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4 September 2012

Plan Your Guild Wars 2 Build with This Interactive Skill Builder

Guild Wars 2 does things differently than other MMOs. For starters different weapons unlock different skills, and every class can heal or tank. It can be very hard to make heads or tails of your character’s hundreds of options.

Luckily IGN has your back. Our simple browser-based Guild Wars 2 Skill Builder allows you to create any build imaginable – from a healing Necromancer to a ranged DPS Warrior.

Once you’ve perfected your ideal level 80 loadout or recreated your current build you can grab a URL to share it with your friends to give or get advice. Check out IGN PC Executive Editor Charles Onyett’s level 73 support Guardian here or my own fledgling level 30 Engineer here.

Future versions of this tool will include options for racial skills, skill chains, underwater skills and more.

Think you have your class figured out? Link your build below and be sure to note its role. Let the min/maxing commence!

Justin is Editor of IGN Wireless. He has also been playing an embarrassingly large amount of Guild Wars 2You can follow him on Twitter and IGN.


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2 September 2012

Talk About Breaking Bad's Finale

Man we love Breaking Bad, which is why we'll forgive AMC for making things a bit difficult as far as our coverage of the midseason finale is concerned - not making the episode available early for press, while airing it in the middle of a holiday weekend.

That all being the case, our review won't be going up until Monday, while our "Breaking it Down" video chat will be up Tuesday this week. But in the meantime, I wanted to give everyone a place to talk about what went down in "Gliding Over All." So spoilers obviously are fair game, since this is meant for those of you who've seen the episode to chat about it in the comments below. Make sure to check back at IGN on Monday for our review!


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27 Agustus 2012

Resident Evil 6: The War on Bio-Terror

Demos are tricky things. Though certainly better than only watching trailers, or agonizing over the smallest details in screenshots, demos only give you a small slice of an experience. They lack the context of previous gameplay or story to fully demonstrate a game’s potential.

Resident Evil 6 has certainly suffered from that problem. A premature and poorly constructed E3/Dragon’s Dogma demo exposed the game’s weaknesses in all the worst places. A startling lack of quality made it easy to start drawing conclusions about the game. Would the camera get better? Would screen-tearing constantly be a problem? Would Leon Kennedy be robbed of action? Would Jake Muller and Chris Redfield not benefit from slower moments that allow for a proper ebb and flow of tension?

We’ve now had the chance to spend about 15 hours with Resident Evil 6, completing approximately half of the three lead campaigns featuring Leon, Chris and Jake. That time not only reinforces some of our impressions (be sure to read them) based on the second, much-improved round of Comic-Con demos, but allowed us a glimpse at new functionality, new storyline elements and new design elements in general. What follows are three new video previews detailing our thoughts, plus a variety of other notes.

Be warned: There are some spoilers ahead, particularly in the video previews. Nothing huge, but we know some of you care about that sort of thing.

Leon Kennedy's Campaign

Think Leon's campaign is just about a slow crawl through Tall Oaks University? Not quite.

Chris's Campaign

Are you a recent convert to the world of Resident Evil? Are you a big fan of RE 5? You'll definitely want to pay attention to Chris Redfield's campaign.

Jake's Campaign

Leon and Chris are easily two of the most iconic characters in RE lore, but Capcom sough to add a new face to the mix this time around. Let's take a look at Jake's storyline, which pairs this newcomer with RE 2's Sherry Birkin.

The Campaigns

We cover a lot of different details between the three video previews above, but there's even more to say about how Resident Evil 6 tells its story. What's probably most important is that while all three campaigns share similar control schemes, and feature pairs of characters fighting bio-terror across the globe, they have their distinct tones and in their own way feel like their own complete experience.

Leon's campaign definitely takes on a darker, slower tone that does feel similar to Resident Evil 4. With its emphasis on BSAA action, and plenty of battling in the broad daylight, Chris Redfield's story does call back strongly to Resident Evil 5. Finally, Jake Muller's arc is based more on tension than horror, as Jake and Sherry are constantly being chased by the Ustanak. Although all campaigns have some tonal overlaps - there's plenty of high action for Leon and some slower, creepier moments for Chris - they do stand apart all the same.

Expect plenty of Resident Evil's signature traits as well - both good and bad. This is B-movie horror at its finest, with some cringe-worthy dialogue, obtuse main characters and a large, generic supporting cast waiting to be slaughtered. Yet as any B-horror movie fan will tell you, that's part of the fun. Every so often the game attempts to take itself seriously, with mixed results, but by and large Resident Evil 6 is attempting to be everything that any Resident Evil fan would want. So far, with about a dozen hours spent between all three campaigns, Capcom appears to be succeeding.

