Archive for the ‘GUIDES’ Category

The fate of the 2.0 update download “millions”

Sunday, September 13th, 2015

People “millions” downloaded the fate of the new 2.0 update, because it was released on Tuesday, Bungie announced that, as part of its latest weekly update.Crude huts, draped in rune-etched violet cloth, dotted the dim forest.

“Since the 2.0 update to go live, we have been monitoring who is to download it millions of guardian of progress,” Bungie said. A large download numbers are to be expected, as the update – it introduces extensive changes to the entire game – is mandatory for all players.
Fate 2.0 release has not gone entirely planned, however. Bungie is currently tracking some of the issues related to the update, some of which will not be resolved until next week to start both the king.The only illumination—if one could even call it that—glowed from purple orbs spaced haphazardly throughout the forest.

You can see known issues below 2.0 fate is determined by Bungie comprehensive outline. More detailed information can be found in the fate of the 2.0 feedback and support threads. You can also go directly to Bungie’s report problems here.

Release scene captured on all platforms on September 15 at. Activision teamed forgotten and Tron: Legacy director Joseph Kosinski an impressive live-action trailer for it, you can watch above.”Please…” Iskar gripped Viryx’s shoulder as he landed beside her on another thick branch.

Fate 2.0 Known issues and more:

Release of the captured scene: Some players can before September 15, access badges and shader package from Suros weapons arsenal packages, and Collector’s Edition exotic health projects, in 2015 when the fate of all the items will be available to meet the conditions Players September 15, 2015.
Foreign health projects, including the fate of: King Collector’s Edition taken, will be available to all eligible players, when fate: the captured scene starts. The lack of any foreign projects will be re-issued correctly.
We know that is a problem that patrol and Pioneer Older playlists strike after the faction did not give the expected return and complete. King shot was released in September 15, 2015: When the fate of this issue will be resolved.The mysterious arakkoa disappeared into a large cluster of Outcast huts.
Please note: In order to complete before September 15 affected patrol and combat activities playlist prestige and reward will not be granted retroactively.
Who commit time and effort to achieve a higher level or a faction of 25 players will receive a camp task. Unfortunately, after the completion of this task can not be sent into a hairpin. When Destiny: King shot is released, the player who has completed this task will be able to successfully research.
There seems to be some confusion around, you can find new subclass flag emblem solicitation in. The new logo is a need to complete certain content and / or when the fate of the reward will be released a new logo: the shooting scene starts. Players who complete their new subclass task it does not comply with these flags. There will be more steps to complete, from September 15.

The Division: “We Want Time Investment to be Rewarding” But “‘Grind’ is a Bad Word”

Wednesday, August 12th, 2015

There have questions galore regarding Tom Clancy’s The Division, the upcoming post-apocalyptic MMORPG from Massive Entertainment that will be releasing in late 2014 for PS4 and Xbox One. However, we know now that the game will deal with player vs. player combat in a different way along with containing references to other Tom Clancy titles like Splinter Cell and Ghost Recon.

But being an MMORPG doesn’t mean that it will pad out its gameplay like some MMOs on the PC. Speaking to OXM, game director Ryan Bernard stated that, “It’s a tough line, right?. We want time investment to be rewarding, but we don’t like – ‘grind’ is a bad word, you know. It’s not a positive thing. But you can strike a balance.

“For something to have value to the players or the community, it needs to be somewhat difficult to attain or to create, so you want to have that element to it. We don’t want the game to be a grind-fest, obviously.”

A noble goal for sure, but we’ll only know how it pans out when The Division releases next year.


Final Fantasy XIV: A Realm Reborn PS4 Beta Starts on February

Wednesday, August 12th, 2015

Square Enix is riding high with Final Fantasy XIV: A Realm Reborn, which released in August for PC and PS3, and announced that 1.5 million players have registered. The publisher has revealed today that the PS4 version will have a beta starting on February 22nd 2014. This may dash hopes of an early 2014 launch for the MMORPG but it does create enough breathing room, what with all the other big releases happening at the time.

The World Transfer Service will be going live this week for players who want to transfer their characters to a new world. A large content update is also on the way this December, which will include new dungeons, player housing and a PvP battle dome. So even if you’re a current gen player, there’s plenty to look forward to this year.

