Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Thursday, February 14, 2013

20 Things That Made You Feel Like A Total B.A.M.F. In Elementary School

Your coolness peaked in grades K-6. Here's a look back at your finest moments.









Mom packing you pizza Lunchables instead of the usual smushed PB&J.



Mom packing you pizza Lunchables instead of the usual smushed PB&J.



All the kids with the cracker stackers Lunchables looked like chumps next to you, because there was something indescribably cool about uncooked pizza in grade school.




Via: dionlabel.com














Wearing your light-up shoes to school.



Wearing your light-up shoes to school.



You begged your mom to buy them for you because you thought they'd help you run faster, but all they really did was ruin your chances of ever winning a game of manhunt.




Via: peteneems














Passing the handwriting test and getting to write in pen.



Passing the handwriting test and getting to write in pen.



Except you couldn't handle the responsibility of the most permanent writing utensil so you bought a pack of erasable pens (or smearable pens, as they should have been called).




Via: ebay.com














The teacher using your name in a test example.



The teacher using your name in a test example.



And you looking around the room to see if anyone else noticed. They did.




Via: tinypic.com







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Rapid Racing iPad App

My name is Paul, I am 15 years old, and I made an app! I've been learning how to build games for the iPhone and iPad for about 3 years and just published my first iPad game to the AppStore. Check it out, its free! http://www.appstore.com/rapidracing My answers to the Make-To-Learn contest: What I ...
By: Gerome42

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Monday, January 14, 2013

How to play Scrabble ?

scrabble

Scrabble is a word game in which two to four players score points by forming words from individual lettered tiles on a gameboard marked with a 15-by-15 grid. The words are formed across and down in crossword fashion and must appear in a standard dictionary. Specified reference works (e.g., theOfficial Club and Tournament Word List, the Official Scrabble Players Dictionary) provide a list of permissible words.

The name Scrabble is a trademark of Hasbro, Inc. in the United States and Canada; elsewhere, it is trademarked by Mattel. The game is sold in 121 countries and there are 29 different language versions. Approximately 150 million sets have been sold worldwide, and sets are found in roughly one-third of American homes

Game details


Further information: Scrabble letter distributions





A game of Scrabble in progress.



The game is played by two to four players on a square board with a 15-by-15 grid of cells (individually known as "squares"), each of which accommodates a single letter tile. In official club and tournament games, play is between two players or, occasionally, between two teams each of which collaborates on a single rack.[citation needed]

The board is marked with "premium" squares, which multiply the number of points awarded: eight dark red "triple-word" squares, 17 pink "double-word" squares, of which one, the center square (H8), is marked with a star or other symbol; 12 dark blue "triple-letter" squares, and 24 light blue "double-letter" squares. In 2008, Hasbro changed the colors of the premium squares to orange for TW, red for DW, blue for DL, and green for TL. The original premium square color scheme is still the preferred scheme for Scrabble boards used in tournaments.




Blank Scrabble tile



Scrabble tile for "C"



Scrabble tile for "R"



Scrabble tile for "A"



Scrabble tile for "B"



Scrabble tile for "B"



Scrabble tile for "L"



Scrabble tile for "E"


The name of the game spelled out in game tiles from the English-language version. Each tile is marked with their point value, with a blank tile—the game's equivalent of a wild card—played as the word's first letter. The blank tile is worth zero points.



In an English-language set the game contains 100 tiles, 98 of which are marked with a letter and a point value ranging from 1 to 10. The number of points of each lettered tile is based on the letter's frequency in standard English writing; commonly used letters such as E or O are worth one point, while less common letters score higher, with Q and Z each worth 10 points. The game also has two blank tiles that are unmarked and carry no point value. The blank tiles can be used as substitutes for any letter; once laid on the board, however, the choice is fixed. Other language sets use different letter set distributions with different point values.

Tiles are usually made of light wood - or plastics - are quadratic 19 x 19 mm and 4 mm thick and so slightly smaller than the fields. Only the rosewood tiles of a deluxe edition varies the width up to 2 mm for different letters. Variants for travelling have smaller tiles (e.g. 13 x 13 mm), such adopting debility of sight bigger ones. The capital letter ist printed on one side in black, plus to the right lower and smaller its value.

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Creative Commons Attribution-ShareAlike License

Warcraft III: Reign of Chaos

war craft 3


Warcraft III: Reign of Chaos (often referred to as War3 or WC3 or RoC) is a real time strategy video game released by Blizzard Entertainment on July 3, 2002 (US). It is the second sequel to Warcraft: Orcs & Humans, and it is the third game set in the Warcraft Universe. An expansion pack,The Frozen Throne, was released on July 1, 2003 (US).

Warcraft III contains four playable races:[1] Humans and Orcs, which had previously appeared in Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, and the Night Elves and Undead, which were introduced to the Warcraft mythos in this installment.[2] Warcraft III's single-player campaign is laid out similarly to that of StarCraft (another Blizzard game), being told through all four of the game's races in a progressive manner. In the expansion there are two additional races: the Draenei, a race of eredar who are cursed to be abominations, and the Naga, a race of vile serpents and other creatures that come from the depths of the sea. Multiplayer mode allows for play against other people, via the internet, instead of playing against computer-controlled characters as is done in the single-player custom game mode. Due to the dual storylines of the previous Warcraft games, the story can only be understood if using the proper storylines of one of the campaigns in the previous games, being the Orc Campaign on Warcraft: Orcs & Humans and the Human Campaigns on both the Warcraft II: Tides of Darkness and Warcraft II: Beyond the Dark Portal.

The game proved to be a best seller and one of the most anticipated and popular computer game releases ever, with 4.5 million units shipped to retail stores and over one million units sold within a month.[3] Warcraft III won many awards including "Game of the Year" from more than six different publications.

Gameplay


A game of Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, an impenetrable covering.[5] The Mask is removed from areas that have been explored, but those that are no longer within sight range of an allied unit or building are instead covered with the Fog of war; though terrain remains visible, changes such as enemy troop movements and building construction are unseen.[5] During a game, players must establish settlements to gain resources, defend against other players, and train units to explore the map and attack computer controlled foes. There are three main resources that are managed in Warcraft III: gold, lumber, and food.[6] The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.[7]

The game also introduces creeps, computer controlled units that are hostile to all players.[8] Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items to a player's hero.[8] Warcraft III also introduced a day/night cycle to the series.[9] Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced. Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.[2]

In previous Warcraft games, there were only two playable races, Orcs and Humans. Barring cosmetic changes, most Orc units were identical to their Human counterparts. In Warcraft III, the Night Elves and the Undead are added as playable races.[1] Additionally, as in StarCraft, each race has a unique set of units, structures, technologies, and base-building methodology.

In addition, Warcraft III adds powerful new units called heroes. For each enemy unit killed, a hero will gain experience points, which allow the hero to level-up to a maximum level of 10. Progressing up a level increases the heroes attributes and also allows the hero to gain new spell options (bringing role-playing video game elements to the series).[10] Certain hero abilities can apply beneficial auras to allied units. All heroes can equip items to increase skills, defense, and other abilities. At level six, the hero can obtain an "ultimate" skill that is more powerful than the three other spells that the hero possesses. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and markets in which the hero can purchase usable items.[11] Often, hero units become the deciding factor in determining a winner.

Campaign






A screenshot of Warcraft III: Reign of Chaos campaign.




