Category: Gamespot

  • WoW's Battle For Azeroth Expansion Might Be The Best Intro To The MMO Yet

    WoW's Battle For Azeroth Expansion Might Be The Best Intro To The MMO Yet

    World of Warcraft has a new expansion on the way, but even though this is the seventh major addition to Blizzard’s MMO, it still might be a good place for newbies to join. At Blizzcon 2017, we talked with WoW production director John Hight about that new player experience and what features will be introduced in the newly announced expansion.

    You can read our full interview below, or catch up on some of the big Blizzcon news you might’ve missed right here. And in other big Warcraft announcements, we also have a feature focusing on some of the big questions raised by the legacy server World of Warcraft classic that was also announced at the show.

    The transcript below has been edited for content and clarity.

    I feel like the Horde and the Alliance have actually been getting closer and closer together, but Battle for Azeroth pushes the two sides apart again. It’s really focusing on that original faction experience. But what was the impetus to separate the two again?

    John Hight: As they have been historically right? They’ll come together, they’ll fight a common foe, and then their rift will form. And this is a pretty big rift that occurred during Legion. It was kind of an uncomfortable alliance between the Alliance and Horde to defeat a common foe, the Legion. But now that the Legion is defeated–spoilers but I think everyone knows that at some point we’re going to end the expansion–things happen that left scars between the two sides. And then things happen in the opening of Battle for Azeroth that cement it. Some of the imagery that you’ll see is the scene is with Sylvanas standing in front Teldrassil on fire. Then with the opening cinematic, that event was right before the Alliance finally says, “Okay, we’ve had it” before they assault Lordaeron. So some pretty heavy stuff is going to happen between them. And we just felt like this would be a really cool time to go back into that age old battle between Alliance and Horde.

    Having two new continents…are the cartographers in Azeroth just really, really bad at their job? How do these new landmasses keep popping up?

    You know, it’s pretty rough out there. I mean we’ve only got seafaring ships and blimps. You can’t possibly see everything. [laughs] They’re pretty much crossing known channels.

    Is it going to be something like Pandaria where it’s been hidden in the mists of time?

    No. I mean this was talked about in some of the fiction, and it’s an area that we’ve avoided in the game itself. But it was in an area that’s completely unknown. The whole point of it is that both sides are reaching out and trying to pull together additional allies in this big battle. And the last thing they want to do is to have one of these new areas, and people that inhabit them, fall into the hands of the other side.

    I’ve always been more of an Alliance player. But story-wise, I get a lot of flak from Horde friends who say their lore is better. The Horde has that fall from grace, which makes them feel a little bit more relatable in some ways, whereas the humans can kind of seem like the nice guys who end up being dicks.

    You know that’s interesting. I play Horde more, but I try to play both sides so I have a max level character on each side. And I think I go back and forth on the story myself. I feel like … sometimes I feel like, “Ah! The Alliance is such a better story! The Horde should have this!”

    It’s whatever resonates with you, I think. We don’t purposefully try to make the Alliance into…whatever you said [laughs]. I think that the characters are pretty powerful. Anduin, in this expansion, is really coming in to his own. He’s now stepping up to be the king, and there’s a rite of passage. Even in the cinematic that we showed, there’s this discovery on his part where he basically kills off a lot of Horde people around him. And then you realize, is that really his shtick or not. And he ends up doing this big mass heal, which is more what he’s about. So I think he’s incorporating a little bit of his father, the Alliance, and his own identity into this.

    By the same token you’re gonna see a lot of the evolution of Sylvanas. We saw some of her in Legion. We told some of her story–she’s the chieftain of the Horde–but you’re gonna see a lot more of her in Battle for Azeroth. Obviously these stories are less about this one common foe as in Legion but more about the two sides.

    In that way, it seems like it’s going to be a more personal story, because we’ve already done these kind of world ending, huge narratives.

    Absolutely. It’s not a big giant monster or a titan like Sargeras. Now, it’s about the greatest enemy that you could possibly have. Well, it’s the other guy, the other faction.

    In some ways, this feels like going back to the beginning, to the original conflict of orcs versus humans. Do you feel like this is gonna be a good place for new players to start?

    I think yes, in terms of the story but also in terms of what we’re doing in the game itself. For a while, the level up experience hasn’t gotten as much love from us as other aspects of the game. So we’re going through and we’re actually using the technology that we developed for Legion where you can go in to any zone. You can be at 109, I could be at 100, and yet we could have a great play experience together. So we can essentially build our areas in such a way that it’s almost level independent, right?

