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Destiny 2.0 photo
Destiny 2.0

Bungie knows the Destiny 2.0 patch is kind of broken

Bungie's bungled the bundle of updates
Sep 10
// Joe Parlock
Bungie released Destiny’s 2.0 patch yesterday. Massive overhauls to the game were made, but with it came a buttload of new bugs and issues. Ever since the update, people have been reporting inability to update the game,...
Suge Knight? photo
Suge Knight?

Free Shovel Knight expansion out September 17

To all platforms and regions
Sep 09
// Steven Hansen
Yacht Club Games just announced Shovel Knight: Plague of Shadows is coming to, "all existing platforms and regions on September 17, 2015." The free expansion is a completely remixed story mode starring Plague Knight and featu...
Tribes Ascend photo
Tribes Ascend

After two years, Tribes Ascend is finally getting a new update

Praise the mighty Shazbot on this day
Sep 08
// Joe Parlock
Plenty of people (myself included) have been upset about Hi-Rez’s treatment of the pretty damn excellent FPS Tribes Ascend. Development was abandoned a few years ago, and ever since Smite has been the developer’s ...
Final Fantasy patch photo
Final Fantasy patch

Final Fantasy X/X-2 HD Remaster now 'truly random'

RNG and music bugs fixed
Sep 04
// Jordan Devore
A pair of nasty-sounding bugs have kept some fans from picking up Final Fantasy X/X-2 HD Remaster for PlayStation 4, but they're finally fixed as of an update this week. You're good to go. One of the issues involved random nu...
Arkham Knight photo
Arkham Knight

The interim patch for Arkham Knight on PC has been released

Halfway to how it should've been!
Sep 04
// Joe Parlock
Oh Arkham Knight, you were a trainwreck and a half, weren’t you? When it released on PC a few months ago, it was slammed for it’s terrible performance, bugs, and overall rushed production. The game was pulled from...
Rocket League photo
Rocket League

Rocket League is giving names to the nameless

New patch coming soon
Sep 03
// Jordan Devore
Psyonix is prepping patch 1.05 for Rocket League. While the full notes aren't ready just yet, the developer has talked about some of the changes coming in "two weeks or less." Notably, there will be a Find New Match option in...
Gears of War photo
Gears of War

Play all Gears of War: Ultimate Edition modes on all maps

New update removes restrictions
Sep 02
// Vikki Blake
All game modes in Gears of War: Ultimate Edition will be available across all maps as of today. The latest update removes restrictions from the playlists that stopped certain modes being played on certain maps.  Dev...
Shovel Knight photo
Shovel Knight

Shovel Knight: Plague of Shadows looks wonderful

Free expansion coming soon
Aug 25
// Jordan Devore
Plague of Shadows looks like the perfect excuse to get back into Shovel Knight. It's a free expansion that remixes the game to tell an alternate story about the Plague Knight. Between his customizable bomb-based moveset and s...
Starbound photo

The Pleased Giraffe update brings colonisation to Starbound

Discooooos innnn Spaaaaacccceeee
Aug 25
// Joe Parlock
Chucklefish’s Starbound has received its latest stable release, adorably titled Pleased Giraffe. The big, major addition in this update is the ability to colonise your worlds. The idea is simple, set up a house on a pl...
GTA V editor photo
GTA V editor

GTA V video editor hits PS4, Xbox One next month

With new features
Aug 24
// Jordan Devore
I'm not playing Grand Theft Auto V these days, but I do enjoy seeing regular stunt videos and the occasional Scooby-Doo intro recreation. Video creators have made good use of the Rockstar Editor despite its PC exclusivity. Ne...

