Monday, October 29, 2012

Storm Online

The legends speak of Gods who were looking to create a world of intelligent creatures; a world ruled by wisdom and compassion. A paradise of ideals, not in the skies but in the very heart of Earth itself.

Ancient China was selected to fulfill the Gods' wishes and it was not long before human life was breathed into this vast land. These newly created humans populated a valley near northern Ancient China and, under the Gods' guidance, were intelligent, courageous and hardworking, reflecting traits of the Gods themselves. Immensely proud and delighted at their creation, the Gods conferred the name Stable Earth to this valley.

The people of Stable Earth had every reason to feel privileged and self-important. After all, they were painstakingly created by the Gods themselves. As such, this noble tribe remained loyal to the Gods, firmly standing by their side in the breakout of the First Great Battle of the Gods and Devils. In return, the Gods lavishly showered upon them a variety of divine rewards to express their gratitude.

Heeding the Gods' divine guidance, the people of Stable Earth established their city fortress in the northern foothills of Ancient China, a strategic location to guard the northern pass while enjoying close proximity to the Gods at the same time.

The City of Stable Earth was thus named as the people longed for a strong relationship with the Gods whom they believe will bless them with eternal prosperity and peace. However, as years passed and the tense situation with the Devil Tribe offered no miraculous solutions, the tribe soon realized that the outcome of the war would depend largely on them alone

The battle raged on, tearing apart the beautiful land of Ancient China in its strife. The powerful troops from Fiery Sky were more malicious and cunning and hence, soon crumbled the defenses of the Stable Earth army. When all seemed lost in the face of sure death, a Stable Earth warrior appeared and rebelled against the Fiery Sky soldiers, gradually forcing the people of Fiery Sky into the southern mountains and ending the First Great Battle in victory.

Ironically, the triumph of the Stable Earth warrior would also be his downfall. Hoodwinked by scheming traitors, the Stable Earth Elders soon grew fearful and suspicious of the warriors power and banished him to the far eastern valley of Ancient China.

Amidst the chaos of the First Great Battle, yet another human race was uncovered. Living in the remote west of Ancient China, a group of hardy desert wanderers call the Green Fog Desert home. Choosing the life of quiet isolation for many years meant no one really understood this race nor their origins though they were rumoured to have the blood of the phoenix pulsating in their veins. Faced with the harsh living environment as well as the constant harassment of Fiery Skys refugees, this group gradually picked up a variety of survival and fighting skills which would make them legendary heroes in time to come.

The end of the First Great Battle marked the rise of constant tension and suspicion amongst the human races in Ancient China. The people of Stable Earth built a fortress at the northern foothills, using this base to keep tabs on the people of Fiery Sky. Unwilling to accept defeat, the Fiery Sky troops followed suit, and erected their fortress at the southern land, proudly calling it the City of Fiery Sky and vowing to rise and rule the world once more.

Over at the east valley, the exiled warrior had raised his own army and fortress in the City of Vast Clouds. Succumbing to illness in his final moments, the exiled warrior swore revenge on Stable Earth for the injustice he had received.

As the exiled warrior died in his deathbed in the east, worldly ambitions were gripping the people in the west of Ancient China. Surveying the growing tension around them, the people of Green Fog Desert soon joined the fray with the fourth fortress of Ancient China the City of Encroaching Winds.

The four kingdoms have risen, the stage is set. As the turbulent wind blows and turmoil whirls, the call for world domination beckons. History shall be rewritten and a new legend will be created by you.

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Saturday, October 27, 2012

Dragon Nest

Dragon Nest is a free-to-play fantasy MMORPG developed by Eyedentity. It uses a non-targeting combat system ensuring that players have complete control over every single one of their character's movements. Dragon Nest requires users to advance their characters by teaming up and traveling into instanced dungeons.

Dragon Nest incorporates non-targeting system gameplay to create a fast paced action filled experience. Players choose from a range of hero classes, characters that are of the Dragon Nest storyline that can equip customizable gear and weapons. Devastating skills can also be learned, to increase one's power when defeating monsters in instanced dungeons or defeating other players in PVP.

Dragon Nest also has the advantage of being nearly completely skill based, with lower level characters being able to defeat high level characters in PVP with skill alone. This allows a more experienced player that is of a lower level to dominate a less experienced player of a higher level player in PVP.

Dragon Nest characters exist in worlds. Players can create up to 4 characters per world. These characters cannot interact with one another, with the exception of mailing each other. Players can have 6 choices when creating a character. They are Warrior, Archer, Sorceress, Cleric, Academic and Kali. The Academic and Kali classes is not yet available in some releases. The Warrior, Archer and Kali class start their journey in Prairie Town (Ironwood Village in NA Version), while the Cleric, Sorceress and Academic classes start their journey in Mana Ridge. After reaching level 15, they can choose to advance to second class, and third class at level 45. At these job advancements, they can choose to further specialize in one aspect of their skill sets.

The Cash Shop is an in game shop where players use real-life currency to purchase equipment not available in-game. Special items can also help in the development of the characters.

In Dragon Nest NA, the Cash Shop is known as the "Dragon Vault".

