Monthly Archives: December 2012 - Page 2

DUST 514 : ‘Chromosome’ Update Deployed

A new DUST 514 update has been deployed for the game currently in closed beta testing. Devs have penned a new blog to discuss the significant changes made in Chromosome, most notably improving the foundations of the game and significant changes to the progression system, the squad system, the fitting system and game modes.
One of the most unique features you will see in Chromosome, however, is the ability to request off-map support from players on our test servers in EVE Online. With this feature, DUST mercenaries will be able to coordinate devastating bombardments with EVE pilots in space ships in planetary orbit. These Orbital Bombardments have the capability to dramatically change the tide of battle, and we’ll be testing them thoroughly in the weeks to come.


During PAX East, our boots on the ground had the opportunity to check out TERA in a unique way by delving into the Twilight Valley dungeon. We’ve got a pair of hands on previews for you so keep reading!

I’ve played a lot of TERA over the course of the beta weekends, but rarely have I been able to get into full groups, and I’ve never seen a dungeon to date.If you are still finding a legit tera Gold Seller which can offer you Cheap tera  Gold. You really need to check our website. Buy tera Gold from here can save your money a bigtime, as well as give you a chance to win  extra Free tera  Gold

I can’t wait for the OBT (Open Beta Test) to really begin my characters, especially after a taste of what dungoneering as a Lancer is like during PAX East. At the booth for TERA, we were brought into a secluded room with five individual PCs set up for one of five classes. I chose the Lancer, Mike chose the Slayer, a couple of other folks took the Sorcerer and Warrior, and an En Masse employee (Sam Kim, Producer) handled the healing. Thank God, too, because it turns out BAMs in high level dungeons aren’t exactly pushovers.

The Devil’s Advocate : The War Z – Feelin’ a Bit UncomfortableThe Devil’s Advocate : The War Z – Feelin’ a Bit Uncomfortable




In this week’s Devil’s Advocate, we take on probably the hottest topic of the week: The Steam controversy that resulted in The War Z being removed from the game portal’s stable. See what we’ve got to say and why the whole mess has us feeling a bit uncomfortable. Join the discussion in the comments.

Valve even went as far as sending out a statement, saying,

From time to time a mistake can be made and one was made by prematurely issuing a copy of War Z for sale via Steam. We apologize for this and have temporary removed the sale offering of the title until we have time to work with the developer and have confidence in a new build. Those who purchase the game and wish to continue playing it via Steam may do so. Those who purchased the title via Steam and are unhappy with what they received may seek a refund by creating a ticket at our support site here.


Guild Wars 2 : Micro-Awesomeness

One of the most controversial words these days in MMOs is “microtransaction”. The idea of microtransactions always stirs a lot of emotion. In today’s Guild Wars 2 column, we explore the thought of microtransactions in GW2. Read on and let us know what you think in the comments. our sercices and price is the best that other companies cannot offer to.Now,register and buy the cheapest  Guild Wars 2 gold , our sercices and price is the best that other companies cannot offer to.Now,register and buy the cheapest Guild Wars 2 gold from our company,.The customers will get the cheapest our sercices and price is the best that other companies cannot offer.

ArenaNet had a nice system for Guild Wars where they used microtransactions to sell mission packs. ArenaNet has said that they will be using micro-transactions for Guild Wars 2, but they didn’t want players to have an advantage over others just because they spent a few extra dollars. This is a real game, not one of those Facebook click-fests that pulls our money out of us by inconveniencing us. To get back to the mission pack, it takes place in the lore of the game, using a different character with skills the game gave you. You controlled the character to see an event that took place in the games past. What was great about this mission pack was that it really expanded the universe.

The lack of high-resolution character and armor textures outside of cutscenes in Star Wars: The Old Republic turned out to be an intentional move by Bioware and has stirred quite an uproar in the player community. We offer our thoughts in this week’s SWTOR column.our general method for swtor power leveling :kiiling monster, select the character which most coincide with their hobby, hand over the account to our company,and we we willfinsh their order via brand-new precautionary measure,so any accident happended during the period of power leveling:suspension,banning,or compromised account will not existedPlayers have been wondering about the non-functional ‘High’ setting in the game’s graphics options for some time now. If you’re unfamiliar, setting the game’s graphics settings to ‘High’ is visually no different from setting the game to ‘Medium’. Players also noticed that they were unable to achieve the same graphical quality they were seeing in the game’s cinematic dialogue while playing out in the game world. With enough folks clamoring for answers to both of these concerns, BioWare’s Stephen Reid promised to get them one.

