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Destiny Gameplay Session Is Three Hours Long on Average, and Other Stats From Bungie

Written By Kom Limpulnam on Minggu, 21 September 2014 | 19.51

The review scores for Destiny may not be as high as developer Bungie might have liked, but the people who bought it sure are playing it a lot.

In a post to Bungie's official website, Community Manager David "DeeJ" Dague revealed that the average play session in Destiny is three hours hours on weekdays, and four hours on weekends.

Dague also repeated a statistic that Activision revealed earlier this week, which is that since launch, players have put in a combined 100 million hours into the game. Together, they played 137 million of the game's activities.

Though the corporation previously noted that it had already made more than $500 million from selling copies of the game to retailers and first parties, since release the game has made about $325 million from individual customer purchases.

"Destiny fans played more than 100 million hours of the game in the first week. That's on par with the engagement levels of our most popular Call of Duty games, which obviously is an industry leader," said Activision publishing executive Eric Hirshberg.

Developer Bungie continues to update its shared-world FPS. On Tuesday, it unlocked the first Raid mission for players on level 26 and above, while one day later it doubled the frequency of its Public Events.

For more on Destiny, be sure to check out GameSpot's review.

How much time did you put into Destiny so far? Let us know in the comments below.

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Destiny

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Massive Battlefield 4 "Fall Patch" Coming This Month

Developer DICE has announced that the Fall Patch for Battlefield 4 is going through certification on several platforms and is targeted for release at the end of September.

DICE said that the final fix list for the Fall Patch is "fairly massive" and will be released when the patch goes live. However, it did highlight some changes that you can expect.

Among these is an improved "netcode," which should lower the setting for how much time difference is allowed when damaging players, meaning you'll notice less instances when you're hit while you thought you made it behind cover, or trade kills.

The Fall Update will also begin rolling out the Teamplay Initiative, which tweaks several things about the game to encourage players to go after objectives and not just their kill counts.

Here's the full list of highlights from the patch that DICE has released:

Game modes

  • Rush (All base game maps except Dawnbreaker), Obliteration, Capture the Flag, and Carrier Assault. Added the Obliteration Competitive sub-game mode

Sight Improvements

  • Close & Medium range sight reticles no longer affected by weapon firing animation, AKA "Visual Recoil"
  • Improved visibility for red glowing reticule pieces against bright backgrounds

Player Movement

  • Now almost identical to BF3 movement – with BF4 animation sets
  • Dampened third person hit reactions for player head

HUD clarification pass

  • De-cluttered and made customizable a plethora of HUD options to make BF4 look the way you want it to (within reason)

Revive mechanic

  • Made revives much more robust, easier to understand with new UI art and included a new "fully charged" paddle sound.

"Netcode"

  • Lowering the setting for how much time difference is allowed when damaging other players (addressing trade kills and behind cover kills where high pings are involved)
  • An automatic High Frequency Update setting is now the default for all users
  • Added High Frequency update support to PlayStation 3 and Xbox 360 platforms
  • Additional improvements to bullet damage delays between clients compared to Netcode Patch

Weapon attachment changes

  • Muzzle Brake: Reduced the overall impact of this attachment. Both its positives and negatives have been reduced
  • Heavy Barrel: Lowered the buff it gave to minimum moving spread and moved some of that bonus into reduced spread increase. Should be a good option for longer range tap firing
  • Lasers: Small buff to standing hip-fire accuracy

Weapon changes. Note that this list contains an excerpt – the upcoming patch notes will have a detailed list.

  • Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range
  • Damage Model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take 1 extra bullet to kill at extremely close engagements and long range combat
  • Trigger Delay: Removed from all revolvers
  • Adjustments to slower rate of fire weapons to make them easier to use at longer ranges vs higher ROF weapons
  • Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart
  • Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts
  • DMRs: Audio when being shot at by a DMR has been improved
  • SKS and M39EMR no longer allow you to hold breath
  • Grenade capacity lowered and resupply times increased.
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Battlefield 4

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The New Nintendo 3DS is Hot Stuff - TGS 2014

@ecurl143 first of all I feel the need to nit pick about that fact that 3DS doesn't have analogue sticks full stop, it uses an analogue pad (yes I know, pointless nit pick). Second is that the New 3DS does have a second analogue control...well sort of. The little rubbery looking nub you can see on it's right hand side is the extra pad.

