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Showing posts with label version. Show all posts
Showing posts with label version. Show all posts

Thursday, November 1, 2012

Report: PS4 Dev Kits Surface, Details Inside

A new version of the PlayStation 4 dev kit is currently being distributed to developers with the final version expected next year, according to a new report.

Anonymous sources have reportedly told VG247 that new versions of the Orbis kit are winging their way to developers, replete with Blu-ray support and housed in the humble cases of normal PCs.

This is apparently the second iteration of the dev kit; the first, which appeared earlier this year, was in essence just a graphics card, while this version is now a "modified PC". The report asserts that the next update will come in January, when it'll be close to final specifications, with the ultimate version landing with devs next summer.

The shipping of the Orbis kit apparently follows a series of meetings held by Sony in the US this week, where the company explained what the machine was designed to do and how to get the most out of it. Interestingly, at these meetings it's been claimed that Sony didn't refer to the machine as "the PlayStation 4" at all, instead opting to use the "Orbis" title at all times.

The dev kits are apparently based on the AMD’s A10 APU series and come with either 8GB or 16GB of RAM, as well as the Blu-ray drive already mentioned and a 256GB hard drive as standard. This is to ensure that the console will be able to run 1080p60 games in 3D.

The Orbis kits have both Wi-Fi and Ethernet connectivity, as well as HDMI out slots; so pretty much exactly what you'd expect to find on your current PlayStation 3. However, the big reported difference comes with the UI, which has been designed to be more fluid and allow extensive navigation anywhere on the system simply by pressing the PS button mid-game. This was demoed to the assembled masses by purchasing DLC from the PS Store without quitting the game.

No details were leaked about the system's controller. IGN reached out to Sony for comment, but were told the company "doesn't comment on rumour and speculation."

If you're looking for more info on the Orbis, we've dissected the reported components that make up the dev kit before, as well as what it could mean for Sony's prospects in the next generation of consoles.

Luke Karmali is IGN's UK Editorial Assistant and lifelong PlayStation owner. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, October 17, 2012

Star Wars: The Old Republic F2P Restrictions Detailed

Bioware has detailed the exact limitations that players who opt for the free-to-play version of Star Wars: The Old Republic will face.

Until recently not much was known about what the free-to-play option would offer, but an updated page over at swtor.com has now made this clear.

While those who opt out of subscribing will get all the game's story content for free, as a rough rule you'll basically be able to do most things three times per week; three PvE Flashpoint runs, three PvP Warzone battles and three Space Missions each week. You'll be able to buy Weekly Passes for each though in order to get unlimited access. There will be restrictions on both Cargo Bay and Inventory storage which can be removed using the new Cartel Coins currency.

There's no right to run Operations under the free package, so you'll need to buy a Weekly Pass if you want to get your hands on the best loot. Having said that, according to the chart you'll be unable to equip "most purple items unless a license is purchased", so it may not appeal that much to you anyway.

Most of the other restrictions are essentially matters of convenience; those who sub will get priority on login queues, a shorter Quick Travel cooldown and the ability to use the Emergency Fleet Pass to instantly return to their faction's space station. You'll also only get one Crew Skill slot with the free-to-play version of the game, and get a limited number of Field Revivals to use when you die in the middle of nowhere.

The free-to-play version of Star Wars: The Old Republic was announced back in July in response to  continually falling subscription numbers. No fixed date has been given for when the free-to-play option will become available. It's still listed as "later this fall", but the game's current sub model will continue to be offered for players who want unlimited access to all the title's content.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Star Wars: The Old Republic F2P Restrictions Detailed

Bioware has detailed the exact limitations that players who opt for the free-to-play version of Star Wars: The Old Republic will face.

Until recently not much was known about what the free-to-play option would offer, but an updated page over at swtor.com has now made this clear.

While those who opt out of subscribing will get all the game's story content for free, as a rough rule you'll basically be able to do most things three times per week; three PvE Flashpoint runs, three PvP Warzone battles and three Space Missions each week. You'll be able to buy Weekly Passes for each though in order to get unlimited access. There will be restrictions on both Cargo Bay and Inventory storage which can be removed using the new Cartel Coins currency.

There's no right to run Operations under the free package, so you'll need to buy a Weekly Pass if you want to get your hands on the best loot. Having said that, according to the chart you'll be unable to equip "most purple items unless a license is purchased", so it may not appeal that much to you anyway.

Most of the other restrictions are essentially matters of convenience; those who sub will get priority on login queues, a shorter Quick Travel cooldown and the ability to use the Emergency Fleet Pass to instantly return to their faction's space station. You'll also only get one Crew Skill slot with the free-to-play version of the game, and get a limited number of Field Revivals to use when you die in the middle of nowhere.

The free-to-play version of Star Wars: The Old Republic was announced back in July in response to  continually falling subscription numbers. No fixed date has been given for when the free-to-play option will become available. It's still listed as "later this fall", but the game's current sub model will continue to be offered for players who want unlimited access to all the title's content.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, October 15, 2012

SNES-Inspired Wii U Gamepad Coming

Australian games retailer EB Games has listed a new variant of the Wii U Pro Controller on its site. This ‘SNES Version’ of the Pro Controller essentially looks like it has the iconic Super Nintendo controller embedded beneath the dual analogue sticks.

It’s a great concept, but be warned - it’s not coming from Nintendo itself. This is third party, people, and we know very little about it, so you may want to check out the build quality before pre-ordering one. EB has the controller listed for AUD $48 (USD $49), which is about $30 less than the estimated price for the real Pro Controller.

It's down for release on November 30 – the same date the Wii U goes on sale in Australia. No word yet on whether other retailers will also be stocking it.

Thanks to freelancer Tim Biggs for the tip.

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN, and why not join the IGN AU Facebook community


Source : ign[dot]com

Carrie Teaser Trailer Debuts

A couple of days after it was first shown at New York Comic Con, the teaser trailer for the new movie version of Stephen King's Carrie has made its online debut, via Yahoo.

Carrie Bloodies Up New York Comic Con!

The word teaser is most certainly key here, as the preview consists of just a single shot - but one that shows that this version of Carrie (played by Chloe Grace Moretz) is going to cause some serious damage.