Guild Wars 2 : Loot, Looks and More

In the latest update to the Arena.Net Guild Wars 2 blog, Rewards & Item System designer John Hargrove has a detailed look at what drives many to play the games they do: LEWT. In the post, Hargrove outlines the main principles that the team used when considering the reward system: Rewards for all; worthwhile rewards; a player’s look; customization; and upgrading gear in a meaningful way.all of the terms and conditions and everything that were contained in  guild wars 2 power leveling package will accomodated when guest’s order finished,or the compensation directly propotional  to unfinishd parts of package will replaced by new gears,or corresponding gold

In the case of distributing general monster loot or opening dungeon end-chests, this principle means that each player gets their own roll, so it’s alright if you are soloing and someone begins fighting alongside you. This won’t cause the loot you would receive to degrade in any way, as long as you actively participate in that combat. Likewise, when you get to the end of that big dungeon with your group, you each get to individually open the chest and receive your own personal reward.

In the case of gathering materials from things like ore nodes, plants, and the like, this means that when you gather from that resource you use it up for yourself, but not for others. In Guild Wars 2 there is no need to race to beat other people to the same resource node. Take your time ripping that bear’s head off, because no one can walk up and steal that copper node in the back of its cave from you. You may be helping others in your world reach that copper safely, but rest assured that you’re not just clearing a path for a node ganker.



Insider: When you begin creating a new cinematic, where do the storyline and script come from?

Nick Carpenter: We have a fairly standard process in place. It starts when the game teams and the story leads meet to discuss everyone’s basic expectations, as well as the main themes and motifs of the game. We often go into this meeting knowing the major ‘tent poles’ of the storyline, and can start building out the other story details from there. In the case of Diablo III, we knew how the game would begin — with the falling star crashing into the cathedral at New Tristram — and we also knew how the game would eventually

end [but we won’t talk about that just yet]. So we began by setting up the story with the intro and outro in mind, and those early meetings were really about creating themiddle of the story which would connect the two end points. Chris Thunig: Even after the initial story has taken shape, creating the cinematics remains a very fluid process. Good ideas can come from anywhere at any time, even very late in production, so we’re always on the lookout for ways to tweak things for the better. I don’t want to spoil the story, so I won’t go into too much detail, but I will say that we revisited the Act IV cinematic when the animators had some ideas about the way in which one of the characters performed a certain action, and how it needed a greater sense of defiance and heroism. We all agreed and decided to make changes to the action, even though we had progressed far into production at that point.

Once you have a rough idea of the story, how do you set about turning that idea into a cinematic?

Nick Carpenter: In addition to storyboarding all our ideas, we also focus a lot of time on the ‘animatics’ — moving 2D storyboards that give a sense of timing and pacing. We also like to score our animatics with music from other movies to enhance the sense of the mood at atmosphere that we’re ultimately aiming for. As Blizzard gets bigger, it becomes more and more important to avoid what we call the ‘grand reveal,’ which is keeping your work to yourself until it’s almost 100% done. By that point, it’s far too late to incorporate feedback, and there’s always plenty of valuable feedback. A much better approach comes from building rough versions of the footage early and sharing with as many teams as possible as soon as possible. Animatics are very effective in that regard. We can build them quickly and still convey a lot of the elements and emotions we hope to capture in the final footage.

Insider: How does the 2D animatic evolve into 3D footage?

Chris Thunig: Once we have the animatic in a place where we like it, we start blocking things out in 3D and layering in sound. Animators and artists start with simple skeletons and rough backgrounds to flesh out the space. The first 3D animatic is often called the ‘slap comp’ and from it we get a sense for how the cinematic is evolving into 3D space.

The slap comp goes out to many teams for feedback, and another round of iteration begins in which we start layering in more features, piece by piece. Details begin to emerge through rendering and painting, and eventually we start doing very subtle things, like supporting facial animations with muscle movement. These later stages can be very time consuming, which is why the earlier rounds of feedback are so vital. It’s important to start building all the meticulous details on top of a foundation that works.

How do you go about bringing specific characters to life? Where do all the details come from?

Chris Thunig: We use lots of real world reference. Early in the process various members of the team will act out the cinematic scenes on camera. This process works a lot like shooting live action, where actors take cues from directors and we get tons of takes. We even use props, as things like football shoulder pads can give actors a sense for the weight and bulk of angelic armor. People tend to move differently with costumes on, and you see this in their gestures and body language. All this footage goes to the artists

and animators to use as reference. When it comes time to create and animate the characters for the cinematic it’s a matter of getting the software to live up to the artistry. To aid the process we will sometimes look for reference to realize even seemingly trivial things. I remember we found a Blizzard employee with a haircut similar to Leah’s and we put her in front of a fan so the artists could study how her hair moves in the wind. Long render hours and many iterations later we head into the final polishing stage where a lot of tweaking and detailing takes place, and we try and give it that extra push that makes it a Blizzard-quality piece.