    What we’re doing is going back and deploying this scaling technology across all the existing areas in Azeroth. And you’ll actually be able to make choices too. For instance, as you’re leveling up from one to 110, and ultimately 120 in Battle for Azeroth, you’ll be able to make a decision: “Do I want to go up to Northrend and experience that content? Or do I want to go over to Burning Crusade?” There’s a lot of content to cover, but we want you to have a nice, smooth leveling experience. So we’re busily at that right now. We’re not getting rid of any of the old quest content, so you’re not gonna lose out on your favorite moments. They’ll still be there.

    No Caption Provided

    But we just want to make sure that it’s a smooth and cool experience. If you go in and play a dungeon, or if you go into quest content in a given area, you’re not gonna out level it.

    For someone coming in cold, we’re still gonna have the beginning, one to 20 acclimation zones that get you used your spells, weapons, and abilities. And then around 20, that’s when you’re out in the world and you start making choices about where you want to go.

    And then ally factions are gonna be really cool for both people that are new to the game and people that have played the game for a while. There are three new allied races for each side. You’re gonna go through some kind of unlock content, and then once you do that you can go and create, for instance–if you’re playing Horde side–you can create a Nightborn. And play from level 20 all the way up to 110. If you do that you unlock a pretty cool heritage armor set for your Nightborn.

    If you don’t want to do that, if you say, “Hey. I’ve done the unlock but now I want to start playing as a Nightborn Warlock, whatever.” You can boost and go right to that, but we’re trying to give that little extra incentive to people that want to go through the level-up experience again.

    Those aren’t entirely new races though, right?

    Yeah. We call them allied races, they’re an elf, for instance, in the case of the Nightborn. They’re gonna have, for the most part, the same armor, the same talent tree as an elf, depending on what class you pick. There are gonna be some unique racials for those. So it’s largely cosmetic. Obviously some bragging rights if you level up from the beginning and get the heritage armor set, which you can trans-mog into any armor piece. And then the Racial Abilities go on with it.

    Thinking about jumping into World of Warcraft now, in some ways it’s like a really long-running TV show. Like Doctor Who–you have people who are really into it, and they’ve been with it from the beginning. But that can be intimidating for someone to jump in from the beginning. Especially as you keep adding more and more content, that increases that barrier to entry. What is your answer to that type of person, who would be down for this kind of experience, but who feel there’s too much to catch up on?

    Yeah, our expectation isn’t that everybody coming to the game new is gonna wanna go from the beginning. That was why we introduced the boost way back with Warlord of Draenor. It’s a way for you, if you’re new to the game but you wanna play with a friend but they’re already at max level, you can upgrade immediately and level together. So if that’s what you want to do, that’s cool.

    We actually have a new boost experience. You saw a taste of it with Legion, and we’re gonna be updating it for Battle for Azeroth. Effectively what that does is, if you decide to boost, we are gonna run you through a scenario that teaches you about your class. But we do wanna prepare you so you aren’t just completely unaware on what you need to do.

    I’d actually stepped away for a while before Legion. But while that tutorial was helpful, I felt like I still had to go online to read up on the best rotations, that I needed some outside help to get a real feel for the best build for my class. Will there be more of that kind of explanation in-game?

    Well, there are people that want to be max and are looking for, “I gotta make sure I get the most DPS!” And I think that there’s always gonna be a large number of our fanbase that are out there doing an analysis and trying to figure out how can they can get the absolute most out of their class. But I don’t think anyone should feel like they have to do that. You can be very successful in our dungeons, in our raids, without having to get the absolute last drop of best-in-slot gear possible.

    In terms of the way we make the game, we’re always cognoscent of new players coming in. We still have a substantial number of new players every time we roll out an expansion, which is kind of hard to believe. There’s people out there that haven’t played World of Warcraft! And so every time we roll out an expansion, every time we roll out a patch, we try to fine-tune it, make it a little bit easier for new folks coming in.

    It’s always a trade off, because we don’t want to leave behind our experienced players, but we also don’t want to segregate our noobs to the point where they don’t get to enjoy the broader community. We are fine-tuning. You’ll see little traits and features here and there, but we do have an eye on them.

    Thinking about all the changes, how do you approach all these new things that you’re adding with Battle for Azeroth balanced against the features and things you’ve added previously?

    It’s fun! We always earmark a feature or two in an expansion as, I don’t want to call it experimental, but something that we’re willing to let go the next expansion. Like, we looked at Garrisons. People wanted some form of their own, customizable space. We learned a lot from that, and I think some of those features made their way forward into order halls and the missions and followers that we had in Legion. But the notion of being cooped up in your garrison and not being out in the world–we decided that’s not something we want to incorporate and make part of core WoW.

