Saturday, 22 October 2011

viedogame: StarCraft II Developers Discuss New Units

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StarCraft II Developers Discuss New Units
Oct 22nd 2011, 04:11

Who Was There: Hosting this panel were game director Dustin Browder, game balance designer David Kim, and senior designer Josh Menke.

What They Talked About: Browder led this extensive panel on the state of StarCraft II’s online balance and discussion of the new multiplayer units in Heart of the Swarm. The opening section focused on which match-ups were seen as the most balanced in casual and high-level play, and which were the most one-sided in certain parts of the world. Apparently, Terran has advantage over Protoss in South Korea, while Zerg has an advantage over Protoss in Europe.

Of course, the topic everyone was most excited about was the new units. Browder began the discussion by detailing the current issues facing the Terran faction. He admitted the team was disappointed by the performance of the Thor, the lack of a good option to countering a Protoss late-game Zealot rush when using the charge ability (outside of tedious kiting), and they also didn’t want to give the Terrans any more gameplay options. They have enough already, Browder said.

With that in mind, he announced that the Hellion is gaining a transformation ability. When used, this ability changes the quick and nimble Hellion to the slow and tough Battle Hellion. This new unit retains the Hellion’s flamethrower weapon, but is now a late-game counter to Zealots (while still being an early- to mid-game harassment unit). Next up was the Shredder. Browder explained this tiny machine is a cheap way for the Terrans to control space on the map.

When deployed, the Shredder emits a field of radiation that continually damages enemy units that stand near it. However, this unit will shut off if a friendly unit, ally unit, or friendly worker enters its range. Therefore, you have to keep it away from your army in order to be effective. In addition, the damage from the radiation waves does not stack, so keep them spread out.

Finally, there was the Warhound. Browder described this unit as a medium cost, fast moving, smaller version of the Thor that functions as an anti-mech unit. What all that means is that it’s great for taking down enemy Terran or Protoss vehicles either in the air or on the ground, while also letting the Thor ascend to a true uber-unit role with vastly improved damage output. You’re also now limited to one Thor at a time.

Kim took over next and laid out some of the issues facing the Zerg. In the early game, he said, the Zerg have trouble countering a well-entrenched player. Instead of fighting that player directly, they must expand into an economic battle. He also mentioned the Overseer didn’t get used much, and the Corrupter had a very narrow application.

Enter the Viper, a new Zerg spellcaster unit that will replace the Overseer. It will function as a chokepoint-breaker with three support abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, as well as preventing energy-based abilities from being used. Abduct pulls a unit to the Viper’s location (and is great for snatching weak units that hide in the back). Ocular Parasite lets it plant a seed into any friendly, non-massive unit, turning that unit into a detector.

The Swarm Host was next. This unit burrows into the ground and spits out waves of timed-life units called Locusts, making the Swarm Host a form of "Zerg artillery." These Locusts are free, they’re endless, and they’re designed to help the Zerg control more of the map. "It’s the endless Zerg swarm knocking at your front door, and it won’t stop until you figure out how to deal with it," Browder added.

"The Protoss ball of death is pretty strong," Kim said, introducing the third and final faction. He went on to add that they don’t have a good raiding option in the early-game, nor a viable area-of-effect anti-air unit. The anti-air issue was granted a hard fix with the Tempest, a new capital ship that deals--you guessed it--area-of-effect damage to air units (especially helpful for killing Zerg mutalisks wholesale) while also having a ground attack as well. This unit replaces the Carrier.

For harassment, the Protoss were granted the Oracle. This unit is "very worker-friendly" and doesn’t hurt workers so much as annoy them. Using the Entomb ability it can temporarily block mineral fields from being harvested by placing a field around them. Its second ability, Preordain, grants vision of a targeted enemy building, allowing the Protoss to see which units or technologies are being researched. Finally, there’s Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. So just disable the anti-air structures and harass, harass, harass.

Their third and final new unit is the Replicant, which has one ability. It can transform into any non-massive unit. The huge downside is its cost, which is currently set at 200 minerals, 200 gas, and four population. However, you do receive all the upgrades the copied unit has as well. You can even copy enemy workers and construct your own enemy structures, although this ability may be removed before the final release.

At the end of the discussion, Browder dropped a rapid-fire series of additions to other units and structures in the game. Ghost’s cloak ability is now a fixed cost for a fixed duration, thus requiring less babysitting from the player. Reapers now regenerate health when outside of combat, increasing their harassment potential. The radius of the Science Vessel’s EMP ability has been reduced. Battlecruiser has a speed boost ability that functions on a cooldown to get it into combat faster. Banelings can move while burrowed. Hydralisk have a speed upgrade. Ultralisk has a new burrow charge ability that lets it move a short distance underground before bursting out and damaging nearby foes. Corrupter has a siphon ability that lets it attach to a building and harvest resources from it. Nexus has a defensive ability that basically turns buildings into photon cannons to defend against attacks. Nexus also gets a recall ability to bring units back to it; this will let Protoss players bail units out of bad fights and be more aggressive.

Did you catch all that? Keep in mind that these changes are a work in progress, and can change without notice. After a brief question and answer session the trio concluded the panel and thanked everyone for their attendance.

Quote: "We do take [the results] of every single major tournament very seriously."--David Kim, on analyzing unit balance in StarCraft II.

Takeaway: The developers on StarCraft II have a lot of ideas on how to make the game better, and they’re not afraid to try them out. Some will work, others will flop, but the important thing is making the effort. For a game with a such a diverse audience, and a steady stream of updates and expansions, absolute balance is almost certainly out of the question. And that's what keeps things interesting.

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viedogame: PC | Blizzard DOTA First Look Preview - Playing with Stitches

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PC | Blizzard DOTA First Look Preview - Playing with Stitches
Oct 22nd 2011, 21:08

"Hardcore games for everyone." That has been Blizzard's mantra, and at this year's Blizzcon they're sticking to it with their upcoming massive online battle area game: Blizzard DOTA. This game stays true to the genre's established format, while also streamlining some of its more cumbersome areas. It also brings together an all-star cast of Blizzard heroes and villains. Thrall, Kerrigan, and even Diablo III's Witchdoctor are all included. We got the chance to play a few matches here at the show, read on to hear our impressions.

