It's chaos right out of the gate as we go hands-on with the new Dominion game mode for League of Legends.
There's a new game mode on the way for League of Legends. It's called Dominion, and we got the chance to play it last week at a Riot Games press event here in San Francisco. The mode is a capture-and-hold game type, similar in concept to Relic's Dawn of War II multiplayer mode but with all the chaos of a League of Legends game. During the announcement, Travis Geroge, lead producer at Riot, explained how Dominion is much faster than the game's standard mode, with matches clocking in at about 20 minutes. "And there are no hopeless moments in Dominion," he added, "only heroic ones."
When you start a game of Dominion, both five-player teams are given a set number of points. The goal is to decrease the other team's point total to zero by capturing and holding the control points. There are five control points total located along the outer rim of a large, circular map called The Crystal Scar. The control points are also towers, and they will fire on you if held by the enemy. An enemy turret will stop firing once you start capturing it; however, if you get hit by an enemy champion while doing so, you will be interrupted and won't be able to start capturing the point again for a few seconds.
At the center of The Crystal Scar lies a pair of powerful new buffs, one for your team and one for the enemy. Each buff is a storm shield, which can be picked up by one champion on either team, and which offers both defensive and offensive benefits. It will provide a boost to defensive stats for your champion, as well as periodically strike nearby enemies with a bolt of lighting. The storm shield will recharge if you're not being attacked, but once it inevitably wears out, the buff will reappear back at the center of the map. Unfortunately, you can't swipe the opposing team's buff. That means the only way you can keep it out of their hands is to kill off their champions before they can even get to it.
In between the outer rim and the center are health relics and speed shrines. Health relics are similar to health items in a first-person shooter and provide a small refill to your champion's health and mana/energy. Speed shrines are platforms your champion can walk across to receive a temporary boost in movement speed. While there are no neutral monster camps on The Crystal Scar, the minion waves have been improved. Now each minion wave includes one new minion that falls between the standard and super minion types. Minions can also help your team capture a tower, but they will kill themselves soon after successfully doing so.
When our turn finally came to try out Dominion, we snatched up Karthus--a spell-casting hero known for his debilitating magic-based powers--and hit the field. In our arsenal was the new garrison summoner spell, which replaces fortify, the spell that would shield turrets. When used on an ally turret, this spell would heal degradation it took from an enemy capture attempt and make it fire faster. When used on an enemy turret, it greatly reduced the amount of damage the turret dealt. We could have also taken the promote summoner spell. Making its return in Dominion, promote transforms one of the new minion types mentioned earlier into a much more powerful version of itself.
To help encourage quick conflict in Dominion, every champion starts at level three with 1,375 gold. Within the first five minutes of being let off the platform, both sides were already fighting over capture points and racking up kills. There was very little time to relax at any point during the match. As soon as we advanced on one turret, we'd have to turn around and recapture another. Even finding time to kill off the enemy's minion waves for gold and experience was though. Once we started getting a feel for the mode, we found it was often better to let a kill slip by to guard or recapture a control point. Too often we would see players chase an enemy across the map only to have that enemy's teammate roll up and snatch our point away.
Just as Riot said, it was a close game right up until the end. Once it was over, we felt a little drained but ready for more. The match itself was essentially 20 minutes of the most intense moments from Summoner's Rift--the location of the game's primary five-versus-five game mode. We can't wait to dive back into Dominion, but Riot wasn't ready to reveal a release date. Nonetheless, we'll keep you updated as we learn more about this new mode.
source:
http://asia.gamespot.com/news/6328101/we-just-played-league-of-legends-dominion?tag=updates%3Beditor%3Ball%3Btitle%3B7
Rabu, 10 Agustus 2011
Sabtu, 16 Juli 2011
Computer Games in the Child’s Life
Computer games are very popular among youngsters and even grown-ups. This article is about the influence of computer games on a person, both good and bad. The reality of the virtual world is revealed in this article.