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Monday, October 22, 2012

Gaming etiquette

Gaming etiquette (also called gamer etiquette or video game etiquette) refers to the norms adopted while playing multi-player video games. While specific genres and games have their own accepted rules of conduct, some of these rules are universal across almost all games.

Universal gaming etiquette

Regardless of the game, certain behaviours are universally encouraged or discouraged in multi-player video games. Cheating is almost never acceptable unless all players agree it should be allowed, as it causes the game to become unfair and detracts from the enjoyment of legitimate players. In games involving communication between players, it is considered impolite to brag and gloat about one's accomplishments, though this is more acceptable in some games than others. In games where most communication between players is through text, it's usually considered rude to type in all caps. Camping in games such as first-person shooters is generally a legitimate strategy, though some players consider it to be unfair or bad manners. In games with split screen(played on the same screen) it is considered unsporting to look at an opponents actions by looking at their portion of the screen. This method is also known as screening, screen cheating, or screen looking.
In any game, players are generally encouraged to be polite and courteous to one another, and avoid excessive profanity and trash talk. Players are also expected to be friendly and welcoming to newcomers, and remember that their lack of skill or understanding of the game is only due to their lack of experience with the game. It's also a generally accepted rule that a game's events and outcomes shouldn't be taken personally by the players.

Variations between games

In most games, it's considered bad manners to quit before the game has ended, especially in games where a player's disconnect will trigger a spike in latency which causes the other players to have to wait. However, in other games such as Starcraft II, the opposite is true: it's considered bad manners to stay in a game after a clear victor has been decided because the victory requirement to destroy all of an opponent's forces is seen as a waste of the player's time. However, in games where leaving early is encouraged, the player is often still expected to say 'gg' or 'good game' before leaving; failure to do so can be considered bad manners. However, saying 'gg' on behalf of a losing opponent is impolite, as it encourages the other player to quit and suggests the game has already been won.
In games involving circumstances where many players need to meet at an agreed-upon time, such as in a raid in World of Warcraft, it's considered bad etiquette to show up late or leave the computer during a game without the consent of teammates.

In team games where the teams are automatically balanced, it's impolite for players to stop playing or go AFK rather than simply leaving the game and allowing someone else to take their spot, because this can put their team at a disadvantage.

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Saturday, October 20, 2012

Wallhacking

Wallhacking allows a player to see through solid or opaque objects and/or manipulate or remove textures, to know in advance when an opponent is about to come into targeting range from an occluded area. This can be done by making wall textures transparent, or modifying the game maps to insert polygonal holes into otherwise solid walls.

As with the aimbot, wallhacking relies on the fact that an FPS server usually sends raw positional information for all players in the game, and leaves it up to the client's 3D renderer to hide opponents behind walls, in plant foliage, or in dark shadows. If the game map rendering could be turned off completely, all players could be seen moving around in what appears to be empty space. Complete map hiding offers no advantage to a cheater as they would be unable to navigate the invisible map pathways and obstacles. However if only certain surfaces are made transparent or removed, this leaves just enough of an outline of the world to allow the cheater still to navigate it easily.

When used in conjunction certain wallhacks allow the player to shoot through solid objects, which is known as "opk" (One Place Killing) in such games as Combat Arms, because the killer can generally stay in one spot. A subset known as WhiteWalls removes the color/texture from objects in the surrounding environment, providing distinct contrast to opposition character models, which remain colored/textured. (See ESP for an evolution of the WallHack.) A subset of wallhacking is also called "chamming" (see Skin Cheats).

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Monday, October 15, 2012

Three Gold Making Strategies for Mists of Pandaria’s First Month

World of Warcraft: Mists of Pandaria has launched and making quick WoW Gold is on everyone’s mind. Quest grinding continues to be the most obvious way to gain coin, but there are three more methods that can really boost your wealth by the end of October.

Farm and Sell Crafting Mats
WoW Insider’s resident Gold Capped columnist Basil Bernsten advised that farming for the new profession crafting materials will be lucrative source of WoW Gold during the first month of the expansion. High demand for such crafting materials coupled with the low supply will blow auction prices through the roof, resulting in handsome profits for any enterprising farmer-seller.

“Farmed materials are worth way more in the beginning of an expansion than after a few weeks,” he said. “If you have a miner, skinner, herbalist, or fisher, you'll be able to make as much money as you want with surprisingly little work for the first few weeks.”

Bernsten said demand will be so brisk that the standard practice of undercutting – or posting the lowest price possible on the auction house – should be avoided.

“The trick is to find a price where everything you list gets sold in 48 hours. This price should not be the lowest price on the AH; in fact, you probably want to overcut instead of undercutting. Pick a price where you're lower than any really large batches posted, and ignore the really low auctions. They'll get bought out immediately. In fact, one perfectly legitimate plan I've seen work is to post all your stock at a very high price -- like 50% above average, and simply wait for someone vying for a realm first achievement or something to come in and clean out the AH.”

Farm Motes from The Tillers Faction
Bernsten also suggested farming in the most literal way. In the Valley of the Four Winds, The Tillers faction will let you run a real farm. Plant the Songbell Seed and harvest the Mote of Harmony from it each day.

“If you have the means to turn those motes into gold with a max level crafting profession, 16 motes a day at exalted (with The Tillers) will be a significant amount of gold,” he said.

