Yearly Archives: 2014

Prime World: Now Officially Launched

Prime World

Nival has announced that its award-winning MOBA, Prime World, is now available globally on Steam, Amazon and Aeria.

Prime World, enjoyed by 7 million players around the world, originally entered open beta in the fall of 2013 in English speaking territories. The game has seen many improvements and updates throughout the beta period, which players can now enjoy in its worldwide release. In addition to the English version, Nival just released versions in French and German, as well.

Prime World adds the best features of deep MMORPGs to a fast paced MOBA. It merges persistent hero development and character customization with Player-vs-Player and Player-vs-Environment gameplay. In addition, the game features story-driven battles and castle building all within a competitive online setting. Players can hire, equip, and train their choice of dozens of heroes between battles using collectible and upgradable talents and build a thriving economy in their city.

Over the course of the game’s beta period, Nival has combined all regional community servers into a global server to create a massively improved matchmaking system for fast queues and balanced opponents during battle. Powerful new heroes, skins and talents have been integrated into the game as well. Geolocation-based rankings now allow players to see how much more skilled they are than other nearby players and a robust and detailed tutorial now welcomes new, beginner players to the game.

“It has been an amazing journey creating Prime World, a game that we feel truly stands on its own compared to other MOBAs,” said Sergey Orlovskiy, Founder and CEO of Nival. “Our goal was to create a game that touched on many of the popular components seen in other games of these genres, but to create something unique that players haven’t exactly seen before. Through the open beta we’ve heard all of the feedback from players, and now with some major improvements integrated into the game, we are more excited than ever to release Prime World to the masses!”

For more info: visit http://en.playpw.com

Titanfall PC Review – Not Worth the Price

By Mohammad Abubakr

Titanfall has been labelled as the most anticipated game of 2014, which is odd because I only heard about it a few days before release. It is an Xbox exclusive for consoles but we still get to play it on the PC. Developed by Respawn Entertainment and published by Electronic Arts, I knew what I was getting into when picking up this game.

Titanfall is a first person shooter (FPS) that feels like a mix of Call of Duty, Halo, and Mirror’s Edge. What this means is that you get solid shooter game play with the additional parkour movement capabilities (free running) found in Mirror’s Edge. You are rewarded for moving around and simply sitting in one spot is usually not the best idea. Masters of techniques such as double jumping and wall running will easily secure top ranks in the leader boards.

The campaign is played online with other players.

As the name implies, players are also given the ability to summon Titans, massive war machines, that can be both piloted and controlled by artificial intelligence to dominate the battlefield. As you would expect, these titans are very powerful and can change the tides of battle. Standard infantry will have difficulty killing these titans and will need to dodge all direct fights against them. This doesn’t mean that getting in a titan makes you invisible. Thankfully the game seems well balanced when it comes to titans versus regular infantry as these massive machines are basically sitting ducks. You will still have to play cat and mouse against titans but they are killable.

At first you will always be looking forward to the summoning of your titan, but over time you may even prefer the regular fighting style. I personally favour the mobility of pilots on foot instead of piloting titans but I guess this depends on your play style. Do you want to be able to move around the map quickly or pilot a massive war machine that stops for no one?

Killing titans with the anti titan weapon.

Even with the addition of titans and parkour elements to the game, it still feels like your typical console shooter. Many developers from Respawn Entertainment also worked on previous Call of Duty games and this clearly shows in Titanfall. If you have ever played the CoD series before you will get a similar feel to the game. This can be both good or bad depending on if you enjoy the Call of Duty series. I personally prefer more PC style shooters such as Counter Strike or Team Fortress 2 which feel like they are suited for mouse and keyboard play. It is important to keep in mind, this is not about console versus PC, I like both systems.

The game is very easy to get into and learn the controls. While you still need to aim correctly and make efficient use of every map’s unique layout, it does seem a lot easier than other shooters I have played in the past. Due to certain features such as no gun recoil and bomb throwing physics, there are less additional things to keep in mind when playing. However, coupled with the extreme movement capabilities found in Titanfall, there will still be a sizable skill gap between the average and professional players. Only by mastering the parkour offered in the game will you be able to become a top player.

Campaign narratives while playing online.

