Campaign Tagged Articles RSS Feed | Campaign RSS Feed on en Launch Media Network How to Design Your Own Campaigns With the Sanctus Reach Editor Thu, 09 Feb 2017 17:35:46 -0500 Justin Michael

So after putting a few hours into the Campaigns that were released with Warhammer 40,000: Sanctus Reach, I decided that I'd like to try my hand at making my own custom scenario -- mainly so that I could crush the foul Orks under foot in a map of my own design. So I booted up the Editor. 

Using the Editor to Create Your Own Campaigns

Navigating the Editor isn't too terribly difficult, but it can be a bit picky about a few things -- namely spaces between words in the headers, but I'll get to that later. I would also like to state that this is a beginner tutorial that is also written by a beginner. I'm not going to cover any of the fancy A.I. scripting stuff, as I know nothing about it yet, and I'd rather not misinform you. 

Step 1: Make a Folder

So, first things first -- we must make a folder to store our custom campaign in. Make sure to follow the directions and not have any spaces in your folder name or any of the file headers as it will cause the campaign to crash when you go to test the map.

Step 2: Create a Scenario and Map

After that's done, we're prompted to create a new scenario. For my scenario, I went with a 20x20 grid and used the "Wasteland" setting.

Now, there are a lot of tabs in the editor panel so don't feel overwhelmed. The great thing about the editor is that the tabs will tell you their primary function the first time you click on them -- so make sure to read them! I actually wrote stuff down because I'm prone to forgetting things when I'm excited to tinker with something for the first time. 

Step 3: Add a Few Objects

The first thing we're going to want to do is to bring some life to the map. We can do this by bringing in items from the "Object" tab -- the second tab on the top row. I scrolled down to the "Wasteland" menu and just dropped in a few piles of rubble and some stone walls to act as cover for the player/enemy units. 

There are quite a lot of set pieces that you can choose from to make your maps as detailed or as sparse as you want. You can even decorate the squares outside of your combat grid area if you're going for a more believable-looking battlefield. So explore all of the menus provided in the objects section.

Step 4: Save!

Once you've laid out your map the way you want to, this would be a great time to save your progress. At the bottom of the editor menu section, there is our old friend, the floppy disk icon. Now, I also save my filenames in what programmers generally refer to as camel case (WhichLooksLikeThis) -- the first letter of a word is capitalized and there are no spaces between the words. This is a good habit to get into if you're going to be modding game or scripting games, as programming languages generally go berserk if there are spaces and throw some sort of error out.  

Step 5: Populate Your Battlefield

At this point, we've created our campaign file folder, made our first map, and decorated the terrain a bit. Believe it or not, we're actually close to having our very own playable scenario. Now, we just have to start adding in our army and our opponents -- which is the third tab in the editor.

Take the time to read the information presented in this tab as it highlights a few hotkey shortcuts that you'll want to know for placing units. 

Step 6: Flesh It Out

Once you've placed down the units, you're essentially done. You'd just have to save and then fire up your campaign in the campaign screen to test it out. But let's add a bit more to it. For my sample scenario, I added in reinforcements to the map. 

To do that you click on the "Set Reinforcements" button and follow the directions provided by the pop-up window. I decided that a Dreadnaught and a Terminator heavy flamer squad would be great enforcements to show up when our units were close to overrun -- which of course, I only figured out by trying the campaign and seeing how long it took for enemies to mass converge on my position.

I also decided to change up the weather a bit, but that was really optional and has no real bearing on the game outside of aesthetics or trying to recreate a scenario from your favorite lore-based battle. 

Step 7: Finished!

That's pretty much all there is to getting a very basic scenario together in the editor. There are a number of other options that we didn't make use of, so I encourage you to do some tinkering of your own and see what you can put together. If there is enough interest and feedback I'll look into doing a more in-depth, advanced scenario tutorial to go into some of the topics not covered. 

For those who don't have the game, you can find it on Steam for $29.99. If you're still on the fence about picking it up, then I highly recommend reading the Sanctus Reach review I published a few weeks ago.

What campaigns have you made in the editor for Sanctus Reach? Share yours in the comments below!

Everything We Know About For Honor So Far Sat, 28 Jan 2017 08:55:49 -0500 Emily Parker

Confirmed release: February 14

Consoles: Ps4, Xbox One, PC

Genre: Lobbied Hack and Slash

For Honor has had a bit of a bumpy pre-launch, but for those of us still excited to see the game's release, let's compile what we know.

The Basics

There are 3 warring factions in For Honor, The Legion, The Chosen, and The Warborn. These are meant to represent knights, samurai and vikings. It all sounds a little cheesy, and players were wary that Ubisoft would be doing a little culture stomping as a cheap gimick. It appears, however, that they have put quite a bit of care into these factions.

For Honor is all about the combat. Once the player has chosen a hero from their faction, they start a match with a mob of weaker AI units. This serves to transform the map into a battleground, and push tactical gameplay. When confronting another hero, the player enters a duel state and responds in real time to their opponent's actions.

Most of our current footage is multiplayer, but there will be a single player campaign for each faction. Looks like we'll all have one bad guy in common to hate. Here's a look at a mission from around halfway through the Viking campaign, stay away if you don't want spoilers:


The Heroes

Each faction has four heroes to choose from, for a total of 12 options. After surfing through piles of closed beta players, there is hardly a complaint about balance issues. It appears each has their strengths and weaknesses, and Ubisoft has really put some effort into making sure that none stand above the rest.

Gender locked heroes are unconfirmed, but highly speculated. It seems that the majority of the player's hero options will be able to be either male or female, with the more specialized heroes locked.  

It will take some effort to learn each hero, and is highly recommended to pick one and stick with it until you're comfortable. The heroes do represent different play styles, but there are plenty of options within each faction. You'll start the game with the simplest to learn of each faction, with the Warden of the Knights being the most well-rounded. 


The Combat

Combat is the backbone of this game. If you enjoy the mechanics of fighting games, and the strategy of battleground titles, this is a game you should consider picking up. 

For Honor implements a unique combat system called The Art of Battle. It allows the player to fight as if they were actually holding the weapon, in real time and in response to multiple strong enemies. The combat against the weaker AI units appears to use an Assassin's Creed style system, for a more run and gun approach. 

Each hero has different move sets, as well as varying speed and power. Learning how to play each will take some time, and learning how to fight each will take even more. Tutorials award experience for your first play through, so it's worth the effort to run through the ones for your hero of choice.  


The Strategy

 For Honor will have several multiplayer modes, but the heart of it all will be 4v4 Dominion. Each team must take and hold control of as much of the map as they can. After they've accumulated a certain amount of points by holding these areas -- and slaughtering their enemies -- the opposing team will no longer be able to respawn. If they manage to hunt the remaining players down, without them turning the tide, their team will win the match. 

This appears to be the only mode where player's scavenged gear will matter, leaving 2v2 Brawl and 1v1 Duel for those that want to skip the RPG elements. 

