Category: News (Page 71 of 108)

Season One blog posts will be on a few hours delay

I couldn’t really have planned this worse. An opportunity arose for my girlfriend and I to get out of town and go see family and it’s about the only chance we’ll have this summer so instead of playing Season One tomorrow during the day, I’ll be driving from North Carolina to Ohio.

As you can imagine, that’s going to delay my Season One coverage by a few hours. We’re leaving pretty early, so hopefully I’ll be up and running at my parents’ house by mid-evening and blogging as I go. Just so you guys know, I haven’t fallen off the face of the planet or fallen so in love with Xin Zhao that I can’t even spare the time to write.

If anyone wants to celebrate the launch of Season One in style, check in around 9:30 PM EST. I’ll be there, ready to play with anyone that wants to. You can add me at “The Wiggin Boy.” Hope to see you guys there!

Singularity: When you just need to kick some Russian ass

Singularity shot.

The idea behind Singularity isn’t exactly new. The Russians found something they shouldn’t have, you’re going to kick their asses for it. Simple enough. But Singularity takes things further, creating a rich atmosphere full of time-bending mechanics and some truly scary monsters. It feels a little bit like Bioshock, and I’m pretty sure everyone and their mothers loved Bioshock.

Here’s what IGN thought about the game’s Time Manipulation Device:

The selling point for Singularity is a special gizmo Renko is quickly bestowed called the TMD, or Time Manipulation Device. With it, he has near limitless power that is, in fact, only limited by the developer’s rather mundane imagination. This device can alter time with incredible precision enabling its user to age or revert single objects. Decayed crates filled with ammo can be made new again. Boxes can be aged to pieces for easy transport. Locks can be aged to dust to open safes or lockers.

It’s a cool idea, even if it is a little expected. Singularity launched on June 29, 2010.

More LoL lore is on the way

Quill and Parchment.Just last week I asked how familiar you all are with the lore behind LoL. Personally, I’m not much of a lore guy. If it doesn’t grab my attention right off the bat, I’m probably not going to be persuaded to spend the time necessary to learn the story behind a given game.

It seems weird to me then that Riot is just now trying to beef up the lore behind League of Legends. It has always seemed like an afterthought, and the way Riot plans to handle things here is certainly unorthodox.

The new lore in LoL will be delivered by way of the new “Journal of Justice,” a tab in (I’m assuming) the client that will be completely dedicated to lore. The journal will be updated every two weeks. This all seems strangely formulaic to me, but the real oddity is that Riot will implement a “Like” system, just like Facebook, so you can weigh in on the story arcs that interest you most. Those plotlines will presumably get more attention than others going forward.

I’m always surprised when a game that isn’t necessarily story driven gets the full-on creative treatment, but maybe players are really dying for this. Anyone dying to read the first entry in the JoJ?

Crackdown 2 is here at last

Crackdown 2.

I don’t know about you, but I loved the first Crackdown. The powerup system was a lot of fun and really, how could you possibly not enjoy bounding from rooftop to rooftop across several city blocks? The missions got a little long toward the end, but anytime I was bored I would just go back to jumping. Good stuff.

We’ve finally got the sequel everyone knew was coming with Crackdown 2, and it brings more city jumping goodness to the comfort of your living room. From IGN:

At the outset of Crackdown 2, you’ll find yourself in the shoes of a general badass, capable of doling out pain and stomping squads of freaks. You’ve got a few guns in the arsenal, a decent car, and your athletic abilities are well above average. That’s only the beginning. By the end you’ll be able to leap from rooftop to rooftop with ease, pick up and toss cars and trucks, fill the sky with homing missiles, and even glide through the air like a flying squirrel. To become that ultimate superhero, you’ll have to collect orbs. And that is really the whole point of the game.

Sounds like the devs really buy into the “ain’t broke/don’t fix” method. Things could be worse for a game like this.

« Older posts Newer posts »

© 2026 Fearless Gamer

Theme by Anders Noren — Up ↑