Final Fantasy XIV: A Realm Reborn provides a free 30-day trial for new users with subscriptions costing £7.69 per month. Have you had a chance to try the game?


‘World of Warcraft’ Timewalking Ups the Danger and Loot of Old Dungeons

Saturday, August 1st, 2015

More than ten years after the launch of World of Warcraft, Blizzard is still finding ways to keep the MMO community engaged and active. Subscription totals have remained strong since the release of the Warlords of Draenor expansion and new content and features are still being added with each major patch.

While Blizzard has recently been attempting to fix some problems with the WoW economy, the next patch is more about PvE gameplay. Patch 6.2 is currently being workshopped on the public test realms, with a focus on the update’s brand-new Timewalking feature.

The Timewalking tool will scale players down to match the difficulty of old dungeons and up the loot level to match the player’s progress in the game. The dungeons will be randomly selected, so players won’t know what they are getting in for when they enter the Timewalk queue. The patch 6.2 preview notes detail the upcoming feature…

“In Patch 6.2, we’re introducing seven different weekend events that will run from noon Friday through noon Monday every week. Two of those events will be Timewalking weekends, in which you’ll be able to queue up for a randomly selected old-school dungeon with a new sort of “heroic” difficulty: When you Timewalk these dungeons, you’ll find that your character’s power and gear has been scaled down to a fraction of what they normally are. For the first time in years, some dungeons you outgrew long ago will once more put your skills to the test.”

World of Warcraft 10th Anniversary

The loot in each dungeon will scale up to match each player’s current item level, which is definitely an added incentive to participate in the nostalgic events. The events will be limited in time and only available on special holiday weekends, so fans should keep an eye on the events calendar to make sure they don’t miss their chance. The new feature is a great bonus for high level characters and hopefully Blizzard announces similar perks at this year’s BlizzCon.

Timewalking will be available to characters who are level 71 and higher for Burning Crusade content, and level 81 and up for Wrath of the Lich King dungeons. Blizzard hasn’t confirmed a full list of eligible dungeons yet, but we do know that these are the ones being piloted on the test realms…

The Arcatraz
Black Morass
The Shattered Halls
The Slave Pens
Ahn’kahet: The Old Kingdom
Halls of Lightning
The Nexus
Utgarde Pinnacle
Old school WoW grinders, who are now level 100, have definitely spent plenty of hours in all of these dungeons and returning to them should be a ton of fun. We look forward to finding out if the boss fights will be altered at all to require new strategies or if our characters will just be powered down to their level. Either way, the dungeons should make for a rewarding challenge that offers some serious loot upgrades.

Do you plan to revisit the dungeons with the help of Timewalking? What old expansion dungeon would you be most excited to fight through again? Let us know in the comments.

World of Warcraft: Warlords of Draenor is now available for PC and Mac.


Swords and Sorcery: Top 5 Fantasy Game Worlds

Saturday, August 1st, 2015

Dragon Age‘s Thedas is one of the most complex and complicated fantasy game worlds out there. Image Source: K Putt via Flickr.

Flying through space is great, and it’s always interesting to see real-world locations reimagined after an apocalypse, but there’s nothing quite like the immersion of a lovingly crafted fantasy game world. With unusual creatures, unprecedented political struggles, and intriguing magic systems, these five fantasy game worlds are some of the best to get lost in.

Thedas – BioWare’s Dragon Age Series
Yes, Thedas is quite clearly your stereotypical medieval England fantasy setting, and its name is just “the” plus the acronym for Dragon Age Setting. But once you move beyond that, things get complicated, and awesome. The geography of Thedas ranges from haunted swamps to deserts, with major cities locked in petty squabbles over land and titles. What makes Thedas a great fantasy game world is these power dynamics. Many mages hate the Templars, who are under the thumb of the Chantry, the religious body of most of Thedas—and that’s just one of many conflicts in this fantasy game world. The worldbuilding in the Dragon Age series requires some codex reading to fully comprehend, but to even the casual player there are fascinating cultural differences—like the Orelesian propensity for wearing masks or the Tevinter social hierarchy—that make it one of the most complex and involved fantasy game worlds there is.