Titanfall focuses on offering a good multiplayer experience instead of coupling it with generic narrative single player campaigns found in other shooter games. The ‘campaign’ is all online and is played with 11 other players with a narrative playing in the background. You cannot really tell the difference between the campaign mode and regular multiplayer gameplay. Think of the campaign as a multiplayer mode with voices speaking in the background. That is all.

This might not be a bad design decision as almost all gamers nowadays play shooters for their online game modes. So for this reason, why should the developers waste time improving the single player when they can instead improve upon the multiplayer?

Online matches are played 6v6 on large sized maps which makes sense due to the massive titans and movement capabilities of pilots. Even these large maps will begin to feel small when you master the movement in Titanfall. Players will be accompanied by AI soldiers that will help to make the game feel more like a battlefield and not an arena. These AI soldiers are very easy to kill and therefore provide less points upon death.

Fighting inside a titan

Without any additional updates or downloadable content, there are a good chunk of maps available for play. These maps bring unique gameplay as some are more friendly to parkour than others. Players will need to change strategies and play styles depending on the map. You still play the traditional game modes such as death match and capture points which is a little bit disappointing. There is great potential for more fun game modes with the parkour, titans, and AI soldiers present in this game. I would love to see future game modes such as protecting your AI soldiers come out in the future.

This game aims to be more fun than competitive. Instead of offering players with a lot of content that will rarely get used, Titanfall’s developers aimed to deliver polished content even if it meant offering less. You will still get decent customization when it comes to your play style but you will not have as many options as in other games. This is not a bad thing as it is better to have less content which is useful than to have garbage that no one will ever use.

Beginning of an online campaign mission.

Conclusion: Fun but not worth the price tag

In conclusion, Titanfall is a fun game that does not last very long. Being the first in the series, it reminds me of games like Assassins Creed and Portal which were release to test the waters. There is a lot of interest for this game meaning that the sequel should offer a lot more content. You should definitely pick it up but not for the full price tag. I do not feel it is worth $60 as there are a lot of other games offering more content and play time for far less. If it is on sale, by all means give it a go but do not expect it to be a game that will take up all your time.

Graphics – 5/5

Built upon the source engine, Titanfall brings great graphics without eating up too many resources. We’re basically at that point in gaming where you will not see anymore huge jumps in graphics. Titanfall looks and plays great.

Control – 5/5

The controls are very easy to learn by being the same as other shooter games. The developers have done a great job making the additional parkour movement easy to use and feel natural. You will spend less time getting used to the controls and can simply jump in and play.

Features – 3/5

While the game does not have as much content as you would expect from a game with such a high price tag, it delivers the content it has with amazing polish.

Customization – 2/5

You do get the opportunity to change things such as weapon and titan layouts but there is not as much customization as you would expect from shooters nowadays.

Community – 2/5

I’m glad we don’t have the typical people you hear about screaming over their microphones but the game is very quiet. A lot of the times it feels like you are just playing with AI. There is not much making people want to communicate with each other.

Abubakr is a student studying computer science and is currently completing his undergraduate studies at the University of Toronto. He is an avid gamer, technology buff, and an active writer and blogger at TheGameStack.

Eldevin 1st Expansion Arrives April 3rd

Eldevin

Hunted Cow Studios has just announced the highly anticipated expansion for their award-winning browser game, Eldevin.

Since its launch in November, Eldevin has attracted over 40,000 players to the game and the team is hard at work on many more updates and improvements.

This digital expansion takes the player into five exciting new areas to battle epic enemies as the omens of war with the Infernal Empire loom over the entire kingdom.

All players will have free and unlimited access to over 200 new quests, 2 new dungeons, over 10 new item sets to collect, many new realms, over 50 new crafting recipes and an increased level and skill cap of 45.

The team at Hunted Cow would like to thank all their players for their support of the game and as such are giving all players who log in during the first week of the expansion a free gift pack, including a brand new pet and some great in-game loot.

For more info, visit https://www.eldevin.com/

Quantum Rush Begins Open Beta

Quantum Rush

The futuristic online racing game Quantum Rush starts its beta phase today. Everyone can now register a free account at the game’s official website, download the client and start playing.

