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League of Legends Summer Arena broadcast this weekend!


Aug 02
// Sterling Aiayla Lyons
League of Legends is that massive choo-choo train pulling free-to-play gaming goodness into the competitive sphere. Multiple circuits have been running across the globe, sponsored from not just the game developers themselve...

Preview: Phantasy Star Online 2

Jul 14 // Sterling Aiayla Lyons
Phantasy Star Online 2 (PC [Japanese open beta])Developer: SegaPublisher: SegaRelease: TBA 2013 Right off the bat, the graphics stun and amaze. PSO2 is easily one of the best looking free-to-play games I have ever laid eyes on, which is saying quite a lot considering the quality of many recent titles to use that model. The style is very Japanese, which is staple for the series, but it doesn't go all the way in the direction of cell shading, leading to a clean and sharp anime-inspired look. I also really love the level of motion blur added to most of the actions in the game. They make the already amazing animations of the characters look even more authoritative, and fast-paced. Turning into a blur from dodging really adds to that anime -- or just even comic book -- feel of the aesthetics. The sound design is mostly up to the same level as the graphics. The ambient music is dynamic, shifting seamlessly in and out of different phases depending on if you've engaged in combat or not, and it all feels like it fits in the atmosphere of the world as well. Sound effects litter everything, with every little action in the user interface giving off a distinct sound, and combat noises really send home the punch of each attack. Hearing the “woosh” of a well-timed dodge while watching your character turn into a blur to dash away just in time to avoid the attack of a giant rock monkey thing's massive body slam has never felt so satisfying. This leads me away from the aesthetics into the core of the game, which is also the most satisfying part of the whole experience: the gameplay. Phantasy Star Online 2 plays most like the original, though there are lots of remnants from the following spinoff sequels still remaining. There are also a few new things thrown in that, while in a modern sense are nothing special, add new dimensions to the Phantasy Star Online formula. The three classes of the original are maintained. Taking a page out of the portable iterations, you can switch classes at any time, the caveat being that each class has an individual level to them. The main flow of combat also feels very similar to the original PSO. There's an attack button, a special button, and the input order can determine new combos, which you can also customize with the new Technic Arts you learn. Each class plays its own way, with hunters heavily emphasizing strings of specials; rangers using keep away, occasionally popping skills; and forces focusing on powerful and drawn-out magics. The timing aspect is a lot stronger here than in any of the previous Phantasy Star games. Timing your attacks and skills just right will not only pump up the damage of each one, but also make them chain into each other quicker. The same kind of timing also applies to blocking and dodging, all of which really does help the combat feel like it has more oomph than other MMORPGs. Other new aspects include the ability to jump, a full-on free-aiming, third-person, over-the-shoulder mode, as well as a customizable skill tree. The ability to jump may not sound like much, especially in the context of modern gaming, but it really does allow for more varied level geometry, with areas that have varying heights, and flying enemies that don't require using a ranged weapon. Free aiming allows you to more precisely aim for weak points on enemies, and gives you a greater sense of control of your attacks. From what I can tell, there is still plenty of reason to continue using auto aim, which does allow for a wider view of the area, and the easier targeting of enemies, even should you not be doing as much damage with each hit. The skill trees each class has allow you to mold and customize the stats of your characters to make one that is truly yours. It doesn't seem like anything overbearing or demanding, and feels like a fit replacement for just dumping points into stats each time you level up. MAGs, the little buddy robots you feed and evolve, also make their return, though it is a little bit before you can get a license to have your own. I can't say just how deep the MAGs get in this sequel, but so far, they seem to function much in the same way as the ones in the older Phantasy Star games, evolving based on items you feed them. There is also a personal room you are given that can be furnished and customized that has been brought back from Universe. The hub ship is laid out in a very similar fashion to the original, which will make veterans feel right at home when they jump back in. On some level, it started to remind me of PlayStation Home, as in certain spots you can see videos running on televisions in the world. There were also lots of people forming flash dance mobs. Simply put, it was more awesome. There's two floors that you're free to run around and socialize in, with shops on the upper level, and other miscellaneous skill and quest NPCs on the bottom floor, as well as the entrance to the mission fields. The controls all feel solid, and easy to use. There is controller support already implemented, though I opted to use the mouse and keyboard, which also worked extremely well. All combat is done with clicks of the mouse buttons, with movement on wasd, and shift as a weapon-type-specific action (such as blocking on melee weapons). Switching between auto and manual aiming is a simple one-button press, and 1 through 9 offer quick access to items. Lastly, this game has one of the most detailed character creators I have used this side of APB. Not only are there sliders for everything -- or in the case of breasts, a sizable box (!!!) -- but there are modifiers to the sliders that let you emphasize even more specifics. It really makes me feel like I was creating a unique-looking character. On the whole, Phantasy Star Online 2 has blown me away in a heartbeat. It shows a level of polish that I've only seen in maybe one or two other free-to-play games. As an MMORPG, it feels solid enough -- with combat more engaging than the typical fare -- that I think it will actually be able to hold its own in the wake of other big releases like The Secret World and Guild Wars 2. Considering that the game is still in beta, that really speaks something drastic to me. I remember being sad when Sega announced their departure from store-based gaming, instead choosing to focus on the downloadable market. After my own experience with Phantasy Star Online 2, I say that perhaps Sega was on to something. If PSO2 is the mark of things to come from the company, then Sega should have a bright future in this new world of online gaming.
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Sega announced this week that Phantasy Star Online 2 is headed to the United States and Europe come 2013. This is great news for fans of the series, especially for those who thought that the spinoff sequels deviated too much ...