Playing With Skill

For many years, Resident Evil has wrestled with how players should handle things like inventory, ammo scarcity and character evolution. With solutions ranging from briefcases to storage bins to upgradeable weapons and mysterious merchants, the past decade has presented many options. Resident Evil 6 tries to walk a fine line between everything.

So far it appears as though Capcom has opted for an upgrade system that focuses on the actual characters, not weapons. Likewise, the stores - merchant or otherwise - are gone, replaced by a skill point system that is accessible from the game's main menu, or between chapters. Points are found during the campaigns themselves, picked up as random drops from fallen enemies or in random treasure chests. More difficult enemies will drop thousands of points, while more common ones will typically drop 50-100 points, if they're not leaving ammunition or herbs behind.

The upgrade system can affect everything from the effectiveness of melee attacks to gun recoil to the likelihood of certain types of ammo drops. Once purchased, these upgrades (some of which have multiple levels to buy) can be placed into one of three slots, which affect all characters regardless of campaign. In other words, if you decide you want to exit from Leon's campaign to make some progress in Chris's, you'll want to check your skill set to make sure it's appropriate for that specific campaign. What you select can definitely make a difference.

Herbs and Ammo

A few other details stood out to us during our time with Resident Evil 6. The herb system is particularly different, as it not only focuses on what types of herbs you have, but rewards you for risking your character's health.

Herbs are no longer something that can be instantly consumed. They must be converted into pills before your character can use them to recover one of your six health blocks. Typically one green herb yields one pill, but waiting until you have two, and combining them when you convert, will yield three. Better yet, combining a red and green will yield six. So the game rewards you for taking risks, for holding your herbs rather than pushing to have them available. It's a small detail, but occasionally you'll find yourself strongly weighing whether to enter a room fully equipped, or risk having to scramble in the hopes of finding some extra herbs and profiting from that patience.

Ammunition is also an unusual commodity this time around. Resident Evil 5 was well known for providing ample amounts of ammo, particularly before major confrontations. This time around Capcom isn't quite so generous. Though it's certainly not as punishing as some of the older games, Resident Evil 6 often holds back on the bullets, particularly because enemies frequently drop skill points instead of usable commodities. Careful item management is definitely something worth considering. In fact there were several points where we let our partners do some of the work for us, or restricted ourselves to melee attacks to conserve ammo for another battle. It was strange to feel the need to do these things - but very much welcome.

This limited stock of ammunition does lead to a few bumps, where you simply must shoot something to progress, and little will happen until you do. If your guns aren't loaded, prepare for some rather awkward gaps in action until you do. This type of situation doesn't happen often, and in some ways it's a reasonable price to pay for the thrill of having limited resources.

The Battle Continues

Even a dozen hours in, we know we've only scratched the surface of what Resident Evil 6 has to offer. Capcom is almost literally crafting four games in one. While each is estimated to be shorter than previous entries in the series, the sum of the parts is one massive adventure. Better than that - our early fears have been put to rest, as the more time we spend in Tall Oaks, Europe and China, the more the experience grows on us. Capcom is still taking a variety of risks here. Not all of them will pay off. Yet somehow that's always been the story of the Resident Evil series. If we have to take a few weird moments alongside our epic horror show, we'll gladly do it.

We're just over a month away from the release of Resident Evil 6. Stay tuned for more and more coverage of the game and its legacy as the days count down.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


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26 Agustus 2012

True Blood: "Save Yourself" Review

Warning: Full spoilers for the episode follow...

Hey, I remember that old Stabbing Westward song! "I can not save you..." Sorry guys, my '90s are showing.

Okay, so big things were poppin' in the True Blood season finale. And I don't mean that metaphorically. Fangers were 'splodin' all over the joint. And Sam (as much as it still hurts my brain to accept that shifters can turn into flies) flying into Chancellor Harris' mouth and then bursting out of her as a human was pretty freakin' rad. As was the final 10 minutes of "Save Yourself," in fact. But before I get into the whole naked, bloody "Billith" reveal - which actually seems to be borrowing from Deacon Frost's plan to become the Blood God from the movie Blade - I need to talk about the quick, unceremonious death of Russell and some of the things that were lacking in this season ender.

