Showing posts with label years. Show all posts
Showing posts with label years. Show all posts

Friday, July 6, 2012

First Look: Zen Pinball 3DS








Zenpinball3d







Zen Studios has been cranking out some impressive downloadable pinball games over the last few years, including the Pinball FX series for Xbox Live Arcade, the Zen Pinball tables for PlayStation Network, and the Marvel Pinball line-up. The Marvel includes specific designs for Spider-Man, Blade, and Wolverine. Now, the company is ready to take its pinball act on the road, as it has officially announced Zen Pinball 3DS, which will soon be available as a downloadable title through Nintendo’s eShop.


The game will feature four tables that were previously released on Zen Pinball, but remastered in 3D and with a number of enhancements that take advantage of the 3DS. These tables include the sci-fi oriented Earth Defense, the spiritual Shaman, the medieval Excalibur. and the adventurous El Dorado. More tables could be available in the future, but for now, Zen Studios is focusing on these four.


Zen Pinball 3DS will feature local hot seat multiplayer, with folks passing it around, trying to top each other’s scores. It will also include online leaderboards, so you can compare your best times with other 3DS users—without the need to share Friend Codes. A Pro Score competition will also be announced following the game’s release, as players can compete to see who the best pinball players in the world are. Team Score will also be an option, with your score combining with your friends in a team effort. If you’ve never seen Zen Pinball before, it’s as good as digital pinball gets. Each of the tables resemble an authentic pinball table, like the ones you see in arcades from Stern Pinball and other companies. There are ramps to shoot at, interactive video screens with plenty of activity, bonuses to go after, and special events that you need to complete to get big points. You can also earn bonuses like extra balls and credits for replays—though the tables are obviously open for free play anyway. Sometimes it’s just the pleasure of earning a little extra on top.


Additionally, Zen Pinball 3DS enables the shifting through several viewpoints. If you prefer a higher-up view of the table so you can keep an eye on the ball at all times, it’s here. Mostly, though, you’ll want to do with an isometric, top-down view, like you would facing a real pinball table, so you get the authentic look nailed down pat. You can switch anywhere between the two, finding what works best for you.


Of course, the gameplay should be quite authentic. Players should be able to use shoulder buttons to control the game’s flippers, while occasionally jolting the touch-screen (or perhaps using the 3DS’ gyroscopic features to shake the table) to keep the ball in play. Just make sure you don't tilt!


“Releasing Zen Pinball on a Nintendo platform marks an amazing milestone for Zen Studios. We are really excited for Nintendo fans to experience one of our greatest passions—the timeless game of pinball!” said Mel Kirk, Vice President of Marketing and Public Relations. “Playing pinball in 3D is killer, it’s like the game has been totally reinvented, and a whole new world opens up right before your eyes.”


We’ll be going hands-on with the game very soon, and will provide a full review upon its release later this year. No word on pricing, but $7.99 sounds like a reasonable enough window. Look for more info soon!





Source : gamezone[dot]com

Thursday, July 5, 2012

Exclusive: How It Should Have Ended Presents Batman and Superman's Comic-Con Thoughts




For the past few years, the gang at How It Should Have Ended have offered animated, comedic takes on “What If?” style finales to everything from Assassin’s Creed to The Avengers to Game of Thrones: Season 1. Along the way, they’ve also launched the ongoing “Super Cafe” segments, where Batman and Superman hang out, Seinfeld-style, to chat about this and that. As producer Tina Alexander explained, “Daniel [Baxter] came up with the first appearance of 'Super Cafe' in our original Superman HISHE. He wanted to put Superman and Batman in a casual situation where they could talk about their lives and a diner seemed a good fit. We started to put it in all our super hero shorts but fans demanded seeing it even more than that... so we decided to start a little series of just ‘Super Café’.”


Alexander added, “And you never know who might be joining them!” Which is very true, considering a memorable recent installment found Super Mario trying to hang out with Superman and Batman, much to the dismay of the World’s Finest.


With San Diego Comic-Con just a week away, IGN is happy to present the exclusive debut of a new installment of How It Should Have Ended’s Super Cafe, with the focus on that uber-popular convention. Check out the video below, to see Batman and Superman debate the appeal of Cosplay, being the first to see footage from films like Iron Man 3 and The Hobbit and more.







Alexander noted they actually debated which of these Super Friends would be the cynic, revealing, “The original script had Superman playing the cynic and Batman pointing out that he dresses up like a human everyday (a joke we were sad to lose, but it didn't make sense in the reversal). But then we remembered that Dark Knight Rises was suspiciously absent (in panel form) from the Con last year, which disappointed a lot of fans. So maybe Batman isn't into it? At that point we reversed things and we felt like it was a lot funnier to have Superman threaten to make him go."


Still, if Batman were to actually make it to Comic-Con, Alexander feels he’d change his tune. “I'm pretty certain he'd be a huge hit and become a regular attendee. How could he not enjoy all that fan love? After all, he's Batman!”



Source : ign[dot]com

Friday, June 29, 2012

iPhone Turns 5, Now Available Prepaid at Virgin Mobile




Who would have thought the iPhone would be a $150 billion goliath five years after its introduction, with more than 250 million handsets sold around the world?



Certainly not the competition, which in 2007 included heavyweights like Nokia, Research in Motion and the now defunct Palm. These smartphone rivals had six months to prepare for the iPhone after its debut at Macworld Expo, finally hitting retail stores on June 29 - five years ago today.


The competitors left standing are feeling the pain of their inaction today as Apple remarkably continues to sell three out of the five models, with a sixth generation handset likely on the way this fall.


Apple is also leaving no stone unturned, with the iPhone 4S and previous generation iPhone 4 finally available at prepaid carriers across the United States.



The second in what's sure to be a long list of pay-as-you-go carriers to land the iconic handset is Virgin Mobile, the Sprint subsidiary who rolls out the iPhone on Friday, perhaps not so coincidentally timed with the handset's fifth anniversary.


In addition to being available wherever Virgin Mobile products are sold -- which includes Target, RadioShack and Best Buy, among others -- the company has opened 10 of its own branded retail stores across Chicago today. If successful, Virgin plans to roll out the red carpet at retail nationwide in the months ahead.


"This month marks Virgin Mobile USA's tenth birthday," said Sir Richard Branson, founder of Virgin Group. "And what better way to thank our fans for ten years of loyalty than by giving them exactly what they want: the perfect plan for the perfect phone. That is the essence of 'A Higher Calling.'"


Virgin Mobile now offers the 16GB iPhone 4S for $649 or the 8GB iPhone 4 for $549, with three unlimited text and data plans ranging from $30 to $50 per month, depending on how many voice minutes are required.



Source : ign[dot]com

Sunday, June 24, 2012

Forza Horizon: Reinventing the Wheel




“It’s almost exactly two years since I met Dan for the first time, here in LA,” says Forza Horizon design director Ralph Fulton of Playground Games. “We had dinner and we talked about games, about racing games, about car culture and Dan really talked to me about his vision for the Forza franchise.”


He’s talking about Dan Greenawalt, the big wheel down at the Turn 10 cracker factory and the man with the keys to the Forza franchise. We’re tucked away in a room deep in the bowels of Microsoft’s E3 stand. The deafening buzz from outside is still a persistent hum but Fulton doesn’t need to shout.


“It’s gone from strength to strength over the years, and as a developer and a gamer I’ve always been totally aware of it, but Dan just wants more,” he continues. “He wants to broaden what Forza means. He wants to turn car lovers into gamers and gamers into car lovers, and the ambition of that statement really resonated with us, because we set Playground Games up to make racing games that make a difference.”







