General Gaming Article

General Gaming Article


Sapphire, PowerColor Show Off New AMD Radeon HD 7000 Cards

Posted: 15 Mar 2012 11:03 AM PDT

Another day, another pair of new AMD Radeon HD graphics cards, this time from Sapphire and PowerColor. The two offerings are from opposite ends of AMD's assault on the entire price point spectrum -- the PowerColor being a 7770 card, and the Sapphire a high-end 7970 -- but they're both capable of hitting 1GHz speeds out of the box.

The PowerColor PCS+ HD7770 GHz Edition rocks core and memory speeds of 1.15GHz and 1.25GHz, respectively, with 1GB of GDDR5. CrossFire, Eyefinity and DirectX 11 support are all on board -- as one would expect -- and the card fights off thermal issues with a heat pipe sitting directly on and over the GPU and a center-mounted fan.

Meanwhile, the Sapphire HD 7970 OC Edition "only" clocks in with 950MHz/1425MHz core/memory speeds out of the box, but a dual BIOS switch lets users up that to 1GHz and 1450MHz. The card uses Sapphire's Dual-X technology to keep things cool, which the company describes as "a highly efficient multi-heatpipe cooler with dual fans" capable of "superb cooling performance even under extreme load." And if you wanted to put that claim to the test, a new version of Sapphire's TriXX overclocking tool is also available. Read up on all the fine details -- like the ridiculous number of cables, connectors and adapters Sapphire throws in the box -- over at the Sapphire HD 7970 OC Edition web page.

As far as prices go, the Sapphire HD 7970 OC is up at Newegg for $580, while PowerColor remained mum about PCS+ HD7770 details. We'd expect the PCS+ HD7770 GHz Edition to probably fall somewhere between $160 and $200 when it drops, though.

And for you fretting Nvidia fans: hub-bub around the web says the first Kepler cards should be launching sometime very, very soon. (But we all know the old saying about hub-bub in one hand and wishing in the other, so take that with a grain of salt.)

Gamers Contribute Over $1 Million To "Wasteland 2" Kickstarter Fund

Posted: 15 Mar 2012 10:23 AM PDT

Our beloved Fallout grew from the barren seeds of Wasteland, a post-apocalyptic RPG created by Interplay in 1988. But while Fallout may be the unofficial successor to the stand-alone Wasteland, an official successor is now waiting in the wings. Brian Fargo, Interplay founder and executive producer for both Fallout and Wasteland, has raised over $1 million in KickStarter funding for Wasteland 2 -- and he's bringing his old design friends along for the ride.

Joining Fargo will be Wasteland designers Alan Pavlish, Mike Stackpole and Ken St. Andre, Fallout co-creator Jason Anderson, and music from Fallout 1 and 2's Mark Morgan. They've also wrangled in concept artist Andree Wallin and are working on pulling in even more Wasteland/Fallout vets to the cause.

Fargo's original goal was to raise at least $900,000; as of right now, the total stands at $1,019,080 with nearly 18,000 people contributing. (Fudzilla reports that Razer honcho Min-Liang Tan ponied up $10,000 towards that total.) And if the money keeps coming in, Wasteland 2 will only get bigger and better. The team pledges to include additional maps, music, stories, challenges and even a Mac version if the funding hits the $1.25 million and $1.5 million milestones.  "That's a lot of money needed, but not when compared with the budgets of most full scale RPGs made today," the Kickstarter page notes.

Pledging $15 gets you a DRM-free copy of the game when it launches (Estimated to be October 2013), while upping the ante gets you even more goodies, including boxed copies complete with art books and cloth maps, access to closed beta trials on Steam, and even the ability to have weapons and locations named in your honor. Heck, if you've got $5,000 laying around that you feel like contributing, the team will even go so far to erect a statue of you somewhere in the game.

That about covers it, but if you want more info or feel like contributing to the game's development, be sure to check out the Wasteland 2 Kickstarter page.

Ubuntu-Based Anonymous OS Appears, But May Be Trojan-Laden Trap

Posted: 15 Mar 2012 10:17 AM PDT

One of the trickier parts of operating as part of a collective "hacktivist" organization -- aside from  having senior members rat you out to the FBI, of course -- is that anybody can slap the Anonymous tag on something he's doing. Case in point: Anonymous-OS.  Yesterday, an Anon-branded Ubuntu-based OS popped up on SourceForge, complete with hacker-friendly tools like Slowloris and Wireshark preinstalled. According to the SourceForge page, Anonymous-OS has already been downloaded over 37,000 times, but you better look before you leap: the semi-official @AnonOps Twitter account says the OS isn't actually from Anonymous.

Actually, the @AnonOps account says "The Anon OS is fake it is wrapped in trojans. RT". See, there's that pesky non-centralized "leadership" rearing its ugly head again! Skimming through the poorly worded Tumblr blog created to support the project, we noticed that the release lacked the typical eloquence and basic grammatical skills typically associated with Anon missives.

The operator of the Anonymous-OS blog claims his distro isn't filled with baddies and even posted a screenshot that he says proves it. However, don't forget that a week so ago Symantec revealed that wanna-be Anon supporters trying to download the Slowloris DDoS tool were duped into downloading the Zeus Trojan, instead.

So it Anonymous-OS infested with Trojans? Heck if we know. For what it's worth, we'd always recommend staying far, far away from unofficial Linux builds stuffed by hacking tools and maintained by Anonymous sources.  (See what we did there?)

Mark Your Calendars, Diablo III Comes Out on May 15

Posted: 15 Mar 2012 07:01 AM PDT

Hell hasn't frozen, though Blizzard did finally commit to a shipping date for Diablo III, the highly anticipated third installment in the popular hack-and-slash Diablo franchise. The game comes out two months from today on May 15, and if you're chomping at the bit, you can put your preorder in right this very second (Battle.net account is required). It's $60 for the digital version, or free if you sign up for a World of Warcraft Annual Pass.

"After many years of hard work by our development team and months of beta testing by hundreds of thousands of dedicated players around the world, we're now in the homestretch," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We look forward to putting the final polish on Diablo III over the next two months and delivering the ultimate action-RPG experience to gamers worldwide starting on May 15."

Diablo III will launch in the U.S., Canada, Europe, South Korea, Southeast Asia, Australia, New Zealand, and the regions of Taiwan, Hong Kong, and Macau; gamers living in Mexico, Argentina, Chile, and Brazil will be able to buy Diablo III digitally on Blizzard's Battle.net website, while gamers in Latin American countries and in Russia will be able to get their hack-and-slash on starting June 7.