The Problems

After a nice day of Beta testing, many players are sad to report that For Honor still has no dedicated servers. Instead, the game relies on a Peer to Peer server set up and disconnects are frequent. They have also failed to implement any penalties for dropping out of a match, which will create its own problems, but is likely linked to their disconnect issues.  

Unfortunately, Ubisoft is taking a season pass approach to their upcoming content. It's possible to pre-order a $100 version of the game with everything included, but we all know the risks you run with this option. Standard pre-orders from any of the big retailers will come with a couple nice outfits for your heroes, and GameStop will even give you a pin. 

If you're experiencing a touch of deja-vu with their business model, you're not the only one. Maybe someday game releases will Evolve into something a little more reliable. 

 Have you been playing the Beta? Already pre-ordered? If you're interested in picking this game up, let us know in the comment section below. 

Check out Doom's new campaign trailer Thu, 04 Feb 2016 10:02:58 -0500 Alex Chin

Bethesda Softworks just released a new, satisfyingly violent campaign trailer for their latest game, Doom

You play as a Doom marine and wake up to discover the Union Aerospace Corporation’s facility on Mars has been overrun by hordes of demons and undead. The only way to stop them and save humanity is to kill them--all of them. 

The game will feature a large arsenal of weapons including the super shotgun, the BFG9000, and a chainsaw (seen in the trailer) that can cut enemies in half. Gameplay will be fast and chaotic, allowing players to sprint and double jump, and denying them the ability to take cover or regain health. Familiar enemies are also expected to return, including the Revenant and Cyberdemon. 

One new addition to the game is the melee execution system, shown off in the trailer. After dealing enough damage, players can perform executions on enemies, killing them in brutal fashion. 

Hell's demons. Fast movement. Big guns. Gruesome executions. What else do you need?

The series reboot releases worldwide on May 13, for Xbox One, PS4, and PC. To learn more about Doom's campaign online, visit the game’s official website,, and as well as

What do you make of the new trailer? Let us know in the comment below!  

Ubisoft confirms single-player campaign in For Honor Tue, 12 Jan 2016 04:32:03 -0500 Glen Schoeman

Ubisoft has confirmed that the upcoming medieval hack-and-slash For Honor will have a single-player campaign, despite many speculations to the contrary.

For Honor was definitely one of the highlights of E3 2015, as it promised a sword-fighting, medieval game that moved away from the typical fantasy setting to focus more on realistic combat. In the demo shown, the multiplayer element was thrust to the forefront, with almost no mention of the single-player aspect. This resulted in many people believing that the game would be almost exclusively multiplayer, and the only solo play available would have bots replacing the usually human warriors.

In a recent Producer Highlights video, For Honor producer Stephane Cardin stated:

"One of the big questions we receive in feedback is about the solo campaign. We said that we will have a solo campaign, and I can promise you that we will have a solo campaign. It's one of the key subjects we are working on, on the floor. I can't wait to show stuff to you guys, and we'll do it as early as possible, like we did with the multiplayer."

As someone who tends to favor single-player over multiplayer, I am particularly pleased at this news. As fun as it looks to slash my way through a battlefield of knights, samurai, and Vikings with other people, I look forward to seeing what sorts of stories Ubisoft decides to give each of these medieval warriors in the solo campaigns.

Battleborn will feature a Solo Campaign and Split Screen Co-op Sun, 06 Dec 2015 12:00:09 -0500 Joe DeClara

During the PlayStation Experience keynote on Saturday, Gearbox revealed that Battleborn will come with a complete campaign mode which can be played solo or cooperatively with friends. 

Last year, the creators of the Borderlands series revealed their new hero shooter IP as primarily a PVP (player vs. player) experience. However, as Gearbox Software CEO Randy Pitchford announced at the PlayStation-centric expo, Battleborn will be shipping with a solo campaign with optional cooperative split screen support. 

Since the start of this console generation, other multiplayer-focused games like Titanfall, Evolve, and the recent hit Star Wars: Battlefront, have been criticized by consumers and the press for their lack of single player-focused content. Unlike these games, Battleborn will allegedly contain a "huge campaign game" playable with all 25 featured heroes. 

During the PSX keynote, Pitchford also announced a new playable hero exclusive to PS4 named Tony as well as a multiplayer beta for Battleborn launching early 2016. For more announcements from PSX, keep an eye on GameSkinny.


Storytime with RR-sama: Legacy of the Void's story is the best in the trillogy Thu, 12 Nov 2015 08:15:57 -0500 David Fisher

Welcome to the first Storytime with RR-sama column! In these articles I will be reviewing a very specific portion of video games that I don't really get to go in-depth with in my Rewind Reviews - the story.

While I have often given overviews of plotlines, talked briefly about how cliche or lame a story is, and maybe complained about or praised this or that; I have never really had the chance to get in deep with any of the games I reviewed. As such, I have started this column to do just that, and what better game to start it off with than the recently released Starcraft II: Legacy of the Void?

So what are we waiting for? Let's rally our legendary Protoss warriors and venture into the void with Starcraft II: Legacy of the Void!


The story so far...

While gamers have often heard about the e-sports scene, gamers who have not played the Starcraft games for themselves would likely think that the storyline of the Starcraft universe has been a write off. It's to be expected, I suppose, since other competitive multiplayer games such as Call of Duty haven't really been known for their innovative storylines - rarely venturing off of the typical war-movie or action-film formulas.

The original Starcraft and Starcraft: Brood War would fall under this category somewhat. In fact, the original games are very much a reimagining of the American Civil War. You got your confederates, and you got your Sons of Korhal acting as the alternative. There's a little bit of political commentary on the grounds that the Sons of Korhal become this oppressive media-driven world that stages its defective heroes as villains. It also has a parody of Earth's own media-centric society where people blindly accept a single version of the "truth".

The Inauguration of Arcturus Mengsk acts as a direct parody of our very own political leaders, for any player who has followed the campaign knows the truth behind Mengsk's words, and he couldn't lie more if he tried...

Starcraft II: Wings of Liberty has a similar approach, taking on an almost World War II theme. Heart of the Swarm on the other hand felt very much like a typical revenge story where the person we thought was dead actually isn't, and makes the protagonist - Kerrigan - look bad in the eyes of the male lead - Jim Raynor - when she sacrifices everything to get revenge.

Legacy of the Void tries something a little different...

Starcraft II: Legacy of the Void does not follow the formula of the previous games. Instead of following character driven arc, the story of Artanis and his Protoss brethren isn't a story of personal growth. In fact, Artanis is a pretty well developed character already by this point in the series. What Legacy of the Void does instead is use character growth to illustrate the political changes within the Protoss - and in turn the ones we as humans need to make in order to become a unified race.

How does it accomplish this, RR-sama?

