(cuidado com o volume)
E foi nesse dia que a humanidade mudou completamente, e o mundo tomou outro rumo, tudo isso graças a esse cara. Mais uma vez o ano zero foi estabelecido.
(cuidado com o volume)
E foi nesse dia que a humanidade mudou completamente, e o mundo tomou outro rumo, tudo isso graças a esse cara. Mais uma vez o ano zero foi estabelecido.
O top laner Kim “Khan” Dong-ha da Longzhu Gaming foi um dos grandes destaques da série contra a SKT pelo segundo split da LCK 2017.
No primeiro jogo, a Longzhu venceu a SKT. Veja abaixo a belíssima jogada de Khan com seu Renekton matando Wolf no 1v3 e saindo vivo logo em seguida:
No segundo jogo, a SKT empatou e as equipes foram para uma terceira e última partida da série. Mesmo com a derrota, a Longzhu lutou até o fim mostrando um ótimo nível de jogo. A Fiora de Khan voltou a aprontar, desta vez, contra Wolf e Faker:
Você encontra no Mais e-Sports a cobertura da LCK com resultados, data e horário dos jogos e também links para replays e melhores momentos.
The post Khan, top laner da Longzhu, se destaca com jogadas contra a SKT na LCK appeared first on Mais e-Sports.
A PlayerLink, plataforma online do jogador Felipe “brTT” Gonçalves, anunciou nesta segunda-feira (6) a parceria com a INTZ e-Sports.
Lá o jogador encontra um conteúdo especial que irá ajudar a melhorar a sua performance dentro do League of Legends. A PlayerLink já contava com uma série de aulas ministradas pelos jogadores da Red Canids, agora também contará com aulas dos jogadores da INTZ.
Além da biblioteca de aulas, a plataforma conta com aulas ao vivo onde o aluno pode tirar suas dúvidas com os jogadores e também participar de campeonatos exclusivos.
Neste primeiro mês de parceria, você encontrará aulas ministradas por Marcelo “Ayel” Melo, Daniel “Daniels” Marcon e Gabriel “Turtle” Peixoto. Destaques para Ayel que é um jogador reconhecido por seu bom desempenho na soloQ brasileira e que aparece frequentemente na primeira posição da fila solo.
The post PlayerLink fecha parceria com a INTZ appeared first on Mais e-Sports.
Certeza que ela vai smokar fundo essa noite
The post Quando o Fallen rusha fundo appeared first on Le Ninja.
A SKT enfrentou a Samsung em sua estreia para o segundo split da LCK 2017. Ambas as equipes são fortes candidatas ao título da LCK mas o favoritismo está com a SKT.
No primeiro jogo, a Samsung optou por jogar com um jungler de pressão no início de jogo, dando Elise para Ambition. Na top lane da Samsung, CuVee utilizou Kled contra o Shen de Huni impondo bastante pressão na parte de cima do mapa.
Com Elise e Kled, a Samsung garantiu o Arauto e criou uma grande bola de neve após matar a Orianna de Faker no mid.
A Samsung simplesmente não deu chances para a SKT voltar. Os narradores brincaram sobre a possibilidade da Samsung realizar um “jogo perfeito” sem perder torres, objetivos e nem abates, mas não foi possível.
Mesmo assim, a Samsung teve maestria para encerrar o jogo! Após eliminar Wolf e Peanut, eles garantiram o Barão e derrubaram o Nexus com 30 minutos de partida.
Na segunda partida o início foi simplesmente um desastre para a SKT. O invade de Peanut e Huni acabou dando totalmente errado. O jungler morreu para Crown e Huni acabou morrendo nas mãos da Camille de CuVee.
A segunda partida foi novamente um passeio da Samsung, o forte início de jogo foi suficiente para criar uma bola de neve gigantesca que nem mesmo a melhor equipe do mundo conseguiu suportar. 2-0 Samsung!
Você acompanha os horários e datas dos jogos da LCK na Cobertura do Mais e-Sports. Você também encontra lá replays e highlights dos jogos da LCK.
The post Que passeio! Samsung não deixa SKT jogar e vence por 2-0 em estreia da LCK appeared first on Mais e-Sports.
Essa não caga com o trabalho
The post Quando o serviço é tão bom que merece carteira assinada appeared first on Le Ninja.
Hello, gentle readers, and welcome to the RPG Reload, the regular feature where we maintain a healthy fear of Etna. Last month, we took a look at the early history of the tactical RPG genre followed by its blossoming in the 1990s. It was an important time for the genre, as the vague concepts of the 1980s were finally drawn together into a functional set of genre guidelines. While the genre really started to take off in Japan, things went a different way in the West. Besides occasional hits like X-COM, Western game developers were largely focused on a considerably more popular sister genre, the real-time strategy game. This gap would only become wider as time went on. This month, we're taking a look at some of the significant tactical RPGs of the 2000s, as the Japanese variation of the genre rode a massive wave of popularity worldwide off the back of Final Fantasy Tactics.
