Friday, May 11, 2012

HoN Hero Spotlight: Riftwalker

check the new hero!!

more info:

Saturday, May 5, 2012

Rumor: New Xbox

The new Xbox may be, at this point in production.

According to a source of IGN, the next Microsoft console is in production in Austin, Texas, Flextronics, the same factory that produced the original Xbox and Xbox 360.

Not surprisingly, the Flextronics declined to comment.

Hell Yeah! - Trailer Gameplay

Wednesday, May 2, 2012

HoN Hero Spotlight: Ellonia

check the new hero !!

for more information check:

Sunday, April 22, 2012

Trials Evolution Trailer

The Diablo III Survival Guide

If you love to slay demons with your friends, collect loot, and level up a character to better accomplish the aforementioned tasks and somehow you don't know about Diablo III, you should probably pay attention. The game will be released on May 15 globally, meaning that the countdown has begun. Diablo III will put millions of fans' expectations to the test. I have gathered all of the significant changes and innovations that Diablo III brings to the table to help prepare you for that day. 

Classes and Followers

Diablo III will launch with five different playable classes: Monk, Barbarian, Demon Hunter, Wizard, and Witch Doctor. This time around, both male and female options are available. Even though almost all of the classes are either direct ports or mash-ups from Diablo II, the wide variety of skills and customization set them apart from their predecessors. You will have three different followers to choose from depending on your preference and playstyle. Eirena the Enchantress will provide you magical damage and supportive spells. Lyndon the Scoundrel will supply you with attack bonuses while assisting with the killing from a distance. Kormac the Templar will run to the front lines and can offer you healing when you are in danger. Along with customizable equipment, your Follower now boasts a skill tree that you can control. 

Skills and Runes

The completely revamped skill system brings the biggest change to the Diablo formula. Diablo III offers a wide variety of skills and different modifiers that you can attach to those skills called Runes that are unique to each class. For example, the Witch Doctor's 'Zombie Charger' skill can be augmented with runes to do bonus poison damage in its wake, resurrect other corpses upon death, summon more than one charger and do less damage, summon a fire dog in place of the zombie, or summon a pile of poison bears instead. Each skill has different runes that are unlocked at different levels; for example, the pile of poison bears requires level 54. Diablo II offered each class three skill trees and points to allocate into those trees. Once you dropped that point in, there was no going back, it was final. Since you can change your skill build and rune combinations whenever you want, Diablo III's skill structure allows for everyone to experience each facet of their selected class without penalty. The runes also add a significant amount of depth since there are countless possibilities and combinations. It is also worth noting that almost all the skills in Diablo III are based off of your weapon damage, so it is very important to keep upgrading that main weapon to do the most damage.

Combat and Difficulty

Combat in Diablo III will feel familiar to most -- point, click, and kill things. You will be able to map your skills, along with your potions, to your bar at the bottom of the screen for easy access. But potions aren't the same as they were in Diablo II. You are not forced to hoard a pile of Full Rejuvenation potions for that tough boss. As you roll through the mobs of demons, Health Orbs will drop from their corpses, which encourages you to keep the action going. The more you kill, the more you can heal up. Historically, Diablo games offered you the option to play the game again upon completion, with some things modified to make it more difficult. After finishing on Normal you can progress to Nightmare Mode, then on to Hell mode. Diablo III offers even another setting beyond that, Inferno Mode. The further you progress, the better the item drops may get. If the difficulty isn't challenging enough for you, Hardcore Mode will return in Diablo III. In this mode, if your character dies, the game is over. Your deeds of valor will be remembered, but you may not continue. Blizzard has recently announced that Hardcore Mode will be unlockable after you take a normal (or Softcore) character to level 10.

Itemization: Crafting, Finding, and Selling

One thing the Diablo series has been good at is getting you hooked on item collecting. Once you kill a swarm of skeletons, a pile of loot sprays out on the ground. You will be constantly upgrading your Hero and Follower. The game implements a personal loot system when multiple players are in the same game. You will each see different item drops on the screen, so there is no need to fight over that shiny set of armor that just dropped. Diablo III also introduces a "Shared Stash" that is upgradeable. If you store an item in your stash on one character, you will be able to find those items in your stash on another character. That being said, you won't be able to transfer between Hardcore and Softcore characters. But random drops isn't the only way to get some great gear. There are two Artisans in the game that can help you craft items and upgrades. The Blacksmith will create weapons and armor with random stat modifiers and the Jeweler will help you upgrade your gems and slot them into weapons/armor for bonuses. Allowing the Blacksmith to break down the magical items that you have no use for will supply you with more materials for crafting. You also can spend gold to level these Artisans up to allow for creation of more powerful gear. Players will also be able to buy, sell, and bid on items in the in-game auction house. This inclusion was met with a level of concern when it was also announced that accompanying the in-game gold auction house, there would be a real money auction house available as well. 

Online Play

Diablo III will require an internet connection at all times. While this is disheartening to some internet-challenged gamers, it is to guarantee the integrity of the game and thwart any malicious users (especially with the real money auction house). Each game can have up to four players at a time. You will be able to jump in and out of games with your friends, and easily find other players who are in similar areas of the game. Similarly to previous Diablo games, the enemies will get stronger as more players join, and weaker as they leave. Blizzard has promised the inclusion of PvP arenas in the game, but they have been delayed to insure a timely release for the game. This feature will be added post launch. If you want to be able to hack and slash your way to victory as soon as possible, you can pre-download and install the game and it will be unlocked as soon as the servers go live. It's also worth noting that if you sign up for a year of World of Warcraft, then you can get the game for free.