Source : ign[dot]com

Friday, October 12, 2012

FIFA 13: EA Sells Old Games as New

You might have noticed that something’s been missing. IGN hasn’t yet published a review of FIFA 13 on Wii, and the review for the Vita version just went live. Meanwhile, the review for the Xbox 360 and PS3 versions has been up for weeks.

This isn’t negligence. In order to bring reviews to you, our readers, in a timely fashion, we’re lucky enough to receive review copies weeks in advance. But this didn’t happen with either the Wii or Vita versions of FIFA 13. When we politely enquired, EA told us that copies were in short supply, or that they hadn’t received additional promotional copies from Sony, and when we asked again, they even dodged our requests by employing the ingenious tactic of ignoring us.

Since my review went live, I’ve had people on Twitter asking me on the whereabouts of the Vita version, and when they could expect to read the review. Around the same time, I also received a worrying tweet. There were rumours that these versions weren’t really new games at all but cynical reskins of last year’s instalments. And having played the Vita version, I can confirm the rumour. (I still haven’t played the Wii version.)

When I use the phrase ‘cynically re-skinned’ I’m aware of how sensational it sounds. It can’t really be all that bad. Can it? But it really is – just look at these menu screens:

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FIFA Football (Soccer) on Vita

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FIFA 13 on Vita

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FIFA Football (Soccer) on Vita

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FIFA 13 on Vita

These have been taken from the main menu and training area. The backgrounds haven’t been updated, and without knowing that Lionel Messi is this year’s cover star you’d be hard-pressed to tell which was the latest iteration. It’s obviously the same character model, adopting the same poses. The menu has been grudgingly spruced up. At the time of writing, FIFA 13 on Vita is priced at £43.99 at HMV on London’s Oxford Street. FIFA Football on Vita can be bought new for as little as £14.99 on Amazon. And they are fundamentally, as far as I can tell, the same game.

We contacted EA about this situation but it wouldn’t go into specifics, providing the following statement:

“FIFA 13 on PS VITA features 30 leagues, 500 officially licensed teams and 15,000 players all wearing this year’s kits and playing for their current teams. It is the same great FIFA gameplay for the PS VITA, including touch-screen controls, and also features popular modes like Career Mode, Be A Pro, and a deep set of online features. We felt it was important to continue to offer fans the opportunity to play an authentic football experience on PS VITA.”

It doesn’t talk about any specific gameplay innovations, focussing on the number of teams and “this year’s kits” and “current team”. It stresses how up-to-date the game is but the gameplay is anything but. ‘Popular’ modes are championed instead of new ones. There isn’t much different from the bullet points on the back of last year’s box, which boasted about “more than 500 officially licensed clubs” and “unique touch-screen controls”.

When FIFA launched on the Vita last year, there was something revealing about its title: FIFA Football (or Soccer, depending on where you live in the world). From the get go, it didn’t pretend to be the same game. While ostensibly alike, it had its own identity, its own set of features to define it – it didn’t masquerade as the same game. This year the name changed, and understandably, so did the expectations. It was called FIFA 13. Surely it was safe to assume that with the same name, the advanced nature of Sony’s handheld, and a year’s worth of time, that the new game would mirror some of the innovations that makes FIFA 13 on Xbox 360 and PlayStation 3 such a great game. But that just isn’t the case. There’s no Match Day. No first-touch control. No advanced dribbling. No attacking intelligence. And yet it dares to have the same name. Like it says in EA’s statement, “It is the same great FIFA gameplay for the PS Vita.”

As for the Wii version, I still haven't managed to get my hands on a copy of the game - but UK site Nintendo Gamer has, and the screenshot gallery posted on the site is shocking. This really is exactly the same game, being sold at full price as a new one.

FIFA 12 (Nintendo Gamer)

FIFA 13 (Nintendo Gamer)

What I find most interesting about this whole farrago is the way in which the Wii and Vita have been treated in the same way. The Wii has already reached its twilight hour but the Vita hasn’t. Despite wobbly initial sales figures and an inconstant supply of games, the Vita is still a new console and surely deserves better than this during its infancy? It deserves innovation, creativity – games that rudely press at the limits of what it’s capable of delivering. Vita means ‘life’ in Latin, but games like FIFA 13 are poison for the still vulnerable handheld. People who purchased the system deserve better than last year’s game in a new full-priced box.

It’s so easy to imagine how all of this could have been avoided: don’t release a full-priced retail game, release the latest kits as shrewdly-priced DLC instead. While this might not be feasible with the Wii version, FIFA Football could have been updated in this way. If EA was only really interested in updating the squads and kits, surely this was the easiest and safest way of providing this type of update?

As it stands, EA is selling last year's game with some new skins and a new title to customers on Wii and Vita without properly explaining it. The publisher has also tried to dodge the inevitable controversy by failing to provide reviewers with copies of the game on these platforms. This is absolutely not acceptable practice, and it could easily be construed as lying to customers. If you're thinking about buying FIFA 13 on Wii or Vita, don't let yourself be duped.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Wednesday, October 3, 2012

Assassin’s Creed III DLC: George Washington is King

Ubisoft has announced new downloadable content for Assassin’s Creed III. Set in an alternate version of history, The Tyranny of King Washington is a single-player campaign that will be told through multiple downloadable content packs and features George Washington becoming king of America.

“As the revolution comes to a close, a new and most unexpected enemy emerges,” Ubisoft explains. “Driven by the desire to secure the fate of the colonies, the greatest hero of the revolution, George Washington, succumbs to the temptation of infinite power. The new King is born and his reign leaves no one untouched. To return freedom to the land our new hero must dethrone a tyrant he once called friend.”

The story will be told through three episodic content packs, all of which will be available by purchasing the Assassin’s Creed III Season Pass, which will be available on Xbox 360, PlayStation 3 and PC for $29.99 (2400 Microsoft Points). The Pass will offer access to five content packs in all, including single-player content as well as maps and characters for multiplayer. According to Ubisoft, purchasing the Season Pass will account for a 25% savings versus buying packs individually, and Season Pass owners will have access to content one week ahead of other players.

“History is our playground – and AC teams have always loved playing with historical facts and their consequences as a way to better understand a time period,” said Ubisoft executive producer Sebastien Puel said of the Washington content. “While Assassin’s Creed III concentrates on history as it happens, we wanted to take some liberties with this DLC and tell you how things ‘could have happened.’”