The split between Japan and the West, consoles and PCs, and the players of all types was at perhaps its peak divisiveness in the early 2000s. Although turn-based strategy games remained popular among PC gamers, particularly realistic war simulations, the RPG variant was rare. MicroProse had some serious financial troubles that kept it from properly taking advantage of X-COM's success, and Sir-Tech was running on fumes as Jagged Alliance 2 went out the door. Between Blizzard's StarCraft and Warcraft games and Westwood's Command & Conquer series, the RTS genre was firing on all cylinders. PC RPGs, long a reliable source of tactical combat, had turned to a somewhat more active model in the wake of Bioware's success with Baldur's Gate. Still, there were a few developers kicking away at the TRPG genre in the West, and I'll try to mix the highlights in with the absolute sea of Japanese TRPGs from this decade.
PlayStation 1 TRPGs
Square's Final Fantasy Tactics had busted the TRPG genre wide open on PlayStation, and it didn't take time for others to follow. Square themselves followed the game up with the excellent Front Mission 3, the first game in the series to release outside of Japan. Games like Kartia, Brigandine, Vanguard Bandits, and Rhapsody somehow all saw releases outside of Japan, and other games like Saiyuki, Hoshigami, and the Arc the Lad Collection gave Western console fans something to enjoy in the system's twilight years. Over in Japan, series like Langrisser, Super Robot Wars, and Summon Night were enjoying considerable popularity. One very notable Japan-only release late in the PlayStation's life was Tear Ring Saga, which released in 2001. Developed by the creator of Fire Emblem, Shouzou Kaga, the game was perhaps a little to close to his prior work at Nintendo. The company ended up taking both Kaga's development studio and his publisher, Enterbrain, to court. They eventually settled the case and the game was allowed to continue to be sold.
Fire Emblem Goes West
Nintendo's Game Boy Advance shot out like a rocket, giving the company a leg to stand on even as their console business went through some choppy waters. The Fire Emblem series had missed the Nintendo 64 entirely, and the decision was made to release some games in the series on the company's new handheld. To help promote that new game, Nintendo included its hero in its latest Super Smash Bros. fighting game on their new console, the Gamecube. Roy proved to be so popular among Western players that Nintendo of America decided to finally take a chance on releasing a Fire Emblem game outside of Japan. Curiously, the game they opted to localize wasn't Roy's game, which had released scant months after Smash's late 2001 debut. Rather, they brought over the game's prequel, which had come out in early 2003. Fire Emblem launched on the Game Boy Advance in North America in late 2003, with releases in Europe and Australia in the following year.
As it had gone for its Intelligent Systems stablemate Advance Wars, Fire Emblem proved to be a solid seller in the West, putting the series on a regular localization schedule for the next few installments. The Game Boy Advance crowd seemed to enjoy strategy games, and the genre enjoyed a bit of success on the platform. Ogre Battle prequel Tactics Ogre: The Knight of Lodis released worldwide to reasonable success, giving handheld players a taste of something very similar to Final Fantasy Tactics. Speaking of that game, it finally got a follow-up, and for whatever reason, Square decided to put it on Nintendo's handheld. Final Fantasy Tactics Advance came out a few months ahead of Fire Emblem in 2003. It sold well and was generally praised, but some of its gameplay and story choices proved to be divisive for fans of the original game. Over in Japan, plenty of Super Robot Wars games were released on the system as well. One surprise appearance on Game Boy Advance was Julian Gollop, the creator of X-COM. In 2005, after the Nintendo DS launched, Gollop's Rebelstar: Tactical Command was released.
Freedom Rings on PC
While things were pretty quiet on the PC front for the genre, there were a few companies still plugging away at it. Notably, Irrational Games did a superhero take on the genre with their Freedom Force series. It feels like Freedom Force was just a little bit too early to take advantage of the big superhero boom to come. I wonder how a new game in the series would fare today? Publisher 1C Company was publishing TRPGs from a number of developers, with the Silent Storm series from Russian developer Nival proving to be quite a success. Interplay was on its last legs, but it managed to release Fallout Tactics: Brotherhood of Steel, which was a TRPG take on their already-strategic Fallout RPG series. Aside from those few holdouts, not many Western developers were doing much with the genre. Over in Japan, however, quite a few TRPGs were released for the domestic market. Like most PC-exclusive Japanese games from that period, however, they were mostly an excuse to strip cute anime girls down to their skivvies or less. Some of these games had solid mechanics, but you'd best be fast with the ALT-Tab if you're going to play them in polite company.
The PlayStation 2's Hours of Darkness
Although you would have expected Square or Konami to capitalize on the successes of their TRPGs from the previous generation, the genre's crown during the 2000s would end up going to a very unlikely source. The developer behind the PlayStation game Rhapsody, Nippon Ichi, continued to work in the TRPG genre after the move to Sony's new console. In 2003 their latest game, Disgaea: Hour of Darkness, was released worldwide. The game ended up being a surprise hit, selling out shipment after shipment. It had a lot of appealing points and wasn't afraid to play with genre conventions. The story and characters were a lot of fun, the gameplay mechanics practically begged you to break them as much as you wanted, and it offered near limitless potential for grinding and powering your team up. Disgaea kicked off a series that continues to this day and has served as the backbone for Nippon Ichi's finances for nearly 15 years. Following the release of Disgaea, Nippon Ichi put out a number of other TRPGs along similar lines.