Skyrim Screenshot
As the setting for The Elder Scrolls series, Tamriel is host to centuries worth of fascinating fantasy game lore. Image Source: Joshua Ezzell via Flickr.
Tamriel – Bethesda’s The Elder Scrolls Series
Like Thedas, Tamriel is a wonderfully complex fantasy game world with elements of real-world mythology and inventive worldbuilding, but just because they share a genre doesn’t mean they’re all that alike. Spanning five core games and an MMO, Bethesda’s world of Tamriel is packed with fascinating characters, dire political conflicts, and enough magic and combat to keep anyone entertained. From the Summerset Isles to Morrowind, Tamriel encompasses not only the physical realms but also Oblivion, the home of the series’ Daedric Princes, powerful supernatural entities worshiped as gods by many residents of Tamriel. What makes Tamriel extra fascinating is the way thousands of years of history shape each conflict, and how the player can gain a richer understanding for the complexity of the worlds with each replay.

BioShock: Infinite Screenshot
Columbia, the setting for BioShock: Infinite, looks nice on the surface, making it a stark contrast to Rapture’s decrepit atmosphere. Image Source: Delyth Anghara via Flickr.
Rapture/Columbia – 2K Games’ BioShock Series
While it may be cheating to include two fantasy game worlds in a single entry, Rapture and Columbia represent two radicalized game world ideals in (arguably) the same universe. While Andrew Ryan’s Rapture epitomizes self-reliance and the survival of the fittest, Columbia takes what a religious zealot believes to be the most important tenets of America’s founding fathers and draws them out to a ridiculous extreme. They’re complete opposites—while Rapture springs leaks beneath the ocean, Columbia sails through the clouds, rife with corruption. Both are fascinating, gorgeous settings that draw you in immediately, leading you to want to understand how such strange places can come into being.

World of Warcraft Screenshot
Azeroth, the setting for fantasy game World of Warcraft, is a varied place, spanning multiple continents and climates. Image Source: Mark Grealish via Flickr.
Azeroth – Blizzard’s Warcraft Series
Though many World of Warcraft players bypass the story in favor of the game’s addictive gameplay, Blizzard’s Warcraft series boasts a rich and lore-heavy world where magic is as likely to cause problems as fix them. Though there’s an ongoing struggle between the Horde and the Alliance, it’s hard to say exactly who the good guys are—the Horde’s Thrall is as benevolent an Orc as you’re likely to meet, and the Alliance’s Arthas became the dreaded Lich King. Beyond the conflict, Azeroth and its surrounding lands of Outland and Draenor are diverse, often beautiful landscapes ranging from cracked, dry deserts to lush jungles full of pirates. Players can wander Azeroth’s varied landscapes on foot or fly above on winged mounts, but a full exploration of the world takes many, many hours, making it one of the most detailed and involved fantasy game worlds out there.

Dark Souls Fantasy Game Screenshot
Lordran is a something of a mystery to Dark Souls players, but that’s what makes it one of the great fantasy game worlds. Image Source: Natty Dread via Flickr.

Lordran – From Software’s Dark Souls
While the other games on this list are content to hand you exposition and cutscenes to fill you in on the lore, Dark Souls lets you figure just about everything out on your own. Lordran is a crumbling kingdom full of skeletons and other creatures bent on the destruction of the player, as well as a host of godlike beings. Dark Souls‘ worldbuilding is deep and complex—it’s meant to be discovered as the player moves through the world, mimicking the player character’s Undead ignorance about the world. Featuring gorgeously decrepit settings and an epic, dark story, the fantasy game world of Lordran and Dark Souls is memorable for its bleakness and lack of handholding.


The Enterprise of Early Access

Wednesday, July 22nd, 2015

The games industry has been seeing a lot of change these last years in how it both markets and presents games now and as I see it, this has both been a positive thing but also incredibly problematic. We have the ability to get into games much earlier now through the many early access type programs and support growing games companies and ideas that wouldn’t have been realised. We have seen a lot more diversity in the game being made and played now because of this. It’s a great time. But it’s a model that seems to be increasingly problematic in the way it is sold, presented and in the ways larger games are taking advantage of the good will gamers give.