It’s a statement Greenawalt himself uses regularly but it’s one that’s been a crucial pillar of the Forza franchise. Fulton goes on to explain Greenawalt challenged them to go away and think about what Playground Games could bring to Forza. Forza Motorsport has circuit racing stitched up, so Playground Games looked to the world outside the racetrack.


“We looked at car culture, and we looked at the point where car culture coincides with youth culture,” says Fulton. “We set out to make a place where cars belong, and that’s the Horizon festival. The Horizon festival is the conceptual starting point and the centrepiece of our game.”


“As soon as we created the Horizon festival a lot of things about our game just fell into place. We knew, for example, that we were making an open world game because if the Horizon festival was really this Mecca for car lovers then surely it would be surrounded by the world’s greatest driving roads.








The Horizon festival is the conceptual starting point and the centrepiece of our game.





“We knew a lot about our world as well, from the Horizon festival; we knew the world needed to be vast, we knew it needed to be environmentally diverse. We knew it needed to be visually stunning with amazing vistas begging to be explored. So we set about finding a location for the Horizon festival; we researched 30 places around the world and ultimately we ended up in Colorado, in the United States, as a place that just ticked all of our boxes.”


On paper Colorado seems like a random place to settle on, particularly with the world at your fingertips. Even Greenawalt, who hails from Colorado, admitted to me earlier he was initially surprised. But when you begin to absorb the sort of driving variety a single environment like Colorado can encompass the decision makes a lot of sense.


“We learnt more about our game from the Horizon festival than just where it was to be set,” continues Fulton. “We knew we wanted to create a really authentic, vibrant festival atmosphere for the game so we went to a guy who has the inside track on festival culture, a guy from the UK named Rob da Bank. He’s a radio DJ, record label boss but most relevantly he’s founded and run two of the biggest summer music festivals in the UK and he’s been on board with Horizon right from the start advising the festival culture and also curating the soundtrack.”



e3forzahorizonpresskit03jpg

The Horizon festival will basically be your hub for the game.



Fulton is quick to stress Horizon does not represent a sidestep in the fundamental feel of a Forza game. The handling has not been overhauled and simplified to suit the new open-world focus.


“Open-world games in the past have been characterised by arcade handling, which is fine,” he says. “But there’s a problem with those games: that all the cars start to feel the same, they start to handle the same. And that doesn’t work for Forza. In Forza, the car is the star. Every car is special.”


“We use exactly the same best-in-class physics and graphics systems that you’ve known and loved in Forza games previously. We have the same unrivalled handling model, which gives all those cars a sense of weight and heft, and believability. We prove, I think, that action racing doesn’t have to compromise on authenticity in order to achieve what we’ve achieved.”


The team also knew right from the start that they were going to be the ones who would bring off-road racing to Forza franchise for the very first time.








We have some devs who’ve worked on the best off-road racing games; the DiRT franchise, the Colin McRae Rally franchise...





“Now at Playground Games we were excited by that because we have some devs who’ve worked on the best off-road racing games; the DiRT franchise, the Colin McRae Rally franchise,” says Fulton. “And if you marry that experience to Forza’s best-in-class physics system you get an unrivalled off road racing experience.”


There are 65 different surface types in Forza Horizon.


“It’s not as simple as asphalt and dirt; there are many nuanced combinations in between,” says Fulton.


The team also knew they would need a dynamic day/night cycle; in Fulton’s words, “that’s price of entry for open world game.”


“A road that you’ve travelled during the day could take on a completely different complexion during the night, with only your headlights to light the way,” he says.







Fulton is rehearsed yet earnest during his presentation; chatting further after the demo it’s clear his passion is sincere. Pressed on the accessibility of Horizon, which is promising to be as hard-nosed as its circuit-based brother, Fulton is relaxed.


“I think I would argue that Forza has always been about accessibility,” he says. “They’ve always been about offering an experience to people regardless of their ability level and catering for both ends of the spectrum, if you like. Horizon’s not different from that. We’ve designed it so if you pick up the pad and leave all the assists on it’s a fun experience to drive and navigate around this open-world.”


“Now that’s necessitated some changes to, not the physics, but the car set-ups – and also the assists themselves, because there are certain things you do when driving in an open-world that you would never do driving around Silverstone. But if you want to switch any or all of those assists off, even down to activating simulation steering, you can totally do that in Horizon and have a fantastic experience doing it, and be rewarded in festival races for having upped the difficulty level.”


The UK has traditionally had a very strong racing game culture, and also a very different car culture to the likes of North America and Australia. We ask Fulton what Playground can bring to the series now they’re part of the Forza umbrella.


“That’s a good question; I think you hit on the first part of my answer already,’ he says. “One of the reasons that the Turn 10 guys went out looking for a partner and eventually turned up with us in the United Kingdom is that the United Kingdom has a really strong heritage of making great racing games, and also motorsport culture as well.”








The United Kingdom has a really strong heritage of making great racing games.





“I think we bring a different perspective on a lot of different things just because of who we are. When we first met the guys from Turn 10 we knew we had a lot of shared values, and we had shared goals as well. We set both of our teams up to be the best racing game developer in the world.


“But we think about things differently in some key ways; I think that brings us together a lot. Our skills and our attitudes complement each other, which is why I think the Turn 10 guys put so much faith in us to take Forza and take it in this entirely new direction.”


So with two teams now sharing the load and building up a shared stockpile of assets and experience where does Fulton see Forza going?


“As I said, right at the top, one of the things Dan always wants is more,” says Fulton. “To broaden. To bring more people in, and infuse them with not only a passion for racing games but a passion for cars as well. And he sees Forza, I think, as a real way to encourage, almost create car passion in people that maybe don’t have it.”


“I don’t want to speak too much for Dan, he can speak to the franchise goals much more articulately than I can, but certainly I know this is one part of his plan to increase what Forza means in both the videogame space and also in automotive culture in general.


“One of the things I’m really keen to stress whenever I can is that this doesn’t divert from the Turn 10 guys’ efforts with the Forza franchise; it doesn’t mean you’re not getting more track racing, although Dan will be the guy who will announce what’s next. I think there’s a huge amount to love for the hardcore Forza faithful in this game. It gives not just one, but a number of new experiences which they’ve never had before; you know, driving at night, driving off-road, driving on the open-road, away from a race track.”



e3forzahorizonpresskit10jpg

You can't do this at Laguna Seca.



Forza Motorsport 4 has a well-integrated Top Gear partnership that utilises the show’s famous Test Track. If there’s any similar involvement with the BBC’s motoring juggernaut in Horizon no-one’s being overt about it but, that said, Horizon does seem to tap into a certain Top Gear-style fantasy; the joy of open-world driving in world-class driver’s cars. The idea of being able to tackle public roads in the kind of cars Clarkson, Hammond and May regularly test outside of the track is tantalising.


“That’s something we’ve always come back to; that freedom, sometimes just to drive aimlessly, almost purposelessly,” says Fulton. “It’s difficult to put that in the context of game design, which is always about setting objectives for players and goals for players.”


“I rarely have more than 10 minutes to sit down and lose myself in the game but, when I do, I get in a really fast car, I put on our second radio station, it’s our metal radio station, and I’ll set the time of day and just drive towards the Rockies as the sun rises behind them. Games are about magical moments, right? That is just one of Horizon’s.”







I’m able to chat further with Fulton after the first day of E3 draws to a close at an after-hours Microsoft event. We talk about our love of the original Test Drive: Unlimited and reflect upon the satisfaction you can glean from simply cruising through a vast, picturesque open-world.


We talk about the work Playground Games has done to the cars the team has inherited from Turn 10; for instance, with the addition of night racing Playground has needed to add functioning driving lights and illuminated dials for the cabin view, and some cars have required things like pop-up headlamps. Fulton also mentions they’ve added indicators.