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League of Legends: Yesterday, today, and tomorrow


May 07
// Sterling Aiayla Lyons
League of Legends, the fantastic competitive online game brought to you by Riot Games, has been going through a lot of changes over the past couple of months since the last time we posted about the game here on Des...

Revisiting the Kerbal Space Program

May 02 // Sterling Aiayla Lyons
To start, there are a bevy of new stock rocket parts sitting around to mess with, such as fuel tanks, rocket boosters, and control units. This helps allow for a much wider array of designs that can be made before going to mods. Each part has distinct statistics to define it; for instance, fuel-efficient thrusters may have lower thrusting power than previous ones. These parts seem like they are geared more towards use for the final phase of the rockets, the one in which you would put landing gear on. And landing gear you will need. Newly added is the first target destination from the Kerbal homeworld of Kerbin, the Mun. Getting to the Mun is no small task, though. Considering how the game is based on real-world physics, a lot of math governs realistic-feeling trajectories and orbits, as well as inertia. Getting off of Kerbin and throwing a ship into orbit took me a good deal of time when I last paid the Kerbals a visit. Mun, not so easy. You can't just shoot right off the planet to reach this destination. You need to plan out trajectories, be very careful of your thrust and speed, and make sure to build a rocket with enough fuel to last the trip, yet also one that isn't so bulky that it will just fall back to Kerbin shortly after getting into orbit. When you do get close to Mun, there's the ever tricky balancing act of controlling your descent, so that the rocket doesn't crash into the surface. The journey doesn't seem like much on the surface, but it's a long and involved process that will probably make you go through a lot of trial and error -- even after watching a bevy of tutorials on how to get there. Luckily, you're also supplied with quite a few extremely useful tools to help you on your mission to Mun, as well as to keep you from having to get an astrophysics degree just to play the game. There's the same Stability Augmentation System units that were included in the build I tried out last year, which help control any fluctuation in flight path that would occur from an unbalanced rocket. There's also a wonderfully made space or orbit view mode. Not only does it show Kerbin, Mun, and any rockets you might have launched at the time, it also shows the trajectories each one is currently on. It even adjusts the trajectory in real time based on whatever thrust you might be applying to the rocket, which helps in knowing how much each boost will alter your path so you don't over- or undershoot anything. There are also markers that show up along the Gyrocompass that help you with relative precise orientation of your rocket's path and of nearby objects or planets that can cause a collision. The game is shaping up well, and ran noticeably better on my computer than the previous build I played. The addition of a target to hit and explore was something I greatly looked forward to, and it was a pleasure to finally get to do. However, there didn't seem to be anything to do on the Mun other than orbit it, land, and take off from it after that. Oh, and you can roll your command pod around on the surface should you separate that from the rest of the rocket before setting down. There are a few issues with the game positioning rocket parts when you make obscenely big rockets, mainly related to putting things off center compared to the rest of the ship. You can check Kerbal Space Program out for yourself at the game's website, and pre-purchase it, netting you the current release build and any updates that would come out after that. It's still fun as hell to watch a massive creation suddenly go out of control into a spectacular explosion, but having a goal like the Mun is pretty good too.
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Last year, I got to take a quick look at the in-progress alpha for an interesting little game called Kerbal Space Program. The game was centered around building a rocket ship -- or, more a kind of rocket-propelled contraption...