Marvel vs. Capcom 2 is coming to iOS

Marvel vs. Capcom 2 is coming to iOS.

After the first rumors about the arrival of this magnificent game to Apple devices, Capcom has confirmed that Marvel vs. Capcom 2 for the iPhone will come out next week.
Capcom has not released details about the price. The game is scheduled to iTunes the next day on April 25.


NBA Ballers: Chosen One – Trailer

Friday, April 20, 2012

Hecarim, the Shadow of War

Hecarim, the Shadow of War
  • Warpath (Passive) – Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
  • Rampage – Hecarim cleaves nearby enemies dealing physical damage.
  • Spirit of Dread - Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
  • Devastating Charge - Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
  • Onslaught of Shadows (Ultimate) - Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing additional magic damage to nearby enemies causing them to flee in terror.

Saturday, April 14, 2012

Pokémon Black e White - 156 Pokémon

The Pokemon Black and Pokemon White, has arrived in Japanese shops. With only two days in stores, have been revealed in-game images of 156 new Pokemon that will be able to find during the game.

The images were developed by PokeBeach site and compiled by Albotas site later to put all images into one.

HoN Hero Spotlight: Artillery


Wednesday, April 4, 2012

Dota 2

Say everything about Dota 2 here.

If u like or not!

How To Win FFA Matches in MW3 - Hardhat

Call of Duty: Modern Warfare 3 - FFA - Hardhat tips with pgbonk.

Sunday, April 1, 2012

HoN Hero Spotlight: Blitz

for more info:

Tuesday, March 27, 2012

Kinect Star Wars - Trailer

Realese date:  3/April for xbox360

Bungie Transferring All Halo Services to 343 Industries

Bungie shall pass the torch to 343 Industries, for good.

For a long time coming Halo fans knew that this day was coming. Some feared it and some embraced it with open arms, knowing that this would be the end of Bungie's involvement with the Halo Franchise. The time has come, and Bungie has announced that the end is upon us.

"On March 31st, 2012 that transition process will be complete, all live Halo data will be managed by 343 Industries, and Bungie will no longer be able to update game stats and player service records, to host new user generated content, or to operate the Bungie Pro service. All currently supported, Bungie-developed Halo titles will be impacted by this change.
Any replacement functionality, and all future Halo support, will be provided by Microsoft and 343 Industries via Halo Waypoint at
Bungie will preserve all existing historical Halo data on for as long as the Internet and Bungie's data storage systems remain functional.
Thanks for making the Halo-era version of more successful than we could have possibly imagined. You complete us."

Bungie created one of, if not the best, first person console shooters of all time. It sparked a new revolution in competitive gaming, and will forever leave a long lasting impression in fans hearts around the world. With all that being said we must move forward, and hope that 343 Industries will continue to produce Halo titles that live up to Bungie's reputation. We can only hope and prey at this point as Halo 4 is around the corner, and Master Chief is scheduled to make a triumphant return.

Friday, March 23, 2012

Heroes of Newerth - Hero Teaser: Blitz

Among the Beast Tribes of Newerth a Great Race is held in the savannahs each year. The winner joins their Queen in the battle against the Hellbourne. Many types of warriors compete, some rely on strength, some stealth, and others use speed and cunning. The Grand Champion is the vulpinoid master of velocity - Blitz! Now the Hellbourne daemons must hide to survive, for they certainly cannot run!

Blitz is a ranged agility hero who manipulates the movement speeds of his enemies and allies. This cunning fox will be sure to leave his enemies in the dust.

Abilities Teaser
Nimble Daze




Blitz will be speeding across Newerth in the upcoming hero spotlight!  

for more info:

Wednesday, March 21, 2012

Champion Spotlight - Lulu, the Fae Sorceress

F1 2012: Thoughts and Opinions

Sunday, March 18, 2012

Diablo III

Diablo III is an upcoming dark fantasy/horror-themed action role-playing game in development by Blizzard, making it the third installment in the Diablo franchise. The game, which features elements of the hack and slash and dungeon crawl genres, was first announced on June 28, 2008, at the Blizzard Worldwide Invitational in Paris, France, and is stated for release in North America and Europe on May 15, 2012, and in Latin American countries and Russia on June 7, 2012.

The game takes place in Sanctuary, the dark fantasy world of the Diablo series. This world was saved twenty years prior by a handful of unnamed heroes in Diablo II, heroes who, having survived the onslaught brought by the armies of the Burning Hells, have gone mad from their ordeals. It is up to a new generation of heroes to face the forces of evil threatening the world of Sanctuary.
Players will have the opportunity to explore familiar settings such as Tristram.
The only confirmed NPCs are Deckard Cain, who has appeared in both of the previous games, and his niece, Leah, a new character who accompanies the hero in quests from time to time. The plot will revolve around two surviving Lesser Evils, Azmodan and Belial, and an artifact known as the Black Soulstone.Diablo's world map is composed primarily of two main continents with several small islands in the Northwest region. The world of Sanctuary has been dramatically changed by the events of Diablo II: Lord of Destruction, for the destruction of the World Stone underneath Mount Arreat has reshaped the world's geography.

info from wikipedia.