The PlayStation 2 also saw a ton of releases from Idea Factory. A number of Spectral Souls and Generation of Chaos games came out on the platform, though Western gamers would have to wait for later ports to play most of them. Banpresto's Summon Night and Super Robot Wars games enjoyed continued success on the platform in Japan, and Fire Emblem's creator released his final commercial game to date, Berwick Saga, which distinguished itself from Fire Emblem in a number of interesting ways. Square kept their Front Mission series going, releasing Front Mission 4 worldwide and Front Mission 5 in Japan only. It was an unfortunate decision. Front Mission 4 wasn't as good as the third game had been and ended up selling quite poorly. Front Mission 5 was incredible and deserved a worldwide audience, in my opinion. In other Japan-exclusive happenings, SEGA had ported most of the Sakura Wars games over to the PlayStation 2.
The Rest of the Decade
The TRPG genre came in hard on both PSP and Nintendo DS, with excellent games like Level 5's Jeanne d'Arc and Square's Final Fantasy Tactics A2 leading the charge. The original titles were supported by ports of many popular TRPGs from the past, with everything from the original Final Fantasy Tactics to Disgaea showing up. Still, the genre was showing signs of slowing down. Fire Emblem went through an extraordinary rough patch in this period and appeared to be in danger of cancellation after poor sales of its Nintendo Wii and Nintendo DS installments. On consoles, the genre was being held down almost entirely by Nippon Ichi and Idea Factory, whose games felt like they were being made for an increasingly narrow niche of players. SEGA had a hit that caught them by surprise in Valkyria Chronicles for the PlayStation 3 but failed to make much of its success in the West, confusingly opting to put its sequel on the PSP and changing the tone entirely.
In spite of the genre seemingly falling out of vogue, Square Enix chose to make their first iOS release a TRPG. Song Summoner came out for iPods in 2008, heralding the company's arrival in the smart device market. Still, it looked as though TRPGs were going to have to survive on a healthy niche going into the next decade. You'd be forgiven for thinking the genre was down for the count, of course, but anyone who believed that firmly would be in for a real awakening only a few years later. But that's a story for next month, isn't it?
We'll finish things up with this mini-series next month when we take a look at the big TRPGs of the decade we're living and breathing at the moment. Be sure to let me know what you think in the comments below, and feel free to share your memories and opinions on any TRPGs from the 2000s. Also, don't forget to check out the RPG Reload Play-Along of Star Wars: Knights of the Old Republic in the forums. There's still plenty of time to join in on the fun! As for me, I'll be back next week with an RPG Reload File. Thanks for reading!
Next Week's Reload: Fairune [Free]
Update: This is our PS4 Pro review. For more information on the PS4 Slim, check out our coverage here. Related: Console Specs Compared.
The PlayStation 4 Pro represents a new move for Sony. While the company has refreshed many of its consoles before, the PS4 Pro marks the first time a mid-generational design has received a significant boost in processing power. Sony says that the Pro was primarily designed to take advantage of burgeoning 4K TVs, but is it powerful enough? More importantly, is it worth it? Let’s find out.
Before I dive into the PS4 Pro’s tech specs, let’s take a look at what comes inside the box. Aside from the console, the package includes a mono headset, HDMI cable, DualShock 4 controller, USB charging cable, and an AC power cord. The PS4 Pro uses a thicker, two-pronged power cable this time around and measures about 60 inches in length. This is roughly 20 inches shorter than the PS4 Slim’s equivalent.
One of the first things you’ll notice about the PS4 Pro is that its 11.6x2.1x12-inches chassis is big. At 7.2 pounds, it’s also quite heavy. In terms of aesthetics, it maintains the PlayStation 4’s slanted design but opts to use the PS4 Slim's more rounded corners as opposed to the original model’s sharper edges. It also uses the Slim’s matte black finish. The console has a new power LED light bar on the front, which starts on the left and trails off to the right. Coupled with the light bar are physical power and eject buttons.
The Pro sort of looks like a PS4 Slim stacked on top of the original PS4, and it has two slits that go around the chassis. The optical drive is located on the top slit, and speaking of it, despite being a 4K-capable system, the Pro doesn’t support 4K Blu-ray discs. This is an odd, unfortunate omission, which slightly detracts from the package. Luckily, the PS4 Pro will be able to stream 4K HDR video from apps like Netflix and YouTube.
One of the first things you’ll notice about the PS4 Pro is that its 11.6x2.1x12-inches chassis is big.
In terms of ports, the Pro brings back the optical S/PDIF, which was removed from the PS4 Slim. In addition to the two USB 3.1 ports on the front, the Pro offers a third USB 3.1 port on the back, which pairs well with PlayStation VR, since the separately available headset takes up a port. Other inputs on the back include HDMI, AUX, and Ethernet. The Pro also exhausts heat through vents on the back.
Like the original PS4 and PS4 Slim before it, the Pro model has an integrated power supply, which saves you the trouble of figuring out where to position a bulky external power brick. On top of the unit is a reflective silver PlayStation logo, and tucked underneath the console are little rubber feet modeled after the PlayStation button logos.
