Owlboy is a vertical platform adventure set in the sky, where the islands of the world have been spread apart after a great calamity. You play as Otus, among the last of the Owls, a renowned race that has produced many of the world's great wonders
In a completely frozen world, people develop steam-powered technology to oppose the overwhelming cold. Society in its current form becomes ineffective and it has to change in order to survive.
The mobile version of the arcade classic only launched in November last year, but has already been deemed surplus to requirements and will be pulled from app stores on July 1.
It will remain playable until July 31, at which point the servers will be shut down for good. Capcom is giving all players 10,000 gems (the title’s in-game currency) in an attempt to soften the blow, and will also be releasing any upcoming characters and stages for free.
It’s worth noting that in-app purchases will be disabled on April 23, so active players will want to spend their free gems sooner rather than later (though they can still be used to upgrade characters before the servers are shut down).
Posted by: xSicKxBot - 04-23-2018, 11:57 AM - Forum: Lounge
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Daily Deal – War for the Overworld, 75% Off
Eador. Masters of the Broken World – Valve
In celebration of its 5 year anniversary, you can add Eador. Masters of the Broken World to your account for FREE starting now until Sunday at 6pm Pacific! Once you add the game, it will remain in your account permanently.
Eador is a universe made of countless shards of land drifting in the Great Nothing. Each of the shards is a little world unto itself, with geography and denizens of its own. The power over the shards is bitterly contested by Masters, the immortal beings mortals believe to be gods. Take the role of the mighty Master and shape the destiny of Eador! It is in your power to deliver the world from ultimate destruction – or to choke it with an iron fist of tyranny. Eador: Masters of the Broken World is a turn-based fantasy strategy game, where the decisions you make affect the world even deeper than the battles you win.
Starbound’s Story Within a Sandbox is Coming Soon to Xbox One
For those of you unfamiliar with Starbound, it’s an open-ended sandbox game with a strong focus on building and crafting, like Minecraft and Terraria. It presents a whole universe of procedurally generated worlds that you can travel between at your leisure. A strong design principle of Starbound during its development was “a story in a sandbox,” which presented the team with some interesting design challenges to overcome!
We had several goals that we wanted to reach so that Starbound would live up to its aim of presenting a typical video-game storyline with progression, without the player being forced on to a linear path. With a game like Starbound, players would want to feel like they are free to accomplish any tasks they want, but we also wanted to make sure that they wouldn’t miss the storyline!
We decided that the game’s storyline would be separated from the “sandbox” locations of procedurally generated worlds. There would be set hand-crafted missions with a boss to defeat at the end, and players wouldn’t be able to dig their way through these locations like they could on the sandbox worlds. However, they would be able to use all their equipment and weapons that they had accumulated in their travels, so that these missions wouldn’t feel too disconnected. These missions would all be optional except for the first one – that way, a new player would not unintentionally miss the storyline entirely but wouldn’t be forced to carry on with it if they didn’t want to.
Finally, we had to figure out how to encourage the player to explore between the story missions, so that they wouldn’t be given the opportunity to complete them all straight away and to also encourage players to explore through the game’s higher difficulty sandbox worlds. We decided on a system where players would have to “scan” objects and talk to NPCs on new worlds to build intel, which would lead them to unlock the next mission. This meant that players would have to travel to new worlds and find new civilizations to progress, meaning they would also encounter new content, items, and enemies on the way! We found that with this method, players who were only interested in the story content could play through the game quite efficiently, but also players who would prefer to take their time and explore the universe at their own pace would also find a lot of motivation to do so.
Starbound took us many years to complete and is a labor of love – it also presented us with a lot of fun design challenges to solve! Whether you’re an old fan or a newcomer, we hope that you will enjoy it on Xbox One when it releases later this year!
Fisticuffs were always a perfect subject for video games. However how to properly deliver the experience was a technical challenge due to limited technology the 80’s, with previous efforts opting for a side or top view of the in-ring action. Nintendo tackled this issue in Punch-Out!! by allowing players to control their pugilist from a third-person perspective with a cleverly designed wireframe torso enabling a better view of your opponent across the screen.
