Category Archives: EVO Gaming League

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Killer Instinct: Introduction and Mechanics Guide

Introduction: I want to give a big shout out to “Crazy Naplam88” on the official Killer Instinct forums (http://www.doublehelixgames.com/)   for creating this masterful document. KI is am amazing return to form of the classic fighting game. The game is currently FREE on XBOX One and uses a Micro transaction model to buy character that you want to play. I encourage everyone to download it and give it a whirl. The guide below will help you on your journey to the top!

Controls:
If you’re familiar with traditional Street Fighter controls, it will not be difficult to learn Killer Instinct’s controls. The control layout is identical to SF, with three punches and three kicks serving as the primary attack buttons. At E3, every Killer Instinct setup was accompanied by two Mad Catz Arcade FightStick TE2s. For the time being, let’s assume that will be the case at Evo as well.

While you can change the button configuration, this was the default button layout:

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Basic Game Mechanics Part 1

To make the most of your short time with Killer Instinct at, you must understand the basic elements of the game system. In this section, you’ll learn how the round structure works, as well as the basic flow of combos. KI is a very combo-heavy fighting game. If you do not know how to properly execute combos, you’ll be at a severe disadvantage.

Rounds:
First life bar.

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Second life bar.

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If you’ve played a Killer Instinct game before, you know that it does not use rounds in the traditional sense. Instead, each character’s life bar is divided into two sections. The first section is green. When that is depleted, the game takes a short break and a red life bar appears, then the game resumes. When one character’s red life bar is depleted, the game is over.

It’s important to note that both players can move around during the short break between life bars. This allows you to potentially escape a bad corner situation or just back away from an opponent to get some breathing room.

Combo Flow:
Combos have a very specific flow in Killer Instinct. While the system is more open than it was in the previous games, it’s important to know how combos work in order to maximize damage and make it more difficult for an opponent to use a Combo Breaker. The general flow of a combo is as follows:

Opener > Auto-Double / Manual > Linker / Shadow Linker > Auto-Double / Manual > Ender

You can mix and match to be a little more creative with your combos, or use an Ender earlier in a combo to cut it short, but this is the basic structure of a Killer Instinct combo. If you ignore this, you will have a difficult time performing combos in the game.

Auto-Doubles:
The easiest way to extend a combo is by using an Auto-Double. After an Opener or Linker, an Auto-Double performs two consecutive hits. You can follow an Auto-Double with another Linker or an Ender, depending on how you wish to continue your combo.

In the original Killer Instinct, the general rule on Auto-Doubles was to use the immediately weaker button following an Opener or Linker (Heavy to Medium, Medium to Light, or Light to Heavy). For example, if you use Jago’s MK Wind Kick, you would follow with LP or LK as an Auto-Double. The new system is far more lenient, allowing any attack button to be used as an Auto-Double.JagoRender_zps7af79c80

While an Auto-Double is relatively easy to execute, it’s also fairly easy to break. An opponent has from the initial frame of the first hit in an Auto-Double until the final frame of the second hit to perform a Combo Breaker. At the highest level of play, it should not be difficult to break Auto-Doubles on-reaction.

Manuals:
A Manual is used in the same situation as an Auto-Double. However, instead of two hits, you only get one. In addition, the timing is stricter to execute a Manual compared to an Auto-Double. To execute a Manual, you must input the command at the end of the previous attack. The window to input the command is much smaller than that of an Auto-Double, and if you mistime the input, you’ll more than likely either drop the combo or get an Auto-Double instead of a Manual. In Street Fighter terms, think of an Auto-Double being as easy to execute as a Target Combo, while a Manual is similar to a 1-frame Link (although the timing is closer to a 3-4 frame link).

When you first start to play Killer Instinct, Auto-Doubles will probably be your main focus during combos. However, once you’ve grown accustomed to the combo system, you should focus more on Manuals. It is much harder to break a Manual compared to an Auto-Double, and Manuals are the best way to maximize damage without using a meter.

Linkers:
Linkers are another way to extend combos in Killer Instinct. You can use a special move or Shadow move as a Linker. For the most part, a Medium special move used in a combo serves as a Linker. In basic combos, Linkers bridge the gap between Manuals or Auto-Doubles, but as the KI combo system is fairly open, you can get creative with your use of Linkers, Manuals and Auto-Doubles.