Warcraft III's campaign mode is broken up into five campaigns (Including an optional prologue), each featuring a different race which the player controls (2 Orc campaigns, 1 Human, 1 Undead, and 1 Night Elf). Each campaign is itself divided into chapters. Unlike previous Blizzard titles, such as Warcraft II or StarCraft, players are not directed to mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests."[12] Some plot development happens in an occasional cinematic, but most occurs in-game with cutscenes. Objectives, known as quests, are revealed to the player during the progress of the map. Main quests are those that the player must complete to proceed to the next chapter, but there are also optional quests which are not initially revealed, but can be discovered and completed alongside the main objectives.

Through each race's campaign, the player retains control of one or more heroes, which slowly grow in experience as the levels progress. This experience is carried over to subsequent missions, allowing the hero to grow throughout the course of the campaign.

While different in terms of storyline and precise gameplay, all of the different races' campaigns are structured similarly. Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units. After one or two such levels the player's first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces. The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base. The last level of each race's campaign is an "epic battle" which means that the player has to strike down a large number of enemy foes and finally destroy their main base.

Multiplayer


While campaign games can have many different objectives, the sole objective in multiplayer games is to destroy all the buildings of the opposition. In default melee matches, players can pick their own heroes, and losing one will not end the game. To make the game proceed more quickly, by default the map is covered in fog of war instead of the Black Mask.[2] Warcraft III, like Blizzard's previous title StarCraft, allows for single and multiplayer replays to be recorded and viewed, allowing a game to be played at slower and faster speeds and viewed from the perspective of all players.[13] Like all previous Blizzard titles since DiabloWarcraft III uses the Battle.net multiplayer network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia).[14] Unlike previous Battle.net-enabled games, Warcraft III introduced anonymousmatchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing players from cheating and inflating their records artificially.[15] If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand.[15] Players can also host custom games, using maps either created in the Warcraft III World Editor, or the default multiplayer scenarios. The game also offers Friends Lists and Channels for chatting, where players can create custom channels or join Blizzard-approved ones.[16] Warcraft III also allows players to band together to form "clans", which can participate in tournaments or offer a recreational aspect to Warcraft III. Global scores and standings in matchmaking games are kept on a "ladder".[17] These rankings can be checked online without the need of the game.

Due to the version 1.24 patch, many third-party programs have been rendered unusable. Several third-party programs that reveal the entire map, commonly known as maphacks, have been released for the update. It also disabled collided maps, which would make modified custom maps appear to be the same as the original. Another effect of the patch, which is not included in the release notes, is that custom maps with large filenames will not appear in the game. The limit is believed to be 20 characters, but this has not yet been tested.[18] This patch also rendered many custom maps unplayable due to custom map scripts. Even some versions of the famous Defense of the Ancients were no longer functioning.

Synopsis


Setting


Warcraft III takes place in the fictional world of Azeroth. Several years before the events of the games, a demon army known as the Burning Legion intent on Azeroth's destruction corrupted a race called the Orcs, and sent them through a portal to attack Azeroth. After many years of fighting, the Orcs were defeated by a coalition of humans, dwarves and elves known as the Alliance; the surviving combatants were herded into internment camps, where they seemed to lose their lust for battle. With no common enemy, a period of peace followed, but the Alliance began to fracture. The events of Warcraft III occur after a timeskip from Warcraft II. This period was originally intended to have been documented in Warcraft Adventures, but that game was canceled in mid-development.[19]

Plot


The game's plot is told entirely through cinematics and cutscenes, with additional information found in the Warcraft III manual. The campaign itself is divided into five sections, with the first acting as a tutorial, and the others telling the story from the point of view of the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night Elves, in that order.

The game opens with the Orc leader, Thrall, waking from a nightmare warning him of the return of the Burning Legion.[20] After a brief encounter with a man who is known only as "the Prophet", and, fearing that his dream was more of a vision than a nightmare, he leads his forces in an exodus from Lordaeron to the forgotten lands of Kalimdor.[21]

Meanwhile, the Paladin and prince of Lordaeron, Arthas, defends the village of Strahnbrad from demon-controlled Orcs.[22] He then joins Archmage Jaina Proudmoore, who aids him in investigating a rapidly-spreading plague, which kills and turns human victims into the undead. Arthas kills the plague's originator, Kel'Thuzad, and then purges the infected city of Stratholme. Jaina parts ways with him, unwilling to commit genocide, or even watch him do so. The Prophet, after previously trying to convince other human leaders to flee west, begs Jaina to go to Kalimdor as well.[23] Arthas pursues the dreadlord, Mal'Ganis, who was the leader behind Kel'Thuzad, to the icy continent of Northrend, where he helps his old friend, Muradin Bronzebeard, find a powerful sword called Frostmourne. Meanwhile, Arthas begins to lose his sanity after hearing his forces been recalled by the Emissary, burning his ships to prevent retreat, even when given an order to leave. Fortunately, Arthas and Muradin find Frostmourne. Muradin, however, learns that the sword is cursed.[24] Arthas disregards the warning, and offers his soul to gain the sword. By doing so, Muradin was struck down by a shard of ice when Frostmourne is released, and is presumably killed. Arthas supposedly kills Mal'Ganis, and abandons his men in the frozen north as his soul is stolen by the blade, which was later revealed to be forged by the Lich King. Some time later, Arthas returns to Lordaeron and kills his father, King Terenas.

Now a Death Knight, Arthas meets with the leader of the dreadlords, Tichondrius, who assigns him a series of "tests". Arthas first exhumes the remains of Kel'Thuzad, contains it in a magic urn of the ashes of his father, which was protected by Uther the Lightbringer, head paladin of The Order of the Silver Hand as well as Arthas' former mentor and close friend. Arthas kills him too, then sets off to Quel'thalas, kingdom of the high elves. He then later attacks the gates and destroys their capital of Silvermoon. He kills Sylvanas Windrunner, the Ranger General of Silvermoon (only to resurrect her as a banshee), corrupts their sacred Sunwell and revives Kel'Thuzad as a Lich. The Lich informs him of the Burning Legion; a vast demonic army who are coming to consume the world. Kel'Thuzad's true master is the Lich King, who was created to aid the Legion with his Undead Scourge, but in truth he wishes for the Legion to be destroyed. Arthas and Kel'Thuzad open a dimensional portal and summon the demon Archimonde and the Burning Legion, who begins his purging of Lordaeron with the destruction of Dalaran. Arthas and Kel'Thuzad were cast aside by Archimonde, and Kel'Thuzad reveals to Arthas the Lich King has already foreseen it and is planning to overthrow the Burning Legion.

Thrall the warchief arrives on Kalimdor, meeting Cairne Bloodhoof and the tauren, and clashes with a human expedition on the way to find an Oracle. Meanwhile, the Warsong Clan are left behind in Ashenvale to build a permanent settlement, but anger the Night Elves and their demigod Cenarius by cutting down the forests for resources. To defeat them, the Warsong leader Grom Hellscream drinks from a corrupted fountain of health contaminated with the blood of the Legion's pit lord commander Mannoroth, successfully killing Cenarius, but binding his clan to the Legion's control. Thrall manages to reach the Oracle, in fact the Prophet, who tells him of Grom's doings. Following the Prophet's directions, Thrall and Jaina join forces to purge both Grom and the world of demonic influence. They succeed in capturing Grom and healing him of Mannoroth's corruption. Thrall and Grom begin to hunt Mannoroth and Grom kills him, dying in the process, but in doing so freeing the orcs from the demonic control of Mannoroth at last. Thrall tells the lifeless Grom that he freed us all and lets out a pierce roar alerting Jaina and Cairne to Grom's death.

