Video Games
Reasons for Video Game Addiction
Category: Video Games
Tags: Games News Popular

Reasons for Video Game Addiction


1
The most addictive video games have no pre-defined ends. This is one of the central features of a MMORPG, but it is also becoming true for many other genres as well. The most addictive video games have no ultimate goal or point at which a player can say "I'm finished. I have completed every quest - there is nothing new to discover". As such, there is never the experience of "Game Over" - a point which signifies the natural end to a game.


2
Addictive video games feed a need of making social connections. While video games used to be solitary activities, today's games encourage, and in many ways, require that players interact socially with each other - which feeds the universal human need for interpersonal connections. Interestingly, these connections can come at the expense of real-world relationships.


3
Video games are more addictive when in-game rewards are based on a leveling system. When starting a new video game a player's character begins with very basic attributes with regard to experience, strength, intelligence, courage, powers, etc. Initially, it takes very little play (perhaps minutes) to reach the next level and gain new skills - this is immediately rewarding and reinforces continued play. However, each successive level begins to take more play time to reach - eventually taking weeks or months to level-up. By this time however, the gamer has gradually adapted and accepted the greater effort required to reach the next level. Imagine if the very first levels (e.g., from Level 1 to Level 2) took 1 month rather than several minutes - how many players would find this rewarding enough to continue?


4
The more addictive video games often encourage play and collaboration with gamers worldwide. This is true of online multiplayer video games in general. The fact that two users on opposite sides of the world can interact and join together in a common quest adds to the excitement and exploratory nature of modern games.


5
Addictive video games often have some form of in-game currency. The same goals and emotions which drive people to pursue wealth in the real world are also present in video games. As one amasses more virtual wealth (by spending more time playing and completing tasks), the virtual wealth translates into greater power, control, respect, influence, status, and purchasing power - which are obviously very seductive pursuits.

For more:

http://www.techaddiction.ca/why_are_video_games_addictive.html
 

Disney Infinity Discontinued
Category: Video Games
Tags: Video Games Kingdom Hearts Disney Games

In an investors meeting held today, Jimmy Pitaro, Disney's Chairman of Consumer Products and Interactive Media, confirmed that the company will be discontinuing Disney Infinity This decision came from the struggling toys-to-life market and high development costs, leading them to make the difficult decision to cancel Infinity and shut down internal developer Avalanche Studios, thereby laying off close to 300 staff. They will take a $147 million charge with consideration for severance for employees, company assets, etc.

In doing so, they will be changing their approach to console gaming and focusing on licensing their properties to third parties, much like what they've been doing with Electronic Arts and Star Wars. This does, however, pose potential dilemmas for Kingdom Hearts. If other developers license Disney properties, Square Enix would have to pay those developers to use them, which could limit which worlds and characters can appear in future installments. 

Infinity's cancellation means that a Sora figurine will never see the light of day, but playsets for Alice: Through the Looking Glass and Finding Dory will still be released as scheduled in June.

Our best wishes to the affected staff. 

Source: VentureBeatBen Fritz

 

SOURCE:
 

Published on May 10, 2016 @ 09:06 pm
Written by Cecily

http://www.khinsider.com/news/Disney-Infinity-is-being-discontinued-6495

 

Mortal Kombat X Review
Category: Video Games
Tags: Mortal Kombat Games Entertainment Fatality Xbox Ps4
 

New blood by the gallon

Reviewed on PlayStation 4 and Xbox One

April 13, 2015 Let’s just get this out of the way: Mortal Kombat X is the best Mortal Kombat, period. It’s deeper, mechanically richer, and more fully featured than any of the nine games before it, hands down. On top of that, developer NetherRealm Studios has taken a bunch of risks by adding eight entirely new characters to the MK roster, while introducing fun, distinct variations to returning ones. Each of these risks pays off to varying degrees, but they also serve to highlight some of the ways in which the franchise is stuck in the past. As a whole, Mortal Kombat X is an excellent fighter, and the most fun I’ve ever had with a Mortal Kombat game.

