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Assassin's Creed 3 free on Uplay

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Video inside Uncharted 4: Survival - PlayStation Experience 2016: Livecast Coverage | PS4

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Gravity Rush 2 - PlayStation Experience 2016: Livecast Coverage

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24 hours ago

Video inside Waypoint: TLOU2 is going to be Super Gay!(Spoilers)(Dat Agenda)

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| By CadillacVyse - 24 hours ago


In the short teaser for Part II, we see a grown-up Ellie, bloodied, sitting in a bedroom, strumming a guitar and singing. There's some dialogue that suggests the story will be a revenge fantasy. Old man Joel is there.

I know what this is, on its face. But I also know what this looks like: A queer lady wearing a beaten up denim shirt, playing an acoustic guitar, an image right out of a Melissa Etheridge video from the mid 90s. C'mon, I'm not the *only one* who saw that, right?
But, at least to someone who has watched just about every lesbian movie from the 1980s on (in a former life, I was a queer movie critic), that image evokes a specific identity. A lesbian identity—folksy, tough, working class—which is consistent with Left Behind and the person that Naughty Dog has been building since the first meeting with Ellie in the game proper.

But if there's any room at all for love in that universe, I sincerely hope Ellie is able to find it. In the arms of a good woman.

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1 day ago

Video inside King of Fighters XIV [version 1.10] Teaser Trailer [Playstation Experience]

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| By JCSIII - 1 day ago

I didn't think I would like this game but I am still playing it.

visit this link .. ci=JmQgbl8F0l4

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Ghost Recon Wildlands beta registration now open

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Star Wars: Battlefront entering the EA Access Vault next week

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Article inside Guilty Gear XRD:Revelator coming to STEAM on DEC 14

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2 days ago

Image inside The Complete History of Blizzard on PC

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| By D.IrIsH - 2 days ago

We look back at the impact of every Blizzard game and share inside stories from veteran developers.

What was the moment Blizzard became the the most beloved developer in PC gaming? Was it with the release of Diablo 2 in 2000, an action-RPG that personified addiction and kept players talking about their ladder ranking for years? Was it with World of Warcraft, which once had more than 12 million people paying for it every single month? Or was it even earlier, with StarCraft or its multiplayer-perfecting expansion Brood War in 1998?

Someone, somewhere will probably say that Blizzard has been their favorite since 1992, when the studio (then less than a dozen twenty-somethings) made a little game called The Lost Vikings. Twenty five years: that's how long Blizzard's been in the business, and throughout that time it's evolved from a tiny company porting games to the Super Nintendo into a studio of hundreds, known for polishing each and every game to a shine, no matter how long it takes.

But you probably knew that already. What you might not know is that former Blizzard producer Bill Roper performed every single voice in Warcraft: Orcs & Humans, or that there are invisible weapon racks in Diablo that players have likely never found. You might not know that co-founder Frank Pearce served as the rotoscoped model for Blackthorne. Hell, you might've never even heard of Blackthorne.

To celebrate Blizzard's 25th anniversary, we've taken a look back at every single Blizzard PC game (sorry, Rock n' Roll Racing fans!) and considered its place in the Blizzard pantheon—what it meant for the company and how it affected PC gaming at the time. We've also interviewed more than a dozen Blizzard veterans, many of whom have been with the company for more than 20 years. We've also pulled in quotes and insights about the game from old interviews and anniversary videos.

There's a lot of trivia in these pages—and at least one surprise Lemmings reference. Here's the history of Blizzard's 25 years on the PC, game-by-game.

The Lost Vikings (1992)

ThreeÂ’s company
System requirements: DOS 3.1, Intel 80386SX CPU, 640KB RAM

The Lost Vikings wasnÂ’t the start of Blizzard as a company, but it was the first game Blizzard released on PC. Blizzard was still called Silicon & Synapse for its first three games, and it wasnÂ’t until Warcraft: Orcs & Humans that the company really went all-in on developing for the PC, though Lost vikings helped lay the groundwork for that. The gameÂ’s levels were created using a program called CED, a cell editor made by CEO Mike Morhaime that Blizzard used to lay out levels, which later went on to be the basis of the Warcraft and StarCraft map editor.

Blizzard was also hired by Interplay Productions to create a scripting engine for developing platformers, which it then used for nearly all of its SNES games. But Morhaime recalled to us that Blizzard got much more use out of it than Interplay. “I think in the amount of time we did all those games, maybe they did one or two,” Morhaime said. “We were a lot faster with it.” But having a larger company help fund their engine development boosted the still relatively small team, at that point only a dozen or so people total.

