other ailments. More information (and the link to donate) is available on Infinity Ward’s Extra Life page, which has a current funding goal of $10,000.

In the past, Extra Life has raised over $1.2 million to benefit children. More information is available on the program’s official site. Infinity Ward, meanwhile, recently released the final pieces of downloadable content for Call of Duty: Modern Warfare 3, which you can read all about right here.

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, September 7, 2012

Wikipad Gaming Tablet Coming October 31

Last we heard, the Wikipad gaming tablet had just announced its technical specs, with a launch timeline vaguely projected for later this year. Now it's official: the Wikipad will be released on Halloween this year, and starting tomorrow you can pre-order it from Gamestop for $499.

Here's a quick run-down of the tablet between those snap-on game pads: The Wikipad runs on a 1.4 GHz Tegra 3 T30 with 1GB of RAM. It's only got 8GB of flash storage, but it's microSD compatible so that's not a huge problem. A 10.1-inch HD (1200 x 800) display isn't really pushing the envelope, but it looks clean and crisp and the tablet will run the latest version of Android right out of the gate.

But what about games? The Wikipad will of course play just about everything developed for Android - and when the Ouya ships next march that library could begin growing in earnest. Wikipad's partnership with Gaikai is still on, and the device is Playstation Certified, which means at some point it should get Playstation Mobile games. Before the business restructuring, we heard Onlive support was a sure thing, but for now we'll just have to wait and see. Pre-orders from Gamestop will reportedly include "exclusive free, full-length game titles."

That's all good news; but up against handhelds like the Playstation Vita and the Nintendo 3DS, and tablets like The Nexus 7, the Archos GamePad and the Kindle Fire HD - all of which will be priced below $250 - the Wikipad will have its work cut out to earn that $499 price tag.

Does the Wikipad seem worth the price to you? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN


Source : ign[dot]com

Friday, August 31, 2012

Command Prompt 10: DayZ Standalone Version Details

In an attempt to make sense of the chaos we call PC gaming, IGN's Anthony Gallegos and Charles Onyett put together a video show called Command Prompt. Barring any disastrous events or prolonged spells of acute laziness, new episodes will appear every week showing off three PC games.

This week we had DayZ creator Dean Hall in the office to talk about the upcoming standalone version of his popular zombie mod as well as potential console versions. It was supposed to be a single segment, but we wound up talking for a while. An hour, to be exact. So it sort of became the whole show this week, preceded by a very brief look at Guild Wars 2.

Guild Wars 2

ArenaNet's MMO is finally live, and so far it's pretty amazing. We take a quick look at it here, but if you want to know more, check out the review in progress.

DayZ

We play DayZ with Dean Hall and cover pretty much everything that's going on with the standalone version and console versions.

Charles Onyett is an Executive Editor at IGN, leads PC game coverage and used to think Pugna was his favorite Dota 2 hero, but recently decided it was Disruptor. You can follow him on Twitter and My IGN.

Anthony Gallegos is an Editor on IGN's PC team. He enjoys scaring the crap out of himself with horror games and then releasing some steam in shooters like Blacklight and Tribes. You can follow him on Twitter and on IGN.


Source : ign[dot]com

Monday, August 20, 2012

Where Puzzle Craft Goes From Here

Puzzle Craft has taken over the hearts and minds of the mobile gaming community. I am not immune. When I close my eyes I see patterns of pigs and wheat and trace imaginary lines through them. Professionals have long called this Puzzle Fever. The first documented case in the 90s involved phantom Tetris Attack blocks.

It will take most gamers 10-15 hours to construct the Puzzle Craft’s penultimate Castle, thus “ending” the game. That’s a more than respectable amount of gameplay for a $0.99 purchase. But players have a fever! The only solution?

More Puzzle Craft.

Luckily Chillingo and Ars Thanea’s puzzler has several obvious ways the experience can be expanded and improved. We have compiled our thoughts on some cool directions Puzzle Craft could go. Share your own thoughts in the comments below.

Treasures

Rare trophies & collectibles are a natural fit for Puzzle Craft & would boost replay value.

Allow players to construct a treasure/trophy room in their shiny new castle. Finishing it would cause unique treasure pieces to drop at random in the farming and mining minigames. Filling in and completing an entire treasure collection would give players a shiny new trophy for their collection and perhaps a special boost or power-up.

Players could construct a Treasure Hunter’s Lodge and hire a group of Treasure Hunters to increase the treasure “drop rate.”

Finally, if players hit a string of bad luck and simply can’t get the final piece of a desired treasure, a light social trading system could be implemented. If you get a duplicate treasure, simply trade it away to a friend for one you still need.