Mass Effect 3 Review

Days after finishing Mass Effect 3, I find myself still haunted by a decision I made midway through my 30-hour campaign to rally the galaxy against the invasion of giant chthonic god-machines known as "the Reapers." It's the sort of decision that had me truly wracking my brain and deliberating over how the options the game offered me were no longer simply "good Boy Scout" versus "bad boy Bauer" (from 24, a show that the developers at BioWare have frequently mentioned in reference to the general attitude of a player who follows the "Renegade" path) as in previous Mass Effect installments. Both decisions contributed to the greater good; but they also involved the possibility of triggering a war between two species and betraying a long-trusted friend who's been with Commander Shepard -- and by extension, me -- for the past two games over the course of five years.
This kind of moment -- one where I'm caught between bleak and bleaker -- comes up frequently in Mass Effect 3. What's remarkable is that this was a choice affected by decisions I made as far back as the original Mass Effect in 2007. I knew my choice would have tangible consequences on the rest of my ME3 play-through; in many cases, the consequences didn't become obvious until hours later. That's a video game storytelling device first seen in The Witcher, and I'm glad BioWare has picked up on it, though it's not as prevalent in ME3.
It's not just that one moment, either. A man I told off in the first game shows up in ME3, forcing me to juggle his fate versus that of the known galaxy. An in-the-moment impulse that I had indulged in for Mass Effect 2 rears its head in a boss battle for Mass Effect 3. My choice in a ME2 loyalty mission -- which I justified as the right decision at the time -- subsequently prevents me from fulfilling a promise I had made to another ME1 character. A cynic could reduce most of these decisions and interactions into a giant Mad Lib where the game either inserts a known-and-living character from previous games or a generic nobody to fulfill a needed story role, but for someone like me who's swept up with the fiction and has personal attachment to my save file, I can excuse the incredible array of coincidences that lead to me re-encountering every person I know in the galaxy for this go-around. For me, seeing this labyrinthine interplay between decisions and their consequences stands out most during my ME3 playthrough.

That's a tall feat in itself considering how, on a gameplay level, Mass Effect 3 stands triumphant over its predecessors. Practically every criticism of the previous games has been addressed or mitigated for this installment. Hated the hacking minigames that had Shepard match circuits or strings of computer code? Those are gone in favor of a basic timer that simulates Shepard hacking or bypassing the objective. Thought strip-mining planets was tedious? Scanning now works on a system level, and moves much more quickly; it's still something of a weak point, where scanning systems for artifacts becomes silly busywork, but it's nowhere as toilsome as scanning for minerals in ME2. Hated the last game's limited array of weapons? Your arsenal includes all of those, plus some new and distinct ones; I particularly favor the new Scorpion pistol that fires weird little sticky glops of explosives. Moreover, each weapon can host two modifications to help fine-tune and customize your load-out, similar to the weapon attachments in a first-person shooter. Bothered by how straightforward each squadmate's skill tree was in ME2? Instead of simply deciding between two branches at the end of each skill's highest rank (rank six), you now make similar (and non-repeating) branching decisions for ranks four through six. This may not allow for true min-maxing like classic RPGs, but between weapon mods, armor types, and skill allocations, different and very distinct "builds" of the same Shepard class and his squadmates can now exist.
While ME3 adds many tweaks and changes in response to player and critic feedback, the most significant change comes from how combat has evolved from a the sense that it's not good (but that's OK because it's a hybrid RPG-shooter) to something that can actually compete with pure cover-based third-person shooters. Sure, you can tweak the ratio of combat-to-RPG with story, action, and RPG mode selectors at the start of the game (and you're free to tweak the game with option menu sliders afterwards), but those are imperfect and somewhat haphazard tweaks. Good combat but auto-dialogue? Full storytelling and decision-making but boring combat? The "RPG" setting provides the best mix of action-RPG gameplay that the series has been refining since the start, and this installment solidifies the great blend of shooting-and-talking that the first game strived for. 

Street Fighter X Tekken Review

From the moment you press start for the first time, Street Fighter X Tekken is ready and willing to help you to become a better fighting game player. That's a bold goal, for sure; and one that the developers at Capcom have struggled to implement for casual players in their past fighting games. Understandably, this is something a lot of developers struggle with: How do you open the flood gates so everyone can enjoy your game and still keep the hardcore happy at the same time? The first entry in the crossover series between Street Fighter and Tekken takes baby steps towards leveling the playing field to favor both casual and hardcore, but fumbles a few interesting ideas along the way. The best parts of SFXT manage to shine through though, even if part of it feels like a starter pack for more content down the road.
SFXT's biggest asset is its art style, and nothing here steals the show quite like it. By borrowing from the exaggerated and inky trappings of Street Fighter 4, SFXT sports a familiar look but manages to improve on it through darker/richer colors and a more diverse cast. Arguably, Street Fighter has seen its share of blond-haired warriors and martial arts dudes who scream while wearing Karate gis, so understandably the new additions to the roster shouldn't feel that fresh. But, somehow, they still do. The Tekken fighters add a layer of visible flair that complements the existing Street Fighter roster quite well, and simultaneously introduce new play styles for players to learn. With 38 combatants to mix and match, there's plenty to discover here.