Even if the studio wasnÂ’t under a different name at the time, it would be easy to forget that Blizzard made The Lost Vikings. Its sequel in 1997 was the last platformer the studio ever made, and I only realized the connection when the gameÂ’s bumblingly heroic trio was resurrected for Heroes of the Storm. But even this early on, you can see traces of that distinct Blizzard style peek through. The bright colors and exaggerated proportions would let its characters fit right in with the Warcraft series, and the contrast of ye olden swords and shields with a sci-fi setting is oddly prophetic of BlizzardÂ’s future ventures.

Samwise Didier, art director of Blizzard, in Blizzard 20th anniversary video

“When I started on Lost Vikings, there were about 100 vikings you could control. Some that would raise up ladders, some that would throw torches, all that sort of thing. It was very PC game oriented. … We decided to make it a little more friendly for the Super Nintendo, so we dropped it down to five characters, then to four, then to three.”

Michael Morhaime, in a Blizzard Insider interview:

"I think we learned some important design lessons that have become sort of part of the Blizzard culture now. Everyone at the company played The Lost Vikings over and over to help test and polish it. We saw what a huge impact that such attention to detail had on the game. We also learned that the people who program and design a game aren't the best judges of how difficult it is to play; they know the game too well. We had to constantly bring new people in and watch them play, especially with the early levels, to make sure they weren't too hard. Working on Vikings helped us remember the big picture: that a game, first and foremost, should be fun to playÂ…that it should feel good and look good. The Lost Vikings was also our first attempt at adding a bit of humor to a game. We wanted each Viking to have some charm, so we came up with funny animations and interesting dialogue to give each character his own unique personality. By the time Warcraft II came along, we had refined the concept a little more, but Blizzard's first attempts at humor began with The Lost Vikings."

Blackthorne (1994)

4.7 percent alcohol by volume
System requirements: DOS 3.1, Intel 80386SX CPU, 2MB RAM

"Imagine Prince of Persia with a shotgun and a bad attitude, and you've got a good idea what Blackthorne is all about. - PC Gamer" reads the quote on the back of Blackthorne's box. Perhaps the most forgotten of Blizzard's original games, Blackthorne was built in the platformer engine Blizzard designed to port Interplay's games to the Super Nintendo. Side-scrolling platformers and shooters were far more common on consoles than on PC, but Blackthorne was up against the likes of Duke Nukem II and Alien Carnage in 1994.

Perhaps most noteworthy, Blackthorne was the first game to bear the newly chosen name Blizzard Entertainment, after a brief stint as Chaos Studios.

Michael Morhaime (CEO) and Frank Pearce (CDO), Blizzard co-founders

MM: "Blackthorne was Frank's game."

FP: "I didn't design it, I just programmed it!"

MM: "Interplay actually hired us to create a scripting system for the Super Nintendo. Part of our deal was we got license to use the engine however we wanted. We used it for that."

FP: "I was in the office next to Allen [Adham], he wrote the damn thing, and I still couldn't figure out how to use it half the time."

Joeyray Hall, artist and video producer at Blizzard from 1991 - 2014, in Blizzard 20th anniversary video

"Blackthorne was actually our first rotoscoped game. We took Frank Pearce out in the back alley and got him to jump over a bunch of wood and run and climb ladders and we'd videotape him, then draw over him for the character."

Frank Pearce, in Blizzard 20th anniversary video

"When I think back on Blackthorne, the funny thing i think about is that the two artists that were primarily responsible for creating the character art both had long, stringy hair. And if you look at all the character art in Blackthorne, including the main character, they have this long, stringy hair. It's like, wow, these artists basically created this character art in their own image. And so I think we need more diversity among our artists so we get that diversity in our character art."

Allen Adham, Blizzard co-founder, in Blizzard 20th anniversary video

"We had to change the name in Europe from Blackthorne to Blackhawk. Blackthorne turns out to be a really popular brand of beer in Europe. It would be like, I guess, if we had named our product Budweiser."

Warcraft: Orcs and Humans (1994)

Based on the hit 2016 motion picture "Warcraft"
System requirements: DOS 3.2, 20MHz Intel 80386 CPU, 4MB RAM

Until 1994, Blizzard was scraping by as a console developer, first porting games to the Super Nintendo for Interplay before making their own, like The Lost Vikings and Rock n' Roll Racing. Studio founders Allen Adham and Mike Morhaime were just scraping by, often taking out cash advances on their credit cards to make payroll. Warcraft was the game that altered their path, setting them on course to be the Blizzard we know today. Along with Westwood's Dune 2, released in 1992, Warcraft helped codify the basics of the RTS genre: building bases, sending units to gather resources, and using those resources and units to produce units to gather together into armies.