A relatively young genre, a MOBA game is about you and team of allies leading individual heroes into battles. They level up, collect gold, equip items, and (most importantly) try to kill the enemy team's heroes. Along the way they must destroy enemy turrets and, ultimately, the enemy's keep--thereby ending the game. Waves of lesser units are deployed on both sides to support the heroes. Compared to the genre's other entries, the moment-to-moment combat in Blizzard DOTA is very familiar: heroes have clearly defined roles and teamwork is a must to achieve victory. Where it differs is in the other mechanics--items, last-hitting minions for gold--that could be seen as cumbersome by new players.

In our first game we loaded up Stitches, a damage-soaking tank modeled after WarCraft III's abomination unit. Its abilities were hook, a skill-shot projectile that physically pulls the target towards Stitches; shockwave, a cone-shaped burst of damage; devour, which consumes an enemy minion (doesn't work on ally minions) and heals Stitches; and putrid bile, Stitches' ultimate skill which slowed and damaged enemy units near Stitches. We didn't see a passive skill for any character.

The first thing we noticed is that the map was very similar in layout to League of Legends' summoner's rift. There were three lanes lined with friendly and enemy turrets--as well as "jungle" areas between the lanes with brush for characters to hide in and neutral monster to slay. There's even a river cutting through the middle of the map. The next thing noticed was that we were completely broke. Lacking any starting gold, we summoned our mount and road off to the top lane.

Every character in Blizzard DOTA can summon a mount to increase their movement speed. The summoning takes about three seconds and lasts unit the champion attacks or is struck. Once we started killing enemy minions we found the focus on last-hitting has been reduced. In other MOBA games, if you don't land the killing blow on a minion then you didn't get the gold. Here all we had to do was be near an enemy minion when it died to earn some currency. However, if multiple allies were present the gold earned from the kill was split between them, even if we made the last hit.

With some coin in our pocket we teleported back home (another ability shared between the cast) and visited ye olde item shoppe. This could be the game's most controversial split from the genre. Instead of having dozens of items for players to analyze and memorize, the shop consisted of three stat-boosting items and a handful of specialty items (most with active effects). The stat-boosting items provided a permanent enhancement to health, damage, or mana/cooldown reduction and could be purchased multiple times. Most of the specialty items could also be purchased multiple times to increase the item's rank (and its effectiveness).

In the jungle space between lanes there were monster camps that, when captured, would supple our team with powerful new minions. Our enemies could capture these camps as well--four camps total--so we had to keep an eye out for that. Our match with Stitches ended in a tie (the demo had a time limit) but from what we experienced, matches were shorter than in other MOBA games. Whether this is from a lack of experience or a design decision remains to be seen, but we're thinking Blizzard wants to keep it shorter. And in true Blizzard fashion, a release date isn't set but you can expect news of a beta in the coming months.

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viedogame: PC | Diablo III PVP Hands-On Preview - Level 60 Wizard in PVP

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PC | Diablo III PVP Hands-On Preview - Level 60 Wizard in PVP
Oct 22nd 2011, 22:51

Lines to play Diablo III at BlizzCon 2011 are long. Very long. So we were glad to flash our press badge and cut right to the front to play Diablo III in competitive player-versus-player (PVP) for the first time. The PvP setup at BlizzCon pits two teams of four players, each with a level 60 character, against each other in team deathmatch mode on a small, tight level with absolutely, positively nowhere to hide.

We jumped into our match with a wizard, whose skills were laid out as follows: left mouse button triggered a powered-up arcane missile (a single-shot ranged attack); right-mouse button triggered a powered-up arcane torrent (a ranged attack that launches a flurry of slow but damaging projectiles); and our first number keys hotkeyed to the following: frost nova (the frost effect that scatters frost shards in your vicinity that might freeze nearby foes solid); teleport (which teleports you a short distance away); archon (which changes the wizard into an archon character with powerful defenses but limited attack power); and diamond skin, a defensive spell that temporarily provides the wizard a thick layer of armor. With not one, not two, but potentially three skills with defensive, survival-based uses, the high-level wizard seems to have a strong resistance to getting killed outright--but you can rest assured we didn't let that stop us.

The PVP matches at BlizzCon start with a brief practice round that lets you run around and get used to your skills and figure out how to play as a team. Even though the practice round was barely a few minutes long, we and our teammates quickly figured out that the absolute best way to stomp the competition was for all four of us to stick together and focus our fire on one enemy. Unfortunately, we had no healers in our group, and we found that we couldn't stick together forever, because once you're the one who lands in the enemy team's crosshairs, you won't survive for long unless you can either be healed, or can peel off in another direction and grab one of the regularly-respawning health vials that appears in the level.

We were able to sneak in a few gimmick kills by using our frost nova skill offensively, charging directly towards some enemies, freezing them solid, and pounding mercilessly on the enemy. This worked just fine until the enemy team decided to pound on us mercilessly, at which point we found ourselves playing the wizard as something closer to what Blizzard presumably intended them to be--a hit-and-run character who can deal decent ranged damage, but has enough defensive tools to beat a hasty retreat. By using teleport, diamond skin, and archon judiciously, we actually managed to avoid death many times and earned a "survival" bonus of points. But these defensive skills aren't always a get-out-of-jail free card--even in archon form or diamond skin, you can still be attacked, and tenacious foes can and will follow you after you teleport, especially if you're already severely wounded and they're coming in for the kill.

The PVP otherwise seemed fast and frantic, and even though we died several times, the respawn times at BlizzCon were mere seconds long; we found the respawn delay to be just long enough to seem like a real punishment, but nowhere near long enough to feel frustrating. Diablo III's PVP will launch along with the game itself…when it's done.

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viedogame: Blizzard delves into Diablo lore

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Blizzard delves into Diablo lore
Oct 22nd 2011, 22:36

Oddly enough, in BlizzCon's seven-year history, there has never been a panel devoted explicitly to the Diablo franchise's lore. That changed today, however, as Blizzard senior VP of story and franchise development Chris Metzen took the stage alongside Diablo III lead content designer Kevin Martens and senior world designer Leonard Boyarsky.