The Pro doesn’t support 4K Blu-ray discs. This is an odd, unfortunate omission.
Underneath the hood, the PlayStation 4 Pro features the following tech specs:
The faster graphics processing unit is arguably the most significant boost the PS4 Pro offers. The GPU is based on AMD’s new Polaris microarchitecture, which the graphics-card manufacturer debuted with its Radeon RX 480 GPU. Its 911MHz frequency is 14 percent higher than the original model's equivalent. It also offers twice the number of compute units with 36 CUs and features 4.2 teraflops of performance, which is 2.28 times as much as the original PS4.
The console itself still offers 8GB of GDDR5 memory, which it shares with the CPU, but Sony has also added 1GB of DRAM for the CPU. This allows the x86-based processor to run the operating system and streaming video applications at 4K. This extra DRAM also frees up some of the faster GDDR5 memory for the GPU.
The CPU is still an eight-core Jaguar AMD processor, but its frequency has been raised from 1.6GHz to 2.1GHz, which amounts to a 31 percent boost.
The PS4 Pro also comes with a larger 1TB hard drive--though it’s unfortunately still the slower 5,400rpm variety as opposed to the slightly faster 7,200rpm equivalent. Luckily, you can still swap out the HDD for a solid-state drive, and because the Pro supports the SATA III interface, SSDs installed in the console can now reach up to 6Gbps speeds. This is double the frequency of the original PS4’s SATA II interface.
The main reason to get excited about the PS4 Pro is the prospect of better graphics. The new console is completely backward-compatible with the existing library of PS4 games, and some titles will receive graphical enhancements on the Pro. Some games may use the extra processing power to bolster frame rates, while others may render at a higher resolution. Some games may run natively at 4K, but Sony says the majority of games will use a 4K upscaling technique the company calls checkerboard rendering, essentially a 4K rendering shortcut that isn’t as taxing on hardware. It’s not quite as sharp as native 4K, but it does look surprisingly close.
Checkerboard rendering is not quite as sharp as native 4K, but it does look surprisingly close.
PS4 games will not receive Pro enhancements out of the box, however. Developers will have to patch their games to take advantage of the Pro’s extra processing power. Sony asserts that patching a title to implement checkerboard rendering isn’t too time-intensive, but it’s unclear how many titles will support the upscaling technique moving forward, since Sony doesn’t require developers to implement the feature. Developers can actually use the extra power as they see fit. Instead of cranking up the resolution, developers may choose to increase graphical fidelity, offer improved frame rates, or use better anti-aliasing techniques. This means the Pro could bolster visuals at 1080p. Middle-earth: Shadow of Mordor, for instance, uses super-sampling anti-aliasing to mitigate jaggy edges on regular HD displays.
To analyze the visual enhancements that the PS4 Pro offers, I compared it against a PS4 Slim. The Slim replaces the original PS4, and while it might look a little different from the 2013 model, it carries the same GPU and CPU horsepower.
I hooked up both PlayStations to different HDMI inputs on the same TV: a 55-inch 4K high-dynamic range (HDR) display. I gathered two copies of every PS4 Pro-enhanced game that I could get copies of and quickly switched between the two inputs to conduct visual A/B tests. Both HDMI inputs were calibrated to look exactly the same. Because the PS4 Pro can also bolster 1080p graphics, I also connected both systems to a 55-inch 1080p TV and similarly analyzed the visual differences there.
While the PS4 Pro will support 4K HDR video streaming via apps like Netflix and Youtube, 4K HDR versions of these PlayStation apps won’t release until the console launches on November 10. At the time of this writing, only a handful of games support PS4 Pro enhancements. The games I tested included Call of Duty: Modern Warfare Remastered, Call of Duty: Infinite Warfare, Middle-earth: Shadow of Mordor, The Last of Us, Call of Duty: Black Ops III, and Infamous: Second Son.
You sometimes have to stand still and look for these visual differences, since they aren't huge graphical improvements, but the main takeaway here is that the PS4 Pro offers a clearer image overall.
With both PlayStations hooked up to the 4K TV, I noticed that the Pro offered slightly better textures in the remastered version of Modern Warfare. The Pro made it a bit easier to make out the individual hair follicles on an NPC’s beard, for instance. The Pro also allows the game to support a dynamic resolution that scales up to 4K, which helps mitigate some aliasing issues. Flickering fences on the Slim looked clean and stable on the Pro, for instance. Text on distant posters strewn about the game’s opening training area were also unreadable on the Slim, but were legible on the Pro. You sometimes have to stand still and look for these visual differences, since they aren't huge graphical improvements, but the main takeaway here is that the PS4 Pro offers a clearer image overall.
When I hooked up both consoles to our 1080p TV, I couldn’t tell much of a difference, unfortunately. Since the PS4 Slim already runs the game at 60 frames per second, it’s already hitting the TV’s 60Hz refresh rate limit, so I wasn’t able to gauge any frame-rate improvements.
