Showing posts with label money. Show all posts
Showing posts with label money. Show all posts

Friday, July 6, 2012

Ice Age: Continental Drift Review




And so the Ice Age gravy train continues to rake in money hand-over-fist. The animated series has thus far grossed more than two billion dollars world-wide, and the fourth film in the franchise will doubtlessly dramatically swell that figure.


Yet while the filmmakers could have taken a lazy approach to Ice Age: Continental Drift, rushing the sequel into cinemas and cackling maniacally as the money floods in, they actually seem to have taken some time and care over this one. So while the narrative is nothing to write home about, following the template of countless family flicks, the visuals are striking and lush and the jokes consistently hilarious.



Proceedings commence in classic Ice Age style, with series mainstay Scrat endeavouring to guard his beloved (and seemingly cursed) nut. His efforts take him to the centre of the earth, where the prehistoric squirrel tears up the tectonic plates and causes the continents to split.


Scrat’s isn’t an isolated story this time around, however, with his immense mishap having a devastating effect on the characters in the main story – namely Manny the mammoth (Ray Romano), Sid the sloth (John Leguizamo), and Diego the sabre-toothed tiger (Dennis Leary).


For the land division sets them adrift on a tiny iceberg, separating the triumvirate from their family and friends. The rest of the film documents their efforts to be reunited with said loved ones, as they embark on an action-packed journey across the high seas.


Along the way they encounter intense storms, malevolent pirates, deadly sirens and kindly whales, and these lively sequences deliver many of the movie’s highlights.


Less successful is the parallel story that unfolds back home, and revolves around Manny’s daughter Peaches befriending the ‘cool kids’ before being rejected by the buggers. A predictable and preachy tale of teenage angst, it slows the story down and feels more like an episode of Family Ties than a diverting blockbuster sub-plot.



Mercifully Scrat is on-hand to perk proceedings up, his mini-movies transporting the squirrel to a nutty desert island and, most memorably, Scratlantis, where he encounters a quite hilarious vocal cameo.


And it’s the voice work that really brings Continental Drift to life. Romano, Leguizamo and Leary deliver the goods once again, but Game of Thrones star Peter Dinklage gives them a run for their money as Captain Gutt, a pesky pirate primate with a penchant for sea shanties and death.


Nick Frost is also on scene-stealing form as Flynn, an intellectually-challenged prehistoric seal. But it’s Curb Your Enthusiasm favourite Wanda Sykes who dominates the feature as Sid’s sassy Grandmother.


Arriving in a fine Beverly Hillbillies sight gag, she then proceeds to jive talk her way through proceedings, the film coming to life whenever she’s onscreen. And in a surprise twist, her simple story arc delivers the heart and soul that the Peaches’ plot-line so spectacularly fails to nail.


Granny’s feisty efforts, combined with beautiful 3D images that pop off the screen in spectacular fashion, produce as good an Ice Age film as we’ve yet seen.


It certainly isn’t a Pixar-beater, the narrative too simplistic and one-dimensional to compete with the best that that studio has to offer. But taken on its own terms, Continental Drift is a consistently funny and entertaining sequel that should enthral children while at the same time teasing more than a few belly laughs from their parents.



Source : ign[dot]com

Wednesday, May 30, 2012

Diablo III Real-Money Auction House Delayed Again




If you logged into Diablo III today, perhaps you noticed the real-money auction house is not yet live. According to an in-game notification, the real-money version of Diablo III’s auction house will go live on June 12, 2012.

This is the third time the real-money auction house has been delayed. Initially it was expected to launch one week following the game’s May 15 release date, then it was pushed to May 29.

Over the course of the past two weeks the virtual currency auction house has frequently been down for maintenance as Blizzard addressed technical issues.

“We're also continuing to investigate latency affecting search results, active auction lists, posting auctions, and successful sales and purchases on the gold auction house, and hope to have all transactions running smoothly as soon as possible,” said a recent official post.

As of this moment, the virtual currency auction house is up and running, but it’s not possible to sell commodities such as crafting components and gems.



Source : http://www.ign.com

Tuesday, May 29, 2012

Diablo III: Inferno and the Auction House




I used to think of the Auction House as a curiosity, a backdrop of microtransaction static that, after the still-missing real money version goes live, could serve as a way for me to make small sums of cash by selling any absurdly rare items. Through Normal, Nightmare and Hell difficulties I found I developed a resentment of the Auction House, as it undercut the powerful sense of reward associated with finding items on my own. When a legendary Fjord Cutter dropped on my screen, it wasn’t some random Fjord Cutter, it was Fjord Cutter. Even if it wasn’t even as powerful as the epic fiery club I was using, I stored the Cutter in my stash. It was a trophy, proof of my growing heroic legacy, and not something I wanted to throw out for others to bid on, to turn my success into an unremarkable sum of gold that lost its identity as soon as I combined it with the rest of my funds.

So I interacted with the Auction House sparingly, tossing magic items up for sale for in-game gold, but staying away from obsessively searching for reasonably priced items with Barbarian-appropriate affixes, and snatching any absurdly low priced items to flip for a profit. Then I hit Inferno, and my self-reliant approach to item acquisition was no longer possible.