Metzen began the session with an apology of sorts for the substantial amount of tinkering that has been done to Diablo's lore in advance of the third game's release. He said that the franchise has been developed by three different companies with novels from eight different writers, and as such, "it was kind of a mess." To tighten up the universe, Blizzard had to enact some intentional retconning, but he emphasized that the studio only made these changes to strengthen the property.

As one example of the change, Blizzard gave an identity to The Dark Wanderer, who was the hero of the original Diablo. Moving forward, the universe presupposes that this character is the warrior from the original game, and he has been given the name Aiden. Metzen noted that just one reason for this change is that if the Diablo story were to be told in another medium, this character would need to be the launching point for that. He emphasized that no such development is currently under way.

To start off the lore talk, Metzen launched into The Eternal Conflict, which is the war that has raged between the High Heavens and the Burning Hells since the beginning of time. The motivation between this conflict is to gain control of the Worldstone. This artifact is a relic of the original conflict between the ultimate manifestations of good and evil. It contains an aspect of the creator, and the controller of it can shape reality to their whim. The Worldstone is contained at the center of the universe, in a place called Pandemonium, and control of this fortress has passed back and forth between the High Heavens and the Burning Hells throughout time.

During the current epoch, the High Heavens control Pandemonium, and it is under their rule that the angel Inarius renounced the Eternal Conflict, and with a faction of other angels and demons, they stole the Worldstone and took it to Sanctuary. Here, they interbred, creating humankind, and the DNA has both angels and demons fearing that humans can be mightier than they. This process also sent Heaven and Hell into turmoil, as they had lost the impetus for their conflict. As such, they call an armistice in their conflict to retrieve the Worldstone, while also making a pact to not directly interfere with humankind.

Metzen then addressed The Angiris Council, better known as the five archangels that rule the High Heavens. The functional equivalents of the Lords of Hell, this group has their own personalities and characteristics. Tyrael, the Archangel of Justice, has thus far received the most play in the Diablo games. Tyrael's personality evolved after the events of the first game, when the human Uldyssian sacrificed himself to save the world. Described as anal retentive, Tyrael becomes the maverick of Heaven, having come to realize the capacity of human kind and their innate worth after Uldyssian's move.

Auriel is the Archangel of Hope. She is the most upbeat and positive member of the council, functioning as the great mediator and grounding force of the forces of Heaven. The Archangel of Wisdom, Malthael, is a storyline still being developed, Metzen said. However, he went on to say that this angel provides the voice of reason for the council, and he's typically correct. However, when Inarius stole the Worldstone, Malthael apparently went slightly mad, darkening his personality.

Imperius serves as the Archangel of Valor, and he is the warrior champion of the heavens. His personality is that of a great commander, and slaughtering demons is his purpose. Imperius and Tyrael are often at odds, due to Imperius' view that humankind should be eradicated. Lastly, Itherael is the Archangel of Fate. Though he can't actually see the future, he is able to see all of the different strands in play and can often predict what will come. However, since the Worldstone was stolen, Itherael can't see the strands of humans, as they weren't meant to exist. This fact, of course, freaks everyone out.

Boyarsky then took over to discuss the two remaining Lords of the Burning Hells. Belial is the Lord of Lies, and he is the first nemesis that Diablo III players will encounter in the game. A master of subterfuge and indirect dealing, Belial has subverted the city of Caldeum, which serves as the greatest trading city in the world.

The second demon is Azmodan, Lord of Sin. Azmodan is currently the primary evil, and he has ruled Hell for the past 300 years. His design is to emanate raw power, and he the Seven Deadly Sins are his lieutenants. Two of these minions will be seen in the game. Interestingly, the Maiden of Lust is modeled off of the Mistress of Pain and was only included after the studio saw the costume contest winner at BlizzCon 2010. The second lieutenant was not revealed. Azmodan's goal in the game is to gain control of the Black Soulstone, which can be used to destroy him or give him ultimate power.

Boyarsky also brought up the fact that after Azmodan, there will be no more Lords of Hell. Once Azmodan is gone, the theory is that there will be evil left in the universe. That's the theory, at least, Boyarsky emphasized.

Martens closed out the session by showing off three new areas in the world of Sanctuary. The first of these was Caldeum, which he compared to Rome at the height of its power. The city is undergoing a massive refugee crisis due to the meddling of Belial, and it is currently being ruled by a child-Emperor. The second area was Dahlgur Oasis, which is the central farming region for Caldeum. In contrast to the arid atmosphere of Caldeum, this area offers lush environments fed by the oasis. Belial's forces have infested this area, creating a food shortage for the city.

Lastly, Martens showed off the Archives of Zoltun Kulle. This area is an underground temple of sorts that houses a portion of the remains of Zoltun Kulle, who was part of the original Horadric Order. As the story goes, Kulle turned evil, becoming the most dangerous person in Sanctuary. He achieved immortality, and the only way that the Horadrim could deal with him was to cut him in two; his head was buried in the desert while his body was transported to an alternate dimension.

Blizzard's lore efforts for Diablo are being led by their upcoming compendium, Book of Cain. For more from BlizzCon 2011, check out GameSpot's previous coverage.

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viedogame: PC | World of Warcraft: Mists of Pandaria Hands-On Preview - Panda Monks

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PC | World of Warcraft: Mists of Pandaria Hands-On Preview - Panda Monks
Oct 22nd 2011, 18:02

If you missed it, Blizzard used its 2011 BlizzCon fan event to announce Mists of Pandaria, the next expansion for World of Warcraft. Among many other things, the expansion will offer the new Asian-themed continent of Pandaria to explore, new playable race in the Pandarens (who originated as an April Fool's Day joke for 2003's Warcraft III), and a new playable class, the monk. We took the opportunity to try out a Pandaren monk at the event and have new details to report.