Part of the reason the Tekken characters transition into SFXT so well is because they're loving captured and crafted by Capcom's designers. Tekken fighters, specifically, have a number of distinct attacks and signature moves at their disposal that go along well with the special moves repertoire typical of Street Fighter's world. These unique properties combined with flexible combos ripped from Tekken's standard 4-button setup retains a lot of familiarity and depth for existing Namco fans. By capturing Tekken 3 variations of all the Namco fighters, Capcom represents this 3D franchise at its peak, and presents a set of characters that players who walked away from fighting games will instantly remember.
The biggest challenge on SFXT's plate is that it needs appeal to two audiences at once, but do so in a Capcom way. As a result, SFXT is filled with EX Special moves and deadly Super Arts that showcase powerful combo moves for each character. Not content to stay within their familiar brand of combat, Capcom has also implemented a number of Tekken-like mechanics. The juggle system is flexible enough to set up opportunities to rebound opponents off the borders of the screen or bounce them off of the ground itself to continue a combo. Toss in some crazier options with the Cross suite of moves and you've got a flashy game that requires understanding small timing gaps to make the most of your two-person team.
Even the new Super Charge moves add something interesting for hardcore players to tinker and experiment with. Super Charge moves work by holding down the attack button and charging up energy for an attack. Through this mechanic, you can squeeze out a free EX Move or a full on Super Art without subtracting energy from your Super meter. It works a lot better than my attempts at using the new Pandora system don't let this happen to you. Pandora appears to be an acquired taste, but I can't ignore its potential. Perhaps the community could prove its worth over time and it's still an optional tactic.

Saturday, March 17, 2012

Lulu, the Fae Sorceress Revealed

Greetings, Summoners!
A few people have been asking when we’ll be adding another support champion to League of Legends. I’m happy to answer that with a resounding “now!” Join me in welcoming Lulu, the Fae Sorceress, as our newest support champion.
As a yordle (or “suppordle,” in this case), Lulu brings a sense of twisted mischief to the League. With the help of her fairy companion Pix, she is equally adept at disabling foes as she is assisting and supporting allies.
Is the enemy Nocturne being a big jerk and killing your friends? Is that Alistar just not squirrelly enough for you? That’s an easy fix with a quick cast of Whimsy, which will make an enemy champion 100% more adorable and 100% more harmless by turning them into a fuzzy critter that can run around, but can’t attack or use abilities.
Let’s not forget the support aspects, either. Lulu features high-impact, short-duration buffs and enhancements that can save a teammate’s bacon or help to secure a kill. Making an ally move more swiftly can pull their feet out of the fire at a moment’s notice, while Pix can lend his own aid by flying next to a friendly champion, attacking in concert and providing protection. Her ultimate, however, is the final word in allied buffs -- granting a size increase along with a health bonus to match. The rapid increase in size briefly stuns nearby enemies, as well as granting the affected champion an aura that slows enemies in a nearby area. This buff can be just what the doctor ordered if a fully grown Cho’Gath simply isn’t big enough!
Finally, Lulu’s bag of tricks encompasses the ability to use some of her spells on either allies or enemies. While Lulu’s fairy companion Pix can support a friend, he can also harass an enemy by flying around them and acting as a major hindrance.
We’ve worked hard to not only create an impactful and satisfying support champion, but also one that fits well within League of Legends . We’re confident that there are still a lot of support styles that are yet to be explored in League of Legends, and that one of them combines buffs and disables together in one package to help your team turn the tide of battle. Lulu will provide you with exciting new options as a support player on the Fields of Justice.

  • Pix, Faerie Companion (Passive) - Pix fires magical bolts of energy whenever his owner attacks another enemy unit. These bolts are homing, but can be intercepted by other units.
  • Glitterlance - Pix and Lulu each fire a bolt of magical energy that heavily slows all enemies it hits. An enemy can only be damaged by one bolt.
  • Whimsy - If cast on an ally, grants them movement speed and ability power for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.
  • Help, Pix! - If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.
  • Wild Growth (Ultimate) - Lulu enlarges an ally, knocking enemies away from them and granting them a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.

Perhaps more than any other champion in the League, Lulu marches to the beat of her own drum. During her youth in Bandle City, she spent most of her time wandering alone in the forest or lost in a daydream. It wasn’t that she was antisocial; the day-to-day bustle of Bandle City just couldn’t compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fae spirit, pretending to be stuck in a birdhouse. Lulu’s imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fae, which lay nestled in a clearing in the woods. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.
She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fae games together, the sorts of games that she had been told were “only pretend,” and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Bandle City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she’d learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away. Lulu sought to reconnect to the residents of the outside world, but her attempt had unfortunate results. She led all the children off to play hide and seek, temporarily changing them into flowers and animals to spice up the game, but their parents didn’t appreciate her efforts. When the yordles insisted that she leave their land, she turned to a vibrant, magic place where those with unusual gifts were not just accepted but adored: the League of Legends.
"The best path between two points is upside-down, between, then inside-out and round again." - Lulu

more info :

HoN Hero Spotlight: Gunblade

Check the new hero!

for more info go:

Saturday, March 10, 2012

Privacy Policy

Privacy Policy for

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Sunday, March 4, 2012

Minecraft Griefing

League of Legends Tips

Saturday, March 3, 2012

Assassin's Creed III

"Assassin's Creed is the story of one man reliving the lives of his ancestors. Altaïr was the middle of a very very long time-line. There are still many places to explore. Assassin's Creed has always been planned to be a trilogy, and Desmond is going back in time, using the Animus to eventually become the ultimate Assassin." ― Patrice Désilets, Creative Director of Assassin's Creed.
Assassin's Creed III is an upcoming game being developed by Ubisoft set for release on October 30, 2012. It will feature a new setting (Colonial America), as well as a new protagonist. Ubisoft has stated that the game will be bigger than its previous installments. As of 15 February 2012, Ubisoft had worked on the title for three years.
Assassin's Creed III will feature a new protagonist, Connor, the son of a British soldier and Mohawk mother, and his experiences throughout the American Revolutionary War.

The game has recently been revealed to focus on an assassin living during the American Revolution. The assassin is set to have Native American influences. Ubisoft has not confirmed these speculations, however the box art for the upcoming title suggests these themes.


