Dhavid's Blog
This is my personal Blog where I will post news and reviews of videogames, anime, TV shows, movies, electronic devices and software amongst other things.
Monday, October 10, 2011
Mass Effect 3 multiplayer confirmed
Powerplay are reporting that Mass Effect 3 will feature some form of multilplayer component. The Australian magazine just posted this on their site: “That’s right – Mass Effect 3 is getting multiplayer! We travel to BioWare’s office in Edmonton for hands-on time with the series’ first foray into online gameplay, and chat with Mass Effect Series Producer and Mass Effect 3 Project Director Casey Hudson about the decision to go multiplayer in the epic battle for the galaxy.” The coverline of the mag reads: “Fight alongside your friends as the galaxy goes to war!” Despite rumours that Mass Effect 3 would feature a multiplayer component, Bioware have been careful not to confirm the mode, until now. What’s your Mass Effect multiplayer mode of choice? Co-op, adverserial, or a Brink-esque combination of the two? Or should Mass Effect have stuck to its singleplayer guns?
Saturday, October 8, 2011
"Xbox 720" in a movie trailer, coincidence or stealth advertising?
Internet has discovered something odd: The trailer for the movie Real Steel, which is about futuristic robot fighting, you have spotted a banner advertising the Xbox 720, among others, true brands. Xbox 720 has for years been a silly name for Microsoft's next-gen console theoretical. It has never been confirmed in any way, and only been used for speculation. The future? But here it is suddenly, in an actual movie trailer. Do the makers of the film which we do not know, or is it a cunning that is much at stake forums (and apparently working on special effects) that have crept into the ad nonsense? Strange.
New Modern Warfare 3 Trailer
Yesterday the new Modern Warfare 3 Redemption trailer was released to the public. Finally, it got a positive response from its fans, where as in the past, it didn't seem to please everyone. The trailer provides tons of tasty eye candy for Call of Duty fans. We get to reunite with our old friend Captain Price and take aim at Markarov's head. The trailer shows mass destruction happening everywhere in the world and the graphics seem to be handled very well. If anyone would agree with me, this is looking a lot like Call of Duty 4, which makes fans very happy.
Friday, October 7, 2011
Unreal Engine 3 Comes to Flash
Dead or Alive 5 : Official Pre-Alpha Gameplay
Team Ninja explained at Tokyo Game Show that the goal for Dead or Alive 5 is to be more than a fighting game. It needs to be "fighting entertainment." The use of highly dynamic backgrounds and environments, mixed with some cinematic camera angles, certainly makes DOA5 look unlike any fighter out there. But, is it too much? We can't help but wonder how this game will actually play in this extended gameplay clip. It looks incredible--but will it be more fun to watch than actually play?
Torchlight 2 preview
But that’s not the only difference between the two games. “We didn’t want to make it seem like we were simply tacking multiplayer onto Torchlight,” says Schaefer, “so we made the decision to start from scratch on characters”. In Torchlight II, there’ll be four new classes to choose from – the ranged, “lowmagic” nomad Outlander, the meleefocused, engineering-themed Railman, the fast-attacking Berserker, who’ll come with a selection of animal powers, and a mystery fourth character. Runic wouldn’t reveal too much about this one, but fantasy RPG tradition dictates that some form of mana-guzzling sorceress would fit nicely into that lineup. Each will have customisable male and female variants. Rather than simply giving players a new set of dungeons to explore, Torchlight II is expanding above ground. The linear, claustrophobic caverns of the first title are being augmented by overworld environments that’ll include deserts, snowy temples, dwarven battlefields, and haunted forests and swamps. Each has a full day/night cycle and random weather.
Those environments are far larger than in Torchlight. The largest levels in the first game were comprised of six to seven ‘chunks’ in a random linear order, but in Torchlight II a typical area will be comprised of as many as 23 ‘chunks’ in a grid. There’ll still be an entrance and an exit, but there’ll also be hidden corners to explore, rivers to navigate and landmarks to investigate. “The world is bigger and deeper,” Schaefer says. That world is split into three major sections, each with its own different hub town. Random events and tasks will pop up for your character to deal with in whatever way they see fit. Those will range from a broken down wagon beset by monsters to a slave camp that you have to burn down to free those trapped within. Each landmark in the game will have some form of mini-boss tied to it, marking a major increase in the number of boss fights that you’ll need to deal with. Guiding you will be a bulked-out plot. Whereas the first game’s story was largely incidental to the action, its sequel aims for a more balanced approach. “We don’t want to change the action-oriented nature of the game, but we want the story to feel more immersive and compelling,” Schaefer says. “This time we even hired a real writer!”
The sequel has been delayed a little by the process of getting the first Torchlight out on the Xbox 360, but PC gamers shouldn’t feel left out. “It gave our artists and level designers a bit more time to make cool stuff,” says Schaefer. “Also, we made some technological optimisations based on the necessities of porting to the Xbox.” That should mean that Torchlight II will have the same low system requirements of its predecessor, despite an increased polygon count and larger environments. Schaefer won’t commit to whether it would come with the much-loved netbook mode of the first game though. “We’ll wait till its done before saying anything about netbooks, just to be on the safe side.” By starting with the same basic technology and tools as the original game, the focus this time around can be placed more squarely on more and better content. “We’ve got a great running start. The development cycle will be around two years, which is almost twice as long as we took on Torchlight,” Schaefer says. Don’t dismiss Torchlight II as a mere stepping stone between the purity of Torchlight and the endgame of an eventual MMO. The first game distilled the action-RPG genre into a simple easy-tounderstand package, but Torchlight II promises to perfect that package with the addition of multiplayer, more compelling environments, and a storyline worth paying attention to. If Runic can pull it off, that long wait for Diablo III might not seem so bad after all.
Dota 2 Update Introduces Bloodseeker, Kunkka, and Practice Bots
In addition to Bloodseeker and Kunkka entering the Dota 2 arena, yesterday's update introduced several new features.
Valve enabled practice bots, and while they're still a work in progress, they're a great "low-pressure tool for trying out new heroes and item builds." While League of Legends currently has practice bots as well, Dota 2 takes it to another level, giving players the ability to control and direct the bots.
"You can ping the minimap to send commands to your allied bots – ping an enemy tower to tell them to push a lane, an enemy hero to ask for assistance in a gank, and so on."
Dota 2 bots take it a step further by indicating their plans to you via text chat. Some of their abilities include:
Let you know when they’re coming to your lane for a gank.
Communicate when they’re fleeing or losing a fight.
Indicate their high priority targets in upcoming team fights.
Expose their thinking about whether they should push or defend their lanes.
Call for assistance versus Roshan if they think the timing is right.
Valve isn't stopping there. They also revealed a few features they will be adding to the bots next. Future updates include:
User specified difficulty levels, so you can tune them to your skill level.
Deeper control over your allied bots, so you can “command” your team at a high level. For instance, you might want your team’s carry to not join a fight, and instead keep farming their lane. Note that they do a good job of making these kinds of decisions themselves, but if you really want to be hands-on, you can.
Support for several more heroes.
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