Broken Age’s Broken Promise
As you might recall, last year was kind of the Year of Kickstarter. Everywhere you looked, it…
Broken Age’s Broken Promise
As you might recall, last year was kind of the Year of Kickstarter. Everywhere you looked, it…
A Few Thoughts On The Xbox One
The Xbox One was not made for you. Let’s just rip that Band-Aid off right now. You are reading an…
Online Multiplayer. People often dispute the purpose of it; some people claim it to be purely for fun, while others say that it is to play against people who you wouldn’t normally be able to play against (gamers in other countries, for example). Unfortunately, as great a concept as it may be, online multiplayer can have its problems. The purpose of this article is to better educate readers on how to be a better person when dealing with other people in multiplayer, especially if they’re people you don’t know.
Firstly, you have to remember that although you may be experienced in whatever it is you’re playing, others may not be, so try to be understanding if other players are not as ‘skilled’ at the game as you, and realise that when you were new to the game, you didn’t know everything, probably struggled with some things, and may have failed things often. The best thing you can do for these less experienced players is try to remain calm through any of their failings, and help them. The less experienced players will most likely thank you for your help and often greatly appreciate it.
There is, however (unfortunately), a group of people that you will undoubtedly meet in any online game if you play for a long enough period of time. Some call these people “trolls,” and they are widely known because they seem to play online multiplayer games purely to annoy or upset others. Thankfully, many games now have options to “mute” players so that you cannot receive any kind of message from them; this is most likely the best way to deal with these kind of people if and when you come across them. They generally have a level of immaturity that is difficult to deal with otherwise, so ignorance or the “mute” feature is likely the best option.
Some of the aforementioned trolls may not even realize that what they are doing will bother other players, and there are a few easy ways to avoid other players thinking negatively of you, or not wishing to play with you again because of your actions. First, as mentioned in the second paragraph, be understanding of the newer or less skilled players. Complaining at them or blaming them for their mistakes constantly will not help anything. Trying to help other players is also a good way to not be disliked by anyone, unless for some reason they severely object to your offer. Finally, just generally try to be nice to people and treat them as you would like to be treated.
Thankfully, a majority of the online community play just to have fun and not to cause problems, so it’s quite easy to make friends on the internet simply by talking to others that you meet in games, and the small amount of people that do set out to cause problems can generally easily be avoided. Online multiplayer gaming is supposed to be for fun, as all gaming should be, and it can easily be that way as long as the minor negative element is avoided.
Have you read the reviews of Dead Island? Are you concerned about the various bugs/glitches that they mentioned? Well fear not a patch is on it’s way to fix these problems before you even get a chance to play it.
Here is the updated list in its entirety:
Dead Island Patch Notes
Multiplayer and Matchmaking improvements
· Maps are now correctly synchronized when player joins during map loading
· Games now filter correctly in lobby
· After joining a coop game enemies now spawn correctly
User guidance improved. (Quest guidance, UI, shop)
Additional Interface polishing
· Map tracking now works correctly after loading checkpoints
· Health and stamina bars of enemies now display correctly in coop.
· Locations of invisible NPCs are no longer shown
· More than one player can now use the same ladder simultaneously
· Focus on items in shops is not changing after operation (sell, buy)
· Additional Interface polishing
· Fixed displaying gather rings near some door
Player death behavior improved
· Respawn position now saved when playing in cooperative mode
· If player dies whilst inside vehicle, menu will now be hidden
Save game mechanics extended
· Added distinction between quest checkpoints and other saves
Minor animation fixes
· AI animation now displays correctly after fast travel or travel through portals
· Improved enemy awareness (zombies)
· Enemies reaction to fire adapted
· Enemies are now able to successfully reach player on some arenas
· Shooting enemies no longer spawn infinitely
Balancing changes in difficulty
· Item level will be calculated correctly when playing in second playthrough
· Kick interrupting reload now adapted; after clip is inserted reload is treated as successful
· Health regeneration is now disabled during grab.
· More HP for all escorted NPCs
· Removed all instances of Butcher during escorts
· Purna can gain bonus rage from both “Grim Inspiration” and “Inspiring Kick”
· Only “Walker” type enemies increase the extra XP of the “Combo” skill from Xian’s Survival skill tree
Pause Option added
· Added information about players requesting pause (Co-op)
Looting rules improved
· Thrown items now cannot be picked up by another player for 5 minutes.
· Items from just-opened containers cannot be picked up by another player for 5 seconds.
Minor graphical glitches fixed.
· Rectified occasional graphical glitch with NPC’s hands bending awkwardly
· Animations now display correctly when trading
· Stomper animation now displays correctly when same target is hit by another player
Sound bugs fixed
· Volume of pickup’s engine has been increased
Quest bugs removed
· All side quests in Laboratory can now be successfully completed
· Potential walkthrough blocker removed when quest “Knockin’ on Heaven’s Door” is completed before talking to Dominik during “On the air” quest
Dead Island is available from today in North America, and hits Europe at the end of this week.
In a surprising move, Jerry Holkins and Mike Krahulik from Penny Arcade have announced their plans to release Penny Arcade’s On The Rain-Slick Precipice Of Darkness Episode 3. To the disappointment of fans, the duo behind PAX and Penny Arcade announced back in March 2011 that the planned future installments of the series were canceled. Along with the announcement of the new game came the surprising twist the the game will be a 16 Bit style RPG in the vein of Chrono Trigger and Final Fantasy 1-6.
As Gabe and Tycho, players will once again delve hip-deep into the sinister mysteries of New Arcadia. The latest installment will take the series in a new direction, or maybe a really old direction, with a retro 16-bit RPG look and style of play.