Players can expect action-packed races with futuristic racers and race tracks. Up to 20 pilots can compete against each other in a single race. Quantum Rush’s Death Race mode adds the element of combat to the equation. To this end, racers are equipped with mounted cannons and players can collect special pickup items on the race track – shields, homing missiles and whatnot.

However, Quantum Rush also has with strategic elements. In your garage, you will be able to research new parts to upgrade your racers, like new engines for increased speed or agility and improved cannons for more fire power. And the aesthetes among you will enjoy the features the game offers for the visual customization of racers.

The Quantum Rush team wishes to express their gratitude to all beta testers and rewards them with 100 Qoins. The participation of the active Quantum Rush community, their many ideas and constant feedback, allowed for the fast and effective development of Quantum Rush.

For more info: visit http://www.quantum-rush.net/

TUG Early Access Impressions – Fight to Survive!

By Michael Sagoe (mikedot)

With sandbox games still on the rise, this upcoming title created by Nerd Kingdom presents itself with a more primitive tone and feel. TUG: The Untitled Game is a multiplayer sandbox RPG where players can create a near infinite world to explore, control and survive in. With two game modes currently available in the alpha version, including Creative Mode where players spend their time reshaping the environment, and the Survival Games where players attempt to assassinate each other, these modes will easily offer many hours of fun for those that have vivid imagination… or those that have a constant need to virtually kill their own friends.

TuG

Luckily, I was given the opportunity to hang out with the development team behind TUG and got to try out an early alpha version of the game before anywhere else, so sit tight as we jump in head first into a world where only the strong survive.

So for this session, it was completely focused on the Survival Games mode, and the rules are simple: Be the last player standing. Other than that: It’s anything goes. You can try and form alliances with other players, but don’t expect the truce to last very long. In the end, there can only be one! And I was aiming to be the one…

Once I joined up with the development team, we started up our first five-way survival match, and the first thing that was one my mind: hoard supplies as soon as possible. The environment was separated as one part forest and one part desert, and both sides had plenty of trees, rocks, roots, fruits and other natural items that can be used or manipulated by the players.

First thing I started to search around the forest area for was any branches or twigs I could use in order to make into a pickaxe. Once I found a set of twigs, a stick and a pointy shaped rock, I started crafting my pickaxe with my items flat on the ground and my back exposed to the world. Until another certain sandbox title, players must lay their items on the ground and slowly craft their items over time, so there was a small bit of tension when I was crafting something, knowing that my enemies could walk up to at any moment and knock me out. Fortunately, I made sure that no one was around and was able to create my pickaxe in peace.

TuG

Afterwards, I looked for a nice secluded spot in the desert area of the map and started to dig out a hidey hole where all my horded goods would be placed, but it turned out that my secluded spot was not as secluded as I hoped, because almost as soon as I crawled out of my hole to look for more supplies, a player threw a spear at me. I panicked at the sight of the spear and started looking for a place to run, but sadly, my attacker caught up with me and ended my character’s life.

TuG

So my first match didn’t go so well. The second match, I wanted to take a more aggressive approach.

As soon as the second match started, I went off in search for my first victim. Once I spotted an enemy player, I attempted to attack them with my fists, and I sure wasn’t stealthy about it.

TuGKILL ON SIGHT!

The only major flaw in my plan was the fact that players cannot attack each other using their fists. The devs mentioned that this will be changed in the future, but then again, matches could end pretty darn fast if players could just punch each other to death.

Anyway, after my not so brilliant plan failed, I had to run and hide for a bit before thinking up a new plan: Build a very simple weapon and play defensibly before nightfall. After rummaging around the forest for a bit, I was able to find the necessary pieces to create a simple battle axe, but after that moment, another fear came over my head, and it wasn’t from the enemies wandering the area, but from my character’s rumbling stomach.

TUG features a simple hunger system where players have to forage for berries and other edible foods to keep themselves from starving. With my hunger meter on low, I was able to find some berries to eat, and just in time, since the sun was setting quickly and when things get dark, it gets REALLY gets dark. Definitely not the kind of setting you’d want to be in if you want to seek out enemies.