Were there any ideas for the intro cinematic that didn’t make the cut?

Nick Carpenter: Earlier versions of the cinematic were much more focused on the characters talking back and forth, mostly about the Eternal Conflict. We ultimately decided it was better to ‘show not tell,’ so we moved away from this direction and instead came up with the idea of establishing the Eternal Conflict by flashing back to it. We loved the concept of angels pouring down from the sky like a waterfall of diamonds into an ocean of demons, but there was no way we could create such sequences and still ship the game on time; it was essentially like adding another entire cinematic relatively late in the schedule.

That’s where the idea of the 2D animations originated. Here, we could show the same backstory in the context of a macabre, living storybook where the images come to life on the page. Through the constraint of time, we came up with the unique ‘storybook’ look for which I think the Diablo III cinematics will be remembered. This storybook grounds the sequence as a flashback — without explicitly explaining that it’s a flashback — and it even gives the viewer the sense that they are witnessing events with the weight of an epic, almost mythological past.

What technologies were used to create the intro cinematic?

Nick Carpenter: We use Pixar’s RenderMan as our primary rendering tool. It’s very good at displacing surfaces and adding both realistic motion blur and depth of field. During the development of StarCraft II’s cinematics it felt at times as though RenderMan was leading us, but for Diablo III we were able to apply what we learned during StarCraft II and get back in the driver’s seat. We also used VRay for matte painting passes, which is the modern equivalent of how 2D painters used to draw environment layers on sheets of glass to create a sense of depth. Also, if you look closely at the 2D storybook sections of the Diablo III intro cinematic, you’ll notice that we took the fibers in the parchment and separated them at different

z-depths in After Effects to create a 3D effect, almost like a star field.


Insider: Do you think we’ll ever see a full-length theatrical movie from Blizzard Cinematics?

Nick Carpenter: If you look at the way Blizzard’s cinematics have evolved over the years, it’s a good guess that we’re likely headed in that direction. We get this question a lot, and it’s too early to tip our hands on anything specific, but, for now, I can say that we definitely hear you.

Insider: Thanks for your time. Is there anything else you’d like to share before you go?

Nick Carpenter/Chris Thunig: I just want to thank everyone involved! Diablo III was one of our biggest challenges yet. It was a labor of love and we can’t wait for everyone to see the story unfold in the final game.


Diablo III to Release May 15th, Digital Pre-Order & Download Now Available
One decade-long wait is finally over as another much shorter one begins, gamers all over the world will be counting down the hours until May 15th, the day Diablo III is released. We predicted last week that Monday, March 12th made the most sense for a release date announcement given Blizzard’s track record of release date announcements on Mondays, but it appears they’ve decided to curb that habit.

There are 3 ways to pre-order the game; you can do so on your Account Page, through any major third party retailer or if you currently have a World of Warcraft Annual Pass (or plan on purchasing one) you’ll get the digital copy of the standard edition as a bonus.

It looks like those who placed Digital Pre-Orders and Annual Pass holders can pre-download the game right now! The game is encrypted though and installation is not available

until launch day.

The War Z : Under Fire on SteamThe War Z : Under Fire on Steam


The War Z is under heavy fire from consumers on Valve’s Steam gaming platform. According to a report on Develop-Online, players are alleging that the game has been released missing key features advertised on the Steam page and that it is in more of an ‘alpha stage’. In response, Executive Producer Sergey Titov has taken to the Steam forums and altered the game’s description on Steam.
“We’ve taken steps to correct this and format information presented on our Steam Store page in a way so it provides more clear information about game features that are present in the Foundation Release and what to expect in the coming weeks,” said Titov.

“We also want to extend our apologies to all players who misread information about game features.”

Star Citizen : Live-stream with Chris Roberts TOMORROW!Star Citizen : Live-stream with Chris Roberts TOMORROW!



Want to know how things are going with Star Citizen since Chris Roberts and his team secured over six million in funding via crowd-sourcing? Want to ask him some questions about the game’s design, its offline and MMO features?  Want to just tell him how grateful you are for Wing Commander? Tune in tomorrow on our live-stream at 5pm EST (2pm PST) for all this and more! 

Feel free to ask some questions here, and we’ll take some of the best to Chris tomorrow evening!

Chris and our own Garrett Fuller will take your questions and talk about the game tomorrow at 5pm EST on our Stream Page.

Runescape will be the main investment focus

As with many other fantasy-based games, adventuring in Gielinor revolves around questing, killing monsters to improve your character’s abilities, amassing loot and swapping it for cash to buy better gear for your avatar. Runescape also has a comprehensive crafting system so characters can learn to make and enchant all kinds of items. This, combined with the popularity of Runescape, means that Jagex, like many others, is battling the black market in items and money that can be used in Gielinor. Mr Iddison said this trade is explicitly against the terms and conditions of the game. “We feel it spoils the game for other players,” said Mr Iddison. Many people, he said, have literally spent hours adventuring so they gain the skills and cash to kit out their character and display that prowess.