Enders:
Enders are essentially Heavy special moves used at the end of a combo. However, certain Enders have specific properties. For instance, Sabrewulf’s HP Ragged Edge causes a wall bounce that leaves an opponent stunned for a short time (in the corner only). Other Enders may cause a juggle state, additional meter gain or maximum damage.

Note: It is EXTREMELY important to complete every possible combo with an Ender to achieve maximum damage.

Basic Game Mechanics Part 2

Once you have the basics of the combo system down, you need to know how to use meter and how to best defend yourself. This section covers Combo Breakers, combo damage, Ultra Combos, the KV, Shadow and Instinct meters and throws. As an offensive game, Killer Instinct allows you to gain meter very quickly, so it’s important to know what options you have when it comes to using meter.

Combo Breakers:
The Combo Breaker has been a staple of the Killer Instinct series since its inception. To execute a Combo Breaker, in the middle of a combo press the punch and kick buttons equivalent in strength to the attack your opponent is using. For example, you would press MP + MK to break an opponent’s MP Auto-Double.

A successful Combo Breaker stops a combo and builds Instinct Meter. However, if you miss a Combo Breaker or use it on an attack that cannot be broken, an exclamation point appears by your character. This indicates that you cannot attempt another Combo Breaker for three seconds (180 frames), giving an opponent ample time to accumulate damage. A red X with an exclamation point means that you used the wrong strength Combo Breaker, while an orange X with an exclamation point indicates a mistimed Combo Breaker.

In the original KI, the highest level of play revolved around unbreakable combos. However, in the new KI, the plan is to make sure that everything can be broken in some way. As of the E3 build, Enders, Shadow Linkers and Ultra Combos could not be broken by conventional Combo Breakers. It is currently unknown how or if these attacks can be broken by other means.

Counter Breakers (Bluffs)
A Combo Breaker stops an opponent’s combo. A Counter Breaker stops an opponent’s Combo Breaker. If you anticipate an opponent is going to attempt a Combo Breaker, press MP+MK to stop your combo and execute a Bluff. When this happens, your character performs a unique Bluff animation. If the opponent attempts a Combo Breaker during this brief animation, you will automatically perform a Counter Breaker. This causes the opponent to be locked out for four seconds (240 frames), allowing you to inflict as much damage as possible before they can use another Combo Breaker.

In most cases using a Counter Breaker is a guess based on when you think an opponent will attempt a Combo Breaker. If you guess incorrectly, your character is left open to an attack for a short time. If you over use Bluffs, you’ll not only interrupt your combo and lose damage, you’ll also be very susceptible to an attack from the opponent. Be very careful when attempting a Bluff.

KV Meter and Combo Damage:
The KV meter appears after two hits.

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It fills as you continue a combo.

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Use a combo Ender before it maxes out.

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During every combo in Killer Instinct, a white bar appears under the combo hit counter. This is called the Knockout Value or KV meter. With each additional hit in your combo, the bar increases until it turns red. This meter is a visual representation of your potential combo length and damage. If you do not use a proper Ender by the time the KV meter turns red, the opponent is knocked away, you lose all of the built-up potential damage and your total combo damage suffers greatly.

Auto-Doubles cache up to 50 percent of their damage during a combo. That damage is lost if you do not use a proper Ender. Manuals and certain attacks cause the KV meter to build slower compared to using Auto-Doubles (allowing for more attacks in a combo). Shadow attacks do not build any KV meter at all.

For example, a 10-hit combo with Jago that does not use a proper Ender may inflict 12 percent damage. However, an eight-hit combo with a proper Ender could easily inflict 20 percent damage or more. If you’re not getting much damage out of your combos, chances are you’re simply not using a proper Ender.

Shadow Meter:
Half a Shadow meter allows you to use a Shadow attack.

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A full Shadow meter allows you to use two Shadow attacks.

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The Shadow meter is the blue bar at the bottom of the screen. It’s cut into halves and provides access to Shadow versions of special moves. For Street Fighter players, think of Shadow attacks as EX special moves. They’re executed with two Punch or Kick buttons instead of one, and use 50 percent of your Shadow meter. The meter is used anytime you execute a Shadow attack, whether as a standalone attack or as a Shadow Linker during a combo.