Fulton talks about one of the non-traditional races they’ve added, a race between a Mustang and a Mustang. The catch is only one of them is a Ford; the other is a P-51 Mustang, a classic WWII fighter. He talks about how, after discovering how much fun it was to drive through a golf course they had designed, they decided to make the fence smashable and allow players to drive over it too.


We talk about the shift to 30 frames per second in order to free up headroom for the likes of night racing and the game’s stunning 20 kilometre draw distance; Forza Motorsport 4 was 60 fps. I mention I’m not actually able to notice the change and Fulton tells me they had a similar reaction from Turn 10. Horizon is absolutely locked at 30 fps, Fulton tells me, and it will not deviate. This is why it still looks incredibly smooth. Horizon’s physics still update at 360 fps.







We also talk about the pedigree of Playground Games, and this is a hugely important point for racing game fans. Playground Games is a veritable supergroup of UK racing developers. Fulton tells me how the team went from around 20 people to over 100; how over the space of a year they had new people starting every week.


Playground Games was co-founded by British games industry veterans Trevor Williams and Nick Wheelwright. Williams was formerly GM of Codemasters’ Southam and Birmingham development operations. Wheelwright was Codemasters CEO between 1996 and 2004.


Development Director at Playground Games Gavin Raeburn was executive producer at Codemasters for DiRT and GRID, and his involvement with Codemasters stretches back to 1988.


Fulton himself was formerly chief game designer at Codemasters.


Senior cinematic designer Matt Turner also hails from Codemasters, as does senior producer Adam Askew, technical director Alan Roberts, chief engineer Matt Craven and many more.


In fact, Playground Games has so many former Codemasters employees that, back in mid-2010, Codemasters actually accused Playground Games of poaching key employees and disrupting the development of its own racing games.


Former Bizarre Creations staff are also well-represented; lead environment artist Chris Downey, lead audio designer Mathias Grunwaldt, and senior environmental artist Gavin Bartlett all used to work for the house Project Gotham Racing built.


Lead game designer Martin Connor was lead multiplayer level designer at Rockstar North. Senior physics engineer Graham Daniell came to Playground Games from Criterion. Lead vehicle artist Simon Gibson has worked for Ubisoft Reflections, Evolution Studios and Eutechnyx.


Juice Games, Supersonic Software, Slightly Mad Studios, BlackRock Studios; the list of experienced racing games studios that members of Playground Games have worked for in the past goes on. Today Playground Games occupies three floors of its building in the centre of Leamington Spa, in the UK’s West Midlands.


Playground Games may be a brand new studio working on its first title, but experience is not something it lacks.



e3forzahorizonpresskit05jpg

"Tonight, on Top Gear..."



"We are, as a group, actively worried about replacing ourselves," Greenawalt recently told Autoblog. "I love cars, but I'm 40. I want my kids to be into Camaros and Mustangs and Supras. I want cars like the Subaru BRZ to come out and ignite a new car lust among the younger generation."


With Forza Horizon Playground Games is aiming to do just that.







Luke is Games Editor at IGN AU. You can chat to him about games, cars and the GTHO Phase III on IGN here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.



Source : ign[dot]com

Thursday, June 21, 2012

Dungeons and Dragons Online: Menace of the Underdark – Destiny Awaits




Dungeons and Dragons Online is now over six years old, but that hasn’t stopped developer Turbine from crafting new content for loyal fans. While the base game takes place in Eberron, a new world created for Dungeons and Dragons Third Edition, the game’s first-ever retail expansion, Menace of the Underdark, finally brings players back to The Forgotten Realms.



The Forgotten Realms is something fans have been asking Turbine to add in for years now. This is the same setting as the numerous R.A. Salvatore novels, the Baldur’s Gate games, the beloved Neverwinter Nights series and many, many more pieces of fiction. Fans of Dungeons and Dragons, even just people who like high fantasy, have been connecting and delving into this world in droves since it was first introduced in 1987.

Having journeyed into The Realms and played as the new Druid class that comes with Menace of the Underdark, I think hardcore fans have plenty look forward to – especially when it comes to character progression. For starters the level cap has risen from 20 to 25. Level 20 was sort of a hard stop for Turbine’s MMO partially because it corresponded to the max level in D&D, but the team’s trying to do more with how you tailor your character to your playstyle, and felt their new leveling system would help them do that best.

Turbine’s solution to furthering character customization comes from a new series of Epic levels, where progression between level 21-25 nets you points to spend on Epic Destinies. Epic Destinies allow you to specialize, and start from a set of four groups: Martial, Arcane, Primal and Divine. Once you select a group, you then pick a starting point for your Destiny, earning experience that nets you additional points to spend in an elaborate tree. With enough time and effort you can level up a Destiny to the point where you have a chance to bridge it with a neighboring group. This means that you can combine chunks of Destines together, creating unique builds that suit your particular needs.

To give long-term players plenty of reasons to keep on grinding, Turbine’s made it so you can level up all Epic Destinies if you’re determined. You can shelf your progress in a particular Destiny if you choose, working and earning experience towards a new one. If you decide you don’t like the abilities or build you’ve been working on, you can change back to your old Destiny build, picking up right where you left off. You can also keep your progress even if you decide to use DDO's True Reincarnation feature where you reset your level back to one. You can’t earn experience towards your Destinies as you go back through the content, but at least you won’t lose the countless hours you spend as a high level character.



You can play Dungeons and Dragons Online for free, but the Menace of the Underdark is a paid expansion with multiple different versions. This is pretty standard for MMOs, but what’s different here is that how much you spend determines what content you get. If you by the “base” version of the expansion you get access to the new zones and dungeons, as well as the Destinies, but you don’t get the new Druid class. If you purchase the “Standard” or “Collector’s Editions” you get everything, along with some special goodies you can check out on the official site. VIP subscribers, who pay a monthly fee, get access to the Druid class regardless of whether or not they buy the expansion.

Long-term subscribers and new players alike can check out the expansion for themselves when it releases Monday, June 25th. Just be warned: new players won't be able to effectively access the Underdark content until they're at least level 16.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Ubisoft Reveals ctOS




During its press conference today, Ubisoft revealed ctOS.


After two years of development, is set to “revolutionize the way players interact with each other.”


The game focuses on a computer controlling the city. Our lives are controlled by computers, "but who controls the computers?"


The game focuses on data turning against us. Data is interconnected and "everything can be hacked."


Creative director Jonathan Morin from Montreal hosted a short playthrough of the game, played on a PlayStation 3. The game follows a character named Aiden Pierce who uses his "fists and wits."


The game appeared to be set in Chicago and featured gameplay that included jamming technology, used in a group of people to make their cell phones stop working.


More details coming…






.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-ubisoft-reveals-ctos

Wednesday, May 30, 2012

Win IGN's Top 10 Games of 2011




2011 was one of the greatest years for big-budget, quality video games yet. But if you missed out on any of the great games, fear not: Blockbuster is giving away five collections of IGN's top 10 games of last year, from BAFTA winners – Portal 2 and Arkham City – to record-breakers – Call of Duty: Modern Warfare 3 and FIFA 12.


The full collection includes:



  1. FIFA 12

  2. The Elder Scrolls V: Skyrim

  3. Call of Duty: Modern Warfare 3

  4. Battlefield 3

  5. Uncharted 3: Drake's Fortune

  6. Gears of War 3

  7. The Legend of Zelda: Skyward Sword

  8. Batman: Arkham City

  9. LA Noire

  10. Portal 2





How To Enter



To win this great prize, head over to the Blockbuster site, sign-up for the VIP Gamer service, and answer the following questions: 


Simple. Just make sure you get your answer in by 25 June, 2012.