Having someone just buy their way to the top seems like cheating, he said, and many Runescape fans resent those that pay rather than play. “The average paying player is on Runescape for 22 hours per week,” said Mr Iddison, “and free players are not far behind.” Jagex also polices the many kingdoms of Gielinor to stop people “farming” gold themselves or with “bots” – computer controlled characters. To catch out the bots the game hits players with random encounters. While people can deal with these they flummox a bot running on automatic that can only do a few things well. But, said Mr Iddison, Jagex has not set its face totally against games that are part-funded through item sales.

Future titles, he said, may be based around that idea. “But,” he said, “we’ve no plans to do item sales in Runescape. The game is so deep that it would mean a big re-write.” All will be online games but, so far, the company is not saying any more about them other than that they will use the same Java and browser technology seen in Runescape. Dedicated fans need not worry though as, said Mr Iddison, Runescape will be the main investment focus for Jagex for the next five years. It is not only gamers who will be keeping an eye on Jagex. Games that are free to download, browser based and fund themselves through item sales or low-cost subscriptions are becoming more popular.

Darkfall: Unholy Wars : Livestream Q&A — Give Us Your Questions!Darkfall: Unholy Wars : Livestream Q&A — Give Us Your Questions! will be conducting a livestream Q&A for Darkfall: Unholy Wars this month and we want to give you a chance to ask the folks at Aventurine about the game!
If you’ve got a question (or two, or ten!) about Darkfall: Unholy Wars, please drop it in the comments below!

Submitted questions should be short, to the point, and most important of all, civil.

We’ll be collecting questions between now and Monday, November 12 so don’t delay!

UPDATE: All right. Thanks for all your submissions. Unfortunately, the actual interview date has been pushed back and we do not have a new date for you at this time. Stay tuned though, we’ll have an update for you ASAP!

Teen Dies After Playing Game For 40 Hours Straight

Are you ready for BlizzCon 2011? Blizzard Entertainment’s two-day gaming festival begins this Friday, October 21, at the Anaheim Convention Center. The sold-out show features developer discussion panels, top-tier tournament competition, the popular costume and dance contests hosted by Jay Mohr, an epic closing concert featuring Foo Fighters, and much more.

You can still join us from home by purchasing a BlizzCon Virtual Ticket, featuring more than 50 hours of live HD coverage streaming online as well as the exclusive BlizzCon 2011 World of Warcraft pet, Murkablo, and yet-to-be-revealed StarCraft II in-game gift. DIRECTV customers in the U.S. can also order BlizzCon as a Pay Per View event and get a Virtual Ticket for free. For more information, read our recent press release or visit have more than 5 years of experience and can easily pass that on to our customers.We provide the cheapest wow gold all the servers and the first class service to our loyal and reliable customers. We have available stock of wow gold on most of the servers, so that we can do a really instant way of delivery. We understand what our buyers need so we offer an instant way of delivery

A teenager died at an Internet cafe inTaiwanafter reportedly playing the videogame “Diablo 3″ for 40 hours straight. The 18-year-old, who has only been identified by his first name, Chuang, had booked a private room at theTainancafe in southernTaiwanon the afternoon of July 13, according to the the Australian, which cited the United Daily News broadsheet. Chuang then proceeded to play the videogame for 40 hours straight without eating. On July 15, an attendant went into the room where Chuang had been playing and found the teen resting on the table, according to the Australian. The attendant was able to wake Chuang, who stood up, took a few steps and then collapsed onto the ground. He was pronounced dead soon after arriving at the hospital.

According to the Mirror, authorities believe the teenager may have suffered a blood clot due to sitting for such a long period of time. Blizzard, the developer of “Diablo 3,” released the following statement, obtained by the Mirror and other news outlets, regarding the teen’s death: We’re saddened to hear this news, and our thoughts are with his family and friends during this difficult time. We don’t feel it would be appropriate for us to comment further without knowing all of the circumstances involved. While we recognise that it’s ultimately up to each individual or their parent or guardian to determine playing habits, we feel that moderation is clearly important, and that a person’s day-to-day life should take precedence over any form of entertainment.

Chuang is not the first individual to die following a long gaming session.In February, 23-year-old Chen Rong-yu was found dead in an Internet cafe in New Taipei City, Taiwan, after having played the videogame League of Legends for 23 hours straight, according to the Taipei Times (via the New York Daily News). You should take care of your health when playing the game.