Shadow Linkers inflict far more damage than a normal Linker and cannot be broken with a Combo Breaker. In addition, Shadow attacks generally have unique properties. For instance, Jago’s Shadow Wind Kick is projectile invincible (goes through fireballs).

The Shadow meter fills when inflicting damage on an opponent, or when an opponent blocks your attacks. Due to the heavy offensive focus of Killer Instinct, the Shadow meter fills up extremely fast when an opponent blocks. In the E3 build, four blocked fireballs gave Jago a FULL Shadow meter.

Shadow Breakers
A Shadow Breaker is essentially a Combo Breaker performed during a Shadow Linker. All Shadow Linkers consist of five hits. The speed of these hits varies with each Shadow Linker. In order to perform a Shadow Breaker, you must press MP+MK during any three of the five hits in a Shadow Linker. The timing can be tricky, but if you’re successful with the first attempt, the announcer yells, “One.” If you’re successful with the second attempt, the announcer yells, “Two.” If you connect with the third MP+MK attempt, the Shadow Linker will be broken.

575px-SaberwolfRender_zpsda885e42Keep in mind, the opponent can hear the announcer just as well as you can. This means that they can be ready to perform a Bluff once they hear “one” or “two” from the announcer. While the timing can be more difficult, if you can hit the first two breaker attempts during the first two hits of the Shadow Linker, you’ll have any of the last three hits in the Shadow Linker to connect the last breaker attempt. This can help prevent a Bluff or bait the offensive player into a Bluff when you have no intention of using a Shadow Breaker.

Shadow Counters
When your Shadow meter has at least one stock (half full), you can execute a Shadow Counter by pressing MP+MK. If an opponent attacks during the Shadow Counter animation, your character will automatically execute a Shadow attack that serves as a combo Opener (and cannot be broken). It’s important to note that the Shadow attack is not immediate. If the opponent is in the middle of a block string, their next attack will almost always interrupt the Shadow attack portion of a Shadow Counter. To avoid this, use a Shadow Counter just before the last hit of a block string. For example, if Jago uses his HP Laser Blade, it’s a two-hit attack. Block the first hit, then use a Shadow Counter just before you block the second hit.

Using a Shadow Counter effectively can be tricky. It’s relatively easy to use when blocking a Shadow attack, because you can block the first four hits, then execute a Shadow Counter. However, the timing for a Shadow Counter is fairly strict. You can’t just mash MP+MK and expect it to work every time. You have to time the Shadow Counter so that it executes just before the opponent’s next attack. You don’t have a large window to use a Shadow Counter, as it’s a very precise strategic tool.

Instinct Meter:
Your character portrait glows when your Instinct meter is full.

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New to the Killer Instinct franchise is the Instinct meter. It appears near the top of the screen by the life bars, near your character’s portrait. The Instinct meter fills when you take damage or successfully execute a Combo Breaker. If you initially use Instinct shortly after the meter is full, you should be able to use it again by the time you are in Ultra Combo danger (below 15 percent health in your second life bar).

When full, the Instinct meter allows you to enter Instinct Mode. The attributes of Instinct Mode vary from character to character, but it has been loosely compared to X-Factor in Marvel vs. Capcom 3. For example, Jago’s Instinct Mode regains lost health and improves his frame data by +4 block stun and hit stun while Instinct is active, while Sabrewulf gets increased chip (block) damage and a general damage buff.

Instinct Mode can also be used mid-combo to reset the KV meter or even mid-Ultra to “style” on an opponent. After an Instinct Cancel, you can essentially start a brand new combo while the opponent is helpless. Keep in mind, this also gives an opponent more chances to use a Combo Breaker.

Ultra Combos:
When an opponent is down to 15 percent health or below, on their second life bar (the red life bar), it is possible to perform an Ultra Combo. Each character has a unique Ultra Combo input that is generally a special move with all three attack buttons (LK + MK + HK or LP + MP + HP). You can execute an Ultra Combo as soon as the combo counter reads at least two hits. As soon as an Ultra Combo is initiated, it depletes the opponent’s remaining health and the game is essentially over.