    So that’s what’s fun about expansions. We can experiment; we keep evolving and making it better. And the stuff that was just okay but that doesn’t have enough legs for us to want to stick with it.

    Powered by WPeMatico

  • Here's Who Won The Overwatch World Cup, Hearthstone Invitational, And StarCraft 2 Championship

    For the second year in a row, South Korea earned the top spot in the Overwatch World Cup, beating out Team Canada in the finals this year. The South Korean team was the favorite to win going into the tournament, and their performance did not disappoint.

    Blizzcon is the yearly culmination of several of Blizzard’s major online gaming franchises, and other esports winners from the convention included:

    While the various tournaments take up a large part of the overall Blizzcon schedule, the reason most people tune is still for the big game announcements. And if you missed anything from the show (like Overwatch’s new map or the cinematic for World of Warcraft’s next expansion), you can catch up on all the other big Blizzcon news here.

    Blizzcon 2017 had some amazing surprises for almost every Blizzard game, but there were still a few absences, most notably Diablo. We put together a video discussing what was missing from Blizzcon 2017, which you can watch here.

    Powered by WPeMatico

  • Heroes Of The Storm Devs On The Fate Of Hanamura And Balance Changes

    Heroes Of The Storm Devs On The Fate Of Hanamura And Balance Changes

    This year at Blizzcon, Blizzard announced that Heroes of the Storm will add two new characters to its roster, Hanzo from Overwatch and Alexstrasza from Warcraft. But what exactly do the new heroes and other upcoming changes mean for the game? Heroes of the Storm production director Kaeo Milker walked us through what to expect from HotS over the next year, including how the matchmaking process is getting a revamp, the fate of Hanamura, and how Alexstrasza’s dragon powers will work.

    And in case you missed any of the other big Blizzcon 2017 announcements, you can catch up on all of the news and announcements through our roundup here.

    The following interview was edited for content and clarity.

    GameSpot: I was curious about Alexstraza. It’s not the first big character, but I can’t imagine that you’re just going to be able to switch between dragon form and her human-like form back, at will.

    Kaeo Milker: Yeah, for access to her big, old dragon form, you use her trait called Dragon Queen. It’s an activatable ability that only stays on for 15 seconds. So it’s not like she’s in dragon mode all the time; it is a delicate balance in having this gigantic dragon on the battlefield. We have body blocking, and there’s a lot of things that she would interfere with. The art and design team spent a long time trying to make sure that she was this imposing force and felt really big and mighty, but didn’t break the game.

    So there’s a balance there between her animation, the poses she’s in, and also the fact that she’s only in this mode for 15 seconds. But, those are a very powerful 15 seconds. It amps her health and all of her abilities get amplified as well, so you’re kind of like in mega-dragon mode when you go into that.

    Why was now the time to introduce a character like Alexstraza?

    It’s interesting. This game, we’re pulling from 25-plus years of Blizzard games, and we have this giant list of all the potential heroes we could be making. There are literally hundreds of them, and they’re all awesome. So we’re always trying to pick, “What does the game need at this moment? What feels good? What is a role, or a niche that we haven’t really filled yet, that would be a good addition, and provide players with a new, interesting choice and new strategies?”

    So for Alexstraza, we knew we wanted to go with something that was a dragon aspect again. We get asked for Deathwing all the time. Deathwing is something that we’d want to be this big dragon all the time, which is just really, really difficult. So Alexstraza let us get the balance of fulfilling that dragon fantasy, and at the same time introducing a really interesting new support mechanic.

    No Caption Provided
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9

    She’s our first percentage-based healer. So, her Q ability takes a percentage of her health, and it gives 150% to the targeted ally. She’s basically trading her own health for her ally’s health. Then her W ability is an AoE heal that heals everybody who’s in it, including herself. So the balance with her is trading her health for an ally’s health, and then healing herself and her allies so that she keeps her health up. She can keep doing this dance of healing, losing life, gaining life. But it’s a totally different mechanic we haven’t had in the game before.

    Thinking about adding new characters, is it based on what people are playing, or are you just looking at the overall spread of what’s already created?

    It’s a combination–what does the game offer in general, and then a subset of that is what are people really playing now or what’s getting used the most? Then we try to make sure we’re just adding new things to it that feel different.

    When Hanzo comes out in December, that’ll be 75 heroes. It’s a lot of heroes, and our goal is to make them all feel different and unique. We’re looking for where’s a new opportunity, what’s an interesting idea we have that would fulfill a cool new fantasy that hasn’t existed in the game before?