Blizzard also plans to sell a Collector's Edition bundle in retail stores. It will consist of the game on DVD, a two-disc DVD/Blu-ray set with behind-the-scenes coverage, Diablo III soundtrack CD, 208-page art book, a 4GB USB soulstone with full versions of Diablo II and Diablo II: Lord of Destruction, and other extras.

Diablo III Preorder

Smartphone Owners Say Screen Size Matters

Posted: 15 Mar 2012 06:42 AM PDT

Make no mistake folks, size matters, which means you can forget all that silly talk about it being how you use the thing that really matters. A recent study suggests that most definitely isn't the case, and that bigger is better. We're of course talking about smartphone screens (cue the collective sighs of relief), and according to a report published by the Strategy Wireless Device Lab, smartphone owners prefer screen sizes ranging from 4 inches to 4.5 inches, so long as the device is also thin.

Out of those surveyed in the U.S. and U.K., nearly 90 percent of current smartphone owners showed a preference to a prototype smartphone with a display larger than their current device.

"This trend is driven by increased mobile Web browsing capability, as well as engaging video and gaming experiences," said Paul Brown, a Director in the Strategy Analytics User Experience Practice.

Kevin Nolan, Vice President for the User Experience Practice at Strategy Analytics, added that it's equally important for smartphone manufacturers to "ensure that mobile devices are not too heavy and that the devices remain thin enough for purses and pockets."

The sweet spot for such devices is, as mentioned, between 4 inches and 4.5 inches, perhaps suggesting that while smartphone owners crave bigger displays, there might be a limit. Samsung's Galaxy Note boasts a 5.3-inch screen and is billed as a hybrid phone/tablet. TechnoBuffalo asked its readers if they think the Galaxy Note is too big, and so far there's a nearly even split between those who do (37.85 percent) and those who don't (36.46 percent). A quarter (25.69 percent) of survey respondents said they'll reserve judgement until seeing one in person.

What do you think is the perfect size for a smartphone display?

Google Confirms Development of Chrome for Metro

Posted: 15 Mar 2012 06:25 AM PDT

Browser vendors are gearing up to take their hostilities to a new battlefield: Windows 8's Metro interface. Mozilla commenced work on a "Metro style enabled desktop browser" for Windows 8 earlier this week, and now Google has confirmed similar plans. Hit the jump for more.

A spokesperson for the company recently told Mashable that the web giant is readying a Metro-friendly version of Chrome  for Windows 8. This new version of its web browser will be based on the desktop browser and not the Android version, the rep further revealed.

"Our goal is to be able to offer our users a speedy, simple, secure Chrome experience across all platforms, which includes both the desktop and Metro versions of Windows 8," the spokesperson said in a statement. "To that end we're in the process of building a Metro version of Chrome along with improving desktop Chrome in Windows 8 such as adding enhanced touch support."

There was a lot of confusion regarding Microsoft's policy on third-party Metro style browsers until recently, but Firefox developer Brian Bondy's blog post announcing the commencement of Firefox Metro development has brought a lot of clarity to the whole situation. It's now known that Windows 8 supports three categories of web browsers: desktop, Metro style and Metro style enabled desktop browser.

A Metro style enabled desktop browser, according to an MSDN whitepaper, is "a desktop browser that can also participate in the new Metro style experience." While Firefox for Windows 8 will fall in this category, it's not clear from Google's statement if it too is taking the same approach.

Marvell Rolls Out New SATA 6Gbps Controller for SSDs

Posted: 15 Mar 2012 06:10 AM PDT

Marvell this week said it's ready to start shipping its new 88SS9187 SATA controller with on-chip RAID technology for NAND flash memory devices. The on-chip RAID solution is able to recognize and retire defective NAND, and is one of a handful of new "game changing" features baked into Marvell's third generation SATA 6Gbps controller, such as a "groundbreaking correction capability" courtesy of its high performance ECC engine.

"We continue to drive market-leading innovation in our SATA technology products, as seen with today's launch of the 88SS9187 SATA controller powered by high performance embedded processor technology," said Alan Armstrong, vice president of Marketing for the Storage Business Group at Marvell Semiconductor, Inc. "The best-in-class, open architecture of the device allows SSD manufacturers to fully customize their products to meet specific customer demands and distinguish their products based on price, performance, power and functionality. Marvell is thrilled to be leading the industry with our advanced SSD acceleration technology, which is enabling our partners to take their products to the next level."

Marvel claims its new SATA controller offers higher performance at lower costs and greater power efficiency. It supports high-speed DDR3 DRAM, maximum sequential read performance for a SATA 6Gbps device, around 500MB/s of sequential write performance "even at dirty drive conditions," and high random read and write IOPS.

Image Credit: Marvell

iBuyPower's Erebus GT Now Available to Order

Posted: 15 Mar 2012 05:51 AM PDT

The new Erebus GT from boutique system builder iBuyPower is a smaller, less expensive version of the original, which has now been renamed Erebus XL, and it features a proprietary liquid cooling solution powered by Koolance "that provides epic overclocking potential." It's a custom cooling solution that consists of three radiators and 13mm high-flow tubing to circulate 4.5 gallons of coolant every 60 seconds.

Like the original Erebus, the GT sports a steel chassis frame. The top and front paneling are made of aluminum, and there's a top-mounted fill port that goes to the built-in reservoir, which can be checked through the front panel.

"Our engineering team worked hard to get Erebus GT to market quickly after receiving such a warm reception at CES 2012," said Darren Su, Executive Vice President of iBuyPower. "The improvements from the first generation Erebus were the direct result of customer feedback and include a smaller footprint without sacrificing cooling ability and a lower starting price."

Pricing starts at $899 for a system built around AMD's FX platform and includes an AMD FX-4100 processor with iBuyPower's 'PowerDrive Level 1' overclocking service (OC up to 10 percent), 8GB of DDR3-1600 memory, Nvidia GeForce GTX 550 Ti, Gigabyte GA-970A-D3 motherboard, 1TB SATA 6Gbps hard drive (7200 RPM, 32MB cache), 24X DVD burner, 700W power supply, and Windows 7 Home Premium 64-bit.

