Monthly Archives: July 2015
IGN’s UK Daily Deals
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£35 PlayStation Network card for only £29.44 when you use the Facebook Code at CDKeys
Ubisoft CEO Talks Xbox One Backwards Compatibility
Ubisoft CEO Yves Guillemot has branded the ability to play your Xbox 360 titles on your Xbox One as "very good news".
Speaking to investors after its most recent financials were revealed, Guillemot explained it means older titles are likely to still see sales.
“It’s good news for gamers that Microsoft was able to work on the compatibility aspect. They expect to come with 100 titles quite quickly, so that’s really good news,” he said. "It will help some of the brands, like Splinter Cell for us, to come to Xbox One, which is great."
Xbox One's backwards compatibility feature was one of the biggest surprises to come out of E3—so naturally, when we finally got back to the office after the show, we tested it out straight away. We've also managed to find out heaps of new info about what the feature will allow, including being able to play older titles online with gamers who own an Xbox 360, and how Achievements will function.
Possible Info on Samsung Note 5 and S6 Edge Plus
Samsung is reportedly getting ready to unveil the Galaxy Note 5 and the Galaxy S6 Edge Plus.
According to the report on Sammobile, both the Note 5 and the S6 Edge Plus will have 5.67-inch Super AMOLED displays at a resolution of 2560x1440. The Note 5 will have a flat display while the S6 Edge Plus will have the dual edge curved display, but both will reportedly have glass backs.
The Galaxy Note 5 is expected to come with an octa-core Exynos 7422 processor. Meanwhile the S6 Edge Plus will come with a hexa-core Snapdragon 808 processor, and a 16-megapixel main camera with 4K video recording.
HoloLens Is a Narrow Vision of The Future
Life's full of decisions. Ketchup or brown sauce? Diet Coke or full-fat? Dairy Milk or Galaxy?* But after checking out HoloLens at Minecon, Alex, Krupa and Rory ask what's best, Holo-Lens' augmented reality or the all-engrossing virtual reality served up by Oculus Rift and Morpheus?
The robot war between the US and Japan is also a hot topic for discussion, with Rory putting himself forward as a commentator when the heavy metal brawl takes place next year. He can barely string a sentence together on the podcast though, so we're not holding out much hope.
So without further ado, let the battle commence!
The Witcher 3 Expansion ‘Almost the Size of The Witcher 2′
The Witcher 3: Wild Hunt's first and second expansions will apparently be 10 and 20 hours long, respectively.
That's according to game director Konrad Tomaszkiewicz, who told Gamereactor that he suspects the expansions will even end up being around the same size as the second game in the series.
"The expansion packs will be whole new storylines with all the elements you've got in the main story (like cutscenes, new characters, new items, new Gwent cards) and many, many more," he said. "They will be quite long. The first expansion will be around 10 hours and the second expansion will be around 20 hours... and I think it's possible that they will be bigger, because it's always like this (that when we plan some time or hours, it's twice or something like this), but I'm not promising anything right now.
Final Fantasy XIV: Heavensward Review
Naoki Yoshida's successful reboot of the disastrous Final Fantasy XIV 1.0 into A Realm Reborn back in 2013 was a triumph, not only attracting scores of new players into the virtual world of Eorzea, but also demonstrating that a gorgeous, content-rich and regularly updated subscription-based MMORPG was still a viable prospect. With the release of Heavensward, the question is whether this new expansion can keep players invested and ensure the long-term future of Eorzea.
Heavensward picks up a couple of weeks after A Realm Reborn's dramatic Game of Thrones-style finale. It's worth noting that as a prerequisite to enjoying anything this expansion has to offer--including the three new jobs; Dark Knight, Machinist and Astrologian--you must have finished A Realm Reborn's entire story, including its five content patches. This is non-negotiable. You are prohibited from even entering Heavensward's main city, Ishgard, until the entire prior storyline has been completed.
This may be frustrating to those who enjoyed A Realm Reborn but never worked their way through the narrative. Many MMOs tend to open up expansion content immediately upon release for those at an appropriate character level, regardless of their quest progress, but Square Enix has taken a stricter approach here. However, this makes sense in the context of the game as a whole, since Final Fantasy XIV is one of the most narrative-rich MMOs on the market.