Assassin’s Creed III is less than 30 days away, hitting Xbox 360 and PlayStation 3 on October 30th, followed by a Wii U version on November 18th and a PC version on November 23rd. The downloadable content will “also be available for the Wii U,” Ubisoft said, but no specific timeframe was revealed.

For more on Assassin’s Creed III, read our hands-on impressions in the frontier and find even more details in our Assassin’s Creed III wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, September 27, 2012

Darksiders II Wii U Functionality Detailed

THQ has revealed details on the Wii U version of Darksiders II. Set to arrive on November 18th, Darksiders II on Wii U will offer multiple pieces of bonus content not featured on the Xbox 360, PlayStation 3 or PC versions, including the recently-released Argul’s Tomb content with new dungeons and armor and the Death Rides Pack with three new side quests. Also included will be the Angel of Death and Shadow of Death packs with new legendary armor and weapon choices, plus the upgraded horse speed boost from the Deadly Despair Pack. Players will also have access to additional unique legendary weapon and armor sets from the moment they start the game.

Wii U will also allow players to instantly access inventory and ability menus via the GamePad’s screen, and players will have the choice of using the GamePad or the Wii U Pro controller to play. Darksiders II will also offer the option of using your TV to play, or the choice to entirely use the GamePad’s screen.

Vigil games said back in March that Darksiders II would allow players to access menus without pausing the game and called the Wii U version “an enhancement of the core game."

Darksiders II launched for other systems on August 14th. For more on what to expect, read our hands-on impressions with the Wii U version. Still haven’t decided if you should pick it up on launch day? Read our Darksiders II review and find all the info you need -- including a full walkthrough -- in our Darksiders II wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Tuesday, September 25, 2012

Zombieland Director Revs Up Spy Hunter Movie

Zombieland and Gangster Squad director Ruben Fleischer will direct and exec produce Warner Bros.' film version of the classic Midway video game Spy Hunter.

The news comes as WB Interactive recently announced that Spy Hunter will hit PlayStation Vita and Nintendo 3DS on October 9th.

Vulture reminds us that the project has been set-up at Warners since 2010 where Chad St. John had been hired to script an adaptation of Spy Hunter for producers Dan Lin and Roy Lee.

Spy Hunter languished in development hell for years when it was at Universal, where directors such as Paul W.S. Anderson and John Woo were involved at different points and Dwayne "The Rock" Johnson was attached to star.

The classic arcade driving game follows super-spy Alex Decker who, in his tricked-out G-6155 CIA Prototype Interceptor, must hunt down rogue agents and destroy as many enemy vehicles as possible while avoiding civilian casualties.


Source : ign[dot]com

Report: Kingdom Hearts 1.5 Coming West Next Year

Kingdom Hearts HD 1.5 Remix may be coming West in the second half of next year, according to a new report.

Though Disney has yet to confirm the repackaged version of the original Kingdom Hearts and Chain of Memories will be localised, comments made at Goldman Sachs' Communacopia Conference suggest this may be about to change.

We start the year right out with a big title "Epic Mickey 2," and another big title that hasn't been announced yet, but coming mid-year, and continuing to grow in the social space.

According to Business Insider, Disney Interactive's CFO Jay Rasulo explained that next year would see two big releases, one of which hadn't been announced yet.

He said, "We start the year right out with a big title "Epic Mickey 2," and another big title that hasn't been announced yet, but coming mid-year, and continuing to grow in the social space."

While Kingdom Hearts HD 1.5 Remix has technically been announced, it hasn't been for the West and Business Industry definitely seems to think it's the most likely candidate given that none of the studio's upcoming movie slate really carry enough weight to justify the "big" prefix in terms of game tie-ins.

With Epic Mickey 2 out November 18, it seems Rasulo is referring to the company's financial year which runs from October 1 to September 30. So this means whatever the title is, it should be launching sometime after next March. Which is when Kingdom Hearts HD 1.5 Remix arrives in Japan. Coincidence? Time will tell.

Kingdom Hearts HD 1.5 Remix was announced for Japan last week at the Tokyo Game Show, and will be released exclusively for the PS3.

Luke Karmali is IGN's UK Editorial Assistant and has missed Sora, Goofy and Donald. Bad. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, September 24, 2012

Galaxy S3 and Other Samsung Devices Finally Getting Jelly Bean

At last, our favorite Android phone is getting the newest version of Android. It took them long enough, but Samsung is finally beginning to roll out Android 4.1 (Jelly Bean) updates for over a dozen of its phones and tablets.

The update is available first in Poland, for some reason, and The Verge reports that when you'll get it depends on where you live and which carrier you're with. If this post at TechHive is any indication, US customers - particularly those of us on Verizon - are last in line.

With enhancements like Project Butter and Google Now, updating to Jelly Bean means upgrading your phone. And with Google's improved voice search and Samsung's "blocking mode" filling in for Siri and "Do Not Disturb," the Jelly Bean update should help the Galaxy S3 compete with the iPhone 5.

We'll save a full-on OS face-off for another time, but consider this: Apple released iOS 6 a week ago, and over 100 million devices have already installed it (about 25%). Google announced Jelly Bean over two months ago, and its share of the Android user-base hasn't yet reached 2%.

No one cares how good the new version of Android is if it won't work on their phone. Let's hope Samsung can make the updates available fast, and that HTC and Motorola follow suit.

Eagerly awaiting the Jelly Bean update? (Or still waiting in vain for Ice Cream Sandwich?) Tell us about it in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : ign[dot]com

The Fresh Familiarity of Assassin’s Creed III: Liberation

Despite taking place in the same timeline and featuring much of the same innovations as its console counterparts, the PlayStation Vita version of Assassin’s Creed III, which carries the subtitle ‘Liberation’, adds even more twists to the existing formula. It’s not enough to say this game is doing a fine job of replicating what gamers will find on the Xbox 360, Wii U or PlayStation 3. It’s attempting to tread new ground for the franchise at the same time.

The core of Liberation’s gameplay rests in the identity of its heroine, Aveline. Born to a wealthy, French father and an African mother who was a slave, this new assassin juggles the identities of an aristocrat and commoner, figuratively and literally.

In addition to carrying out missions in her traditional assassin’s outfit, Aveline is able to don the guise of a slave or a damsel. All three ‘roles’ have distinct advantages and drawbacks, and all are accessible through the Vita's touch screen with the click of a button. As an assassin, Aveline has access to all of her weapons, but is automatically notorious - easily spotted in the Spanish-controlled, French-inhabited New Orleans.