Tyrande Whisperwind, leader of the Night Elves, is outraged to find the Humans and Orcs violating the forests and blames them for Cenarius' death, so she initially vows to destroy both. However, she soon finds out that the Burning Legion has arrived on Kalimdor. In order to oppose the Burning Legion, Tyrande reawakens the sleeping Elf Druids, starting with her lover, Malfurion Stormrage, and frees his brother Illidan Stormrage from prison, against Malfurion's will. Illidan meets Arthas, who tells him about the powerful "Skull of Gul'dan". Consuming the Skull and becoming a demon-elf hybrid, Illidan uses its power to kill Tichondrius. He is however banished from the forest by his brother as he is now part demon. Meanwhile, the Prophet summons Thrall, Jaina, Tyrande and Malfurion, and reveals that he used to be Medivh, the Last Guardian and the betrayer from Warcraft: Orcs & Humans... much to Tyrande's shock. The Humans, Orcs, and Night Elves form a reluctant alliance to spring a trap on the Burning Legion, and delay it long enough for many ancestral spirits to destroy Archimonde at Mount Hyjal. Peace once again comes to Kalimdor as the Burning Legion's forces wither away in defeat.


Source

Creative Commons Attribution-ShareAlike License

Diablo III

diablo 3


Diablo III is an action role-playing video game developed and published by Blizzard Entertainment. It is the third installment in the Diablo franchisethat features elements of the dungeon crawl and hack and slash genres.

Diablo III was released in North America, Latin America, Europe, South Korea, and Taiwan on May 15, 2012, and in Russia on June 7, 2012.Before its release, the game broke several presale records and became the most pre-ordered PC game to date on Amazon.com. Diablo IIIsubsequently set a new record for fastest-selling PC game by selling over 3.5 million copies in the first 24 hours of its release. It received generally positive reviews from critics, although its digital rights management that required an internet connection at all times was criticized.

Players have five character classes available; the Witch Doctor, Barbarian, Wizard, Monk and Demon Hunter. New features include an online auction house, which allows players to trade virtual items with in-game gold or real life money. Artisans that craft materials gathered by the player to create new items.

Plot


The game takes place in Sanctuary, the dark fantasy world of the Diablo series, twenty years after the events of Diablo II. Deckard Cain and his niece Leah are in the Tristram Cathedral investigating ancient texts regarding an ominous prophecy. Suddenly, a mysterious star falling from the sky strikes the Cathedral, creating a deep crater into which Deckard Cain disappears.

The player character (PC) arrives in New Tristram to investigate the fallen star. The PC rescues Cain upon Leah's request and discovers that the fallen object is actually a person. The stranger has no memories except that he lost his sword, which was shattered into three pieces. The PC is tasked with retrieving the pieces, a quest during which knowledge of an ancient line of humans known as the Nephalem is discovered. It is gradually revealed that this line, the result of the union of Diablo's angelic and demonic races, has not died out as first believed, and that the PC is in fact a Nephalem as well. A dark coven run by the witch Maghda attempts to beat the PC to the sword shards; once all three have been collected, Maghda seizes them and kidnaps Cain to force him to repair the sword for her own ends. However, with an uncontrolled display of power, Leah forces Maghda to flee, and the witch kidnaps the stranger instead. Cain, dying from Maghda's torture, uses the last of his strength to repair the sword and instructs the PC to return it to the stranger. The PC rescues the stranger and returns his sword, causing him to regain his memories. The strange r is the fallen angel Tyrael. Disgusted with his fellow angels' unwillingness to protect humanity from the forces of Hell, Tyrael cast aside his divinity to become a mortal and warn Sanctuary about the arrival of the demon lords Belial (Lord of Lies) and Azmodan (Lord of Sin).

To avenge Cain's death, the PC tracks Maghda to the city of Caldeum, which is controlled by her master, Belial. The PC kills Maghda, and rescues Leah's mother, Adria. Adria tells Tyrael and the PC that the key to stopping the demons is the Black Soulstone, which can trap the souls of the seven Lords of Hell and destroy them forever. In order to obtain the Black Soulstone, the PC resurrects the mad Horadrim, Zoltun Kulle. Kulle reveals its hiding place and completes the unfinished Soulstone, but is killed by the PC after he attempts to steal it for himself. The PC kills Belial and traps his soul within the Black Soulstone, freeing Caldeum. As Leah studies in Caldeum's library to find more answers about the Black Soulstone and Azmodan, she receives a vision from Azmodan, who tells her that he is sending an army from the ruins of Mount Arreat to take the Black Soulstone for himself.

Tyrael, Adria, Leah and the PC journey to Bastion's Keep, the only line of defense between Azmodan's forces and the rest of Sanctuary. While the others stay behind to protect the Black Soulstone, the PC pushes out from the keep into Mount Arreat. The PC kills Azmodan and traps his soul in the Black Soulstone. However, Adria betrays the PC and takes the Black Soulstone with the seven Demon Lords' souls inside. She reveals that she has been Diablo's agent from the beginning, and that Leah's father is the Dark Wanderer, who conceived her while being possessed by Diablo, making her the perfect vessel for the demon's physical form. Using Leah as a sacrifice, Adria resurrects Diablo. Having the souls of all the Lords of Hell within him, Diablo becomes the "Prime Evil," the most powerful demon in existence. He begins an assault on the High Heavens, the defending angels being no match for him.

Tyrael and the PC follow Diablo to the High Heavens while it is under attack. The defending angels warn the PC that Diablo is attempting to reach the Crystal Arch, which is the source of all of the angels' power. To prevent Diablo from corrupting the Crystal Arch and completing his victory over the High Heavens, the PC confronts and defeats him. With Diablo's physical manifestation destroyed, the Black Soulstone is shown falling from the High Heavens, apparently still intact. After the battle, Tyrael decides to rejoin the High Heavens but remains a mortal, dedicated to building a permanent alliance between angels and humans.

Gameplay


Gameplay is similar to that of previous titles in the Diablo franchise. The game is classified as a tactical action game that is played primarily using the mouse to direct the character with supplementary commands provided through the keyboard.




Diablo III's inventory and HUD retain a feel similar to that found in earlier games in the series, including a viewpoint reminiscent of the isometric view of Diablo III's predecessors. The inventory has sixty slots for items. Armor and weaponry each occupy two slots and all other items each occupy one slot. It can also be expanded to include details about the character's attributes.




The proprietary engine incorporates Blizzard's custom in-house physics, a change from the original usage of Havok's physics engine,[7] and featuresdestructible environments with an in-game damage effect. The developers sought to make the game run on a wide range of systems without requiringDirectX 10.[8] Diablo III uses a custom 3D game engine in order to present an overhead view to the player, in a somewhat similar way to the isometricview used in previous games in the series. Enemies utilize the 3D environment as well, in ways such as crawling up the side of a wall from the depths into the combat area.





Diablo III's skills window depicting the abilities of the wizard class.




As in Diablo II, multiplayer games are possible using Blizzard's Battle.net service, with many of the new features developed for StarCraft II also available in Diablo III.[8] Players will be able to drop in and out of sessions of co-operative play with others. Unlike its predecessor, Diablo III requires players to be connected to the internet constantly due to their DRM policy, even for single-player games.