Thankfully, the prerequisite content has been adjusted and rebalanced to ensure that players can get through it and into Heavensward as painlessly as possible with minimal grinding: simply following the main A Realm Reborn quest will now see you happily outfitted in good quality gear by its conclusion, ready to begin your new adventures. (Previously, the game necessitated a certain degree of replaying old content to earn enough endgame currency to purchase this gear, but now main story quests provide you with everything you'll need to survive your first foray into Ishgard and beyond.)
"Heavensward's main story is spectacular, with a series of dramatic moments throughout that are among the series' most memorable."
Heavensward's main story is spectacular, with a series of dramatic moments throughout that are among the series' most memorable. The overall plot deals with themes such as the unquestioning adoption of religious dogma and how that can lead to societal problems such as racism--or in this case, speciesism, thanks to the conflict between the Ishgardians and the Dravanian dragons. It also captures the feel of a traditional Final Fantasy even better than A Realm Reborn had, due to some excellent writing and strong characters, presented with a delightfully theatrical tone throughout, which builds on the substantial lore introduced in the game's previous incarnations.
The writing also boasts strong characterisation, including some deep, detailed exploration of interesting yet tragically flawed characters such as Ysayle, who we only saw briefly in A Realm Reborn. Meanwhile, the ensemble of non-player characters evoke a delightful feeling of going on a grand adventure with a party, similar to that in a single-player RPG. The storytelling is supported by a beautiful soundtrack and voice acting of a considerably higher calibre than that heard in A Realm Reborn--though the decision to recast most of the main voices, in some cases with entirely different regional British accents to the characters' previous incarnations, is a little jarring at first.
To help flesh out the game's substantial lore, Heavensward's main narrative is supported by side quests, and there are a lot of them. So many, in fact, that it's possible to level from 50 to 60 using little more than the main story and the various NPCs you come into contact with on your travels. Although grinding dungeons will probably get you to level 60 quicker, following the side quests gives you a much more arresting, varied experience, particularly if you're interested in the game world's lore.
It's practically essential to complete at least a few side quests: certain challenges unlock "aether currents" in the zone you're in, and in order to take advantage of Heavensward's new flying mounts, you have to track down all of these currents, many of which are hidden in tricky locations, making for impromptu environmental puzzles similar to Guild Wars 2's "Vista" system.
The decision to prevent you from flying in each zone until you've discovered all these aether currents has proven divisive, but ultimately it works out for the best with regard to world-building and narrative coherence. The new zones are huge in scale, and you truly come to appreciate the massive size of some of the structures and geographical features by traversing them on foot before being able to simply fly from one place to another.
Travelling on foot can lead to some exciting discoveries too. Follow the river north out of the village of Tailfeather in the Dravanian Forelands, for example, and you come across some dramatic ruins of a lost age; head out in another direction and you might find yourself pondering where the giant craters in the ground came from--that is, until the gigantic Tarasque shows up and requires at least twenty or thirty players to subdue. These discoveries lose some of their impact if you just fly in a straight line from point A to point B, so the game funnels players into seeing most of the world from ground-level before allowing them a bird's-eye view.
Somewhat more controversial at launch are the balance changes that came as a result of the three new jobs and the five new abilities that each of the existing classes have been given. The ranged-damage classes (Bard and Machinist) were both underpowered upon Heavensward's original release, even in good gear at level 60, but at the time of writing, an update has provided both classes with an increase in power to their new abilities, and they're performing much more solidly in parties as a result.
Meanwhile, the gun-wielding Machinist is now producing damage numbers that can compete even with the melee classes Monk, Dragoon and Ninja, which are traditionally the most heavy hitters. Elsewhere, Bard players are happy to finally have a damage-dealing Limit Break ability, which is a welcome addition for a class that was unofficially regarded as a support job.
New tank class Dark Knight is proving to be a solid addition to many groups, with its blend of Warrior's heavy damage-dealing and Paladin's damage mitigation providing a fun new play style. New healer Astrologian, meanwhile, provides an interesting mix of both Scholar and White Mage's strong points, with its central mechanic of drawing and shuffling cards to provide the group with various benefits making it a unique take on a support class. Both are challenging to learn if you're used to the older classes, but both are very rewarding to master.
