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September 6th, 2012, 21:47 Posted By: wraggster
Zynga has released the sequel to its monstrously popular Facebook game FarmVille.
"We recognise that there are players who have moved on fromFarmVille," said Zynga vice president of games Tim LeTourneau.
"We wanted to embrace what three years of technology has brought and reinvent FarmVille as if we were making it fresh today."
Farmville 2 is built entirely with 3D technology, and Zynga has implemented interactive and more-lifelike animations.
"FarmVille is a flagship product for Zynga and a global phenomenon that has been transformative for social gaming," LeTourneau said.
Just like the original game, players will face many challenges on their farm, but this time around they will be tailored to what gamers already enjoy doing on their farm.
Crops and animals will have more realistic life cycles, and friends will continue to play a big role in the farming experience.
Those who have spend hours of time and possible quite a bit of money will be disappointed to learn that they cannot log into the new game and pick up from where they left off.
FarmVille 2 can be played on Facebook now.
http://www.pcr-online.biz/news/read/...ville-2/029112
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September 6th, 2012, 21:46 Posted By: wraggster
Rovio will bring a new and exclusive Angry Birds Roost experience to the Nokia Lumia range.
A first for Rovio and the Windows Phone platform, Angry Birds Roost will offer fans an exclusive 'Bird Cam' feature, which lets users take a picture on their phone, add their favourite Angry Birdscharacter to the pic, then share on Facebook, Twitter, MMS or email.
There will be access to hundreds of walkthrough videos, news, ringtones and Angry Birds wallpapers, as well as wide Live Tiles for the Lumia start screen.
"Angry Birds Roost is a fantastic place for fans," said Peter Vesterbacka, Mighty Eagle and CMO of Rovio. "Bursting with amazing content, it's a great way for Lumia users to get the full Angry Birds experience all in one app."
Announced yesterday, the Nokia Lumia 920 and Lumia 820 will both receive Angry Birds Roost exclusively for three months. Nokia has also signed deals with Vimeo, YouSendIt and Bloomberg who will also provides apps exclusively to the Lumia range for three months.
"It's great to see more and more partners creating their best, most innovative apps for Nokia Lumia consumers," said Marco Argenti, senior vice president, Nokia Developer Experience.
"The ecosystem has achieved exponential growth over the past 18 months, and Nokia has been working closely with developers to create unique and innovative apps, while helping them connect with consumers all over the world.”
http://www.pcr-online.biz/news/read/...-months/029113
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September 6th, 2012, 20:53 Posted By: wraggster
Virtual vanity' trend supported by access from all connected devices.
Facebook has 543m mobile users, while 100m only ever access the social network via smartphones and tablets. Now, new data from VoucherCodes.co.uk suggests there's a huge amount of mobile-based users in the UK.
One in nine Brits aged 18-25 admits to spending a massive eight hours a day on Facebook through 20 daily visits – the equivalent of an average whole working day!
Given the huge time span, it's safe to assume most access is made on the move, as the average user spends just 80 minutes a day on the social network.
The trend of such high usage is known as 'virtual vanity', particularly with 38 per cent of users worrying about being tagged in a dodgy photo, which spikes to 46 per cent for girls.
Meanwhile, 27 per cent of users feel unpopular when they see they haven't been invited to places other friends have been to, while 19 per cent embellish status updates to seem more interesting.
24 per cent even pay out for new clothes regularly, worrying they'll be spotted wearing the same outfit twice.
http://www.mobile-ent.biz/news/read/...acebook/019278
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September 6th, 2012, 00:07 Posted By: wraggster
Ubisoft has clarified comments made last month by boss Yves Guillemot, which suggested the company endured a piracy rate of "93 to 95 per cent" on its PC titles.This figure only relates to "specific or popular PC games", Ubisoft worldwide director for online games Stephanie Perotti explained to Rock Paper Shotgun.Perotti admitted that, even then, "that number often varies depending on the territory.""So we are not saying that it applies to all PC games for all territories, and we're not saying that the same situation would apply for any game.""It varies, from game to game, region to region," Ubisoft corporate communications manager Michael Burk added. "We've seen internal and external data to show that it can reach that high. But that doesn't necessarily mean that it is that high for all PC games, or that it is that high for all companies, or across all regions."This is one of the reasons why Ubisoft does not divulge data to show how successful - or not - its always-on DRM policy was."I think that's one reason why companies are not necessarily broadly publishing this, because we're trying to get a handle on what it means for different games, different titles."Doubt was also cast on comments by the company last year that it's now-repealed always-on DRM policy had shown a "clear reduction in piracy"."I'm not going to comment on data. That was an unfortunate comment," Perotti said. "We've listened to feedback, we will continue to listen to feedback, we will continue to make sure that we deliver great games and great services, and are now operating under this [always-on DRM free] policy."