Note: Ultra Combos can be Instinct canceled for a longer Ultra, and even continued into a 2nd Ultra by pressing HK+HP

Note: Ultra Combos can also be instantly cancelled at any with an Ultra Ender anytime by pressing MP+MK

Throws:
Throws in Killer Instinct are very similar to throws in Street Fighter. They are executed by pressing LP + LK. In addition, throws have a large amount of invincibility frames and go through almost any other attack. However, they have very limited range. Jago has the ability to cancel his throw animation into a Shadow attack.

Back Throws are performed the same way, but while pressing or holding back as you’re throwing, some characters can combo off of back throws.

Air Throws are also performed by pressing LP+LK in the air, opponent also has to be in the air.

Credits

Written by DrDogg for PrimaGames found here:
http://www.primagames.com/games/kil…r-instinct-mini-eguide-evo-edition-introducti

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Battlefield 4 Domination mode: Conquest on a diet

 

Change is always a scary thing; especially when you are talking about a game franchise that you have sunk untold hours of enjoyment into. Gamers inn particular are more passionate than any other community I have ever been a part of. We don’t like change but at the same time we criticize game franchises that don’t innovate.

The Battlefield franchise is perhaps one of the best examples of a passionate fan base that demand the care and attention of a new born baby. With each version of the game that has been released the developers [ Dice] have had to straddle a fine line between re invigorating their game  at the danger of alienating their fan base or leaving the game alone and simply updating the game engine to bring it a new level of presentation.

Luckily for us they have managed to walk the line without falling to one side or the other.

The backbone of Battlefield has always been its massive large scale matches involving up to 64 players working to control a map until the enemies reserves are depleted. This game mode is called Conquest and it exists as the defining match type for anyone who wants to see why Battlefield sits a part from other shooters of its kind.

Conquest has a full war machine at your disposal including Jets, tanks an everything in between! These matches can last up to an hour and truly do feel like a massive full scale war with big stakes on the line ( I know I hate playing for an hour only to loose) but what if you want a conquest style experience in a smaller wrapper?

Welcome to Domination!

Domination is a tight and thrill a minute game mode that makes its introduction in Battlefield 4. Its ” Conquest light” if you will.

Two teams are assembled and tasked with occupying 3 points on the battlefield. The more points that are occupied by a single team causes the opposing team to loose re-spawn tickets faster and faster until they run out and the game ends. The team with re-spawn tickets left wins.NOTE: capturing zones in Domination is a much quicker affair than in Conquest. All it takes is approx 5-8 seconds and you are in the Blue!

What makes Domination so intense is that the flag zones are so close together. DICE has taken existing maps and sectioned off specific areas to function as Domination maps. While you may be able to see the far away beaches on Hainan Resort you cannot go there. Your fight is the hotel itself and your three points are clustered within  ( C flag is in the front parking lot)., and what a fight it is.

Seige of Shanghai just got a lot more intimate!
Siege of Shanghai just got a lot more intimate!

In Domination you will not have the luxury of driving or flying to your flag zones; and because all the capture points are within a short running distance from each other you wont miss the extra help. Vehicles have been left in the motor-pool in Domination and this is strictly a infantry affair. Lock and Load cause your gun and you are the only tools of destruction you’ll get in this game mode!

Thanks to BF4’s upgraded frostbite engine and more dynamic destructibility; the hotel battleground comes alive like nothing before it. Wood is splintered  like kindling while glass and concrete are  blown away at the hands of grenades and rocket launchers. Michael Bay would be proud!

You wont be getting any rest in this Resort
You wont be getting any rest in this Resort

The key to  this game mode is maximizing your time alive. It inevitable that you will be re spawned but what you do with your spawn tickets is crucial. The temptation is to simply run and gun it to service your K/D ratio but I can tell you first hand that in the end you may end up a hero but your team will not be throwing you a party afterwards.

Capturing flag zones is the quickest and most effective way to glory and victory. One game I played I was feeling pretty good about myself and had a very healthy Kill/Death ratio only to see my name at the bottom of the scorecard. I couldn’t kill enough enemies to drain there tickets because they controlled the map and we where bleeding out troops quicker than we could kill the other teams!

Because of the intensity of this game mode its easy to get caught up in the thrill of simply running and gunning but if you take a breath and make a plan ( preferably with some squad mates) then you will find that you get better results.