It’s funny, in a not so good way that when the whole early access craze began of paying into development. with games like Minecraft showing how it’s done the price of these models was rather cheap to account for the fact we were playing an unfinished game and also helping out the developer with input and bug squashing. As such there was that discount there as thanks. Now it seems we are actively paying more and more to get into these crippled versions of games and even having the whole experience treated like an actual release without the right to criticism. Like early access excuses incompetence.

I think the most recent case that made me double take enough to cause whiplash was the Pathfinder Online announcement of their opening up to an early access period. Price point $100. I know a lot of companies have been charging extreme amounts lately but really, when did it become acceptable to pay so much for an untested, unfinished and unsatisfying experience… and far more than we would for a larger release? I know I fell for it a little the landmark announcement which served to show just how problematic it all is, luckily they are a decent company and were offering refunds. Giving input, which is often the reasoning for paying in is far harder and more disheartening than I thought with conversation mostly just getting railroaded and certain groups controlling the conversation. Developers seem to only really listen to ideas that match their own as well. For archeage the glorified QA tag didn’t even save it as they never really looked at or fixed much of the problems anyway, not to mention the old bait and switch of changing a lot of things for the release version.

Of course Pathfinder Online wants to take this a little further now and have you pay monthly for the privilege of being a glorified QA to as well, with an active subscription even in these early access time. Are they fucking serious? Really? A subscription during an alpha . That’s far far worse than paying a hundred dollars in order to play a ftp game earlier and approaching the stupidity of Pantheon and their charging for forum access. I’m rather astonished that such a thing even exists yet even more saddened by the fact that people will buy into it.

I know us gamers are a gullible population in general but it’s gone beyond a joke now. The breaking point was a long time ago now and the rest is just rubbing our face in the mess we’ve made but it’s time to stop yeh? I still feel kickstarter is at times a little different, your supporting ideas that couldn’t get made otherwise but even that place is getting corrupted by larger companies and names to get money they don’t actually need. Even once great companies and people like Double Fine are getting waylaid by these new model of free-unattached money.

I guess I’m over just feeling like a sucker, or a cow to be milked which is what most of my recent experiences seem to have become, especially within mmo’s and I don’t want to feel like that anymore. I get that money needs to happen, and that obviously companies need money to continue and people need to be paid but do we really need to go about doing it in this way. Do we need to constantly either hassle or manipulate people enough to pay. Do we need to continuously abuse once great systems or models of development for a greater gain… I think not even a greater gain. There has to be a breaking point here, and it seems I found mine.

I want to go back to when early access and beta events were just random rewards or giveaways rather than constantly dipping into my wallet. I want to go back to when a beta was just a glorified open beta type thing. That’s a bit silly but I just want more finished experiences now… at least a few more to maybe balance the early access games I am playing and enjoying.


Repopulation Preview

Wednesday, July 22nd, 2015

My initial thoughts of The Repopulation have been a while coming. I’ve been playing a lot lately and even jumping in and out of the alpha clients of late but being a sandbox there is a lot to get acquainted with and I wanted to get a fuller picture of the game first. Now I still haven’t experienced everything yet. The nation management and open world housing is not something I know much about and isn’t really implemented fully. I haven’t been involved much with the player conflict yet either.

What I have done is just check out the foundations of play. The combat types and methods of progression. The elements of the economy like gathering and crafting and well, just what the experience is going to be like.

So far I’m rather impressed although I’m not sure if that’s just the experience of a person stumbling through the desert and finding water, or someone that is actually enjoying what they find on its own merits. It’s a strange feeling.
You see, I’ve been lost in the wasteland of mmo’s for a while now. A never ending horizon of sameness that just isn’t really the style of thing I want. There has been a few oasis’s along the way but they were neither as large or as plentiful as they first looked. And some of their water was just plain poisonous. Repopulation is kind of like the next Oasis along the way, One I’ve been looking and waiting to see. It’s large, and has a great potential for growth and to sustain me but at the moment whether it will dry up or thrive is a bit of an unknown. And whether I can deal with the mutated wildlife too.