Buy and Sell Level 83 – 84 MoP Items
Meanwhile, Jim Younkin at PowerWordGold.net recommends stockpiling on level 83 – 84 MoP items. “Cheap” here means armor costing below 55 Gold for armor and weapons below 75 Gold, which can then be sold for a profit “in a few weeks when the initial 85 – 90 leveling rush dies down.”

Younkin likened level 83 – 84 MoP items to the level 77 – 80 Cataclysm items which raked in the profits in the last expansion as players with multiple alts purchased new expansion gear from the auction house. He said auction hunters planning to stockpile these items should plug in these search parameters:

    Min Item Level: 363
    Max Item Level: 510
    Min Level: 83
    Max Level: 84


Younkin cautions though that the payoff may not be wholly immediate. Sellers could get quick WoW Gold posting these items when auction stocks start to dwindle, but the real heavy profits could come in “a month or two” when alt-leveling kicks into full speed and sales skyrocket.

source:
http://www.mmobux.com/

Get money from MMORPGs

Back in the day I used to play games like diablo 2 and lineage 1 (around 1995-2000). Anyone out there used to play?

At first I played legit and I kicked ass since I played all the time. One day I was playing at an internet cafe and I was showing another dude some of my cool items. He said, "hey I'll give you $10 for that sword." I thought about it and decided to sell the item. Made $10 and for a 14 year old that was real money. I played more and more, always selling shit to other players at internet cafes. I even had suppliers who I was buying from and then mark up the item and sell for a profit. Made like 2k doing this. For a 14 year old I was a fucken badass since all my other friends were broke. I was like a crack dealer for game items.

Then I decided to do the same in lineage. However, for lineage I started to sell my gold on ebay (back then ebay didn't care). Made a couple thousand more over the course of a couple years.

Then everything went down from there. Ebay blocked virtual game items and many 3rd party gold selling websites showed up. These guys took item selling to new levels. Writing advanced bot programs, employing Chinese sweat shop labor to run the operation etc. The price of items dropped dramatically.

So now the only way to make some decent money was to find a dupe hack or gold bug to get a crap load of items/gold and just sell all that shit as fast as possible. To say the least I don't sell game items anymore nor do I play mmorpgs anymore. But I still think back to those days.

These days however, mmorpgs are mainstream in the US especially with 10 million+ wow players and god knows how many more playing the free-to-play games like runescape and maplestory. Even if only each player spends 10$ per year on game items that comes out to $100 million. I know some are spending nothing while others are spending alot more.

Anyone out there making money in mmorpgs?

Seems like these days the real money is in making/owning the actual mmorpgs because at the end of the day they're the ones who have the power to make unlimited items/gold and sell it for money.

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Sunday, October 14, 2012

The Lord of the Rings Online: Shadows of Angmar

The Lord of the Rings Online: Shadows of Angmar (commonly abbreviated to LOTRO, LotRO) is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windows set in a fantasy universe based upon J. R. R. Tolkien's Middle-earth writings. It takes place during the time period of The Lord of the Rings.

The Lord of the Rings Online: Shadows of Angmar was developed by Turbine. It was originally subscription-based only, but has now become free to play with various VIP perks for monthly subscribers. It launched in North America, Australia, Japan and Europe on April 24, 2007. The first expansion pack, Mines of Moria, was released on November 17, 2008. The second expansion pack, Siege of Mirkwood, was released on December 1, 2009. A third expansion pack, Rise of Isengard, was released on September 27, 2011.[4] On January 25, 2012, Riders of Rohan expansion was announced. It's set to release on October 15, 2012. The NPD Group reported that the game was "the third most played massively multiplayer role-playing game [in 2010]" with Turbine citing their free to play model as the reason for the growing subscriber base.

The game's milieu is based on The Lord of the Rings and The Hobbit. However, Turbine does not have rights to any other works in Tolkien's legendarium, such as The Silmarillion or The Children of Húrin. Much of the gameplay is typical of the MMO format: The player controls a character avatar which can be moved around the game world and interacts with other players, non-player (computer-controlled) characters (or "NPCs") and other entities in the virtual world. Camera angles can be switched between first-person and third-person options. Characters are improved by gaining levels. A character's level increases after it earns a set amount of experience points through the player versus environment (or "PvE") combat and storyline adventures. Characters' abilities are improved by increasing in level, but character skills must be purchased from specified NPCs after gaining a new level.

The main storyline (also known as the "Epic Quest Line") is presented as a series of "Books", which consist of series of quests called "Chapters". There were initially eight Books when the game was released, with new books added with each free content update.

Tolkien's Middle-earth as represented in The Lord of the Rings Online implements magic in a different manner than other MMORPGs such as World of Warcraft. There are only five "wizards" in the fictional world, none of which are player-controlled. Instead, there are active skills which require "power" (the equivalent of magic points). Some skills behave like magic (like healing or throwing a burning ember at an enemy), but are based on "lore". In addition, objects and artifacts are used to create effects similar to magic.

As opposed to other role-playing video games, the equivalent of health or hit points in LOTRO is morale and can be raised via food, rest, music and battle cries. The game also places a fair emphasis on cooking and farming in its crafting system, in consistency with the characterization of Hobbits in Tolkien's writings.