With both systems hooked up to the 4K TV, I noticed slightly richer textures on the Pro. For instance, I could more easily see fibrous textures on clothing. The game also has better anti-aliasing with edges that look less pixelated. They’re not huge improvements, but the Pro once again offers more clarity and less noise than the Slim on the 4K TV.
When I hooked up both systems to our 1080p TV, I was able to see better AA and slightly sharper textures from the Pro, but they weren’t as noticeable at this resolution.
Shadow of Mordor offers different graphical enhancement options with the Pro. One option allows you to favor resolution. This dynamically scales the game’s resolution up to 4K and smooths out unwanted jaggies. Once again, the Pro’s video quality looked clearer at 4K as a result.
When the Pro runs Shadow of Mordor on a 1080p TV with resolution favored, it switches to a super-sampling anti-aliasing mode to render the game at a higher-than-1080p resolution and then shrinks the image down to 1080p. This does a decent job of making a regular HD display appear sharper than it actually is.
Alternatively, Shadow of Mordor also has a setting that allows you to favor quality. This forces the game to run at 1080p, regardless of the display, but it increases graphical fidelity. Unfortunately, outside of extra wrinkles on faces, I couldn’t notice any other visual enhancements.
The Last of Us has been updated to support HDR, and while the original PS4 and PS4 Slim models now support HDR via a recent firmware update, the PS4 Pro still made the game’s colors look much richer and lusher.
As the game opens, it takes place in a dimly lit bedroom at night. Playing the game on the PS4 Pro, you can clearly see a green poster on one of the walls with legible words written on it. On the Slim, it’s hard to even see the green poster, let alone the words--it's completely blanketed in darkness.
The Pro made the game’s colors look much richer and lusher.
Textures also look much sharper with the Pro. For instance, the small text on book spines is easily readable, whereas it looks like illegible smudge stains on the Slim. The Pro also offers slightly better anti-aliasing; characters’ hair look slightly less jagged here.
The Pro also mitigates some aliasing issues at 1080p as well, though it isn’t as prominent on the HD display.
Call of Duty: Black Ops 3 offers the most disappointing visual enhancements out of my A/B tests. It offers marginally better AA at 4K, and even then, you have you really get up right in front of the TV to notice. The effects were even less impressive at 1080p.
Infamous Second Son is the last title that I analyzed. The game supports HDR, and color is the most notable difference here. Hues on the PS4 Pro version looked much more realistic and lifelike. Colors on the Slim, in comparison, looked a little too exaggerated and cartoony. It appears that the Pro’s ability to produce a wider color gamut allows the game to offer more subtle, granular tones. Looking up at the sky in the Pro version of the game, I noticed pink streaks of light fill out the clouds. This beautiful effect wasn’t as prominent on the Slim.
Hues on the PS4 Pro version looked much more realistic and lifelike.
Second Son’s black levels also look much darker on the Pro--almost too dark. For instance, protagonist Delsin Rowe often fades into blackness in dimly lit walkways. In general, playing through Second Son on the Pro makes it seem like you’re playing the game at a slightly later time of day.
This color difference surprisingly crossed over to our non-HDR 1080p TV as well. The Pro again made colors look much more lifelike and warm here, but details and textures once again were lost in ultra-dark shadows.
The original PS4 featured a very loud optical disc drive. While the PS4 Pro’s ODD is certainly audible, it’s not obnoxiously loud. The system, in general, is pretty quiet.
It can get warm, however. Firing up the Last of Us, the Pro’s temperature rose to 46.1 degrees Celsius (114.9 degrees Fahrenheit), which puts it in line with the original PS4 model’s temperatures. Interestingly, judging from our thermal imaging scan below, most of the heat is segmented to the back half of the console. It gets particularly warm right above the PlayStation logo.
In terms of power draw, the console draws around 75 watts sitting in the operating system. When I booted up The Last of Us, it went up to the mid 140s. This again puts it inline with the original PS4 and is pretty impressive, considering the Pro is more powerful and has a PSU that’s rated up to 310 watts.
The PS4 booted up in roughly 24 seconds, which is on par with the original model. Interestingly enough, waking up from sleep took only five seconds--14 seconds faster than the original design.
The PlayStation 4 Pro can indeed make games look better--that is, if they’re patched to take advantage of the extra processing power. From what I’ve seen thus far, it seems to offer better anti-aliasing, which makes the overall image look cleaner, and depending on the game, you occasionally get more vibrant, realistic colors.
Should you buy a PlayStation 4 Pro? If you have a 4K HDR TV and are looking to buy a console, I’d definitely recommend the PS4 Pro. Even if you have a 1080p TV and are looking to buy a PlayStation, I’d still lean more toward the Pro. Yes, it does cost $100 more than the Slim model, but you get more ports, twice the storage space, more future-proof hardware in the event that you ever decide to get a 4K TV, and some games can look slightly better at 1080p.
If you already have a PS4, however, I wouldn’t make the upgrade unless you have a 4K HDR TV and the extra cash lying around. Graphics enthusiasts may appreciate the improved anti-aliasing and more vibrant colors, but the differences likely won’t blow most people away.
Regardless, the PS4 Pro is priced fairly, offers a plethora of features, and is the most powerful console you can buy today.