Well that's a good question. See, in Legacy of the Void we are met with a number of controversial political statements. The first and foremost one is the reclamation of Aiur, a plotline that centers around the preservation of tradition and the self-identification people have with their heritage.

Legacy of the Void starts very much like the Protoss Brood War campaign - blood is shed by both sides as the Protoss fight their way through their infested homeworld of Aiur, and things turn out about the same way...

While the theme of tradition and heritage would seem out of place in a video game about humans, aliens, and more aliens making smoking craters out of one another, the Protoss of the Starcraft universe have always been about politics in one way or another. This was demonstrated in Brood War through their strict adherence to their Khala faith that almost leads to their destruction, as well as their caste system that leads to their warrior race being almost defeated by Kerrigan's Swarm.

Much hasn't changed since then, and in Legacy of the Void, Hierarch Artanis seeks to reunite his people after reclaiming their lost homeworld of Aiur by rejecting the old ways of the Protoss. It is a noble cause that is idyllic in many ways, and many characters call him out on it. One such character in particular is Alarak, a Tal'darim who takes on a very extremist Hobbesian approach to Protoss-kind.

Alarak (above) acts as the polar opposite to Artanis throughout Legacy of the Void. While Artanis believes that his people can become one with all of the stray factions, Alarak believes the only way to unite a people is to control them. The reason? Because fear is ultimately the only thing that can keep beings in line.

The reason he is important is that while on the surface he seems like just another evil dictator, he ultimately represents something in our own society: the outsiders. While Artanis's goal is to unify the Protoss in a way that makes them as one, Alarak ultimately believes that no matter how much you try to unify people under one banner there will always be those who do not agree with it.

His beliefs are supported by those of another character, Vorazun.

While Vorazun and Alarak are fundamentally opposite in many ways, the one thing they share in common is a disbelief in unity. Vorazun eventually warms up to this idea, however, she is vocal about her concerns that the ways of the Dark Templar will be lost if they join the Templar once more. She stands on the middle ground between Alarak and Artanis, for despite her skepticism of a true unity, she does hope that one day it can be achieved.

There are also other political statements in Legacy of the Void
Rohana, as seen in Starcraft II: Legacy of the Void

Another character who represents a strong cultural theory is Rohana. A survivor of a long forgotten age, Rohana is the last of the preservers - a group of highly trained Protoss whose sole purpose in life was to recollect all of history by living in both the past and the present at all times. Unlike our own understanding of history, Rohana experiences history in real time through the Khala - almost like time traveling, except she is always living in the present. As such, her views tend to conflict with those of the current generation of Protoss since she comes from a time where: the Protoss banished the Dark Templar, had a strict caste system in the days of the conclave, and where the robotic Templar known as "Purifiers" were considered dangerous after they disobeyed their masters.

While her purpose seems to simply be a representation of our own society - sharing traits in common with racists and bigots - her role is a little more complex than that. Rohana represents that which allowed society to become what it is today, and is very much a representation of how despite her undesirable traits she is perhaps one of the most essential keys to defeating Amon.

Rohana constantly goes to great lengths to preserve her culture, allowing herself to get corrupted by Amon between almost every mission in the campaign, despite Artanis's wishes to sever her nerve cords...

If Rohana was to cut her nerve cords (which connect her to the Khala) she would be unable to see into the mind of Amon, and without that insight the Protoss would have lost to the Dark God no matter what. I suppose what I'm reading here is almost a commentary that while the actions of the past may seem unjustifiable, without their sacrifices in terms of ethics or morals we would never reach the greatness we have today.

This may be a controversial reading into Rohana's character, but I've never shied away from a bit of controversy. Personally, if this is the intent of the character then I think it was tastefully introduced since she eventually learns to accept the present, even if she has lived in the past. It is her utilitarian sense of self-sacrifice for the greater good that makes her character slightly more interesting than the rest of the cast.

The last character I would like to discuss is that of Fenix. While he may not look like it, Fenix is a ticking time bomb of controversy. Now I know what everyone who has played Starcraft before is thinking: "That isn't Fenix! He died in Brood War! I saw it with my own eyes!" However, Fenix is not as dead as we might think.

While the robot above does not look like Fenix, Fenix 2.0 (as I will call him for the sake of this article) has all the memories of the great Templar warrior prior to his insertion into a Dragoon. As such, he doesn't remember being killed, he doesn't remember fighting alongside Jim Raynor, and basically anything beyond that fateful mission in Starcraft episode 3.

Fenix 2.0 represents a lot in terms of the ethical battleground. Firstly, Fenix 2.0 represents the ethics behind cloning - as well as the ethics surrounding the possibility of mental cloning. Should we ever be able to download a person's memories or clone a person to the point where they died, Fenix 2.0 represents the ethical instability of how we would treat such a person. Do we tell them that the original died? Do we let them find out for themselves? Do we recognize them as the person they were, or the new person they are now? Should we do it in the first place? All of these questions come to mind when we realize the true nature of Fenix 2.0.

Fenix 2.0 also represents another controversial idea - this time revolving around historical treatment between races. As stated earlier, the Purifiers revolted against their masters who treated them like slaves. When this happened, the Conclave isolated the Purifiers to a floating platform known as Cybros (seen above). While it may be a stretch to some degree, the story of the Purifiers seems to match up with that of slavery in the United States. The reason is that while Artanis - as a forward thinker, even among his own people - reaches out with an open hand, the Purifiers distrust him on the grounds that they have not forgotten the past.

I found this particularly interesting since the storyline surrounding the Purifiers seems to point toward the political statement that the only way to unite the two groups is to forget and forgive the past entirely. This form of social thought has always been controversial since the "just get over it" argument has always led to more conflict. However, to see it in play in the idyllic setting of a video game does make one think about whether or not this could ever happen in real life.

Final thoughts...

Before closing this article, I would like to praise Blizzard's execution of character design in this game. Not a single character - except for Alarak - is flat in terms of character growth. Artanis gradually learns that sometimes the desires of the many must be sacrificed for society to advance. Karax proves that the lower castes of the Protoss race can be true warriors, just like the Templar, and proves to himself that he is braver and more ingenious than he ever was with the Khala intact. Vorazun is a strong female character that demonstrates that one doesn't need to keep up a certain image to be strong, and that not all cultural practices are necessary to maintain one's identity; and Rohana eventually learns to live in the present instead of constantly living in the past. Even Fenix 2.0 manages to accept his role in life and become his own person, renaming himself Talandar as he moves on to start his own artificial life.

Overall, Legacy of the Void is an interesting tale. It may not be the greatest story of our time, but it has a lot more political commentary than one would expect from an RTS series, especially one developed by Blizzard Entertainment.

What did you guys think of Legacy of the Void's story? Am I overanalyzing and making something out of what is in reality just another Hollywood-esque Blizzard game? Did you find anything for yourself that I might have overlooked? Leave your thoughts in the comments section below!