Why they didn't elect to go for a full size pad I don't know, but it looks like it can do the job.


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GS News Top 5 - GTA V PC Delay Explained; Trade Games For Ice Cream!

Written By Kom Limpulnam on Sabtu, 20 September 2014 | 19.51

@homelessgamer

But now, there's no where left to hide

Since Jess pushed our love asiWe're out of out head

Hopelessly devoted to Jess

Hopelessly devoted to Jess

We know we are fools who are willing

To sit around and wait for you

Jess can't you see

There's just no getting over you

We're Hopelessly Devoted To You

Hopelessly Devoted To You

--Olivia Newton John (modified)

And for the rest of you, that song wasn't meant to be too serious, truthful, a compliment, but too serious.


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D4: Dark Dreams Don't Die Review

"Look for D," she says, and I giggle. Internet culture has ruined the fourth letter of the alphabet, and D4: Dark Dreams Don't Die is drowning in D-driven dialogue. "I must find D," he says, and I become a puerile manchild; every line becomes a double entendre, and I can barely contain my laughter.

Perhaps you don't know why nine-year-old me is so tickled; you've never heard the lewd interpretation of the letter D, and that's OK. I suspect that D4 creator Swery 65 didn't intend for his lines to take on such sexual meaning, so feel free to disregard the naughty undercurrent. But I also suspect that Swery would approve of my salacious laughter. D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too. Or, at least, as human as can be expected for a game in which a grown woman preens herself like a cat and sells you lollipops in the privacy of your own home.

Phillip appears to be high. And you might suspect the same of yourself while playing D4.

Ah yes--that woman is Amanda, and it's never clear whether she is (or was) a real feline, or even if D4 protagonist David Young sees her as everyone else does. She slinks around David's Massachusetts apartment, and swipes and hisses at him like a real cat might on occasion, perhaps due to his inconsistent Boston accent, which comes and goes more often than D4's connections to reality. I recommend cutting the man some slack, however: he lost his wife (and presumably his unborn child) to a violent murder stemming from ex-cop David's detective work, and his unwavering goal is not just to expose the murderer, but to alter the past in the hope of reuniting himself with the love of his life.

David's in a unique position to do so thanks to his ability to transcend time and space by inserting himself into the past, though it's best not to spend too much time parsing the specifics of David's skill: logic is a rare commodity in D4, though every event and possibility makes a certain kind of intuitive sense. It would be easy to dismiss the game for its apparent stupidity--this is a game that features a flamboyant (and seemingly gay) fashion designer who claims his mannequin to be his significant other, after all--but D4 is very smart about its stupidity. In cracking open one of the game's many magazine articles, I discovered a shrewd and self-aware essay on the insular nature of Japanese culture that compared Japanese social evolution to natural evolution on the island of Galapagos. I didn't expect such thoughtful commentary in a game whose gestures are so very big and loud, yet that commentary is a reminder that when you laugh, D4 is laughing with you.

You can change different characters' outfits, and even remove David's facial hair. That won't keep other characters from talking about your (nonexistent) beard, though.

Like the point-and-click adventures it harks back to, these first few chapters of this episodic game are primarily concerned with narrative, and they accordingly lift ideas from other games that share that inspiration. D4's connection to Myst manifests in the way you move from one pre-prescribed node to the next, rather than walk freely. From these locations, you can swivel in 90-degree arcs, or look slightly to the right or left, to view and interact with the people and objects around you. In other respects, D4 resembles Heavy Rain and Telltale's Walking Dead games, in which you perform timed button-presses and stick-wiggles (or arm-swipes and fist-bumps, if you prefer to interact with the game using Kinect, which you can do from beginning to end) that vaguely relate to the melodramatic action occurring on screen. L.A. Noire, too, is invoked in the way D4 has you examining environments and seeking clues to the mystery at hand, though you won't be exercising any ingenuity to decipher what you find: David follows the evidence to its proper conclusion once you collect it.