An enhanced quest system, a random level generator, and a random encounter generator are used in order to ensure the game provides different experiences when replayed.


Unlike previous iterations, gold can be picked up merely by touching it, or coming within range, adjusted by gear, rather than having to manually pick it up.[15] One of the new features intended to speed gameplay is that health orbs drop from enemies, replacing the need to have a potion bar, which itself is replaced by a skill bar that allows a player to assign quick bar buttons to skills and spells; previously, players could only assign two skills (one for each mouse button) and had to swap skills with the keyboard or mousewheel. Players can still assign specific attacks to mouse buttons.


Skill runes, another new feature, are skill modifiers that are unlocked as the player levels up. Unlike the socketable runes in Diablo II, skill runes are not items but instead provide options for enhancing skills, often completely changing the gameplay of each skill.[16] For example, one skill rune for the Wizard's meteor ability reduces its arcane power cost, while another turns the meteor to ice, causing cold damage rather than fire.

Hardcore mode


As in Diablo IIDiablo III gives players the choice to make hardcore characters. Players are required to first level up a regular character to level 10 before they have the option to create new Hardcore characters.[18] Hardcore characters cannot be resurrected; instead they become permanently unplayable if they are killed. They also do not have access to the real-world money auction house.[19] Hardcore characters are separately ranked; their names are highlighted with a different color (red); and they can only form teams with other hardcore characters. After dying, the ghost of a hardcore character can still chat, the name still shows up in rankings, but the character cannot return to the game.

Artisans


Artisans are NPCs who sell and craft. Two types of artisans can be introduced by completing a quest for each: Haedrig Eamon the Blacksmith and Covetous Shen the Jeweler. The previously announced Mystic Artisan has been pulled, possibly to be released later on.[21] Artisans create items using materials the player can gather by scrapping acquired items and reducing them to their component parts. These materials are used to create items which will have random bonuses. Unlike Diablo II, rare and magic items can be enhanced, not just basic weaponry and armor. Crafting can also be used to train and improve the skills of the artisans rather than create new items. When artisans gain new levels, their shop reflects their higher skill level. The process of salvaging items into materials also makes inventory management easier. Blizzard stated that this crafting system was designed so that it would not slow down the pace of the game.

Followers


Followers are NPC allies that can accompany the player throughout the game world. There are three followers in Diablo III: Kormac the Templar, Lyndon the Scoundrel and Eirena the Enchantress, who each possess their own skills and background.As followers fight alongside the player, they gain new experience, skills, and equipment as they level up. Only one follower accompanies the player at a time, creating a gameplay strategy decision. Originally, followers were only going to appear in normal, single-player mode. However, Jay Wilson stated at BlizzCon 2011 that followers would continue to be usable in later difficulty levels.[24] Followers will not appear in co-op games.

Auction house






How the Diablo III auction house looked in the early stages of development




On August 1, 2011, it was reported that Diablo III will feature two types of auction houses; one where players spend in-game gold and another where players can buy or sell virtual items for real-world money. The real-money auction house will not be available in Hardcore mode.


Blizzard has stated that nearly everything that drops on the ground, including gold, can be traded with other players directly or through the auction house system. Aside from certain bound on account items, which include items for the secret level[clarification needed (What secret level and what "item for the secret level"?)], there will be very few items that will be bound to a particular character and therefore un-tradable.


In order to get rated in South Korea, Blizzard had to drop the real-money auction house from the Korean release of the game as the auction house violated Korean anti-gambling laws.


In the gold-based auction house, a flat fee of 15 percent will be taken from the final sale price of an auction. The real-money auction house fees will be US$1, €1 or £1 (or equivalent) for equipment (weapons and armor) and 15 percent fee for commodity auctions, which include things like crafting materials, blacksmith and jewel crafting plans, and gold exchange. There is an additional 15 percent "cashing-out" fee from proceeds gained selling items in the real-money auction house.


While the gold-based auction house is available to any player regardless of which region they play in, the real-money auction is restricted to players on their home region. If they use the global play function to play in a different region, they will not be able to access the real-money auction house. The real money auction house was opened on June 12, 2012 (June 15 in the Americas).

PvP combat


Player versus player combat (PvP) has not yet been implemented in Diablo III, but has been announced. On March 9, 2012, Blizzard announced that PvP was delayed, and that they will enable it in a future patch.[31] Lead designer Jay Wilson said in a post on Battle.net that the PvP Arena system will arrive in a post-release patch. "As we're counting down the days until we're ready to announce a release date for Diablo III, we've come to realize that the PvP game and systems aren't yet living up to our standards," he said. Blizzard said the PvP patch will add multiple Arena maps with themed locations and layouts, PvP-centric achievements, and a quick and easy matchmaking system. "We'll also be adding a personal progression system that will reward you for successfully bashing in the other team's skulls", Wilson added.


Players will participate in PvP by choosing from their existing characters, with access to all of the gear and skill they have gathered from playing the game in single-player or cooperative mode. There will be both ranked and unranked gametypes. When participating in ranked games, players will earn points for advancement based on the number of kills, accomplished objectives, and victories they acquire throughout matches. The points earned lead to achievements, titles, and other rewards.

Character classes




The five character classes of Diablo III. From left to right: Wizard, Witch Doctor, Demon Hunter, Barbarian, and Monk





Character creation screen with the Demon Hunter selected



There are five available character classes. In the previous two games, each class had a fixed gender, but in Diablo III players may choose the gender they would like to play.

  • The Witch Doctor is a new character reminiscent of the Diablo II necromancer but with skills more traditionally associated with shamanism andvoodoo culture. The witch doctor has the ability to summon monsters, cast curses, harvest souls, and hurl poisons and explosives at his enemies. To power spells the Witch Doctor uses Mana, which regenerates slowly.

  • The Barbarian has a variety of revamped skills at its disposal based on incredible physical prowess. The barbarian is able to whirlwind through crowds, cleave through swarms, leap across crags, crush opponents upon landing, and grapple-snap enemies into melee range. The resource used by the barbarian is fury, which is generated through getting attacked by enemies, attacking enemies and through certain abilities. Fury is used for certain strong abilities and degenerates over time.

  • The Wizard is a version of the sorceress from Diablo II or the sorcerer from Diablo. The Wizard's abilities range from shooting lightning, fire and ice at their enemies to slowing time and teleporting past enemies and through walls. Wizards fuels their spells with arcane power, which is a fast regenerating power source.

  • The Monk is a melee attacker, using martial arts to cripple foes, resist damage, deflect projectiles, attack with blinding speed, and land explosive killing blows. Monk gameplay combines the melee elements of Diablo II's assassin class with the "holy warrior" role of the paladin. Blizzard has stated that the monk is not related in any way to the monk class from the Sierra Entertainment-made Diablo: Hellfire expansion. The monk is fueled by spirit, which has defensive purposes and is slowly generated through attacking, though it does not degenerate.

  • The Demon Hunter combines elements of Diablo II's amazon and assassin classes. Demon hunters use crossbows as their main weapon and can also throw small bombs at enemies. The demon hunter is fueled by both discipline and hatred: Hatred is a fast regenerating resource that is used for attacks, while discipline is a slow regenerating resource used for defensive abilities.


The Archivist class was presented on April 1, 2009, following in Blizzard's April Fool's Day joke tradition.


The non-inclusion of several of the classic Diablo II classes has been greeted with protest by some fans.