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Linden Lab CEO talks future of company and Second Life


Mar 16
// Sterling Aiayla Lyons
Second Life. The name alone brings about a variety of images, usually ones involving furries and other odd debaucheries. It's really an odd amalgamation: one part chat, one part 3D world, one part faux-game. To me, it's...
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Guild Wars 2 PvP to set worlds against each other


Feb 18
// Sterling Aiayla Lyons
I'm always a big fan of when game developers share philosophies and general development methodologies behind the games that they are working on. This week, Mike Ferguson -- of the Guild Wars 2 development team at ArenaNet -- ...

Impressions: Dota 2 beta

Feb 08 // Sterling Aiayla Lyons
DOTA 2 beta (PC)Developer: ValvePublisher: ValveRelease: TBA 2012 Those who follow my writing know that I'm a frequent player of League of Legends -- arguably the most popular current-running MOBA game -- and have covered it around the site frequently. I have never played the original DOTA though, so while not completely blind in walking into the beta for this game, I would not be able to tell you for certain what all of the aspects are maintained. From what I could tell, much was held over from the original. The basic elements of the gameplay remain the same. There are three lanes connecting two bases on opposite corners of the map: one that curves at the top-left corner of the map, one that curves at the bottom-right corner of the map, and the third that crosses the center diagonally. Mindless and automated minions walk along these lanes, attacking the towers and enemy minions as they fight their way into the enemy base. Two teams of five players, each player controlling one hero character of their choosing, help these minions along in an attempt to skew each skirmish to their team's favor. Dota 2 plays like any other MOBA. It retains the same overhead perspective, and controls much in the same way you would expect an RTS game to. It also offers some RPG flavor as your chosen hero can level up during the match, and you can allocate points into attributes and skills. Finally, there's an obligatory shop where you can buy items to equip using gold gained from kills. Despite so many similarities, Dota 2 still has some good things going for it. The graphical fidelity is magnificent. Valve certainly has a solid track record of making detailed-looking games that manage to have a simplicity about them, and this is no different here. There is also a matchmaking feature for automatically setting up teams of people, which works really quickly, and seems to set up fair matches. Should there be someone who quits your team after a match has been made, a helpful rule can save you from wasting time on a loss. If five minutes have passed since said person left, then you can leave as well, and you won't incur a penalty for doing so. Until that point, you could actually deselect your own hero and take over the one that person left behind to try an compensate for the lost player. It's something that I'm sure could be greatly helpful for experienced players if one member of the team has a momentary lapse in their connection, or some other unfortunate circumstance. There is also a fully fleshed out Spectator Mode, in which any number of people can click on an in-progress match to watch it live as it happens. Perhaps the neatest thing about this is the inclusion of an automatic camera director, which will move your screen around to watch all the areas where the action takes place. There is also a spectator-only chat in this mode, allowing you to talk with other viewers watching alongside you. When making a private room for a game, you can disable the ability for people to watch in on you as well. Unfortunately, there are also parts in Dota 2 that don't feel quite so good. While the graphical quality is really nice, the general art style and the color choices feel rather bland -- even borderline generic. There are a lot of dark colors, and even on the side of the map that's supposed to be vibrant, there is drab coloring much in the same vein as first-person shooters from three to four years ago. The character designs also don't ring of any distinct uniqueness to them. Other MOBAs that have drawn inspiration from or pay homage to more famous icons, but here the characters all feel like they could be interchanged with anything from fantasy story-hood. This is also reflected in the lack of naming for each hero. While each character may have a name in their lore, the selection screen opts instead to name them by the closest thing to their "class." This also hurts the gameplay to some extent. Targeting specific enemies can become hard as they clump up randomly with each other in skirmishes. Targeting enemy heroes can be just as bad considering there is little that distinctly makes them stand out from the minions. Sure, there is a floating health bar that is a bit bigger than the ones over the minions, but there are still plenty of times where lots of minions and screen-obscuring special effects make conditions where you could lose track of all the players engaged in the same skirmish. The interfacing also hurts the game as well, taking up way too much of the screen for comfort. Given the level of zoom on the action, this can lead to situations where you end up clicking on your HUD instead of a spot on the playfield in an attempt to run away. The ability to deselect your hero is also problematic, as it makes the basic controls of your character slightly more complicated than they really need to be. Although there is a button you can hit to instantly re-select your character, miss-clicking can screw you over. Thankfully, you can bind the command to select your champion to any button, but the camera command only ever remains pressing the selection button twice. The shop system is something that has also been inelegantly handled. There are multiple shops scattered about the map, each with different items in them. It's a holdover from DOTA that was supposed to help separate the different skill level of players, with more "advanced" players knowing what items are bought from where. It feels unnecessary in Dota 2, when the mini-map will ping which shop has the item you're trying to buy. The organization of the items in the shop is also very lacking. The categories are by the type of item, but this makes finding items that affect specific statistics a hassle, requiring you to read all the tool tips and data for each one as you search. Dota 2 is still a beta product, and it shows. There are a variety of options that are unimplemented, or half-implemented. In private games, you can set up bots to play with, and they feel very reminiscent of how the bots are in Valve's other games. Not many of the characters have bots to play with, and even on the easiest setting, most of them are annoying and hard to play with and against. Bot matches could still become something useful for training and practice, but as they are now, they just feel incomplete.  An option for a tutorial is visible, but remains unimplemented at the moment. There is stat tracking, and you can see what characters you like using, as well as success or failure rates with each. Some form of level tracking is shown, though it's non-functional at the moment, which will probably be used for better skill assessment in matchmaking. All in all, Dota 2 is a much slower affair than some of the other established MOBA games to have come out in the past couple of years. It feels like an odd mix of a modern game and an antiquated game. It's clunky, and I would not say that it feels very friendly to new players looking to start playing a MOBA in its current form. Depending on how some of these unimplemented features turn out, they could make the game significantly more accessible for new people who are unfamiliar with the genre. A number of the problems I've found are things that can be fixed by the time the game goes out of beta. As it stands, Dota 2 feels highly aimed at fans of the original, who would claim that the other popular MOBAs are too simplified or too casual. For the most part, I would say that they will be happy seeking a new home in the sequel. For everyone else, I feel that it is a wait-and-see situation. As for which MOBA game the famous Basshunter will choose as the best, and make a new song about, only time will tell.
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The Multiplayer Online Battle Arena genre has been fascinating to watch grow. Like many popular independent works, it started from humble beginnings with a little mod for a well-known game. I can only imagine that few could&n...

