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flamydragon86 Blog

My First Novel (in progress)

Hello everyone! This is weird but true. I am here trying to write a novel. I have successfully accomplished my first 7,325 words. I don't know what to do. I am in desperate need of help. You all know that it needs promotion and money to publish a book, and I am just asking for some promotion and support so all the one's reading this can they at least give me some ideas and wishes. And those generous enough please follow me on gamespot and facebook. My facebook page has the Khawaja Saadd or you can search FlamyDragon86.

Thank you all!!

My First Novel (in progress)

Hello everyone! This is weird but true. I am here trying to write a novel. I have successfully accomplished my first 7,325 words. I don't know what to do. I am in desperate need of help. You all know that it needs promotion and money to publish a book, and I am just asking for some promotion and support so all the one's reading this can they at least give me some ideas and wishes. And those generous enough please follow me on gamespot and facebook. My facebook page has the same name.

Thank you all!!

PROJECT SCORPIO or PS4 Pro?

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So as we know that the ps4 and xbox one are now evolving to complete astonishment its still very difficult decide which one to buy when both will be released? i just bought a xbox one s and a ps4 now i dont what to do for the next evolution in them is about to come. I just want some good advice that should i sell them both and buy the new ones? or not? or keep the both?

Mirror's Edge: Catalyst Preview

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The original Mirror’s Edge was a unique first-person action game that blended high-intensity speed-running with platforming and puzzle elements. It only managed to sell about a million copies but it was a brand new IP, and it also released relatively early in a new generation, so it certainly wasn’t a failure. While it may not have been a blockbuster breakaway hit, it still generated a lot of loyal followers, all of whom were excited when a follow-up entry came to light. It took developer DICE quite some time to produce this news but after all, they’ve been busy with other projects (Battlefield, for instance) and besides, they’ve put a lot of effort into rebooting Faith’s playground.

The developers have indeed called Mirror’s Edge: Catalyst a “complete reboot" and it’s the team’s chance to appeal to a wider audience. It’s undoubtedly a risk for publisher Electronic Arts – a fact DICE has mentioned several times – but this only means the design team has to work that much harder to ensure a successful launch. Perhaps the first step was to give the main character a heftier background and story, as it wasn’t well explained in the first title. In order to do Faith justice and create a story in which players might actually take an interest, DICE has created an entirely new playground. This one is definitely open-world but there’s still an emphasis on “proper character development.”

Free-running is, in and of itself, a compelling gameplay style. In the original game, it required the player to look at things in a different way; most first-person adventures were, and still are, shooters. We’ll once again have to look at our surroundings as one giant playground for the protagonist’s prodigious capabilities, and while the puzzle/adventure elements could be less of a focus, DICE made a good decision: They ditched the guns. They seemed to be an afterthought in the original quest and really, they weren’t necessary. The developers obviously agree as they’ve already confirmed that Faith won’t be handling firearms in Catalyst. She will, on the other hand, have a more robust physical attack arsenal, which includes flinging herself off walls to strike down foes. It’s more than a little bad-ass.

In addition to the removal of weapons and the emphasis on Faith’s personal story, DICE has taken an ambitious and far-reaching approach to designing the new world. The first game was more linear and typically forced you down a set path, sometimes with only one way of escaping or traversing a particular environmental construction. But in Catalyst, we’ll have the standard open-world freedom with the benefit of zero load times. However, don’t expect the 100 percent sandbox style ala The Elder Scrolls or recent Grand Theft Autoinstallments, because parts of the city will open up as you progress. It reminds me of The Witcher 3: Wild Hunt, in which various parts of the world weren’t accessible right off the bat and they separated the massive environment into two good-sized chunks. I like that approach because it’s nowhere near as intimidating and allows the player to focus on one section.

And yet, at the same time, it still retains the basic tenets of an open-world foundation. It’s like the best of both worlds; a way of keeping the story in the limelight without forcing strict linearity on the player, while still giving us plenty of freedom. That freedom will result in multiple paths for Faith through the beautiful City of Glass. Your possible routes will be mapped out in red, allowing you to pinpoint and plan your progress. This looks like tons ‘o fun, as it was in the original, and the flow of the gameplay is absolutely critical. If the developers give us a challenging yet accessible playground and we can get into a comfortable free-running rhythm, which also allows us to improvise when necessary, this could be one of the most entertaining games of 2016. Hell, I expect nothing less.