Wednesday, February 29, 2012

Champion Spotlight - Fiora, The Grand Duelist

HoN Hero Spotlight: Kinesis

Tuesday, February 28, 2012

Fiora, The Grand Duelist, Revealed

It’s been quite a while since we’ve had the opportunity to explore the design space of a true melee carry in League of Legends. Fiora, the Grand Duelist, is our first all-out take on this type of champion since our initial launch, and our new addition to this role has let us really focus on a particular aspect: speed.

Not content to leave melee to the guys with oversized weapons, Fiora makes up for it in raw agility and lightning speed, using a fencer’s grace to shred opponents apart and keep herself in the fight. One way she utilizes this is by parrying her enemy’s attacks if she times it right. Parrying returns damages in the same swipe, making enemies think twice before directing attacks at her.

A melee carry must consider how to engage a fight, such as when to attack and how to stay on important targets with stuns, slows and snares flying around the battlefield. Fiora doesn’t deal with these by being immune to crowd control, or being too stubborn to lose that last bit of health – that would be uncouth. Instead, her Blade Waltz moves her from target to target at light speed, making her so fast that no spell or weapon can lay a hand on her during its duration. Popping Blade Waltz early will give Fiora some additional up-front burst, but will leave her vulnerable to burst damage and counter attacks. This “de-aggro” timing is an important choice that can result in either a swift death or a Pentakill.

While all carries have a boost to help their auto attacks get the job done, Burst of Speed has a high effect, very short duration, and a moderate cooldown. To compensate this higher opportunity cost, it refreshes when Fiora runs an enemy through. This not only makes Fiora players consider their timing as when to use this powerful buff, but her enemies can also deny her the opportunity by saving their escapes and disables for when this is up, suppressing her massive damage increase.

Being a melee carry is no longer a boy’s club – Fiora adds grace, class and a rapier wit to the group. While she may not be as large or overbearing as her contemporaries, underestimating her is an often fatal mistake.
  • Duelist (passive) - Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
  • Lunge - Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.
  • Riposte - Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions.
  • Burst of Speed - Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed.
  • Blade Waltz (ultimate) - Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.

As the youngest child of the noble House Laurent, Fiora always considered herself destined for greatness. The Laurents had dominated the dueling culture of Demacia's aristocracy for centuries, and Fiora's father was regarded as one of the finest swordsmen the nation had ever seen. Inspired by his tales of glory, Fiora began training as soon as she could wield a blade and quickly showed greater talent than any of her siblings. As she grew older, her self-confidence and rigid discipline only widened the gulf of expertise between Fiora and her peers. Her fellow duelists perceived her confidence as arrogance, but none could defeat her in combat, and each victory only heightened her lofty self-esteem. Even so, Fiora never allowed herself to become complacent in her training, and she drove herself ever harder to become a worthy successor to her father's legacy.

Her devotion turned out to be misplaced. On the eve of an arranged duel, Fiora's father was caught slipping a slow paralysis poison into his opponent's drink. Following the incident, many of his past opponents came forward with their own accusations: envenomed weapons, bribery, blackmail, and more. In an instant, he had destroyed his family's honorable reputation. Fiora was outraged. Not only had her hero betrayed her ideals, but Demacia's dueling elite now doubted her own ability. She desperately wanted to wipe the stain from her family's history but, even more, she wanted the world to acknowledge her mastery. She found her solution in the one arena where she could fight the world's strongest warriors without being accused of dishonesty: the League of Legends.

info from:

Sunday, February 26, 2012

Champion Spotlight - Nautilus, the Titan of the Depths

enjoy the new trailer!

Saturday, February 25, 2012

Hero Teaser: Kinesis

The Prophet teaches that energy flows through all things, we must only harness it for ourselves. The mages invoke incantations, the priests call upon gods wicked and just, but for the truly powerful, the power is harnessed from within. These are the Disciples of the Way and among them there is one known for his mastery over all – Kinesis. Let the Hellbourne beware the power of his mind.

Kinesis is a ranged intelligence hero who uses his surroundings to mercilessly pummel his enemies. The more havoc he wreaks, the harder it is for his enemies to take him down!

Abilities teaser:

Stasis Smash

Telekinetic Control

Inherent Defense

Mass Control

Friday, February 24, 2012

Counter Strike: Global Offensive Gameplay

We take a look at the Counter Strike Global Offensive Closed BETA.

Warp Review: A Downloadable Puzzler That's Equal Parts Bloody And Brilliant

Your story begins with you looking through the eyes of a creature as it's being carted through a laboratory by ominous looking scientists and military-types. An antiseptic white dominates the color palette to a point where you can almost smell the disinfectant. Once the camera zooms out, you discover that your avatar is a semi-transparent alien whose cute features are more Monsters, Inc. than menacing. Why are there so many armed guards for something so cute? Well, that question is quickly answered after you warp inside the body of a scientist and proceed to blow it into a heap of bloody chunks. 

Warp is a downloadable title that continues the tradition of last year's Catherine as puzzlers wrapped in the guise of an M-rated story. Your goal is to guide your extraterrestrial out of the laboratory by any means necessary. While your powers start off with the simple ability to warp through walls, you'll quickly gain the prowess to do more complex maneuvers like hurling objects via telekinesis and creating ethereal copies of yourself. This wide array of tactical options opens up the challenges, and allow you to navigate the environment as you see fit. Say you have to cross a room filled with barrels, passive scientists, and armed guards. You're presented with the choice of either warping through the room from scientist to scientist, hurling a barrel to cause a distraction, or just go all Scanners on the room and murder everyone in sight. Warp is truly a game built for stealthy pacifists, homicidal maniacs, and everyone in-between.