Source

Creative Commons Attribution-ShareAlike License

Saturday, September 24, 2011

Crimson Alliance

At the start of Crimson Alliance, you're presented with a choice of three archetypal characters: the elderly wizard, the burly mercenary, or the nimble assassin. At first blush, these characters all feel distinct: the wizard conjures rolling waves of ice, the mercenary cleaves enemies in two with his sword, and the assassin can throw daggers. However, once you spend an hour with each, you find they all follow the same combat style of two normal attacks and one nonlethal technique that stuns foes. They also have special techniques that unlock after you collect a specific number of hidden items all designed to wipe the screen of enemies. Which character you play as is really just a choice between range and melee--or you could just pick the assassin who does a bit of both.

A lack of greater complexity is a recurring issue in Crimson Alliance. From level design to character customization, the game leaves you wanting in every category. The mission layout is a linear gauntlet of stages that repeatedly pit your heroes against the same basic enemy types: Those that run at you and those that shoot at you. Only in the final act does the game start mixing things up with traps and creative objectives, but by then it's too little, too late. In between these encounters, there are secret areas to discover that are filled with gold and treasure. You can also replay levels on a higher difficulty to compete for the high score on each stage's leaderboard.

For your troubles, you're awarded copious amounts of gold, the adventurer's delight. In lieu of experience points and levels, you spend gold on weapons and armor to advance your character. Item vendors open up after you complete specific missions with new wares for you to buy. And because all of the items are split up between vendors, it can make comparison shopping a pain. Items improve your character's four stats: three for your attacks and one for your health. Improving health lets you take more damage, while improving your attacks changes their properties slightly--such as creating a bigger ice wave.

The game's strongest feature is its four-player, online or local cooperative play. Mindless slaughter is always more enjoyable with a buddy or three, and there are even a few puzzles scattered throughout the game that require teamwork to surmount. It's a pity that the soundtrack is so forgettable. Crimson Alliance's light jazz accompaniment might be great for sneaking into a mansion or stealing a ruby necklace, but here, the music only further deflates the already-lackluster combat.


If you're in a jam, just grab an exploding red barrel and watch your troubles go up in flames.
Crimson Alliance simply does the bare minimum across the board. Its tale of an evil sorceress returning from the dead is accented with a bit of humor that should have been taken further. If the game followed through with its halfhearted attempts at comedy (a crate that serves as a familiar, for example), it might have produced a bit of sparkle. But Crimson Alliance doesn't go far enough in this respect, or in any other. It's a hollow game that offers little more than mindless monster slaying.

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SkyDrift

At the heart of SkyDrift are three race modes: Power is standard racing with both offensive and defensive power-ups enabled; Survivor is an elimination-based variation on Power that removes whoever is in last place at timed intervals; and Speed replaces power-ups with glowing rings that provide your plane with a brief boost. These modes are scattered across the main single-player campaign, which places you in stages that get progressively harder as you advance, with new planes and paint jobs awarded along the way. All of the modes are enjoyable, but they become fairly repetitious before too long--the game would certainly benefit from having a few more race types to add to the variety. There are six tracks (plus reversed versions of each) set in different locations. The surrounding environments for each track range from the mountainous to the glacial, and they're all visually striking, with impressive levels of detail. Annoyingly, though, SkyDrift's overly saturated lighting effects can sometimes be overbearing on the visuals, making power-ups and obstacles difficult to discern against the harshly lit backdrop.

Power-ups include the usual suspects, such as mines, heat-seeking missiles, and shields. Picking up two power-ups of the same kind upgrades their effectiveness, and it's also possible to trade in stored power-ups for small doses of boost. To a similar end, you can drift behind other planes and ride lower to the ground to gain even more boost. You can also use the right stick to "knife edge" the plane so that you can weave through tight crevices and gaps that would otherwise cause you to crash instantly. Even when you do crash, though, respawns are quick enough that you don't lose much time. Because tracks are awash in sharp corners and sudden hairpin turns, the high-speed nature of the game ensures that you're considerate of your every action--when you mess up, it's usually your fault and not the game's. SkyDrift's tight controls and multitude of power-ups let you approach mid-race situations with the kind of sudden tactical initiative that can either help or hinder you, depending on the decisions you make. That said, it's a shame that none of the power-ups are particularly creative--it would have been nice to see more-expressive weaponry beyond generic rocket launchers and machine guns.


Environments range from the mountainous to the glacial.
Beyond the single-player races is lag-free online multiplayer, which is really the shining jewel of SkyDrift. While the multiplayer cannot be played locally, all of the aforementioned modes and tracks can be played with up to eight players online, and the host retains complete control over map settings and the choice of planes before races begin. Despite the competency of the AI in the single-player portion, the game becomes infinitely more enjoyable when real people are thrown into the mix. Power-ups are well balanced, and no one plane is more likely to dominate than any other, meaning that every competitor is treated fairly, regardless of skill level. A host of criteria-based badges and medals can also be earned throughout both single-player and online matches, which is a nice touch that neatly ties in to the game's achievements and trophies.

If you've ever played an arcade or kart racer before, then you have a good idea of what to expect from SkyDrift. It does nothing that hasn't been done in the past, nor does it outperform any of its contemporaries in any meaningful way. Thankfully, solid controls and a strong dependency on tactics mean that SkyDrift still manages to offer up a good amount of fun in spite of its derivative makeup, especially when played online.

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TrackMania 2 Canyon

Getting into TrackMania 2 is a simple affair. Solo play consists of 65 tracks, the majority of which are unlocked by obtaining medals. You load up a track, start your engine, and then keep playing until you set a time you're happy with. It's great if you're interested only in score chasing, although it's far from a shallow game. Each track has been expertly designed with the leaderboards in mind. Nailing the perfect racing line to achieve the best time takes practice and experimentation as you figure out how to cut corners and start drifts earlier.

Learning the best routes around stages is never a chore. The majority of tracks last anywhere from 18 to 40 seconds; they're short A-to-B sprints that take you around hairpin bends and over dizzying jumps. Frequently you find yourself driving up walls or drifting vertically around a quarter pipe. These stages are short, but the desire to stay on a given track, chasing the best time you can, is encouraged at every point. Each track offers up a bronze, silver, and gold medal to obtain, as well as an official time to set. These times can be challenged every five minutes, with a timer in the bottom right corner counting down until your next attempt. Setting an official time awards you with skill points based on how well you performed overall and contributes to your online leaderboard ranking.

Racing around the tracks is fun and breezy, thanks in part to the superb handling and easy learning curve when it comes to drifting. There's only one car type, so the focus is on learning the tracks rather than worrying about which vehicle to use. This gives TrackMania 2 Canyon the feel of a puzzle game as much as a racer, and it's great that when a friend beats your time you know that he's driving the same car that you do. Keyboard controls are tight, with subtle manoeuvring and wide drifts being easy to pull off with the arrow keys. Using a gamepad is even better, because the full analogue controls lend themselves well to the game. You frequently make twitch adjustments to your racing line, and either control method is conducive to this.


It takes real skill to crash this well.
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Trying to set the best time can be frustrating, but usually in a "just one more go" way. A few of the tracks are just plain annoying, though, as some of the longer ones end with a jump or a turn that can easily blindside you. But the immediacy of restarting (hit a button and you're instantly back on the starting grid) makes even the most irritating tracks seem reasonable. Less fun are the lap races, which occur every fifth track. These five-lap affairs are decent enough, but if you're going for gold, then they can feel like a bit of a slog when you mess up towards the end of the fifth lap. The variety and length of the A-to-B tracks make them far more entertaining.