    What about for maps? How do you decide, “Now’s the time to introduce a new map with this kind of different mechanic”?

    Battlegrounds are something that is interesting for Heroes, because it’s something very unique about our game. We have all these different battlegrounds that you get to play on, and each one has totally different mechanics. They drive not only the way you play the game in that match, but it’s also dictating things like which heroes are more or less powerful.

    So the same thing, really, has come into play. We’re balancing, fantasy-wise, creative, visually, all the things we want to bring to the game. So this year, we brought two Overwatch battlegrounds to the game for the first time, joining Diablo and Starcraft. Before that, we were making Nexus-themed battlegrounds that weren’t really tied to any Blizzard worlds. But there’s definitely a strong desire to bring interesting visuals that look different. And from a design standpoint, we always want the mechanics to be vastly different as well.

    Our first Overwatch battleground in the last year was Hanamura, and that one introduced so many things that it was almost too much. We had to pull the battleground. Now we’re reworking it, because they were just doing so many different things on it that it got a little confusing. We’re taking a step back to clarify what we’re doing with that one.

    The second battleground we introduced was Volskaya Foundry, and that one’s been awesome. It’s feeling really good. It’s much more focused on some core mechanics of holding a capture point, taking over a two-player boss vehicle that you get to control and wreak havoc with. It also introduced conveyor belts to the game around our capture points, and they really create some interesting moments in team fights.

    No Caption Provided
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9

    What is the status of Hanamura now? Is that something you’re still kind of tweaking and working on?

    Yeah, we’re doing a major rework on it. When it comes back, it will be dramatically different than it was. Visually a lot of the elements will still be there, but the map design, the layout, the way we’re interacting with mechanics–we really liked the payload mechanic, but we had lot of other things going on in the battleground that were just causing it to take longer than we wanted it to. It just wasn’t as clean as we would like it to be. So when it comes back it will be some familiar elements but distilled down to the coolest parts of what we liked about that battleground before.

    For Volskaya Foundry, what’s the reaction been to that, from the community?

    That one’s been great. I think that has a lot going for it. Structure-wise, it feels familiar enough that I think even new players can get into it and understand what they’re doing. It does borrow from some things, like the capture point and holding mechanics in Overwatch, so there’s something there that I think parallels really nicely and that players can understand.

    Then that two-player vehicle that you get to drive is interesting because anyone who’s played Cho’gall has been in this vein a little bit, but if they haven’t, it actually is a good training ground for Cho’gall as well. It’s like this collaboration between a driver and a gunner inside the vehicle, and it’s been awesome. I think we’ve gotten a lot of great feedback on it.

    It was really nice to follow up Hanamura with that one, and say, “All right, this one’s awesome.” Because at the same time that came in, we pulled out Hanamura. So we gave a little Overwatch, we took a little Overwatch; but Hanamura will be back better than ever.

    Ideally we’re letting each map have its identity and its own special features that are unique to it. Sometimes we do things, and we think, “Wow, that’s really awesome.” I think our instinct is let’s put that on all the battlegrounds. But, that starts to water them all down. Something we love about the game right now is that diversity. Being able to have unique, calling-card kind of moments. Anytime we start spreading something around, it takes away from that. So, generally we try not to do it.

    Thinking about dedicated events, like the Diablo Eternal Conflict, content that’s focused around a single game–is that something that you’ve thought about bringing back?

    We talk about it. We’re in a world now where we really like bringing together groups of things that are related, whether it’s IP specific, like Eternal Conflict, or we did Machines of War, for Starcraft. Or even events like Hallow’s End, and Wintervale’s coming up here pretty soon. This game’s usually about all this wild diversity and crazy stuff happening, but when we take little moment focus on, we’re like, “Oh cool, this is where I get to dive in deeper to this one thing that I like a lot.” We really enjoy that. The team loves working on things where it’s like, “We get to make Christmas skins across all the heroes! Who are we bringing into the mix?” It’s a pretty fun process.

    Speaking of skins, it’s interesting how you have very different Overwatch skins from what we have in the Overwatch game. I was wondering how that design process works–deciding the Heroes of the Storm take on Tracer or D.Va. Do you talk to that team at all? Is it kind of a separate thing where you’re like, “No, no, this is now our version of this character. We’re going to do what we want”?