Compared to Blizzard's later games—even Warcraft 2, which came out a mere year later—Orcs & Humans feels simplistic in design and scope, with little of Blizzard's trademark lore to speak of. Multitasking is a chore. Buildings can only be constructed touching a constricting cobblestone road. But at the time, a game with as much character as Warcraft (and, crucially, LAN multiplayer) in the brand new RTS genre was enough to make a big splash in the PC gaming scene. It was by far Blizzard's biggest hit at the time, selling more than 100,000 copies in a year. And simple as it might feel now, some key Blizzard magic was already in place—producer Bill Roper's voice acting for every human and orc character will forever be part of Warcraft's DNA.

Bob Fitch, 22 year Blizzard veteran, most recently technical director for Hearthstone:

"If we hadn't made Lost Vikings, not only did it pay the bills, but it also gave us the experience we needed and ideas that we needed to make Warcraft: Orcs and Humans. I don't know if you know, but there's a certain relationship between those two games. We were actually thinking about doing little vikings, not orcs and humans, but little vikings as the RTS element in it. It was later that we came up with the idea of doing orcs and humans in it.

"I think that the two biggest games that we were playing at the time, and surely inspired us to some degree, were Dune 2 and Lemmings, if you can believe that. Lemmings. I think Warcraft originally started out as an idea that was somewhat like both of those, where we were going to have little vikings, but there were going to be a lot of them, and that's where the Lemmings part comes in. All the little vikings were going to be going off and doing their own things, and we knew from Dune 2 that we liked combat mechanics, and we were going to incorporate some combat in there as well. And just over time it morphed itself, like all of our games tend to, until it had turned into Warcraft: Orcs and HumansÂ… all the little grunts going back and forth to the goldmines, that's something that came out of that idea, of having lots of little guys on the screen, all going around doing their own thing."

Michael Morhaime (CEO) and Frank Pearce (CDO), Blizzard co-founders

MM: “As a small developer going in and creating something new, console's way more expensive and more risky. Just think about the inventory risk that you have to take to go and publish a console game, even now.”

FP: “There's still a ton of risk because you have to decide how many units you're going to manufacture with the first parties, and you definitely want to sell through all of them. And if the community doesn't like your game you have a warehouse full of carts of discs that no one wants.”

Warcraft 2: Tides of Darkness (1995)

Your sound card works perfectly!
System requirements: DOS 5.0, 33 MHz Intel 80486 CPU, 8MB RAM

Warcraft was Blizzard's first big hit, but Warcraft 2 feels like the game that cemented the studio as a premiere name in PC gaming. It hadn't hit superstar status just yet, but you can see the beginnings of what would make Starcraft such a phenomenon a few years later. Warcraft 2 dramatically expanded on the original in story and strategy and especially art. It's obviously a more competent game, filled out with more units (land, sea, and air!) and early stabs at narrative CG cinematics. Blizzard newbie Chris Metzen's influence stands out in the enriched lore and evocative B&W artwork in the manual.

And Warcraft 2 was fun. It was half cartoony art and voicework, half bloody fantasy, the perfect mix for every 13-year-old with a PC. Controlling units and multitasking were improved enough to make for one of the best multiplayer games of its time, less sprawling and chaotic but more refined than Westwood's Command & Conquer. Mapmaking tools and LAN multiplayer helped make Warcraft 2 a go-to online game in the early days of the network tunneling service Kali. You can trace the success of Starcaft's multiplayer and the existence of Dota straight back to Blizzard's early work on the Warcraft 2 scenario editor. It sold a million copies in its first year, and eventually two million more.

Bob Fitch, 22 year Blizzard veteran, most recently technical director for Hearthstone:

"In Warcraft 1 we had talked about having navies, and Sam Didier was very disappointed that we never got navies into Warcraft 1. He really, really wanted them in 2. One of the biggest changes was we wanted to add all the things we wished we had in the first one, and finally get them in, as if this is what we really wanted to make, but you have to draw the line somewhere. So we got navies, and just have more units, more variety. It was just little features we wished we had, user interface changes. Navies is the thing."

Rob Bridenbecker, Vice President of Technology Strategy and Planning:

"We obviously had support for LAN plan, direct link modems and what have you, but there was this really cool service called Kali where people would participate online against one another. But War 2 didn't really play very nicely with it, largely because it's a synchronous game. It was never really engineered to be set up so that it would wait the necessary time for every one of the players to receive everybody else's player data simultaneously. We did a little bit of work to make War 2 function better with Kali. I think that's an important one [in the history of], because at that time we said 'Gosh, it really should be easier. From a player perspective it should be easier for me to jump into a match and play against one anotherÂ… We [later] ported Warcraft 2 and made a edition."