Splatoon's newest map epitomizes the game

Aug 21 // Patrick Hancock
Note: For ranked, I'm currently hovering between B- and B. General Honestly, I think just about any weapon can succeed on Flounder Heights with the correct strategy. Rollers and Inkbrushes will likely have a harder time since they can't ink the walls themselves, but that's what teammates are for! Since it's so large, players seem to lean towards longer-ranged weapons, but that is not the only way to go! My main weapon is the Sploosh-O-Matic, a very short-ranged weapon, and I've been doing just fine. Players really need to adjust their playstyle to their weapon here, probably more than any other map.  Since I use a short-ranged weapon, I use the walls to create sneaky paths and come up from behind. When I switch to something with a longer range, I tend to hang back way more and stick to the standard paths. This is why I think the map epitomizes the game: using your weapon in the best way possible is essential to thrive. For some, that's clinging to walls and taking shortcuts, for others, it's holding a position; every weapon has its place on Flounder Heights. Turf War There is a lot of surface to ink here. Often times, I'll find myself leaving the spawn a minute or two into the game and still have an entire path to coat with fresh ink! Normally I would advise not to bother with inking the spawn, since it will likely get inked over time from people respawning. With Flounder Heights, however, I'm changing my tune. It is very possible for an entire area near the spawn to go un-inked for an entire match, since there's so many other places to be and most people just super jump from spawn after their first death. Sprinklers and Inkstrikes are, as usual, very efficient here, especially with the verticality of it all. A single sprinkler or well-placed Inkstrike might ink three different levels at once, making it much more of a pain to clean up! The high ground in the center of the map is a very strong position to hold. You can see a lot from any given spot up there, but at the same time, there's so many different areas that the enemy can come from. Personally, I'm a fan of taking the middle low ground, then looping back around to come from behind. Tower Control The path for the tower in this mode is pretty straightforward, but can definitely be difficult to stop. After the tower leaves the center, it goes up and over a wall, which can be a big pain when chasing the tower down since the wall itself isn't inkable. Luckily, the tower moves slowly enough that Squidkids can just go down the ramp and cut off the tower. This might be me making things up, but the base of the tower seems larger here. Like, the part that players need to climb up to actually ride the tower. This makes things real difficult for players on the ground level to splat those actually on the tower. Luckily, there's plenty of high places on the map to combat this, but it is interesting.  I've been rolling with the Squiffer for Tower Control, and it hasn't let me down yet. There's definitely plenty of places for Chargers to station themselves and pick off anyone on the tower, though the Squiffer is a more in-your-face kind of Charger.  Splat Zones Despite being such a large map, the two zones in Splat Zones are right next to each other. They are both in the center of the map, separated by a small grate and two archways. Charger weapons and the Heavy Splatling can shoot from one zone to the other. It seems like a strange decision, given such a large map, but it does succeed at creating MASS CHAOS in the center. Killer Wails are especially strong here, since you can hit both zones at once! One bit of advice: don't forget that the grate is....a grate. I've seen plenty of teammates try to avoid getting splatted and just fall right through the grate. It's not a bad idea to head to the center of the map, below the grate, and paint the walls so your teammates can swim right back up afterwards. Oh, and each zone can be taken by a single well-placed Inkstrike. Just keep that in mind! I used the Heavy Splatling primarily in Splat Zones. I loves its range and ability to hold an area. Plus, since it's possible to take a zone with an Inkstrike, I could defend one zone while simultaneously taking the second! While in control of both zones, it's not a bad idea to push forward a bit to paint the opponent's travel routes. Forcing them to repaint those paths can earn you some precious seconds! Rainmaker Again, despite this being such a large map, Rainmaker can be over in the blink of an eye. The path from the Rainmaker's location to the goal is very short. Regardless, 90% of my Rainmaker battles here have been nail-biters. One time my team, with only three people, came within inches of claiming victory. It's moments like those that make me wish I could play with the same people multiple times in a row. Please don't forget that the shield around the Rainmaker pushes you back. Far too many people have been pushed off one of the game's many high buildings trying to burst that shield and getting too close.  I do wish Rainmaker utilized more of the game's many paths. There's really only one way into the final area, which makes it a big chokepoint. There is technically a second route to get there, but it's out of the way and doesn't make much sense to take since the enemy can see where the Rainmaker is at all times. General Map Tips Squid Beakons: These things are made for this map. With so many different paths and plenty of surface area, getting back to a "hot zone" of activity can take quite a while. Put some Beakons in one of the maps nooks and crannies and your team will love you. Echolocator: This already-great ability gets even more use here. Knowing where the enemy is in such a large space is crucial! Likewise... Cold Blooded: Don't let those Echolocator jerks know where you are! Especially useful for those who like to climb around and be sneaky. Bubbles and Krakens: Don't forget that shooting people in Bubbles or in Kraken form will knock them back! If you're on one of the many elevated areas, you don't necessarily have to run!
New Splatoon Map photo
Instant favorite
Splatoon's newest map, Flounder Heights, is amazing. It takes place on top of an apartment complex and is absolutely gigantic. There's so many routes to take at any given time! There is a lot of potential in this map, and it ...