There are plenty of upgrade options to choose from at every step of the way, as well as various platforms to build around, including Intel's Z68 chipset ($1,099 and up) and X79 platform ($1,399 and up), all of which are available now.

iBuyPower Erebus GT Product Page

MMO News

MMO News


World of the Living Dead Enters Open Beta

Posted: 15 Mar 2012 03:40 PM PDT

World of the Living Dead has officially been launched into open beta.  The game uses both Google Maps and US Census data to create a game world based on actual locations.

Players in the game will have to deal with not only zombies, but other survivors, as well as starvation, dehydration, fear, and fatigue.  Players will have to struggle in order to survive the bleak landscape, utilizing anything necessary in order to survive.  The game features PvP with permadeath, along with item looting from corpses of the fallen.  You will also be responsible on how you develop your own survivors, in terms of scavenging, defense, and more.

World of the Living Dead is published by Ballardia.

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World of the Living Dead Gameplay Screenshot

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Survival strategy game World of the Living Dead claws its way into open beta

Dublin, Ireland. March 14, 2012. Brutally difficult indie survival
strategy zombie game World of the Living Dead has broken down the
barricades and officially burst into open beta. A freshly reanimated
Los Angeles County server is only the start of a worldwide
zombocalypse simulation which takes a different approach to the zombie
game. Focusing on survival rather than headshots, WotLD is for the
hardcore gamer who likes to think ten steps ahead.

Trailer and gameplay video: http://youtu.be/CZQQ_r41KeY

Anyone can play now at www.worldofthelivingdead.com

WotLD makes innovative use of Google Maps and US Census data to create
a massive game universe based on real-world locations. Zombie numbers
in each city block react to player activity as they scavenge for
supplies, kill zeds or raid other survivors. Realistic starvation and
dehydration combine with the effects of fear and fatigue to make it
tough to survive in a game where every city block is teeming with
faceless hordes of the living dead.

"World of the Living Dead is dark and unforgiving. It's designed for
gamers who want a real challenge," said developer Dave Barton. "The
zombie genre is about difficult moral decisions, about vicious
competition for limited supplies after civilization has collapsed. Do
you feed everyone? Do you sacrifice a bitten survivor? Do you attack a
squad of weaker survivors? WotLD forces players to make these choices
every day."

With a unique background story involving a desperate "survival of the
fittest" plan by the shadowy National Emergency Control & Relief
Agency, bonus collectibles, drag and drop inventory management and a
flexible approach to developing skills and managing multiple
characters, WotLD is unlike any other massively-multiplayer zombie
game on the Internet.

World of the Living Dead feature list
——

  • Survival strategy zombie MMO browser game
  • Huge game universe, starting with all of Los Angeles County
  • Background story based on a drastic plan to save humanity
  • Competition for limited resources – locations do not replenish
  • Realistic character needs based on fear, fatigue, hunger and thirst
  • Hardcore PvP with character permadeath and item looting from corpses
  • Establish upgradeable safehouses and claim territory
  • Control multiple characters with unique skill development paths
  • Real-world weapons and items
  • 150+ in-game collectible bonus cards
  • Dozens of achievements for surviving, fighting and exploring
  • Over 9 million zombies!

Eligium Releases Game Stats, Announces Rewards

Posted: 15 Mar 2012 03:17 PM PDT

Frogster Interactive has announced numbers on the start of Eligium, regarding guilds and players alike.  Since mid-February, over 20 million monsters have been killed.  The highest level character is currently 53, in a game that has a level 60 cap.

Frogster also plans on rewarding all active beta testers.  For most players, this will be an in-game title.  Players over level 25 may also receive a free gift by talking to an NPC found in any major city.  An additional English server will be opening soon, and an ongoing competition will also reward the winner with a very large piece of decorative artwork.

Frogster also publishes Runes of Magic and Raiderz.

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Eligium Gameplay Screenshot

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Eligium – Round One – Fight!

Players from the USA, Germany, Poland and the UK are at the top of the gaming statistics

Eligium – Round One – Fight!
Players from the USA, Germany, Poland and the UK are at the top of the gaming statistics

Berlin, 15/03/2012: The open beta of ELIGIUM – The Chosen One is off to a very successful start. Already 45 guilds have been formed in the game, the largest of which counting 334 members. Although most of the guilds were created by German players, American guilds have the most members. These guilds are not only large, but also very active. Since the 15th of February, almost 22 million monsters have been killed. US players alone defeated a total of 5,903,612 beasts in their attempt to catch up with the Germans and their awe-inspiring 6,027,569 kills. The players from the UK are fourth in this ranking, behind Poland (4,173,657 kills), having killed 4,090,891 mobs so far.
At the moment, some ELIGIUM players have already succeeded in ascending to the lofty heights of character level 53, where the current level cap is 60. Nipping at their heels we have players from the UK at level 51. More importantly, this information is available for everyone in ELIGIUM's ranking system, which not only features a ranking of character levels in the game, but also of wealth, PvP status and items.

Reward for Testers
Prior to the start of beta testing, Frogster promised to reward all active players for reporting encountered errors. The main prize for the most active testers will be an in-game title, which will tell everyone about their accomplishments. In addition, for a limited time only, all beta testers above level 25 can now claim a gift by speaking to the NPC “Gift Manager”, which can be found in any of the main cities on the continent of Galgaron.

Game on
Frogster will soon open another English server for ELIGIUM. Other language versions of the game will be introduced after the official release of the English version. Exact release dates will be confirmed at a later time.
Furthermore, in an ongoing competition organized by the ELIGIUM community managers, players can win a large decorative artwork (and it's not just any artwork – it measures 1 x 2.5 meters!). More details can be found on www.eligium.com where players can still sign up for the beta test. They can also follow all the game's news on ELIGIUM's Facebook profile.

Runescape Bonus XP Weekend to Start on Friday

Posted: 15 Mar 2012 03:08 PM PDT

Runescape has announced a bonus XP weekend to start on Friday, March 16.  It will end on Monday, March 19.

All players logged in during the weekend will receive a multiplier on any training activity they perform.  This will start at 2.7 times normal, and decrease every 30 minutes of play until it reaches 1.1 times normal, where it will remain for the duration of the weekend.  This includes any action, so it will be the perfect way for players to catch up to friends and guild mates.

Runescape is published by Jagex, who also publishes 8 Realms and War of Legends.