http://www.eurogamer.net/articles/20...-rate-comments
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September 6th, 2012, 00:01 Posted By: wraggster
The StarCraft 2: Heart of the Swarm beta has gone live.
The beta is currently only open to a select group of "pro-gamers, members of the press, Arcade contest winners, and shoutcasters", but there's no NDA, so if you're not already playing it you should certainly be able to watch a live stream to calm the anxious twitching.Blizzard says it'll be adding more players to the beta soon, so make sure you've 'opted in' for beta trials by clicking on the 'Beta Profile Settings' under the Account Management section of your Battle.net account.
Opting in doesn't guarantee access, but here's the basis on which testers are picked: "Beta testers are chosen according to their system specifications and other factors, including recent StarCraft II activity (and an element of luck), when selecting individuals during each round of invitations. Our goal is to have a wide variety of players and system types," explains Blizzard.
The beta focuses on multiplayer gameplay, you don't need to own StarCraft 2 (although it'll improve your chances of access) and there's currently no set ending date.
Head through to the official site for more details.
http://www.computerandvideogames.com...-beta-is-live/
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September 5th, 2012, 23:59 Posted By: wraggster
With 16 days to go, Broken Sword: The Serpent's Curse just crept past its Kickstarter target of $400,000. UK studio Revolution Software launched the campaign for the adventure series' fifth entry in August, and in less than half its allowed time The Serpent's Curse is now officially funded. One step closer to breaking that curse, we hope.
Revolution also announced recently that the game is coming to Android too ... should you buy in for $25 or more, that is. You could also just buy the game when it arrives on Android, of course, knowing that it's totally headed there.
http://www.joystiq.com/2012/09/05/br...ed-curse-stil/
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September 5th, 2012, 23:55 Posted By: wraggster
In more shenanigans around quiet releases, Ubisoft today stealthily brought forward the PC release of I Am Alive by one week, meaning it should be out tomorrow. Ubisoft originally scheduled the urban disaster game for a September 13 release, but quietly altered Steam and Ubishop pages to say otherwise. We've reached out to Ubisoft for comment on the changed release date.
What seems like more bungling around release dates is, in many ways, a fitting end to I Am Alive's tumultuous development. It was originally designed as a full retail release, but after months of silence it eventually became an Xbox Live Arcade and PlayStation Network download. Nonetheless, the game successfully clambers onto various PC portals tomorrow for $14.99.
http://www.joystiq.com/2012/09/05/i-...rrow-actually/
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September 5th, 2012, 23:51 Posted By: wraggster
FarmVille. Just the name likely conjures up some vivid thoughts and opinions in the minds of gamers everywhere. As the flagship casual social game for both Facebook and Zynga, FarmVille can't help but be a lightning rod for debates about gaming's audiences, game design, and the role that video games can and do play in our daily lives. Time labeled the game one of the "fifty worst inventions" of all time, but that hasn't stopped over 80 million people from logging on and doing some cow and crop clicking.
And now Zynga (which itself has attracted plenty of controversy recently) is going to try and recreate the game's success with a brand new version called, simply, FarmVille 2. Director of Design Wright Bagwell showed Joystiq what the future of FarmVille's crops and farm animals looks like, how the game will reach out (but not too far) toward a more hardcore audience, and how Zynga plans to take the world's most popular and oft-hated casual and social game and make it even more casual and social.
http://www.joystiq.com/2012/09/05/fa...-not-too-much/
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September 5th, 2012, 23:49 Posted By: wraggster
The puzzle of Level-5's unannounced TGS games may be partly solved already. News out of Famitsu (via Siliconera) reveals a new Professor Layton game for iOS and Android. Professor Layton and the Century of the Seven Phantom Thieves puts players in the role not of the top-hatted archaeologist, but a user-created avatar who searches for information on thieves in London.