As an added bonus, anyone who signs up through IGN gets 10% off any Marketplace pre-owned game, so you could pick up a copy of Uncharted 3: Drake's Deception for as little as £13.50, or Batman: Arkham City for £12.60. Simply enter the code IGN10J to get the money off. Be quick though, the offer expires on June 5th.


Blockbuster VIP Gamer is a free-to-join club that rewards its members with the chance to win money-can’t-buy prizes, as well as offering deals on the latest games. And with so many awesome games coming out in 2012, getting them for a bargain always feels good, right?




Source : http://www.ign.com/articles/2012/05/30/win-igns-top-10-games-of-2011

Tuesday, May 22, 2012

Diablo III Review in Progress




After over a decade of waiting, it's time to play Diablo III. We’ve written boatloads of content about Diablo III and its predecessors over the last couple of years, and now that it's out a big part of the staff is ensconced in the world of Diablo.



As for the Diablo III review, well, it wasn't even possible to start playing until it released publicly. So our solution is what you’ve likely seen us do in the past for other big games like Rift, World of Warcraft and Star Wars: The Old Republic – a review in progress. Every day a new entry with impressions about the Diablo III experience thus far will appear in this article. A final score won’t be assigned until Diablo has been vanquished and enough of the game has been experienced to render a verdict.

The first steps in our epic journey together have begun, friends. In the words of Deckard Cain, "Stay awhile and listen." In the meantime, if you're a total Diablo noob you should check out our Get to Know Diablo article. And if you remember the old style of Diablo gameplay, check out our Evolution of Diablo video for an overview of the changes from II to III.



For a lot more detail on Diablo III, check out IGN's Diablo wiki.


Day One -- User-Friendly Systems and Server Issues

Diablo III has all the launch problems of a major MMO. Blizzard’s action-RPG requires you to connect to their proprietary gaming network, Battle.net, if you want to play, but since its launch it’s been an aggravating slog to log on. It’s annoying enough that you can’t play without an Internet connection, but it’s even worse that the company that runs the biggest MMO in the world, and who no doubt had a good idea of how well Diablo III was selling, couldn't make the first day run smoother. Even now, at the time this is being written, the whole system has been shut down for server maintenance. Thankfully I’m playing it from my office, since I can only imagine how irate people who took the day off to enjoy one of the biggest game launches all year must be feeling right now.

Even when I managed to successfully log in and get Diablo III running things didn’t go well as far as user experience is concerned. Regularly my friends and I would have multiple minutes go by between messages we sent one another, only to have an error code pop up and a wall of text spam through the chat. Or there was the point when early on in Act I my game simply crashed, prior to which half the world disappeared along with my character’s spell effects. The best part? After forcing my way out of Diablo III I logged back in only to find that my items and progress from the previous few minutes had disappeared. Goodbye, shiny new helmet. This didn’t bother me too much since I was so early in the campaign that I hadn’t found anything special, but if I lost a rare or special item due to their server issues you could bet I’d be on the phone with someone in customer service. Items can now net real money, so its inexcusable to lose them due to problems with Blizzard's servers.



But during those moments when things came together just right, when mouse click after mouse click resulted in waves of beautiful and gory death, I found myself getting progressively more hooked on Diablo III. Having recently played through Diablo II, its great how to see how Blizzard’s applied everything they’ve learned in the last decade. Every time my character levels he gets something that feels significant. Sometimes it’s an awesome new ability, but even when it’s just a rune that augments a power I already had it opens up new options and tactics. Even better, though, is how it only takes a few clicks to rapidly switch between my powers and runes, ensuring I never feel tied to a decision. Instead of gameplay like Diablo II, where I often regretted how I allotted my ability points, Diablo III encourages experimentation and finding out exactly what works for your playstyle. It’s a vastly superior way to handle character abilities.

It’s also great how much Blizzard has adapted Diablo III’s user-interface to suit the array of abilities at your disposal. Previously Diablo II forced you to map your many abilities to the function keys, and then press those keys to quickly access them with your mouse. In Diablo III you just have two abilities at any time mapped to your mouse buttons, as well as up to four abilities mapped to the one through four number keys. Each of these buttons has a smaller list of abilities that can be assigned to them, meaning that your choices are fairly limited. This makes it a lot easier to decide which abilities to take, since it would be a bit overwhelming if you were simply given a gigantic pool of powers and tasked with assigning them however you saw fit (though you can bypass the restrictions if you want by enabling elective mode in the options menu). That might work for a few, more hardcore players, but this system makes Diablo III vastly more enjoyable and accessible.

Even better than how Blizzard handles abilities, though, is the revamped health system. Instead of Diablo II’s system of spamming potion after potion, your character is given rapid regeneration and health orbs regularly drop from enemies. The resulting gameplay pacing feels fantastic, making sure that you’re pretty much always in the fight. The occasional elite enemy encounter or large swarm can still take you down in a flash, though, and Blizzard smartly still includes potions for these battles. The big difference is that potions have a significant cooldown timer, meaning you couldn’t binge on them even if you wanted. Potions are now something you use in case of emergencies, instead of something you gorge yourself on like an alcoholic.

The new systems really do make it a lot easier to enjoy Diablo III. Now all Blizzard needs to do is get the server stability issues solved so I can play till I break my mouse.

By Anthony Gallegos

Day One -- Diablo III's Pacing


Blizzard appears to have done an excellent job with Diablo III’s pacing. Having played the beta content over and over again far too many times, I was hopeful the swiftness with which new environment types were added in, new enemies encountered and frequency of events like the Jar of Souls would remain consistent. So far, though the end of Act I, Diablo’s fast pace hasn’t let up.

Just after defeating the Skeleton King, the first major boss, you fight colossal living trees that attack with branches and drop poison-spewing spores across the ground, encouraging you to stay mobile. Goat men travel in packs and hulking bull creatures charge at high speed across terrain. It forces you to adapt your approach to battle so you can never fall into too familiar an attack pattern. Just as you figure out how to properly fight an enemy, another type is tossed into the mix. Basically, such variety means it’s really tough to get bored.

Environments change rapidly along with the enemy types, from yellow-orange autumnal fields to more Diablo-esque blood-drenched torture chambers. Multi-level dungeons are present, but none feel too big in Act I, giving you just enough room to explore without feeling exhaustingly large. With dungeons and unique events unrelated to the main plotline sprinkled around, as well as packs of champion monsters that generally drop better loot, there’s plenty of incentive to take your time and reveal all the borders of each map.



Blizzard throws story at you while you explore, and though there’s more story in Diablo III than in any of the previous games, it never feels like it gets in the way. NPCs will chatter, but they’ll do so while you continue to kill things. If you’re forced to stop to listen to dialogue, it’s never for very long, or to highlight a critical plot point. Dialogue is a little cheesy most of the time and can’t really muster the kind of sincerity required to engender sympathy for its characters, especially during tragic moments, but manages to be quite funny at times, particularly when the Scoundrel follower starts babbling about wine in the middle of a fight against crazed demons.

Skill unlocks, new followers and artisan build options are also tossed at you quickly, so it always feels like you’ve got something new to toy around with. Followers, who are AI-controlled companions, can be equipped with gear and as they level can learn new abilities, allowing them to grow alongside your main character and serve as yet another way to gauge your status as a growing power in the fight against demonic forces. By handing over money to the blacksmith artisan you’ll be able to unlock new craftable items, and because the items’ stats are randomized, you’re encouraged to craft multiple versions of the same weapon or armor piece until its attached bonuses suit your class. The extras can then be salvaged for parts or tossed up on auction for other players to bid on with in-game gold (the real money auction house is supposed to be live next week). And with every level you earn new active skills, skill-modifying runes and passive skills, sometimes one at a time and sometimes in groups, which unlock new play styles nearly every time.