The controls are clean and simple to pick up: ‘A’ delivers a right-hand hook while ‘Y’ does the same for your left hand. Holding ‘down’ while pressing either button will deliver a body blow instead of going for the face. Pressing ‘up’ will raise your guard to protect your face and you can weave left and right by pressing either direction. Hit your adversary enough times while not getting hit yourself and you’ll fill up the bar on top of the ring screen – you’ll then be able to unlock the ‘X’ button, delivering devastating uppercuts that are the fastest way to bring your opponent to the mat. While some of weaker opponents might stay down after the first knock down, to win most of the times you will need to make them fall three times. Of course, your adversaries can take you out the same way. You will feel right at home if you ever played any other game of the series.
Even in this first entry in the franchise, it is actually your unique and ‘bigger than life’ opponents that steal the spotlight. On your way to becoming ‘World Video Boxing Champion’ you will face Glass Joe, Piston Hurricane, Bald Bull, Kid Quick, Pizza Pasta and the current champion Mr. Sandman. Each is a sort of ‘puzzle’ you need to ‘solve’ by paying attention to their moves and their ‘tells’ (during the initial loop, the eyes flash yellow when they are about to attack) and acting to block or counter the best way you deem fit.
If you are familiar with some of those names, know that the strategies you picked up from other games will work here. You can still take down Glass Joe blindfolded and with one hand only while a perfectly timed gut punch at the charging Bald Bull will send him down to an immediate knock down. It might be a shorter roster than future entries, but the same trademark satisfying learning experience is still present.
Graphics were state of the art by 1983 standards with big, detailed sprites bringing your opponents to life and there was even space left to hide Donkey Kong inside the audience. The music is mostly made up of earworm-friendly jingles composed by newcomer Koji Kondo, already taking the first steps to become one of the world’s biggest renowned video game composers of today. Most impressive of all is the constant speech. Every match is narrated by a synthesised narrator whose colour commentary successfully manages to elevate the on-screen action to new heights and remains an impressive feat.
The original arcade used a unique layout that stacked two monitors on top of each other. The top one shows character portraits, round and time information along with the player’s score while the proper boxing action happens on the bottom one. HAMSTER solved this layout issued by simply putting the monitors side-by-side if you are playing in regular 16:9 landscape mode. It might take a little time to adjust to just having to keep up with one half the screen, but it is the only solution to properly emulate this one without resorting to having two very tiny screens on top of each other. You can, however, chose to play this in TATE mode, rotating either your Switch in portable mode or your TV/monitor to an upright position in order to get as close as possible to the real 1984 experience.
Like other HAMSTER releases the emulation wrapper gives you the chance to customize your experience, providing access to DIP switch settings and optional screen filters. When you are done playing by your lonesome you can test your video boxing skills against the world with the ever popular ‘Caravan mode’ and challenge the online leaderboards.
Conclusion
Punch-Out!! is not only a nostalgic slice of Nintendo’s arcade history, it just so happens to be one of the most enjoyable boxing games ever made, laying down the entire foundation not only for the whole series but for several other games adopting the ‘behind the boxer’ viewpoint. Over three decades later, it is still a joy to pick up and play, still proving to be extremely rewarding when you finally figure out your opponent’s ‘tell’ and proceed to take them to the floor. Until Pato Box steps in the ring, there is no other boxing alternative on the system and despite being content wise lacking when set side-by-side with later entries in the series, the core gameplay loop still delivers the goods. Short, sweet and straight to the point, just like Mr. Sandman’s right uppercut.
MC-125451 – Crash when logging into multiplayer without logging into singleplayer first
To get snapshots, open your launcher and go to the “launch options” tab. Check the box saying “Enable snapshots” and save. To switch between the snapshot and normal version, you can find a new dropdown menu next to the “Play” button. Back up your world first or run the game on in a different folder (In the “launch options” page).