True Blood has always been an oddly paced show. Often, the finales dispatch with the "big bad" within the first half hour, leaving the rest of the episode to act as set up for the next season. One gets the sense that the writers know when they want to have big moments happen, but filling in all the moments in-between, or leading up to them, is treated as a stagnant chore. So we either get episodes of filler leading up to exciting bloody carnage, or we get random crazy side-stories that go nowhere and leave a handful of characters with nothing to do at the end but drink Cajun Margaritas. And witness the beauty of the orgasmic fairy birthing process. "I have no idea what's happening" says the drunken Mrs. Boathouse in Merlotte's, in that True Blood meta-way that tries to excuse the crazy bulls*** by having the characters call out how crazy their lives are. "Who the f*** does?" Lafayette replies.

So, while one story in this finale had "life or death" stakes, the other had Maurella telling everyone "My light broke" and leaving Andy with four newborn baby girls. The worst part of which is that we'll now have to see Andy comically deal with four newborn babies in Season 6. And as for Russell? The driving force for most of Season 3 and the man who we all cliff-hanged on last week? He got splattered by Eric within the first two minutes; before the opening credits. Now, since I figured that this season couldn't end without Sookie actually meeting and seeing "Evil Bill," I knew the Russell situation would get handled quickly. But not that fast. I mean, I'm glad Eric was the one who got to kill him, but the hastiness of the whole thing made it feel very unsatisfying. I would have much rather watched things play out in the field a bit longer than, say, watch "constantly seeing things" Jason constantly see visions of his vampire-hating parents.

But, like I mentioned already, the final act of this episode was pretty damn fun. And guys...skinwalking paid off! It was used to actually do something useful! And, I have to say that I didn't even know it was Luna acting as Steve at first. I thought it was just Steve being protective of his pet. We'd even seen him tell Luna not to shift into a human before. Also, Tara kissing Pam and Jess screaming "I knew it!" was awesome.

And I'm glad they decided to keep Evil Bill around for Season 6. Though, I'm not sure what his plan will be now that almost every vamp in the Authority HQ has been staked by Jason, Eric and Nora. His army seems to be gone. But who knows what Bill's mind is even going to be like after fully transforming into that blood demon thing? Will he even be in charge of anyone? Season 5 did a good job of expanding its vampire story out across the U.S. I mean, I still didn't believe Jess when she said that the Bill and the Authority were just crazy enough to take over the world, but it was a step in the right direction.

But now the world knows that Steve Newlin "eviscerated" 22 frat boys. And they know that shifters exist too, thanks to Luna. So there's definitely some interesting possibilities taking shape. The trouble is, it makes me care even less about the smaller characters at Merlotte's. This finale ended with a single cliff-hanger and not several character-specific cliff-hangers like last year. Which makes me really only want to follow this one story even more.

Oh, and Alcide's pack-master story was fine too. Robert Patrick's always a kick to watch, although Alcide now seems even more detached from the core characters than usual.

At this point, given the final scene, I can see no way back for Bill. Of course, we all thought that at one point when Angel turned into Angelus back in '97, so I suppose there's always a way. And this is where series creator Alan Ball leaves us, as he wrote this finale and now heads off to focus on his new Cinemax series, Banshee. He leaves us (thought probably not entirely) with our former hero flipping his crippling guilt upside-down and using it as an excuse for divine madness. It's funny too, to think about how every new Authority character that was introduced this year, aside from Nora, is now paste. No one from that now overly-familiar set was meant to survive the religious purge; with ever-devious Salome being the last to bite the dust. And now that Bill is Billith, will we ever know what Lilith's game was? I mean, she wanted one of them to drink all of her blood. So now what? Stay tuned...

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN. WARNING: No Nudity!


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15 Agustus 2012

South Park Returns Next Month

Comedy Central has just announced its fall schedule, which includes the next season of South Park as well as all-new series and specials.

The fall season kicks things off on Tuesday, September 25 with a new episode of Daniel Tosh's Tosh.0 at 10pm, followed by the comedian's new animated series Brickleberry at 10:30. South Park returns the night after that on Wednesday at 10pm, with Season 2 of Key & Peele premiering directly afterward.

Additionally, the network will air two stand-up series: Season 2 of Gabriel Iglesias Presents Stand-Up Revolution (Thursday, October 4, at 10pm) and the series premiere of T.J. Miller's Mash Up (Tuesday, October 9, at 12:30am).

On Tuesday, November 6, The Daily Show with John Stewart and The Colbert Report will televise live election night coverage at 10 and 10:30pm, respectively.

Also on the docket are several specials, including the fourth biennial event Night of Too Many Stars: America Comes Together for Autism Programs on Sunday, October 21; and new stand-up specials from Demetri Martin (September 29), Jeff Dunham (October 7), D.L. Hughley (October 27), Chris Hardwick (November TBA) and Russell Peters (TBA).