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Location trailer for The Secret World sets the spooky


Jan 26
// Sterling Aiayla Lyons
I've found over the years that lots of MMORPGs release with a good artistic style while at the same time missing out on offering an engrossing atmosphere. Funcom's The Secret World is one that definitely takes an intere...
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New League of Legends patch adds Skynet


Jan 24
// Sterling Aiayla Lyons
Last week, League of Legends saw a patch that swept the game with a massive change: the removal of the dodge statistic. Beyond this, a character was completely reworked, and a new one was introduced. Though it should be an o...
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Lots of details on new patch for League of Legends


Jan 14
// Sterling Aiayla Lyons
The removal of the "Dodge" statistic has been something that Riot Games has been very open about sharing with the community. Today marks the big announcement that the stat removal will be completed with the patch coming next...
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It's not too late to sign up for the Dust 514 closed beta


Jan 02
// Sterling Aiayla Lyons
This weekend saw much fun and excitement for many people as they searched to resolve themselves for the new year. Of course, such celebration makes for rather lacking gaming news on most fronts. The December e-newsletter for ...
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Join the League of Legends Snowdown Showdown!


Dec 14
// Sterling Aiayla Lyons
[Update: Logins are reenabled now, and all the content is in the store for purchase] This past Tuesday saw the release of a new patch for League of Legends. It had the usual contents, another character, some new skins, and ga...
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Blacklight: Retribution dev diary details customization


Dec 09
// Sterling Aiayla Lyons
The Blacklight development team is back with another video to follow their dev diary video series. Before, they just showed off their own excitement, and talked about the technology and art behind the game. This time, they t...
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Terraria patch 1.1 adds amazing!