The gameplay just isn’t where I would want it to be at the moment. It is very stiff feeling and the skills themselves are rather bland. It’s just not a tactile experience and whether you are hitting something with an axe or shooting with a rifle it’s all just a numbers game.

My main combat style has been the assault rifle and so far it has only amounted to: tabbing onto a target and clicking till dead. I can chuck a few other skills in there to help this out but it’s usually a two button affair. Rinse, repeat. Rather boring.

There is an action combat style option too, with having a mouse locked screen and reticule which requires you to manually hit the target (decent allowance around target) that gives certain damage bonuses for using it. Works well enough but still suffers from the same problem… Everything lacks that feeling of effect. It’s all just very floaty feeling from the skill animations used, the enemy getting hit, and yourself as well. The animations need a lot of polish here.

You can go crouch and prone for more accuracy and such when shooting, which also has other benefits as well as burdens like being knocked down easier.. Armor types also have an impact on combat too depending on what your using and what is being used against you which is interesting to see. There is a lot of depth there in the combat system but it is something that is usually forgotten or not very useful in combat. I’m going to crouch on my rifle regardless to get better hits… And run at someone like an idiot with an axe. I’m also going to wear whatever armor works with my style of play, usually heavy and then just deal with the consequences.

The ai is rather bad as are the pathing systems and I’ve noticed numerous times of watching the mob go up a tree, or a cliff, or a rocky outcrop and then back down to get to you. The movements aren’t fluid either, like some kind of flip book animation at times. Their abilities are minimal as well, a couple attacks that are routinely used.

And of course it’s the basic fields of mob types just standing around in their own set of areas… Just waiting, which weirdly bothers me the most of all. Travelling the world I know with certainty what will be in each area and how many, and often exactly where in that spot. There’s no variability and it makes the world feel incredibly static. Even most of the major resource spots are like this, always in their own area with regular respawns.

Skill System
There is a huge skill system that deals with all this and while a lot of it works rather well, providing a lot of depth and incentive during play other parts are just more frustrating.

Just about everything you can do will enable you to gain skill within it. There are a range of combat ones specified for each weapon, some defensive ones that deal with the armor types, a few for defending against weapon types and then some random stuff like acrobatics and diplomacy as well buff ones like Dancing and storytelling.

It’s all very interesting looking and I’m always happy to see those numbers go up but I have absolutely no idea what it means when they do. It’s all just some random number too me. The frustrating part is how long and pointless some of the skills are to actually progress. Acrobatics needs you constantly rolling around during combat and the buff skills just endless spamming in town.

There is nothing substantial to them that I can see beyond some probably stat percentage increase you’ll never really notice. Gaining new skills isn’t even handled by this, which would make sense and instead are more gained by doing missions and just general levelling. And you get a couple to choose from in those instances anyway.

Mission Mule
Ok so let’s talk about the quests, or missions now. They are gained from your mail tab and you’ll get a couple sent to you now and then that you can choose to accept or not. The quests sent are supposed to depend on your own skills but mostly it seems to be random kill and fed ex quests. Rather simple ones with an uninteresting story.

The issue with these is that they are mostly broken. They never really show the correct area your supposed to go and finding the right npc involves walking around the entire time and clicking on everyone because they don’t seem to show at all. I’ve almost completed a full map of the town now with NPC locations just to get around this stupidity when I need to hand something in. How the quests are counted is also bugged occasionally too, not accounting for everything and of course you have a few of those collect ten bear ass quests where half the bears don’t have asses or maybe that you needed a specific type of bear ass for some reason.

They do seem to be a good point for the beginner to start though as they reward a decent amount of money on completion. At least enough to get you started with the economy aspects or just a guide of the systems and spaces. It’s just annoying they are almost necessary for gaining new skills and abilities during early play.

Complex Crafting
The crafting system is absolutely huge with a wide range of stuff to focus on that all seems rather useful and interesting. At the moment I’ve kind of gone the mad scientist approach of mixing and making alchemical properties and genetically engineering minions. That’s just what I wanted to do and it’s great the amount of variety there and how it can complement your play style and personality. Seriously… So many skills and so much to craft.