Um enorme salve a MatPat e sua carismática voz. Aos 30 anos de idade e envolvido com o mundo das artes desde cedo, Matthew Patrick é dono de um dos maiores canais de games do YouTube, o The Game Theorists, que hoje soma mais de 8 milhões de inscritos e traz uma deliciosa salada mista de conteúdos de games. O alcance de MatPat é mundial, e o Brasil, como um dos países que mais consomem vídeos da categoria no mundo, é um destino proeminente.
Sim, o carismático narrador/apresentador/roteirista/gerador de conteúdo esteve em nossas terras para divulgar uma novidade muitíssimo bem-vinda. A convite da Google, o TecMundo Games conversou com o artista em São Paulo para ouvir, em primeira mão, o recurso que vai tornar os vídeos do youtuber ainda mais acessíveis: no futuro próximo, todos virão localizados ao nosso idioma!
A SEGA decidiu adiar Sonic Mania para permitir que chegue às tuas mãos na sua melhor qualidade possível mas não apresentou uma data oficial de lançamento.
A companhia Japonesa apresentou apenas um vago "Verão 2017" para o lançamento deste projecto desenvolvido de fãs para fãs, mas agora a data de chegada de Sonic Mania pode ter sido revelada.
Segundo a página do jogo no Steam, a SEGA colocará Sonic Mania nas lojas a 15 de Agosto, algo que ainda não foi confirmado oficialmente pela editora.
Uma das empresas mais amadas do mundo dos games, a Square Enix é conhecida por um hábito não muito agradável: anunciar jogos e demorar muito tempo para lançá-los. Aparentemente, a companhia não está disposta a mudar esse comportamento, que pode afetar tanto Kingdom Hearts 3 quanto Final Fantasy VII Remake.
Em uma conferência com acionistas, o CEO da empresa, Yosuke Matsuda, deu a entender que ambos os títulos podem demorar mais três anos para chegar ao mercado. Esse tempo não foi confirmado, mas a presença deles em um quadro de lançamentos para “2018 em diante” é preocupante.
A Sony e a Activision juntaram-se para satisfazer os desejos dos fãs e apresentaram um novo vídeo gameplay de Crash Bandicoot N. Sane Trilogy.
São mais de 6 minutos da nova versão de Crash Bandicoot 3: Warped que podes assistir desde já, demonstrando com o clássico da Naught Dog foi remasterizado pela Activision.
Crash Bandicoot N. Sane Trilogy estará disponível no dia 30 de junho na PS4.
Atualização: a informação foi confirmada e vai chegar em todas as plataformas no dia 15 de agosto. Para completar, a Sega divulgou um trailer de pré-venda, mostrando um pouco mais de detalhes que você pode conferir acima.
The post Anderson conheço o feitiço para não engravidar appeared first on Trollando.com.
Agora que Destiny 2 foi oficialmente revelado, estamos aptos para fazer uma comparação com o primeiro jogo.
Pegando em cenas semelhantes do original, conseguimos elaborar um vídeo comparativo que mostra o primeiro e o segundo jogo lado-a-lado em ocasiões muito parecidas.
Vê as diferenças no vídeo.
OS CARA N PARA BICHO
The post A internet tem os melhores comentaristas de notícias appeared first on Trollando.com.
We were like sardines in a tin can. Every influencer, member of the press corps, and Activision staffer had been crammed into a stuffy aircraft hangar down in Hawthorne, California, fittingly right next to SpaceX’s headquarters. While Elon Musk’s company was nearby trying to help pioneer space travel, we had all huddled together to see the first gameplay of Destiny 2—the highly anticipated sequel to Bungie’s 2014 MMOFPS sci-fi space opera.
Fortunately, it wasn’t long before Luke Smith—likely one of the more visible and successful examples of game journalist turned game developer, and now director for Destiny 2—had taken the stage to highlight and guide us through the series of video vignettes we were about to watch. To kick things off, Luke surprisingly talked rather candidly about the fact that the original Destiny had lost a significant chunk of its audience after release. Although 50% of Destiny owners had invested in the expansions, crafted their own adventures with friends, and saw firsthand the universe Bungie so desperately wanted to create finally come together and take shape late in Destiny’s life, there was another 50% of the audience that hit that initial level cap, and never returned. The fun had simply been buried too far beneath the surface, and not everyone was willing to go digging for it.
Admittedly, I fell into that latter group. Although a perfectly competent and polished shooter, the first Destiny never grabbed me. I couldn’t sink my teeth into its lore, and what it had done in that initial effort just wasn’t enough to warrant me sticking around—and definitely would not get me to open up my wallet again for its expansions. However, at least Bungie was aware—or claimed to be aware—of folks like me. It’s often too easy for developers to continue to cater to the people they already have locked in, chalking up those lost over time as simple passersby, paying them no heed.
Bungie wants to get to the fun parts faster with Destiny 2 in the hopes of luring people like me back to the franchise. After both the presentation and then the ensuing hands-on with the game, though, I was left shaking my head, because it appears that very little has actually changed. In only the franchise’s second game, Destiny 2 feels like a glorified add-on—or, worse yet, a soft-reboot.