The developers give you the perfect amount of time to learn and master an ability before introducing a new one. They seem to take a page from the screenwriter's bible by showing us how to use new mechanics, and not telling us. For example, when booby-trapped tiles are introduced, the game doesn't pause and direct us to menu screen indicating what this different colored flooring is capable of. Instead, the player remains in total control as they witness a rat crawling over the tile and being blown to bits. Too many games nowadays rely on lengthy tutorials that grind the flow of the experience to a halt, so it's refreshing to see Warp's approach to teaching the player how its world works. By the end, after the player has mastered these tools, the solutions to puzzles then open up and allow one to navigate the environment and solve the puzzles in whichever way they are most comfortable. 

While there's a lot of charm in the animated gestures of your alien creature, the world tends to look fairly drab. Other editors who watch the game in passing mention that the government facility where Warp takes place resembles a mix of Final Fantasy VII's Shinra Building and Metal Gear Solid's Shadow Moses. I'm partial to the latter comparison, as the isometric camera and individual challenges oftentimes play out like one of MGS's VR Missions. Thankfully the uninspired locales of Warp get overshadowed by the fantastic online components. Although Warp is single-player in theory, it incorporates a stat-tracking system that creates a communal element to the experience. It keeps track of a plethora of statistics -- from distance warped to soldiers being blown up. Each time you hit a milestone in one of these categories, you're notified of your accomplishment and told where you rank in these categories in comparison to players on your friends list. This creates a sort of indirect competition that calls back to games like Geometry Wars: Retro Evolved 2, and something that other online games should really take note of.

There's one feature omitted from Warp that completely baffles me: I'm in no way hearing-impaired, but the lack of subtitles in 2012 is frankly unacceptable. I'm sure I speak for a lot of gamers when I say that it's impossible for me to always play games in a soundproof bubble, so I often find myself turning on subtitles and reading the dialogue as opposed to listening to it. While this may be a minor inconvenience to some, it ended up really eating away at me as the game went on. Slightly more problematic is the fact that Warp has a frustrating spike in difficulty during the final act. There are a few puzzles and a boss encounter that quickly surpass challenging and become obliquely frustrating moments that you'll undoubtedly have to retry a few dozen times before even realizing just what the hell the game wants you to do. It's an odd side effect of the multiple solutions approach that I praised earlier -- where trying everything you know does almost nothing and ends up frustrating you instead.

The slight stumble near the finish line doesn't change the fact that Warp is a fantastic puzzler that any fan of the genre should experience. Though the main campaign can be completed in only a handful of hours, the wealth of secrets hidden throughout the complex make a second playthrough something that people are going to definitely want to participate in. There're also a handful of challenge rooms complete with leader boards that will surely be competitive arenas for fans of the Warp. Couple this with an open-ended approach to circumventing obstacles, and you're left with fantastic action-puzzler that begs to be played again and again.