There are no physical opponents on the track. You can choose a ghost to race against from either the preset AI ghosts, your own favourite replay, or the replay of someone on your buddies list who has set a better official time than you. Usually there are three vehicles on the track: you, the ghost you chose to race against, and the ghost of your last attempt. Multiplayer is similar, in that while you can see other cars, they take the form of ghosts. The main mode is Time Attack, in which you and various opponents race on a series of tracks, with five minutes to set the best time you can. It serves as a fun competition as well as a learning tool, being able to see the racing line that a car ahead of you is taking without having to worry about overtaking it yourself. There are other modes, like Laps and Cup, which see you racing directly against opponents, but finding a server doing anything other than Time Attack is currently nigh on impossible. Luckily there's the option to create your own and invite friends. These multiplayer options are also available to play locally, either in turns or in split-screen

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Rotastic

Vikings are not the only individuals who crave a life spent gliding through the sky. A ragtag group comprising an elf, boar, and reanimated skeleton join the party, though the only difference between these cartoon characters is their appearance. No matter which you choose, your goal is the same: swing from suspended points in the sky collecting gems, destroying barriers, and performing other odd jobs. Each level takes place on a single screen, and you have to complete your objective against the clock to move on to the next level with as high of a score as possible. Based on how effective you were in completing your task, you're given bronze, silver, gold, or platinum helmets, and when you unlock enough, you open up harder levels. It's an elegant system that is hounded by problems; chief among them is inconsistent controls that make unlocking the later levels a grueling, arduous plight that usually ends in aggravation.

Rotastic uses just two buttons. By holding A, you grab on to hook points, and you continually swing around them in a circle until you let go. If you want to change direction, just tap a bumper button. Grapple points dot the sky at strategic places, and you have to swing from one to another and then back again to collect gems hovering around you. For the first few levels, things run smoothly, and the easy-to-grasp control scheme makes it possible to forget what your hands are doing as you leap impressively from one hook to another without a care in the world. Bonus points are given if you pull off a trick--such as forming a figure 8 or other specific shapes--and there's simple pleasure to be found in the balletic manner you move. Without obstacles to get in your way or intense objectives forcing you to move in specific ways, the tutorial portion exhibits the surreal freedom of flight.


Like martial artists, Vikings wear different colors based on their talents. Clearly, he's a neophyte.
However, everything comes crashing down once the difficulty ramps up. The controls perform admirably when neither time nor precision are working against you, but this only lasts for so long. Once you have to hit switches, avoid buzzsaw blades, and break blocks, it's apparent that you don't have the proper tools to progress. The trick to successfully moving from one place to another comes from mastering your trajectory. By figuring out where you're going to land based on your angle of movement and speed, you can fling from one point to the next without many problems. But this is much easier said than done. There's no margin of error in Rotastic, so if you aren't a master of geometry, prepare to be frustrated frequently. In instances where you just have to land on a flat plane, it can take two or three attempts before you release at the right point. And even after getting where you want, you're liable to bounce right past your objective or miss it by the slimmest of margins. In later levels, you have to get past buzzsaw blades moving in asynchronous patterns or rush through closing gates against a timer, and there's little fun in repeatedly trying these grueling challenges only to come up short.

Every difficult level has the same problems because the controls are not up to the task. Levels require ultraspecific movement, and it's incredibly difficult to consistently pull off these exacting requests. Because of this, you often complete a stage by the skin of your teeth, which means you earn a mere bronze helmet. Without getting a high enough score for silver or gold, you can't unlock the later levels, so you're left replaying earlier stages with the desperate hope that you luck into a better ranking. And success does feel like luck in Rotastic. To get a high score, you have to pull off a string of almost-perfect moves in quick succession, and admittedly, it is a rush when you nail everything just as you should. But it's a rare moment when everything comes together, and you can only marvel at the implausibility of your landings. Did you really bounce off of two adjacent walls to nab that purple gem? How did you find room to squeak past that spiked log to hit the switch? The answers always come up the same: dumb luck. You never feel like a superstar because replicating these feats of brilliance is nearly impossible.


Boars don't fear death because they don't have souls.
The roughly 70 single-player levels should keep dedicated players busy for a few hours, and if you crave more swinging action once you've gone through the gauntlet, there's a four-player, offline-only multiplayer mode as well. There are two different ways to play. Deathmatch involves slamming into your friends or trying to cut their rope so they fall into a bottomless void. Collect is the same thing, except the winner is determined by how many gems you nab, though it's still more entertaining to send your friends plummeting. Multiplayer is more fun than the single-player counterparts because everyone is plagued by the same handicap: imprecise controls. Because of this, slinging yourself willy-nilly through the world is goofy fun, given that there's no real punishment for failure. Sure, you may fall into a pit or miss out on collecting coins, but who cares? You're just challenging friends in some good-natured competition. Still, there isn't a draw to hook you long term. After playing two or three matches, the shallowness of the experience is overwhelming, so even if you enjoy multiplayer, you'll be hard pressed to find someone to join you.

Rotastic ultimately feels like it could have been released on a mobile device for one-tenth of the price. It doesn't take advantage of any of the Xbox 360's technical wizardry, and the simple control scheme combined with the shallow gameplay would be ideal in five-minute bursts while waiting for your train to arrive. Sadly, Rotastic exists only on a console that's tethered to a television, and it's hard to justify shelling out 800 Microsoft points ($10) for this forgettable experience. With better level design and controls that allowed you to move with precision, Rotastic could have offered a quiet respite from the spectacle of most big-budget retail releases. But there are too many frustrations for it to slide into that role. Rotastic briefly soars through the air, but it quickly plummets back to the earth with a dull thud.

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Naval Warfare

Last year, Aqua: Naval Warfare launched on Xbox Live Arcade to below average critical reception. The game featured a highly intriguing steampunk story that took place at sea, and the gameplay premise—a twin-stick shooter set on water—was incredibly promising. Unfortunately, the game failed to deliver on practically every front. One year later, developer Games Distillery is re-releasing the game on Steam (this time simply titled Naval Warfare) and not surprisingly, it remains a big disappointment.
The world has been flooded, and various groups have been formed by the survivors. These groups are battling on the sea for total control of various territory, and this is where you come in. As part of one of these factions, it is up to you to take on enemies and engage in escort missions. Though the story is interesting on paper, the execution is rather lackluster. In between chapters you’re treated to stylish hand-drawn cutscenes. As cool as these look, it’s hard to really care about the story due to some weak characters and uninspired voice acting.

Storytelling isn’t the only area where Naval Warfare falls short. Oftentimes, games with weak narratives can easily be forgiven as long as they provide a compelling adventure. But even in its gameplay, Naval Warfare is an utter failure. Rest assured, the ideas are most certainly interesting. A twin-stick shooter at sea could have been really awesome, but a number of gameplay hindrances keep this game from being as fun as possible.
The first thing that really sticks out about Naval Warfare is its lack of direction. As you play, you’re tasked with certain objectives, but the game never puts much emphasis on them. You end up waiting for an on-screen arrow prompt to guide you to whatever destination the game chooses. Naval Warfare should have been a much more linear experience, but due to the large stages, which often feel devoid of life, you’ll constantly stray off course and hit barriers. You then realize that all of the enemies you’re supposed to eliminate or the ships you’re supposed to protect are on the other side of the map, so you have to backtrack before you can complete a mission.
You can obtain upgrades or play in two additional ships, but doing so doesn’t yield anything in the way of impressive results. Instead, the mild customization options make you wish there was more to do. This aspect of the game could have delivered some deep options, but with a lack of content, it’s just another failed aspect of Naval Warfare.