Please report any and all bugs you find in Minecraft to bugs.mojang.com.
Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds. 1.13 will have a lot of experimental snapshots that may break everything and smell funny. This may be one of those snapshots. This is what happens when Mojang are changing all the things!
Share your thoughts on how 1.13 is shaping up in the comments below!
Posted by: xSicKxBot - 04-23-2018, 11:57 AM - Forum: Lounge
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HP, Intel Sign on for Multiyear Sponsorship of the Overwatch League™
IRVINE, Calif.—November 2, 2017—Tech leaders HP Inc. and Intel today joined forces with Blizzard Entertainment in major Overwatch League™ sponsorship deals that represent an extended investment in the groundbreaking professional league. As part of the multiyear agreements, Intel will sponsor future Overwatch® competitive events in addition to the Overwatch League.
Players taking part in these events will be equipped with cutting-edge gaming hardware from both HP and Intel. HP, and more specifically, its OMEN by HP gaming PCs and displays will be used exclusively for Overwatch League games, with PCs powered by Intel® Core™ i7 processors.
“We’re thrilled to be joining forces with HP and Intel to ensure that the teams competing professionally in Overwatch are equipped with top-end technology,” said Pete Vlastelica, president & CEO of Blizzard Entertainment’s Major League Gaming division. “Multiyear collaborations such as this illustrate the momentum behind the Overwatch League as well as a long-term commitment by us and our partners in what we see as the future of esports.”
“Working with Blizzard Entertainment as a global technology partner of the Overwatch League is the perfect way to celebrate esports talent and showcase our hardware within the competitive gaming arena,” said Alex Craddock, global head of marketing, personal systems at HP Inc. “OMEN hardware has been widely adopted by many of the world’s top esports professionals, and we’re thrilled to help power the gameplay for the Overwatch League.”
“For more than 12 years Intel has consistently supported the esports community and we’re always looking for ways to help improve how they play, watch, and compete. We’re proud to sponsor the Overwatch League and equip all competition PCs with Intel® Core™ i7 processors to contribute to a great experience for fans and competitors,” said John Bonini, VP and general manager of the VR, gaming, and esports group, Intel. “The Overwatch League will be a great showcase for esports, and we’re excited to be a part of it with Blizzard.”
The Overwatch League represents a unique opportunity for sponsors, with a city-based structure that supports engagement and a deeper connection to local fan bases around the world. Esports have already captured the attention of more than 280 million people[1] worldwide—a community that includes some of the hardest-to-reach and most sought-after demographics, including a share of millennials two to three times higher than any of the “Big Four” US sports.[2] The Overwatch League is based around Blizzard Entertainment’s blockbuster hit Overwatch, which quickly became the company’s fastest-growing game following its release last year and recently reached a new milestone of 35 million players.
The inaugural season of the Overwatch League begins with the first regular season match on January 10, 2018, and runs until June, with playoffs and finals scheduled for July. Preseason play will begin next month, on December 6, with a series of exhibition matches featuring the inaugural 12 teams. All Overwatch League preseason and regular-season games for 2018 will take place at Blizzard Arena Los Angeles, a state-of-the-art live-event venue in Burbank, California, custom-renovated for Blizzard Entertainment esports events. Information on Overwatch League ticket sales will be announced in the coming weeks.
About the Overwatch League™
The Overwatch League™ is the first major global professional esports league with city-based teams across Asia, Europe, and North America. Overwatch® was created by globally acclaimed publisher Blizzard Entertainment (a division of Activision Blizzard—Nasdaq: ATVI), whose iconic franchises have helped lay the foundations and push the boundaries of professional esports over the last 15 years. The latest addition to Blizzard’s stable of twenty-one #1 games,[3] Overwatch was built from the ground up for online competition, with memorable characters and fast-paced action designed for the most engaging gameplay and spectator experiences. To learn more about the Overwatch League, visit www.overwatchleague.com.