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Runescape Gameplay Screenshot

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RUNESCAPE BONUS XP WEEKEND STARTS ON FRIDAY

Thursday 15th March 2012, Cambridge, UK – Are you ready for a weekend of extreme levelling and off-the-charts in-game progress? Of course you are. It's time to grab your sword, polish your shield, gather your clan mates and jump into RuneScape, the world's most popular Free to Play MMO, for this weekend's Bonus XP event.

Whether it's stocking up on rune essence, collecting potion ingredients, planning the perfect Dungeoneering party set-up with your friends or just limbering up to take on your favourite Agility course, now is the time to prepare so you can make the most progress possible this weekend. Practice makes perfect if you want to maximize your XP gain for this weekend, so get in early to ensure top form for this weekend's pillaging.

The Bonus XP Weekend event will begin at 12:00 GMT (8:00am EST) this Friday and will end at 12:00 GMT (8:00am EST) on Monday the 19th of March.

Once the Bonus XP Weekend begins, all RuneScape members will receive a multiplier on any standard training activity they perform as they play. This multiplier will begin at 2.7 times the normal training activities rate, and will decrease every thirty minutes of game time until it reaches 1.1 times the rate, where it will remain for the rest of the Bonus XP Weekend.

To create your account and prepare for this weekend's Bonus XP multiplier, visit www.RuneScape.com today.

Spirit Tales Enters Closed Beta

Posted: 15 Mar 2012 03:01 PM PDT

KoramGame has announced that closed beta for Spirit Tales has launched.  Limited beta keys will be available, but players can still register for the testing on the website.

The game features a massive amount of customization options for your character, from character creation to costumes.  Spirit Tales also offers a comprehensive pet system for players to explore.  Perhaps the most interesting facet of gameplay is the transformation system, where your character turns into a beast, with increased powers for a limited duration.

Spirit Tales also offers instanced dungeons, PvP, and crafting to go along with everything else.

KoramGame also publishes Three Kingdoms Online, and Indomitus.

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Spirit Tales Gameplay Screenshot

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Spirit Tales Enters Closed Beta Today


“Epically Cute, Massively Fun”

Sunnyvale, Calif. – (March 15, 2012) - KoramGame Ltd., a leading developer and publisher of free-to-play online games, announced today that Closed Beta for Spirit Tales, a cute 3D fantasy MMORPG, is now live. Players can still register at the official Spirit Tales website. Limited closed beta keys available.

“We’re excited to finally give our players a glimpse inside the magical world of Spirit Tales,” says Yann Wang, General Manager. “The launch of our closed beta will come with many fun and adoring features, such as our unique character customization and pet system. For those interested in something more, our explosive PvP battles and intense instanced dungeons are sure to win them over. Because of this, we’re confident that a player's in-game experience will be one of a kind, just like their character.”

In Spirit Tales, players will embark upon a journey across a colorful fantasy world, battling fierce creatures and capturing magical pets to call their own. With an extensive character customization and progression system, Spirit Tales offers unlimited possibilities for players to interact with the world. Its unique horizon view adds a refreshing perspective on the vast and whimsical environment. Spirit Tales is designed to offer players a high degree of in-game freedom and an “Epically Cute, Massively Fun” online gaming experience.

In celebration of the launch, several community events are scheduled during the closed beta period, including “Like a Boss,” where players can win exclusive in-game prizes from March 15 to March 18. For more event details, visit the official Spirit Tales website.

Key closed beta features:

  • Character Customization - With over 40 million unique fashion combinations for your character, the possibilities are endless!
  • Pet System – Capture, train, and merge with almost any of the Spirit Tales creatures, including bosses! Fight alongside your trusty sidekick, or merge with it to strengthen your own abilities.
  • Player vs. Player (PvP) – Experience the glory-defining moments that come with the 5v5 Arena Battle System. Defeat your opponents and move up the ranks of the Glorious Shield!
  • Spirit Form - Unleash your character’s Spirit Form to unlock devastating attacks and “special loot” from monsters.
  • Instance Dungeons – Venture into mysterious dungeons and test your might for a chance to collect rare items, recipes, and pets.
  • Level 40 Cap - Reach the top and obtain exclusive access to special mounts and in-game events.

DOWNLOAD the Spirit Tales game here: http://koramgame-icdn.pandonetworks.com/koramgame/STOnline_US_20120308_Downloader.3.exe
For updates and contest giveaways, visit Spirit Tales on Facebook: Spirit Tales Facebook Page

Luminary Announces March Events

Posted: 15 Mar 2012 02:45 PM PDT

Luminary: Rise of the Goonzu has announced several events for the month of March.

A new wild boar mount is introduced, allowing players to show off their jungle fever in style.  Additionally, players may obtain the piggy branch to give them even more of a jungle look.

Several ongoing GM events will also occur.  Expect to have quizzes to solve, hide-and-seek to play, and fight off a town invasion.  There is also a challenge for players to guess the number of coins in a jar on the forums.  The winner will receive several in-game rewards.

Luminary is published by ijji, who also publishes Lunia and Splash Fighters.

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Luminary Gameplay Screenshot


Tribes Ascend Gameplay – Community Event Videos!!!

Posted: 15 Mar 2012 02:44 PM PDT

 

To Learn More About the Game, Check out our Tribes Ascend Page.

Tribes Ascend is a 3D Futuristic FPS with MMO progression elements. The game is published by Hi-Rez the same studio behind Global Agenda. Tribes Ascend is a sequel to the original Tribes and Tribes 2 which were buy to play games published in the late nineties. These videos were recorded during a community event where the MMOHut team played with fans. One video depicts the CTF mode while the other shows off the new Deathmatch mode. To learn more about Tribes Ascend check out the official MMOHut Tribes Ascend page which includes a detailed review, tons of screenshots, and additional videos.

Bloodline Champions Tri-Commentary – HD Gameplay

Posted: 15 Mar 2012 02:38 PM PDT

To Learn More About the Game, Check out our Bloodline Champions Page.

Bloodline Champions is a 3D arena based fantasy MMO published by Funcom – the same company behind Age of Conan and Anarchy Online. Bloodline Champions was developed by an indy studio called Stunlock studios and was largely inspired by games like League of Legends and Heroes of Newerth. Unlike those games though, Bloodline Champions doesn’t have lanes, creeps or even RPG elements. Instead, players fight in a very small arena with a fixed amount of health and access to all of their skills at once. Think of Bloodline Champions as League of Legends without the RPG elements and creeps and a smaller map. Gameplay wise, Bloodline Champions is extremely fast paced and competitive. The game has a steep learning curve. In this video the MMOHut team attempts to do their best in a premade 3v3 arena. To learn more about Bloodline Champions check out the official MMOHut Bloodline Champions page which includes a detailed review, tons of screenshots, and additional videos.