Things to remember

  1. Even though its a smaller game mode you still owe a responsibility to the betterment of your squad. Stay Alive and spawn responsibly
  2. Play objective. Its easy  to get caught up in the ” Run N Gun” mentality and with al the chaos around you Kills become your focus. Take  STEP back and plan a strategy.
  3. Be mindful of enemy spawn locations. Spawns flip flop as the game goes and enemies are spawning on their team mates. Watch your corners and put your back to a wall ( Preferably one that wont get destroyed by a rocket launcher!)
  4. Don’t Rush off. Capture and hold…trust another squad to do the same and before you know it you’ll own all the flags!
  5. Don’t get  flustered. its always possible to come back from certain defeat with some team work and map control!

If you haven’t clicked on a domination match in the menu because your not sure what its all about I highly recommend it; just make sure you bring your “big boy” Game; because its not for the faint of heart.

Killer Instinct 2014 Tournament video results

February 9th was an important day for us here at EGU/PRO. We have spent the last year re branding our company and getting our systems in place to start hosting regular events. The launching of Next-Gen consoles has in actual fact slowed our stride.

Now we all know that having new hardware is undeniably an exciting prospect but when it comes to the competitive community it actually serves to fragment the player base. Imagine pre-next gen launch; We want to host a tournament for a popular game. We have 2 platforms to cater to and organize the event around….now we have 4.

 

PRO made the conscious decision to be NEXT GEN exclusively and to that end we also have a challenge in deciding exactly what games to support and host events for this early in the console generation.

When  it comes to fighting games thankfully that choice is simple. There aren’t any option i this genre yet and with XBOX One giving us an amazing remake of a RETRO title from the mid 90’s we were off to the races.

The event was requested by UGR gaming and we stepped up to support it. The original rules and details can be found HERE.

We pulled in a small participant list but everyone was passionate and dedicated to kicking it off. Below is the gameplay footage of the entire tournament for your enjoyment in case you missed the live event!

Thanks to everyone involved that made it possible. I am excited to say that PRO is officially on its way for 2014!

PRO heads for Next Gen in 2014

Next-Gen-competitive-gamingTwo years ago around this time I was typing away on this very blog site writing articles about competitive gaming and spewing opinions on games and industry topics like no ones business. I had just closed down my LAN center EVO GAMES and decided to carry on its legacy in the form of a BLOG called ” EVO Unlimited”, which your reading now.

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EVO Unlimited Hosted an ONLINE Ghost Recon Future soldier tournament sponsored by Mad Catz!

2012 was very exciting for us here at EVO. We started strong with some online tournaments for a variety of games and kept building off them while we grew our community. New games kept launching and we kept supporting  them through competitive play and more articles. All told in 2012 I would say we hosted approx 6-7 tournaments with a combined player attendance of 100+ players!

Our biggest accomplishment was a Ghost Recon Tournament that managed to gain some attention and sponsorship from Mad Catz/Tritton. Overall a very productive year for me.

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Dwayne” EVO Knight” Morash, Molly Morash, Makaela Morash, and newborn Violet Rayne Morash

2013 was the exact opposite. starting some new jobs and juggling the responsibility of being a husband to my pregnant wife and preparing our life for the arrival of our newest family member  Violet Rayne ;meant that I fell behind on my article writing and tournaments can to a virtual stand still. I poked in once in awhile but for the most part the blog remained as it was at the end of 2012. While boasting an impressive archive of articles from the year prior I sadly contributed next to nothing in the way of new writing.

Games came and went in 2013 and I spent the better part of it ” Offline” in the sense of not having a large social circle. EVO Unlimited ” Died” in 2013 only  to be reborn as “PRO”.

Why the re-naming you may ask?

Partly due to my wanting to turn a page in my adventure with the EVO brand. It was something that was dear to me and after closing the true origin of the name in the form of my game center I thought that maybe it was time for a new direction and a new name to encapsulate that goal.

PRO was born in 2013 and this blog still carries the EVO name as a homage so to speak. I continue to write and 2014 will bring even moe articles and excitment.

So whats going on with PRO in 2014?

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XBOX One and PS4 will both find a home at PRO in 2014

Pro is poised to launch in 2014 formally. I am putting more work into the website and will unveil it in January/February . It will be the stepping on point for gamers who are ready to go competitive with thier next gen consoles. Rules, logistics, Game line ups and a fair and mature playing space awaits our community when we open the doors to the site.