There’s still a lot more to see, but so far the pacing is quick, the gameplay quicker, and it’s tough to pull away from what appears to be a truly great action-RPG…unless Blizzard’s servers go down.

By Charles Onyett

Day Two -- Like a Boss

When Diablo II’s Duriel killed me in a matter of seconds I thought I had done something wrong. Surely no one in their right mind would make a boss so powerful that my amazing, kill-everything-in-sight hero would be demon fodder, right? Boy was I wrong.



Most every boss fight in Diablo II boiled down to having the right gear and having an abundance of potions to spam. Don’t have the proper resist gear when facing off against the titular Diablo? Prepare for a corpse run after you die so fast you didn’t have time to open a town portal. In Diablo III this has been addressed with boss fights that make you feel skilled, challenged, and heroic. The biggest thing Diablo III’s done to make tough boss fights more enjoyable is add checkpoints. If you’re in a group with other players you may not be able to respawn and rejoin the battle (they can revive you, though), but during a single-player game you just reappear at your last checkpoint -- with all your gear equipped already -- and run a short distance to the boss. It’s a far less frustrating solution than Diablo II, where you spawned without gear back in town and either had to run back to your body or take an emergency town portal directly into the fight.

The speed you recover from death in Diablo III is refreshing, but you’re still penalized through item deterioration. Sure, it’s easy enough to spend some gold and repair your gear once you’re back in town, but money is a lot more useful in Diablo III than its previous incarnations.  I am constantly running out of cash, spending it regularly to upgrade useful NPCs like the blacksmith and jeweler, as well as add slots to my stash.

Boss fights -- and really every fight -- should be about testing a player’s skill, and Diablo III does this well. From the waves of enemies you fight in the dusty planes of Act 2, to epic bosses like the Skeleton King, every one of them requires you to use your abilities to survive. This was somewhat the case in Diablo II, but switching between powers was tedious, and fights often came down to how good you were at timing your potions rather than mixing up your abilities.

Because it’s easy to rapidly switch between powers in Diablo III, and you have them clearly laid out on your mouse and number keys, I feel enabled to try different tactics. While the Skeleton King is fighting my witch doctor’s zombie dogs I can spam him with frogs from a distance, and then use an area of effect damage spell to destroy the packs of enemies he summons. The waves of foes serves two purposes: breaking up the potential monotony of fighting a single target, as well as providing health globes to keep me in the fight. Potions have large cooldown timers in Diablo III, so it takes smart design decisions like this to make sure they don’t get too frustrating, or a matter of luring the boss around.

Even the story bosses and randomly spawned mini-bosses that use stereotypical game mechanics are a breath of fresh air for the franchise. At one point I encountered a gigantic, elite demon wielding an axe. In Diablo II I might have just lured him around after spamming potions to recover from a near-death encounter, but now I can see him telegraph his attack, narrowly dodging it and then striking back while he attempts to dislodge his axe from the ground.



Another boss fights you in an arena where fire occasionally roars up from underneath the grates that make up the floor, forcing you look out for which sections start getting a telltale glow before setting alight. These mechanics are things I’ve seen time and again in a number of other games, but they’re also easy to understand and a heck of a lot more fun than the boss fights of the previous Diablo titles. Bosses also have phases, switching up their tactics mid-fight and making you do the same, ensuring an exciting match from start to finish. And, of course, you’re always rewarded with an explosion of loot and gold to get those endorphins pumping.

With the servers up and running stably, Diablo III playtime is going swimmingly. If, like me, you can’t get enough Diablo III, then check back tomorrow for another entry about our journey through hell.

By Anthony Gallegos

Day Three -- Friends that Slay Together, Stay Together

While the story of Diablo III ultimately revolves around you and your hero’s journey, you can quickly and easily rope others into your quest. Online multiplayer is one of the features that helped perpetuate Diablo II for more than a decade, and -- looking at my ever-growing Battle.net friends list -- the same holds true for the sequel. But after hours of single-player and several more of multiplayer, the thing I’m left pondering is whether one is more fun to play than the other.

The answer isn’t a simple one. Diablo III’s story is a personal one, with each speech an NPC gives specifically addressed to my heroic witch doctor. But when others join my game it takes away from that, making Diablo III’s plot feel less like my own epic story and more like a backdrop for a loot grind game. It’s easy to miss out on story sequences, too, since any player can trigger story events for everyone, or simply force the group through the narrative faster than they can read.

Yet while the story doesn’t always resonate with me in multiplayer the same way it does playing alone, the sheer enjoyment that comes from sharing the questing experience goes a long way. When my cohorts and I take down a boss and a fountain of treasure spills forth the excitement is palpable. Because everyone only sees their own loot (one of Diablo III’s best / smartest features), this means everyone quickly links their treasure in chat. One moment we’re all casting spells at blazingly fast speeds, and the next we’re enjoying a span of catharsis, sharing our spoils in hopes to become the envy of our peers.



The jesting and camaraderie that comes from sharing these experiences for the first time is really great, as is having the extra people to trade loot with. You can always link items to other players from your individual games, but it isn’t quite the same as standing amongst the bodies of your enemies and sorting through your latest finds.

Camaraderie comes at a cost, though -- most notably in terms of pacing. Unless you’re coordinating with your team, it’s not uncommon to have team members splitting up, triggering story sequences or killing everything before you manage to get there. Switching out your powers or teleporting back to town to do a bit of crafting means you’ll come back to a dungeon full of bodies and treasure for you to pick up. It’s nice to get the rewards, but you’re left out of the journey.

During some of the more intense dungeons in Act III, I found myself feeling “pulled” along rather than playing along. Sometimes it was all I could do just to keep up with the ferocity of my team, as our first, Normal playthrough doesn’t present much of a challenge when we’re together. Even bosses, the very thing that I yesterday praised for their design, feel less entertaining with a group because we just blast most of them apart before they can do anything.

Ultimately there’s no clear answer to the question I posed earlier. Both multiplayer and single-player playthroughs have their merits (though multiplayer will be where Diablo III gets its multi-year legs from). But if you’re a sucker for narrative, if you’re the type of person who hungers for every bit of plot you can find, then it’s probably best to go it alone at first. If not... well, then the more bodies you have in your group just increases your chances at finding that next piece of precious loot.

By Anthony Gallegos

Day 4 -- The Nightmare Begins

As anyone familiar with the Diablo franchise knows, watching the credits scroll for the first time is only the start of your hero's journey. At level 31, my witch doctor may be powerful, but he has a long way to go to the level 60 cap. My future is filled with more powers, more gear and many, many more playthroughs on the harder difficulties.

Thus, mere moments after spilling the blood of the last boss, I ventured into Nightmare difficulty.

While the story remains the same, the gameplay changes in a few fundamental ways. Most notably everything is harder. I know, I know -- that seems obvious because it’s a change in difficultly, but it really is nice to go back and fight old enemies again and have them present a challenge. Because you have all the powers you unlocked through your Normal playthrough, you also have many more options in how you take them on. They also offer a lot more experience and better loot than you’d have access to on Normal, allowing you to continue your hero’s journey in the quest for the next piece of epic gear and powers.



Enemies do more than just resist extra damage. Most notably, elite enemies have more powers at their disposal. For instance one ghastly enemy my group faced in Act I could lay down vampiric traps. While he generally couldn’t do that much damage to us in melee combat, he not only managed to siphon enough life to kill most of our group, but also seemed all but impossible to kill. Eventually we got him into an area where we could avoid his traps, but even then he was a struggle to take down.