Aeria Games Spotlights Humans in Lime Odyseey

Posted: 15 Mar 2012 01:39 PM PDT

Aeria Games has revealed more information on the Humans of Orta in Lime Odyssey.  Humans begin their journey in Blue Coral, with vibrant plant and aquatic life.  Humans in Lime Odyssey once made a living on the sea.  500 years prior, shipwrecked humans from the ship Green Leaf founded the town of Blue Coral.  Human players can expect to brave the harsh monsters that don’t exactly appreciate them being there, as well as a spooky mansion known as Baron Northpallor’s Manor.

Aeria Games also publishes Shaiya, Eden Eternal, and Last Chaos.

Lime Odyssey Humans Gallery

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Aeria Games Spotlights the Human Race for Lime Odyssey: The Chronicles of Orta

Cinematic and New Screenshots Featuring the Human Race Have Been Revealed for Highly Anticipated Free-to-Play 3D MMORPG

 

SANTA CLARA, Calif. – Mar. 15, 2012 – Aeria Games, a leading global publisher of free-to-play online games, today revealed new screenshots and the opening cinematic for the Human race, one of the three playable races in Lime Odyssey: The Chronicles of Orta, its highly-anticipated 3D massively multiplayer online role-playing game (MMORPG). Lime Odyssey is currently in production and will be published in North America by Aeria Games in 2012.

The Humans in Lime Odyssey begin their journey in Blue Coral, a thriving land abundant with vibrant plants and sea life. While home to many welcoming animals, the forest and beach are inhabited by some that are hostile to the humans. Venturing too far to the north will lead players into Baron Northpallor's Manor, a less than hospitable mansion. Diving into the depths of the Beren Sea, players will discover a plentiful bounty of treasure and fearsome creatures guarding it.

Before Lime entered the world once again, Humans made their living on the open sea. Their lives were not easy, nor were the seas kind, but humanity struggled on. Five hundred years ago, a broken and battered ship was forced to make harbor in a land filled with coral. The proud ship Green Leaf ran aground and sunk below the waves, and the humans that emerged fared little better than their vessel. Thin and weak from lack of food, they carried their children onto the shore and determined that this land should now be their home.

Within the forest, the surviving crew of the Green Leaf built a thriving community based around the coral of the area. They named their town Blue Coral, and many of the world's greatest craftsmen came from this small coastal area. Young humans still cannot escape the adventurous spirit of their ancestors, and many have left home to seek out the Goddess' Lime.

The vast continent of Orta is home to a diverse collection of races and tribes. Players can choose from a variety of customization options to design their ideal character – create a bold young Human thief, a battle-hardened Turga, or a diminutive Muris – the choice is theirs! Each race begins their quest in a unique starting location.

Lime Odyssey: The Chronicles of Orta will be free to download and free to play. Interested players can learn more about Lime Odyssey and sign up to participate in the upcoming closed beta test at: http://limeodyssey.aeriagames.com.

GamesCampus Acquires Rights to European Drift City

Posted: 15 Mar 2012 01:20 PM PDT

GamesCampus has announced that transfers have successful begun from the SevenGames European servers of Drift City.  European players have been invited to transfer their characters, with no loss of progress.  Applications for transfer will be open until August 31.

Old and new players alike will find many new offers, contests and giveaways by visiting the GamesCampus portal for Drift City.  Veterans will receive both cash shop and in-game currency to use for transferring, while new players can get similar by registering and posting on the forums.  Users are also encouraged to post tutorials on YouTube, with 40 lucky winners receiving a substantial amount of cash shop currency.

GamesCampus also publishes Shot Online and MLB Dugout Heroes.

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Drift City Gameplay Screenshot

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EUROPEAN DRIFT CITY PLAYERS RACE OVER TO GAMESCAMPUS

Drivers Rev Their Engines For Transfer Bonuses And Contests
Sunnyvale, Calif. (March 15, 2012)-Leading online game publisher GamesCampus.com (www.GamesCampus.com) announced today that transfers have successfully begun from the SevenGames European service for the fast-paced racing MMORPG hybrid, Drift City. All SevenGames players have been invited to transfer their characters from the SevenGames servers where all their progress will be retained. Transfer applications will be open until August 31st. Drivers can also register for a new license at http://driftcity.gamescampus.com, where players old and new will be greeted with contests, giveaways, and special offers!

 

Drift City was a great addition to the GamesCampus portal in 2010 so we are excited to bring over more players to the Drift City GamesCampus community with the addition of the SevenGames players,” said Chris Ahn, Business Development Specialist at GamesCampus. “Our Transfer to Win program allows players currently on the SevenGames servers to retain their full account, but we are also offering prizes to existing GamesCampus players and new players as well so the transfer is a huge win-win for the whole community.”

 

Veteran drivers who opt to transfer will retain all of their licenses, vehicles, coupons, and parts on the newly established GamesCampus servers. To welcome them to their new home, a bonus of 1000 cc (CampusCredit) and 1000000 mitos, the game’s currency, will be waiting for them! In addition, 15 transferred users per day will be randomly selected for an additional 100 cc and 100000 mitos, for a total of 480 users.

 

Helpful seasoned players can also give their fellow drivers a great boost by uploading a video to YouTube showing how easy it is to transfer from the EU servers to their new garage at GamesCampus. The best tutorials will be awarded with 3000 cc and 3000000 mitos, the biggest reward offered so far to Drifters! Up to 40 users can win, so the more tutorials the better.

 

New to the City, and want to make some friends? Glad you’ve joined us. Every new driver who posts on the community forums will receive 500 cc and 500000 mitos, a bonus package allowing you to race to the head of the pack in no time. In total, GamesCampus is giving away almost $1000 worth of CampusCredit, to thousands of users.

 

Drift City is a unique driving game that is part role-playing game and part racing game. It offers both mission modes and multi-player racing modes incorporated with cell-shaded style graphics for a unique racing experience. Players can choose their vehicles, modify and customize the design,and upgrade the performance of their vehicles.