Star Citizen unrest photo
Star Citizen unrest

Some contributors to Star Citizen's $87.6 million funding are demanding refunds

The number 'very, very low'
Aug 21
// Steven Hansen
The insanely funded space game Star Citizen has been offering refunds to players following constant delays and brewing disenchantment. Its executive producer recently quit the project, the first-person shooter mode was delaye...
Left 4 Dead photo
Left 4 Dead

Left 4 Dead survivors return for Zombie Army Trilogy

Typical Valve
Aug 20
// Jordan Devore
The survivors of the Left 4 Dead series are back for a cameo in Zombie Army Trilogy on PC. Folks who own Rebellion's Nazi zombie-shooting game can download a free update through Steam that adds Bill, Francis, L...
Mount & Blade II photo
Mount & Blade II

Mount & Blade II: Bannerlord's latest dev update shows too many things to count

Seasons, villages, replays, and more
Aug 12
// Joe Parlock
Mount & Blade consumed literally months of the lives of some of my friends. Capturing cities, becoming a great ruler, wide-scale battles on horseback, it’s no wonder it took them the way it did. Sleepless nights, m...
Star Trek Online photo
Star Trek Online

Star Trek Online goes post-war in Season 11: New Dawn

A New Hope?
Aug 11
// Josh Tolentino
For the five years it's been running, Star Trek Online's story has been one of a galaxy at war. First it was a war between the Federation and Klingon Empire, then between an alliance of the Federation, Klingons, and Romulans...
Jotun photo

Jotun's newest boss is a huge thunder woman

She's like Storm but terrifyingly big
Aug 10
// Joe Parlock
Jotun is looking pretty neat. It’s a top-down game that gives me more than a bit of a Titan Souls-meets-Shadow of the Colossus vibe, except it also features environmental puzzles and a pretty rad Norse mythology theme....
Subnautica photo

Subnautica's Habitat Update makes living under the sea a bit more complicated

Time to re-enact The Poseidon Adventure
Aug 07
// Joe Parlock
Unknown Worlds' early access make-Joe-wee-a-little-by-having-eels simulator Subnautica received an update which massively builds on the base-building sections of the game as well as adding a new biome. The page showing ...
Neverwinter photo

Neverwinter: Elemental Evil expansion is coming to Xbox One next month

Slowly catching up to the PC version
Aug 07
// Joe Parlock
It was only a month ago when Rise of Tiamat, the fifth expansion for the free-to-play MMO Neverwinter, was released on Xbox One. At the time, I noted that while it was a decent update, it still meant the Xbox One version of t...
Invisible, Inc. photo
Invisible, Inc.

Now's a good time to buy Invisible, Inc.