First looks at Legacy of the Void's new campaign and Co-Op features Tue, 10 Nov 2015 05:25:10 -0500 David Fisher

Today's November 10th, 2015, and that means Starcraft II: Legacy of the Void has officially launched internationally! There are tons of new features in Legacy of the Void, many of them released previously with Heart of the Swarm patch 3.0., and the subsequent hotfixes. As such, this article is going to focus solely on what is new with Legacy of the Void.

So what are we waiting for? Let's dig in!


Unlike previous Starcraft II installments, Legacy of the Void is divided into three separate campaigns. The first is Whispers of Oblivion, the prologue that was playable by anyone who pre-ordered the game, and recently available for Heart of the Swarm players. Legacy of the Void is the main campaign, focusing on Artanis's journey to stop the "End War."

Lastly, Into the Void is an epilogue that follows the adventures of Artanis, Raynor, and Kerrigan after the events of the game.

Artanis kicks off Legacy of the Void's campaign on a high note with a mission to reclaim Aiur at any cost, even after his long-time friend - Zeratul - warns him of the return of Amon. Players who have completed the Brood War Protoss campaign may have flashbacks to that fateful mission where they had to escape from Aiur as this first mission follows much of the same gameplay rules - sans overpowered dark templar hero.

However, this mission ends with the Hybrid attacking the Protoss forces as they make their way to the final Warp Gate. With little choice left but to believe in Zeratul's story, Artanis sends the dark templar hero to find James Raynor and the Xel'naga Artifact.

(Aside: You're also an executor again - like you were in Starcraft: Brood War's campaign - not some floating god-hand. Huzzah!)

Personally, I can't wait to get started. I'll be sure to let you all know what I think upon completion soon enough in my next RR-sama Talks article!

Co-Op Mode

Co-Op mode is probably the most enticing feature of Legacy of the Void for anyone who isn't a fan of competitive play. This feature allows you - and another online player - to play various Co-Op style campaigns while using one of six commanders: Raynor, Kerrigan, Artanis, Swann, Zagara, and Vorazun (above). Each character has a specific set of units, and each will gain new abilities as they level up after each mission.

What's interesting to note is the themes of each commander. Raynor focuses almost solely on Brood War infantry, Kerrigan has all the bigger Zerg units, and Artanis has - once again - Brood War units like the infamous Dragoon. Swann, Zagara, and Vorazun all have much more interesting combinations such as solely factory and starport units, light units only, and Dark Templar-themed units.

This looks like a lot of fun, and the classic Brood War units are a plus, but I think I'll wait until some friends get online before trying this out.

Have you got into Legacy of the Void yet? Are you excited to start playing some Co-Op missions with friends? What do you think is going to happen in the campaign? Leave your (spoiler-free) comments below!

Rainbow Six Siege has dedicated single player mode, but is it enough? Thu, 22 Oct 2015 19:13:44 -0400 Liam J Hamilton

Rainbow Six Siege has been criticized recently for not appealing to fans of the series that prefer single-player gameplay. The developer's response: 11 unique 'situations' to appease fans. 

These are solo modes in which you are given a specific special forces team member (which you can also use online) to complete a particular mission. From the information so far about this game mode, these situations include different objectives, such as eliminating targets and rescuing or defending a hostage. 

All of these missions look quite varied and introduce the player to some of the tools that can be used to their advantage in multiplayer: but surely it doesn't compare to a real campaign?

The exclusion of single-player modes seems to be becoming a common theme recently. There's a very similar issue with the upcoming release of Star Wars Battlefront. An over-emphasis on multiplayer is leaving the single-player fans feeling less represented in these titles. 

The campaign has been the foundation of previous installments in the Rainbow Six series. So it's no surprise that fans are upset there isn't one in the upcoming game. Perhaps the inclusion of this mode will be appreciated and leads to single player enthusiasts purchasing the game. Or perhaps it won't be enough.

The true impact of this strategy will be shown when the game is released and sales are published. 

Rainbow Six Siege is scheduled for launch on December 1st. 

What do you think? Are these "unique situations" enough? Let me know in the comments! 

Call of Duty: Black OPS III said to be a "twisted narrative experience" Wed, 21 Oct 2015 10:41:18 -0400 cdiponzia

It has been years since the dark events of Activision's Call of Duty Black Ops II were concluded. 40 years have gone by and now the events of Call of Duty Black Ops lll take place in the storyline. According to the Developer Treyarch, Call of Duty Black Ops lll is even darker and more twisted than its predecessors.

In an interview conducted by Gamespot, Studio Design Director David Vonderhaar said:

"A lot of the mystery of the latest trailer and all the story stuff is there because there is some really screwed up mind-f***ery going to happen to you when you play the game. That's the Black Ops narrative, that's intentional in design." 

The story is easy to understand even if you have not played the previous games. The story is of the narration of a black ops operative. Your fellow operatives have gone off the grid which is strange considering that you are constantly connected in the world this game takes place in. The overall mission that starts the story is that a large amount of military intelligence has been leaked, and you are in charge of finding out why. 

Vonderhaar explained that as you investigate, the narrative told along the way is a "huge weavy story; a very deep, very dark, and sometimes really twisted narrative experience."

It seems Activision is pulling out all their tricks to make this story a dark experience for the player. It seems like the story is focused on sending a chill up the player's spin as well as make them think. 

Call of Duty: Black Ops III will be in stores on November 6 for PlayStation 3, PlayStation 4, Xbox One, Xbox 360, and PC. However, the last gen systems will not have the twisted campaign mode. So, if you want to see this dark story be told, make sure to buy it for a next gen system!

Should gamers be allowed to skip through campaigns? Wed, 21 Oct 2015 04:34:26 -0400 shox_reboot

When I first saw the announcement that Black Ops 3 was allowing you to jump straight into the final mission if that's what you desired, I didn't really think too much of it. I never cared much for the campaign in any of the Call of Duty games.

But since then, I've been seeing more and more people wanting other games to follow this example, claiming that it's even archaic in some cases that areas of the game have been walled off without you 'earning the right' to play it by completing certain parts of the campaign. 

I even read a post somewhere that mentions this is a form of Digital Rights Management (DRM). 

One thing I don't understand about this logic is...why? Why would you even play the last level of the game without knowing anything that happened in the previous levels? You are pretty much skipping ahead to a point in the game where you've got next to no idea why you're doing what you're supposed to be doing, who the people you're with are, or who the f*** it is you're fighting and for what. 

Maybe I'm just one of those people who needs to have a reason to be doing what they're doing in a video game. I like the journey to the end as much as the ending itself. The journey exists to justify the ending and vice versa. If a game that features a story manages to pull that off, that is the mark of a good game.

Skipping past the journey renders the ending meaningless. If you're fine with that, why are you even playing the campaign mode?