 

GamesCampus will be having contests, regular updates, tips on tweaking your cars for the best potential, and more on the official Drift City Facebook at http://www.facebook.com/DriftCityUSA

 

 

For more information about GamesCampus.com or Drift City, please visit www.driftcity.gamescampus.com

Archlord X Invites Users for Second Closed Beta

Posted: 15 Mar 2012 01:10 PM PDT

Webzen has announced a new closed beta for Archlord X, going from March 18-29.  The new Shrine Battle realm PvP content has also been revealed.

Webzen has made many changes to the PvP aspect of the game, including two different areas: Sky and Underground.  The PvP areas also have eight different regions, for diversity and excitement.  Rewards have been improved substantially, and the victor of the battle will also receive additional, powerful items.

Game balance has also been improved from the first closed beta test.  Players who participate will have a chance to win an XBox360 by filling out a survey.

Webzen also publishes Mu Online and Metin2.

Archlord X Beta Movie

Source:

 
[WEBZEN] ARCHLORD X 'Shrine Battle' Invites Users for the 2nd Free CBT
WEBZEN Inc. (WWW.WEBZEN.COM), the Next Generation of Free-to-Play Online Games, has announced the 2nd Free CBT of their MMORPG, ARCHLORD X, with its newly improved PvP content, 'Shrine Battle'.

 

From March 18th to the 29th, users will be able to participate in the ARCHLORD X free CBT. WEBZEN has revealed the new and improved core RvR (realm versus realm) content, 'Shrine Battle', which is based on the antagonism between the races in ARCHLORD X.

 

The renewed 'Shrine Battle' has been changed to a separated Dungeon System, 'Sky' and 'Underground', which was only previously focused in the 'Battle Zone System'. Also it has been divided into 8 different regions where each region has been designed with its own distinct elemental concept such as 'Water', 'Fire', 'Poison', 'Lightning', and others making them more diverse and exciting. Rewards for PvP have also been upgraded to meet user demands. The victorious race of the 'Shrine Battle' will receive epic items and exclusive entrance to specific dungeons.

 

 

Based on the feedback from the first CBT last December, WEBZEN has increased the game contents and adjusted the balance between races, also resolving the technical issues that were reported.

 

Jihun Lee, Head of Global Publishing, said "With the results and valuable feedback from the first CBT, we have improved the game contents for character leveling and the PvP system." Also he said, "We hope users will enjoy and have interest in the renewed contents through this CBT where we will provide better customer service."

 

Meanwhile, Webzen is preparing an event for the free CBT participants. During the CBT, users will have a chance to win an Xbox 360 by answering a survey that will give feedback on game contents and technical stability.

 

More information about the 2nd ARCHLORD X Free CBT and event can be found on the official ARCHLORD X Facebook page (http://www.facebook.com/ArchlordXChronicles) and website (http://archlordx.webzen.com).

Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Wasteland to Get Kickstarter-Funded Sequel After Almost 25 Years

Posted: 15 Mar 2012 06:04 AM PDT

Double Fine amply demonstrated what Kickstarter is capable of. Its proposed old-school graphic adventure set a record for the service by raising more than $3.3 million in just over a month despite its goal being to generate only $400,000. That was an unusual set of circumstances though, as Tim Schafer has built up a tremendous amount of good will with gamers to the point where they’re willing to hand over their money to get a game that doesn’t have so much as a name yet.

But for all of the talk over the last month about how Kickstarter could change the industry and fund all sorts of projects fans have been wanting to see for years, we’ve yet to see a significant amount of money generated by anyone other than Schafer. While it’s impossible to say right now whether this is another exception that can be added to the list alongside Double Fine or a demonstration of what can happen when turning to the Kickstarter community, we now have another project asking for a good deal of money that is likely to get it.

Interplay founder Brian Fargo expressed interest last month in turning to Kickstarter to finally get the funding needed to produce a sequel to 1988′s Wasteland. Fargo and his current company, inXile Entertainment, finally went ahead with their plans for a Kickstarter yesterday, seeking more than twice as much as Double Fine did: $900,000. The game’s cost has been estimated at $1 million, though Fargo is offering to pitch in the last $100,000 to reach that figure if it’s necessary. At the current rate, he can go about finding something else to spend that money on.

With this positioned as “probably the last chance for a Wasteland sequel,” backers have pledged in excess of $700,000 (accurate as of this writing; the figure shot up $60,000 as I was writing) after only about a day. Several people have donated in excess of $5,000 and $10,000, and almost half of the current 12,449 backers have pledged $30 or more. It’s a remarkable showing of support for a game some believed would not be able to generate much interest in 2012. It’s all the more impressive considering it’s made pretty clear the game won’t be completed until late 2013 following six months of pre-production and a 12-month development period.

Wasteland is a game you don’t hear a lot about these days, not having the benefit of a re-release on Good Old Games or some equivalent to drive discussion. That is not a reflection on its quality or significance, though. While I have no doubt it would fail to impress younger gamers who have never played it before, its influence can’t be denied — as Fargo explains in the video above, Fallout was created when EA wouldn’t hand over the rights to Wasteland. And the Fallout series was heavily inspired by Wasteland, which featured branching paths, moral decisions, and other elements we praise games for even today.

Making the safe assumption that the next 33 days will be able to yield the remainder of the money needed, Wasteland 2 will be staying true to its roots. The developers — the team includes people involved with development of the original Wasteland and the first two Fallout games — have promised to make this a top-down, turn-based strategy game where you’ll manage a team of characters, just like in the original.

It seems some lessons may have been learned from Double Fine’s Kickstarter, as slightly more detailed plans for what will happen if the goal is exceeded were provided this time. “At $1.25 million, the money will go primarily into making the world bigger, adding more maps, more divergent stories and even more music,” the page reads. “At $1.5 million, the world gets even bigger. You’ll have more adventures to play, more challenges to deal with, and a greater level of complexity to the entire storyline. We’ll add more environments, story elements, and characters to make the rich world come alive even more. We will even be able to bring Wasteland 2 to OS X for Mac lovers. And after $1.5 million the sky is the limit.”

Clearly, there is still interest in the game, even if only from a fairly small, niche fan base. Like the Double Fine game with the adventure genre (which, Telltale aside, is not exactly at its peak when thinking about the point-and-click variety), a successful Kickstarter campaign for Wasteland 2 could encourage others to bring back games we never thought we’d see again. Wasteland falls into that category for sure. While Fargo had spoken repeatedly about doing a sequel since obtaining the rights from EA a decade ago, it had been a very long time since the original was released and this particular genre is also not thriving, making the likelihood of a publisher putting up any amount of money unlikely.