Naval Warfare feels so misguided, and the campaign ultimately gets too boring to sit through. You can team up with a buddy and take on waves of enemies as a team, and it’s certainly more fun than messing with the single-player game on your own. You can even play Skirmish mode, which pits you against hordes of enemies and tests your twin-stick shooting mettle. As decent as these modes may be, they get repetitive and only hold your attention for so long. Naval Warfare was supposed to offer a great story mode, and the disappointment will stay with you the entire time you play, regardless of what mode you’re tackling.
At the very least, Naval Warfare manages to do one thing right, and it happens to be the least important aspect of any game: the graphics are pretty damn awesome. Water effects look great, ships and enemy fighters are richly detailed, and the whole ocean atmosphere looks spectacular. Explosions are a bit weak, but other than this minor gripe, everything in-game is remarkable. As previously mentioned, the hand-drawn cutscenes are great, and they really give the steampunk story a unique appearance.

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Duke Nukem Forever

The saying goes, “Better late than never.” I wish this was the case for Duke Nukem Forever. Unfortunately, stale gameplay and clumsy mechanics make me wish Forever was left as an idea, rather than made into an actual game. I wanted to like it. I really did. I tried to overlook its shortcomings and enjoy a story and character that brought me back to my childhood.
As far as character is concerned, nothing has changed. Duke is still the same testosterone-raging, foul-mouthed booby-slapper that he was in the 90s. He is a gun-toting badass who treats women as objects, mocks our society, and gets off on squashing aliens. The humor in the game is great. It brought me back to my adolescent days, when I got a rush out of doing things in the game that I wasn’t supposed to do in real life—-like looking at dirty magazines. Boy, did pixelated women ever look so good.

You’d think that after 12 years in the making, the women would look a little better. OK, so the game may have been an idea for 10 of those years, and the other two were development, but the point is that a game for consoles like Xbox 360 and Playstation 3 should look somewhat better than Duke Nukem Forever does. I thought blocky graphics and choppy movements were gone with the original Xbox. I would think the “King” would get the pleasure of a graphical overhaul, but maybe they purposely left us with these graphics for a nostalgia’s sake.
I wouldn’t be so hard on the graphics if the gameplay made up for it. The simple fact is that the gameplay is stale. There is nothing quite as adrenaline-pumping as running into a room full of aliens, guns blazing, and blasting the hell out of anything in sight. It was fun in the first Duke Nukem. It was fun for the first couple of levels in Duke Nukem Forever. Then it got repetitive. I can only get so much enjoyment out of shotgunning an alien and giving it the finger afterwards. Maybe today’s shooters have spoiled me into wanting more out of a game, and maybe the hype of Duke Nukem Forever made me expect more out of the game’s action. But there wasn’t more. All you do is run in and shoot up the place, often dying in the process because of “cheap” deaths. When I say “cheap” deaths, I don’t mean any time I die I’m labeling it as cheap. I admit, some of the deaths were results of careless play on my behalf, but when I am shrunken and nowhere near an enemy yet still die when he stomps his foot on the ground, I consider that a “cheap,” poorly programmed death.

Normally, I don’t complain about dying in a video game. I enjoy the challenge. However, when it takes five minutes to reload the level, it gets a little frustrating. No, I am not exaggerating. Each load screen takes about four to five minutes, and it happens quite frequently.
Duke Nukem takes gameplay elements from the very FPS games that it mocks. It has a regenerative health bar, called ego, and the constraint of only holding 2 weapons at once. Honestly, who can only carry two weapons these days? Especially when the hero is someone as badass as Duke. Duke’s levels are fairly straightforward—-linear maps filled with charging humanoid pigs and jetpack-wearing aliens. Some of the weapons are fun, as you can find shrink rays and freeze guns or use your blunt fists to pulverize enemies. After blasting your way around a level, you occasionally encounter some small puzzles. Although small and simplistic in nature, some of them can be quite difficult to figure out and can lead to frustration. The majority of them involve finding which crate to jump on next. Once you complete the acts in each chapter, you come face-to-face with a boss of some sort. These boss fights usually require patience, as you are forced to repetitively fire rockets at it until its health depletes.

The ideas behind some of Duke’s elements are there. It could’ve been fun shrinking into miniature size and driving miniature trucks around a room. However, its clumsy handling leaves you wanting more. “Jump on this crate and climb this ladder ... Jump on the hamburger buns to avoid being burned.” The puzzles are so dull that they are annoying. What should have been considered fun breaks in action sequences seem more like hindrances that only piss you off when you die because you can’t make the jump required to reach the next platform. Have fun waiting another five minutes to reload the level.  But hey, what is five minutes of waiting when we’ve waited 12 years for this game?
I enjoy the Duke character. I love flicking off aliens and cursing them out as I blow their heads off. I love chugging beer and cracking skulls with my fists. I love getting virtual lap dances in strip clubs and admiring myself in the mirror. The story, as hokey as it is, is still entertaining and filled with crude humor. I just don’t love anything else about the game. The graphics are dated, and the gameplay is pedestrian at best. I found myself begging for the game to end, playing it only for the sake of beating it rather than enjoying it. It seemed like a chore instead of a game. If you enjoy repetitive levels and corny one-liners, then you will find enjoyment in this game. The game will definitely bring you back to the 90s, but I wish it would have left 90s gameplay and graphics.

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Hunted: The Demon’s Forge

Sometimes the best way to distinguish your game among others is to incorporate elements across genres into a single, coherent gameplay experience. On paper, this gets people very excited—-think about Halo, which gives players shooting, driving, and flying all in one beautiful package. Unfortunately, it takes a lot of work to get every component working properly, and if one malfunctions even a bit, the entire experience can be ruined. Enter Hunted: The Demon’s Forge.
Hunted was designed as a “dungeon crawler” of sorts, but with typical RPG elements blended with cooperative combat. There’s Caddoc, the gruff sword-swinger, and E’Lara, the nimble elf archer. There are no other choices—-by maintaining these two characters, each one can undergo a unique story arc and personal crises can be… oh, who are we kidding? These are just silly archetypes that we understand immediately, and they actually work well enough within the context of co-op battles. Don’t expect anything epic, but the lighthearted jibes and exchanges between them provide some nice relief as the game plods along.

Although either character can technically be used across a variety of combat scenarios, their specializations in ranged or close warfare form the core of the game. This is particularly nice in multiplayer because it’s strangely more consistent than the single-player campaign. This is mainly due to your assignment to a character, rather than having to constantly worry about switching back between them—-which can only be done in specific contexts, mind you. Why the game couldn’t allow players to freely switch characters at any time is a mystery; even Donkey Kong Country managed this trick, after all.
Unfortunately, the melding of slashing and shooting doesn’t work out quite as smoothly as one might hope. It’s easy to get turned on by this premise, but Hunted simply doesn’t deliver on its primary design. By the time you’re an hour into the game, very little novelty awaits you. In the past, many games have spruced things up by adding new abilities or significant rewards to keep things fresh. Instead, Hunted feels drab and stretched thin as you go along. The combat is awkward and repetitive, and the AI is terrible. This is often forgivable among foes, but in any game with friendly AI, the problems become a major headache. Your companion often behaves erratically, lagging behind or charging ahead when they shouldn’t and generally making a mess of things. It’s a bit like the stress of bringing a date to a formal event, only without having to leave the comfort of your living room. Somehow I doubt that was the intended selling point for the game.