Even the starting area zombies hit hard, and the first wretched mother killed me in a flash. The armor I’d accumulated through drops in Hell difficulty suddenly seemed like napkins. I still had a level 32 chest piece, my helmet had higher intelligence bonuses than strength, and my shoulders didn’t even increase vitality. I was a mess, doomed to cycles of death and ceaseless repair penalties. I could have returned to Hell to farm better items. Maybe I’d find them in five minutes, maybe five hours, maybe five months -- such is the uncertainty of randomness. Perhaps I’d find a sword with higher damage, but to have a chance of fighting anything aside from the standard enemies in Act I of Inferno, I needed the higher damage and the right stats.

There was no way around it, I needed money. Alongside a dozen or so rare items, I sold my Fjord Cutter. From the Auction House I picked up a new spear with life restore on hit and big strength and vitality buffs. I upgraded to a double-socketed level 60 chest piece with life regeneration and a helmet that gave extra resistance against physical damage. It cost nearly all the gold I had, and suddenly I was able to hop right into the middle of a zombie pack and whirl, slice, kill and repeat with little downtime. I was back in rhythm, but my victories weren’t as complete, as it felt like I bought my success. I didn’t deserve to make progress.

The disappointment of the near-mandatory use of Auction House interaction at Inferno difficulty setting lingered, but several new mechanics presented themselves to offset the sense that I’d somehow cheapened my experience by buying relevance. Elite-level champion packs and unique monsters, for instance, were still immensely challenging even with a few upgraded pieces of gear. On Inferno they have four unique attack modifiers, so they can be fast with extra health, leech health and periodically drop frozen bombs all across the battlefield. These modifiers can sometimes arrange themselves in combinations that make the elite monsters seem invulnerable. Even though I’d upgraded myself, there was still so, so much room to improve.



I could have simply snuck past the elite enemies until I reached the next area, but there are powerful bonuses associated with defeating them. After level 60, killing a rare monster or champion pack earns a Nephalem Valor bonus, which boosts gold find and magic find ratings for 30 minutes. Killing another elite monster resets the timer and stacks the bonus. Unlike Diablo II, which rewarded repeated boss runs with showers of rare and set items, Blizzard encourages you to actually play the whole game in Diablo III for the best chance of finding rare, useful items. Chaining elite kills then proceeding to a boss fight is then the best way to go, assuming  you don’t reset your active skill set and a random disconnect from Battle.net doesn’t wipe out your bonus.

In addition, Inferno’s level of challenge makes it feel as though I’m truly playing the game for the first time. That’s a ridiculous thing to say after over 80 hours of gameplay, but precise movement, proper skill use and rune selection have never felt so important, where the possibility for failure exists with nearly every click, and where overcoming a crackling pack of electrified, venom-spewing, shielded champion enemies with mortar attacks feels more rewarding than anything I’d achieved all throughout my time in Normal and Nightmare modes. Even Hell feels kind of tame by comparison.

Even so, I can’t quite shake the notion that I could steamroll the rest of the content with a few Auction House purchases, and that the real reason I continue plunging back into dungeons is to earn money to spend on items found by others. I feel like I need to maintain a balance between buying omnipotence and just enough, ensuring the degree of challenge is steep but, with dedication and skilled play, conquerable. Inferno is Blizzard’s pre-made setting, but in many ways it’s my responsibility to fine-tune the difficulty.



The issue of the Auction House is perhaps more noticeable to me in Diablo III than in the many MMOs that feature similar systems because few games I’ve ever played relay a sense of evolving personal power as effectively as Diablo III. The designs of weapons , armor and individual potions, the detail in larger stacks of gold, the artisans’ carts, the designs of your AI-controlled followers’ gear – with extended play, elements not only becomes more significant statistically, but in appearance as well. With the exception of a number of reused item models, form and power rise alongside each other evenly on an incredible scale, starting from the lowly rags and leather of Normal into the fearsome spiky plate armor found in the depths of Inferno. It’s easy to dismiss statistical increases as you swap in new gear in other action-RPGs as trivial, but in Diablo III the changes are often easily noticeable, in the numbers that pop from enemy heads to the rapidity with which a once seemingly invincible foe is obliterated by the might of high-end gear. The occasional trip back to Normal from Hell to one-shot demons who used to instill fear is worthwhile simply to feel how far you’ve progressed.

As soon as Diablo III loses its forward momentum and starts to feel like an endless farming field I doubt I’ll continue to log in. I know the moment will arrive, eventually, but I’m not quite ready for it yet. The apparent necessity of the Auction House in Inferno was, hopefully, merely a one-time thing, and the rest of my journey can progress without a need to pay virtual currency to avoid the slog of excessive farming or spending a fortune to spin the reels of the blacksmith slot machine. With Nephalem Valor to aid me and, ideally, a stream of item upgrades and additional elite monster behaviors from Blizzard in the months to come, I’m hopeful the gameplay will stay interesting enough to keep me hooked and searching for the next best item and, more importantly, let me feel like I earned my power. If I fail to kill an enemy, I can accept it’s because I lack the required skill, but am uncomfortable with the idea that it’s because my virtual wallet simply isn’t big enough.



Source : http://www.ign.com