Computer games have a large army of opponents who is never tired of blaming the gaming industry with all the mortal sins. I cannot say that I do support them and their accusations. Surely they are not groundless. But I want to find out: are games the only ones to blame? Do you remember the winter tragedy of 1997 in provincial American town of Paducah? On a bright winter morning of the first of December, a 14 –year-old Michael Carneal’s took six guns to school with him. After that he hid in the trees and waited till school prayer ended. When the pupils started going out from the chapel he fired rapidly and killed three schoolchildren and another five were seriously wounded. The journalists informed the whole world of the tragedy without any delay. I consider it to be the first mistake. Why? Some people may think: “Why can’t I try such a trick myself and become known all over the world?” Believe me, there are enough people who would think just like that. Media should not provoke their ill imagination with such scandals. It is my personal belief. But we are living in a free society, with a guarantee of freedom of speech and concealing this fact from public would prove quite the opposite.
Unfortunately, my misgivings came true. The tragedy echoed in Colorado in a small town of Littleton after a while. Two youngsters Eric Harris (18) and Dylan Klebold (17) took into account their predecessor’s experience and brought to school about forty hands- made radio-controlled mines. Then they started to blow up the mines and in the panic they fired their hunting rifles at their school mates. Twenty innocent people were killed. When the police arrived these two “heroes” shot themselves in the school library. Like in the case with the first teenager the two guys were vehement fans of DOOM and Quake. The trio spent all their time in net battles, had their own web pages devoted to their favourite games and built the levels. Analysing the reasons of the outrageous conduct the specialists were stumped with the question who was at fault? The parents of the killed children knew exactly who was to blame. They sued the entertaining industry with $ 130 million dollars. They brought a charge against three owners of porno sites, a few companies developing the computer games and film company Warner Brothers for their film “Basketball Diaries”, where the main character kills his teacher and his school mates. However the main stress was on the cruel games. The prosecution insists that the games produced by these companies “present violence in especially attractive and pleasant manner”.
May I ask, why are games the first to blame? Thousands of new games come up every year and thousands of people play them. The contents of the games can not be compared with the abundance of informational dirt in the movies. My personal opinion is that films have no competitors in violence. Films demonstrate really scary things: how the crimes should be prepared and what fun it can be to kill people like you. In this aspect games are underachievers. Besides the movies we also have TV where every criminal report shows the different types of murders with anything available. Don’t you worry about it? The court unconditionally acknowledged the negative influence of games on Michael’s immature psyche. However, the examination proved him to be quite adequate! After this he was sentenced to a life imprisonment without being eligible for ticket of leave during the first 25 years of his term. Harris and Klebold will be judged by quite the other court.
Computer games have a large army of opponents who is never tired of blaming the gaming industry with all the mortal sins. I cannot say that I do support them and their accusations. Surely they are not groundless. But I want to find out: are games the only ones to blame? Do you remember the winter tragedy of 1997 in provincial American town of Paducah? On a bright winter morning of the first of December, a 14 –year-old Michael Carneal’s took six guns to school with him. After that he hid in the trees and waited till school prayer ended. When the pupils started going out from the chapel he fired rapidly and killed three schoolchildren and another five were seriously wounded. The journalists informed the whole world of the tragedy without any delay. I consider it to be the first mistake. Why? Some people may think: “Why can’t I try such a trick myself and become known all over the world?” Believe me, there are enough people who would think just like that. Media should not provoke their ill imagination with such scandals. It is my personal belief. But we are living in a free society, with a guarantee of freedom of speech and concealing this fact from public would prove quite the opposite.
Unfortunately, my misgivings came true. The tragedy echoed in Colorado in a small town of Littleton after a while. Two youngsters Eric Harris (18) and Dylan Klebold (17) took into account their predecessor’s experience and brought to school about forty hands- made radio-controlled mines. Then they started to blow up the mines and in the panic they fired their hunting rifles at their school mates. Twenty innocent people were killed. When the police arrived these two “heroes” shot themselves in the school library. Like in the case with the first teenager the two guys were vehement fans of DOOM and Quake. The trio spent all their time in net battles, had their own web pages devoted to their favourite games and built the levels. Analysing the reasons of the outrageous conduct the specialists were stumped with the question who was at fault? The parents of the killed children knew exactly who was to blame. They sued the entertaining industry with $ 130 million dollars. They brought a charge against three owners of porno sites, a few companies developing the computer games and film company Warner Brothers for their film “Basketball Diaries”, where the main character kills his teacher and his school mates. However the main stress was on the cruel games. The prosecution insists that the games produced by these companies “present violence in especially attractive and pleasant manner”.
