Monthly Archives: April 2017

THE WILD’S ENDING IS SLIGHTLY DIFFERENT IN JAPANESE

The English dialogue during the final encounter with Breath of the Wild’s Beast Ganon implies that defeating him will destroy Ganon once and for all, but in Japanese the line tells a different story.

The line in question, spoken by Zelda as Ganon assumes his beast form, goes like this in English: “Ganon was born out of a dark past. He is a pure embodiment of the ancient evil that is reborn time and time again… He has given up on reincarnation and assumed his pure, enraged form.” That final line makes the encounter sound final, but the Japanese text seems to say the opposite.
On his blog Legends of Localization, professional translator Clyde “Mato” Mandelin breaks down the Japanese text, providing this basic translation: “He’s an embodiment of hatred and grudge that arose in distant antiquity and revives again and again no matter how many times he’s destroyed. This form was born from his obsessive refusal to give up on revival…”

As such, the lines don’t seem to agree on whether or not Ganon will truly be defeated. So which is correct? Mandelin admits it’s hard to say, pointing out that the scripts for big-budget games are often written in multiple languages simultaneously, so it’s impossible to know which came first.

If you need a little help seeing that ending for yourself, check out IGN’s Breath of the Wild wiki, which now includes tips for The Master Trials DLC. Nintendo also just recently launched a new update for Breath of the Wild, which includes a new feature that rewards players items for visiting the Switch’s news feed.

BATTLEGROUNDS FROM DROP TO LATE GAME

Being able to see your target is pretty important so set your Shadows and Foliage to very low, you’ll find it easier to spot your targets this way. Grass won’t be as tall or detailed, bushes will not be as pronounced and it will make it harder for other players to hide in.

Another fun fact about the graphics in this game is that foliage does not appear properly at certain distances. They either disappear completely or pop out awkwardly meaning other players (or yourself) can’t hide in them over long distances. This basically means try to avoid open fields as much as possible as you will have no cover what so ever.

Cornfields make excellent prone cover, even on the lowest graphics. Keep in mind however that on low graphics, foliage does not spawn at long distances meaning that you will be visible as a clear as day to snipers. So if you’re forced to make your way through a cornfield and the circle is small enough that players are not able to use 4 x scopes effectively, go prone and crawl through.

When leaping out of the plane, try to aim for roads that have “vehicle hard–spawns” (we have a handy map to show you where they are). Grab a vehicle early on and drive to a distant city that other players couldn’t possibly get too by leaping out of the plane. This way you’ll be free to loot the area without worry of being snuck up on, and if any other player does decide to follow you they will have to do it by car, thus alerting you to their approach.

If you do opt for landing at a nearby city instead, always use the Alt–look in the air to see where other players are landing. You’ll either want to steer clear of them or place yourself strategically so you can sneak up on them.

When looting it’s not a bad idea to grab some attachments for guns you hope to find in the future. You never know when you come across a handy vector or m416 and you’ve got all your attachments ready to slap on.

Try to find at least one close quarters weapon and one long range weapon. Different games perform better at different ranges and will in general kill faster in their ideal range.

Don’t underestimate the range of a shotgun in this game. Especially if you’ve given it a choke attachment. Shotguns can easily hit targets up to 15–30 meters away.

Thrilling Otome Experience

A young police officer is patrolling the streets of Shinjuku when she is attacked and later awakes in an abandoned church by a group of unknown men. These men have received a secret message from a stranger telling them where they can find someone in need of their help. Soon after awaking, it becomes evident that the protagonist isn’t safe yet. Her attacker has locked a collar to her neck with a dose of lethal poison contained inside that can be activated remotely. A microphone is also built in, allowing the assailant to listen in to conversations between the victim and her rescuers.