Michael Morhaime, Blizzard CEO:

"When we were doing Warcraft, definitely when we put in the Blizzard spell, we were totally thinking of referencing our name."

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3 days ago

Image inside GTA Online: Import/Export coming December

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| By Rick Ross - 3 days ago

Savvy CEOs know there's always more for the taking. While Special Cargo business in Southern San Andreas is booming, another opportunity to expand your hold on the city awaits. With GTA Online: Import/Export it's time to muscle into the lucrative and specialized field of high-volume exotic car theft.

Stealing and dealing high-end vehicles is serious business. Building on the supply chains of Further Adventures in Finance and Felony, Import/Export introduces a whole new series of criminal pursuits as CEOs and their organizations boost, modify and resell the most wanted vehicles in the city for big profits. It will take talent, coordination and the tactical use of some brand new Special Vehicles to get the job done, all while staying one step ahead of the police and rival challengers from across the city and countryside.

New Vehicle Warehouses will house the results of your importing and exporting operations, while CEOs can also reap the fruits of their labor with expansions to the Executive Office buildings. Add massive Executive Office Garages with up to three floors of showroom quality storage for as many as 60 vehicles, complete with customizable décor and a Custom Auto Shop.

Stay tuned for more details about Import/Export, including a glimpse at all new Special Vehicles that deliver a unique breed of vehicular mayhem and destruction to GTA Online.

visit this link http://www.rockstargames. .. oming-December

another "free" update R* devised to get themselves further rich

on their CEO update, the cheapest large warehouse costs $1.9M

a fully supplied warehouse sells for $2.2M

^that warehouse cost me $3.5M plus $1.25M to upgrade

so after i did 30+ free roam missions to finally fill it up, when i sell my products i'll be making..... -$3,216,000

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3 days ago

Video inside Maize, the first-person adventure about sentient corn, is out now

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| By CadillacVyse - 3 days ago

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You're accompanied by a talking Russian bear. Nice.

As far as game concepts go, it sounds like one you'd concoct after about 50 beers: two hapless scientists misread a US Government memo and create sentient corn. You're accompanied by a robot Russian bear called Vladdy as you "uncover the mysteries" of the surrounding corn fields. With a synopsis like that, how many mysteries could possibly be left uncovered?

Andy wrote about Maize last month, and admitted that while it looks good, he has no idea what you actually do in the game. As far as I can tell, it's a (very absurd) narrative-driven adventure game, but I haven't played it yet. I will though, be sure of that. I am very interested in sentient corn and Russian bears, always have been

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3 days ago

Best Buy Buy 2 Get 1 Free 12/4/16-12/10/16

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| By killacar - 3 days ago

Best Buy is offering Buy 2, Get 1 Free PS4 & Xbox One Games. Gamer's Club Members save an additional 20%. Shipping is free or you may select in-store pickup

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anybody know if Watch Dogs is even worth getting? i dont know what I want as a 3rd game

FFXV, Last Guardian.......possibly Watch Dogs 2, I was just gon get that on PC tho

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3 days ago

Steam Winter Sale Starts December 22, Last One Still Fresh in Our Minds

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| By CadillacVyse - 3 days ago

The Steam Autumn Sale was brought to a rousing close on November 29. Games were purchased, discounts were had, and no one got hurt.

But Valve does not rest. There is another Steam Sale on the horizon: the Steam Winter/Christmas/Holiday sale. This year, the biggest Steam Sale will be starting on December 22 and ending on January 2, 2017. The dates come care of NeoGAF, with additional confirmation by Eurogamer.

Are you ready for the Steam Winter Sale? Did you pick up anything in the last sale, or have you experienced Steam Sale burnout?

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3 days ago

Final Fantasy XV Ships 5 Million on Day One, Becomes Fastest-Selling Entry in Franchise

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| By CadillacVyse - 3 days ago

visit this link http://cdn.gamer-network. .. x-1/format/jpg

Square Enix has announced that Final Fantasy XV, the latest major title in the publisher's long-running RPG franchise, has shipped 5 million copies since its launch on November 29, 2016. The news comes from a press release sent out by Square Enix Japan, translated via Gematsu. That number includes physical and digital sales.