Heck, it's the same for a good TV show, movie or book. Let's say you've never watched or read Lord of the Rings. Did you skip to the very end and see the Ring and Gollum sinking into the fire? What would you think was happening if you were watching it without any context? Oh look, some kind of creature and a golden ring perishes in a fire. Eagles everywhere! People are celebrating and there's some dude getting crowned the king and marrying a hot elf-woman. Oh, and there's a bunch of midgets standing around as well.


Skipping past the journey renders the ending meaningless. If you're fine with that, why are you even playing the campaign mode? 

There are some arguments trying to justify why allowing you to skip to wherever you please should be normal. The people in favor of this are generally the ones who got stuck on one particularly difficult boss fight somewhere in the middle (or perhaps at the beginning) of the game and never saw the end because of that. Or perhaps they lost a saved file due to data corruption. 

Or they're just plain lazy and want to see the ending without working for it. 

I sympathize with the ones who've lost save files and couldn't bring themselves to redo the earlier parts of a game. I remember having that problem with my PlayStation 2 where I couldn't finish Devil May Cry 3. Today that problem's almost non-existent, though, thanks to certain steps you can take, like online accounts/backing up storage to the cloud. But even then, stuff can go wrong, so I can agree with this case. Something needs to be done here.

As for the others, well...I'm not going to judge you. If you're lazy enough to skip forward,'re choosing to not get the full value of the money you spent on the game. You can argue that books and other forms of entertainment don't impose such restrictions, but do you really mean to tell me that you skip to a later chapter or later scene and are satisfied with not knowing what brought you to that point? 

Despite me pointing out reasons why you shouldn't be skipping forward, I'm not completely against being able to do so.

As I stated at the very beginning, if it is within reason, selecting an 'episode' of the game should be fine. Games like Black Ops 3 don't have RPG elements or a form of character progression. Its campaign mode serves to tell us a linear storyline, so if a player wishes to not get the full experience, it doesn't make that much of a difference. 

My main problem is with those asking for this feature on every game. Games like Skyrim? Mass Effect? Witcher? Dragon Age? Fallout? That's just to name a few. Would it be a good design choice if we were able to skip to the final chapter of these games? If you did skip forward, how would you play it out? How much of the game's design would have to be changed just so you can have this feature? 

Think about it. 

Black Ops III's hardest difficulty will kill you in one shot Tue, 13 Oct 2015 16:56:59 -0400 Eric_Streb

Call of Duty's blockbuster release Black Ops III will be releasing this November. With it will come one of the hardest achievements we've seen in a long time.

In an interview with Xbox Achievements, Jason Blundell, Director of the campaign for Black Ops III, says there will be a brand new difficulty added to the game. This new difficulty, called "Realistic", is exactlywhat you'd expect. Blundell said:

" have one point of life, so if you're shot once you're dead."

Soloing this new difficulty will be close to impossible. You'll have to survive in groups, which is what Treyarch planned for.

"You end up respecting the level in a completely different way, and once gunfire opens up, everyone just drops to the ground, because if any one bullet hits you or a grenade goes off near you, you're dead."

If you end up beating this brutal difficulty, you will get an achievement (or trophy) happily named "No One Will Believe You". This new difficulty has been something many fans wanted, and now we can finally get to test how good we actually are. Hopefully, Realistic mode will carry over to future Call of Duty games, as it brings a new way to play the games. 

Do you think you will be able to beat it? Tell me what you think about this new addition in the comments below and make sure to check back at GameSkinny for more news on Black Ops III. 

You can skip right to the end of the Black Ops 3 campaign Mon, 12 Oct 2015 19:14:02 -0400 Eric_Streb

When Black Ops 3 releases this November, you will be able to do something you've never been able to do in any other Call of Duty game - you will be able to skip the campaign entirely.

Jason Blundell, the Director of the campaign and Zombies mode, said in an interview with Eurogamer that "it gives [players] the flexibility to consume the content how they want."

But what happens if people just play the end to spoil it? Well, Blundell continued his interview by comparing the game to the TV show House of Cards: 

"If you see the end you'll say, I need to understand this more. When Netflix released House of Cards and do all the episodes, does everyone just jump to the end and go and play the last episode? Sure, you can. But it's about the journey, though, right?"

I feel that this is a good move on Treyarch's part. People get to play the game how they want. I don't usually play through the campaign; I just go straight to multiplayer (with Black Ops I go to Zombies). This decision gives me the freedom to do what I want with the game. If I'm playing Black Ops at a friend's house and get through 6 campaign missions, I can go home on my account and skip those 6 missions to finish what I started.

Hopefully more developers will see what Treyarch is doing and follow along. Sure, you might get the ending spoiled, but if you haven't played through the game, you probably won't get it anyways.

What do you think of Treyarch's decision to let players skip the campaign? Will you still play it, even though you don't have to? Let me know in the comments!

Black Ops 3 for PS3 and Xbox 360 will not have a campaign Mon, 28 Sep 2015 10:07:57 -0400 Michael Slevin

Call of Duty: Black Ops 3 for PlayStation 3 and Xbox 360 will not have a single-player campaign.

This news came from the Call of Duty blog, which stated that

"...the Black Ops 3 PS3 and Xbox 360 versions will feature Multiplayer and Zombies gameplay only, not Campaign. The ambitious scope of the 1-4 player co-op Campaign design of the PS4, Xbox One, and PC versions could not be faithfully recreated on old generation hardware."

In an attempt to offer the best experience, the developer decided that the ambitious campaign would not work well on last generation's consoles. With Call of Duty arguably being the biggest video game franchise of the past ten years, this decision could signal the final moments of the PlayStation 3 and Xbox 360.

It should be noted that creating a big first person campaign is certainly no simple task, however this certainly must be disappointing for players on the older consoles who were looking forward to Black Ops 3.

Were you going to play Call of Duty: Black Ops 3 on and older console? Let me know what you think of the lack of a single player campaign and whether or not the PS3 and Xbox 360 versions of the game are worth $60.

[Interview] Timofey Bokarev, CEO of Tabletopia; digitizing board games Fri, 04 Sep 2015 10:59:44 -0400 Courtney Gamache

An up and coming Kickstarter platform called Tabletopia has taken the internet by storm with their interactive interface for board games alike. From well-known publishers to the new players on the field, Tabletopia is made for unique games that can be played with your friends near and far.

I was lucky enough to grab a Skype interview with the CEO of Tabletopia, Timofey Bokarev and pick his brain about how Tabletopia came into creation, and some of the business models behind the company. With the help of Kickstarter and Steam Greenlight, Tabletopia has gained a huge following of board game and card game enthusiasts around the world, and is bound to become a revolutionizing way of playing already popular and blossoming new games. 

Their huge Kickstarter campaign has 1,216 backers for a total of $59,297 funded towards their goal of $20,000. With still 20 days to go, Tabletopia is destined to go beyond their Goals and Achievements; having already passed $35,000 for Original Dice and $50,000 for Sound Disks.