About HP®
HP Inc. creates technology that makes life better for everyone, everywhere. Through our portfolio of printers, PCs, mobile devices, solutions, and services, we engineer experiences that amaze. More information about HP Inc. is available at http://www.hp.com.
About Intel
Intel (NASDAQ: INTC) expands the boundaries of technology to make the most amazing experiences possible. Information about Intel can be found at newsroom.intel.com and intel.com.
[2] Esports audience demographic from Blizzard Consumer Insights survey of 5,000 global esports viewers, 2016; US professional sports demographics from Barclays ‘Future of Sports: Aggregator of Platforms’, September 2016
[3] Sales and/or downloads, based on internal company records and reports from key distribution partners
Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the dates and features of the Overwatch League and the sponsorship arrangements with HP and Intel for Overwatch esports, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.
Posted by: xSicKxBot - 04-23-2018, 11:57 AM - Forum: Lounge
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Destiny 2 Update 1.1.4
Strikes
Nightfall strike unique rewards
Possible rewards include Legendary weapons and Exotic accessories
Drop rates increase in likelihood based on score thresholds
Strike repetition reduction
Players will no longer see the same strikes back-to-back in strike playlists
Challenge Card
Increased the Power handicap maximum from 40 to 45
Fixed an issue where “Tree of Probabilities” wouldn’t end immediately after Valus Thuun’s death if he was killed very quickly
Fixed an issue where players could respawn below the boss fight of “A Garden World”
Fixed an issue where vehicles were not rewarding points when destroyed
Fixed an issue where Orbs granted points in public areas
Other
Exotic repetition reduction
Protections were put in place that prevent back-to-back duplicate Exotics from Exotic Engrams
Fixed an issue where some emblems were not displaying what statistic they track
Prometheus Lens correctly appears in the Exotic weapon collection for players who acquired the item from Xûr without owning Curse of Osiris
Reduced interaction time for patrol beacons and activity totems from 3 seconds to 1 second
Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory
Sandbox
Weapons
Abilities
Increased Super regeneration rates from 6:40 minutes to 5:00 minutes
The output of every increment of the Mobility stat, from 2 – 10, has been increased allowing for a significant boost in player speed
Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility)
Dodging remains unchanged and still breaks both aim assist and projectile tracking for the duration of the actual dodge
The invisibility granted by Vanishing Step no longer breaks aim assist or projectile tracking in PvP (unchanged in PvE)
Increased the duration of invisibility granted by Vanishing Step by 1 second
Increased the duration of Smoke Bomb invisibility by 1 second
Increased the movement speed of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff)
While these Supers are active, sprint speed is automatically set to the fastest possible sprint speed (no additional perks needed)
Characters automatically sprint when you request forward movement
Increased movement acceleration to reach max speed almost instantly
Titan
Increased the distance the player travels with an untargeted airborne shoulder charge attack (Shield Bash, Seismic Strike, and Hammer Strike) back to 4.5 m
Lift
Strafe Lift
Increased top speed of Strafe Lift
Catapult Lift
Increased the initial horizontal acceleration gained from activating Catapult Lift
Increased the amount of time Catapult Lift can be active to allow for more control
Hunter
Arc Staff
Increased the speed of the Arc Staff dodge animation
Increased the speed of all Arc Staff attack animations
For Arc Staff Super cast animation and all Arc Staff melee attacks, reduced the amount of time you’re locked in animations before you can move or attack
Increased the AoE range of all Arc Staff attacks
Warlock
Glide
Overall
Increased the initial extension of vertical speed gained from activating Glide to allow for quick, on-demand bursts of speed
Strafe Glide
Increased the top speed of Strafe Glide
Greatly increased the horizontal acceleration of Strafe Glide to allow for more in-air maneuverability
Increased Strafe Glide’s max height to match the other vertical movements
Burst Glide
Greatly increased the top speed of Burst Glide (higher than Strafe Glide’s top speed)
Balanced Glide
Recalibrated Balanced Glide to gain some of the added speed of Burst Glide and some of the added horizontal acceleration of Strafe Glide.