So long as we have the chance to avoid direct conflict if we so desire (like playing stealthily in Deus Ex, for instance), and the game doesn’t boil down to a series of free-running attack situations, Faith’s newest and largest adventure should really turn some heads. It sounds like DICE has the right idea, and it helps to know they’re trying to kill two birds with one stone: They’ve said in the past that they still want to cater to fans of the original while drawing in a whole new set of followers. Given their goals and their decisions thus far, that certainly seems feasible. Mirror’s Edge: Catalyst is set to launch on February 23, 2016 for PlayStation 4, Xbox One and PC, but it does face the hurdle of having to contend with Deus Ex: Mankind Divided, which releases on the same day. Oh, just get both and be happy.

Sony Admits PS4 Exclusive Until Dawn Was a Sleeper Hit

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There's a bit of revisionist history going on with Until Dawn at the moment. The game has been hugely successful for Sony – both critically and commercially – but with a bit more marketing there's no doubt that it could have been an even bigger success. As such, armchair analysts believe that the platform holder missed a trick with this release – but that's easy to say after the fact.

We never like to toot our own horn here at Push Square Towers, but we were one of the few publications championing this title from the beginning. So, on the back of the mauling that The Order: 1886 received earlier in the year, it's easy to understand why the organisation was sceptical of the teen slasher. The good news for the game is that Hallowe'en is right around the corner.

"We can say that it's a sleeper hit," Worldwide Studios president Shuhei Yoshida toldEurogamer.net when asked about the game. "Once it's recognised, originating with consumers, the marketing department can continue to support the title through Christmas with some creative ideas. I'm very happy with how the game was received."

He continued: "People have asked me why it wasn't marketed as much as other titles. It's a decision made by marketing departments in each region. Because of the focus on this Christmas time-frame, to really support the big third-party titles like Destiny and these titles, they didn't see the need to push Until Dawn that much from the platform marketing standpoint."

Yoshida added that the title caught everybody by surprise, but this is obviously a positive. "It's a really great thing for the future of the interactive drama genre. We're a big fan of this genre. These games can talk to a broader audience. You don't have to be good at playing games. You can even just watch your friend play the game."

We have to imagine that Sony will be gearing up a second marketing campaign for Until Dawn around Hallowe'en – perhaps featuring bundles and a promotional price for the game itself. As such, we wouldn't be surprised if it climbed back up the charts over the course of October. And we have to imagine that discussions over a sequel are already at an advanced stage, too.

Remedy explain why Quantum Break is taking so long

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With a release date lined up for 5 April next year and a leading man that was always meant to be Iceman(from X-Men, not Top Gun), history altering Xbox One exclusive Quantum Break is so close we can almost taste it. However, that date hasn't made those previous delays any easier to stomach (even if Remedy is aiming to put the 'time travel' back in 'time travel'). In the latest issue of Edge, creative director Same 'Max Payne face' Lake explains the project needs every second of that extra time to perfect its potential unique experience.

“It’s many things,” he says. “Just thinking about Quantum Break, as an example, there’s a lot of new technology, [Xbox One is] a new platform, it’s a new universe, new story, there’s new core gameplay. [That means] a lot of prototyping, and a lot of discovery. On the whole show side, there are a lot of challenges to figure out. It does end up taking time and, yes, we want to keep the quality high, so we don’t want to make certain kinds of compromises, and are always making sure that this is iterated enough and polished enough and it’s as good as it deserves to be.”

That doesn't mean the Finnish studio isn't capable of pulling together a game in double-quick time - take the bullet-timey sequel to Max Payne. “I’m still really of proud of Max Payne 2,” adds Lake. “All in all, I felt that it was a really polished experience [that took] certain things from Max Payne further, and that took 18 months. Doing a sequel to something is obviously different to building something from the ground up.”

