I love world building. Ever since I was a child, I loved building things. I would create toys for myself out of construction paper. I would build structures (with secret passageways) with LEGO blocks. I would draw elaborate maps on grid paper for my own imaginary video games. It is for this reason that I am enamored with the creativity-enabling aspect of Minecraft. The recent Adventure Mode update only makes things better because now I can build an awesome map (in Creative Mode) and then release that map for players to explore in Adventure Mode.
I like world-building and adventure gaming and although Adventure Mode caters to both of my interests, I believe there are more ways which Mojang can improve upon their current designs.
I was raiding with my guild in Dragon Soul recently. We killed Deathwing, the Aspects channeled their energies into the Dragon Soul, and Thrall fired the artifact off. Deathwing exploded into a poof of fireworks—rather anti-climatically, actually. All that was left behind was an Elementium Fragment.
Our loot rules are as follows: main spec rolls beat off-spec rolls; anyone who hasn’t won gear yet gets priority over those who have won something. Simple, except the Reins of the Blazing Drake dropped. It’s not a piece of gear, so main spec and off-spec don’t apply here. What was our raid leader to do? Open rolls, of course!
In my previous article I looked at some of the changes introduced in the new Extended Cut DLC for Mass Effect 3. I spoke about the run to the Citadel and the new dialogue options available with the Child. Today I conclude my breakdown of the DLC and specifically focus on how each of the three main decisions was expanded upon with new dialogue and imagery. Were the additions enough to shed the view many had that Mass Effect 3 had the worst ending in a video game ever? Let us find out.
In what may be an unprecedented move by a game developer, Mass Effect 3’s ending was received so poorly by fans that BioWare compiled brand new content to try and bring the closure that fans so desperately craved. Called the Extended Cut, this DLC became available to download for free on June 26, 2012, more than three months after the game’s initial release. BioWare has stressed that this DLC package does not change the original ending of the game but merely expands upon it. Being among the majority of fans sorely disappointed with the ending of Mass Effect 3, I was admittedly a little skeptical that BioWare could redeem itself. Join me as I discuss whether that skepticism was justified.
If you keep yourself even mildly informed of video game news, you have probably heard the controversy surrounding Mass Effect 3. Developed by BioWare, it is the third game in a series which began back in 2007 and has developed a very dedicated fanbase. The latest release was met with a lot of anticipation, but fans cried foul when they got to the game’s ending because, to put it kindly, it fell short of expectations. However, the internet has a way of blowing things out of proportion, often by using exaggeration to a fault. I began to wonder if, in a sense, people were missing the forest for the trees and had focused solely on the ending without giving the rest of the game a fair consideration. Join me as I take a look at the entirety of Mass Effect 3 and see whether it deserves the tarnished reputation it has garnered.
In the past Blizzard has made changes to the default user-interface (UI) or added new features which had been previously part of popular addons. Most recently, it seems Mists of Pandaria will be incorporating the ideas seen in an addon called QuestHubber, which is a fantastic idea. It is very nice to see Blizzard taking ideas from the community and putting them into the retail game. In keeping with this idea, I would like to make two recommendations for features that should become part of the default UI. This is based entirely on my attempt to play my main, a Warlock, in the Mists of Pandaria beta where addons are currently disabled.
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