Masquerading as an elite citizen or a slave is far more discreet. By donning an elaborate dress, hat and parasol, Aveline loses a great deal of her mobility and access to weapons, but she  is instantly favored by hostiles. In fact, she can flirt with enemies, luring them to dark alleys - the perfect spot for an assassination. A slave identity exists somewhere between the other two, allowing Aveline to use some of her tools of destruction, but at the expense of the armor she has as an assassin. More important, she’s able to gain the support of other slaves and poor citizens, and is able to incite riots - perfect for a necessary distraction.

The other major shift to the gameplay established in the console version of ACIII is Liberation’s “chain kill” mechanic. Essentially this is the “mark and execute” functionality we’ve seen in the Splinter Cell franchise. As Aveline accumulates stealth kills against her opponents, she’s allowed the ability to target specific enemies. A quick press on the D-Pad then gives the player the ability to use the touch screen to mark certain enemies, even allowing the camera to be rotated to get a better vantage point if necessary. The whole system works fairly effortlessly, though it does take a certain tactical feel out of the traditional AC system, which in turn robs players of that satisfaction.

Liberation’s ties to Assassin’s Creed III are mostly thematic (and historic), however players will directly interact with Connor, the hero of the console games, in one specific mission. Anyone playing also playing the PS3 version of ACIII, however, will be able to unlock several new elements in Liberation - including the ability to specifically play as Connor in that mission.

Beyond these additions, Liberation is very much what you’d expect - and that’s not at all a bad thing. You’re tasked with eliminating targets or otherwise influencing events in New Orleans, with the ultimate goal of furthering the Assassin cause against the Templars. Making matters more complicated, of course, is that Aveline’s own heritage, world view and discoveries during her adventure might not align with those of her Assassin mentor, Agaté.

Liberation is shaping up to be a worthy addition to the Assassin’s Creed lineage, one that is attempting to add its own thoughts as far as franchise gameplay. That it stars the series’ first playable female assassin, one that appears to have a layered, complex background, makes that package even more alluring. The real question is this - will the game be able to stand outside the shadow of its console counterpart, which is releasing on the same day? Stay tuned to IGN as we attempt to find out in the coming days and weeks.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Monday, September 17, 2012

Kindle Fire HD Will Be Tough to Hack, Easy to Repair

We've got bad news and good news for gadget-hounds looking at Amazon's Kindle Fire HD tablets.

The bad news:

If you're counting on replacing the forked version of Android Amazon loads onto its Fire tablets with an unadulterated install of Ice Cream Sandwich or Jelly Bean, you might want to hold off buying. A thread on the XDA developers forum suggests Amazon hasn't made the devices nearly as easy to hack as last time:

"It doesn't look good. This is not to say that it's impossible, but it will be considerably more difficult to manipulate these devices than [it was with] their 1st generation cousin."

While it's possible to work around a locked bootloader, the Fire HD tablets apparently include other "high security" features hard-wired into TI's OMAP processors. If a customizable interface or access to to the Google Play store are must-have features for you, choosing between Amazon's tablets and Google's Nexus 7 shouldn't be difficult.

The good news:

A report at iFixit - the guys who take new gadgets apart so we don't have to - has concluded the Kindle Fire HD (7") won't be impossible to repair or upgrade. Citing a "very easy to open" backplate, relatively few internal components and no adhesive to hold the battery in place, they scored it 7/10 for "repairability" - the same as the Nexus 7, but a big jump from the latest iPad's 2/10 rating.

It might not be exceptionally easy to upgrade the processor or LCD display, but you shouldn't have to send it in to the factory just to replace the battery.

If Amazon manages to stop you from rooting it, will you still buy a Kindle Fire HD? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN


Source : ign[dot]com

Wednesday, September 12, 2012

Metal Gear Rising on 360 Cancelled in Japan, Still on for West

The Xbox 360 version of Metal Gear Rising: Revengeance will still release in Western Markets, despite it being cancelled in Japan.

Konami announced this morning that the version of Platinum Games' upcoming hack 'n' slash planned for Microsoft's console in Japan had been canned, though no reason for the decision was given.

A statement given to IGN though confirms that this will have no impact on the game's Western release. It reads, "Metal Gear Rising Revengeance for Xbox 360 and PS3 will be released in the West as planned in February 2013."

While we can only speculate why the game was cancelled in Japan, it's probably due to the fact that the Xbox 360 isn't as well established as the PS3 over there, and is unlikely to be due to any performance issues pertaining to the game on Microsoft's console.

Metal Gear Rising: Revengeance will be released on February 19 in America and February 21 in Europe on PS3 and Xbox 360. A PC version was originally planned, but later cancelled.

Luke Karmali is IGN's UK Editorial Assistant and personally prefers the Raiden from Mortal Kombat. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, September 10, 2012

Y: The Last Man Now a Priority at New Line Cinema

If you've been chomping at the bit for a movie version of Y: The Last Man, this is good news. If you believe it would work best as a TV series then this most decidedly is not.

According to Vulture, "we hear that the studio is very pleased with a draft from former Jericho writers Matthew Federman and Stephen Scaia, and has already begun the process of meeting with director candidates to hire for the project." They also describe the project as "one of New Line's first priorities."

Y: The Last Man, the end-of-the-world comic by Brian K. Vaughan and Pia Guerra, has been in development for damn near a decade now. Shia LaBeouf was once attached to star, but that's no longer the case. Past directors associated with the project have included D.J. Caruso and Louis Leterrier.

Until the time when a Y: The Last Man movie is finally a reality, check out this fan film that we debuted on our IGN Start channel this summer:


Source : ign[dot]com

Thursday, September 6, 2012

Tom Clancy's Ghost Recon Online “On Hold” For Wii U

Ubisoft has confirmed that the Wii U version of Tom Clancy's Ghost Recon Online has been temporarily put on hold. In an interview with VideoGamer, producer Theo Sanders discussed the team’s decision to focus “completely on the PC version.”

"As of right now, the entire Ghost Recon team is focused on the PC version only," Sanders said. "The Wii U version is on hold. If in the future we have an opportunity to address it again, we'll make future announcements.”