After searching around for a gourd plant which can be used to light up the dark, one of the enemy players spotted me. I quickly took out my battle axe and attacked my enemy, but then the axe broke over their head! I panicked and tried to fight back using my pickaxe instead, but then THAT ended up breaking over the player’s head, as well. Apparently, crudely made weapons aren’t very reliable… Who knew?

So as I was completely defenseless, I started running for my life, jumping and ducking over hurdles, trying to shake the guy off, but it was no use. Plus, my character’s hunger meter was running dangerously low, so I was really in a tight situation. With no weapon to fight the guy off, and no safe moment to find some food to eat, I was a goner.

TuGR.I.P – Spirit of Mikedot

Overall, my experience with playing TUG was surprisingly satisfying. Despite the game being in an alpha state, and while I didn’t touch on any details for the creative mode, the survival games offer a lot of entertainment value for those with the right mindset. With the promise of dungeons, a more dynamic combat system and full modding support, TUG certainly has a lot of promise to stand out in a genre that’s started to get a little bit crowded, if you know what I mean.

Strife Patch 0.2.30 is Live

STRIFE March 28

S2 Games has released patch 0.2.30 for Strife’s closed beta, adding a bundle of new features and launching a new website. The patch also has come with the price of an account progression reset for beta testers.

New in the patch are chat commands, a watch menu, win tracking, party voice activation, and DirectX 11 support. The patch also makes all crafted items permanent, addresses problems with bot farming, and much more. You can read the full changelog here.

TUG: Now Available On Steam Early Access

TUG

Nerd Kingdom today announced their debut game, TUG, is now available on Steam Early Access. TUG is a multiplayer, open-world, sandbox-RPG using social sciences to allow players to impact how the game evolves.

TUG offers a massive procedurally-generated world to explore, featuring 13 unique biomes including complex cave systems and day/night cycles. The gameplay focuses on crafting, exploration, pvp, and role-playing, with an emphasis on immersion and player freedom.

Players begin their journey as beings called Seeds, humanoid creatures with a special crystal on their body enabling them to interface with the strange energies in the world around them. While the game won’t have a linear narrative, the developers have hinted at an expansive mythos that will eventually manifest itself in the game in numerous ways.

“What really sets us apart from other open world sandbox titles is the way we prioritize our development goals based directly on player input,” said Peter Salinas, a behavioral scientist and developer for TUG. “We’ve had such tremendous feedback and support from our players in our early alpha, and we can’t wait to see all the amazing and creative things players will continue to do with the game. By looking at our community’s play patterns and listening to their feedback, we can keep our development focused on what our players want.”

The game currently features two gameplay modes: Creative Mode and Survival Games. In Creative Mode, players can unleash their creativity on the landscape of TUG by digging and building the terrain and exploring the near-infinite procedurally generated world. In the Survival Games, players spawn on a multiplayer map and must race to collect resources, craft weapons and tools, and battle it out to the last Seed standing. Players must utilize the environment to forge tools and weapons, create traps, and sabotage opponents.

Currently in alpha testing, the game will have new features and gameplay systems continuously being added, upgraded, and expanded on. New modding tools will be released periodically so players can create their own maps, tools, and weapons and share them.

For more info on TUG, visit http://nerdkingdom.com/

Diablo III: Reaper of Souls Review – Saving Face

By Jaime Skelton (MissyS)

 

Diablo III was an average game, damned by years of anticipation and mediocre game design. Fans of the franchise wanted to love it – and we did our best – but issues like the Auction House fiasco, lousy itemization, and uninventive gameplay left us hungering for better. The game left us bitter; almost two years later, some former players still refuse to speak about it. But Blizzard didn’t abandon the community: it marched forward through the great flickering flames and bitter poison with hope – hope that came in the name of Death.

This week has marked the release of Reaper of Souls, Diablo III’s first expansion. With it comes a new Act, a new class, a new game mode, and a new artisan. But can these four presents, bundled in a monochrome package, redeem Diablo III?

SoulStone

A New Foundation: Diablo III 2.0

Taking a similar approach to its World of Warcraft expansion releases, Blizzard released a free update to Diablo III a few weeks prior to Reaper of Souls’ official debut. This patch wasn’t simply a preview of things to come: it was a fundamental change in Diablo III’s gameplay that becomes necessary to discuss, in brief, before looking at the meat of the actual expansion.