Like the games it sometimes mirrors, D4 is less concerned with specific interactions than with the events they accompany--and it's those events that make the QTE, that widely-hated embodiment of game-design sloth, so joyous in this context. A fistfight aboard a mid-flight jet is a pas de deux of pain in which David engages in ballroom dance with a frightened passenger, hits a baseball with a plastic limb, deafens his opponents by screaming through a megaphone, and dislodges a glass eye, all while cavalierly blowing bubbles. Mimicking these actions using the Kinect enhances the connection you feel with these preposterous moments, which makes it a shame there aren't more of them. Basic events like turning and touching aren't so compelling, even with motion controls, and for all its improvements, the second-generation Kinect still doesn't correctly react to every movement. There's no shame in using a gamepad; doing so makes the slower stretches more tolerable.

D4 is insanity distilled into adventure-game form, more self-consciously wacky than another Swery game, Deadly Premonition, but more human, too.

D4 gets serious on occasion--and such moments work surprisingly well given the game's general lunacy.

There are enough of these stretches to make the game occasionally drag, though even the monotony has its own brand of D4 charm. A tall man wearing a surgical mask appears from time to time, ready to confuse you with cryptic comments and piercing stares while he menacingly plays with a knife and fork. He has little to say but uses a lot of words to say it--short words that he stretches into five-second phonetics until you're ready to scream "Just get on with it!" When not grinding to a halt, D4 occasionally enjoys engaging with stereotypes so exaggerated it's difficult to tell whether Swery intends to mock the people that perpetuate those stereotypes or the individuals that demonstrate them. Authorial intent aside, I wasn't always laughing. That aforementioned fashion guru, for instance, is a hyperactive vessel overflowing with every effete mannerism imaginable--and the stereotypically gay behaviors he doesn't personify are brushed onto a perpetually snide flight attendant.

D4's charm and cheekiness typically mask its discomforts, however. David's ex-partner Forrest Kayson (a carryover character from Deadly Premonition, though gussied up in a suit and facial hair here) is a Hoover on two legs, vacuuming up frankfurters four at a time. I cannot remember what the conversation was about; all I can recall is the gross and hysterical display of gluttony gone mad. Even when D4 goes wrong, it's difficult to stay mad at it. Depending on the order of the options you choose, you could respond to a query of 'What's wrong,' with a second 'What's wrong?'. Elsewhere, a quiz minigame (one of several small detours D4 provides) responds to a correct answer with dialogue assigned to a different and incorrect answer. Little errors abound, and in a game meant to immerse you, they might have been distracting or even game-ruining.

Click above for more D4: Dark Dreams Don't Die images.

D4 is not an adventure you get lost in, however, at least not in the way you get lost in Mass Effect or Red Dead Redemption. No--D4 is both the game you are playing and your cooperative partner. I was never not aware of its 'game-ness,' I was never swept away into its world, I was never not aware of the real world around me. I do not mean those statements, however, to serve as a criticism. On the contrary, D4 and I laughed together at its own absurdities. How could we not? The game gamifies its own mechanics, for heaven's sake, awarding you points for thoroughly examining your surroundings, and taking them away when you interact with people and objects. There are even online leaderboards that somehow rank you against other players, an absurd and unnecessary feature in an absurd game that doesn't benefit from it in any meaningful way. No, I believe D4 understands itself, and I understand it too. It speaks an unusual language, certainly, and I couldn't blame anyone for finding it nigh incomprehensible, or just plain barmy. But if you're foolhardy enough to buy what it's selling, then welcome to the D4 Appreciation Society. There are worse clubs to belong to.


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Reality Check - Best and Worst Hacking In Games

Flex those mental muscles and join Cam Robinson on a journey of discovery in Reality Check, the show that investigates the science behind your favourite games, and spawns a few wild theories of its own.

Subscribe to for notifications when new shows are available!

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What Makes Dragon Ball: Xenoverse so Special - TGS 2014

Character creation. That it? btw the messing with time and story isn't new to these games... e.g. SS3 Brolly, bardock fighting goku, and a ton of other 'what ifs'. Let's face it, this helping trucks in time is just one big 'what if' story just like all the other games did. 