Some of the additions that were highlighted during Bungie’s presentation would of course be impossible to show in a venue like this. Building clans and the improved matchmaking is something that we will need to wait for final code for before we properly see it, but it is definitely something the game has long needed. While chatting with others at the event, it was common for the more diehard Destiny fans—the ones who easily fell into the 50% opposite me—to be extremely happy about this change. Still, many also lamented that it’s something that should have been in the game from the get-go, or at least earlier than this. This was one of two common reactions I found throughout the day: that the changes Destiny 2 were bringing should’ve been in the original.
There was also grief expressed over the fact that those loyal to the franchise would not see any boons or the like carry over from one game to the next. Destiny has been propped up by its fanbase believing the game would continue to improve, investing time and money into it constantly, and they are being “rewarded” by having to grind all over again. It almost feels like, in trying to win back folks like myself with a fresh start, that Bungie may have taken their entrenched audience for granted to some degree.
The other reaction that was far more common throughout the day was simple—this is it?—and many in both halves of Destiny’s potential audience shared it. Only one new raid, no new classes, and three new worlds (four if you count the new areas opened up on Earth) were teased. Sure, you have the new subclasses and powers for heroes, but if you’re going to make everyone start over, why not go hog wild and expand the gameplay, customization, and class options?
The worst of it is that Bungie showed us so little that whatever new content might’ve been there felt buried in the demos. Here we were, digging to try to find the fun of it all again. All heroes we played with—whether it was on the one Strike mission, one new 4v4 PvP mode, or the Homecoming campaign mission (which had been shown to us during the presentation already)—were prebuilt. Most of this was available on both PC and PS4, and I can attest that the PC version of the game looked and handled great. But, the demos that Bungie gave to us failed to make me care whatsoever, just like with the original game.
For example, allowing us to play a mission you literally just showed us during your presentation did nothing to expand on the idea of the fresh story you’re trying to set up. Dominus Ghaul is stealing the Traveler for himself; if I didn’t care about the giant gumball in the sky from the first game, how is this going to suddenly compel me? Thanks for dropping me into a firefight, with a prebuilt character, that I don’t want to be a part of after walking me through it literally 30 minutes prior. Let me explore a little; show me something new. If you’re trying to convince people to come back to Destiny, this wasn’t the mission to do it with.
The Strike Mission was similar. Although there were some new and interesting environmental hazards like giant mining drills, the Strike seemed to play just like the ones in the previous game: work your way deeper into an exotic location with your team—in this case a mining asteroid—kill the boss, get out with some loot.
Also, if you’re promoting connectivity and community, maybe give us some headsets with microphones in PvP or the Strikes. It’s hard to coordinate if you can’t communicate, and handcuffing everyone demoing the game like this made no sense even if you weren’t stressing how the game brings people together—but since you are, this came off as extra moronic.
The most interesting section of the day for me was easily the PvP, which at least showed us the new Countdown game mode. Even that didn’t feel exactly new, however, as it is best described as being exactly like Search and Destroy in Call of Duty, just with a Destiny-colored coat of paint. Every player has one life to live; one team has a bomb and a pair of targets. If that team kills everyone on the opposing team or successfully detonates the bomb, they win. Conversely, the other team is also trying to kill everyone, or can defuse the bomb before it goes off to achieve victory. The small map we played on was conducive to the mode and offered up some fast and frantic action. I would have loved to see other modes as well, though, especially to see how shrinking the standard 6v6 of most Destiny modes to 4v4 in Destiny 2 would affect them.
Activision and Bungie have just less than four months before Destiny 2 launches, and if they’re trying to find fuel for whatever hype train they want to get started, this was not the way to do it. I was left unimpressed by what was shown to us; like the first game, Destiny 2 came off as a perfectly competent and polished shooter in my hour or so hands-on with it, but it is an uninteresting one. My hope is that this was merely Bungie keeping their best cards close to the vest, and that more intriguing and nuanced gameplay will emerge over the summer. Otherwise, no matter how much the game has improved, it’s going to be hard to push onto players a fancy expansion that serves as a reset button for a franchise—no matter what 50% of the audience you fall into.
A Riot Games anunciou hoje a implementação de missões no League of Legends. Varias pessoas jogam horas e horas de League of Legends, seja para subir de elo ou apenas para se divertir com os amigos, testar novos campeões ou novas combinações de itens, mas e se o jogo te oferecesse missões em troca de recompensas únicas? Essa é a mais nova novidade da RIOT GAMES que inclusive já está em testes. O designer Evan “Revenancer” Humphreys comentou um pouco de como vai funcionar este sistema.
Vários desafios dos mais variados tipos serão liberados aos jogadores, que terão como recompensas Skins únicas, ícones de Invocador e espólios. Cada missão ficara pendente para ser concluída durante um certo período de tempo.
O designer faz questão de ressaltar que as missões não chegarão com objetivos que possam forçar os jogadores a perder uma partida de proposito apenas para completa-las e muito menos missões onde a “paciência” prevalecera sobre a habilidade. O objetivo das missões é proporcionar a mesma diversão que o jogo já proporciona porem com alguns objetivos em especifico que pode lhe trazer recompensas, então pode ficar tranquilo que não vai ter nada como “Jogar 100 jogos de Quinn”.