Fresh code
Aug 06
// Jordan Devore
Klei has been killing it. I haven't gotten around to Invisible, Inc. yet, but today's Steam sale ($11.99 until August 10) will remedy that. My boy Steven gave the turn-based stealth game a 10 out of 10, which is a rare sight....
Final Fantasy photo
Final Fantasy

Square Enix is fixing the RNG and music bugs in FF X/X-2 HD Remaster

Oh, good
Aug 06
// Jordan Devore
The PS4 version of Final Fantasy X/X-2 HD Remaster was and still is held back by a few issues with the RNG (random number generator) and background music. But fixes are on the way. "We are aware of the audio and RNG bugs in F...
Rare Replay photo
Rare Replay

Rare Replay adds 'modern controls' for Jet Force Gemini

It's no longer damn near impossible
Aug 06
// Jordan Devore
I hope you're enjoying Rare Replay. I've been methodically playing Trouble in Paradise while also mixing in some of the Nintendo 64 games I missed originally. Blast Corps is one. It's so much fun! Jet Force Gemini is another....
Kentucky Route Zero photo
Kentucky Route Zero

Kentucky Route Zero Act 4 is 'not canceled'

Christmas in August
Aug 03
// Mike Cosimano
Kentucky Route Zero developer Cardboard Computer has taken to its Twitter account to address the existence of the forthcoming Act IV. The developer is adamant that the game has not been abandoned, even though no concrete rele...
Batman update photo
Brooding selfies galore
"Come to this gargoyle in the next 15 minutes if u want an ass kicking." I stopped playing Batman: Arkham Knight at 96 percent completion, Riddler challenges be damned, but today's update got me to pop the disc back in to mes...

The Long Dark photo
The Long Dark

The Long Dark's 'Deep Forest' update changes almost the entire game

[Obligatory penis joke goes here]
Aug 03
// Joe Parlock
Since The Long Dark was successfully funded on Kickstarter back in 2013, we haven’t really heard much about it. A small update here, a little preview of what’s to come there, but other than that Hinterland has be...
Terraria photo

More frequent updates are planned for Terraria

Also Terraria 2 and mod support?
Aug 03
// Joe Parlock
In an interview with PC Gamer, Terraria’s lead developer Andrew “Redigit” Spinks announced that going forward, there will be more frequent but smaller updates to the game. Talking about the recent 1.3 update...
Rocket League photo
Rocket League

Think twice before quitting in Rocket League

Update punishes first to leave in ranked
Jul 31
// Jordan Devore
One of my favorite things in Rocket League is when someone tragically knocks the ball into their own goal and immediately leaves out of presumed embarrassment. Replays tell all. But that's in unranked play, where spots aren't...
Witcher 3 photo
Witcher 3

Latest Witcher 3 patch makes it so you can hoard severed heads

Several severed heads
Jul 31
// Brett Makedonski
Look, not everyone's a lunatic with some sort of dark pit (un-amiibo) in their basement. Those people probably have a stockpile of severed heads already. The latest Witcher 3 patch is for those who don't possess a bunch ...