BioWare Doesn't Deserve Such Hate For Mass Effect 3's Day One DLC

Thanks to a mistake on the Xbox Live Marketplace earlier this week, a piece of Mass Effect 3 downloadable content was revealed sooner than it was meant to be. As it turns out, the From Ashes DLC is scheduled to be released alongside the game on March 6. This both means Jeremy's idea of a tuxedo T-shirt for Jack can't be the first DLC item and that a boycott is already being arranged by infuriated gamers who don't like the idea of having to pay for this particular content on the day the game comes out.
Note: If you'd like to avoid any and all spoilers related to ME3, you'd be wise to not read on as the nature of the DLC is part of the reason why series fans are so upset.
The Marketplace listing for From Ashes describes the content as allowing players to "Unearth lost secrets from the past and recruit the Prothean squad member," the latter of which is a big deal. Protheans are a race in Mass Effect lore believed to be long extinct. They were at one point credited with the creation of extremely advanced pieces of technology like the Citadel and the mass relays, so suffice it to say they are a critical aspect of the series.
As such, relegating what is presumably (keep in mind we don't know this for sure) the last remaining member of the Protheans to premium DLC has upset fans who feel this should be a part of the game they purchase on March 6. Instead, meeting the Prothean will be a $10 proposition unless you've decided to purchase either the Collector's or Digital Deluxe versions of the game.
Many fans are claiming they will not be purchasing the game, including those on Reddit who have been engaged with a letter-writing campaign expressing their displeasure with the situation. Many feel this DLC's existence is entirely attributable to Electronic Arts which, like Activision, is seen as a money-hungry publisher that cares about nothing but its bottom line. Accusations of customers being ripped off and shafted are common among those airing their grievances on Reddit and elsewhere."But this is just unacceptable. For the first time in...forever, I actually took the time to send a lengthy email and have agreed not to purchase Mass Effect 3 unless they do something regarding this," wrote Reddit user breadrising.
"At this point, they are only punishing loyal fans by holding a large amount of the lore experience for ransom. Its disgraceful. I urge anyone reading this who hasn't sent an email, to take the (quite literally) two minutes to do so. Simply upvoting will not change things as drastically as voicing your criticism." "It is the principle of including mission and character content as part of the complete code on launch and charging for it on Day 1," said TotalBiscuit. 
"It could be the lamest character in the world or the most vital thing ever, the principle remains the same. Non-cosmetic Day 1 launch paid DLC is unacceptable in all games."
"You are absolutely allowed to disagree with a decision a game company/publisher is making with regards to DLC," wrote kingerp in response to those on Reddit stating they would pirate the game after learning of the DLC. "HOWEVER, this does not justify pirating the game, or the DLC in question. Claiming otherwise is the epitome of gamer self-entitlement, and it's laughable that any of you could argue that you somehow 'deserve' to get access to something without paying for it." 
BioWare has already begun attempting to defend itself. Mass Effect executive producer Casey Hudson took to Twitter with a series of messages which read, "It takes about 3 months from "content complete" to bug-fix, certify, manufacture, and ship game discs. In that time we work on DLC. DLC has fast cert and no mfg., so if a team works very hard, they can get a DLC done in time to enjoy it with your 1st playthrough on day 1. On #ME3, content creators completed the game in January & moved onto the 'From Ashes' DLC, free w/ the CE or you can buy seperately." Producer Michael Gamble also offered up an explanation on the BioWare forums. He outlined what the DLC includes noted the Prothean is optional content, and explained it was included in the CE because the content is designed for long-time fans, adding that the DLC release is intended to allow non-CE buyers to also enjoy the content.
Rock, Paper, Shotgun's John Walker suggested the solution to avoiding this reaction is to simply delay the release of the DLC. Push it back from launching alongside the game to coming two weeks later; that way day one buyers will largely be done with the game and ready for new content.
I disagree for several reasons, one of which is that some players (myself included) would prefer to have the option of meeting up with the Prothean in the midst of the story rather than in a subsequent playthrough or at some point after the main campaign has been wrapped up and Earth has (I assume) been saved. Without knowing the specifics of how ME3's story will end or what the Prothean meeting will be like, I can't help but think the Prothean meeting will somehow come across as less important than it should if it comes after completing the game.That's another reason why delaying the release of this particular DLC wouldn't be the right way to go. 
Whether the DLC is available at launch or months down the road, BioWare will be faced with criticism that it held back a moment it knew fans would be eager to experience in order to make more money. This calls into question whether we simply need to begin looking at game stories differently in this digital age, where some events can take place beyond the scope of what is included on the disc at release, similar to an MMO. (But that's a matter for another discussion.) The motive behind such a DLC release isn't always as selfish as it may seem. 
If you follow industry news closely, you'll likely have read a story at one point or another about a developer finishing up a game and laying off a number of staff around the time of its release. Eat Sleep Play and Starbreeze are two recent examples. As John points out in his RPS story, when confronted about this developers have a very reasonable explanation for DLC that is developed prior to the game's release: it's "a move that helps to keep people employed." 
Gamers tend to ignore (or simply be unaware) of the time which exists between development on a game coming to a close and the day that game shows up on store shelves. As Hudson alluded to on Twitter, certification processes, manufacturing, and so on take up a good deal of time. A piece of content finished a week before the retail release of a game can't be included on the disc, which is why we so often see patches released on the first day a game is made available. It's not as if the content on the disc you insert into your console or PC was being developed up until the days before its release.Delaying a piece of DLC purely to avoid gamers getting the wrong impression is not the right way to approach this situation. 
DLC isn't going away and there's no reason why developers should have to wait an arbitrary amount of time before selling DLC that is complete. I'm by no means in support of developers withholding content simply so it can make extra money on it later, something we have certainly seen in the past. But in the case of From Ashes that doesn't appear to be the case. Being angry about content located on the disc you're expected to pay extra for is one thing; assuming content was held back just to screw fans is another matter entirely. I'm not saying you have to purchase the DLC or anything like that. 

Monday, February 20, 2012

2011 is behind us and we're already well into the last year before the Mayan odometer rolls over. It's probably a good time to celebrate another year of economic recession and the rapidly approaching End of All Things with an absolute orgy of free videogames. Don't worry if you're among the growing ranks of the poor and jobless, you'll always have games to play without giving in to the unforgivable sin of internet piracy.

Meanwhile, if this year's bumper crop of $0.00 entertainment isn't enough, remember that over on our sister site we've still got 101 lists from 2011, the first and second halves of 2010, 2009, 2008, 2007, 2006. Yup, 800-something free games should be enough to keep anyone busy for a while. You can also check out IGN's Free Game of the Day by following their Twitter feed.

Mass Effect 3 Trailer

Genre: RPG
Publisher: Electronic Arts
Online Play: 4 Co-op
Release date: March 6, 2012

In Mass Effect 3, an ancient alien race known only as Reapers, has launched an all-out invasion of the galaxy, leaving nothing but a trail of destruction in their wake. Earth has been taken, the galaxy is on the verge of total annihilation, and you are the only one who can stop them. The price of failure is extinction. You, as Commander Shepard, must lead the counter assault to take it back. Only you can determine how events will play out, which planets you will save from annihilation and which alliances you will form or abandon as you rally the forces of the galaxy to eliminate the Reaper threat once and for all.

Battle with your comrades or even your own friends in this all-out galactic war to take Earth back. With co-op online multiplayer missions new to the Mass Effect universe , you can choose from a variety of classes and races, form an elite Special Forces squad, and combine weapons, powers and abilities to devastating effect as you all fight together to liberate key territories from enemy control in this third entry of the epic intergalactic RPG franchise.

Friday, February 17, 2012

Is Sleeping Dogs a More Relevant Sandbox Crime Game Than GTAV?

After viewing (and briefly playing) a recent demo of Square Enix's Sleeping Dogs, I found myself less taken by the history of the game and its design than I was by its setting. The game itself looks good, but it's nothing extraordinary: An iterative addition to the ever-expanding open-world action genre. It simply adds a few refinements (along with an absolutely excessive patina of violence) to the formula established a decade ago by Grand Theft Auto III without adding any particularly bold innovations. Yet as gamers and the industry alike brace for the fifth chapter of the Grand Theft Auto series to arrive later this year, I find what I've seen of Sleeping Dogs to be far more forward-thinking than what little Rockstar has shown of GTAV. 