The first thing MKX does to make itself feel new and exciting to both old series fans and casual fighters is a major roster shakeup. Before DLC ever enters the picture, MKX sports a respectable 24 fighters, and a whopping one third of those are honest-to-goodness new characters; not palette swaps or tweaked alternate versions of existing ones. Few fighting games with such a deep vault of fan-favorite characters have cleaned house so completely, and MKX is so much the better for it. Sure, I go way back with guys like Kabal and Smoke, but fresh faces like Takeda and Kung Jin bring so much novelty to the table gameplay-wise that it’s hard to be sad about their absence.

Takeda is the most eye-catching new design, and he exemplifies what MKX does right with its new characters. He fights like you’d imagine a 21st-century ninja might, with an interesting

Mortal Kombat X

April 14, 2015

Fueled by next-gen technology, Mortal Kombat X combines unparalleled, cinematic presentation with dynamic gameplay to create an unprecedented Kombat experience.

mix of traditional weaponry and high-tech gadgetry. He’s got remote-controlled laser swords he can plant and recall at will, explosive kunai throwing knives, and arm-mounted, retractable grappling hooks that can open up into imposing blade-covered whips. He wields it all with a confident martial arts swagger that makes it all seem somehow plausible.

 

In fact, everyone conveys their fighting style more effectively than in NetherRealms’ prior games thanks to the much-improved animations. Injustice was a step in the right direction of addressing the shortcomings of 2011’s Mortal Kombat, but MKX gets the rest of the way there: dash and hit animations no longer look like hapless flailing, for instance. Little details like this used to distract me from the fighting all the time, and I’m glad to see them finally ironed out.

This helps MKX feel like the smoothest-playing Mortal Kombat ever. Walk speeds are snappier, pokes feel more useful, and with the awesome new variation system that gives each character three possible abilities to choose from at the beginning of a match, there’s more to explore, discover, and exploit than ever before. Liu Kang has a variation where he can switch on the fly between healing and damaging stances, new grappler Torr employs an assist character to double-team opponents, Kotal Khan can place totems to grant himself temporary buffs – this is the kind of stuff you usually see in games like Persona 4 or BlazBlue, and seeing NetherRealms open up so many fun new doors is really refreshing.

One mild distraction from the excellent combat is the visual inconsistency between characters. Some fighters, like Scorpion or newcomer D’vorah, look excellent, with tons of little details in their faces and costumes. Others, like Sonya and Jacqui, look far less detailed, with comparatively plain facial textures. It stands out because of the high peaks MKX hits during its best moments. With two of the better-looking fighters duking it out against one of the many beautiful backgrounds, this is one of the best-looking console games around, so it sticks out when everything isn’t up to the same high quality level.

The inconsistency that sticks out the most for me, though, is the content of MKX’s so-so story mode, and how completely at odds it is with the dark and gruesome aesthetic Mortal Kombat has built over the years. Again, NetherRealms has created something substantial for folks who like a single-player experience, but it’s far less successful than previous attempts when it comes to providing a meaningful context for the bloody brawls. The spotty writing and voice acting are largely to blame, but the real issue is that it’s weaving a tale of family and young adults coming of age in a world about death and brutality. Without the storytelling wit to do something interesting and unpredictable, it’s simply a poor fit

The chapters set in a civil war-torn Outworld fit the Mortal Kombat tone the best, but there is just no reconciling the feel-good tale of a single father who loves his daughter in story mode with the image of him gleefully tearing a hole in her chest and proudly standing over her fresh corpse in every other mode. Yes, of course, Mortal Kombat is ostensibly “about” Fatalities, and they’re gorier and more satisfying here than ever, but MKX’s story mode also wants to be about characters with deep ties to one another: fathers and sons, estranged lovers, budding romance, and long-standing blood-feuds finally laid to rest. Adding all of that drama to a series that began as a thrown-together story of a bunch of loners fighting to their deaths for their own reasons in strange, dangerous-feeling places leaves MKX feeling a bit confused in that regard.