Neverwinter: Strongholds might get me back into the game

Jul 31 // Joe Parlock
Building your Stronghold [embed]296961:59747:0[/embed] With the goal of providing “interesting and meaningful experiences to guilds”, the process of creating and upgrading your guild’s stronghold is at the heart of the expansion. All buildable structures and upgrades are ultimately decided by the leaders of the guild, but those goals are worked towards by every member through the “Coffers” system. Coffers are the total resources available to a guild to help build up their stronghold, and they’re separated into three categories: materials, which are found in the lands surrounding your stronghold such as lumber; treasures, which are earned by playing through the campaign zones of the wider game such as the Dread Ring campaign; and stockpiles, the normal loot, gold, and astral diamonds players earn throughout the game. Finding these resources ensures creating a good stronghold for your guild isn’t just a case of the leaders fiddling with the UI; every member of the guild would have a role to play, be it collecting resources or planning out where structures will go.  Once there are enough resources to build a new structure in the stronghold, or to upgrade an already existing one, the guild leaders can then start the work of upgrading, while also setting the next goal for the guild to work towards. However, the amount of upgrades you can apply to a structure depends on the overall level of the guild’s keep. While structures have a maximum level of 10, the keep can grow up to level 20. However, structures can’t out-level the keep, so sometimes an effort must be made to upgrade the keep rather than simply rushing for all the new and shiny buildings. As players donate these hard-earned resources to their guild’s coffers, they are awarded guild marks with which they can buy new gear and items for themselves at the marketplace. It’s a way of incentivising altruism among the guild, and is one of the few times in the game players can make decisions for themselves that aren’t directly linked to the decisions of their wider guild. Another way the guild must coordinate in building their stronghold is in the new added boons. Boons are passive bonuses granted to players, and in Strongholds, structures can be built to grant the entire guild specific types of boons. There are currently four categories: offense, defense, utility, and Player vs. Player (PvP). The catch is not every type of boon would available for a guild at the same time, as there are only a limited number of boon structures that can be made. This requires decisions to be made about how players within the guild will be buffed. An example given would be a raiding guild may put more emphasis into PvP or offensive boons to increase their power. The boons in each category would be optional for each individual player, however what type of boon is available is up to the guild. It’s a neat mechanic, as now other players who you’d regularly play with have an active impact on how your character works, and how these buffs influence your character may well change in the future. Should the guild decide to change an offensive boon structure to a defensive one, the boons you previously had would no longer apply. It’s interesting, however I could also see it causing some conflict within guilds. The area given to a guild to build its stronghold on is the biggest zone Neverwinter has ever seen: it is three times bigger than the biggest previous one. The zone is split into multiple, smaller themed areas, each with their own enemies and quests. For example, there may be faetouched areas, or there may be areas that are more desolate, and different enemies may be encountered in each one. It’s nice to see some variance in the zone, as Neverwinter does have a problem of each zone being its own themed thing that gets boring sometimes: the snowy zone, the desert zone, or the city zone and nothing but that. Some areas will be sealed off and hidden until the stronghold has been built up and expanded on, but what’s interesting is that the future of the zone isn’t entirely known even to Perfect World yet. The strongholds system is planned to be expanded upon over the course of at least the next two expansions: Strongholds and a currently unannounced expansion after that. According to them, being “done” with building a stronghold simply isn’t possible, as new structures and boons will be made available in future updates.  While there is a storyline planned out for Strongholds and the expansion after that, the specifics of what sort of boons and structures will be included in them are apparently down to player feedback and community suggestions. New Player vs. Environment Content Building up a guild’s stronghold isn’t the only new addition to Neverwinter. Alongside it comes a new range of player vs. environment content, much like in the previous expansions before it. However, a lot of this will still directly help your stronghold grow. Firstly, the act of actually acquiring your guild’s new keep will be part of a quest line that changes as the stronghold grows. At first, your guild and a travelling band of Orcs will both arrive at the same time, causing there to be multiple skirmishes and missions available. Finding guards, protecting farms, and driving off Orcs to ensure that your keep is safe in the early days. As the keep levels up, new enemies will start to appear in the zone. For example, the second phase of the zone involves mercenaries appearing to try and steal the keep from you, giving you multiple quests involving dealing with them. The zone’s campaign appears to play out in much the same way as previous campaign zones such as the Dread Ring have, however there is also the added dimension of it being dependent on your keep’s level. Of course, there will also be a series of daily quests available from your stronghold’s steward too, and they will also help guide players to the next of their