Tuesday, March 20, 2012

Naruto: Ultimate Ninja Storm Generations









The newest installment of the Naruto fighting games. Featuring over 70 characters from Part I & Part II.

Overview

Naruto: Ultimate Ninja Storm for the Playstation and Xbox 360 is CyberConnect2's latest instalment in its Ultimate Ninja series, based on the highly acclaimed manga and anime series Naruto. It will feature the most characters in any fighting game and the first Storm game to feature fan favourites Zabuza and Haku.

The story mode covers both Part I and Part II from the series featuring both the older and younger versions, mainly focusing on Naruto's adventure based on the series but will also feature new sidestories lead by other characters including Sasuke & Itachi Uchiha and Minato Namikaze.

Development

Naruto Shippūden: Ultimate Ninja Storm Generations was first announced by Namco Bandai Games in late June from 2011 in the manga magazine Weekly Shōnen Jump. In addition to tweaks and battle mechanics it will have characters from Part I, with the addition of these characters, the staff comments the game will have a wider variety of battles than the previous game, Producer Yusuke Sasaki stated the staff wanted to give combat a greater focus than its prequels. The term "Generations" stands for "the ultimate ninja battle that crosses generations". The game is meant to satisfy the gamers' wishes and interests regarding the series according to Hiroshi Matsuyama, the president of CyberConnect2.

Matsuyama commented the story mode is different from Naruto Shippūden: Ultimate Ninja Storm 2, with Part II meant to have a different impact in the gamers. 60 minutes of original animation has been created by Studio Pierrot, making exclusive storylines just for the game. The demo was officially released January 24, 2012 on the Japanese PlayStation Store. It contains 3 battles which include Sasuke, Masked Madara and Pain.

In November 2011, Namco Bandai announced the game would be released in Japan on February 23, 2012, America March 13, 2012 and Europe in March 30, 2012.

Confirmed Roster

These moves are too immense to caption!
Anko Mitarashi
Asuma Sarutobi
Chiyo
Chiyo with Puppets
Choji Akimichi
Deidara
Darui
Danzo Shimura
First Hokage
Gaara
Haku
Hidan
Hidan (Jashin Ritual Form)
Hinata Hyuga
Byakugan Hinata
Ino Yamanaka
Itachi Uchiha
Jiraiya
Jiraiya (Sage Mode)
Jirobo
Jugo
Kabuto Yakushi
Kakashi Hatake
Young Kakashi
Kakuzu
Kakuzu (Four Hearts)
Karin
Kankuro
Kiba Inuzuka
Kidomaru
Killer Bee
Eight-Tailed Killer Bee
Kimimaro
Kimimaro (Second State Curse Mode)
Kisame Hoshigaki
Konohamaru
Kurenai Yuhi
Mei Terumi
Might Guy
Minato Namikaze (The Fourth Hokage)
Neji Hyuga
Naruto Uzumaki
Naruto Uzumaki (Nine-Tails Cloak)
Four-Tailed Naruto Uzumaki
Six-Tailed Naruto Uzumaki
Nine-Tails Chakra Mode Naruto Uzumaki
Sage Mode Naruto
Obito Uchiha
Onoki
Orochimaru
Pain
Rock Lee
Sai
Sakon
Sakura Haruno
Sasori (w/Third Kazekage)
Self-puppet Sasori
Sasuke Uchiha
Sasuke Uchiha (Second State Curse Mode)
Sasuke (Taka)
Second Hokage
Shino Aburame
Shizune
Shikamaru Nara
Suigetsu Hozuki
Tayuya
Third Hokage
Temari
Tenten
Tobi
Tsunade
Yamato
Zabuza Momochi
Playable Stages