The Pandaren race is currently still being worked on--female character models aren't actually in the game yet, for instance--but our male Pandaren monk seemed to walk, jump, roll, and fight just fine. Pandaren monks begin their lives on their continent's Wandering Isle, reporting to a kung fu master who accompanies them throughout their early travels. Monks' early quests require them to equip themselves with fistwraps and consult lore scrolls to learn about their heritage, but soon, they're encouraged to travel outside of the monastery to fight off pockets of marauding hozu (the monkey-like race indigenous to the continent) and begin rescuing and escorting elemental spirits to sacred temples. Along the way, we found ourselves dueling with spectral martial arts masters and perching ourselves precariously on poles poking out of a cursed lake. You can expect to see plenty of World of Warcraft's trademark quirky quest objectives early in your life as a pudgy panda monk here.

The monk's early skills pertain almost entirely to combat. Very early on, monks get the stance of the fierce tiger, a modal combat stance that increases their damage by 20%, though they can later learn an alternate stance, drunken ox. While they don't use mana to cast their spells like mages and warlocks, they do have "chi" points which are expended to perform certain attacks and skills, but fortunately, seems to recover very quickly over time. The monk's basic attack is the jab, which currently costs 40 chi points (our monk had a maximum of 100) and builds up one light force point and one dark force point.

Monks use force points as their combat "resource" (similar to combo points for rogues), and can store a maximum of four light force points and four dark force points. They can also learn the tiger palm attack, a melee attack that costs one light force point and deals bonus damage to enemies with more than 50% health; the blackout kick, a roundhouse kick that deals decent damage and costs a dark force point; and flying serpent kick, a melee attack that lets monks close distance (not unlike the warrior's charge attack) and briefly stuns its target. Monks can also learn the roll ability, which costs 50 chi points and deals no damage, but causes them to tumble forward along the ground--a much faster alternative to walking.

Pandaren characters have several innate racial powers that pertain to food and cooking (they gain 100% bonus from eaten food, and have a +15 to their cooking skill), along with a safe fall skill that reduces their falling damage by half, gain double the experience bonus for being rested, and also have a "quaking palm" ability that can stun an enemy target for four seconds or until the target is damaged. Quaking palm may sound powerful, and will likely be useful in certain situations, but from our experience so far, isn't an overwhelmingly unfair ability at all. Monks, in the meantime, seem like an interesting alternative to warriors with an unusual combat resource system. We'll bring you more updates on the expansion as they become available.

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Friday, 21 October 2011

viedogame: World of Warcraft: Mists of Pandaria Preview Panel Reveals Big Changes

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World of Warcraft: Mists of Pandaria Preview Panel Reveals Big Changes
Oct 22nd 2011, 01:15

Who Was There: Game designers Tom Chilton, Cory Stockton, and Greg Street

What They Talked About: The subject of this panel was the many, many, many new features that Mists of Pandaria, the next expansion for World of Warcraft, will add to the game. The panel began with designer Tom Chilton admitting that the previous expansion, Cataclysm, might not have added much in the way of new things to do. To that end, the expansion will attempt to "get people back in the world" with new features like player-versus-environment (PVE) scenarios (which will offer large-scale encounters outdoors); and it will also offer a completely revamped character talent system that Blizzard refers to as the "talent system 2.0," which the designers hope will encourage players to play more with their talent choices, rather than sticking to a few "cookie-cutter" talent builds that are optimized for raids or player-versus-player (PVP) competition.

The designers then introduced the new Pandaren continent of Pandaria, which will consist of five adventuring zones arranged in a circular pattern around a central hub zone--a new area for beginners that will actually be built on the back of a giant turtle. The idea is that Pandaria is a remote island that had previously been shrouded by magical mists, but as a result of the ongoing conflict in WoW's original continent of Azeroth between the Horde and Alliance factions, the mists part, and combatants from both factions wash up on Pandaria's remote shores. Fortunately, since the expansion will offer a new playable race in the Pandarens, as well as plenty of high-level content for veterans from Azeroth, the continent will have an auction house, a bank, and a questing hub, so that players won't have to return to their home cities to take care of business.

Pandaria itself will have a totally different, pan-Asian look and feel--the Pandaren people live in pagodas and temples built on top of misty mountains and under waterfalls. The new continent will also be home to a variety of new creatures, including the fish-man Jinyu; the monkey-like Hozu; the small and pesky, rabbit-like Verming; the sentient giant insects known as the Mantid; the muscle-headed Mogo, the continent's original inhabitants; and the Sha, the manifestation of negative energy, which exponentially increase in population once the feuding forces of the Horde and Alliance arrive.

However, the Pandaren race itself will be the game's first "neutral" one--that is, Pandaren will not start the game as belonging to either the Alliance or the Horde, but once characters of this race reach level 10, they will be dragged into the conflict and will be required to permanently join one of the two factions. They'll have the following racial abilities: "epicurean," which grants100% benefits from eating food items; "gourmand," which grants +15 inherent points of skill in the cooking profession; "inner peace," which doubles the experience bonus from a character being in the rested state; "bouncy," which reduces falling damage by half; and "quaking palm," the ability to put enemy to sleep for three seconds.

The Pandaren race will be able to play as any of World of Warcraft's classes other than the deathknight, the druid, the warlock, and the paladin for both game balance and lore reasons (deathknights, for instance, start off at a high level since they're intended to be the remains of already-powerful heroes unearthed by the Lich King of Azeroth…a far cry from the Pandaren population). As you may have heard, the expansion will also offer a new playable class in the monk--a melee fighter with three specializations: "brewmaster," a drunken master warrior who can step up to the front lines and soak up damage for his teammates (also known as "tanking"); "mistweaver," a warrior with healing abilities; and "windwalker," a fighter that deals lots of damage in battle (also known as dealing "damage per second," or simply, "DPS"). Monks will not be a "hero class," meaning that unlike deathknights, which start out at a high character level, monks will start off at first level. However, all the game's races--except for the worgen and goblins--may be monks. (Apparently, the Pandaren have already spread their influence across Azeroth and have begun training both Alliance and Horde races.)

In terms of their combat equipment and tactics, monks will tend to use fists and feet in battle, though they will apparently also use weapons to deliver "finisher" attacks. Currently, monks are planned to use leather-based armor, along with staves and fist weapons, plus one-handed axes, maces, and swords (they may or may not be able to dual-wield weapons). Like other characters in World of Warcraft, monks will use a "resource" system in combat to accrue power points called "chi." Interestingly, monks will have two flavors of chi, light force, and dark force, represented by four light slots and four dark slots that appear on a resource bar smack dab in the bottom center of the screen. The monk's basic attack is the "jab," which generates both light force and dark force points--and these points are used to power all the monk's other combat skills. The designers emphasized the point that the art team has created many new animations for monks, and showed a brief video showing a Pandaren monk in action, fighting against a few monkey-like Hozu and finishing them off with a Street Fighter II-esque spinning hurricane kick (which got the most applause from the crowd).