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


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12 Agustus 2012

Breaking Bad: "Dead Freight" Review

Note: Full spoilers for the episode follow.

Of all the disturbing things this show has done, there hasn’t been a detailed, in-your-face instance of any innocent bystanders paying a price. Sure, there was Jane’s dad, who crashed a plane and killed a bunch of people, but there wasn’t much tangible about that; we never saw people burning alive on a plane or crashing to the ground (that would’ve been pretty bleak, even for this show). The most we’ve seen is the crack addicts or dealers who occasionally kill someone or one another and they’re not "innocent" in the same way. Gale may have been the most innocent person on the show, but he was still a meth cook.

People are people and every death is a tragedy, yes, but it doesn’t hit home. We, the viewers, are mostly law-abiding citizens. We don’t do drugs (OK, most of us don’t), we don’t skirt the law, and we don’t kill anyone. Therefore, we don’t identify with the drug dealers or the addicts or any person who, to this point, faced direct, tangible repercussions -- i.e.: death (and on camera) -- for decisions they didn’t make.

Most of the people in the series do terrible things and don’t see the repercussions of their actions—especially Walt, our "hero". The one character who’s the most closely related to us, Jesse, has a conscience, but he’s still a cook and he’s killed. He does harm to other people. In "Dead Freight," we have a boy killed in cold blood, whose only crime was he wanted to motorbike through the wilderness. Everything about him was supposed to be the definition of innocence and childhood. He even wears a helmet because he feels safety is important (or his loving parents do).

And it was a horrible twist. It was a tragedy. It was disturbing. It was necessary. It was amazing TV.

Gotta love all of the little hints in there. First, there was the opening. Although the show’s done at least one red herring opening, this opening looked more like a flashback. The kid on the motorbike looked straight out of the ‘70s. The kid was off-screen just long enough to completely forget about him.

Then there was Mike saying, “I've been around long enough to know there are two kinds of robberies: the ones that get away with it and the ones that leave witnesses.” It could’ve been just a Way of the Gun kind of one-off random philosophical quote about murder and crime, but since this show is Breaking Bad (and doesn't have bad writers), it had to come into play.

There was also all the talk about (and action from) kids in this one, with Walt Jr. returning to Flynn and Holly existing (we haven’t seen much of her this season). The one that stuck was Lydia asking Walt if he had kids and their brief conversation about it. In any other episode these probably would’ve been red herrings, but they definitely weren’t... Holy S**t...

And there’s this odd parallel to this story and the meta-story, where the entire story is a train robbery itself. How much time do you think it took the Breaking Bad writers to A) come up with this idea and B) plan how to do it? I’m guessing weeks, maybe even months. It’s clear it took a long time to figure out the details anyway. The director made damn sure we knew they put a ton of thought and planning into it, from the feeder tubes and their installation right down to the little silver “SECURED” tags. There wasn’t a shot out of place.

Three shaved heads are better than one.

Jesse Pinkman contemplates which came first, "bitch" or "yo."

So the writers came up with a great idea to solve a big problem for this season. It had to be executed to perfection. The tension was high. There were a lot of stumbling blocks.

But after this was done, how would the season progress? How would we take this into a far more disturbing territory?

And that’s where the motorbike boy came back in. With just that last minute—that last little flick of the wrist—the writers found their gateway into the end of the series while destroying everything Jesse had worked so hard for. It moved us into a bigger, deeper abyss.

How each character reacts to this will be important too. The idea of the train robbery was innocent, too. Jesse came up with the idea so no one would get hurt and it was a brilliant idea. It’s innocence was slaughtered at the same moment that boy was shot. Where will this take Jesse? Todd (Friday Night Lights' Jesse Plemons) was oddly the seasoned professional despite being the newest “member” of the team. He’s a good insert in this series to provide that bridge between where Walt and Jesse are into the bleaker territory. And dang did he deliver in this one.

Even without that last minute, this was an amazing episode. There was talk of killing Lydia again—and hey, she turned out to be innocent! That’s interesting. Holy Shlamoley, what’s going to happen with that? There was tension throughout and we were taken on quite a ride. “Flynn’s” return delved us back into developing Walt Jr. and where is that going to go? Is he going to side with Hank eventually? (Oh man, that scene with Walt and Hank in Hank's office was amazing).

The whole train robbery scene was action-thriller-y, even up to Walt doing the “HOOLLLD! OK NOW!!!” on the feeder tubes, right up until the final scene. “Dead Freight” was the series in a nutshell.

Maybe the greatest part of this episode was how well this will lead us into the end. This was a train robbery of an episode. It was beautifully crafted, excellently executed and we know the ending is coming soon.


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