Battle Arena

A Dungeon Raid-style fighting puzzle is a no-brainer.

Your castle doesn’t need to be the kingdom’s only mega-construction. Why not introduce more? Once constructed, besides providing eye candy and bragging rights, each could open up a new puzzle game, representing an entirely new phase or gameplay season for Puzzle Craft.

An obvious addition would be a coliseum-style Battle Arena, introducing a brand-new one-on-one combat puzzle. Like previous mobile puzzler Dungeon Raid, players could match swords, shields and other items to damage enemies, block incoming attacks, heal up and more.

To keep players interested and invested in farming and mining, a variety of Arena add-ons and support structures could be available for construction. An upgradable item shop introducing new weapons and items to help players progress through The Arena’s ranks would be one easy inclusion. Food could be spent in a player-built sparring room to level-up your hero and boost his stats.

A Battle Arena add-on could potentially span several Puzzle Craft updates. Once players master and complete the arena with one hero, more classes, each with their own special board-clearing abilities, strengths and weaknesses could be introduced to encourage players to develop and manage an entire roster of champions. Heroes could be sent on automated missions, bringing back resources and tools the next time players sign into the game.

Harbor

Imagine constructing a massive harbor and unlocking a new diving puzzle game for your trouble.

Every good city needs a harbor, making it another obvious gameplay-adding mega-construction. Once constructed it could open up a new fishing or diving minigame.

Just as players spend food to progress through the mines, players could spend mining resources like silver and gold to make “dive suits” for use in the diving minigame. This keeps Puzzle Craft’s core gameplay loop intact. Spend farm food in the mines. Spend mining goods to dive.

To make the diving minigame feel distinct blocks could fall from the bottom-up. Collect fish, pearls and the occasional treasure chest (complete with unique treasures as outlined above) while avoiding nets, sharks and other obstacles. Matching helpful air bubbles could extend your dive. Deeper depths contain greater dangers but also greater treasure.

Like the battle arena, a variety of supporting structures and workers could be introduced to further develop your fledgling harbor & improve the puzzle game. An upgraded dive shop could allow for the construction of diamond Dive Suits for big diving sessions. Constructed frigates could be sent on trade missions, returning a few hours later with whatever material you need most. Upgraded trading vessels could bring back even more goodies.

Even More Potential Puzzle Games

If we consider Puzzle Craft’s initial 10-15 hours of kingdom building Phase One, and the ideas above potential concepts for Phase Two and Phase Three, it’s easy to imagine where else the game could go. With the kingdom in place, players are left with the simple task of running it!

More puzzle games, buildings, workers and tools could be slowly introduced to allow players to raise an army & wage war, develop the cultural arts & build a museum, begin investing in technology & science and plenty more.

The fear might be that all these additions could hamper Puzzle Craft’s pure fun factor, throwing into doubt its ability to appeal as a light and breezy time-killing puzzler. One potential solution is to parcel these updates out slowly and steadily. Both in realtime, and in-game. No hint of a Battle Arena or Harbor would need to be present in-game before players construct the Level 25 castle. After gamers complete one major milestone the game could simply send the player on to the next, while still giving them reasons to farm and mine.

Events

Zombies already have a long & successful history in the puzzle genre.

Timed events could be an easy way to keep Puzzle Craft fresh and fun. It could be as simple as swapping out carrots with pumpkins or jack-o-Lanterns in October, complete with new one-month-only pumpkin treasure. But a more elaborate Halloween event could also be created.

Zombies might be overdone, but imagine the world of Puzzle Craft under attack from an undead horde? To fight them off players could collectively raise massive piles or resources to support the war effort. If all Puzzle Craft players can globally contribute, say, 10 million pieces of iron before the month-long event ends then everyone is awarded a cosmetic decoration as a reward. Simple.

Practical Improvements

Not all Puzzle Craft changes need to involve major content drops. A handful of practical improvements would also be quite welcome.

Players should be able to move buildings, for starters. The building swap could be paid for with in-game resources that don’t have much use right now like Wood or Dirt. This makes sense from both a gameplay and thematic perspective.

Users should also be able to sell tools for a small amount of cash or at least break them down into raw resources. Given how generously the game hands out tools at high levels this might lead to balance issues. But the alternative is forcing gamers to live with 100+ useless rakes.

Finally, additional town customization and personalization would be very welcome. The flowers, fountains and bushes we have now are nice, but more would be even nicer. An even more ambitious option would be to allow players to unlock or purchase new skins for your buildings and workers. This could allow players to run a steampunk town or evil Mordor-esque empire. These options, perhaps available as In-App Purchases, could even re-skin the puzzle games.