The designers then shifted gears to discuss the changes to the talent system in the new expansion, pointing out that Cataclysm's approach to tweaking talents removed some of the "junk" talents, but still left plenty of useless skills and overall didn't offer enough choice, which led to players finding a few optimized, "cookie-cutter" talent sets and using only those. Mists of Pandaria's talent system 2.0 will still let players first start specializing at level 10, but will instead give you talent choices only once every 15 experience levels, on up to the expansion's new maximum level cap of 90. In addition, certain talents that the WoW team felt were essential for specific classes will be removed from the regular pool of choices--instead, players will get those essential abilities automatically. And every 15 experience levels, you'll choose from one of three talents which each offer a similar function (for instance, a warrior might choose a new talent from a pool of three very different talents that all increase his ability to survive in battle, but in different ways), so that players won't be faced with the current game's talent tree opportunity cost--which, in some cases, tends to reward players who specialize in one or two talent trees at the cost of ever unlocking the potential of a different tree. And thankfully, players will be able to change talents--not in the heat of battle, but in a process that should be about as easy to change as glyphs.

Next, the designers turned their attention to the game's PVE scenarios, which will "give players things to do that don't make sense in a dungeon," and will reuse parts of the outdoor world in interesting ways. These scenarios will include "short instances for a few players"--that is, multi-stage quests that will involve multiple objectives that must be completed in order. A theoretical example provided was turning the low-level Goldshire quest line to hunt the kobold Goldtooth into a multi-stage quest, which might start with killing off a certain number of kobolds, rescuing a certain number of children from the nearby mine (which would trigger Goldtooth's appearance), then killing the giant kobold himself. The designers suggested that these scenarios might also be larger-scale affairs that act as "PVE battlegrounds," such as a hypothetical scenario that turns Grizzly Gulch into a Defense of the Ancients-style adventure in which you must kill 50 soldiers, then destroy six towers and an enemy barracks, which would cause General Drake to spawn as a boss monster. While the details of PVE battlegrounds are still being determined, the designers plan to have scenarios yield valor points as a reward, and to remove player-on-player collision from them. PVE scenarios may even have a queue system similar to the already-implemented dungeon finder tool, minus any class role requirements (that is, while dungeon finder will not place a party into a dungeon until it has a requisite number of healers and warriors, a scenario finder tool might put together a party that just has enough people, regardless of their class).

In addition to scenarios, Mists of Pandaria will also include "challenge mode" dungeons, which will essentially be timed challenges that yield bronze, silver, or gold medals if you and your party can complete them within a limited amount of time. In challenge mode dungeons, your party's weapons and armor will be "normalized"--in other words, if your characters have items that would normally be too overpowering when used against the denizens of a certain dungeon, they'll be de-powered in the challenge dungeon to offer a proper challenge. Challenge mode dungeons will yield valor points as well as "sweet-looking" clothing and armor that grant no actual bonuses, but will be useful for the transmogrify feature that lets you combine the bonuses of one piece of armor with the appearance of another. Challenge mode dungeons will also have in-game leaderboards that track your statistics, medals, and completion times for certain dungeons, and will let you quickly compare your performance against those of your guild, as well as against the rest of the players on your server.

Next, the designers unveiled the most talked-about new feature in Mists of Pandaria, a "pet battle" system that will let you "collect, level, and battle with companion pets," including pets your characters may already have captured, as well as "wild" pets you can find in the world with varying statistics, and which may appear only under specific circumstances, such as during certain seasons of the year, certain weather conditions, and certain times of day. The pet battle system will be accessible to all players of all levels, and will offer lots of ways to customize your pets, such as changing their names and their abilities (pets will be able to learn up to six combat skills, and you can equip up to three of them in three slots to bring into battle). Pet battles will be turn-based and if it wasn't already obvious, the artist's rendition of a pet battle that showed both the owners and pets onscreen made it crystal clear that this new system is inspired by Nintendo's smash-hit Pokemon series. You'll even be encouraged to build up a team of pets and get each of them up to level 25--you can track them in the in-game pet journal, which will let you track potentially hundreds of different pets. Most pets will be tradable and can be sold on the auction house as well. You'll even be able to bring pets into PVE and PVE battles, and earn "master abilities" as part of quests when you defeat a pet battle master in the world--these master abilities will further strengthen your pets in battle. Pets will be shared among all characters on a single account.

If that weren't enough, Mists of Pandaria will also add nine new dungeons (six appearing on the continent of Pandaria, with the other three as "heroic" updates of classic dungeons, specifically, level-90 versions of Scholomance and Scarlet Monastery, with the latter split into two separate dungeons). The expansion will also offer three new epic raids that prominently feature the expansion's Mogu and Mantid races, and these raids will also carry the option to be played on the easiest, third "raid finder" difficulty level accessible through the new raid finder option in World of Warcraft's 4.3 update.

According to the designers, the expansion will also offer lots of new quests, with more of a focus on players at the highest experience level. The expansion will also provide incentives for hardcore dungeon explorers and raid adventurers, such as, hypothetically, a reward for performing five daily quests that enables a secret, random chance at a high-end loot item. It'll also remove flying except for players at level 90, because the team feels that the current game's option that lets players of various levels fly just about anywhere, sometimes sacrifices some of the game's excitement and atmosphere when players use flying mounts to bypass the majority of challenges on a quest to fly straight to the boss. The expansion will also offer new faction rewards that will give players more ways to get ahold of the rewards they want.