I'd personally like some more mechanics in the game rather than 100 more what if stories...Would a couple more unique combos per character kill them?


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Final Fantasy 15's Trailer Shows a Lot of Promise

Written By Kom Limpulnam on Jumat, 19 September 2014 | 19.51

I gotta admit, I wanted to hate it for the insane wait without any updates but the action and visuals look insanely awesome.

While the Japanese can't ship a complete major game to save their lives, the visual design and animation alone looks leaps and bounds beyond anything Western developers can accomplish on an artistic level. 

I know art is subjective but, the way this looks should make Western studios want to improve their art. All they go for is either that non-realistic "hyper realistic"(Last of Us) style or the pixar-esque cartoony look(Ratchet) or sometimes a goofy mixture of the two(Uncharted).


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Neverwinter Updated Review

It wasn't the promise of new lands to explore to dragons to slay that brought me back to Neverwinter; it wasn't even (at first) the opportunity to try out new classes. No, after an absence of several months, it was the opportunity to use the race-changing feature to transform my humdrum human great weapon fighter into a gloriously-bearded dwarf that sent me back into the arms of developer Cryptic's Dungeons & Dragons online role-playing game. And against all expectations, I embraced it, if only for a little while. Neverwinter's combat still excels all these months later, and the time since launch has given it a semblance of an endgame it previous lacked.

Seconds in, I could see that Neverwinter's combat had retained its sense of power and explosive immediacy. My great weapon fighter, newly shrunk to dwarven size, swung his blade with a flick of the left mouse button and exploded in a frenzy at a touch of the tab key. Neverwinter's focus on action lacks the novelty it once commanded in the days before WildStar and Elder Scrolls Online stomped onto the scene, but few MMOGs do such a good job of capturing the experience of clobbering baddies with sharp, shiny blades. Somewhere, we're led to believe, an adherence to Advanced Dungeons & Dragons serves as the foundation for all this, though that connection is a notable loose one. Consisting mainly of three action bars and two daily skills, the combat system provides the kind of fun that could catch on well when Neverwinter makes its jump to the Xbox One later this year.

The lore here is weak, but the world at least captures the "feel" of D&D.

The combat holds up so well, in fact, that my time "sampling" the newish hunter ranger introduced last December turned into a leveling extravaganza that had me pushing to the level cap in just a few days. For leveling, it's probably a personal record. The absence of this staple fantasy class stung at launch, but it seems that slight wait wasn't for naught. There's a pleasing Legolas-style quality about the class: hit tab, and the iconic bow is switched out for a hotbar dedicated to finishing off enemies with a pair of lengthy daggers; hit shift, and he darts out of harm's way in an explosion of leaves.

I also found some of that excitement in the new scourge warlock class. I only toyed with it across 10 or so levels, but that was enough time for the class to attract me more than similar classes in games such as World of Warcraft or Guild Wars 2. Here again, the focus is on movement. Press shift, and the warlock hovers across the landscape towards the next target, occasionally blasting foes with flames that cause them to rise from the dead as minions. She provides healing energy with the damage she deals, and her fluid attack animations make her great fun to play. With the hunter ranger and the scourge warlock, Cryptic proves that good new classes will bring back players who have left for other (presumably greener) pastures.

The downside of my fling with the hunter ranger was that I had to experience the 12-50 leveling content all over again. Little has changed in this regard. As it was at launch, the core levels all feel as though Cryptic studied plumbing schematics for the leveling system, with the heroes themselves acting as Drano as they clear out the gunk on the way to the boss at the end. Sometimes you'll stop to pick up quests from non-player characters who spout stories that are never interesting enough to stick around listening to, and sometimes you must flip a switch instead of ram a sword through a goblin's heart. Neverwinter is beautiful at times, particularly in the forests of the Blackdagger Ruins and in the snow-capped mountains of Icespire Peak, but it never quite manages to rise above generic fantasy and assume an identity of its own.

A dragon. In a dungeon. How appropriate!