Itemization is the most crucial change to come with Diablo III’s new patch, so much so that the update is often referred to as Loot 2.0. The changes, intended to address the issue of dismal drop rates, disappointing item stats, and the dreaded Auction House, have made a remarkable impact on the game. A new Smart Drop system means that most loot will roll stats based on the class that is being played, making upgrades far more common; meanwhile new item properties and stat ranges have made these upgrades more meaningful. As a final blow to the achingly slow gear progression of the original Diablo III that forced players into trading for better loot, all legendary and set items were made bind on account, and the Auction House system was shut down on March 18. In short, loot is now something to look forward to and work toward finding.

Useful Loot

The second major change worth noting is a revision to the Paragon system, Blizzard’s initial answer to end-game progression. Paragon levels are now account bound and without level cap, offering points evenly through four categories: Core, Offense, Defense, and Utility. Each character may opt for different bonuses, like opting for critical hit chance instead of attack speed. While the new system strips itself of magic find (which is of less concern with the changes to itemization), paragon levels also become far more interesting and useful to characters. It also adds some extra incentive to keep leveling at end game.

Difficulties

The last of the major trio is a change to the difficulty system. Enemies now scale to your level (regardless of act or difficulty), and all difficulties have been retuned. Changing difficulties is easier, and the ultimate difficulty mode – now called Torment – has a slider that allows for further adjustment. The Diablo III update also sees host to dozens of other changes, from new buffs and quest rewards to the introduction of clans and communities. There are also hundreds of tweaks across the board to all classes. I’ll leave you to your hours of research and theorycrafting later: let’s talk about Death.

 

Act V: More Than a New Story

Reaper of Souls is titled after its grand villain: Malthael, the Angel of Death. Malthael claims the Black Soulstone, and so the nephalem has been called back to duty to save humanity from Malthael’s mysterious plans. While the nephalem’s work begins in the town of Westmarch, they will eventually move on to other areas in order to undo Malthael and place the Black Soulstone back into the hands of those it may be trusted with.

Westmarch Burns

This is the setting for the fifth chapter (Act V) of Diablo III, and while the storyline follows no great twists or turns, it is a satisfying epilogue to the game’s original story. The writers remained responsible storytellers as they brought stray ends to a proper conclusion and left the door wide open for a new Diablo story (be it expansion or Diablo IV), but there’s more to Act V than this. Westmarch has its own storyline that runs concurrently with the main story’s events, and there are nods to other portions of the game’s lore, such as Leoric’s invasion of Westmarch. It is worth the spare time to explore extra areas and discover lore objects to see the full story of Diablo III realized. Each follower now has their own separate side quest available to complete, bringing some resolution to their woeful tales. A few moments in the story also offer some epic action – the battering ram is just plain awesome. Act V’s storyline also comes with one more surprise: each class has its own slight twist to the game’s story and ending, offering a more immersive experience and bringing that trickle of each class’s backstory to a conclusion.

D3 Story

Act V also deviates a little from its predecessors in gameplay. New environmental challenges have been introduced to offer an additional threat from new enemies. Bosses, in particular, have been designed to offer greater challenges that have many cursing and even lowering difficulty to get by. I spent at least a half hour hating the second boss – imagine Frogger and then multiply and twist it into a maze of bloody goo – and at least as much time restrategizing for the final boss, whose challenges are a nod to “bullet hell” shoot ‘em ups. These new challenges will, of course, become routine over time, but have demonstrated that Diablo can be more than bulldozing mindlessly through demons.

 

Saving the Faith: The Crusader

The Order of Zakarum has not had the brightest of history, and yet, the Crusaders march on, hoping to one day cleanse Zakarum of corruption. So it is that Diablo III has been graced with the presence of paladins in the form of the new Crusader class. Crusaders are heavily armored warriors that utilize the Light to defend, heal, and attack. Their resource is Wrath, which works similar to the Monk’s Spirit – a generated resource that gains, rather than depletes, over time; favored weapons are flails and shields.