Mists of Pandaria will also add three new battlegrounds and a new arena. The battlegrounds will include Stranglethorn Diamond Mines, an area with a "payload"-style objective that requires opposing teams to seize control of mining carts and deliver them to their team's depot until one team stockpiles enough minerals to win; Valley of Power, a battleground with a "murderball" objective that requires each team to try to pick up and carry around a specific artifact item, which earns points over time for being held and earns even more in point multiplier zones--but also deals an increasing amount of damage to the bearer over time; and Azshara Crater, a mode that more closely resembles Defense of the Ancients. The arena will be known as Tol'vir Proving Grounds, a competitive area with a simple layout inspired by the popular Nagrand Arena.

The expansion's huge list of additions and changes isn't over. It'll also make fundamental changes to certain character classes. For instance, hunters will no longer be required to put distance between themselves and their marks, but they also won't be able to equip melee weapons. Conversely, every single other class in the game other than hunters will no longer have a ranged weapon slot, though rogues and warriors can throw their equipped melee weapon. Warlocks will now have a unique resource for each type of specialization--affliction warlocks will still use soul shards; demonology warlocks will have a new "demonic fury" resource which, when filled up, will temporarily change your warlock into a demon; and destruction warlocks will have a new "infernal embers" resource which will fill up as warlocks cast fire spells, and build up to a hugely damaging conflagration spell. Shaman will be losing all enhancement ("buff") totems--they will have only totems that provide utility options, such as the new "earthgrab" totem which will root nearby enemies in place, or the "repulsion" totem which repels nearby enemies, or the "bulwark" totem, which acts as a damage absorption shield for the shaman. Druids, designer Greg Street suggested, "always felt like they had four specializations, so now they do"--specifically, "feral" (cat form) has been split from "guardian" (bear form), though all druids will still be able to take either form.

The expansion will also include various and sundry other tweaks and changes, such as account-level achievements and new types of achievements. The expansion will also remove the relic slot in players' inventory, since most players didn't seem to be using items in this slot, while wands will be treated primary-hand weapons. Spellbooks will be "cleaned up" and spellcasters will no longer need to return to a trainer in order to learn new spells when they gain levels--trainers will still offer the ability to re-specialize your talents. More importantly, resilience--the all-important ability directly tied to your ability to survive in PVP--will be tweaked so that all players will have a baseline amount that will increase over time with more PVP battles. This important change is being made so that PVP will be more accessible, even for players who only have PVE gear.

Quote: "(Thunderous applause and laughter at the appearance of the Pokemon-like pet battle interface.)"

Takeaway: With the Mists of Pandaria expansion, World of Warcraft will be changing. A lot. Blizzard hasn't confirmed a release date, beyond "when it's done."

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viedogame: StarCraft II Developers Discuss New Units

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StarCraft II Developers Discuss New Units
Oct 22nd 2011, 04:11

Who Was There: Hosting this panel were game director Dustin Browder, game balance designer David Kim, and senior designer Josh Menke.

What They Talked About: Browder led this extensive panel on the state of StarCraft II’s online balance and discussion of the new multiplayer units in Heart of the Swarm. The opening section focused on which match-ups were seen as the most balanced in casual and high-level play, and which were the most one-sided in certain parts of the world. Apparently, Terran has advantage over Protoss in South Korea, while Zerg has an advantage over Protoss in Europe.

Of course, the topic everyone was most excited about was the new units. Browder began the discussion by detailing the current issues facing the Terran faction. He admitted the team was disappointed by the performance of the Thor, the lack of a good option to countering a Protoss late-game Zealot rush when using the charge ability (outside of tedious kiting), and they also didn’t want to give the Terrans any more gameplay options. They have enough already, Browder said.

With that in mind, he announced that the Hellion is gaining a transformation ability. When used, this ability changes the quick and nimble Hellion to the slow and tough Battle Hellion. This new unit retains the Hellion’s flamethrower weapon, but is now a late-game counter to Zealots (while still being an early- to mid-game harassment unit). Next up was the Shredder. Browder explained this tiny machine is a cheap way for the Terrans to control space on the map.

When deployed, the Shredder emits a field of radiation that continually damages enemy units that stand near it. However, this unit will shut off if a friendly unit, ally unit, or friendly worker enters its range. Therefore, you have to keep it away from your army in order to be effective. In addition, the damage from the radiation waves does not stack, so keep them spread out.

Finally, there was the Warhound. Browder described this unit as a medium cost, fast moving, smaller version of the Thor that functions as an anti-mech unit. What all that means is that it’s great for taking down enemy Terran or Protoss vehicles either in the air or on the ground, while also letting the Thor ascend to a true uber-unit role with vastly improved damage output. You’re also now limited to one Thor at a time.

Kim took over next and laid out some of the issues facing the Zerg. In the early game, he said, the Zerg have trouble countering a well-entrenched player. Instead of fighting that player directly, they must expand into an economic battle. He also mentioned the Overseer didn’t get used much, and the Corrupter had a very narrow application.

Enter the Viper, a new Zerg spellcaster unit that will replace the Overseer. It will function as a chokepoint-breaker with three support abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, as well as preventing energy-based abilities from being used. Abduct pulls a unit to the Viper’s location (and is great for snatching weak units that hide in the back). Ocular Parasite lets it plant a seed into any friendly, non-massive unit, turning that unit into a detector.

The Swarm Host was next. This unit burrows into the ground and spits out waves of timed-life units called Locusts, making the Swarm Host a form of "Zerg artillery." These Locusts are free, they’re endless, and they’re designed to help the Zerg control more of the map. "It’s the endless Zerg swarm knocking at your front door, and it won’t stop until you figure out how to deal with it," Browder added.

"The Protoss ball of death is pretty strong," Kim said, introducing the third and final faction. He went on to add that they don’t have a good raiding option in the early-game, nor a viable area-of-effect anti-air unit. The anti-air issue was granted a hard fix with the Tempest, a new capital ship that deals--you guessed it--area-of-effect damage to air units (especially helpful for killing Zerg mutalisks wholesale) while also having a ground attack as well. This unit replaces the Carrier.

For harassment, the Protoss were granted the Oracle. This unit is "very worker-friendly" and doesn’t hurt workers so much as annoy them. Using the Entomb ability it can temporarily block mineral fields from being harvested by placing a field around them. Its second ability, Preordain, grants vision of a targeted enemy building, allowing the Protoss to see which units or technologies are being researched. Finally, there’s Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. So just disable the anti-air structures and harass, harass, harass.