Of course, from a play mechanics perspective, who can really say? We've seen nothing of how GTAV plays. And our demo of Sleeping Dogs consisted of a 45-minute patchwork of game random sequences strung together in rapid succession. One moment the hero was hanging out with a rangy childhood friend in the back room of a restaurant owned by that friend's mother; the next, he was vowing revenge for that friend's death to that same mother, now grieving. While we caught a few glimpses of Dogs' dense free-roaming world, they were largely limited to the handful of moments when the demo guide stopped to rotate the camera and take in a scene. Certainly we didn't take much away from the playable portion, which offered nothing more than a brief car race and a sequence involving an on-foot chase. The chase and the subsequent brawl had already been shown off in the demo session, and straying too far from the mission goals in the playable portion to explore the streets resulted in instant mission failure. Dogs' may be an open world, but we were offered only the briefest guided tour.  

Still, what little we played of Dogs was respectable. Its most noteworthy additions are the tweaks it makes to combat, which has traditionally been the weakest aspect of open-world games (despite those games' tendency to lean so heavily on fighting). The brawling draws openly from Batman: Arkham Asylum emphasizing dodges and finishing moves. The game's protagonist can evade incoming attacks with the press of a button when an icon flashes over the assailant's head and counter with a flurry of punches and kicks. A stunned enemy can be grappled and smashed into interactive points within the environment, resulting in finishing moves that range from harsh (smashing someone's head in a refrigerator door) to needlessly grotesque (holding a foe's face against a running table saw, or punching them into the hood of a disassembled car before dropping the entire engine block on their chest). It's a smooth, fluid combat system whose elegance is jarringly contrasted by the utter brutality of the finishing moves. 

Gunplay seems equally refined, though we didn't have the opportunity to test it ourselves. Dogs looks to employ the modern post-Resident Evil 4 standard of drawing with the left trigger, aiming with the right stick, and firing with the right trigger. Cover points come into play, and you can slide into hiding or vault over obstacles with the press of the A button. Blindfire, of course, is an option, and it's possible to dilate time to slow the action and aim with higher precision, though the mechanics and limitations of this ability weren't entirely clear from simply watching the action. The slowdown element seems a particularly welcome addition to vehicular gunplay, though; at one point the demo shifted to an on-road chase which saw the hero gunning down foes from the back of a motorcycle. Where these sequences tend to be infuriatingly twitchy in other similar games, the ability to cut the action to half-speed made the whole affair appear far less frustrating than any vehicular shootout I've ever suffered through in this genre. 

 In short, brawling and shooting in Sleeping Dogs look like a vast improvement over any Grand Theft Auto game to date. So what? Rockstar hasn't shown how GTAV plays yet (and probably won't until E3, which is about when Dogs is set to ship); we have no reason to assume Rockstar North isn't taking great pains to finally address the long-standing complaints about how the combat portions of GTA always feel like pure distilled anti-fun. 

No, what I find most striking about Dogs is that the way in which its setting and style feel so much more forward-thinking than GTAV's. Rockstar is adamant about making the GTA series a parody of the American dream, or lifestyle, or something; besides a brief dalliance in 1969's London that few current fans of the series have ever played, GTA has eternally played out in a bizarre, inconsistent effigy of major American metropoles like New York, Los Angeles, and Miami. The underlying subtext of GTA is that the American Dream is a nightmare and the U.S. isn't the perfect center of the universe that its residents see it as. It goes about making this point by centering its stories in a fake version of America and setting up strawmen to knock down rather than by simply setting its action elsewhere.  

Sleeping Dogs, on the other hand, is set in Hong Kong. This makes it the second open-world Square Enix game within the past year to feature action in a modern (or futuristic, in the case of Deus Ex: Human Revolution) Chinese city. Its hard-boiled crime caper is inspired by HK cinema and the demo's quieter moments of walking through the crowded streets, markets, and back alleys between missions could have been lifted from a Wong Kar Wai film (minus the '60s rock and grainy, color-shifted visual style). As China rises to become a major player on the world stage and its economic and military power grow to rival America's, I find it both interesting and appropriate to see more Western pop media begin to explore the culture and history of that very foreign and very closed society. This growing interest in China is to the current decade what America's obsession with Japan was in the '80s: Equal parts fear, fascination, and curiosity. Sleeping Dogs doesn't seem to make any big statements about China, or Hong Kong's relationship to it but simply seeing a Canadian studio draw on the work of John Woo is interesting... especially since they're specifically looking to John Woo the HK auteur rather than John Woo the bombastic purveyor of Hollywood action schlock.

Meanwhile, I look at GTAV and I see a game in peril of arriving practically stillborn due, ironically enough, to its attempt at timeliness. GTA's next hero seems a more mature character than the series has known before, a family man no doubt inspired by the popularity of Red Dead Redemption's John Marston, and that's a welcome change. But his story seemingly revolves around the sub-prime housing crisis, which no doubt will drive him to steal many, many cars and kill many, many people. It's a tale many Americans can relate to (minus, hopefully, the theft and murder), but it also feels like a reaction to news from a few years ago,

The True Crime games have always been dismissed by the public as GTA-wannabes; this time around, the series may be redefining itself in more than name. At the very least, at least it'll offer a new crime-ridden city to bum around in after a decade of slogging through various fake versions of L.A. and New York.