Konohagakure (Normal, Destroyed, Ruined, Part 1)
Training Field (Day, Night)
Grassy Waves Prairie
Forest of Death
Forest of Quiet Movement (Day, Evening, Night)
Konohagakure Forest (Day, Evening)
Kage Summit Hall
Great Naruto Bridge
Orochimaru's Hideout (Normal, Destroyed)
Akatsuki Hideout
The Uchiha Hideout (Normal, Destroyed)
Forest of Dead Trees
Amegakure (Upper, Lower)
Chūnin Exams Stadium
Chūnin Exams Preliminary Arena
Top of the Lookout Tower
Valley of the End (Sunny, Rainy)
Samurai Bridge (Upper, River)
Land of Iron
Valley of Clouds and Lightning
Mountains' Graveyard
Site of Planetary Devastation
Five-Seal Barrier Cliff
Sunagakure Gate
Sunagakure
Tanzaku Town
Mount Myōboku
Special Editions


European Card Edition
In Japan, pre-ordering the game would get them a CD soundtrack with tracks from Ultimate Ninja Storm and Ultimate Ninja Storm 2 called "Ultimate Ninja Storm Best Sound" composed by Chikayo Fukuda.

In Europe, Namco Bandai are releasing a "Card Edition" of the game. This includes a starter pack of 51 trading cards, a booster pack of 8 trading cards, a folded box and a giant poster signed by Matsuyama.

Thursday, December 8, 2011

Eredar (DOTA)





Eredar, The Shadow Demon is the Intelligence new hero that was added in DotA 6.68. It has a very nice skillset and synergy and supportive abilities which can surely help bringing success to a team. You must read Eredar, The Shadow Demon Guide & Strategy.

Eredar, The Shadow Demon Stats:




Hero Class:
 Shadow Demon
Hero Name: Eredar
Team: Scourge
Type: Intelligence

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18
Agility Per Level: + 2.2
Strength: 17
Strength Per Level: + 1.9
Intelligence: 26
Intelligence Per Level: + 2.7

Magic Damage Reduction: 25%
Damage Reduction: 17%

Eredar, Shadow Demon Spells, Skills & abilities:
1. Disruption (hotkey: D)
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.
2. Soul Catcher (hotkey: C)
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

Ability Code: A1SB
3. Shadow Poison (Hotkey: W)
Eredar casts forth a shadow poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.


Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500
Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

4
. Ultimate: Demonic Purge (Hotkey: g)
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Tuskarr (DOTA)

Ymir, Tuskarr is the Christmas present from IceFrog to all Dota community along with Dota 6.70map. Ymir, Tuskarr is basically a strength based hero which is also added in sentinel like Icarus Pheonix. The detailed guide of Ymir Tuskarr is given below. So check out the full Dota Tuskar Guide | Ymir, Tuskarr Strategy, Gameplay & Item build.

Tuskarr Introduction:

Hailing from Borean Tundra. Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during younger years. Ymir eagerly volunteered himself into ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frost magics. His arsenal not only cosists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive snowstorms that greatly impede his enemies' battle efficiency.

Tuskarr Stats:

Main Attribute: Strength
Alliance: Sentinel

Agility: 23 + 2.1
Intelligence: 18 + 1.7
Strength: 23 + 2.3

Starting Armor: 3
Movement Speed: 305
Attack Range: Melee

Tuskarr Abilities/Spells:

1. Ice Shards (Hotkey: E)
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.

Travel AOE: 200
Cast Range: 1500

Damage: 70/140/210/280
Shards Duration: 5

Manacost: 120
Cooldown: 18/16/14/12

Note: Shards block path

2. Snowball (Hotkey: W)
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards thetarget enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
The snowball moves at the combined move speed of the heroes within.

Damage: 40/80/120/160
Stun Duration: 0.25/0.5/0.75/1.0

AOE: 200 + 40 per second

Target Cast Range: 1250
Manacost: 75
Cooldown: 40

Note: Stops traveling after 4 seconds.