Other features include a fast travel system and a detailed quest log with tracker and history.

Player versus player (PvP) combat can be done by inviting another player to spar one-on-one, or in the major gameplay form called "Monster Play" or "Player vs Monster Player (PvMP)".

Monster Play is unlocked when a player's character reaches level 10; players can then play a level 75 monster. Only one type of monster player is available for free players; others can be purchased individually, or completely unlocked by purchasing a subscription. These monster players (also known as 'creeps') have their own quests, titles and deeds, and fight the Heroes (player characters of level 40 and above, and known as 'freeps,' a portmanteau of the words 'Free Peoples') in the Ettenmoors. Both heroes and monsters fight for the control of various keeps in the Ettenmoors, of which 5 are able to be taken. When one side holds two outposts (after a period of time the outpost will return to the NPC forces), they are able to go into the Delving of Frór, a dungeon area beneath the Ettenmoors. Outposts are smaller versions of keeps and require fewer people to overtake. As of the expansion Mines of Moria and Siege of Mirkwood the amount of outposts required to enter the Delving of Frór has dropped to two, so that both the 'Freeps' and 'Creeps' can enter the delving of Frór simultaneously (5 outposts overall, 2 required to enter).

Both monster players and Heroes gain ranks in the Ettenmoors through defeating the opposing side. Monsters receive infamy for killing a Hero, and Heroes receive renown for killing a monster player. There are 15 achievable ranks, starting at Footman, and ending at Captain-General (for Heroes) or starting at Tracker and ending at Tyrant (for monster players). Gaining ranks allows the player to purchase specific equipment and armour (for Heroes) or core upgrades, like health, armor and power (for Monsters).

Another aspect of character development is the inclusion of Destiny Points. Destiny Points are awarded for leveling and completing quests and can be used to temporarily increase some of the player's abilities or skills. As a creep, destiny points are used to buy skills and traits. These points can also be earned through combat in Monster Play. Monster players earn destiny points for controlling a keep, killing 'freeps' (the player controlled Heroes) and completing quests. A player's destiny points are shared across all their characters, whether heroes or monsters.

Many players rely on raids or groups to gain "Infamy" or "Renown" for their character. In a raid or group the points gained are divided between the different members, so while killing more quickly each player will gain less per kill. Often during a raid there will be one "leader" who gives directions to the rest of the raid over a voice program or the in-game voice application. Raids are most commonly found on larger servers, but exist on all servers.
[edit] Deeds

Characters obtain titles and traits by completing game achievements known as deeds in the game. Deeds are earned in each area of the game, by killing a set number of monsters in an area, using a certain ability a set number of times, completing a number of quests in a given area, or finding certain locations or unique items. Completion of these deeds yields a fixed number of Turbine Points (the in-game store currency used to purchase add-ons and content) to the player, and usually awards traits or titles.
[edit] Titles

Titles have no direct impact on gameplay. Instead they provide another means of customization by adding additional information to a character's name. Some titles are common while others can be difficult to obtain. Each character starts with one title that indicates their origin. Titles are earned by completing deeds and quests and by mastering tiers in professions. Only one title can be active at a time. Characters who are ranked in the Ettenmoors can also have a prefix to signify their rank. It is also possible to receive a title of Kinship rank. Some titles are harder to get than others, such as meta deeds which require many other deeds to be done before the title is given.

Examples of titles:

    * <character name> the Wary (received by attaining level 5 without being defeated)
    * <character name> of Bree (One of the many origin titles that players start with)
    * <character name> the Undying (received by attaining level 20 without being defeated)
    * <character name>, Spider-Foe (received by defeating 30 spiders in the Bree-lands)
    * <character name>, Pie-eating Champion (received after winning a pie-eating contest)
    * <character name>, Master Apprentice Woodworker (received after finishing both the basic and master-level tiers of Apprentice Woodworking)
    * <character name>, Vanquisher of Thaurlach (received after defeating the Balrog in the Rift of Nurz Ghashu)

Examples of prefixes:

Footman <character name>,<title>, shows that the character is rank 1 in the Ettenmoors.

Sergeant of the Guard <character name>,<title>, shows that the character is rank 5 in the Ettenmoors.

High Warden <character name>,<title>, shows that the character is rank 9 in the Ettenmoors.
[edit] Traits

Each character has the ability to equip traits earned during the game. Traits give characters a myriad of different bonuses and abilities. Any trait combination can be equipped as long as they have enough trait slots. The number of free trait slots depends on their level. The first virtue trait slot is available at level 7, for example. Virtue, class and racial traits offer a maximum of five slots, and legendary traits offer three slots. Traits can be easily changed by visiting a bard found in most towns, and equipping traits costs a certain amount of money.

Types of traits include:

    * Virtue

    Virtue traits are common amongst all races and classes and can be earned by completing general goals, such as killing a set number of monsters, or completing enough quests in an area. These traits generally improve stats, resistances and total morale and power, including regeneration. There are a large variety of goals, and each has multiple levels that can be earned during the course of the game.

    * Class

    Class traits are specific to a certain class. These are generally earned by using a class skill or power often enough, or meeting certain conditions with these skills often enough, such as achieving enough critical strikes with a certain skill. These skills improve the power of certain abilities and often give an additional passive bonus to character statistics.