Their third and final new unit is the Replicant, which has one ability. It can transform into any non-massive unit. The huge downside is its cost, which is currently set at 200 minerals, 200 gas, and four population. However, you do receive all the upgrades the copied unit has as well. You can even copy enemy workers and construct your own enemy structures, although this ability may be removed before the final release.

At the end of the discussion, Browder dropped a rapid-fire series of additions to other units and structures in the game. Ghost’s cloak ability is now a fixed cost for a fixed duration, thus requiring less babysitting from the player. Reapers now regenerate health when outside of combat, increasing their harassment potential. The radius of the Science Vessel’s EMP ability has been reduced. Battlecruiser has a speed boost ability that functions on a cooldown to get it into combat faster. Banelings can move while burrowed. Hydralisk have a speed upgrade. Ultralisk has a new burrow charge ability that lets it move a short distance underground before bursting out and damaging nearby foes. Corrupter has a siphon ability that lets it attach to a building and harvest resources from it. Nexus has a defensive ability that basically turns buildings into photon cannons to defend against attacks. Nexus also gets a recall ability to bring units back to it; this will let Protoss players bail units out of bad fights and be more aggressive.

Did you catch all that? Keep in mind that these changes are a work in progress, and can change without notice. After a brief question and answer session the trio concluded the panel and thanked everyone for their attendance.

Quote: "We do take [the results] of every single major tournament very seriously."--David Kim, on analyzing unit balance in StarCraft II.

Takeaway: The developers on StarCraft II have a lot of ideas on how to make the game better, and they’re not afraid to try them out. Some will work, others will flop, but the important thing is making the effort. For a game with a such a diverse audience, and a steady stream of updates and expansions, absolute balance is almost certainly out of the question. And that's what keeps things interesting.

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viedogame: Mists of Pandaria comic, novella en route

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Mists of Pandaria comic, novella en route
Oct 22nd 2011, 01:29

ANAHEIM, CA--Blizzard Entertainment has scant few peers in the gaming industry for building reaching and branching universes for players to lose themselves in. The company has long since abandoned delivering those stories through games alone, and during an afternoon session at BlizzCon 2011, Blizzard took some time to address what's happening in its all-things-not-gaming division.

The panel, which was led by Blizzard's senior VP of creative development Chris Metzen, counted among it novelists from the franchise, as well as editors and historians working at the company. Metzen began the panel by stating that while novels, comics, and manga are important to the company, at the end of the day, print isn't doing well. But still, while Blizzard is investigating alternative media types--including animation and motion comics--they intend to continue releasing books and comics.

Beyond those opening remarks, the panel offered little by way of news or announcements. However, Metzen did tease that Blizzard is considering doing lore compendiums for the Warcraft and Starcraft universes in a vein similar to what the Book of Cain is doing for Diablo. That release, which had been previously announced, seeks to codify and clean up the history of the Diablo franchise, as told by Deckard Cain. As such, the Book of Cain is an illustrated look at the history of the Diablo universe, and it also continues journal entries and other entries from his perspective.

And as could be expected following this morning's announcement of Mists of Pandaria for World of Warcraft, the publishing team will be releasing print stories to accompany this expansion. Pearl of Pandaria is a new hardcover graphic novel that will be published by DC Comics. The story takes place prior to Cataclysm and has been written by Micky Neilson, with the art being handled by Sean "Cheeks" Galloway. A novella, Quest for Pandaria, will also be coming out in four installments.

For more from BlizzCon 2011, check out GameSpot's on-going coverage.

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viedogame: PC | Red Orchestra 2: Heroes of Stalingrad Review

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PC | Red Orchestra 2: Heroes of Stalingrad Review
Oct 22nd 2011, 01:05

Getting killed in Red Orchestra 2: Heroes of Stalingrad is not like the usual death in a multiplayer first-person shooter. Most games in this genre see you dying heroically with the bodies of enemies all around you. Here, death comes very quietly. Typically, you die without a clue that anything is wrong, taking a single bullet in the head fired by an unseen enemy. This is both the appeal and the frustration developer TripWire Interactive's shooter sequel, as the World War II combat here is so realistic that you have to approach every battle like a real infantryman or you risk dying the quick and brutal death of a real infantryman. A few features have been added to the gameplay to make things a bit easier on raw recruits--most notably a pair of single-player campaigns--but this game remains one of the most authentic and unforgiving shooters on the market. It is sure to thrill serious students of warfare and sure to frustrate run-and-gun players looking for a quick WWII-flavored fix.

You know the old saying that you never hear the bullet with your name on it? That pretty much sums up how combat works in Red Orchestra 2. The core of the game is a relatively typical territorial control mode in which teams of up to 32 players on German and Soviet sides battle over the wasteland terrain around Stalingrade circa 1943. But the battle mechanics are much more brutally realistic than in most shooters. Even though you take on the roles of standard multiplayer shooter troop types like riflemen, assault soldiers, and snipers, there are absolutely no concessions made to make it easier on you. There is no targeting reticle here. When you want to aim your rifle, you need to do it the old-fashioned way: by looking down the barrel and using iron sights.

Furthermore, there are no graphics to denote ammunition. If you want to see what you've got in the clip, you need to manually check it, and even then, you only get a vague idea of how many rounds you have remaining through text like "You have about half of a clip left." Most notably, single shots can and do kill. If you do something completely normal for the average shooter but incredibly suicidal in the real world, like charge through an open field toward an enemy-held ruined church, you will die. Chances are good that you will never hear or see the shot that kills you because it will come from the gun of a hunkered-down, smarter opponent who takes the time to line up shots from behind cover.

This is the blessing and the curse of Red Orchestra 2. There is only one way to play this game: You need to be incredibly patient, work with your teammates, and approach every situation just as real troops would have when fighting for Stalingrad during WWII. All of the limitations of the weapons here make it impossible to snap off quick shots with any sort of accuracy, which means that you have to take time to find a good firing position and then shoot carefully. Rapid firing means wild firing, which just alerts enemies to your position and gets you a bullet in the face. It also increases the chance that you will lose track of the number of shots that you have fired and empty a clip at the wrong time. If you don't shoot smartly, you inevitably run out of ammo at precisely the moment you need it and, again, wind up with a convertible skull.