Players also gain an unspecified advantage for working with others to catch thieves. More importantly, they gain a little Luke puppet for their avatars for registering early. Information is currently scarce for this game, so it's unclear if this social game has a traditional puzzle element.
http://www.joystiq.com/2012/09/05/pr...ndroid-social/
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September 5th, 2012, 23:48 Posted By: wraggster
The Gunstringer: Dead Man Running is a significant departure from the original game. For one thing, it's not a Kinect game for Xbox, but rather a Windows 8 game for PCs and tablets. For another, development is taking place not in Austin, but up north in Canada, at Other Ocean Interactive.
Most significantly, Dead Man Running is now an auto-running game with shooting challenges, in both a Story Mode and three "endless runner" stages. It's free-to-play, with customization items available through in-game currency and unspecified content available through in-app purchases.
Dead Man Running will begin its marathon across Windows 8 devices in November.
http://www.joystiq.com/2012/09/05/wi...-by-other-oce/
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September 5th, 2012, 23:33 Posted By: wraggster
Markus Persson dislikes the lack of user control on the platform
[h=3]Mojang[/h]
Unlike a number of independent PC titles, Minecraft sits alone, preferring instead to self-distribute the game through its own website. In an interview with Penny Arcade Report's Ben Kuchera, Minecraft creator Markus Persson said that he's "constantly debating" whether Minecraft should go up on Steam.
"I'm constantly debating whether or not we should put it up on Steam anyway. Because the people could even get a Steam code if they buy the game, I don't know what they would really do. Or if we should just not do Steam at all and try to come up with our own thing, or whatever. Right now we don't know what we're going to do. We're just focused on the games still. It's an interesting opportunity, so we try not to waste it," said Persson.
Persson explained that while he likes Valve's service, there are some consumer issues and a lack of user control for developers.
"I think Steam is a very good service for the customers. The only thing I don't like is that they reserve the right to remove all your games and account, which is bullshit. I understand the legal reasons, and they have to do it for their partners, and I don't think they're going to do anything, they're not going to remove it," Persson said.
"But having that constant threat is not cool. I want to buy a game and be able to play it in 20 years. I still play Doom, I don't want it to be Valve closes down and I can't access my games, and then I have to do it through piracy. That's the only thing I don't like towards the players."
"But with us we have so many registered users, and with Steam we can't really control those users. So for us it can't really go on Steam. But for many other developers it makes a lot of sense."
The full, extensive interview covering a ton of topics is available over at the Penny Arcade Report.
http://www.gamesindustry.biz/article...debating-steam
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September 5th, 2012, 23:27 Posted By: wraggster
$100. That is much it will cost for users to register to submit their games on Greenlight.
And it’s proved a very divisive issue.
My opinion is perfectly clear – I think $100 is vastly excessive. Whether you agree with me or not depends completely on which side of the following argument you fall on.
On the one hand, you may see Greenlight as another possible route to market for developer startups akin to iOS or Xbox Live Indie Games. If you’re seriously about establishing yourself a full time (or even part time) games developer then $100 is a tiny investment to kickstart your future.
After all, you’ve invested time in this project. You’re committed. You’re telling you can’t find £63? Get out of my face you joker and leave this to those who are serious, OK?
On the other hand, you might see Greenlight as an opportunity for Steam to tap into and empower a whole new universe of untapped amateur talent. If so, then you’ll likely agree with me – the $100 is killing the potential of the service.
Anyone can invest time. Time is free(ish), and we can all go without sleep and food, right? And we can all find $100, can’t we?
Yes, I can find £63 when my daughter’s school shoes fall apart. Or if the fridge breaks. Or if I get a flat on the car. If we haven’t got the money that month, then I’ll ask the Bank of Mum & Dad. I’ll feel like shit about it and dwell on the fact that at the age of 33 I still can’t independently support my family, but I’m not having my daughter go without.