Existing classes have had some interesting changes, too. Paladin, for example, long derided as the most boring but functional tank class, now has several different combos as well as some useful support and healing abilities. Monk continues to be the class of choice for those who enjoy a highly technical play style. Black Mages now have even more of a buff-juggling-act to keep up with. And Summoners, once regarded as one of the weaker DPS classes in A Realm Reborn, have enjoyed a considerable buff thanks to some new abilities and spells, and have become very popular as a result--though at least part of this is doubtless due to the fact that their level-three Limit Break now involves sprouting Bahamut's wings and setting fire to everything. Yes, it's as awesome as it sounds.
Crucially, with the balance adjustments brought about in the first patch, no single class feels significantly better or worse than others; pretty much any party makeup can comfortably clear everything the game has to offer at the time of writing.
"Heavensward is an essential purchase for those who have spent more hours than they'd care to admit in Eorzea."
In terms of content, Heavensward ships with a decent amount to work through. The main story, as previously noted, takes somewhere in the region of 40 to 50 hours hours or so to finish, depending on how thorough you are, and in the process you level at least one class to 60 naturally.
Beyond that, at the time of writing, level cap content includes three dungeons, one of which is officially part of the main story and can be re-challenged as often as you like. There is enough content here to even satisfy the hardcore raiders; there's the story's final boss battle, two Extreme variants on earlier boss battles against the primals Bismarck and Ravana, and the new raid dungeon Alexander, which is set to have a Savage difficulty variant added.
As with A Realm Reborn, content of all levels--not just level-cap dungeons and trials--is designed to be replayed frequently, with endgame currency that can be exchanged for high-end gear on offer for jumping into daily roulettes and helping lower-level players with earlier content as well as simply grinding level-appropriate challenges.
The dungeons are smartly designed throughout the entirety of Heavensward, featuring dynamic backdrops, surprising events, gorgeous scenery and exciting encounters that often demand a lot more of a group than simple "tank and spank"; one dungeon in particular even makes use of simplified forms of the challenging mechanics found in A Realm Reborn's raid dungeon, The Binding Coil of Bahamut. The decision to eliminate mid-dungeon cutscenes has alleviated the problem A Realm Reborn's final storyline dungeon had, where experienced players would charge ahead and start boss fights while fresh level 50s were watching cutscenes, causing the latter to get locked out. This is a change for the better; there's still story content in dungeons, but it tends to unfold either at the very beginning (when all players are unable to move until everyone is ready) or after the final boss has been defeated. In other words, those enjoying the story for the first time can do so without guilt that they're holding people up, and experienced players who are just grinding dungeons can do so without having to sit and wait for newbies.
Meanwhile, crafters and gatherers are well catered to, since all these classes can also be levelled to 60. A couple of new elements feel a little underbaked, however; the airship crafting in the new Free Company workshops simply requires a party of crafters to be present without any real interaction or cooperation required--it would have been interesting to see the equivalent of a "crafting raid", since Final Fantasy XIV's crafting system has just as much depth as its battle system, but sadly, it is not to be. Yet.
And that "yet" is an important point; A Realm Reborn enjoyed substantial content updates and mechanical adjustments at three-month intervals following its launch, and Heavensward is set to follow suit, with the first post-launch patch already released, introducing the Alexander raid and addressing some balance issues. The main story, despite coming to a spectacular (and Final Fantasy fan-baiting) conclusion, is left open for an episodic continuation in the same way as A Realm Reborn, and the game's structure is eminently friendly to new dungeons and challenges being added at regular intervals. Plus, at some point in the near future, the true masochists among us will be able to grind our way through a whole new Relic quest.
Overall, then, Heavensward is an essential purchase for those who have spent more hours than they'd care to admit in Eorzea. While new players--or those who never beat A Realm Reborn's complete story--may feel aggravated at being locked-out of the expansion until they catch up, there's little denying that Final Fantasy XIV as a whole offers astonishing value for those willing to immerse themselves, and it will only continue to grow and expand over time.