    * Racial

    Racial traits are specific to each of the races. These traits confer special abilities or improvements, and only a relatively limited number can be used at one time.
 
    * Legendary

    Legendary traits confer rare bonuses. They are obtained by collecting class-specific books and their pages which drop from specific enemies, from a series of level 45 class-specific quests, or from combining five class traits of a single type. 

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Tuesday, October 9, 2012

Survival horror

Survival horror is a subgenre of action-adventure video games inspired by horror fiction. Although combat can be a part of the gameplay, the player is made to feel less powerful than in typical action games, because of limited ammunition, health, speed, or other limitations. The player is also challenged to find items that unlock the path to new areas, and solve puzzles at certain locations. Games make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies.

The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home. The name has been used since then for games with similar gameplay, and has been retroactively applied to games as old as Haunted House from 1982. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games, which has led game journalists to question whether long-standing survival horror franchises have abandoned the genre. Still, the survival horror genre has persisted in one form or another, though with Resident Evil 6, Capcom has called this departure "dramatic horror."

Survival horror refers to a subgenre of action-adventure video games which draws heavily upon the conventions of horror fiction. The player character is vulnerable and under-armed, which puts emphasis on puzzle-solving and evasion, rather than violence. Games commonly challenge the player to manage their inventory and ration scarce resources such as ammunition. Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.

While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment, survival horror games are distinct from otherwise horror-themed action games. They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles. Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, action-adventure games, or even role-playing games. "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."

De-emphasized combat

Survival horror games are a subgenre of action-adventure game, where the player is unable to fully prepare or arm their avatar. The player must face a large number of enemies, but ammunition is sparser than in other games, and powerful weapons such as rocket launchers are rare, if even available at all. Thus, players are more vulnerable than in other action games, and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar. This gameplay shifts away from direct combat, and players must learn to evade enemies or turn the environment against them. Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer, and by giving the player an avatar who is more frail than the typical action game hero.

The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world, and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes. Levels also challenge players with maze-like environments, which test the player's navigational skills. Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense, although games in the genre also make use of enormous spatial environments.
Enemy design

A survival horror storyline usually involves the investigation and confrontation of horrific forces, and thus many games transform common elements from horror fiction into gameplay challenges. Early releases utilized camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view. Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.

Games typically feature a variety of monsters with unique behavior patterns.[6] Enemies can appear unexpectedly or suddenly, and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows. Survival horror games, like many action-adventure games, are structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.

Origins (1980s–1996)

The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Cthulhoid Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist. Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo, and Japanese cinema. The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions, with the Western approach to horror generally favouring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.

Some common elements of survival horror games can be found in the 1982 Atari 2600 game Haunted House. Gameplay was typical of future survival horror titles, as it emphasized puzzle-solving and evasive action, rather than violence. The game made use of monsters commonly featured in horror fiction, such as bats and ghosts which each had unique behaviors. Gameplay also incorporated item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre. That same year saw the release of another early horror game, Bandai's Terror House, based on traditional Japanese horror, released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects. The amount of ambient light the game received also had an effect on the gaming experience. Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games. Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits. Another game that has been cited as one of the first horror-themed games is Quicksilva's 1983 maze game Ant Attack.

In 1985, Magical Zoo's The Screamer was a bio-horror RPG released for the NEC PC-88 that was set in a post-apocalyptic research facility, while the gameplay featured shooter-based combat and permanent death. The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time. Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.

Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms, is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP) and John Szczepaniak (of Retro Gamer and The Escapist). Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music,[28] while the gameplay lacked a leveling system and featured side-scrolling shooter based combat with limited ammunition for each firearm, forcing the player to search for and conserve ammunition, and often run away from monsters, though the player could punch or use a knife if out of ammunition. The game also featured a limited item inventory and crates to store items, and introduced a day-night cycle, the player can sleep to recover health, and a record is kept of how many days the player has survived. The plot later involves a portal to another world. That same year saw the release of Laplace no Ma, another hybrid of survival horror and RPG, though with more traditional RPG elements such as turn-based combat. It was mostly set in a mansion infested with undead creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures. In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.

However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System. The gameplay focused on solving a variety of puzzles using items stored in a limited inventory, while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival. It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game. Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil, which also borrowed various other elements from the game, such as its mansion setting, "opening door" load screen, death animations, multiple endings depending on which characters survive, dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery. The latter prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game. Some consider Sweet Home to be the first true survival horror game. Travis Fahs of IGN claims Sweet Home is more an RPG despite its influence, and that Project Firestart (released in the same year as Sweet Home) more closely embodied genre conventions despite its lack of influence.

In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien, but had gameplay that closely resembled later survival horror games in many ways. Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking.

In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre.[6][35] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark utilized static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them. Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities. The game also used the mechanism of notes and books as expository devices. Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.

In 1994, Riverhillsoft released the first fully 3D survival horror game, Doctor Hauzer, for the 3DO. Both the player character and the environment were rendered entirely in polygons, while allowing the player to switch the view between three different perspectives: third-person, first-person, and overhead view. In a departure from most other survival horror games before and after it, Doctor Hauzer also lacked any enemies, but the main threat was instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. It also made effective use of sound, including background music that heightens tension and changes depending on the situation, and the sound of the player character's echoing footsteps that can change depending on the surface; these would later be used more effectively in Resident Evil. The game is today considered a formative step in the creation of the survival horror genre, improving on Alone in the Dark while paving the way for Resident Evil.