Crusader Strikes

Defining the Crusader’s role in Diablo III is trickier. As described, Crusaders sound like the ultimate tanks, and yet they do not benefit from the damage reduction that Barbarians and Monks do; in fact, they struggle with the ineffectiveness of block against certain damage types. In fact, Crusaders may seem more effective as medium range DPS, with skills that reach out across the screen and offer some hefty damage. The possibility also exists for Crusaders to become an excellent support class, with powerful heals and buffs for allies.

Crusader Versus

The Crusader is a young class. Only a few days past launch, only a few have started entering Torment and gearing their Crusader; most are still leveling or struggling in finding working builds. Blizzard also issued some major changes to the Crusader as Reaper of Souls launched, nerfing some cooldown skills into oblivion (alas, Steed Charge, we hardly rode ye). Some mechanics – such as a painful 15% movement speed reduction in order to use a two handed weapon as a one-handed weapon – are outright questionable. Crusaders seem to have inherited Monk’s previous problem with useful spenders, and careful cooldown management is key. It’s likely that we’ll see Crusader tailored in the next few weeks as more feedback comes from the community, but the simple verdict is that the Crusader is an equally functional class to its peers, and will appeal to most players interested in a more defensive attacker.

 

Passing the BAR (Bounties, Adventures, Rifts)

Veteran Diablo and Diablo II players are all too familiar with the end-game grind. Option one: pick a difficulty mode, run it through on story, and rinse/repeat until you’re max level and have the best gear. Option two: grind specific areas or bosses with a high magic find and hope for that legendary you know is out there. Option three: get tired of it all, buy the gear you want from someone else, and call it a good day. It’s not pretty, but it is the Diablo end-game formula: rinse and repeat until you’re blue in the face. Curiously similar to MMO end games, isn’t it?

Nevertheless, Reaper of Souls has introduced a new method to alleviate the potential boredom at max level: Adventure Mode. This mode is a little like a post-game sandbox: all story quests have been stripped and all waypoints have been activated. Instead, you have two gameplay options: Bounties and Nephalem Rifts.

Bounty Map

At the start of a new Adventure Mode, each Act has five bounties, visible on the world map. These are short quests which have a few possible options: clearing a dungeon, completing a map event, killing Unique Monsters (purples), or killing a story boss. Unique kill quests are also tasked with killing a set number of monsters in the area (usually 100). Since waypoints are open, and objective arrows will point you when you’re close, most bounties can be completed quickly. Each Bounty awards experience and gold on its completion, and completing all Act bounties grants you extra experience, gold, and a Horadric Chest. This last item is a special chest that may contain rares, exclusive legendaries, crafting materials, and Adventure-Mode items. Two acts will also have bonuses, making it even more worthwhile to clear these acts when playing. However, clearing all the Acts offers no bonus; it often becomes more worthwhile to simply start anew rather than stick it through.

Rift Guardian

Nephalem Rifts, on the other hand, must be unlocked through the use of Rift Keystone Fragments, items which may be rewarded from completing Bounties. Five of these keystones may be consumed to open up a Rift. Rifts are completely randomly generated from the game’s existing assets, and task the player to do two things: kill enough enemies to summon the Rift Guardian, and then defeat the Rift Guardian. These are completely procedurally generated: the environments, challenges, and monsters are all randomly selected on each level. This means some levels of a Rift may be particularly challenging depending on the combination you’ve rolled. These areas take longer to complete than bounties, running about a ten minute average, but offer experience, gold, and rare loot drops from the final Guardian.

One final component of Adventure Mode is a unique currency called Blood Shards. These account-shared items may only be used at one merchant: Kadala, the daughter of Gheed from Diablo II.  Gambling has returned to Diablo in a bitter sweet way; bitter, as the luck of the dice is just as cruel, but sweetened by the fact you won’t run your actual gold reserves dry. Kadala’s items are relatively cheap, but most are nothing more than salvage fodder; in fact, you’re likely to find better items simply plodding through in your destruction of evil than bargaining shards for mystery loot. A much better use of blood shards would be for the purchase of crafting materials, particularly rare legendary mats that can require hours of boss runs to collect.