In other words, it looks like Eorzea is unlikely to suffer another world-shattering calamity just yet, and everyone who has made it their home away from home over the last couple of years will doubtless be thankful for that.
Final Fantasy XIV: Heavensward Review
Naoki Yoshida's successful reboot of the disastrous Final Fantasy XIV 1.0 into A Realm Reborn back in 2013 was a triumph, not only attracting scores of new players into the virtual world of Eorzea, but also demonstrating that a gorgeous, content-rich and regularly updated subscription-based MMORPG was still a viable prospect. With the release of Heavensward, the question is whether this new expansion can keep players invested and ensure the long-term future of Eorzea.
Heavensward picks up a couple of weeks after A Realm Reborn's dramatic Game of Thrones-style finale. It's worth noting that as a prerequisite to enjoying anything this expansion has to offer--including the three new jobs; Dark Knight, Machinist and Astrologian--you must have finished A Realm Reborn's entire story, including its five content patches. This is non-negotiable. You are prohibited from even entering Heavensward's main city, Ishgard, until the entire prior storyline has been completed.
This may be frustrating to those who enjoyed A Realm Reborn but never worked their way through the narrative. Many MMOs tend to open up expansion content immediately upon release for those at an appropriate character level, regardless of their quest progress, but Square Enix has taken a stricter approach here. However, this makes sense in the context of the game as a whole, since Final Fantasy XIV is one of the most narrative-rich MMOs on the market.
Thankfully, the prerequisite content has been adjusted and rebalanced to ensure that players can get through it and into Heavensward as painlessly as possible with minimal grinding: simply following the main A Realm Reborn quest will now see you happily outfitted in good quality gear by its conclusion, ready to begin your new adventures. (Previously, the game necessitated a certain degree of replaying old content to earn enough endgame currency to purchase this gear, but now main story quests provide you with everything you'll need to survive your first foray into Ishgard and beyond.)
"Heavensward's main story is spectacular, with a series of dramatic moments throughout that are among the series' most memorable."
Heavensward's main story is spectacular, with a series of dramatic moments throughout that are among the series' most memorable. The overall plot deals with themes such as the unquestioning adoption of religious dogma and how that can lead to societal problems such as racism--or in this case, speciesism, thanks to the conflict between the Ishgardians and the Dravanian dragons. It also captures the feel of a traditional Final Fantasy even better than A Realm Reborn had, due to some excellent writing and strong characters, presented with a delightfully theatrical tone throughout, which builds on the substantial lore introduced in the game's previous incarnations.
The writing also boasts strong characterisation, including some deep, detailed exploration of interesting yet tragically flawed characters such as Ysayle, who we only saw briefly in A Realm Reborn. Meanwhile, the ensemble of non-player characters evoke a delightful feeling of going on a grand adventure with a party, similar to that in a single-player RPG. The storytelling is supported by a beautiful soundtrack and voice acting of a considerably higher calibre than that heard in A Realm Reborn--though the decision to recast most of the main voices, in some cases with entirely different regional British accents to the characters' previous incarnations, is a little jarring at first.
To help flesh out the game's substantial lore, Heavensward's main narrative is supported by side quests, and there are a lot of them. So many, in fact, that it's possible to level from 50 to 60 using little more than the main story and the various NPCs you come into contact with on your travels. Although grinding dungeons will probably get you to level 60 quicker, following the side quests gives you a much more arresting, varied experience, particularly if you're interested in the game world's lore.
It's practically essential to complete at least a few side quests: certain challenges unlock "aether currents" in the zone you're in, and in order to take advantage of Heavensward's new flying mounts, you have to track down all of these currents, many of which are hidden in tricky locations, making for impromptu environmental puzzles similar to Guild Wars 2's "Vista" system.
The decision to prevent you from flying in each zone until you've discovered all these aether currents has proven divisive, but ultimately it works out for the best with regard to world-building and narrative coherence. The new zones are huge in scale, and you truly come to appreciate the massive size of some of the structures and geographical features by traversing them on foot before being able to simply fly from one place to another.