And don’t accuse me of exaggeration – when I get paid each month the first thing I do is pay the largest of the regular bills. That leaves me with pretty much sweet FA. Mrs Ben gets paid a week later. She pays off the next set of bills. Some months we’re left with a staggering low three figure amount to feed the family and live on as human beings for an entire month.
We have a shared bank account. If I forked out £63 to submit a game for possible publication on Steam she would quite literally have my balls off. London is expensive. She’s been made redundant twice since 2008 and earns well below what her qualifications should entitle her to. Sorry about that.
And I’m sorry if you feel £63 is chicken feed. Lucky you. But newsflash – for lots of us it is not.
Which doesn’t matter at all if you see Greenlight as a business opportunity. But I don’t. I see it is an outlet for all of those ideas that sit bottled up in someone’s brain as they scan items on the checkout, sit it queues on the M25 in an HGV or type figures into a spreadsheet.
And I thought that’s what Valve saw it as too. Obviously not.
I won’t argue that a fee or barrier of sorts will likely improve the service. But what I am arguing is that $100 is vastly too excessive. Would $10 not do it? If you’re some joker then even $10 is going to make you think twice about submitting your Wobbly Cock Simulator. That will eek out the chaff.
Yes, those who are really, really dedicated could save up over many months and maybe scrape the cash together. But why on earth would we want them to do that? Is it prerequisite that submitters must somehow prove themselves? Why not have them subjected to a day’s flogging with an HDMI cable and a Krypton Factor test in which they must construct an accurate representation of a Wheatley out of cabbage leaves? Then we’ll know who REALLY gives enough of a toss.
UPDATE: Readers have asked that I clarify again (as was said in our other coverage) that the $100 fee is donated to charity. Though in my opinion that is completely besides the point.
http://www.mcvuk.com/news/read/opini...nlight/0102370
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September 5th, 2012, 21:41 Posted By: wraggster
Diaspora: Shattered Armistice, the Battlestar Galactica game based on the FreeSpace 2 Open engine, has launched! This cross-platform (Windows, Linux, Mac) release includes the ability to fly the MK VII Viper, the Raptor (or the new MK VIIe strike variant), multiplayer, a mission editor, an original soundtrack, and full voice acting."
http://games.slashdot.org/story/12/0...ra-has-arrived
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September 5th, 2012, 21:29 Posted By: wraggster
Developer-publisher officially ends unpopular anti-piracy measure
In what can only be described as a victory for consumers, Ubisoft has scrapped its controversial always-on DRM for PC games.
It marks the end of a long and painful saga for the company although some observers will be disappointed that Ubisoft does not concede that aggressive DRM is an ineffective anti-piracy measure.
“We have listened to feedback, and since June last year our policy for all of PC games is that we only require a one-time online activation when you first install the game, and from then you are free to play the game offline,” Ubisoft’s worldwide online games director Stephanie Perlotti told Rock Paper Shotgun.
“Whenever you want to reach any online service, multiplayer, you will have to be connected, and obviously for online games you will also need to be online to play. But if you want to enjoy Assassin’s Creed III single player, you will be able to do that without being connected. And you will be able to activate the game on as many machines as you want.”
http://www.develop-online.net/news/4...ways-on-PC-DRM
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September 5th, 2012, 21:28 Posted By: wraggster
Latest update aims to relieve need for porting mobile to PC
The latest update to Marmalade SDK is taking the cross-platform tool to desktops.
Version 6.1 targets Windows and Mac OS X which means a developer can now reach millions more new players through desktop stores.
London-based SDK provider aims to give developers to means to spread their games further and maximise revenue opportunities without the need to port.
The new release also allows developers to mix HTML5 with native platform code, providing greater flexibility to create rich hybrid apps and games as well as improved desktop graphics support and more intuitive manipulation of 3D assets.
“Marmalade SDK 6.1 opens up a new world in terms of reach and revenue potential for game developer,” said Tony Waters, head of SDK at Marmalade.
http://www.develop-online.net/news/4...indows-and-Mac
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September 5th, 2012, 21:25 Posted By: wraggster
Activision has revealed the minimum requirement for the PC version of Black Ops 2.
The latest Call of Duty PC requirements will require Windows Vista or later after Activision upgraded the engine to use DirectX11.
