Tag Archives: 360

PS3 Finally Gets Trophy Cards…Called Portable ID’s

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Get your Portable ID!

So as you can see above me, this is the new PS3 “trophy card”, which is being referred to as a Portable ID. Its available directly through the official PS3 website, and is a great feature they finally got around to doing. I was using Playfire for awhile to show off my trophies, but the problem was that to stay accurate you had to manually update and add trophies you acquired. This was not cool because not only was it a pain in the ass to constantly go on there whenever you received a trophy before you forgot about it, but anybody could claim they got any trophy and be a deuche about it.

So it took me awhile to figure out how to pop it on forum site like co-optimus but with the help of some forum members I was able to pop it on. The problem was that the Portable ID only comes with a html code, which is fine for my blog, but doesnt cut the mustard on forum sites, so I needed help creating a new code.

Anywho, its done, and its about time. It took Sony waaay too long to figure this out. There were a couple of independent sites offering this service, and Microsoft has been giving 360ers Achievement Cards (not sure what the official name is) for awhile now. So with this, Sony takes one more step towards competing with Microsoft. The price cut was a good thing, and this is also. Its silly to not offer the same services that the 360 does, even if 360ers have to pay. I’ll glady pay an annual price for online support if its as good as Microsofts. The only thing missing now is the damn voice chat. Is it so much to ask to be able to have a voice chat room running in the background while you play a single player game?!

PS3 Review: X-Men Origins: Wolverine (Uncaged Edition)

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I’ve been waiting to get my hands on this game for awhile, and Gamefly finally delivered. The game is loosely based on the movie, but in many ways, is actually better. While the movie cut back on the violence and such, since it was a PG-13 movie and all, the game did nothing of the sort. It was Wolverine at his savage best- mutilating enemies in a wide variety of ways!

The game follows the basic plot of the movie, with Wolverine being tricked into returning to Stryker so that his regen ability can be used to power up Deadpool. The game goes back and forth across the time when Wolverine and the rest of the squad are in Africa looking for adamantium, and then it goes to Wolverine getting the adamantium skeleton and then going on a rampage looking for Sabertooth. Across the game you come across some bosses from the movie such as Sabertooth, Gambit, Deadpool, Blob, and Agent Zero (the guy with the accurate shot).

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Sacred 2 Character Build Guides Coming Soon

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Well after reviewing my site activity for the past two weeks or so, it is quite clear that my most popular thing on the site is my Sacred 2 blog that explains all about combat arts, skills, and stuff. Im getting about 15 unique visitors a day for that, and thats pretty cool for my little ol’ blog. So I decided to capitalize on my awesome love for Sacred 2 by crunching out my character builds.

I do have a character for every class so far, all at differing levels. As of right now, my characters are:

Shadow Warrior- Level 45 (my first, and thus suckiest)

Shadow Warrior- Level 24 (my new and improved one)

High Elf- Level 24

Inquisitor- Level 21

Dryad- Level 16

Seraphim- Level 5

Temple Guardian- Level 1

All characters are on the Shadow path, except for my two Shadow Warriors. I am playing through the game online with Steve, and we are on the Shadow path, so all my characters are such except for the Shadow Warrior, because that is what Steve is playing as.

So as I said, I hope to get this rockin’, and I should have my Shadow Warrior guide up by Friday. Thanks to all you crazy people out there in the US, Canada, UK, Norway, Spain, France, Brazil, Australia, and everywhere else that have been drawn to my site thanks to my simple Sacred 2 explanation guide. I hope you’ll all find my future character builds of equal greatness.

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Explanation of Combat Arts/Aspects/Skills in Sacred 2

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Now that Ive put more time into it, Im really getting into it. I have finally figured out how to use abilities. As I mentioned, it is a complex process, and the instruction manual tells very little. However, after reading up on discussion boards and experimenting, I figured it out for the most part, at the most basic level.

Each character in the game is assigned three “aspects”. These aspects  are also called skill trees, as each one contains five individual combart arts (special moves/magic) that can be learned. Thus, each character can learn up to fifteen moves. So when you level up, you get the opportunity to assign points to the aspect  itself, which makes all corresponding combat arts stronger (more damage, shorter regen time, etc.)

I’ll use my Shadow Warrior (undead warrior) as an example. He has three aspects- Death Warrior, Malevolent Champion, and Astral Lord. Death Warrior combat arts are all about doing massive close-range combat damage. Malevolent Champion skills are close-range combat moves that are not as massive, but quick. The Astral Lord combat arts are all the cool undead skills such as summoning skeleton helpers and arrow-firing towers.

Each character can learn up to ten skills, which are additional “areas of proficiency.” The character’s three aspects can be in there, as well as stuff like “sword use”, ” bow use”, “mount riding”, and “blacksmithing.” All of these skills raise the characters ability to perform well in these activities. So when my character levels up, I can use my skill points to upgrade any of my three aspects, which in turn strengthens the five corresponding combat arts.

Now to learn each individual combat art requires you to find the rune of that skill during combat, and then use it. The good thing is that these runes are easy to come by, as once I figured all this out, I had at least two of each in my inventory. Enemies drop these runes like crazy. So you figure out what combat art you want to learn, then see if you have the rune. If you do, then you use it, and blam…you can now use that combat art.

Now heres the interesting thing. There is no sense of mana/magicka/mp in the game…each aspect has its own separate recharge rate. So if I was to use a combat art from Astral Lord, I would have to wait until Astral Lord was fully recharged to use another Astral Lord skill. In the meanwhile, I could still use combat arts from Death Warrior or Malevolent Champion, so long as they were recharged. In this respect, it is recommended that you dont waste runes and such leveling up all the skills, but stick to a base two or three in each set (I’ll explain another reason why later in the post).

Heres one of the coolest aspects of combat arts…not only do you level them up with more runes, but you can also modify them. Let me give you an example. Under Astral Lord, there is a combat art called Nether Allegiance. This combat art summons two skeletons to fight with you in battle until they are defeated or you send them back. There are three modification categories for each combat art, and each category has two abilities, and you choose one. So with Nether Allegiance, the first option was either “skeletons do more damage” or “summon one additional skeleton.” I chose the latter, so when I use that skill now, three skeletons show up instead of two. Then when I unlocked the second modification, the two options were “skeletons have better shields” or “summon yet another skeleton.” I thought three was enough, so I decided to make them tougher by giving them better shields. There are other examples also, as Ive seen that the fireball the Inquisitor (Wizard) casts can be modified to either be one huge fireball, or a series of smaller fireballs. This was a very interesting aspect of the game. So you assign points to aspects to make all the corresponding combat arts stronger, and use runes to learn and strengthen individual combat arts. Occasionally, you unlock the ability to modify these combat arts to really alter them and make them better. Also, there is a way to create “combos” in which you can make up to four combinations of different skills, but I havent delved into that yet.

Heres the thing with runes…not only do you find them, but you can also buy/trade them from a rune master. So all the unused runes you have, and you will have a lot, you can trade to him/her for runes for combat arts you actually use. So if you only use two combat arts from Astral Lord, you would be able to trade the three other runes to this guy for one of the two you actually use.

As I said, its a complex system, and Im sure I didnt fully explain everything, but I think I did a pretty close job of nailing it on the head. As I said previously, its difficult to master, but once you have some idea of whats going on, you feel a lot better. I was so relieved when I got my level 11 Shadow Warrior to finally use his first skill.

UPDATE:

I recently wrote a character build guide for the Shadow Warrior and High Elf . I will be creating more character build guides in the near future for the other characters.