Another disappointment lies in the narrative itself. While technically you could produce any game with a “fantasy” flair, a product from Bethesda is held to a higher standard. If a fantasy story isn’t rich enough to make the player feel utterly submerged in the world, everything tends to turn rather silly after a while. The intrinsic intrigue of an investigative mercenary duo will die down if clues are not offered along the way—-even little bits of tasty substance to keep curiosities piqued. A lot of people might have been able to overlook this, but this area feels very lackluster and lends the impression of a rushed product.


All told, Hunted offers a modicum of playing pleasure on a slow weekend, but a rental would be safer than a purchase. The visuals seem dated in a few spots, and in fact, the game sounds better in most areas than it looks. The music is particularly strong, probably one of the few things that Hunted gets right, but scarcely enough to warrant a purchase. Irksome gameplay and unpolished graphics keep Hunted grounded in the realm of “decent at best.” With so much potential, it seems a more serious execution could offer better things in the future.

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From Dust

We’ve been looking forward to Ubisoft’s From Dust for some time.  Not only is the concept unique compared to other games, but the art style is better than most downloadable games.  The focus that Ubisoft Montpellier has given to the visuals is ridiculously unreal; you’ll find yourself getting lost in the majesty as stuff you pick up settles into the terrain in real time.  That brings up an interesting question—is From Dust more than just a flashy presentation?  Is there actual depth when it comes to playing as a god?
Well, there is, but it would be in your best interest to pack some patience when you start this game.  Not only is being a god tricky when it comes to completing each part of the story (and the additional challenges), but the ineptitude of your tribesmen is equally as tricky.  They summoned you—a god known only as The Breath—to help them reach totem poles and expand their civilization.  Easier said than done, since they’re pretty helpless.  Each one has a description, but they come to a halt when it seems like anything gets in their way.  They’re even afraid to approach a body of water.
While it’s a slight letdown that these tribe-folk don’t help you over the course of each mission (even when you send them off, they can get lost or stuck), From Dust’s control scheme isn’t so bad.  You’ll manipulate pieces of a land in each stage, building bridges and guiding these lost souls to their next totem marker.  It takes a little getting used to at first (Actraiser this ain’t), but the controls work moderately well as you pick up objects and use them to interact with the earth. They aren’t the most precise in the world (and this may frustrate those with agile hands in later stages), but they’re functional enough with a game controller.
Now, about that real-time morphing effect we discussed earlier—it’s beautiful.  Not only does From Dust feature some crafty level design, but it also has some weather effects that shift into each one almost seamlessly.  Desert globs flow into the sand, right down to the tiniest of particles; water shifts when wet land forms beneath it; volcanoes explode with great ferocity.  Watching this as it happens is almost like taking in a terrific nature special, except that you get to play around with it.  Granted, you shouldn’t forget about your objectives, but being able to terraform these worlds as you see fit is a welcome delight.  If you ever built a sand castle as a kid, you may just say, “Screw the tribe,” and try your luck again here.
Along with From Dust’s main story mode, there are also 30 additional challenges in which to complete.  These range from downright infuriating (the most precise of controls are needed to keep your tribe from perishing) to cakewalks, particularly with the opening stages.  Still, the progression set-up is a welcome one, and the ability to record your best times on Xbox Live—through interactive leaderboards—works just fine by us.
Again, though, From Dust won’t be everyone’s speed.  There’s a steep learning curve here, and you’ll have to put up with some really stupid tribesmen in order to get the most mileage out of it; seriously—they’re afraid of frickin’ water!  Some might be abundantly bored within the first hour, but those who stick with it will be rewarded with some interesting challenges and even more beautiful terrain.  It’s up to you to decide if you’re up for the journey.
We do like how Ubisoft tried something different with From Dust, though.  It’s not often you see a major publisher take a flying leap like this with something really “out there”, if you will.  While the little flaws may have you wondering if it’s worth the trip, you at least owe it to yourself to try it—even if it’s only to see the terraforming effects.  Seriously, can you imagine how good these would look in a typical action game?  Ubisoft Montpellier should keep this on hand for their next project.a

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Magic: The Gathering Duels of the Planeswalkers

f you’ve read my review of Duels of the Planeswalkers 2012, you’ll know I’m more or less pleased with its slick digital take on my favorite card game. DOTP 2012 does an excellent job of both teaching new and intermediate players the finer points of Magic the Gathering, while also acting as a fine time-waster for ‘pros’ like myself. That being said, though the core game did its job quite well, this minor expansion is really only worth picking up if you’re one of the few people who hasn’t moved onto playing the actual card game yet.

The real disappointment is that the expansion focuses almost entirely on the Archenemy format, which unfortunately does not lend itself well to this game’s lacking A.I. and underpowered deck options. In Archenemy, three players work to take out the titular archenemy, a player commanding a doubled life total and a deck of extremely powerful scheme cards. At the beginning of the archenemy’s turn the top card of the scheme deck is “put into motion,” causing untold devastation to the three allied players. Though Archenemy battles were available in the original game, players now get to play the part of the final boss, and its honestly pretty fun the first time you decimate your three opponents. But once you realize how hard it is to actually lose a game, the excitement quickly fades.
The probem is that DOTP 2012 does not offer specific decks tuned for playing Archenemy, forcing you to use the exact same decks as in the one vs. one campaign. This means that the archenemy seems to have an almost overbearing advantage, facing off against three decks meant for single-player games, all while gleefully ripping ridiculously powerful effects from the top of the scheme deck. The scheme cards were designed to be so powerful to give the archenemy a chance against three overpowered opponents. Using these game-breaking effects in order to blast such ridiculously terrible cards as Suntail Hawk is really just a downright bore.

Another major concern is that this expansion does nothing to tune up the enemy A.I., which continues to make some rather routine mistakes. I watched one computer opponent suicide rush his bears towards my much larger creatures for no reason other than to watch them die, while another opponent wasted a card to return a skeleton from their graveyard to hand, ignoring the fact that the skeleton could’ve simply reanimated itself.
Perhaps the most notable error came during one game, where I found myself in control of a gigantic elf army and moved to put their commander onto the battlefield, a creature who would turn my entire lot of forest-dwelling pretty boys into a swift-footed clan of unstoppable forest-walking death. Luckily my opponent, the dreaded vampire lord Sorin Markov, cast his Disfigure spell… killing one of my little pieces of elf cannon-fodder, for some reason ignoring the commander entirely. I slammed in with my long-eared brothers and won that game quite handily, wondering what line of code told this feared vampire to kill my most irrelevant creature and ignore the elf lord of impending doom.

Anyhow, though I see this expansion as a bit of a design mistake, I’m sure there are those for whom the few new multiplayer extras are enough of a selling point. Three new decks are available for play,  and there’s even new cards to be unlocked for the original decks. It’s also a fun sneak peek at some upcoming cards and new planeswalkers. Basically, the new single player campaign is useless, but if you’ve been having a blast playing online then sure, pick this one up. Though I still think you’d be more satisfied heading down to your local game store and enjoying the game the way it was meant to be played.

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