Doing Work in Destiny

Knowledge lays it down in the Crucible for some competitive multiplayer action. That’s not all.

Here we have another Trailer for Destiny Expansion Pack 1: The Dark Below. Developers discuss the DLC.

#Destiny @PlayLegit

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Game Mechanics That Drive Us Loco

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Real Talk By: KJ

We enjoy playing games like everybody else, but it gets hard sometimes. Goofy design choices in video games, will pull a player right out of the experience. Some are huge. Corrupt DLC pricing methods (Forza 5), or even game breaking glitches (Batman AA). That is the big stuff. Today we’re talking about other issues that need to go away from gaming right now.

Inaccurate Way-points

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Games like Assassin’s Creed IV:  Black Flag, especially Dead Rising 3 need to work on their Waypoints. Going from point A to B should be a fun adventure, not boring like in real-life. Don’t send us in a roundabout path to our destination. Missions with time limits, and other high stakes scenarios are usually challenging, but when a goal is unreachable due to lazy development, that’s where we have an issue. lets see an end to this now. Make our way clear.

Invisible Walls

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Modern games have really shown off some nice scenery. I’ve said to myself on many occasions: “That looks cool over there, let’s check that out”. Then it happens. Bam! I’m cut of by a wall of invisibility. Some titles have the path blocked by either debris from a collapsed structure, or NPC’s. Both of those ways are acceptable, but not even trying, is what grinds our gears.

Unskippable Cutscenes

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High profile games have been guilty of this. It’s frustrating if you’ve died in a level, only to restart the mission locked into the same video. We know that many developers will hide loading screens within the cutscene. But if im coming back from death to the same section, shouldn’t the files have loaded already? “Why can’t I skip this event!”. Some studios want you to see everything on your first playthrough of a game, only allowing you to skip scenes if the game has already been completed. We say, let the player decide.

What game mechanics drive you loco?

@PlayLegit #Loco

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Call of Duty: Black Ops II Apocalypse Breakdown

This is the fourth and final map pack for Black Ops 2.

The following is from Activision’s press release:

“Call of Duty: Black Ops II Apocalypse delivers four diverse multiplayer maps:
·         Pod: A failed utopian community from the 70’s has left stacks of dilapidated residential pods nestled into an abandoned cliff side in Taiwan. Its residents long gone, the modernist compound now hosts frenetic combat as players must run atop the pods, as well as navigate their multi-tiered interiors for a strategic edge.
·         Frost: Fresh snow meets explosive gunpowder in this snow-capped European city, where the bridge over a frozen canal separates it into two sides, requiring players to employ multi-level traversal strategies to outsmart and ultimately outshoot their enemies.
·         Takeoff:  Fans of “Stadium” from the original Call of Duty®: Black Ops First Strike DLC will find themselves at home on “Takeoff.” Marooned in the middle of the Pacific Ocean, this remote launch site is all about close-quarters combat, combining tight corners with open spaces for intense encounters.
·         Dig: An adaptation of the fan-favourite “Courtyard” from Call of Duty®: World at War,  where two archaeological dig sites in Afghanistan become the perfect playground for combatants eager for hectic, unceasing confrontations. Treyarch, has retained the spirit of “Courtyard” with two major chokepoints, a wide open layout and raised platforms, but has provided fans with a fresh take on the multitude of paths.”

The Apocalypse is coming August 27th, 2013 for $14.99

@PlayLegit #COD #Apocalypse

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