A Steam hardware survey from August 2012 reveals that Windows XP still powers 12.6 per cent of Steam’s users.
Set during the 21st century Cold War, Black Ops 2 will be released on November 13th, with a Digital Deluxe Edition available for PC.
The full minimum PC specs:
OS - Windows Vista SP2 or Windows 7
CPU - Intel Core2 Duo E8200 2.66 GHz or AMD Phenom X3 8750 2.4 GHz
Video Card - Nvidia GeForce 8800GT 512mb or ATI Radeon HD 3870 512 MB
Memory – 2gb for 32-bit OS or 4gb for 64-bit OS
http://www.pcr-online.biz/news/read/...dows-xp/029097
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September 5th, 2012, 02:00 Posted By: wraggster
This news is a little late, but important nonetheless: The PC version of Call of Duty: Black Ops 2 won't support Windows XP, because the engine has been upgraded to DirectX 11.'But my computer is for serious things, like charts.'
The operating systems supported are Windows Vista and Windows 7.As a result, Black Ops 2 has "enhanced lighting, shadows, anti-aliasing, bloom, depth of field, ambient occlusion and other enhanced effects that are still in the works",a FAQ on the game's website revealed. "And the game can run at higher resolutions and higher frame-rates on the PC."DirectX 11 more efficiently uses the processing power of a graphics card, too, which benefits "the entire range of supported GPUs".Black Ops 2 PC performance has also "significantly improved", and there will be more quality vs. performance options to play around and get your desired result with. There's no frame-rate cap.
http://www.eurogamer.net/articles/20...ows-xp-support
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September 5th, 2012, 01:44 Posted By: wraggster
Funcom will release a new patch for The Secret World which makes changes to 'Lairs' for the benefit of 'casual players'.
"The intention going forwards is that Lairs should offer a full endgame progression for casual players of The Secret World," said the developer, who offered the below list of changes that'll be made in Patch 1.2.Here they are:
- Lairs are now for groups of 5 players. The new Looking for Groups (LFG) tool in patch 1.2 should make finding those groups of 5 a little easier than before.
- Each Lair's distance from nearby Anima Wells has been evaluated. Lairs deemed too far have had a new Anima Well added. This should ease the punishment of wipes, and players can also use this Anima Well to meet up" and get started with their Lair more quickly.
- Each Lair is launching with a new item mission in it, and we will expand to three missions total. Each of these missions will reward you with Ritual Fragments to help you summon the Playfield Bosses in the Lair.
- Lairs now provide loot progression; everything you need for your next stage of the Lair can be found at your current stage. To be specific:
- Standard Lair mobs are balanced for a full set of greens and signets. They have a chance of dropping BoP blues, as well as green signets and Playfield Boss ritual fragments.
- Playfield Bosses (3 in each Lair) are balanced for mostly greens, with a few blue talismans. They are guaranteed to drop a few Bind on Pick-up (BoP) blues, a blue signet, and Regional Boss ritual fragments.
- Regional Bosses (1 each in New England, Egypt, and Transylvania) are balanced for a full set of blue gear. They are guaranteed to drop a few BoP quality level 10 purples, a purple signet, and few ritual fragments to make these bosses easier to resummon.
- Regional Bosses also drop strange and powerful ritual fragments- even though the magic of this ritual doesn't yet function, who knows when their latent power might activate again...
No release date was given for patch 1.2, but expect it around the same time as The Secret World's slightly-delayed second DLC expansion, Issue 2: Digging Deeper, out on September 11.
http://www.computerandvideogames.com...sual-friendly/
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September 5th, 2012, 01:41 Posted By: wraggster
Star Wars: The Old Republic senior designer Austin Peckenpaugh has detailed a load of changes coming to the MMO's classes in an upcoming Game Update 1.4.
"For Game Update 1.4, we wanted to address several key issues with class gameplay usability and balance," explains Peckenpaugh. "Foremost among these are adjustments to crowd control and the Resolve system, the subsequent class changes made to harmonize with those control adjustments, and a re-evaluation of stealth spec gameplay."Peckenpaugh issued the below list of changes, split into relevant categories:
Crowd Control and Resolve Changes
- Electro Dart and Cryo Grenade now have a 10-meter range.