As for the notion that this development has something to do with Nintendo’s online plans or Wii U hardware issues, Sanders was quick to debunk such speculation. "It's not a reaction to anything specific happening to [Wii U]," he said. "It was a really fun, cool platform to develop for. But you realize once you launch an online service that it's an all-consuming effort, so we really wanted to have all hands on deck. It was the same dev team working on both SKUs, and [we] really wanted to focus on doing the PC version right.”

While this may be disappointing, don’t rule out the possibility of Ghost Recom Online hitting consoles sometime down the line. "It's hard to say how the future will go for Ghost Recon Online," Sanders said. "I think in the future as different platforms evolve towards service models and towards being really online-driven, community-driven platforms, then we'll definitely be looking at what our options are.”

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : ign[dot]com

Tuesday, September 4, 2012

What's the Deal with Iron Man 3's Armor?

Starting from the original Iron Man all the way up until The Avengers, there have been seven iterations of Tony Stark's Iron Man armor. An eighth version to appear in Marvel's Iron Man 3 was revealed and displayed at Comic-Con back in July. Watch out for spoilers on the details of that suit below!

It sounds like the muted gold and crimson suit we ogled at SDCC was not the Mark VIII, but the forty-seventh Iron Man armor: the Mark XLVII. As Latino Review recently explained:

"The Extremis-enhanced bad guys under direction of Ben Kingsley’s Mandarin villain are going to be too much for Tony to handle on his own, so he thinks ahead, thinks big and has a plan. Tony’s about to go out and fight some bad guys when he mentions the Mark XLVII to Pepper Potts. Pepper asks what happened to the other forty and Tony just smiles.

"From the cockpit of Mark XLVII Tony is able to control multiple armors in battle. We over here at LR have been vaguely aware of an action scene where Tony was going to control multiple Iron Man suits (presumably they look similar to distract his enemies as to the location of kill-able Iron Man Prime), but the number 40 seems... awesome. 40 Iron Men." [End Spoilers]

Keep in mind, of course, this news has yet to be confirmed. We'll offer any updates that come our way.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : ign[dot]com

Can You Run Call of Duty: Black Ops 2?

Are you planning on checking out the PC version of Treyarch’s inevitable best-seller? If so, hopefully you’re not still running Windows XP, because it’s not supported in Black Ops 2.

According to Treyarch, “Since we upgraded the engine to use DirectX11, Windows XP is no longer supported. It requires Windows Vista or later.”

In terms of specifics about the engine upgrade, “The DX11 API is leaner than DX9 and requires less CPU time to do the same amount of work. It is important to point out that this benefits the entire range of supported GPUs, not just DX11 hardware. We have also added more “quality vs performance” options than ever before so you can customize your experience to either run faster or to satisfy your taste in eye candy.”

Also posted were the minimum hardware requirements for Black Ops 2:

  • OS: Windows Vista SP2 or Windows 7
  • CPU: Intel Core2 Duo E8200 2.66 GHz or AMD Phenom X3 8750 2.4 GHz
  • Memory: 2GB for 32-bit OS or 4GB for 64-bit OS
  • Video Card: Nvidia GeForce 8800GT 512 MB or ATI Radeon HD 3870 512 MB

Source : ign[dot]com

Monday, September 3, 2012

Capcom: Sold Resident Evil 6 Copies Were "Stolen"

Copies of Resident Evil 6 that appeared for sale in Poland last week were stolen, Capcom has confirmed.

As reported, the copies on sale were of the German PS3 version which were purchased from a store in the Polish city of Poznan.

At this time, all we can add is that it would appear this unfortunate incident is limited to a small quantity of stolen copies of the German USK PlayStation 3 version of the game.

Capcom has released a statement addressing the incident, which reads, "Capcom is currently undertaking a thorough investigation into reports that Resident Evil 6 is being sold ahead of its official October 2 release date.

"At this time, all we can add is that it would appear this unfortunate incident is limited to a small quantity of stolen copies of the German USK PlayStation 3 version of the game."

It's not currently known how many copies of the title were sold, or what will happen to those that got out into the wild ahead of schedule. One copy has even turned up on eBay, with the seller claiming that he "bought the game legally".

While it's not known what action Capcom will decide to take at this time, it's usually a fairly risky move to decide to play a game ahead of launch, especially if you're one of a handful of people to do so. While Battlefield 3 was one of the more recent titles to suffer a massive leak after appearing early on torrent sites, most people who downloaded it got away without punishment due to the sheer volume of people involved.

When console games leak though, it tends to be easier for companies to track who's been playing them and then take action. Back in 2007, Halo 3 leaked online to Microsoft's intense chagrin. As a result, the Xbox Live accounts of any gamers found to have played the game were banned until the year 9999.

So despite the fact you may be able to get your hands on a copy of Resident Evil 6 a bit early, it's probably best to wait for the time being. To help quench your thirst, check out our countdown of 30 reasons you should be excited for the game's (legitimate) release.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Thursday, August 30, 2012

Guild Wars 2: Review in Progress

No more stress tests or beta weekends, Guild Wars 2 is officially live. Throughout the coming weeks as I check out the launch version for review, I’ll post text and video updates during the work week, showing off how my Norn Guardian is progressing as I level through the 1 – 80 content, take part in World versus World battles and jump into PvP arenas. If you're completely new to the game and have no idea what Guild Wars 2 is or what's going on, check out this starter guide to get a sense of the basics.

Experience for Everything

Whether I was picking blueberries out of bushes or hacking at the frigid body of a maelstrom-summoning, zone-threatening snow demon, I was earning experience toward leveling my Norn Guardian. The experience rewards for doing nearly everything in the game made it feel like there was little time wasted while playing Guild Wars 2, lending significance to even minor activities, and contributing to a sense that no matter what I did, I was always getting stronger and working toward unlocking more gameplay options for my class.

The amount of experience handed out shows how ArenaNet wants people to play. Killing standard monsters results in very small experience gains. It makes no sense to sit there and try to round up and slay packs of mobs. Instead, the big chunks of experience come through events and story quests, emphasizing participation in structured content instead of rewarding those willing to put up with tedious grinding.

Quests come in various types, and from what I’ve played so far, at level 19, not all are equally entertaining. Scattered around zones are NPCs represented by hearts, all with unique lists of objectives. You don’t necessarily have to complete their tasks, though the financial rewards for doing so make questing for the heart NPCs seem worthwhile. And after their demands have been met, they’ll sell items, some of which can be powerful. Sometimes the tasks are fairly straightforward: just kill a bunch of stuff around the NPC. Sometimes they’re goofy enough to be entertaining, like bottling worms and fireflies or protecting baby animals, but at other times the tasks, particularly those that emphasize fetching and collecting, are too safe and conventional to be memorable.