3. Frozen Sigil (Hotkey: F)
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%

Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120

Duration: 30
Cooldown: 50
Manacost: 75

Note: Spawns infront of him
4. Ultimate - Warlus Punch (Hotkey: R)Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Critical Strike: 2.5x (4x if the target is below 50% hp)Landing Damage: 100/200/300Landing Slow: 40%Landing Slow Duration: 2/3/4 secondsCooldown: 18/16/14Manacost: 50/75/100

Starcraft 2 Protoss Strategy



Pros:
- Fastest building race.
The Protoss are unique in that they do not build things but rather teleport them in from their home world. When building, a probe only has to start summoning a building and can then move on.
The only limitation is that buildings have to be placed within the realm of a pylon. With that said, a single probe can build dozens of buildings at a time provided there are enough minerals and pylon space is available.
- Strong mid-to-late game
Protoss have a lot of great late game units and are able to put together a formidable army if given a few minutes to prepare. They can also summon a new army very rapidly with Warp Gates.
- Best defensive structure.
The photon cannon is the best automated defensive building in game. It is the only building that is a detector and can attack ground units. It is also the only automated building that can attack air and ground units. At 150 minerals, this structure can single handedly stop many forms of mineral harassment such as dark templar and reapers.
Be careful not to build too many of these though; many players fail at Starcraft 2 Protoss strategy as they rely too much on Cannons and not enough on units!
Cons:
- Slowest starter
This is by far the biggest weakness of the Protoss race. Protoss are very easily rushed. Gateways are slow to build and zealots are slower than other races' ground units such as Zerglings and Reapers.
Even if you have Zealots, a skilled opponent will run circles around them with ranged or fast units. Most players find the best Starcraft 2 Protoss strategy is to grab 1 Gateway and then a Cybernetics Core so they can squeeze out a fast Stalker.
- Easily harassed
This goes hand in hand with the slow start. It is easy for players of other races to wreck havoc on Protoss mineral operations. Zerg players can pump out Zerglings early in the game and attack probes while running circles around Zealots. Note that you may have to use your Probes to fight off a Zergling rush!
Additionally, the Terran unit, the reaper, can cause major damage to probes in a short amount of time.
There are two things the Protoss player can do. He can get a few cannons in his mineral base; the only downside is that this will slow down unit production and tech advancement.
Alternatively, the Protoss player can quickly tech to Stalkers (to "tech" means to quickly build buildings that allow the player to produce late game units). The downside to this strategy is the player will be open to a Zergling rush during the tech period.
The only way to be safe is to scout your opponent. If you see he is rushing to Zerglings or Reapers, you should build cannons or Stalkers as appropriate.
Throughout this Starcraft 2 Protoss Strategy guide, you will find a variety of useful tips that will help you make up for the Protoss disadvantages along with a variety of Starcraft 2 Protoss Strategy tips to help you crush your enemies. 

Monday, December 5, 2011

High Level Terran Versus Protoss Match

Hey guys hopefully your November is going well. Here is a great match from the MLG Dallas tournament between HuK and qxc, two of the worlds best and most well known players. They are playing as Terran and Protoss. The commentator is Matron.
Very fierce combat throughout. Big armies on both sides. Great use of using Stim Pack Marauders to take down Colossus. Incredible use of Medivac drop ships to keep the Protoss on his toes and attack him from multiple points at once. Play hard and keep winning those matches. Remember, if you are not attacking, you are probably losing.







Monday, November 28, 2011

WWE' 12

WWE' 12


WWE'12 is the next game in the long-running WWE wrestling game franchise, which is dropping previously used "SmackDown! vs. Raw" name.
WWE '12 is an upcoming wrestling simulation game from long-time wrestling developer Yuke's Co and is once again being published by THQ. It has been promised by the developer to be a re-invention of the WWE series. It is being released on November 22nd, 2011 in the US (November 25th in Europe) for theXbox 360PlayStation 3 and Wii. Since 2004, the annual WWE wrestling game series have been named under the SmackDown! vs. Raw banner. Starting this year with WWE '12, publisher THQ has decided to drop the SmackDown! vs. Raw name.