Dec 01
// Sterling Aiayla Lyons
Terraria released one day in May to the wide world of PC gaming. When it came out, many claimed it to be a two-dimensional version of Minecraft. To an extent, that is correct. The game offers a much more adventure filled sen...
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League of Legends patch: New characters and jungles ahoy!


Nov 29
// Sterling Aiayla Lyons
Patches are about a dime a dozen for the highly popular League of Legends. The Volibear patch that dropped today marks some changes that are small signs of bigger things to come. Riot Games has put out a preview video, which...
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League of Legends hits 32 million players


Nov 18
// Sterling Aiayla Lyons
Riot Games announced that League of Legends, their free-to-play Multiplayer Online Battle Arena, has hit the 32.5 million player mark. With this, comes a wide selection of cumulative statistics relating to the game that they ...
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Classes, War of the Immortals, and YOU!


Nov 15
// Sterling Aiayla Lyons
War of the Immortals is a free-to-play action MMORPG from Perfect World Entertainment that recently launched into a closed beta. While information was somewhat sparse leading up to this, Perfect World has released a trailer ...
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Preview: Blacklight: Retribution


Nov 03
// Sterling Aiayla Lyons
Blacklight: Tango Down was a lightweight, budget-priced first-person shooter that sought to offer a full-budget experience. It fell short of expectations, but the free-to-play sequel has started to make a showing recently. I got to put my hands on the game and see how the offering is shaping up so far.
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Natasha brings the firepower to Rusty Hearts


Oct 27
// Sterling Aiayla Lyons
I've been enjoying Rusty Hearts greatly since it launched as an open beta. It's a bit repetitive, but I have been finding it to be lots of fun regardless. My biggest concern was the lack of content at launch, and the frequen...
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Second Blacklight: Retribution dev diary talks tech


Oct 20
// Sterling Aiayla Lyons
It's been a little while since the last Blacklight: Retribution developer diary video was released. Today, the team is back, and still sounding as excited as ever in a new installment. They discuss not only the technology be...
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League of Legends' Graves patch brings the change


Oct 19
// Sterling Aiayla Lyons
Riot Games is always good about keeping League of Legends up to date, adding new modes and characters, as well as balancing items and current combatants. Today is no different with a rather significant patch to th...
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Impressions: Rusty Hearts open beta


Oct 12
// Sterling Aiayla Lyons
It's been a little while since we last talked about Perfect World's free-to-play MMO beat-'em-up/hack-'n-slash game Rusty Hearts. Now though, a couple of months later, it's been released in an open beta format, but has it kep...
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Saints Row: The Third PC is NOT scheduled for delay


Oct 01
// Sterling Aiayla Lyons
On September the 30th, THQ and Volition confirmed that the PC version of Saints Row: The Third is scheduled to release when they said it would. It's wonderful to hear that even PC enthusiasts will not have to wait any longer ...