Each craft also has a range of components it needs but it isn’t just of a singular focus. There is usually a range of components you can put in each spot that will have different results… Or the same result but just let you use what you have. The heat source additive is a good example. Sometimes I’ve been on a mission for global warming and cutting down a lot of trees so I can use this. Other times I’ve been bubbling away with my scientific tools and have a little animal fat left over.

Different component also have certain bonuses that when used gives certain benefits to the end result. Many of the metals are like this with their properties although you have to use it in the right recipe. The example given in the tutorial are the properties physical resistance and penetration; penetration being something for weapons and resistance for armor. There are a few other instances like this too such as cooking and getting different benefits or a range of combat stims depending on the ingrediants used.

Quality is a big deal through all of this too with better quality ingredients of course resulting in better quality results. A lot of it requires a certain dedication though to get such high quality materials and items as it all depends on your total skill as well as ability with that recipe. It means focusing on certain aspects to get the best result, although mixing around into everything is possible too… Just not optimal.

You can get a lot of these component types from the general vendor which is a nice touch, it helps the early skill gain and crafting but it is lower quality. Most of what you need that you can’t craft will come from the auction house, and it does seem to be an active aspect. There is the beginning of an interesting economy here, if not for the lack of item breakage to continue it.

One of the big issues I’ve noticed though is just how needlessly complicated some of the crafts are, requiring huge amounts of interconnected crafts to complete. A little interdependency is good but stuff like fittings take this to the extreme. One large craft map I saw on reddit for a firearm fitting shows this well. What this does is make a needed point of progressions out of reach of most crafters and also far too costly to buy for a while too. Not to mention that finding enough high quality components in the market right now can also be an issue

With that said it is an interesting system. I love actual, meaningful crafting in my mmo’s that have a purpose and place and this is one of the best systems of recent times. Now that is a bit of an indictment to modern mmo’s considering just how unfinished the whole system feels but whatever, glad that these new mmo’s are pushing more than just killing stuff.

Early access Issues
As an early access title and an ambitious indie game it is prone to a lot of bugs and failings at the moment. Some quite game breaking, some immersion breaking and others just annoying. There are bugs everyone with items and skills not working properly, assets not engaging and just things not polished or implemented correctly. Mob ai is rather basic and the animations in game the epitome of alpha. There are weird misplaced animation all the time, like my rifle bullets that decide to hit an enemy from the side occasionally as well as many others

Textures are generally rather washed out and have odd moments of being misplaced, flickering or just dulled. There are a few misplaced assets around that don’t exactly align how they are supposed to. FPS is rather bad within towns and drops quite heavily when you’re crossing the map lines… not to mention just random drops now and then too.

Server performance seems good but client, not so much with a bit of rubber banding and such. My map hasn’t been working for a week now. OH and crashes, lots of crashes with I would say about a 25% chance every time I die and try to respawn. And that loading screen for characters is just abysmal.

That all does seem like a pretty negative recount of what is a predictably rather unpolished early access experience yet weirdly I’m actually enjoying it quite a bit. I love the open nature of the experience and just doing what I want or whatever I kind of fall into. Sometimes that’s an hour of picking herbs, other times taking bits and pieces out of the local fauna. A mission here and there and a lot of aimless exploration and noting down points of interest.

I love how I can freely make my own gameplay style from a collection of things, mash it all together and yet still have the freedom to play around with the others. At the moment I’m a psychopath with a rifle and a genetically engineered army at my disposal who likes both killing stuff and picking flowers.

I love how everything is interconnected and there is an actual market for the stuff I find, the mad experiments I’ve done or just random tinkering that happens. I love how it is an actual player driven experience because of this with people fulfilling each other’s needs and creating items of worth. That people can and have gained a reputation as well for the crafting they are doing.

I love just going out there and exploring again and not having stupid signs everywhere telling me I’m to noob to enter. I love how the resources themselves that get me exploring are hidden around enticing me to find them and that I’m not facing needless restrictions to gather them like craft level or the implement I’m using.

I love that this is an actual sandbox game and whatever raw nature it has I’m prepared to overlook just to experience that at the moment.