Travelling on foot can lead to some exciting discoveries too. Follow the river north out of the village of Tailfeather in the Dravanian Forelands, for example, and you come across some dramatic ruins of a lost age; head out in another direction and you might find yourself pondering where the giant craters in the ground came from--that is, until the gigantic Tarasque shows up and requires at least twenty or thirty players to subdue. These discoveries lose some of their impact if you just fly in a straight line from point A to point B, so the game funnels players into seeing most of the world from ground-level before allowing them a bird's-eye view.
Somewhat more controversial at launch are the balance changes that came as a result of the three new jobs and the five new abilities that each of the existing classes have been given. The ranged-damage classes (Bard and Machinist) were both underpowered upon Heavensward's original release, even in good gear at level 60, but at the time of writing, an update has provided both classes with an increase in power to their new abilities, and they're performing much more solidly in parties as a result.
Meanwhile, the gun-wielding Machinist is now producing damage numbers that can compete even with the melee classes Monk, Dragoon and Ninja, which are traditionally the most heavy hitters. Elsewhere, Bard players are happy to finally have a damage-dealing Limit Break ability, which is a welcome addition for a class that was unofficially regarded as a support job.
New tank class Dark Knight is proving to be a solid addition to many groups, with its blend of Warrior's heavy damage-dealing and Paladin's damage mitigation providing a fun new play style. New healer Astrologian, meanwhile, provides an interesting mix of both Scholar and White Mage's strong points, with its central mechanic of drawing and shuffling cards to provide the group with various benefits making it a unique take on a support class. Both are challenging to learn if you're used to the older classes, but both are very rewarding to master.
Existing classes have had some interesting changes, too. Paladin, for example, long derided as the most boring but functional tank class, now has several different combos as well as some useful support and healing abilities. Monk continues to be the class of choice for those who enjoy a highly technical play style. Black Mages now have even more of a buff-juggling-act to keep up with. And Summoners, once regarded as one of the weaker DPS classes in A Realm Reborn, have enjoyed a considerable buff thanks to some new abilities and spells, and have become very popular as a result--though at least part of this is doubtless due to the fact that their level-three Limit Break now involves sprouting Bahamut's wings and setting fire to everything. Yes, it's as awesome as it sounds.
Crucially, with the balance adjustments brought about in the first patch, no single class feels significantly better or worse than others; pretty much any party makeup can comfortably clear everything the game has to offer at the time of writing.
"Heavensward is an essential purchase for those who have spent more hours than they'd care to admit in Eorzea."
In terms of content, Heavensward ships with a decent amount to work through. The main story, as previously noted, takes somewhere in the region of 40 to 50 hours hours or so to finish, depending on how thorough you are, and in the process you level at least one class to 60 naturally.
Beyond that, at the time of writing, level cap content includes three dungeons, one of which is officially part of the main story and can be re-challenged as often as you like. There is enough content here to even satisfy the hardcore raiders; there's the story's final boss battle, two Extreme variants on earlier boss battles against the primals Bismarck and Ravana, and the new raid dungeon Alexander, which is set to have a Savage difficulty variant added.
As with A Realm Reborn, content of all levels--not just level-cap dungeons and trials--is designed to be replayed frequently, with endgame currency that can be exchanged for high-end gear on offer for jumping into daily roulettes and helping lower-level players with earlier content as well as simply grinding level-appropriate challenges.
The dungeons are smartly designed throughout the entirety of Heavensward, featuring dynamic backdrops, surprising events, gorgeous scenery and exciting encounters that often demand a lot more of a group than simple "tank and spank"; one dungeon in particular even makes use of simplified forms of the challenging mechanics found in A Realm Reborn's raid dungeon, The Binding Coil of Bahamut. The decision to eliminate mid-dungeon cutscenes has alleviated the problem A Realm Reborn's final storyline dungeon had, where experienced players would charge ahead and start boss fights while fresh level 50s were watching cutscenes, causing the latter to get locked out. This is a change for the better; there's still story content in dungeons, but it tends to unfold either at the very beginning (when all players are unable to move until everyone is ready) or after the final boss has been defeated. In other words, those enjoying the story for the first time can do so without guilt that they're holding people up, and experienced players who are just grinding dungeons can do so without having to sit and wait for newbies.