 

There’s a small bit of this inner conflict in the excellent combat engine as well, but fortunately it matters far less. The bi-directional block button is back, and after being free of it in Injustice it simply feels limiting to come back. Scream “sacrilege!” all you’d like; the block button is a poor mechanic. It completely removes the left/right mixup that cross-ups are supposed to create in 2D fighters, eliminating an entire axis of mind games and setups without offering anything interesting in return.

Still, there’s a ton to sink your teeth into here. Each character has a long list of attacks and combo chains that serve different purposes, from high/low mixups to safe block strings and juggle starters. X-Rays, the MK equivalent of super moves, have been retuned to be more worth the resources they cost to execute, and throws can be canceled out of and linked into full combos, giving you another meaningful way to spend meter. This makes resource management decisions that much richer. Most importantly, the ability to choose between three version of every character means there will be more matchup-specific stuff to learn, since playing against Sonya’s martial arts-focused Special Forces variant won’t prepare you for the oki setups she can create with her Demolitions style

That’s what really matters in the end. Sure, the three or four-hour story mode experience feels middling and largely out of place, but story mode isn’t really what a fighting game is about. It’s endless nights in the lab and the joy of outsmarting your opponent in single combat. MKX provides all this with an incrementally improved version of the same great training mode from Injustice, and a solid suite of online features. The best of these is King of the Hill, which allows you to queue up and chat with a bunch of players while training, watching live matches, and paying respect for performances that impress you. It’s a fun, social way to play and learn with other people.

The netcode is mostly up to the task of keeping online fights reasonably smooth, but there was usually just enough input lag to throw off my combos or punish timings relative to what I’m used to playing locally. Still, that’s a huge improvement over Mortal Kombat 9, and while online isn’t a replacement for in-person competition, it’s close enough to keep me learning and playing for a long time.

One more thing that will keep me coming back is the returning Krypt, where you unlock MKX’s humorously massive cadre of costumes, finishers, and supplemental materials. More than ever before, this interactive unlockable menu feels like a game of its own. There’s a certain thrill to spending your hard-earned “koins” to open up treasure chests that could have anything in them.

That joy is somewhat dampened by the knowledge that you can just buy your way out of the entire thing with a separate $20 unlock key. It’s not the only thing that’s been monetized, sadly: new options for executing easy, two-button Fatalities or skipping story or tower fights require tokens, which are also sold on PSN and XBL. It’s worth noting I never felt outright pushed to get any of this stuff, but between all that and the big “push X to buy Goro” message that appears when you cursor over him on the character-select screen, it’s a bit too much in-game marketing for me to be okay with. It didn’t impact my enjoyment of the experience exactly, but even a hair more aggressive, and it would have. It’s sad that we’re even in that territory.

 

The Verdict

Story only matters so much in a fighting game. Combat is king, and there’s a ton of depth to mine from Mortal Kombat X. A much-needed transfusion of new blood, along with the ability to choose between three variations of every character means we’ll be learning, grinding, and discovering for a long time to come. Its universe keeps getting harder and harder to take seriously, and its microtransactions are borderline gross, but Mortal Kombat X is a great fighting game all the same.

 

Vincent Ingenito is IGN's foremost fighting game nerd. Follow him on Twitter and argue with everything he says about them. 

source = http://www.ign.com/articles/2015/04/13/mortal-kombat-x-review

by Vince Ingenito 

 

 

E3 2014: New Open-World The Legend of Zelda Coming in 2015
Category: Video Games
Tags: E3

Nintendo has shown off a brief glimpse of the new Zelda title currently in development for the Wii U. No, not Hyrule Warriors. The final title was not given, either: right now it's just The Legend of Zelda.

Zelda mastermind Eiji Aonuma unveiled a brief look at the stunning new game at Nintendo's Digital Event at E3 2014. Explaining the thinking behind the title, Aonuma explained that this latest Zelda game would be an open-world Zelda. Link was shown atop Epona, with Aonuma saying that you could gallop over to the mountains in the distance if you so desired.