In 1995, Human Entertainment's Clock Tower: The First Fear was a survival horror game that employed point-and-click graphic adventure gameplay and added a unique twist of its own: a deadly stalker known as Scissorman that chased players throughout the game. The game also introduced stealth game elements, and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive for as long as possible, and it featured up to nine different possible endings. The same year, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as violence and cannibalism.

The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil. The game was inspired by Capcom's 1989 title Sweet Home, which it was originally intended to be a remake of. Resident Evil also adopted several features seen in Alone in the Dark, including its cinematic fixed camera angles and some of its puzzle-solving challenges. The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items. The game's commercial success is credited with helping the PlayStation become the dominant game console, and also led to a series of Resident Evil films. Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.

Golden age (1996–early 2000s)

The success of Resident Evil in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones." The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later. Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower 2 (1996) and Clock Tower Ghost Head (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula. Another survival horror title that differentiated itself was Corpse Party (1996), an indie, psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until 2011.[46] Riverhillsoft's Overblood, released in 1996, is considered one of the first survival horror games to make use of a fully three-dimensional virtual environment, second only to Riverhillsoft's own Doctor Hauzer in 1994.[37] The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.

In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, in 1999. In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time. Also in 1998, Blue Stinger was a fully 3D survival horror for the Dreamcast incorporating action elements from beat 'em up and shooter games.

Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using realtime 3D environments in contrast to Resident Evil's pre-rendered graphics. Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films, due to the game's emphasis on a disturbing atmosphere rather than visceral horror. The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection. The original Silent Hill is considered one of the scariest games of all time, and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre. According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.

Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them. The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre, with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks. Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.

Western developers began to return to the survival horror formula. The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together. The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry. Thus, it is usually considered a first-person shooter with survival horror elements. Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.

Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics. 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay. In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay. Sony employed Silent Hill director Keiichiro Toyama to develop Siren. The game was released in 2004, and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them. However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant. As the console market drifted towards Western-style action games, players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil Code: Veronica and Silent Hill 4: The Room.

Transformation (mid-2000s–present)

In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming, broadening the gameplay with elements from the wider action genre. Its ambitions paid off, earning the title several Game of the Year awards for 2005, and the top rank on IGN's Readers' Picks Top 99 Games list. However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre, by demolishing the genre conventions that it had established. Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill Homecoming, and the 2008 version of Alone in the Dark. These changes were part of an overall trend among console games to shift towards visceral action gameplay. These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games. Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat. Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.

The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action, successfully combining Japanese horror with cinematic action, while Dead Space from 2008 brought survival horror to a science fiction setting. However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action. The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,although it is mostly a first person shooter at its core. Meanwhile, the Fatal Frame series has remained true to the roots of the genre, even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint. More recently, the 2009 release of Resident Evil 5 has been praised despite critics questioning its status as a true survival horror game.Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios.[79] This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy.

Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, both of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore. In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre. Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.

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Sunday, October 7, 2012

Massively multiplayer online role-playing game

Massively multiplayer online role-playing game (MMORPG) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.

As in all RPGs, players assume the role of a character (often in a fantasy world) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.

MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded US$1 billion in 2006. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion. World of Warcraft, a popular MMORPG, has more than 10 million subscribers as of February 2012. Star Wars: The Old Republic, released in 2011, became the world's 'Fastest-Growing MMO Ever' after gaining 1 million subscribers within the first three days of its launch.

Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include several common features: persistent game environment, some form of progression, social interaction within the game, in-game culture, system architecture, membership in a group, and character customization.

The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons. Some employ hybrid themes that either merge or substitute fantasy elements with those of science fiction, sword and sorcery, or crime fiction. Still others draw thematic material from American comic books, the occult, and other genres. Often these elements are developed using similar tasks and scenarios involving quests, monsters, and loot.

In nearly all MMORPGs, the development of the player's character is a primary goal. Nearly all MMORPGs feature a character progression system in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do.[7] Traditionally, combat with monsters and completing quests for NPCs, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or "grinding". The role-playing game Progress Quest was created as a parody of this trend. Eve Online (which broke almost every MMORPG tradition) trains skills in real time rather than using experience points as a meter of progression.

In some MMORPGs, there is no limit to a player’s level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game’s website or posting their stats on a high score screen. Another common practice is to enforce a maximum reachable level for all players, often referred to as a cap. Once reached, the definition of a player’s progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, collecting money and equipment will replace the player’s motivation to continue playing.

Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game. Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss encounters as well as player vs. player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat related situations.

Also, traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This sometimes forces players to change their real-world schedules in order to "keep up" within the game-world. A good example of this is the need to trade items to achieve certain goals, or teaming up to kill a powerful enemy.

MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clans (though these will usually form whether the game supports them or not).

In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.

MMORPGs generally have Game Moderators or Game Masters (frequently abbreviated to GM), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.

Most MMORPGs provide different types of classes that players can choose. Among those classes, a small portion of players choose to roleplay their characters, and there are rules that provide functionality and content to this end. Community resources such as forums and guides exist in support of this play style.