RaiderZ Closing Its Doors On August 10th

Wednesday, July 15th, 2015


Perfect World Entertainment today announced via the new Arc portal that the long-running free-to-play action MMORPG, RaiderZ, will be officially closing its doors on August 10th. Perfect World Entertainment have published the game here in the West for many years but the developers, MAIET, either has or will shut down development of the game. Without a developer to support the improvements and additions the game needs, there’s nobody left to support the title.

We have significant news to share regarding RaiderZ. Over the past weeks, RaiderZ has seen a few different instances where the game has had issues with the server. In the past, we have been working with MAIET, the developer of RaiderZ, in order to troubleshoot and solve issues to keep the game available for the players. Unfortunately, MAIET is no longer operating anymore.
Since there’s no more active developer, it’s very difficult to troubleshoot any issues that happen to RaiderZ. We’re unable to deliver a quality experience to you, our players, so we’ve made the difficult decision to shut down RaiderZ.

We will shut down RaiderZ on August 7, 10am PDT. Prior to the shutdown, we will bring back the east servers to working order.
Perfect World Entertainment

For the full rundown on the reasoning behind the upcoming closure of RaiderZ, check out the official post below.


Star Wars: Battlefront dev trailer goes big on authenticity

Monday, July 6th, 2015


There’s not a whole lot of new information in this ‘Developer Diary’ (aka ‘advert’) trailer for Star Wars: Battlefront, but what little there is pushes the message of authenticity.

It’s a promo tie-in with retailer Game, so there’s a fair bit of slightly gross promotional branding too. Mind you, that’s exactly what they paid for, so it’s hard to be too surprised or upset.

The footage shown is, as far as I can tell, identical to that presented in the first trailer released last week. It looks suitably pretty, but it also doesn’t look a whole lot like actual gameplay. DICE has subsequently come out to say the game will run at 60fps, so it definitely won’t look like the trailer for most players.

So, authenticity-wise, the chap in the video talks about how the studio were able to get hold of the original Star Wars effects at Skywalker Sound. That means everything in Star Wars: Battlefront (X-Wings, lightsabers and the like) should all be sounding correct. There’s a bit about making sure all the gadgets and machinery looks accurate as well.

Star Wars: Battlefront will be released in mid November of this year. The trailer urges you to pre-order at once, but I’m sure people know better than that by now.

GTA 5 PC patch notes for 335.1 (1.02) released by Rockstar

Monday, July 6th, 2015


Naturally, just a few minutes after I’d finished writing the previous ‘GTA 5 patch released without notes’ story, Rockstar released the patch notes. They also seem to have changed the patch naming scheme. The previous PC patch for GTA 5 was called 1.01, but this new one is 335.1 (named after the build version.)

I’m starting to think delaying the patch notes is all a cunning ploy to get sites writing two stories about each release.

Anyway, here’s what’s changed. The video benchmark can now be run from the main menu, there are a bunch of small fixes to the Rockstar Editor mode, and a couple of crashing issues seem to have been addressed.

Players can no longer purchase more vehicles than their properties can store.
Players can now launch a video card benchmark test from the main menu.
Fixed an issue where facial features would not save correctly when transferring a character from Xbox 360 or PS3 and changing genders while editing the character’s appearance.
Fixed an issue where players could become stuck in the clouds when voting to quick restart the Humane Labs Heist.
Fixed an issue where markers in the Rockstar Editor could not be deleted with the mouse.
Fixed various audio recording issues with Rockstar Editor clips.
Fixed an issue where the Yacht would not appear in some recorded Rockstar Editor clips.
Fixed a rare issue where some Rockstar Editor clips could not be opened for editing.
Fixed an issue where the GTAV Launcher would not display the correct amount of time remaining for file downloads.
The Steam overlay has been moved to prevent it from covering up Launcher buttons.
Fixed an issue where the game would not save your settings when restarting in some instances.
Fixed a rare issue where the Steam version of the game would crash right after launching.
Windows Media Player is no longer required to install GTAV. Instead, Windows Media Foundation will be required.
Fixed an issue where the game would show the pause menu without player input.
Fixed an issue where the max frame rate would be incorrectly low in rare cases.