One noticeable difference between this Kickstarter and Double Fine’s is the average pledge. Double Fine’s ended up being just over $38 per person, compared with over $56 for Wasteland 2. That’s an enormous disparity. It’s possible the latter will come down as more pledges are made over the next month, though it wouldn’t shock me to see it stay a good deal higher than Double Fine’s. Wasteland 2 may not have the potential to be a multi-million seller, but the fans that are still out there have a voracious appetite for a game like this and seem to be willing to prove that with their wallets.


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Less than Famous Firsts: Your Favorite Developers’ Early Efforts

Posted: 15 Mar 2012 02:28 AM PDT

Everyone starts somewhere in the game industry. Few would-be auteurs are handed their own big-budget projects without first doing time in smaller roles. Of course, some of those smaller roles are part of major games. Many of today’s best-known game developers began their careers on important ground: Doublefine founder Tim Schafer’s first gigs came with such acclaimed LucasArts adventures games as Maniac Mansion and The Secret of Monkey Island, while Deus Ex and Thief producer Warren Spector jumped into game development by working on the Wing Commander and Ultima series.

Other major talents from today’s game industry started off with humbler attempts. Their first games didn’t change the market or spawn successful franchises, and some of them were clearly planned as disposable pieces of a popular license or an ongoing series. Yet in each of these seemingly minor titles, there’s a hint or two of what their designers would accomplish years down the road.

Hideo Kojima – Penguin Adventure

Above all else, Hideo Kojima is known for messing with players. He’s also known for the Metal Gear Solid series, the Zone of the Enders games, and the graphic-adventure pioneering of Policenauts and Snatcher, all of which throw curveballs in their stories or gameplay. Kojima’s knack for that dates all the way back to the first game he ever worked on: Penguin Adventure on the MSX.

Devoid of weary military operatives or finger-wagging about nuclear proliferation, Penguin Adventure sends Pentarou, its chubby flightless hero, racing through various courses. He’s out to find a golden apple, the only fruit that can heal the stricken Princess Penko. Along the way, Pentarou contends with pits, bats, an icy-breathed Freezasaurs or two, and something that assistant director Hideo Kojima would later adore: unvarnished references to popular films. The statues that greet Pentarou at a level’s end resemble penguin-headed versions of the sphinxes from The Neverending Story.

True to Kojima’s form, there’s a nasty surprise at the game’s conclusion, where the princess dies in spite of Pentarou’s efforts. There’s only one way to prevent this: pause the game once and only once during the entire quest. There’s no hint of this in the game itself, which led to plenty of disappointed players back in 1986. Twelve years later, Kojima was less subtle about killing off Meryl Silverburgh in Metal Gear Solid; she survived as long as Solid Snake resisted a bout of electroconvulsive torture. Perhaps Penguin Adventure even planted some seeds for Metal Gear Solid 2, where no less than three major female characters die rather abruptly.

Later Appearances:

Penguin Adventure slipped into Metal Gear Solid 4: Guns of the Patriots, where the isolated young Sunny plays the game on her PSP. She doesn’t appear to pause the game, though. Uh oh.

Yuji Naka – Girl’s Garden

Yuji Naka is remembered most readily as the co-creator of Sonic the Hedgehog and the man who oversaw the blue speedball’s best outings. Yet he’s also the force behind NiGHTS, Burning Rangers, Phantasy Star Online, and Billy Hatcher. Before he was ever Sonic’s steward, Naka worked on the first two Phantasy Stars and his lesser-known first game, Girl’s Garden.

Like many of its contemporaries, Girl’s Garden is all about hunting items in a maze. That maze is a web of bushes, the items are flowers, and the collector is a girl named Papri, who’s gathering a bouquet for the boy she likes. Naka intended Girl’s Garden for female players, and it makes no secret of defying the game industry’s gender roles: Papri’s quite willing to risk mauling by the bears who roam her garden, and her love interest, Minto, is unashamed of liking flowers, thank you very much. Girl’s Garden may be simple, but it merits revisiting to see just how far female characters have come in video games–and how far they haven’t.

Originally conceived as a test project by Naka and another Sega employee, Girl’s Garden caught the eye of upper management and was released for the SG-1000 (the ancestor of the Sega Master System). And while the cast of Girl’s Garden never showed up Sonic the Hedgehog or Burning Rangers, Naka still unfraid to go after segments of the gaming market previously ignored by other developers. Other parts of the industry have long since caught up with him, but his studio Prope’s been busy with Let’s Tap, Ivy the Kiwi?, and the Sonic-esque Rodea the Sky Soldier.

Later Appearances:

Papri and the rest of the Girl’s Garden cast appear in none of Naka’s later games, though he returned to vegetation-centric play mechanics with Ivy the Kiwi? and its vines.

David Jaffe – Mickey Mania

There’s no question that David Jaffe’s games earn their “M” ratings. God of War is relentless in its savagery, and the Jaffe-backed installments of the Twisted Metal series grew darker and darker with their concoctions of vehicular carnage and Mephistophelean soul-selling. All of this contrasts starkly with Jaffe’s first game, Mickey Mania: The Timeless Adventures of Mickey Mouse.

Paying tribute to Mickey’s career, the game features several nicely animated recreations of classic cartoons: Steambot Willie, Lonesome Ghosts, and even the 1990 short The Prince and the Pauper. It is, course, as non-violent as a game can get without depleting itself of all conflict: Mickey dodges and outruns some bosses, he throws marbles as his only weapon, and he comically feigns death when he’s out of energy. It’s even less aggressive than, say, Mickey Mousecapade on the NES, where the stars Mickey fired were at least pointy.

Despite the lightweight, Disney-mandated tone of the whole production, co-designer Jaffe shows a good grasp of the same varied styles that would win God of War many fans. With each new cartoon tribute comes a new gameplay concept or two, and the final battle against Pete involves some creative use of the game’s environment. Mickey doesn’t slam Pete’s head in an iron door and stab him fifty-seven times before decapitating and dismembering him, but the mouse’s improvised weapons aren’t such a far cry from God of War’s more memorable clashes.

Later Appearances:

Mickey’s a long way from God of War and Twisted Metal, both legally and tonally. The closest you’ll come to seeing the hyperviolent Kratos interact with Disney characters is fan art, and that’s a path best unexplored.