For example, if a player wants to play a priest role in his MMORPG world, he might buy a cope from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources of the game world.

source:
http://en.wikipedia.org

APB Reloaded


All Points Bulletin: Reloaded is a MMO set in the modern fictional city called San Paro, where players play the role of either criminals or enforcers in a fight for control of the streets. Originally released as a full-price game, APB closed and now returns nearly one year later on the free-to-play model and under a different publisher. Shooter and MMORPG fans both will find something for themselves here, whether it is on the streets in the thick of the action, or in the workshop customizing their cars with mods and decals.

APB is a GTA-style MMO based around the tried and true concept of cops and robbers. It’s deceptively simple, amazingly fun, and is bound to keep you latched to your screen for many hours on end as you rob, fight or arrest your way to fame. Wield a plethora of firearms, drive a variety of vehicles, and make your mark as you fight for the streets of San Paro as one of two factions:

Criminal: Criminals get to perform a variety of missions and roles, such as ramming stores with their cars for loot, or mugging civilians for a little extra cash. Their pro-active role means they have to keep an eye out for Enforcers who can take them out or arrest them, then steal their “hard-earned” money.

Enforcers: Enforcers play a more reactive role; they patrol the streets hoping to “Witness” criminals committing a crime, which allows them in turn to arrest or take them out. Enforcers gain access to a special range of weapons called “Less-than-lethal” weapons who’s role is to stun rather than kill, in order to arrest (Check the full review for more on this).

Thursday, October 4, 2012

Cheat Engine

Cheat Engine, commonly abbreviated as CE, is an open source memory scanner/hex editor/debugger created by Eric Heijnen ("Dark Byte") for the Windows operating system.Cheat Engine is mostly used for cheating in computer games, and is sometimes modified and recompiled to evade detection. This program resembles L. Spiro's "Memory Hacking Software", TSearch, and ArtMoney. It searches for values input by the user with a wide variety of options that allow the user to find and sort through the computer's memory. Cheat Engine can also create standalone trainers that can operate independently of Cheat Engine.

Cheat Engine can view the disassembled memory of a process and make alterations to give the user advantages such as infinite health, time or ammunition. It also has some Direct3D manipulation tools, allowing you to see through walls, zoom in/out and with some advanced configuration allows Cheat Engine to move the mouse for you to get a certain texture into the center of the screen. This is commonly used to create aimbots.

Cheat Engine can inject code into other processes, but doing so can cause anti virus software to mistake it for a virus. There are versions that avoid this false identification at the cost of many features (those which rely upon code injection). The most common reason for these false identifications is that Cheat Engine makes use of some techniques also used in trojan rootkits to gain access to parts of the system, and because some executable files are too small (16KB or less), and therefore get flagged as suspicious. Newer versions of Cheat Engine are less likely to be blocked by anti virus programs so features like code injection can be used without problems.

Cheat Engine can produce Game Trainers from the tables. This feature was removed prior to versions 6.1 but has been implemented in version 6.1 and onwards. Trainers generated by Cheat Engine are heavily bloated and slow and are mainly used for test purposes, however, they have been used by famous trainers groups too for their releases.

Two branches of Cheat Engine exist, Cheat Engine Delphi and Cheat Engine Lazarus. Cheat Engine Delphi is primarily for 32-bit versions of Windows XP. Cheat Engine Lazarus is designed for 32 and 64 bit versions of Windows Vista. Cheat Engine is, with the exception of the Kernel Module, coded in Object Pascal.

Cheat Engine exposes an interface to its device driver with dbk32.dll, a wrapper that handles both loading and initializing the Cheat Engine driver and calling alternative Windows kernel functions. Due to a programming bug in Lazarus pertaining to the use of try and except blocks, Cheat Engine Lazarus had to remove the use of dbk32.dll and incorporate the driver functions in the main executable.

The Kernel module, while not essential to normal CE use can be used to set hardware breakpoints and bypass hooked API in Ring 3, even some in Ring 0. It is compiled with the Windows Driver development kit and is written in C.

Cheat Engine also has a plugin architecture for those who do not wish to share their source code with the community. They are more commonly used for game specific features, as Cheat Engine's stated intent is to be a generic cheating tool. These plugins can be found in several locations on the cheat engine website, and also other gaming sites.

Cheat Engine Lazarus has the ability to load its unsigned 64-bit device driver on Windows Vista x64 edition, by using DBVM, a virtual machine by the same developers that allows access to kernel space from user mode. It is used to allocate nonpaged memory in kernel mode, manually loading the executable image, and creating a system thread at DriverEntry. However, since the DriverEntry parameters are not actually valid, the driver must be modified for DBVM.

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Wednesday, October 3, 2012

Battlefield 3

Battlefield 3 (commonly abbreviated BF3) is a first-person shooter video game developed by EA Digital Illusions CE and published by Electronic Arts. It is a direct sequel to 2005's Battlefield 2, and the twelfth installment in the Battlefield franchise.