Ele também fala que o objetivo da RIOT não é mudar o estilo do jogo e muito menos o foco, que continuara sendo o PVP, e por isso não sera liberado uma quantidade grande de missões para que isso não fique sobrecarregado.
“Nosso objetivo com as Missões é aprofundar todos os aspectos do jogo dos quais vocês já gostam. As equipes regionais e o time de Recursos agora têm flexibilidade para criar Missões que melhoram a sua experiência com novos objetivos e recompensas. Vocês talvez possam concluir uma série de Missões para demonstrarem a sua lealdade a um time (seja a paiN, a INTZ ou até a TSM) e obterem um ícone único, ou talvez possam vivenciar a história de um novo Campeão pessoalmente através de um conjunto de Missões.”
As missões ainda estão em fase de testes mas devem chegar ao novo cliente em breve.
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Ainda bem que ele errAI MEU CU
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Espera… isso não é bem uma escultura, é muito mais que isso. Trata-se de uma impressionante combinação de tecnologia, ilusão de ótica, formas, movimentos e sincronia.
Eu fico só imaginando o quão complexo não deve ser programar uma apresentação como essa. coisa de alienígenas, certeza.
Separamos os 10 momentos marcantes da fase de grupos do MSI 2017 que aconteceu na Arena Jeunesse no Rio de Janeiro. A fase de grupos já terminou e as semifinais já foram definidas.
A competição volta nesta sexta-feira onde teremos a primeira semifinal entre SKT e Flash Wolves. No sábado, G2 e Team WE lutam por mais uma vaga na grande final.
Mesmo sem alguns equipamentos especializados, a Marines surpreendeu à todos e teve 3 vitórias na fase de grupos do MSI. A equipe vietnamita venceu a TSM, G2 e Team WE durante a fase de grupos. Saiba mais clicando aqui.
Na vitória ou na derrota, a torcida gritava TSM sempre!
Deu TSM! #MSI2017 pic.twitter.com/EsZkmKQrfF
— Mais e-Sports (@maisesportsbr) May 14, 2017
O mid laner Bjergsen chegou até a agradecer a torcida brasileira em entrevista ao Mais e-Sports:
Representando o famoso “Wildcard” a GIGABYTE Marines veio com tudo para este MSI. A equipe estreou com vitória em cima da TSM e continuou dando sufoco para os seus adversários na competição!
Na despedida da equipe, toda a torcida aplaudiu bastante os jogadores do Vietnã que fizeram história com sua campanha no MSI 2017.
Que moral hein? Na entrevista com Bang, o ADC bicampeão Mundial comentou que é um grande fã de brTT. Logo depois, brTT comentou sobre as palavras de Bang em seu Twitter e o coreano respondeu com um “te amo.”
A Flash Wolves mostrou que a SKT não é imbatível e a Team WE fez o mesmo. A equipe chinesa venceu a equipe coreana para finalizar a fase de grupos do Rio de Janeiro. Ambas podem se encontrar novamente em uma final caso SKT vença a Flash Wolves e a Team WE vença a G2.
O carisma de Peanut não tem limites! O jogador é um monstro dentro de jogo mas um ser extremamente simpático em frente as câmeras. Para o Mais e-Sports, Peanut falou em português duas vezes:
No outro dia perguntamos se ele queria aprender alguma frase em português e ele pediu ajuda da torcida para a SKT:
Jogando com um dos campeões favoritos de Faker na soloQ, xiye não teve medo e foi para cima do melhor jogador do mundo.
Ele conquistou o abate em cima de Faker durante o dive e conseguiu sair vivo! Ele comentou depois sobre a jogada para o Mais e-Sports.
THE KOREAN SLAYERS! Com uma agressividade sem igual, a Flash Wolves conseguiu vencer a SKT no segundo encontro entre os dois times.
Esta não é a primeira vez que a SKT perde para a Flash Wolves. A equipe de Taiwan mantém um placar de 4 vitórias e 2 derrotas para os coreanos. Incrível!
Flash Wolves e SKT se enfrentam na semifinal do MSI!
Que final emocionante hein? Fez toda a torcida gritar até o último momento! A TSM se deu melhor e venceu o clássico NA vs EU.
Não tem como comentar sobre isto! Peanut está um nível acima dos outros junglers do MSI e mostrou isso. Com seu Lee Sin, ele garantiu 14 kills em 12 minutos de jogo! Um recorde de competições internacionais.
De acordo com o @TSMReginald o @Bjergsen está preso em um banheiro e a porta não abre
— Mais e-Sports (@maisesportsbr) May 14, 2017
O dono da TSM, Reginald ainda chegou a postar uma foto onde funcionários tentavam libertar Bjergsen. Ele ainda brincou: “parece que vou ter que jogar…”
Looks like I might sub in! pic.twitter.com/BzUgdpTuhE
— Andy Dinh (@TSMReginald) May 14, 2017
The post 10 momentos marcantes da fase de grupos do MSI 2017 appeared first on Mais e-Sports.