Their upcoming achievements that are put in place is $70,000 for Playing Cards, $??,??? for Skyboxes, and $??,??? for More Meeples. While the team anticipated a large popularity, it's skyrocketed above their anticipations and adjust their goals to the funded totals.

The Creation and Vision of Tabletopia

While sitting down with Timofey Bokarev, he divulged the vision of Tabletopia and inspiration that helped to develop the digital platform. 

Courtney Gamache (CG): What inspired your team to create such a large platform for board gaming? Was there any childhood experience that fueled the development?

Timofey Bokarev (TB): I've always loved board games and have a large collection. Having a good understanding in marketing and digital development, the formation of Tabletopia was made through investments of an international team made of co-workers throughout the Ukraine, Moscow, and Germany. There are digital platforms like the Kindle for reading books and Spotify for music, so the idea of Tabletopia as a digital platform for board games came into formation.

CG: As CEO of Tabletopia, what kind of expectations do you have for the game in the long-haul? 

TB: There is some interest in famous games - but in my opinion, it's more focused on giving new publishers a chance. Also, Tabletopia opens up the door for very unusual games that are difficult to create in real-life.

For longer expectations, Tabletopia plans to hold tournaments and events that users and their favorite publishers can participate in. By inviting the author of the game, we will then feature it; and they'll have their own dedicated page for their fan base

CG: What was it like approaching publishers to get them in agreement for licensing on Tabletopia? Was there a business model that was very appealing to their monetary goals?

TB: It was a good surprise that most of the publishers we spoke to liked the proposition of Tabletopia. The business model is very flexible where publishers can withdraw their games from Tabletopia with no strings attached. Using the business model that is similar to Spotify, being the bronze, silver, and gold; stretching from free to premium.

The whole catalog with full versions of games will be available to premium members that pay the monthly fee, while a free version is still available for everyone to enjoy. 

CG: Is there a nitty-gritty way to explain the business model and how the money from users is spent?

TB: The money gained from users having the subscriptions of Silver ($5) and Gold ($10) through monthly fees is split up into 30% towards the company and development of Tabletopia, and 70% into the publishers that participate. This 70% will be divided among publishers in proportion of the hours spent by users on each game.

This is to reflect how some games are ten-minute plays while others are hours. Open statistics for how many hours each game is played will be available for view.

CG: Were there any unexpected difficulties when importing the board games onto the digital platform?

TB: It was a disappointment when the Unity plug-in was going to not work on Google Chrome because it was very important that all browsers are supported. Since Google dropped support for Unity we overcame the letdown and look forward to our Steam launch that will make life a bit easier cause it'll use a program instead of a browser.

CG: Is there any type of promotion and marketing that the future of Tabletopia will be taking part in for the company and publishers?

TB: We have so many ideas for promotion and marketing. We're hoping to get exclusive expansions for many popular board games for Tabletopia and have close integration with publishers. If they will be happy with Tabletopia and will find it helpful and effective for them - they will bring their fans to our platform. This can be the most effective marketing channel for us.

CG: Are there plans to implement popular miniature tabletop games such as Warmachine and Warhammer in Tabletopia

TB: It could be a very big market for us and we're considering it right now. As of last week development for an interface to upload custom 3D models was finished so we aim to build some demos with miniatures and to talk to the larger war gaming companies. 

Anything is possible in Tabletopia. One of my favorite card games I play with my family called 1,000 I have yet to find a good implementation of the game, but it is possible in Tabletopia. Tabletopia doesn't include a built-in A.I. system or rule enforcement yet, so users can play games the way they want with their own rules giving an experience that can be found in real-life using a table. 

CG: How is Tabletopia a catch for publishers? What benefit does it give them along with the company?

TB: We are going to help all of these groups - publishers, game authors, retail companies, and players in different ways; in regarding publishers and game authors they can use our system to test their prototypes, present their games to partners and fans and monetize them. And using Tabletopia can increase the sales of physical versions of board games after users try them out digitally.

For many small publishers and game authors it could be also a stepping stone to bigger publishers.

It gives them a chance to publish their game.

And there are so many cool out-of-print games... some of them have only a hundred fans - so it is economically not possible to print them - but with Tabletopia it will be possible to play them. So we are going to encourage our players to speak with authors or publishers of out-of-print games and if they will allow - publish their games here. 

In my opinion there is many different ways Tabletopia could help publishers and gamers. There are many crazy ideas along the way - even adding a later possibility to print physical copy of the games based on them being uploaded to Tabletopia with the game graphic files. 

If the idea of Tabletopia is appealing to you and your future endeavors of board and card games, there is still plenty of time to fund their campaign on Kickstarter which gives early access and beta access.

There is also ample information on their official Tabletopia website, announcements on their Twitter account @TabletopiaGames and information on their Facebook Page

Below is also Tabletopia's anticipated timeline for production, support, beta access along with upcoming future projects surrounding the company.

What do you think of Tabletopia? Do you have any questions for Timofey Bokarev? What's appealing in the digital platform? Share your thoughts below!

Exclusive Interview: Jeremy Zoss on Whalebox Studio's "Goliath" Wed, 02 Sep 2015 10:03:15 -0400 David Fisher

I love mechas. Ever since I watched Megas XLR back in the mid-2000s my number one chant was always "I love giant robots," and since Mechwarrior isn't really around anymore (no, you will never get me to play Mechwarrior Online) there haven't been many creative mecha games. Since my love of mechas will never die, I have always felt sort of empty as a result.

When I found out that Whalebox Studio in Novosibirsk, Siberia, was making Goliath I just had to check it out.

Goliath is an open-world action-adventure game for the PC that blends survival and role-playing elements into a game about building gigantic robots. In a world where massive monsters are an everyday occurrence, Goliaths stand as your chance of equalizing the playing field. While your customization options are at first limited to wood and stone, players can expect to build their robots with hardier materials as they progress through the game.

When they said massive monsters I didn't expect this!

I decided to contact Whalebox Studio's marketing manager, Jeremy Zoss, via e-mail to ask him about the game. The following is a direct quotation of the discussion (images have been added for the sake of clarity and context).

David: One of the core features of Goliath is the ability to create customized robots of your own. What sort of customization options will players have at their disposal, aside from weapons and armor?

Jeremy: Lots! There are four basic Goliath types: Wood, Metal, Stone and Crystal. Each of these types has roughly 15 variants, all of which have unique properties. For example, the basic wooden Goliath is vulnerable to fire, but you can unlock a version made from burned wood. This version is obviously more fragile, but is immune to fire damage and does bonus heat damage to attacks.

Another example is the explosive stone Goliath, which is covered in bombs. You can jump out of this Goliath and send it into a group of enemies to detonate and take them all out. There are sniper Goliaths with long-range weapons and night vision, super armored melee Goliaths, and much more. 

You can mix and match parts from each of the variants within a type for hundreds of combinations, so you might make a wooden Goliath with flaming arms, a sniper head and reinforced brawler body and faster legs. So there are way more options than just weapons and armor!