The following features have been shown by publisher THQ so far. Developer Yuke's has promised that this year's game will be a big change; in terms of the gameplay and the future of the franchise. Here are the new features for WWE '12:

Predator Technology

The biggest feature of this year's iteration is new animation system built for this year's game, Predator Technology. All of the animations that have been seen in the previous games have been ripped out and replaced with new ones. Moves can now be stopped mid-animation and moves now supposedly fluidly move from animation to animation. Superstars also no longer warp around the ring when it comes to specific manoeuvres, such as John Cena's patented "5-Knuckle Shuffle". Pace also been changed with this year's game. Reflecting actual wrestling, matches start off very quick at the beginning and then begin to slow down as the match progresses when are slower and more complicated grapples. Along with new animations, Predator Technology affects many other parts of gameplay as well. Opponent AI is supposedly re-vamped. They now attack more aggressively and put up a stronger challenge. According to the developers, the Normal difficulty setting in this year's game is now the equivalent of Legend difficulty in last year's game.

New Controls

Grapple moves have now been moved from the analogue stick back to the face buttons on the controller, a feature seen in WWE games since SmackDown! vs. Raw 2007. The right analogue stick is now just used to positioning your opponents. There is also no longer "strong" or "weak" grapples. Instead, moves are performed depending on how worn down your opponent is. Yuke's say this allows them to make the game easier to pick up for new players while keeping the game playing smooth for veteran's of the series.

Limb Targeting

You can now target specific limbs in WWE '12, a la the limb targeting systems seen in the classic Aki wrestling games. You can target legs, arms or the head for tactical purposes. If you are wrestling a high-flying superstar, for example, you could target their legs to slow them down. Limb targeting also helps the player soften up opponents for submission moves, which has also seen an overhaul with the new Breaking Point submission system.

"Wake Up Taunts" and Dynamic Comebacks

Just like on TV, you can now "build up" to your finishing move, which is being dubbed a "Wake Up Taunt". For example, when Randy Orton prepares his RKO finisher on TV, he lays down and thumps his fist on the mat. Now this can be done in-game, for added bragging rights. Not every Superstar has a wake up taunt but there will be specific ones for a number of wrestlers. Also replacating the WWE on television is the new "dynamic comebacks" that you can perform. Dynamic comebacks are when you have taken a certain amount of damage, you will be able to perform a one-off combo to spark a comeback. If performed successfully, you gain two finishing moves to store. This is re-created the comebacks very often seen in WWE matches and in wrestling in general. Created Superstars can have their own Dynamic Comeback chosen for them.

WWE Universe 2.0

For this year's game, the WWE Universe feature has been given an supposedly big update. The mode originally made it's debut in last year's game, WWE SmackDown! vs. Raw 2011. The mode features the player going through several year's worth of WWE television and building their own feuds, matches and storylines that are created on-the-fly based on your decisions. Changes to WWE Universe for this year's game, supposedly, the mode will "generate new and more impactful elements of unpredictability based on player decisions, while dynamic visual changes to gameplay presentation". Details on the mode are limited at this time but features like being able to defend your WWE title at any time have been confirmed.

Breaking Point

As mentioned earlier, a new submission system has been implemented into WWE '12, named after the now-defunct PPV. It has players battle over submission moves via a button mashing "tug of war" style mini-game. Players are trying to mash buttons so that their side of the "Breaking Point" meter lights up, depending on whether your attacking or trying to break out. Players are also able to crawl around and toward the ring ropes in order to break the holds.

New TV Presentation

Graphics and in-game camera angles are being improved this year as well. All the character models in the game have seen an improved in texture quality and polygons. There also a new depth of field effect added to this year's graphics engine. This creates a slight blur effect to things in the distance and allows for a more realistic look as well as the Superstars popping off the screen a bit better. The main camera angle has also changed, moving a bit to replicate the look on television. Moves also hit harder too with the ring shaking realisticly to slams and bumps.

Create An Arena Mode

After many years of demanding it, Yuke's have finally decided to put a create-an-arena mode into this year's game. Whilst only the ringside area will be editable in it's first year, you can edit everything around the ring. It allows you to edit turn-buckle covers, each individual rope colour, announcers table, and even allows you to add custom paint tools so you can create your own entire federation if you desire.
There are several other smaller new features this year too. Here are some of the more minor improvements:
  • A new pinning system that requires more quick timing.
  • The return of the various creation modes.
  • Championship belts have been rescaled to look more realistic.
  • Improves to entrances include the use of of "tron" screens seen on the WWE HD set.
  • Improved manager AI.