    With a lot of the games, with Warcraft and Starcraft and Diablo, we have some interaction with the other teams, but we’ve largely taken them, reinterpreted them, and done what we will. Overwatch is Blizzard’s newest IP, and I think it’s still developing. People are still forming their opinions and knowledge of who these characters are and what they do. We’ve been a lot more sensitive with Overwatch about trying to really communicate a lot with the Overwatch team. They’ve had input on everything from the character design, the models specifically, to our abilities. We’re adding a secondary heroic that they don’t have in their game, and that’s creating something new that hasn’t existed before.

    So there’s a lot of back and forth with them to get that right and make sure that we’re not doing anything that’s veering from the course they’re already trying to establish for their characters in their world. That’s been a really fun process too, getting to work so closely with that team and this amazing universe that they’re creating right now and still building on.

    No Caption Provided
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8

    2018 is, overall, going to be another big year for Heroes of the Storm. What are some of the changes that we’ll see coming to the game?

    In addition to the heroes, we also introduced the 2018 Game Play Update. This is a collection of changes that are really focused in-game. Before, we were doing out-of-game stuff; this is really core game play. We’re changing the way you interact with and play the game. A lot of them are really built around changing the initial phase of the game.

    Right now, the game’s always designed to have three phases. The initial laning phase; then this big, objective, team fight phase; and then a finale where you get to the point where one team is ready to end it all and win. The laning phase has all been really small in Heroes of the Storm. I’ve gotten a lot of praise for that, because there’s been some who’ve been like, “In other games you might spend 20 minutes laning, and you’re just basically waiting for the game to begin.” So that’s something that we were very passionate about. We didn’t want this long, drawn-out laning phase. We wanted you to get to action very quickly, and I think we’ve succeeded with that.

    But at the same time, our current laning phase was sometimes as short as one minute before an objective was spawned and everyone goes into a team fight. There was just no impact to that, so we’re making changes that are really about making that initial laning phase meaningful. It’s still going to be fast, it’s still going to get you to the action very quickly, but it’s going to allow opportunities for players initially, in 1V1 and 2V2 situations, to show their skill and be able to dominate the lane. Or, win in a way that the successes you have in that initial phase are actually to set you up for further success later on as well.

    And we’re excited to bring in changes where we’re making adjustments to mercenaries; we removed ammo from towers. Everything’s really built around just changing up that initial phase and making it feel better.

    And looking ahead we’re going to keep trying to make amazing heroes. Sometimes we pick a hero that might resonate with somebody who hasn’t tried Heroes or even a Blizzard game in years, could be decades, and they say, “They have The Lost Vikings in Heroes of the Storm? Awesome, I want to check that out.”

    Is there anything else you wanted to hit on?

    A lot of the changes are really focused on improving stuff that’s already in the game. So, something that’s big that I talked about at Opening Ceremonies, and they covered a little bit yesterday in our panel, is performance-based matchmaking.

    Matchmaking is one of these eternal problems in video games. A perfect matchmaking system is ultimately going to make you lose half your games. So I think a lot of people are very critical of matchmaking systems. It’s something that you’re always trying to improve, but there’s no such thing as perfection.

    But for Heroes, we’ve had a lot of feedback from people about, “We’re in this team-based game, and your matchmaking system basically says if I lose, my rating goes down, if I win, my rating goes up. It goes up more if I’m playing against people that are more skilled than me. It goes down more if I lose against people who are less skilled than me. But, I feel like I’m awesome. My team wasn’t awesome, and I’m getting punished for it.”

    Performance-based matchmaking is really taking a different look at the way we do our matchmaking adjustments, and it’s allowing people’s performance in-game to directly influence the rating as it’s changing. So, if they’re an amazing Li-Ming, and we’re actually going to compare their stats in the game against all of the other Li-Mings that are playing the game and be able to determine, “How good are they? Are they an upper echelon person?” We’ll be able to adjust their rating accordingly. So, even if they lose, they’re not going to be losing as many points as they were losing before. We’re going to offset that based on their performance and give them credit for being really good. That’s going to allow them to move up faster, and not move down as quickly if they’re losing in certain situations. So it’ll get them to where their actual skill is a lot faster.

    It will also allow them to be matched up against people, both on their team and on the enemy team, that are the right skill with them. This feeling of “Why am I being matched with people who aren’t as good as me?” You’re very quickly going to be getting matched with people that are as good as you, and we’re going to know that definitively now, based on this comparison of your personal stats.

    It’s an exciting thing. Players have been crying out for it saying, “Hey, I’m awesome. My team’s not. What’s happening here?” So, here’s a really cool solution for that.

    Related to that you also have the way the game deals with player toxicity. How are you guys addressing that part of the community?