The beautiful footage opened with a wide vista of Hyrule, with grass blowing in the wind and an overall slightly cartoony look--think Skyward Sword with a dash of Wind Waker, rather than Twilight Princess. Link was then chased around the environment by a powerful monster. There was not a green tunic in sight, but there was a little look at Link's new bow and arrow.

The next Legend of Zelda will be released in 2015.

See more coverage of E3 2014 →

source: http://www.gamespot.com/articles/e3-2014-new-open-world-the-legend-of-zelda-coming-in-2015/1100-6420317/

Persona Q: Shadow of the Labyrinth Heading to 3DS in North America This Fall
Category: Video Games
Tags: Persona Nintendo

A first for a Nintendo system

In recent times we've been posting some information on Persona Q: Shadow of the Labyrinth as the build up continues to its June release in Japan. Thankfully we no longer need to consider it a matter for import, as Atlus has confirmed the title will come to North America in Fall this year.

This game blends characters from Persona 3 & 4 with gameplay influenced by the Etrian series — most importantly it'll also be the first appearance of the franchise on a Nintendo system. Below is an excerpt from the Atlus press release explaining more.

 

read more: http://www.nintendolife.com/news/2014/02/persona_q_shadow_of_the_labyrinth_heading_to_3ds_in_north_america_this_fall

WWE 2K15 Launchdate
Category: Video Games
Tags: WWE 2K Sports Microsoft Sony

WWE 2K15 launching October 28 for Xbox 360, Xbox One, PS3, PS4

2K confirms launch date and platforms for this year's professional wrestling game.

by Eddie Makuch

2K Sports announced today on Twitter that WWE 2K15 will launch October 28 in North America across Xbox 360, Xbox One, PlayStation 3, and PlayStation 4. The professional wrestling game will be available internationally three days later on October 31 for the same platforms.

WWE 2K15 was previously announced, but we didn't know anything about platforms or a release date until today. 2K also shared a logo for the game today, but there's no screenshots, video, or other game details to speak of. Last year's WWE 2K14 was developed by Yuke's.

For more on the WWE 2K series, be sure to read GameSpot's review of WWE 2K14.

What are you hoping to see in WWE 2K15? Let us know in the comments below!

Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

http://www.gamespot.com/articles/wwe-2k15-launching-october-28-for-xbox-360-xbox-one-ps3-ps4/1100-6419794/

The Catch-Up: February 10th, 2014 – EA Sports UFC Gets a ‘Gameplay’ Trailer
Category: Video Games
Tags: ufc video games playstation xbox fighting

easportsufcscreenshot123

Anthony may or may not be in the presence of Troy Baker.

General News

  • You may not know this but one of the original working titles for God of War was ‘At the Hands of the Gods‘. I think they made the right choice with God of War. [Twitter]
  • Good news for people in Europe: Digital pre-orders of PS4 games on the PlayStation Store will start happening “in the next month or two.” [Source]
  • Great news for people in Europe: TxK on PlayStation Vita should also be releasing this Wednesday when the PlayStation Store updates. North America gets it on Tuesday. [Source]
  • Greater news for people in Europe: “None of the games” on sale in the February 2014 PlayStation Store sale will be given away for free to PlayStation Plus members in March 2014. [Source]
  • Clearing up any confusion, OrangePixel confirmed that Gunslugs will be released on February 18th in North America and February 19th in Europe, meaning you have to wait another week. [Twitter]
  • Not much of anything is known about the game at this moment, but Team 17 announced that Worms Battlegrounds is coming to the PS4 and Xbox One in 2014. [Press Release]
  • When you’re playing through BioShock Infinite: Burial at Sea Episode 2, Elizabeth will be able to use the Crossbow, with Tranquilizer Bolts, Gas Bolts, and Noisemaker Bolts introduced for the weapon. [Twitter]
  • On Wednesday, Iron Galaxy will talk about new platforms for Divekick (possibly PS4), along with their first major balance patch. [Twitter 1, 2]
  • Matt Thorson tweeted out that he’s playing what “may very well be” the final build for Towerfall: Ascension. He added that he expects the game to be out “soon” and it will release on PC and PS4 at the same time. [Twitter 1, 2, 3]
  • If you had a chance to try out the beta for Ace Combat Infinity and you live in Europe, be sure to follow the link and give your feedback. [Survey Says]
  • Spoiling most of the surprise ahead of time, we know that tomorrow will bring the first video for Evolve. [Twitter]
  • Vlambeer has submitted Luftrausers for certification and they’re hoping it passes. [Twitter]
  • Seaven Studio is uploading their PS Vita build of Ethan: Meteor Hunter to Sony. [Twitter]
  • In Rabbids news, Sony Pictures and Ubisoft are partnering for a Rabbids full-length feature film, a move likely made easier by the fact that the Rabbids Invasion TV show averages 2 million viewers per episode in the US. [Press Release]