So what about the survival aspect of the game? What can players expect from this? Will we be forced to find food, shelter, or other basic needs to survive? Or is this simply a “fight for survival” type game? If this is a survival game in which we need food and other survival needs, what separates Goliath from other games like Lost in Blue or Don’t Starve?

We wanted to make Goliath more approachable that some other survival games. You don’t need to sleep, eat or monitor your sanity. We didn’t want you to have to stop fighting in your awesome robot because you need to eat something. So the survival aspects mostly present themselves in the form of maintenance and crafting. There’s no automatic healing or repair (with one exception), so you have to find the ingredients to create healing items and repair kits and craft them. You also obviously need to craft the items that make survival easier, like tools, weapons, and of course, Goliaths. 

Weather is one of the systems you have in your game. What sort of effects - if any - will weather have on the Goliaths?

The weather effects all have different effects on the various Goliath types. For example, the wooden Goliath is obviously the most vulnerable to heat. Not only does it take more damage from fire-breathing monsters, it can also start on fire if it spends too much time in a hot environment like a desert. But the heat actually provides bonuses to the stone and metal Goliaths. When the stone Goliath heats up, the rocks that make up his body become hotter and he inflicts heat damage with his attacks. The metal Goliath is powered by an internal furnace, so when it becomes hot enough, it burns fuel faster and gets a temporary speed boost. In the rain, the metal Goliath can rust, but the wooden Goliath regrows and repairs damage. There are positive and negative effects for each weather condition based on which Goliath you are using. 

So is it possible for a Goliath to become a jack-of-all-trades? Or will players have to make multiple Goliaths designed for different uses?

Players can have three Goliaths at a time and switch between them on the fly, so we expect that most players will develop a variety of Goliaths they use for different situations. But one of those can definitely be an all-around solid Goliath that’s good for most combat situations. The metal Goliath is pretty well-rounded to start – it’s faster than stone Goliath but not as strong; stronger than the wooden Goliath but not as fast.

In addition to building Goliaths, you’ll also build a base where you can store the Goliaths you’re not using. So while you can have three with you at any given time, you can have many more Goliaths waiting for you if you need even more options!

On your Kickstarter page, you mention that you have plans for co-op and competitive multiplayer modes. What can players expect from these modes?

The main multiplayer mode is co-op for up to four players. It works very similar to Borderlands, with one player serving as the host and the other three entering the host’s word. Since Goliath is a procedurally generated game, everyone’s world will be different, and that includes different procedurally generated quests. The three players who join the host’s world will have access to procedurally generated quests that won’t appear in their world, and any loot they earn is available back in their single-player game, or games with other players. The next time the group plays together, they can let another player host, and then there will be a whole new set of procedurally generated quests and rewards available. So you’re not only rewarded for playing multiplayer, you’re rewarded by playing with a variety of other players.

As for competitive multiplayer, we have a lot of fun ideas for more arena-based combat. Expect to see smaller maps with much more of a focus on combat over quests or exploration.

Your campaign only has 14 days left until completion. How dependent is your team on the Kickstarter's success?

We have the funding to complete Goliath with or without the Kickstarter funding, but if the campaign isn’t successful, some of our dream features will be cut. Competitive multiplayer is one of the major ones. We have a lot of fun ideas in this area, but most of them won’t make the cut without a successful Kickstarter. We also want to add more Goliaths and more playable character with Kickstarter funding, and also hire an amazing comic book writer to work on the script and a talented composer for an original score. We hope that readers will like what they’ve heard about Goliath and decide to help us make our game the best that it can be. So please, support us on Kickstarter!

According to Jeremy Zoss, Goliath can be expected to be released on Steam for PC, Mac, and Linux in the earlier part of 2016. While the game already looks great as is, a lot of their Kickstarter campaign goals look like genuinely interesting features that I would love to see in the final release. If you would like to help Whalebox Studio fund their dream goals, then you can follow this link to their Kickstarter page, or click on the widget on the right. 

Kickstarter Spotlight: Tabletopia is giving tabletop games a digital makeover Sat, 29 Aug 2015 13:30:01 -0400 Courtney Gamache

There's a new Kickstarter campaign that's in the spotlight, and this one is called Tabletopia. It's solely designed to bring tabletop games into the digital age. With over 900 backers and still 25 days to go, Tabletopia has doubled its pledge goal with this promising game.

The idea behind Tabletopia is to bring people together from all over the world through online board games that are replicas of the physical editions. With the aid of PC/Mac, iOS, and Android, anyone, anywhere can play.

Features of Tabletopia

The developers behind Tabletopia came up with the idea after thinking about how there's Kindle for books and iTunes for music, but no digital platform for the old-school tabletop games that people grew up with. Tabletopia is designed to support over 78,000 board games, along with a workshop for people to build their own games. 

When players are getting ready to adventure into a board game, Tabletopia has a matchmaking system for public and private games, along with reputation status for players. Since there isn't an AI in Tabletopia, the rules aren't enforced - so gamers must know about the board game they're partaking in, and play responsibly. 

There will be timers in the games, along with counters for keeping track of points, and even custom options such as wallpapers, sound effects, and camera control during gameplay.

Heading to Steam?

Tabletopia is in the process of getting approved in Steam's Greenlight program. I know a ton of tabletop gamers who would love a platform like this to bring their hobbies to life - as long as it gets approved and does the board games justice. 

What do you think of Tabletopia? What kinds of board games would you like to see in their roster? What is your favorite board game? Let me know in the comments!

Kickstarter has no plans to compete with Fig using "equity" crowdfunding Wed, 19 Aug 2015 12:25:26 -0400 Courtney Gamache

Since the launch of the new crowdfunding company Fig (August 18th, 2015), many eyebrows have been raised in the direction of Kickstarter, asking them if they plan on competing with Fig on their level of equity crowdfunding.

If you're unfamiliar with what equity crowdfunding is: when a crowd of people invest money into a company, they receive shares of said company. It could be considered a more beneficial form of investment for the investors; should the company or product become popular, investors can cash out big by selling shares. 

While Fig is just a newcomer in the crowdfunding industry, they're implementation of equity funding as an option to their backers is very radical.

Reaching out to Kickstarter

Polygon already approached Kickstarter on their stance when dealing with their new competitor, Fig, and Kickstarter gave the very dominant answer that they have no plans to add equity as an option, and instead prefer to focus on the developer's options when getting funded for their projects.

Equity investment could become a major controversy since it offers the option to 'own' a piece of a game, and backers could even receive a cut of game's profits upon release. 

"Kickstarter has no plans to offer equity crowdfunding,"

"Kickstarter's mission is to help bring creative projects to life, and we welcome more options for creators."

- Kickstarter Representative

When looking at the business prospects of Kickstarter, it becomes difficult to read exactly what the future will hold for the company that has had such a strong reputation. Three successful game developers who have been heavily involved in Kickstarter's fundraising and creation process are on the advisory board for Fig, adding just a bit more drama to the pot.