According to Square Enix, Final Fantasy XV broke a number of records for the company. It's the first title in the franchise to have a worldwide worldwide simultaneous release, which probably helped it become the fastest-selling game in the Final Fantasy series. In Japan, the game broke Square Enix' record for first-day digital sales. In the Asia region outside of Japan, Final Fantasy XV also broke records for physical copies shipped and digital copies sold.

That puts Final Fantasy XV in a great starting position and Square Enix is hoping to build on that with further downloadable content for the title.

In our review, Kat Bailey found that Final Fantasy XV won her over in the end.

"The real miracle of Final Fantasy XV is the fact that it hangs together as well as it does," she explained. "Having gone through so many teardowns and iterations, it was definitely at risk of feeling like an unfocused mess. Structurally, though, it's surprisingly coherent, and technically speaking, it holds up very well. In short, director Hajime Tabata and his team are miracle workers."

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3 days ago

Article inside Uncharted: The Lost Legacy to Be Free for Those with Uncharted 4 Deluxe Edition or Explore

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| By Pleasure Boy - 3 days ago

Those who picked up the Uncharted 4: A Thief End‘s Digital Deluxe Edition or Explorer’s Pack will be able to get the game’s upcoming standalone expansion Uncharted: The Lost Legacy as a download at launch, developer Naughty Dog announced via their website today. Both versions will only be available until December 13.

During a panel from PlayStation Experience, following the reveal that was part of the keynote, Naughty Dog shared a few interesting details about Uncharted: The Lost Legacy, which will follow-up on the success of Uncharted 4: A ThiefÂ’s End.

Set after the events of the main game, The Lost Legacy started as DLC, but now it’s termed as a “Story Expansion”, and can be considered as a beefy stand-alone game. All the platforming hallmarks of the series will be present, but this time the player will play Chloe with Nadine at her side.

The team is going “a little more wide” than “wide linear” (Uncharted 4 was defined “wide linear” due to its open areas) with the expansion, as Chloe has a very different fighting style than Nathan Drake.

Described as Naughty Dog’s “biggest story expansion to date”, Uncharted: The Lost Legacy will be available as a standalone game on store shelves and for digital download next year.

visit this link DS

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3 days ago

Article inside In The Last of Us: Part 2, You Play as Ellie... Ask Fans To Trust Them

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| By Pleasure Boy - 3 days ago

The newly revealed sequel to The Last of Us will put you in the shoes of Ellie, rather than Joel, Naughty Dog revealed today.

A PlayStation Experience panel this afternoon began with a reairing of the trailer for The Last of Us: Part II that debuted earlier today (watch it above). The video ends with Ellie vowing to find and kill everyone, though it's unclear who it is she plans to target. Creative director Neil Druckmann was asked about the identity of those people, a subject he avoided addressing directly. He did, however, state that Ellie will be the playable character in Part II, as was the case in The Last of Us DLC expansion Left Behind.

Beyond that, there was little shared about what will be changed in terms of gameplay. Druckmann noted Ellie "plays different[ly]" than Joel but didn't elaborate.

Further contrasting the two games, Druckmann said the first was about the love between Joel and Ellie. He describes Part II as being the "counter," saying it's "about hate and how we use all of those same things to make the player feel that."

Druckmann also confirmed Gustavo Santaolalla, the composer of the first game, is returning for Part II.

The panel is ongoing, but we'll have more as it's shared. A date hasn't been shared for Part II yet, though Druckmann described it as being a "ways off" earlier today.

Naughty Dog's Neil Druckmann has asked fans to put their faith in the studio as it returns to the story of Joel and Ellie for The Last of Us: Part 2.

Speaking during a panel held at PlayStation Experience, Druckmann started by confirming that the sequel takes place a few years after the events of the first game, when Ellie is aged 19. He went on to acknowledge worries among fans that creating a sequel diminishes the poignancy of the first game's ending and the journey its main characters went through.

"So much thought went into this and I know there's a lot of people that feel this trepidation about coming back to these characters and revisiting what that ending means and worrying whether that's going to spoil the first game," he said.

"You have to understand we feel all those things as well. No one loves these characters more than we do and we would not do this if we didn't feel like we had the right idea. The 'Part II' is really doubling down on that to say we believe in this so much. We're not trying to avoid it."

According to Druckmann, Naughty Dog is treading the two games as companions that, together, depict an overarching narrative.

"I played with so many ideas that had different characters and it never felt right," he explained. "The Last of Us is about these two characters specifically. So yes, the Part II is saying this is a complementary story to the first game, but the two together are going to tell this larger tale.

"All I ask is that fans of the first one put faith in us and trust us. We're going to do right by you."

visit this link Gamespot1

visit this link Gamespot2

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