Tower of Power

Despite all attempts to parcel out content at a reasonable pace there will always be some players that race well ahead of the pack. They might be gamers with too much money, buying $25 packs of in-game coins. They might be gamers with too much free time, unlocking every new building and upgrade as soon as it becomes available. The bottom line? Puzzle Craft needs some serious resource-sinks to give these players something to sink their teeth into!

An endless tower is one potential solution. Once players have built everything else, allow them to get to work gathering the resources needed for Floor 1 of a tremendous tower to the heavens. After Floor 1 comes a slightly more expensive Floor 2. Then Floor 3, and so-on. With each floor requiring more goods to construct than the last, truly hardcore Puzzle Craft players could compare their towers against one another as a visual representation of the current GameCenter high score leaderboard.

What do you think? What do you want to see from Puzzle Craft once you construct your castle? Leave a comment below and let us know. But be sure to dream big!

Justin is Editor of IGN Wireless. He doesn't want to be cured of his Puzzle Fever. You can follow him on Twitter and IGN.


Source : ign[dot]com

Thursday, August 16, 2012

Mad Catz Unveils Extravagant Modular Gaming Keyboard

Today at GamesCom in Germany, Mad Catz revealed the S.T.R.I.K.E.7, its new "Professional Gaming Keyboard". While the S7 is presumably targeted at a larger audience than actual career gamers, its profuse feature-set and hefty price tag ($299.99 msrp) are probably excessive for anyone else.

The S7 is one sweet keyboard. On top of LAN party envy, its innovative design promises the kind of over-the-top custom functionality that could finally give you that decisive competitive edge (at least, that's what Mad Catz is banking you'll tell yourself).

Interchangeable rubberized cursor keys and highly adjustable palm rests facilitate maximum comfort and control, and the keyboard's modular components are all removable and reconfigurable. If your keyboard tray's short on space, you can detach the number pad. If you still want to use it, the S7's cable attachments will let you keep it on a different level of the desk (or the left side of the main keyboard).

The S.T.R.I.K.E.7 comes with a few pinky-stretching macro keys, but most of its macro functionality is built into the V.E.N.O.M. display attachment. The S7's touch-capacitive LCD - definitely the keyboard's biggest selling point - supports custom macros, quick-launch for games, apps, and websites, and media controls with program-specific volume options. Inbuilt apps include a clock/timer, a journal for game-specific notes, plus full support for Teamspeak http://www.teamspeak.com/.

As rad as the S7 is, it's hard to recommend any peripheral at this price. For the same chunk of change you could pick up a pretty decent graphics card or five or six brand new games - or, for that matter, a PS3 or Xbox 360. Still, there's no denying the S.T.R.I.K.E.7 would look pretty sweet beside the R.A.T. mouse (approx. $60), which Mad Catz is marketing as the "perfect companion piece" to the new keyboard. And we bet it could type up a mean term paper.


Source : ign[dot]com

Friday, August 3, 2012

Command Prompt 6: Tribes, Awesomenauts and Thirty Flights of Loving

In an attempt to make sense of the chaotic mass we call PC gaming, IGN's Anthony Gallegos and Charles Onyett put together a video show called Command Prompt. Barring any disastrous events or prolonged spells of acute laziness, new episodes will appear every week showing off three PC games.

For the sixth episode we're joined by Xbox Associate Editor Mitch Dyer as we take a look at Hi-Rez Studio's awesomely fast shooter Tribes: Ascend, learn what it's like to be beat down in a 2D MOBA in Awesomenauts and then explore the bizarre world of Thirty Flights of Loving.

Tribes: Ascend

Hi-Rez Studios manages to make a unique feeling first-person shooter with Tribes: Ascend's ridiculously fast and skill-demanding combat.

Awesomenauts

Who knew it was possible? Ronimo Games manages to take the MOBA or DoTA-style gameplay of League of Legends and Dota 2 and implement it in a 2D environment.

Thirty Flights of Loving

Blendo Games, creators of Gravity Bone and Atom Zombie Smasher follow up with a haunting and bizarre story that takes only minutes to play.

Charles Onyett is an Executive Editor at IGN, leads PC game coverage and used to think Pugna was his favorite Dota 2 hero, but recently decided it was Disruptor. You can follow him on Twitter and My IGN.

Anthony Gallegos is an Editor on IGN's PC team. He enjoys scaring the crap out of himself with horror games and then releasing some steam in shooters like Blacklight and Tribes. You can follow him on Twitter and on IGN.

Mitch Dyer is an Associate Editor with IGN. You can also follow Mitch on Twitter and IGN so he's not so scared and alone.


Source : ign[dot]com