New Videos

  • In what EA calls a “gameplay video,” you can check out the look of many fighters and how they were created in EA Sports UFC for PS4 and Xbox One. The game will be out this Spring and you can expect more videos in the coming weeks that focus on dynamic striking, submission battles, living world, and more: 
Interview with Brian Tyler
Category: Video Games
Tags: Composer Games Films Score Interview

                             Brian Tyler Film and Game Composer 

  

Sometimes is hard to think about what games to play when you are in front of your consul (XBOX One, PS4, etc.). I usually like to listen to the background so that I am not annoyed the by the score. One composer that has been doing GREAT score for almost 15 years is Brian Tyler. The latest Blockbuster he was a part of is Thor: The Dark World. He recently composed the sound track for Assassin's Creed IV: Black Flag. This guy has over 50 films, he has done epic games such as Call of Duty Modern Warfare 3. Check out this interview with IMFCA nominee Brian Tyler:

 

HOW DID YOU FIRST GET INVOLVED WITH ASSASSIN’S CREED, ARE YOU A FAN OF THE SERIES?

BT:
I first became familiar with Assassin's Creed back in late 2007 or early 2008 with the first game. I loved it but I never finished it. A couple years later I came back to it and went on a Assassin's Creed bender finishing the first and starting the second in one weekend. Then years later when I heard that the AC team wanted to talk to me about getting me onboard Black Flag I was excited to come aboard. Their concept for taking the world of Assassin's Creed into a new era was awesome.

ASSASSIN’S CREED HAS ALWAYS BEEN RENOWNED FOR IT’S BREATHTAKING SCORES AND ABILITY TO TRANSPORT PLAYERS INTO A UNIVERSE BY SEAMLESSLY PAIRING SETTING AND SOUND.

BT:
Completely. I love the Jesper scores. You always feel immersed in the game and I wanted to keep that alive but from a different angle. On Black Flag, we went for a soloistic vibe with violins, cellos, dulcimers, percussion, and various instruments from the past. Somehow that seemed to create an intimacy to the game that could otherwise be lost. Often the adventure was wild and incredible but I also wanted to bring a reflective melancholy tone to the proceedings. The tone of the game is complex.  

 

 


 

 

Source= https://acinitiates.com/forum/discussion/1385/page/1 

 

Call Of Duty Ghosts $1 Billion Day One Sales
Category: Video Games
Tags: videogames cod ps3 ps4 xboxone xbox360 guns money billion

The battle for bragging rights at video games’ top table continues, with the announcement by Activision Blizzard (NASDAQ:ATVI) that sales of Activision’s latest first-person shooter, Call of Duty: Ghosts, exceeded $1 billion on its first day.Call of Duty Ghosts logo

This number, and this announcement, is clearly intended to reference and invite comparison with the $800 million launch number for Take-Two Interactive’s Grand Theft Auto Vand the billion dollars its sales figures reached within three days of release. However, the two are not meaningfully comparable.

The figure of $800 million for Grand Theft Auto V was for retail sell-through, rather than sell-in – that is, around 15 million people purchased a copy ofGrand Theft Auto V to play.

 

Read more here...

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