This might not sound like a great deal of fun, and it isn't at first. Initially, the game seems chaotic and random, with a lot of sudden, unfair deaths inflicted on you by dug-in enemies that kill you without revealing their positions. You never know where they are until after you're dead, which is when the camera helpfully swings out and focuses in on them in their hidey holes. But after you spend some time with the game, you can't help but get hooked on how exacting a challenge it offers. If you get into matches with experienced teammates who work together, you can learn a lot just from letting them take the lead as you watch how they approach maps, clear buildings of enemies, and secure locations. Tension is ratcheted high because you never know when death will call. The pressure of having everything on the line all the time really pushes you forward, encouraging you to keep playing and building up your skills. You never even realize just how tense you are when playing the game until something happens that you don't expect, like an unseen Russian clubbing you over the head with his rifle butt--whereupon you practically jump out of your chair in surprise.

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viedogame: PlayStation 3 | Rocksmith Review

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PlayStation 3 | Rocksmith Review
Oct 22nd 2011, 01:13

With the oversaturated and ailing rhythm game genre in a state of decline, it seems ill-timed to launch a new guitar-focused music franchise. But Ubisoft has pulled one out of left field with Rocksmith--a guitar game that successfully bridges the gap between musical gaming and actual rocking. It's advanced enough to give seasoned guitar players a more realistic challenge than Rock Band or Guitar Hero, yet accessible enough to teach inexperienced guitarists the ropes of rock and roll.

There are a few minor hurdles to get through before you get rocking. Rocksmith requires you to own an actual six-string electric guitar and won't work with any old plastic peripherals you have lying around. It's a great excuse to dust off the old axe if you have one, but the high cost of picking up the Epiphone bundle or a separate guitar will be prohibitive for some players. That said, wielding an honest-to-goodness instrument of rock is what makes this game so fun. Once you have the requisite guitar in hand, you plug it into your system using the included 1/4-inch adapter cable, but it takes some fiddling to get a comfortable response time between the visual and audio lag. Running the sound out via analog audio cables into a stereo offers the best performance, though there are a few different options to explore. Once you get that mess sorted out, it's time to melt faces. Well, eventually.

Rocksmith's light campaign mode eases you into tunes by having you practice small groups of songs to get a feel for them before playing the more advanced versions back-to-back in concert at packed venues. It starts you off at the ground floor with simple licks, single notes, and slow pacing to get you accustomed to the basics of guitar playing and how to decipher the elaborate note runway. Each guitar string is associated with a different color, and the numbered fretboard onscreen indicates the corresponding location you're supposed to play on the guitar. The gameplay is reasonably lenient, since you can't "fail" mid-song for performing poorly. You may have to replay a tune if you don't reach a certain minimum point score by the end, but repetition is required for learning, and it's a common theme across much of Rocksmith. You're good to go as long as you hit the right notes or chords when prompted when they come down the runway. What's awesome is that you're not docked points for noodling. For folks who already have some level of guitar skill, this is one element that Rock Band and Guitar Hero sorely lacked. Even better: the game scales to your playing ability automatically. If you start nailing power chords instead of single notes, you'll level up the phrasing and soon start seeing chords coming down the screen at you. The reverse happens if you mess up too much, giving you a chance to recover if things get too busy for you. It's a very cool, dynamic system that's forgiving without gutting the challenge.

Earning rock points with each performance unlocks more venues, songs, and bonus content. As you increase your rank and playing skills, the game gradually ramps up in complexity to add in full chords, solos, and eventually, note-for-note phrasing. There's a great mix of songs, and most of the 50-plus tunes have several different versions that feature single notes, full chords, and the more advanced combo arrangements. While the track listing is geared more toward jams with familiar licks and catchy hooks than current top-40 popularity, there's a solid spread here. You'll find classic rock hits from Cream, The Rolling Stones, and Tom Petty, alongside Nirvana, The Cure, The Black Keys, and more recent groups. New tunes also introduce more advanced guitar-playing techniques, which are accompanied by detailed video explanations, practice challenges, and tutorial help. The extra level of handholding is optional, but it's there if you need the support or the additional practice. Arcade-style minigames present a really fun option for continuing to hone specific skills while taking a break from the straight-up rocking, and the way Rocksmith goes above and beyond to offer you so many different ways to learn new guitar tricks and improve your ability is impressive. Some activities are more enjoyable than others, yet there's a broad toolbox to draw from for players learning the guitar for the first time.

Every note, chord, pick scrape, or sound you make is played through the game in real time, and it's amazing how Rocksmith essentially turns your TV or stereo into an amplifier. Thankfully, there's a built-in tuner you can access from the menu, and you're prompted to check your tuning between songs. Reverb and distortion are added to your guitar's sound on a song-by-song basis too, but you also unlock different amps, effects pedals, and guitars to fiddle around with in the game's absorbing sandbox-style amp mode. Here you can customize your guitar sound with tons of different layers of tones and effects. It's easy to spend hours testing all the sounds out and free-form jamming through the TV.

For everything Rocksmith does right in terms of delivering an authentic guitar-playing experience married with enjoyable gameplay, it's still lacking in some areas. Compared to other rhythm games, the presentation is far less flashy or interesting. While that makes sense, given the focus is on playing a real guitar instead of hitting just a few colored buttons, it could have used a more upbeat, engaging way to draw you into the experience. Venues are dark, drab spots populated small seas of realistic-looking fans who are equally lacking in personality. The campaign structure itself feels pretty weak too. There are a lot of tunes to rock through and some great content to unlock, yet there's precious little about the experience that makes you feel like you're rocking out onstage or making real progress through your virtual career.

There's definitely room for improvement down the road, but Rocksmith's debut has one thing going for it above all else: it's the real deal. This ambitious guitar game delivers on its promise of intense rhythm gaming action tied to the act of actual guitar playing. It has something to offer players of all skill levels, whether you're picking up and learning the guitar for the first time or have been playing for ages. After years of Guitar Hero, Rock Band, and a slew of imitators, it's refreshing to see someone finally make the big leap and succeed.

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