Thankfully they’re over quickly, so it’s never long until there’s something new to play with. Events are the real highlight of the main leveling content so far. These quests start up periodically around each zone and can be undertaken by anyone in the area. There’s no quest log to manage and no need to join a group and make sure everyone’s on the right quest stage. If a convoy needs protection or a friendly faction is mounting an assault on an enemy encampment, you can jump in and start fighting at any point. Your contribution is taken into account and you’re given substantial rewards.

This makes it feel like Guild Wars 2’s world isn’t a static funhouse waiting for you to show up in order for all the lights to brighten and music to start playing. It makes it feel like the world has its own rhythms and that it exists independent of your presence, which in some ways helps defeat the inherent artificiality of the experience. Of course, that sense of artificiality is reestablished after an event re-triggers for the fifth time, but at least on the initial journey, it’s a powerful motivator, and a big reason to keep looking around the world, earning rewards while learning how the inhabitants of this incredibly detailed world interact.

The events represent the best storytelling in Guild Wars 2 from what I’ve seen so far, skillfully mixing gameplay with just enough dialogue to establish context and add a layer of personality. Sometimes the storylines can be serious, where characters strive to stop potentially catastrophic events, and sometimes they can be comedic, like when a scientist asks you to protect cattle from invaders so he can launch them through the air as part of an experiment. So far the variety of tasks has been really impressive, and in some cases even affects which faction controls settlements. The fact that ownership of territory in the virtual world can shift like this helps lend more significance to events, because their outcomes can have very noticeable effects on the game world. I’m looking forward to seeing how these systems develop in later zones.

The personal story quests so far haven’t been quite as exciting for me, as many of the characters feel like stale, brittle fantasy stereotypes. The stories are all very well presented, with plenty of fancy visuals and fully voiced dialogue, but so far nobody’s had anything terribly interesting to say. Perhaps that’s still because I’m early in the game, though, and later on things will become more exciting. Dull characters aside, the goals for each quest are well done, adding even more variety to the experience, tossing me into in one-on-one brawls in front of a cheering audience and phasing me into mystical planes of existence to recover trapped spirits.

So far, the shortcomings of the story quests and heart NPC tasks haven’t sucked out the fun of exploring Guild Wars 2. It’s a stunning world, beautifully crafted, and the diversity of gameplay styles possible even within a single class’ skill set is really impressive. The pace is fast, travel around the world is conveniently linked by instant-travel waypoints, so there’s rarely any downtime. It feels like Guild Wars 2 really lets me get to the fun parts without much of the tedious fuss normally found in MMOs.

Still, these are only really my first steps into the game. Group dungeons aren’t accessible until later in the leveling progression, I’ve barely looked at World versus World combat or the PvP arenas, and I’m still learning how the crafting system works and unlocking new skills for my Guardian. I’ll post many more updates in the coming weeks covering all these aspects before a final review is ready. But so far, Guild Wars 2 is a lot of fun.

Mix and Match

There’s no dedicated healing class in Guild Wars 2. There’s no class you can point to and label as the permanent tank or permanent damage dealer. Every class does a little bit of everything. Combat seems to be more about movement and buff / debuff management than spike healing and aggro capture.

Without the clarity of strictly defined class roles, ArenaNet tried to prevent the skill system from getting too complicated by giving each weapon a set of fixed skills. When I equip my Guardian with a one-handed mace, I get three unique attacks, and can fill in the other two weapon slots on my skill bar with an off-hand. That means I can use a mace with a torch, a mace with a focus, or a mace with a shield. The three mace skills will always be the same for the Guardian, but the other skills will change depending on the equipped off-hand, altering my role in a fight.

By fixing skills to weapons, ArenaNet essentially created subclasses for my Guardian. As you might expect, a shield is based more around defensive skills, and lets me protect allies and knock back enemies. A one-handed mace's skills provides a number of healing and defensive bonuses, making it a good choice for more survivability while fighting enemies at melee range. If I want to deal more damage, I can swap in a one-handed sword for the mace. If i want to deal even more damage, I can replace the shield with a torch so my Guardian can breathe fire and launch fireballs like a caster.

There’s a lot of versatility to the system, even with the pre-made skill loadouts of the weapons. By equipping a two-handed sword the Guardian becomes a much more mobile damage-dealer, capable of leaping at targets and dealing heavy damage across a large area by spinning his blade. A two-handed mace gives the Guardian powerful crowd control, letting him encircle himself with magic barriers that enemies can’t cross and blast foes with lines of immobilizing energy.

Weapon skills only take up half the skill bar, though. The other five slots can be occupied with a healing skill, three utility skills and one elite skill. Every class must equip a heal, so there’s no way to equip only damage-dealing skills.  Once you’ve unlocked an assortment of utility skills, you can slot them individually – they don’t come in pre-set packs like the weapon skills – so there’s more freedom to customize, and it prompts interesting questions. Should I equip all spirit weapon summons so my Guardian can run around with a floating mace, sword and bow following along? Should I equip area of effect fire blasts or energy walls that block incoming projectiles? There’s a huge amount depth to the system, and so far experimenting with all the different possible combinations has been a lot of fun.

It takes a while to unlock all the skill slots and even longer to accumulate enough skill points to purchase all the utility, elite and healing skills. As a result, I haven’t so far felt overwhelmed as new things are introduced. I’m currently still looking over the Trait system, which provides passive bonuses to support specific play styles. For instance, I can use Trait points, gained while leveling, to increase the length of time my spirit weapons stay active, as well as reduce their cooldown rates. Like the weapon and slots skills, I can also swap around major trait bonuses that I’ve unlocked too, so if I later decide spirit weapons aren’t useful any more, I can add in different bonuses that augment different skills. It’s an extremely flexible system, letting me experiment and adjust instead of locking me into a specific role.

So even though I’m a heavy armor-wearing, giant weapon-using combatant, I can actually adjust my skills so I’m more of a caster type, crowd control type, or healer type, or even a summoner. I love that there’s this much freedom of choice within the class, and assume it has a lot to do with trying to stay alive in the dungeon encounters I still haven’t arrived at yet.