Meanwhile, crafters and gatherers are well catered to, since all these classes can also be levelled to 60. A couple of new elements feel a little underbaked, however; the airship crafting in the new Free Company workshops simply requires a party of crafters to be present without any real interaction or cooperation required--it would have been interesting to see the equivalent of a "crafting raid", since Final Fantasy XIV's crafting system has just as much depth as its battle system, but sadly, it is not to be. Yet.
And that "yet" is an important point; A Realm Reborn enjoyed substantial content updates and mechanical adjustments at three-month intervals following its launch, and Heavensward is set to follow suit, with the first post-launch patch already released, introducing the Alexander raid and addressing some balance issues. The main story, despite coming to a spectacular (and Final Fantasy fan-baiting) conclusion, is left open for an episodic continuation in the same way as A Realm Reborn, and the game's structure is eminently friendly to new dungeons and challenges being added at regular intervals. Plus, at some point in the near future, the true masochists among us will be able to grind our way through a whole new Relic quest.
Overall, then, Heavensward is an essential purchase for those who have spent more hours than they'd care to admit in Eorzea. While new players--or those who never beat A Realm Reborn's complete story--may feel aggravated at being locked-out of the expansion until they catch up, there's little denying that Final Fantasy XIV as a whole offers astonishing value for those willing to immerse themselves, and it will only continue to grow and expand over time.
In other words, it looks like Eorzea is unlikely to suffer another world-shattering calamity just yet, and everyone who has made it their home away from home over the last couple of years will doubtless be thankful for that.
Neverwinter Reportedly Set to Come to PS4
Dungeons & Dragons MMO Neverwinter is reportedly coming to PS4 at some stage in the future.
During a Wizards of the Coast livestream (via Dualshockers), associate brand manager Trevor Kidd said the free-to-play title, which is currently only available on Xbox One and PC, will be heading to PlayStation 4.
Up until now there's been no word on a PS4 version of the MMO. We've reached out to developer Cryptic Studios and publisher Perfect World to see if anything official is available. If the news does turn out to be true, Neverwinter will join the PS4's already impressive stable of MMOs, which includes DC Universe Online, Final Fantasy XIV: A Realm Reborn and The Elder Scrolls Online.
Ubisoft Sales Fall, PS4 its Most Popular Platform
Ubisoft has revealed its financials for the quarter ending June 30, reporting a 73 percent year-on-year decline in sales to €96.6 million.
While this exceeds the company's target of €80 million, it's still a big drop from last year's €360.1 million, which was hit largely thanks to Watch Dogs.
The French publisher is attributing the above-expectations results to a 59 percent increase in back-catalog sales, including a "better-than-expected performance" by Assassin's Creed Unity and "sustained demand" for Far Cry 4, The Crew and Watch Dogs. Digital revenues also totaled €54.1 million, which was 56 percent of total sales compared with only 23 percent a year ago.
In terms of sales by platform, 27 percent of the company's revenue came from PS4 titles. PC is in second place with 23 percent, which is quite a leap from the 14 percent it made up at the same time last year. The PS3, Xbox 360 and Xbox One are all responsible for around 11 percent of revenue, which is somewhat surprising. Finally, the Wii and Wii U make up 3 percent of sales - a small increase from last year's 2 percent.
Sherlock Teases Victorian Special
Sherlock executive producers Steven Moffat and Sue Vertue brought a very brief to show the breathless crowd in Comic-Con's Ballroom 20, and though it provided little information about the story viewers will see, it was certainly fun to see the characters that we've come to know as modern ones portrayed in the era that Sir Arthur Conan Doyle originally wrote them in. And while we still don't have an air date, Moffat did announce that the special would have a limited release in theaters, similar to the Dr. Who: Day of the Doctor screenings.
The Victorian special will be a standalone story with no connection to the modern-set series continuity. It will however be the versions of the characters that Moffat and his actors have created. Rupert Graves, the only actor in attendance, said it was fun to choose moth-eaten vintage clothing that suited his interpretation of Lestrade.