‘Umbrella Corps’: 5 Great Resident Evil Features Capcom Game Should Include

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Of all the games fans were expecting Capcom to unveil as part of the venerable Resident Evil franchise's upcoming 20th anniversary, "Umbrella Corps," an online competitive shooter game, was likely not on the list. Despite its departure from the series' normal format, "Umbrella Corps" still contains several elements which are synonymous with the Resident Evil series, including the evil Umbrella Corporation and the presence of zombies. However, if Capcom wanted to make "Umbrella Corps" really feel like a Resident Evil game, it could start by implementing the five features outlined below.

Contextual Melee Attacks

We already know that all "Umbrella Corps" players will have access to the Brainer, a deadly pick-axe weapon which can one-hit-kill both zombies and enemy players. However, it'd be neat if players could also take out zombies (and maybe even human opponents) using stylish contextual melee attacks, much like how they can in more recent Resident Evil games like "Resident Evil 4" and "Resident Evil Revelations 2." Maybe these special melee attacks could even grant a boosted XP bonus and/or score multiplier if pulled off successfully in the heat of combat.

Raid Mode

The main focus of "Umbrella Corps" will obviously be on team-based competitive play, but it'd be nice if Capcom took the time to also implement a co-op vs. A.I. mode for less competitive Resident Evil fans. One format such a mode could take is that of the Raid mode format from "Resident Evil Revelations" and its recent sequel: both open and linear maps populated with various A.I. enemies, some of which have special conditions and/or status effects. Raid mode proved to be a popular hit in both "Revelations" games, and it would likely continue to do so if it were available in a dedicated online game.

The Spencer Mansion

A little throwback to make the longtime fans happy, a game map set in the iconic Spencer Mansion from the original "Resident Evil" could also tie into "Umbrella Corps'" loose story of rival pharmaceutical companies battling for control of Umbrella's assets. After all, we don't really know what happened with the mansion after the events of the core games, or what secrets it could still contain....

Additional Bio-Weapons

It sounds like the presence of zombies will add an interesting wrinkle to "Umbrella Corps'" otherwise standard shooter gameplay, but what if Capcom didn't stop at just zombies? Imagine being engaged in a fierce firefight with enemy players only to have Crimson Heads or Hunters suddenly enter the fray? The presence of additional bio-weapons could also open up new co-op vs. A.I. opportunities, since enemy players might suddenly become temporary allies if the threat proved to be large enough.

Character Camoes

"Umbrella Corps" players will be playing as nameless mercenaries by default, but that doesn't mean iconic characters like Chris Redfield, Jill Valentine and Leon Kennedy couldn't make an appearance. Maybe players could unlock the ability to temporarily play as these characters if they attained a high enough kill streak or score threshold, or maybe there could be an entirely separate "Legends" mode in which players got to pick from a roster of their favorite characters before duking it out. These characters have become a core staple of the franchise, and it'd be a shame if they ended up being sidelined completely.

Mirror’s Edge Composer Solar Fields Now Creating Score for Mirror’s Edge Catalyst

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The creator of the original Mirror’s Edge soundtrack has been brought back on board to compose the score for Mirror’s Edge Catalyst, EA has revealed.

Over on the official Mirror’s Edge blog, Composer Solar Fields discussed the difficulties of creating the new score, and explained that each piece will tie into different missions.

It all ties into the missions of the game. I’m composing a theme for a specific mission or act. Based on that theme, I’ll create different variations that fit situations like exploration or combat. For changes in situations and moods, I’ll do things like tempo changes or switches between major and minor, but still hang on to the basic feeling of the theme. And all these changes need to happen without gaps.

In the first game we had one stereo channel, but this time we’re able to real time mix four different stereo channels based on what’s going on in the game, allowing us to create an even deeper and more dynamic musical experience than we hoped for. This requires some extra thought in creating the music stems since each layer needs to work and sound good on its own. If you’re currently playing the mission in a certain way, you might only hear the base part, and that needs to sound attractive.

Mirror’s Edge Catalyst is set to release on February 23, 2016 for PlayStation 4, Xbox One, and PC. Are you looking forward to hearing its soundtrack?