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 http://halo.xbox.com.
Bungie will preserve all existing historical Halo data on Bungie.net for as long as the Internet and Bungie's data storage systems remain functional.
Thanks for making the Halo-era version of Bungie.net 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: heroesofnewerth.com

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 : www.leagueoflegends.com

HoN Hero Spotlight: Gunblade

Check the new hero!

for more info go: www.heroesofnewerth.com.

Saturday, March 10, 2012

Privacy Policy

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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.