This event isn’t anything unique given the recent turmoil in Shinjuku. A terrorist group calling themselves Adonis have been scaring citizens with unspeakable acts over the last year, referred to as X-Day incidents. Every time they complete a heinous deed, they leave a rare coin as their calling card and a larger marker somewhere on the crime scene showing roman numerals counting down from nine. It started with four police officers being strapped to chairs and murdered then moved on to an explosion that killed an entire middle school class, the murder of a male stalker, the serial murder of online gamers, suspicious suicides, and fatal traffic accidents. The countdown is supposedly leading to something called X-Day when a catastrophic event is expected to happen.
Although the protagonist of Collar X Malice isn’t directly involved with any of the events, the terrorist organization chose her as someone of interest and she takes the opportunity to bring down the extremists with the group who saved her. That is, if she can trust those that want to help and if they can trust that her apparent connection with the terrorist group does not make her a sympathizer.
Collar X Malice’s gameplay is minimal and the same can be said for many visual novels. It mostly consists of choices in conversations and performing actions. Depending on what you choose, you will go down a route that is tied to a specific character. You start out with the characters in the group who saved you and unlock more later. Your goal while investigating the X-Day events is to raise your trust level with each character as you go down their routes and make your way to one of the endings which depends on how high your trust is by the end of the story. You can then choose another character route to go down for the next playthrough and so on. Other elements of gameplay include moving around the police precinct (although your options will be locked down most of the time), occasionally looking at items in a room, and perusing your inventory. I also got to fire a gun once which was pretty cool.

Warcraft Plague That Killed Thousands of Characters

On this day eleven years ago, a terrifying plague struck Azeroth in a way many veteran World of Warcraft players will never forget. Skeletons blanketed the streets of cities as Corrupted Blood spread across continents, instantly killing low-level characters and even infecting NPCs. It was a panic-inducing, chaotic, and unintentional event that Blizzard fans fondly remember. Here’s how it happened.

When Patch 1.7.0 released on September 13, 2005, Zul’Gurub was finally available for players – and that’s where the Corrupted Blood Incident all started. Hakkar the Soulflayer, the final boss in the 20-player raid, would cast Corrupted Blood on players, a debuff that would periodically sap their life. Once it was cast on a player, the debuff would spread to others nearby; a familiar mechanic for many – but things got complicated when it was realized the debuff could exist outside of the raid.

Pets and minions would contract the disease, be dismissed, and then be summoned outside of the instance with the debuff still applied. You know how this goes. From there, the plague spread quickly from player to player. The debuff would only disappear in one of two ways: it’d eventually time out (best case scenario) or you’d unfortunately die. Higher level players could keep themselves alive, but lowbies didn’t stand a chance once they were infected.

Corrupted Blood greatly impacted cities such as Ironforge, which were littered with corpses and occupied by hundreds of ghost players too frightened to reclaim their bodies. Many avoided urban areas completely, while some just temporarily stopped playing the game. This persisted until Patch 1.8.0, which made it so pets could no longer receive the debuff and the disease could not exist outside of the instance. At last, the plague was stopped.

Inspire the first time around

Some games are so great, they should only be played once. They can still be good on subsequent playthroughs, but these five games are prime examples of experiences that exist to shock or inspire the first time around. This shouldn’t put these games in diminished standing amongst their peers, though. These games are at their fullest when they aren’t over-prodded by the ever curious gamer.

1. Bioshock: Infinite
Bioshock is a great series of narrative-heavy first person shooters that bring a particularly unique set of mechanics to the genre. It’s always fun to shoot lightning bolts out of your hands, and the game’s focus almost always tends to be how twisted and dramatic the story is – especially in Infinite.

Once you play through the last half hour of it, you can never look at Bioshock: Infinite the same way again. One of the biggest plot twists in games is when the ending is obvious, but so well executed that it remains impactful. You can never have that “first time” back, though, and romping through Columbia again will not bring you back from behind the veil.

2. Journey
The evocative and almost ethereal adventure that Journey takes players on is really only great once. When you find random travelers (other players) and investigate the incredibly elegant spaces you’re lead through, everything comes together organically. Words are replaced with visual and audio cues, and the effort to get to the end is one that will never feel powerful a second time around. Every new environment relies on some form of “WOW” factor that you can’t unsee and get re-surprised by.

3. Any Telltale Game
Telltale has their particular brand of adventure game down to a science, and almost all of their games have followed a similar format. Unfortunately, that means there’s really only room for one genuine playthrough, where you set aside the fact that you know how these narrative paths work and can almost predict what happens next because of it.

Regardless of how you feel about the game’s stories, playing it a second time shows you not only the micro effects of the actions you didn’t take, but the fact that they really don’t change the overall course of the story much at all. It can be a real bummer to pull the veil back like that.