campaign quests. Greed of the Dragonflight That’s all pretty standard expansion stuff: more of what Neverwinter players will be used to. What’s particularly interesting is the major new boss fight that occurs in the Strongholds zone. Dubbed Greed of the Dragonflight, the boss is designed to be played by guilds of 40 or more players who must coordinate and plan out how to take down four powerful dragons simultaneously across the map. If one dragon is killed, the other three will flee shortly afterwards, requiring guilds to figure out which players are best suited to take on each dragon, and make sure all four of them die at the same time. Doing so will net the guild huge rewards, some of the most powerful items in the game, according to Perfect World. However, failure to nab all for dragons doesn’t mean nothing was gained. Due to some guilds not having enough players to take down all four dragons, there is a sliding scale of what rewards are given. The more dragons the guild can kill, the better the loot given. What I saw of this event reminded me of my favourite bit of Neverwinter: the timed boss events. Instances are great, questing is fun, but seeing the alert to head to an area of the map to slay as big-as-hell lizard was always really cool to me. It’s involving, it’s hectic, and it looks as though adding in the extra element of needing to size up who takes on which dragon will make it all the more satisfying when the guild succeeds. The difference between normal timed events and Greed of the Dragonflight is that it isn’t only a timed event. Due to a large amount of player requests, Perfect World is allowing guilds to trigger the event manually whenever they like, and so it could become a pretty big part of guild social life somewhere down the line. A New PvP mode inspired by MOBAs Player vs. Player in Neverwinter has been the centre of Perfect World’s attention for a while now: originally offering a fairly basic 5v5 arena mode, an open-world PvP was later added in Icewind Dale, and of course Strongholds will be adding even more for those who like stomping other players. The PvP added to Strongholds is a 20v20 Guild vs. Guild mode, which when I first heard about it reminded me a lot of Guild Wars 2’s World vs. World feature. However, it appears as though the new mode is being more inspired by the likes of Dota and League of Legends. This isn’t a compulsory feature, guilds must queue up to enter the mode. Once in the game, guilds will find their strongholds and surrounding lands “glued together”, with a river separating the two. The MOBA inspiration comes on the emphasis of controlling the various lanes between the two strongholds, while pushing forward and sieging the enemy guild. Perfect World has also catered to smaller guilds that might not have 20 players online at a time. When in queueing, if a guild has enough players to spare, they will be transferred temporarily to the other guild and fight for them instead. It’s a nice way of evening the playing field, but it will also be interesting to see where their alliances lie once the match is underway. It’s worth noting I didn’t get to actually see any PvP in action, due to the problems setting up a game with 40 players just to show me it would’ve caused. As such, all of this is only how it was described to me by Overmyer. Final Thoughts As previously mentioned, I’ve got a fair amount of experience with Neverwinter, however the lack of something to keep me interested once I’d finished the story quests meant I dropped out of the game soon after. Guilds have always been something in MMOs I’ve had an interest in, but never found the right match – I always ended up in quiet, inactive guilds where nothing ever happened. Strongholds looks like it wants to solve both of my problems, while giving me more of the solo content that got me into the game at first. I’m somewhat concerned that finding decent guilds might still be tricky, but maybe the new toys guilds can play with will convince people to give running guilds a go. PvP has never been a big interest of mine. I got into Rift’s quite a bit, but still eventually found myself going back to questing. Neverwinter in particular has been quite notorious for equipment you can buy in the store being perceived to be more powerful than stuff you can earn in-game, which always put me off PvP. However, if it’s true that the rewards from Greed of the Dragonflight are some of the strongest in the game, it could go a way to fix that problem. Overall, I’m excited. I’m definitely going to be going back into it just to see how all of these new mechanics change how people interact within guilds, if at all. Plus Dragonflight is a condensed version of everything I like about Neverwinter, which is great. Neverwinter: Strongholds will be released on August 11 as the next free expansion on PC. Neverwinter is free-to-play on both Xbox One and PC.
Neverwinter: Strongholds photo
An in-depth look at all the new stuff
On August 11, Perfect World will be releasing the latest expansion to their Dungeons & Dragons-based MMO Neverwinter, Strongholds. With its action-based combat, fantastic locations, and relatively simple mechanics, N...

Destiny photo

'We're committed to protecting Destiny against cheaters,' says Bungie

Crucible access been restricted for offenders
Jul 31
// Vikki Blake
Bungie is cracking down on Destiny cheats. "We’re committed to protecting Destiny against cheaters," writes community manager, DeeJ, in this week's update. "We know you want justice. We’ve seen the chatter. W...
Minecraft photo

Minecraft 1.9 is coming to cut your head off in The Combat Update, first snapshot released

Hope they take a good look at Terraria
Jul 30
// Joe Parlock
When not diving into their Scrooge McDuck-style pools of money, the folks over at Mojang have announced they’re working on Minecraft 1.9, dubbed The Combat Update. Three guesses as to what it’s going to be about. ...

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