The diversity between classes is also impressive. Even though every class can do so many things, each seems to retain a sense of identity from what I’ve seen so far. The Mesmer’s ability to copy himself and command his images sets him far apart from the quick-hitting Thief, while classes like the Necromancer and Ranger rely more on pets to stay alive while questing along and to help out in group fights.

One complaint I do have so far is that, despite the obvious depth in each class, it’s tough to know exactly what kind of an effect I’m having on a battle. If it’s a big event quest and thirty players are bunched up on a boss, there are so many arrows and fireballs and mystical bits of energy flying around that I have a hard time keeping track of exactly what’s going on. This sensation is fading somewhat as I continue to play and learn how all the skills interrelate, but it’s still there.

Despite that, even in my early twenties, I feel like I’m still opening the lid of an enormous toy box as I unlock more Guardian skills. I’ll have to wait and see, once the feeling fades, if all the toys I pull out are equally fun to use.

A Sense of Adventure

This game is absolutely gorgeous. The armor sets, the environments, the inventory and crafting menus, everything is beautifully tied together with a painterly style and wildly creative fantasy designs. The mini-map too. Maybe that’s a weird thing to call out, but it’s a functional piece of art always visible on the bottom of the screen that shows all the necessary information without ever being intrusive, and can be easily zoomed in and resized. In combination with the overworld map and on-screen notifications of events, it makes it easy to access Guild Wars 2’s content without wasting time.

Performance so far has been excellent at maxed out settings. Though I’ve been using pretty powerful machines (actually two, both with single GTX 580s), they’re by no means top of the line, and even in during events and the few big World versus World fights I’ve gotten into, the framerate hasn’t suffered significantly. Cranking up the settings really makes a difference, too, because the spectacle of Guild Wars 2’s visuals really adds to the powerful sense of adventure and discovery the game conjures.

The zone maps are huge, and it routinely feels like just over the next ridge is yet another pocket of marvelously crafted architecture to take in. From the lazy spin of a brightly colored windmill overlooking the rolling hills of Gendarran Fields to the dense clusters of rusted, spiky construction equipment in the Bloodcliff Quarry area of Diessa Plateau, ArenaNet’s artists really went overboard in the best possible way.

Even the elements common to many fantasy games, such as a seaside town, ArenaNet delivered with a signature style. The main cities are stunning, and Lion’s Arch in particular is achingly pretty. It’s the kind of thing that redeems some of the dull qualities of the Norn storyline, because the inspired architecture says so much more about the world and its inhabitants than a few stale lines of voice acting ever could. I know I can always return to this place and see players clustered around crafting stations, running between portals and hopping up its dizzying network of crisscrossing wooden walkways to reach vista points. It gives me a comforting sense that even when I’m surrounded by hostiles and near death, I can still return to a safe, beautiful place to relax, unwind, and craft a hamburger and cup of potato fries.

Though it may seem somewhat arbitrary, it’s so important for an MMO to make players excited about gathering together doing things like dancing on the dome of Lion’s Arch’s exquisitely designed fountain. Without it an interest in behavior the that has no impact on gameplay, social ties suffer, the feeling of community disintegrates, and ultimately the cities could feel more like museums than populated spaces. So far it feels like people aren’t spending time in the city only because it’s a convenient crafting hub and nexus of travel, but because they want to. Hopefully that stays consistent in the coming weeks, and isn’t purely driven by a fleeting sense of wonder.

For now it’s yet another reason why playing Guild Wars 2 is exciting, because so much of the world is feels unique. The thought of logging in again and continuing to explore remains powerfully motivating because the discoveries feel so significant, so worthwhile, and ideally that feeling will remain as I venture into higher level zones. So far, Guild Wars 2 is one of the most exhaustingly detailed fantasy worlds I’ve yet seen, not only because of the sheer volume of content, but because so much thought was put into every single piece.

Into the Dungeons

What a difference a dungeon makes. I was complaining a bit before that it’s tough to get a sense of how you’re affecting a fight while taking part in large-scale events. That sense was shredded to tiny, near-invisible bits as I stepped into the Ascalonian Catacombs. This dungeon doesn’t unlock until level 30, so any who enter already have a pretty good feel for their class anyway, but throughout the few hours I spent slashing and dying and casting and dying and then dying again, I felt I learned more about the Guardian’s skills and how they’re best used together than I had the entirety of the prior leveling experience.

Initially it was total chaos. First off, our group had connection issues as we tried to hop between overflow servers and home servers in order to all arrive in the Catacombs. Once that hassle was all sorted out, we set out to take down the first few enemies. I expected them to be pushovers. They wiped our entire group in seconds. They were not trash mobs in the traditional sense, they were lethal, aggressive, and difficult to predict.

I’m still getting a sense of how the aggro mechanics work, but mobs would often switch their focus instead of stick to certain targets. The result was all in the group had to stay mobile, watch for incoming attacks, and always have a dodge ready to jump out of the way of a mace swing or magical area of effect blast. The enemies also hit hard, really hard. Even minor enemies were capable of two or three-shotting my level 30 Guardian. I quickly learned that standing still was guaranteed death, much like sloppy dodge resource management.

For a moment I panicked. I brought up my skill menu with a sense of hopelessness, because the servers were going down for maintenance in two hours and at the initial rate of progress, clearing the dungeon would probably take five. I experimented, and after a while the usefulness of certain skills I’d been ignoring while leveling became apparent. Crowd control became paramount. Being able to root an enemy even for a few seconds had a very noticeable effect on my ability to survive. Swapping weapon sets so I could adjust my role as a ranged caster to an up-close damage dealer had huge benefits. The comfortable rhythm of combat I’d fallen into while completing events and heart quests was completely disrupted, and seemed by comparison like I’d been playing with training wheels on the whole time.

What really impressed me was how so many of the encounters require different approaches. For one early fight against enemy melee fighters, I switched to a two-handed sword so I could quickly leap in, drop an area of effect buff, perform a spinning attack and then dodge back out before taking too much damage. While at a distance I healed up (using a skill that also healed group members), summoned a spectral bow to help nullify conditions, triggered group regeneration with another skill, then leapt back in to continue dealing damage. I watched the enemy’s weapon as it rose up into the air, and timed my next dodge so I was in the clear just before it was slammed down. I used the entirety of my skill bar regularly, and felt an immense sense of accomplishment after every kill, because the degree of challenge made it feel like I’d earned my victory.