Gambling

This last system is where Adventure Mode fails. Bounties and Nephalem Rifts are a fun way to level and gear up at any level, even without a bonus for completing bounties in all five Acts. It’s a new way of looking at the game, and a way of hitting the interesting content without going through the story on repeat. Blood Shards, however, should be the icing on the cake; instead, they’re dried out, stale crumbs.

 

Enchantment? Enchantment! : The Mystic Myriam

The last of Reaper of Souls’ features – but not the least – is the Mystic, a new Artisan unlocked in Act V’s story mode. Originally designed for the release of the original Diablo III, the Mystic was eventually pulled from the design roster for redundancy, but has now returned with two major functions: transmogrification and item enchantment.

Transmog

Blizzard couldn’t help but consider bringing the popular transmogrification system from World of Warcraft into Diablo III, but thankfully, the Mystic’s system is far less frustrating. The basis of the system is simply to change the appearance of your current gear to that of other items. There’s no need to store appearances in your Stash; Myriam catalogues all basic appearances along with any Legendary Items you discover. Basic appearances cost a paltry 500 gold, while rare appearances cost a heftier 50,000 gold each. This is a nice system to allow players to have a more unified appearance, but will see little use for most until they are max level and hunting down the last of their gear.

Enchantment

Item enchantment, on the other hand, is a more complicated and costly beast. Here, Myriam can change out a single affix on an item for another. There is limited choice in how enchanting works: while you can select any property, it may only be replaced by a random property from a given list that the Mystic will show you before you choose. Additionally, once you’ve chosen a property and rerolled it, you’ll never be able to change out any other properties on the item. The process also requires a payment plus the cost of appropriate crafting materials, making it an expensive way to fine tune gear for your playstyle. While enchanting offers some way to make a good item better, you simply can’t create the perfect item by brute magical force.

 

Final Verdict: Great

Diablo III has evolved from its mediocre start to a great game. The entire polish to loot, paragon systems, difficulty, end-game content, and customization make for a wholly redesigned Diablo III. Players have returned with enthusiasm, some even forgiving the past mistakes. Diablo III 2.0 was an impressive success that gave life back to the franchise. However, a great deal of Diablo III’s rediscovered glory has come not from Reaper of Souls, but from its free pre-expansion update, and our verdict has to look crucially at what the expansion itself has done for the game.

Death

So how does it sum up? Reaper of Souls offers a fantastic storyline to satisfy the lore-hungry. The Crusader is a confused class at release, torn between its chance to be the devastating holy tank its packaging touts, and the mid-ranged damage dealer that its skills support. The Adventure System is a breath of fresh air into a stale ARPG that has long deserved truly random encounters, but trips over a poorly designed return of gambling. And the Mystic, while useful, feels like the littlest Artisan, only incidentally useful until end game. Meanwhile, Blizzard was still unable to find a way to make a proper PvP mode for Reaper of Souls, and so the promise of PvP looms like political propaganda over the title.

In short, Reaper of Souls delivers good content, but it remains flawed. Some flaws, like the inevitable loot grind or heavy battle against RNG, may be forgiven as flaws of the ARPG genre itself. We may see them change in a new iteration of Diablo IV, but asking Diablo III for a complete game redesign is unreasonable. On the other hand, the new content is lukewarm, as if the development team was still demoralized by Diablo III’s initial struggles. Combined with the 2.0 update, Diablo III is a game worth returning to, fun and infuriating as all ARPGs should be, but Reaper of Souls simply falls short of true excellence.

 

Lego Figures Online Reveals Pirate World

Lego

LEGO Minifigures Online is currently being developed by Funcom, and leading up to Open Beta this summer, more details about the game will be revealed.

Last week, Funcom attended the Game Developer Conference in San Francisco, offering press their first hands-on opportunity with the game. The content press got to play at GDC was set in one of the many worlds players get to explore in LEGO Minifigures Online: the Pirate World.

Ye think yer a proper pirate, aye? Well, then! Head over to Volcano Island and battle the terrible ghost pirate Dreadleg, or mark yer maps for Treasure Island and best the most terrifying o’ sea monsters: Crikey the Kraken! This be what separates the scallywags from the swashbucklers and the bilge rats from the buccaneers!

Head over to www.playminifigures.com to register for the ongoing Closed Beta and to learn more about the game.