The game was released in North America on 25 October 2011 and in Europe on 28 October 2011 for Microsoft Windows, PlayStation 3, and Xbox 360.[4] EA Mobile also confirmed a port for the iOS platform. The game sold 5 million copies in its first week of release,[5] and received critical acclaim from most game reviewers. It is the first game in the series that does not support versions of Windows prior to Windows Vista as the game only supports DirectX 10 and 11.[6] The PC version is exclusive to EA's Origin platform,[7] through which PC users also authenticate when connecting to the game.

In campaign mode, players take on the personas of several military roles; a Force Recon Marine, an F/A-18 weapons system officer, an M1A2 Abrams tank operator, and a GRU Spetsnaz operative. The campaign takes place at various locations, from Iran to New York, and follows the story of Sergeant Blackburn and later, Dimitri Mayakovsky.


Battlefield 3 features the combined arms battles that made the series popular across single-player, co-operative and multiplayer modes. It reintroduces several elements absent from the Bad Company games, including fighter jets, the prone position and 64-player battles on PC.[8][9] To accommodate the lower player count on consoles, the ground area is limited for Xbox 360 and PS3, though fly space remains the same.[10]

During an interview with Game Informer, EA stated that Commander Mode is unlikely to be included,[11] which was met with some criticism on the EA forum.[12] The game features maps set in Paris, Tehran (as well as other locations in Iran), Sulaymaniyah, New York, Kuwait, Wake Island, Oman and the Persian Gulf. The maps cover urban streets, metropolitan downtown areas, and open landscapes suited to vehicle combat.[13] Battlefield 3 introduces the "Battlelog"; a free cross-platform social service with built-in text messaging, voice communications, game statistics, and the ability to join games that friends are already playing (though both players need to be on the same platform).[14]
Campaign

The game's campaign takes place in the year 2014. The missions are flashbacks that are part of the interrogation of Staff Sergeant Blackburn and do not occur in order of events. Chronologically, the initial sections of the campaign are set near the Iraq-Iran border, where the US Marine Corps are fighting the People's Liberation and Resistance (PLR).[15] The game later moves into northern Iran, continuing the fight against the PLR. There is a mission set in the streets of Paris, and another set in the sewers and subways of New York.

First person shooter

First-person shooter (FPS) is a video game genre centered on gun and projectile weapon-based combat through a first-person perspective; that is, the player experiences the action through the eyes of the protagonist. The first-person shooter shares common traits with other shooter games, which in turn fall under the heading action game. From the genre's inception, advanced 3D or pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral.

The first-person shooter has since been traced as far back as Maze War, development of which began in 1973, and 1974's Spasim. The genre coalesced with 1992's Wolfenstein 3D, which has been credited with creating the genre proper and the basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity was Doom, released the following year and perhaps the most influential first-person shooter. 1998's Half-Life - along with its 2004 sequel Half-Life 2 - enhanced the narrative and puzzle elements. GoldenEye 007 (1997) was a first landmark first-person shooter for home consoles, with the Halo series heightening the console's commercial and critical appeal as a platform for first-person shooter titles. In the 21st century, the first-person shooter is one of the most commercially viable video game genres.

First-person shooters are a type of three-dimensional shooter game, featuring a first-person point of view with which the player sees the action through the eyes of the player character. They are unlike third-person shooters, in which the player can see (usually from behind) the character he is controlling. The primary design element is combat, mainly involving firearms.

They are also often categorized as being distinct from light gun shooters, a similar genre with a first-person perspective which use light gun peripherals, in contrast to first-person shooters which use conventional input devices for movement.[ A more important key difference is that first-person light-gun shooters like Virtua Cop often feature "on-rails" movement, whereas first-person shooters like Doom give the player more freedom to roam, though this distinction is slowly beginning to blur with recent, more linear, first-person shooters such as Call of Duty.

The first-person shooter may be considered a distinct genre in itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of the influential Doom in 1993, games in this style were commonly termed "Doom clones"; in time this term has largely been replaced by "first-person shooter". Wolfenstein 3D, released in 1992, the year before Doom, has been credited with inventing the genre, but critics have since identified similar though less advanced games developed as far back as 1973. There is sometimes disagreement regarding exactly what design elements constitute a first-person shooter, for example, Deus Ex or Bioshock are sometimes considered first-person shooters, but may also be considered role-playing video games as they borrow from this genre extensively. Some commentators may extend the definition to include combat flight simulators, as opposed to characters on foot.

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Tuesday, October 2, 2012

Call of Duty Online

Call of Duty Online (known as CoD Online for short) was announced by Activision when they first stated their interest in an MMO around February 2011, which by then has been in discussion for around 2 years. CoD Online is an exclusively licensed F2P game that can only be played in Mainland China, provided by Tencent, a Chinese-exclusive online social network for MMO games and social networking. Since Activision have lost the publishing rights to CoD and several other franchises in China due to a legal dispute on most of the Western gaming consoles (Xbox 360, PS3, and Wii), it's been rumored that it will be PC-exclusive, since PC holds the dominant share of gamers in Mainland China. CEO of Activision Blizzard Bobby Kotick has expressed interest and plans on investing in CoD Online. He has also stated that it could be a huge financial success for Activision Blizzard, if properly powered by micro-transactions within the game itself. CoD Online remains exclusive to Mainland China for now, with global availability to be determined depending on the widespread success of the game.


source:
http://en.wikipedia.org