Hands-on with the League of Legends: Dominion beta

Sep 25 // Sterling Aiayla Lyons
I must take some time to single out the amazing audio design that has been done for Dominion. The round starts with a triumphant sound playing that really gets you pumped and ready to go when the setup phase concludes. The music will shift and change depending on conditions of the match, such as which team is winning and by how much. It's music that's unlike the more paced rhythmic drum beats and clicks of the normal gametype, instead favoring a much faster tempo, with violins playing faster and faster, drums beating with a primal fury, and the choir chanting on and on, urging your team back from the edge of defeat, or egging you to stay your place when your team has the upper hand. And it clings really well to the faster gameplay. The mode starts off with a deceptively long startup time of about one and a half minutes. In exchange, you always start off at level three -- and with a pile of gold in your wallet -- allowing you to begin with a good bit of equipment. This is great, considering the first thing you'll notice when the magical barrier finally drops is the lack of the three traditional lanes and minions trying to walk from one base to another. Instead, there is the outer ring, and it is always visible. There are five giant nodes situated along this perimeter, arranged like a star with the fifth one being at the top most point of the ring. There are minions, but they only walk from captured nodes to the nodes adjacent to the originating node. For the most part, there is no laning phase because of this, and there is little in the way of farming. Minions do give out more gold than in the normal mode here, but there are a lot less of them, and they also have a finite lifetime. Instead, more emphasis is placed on capturing the nodes, and defending them from the enemy champions. Captured nodes will cause damage to the enemy nexus, and an award of gold and experience is given to the champions involved in capturing it. The same is also true of champions that interrupt enemies from capturing an owned node. This also devalues killing enemy champions unless it serves either capturing or defending a node, as the gold obtained that way is only 100, as opposed to 300 in the normal mode. Most of the action so far seems to take place on the outer ring, but that does not mean you will be spending all of your time there, nor that it would be wise to keep walking along the always visible path. Inside the circle are a series of paths you can take to shortcut your way around the map. This area is also completely shrouded by the fog of war, save for one spot in the center where crystals that can be captured for a buff for a member of each team spawns. In here is also something new to League of Legends, mainly pickup items. There are two, one is a movement buff, and the other is a health pack. There are no neutral monsters at all on this map, and strategic maneuvering through buffs can help your team more efficiently defend or assault nodes. Dominion seems mostly balanced from what I have played so far, though it appears that some work still needs to be done with it. So far, I've only played with three champions: Irelia, Riven, and Lux. I've had success with all three; it seems that most champions are still very much viable here, although you may have to get used to building your character up with different items. Aside from just the faster startup, and the lack of a laning phase, there are also new items specific for this mode, and some of the old items are unusable. It also seems like the importance of your team's composition might have been toned down a notch, making room for more people to play who they want to. I think part of this lies in the drastically reduced respawn timers, maxing out at 20 seconds at level 18. It does seem to me though that characters that are fast, and stack movement speed like Master Yi, Irelia, and Teemo have a bit too favorable of an advantage, being able to maximize the use of the movement buffs to sneak their way to nodes on the complete opposite side of the circle.  Dominion seems to be shaping up wonderfully so far. It's certainly the most impressive endeavor I think I've seen from Riot Games, or really, just any group of people working on a MOBA game at all. It only needs a little more work and balancing, but this could truly be a viable next step for the genre -- one that I think really opens up the idea that it can still evolve into something versatile.  If you're interested in checking this out, it seems like the mode has been available around 5:00-8:00pm Eastern during the week, and 1:30-4:30PM Eastern on weekends. You can sign up for League of Legends here if you don't have an account already.
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This week, Riot Games announced that it would be starting a limited-run beta session for the upcoming League of Legends mode, Dominion, during off-peak gameplay hours. I've gotten to experience this new mode during one of the...

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Futuremark taking sign-ups for Unstoppable Gorg beta


Sep 20
// Sterling Aiayla Lyons
September 20th, 2011 -- A spacewire transmission is sent out of Helsinki, Finland. Futuremark Games Studios is seeking PC gamers to help beta test its new game Unstoppable Gorg. The game is a "thrilling space defense game in...
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Blacklight Retribution dev diary shows the excited team


Sep 19
// Sterling Aiayla Lyons
I remember picking up the original Blacklight, subtitled Tango Down, and thought it had some neat ideas to it, but that it could use a bit more to it. Thankfully, the guys from Zombie Studios are back, and talking their free...
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Nostalgia: Runscape Classic opens for one last time


Sep 15
// Sterling Aiayla Lyons
RuneScape was always a game that I heard loads about, but never actually got into myself. The early 2000s were a time before I truly got to discover the wondrous medium that was PC gaming. Also being poor and not ac...
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Rusty Hearts open beta is live, has launch events


Sep 14
// Sterling Aiayla Lyons
Today, Rusty Hearts -- the free-to-play hack 'n' slash MMORPG from Perfect World Entertainment -- officially relaunches in its open beta state. The game is now available for anyone to download and play.  To celebrate th...
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Season one of League of Legends finishes with new patch


Sep 14
// Sterling Aiayla Lyons
League of Legends has a funny definition of a "season." It's now the 61st week in, and season one of the ranked games can now come to a close. This means that over the coming few weeks, the majority of player ELO rankings wi...
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More game than throne in A Game of Thrones - Genesis pics


Sep 07
// Sterling Aiayla Lyons
I can't really say I'm too familiar with the A Song of Ice and Fire series. I haven't read the books, nor have I watched the HBO series. I've heard a lot of buzz about the whole series recently though...

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