May I ask, why are games the first to blame? Thousands of new games come up every year and thousands of people play them. The contents of the games can not be compared with the abundance of informational dirt in the movies. My personal opinion is that films have no competitors in violence. Films demonstrate really scary things: how the crimes should be prepared and what fun it can be to kill people like you. In this aspect games are underachievers. Besides the movies we also have TV where every criminal report shows the different types of murders with anything available. Don’t you worry about it? The court unconditionally acknowledged the negative influence of games on Michael’s immature psyche. However, the examination proved him to be quite adequate! After this he was sentenced to a life imprisonment without being eligible for ticket of leave during the first 25 years of his term. Harris and Klebold will be judged by quite the other court.
Rabu, 08 Juni 2011
E3 2011: Dragon's Dogma Updated Hands-on Preview
E3 2011: We lurk in caves and wrestle mythical creatures in our updated hands-on with Dragon's Dogma.
Last time we saw fantasy hack-and-slash title, Dragon's Dogma, we took on a mighty griffin, plucking it from the sky, setting it on fire, and turning it into a sword pincushion. Today during E3 we got our hands on another of the game's three classes: the fighter. Where previously our time was with the strider and saw us using a combination of short swords and arrows to jump in and out of the action and still stay at arm's length, the fighter class doesn't back out once involved in the skirmish. Instead he makes full use of his sword and board to keep the hate off the squishier members of the group.
Our quest began inside a cave. Initially flanked by just a single other team member, after we had come to grips with the controls, we located a stone that doubled as both a summoning portal and squad manager. Though pre-set for our demo purposes, the full version of the game will allow you to trade and equip any associate (Capcom calls them Pawns) you've met along your journey on the way to kill the namesake beast at the centre of Dragon's Dogma. A strider and a mage joined our merry team, the latter helping out by buffing the group with area-of-effect auras during combat, and helping to heal when things weren't going so well.
As we wandered deeper into the bowels of the mountain, we warmed up our steel inside the bodies of goblins and other mythical creatures dumb enough to cross our path. Jumping down a steep, rock embankment we picked on something a bit more our size: a Chimera; a monster with the head of a lion, half the body of a goat, and a tail made from one hissed off snake.
Our AI counterparts offered their advice on the best approach to take slaying the creature, and the enemy's health bar at the top of the screen indicated with two extra notches that the encounter would contain three phases. We began by attacking the tail, jumping onto the rear of our target and after several hacks, severed it to leave a bloody stump. Goat proved to be slightly more difficult as he was raised high on the midsection of the animal, and used his psychic goat powers to incapacitate members of the team-- rendering them unconscious temporarily. While we didn't appear to take any additional damage when downed, the spell did leave us us knocked out and pressing buttons wondering what was going on for an extended period of time.
As we slowly limped to our feet to rejoin the fight, we moved on to king of the fantasy jungle, the ferocious, bearded lion. Though the game practically begged us to climb aboard by choosing a foothold on its body by hitting the left trigger--and we were pleased to see you can do it anywhere on the thing you're trying to make dead--we struggled to climb as it moved around above, often getting caught underneath, brushing against the flooring of the arena and hugging its knees.
Low on health from the encounter we pulled up the menu mid-fight, pausing the action and allowing us to rummage through our knapsack. Herbs instantly heal you for a particular amount of life, and by selecting the item it was easy to see how much value its consumption provided before committing to its use.
Because his area of expertise was physical damage, and he seemed to have more than a passing interest in rush attacks, we were forced to use our shield a little more liberally with Mr. Lion. Once we cottoned on to its routines, we managed to successfully keep it at bay before returning fire with a bevy of light and heavy sword attacks. The game didn't appear to offer much by way of a combo system for alternating strike types, but we did find ourselves finding a rhythm to the fight, and after a protracted period of time, we slew the fiend.