    So much of this game has been about trying to make decisions that minimize that in the first place, and I think we have been successful. It’s always challenging with multi-player games, PVP games, and games where it’s team-based. So there’s always finger pointing. There’s always people who have a bad day and bring it into the game and decide to bring everyone else down with them. But a lot of these changes have been about trying to create situations where people can feel good.

    Right now, voice chat’s coming into the game. Voice chat is something that, it’s really critical in a game like this to have good communication so that you can collaborate with your team. There have been challenges with communication, and voice chat is one. And it’s an opt-in system, so if you don’t ever want to participate in voice chat, you don’t have to. If you’re in a party with friends, you’re going to be automatically in it, but if you just join and are playing a game with people you don’t know, you have a choice of whether or not you use it.

    But I think the people who are going to use it well, and the way it’s intended to be use, are going to be much better prepared to succeed in the game. Of course, if someone is not being good in there, just like everything else in our game, you’ll be able to mute, report, and get them off, then not talk to them anymore.

    Powered by WPeMatico

  • Destiny 2 Xur Location Guide: Where's Xur, What Exotics Is He Selling? (November 5)

    Destiny 2 Xur Location Guide: Where's Xur, What Exotics Is He Selling? (November 5)

    Just like that weird guy you never see for most of the year, but who suddenly appears in the summer driving an ice cream van full of treats in your area, Xur is back. This week Destiny 2‘s suspiciously odd merchant has popped up on Earth’s European Dead Zone. That makes for another easy opportunity to expand your collection of Exotic items, which PC players in particular may still be focusing on. This also coincides with the launch of the latest Trials of the Nine (and its first appearance on PC).

    To find Xur, you simply need to fast travel to the Winding Cove and then jump on your Sparrow and use the path on the left. You’ll see Xur standing around above you, near the downed ship. He’s been here before, so you shouldn’t have any trouble finding him, but if you’d like a visual guide, check out the video above. You can see what items Xur has to sell below in exchange for Legendary Shards–as always, there’s one Exotic weapon (a pulse rifle) and one Exotic armor piece for Warlocks, Titans, and Hunters each.

    No Caption Provided
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4
    • Graviton Lance (Pulse Rifle)- 29 Legendary Shards
    • Young Ahamkara’s Spine (Hunter Class Gauntlets) – 23 Legendary Shards
    • Mask of the Quiet One (Titan Class Helmet) – 23 Legendary Shards
    • Nezarec’s Sin (Warlock Class Helmet) – 23 Legendary Shards

    Destiny 2‘s second-ever Faction Rally event begins on November 7 and will run run through November 13. As with the previous rally you’ll have to align yourself with a faction, choosing between New Monarchy, Future War Cult, or Dead Orbit, and then head out to collect the most reward packages for your group. You can read more about Destiny 2’s new Faction Rally here and see the full patch notes here.

    Developer Bungie has also released a new update that impacts the Faction Rally by adjusting how Faction Tokens are given out. Each completed Strike now provides anywhere from five to nine Tokens; previously, they offered three to seven. The first Nightfall of the week (per character) provides 10 to 18 Tokens, while Heroic Public Events hand out five (down from eight). You can check out the full Destiny 2 patch notes here.

    If you’re still trying to complete the Leviathan Raid, you can also read our Destiny 2 raid guide. The Raid is now live on all platforms, including PC, providing a new high-level challenge and special rewards. Prestige mode for PC players is still to come, but Challenge mode is available for those on all platforms.

    Powered by WPeMatico

  • BlizzCon 2017 News And Announcements: Overwatch's New Character, WoW Classic, Hearthstone And More

    This year’s BlizzCon has finally arrived, which means there’s a multitude of news for some of Blizzard’s biggest games. From the new Overwatch character reveal to the announcement of the new World of Warcraft expansion, there’s a whole lot of exciting news and announcements waiting to be revealed. We’ve compiled all the biggest ones from the show below.

    What news and announcements are you most excited about? Let us know in the comments below, and be sure to check back often as we update this article with more news and trailers.

    But first, even with the glut of new announcements, managing editor Justin Haywald and video producer Erick Tay argue that there were a few things missing from this year’s Blizzcon.

    Hearthstone

    Hearthstone’s Next Expansion Includes A Free New Single-Player Mode–During BlizzCon’s opening ceremony, Blizzard revealed Dungeon Run, a brand-new single-player mode for Hearthstone that pits players against eight random bosses.

    All The Cards From Hearthstone’s Kobolds & Catacombs Expansion Revealed So Far–With the latest Hearthstone expansion revealed, here are all of the cards we know about so far.