“We originally had the idea of an NES-style RPG last year, but we couldn’t find the right people to do it,” said Robert Khoo of Penny Arcade. “After we saw Zeboyd’s Breath of Death VII and Cthulhu Saves the World, we knew we didn’t have to look around anymore. Zeboyd was a perfect match.”
On the Rain Slick Precipice of Darkness Episode 3 will launch in 2012.
This news has me absolutely geeked to see what comes out of this amazing partnership. I loved the first two installments and definitely look forward to what the new one has in store.
Don’t forget to continue checking back with Platform Nation for more PAX Prime news as it happens.
Since the beginning of May, when we reported that a new game set in the Alan Wake universe was coming along, but not in any form (sequel or DLC) we’d expect, speculation has run rampant. With the closing of the biggest gaming convention of the year, where it was easy to assume we may get some hint as to the franchise’s continuation, Remedy has left us out in the cold. Joystiq caught up with Microsoft Studios chief, Phil Spencer, and got a few comments from him:
"I read that," Spencer said, laughing about the news. "I don’t know that they’ve signed it with anybody."
Spencer told Joystiq that the original Wake didn’t sell as many copies and as well as they would have liked, but admitted that he would still like to work with Remedy:
"I’d love to work with Remedy again," he told us. "We have ongoing conversations with them."
Spencer believes that the team is keeping the game under wraps for now, making it as polished as possible and keeping it a secret until they are ready:
"I think the stuff they’re doing now they wanted to incubate, Mattias and the team," Spencer said. "They wanted to incubate internally. Like I said, I don’t think they’ve signed it with anybody."
I would be willing to play any form of a sequel or prequel or whatever in the Alan Wake universe (yeah, even that rumored Kinect spin-off). The original’s underperformance at launch and beyond may cause skepticism about Microsoft signing to another Wake game, but I think we’ll see Alan again, be it in XBLA or otherwise. But, with this news, it may be farther down the road than we hoped.
Title: Batman Arkham City #1
Writer: Paul Dini
Artist: Carlos D’anda
Colorist: Gabe Eltaeb
Letterer: Travis Lanham
Release Date: 05/11
Batman Arkham Asylum was the best comic book based video game ever. The developers understood what made Batman and his villains compelling and injected it into every corner of that game. Now, all eyes are on Batman Arkham City, the sequel to Asylum. To get gamers and comic readers ready for the new game, DC is releasing Batman Arkham City, a miniseries prologue to the upcoming game.
Issue 1 of Arkham City is definitely designed to be new reader friendly. DC knows that this book might attract some people who aren’t as familiar with Batman and his villains as a regular comic reader. The book picks up a few months after Arkham Asylum. Joker is locked up. The Titan formula he drank in the first game is making him sick and slowly killing him. Harley Quinn is obviously heartbroken.
After Joker’s attack on Arkham Asylum in the first game Quincey Sharp, then warden of Arkham, was elected mayor. Sharp is cracking down on super villains in Gotham. He, however, isn’t acting on his own. There is someone pulling his strings. The same person is manipulating two of Two Face’s gang members. Going by “T&T”, they get their hands on some Titan formula. T&T attack one of Mayor Sharp’s public events. Luckily the Batman is there to stop them. When the fight ends (I won’t spoil the very end for you!) Mayor Sharp uses the attack as the excuse to build Arkham City.
This issue is definitely a set up issue. There isn’t much action until the last few pages. It sets up all the characters for readers unfamiliar with Batman. It really shows the reader Two Face’s obsession with opposites and the number 2. The back story slows it down but is necessary. A disappointing aspect that is outside the comic’s control is that I already know who the master manipulator most likely is. If you’ve seen some of the Arkham City trailers then you know who it is too. It takes the mystery out of the book.
The art though makes the slower book enjoyable. Carlos D’anda, the artist, is the concept artist for both the Arkham Asylum and Arkham City video games. This was a great move by DC because having the same look really connects the game and the comic. There is a ton of detail packed into each panel.
If you are looking forward to Arkham City then give this book a shot. This first issue is slow but what it is setting up sounds interesting. Hopefully once the book gets into Arkham City it will gain some traction.
Warner Bros. Interactive Entertainment and Snowblind Studios have just shared the boxart for The Lord Of The Rings: War In The North with us and we just knew you would want to see it.
If you are eagle-eyed you may even have noticed the shiny new logo for the game too. Make sure to click the thumbnails below for the full boxart image.
Well, what do you think? From the images we can see the Fellowship of three – human, elf and dwarf which you will be able to play as against the evil armies of Middle Earth. You can even play with two other friends as the game will support 3 player co-op.
Recently, President Barack Obama visited Poland on the end of an exhaustive six day tour of Europe. While in Poland, Obama met met with
Polish Prime Donald Tusk in Warsaw and elders who were involved in the Solidarity movement, a worker’s movement that peacefully dissembled the Communist party in Poland. Obama praised the history of the country and stated in a press conference with Prime Minister Tusk that ” “Poland can play an extraordinary role precisely because they have they have traveled so far so rapidly over the last 25 years.”
Now politics and history are great and all, but what exactly does this have to do with gaming?
Well, in his meeting in Warsaw, Obama was presented with some of the crowing achievements of Polish entertainment, including an iPad with many notable Polish films pre-loaded on, including Katedra (The Cathedral) and several English-translated novels that were signed by acclaimed Polish author Andrzej Sapkowski
But among those crowing achievements presented to Obama, was Geralt of Rivia, and his all-new game The Witcher 2.
[caption id=”attachment_85526” align=”aligncenter” width=”425” caption=”That’s Geralt’s “I’m a crowing example of Polish achievement” face. “][/caption]
Now surely Obama is way to busy to immerse himself in a fantasy RPG universe, but it’s still a testament to the Witcher 2’s prominence, not only as a video game but as something with great cultural and social relevance in Poland.
Source: The Escapist