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Mercenary Ops (CN)

Posted: 15 Mar 2012 12:04 AM PDT


First announced at GDC 2012 (link), Mercenary Ops is an online third person shooter developed by Epic Games China using the company’s own Unreal Engine 3. The China server officially launched a couple of months back, and here is an early look of what to expect from the game. Not really an avid online shooter player myself, do bear with my noobish play. And apologies for the lag spikes, this is the first time I have encountered in years.

I guess it is not really common to find a hugely successful Free to Play third person shooter in the online gaming world, and I can only think of a couple with not much success. For console gaming, there seems to be many success stories. Mercenary Ops utilize a couple of extra actions which are typically missing from first person shooter, including blind shot, leaping and really treating the environment as a tool.

See the number of primary weapons my character can hold? That is one of the few new things in my experience in the game. Playing in 2 AI PvE maps, the Shopping Mall is a rather stale mode, shooting enemies on sight and perhaps grab that cool flamethrower weapon as well. While the map is pretty restricted, the Hospital of the Dead map is really quite big.

Essentially a zombie mode map where the undead spawns like crazy in various rounds, there are many rooms to explore and zombies literally spawn from almost everywhere, in which my team was finally overwhelmed. Players can even repair window grills to stall the zombies from destroying them too quickly, but I think it is a rather useless feature given how the grills fall off faster than I can gobble down a burger.Some doors will require points to open for convenience, but I will suggest leaving that to the pros.

I will be back next week with more footage, other maps/ modes and a take on the current cash shop in the China server, which is pretty heavily-monetized from my point of view.


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Missing Songs in Jet Set Radio-HD Shows Need for Game Preservation Movement

Posted: 14 Mar 2012 06:03 PM PDT

The upcoming HD update of Jet Set Radio will feature only around half of the music tracks that appeared in the original game. Sega says it made every effort to re-acquire the rights to all of the game’s music, an undoubtedly a lengthy process. When the publisher signed the licensing agreements for the game’s soundtrack in the late ’90s, nobody could have foreseen a market that demanded the re-release of classic games in the quantities we see today. Sega wasn’t alone in their short-sightedness — until quite recently, most publishers never gave a second thought as to how they would sell their game ten years into the future.

Very rarely, if ever, do filmmakers have to eliminate licensed songs from their scores when releasing their movies on DVD or Blu-ray. The games industry, on the other hand, has never been in the bargaining position to or had interest in demanding licensing arrangements that will continue into the future and cover all further releases of their games. Until this current console generation, the business side of the industry didn’t see any money in old games at all. Occasionally they’d throw fans an overpriced compilation of some kind, but by and large games have always made money in the first weeks after release and been considered essentially worthless afterward. The current world of HD updates and cheap downloadable games is still young, and the financial realities of game making before the existence of services like PSN, XBLA, Virtual Console, or Steam encouraged short term thinking. Sega signed the licensing agreements for the game’s soundtrack because the publisher never imagined a world where they could make a profit selling decades-old Genesis and Dreamcast games.

Game publishers considered their older titles less than worthless. It takes money to properly control the climate in a storage room to maximize the lifespan of disks, CDs, and DVDs. Japanese developer Irem, for example, maintains only ROMs of their classic ’80s RPGs — the games’ source code having been lost long ago. Without the source code for a game, it becomes quite difficult to update it for re-release. When Mattel sold off the 8-inch floppy drives that contained much of the source code for original Intellivison games at auction, former Mattel employee Keith Robinson took it upon himself to track down buyers and recover the data. Thanks to his efforts, interested players can play historically important Intellivision games easily on their iPhone, Xbox, PS2, or any other number of platforms.

Not every developer or publisher has a Keith Robinson willing to sacrifice his own time to preserve classic games in their original form. For most of this industry?s history, retail stores had no interest in filling their shelves with ten year-old games. Only the most beloved titles, like the early Monkey Island games, received re-releases with any regularity. The business model of the industry relied on massive profits generated days or weeks after a game’s debut, not years, and older titles held little value beyond the intellectual property therein ? which publishers could later mine in the form of sequels and reboots. With a business environment that stressed reliance on massive profits from new content, it’s no wonder the music licensing deals publishers signed came with a a few caveats that would prevent the music’s use if the game were released on another platform or at another time. Not even the most idealistic publisher would have imagined their games to be so successful as to demand re-release ten years later.

In all likelihood, Jet Set Radio’s missing tracks will only bother the most dedicated fans. Even though its a relatively small change to the game, it reminds us of the importance of preservation in the industry. JSR-HD will probably play and look better than its Dreamcast sibling, but it won’t play exactly as it did in 1999, meaning we may enjoy the HD update, but the game historians of the future will likely prefer the game on the Dreamcast.


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How Mario 3D Land Marries Old and New

Posted: 14 Mar 2012 02:26 PM PDT

Once upon a time, getting about in a Zelda game was such a clear-cut process. You had your dungeons (anywhere from four to 12, depending) and you had the overworld that linked them all together. Aside from the occasional spin-off (Four Swords Adventures was broken into levels, and Majora’s Mask centered around the hub of Clock Town), that’s how it always worked. You’d wander around, maybe poke into a cave for a Heart Piece, clear away some scrub, fight some bad guys, and eventually work your way to the next subterranean puzzle labyrinth.

The Legend of Zelda: Skyward Sword is mixing things up, and — for the first eight hours of the game, at least — the results are pretty great. Skyward Sword’s design makes the distinction between overworld and underworld much muddier than in past games. Perhaps that’s appropriate, since this adventure divides its world into three layers rather than the usual two. Above the dungeons, you have the overworld; meanwhile, above it all is the realm of Skyloft, best described as an aerial take on Wind Waker’s sea. At the heart of Skyloft is a large city held aloft by (one assumes) ancient magic or technology or something, but the skies are littered with floating islands, and Link travels between them on the back of a huge red bird.


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400 Diablo 3 beta keys to be won at NowGamer

Posted: 14 Mar 2012 12:02 PM PDT

Diablo 3 fever is heating up, and while there still isn't a solid release date in place, you can whet your appetite with one of 400 Diablo 3 beta keys up for grabs at our sister site NowGamer.

To register for your chance to grab one of the 400 Diablo 3 beta keys, all you have to do is enter your details on NowGamer's competition page.

NowGamer staffers will randomly give away 100 keys each day, so if you don't get one straight away, don't worry, you might still have a chance.

For details of how to register your beta key, please read the official Diablo 3 beta blog.

Full terms and conditions can be found linked on NowGamer's competition page.


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