    Heroes of the Storm

    Overwatch’s Hanzo, Warcraft’s Alexstrasza Announced For Heroes Of The Storm–Blizzard also reveals some major changes coming to HotS, including refinements to a variety of mechanics.

    Heroes Of The Storm Devs On The Fate Of Hanamura And Balance Changes: From Battlegrounds and balance changes to new heroes Hanzo and Alexstrasza, here’s what we learned about Heroes of the Storm.

    Overwatch

    New Overwatch Map Is A Blizzard Theme Park–Alongside a new character, Overwatch is adding a new map that fans of any Blizzard game will likely enjoy, with areas themed after Warcraft, StarCraft, and more.

    New Overwatch Hero Revealed, Moira The DPS Healer–New hybrid character revealed with ties to Reaper’s past.

    Overwatch’s New Reinhardt Short Will Make You Cry–Like past Overwatch shorts, this new Blizzard animation focusing on Reinhardt gets emotional.

    New Overwatch Skins Based On Diablo, StarCraft, And Other Blizzard Games–Have a look at these new BlizzardWorld skins coming for Widowmaker, Torbjorn, Zarya, and more based on Blizzard’s other franchises.

    Check Out The First Skins For Overwatch’s New Character, Moira–Overwatch’s new hero, Moira, already has some alternate skins, and we also got a look at early concept for the character.

    Here’s who won the Overwatch World Cup–which country took home top honors in this year’s competition?

    In our Blizzcon Overwatch interview, the devs talk about addressing player toxicity and whether there’s a chance we’d ever see a real-life “Blizzard World.”

    StarCraft II

    StarCraft II Will Soon Be Free To Play–Beginning this month, players will be able to play through StarCraft II’s Wings of Liberty campaign and co-op mode for no cost.

    How will going free affect the Starcraft II? We talked to the devs to get the answers.

    World of Warcraft

    One World of Warcraft dev explains why this might be the best introduction for new players yet.

    World Of Warcraft Classic Announced, Lets You Play Without Expansions–Blizzard finally answers fans call for a vanilla version of the MMO, however, our dev interview shows there are still a lot of questions left to answer.

    World Of Warcraft: Battle For Azeroth Expansion Revealed, Increases Level Cap And Adds New Continents–Blizzard reveals the MMO’s most ambitious expansion to date, showing new lands and siege battles.

    WoW Update To Overhaul Leveling To Let You Play Expansions, Zones In Any Order–World of Warcraft patch 7.3.5 will introduce changes to the level-up process to give you far more flexibility with the order in which you tackle the game’s content.

    Powered by WPeMatico

  • Torchlight Developer Runic Games Shut Down

    Runic Games, the studio behind Torchlight, Torchlight II, and Hob, has been shut down. In a statement published on its official website studio head Marsh Lefler confirmed the news and thanked fans for their support.

    “I’m sorry to say that today will be Runic’s last day open. Our focus is on our family here, and helping them find a new place to call home,” reads the statement. “If you are in games and looking for some of the best talent in the industry, please email jobs@runicgames.com.”

    For fans of the Torchlight series, Lefler said there “will be some news coming” and he also noted that “community and multiplayer services will keep running even after the studio’s lights go off.”

    He added: “It’s been over nine years since a rag-tag team of 17 developers helped open Runic Games. We’ve been so lucky for the community that has supported us and made us successful. Thanks to that support, we have had the chance to meet and work with the best people in the world. Our team here at Runic has released three successful games, and over that time we have seen many changes; team members got married, kids were born, but the most important thing is that we have become a family.”

    Runic is the second studio to be shuttered by its parent company, Chinese publisher Perfect World Entertainment. Motiga, the developer of Gigantic, announced its closure shortly before Runic. In a statement to Kotaku, Perfect World Entertainment said Motiga “has reduced the staff of its studio” but its game “will continue to be available on our platforms.”

    With regards to Runic, it said the decision was part of “the company’s continued strategy to focus on online games as a service.”

    “We’re grateful to the team for all of their hard work bringing incredible experiences like Torchlight, Torchlight II and Hob to life. Runic Games will remain a part of Perfect World Entertainment’s portfolio of studios, and its games will continue to be available to players, as we stay committed to supporting and growing Runic Games’ beloved franchises.”

    Powered by WPeMatico

  • Razer Is Making Overwatch Inspired D.Va Gaming Gear For PC

    Overwatch fanboys and gals, you’re in for an early BlizzCon treat. Razer has just announced a new line of officially licensed PC gaming accessories inspired by Blizzard’s beloved mech pilot D.Va.