In our two outings with the game, we've now had the chance to experience two different levels--today's cave adventure and one in the rolling green fields of the outdoors. Though you'd be mistaken for assuming this is an RPG, it's very much a hack-and-slash adventure title. Capcom staff did say that the finished game will include towns to trade in, and that the wider world will be open to explore. We enjoyed our fantasy outing, and while we would like to see climbing become simpler, our AI team did an admirable job holding its own and offering sagely advice in the throngs of battle. Dragon's Dogma is due out for the Xbox 360 and PlayStation 3 some time in 2012. Stay tuned for more details.
detaill:
http://e3.gamespot.com/story/6318200/e3-2011-dragons-dogma-updated-hands-on-preview?tag=top_stories%3Btitle%3B3
Last time we saw fantasy hack-and-slash title, Dragon's Dogma, we took on a mighty griffin, plucking it from the sky, setting it on fire, and turning it into a sword pincushion. Today during E3 we got our hands on another of the game's three classes: the fighter. Where previously our time was with the strider and saw us using a combination of short swords and arrows to jump in and out of the action and still stay at arm's length, the fighter class doesn't back out once involved in the skirmish. Instead he makes full use of his sword and board to keep the hate off the squishier members of the group.
Our quest began inside a cave. Initially flanked by just a single other team member, after we had come to grips with the controls, we located a stone that doubled as both a summoning portal and squad manager. Though pre-set for our demo purposes, the full version of the game will allow you to trade and equip any associate (Capcom calls them Pawns) you've met along your journey on the way to kill the namesake beast at the centre of Dragon's Dogma. A strider and a mage joined our merry team, the latter helping out by buffing the group with area-of-effect auras during combat, and helping to heal when things weren't going so well.
As we wandered deeper into the bowels of the mountain, we warmed up our steel inside the bodies of goblins and other mythical creatures dumb enough to cross our path. Jumping down a steep, rock embankment we picked on something a bit more our size: a Chimera; a monster with the head of a lion, half the body of a goat, and a tail made from one hissed off snake.
Our AI counterparts offered their advice on the best approach to take slaying the creature, and the enemy's health bar at the top of the screen indicated with two extra notches that the encounter would contain three phases. We began by attacking the tail, jumping onto the rear of our target and after several hacks, severed it to leave a bloody stump. Goat proved to be slightly more difficult as he was raised high on the midsection of the animal, and used his psychic goat powers to incapacitate members of the team-- rendering them unconscious temporarily. While we didn't appear to take any additional damage when downed, the spell did leave us us knocked out and pressing buttons wondering what was going on for an extended period of time.
As we slowly limped to our feet to rejoin the fight, we moved on to king of the fantasy jungle, the ferocious, bearded lion. Though the game practically begged us to climb aboard by choosing a foothold on its body by hitting the left trigger--and we were pleased to see you can do it anywhere on the thing you're trying to make dead--we struggled to climb as it moved around above, often getting caught underneath, brushing against the flooring of the arena and hugging its knees.
Low on health from the encounter we pulled up the menu mid-fight, pausing the action and allowing us to rummage through our knapsack. Herbs instantly heal you for a particular amount of life, and by selecting the item it was easy to see how much value its consumption provided before committing to its use.
Because his area of expertise was physical damage, and he seemed to have more than a passing interest in rush attacks, we were forced to use our shield a little more liberally with Mr. Lion. Once we cottoned on to its routines, we managed to successfully keep it at bay before returning fire with a bevy of light and heavy sword attacks. The game didn't appear to offer much by way of a combo system for alternating strike types, but we did find ourselves finding a rhythm to the fight, and after a protracted period of time, we slew the fiend.
In our two outings with the game, we've now had the chance to experience two different levels--today's cave adventure and one in the rolling green fields of the outdoors. Though you'd be mistaken for assuming this is an RPG, it's very much a hack-and-slash adventure title. Capcom staff did say that the finished game will include towns to trade in, and that the wider world will be open to explore. We enjoyed our fantasy outing, and while we would like to see climbing become simpler, our AI team did an admirable job holding its own and offering sagely advice in the throngs of battle. Dragon's Dogma is due out for the Xbox 360 and PlayStation 3 some time in 2012. Stay tuned for more details.
detaill:
http://e3.gamespot.com/story/6318200/e3-2011-dragons-dogma-updated-hands-on-preview?tag=top_stories%3Btitle%3B3
Langganan:
Postingan (Atom)