In another instance we faced off against waves of demons who would drop magic balls that fired arcane lasers out for massive damage. The lasers then slowly rotate, forcing you and the rest of your group to reposition and re-evaluate your tactics. Previously we would have just walked all over these guys, or maybe had to deal with one, relatively easy-to-avoid attack, but now the enemies are surprising us all over again.

Playing through the game on Nightmare also means you get more opportunities to develop your artisan skills. Both the blacksmith and jeweler can be leveled with gold for the first few levels, but eventually they’ll require special pages as well. The pages drop randomly from monsters, and so far in Nightmare they appear pretty regularly. Thus not only is your character finding better loot and leveling, but Nightmare also becomes a more rewarding experience because you’re building up your crafting. Crafting so far has proved valuable, too, with blacksmithing yielding rare and magic items that rival what I’m getting off of major bosses, and the jeweler socketing my items to make them even better.

In the coming hours I know I’ll face even more new abilities from monsters, as well as even tougher boss fights as I progress through the acts. But with so much more loot and levels to gain, as well as the thrill of seeing what my crafting skills yield next, it’s all I can do to keep myself from playing until I pass out at the keyboard. Join us next week for the final updates and our coming review. For now, it’s time to keep cleaning up the legions of hell.

By Anthony Gallegos



Source : http://www.ign.com

Ghost Recon: Future Soldier Review




It could’ve been so different. Two years ago, when Ghost Recon: Future Soldier was shown at E3 in 2010, the reaction was muted. Unlike the bombastic demo that was unveiled – which borrowed more from recent blockbuster shooters than the thoughtful, strategic franchise it was based on – the reception caused little more than a rumble. True, that first glimpse proved it was more than a Call of Duty-aping run-and-gun duck hunt, but its direction had obviously been swayed by the bullet-spitting behemoth.

Two years on and many of the fears that Future Soldier doesn’t stay true to its roots can be laid to rest. It bears all the hallmarks of a great Ghost Recon game – a considered tempo, smart pacing and a smattering of the genre’s now all-important set-pieces – but more importantly it takes the blueprint laid out by Advanced Warfighter and improves on it.

Play Future Soldier as you would Call of Duty or Battlefield and you won’t last long. It’s a punishing game in some respects, and you cannot stand out in the open and expect to survive for more than a few seconds. It forces you to think strategically, to plan ahead and use cover at all times. Often the best option is to take down the enemy one by one, carefully considering your next target in order to prevent a patrolling guard from stumbling over a dead body and raising the alarm. And sometimes the best route is to not fire a single shot at all, but to move silently to your objective without the enemy realising you’re even there.

This flexibility to tackle missions in different ways makes Ghost Recon: Future Soldier a refreshing change from the recent trend of linear shooters. It’s superbly paced too, shifting effortlessly between moments of considered calm to the flashes of pure spectacle that are de rigueur in today’s action games. Scenes of explosive carnage are peppered more frequently throughout the campaign than in previous Ghost Recons, but they fit within the narrative in a believable way. You won’t question why something is happening and are never drawn out of the experience by moments of outrageous silliness.



Instead it all gels together perfectly and makes sense, which should be applauded considering the game’s near-future setting and the advanced gear at your disposal. Adaptive camouflage enables Ghosts to blend with their background and sneak past without detection, providing they move with caution, while the Warhound is a robotic beast that acts as both a mobile artillery platform and moving cover. There are also sensor grenades that pick out nearby enemies, aim-assisted sniper rifles, airstrikes… Ghost Recon is packed with cool gadgets that make you feel like a total bad-ass when used correctly, but aren’t so overwhelmingly powerful as to make you invincible.

The drone is perhaps the piece of kit you’ll find most useful, though, and while it will be instantly familiar to anyone who’s play previous games, it boasts a handful of new features. Firstly, it can transform into a radio-controlled car and emit a sonic pulse that disables nearby electronics or temporarily stuns enemies. It also provides a bird’s-eye view of the battlefield, giving invaluable insight into the enemy’s position.

But it’s the tagging system that really revolutionises the way Future Soldier plays. It’s an improved version of the tagging feature in Splinter Cell: Conviction and replaces the old direct-order system: rather than telling your team-mates to move to specific positions, you tag an enemy – or multiple enemies, up to a maximum of four. This essentially issues the order for a team-mate to focus on that target, and they’ll do everything they can to ensure the enemy stays within their sights. Your team-mates are smart, so they’ll stay in cover and maintain a low profile, but if they’re unable to continue targeting an enemy because it would compromise their position then they’ll stand down. A Ghost wouldn’t give away their position in real life, so it’s refreshing to see that your team-mates are smart enough to act the same way here.



Tagged enemies can then be eliminated when the time is right, and perfecting multiple takedowns when each Ghost has a bead on an enemy and you’re able to eliminate four guys simultaneously is an extremely satisfying feeling. And because you’re able to tag enemies using the drone, it’s also possible to play armchair strategist, marking enemies from afar and relying on the expertise of your fellow Ghosts to execute your orders.

That said, the Ghosts are not so smart that it takes away the challenge. Ask too much of your team mates and they’ll get pinned by enemy fire or, worse, shot, giving you just a few seconds to either patch them up or send someone else to their aid. You’re frequently outnumbered and outgunned, and it’s only by working as a team that you’ll survive, getting a team-mate to lay down suppressing fire while you sneak around the flanks.

At times Ghost Recon: Future Solider looks superb. It’s obvious a lot of time has been spent perfecting the way the Ghosts bond as a team, either out on the battlefield or chewing the fat between missions. It’s therefore a shame Future Soldier falls short in other areas; faces look waxy and the dialogue unconvincing, so the few scenes designed provoke an emotional response don’t really click.

There are also moments when it doesn’t quite look finished. Some backgrounds lack detail, and clunky textures jar against what is otherwise a superb-looking game. Overall it feels like it lacks the high-gloss polish of many of today’s big hitters.

In contrast, the cover system is a highlight and draws its inspiration from Gears of War. It’s intuitive to use, enabling you to quickly move from one position to the next. Importantly, the transition between cover always feels seamless, whether you choose to vault over the bonnet of a car or dash to a nearby wall, meaning you can focus where the enemy is rather than worrying if your backside is hanging out in the open.

Many of the missions can only be completed using stealth and this constant change of tempo means the overall game is perfectly paced. As a result the 10-hour campaign is engaging throughout, and the only grumble I’d have is that the handful of helicopter gunship scenes; whilst they don’t really detract from the experience, they do feel a bit tacked on, certainly in single-player. In four-player co-op it’s a different story, because the group is split – two in the chopper and two on the ground. The guys in the sky must provide support, laying down fire while foot-soldiers help out by throwing sensor grenades to highlight incoming threats.

Co-op as a whole is a superb addition to the Future Soldier package. The entire campaign is playable with four people and some missions feel very different when playing with friends than they do alone. There’s also the added challenge of survival – you always know your back is covered if you take a bullet in single-player, but in co-op if you accidentally leave one guy to die it’s game over.



Multiplayer is adequately catered for too, with four games mode on offer. Decoy proves the most entertaining, which tasks two teams with taking three objectives. The twist is, only one of the three is the real target; the other are two decoys, and neither team knows which is which, so the result is taught battles where dominance constantly fluctuates from one side to the other. Even the straight-forward deathmatch feels unique, because elements of the single-player game are carried over. Individually you don’t have all the gear at your disposal – only a scout is blessed with adaptive camo and sensor grenades for example, so although they’re poorly armoured, they provide invaluable intel on the enemy’s position. It encourages players to work as a team, and while the same can be said for most multiplayer shooters, in this case it definitely feels like an extension of the campaign than a last-minute add-on.