    The new line is on the smaller side, but includes D.Va’s signature MEKA headset, a themed mouse, and mousepad. Of course, the mouse and matching pad are tastefully pink, and decked out with her cheeky bunny moniker and logo. Snag a quick peek at the line below in its announcement trailer.

    While official details on the MEKA headset have not yet been released, it does appear to be a wireless headset, unlike the line’s mouse. The mouse is an Abyssus Elite wired model, and is part of the Chroma line. The matching mousepad, a Goliathus model, is anti-fray and will stay flat no matter how many time you roll it up to crush your enemies.

    Pricing and launch details have not yet been revealed, but you can check out the specs of the mouse and pad on the Razer website. With any luck, more details on the headset will be released soon.

    Powered by WPeMatico

  • PUBG Developers Promise Cheaters Will Be Met With “Strong Action”

    Cheating isn’t unfamiliar in any video game, but for PlayerUnknown’s Battlegrounds, it’s becoming a serious issue. So much so that the team behind the title has publicly announced its commitment to fight cheating in its massively popular title.

    “As part of our efforts to foster a safe & fair ingame environment, we are deploying new measures to combat cheaters,” the team said via Twitter. “We sincerely apologize for the inconvenience caused by the cheaters and promise to take stronger actions against them going forward.”

    The developer’s post on Steam mentions that the battle against cheating isn’t going to end overnight, but it does want to see it to an end. The goal is to ban cheating players, but maintain a fun and safe environment for those who are simply enjoying the game as is. The next step in the team’s cheat-combating endeavor is a patch coming next week to help assist with cheating detection. Feedback from players is also being requested as the team creates its anti-cheating system.

    We learned recently that the title will see it’s 1.0 release on PC sometime in late December. PUBG is also due on Xbox One’s early access on December 12 for $30. It will be slightly different than the PC version in terms of updates and some exclusive items, but is fundamentally the same game fans know. For more on the future of PUBG, check out our recent interview with PlayerUnknown himself.

    Powered by WPeMatico

  • WoW Classic Announced And It Lets You Play Vanilla World Of Warcraft Without Expansions

    Before announcing what’s next for World of Warcraft, Blizzard announced something old. World of Warcraft Classic allows players to dive into a legacy version of the game before it received countless updates and expansions, answering a very popular request from fans.

    Unfortunately, details were very light on how this will work. Besides the name and a promise that it’s coming, Blizzard had little to say about WoW Classic. Production director J. Allen Brack described it as a “larger endeavor than you might imagine,” which is perhaps an acknowledgement of fans’ attempts to provide a playable version of vanilla WoW.

    Brack described Blizzard’s goal as reproducing the experience from the original game, but without any of the launch issues players encountered all those years ago. Whether mechanics or any aspects of the game will change, how Classic is accessed, and many other questions remain unanswered. Brack discussed it only briefly, and the studio rolled a video that showed major cinematics from the game’s many expansions being played in reverse.

    Blizzard had a lot of news to share during BlizzCon’s opening ceremony, including a new Overwatch character and map called BlizzardWorld, StarCraft II going free-to-play, and a new Hearthstone single-player mode. You can see a recap of all the BlizzCon 2017 opening ceremony news in our roundup.

    Powered by WPeMatico

  • New Overwatch Map Is A Blizzard Theme Park, PTR Release Coming Soon

    As part of its BlizzCon opening ceremony, Blizzard has revealed a variety of new content coming to Overwatch. That includes a new map called BlizzardWorld which, as the name suggests, is essentially an amusement park themed around Blizzard’s various games.

    If you’ve played any of the games, you’ll immediately recognize at least one area. There’s a section that resembles World of Warcraft‘s Stormwind, a Hearthstone tavern, Naxxramas, Flight to Duskwood, a Protoss base, a Heroes of the Storm arcade, and much more. It looks like it’ll be a lot of fun for Blizzard fans.

    BlizzardWorld will be playable at BlizzCon this weekend, but it won’t launch in the live game until early 2018. However, those willing to jump onto the Public Test Realm on PC will be able to try it for themselves “very, very soon,” according to game director Jeff Kaplan.

    A new Overwatch character named Moira was also revealed during the game’s portion of the opening ceremony, as was a new cinematic short starring Reinhardt. Additionally, Blizzard announced that StarCraft II is going free-to-play and new characters and changes for Heroes of the Storm. You can see everything announced in our roundup of the biggest BlizzCon 2017 news.

    Powered by WPeMatico