Design Note: Our intent is for Balanced Glide to have some of the properties of both Burst and Strafe Glide without being as potent as either version.
Dawnblade
Decreased the cost of throwing sword projectiles with the Daybreak Super, allowing for one additional throw
Increased the Super duration extension gained from the Everlasting Flames perk (~+20%)
The buff granted by the Swift Strike melee ability now removes all in-air accuracy penalties while active
Decreased the Icarus Dash cooldown from 10 seconds to 6 seconds
Increased the grenade and melee energy that Heat Rises gives you per kill from 10% to 16%
Fixed an issue where players could throw infinite numbers of Nova Bombs in Mayhem
Mods
Mods that affect ability regen rates (i.e., for grenades, melee, and class abilities) now have increased output (16.667% per mod). They still cap at 3 mods (50% regen rate).
Crucible
Weekly Featured Playlist (Rumble, Mayhem, Iron Banner)
Each week we will rotate among Rumble, Mayhem, and Iron Banner playlists in the Crucible
Crucible repetition reduction
Enabled repeat map protection for Quickplay, Competitive, and Iron Banner playlists
Quitter penalties
Incomplete matches in Competitive Crucible playlists will now result in a warning or temporary (30 minute) suspension from Competitive and Osiris Competitive playlists
Added invisible physics and kill volumes to keep players inside the intended playable area on a number of maps.
Iron Banner
Now features 6v6
Time limit is 12 minutes
Score limit is 125 points
Respawn time is 7 seconds
All Control Zones start off neutral
Additional Guardians (max of 3) in a zone increases capture speed
Emperor’s Respite has been removed from the Iron Banner Control playlist
Power ammo
Recurring side crate respawn times reduced from 90 seconds to 45 seconds
Initial side crate respawn times reduced from 90 seconds to 30 seconds
Crucible gameplay/ammo improvements
Quickplay (Clash, Control, Supremacy) match length has been extended to 10 minutes, with score limits adjusted accordingly
All modes
Increased assist and kill credit time from 2 seconds to 2.5 seconds
Increased Super energy granted to players for both kills and assists
Players who are defeated while carrying Power ammo will lose all of their Power ammo and drop 50% of it on the ground as a brick
This brick is visible to all players, and anyone can pick it up
The brick expires after 30 seconds
The brick requires a full .25-second interaction instead of a passive walkover
This interaction can be interrupted if the player takes damage
Quickplay
All modes
Match length has been extended to 10 minutes, with score limits adjusted accordingly
Respawn time for all Quickplay game modes has gone down from 5 seconds to 2 seconds
Recurring side crate respawn times reduced from 90 seconds to 60 seconds
Neutral crates for Clash/Supremacy are unchanged
The player Super display has been removed from the HUD
Players can still access this information in the death screen and while in Nav Mode (when their Ghost is out)
The player Super display remains unchanged in Competitive
Control
Reduced initial side crate Power ammo respawn times from 90 seconds to 30 seconds
Changed the amounts of Super energy players get for capturing zones
Players on the capturing team get slightly less than before
Players participating in the capture itself get 2x that amount
Clash/Supremacy
Initial side crate Power ammo respawn times reduced from 90 seconds to 60 seconds
Competitive (Includes Trials of the Nine)
All modes
Tracker is now turned off
Design Note: This is to enable more flanking and expression of individual power.
Survival
Reduced recurring neutral crate respawn times from 75 seconds to 45 seconds
Reduced respawn time to 7 seconds
Countdown
Reduced recurring side crate respawn times from 60 seconds to 45 seconds
Lowered revive lockout time from 20 seconds to 7 seconds
Players no longer lose revive tokens on death
Crucible Power Ammo Crates
Rockets
Now: 1 rocket
Was: 2 rockets
Drum-Fed Grenade Launchers
Stays at 4 grenades
Single-Shot Grenade Launchers
Now: 6 grenades (may be capped by weapon inventory size)