Later I was forced to completely switch skills. Three ranged enemies fired projectiles at our group from a distance, and their powerful knockback ensured nobody could fight at close-range for very long. I was forced to switch away from my two-handed sword to a scepter, which gave me a ranged magical attack. I also had to change my utility skills so that instead of heals and buffs, I could activate temporary shields that blocked and even reflected projectiles, giving our group some cover to hide behind while focus-firing.

Those were just fights against basic enemies. The bosses, as expected, had more sophisticated mechanics. One teleported around the battlefield, so that I often had to switch weapon sets to effectively deal damage from range and up close. Another pair of bosses had to be kept away from one another, requiring our group split up to keep the bosses at opposite sides of the battle arena. One of these bosses spawned magical minions that dealt heavy damage, so I switched to a staff weapon that allowed me to run around while casting a damaging AoE blast, as well as trigger several types of heals to help out the rest of my group.

Because anyone can resurrect during combat, it’s not too difficult to keep a boss fight going without a health bar reset. And as far as I could tell, as long as someone stays in the fight, it’s also possible to respawn at a nearby waypoint and run back to battle and keep the battle going. I’m assuming with more practice it’ll be possible to avoid frequent death and the associated repair costs, but the multiple ways to bypass a full wipe serves as an example that, despite the seemingly steep learning curve, there’s still some forgiveness to the combat system.

The more I learn about the skill system and experiment with its applications, the better it seems. While the chaos of outdoor world events sometimes overshadow the intricacies of the skill system, the tightly controlled dungeon environments show just how well the system is designed, and how heavily dependent on twitch skill and proper preparation success can be.

Boots and Burgers

Tying into the theme of experience for everything, creating armor, weapons, food and other items in Guild Wars 2 can provide huge experience bonuses not only for the selected crafting discipline, but also for your character. It’s not uncommon to return to town after a few hours questing, fuse together your collected items and level up your class.

It makes crafting more exciting knowing I’m not disconnected from the leveling process while in town fashioning iron equipment and making pizza. I’m always advancing my character, which, like so many things about Guild Wars 2, deemphasizes the need to grind through one particular type of content to hit the cap. There’s a lot to do, and it all counts.

The crafting system itself is pretty dense, so much so that it might be off-putting to newcomers who have no idea what the discovery tab is for or how new recipes unlock. After figuring out the mechanics, though, it’s easy to appreciate what ArenaNet built.

Though Guild Wars 2 limits you to two active crafting disciplines at a time, it’s possible to switch between disciplines without losing the progress gained in whichever one was dropped. I chose Armorsmithing and Cooking to start out, but recently temporarily switched over to Huntsman to fashion my surplus of logs into planks and earn the associated experience. Afterward, I walked back over the appropriate NPC, dropped the Huntsman craft and re-learned Armorsmithing. I had to pay a fee, so there is some penalty, but all my previously learned Armorsmithing recipes were still there, so I lost no progress for switching.

I know there’s an argument against this kind of flexibility. Some players out there might prefer a system where all progress is lost if a discipline is dropped, because that adds meaning to the decision process. It shapes virtual identity in the same way as picking a character class. As it is, saying ‘I’m a cook’ in Guild Wars 2 doesn’t have the same significance, because anyone can be a cook after dedicating enough time, and what’s gained is never put at risk.

Still, I appreciate the flexibility here. For an MMO where, over time, I’ll likely spend hundreds of hours in a virtual world, I like the idea that I can still explore different crafting styles without having to sacrifice much of what I’d already accomplished.

The basics of the crafting system should be familiar to most MMO fans. Go out into the field to kill enemies for ingredient drops and harvest from resource nodes, then use the collected items to build new things. To prevent constant inventory space overload, you can also deposit all crafting-related items directly into a bank from anywhere in the game, removing the need to frequently return to town to clear space. Unwanted items can also be broken down into component parts, giving you a lot of ways to rapidly build up a base of crafting materials.

At crafting stations, which are located in all major cities and some settlements in questing zones, you can then browse a recipe list and build whatever you have the proper components for. New recipes unlock automatically as you level a crafting discipline, so there’s no need to constantly spend money to build more stuff. While you can level up your class and crafting discipline by creating what’s on the recipe lists, the biggest bonuses come through the discovery tab.

In this tab you’re able to combine ingredients and items in your inventory to unlock even more crafting options. It requires a lot of trial and error (or wiki browsing), but with the proper collected components you can get big spikes in experience gain. This kind of mechanic adds an element of surprise to the system, and the substantial rewards always make discovery feel worthwhile. It actually makes finding new ingredients in the field more interesting, because every component could potentially unlock something powerful.

In terms of how useful crafted items are, I’m wearing multiple pieces of crafted armor, and every food item activates a temporary buff that gives various statistical bonuses as well as a bonus to experience gained by killing enemies. So in other words, I’m using a lot of what I make. Cooking has proven to be especially enjoyable, mostly because of ArenaNet’s obsessive attention to detail. The icons for items like cheeseburgers blueberry cookies and slices of pizza are strangely appetizing, which at least for me, adds another layer of satisfaction to the production and discovery process.

The only real problem so far is the trading post is still down for maintenance, so there’s no central location to sell products and pick up needed items in bulk. Hopefully ArenaNet fixes this soon.

There has been a lot of coverage of Guild Wars 2 over the past few years at IGN, so in case you'd like more of an overview of what it's about, check out everything below. You can also check out my Twitter, where I'll be posting more updates as I play.

Guild Wars 2: The End Game

World versus world combat, dungeons and high level loot in ArenaNet’s MMO.

Skill Combat in Guild Wars 2

ArenaNet's Jonathan Sharp talks skill design in an MMO without a dedicated healing class.

Blending Social and Solo Story

ArenaNet’s take on how to tell stories in an MMO.

IGN's Guild Wars 2 Wiki

A comprehensive database of Guild Wars 2, including interactive maps for WvW and the 1 - 80 world. A great resource if you're new to the game.

All Previous Coverage

IGN's history of covering Guild Wars 2's development from start to launch.

Charles Onyett is an Executive Editor at IGN and can often be found hunched over a keyboard while writing and playing games. He's on Twitter and MyIGN.


Source : ign[dot]com