Then there’s Guerrilla mode, which is Future Soldier’s take on Horde mode. It’s for up to four players, either online or split-screen (note, there’s no option for players to have specific control set-ups, so if one of you inverts their aiming controls then affects everyone on the team), and once again it borrows elements from the campaign game – tagged kills, getting the upper hand by remaining undetected and so on. However, it’s little more than a pleasant distraction, unless you’re desperate to unlock the thousands of different weapon combinations the game has to offer. Ubisoft has made a lot of Gunsmith and while there is a huge selection of variables to play around with, more often than not you’ll find the combination that works for you and stick with it.



Source : http://www.ign.com

XCOM: Enemy Unknown Is Noob Approved




Confession: I've been bored as hell with all this XCOM talk. Saw the first-person shooter years ago and wasn't impressed. Proofread IGN Editor Anthony Gallegos' XCOM: Enemy Unknown March preview and didn't give it a second thought. Got assigned to see XCOM: Enemy Unknown at a pre-E3 event and wasn't all that excited.

Then, I played the introduction. Now, I can't wait to get my hands on the final product.



My problem leading up to playing was simple: I just didn't know anything about this franchise. A PC gaming staple, the original XCOM is known as one of the best strategy games around and as IGN's greatest PC game of all time. Nice accolades, but not something that means a lot to folks buying consoles in 2012.

Firaxis and 2K are counting on that. The E3 demo I played is the optional training folks can jump into -- it's built for the un-indoctrinated and walks you through deploying your four-person squad, navigating the Shadow Complex-like map that acts as your homebase, and how to fund research projects. The minutia of being able to dedicate resources to one add-on over another, to name the individual members of your squadron (who can then get killed in action never to return), to tackle missions exactly the way I want to: this stuff intrigues the hell out of me, and I know from titles such as Valkyria Chronicles and Metal Gear Solid: Peace Walker that it keeps me playing for dozens of hours.

The intro mode also doles out the story. Alien ships have smashed into Earth and are disintegrating the public while moving in their forces. Your four-person team is dispatched to a crash site, and you soon find a group of aliens packing mind control and laser guns.

Now, Anthony's already broken down how gameplay works and the details you'd want to know, but I actually got to play it on a PC -- with a controller. As a game that's also coming to Xbox 360 and PlayStation 3, the controller's a big deal, and it works really well. Remember, there are no more "time units;" now, you get two actions like moving and attacking for each squad member each turn. When it's time to control a character, a movement grid pops up, you move the cursor, and you see the path your soldier will take. You can move them into cover or right into battle.

It was easy to wrap my head around, and it didn't feel like I was playing something that was meant for a mouse. Triggering an attack, tossing a grenade or firing a rocket was a cinch.


xcom-enemy-unknown-20120314035815660
Yes, yes -- loot the gas station.


If there's a downside to XCOM: Enemy Unknown right now, it is the fact that it doesn't look that great. Environments are fine, but character models are a bit vanilla and not packing much detail. I think that might be because upgrading and outfitting is so important (a fully decked out dude was shown fighting a "Sectopod," which I hear is a big deal), but I won't know until I get more time with.

What I do know is that Firaxis is targeting a new audience with XCOM: Enemy Unknown, and it's working because all I want to do is play more, and this is from a guy who couldn't even tell you what this game was about a week ago.



Source : http://www.ign.com

Monday, May 21, 2012

Diablo 3 Review



Diablo 3 Review:
It’s hard to believe that it’s been 12 years since Diablo 2 came out and continued the loot-frenzy, mouse-clicking adventure RPG Diablo series from Blizzard Entertainment. Since the game announcement in 2008, the title has had multiple revisions – no more Mystic artisan, delayed PvP, the addition of a controversial auction house that has the option to use real money – and plenty of criticism, including the much-maligned color palette that fans said didn’t truly represent the franchise.

But it’s now been a week since the game launched, which unfortunately meant a crippling period of time where Blizzard’s servers didn’t cooperate with the vast majority of players, keeping thousands of players from accessing the game. Because Diablo 3’s DRM requires an internet connection to be signed into Battle.net, this left the majority of players unable to play the game they had purchased. Complaints littered the internet, but quickly vanished once the servers were able to handle the load.

Are You Playing This For The Story?
Blizzard has a rich history of providing complex stories for their games: see StarCraftWarCraft and of course the previous Diablo titles as examples of this. But it’s easy to lose to the entire scope behind all of those mouse clicks. Diablo 3 has a rich story with some of the most gorgeous cutscenes ever to grace a video game. (Seriously, if there was a feature-length Diablo movie told in this animation, it would sell tons of tickets). But much of the lore and history is told in dialogue with NPCs that you don’t’ have to access, and we wonder how many people will skip it altogether in the search for yellow epic items.

For those of you who might be curious, Diablo 3 is set 20 years after Diablo 2, with demon lords Belial and Azmodan trying to gain control of the Black Soulstone and destiny itself, either by freeing Diablo, or taking the power for themselves. The events are touched off by a meteor that opens an enormous hole in a Cathedral near New Tristram, swallowing wise man Deckard Cain along with it. As a Nephalem, the direct offspring of angels and demons, you have access to great powers, and must use them to try and stop hell from spilling into Sanctuary.

In order to do that, you’ll team up with Cain’s niece Leah and trace the path of the Dark Wanderer from Diablo 2. Along the way you’ll also meet several followers you can hire to join your party: the Templar, the Scoundrel, and the Enchantress.

Who Do You Want To Be?
Diablo 3 features five characters classes: four brand-new ones, and the returning Barbarian from Diablo 2. What is impressive here is that Blizzard has managed to pack different types of gameplay options into each class, meaning you can have a Witch Doctor who fights up close and personal, or one who hangs back and deals DPS and uses minions do deal damage. Plus, each class has it’s own “fuel” that powers the special abilities. Choose carefully your first time around, because you’ll be stuck with that character through your entire campaign unless you want to start over.

Wizard: If you liked the Sorcerer or Sorceress from past games, the Wizard fills that slot and offers a slew of different spells from slowing down time, to blasting out beams of ice and energy. This class is fueled by Arcane Power, which regenerates quickly.

Monk: A strange (but very fun) new addition to Diablo despite the Monk class in the Hellfire expansion to the original Diablo game, the monk uses extreme speed and powerful combination moves to vanquish enemies. Powered by Spirit, the monk isn’t one you’ll want to use for ranged combat, but they offer a unique melee combat option.

Demon Hunter: This class uses two types of resources – hate and discipline – to deploy traps and rain ranged fire from dual crossbows down on their enemies. With a powerful hatred of all things demonic, there are a lot of fun options like bombs and gadgets in their arsenal.

Barbarian: The powerhouse of the group is the Barbarian, who you will definitely want to have in your lineup if you form a party with friends. Powered by Fury, the Barb leaps, whirlwinds, and pounds into foes. If you’re into tanking, look no further. Barbarians also tower over the other classes, and as a result their gear stands out more as you outfit them.

Witch Doctor: Arguably the most visually impressive of the new classes, the Witch Doctor is powered by Mana and can raise zombie dogs, corpse spiders, acid clouds, gargantuan voodoo-fueled companions, and more. Favorites include the Enormous Toad option that swallows enemies whole, and the Fetish that turns enemies into chickens. This was the class that I took all the way to the end of the game the first time around, and I’m in love with them.