This could cause a large profit and popularity loss on Kickstarter since the three companies, Obsidian Entertainment, inXile Entertainment, and Double Fine Productions accumulated over $13 million dollars in funding through Kickstarter since 2012.

Diversity Could be the Key

When thinking of Kickstarter many people associate the company with the huge diverse set of campaigns and projects that they advertise. That one association itself could uphold Kickstarter's reign on video game creation and funding. Their new competitor Fig will only host two campaigns at a time on their site, which is limiting the popularity at one front where developer's can't just submit their projects to be backed by the funders.

"We’re constantly amazed at the ingenuity and diversity of games on Kickstarter — thousands of them, from quirky side projects to ambitious blockbusters, and from creators of all stripes,"

"It’s a place where people make and support games because they love gaming. Kickstarter creators retain full ownership and creative control of their work. And our strong backer community makes Kickstarter the best place in the world for game makers to find an audience — one that extends beyond the core gaming crowd."

-Kickstarter Representative

I'll personally be paying attention to the fluctuating popularity that I expect will move from Kickstarter to Fig, and back and forth. Like with toys, when a new one shows up everyone wants to play with it; but true value will reign in the end onto which company has the best benefits. 

What do you think of the equity option that Fig is offering to backers? Will it work or flop? 

League of Legends drama: "The Death of Gangplank" Thu, 30 Jul 2015 05:43:50 -0400 Courtney Gamache

League of Legends has been doing a bunch of storyline material over the past few weeks surrounding their pirate characters with the addition of Bilgewater: Burning Tides. Last night they announced that for the first time in the game's history, a Champion will be killed, and the first in the series is Gangplank.

The Drama Ensues

“Gangplank is dead and has been disabled in all queues.”

While Riot Games has added tons of new content including new skins, re-made maps, and a game mode through the campaign Bilgewater: Burning Tides, it also brought along the Lore-Death of Gangplank. His death is during Act III of the story's progression this week, by the hands of his nemesis Miss Fortune. If you were to currently open League of Legends, an alert would appear in the top bar saying: Gangplank is dead and has been disabled in all queues,” which not only significantly shows his death, lore-wise, but also as a playable character.

Although League of Legends has quite an intricate story, when it comes to gameplay the story has never taken such precedence, which has lead this action to make many gamers feel a bit distraught. While he is the first Champion to be eliminated, Gangplank has quite a fan base behind him with many conspiracy theories.

Gangplank Conspiracy Theories

Many people believe Gangplank isn't gone for good, and will eventually re-appear within the game.

It's very suspect that Gangplank is removed from gameplay right when his character and kit just got redone in the Bilgewater: Burning Tides campaign. The addition to this theory is that Riot Games has been telling their customers to remain calm for a few days while they assess the issue, and that refunds are not being addressed.

"Champion death is unprecedented in League of Legends, and we do not take it lightly. We encourage all Gangplank fans to remain calm for a few days until we can fully assess the situation. At this time, we are not addressing refund requests for him or his skins but please know that over the next several days we’ll do our best to make things right for everyone." - League of Legends Forum

There is a full FAQ going around for the Bilgewater: Burning Tides campaign and the Act III information regarding Gangplank's death. For the full details it can be found on the League of Legend's forum.

Information regarding the campaign Bilgewater: Burning Tides, GameSkinny has an article on the release and more details on the maps and storyline. Look for the article "Yarr Mateys, League of Legends gets a Pirate Transformation for Seasonal Campaign 'Bilgewater: Burning Tides'."

What do you think of this elimination of the Champion Gangplank? Do you believe he will have some epic resurrection back into game-play as maybe Ghost or Zombie Gangplank?

EA offers free trial of Dragon Age: Inquisition that includes multiplayer & six hours of story Thu, 16 Jul 2015 07:29:14 -0400 CallSignDriver

Dragon Age: Inquisition is the third title in Bioware's fantasy-action RPG series, released to critical acclaim for its narrative, gameplay, and world design. It's also still sixty bucks eight months after release, and that can be a pretty steep price for a game you're just wanting to try.

In an age when demo disks are a forgotten relic of the past, it can be surprising to find a free trial available for a game you're really wanting to play–especially if that game is an AAA release. Fortunately for us, EA has decided to provide an unlimited trial for the game's multiplayer, as well as a six hour demo of the game's single-player campaign.  

As it turns out, yes.

This is Dragon Age: Inquisition's multiplayer, a class-based cooperative dragonslaying experience similar (if not identical) to the multiplayer from Mass Effect 3. It also contains F2P-style microtransactions, which may indicate that EA is trying to monetize the game as a standalone free-to-play experience, rather than just a tacked-on game mode.

In addition to the unlimited free multiplayer, there's also the single-player demo–a six hour chunk of the game's story that many commenters seem to agree is more than enough to appraise the game's quality. 

Does this mean the return of free game demos? One can only hope. Make sure to swing by the 
Dragon Age: Inquisition Trial page before this deal ends, and check back with GameSkinny to learn about future trials, demos, and game deals.

PS4 Users Push for a Better PSN Thu, 09 Jul 2015 19:00:40 -0400 Courtney Gamache

Based on the opinion of many PlayStation 4 owners, the PlayStation Network has a lot to work on if they're going to win-back the PS4 gamers. Between "NAT issues" to basic functions, the PlayStation Network has a lot to be desired, and a recent campaign, #BetterPSN has begun.

The campaign begins!

A recent campaign being pushed by NeoGAFfers using #BetterPSN has gained a bunch of support over Twitter and Reddit, bringing together the PS4 users across the world. It's well known that Sony has had many issues maintaining the PSN, but now that technology has risen as far as it has, Sony has no excuses but to amend the wants of their users.

Some of these wants are basic status options like found on Skype, using "Away", "Offline", "Busy", "Online" and even "Invisible". Not to mention a lot of users complain about the cloud storage, and how only a few images will fill the space allotted. It has been a long two-years since Sony launched the PSN, and it is time they start listening to their customers.

Reasonable Requests

On the website supporting the campaign, #BetterPSN, they've included some requests they've made to Sony, and users can vote them using Twitter. Among the many requests, the website has highlighted:

  • Fix bug that prevents users from accessing the Store in certain situations, needing a reboot
  • Search function, better organization and filters for download history/library
  • Ability to send recorded videos directly to friends
  • Online/Offline notifications
  • Better friends list functionality with nicknames, grouping by categories (games, relationship), and VIP tags tied to the notification system
  • Online/offline (invisibility) status change
  • Continious trophy syncing
  • Enhance user profile page showing favorite games, screenshots/recordings, game wishlist, deeper activity sections (Game statistics)

Most of these requests can be found in Steam and Xbox Live. The real question that we should be wondering is why Sony hasn't put these additions in their PSN already. To have a successful following they should be providing a service that is better than their opponents.