- Electrocute and Force Stun now have a 10-meter range.
- Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 15-meter 120-degree cone in front of you. Furthermore, these abilities now knock back all potential targets instantly; they no longer wait for an animation note at the end of the ability animation.
Ability Changes
Mercenaries and Commandos:
- Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target's current action and prevents that ability from being used for the next 4 seconds. This ability can be trained at level 18.
- Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando's ability to further escape the attacker.
- Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.
- Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.
- New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit.
Sorcerers and Sages:
- Force Speed now has a 20-second cooldown (down from 30) for all Consulars and Inquisitors.
- New Sorcerer/Sage ability, Unnatural Preservation/Force Mend: Heal yourself for a moderate amount. Only usable on yourself. Instant, costs no Force, 30-second cooldown. This ability is trainable at level 18.
- Dark Resilience/Valiance: Now additionally increases the healing dealt by Unnatural Preservation/Force Mend by 15% per point.
- Fadeout/Egress has been redesigned. Now causes Force Speed to remove all roots and snares and grant immunity to roots and snares for the duration.
- Polarity Shift/Mental Alacrity now additionally grants immunity to interrupts for the duration. Improved visual FX to demonstrate this effect.
- Backlash/Kinetic Collapse: The incapacitation effect caused by this skill no longer breaks on damage.
Stealth Gameplay Adjustments
Scoundrels and Operatives:
- Disappearing Act/Cloaking Screen now has a 2-minute cooldown.
- Energy Screen has been renamed to Ghost. Fight or Flight/Ghost: Now this skill finishes the cooldown on Sneak when you exit stealth mode. Furthermore, this skill allows Sneak to be used out of stealth mode, increasing movement speed by 50% for 6 seconds. This skill still removes the healing done and healing received penalty caused by Disappearing Act/Cloaking Screen.
- Flee the Scene/Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. Now reduces the cooldown of Disappearing Act/Cloaking Screen by 15 seconds per point (down from 30 seconds per point).
Shadows and Assassins:
- Force Cloak now has a 2 minute cooldown.
- Infiltration Tactics/Duplicity: Now when triggered, your next Shadow Strike/Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
- Celerity/Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
- Masked Assault/Darkswell: Now additionally finishes the cooldown of Blackout when you exit Stealth mode. In addition, Masked Assault/Blackout causes Shadow's Respite/Dark Embrace to reduce all damage taken by 25% while active.
- Fade now additionally reduces damage taken from area effects by 15% per point. Kinetic Field/Entropic Field no longer provides this effect. Now reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point).
- Kinetic Field/Entropic Field has been redesigned. Now critical hits cause you to build a Kinetic/Entropic Field, increasing damage reduction by 1% per point per stack. Stacks up to 3 times.
- Humbling Strike/Magnetism is a new 1-point skill. Causes the target of your Spinning Kick/Spike to be slowed by 70% for 3 seconds when the knockdown effect ends.
- Clairvoyant Strike/Voltaic Slash: Using Project/Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike/Assassinate during execute phases.
Check out the official post for an even more extensive detailing of the changes being made.
http://www.computerandvideogames.com...alance-tweaks/
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September 5th, 2012, 01:09 Posted By: wraggster
Dark Souls has made its name on being hard. Like, really hard.
And while its success has come on the back of the stiff challenge it offers – and conversely on the achievement felt by those who topple it – the game’s director Hidetaka Miyazaki is considering the introduction of an ‘easy’ mode.
“I personally want my games to be described as satisfying rather than difficult,” he told Metro. “As a matter of fact, I am aiming at giving players sense of accomplishment in the use of difficulty.
“Having said that, however, it is true that Dark Souls is rather difficult and a number of people may hesitate to play. This fact is really sad to me and I am thinking about whether I should prepare another difficulty that everyone can complete or carefully send all gamers the messages behind our difficult games.
“However, I suppose gamers do not particularly prefer easy games. What they want is interesting and worthwhile games to play, so I think it is natural that hindrance or stress that does not attribute to such interesting and worthwhile elements will be removed in the end.
“If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.”
http://www.mcvuk.com/news/read/harde...y-mode/0102299
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