That identity is what made past Dungeons & Dragons games like Baldur's Gate and Neverwinter Nights so memorable. If you find a trace of that spirit here, it's in the user-made quests found within the foundry. Cryptic may withhold key features such as loot distribution from player designers in the creation interface, but the scenarios themselves are filled with old pen-and-paper D&D scenarios come to digital life. Some are episodic, and thus provide a reason to venture back to Neverwinter when Cryptic itself is in a content drought. If the content stumbles, it's only because the rating system doesn't rotate out new entries as much as it probably should. One entertaining foundry mission called "Tired of Being the Hero" has barely budged from its top spot since the days shortly after launch.

But where do other people fit into all this? Neverwinter is curiously asocial for an MMORPG, even in the cooperative dungeons that usually form the foundation of long-lasting friendships in many of its competitors. They excel in visual appeal but fall short of any real challenge; most of the time, you're fine just chopping through foes and bosses as long as your healer isn't asleep. Healers don't even need to pay that much attention. The AI-controlled companions that heal you and aid your damage in the basic level content are allowed to follow you in, leaving Neverwinter's challenges just a notch about knowing when to stay out of the fire.

And if you talk? Humorously enough, Neverwinter's popularity across multiple countries means it's not terribly uncommon to save the world in groups of four people who don't understand a word you're saying. There's a nice "citizen of the world" vibe about its community, sure, and it serves as a nice break from the name-calling and petty arguments you find elsewhere. It's not good, however, for forming the social bonds that games like this thrive on for longevity.

Neverwinter's combat may be fun, but its quests are as bland as they come.

For the MMO connoisseur who's more interested in wrecking his or her fellow players rather than working with them, Neverwinter also has a fun multiplayer component, but its battlegrounds are a mass of imbalances until you get to 50. Reaching the level cap unlocks the dwarven fortress of Gauntlgrym, however, and there's some fun in its 20-versus-20 battles that capture the thrill of sieges while demanding a modicum of strategy.

Most of these options existed before. The succeeding months have brought an identifiable endgame to Neverwinter that adds vitality to the game apart from the tired imperative to level an alt. These are Neverwinter's campaigns, which shuttle you off to familiar locales like Icewind Dale for the promise of sweet loot if you can stomach the unyielding repetition of daily quests. In their favor, most of these manage to escape the tube-like progression of the core zones, opting instead to dole out quests from a central location that sends you to victory among various points of the compass.

Taken together, Neverwinter's design would fall flat in a traditional subscription MMORPG, but it doesn't rank far below Path of Exile in terms of providing so much great content for so little. It also isn't as insistent on robbing you as the bandits who prowl its sewers; indeed, it's quite possible to reach the level cap without any assistance from the cash shop. Neverwinter seems to want to be the type of game that you can drop into with few complications after an absence of a few weeks or months, and it does this well.

The downside of all this is that the items you can buy are a bit on the pricey side, as if to make up for its otherwise liberal model. That's always been the case, but this tendency was most egregiously emphasized when Cryptic recently listed the price for the new Dragonborn race at $75. That borders on farcical; Skyrim sold for less when it launched. And as cool as they look, I'm not sure I could ever shake off the fear of what other players would think about my spending habits as I hulk about with my spiffy tail and scaly skin.

It's hard to hold this against Cryptic, however, since the studio gives away so much for free. Tossing money at Cryptic for lesser purchases, such as accelerators for training minions or finishing crafting tasks, certainly makes life easier, but I accomplished my recent race to 60 with my Hunter Ranger without once spending a penny. I felt a little ashamed, in fact, as though I were pirating.

But that frantic, free run up to the level cap says much about Neverwinter; in spite of its many flaws, it always manages to entertain with its movement-based combat and unrelenting action. Lose yourself in its trance, and it achieves and maintains a level of addictiveness that flags all too soon in other free-to-play MMORPGs like TERA: Rising. In a genre that's increasingly overcrowded, Neverwinter manages to establish itself as a game that's never fully boring, never too eager to rifle your pockets, and, well, never quite fun enough to stick around in for too long.


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Bloodborne's Weapons Make it a Faster Paced Dark Souls - TGS 2014

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