Diablo 3

Click Click Click Click
Diablo 3 doesn’t vary from its mouse-clicking heritage, but it does offer up some tweaks. You’ll use your mouse and the left and right mouse buttons to move and trigger attacks, while the number keys 1 through 4 trigger additional abilities. Q will instantly quaff whatever potion you’ve slotted in there, and … that’s it. You can hit various other keys for menus – I for inventory, S for Skills, and so on, but as far as gameplay goes, you’re going to rely on the first three fingers of your left hand, and your index finger on your right hand to play through this game.

As with other Diablo titles, things can get frenzied and hard to follow when you’re swarmed with multiple enemies. Combine that with followers and abilities, and there are plenty of times where you’re going, “Well, I know I need to click a ton right in the middle of this mess, but I’m not entirely sure what’s going on.” In those situations, you’ll play the “Watch The Health Meter” game and pray for globe drops and fast potion recharge times.


Diablo 3

To streamline the process, Blizzard has introduced Health Globes that occasionally drop from enemies, and you can augment that through abilities and gear as well. For instance, higher-end gear will give you more health from globes, if imbued with that ability. You can also pick up gold now just by walking over it, but you’ll quickly find that the name of the game is loot juggling. You’ll have to click on each piece that you want to pick up, and once you get to hire levels and start finding the really good stuff, it’s hard to let it go.

Thankfully, you have a Stash in town once again that you can store stuff in to be used by any of your characters, but it’s both a blessing and a curse. It’s a blessing to have, but a curse that it’s so small. Still, if you find a great piece of epic gear meant for another class, it’s nice to have the option to hand it off to that class or even sell it. Right now, the real money auction house hasn’t been activated in Diablo 3 yet, although we’re already seeing some exorbitant prices in the ten million gold range for high-end items. Like the futures market, this bears keeping an eye on. We’ll be interested to see who actually turns a decent profit from loot whore-iteering.


Diablo 3

One Time, At Diablo Camp…
While Merchants are a long-standing staple in Diablo, allowing you to buy and sell new items, Diablo 3 introduces a very robust artisan system that has a blacksmith and a jeweler following you from town to town and setting up camp. You can use them to craft new gear and gems using supplies: elements from breaking down rare and epic items for the blacksmith, and lower-quality gems for the jeweler (who is hilariously voiced by James Hong).

You can also level these artisans up by training them (at a cost in gold), and when you’re ready to boost them into higher levels after completing the game and moving into Nightmare mode, you’ll find additional supplies that can improve them even more. The smith can create rare and epic items with random magical properties and break down the same into their base elements, eliminating the faithful Horadric Cube. The jeweler will create new gems from lesser gems at a ratio of 3 to 1, and he can also remove jewels from sockets, which means no more permanently fused sockets.

Blizzard had announced a Mystic as an artisan who would accompany you as well, creating magical items for your character, but they aren’t currently in the game. With the blacksmith able to create magic items, it isn’t missed that much, but it would be nice to tinker more with the magic properties that are bestowed on things. But there are enough merchants in town that have enough variety on display to tide you over for now. Hopefully the Mystic will appear in an update or an expansion.

Besides buying/selling and artisaning, you’ll also come back into town via Waypoints or the Town Portal spell (which is now automatic and unlocked early on and not reliant on finding Town Portal scrolls) to hire or swap out Followers. These range from the melee/tankish Templar, to the ranged Scoundrel, to the DPS/effect Enchantress. You can only have one in your party at a time, and if someone joins your game via co-op, your Follower will head back to town.

These Followers will level up alongside you, allowing you to choose abilities for them along the way in a “Choose A or B” option, and you can outfit them as well, but only with rings, an amulet, a weapon, a shield, and a focus. A focus grant additional stats to your Follower, and take the form of things like a pair of dice for the Scoundrel, spear shards for the Templar, and a mirror for the Enchantress. You’ll find these randomly, although not as often as you’d like.

Unfortunately, you can’t change your Followers armor, which would have been helpful because you find so. much. of. the. stuff. Besides selling it, saving it, or breaking it down, it would be nice if you could dress up your buddies and improve their stats as well.


Diablo 3

It’s A Dead Man’s Party
With PvP nonexistent (for now), the best way to blast through the game and pick up the good stuff is to party up. Battle.net makes it very easy to jump in and out of games with people on your friends list. Need help passing a boss? Belial was kicking my ass repeatedly, so I asked a cohort to help me out. He popped over, joined, and we were able to power through after a couple of tries. Then he hopped back into his own game.

It’s very easy to see who is what and where, and the banner system lets you instantly teleport to a party member’s location simply by clicking on their banner in town. You’ll get zapped to their proximity, without any need for a Town Portal. You can also join public games, where your mileage may vary. Meaning, you might end up with a team of duds, or something rivaling the Avengers. You never can tell until you join. Without any sort of a real match ranking system, it’s the best way to meet new players, for now.

Hopefully the PvP will expand horizons and make it easier to meet fellow players of equal skill levels and party up. Thankfully, when joining a public game, you can narrow it down to the portion of the act and the difficulty that you want to jump into. So if you’ve beaten the game, set your phasers on Nightmare and join a public party for maximum lootation. Within five minutes of beating the game, I was picking up new gear with a party of people I didn’t know. This should become the gold standard for adventure game co-opping.


Diablo 3

So What’s Wrong?
Besides the occasionally confusing combat, which is also a staple of this series, the only real problem with the game seems to be the abrupt ending. We won’t spoil what your final battle is (but it doesn’t take Rain Man to figure it out), and when you’re done with that, there’s a “Hey, congrats!” message, and you’re done. You can continue the game and start in Nightmare mode, or switch off and go outside and read a book.

With such a strong emphasis on story, it’s strange and almost upsetting that there isn’t some sort of endgame cutscene or event. It almost feels like they got to that point and just had no idea what to do, or despite their “We ship when it’s ready” tenet… it just wasn’t ready.

Besides that, it’s more what isn’t in the game that’s a problem. Where is the promised PvP that was so hyped? With so many players loving that from Diablo 2, it’s a glaring omission. What about the character-specific side quests? I found out a lot about the Barbarian though some of Deckard Cain’s journals that I found, but what about background on my creepy/cool Witch Doctor? Perhaps there is more to be revealed on additional playthroughs, but I would hope I would learn about my own class while playing.


Diablo 3

And What’s Right?
What’s more impressive, however, is what Blizzard got right. The game is truly impressive on nearly every level. From the graphics, to the fantastic soundtrack, to the towering scads of loot and extremely varied gameplay, there’s a lot to like here. It was very disheartening to hear that Blizzard was jettisoning the Rune system where you would find and socket your own Runes, but the unlockable system they use now that improves skills is a terrific solution to rune-juggling.

Additionally, the Followers have so much recorded dialogue that you will hear as they tag along with you, and they’ll even chatter back and forth with each other when you’re in town. You’ll learn all about their lives, loves, fears, and more as they ask you questions or banter back and forth. They even manage to crack a joke or two here and there.

Then, there’s the crack factor. The game is as addictive as ever, and you’ll find yourself saying “Okay, just five more minutes” for hours on end, often just hoping for a decent loot drop before you can finally turn in. The game keeps track of your playtime and progress with each class, providing a visual record of your addiction, and additionally the visual banner system lets you know how awesome both you and your friends.

The End Is Not Nigh
The bottom line is that Diablo 3 is a triumph for Blizzard, despite the painful server problems that plagued the launch. It’s only because Blizzard themselves pull back the curtain so often to show us the development process that we are lamenting the absence of things like PvP and the Mystic. What you get in this package is an addictive, satisfying game that feels very polished, offers a wide range of gameplay options, introduces an insatiable lust for loot, and does co-op right. This is what PC (and Mac!) gaming is all about.



Source : http://www.g4tv.com