My partnership with UGR Gaming is strong and you can continue to read my articles posted at http://www.ugrgaming as well as this blog. UGR is an amazing partner and together I hope to accomplish great things in 2014.

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Playstation 4 support is currently in a stallled state. As an XBOX fan and loyalist I dont plan on getting a PS4 this gen. I do however want to support that community in every way possible . This really hinges on finding a mature and ambitious person to join the PRO team.controller005 Someone who wants join us in our journey with PRO and someone who can dedicate some time like we are to making it happen. If you know someone like that please send them our way. reaching out to our social Media is the first step and or emailing ” readytogopro@gmail.com”

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Gottacon 2012; A local Convention Tournament hosted by EVO Games

Tournaments are coming. The main focus of PRO is on competitive play and we will live up to that promise in 2014. Both local and ONLINE formats will be supported so don’t worry if you don’t live in Victoria Canada . Our main goal right now is to lock down a game line up comprised of great multi-player titles and games that have a strong community backing the, being so early in the Next Gen life cycle it is hard to pin point what those games are and what players want   to see as far as competitive events.Titles that we are circling around are, TitanFall, Destiny, and of course the new HALO when it is launched later in the year. After E3 we will have a clearer picture as to what titles will be carried by PRO. Right now we are in flux and looking for some solid game footing.

My main focus is establishing PRO as a destination for competitive gamers seeking a playspace that caters to all aspects of the E-sport community and not just the elitest players who feel that League of Legends and Call of Duty are definition of Commpetitive games. I want to re write that definition and establish ourselves as a destination of quality E-Sports.

Thank you for all of your support in this journey so far. I am excited about this generation and to be at ground level of its launch. We have many years of gaming ahead of us and if last gen was any indication of what I cooked up in this crazy head of mine…well you are in for one hell of a ride!

Dwayne ” EVO Knight” Morash

Going Competitive in Next Gen

Well it’s finally here. 2014 has finally ushered in the arrival of Next Gen consoles and with it a bevy of new potential competitive games to takes its place in the halls of the greats in the Competitive gaming sub culture.

Counterstrike, Quake, Unreal Tournament,Tribes, Battlefield, Call of Duty, HALO…theses are but a few of the games that gamer’s have flocked to over the years in an attempt  to prove that they are the best.

E-Sports has become such a huge phenomenon within the hobby over the past decade and as we roll into a new generation of consoles the question looms in the minds of these online warriors; ” What game will take the crown this generation?”

Now while I acknowledge that there are a wide variety of competitive titles  across the gaming landscape these days and there is no denying the staying power of League of Legends and even games in other genres, for this article I will be solely focusing on the ” Shooter” market.

Have a look at some of the titles we are looking forward to this year and beyond to satisfy our inner competitor.

COD gHOSTS MOVIE PAGECall of Duty: Activision has thrown in early in the Next Gen game and Ghosts represents the first next-gen entry in the franchise. The game itself is all Previous Gen however and feels ” thrown together” for the sake of a hardware launch window.Its a rehash off older games but satisfies the craving of that COD addiction the planet has!

bf4-enjinBattlefield : EA not to be outdone has also gotten in early with its 4th numerical release and while suffering some rocky starts in the Next Gen, the brand shows signs of continuing well into the future. EA has not made the game E Sport friendly and at launch we are lacking private servers/private matches as well as any tools to host tournaments on console. The game plays amazing but Dice and EA need to fix it quick  in order for it to be considered viable for Tournament play.The problem with past battlefield titles on console has always been the inability to create a private lobby which is something that is required to run competitive events. While the gameplay is rock solid and the game has its skates laced up we can only hop that it can hit the ice before the next wave of shooters descend upon it.

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Titan Fall: Respawn Entertainment is banking big on its first ever title as a studio. Formed from the ashes of the original Infinity Ward this team has created a true next-gen FPS in Titan Fall. With game play that borrows from their learning’s with COD and a little bit Battlefield and a little bit Mechwarrior you have a true recipe for success in a market that is flooded with Modern Military shooters. Titan Fall is poised to take the competitive landscape by storm in March and will pull gamer’s into next-gen competitive gaming!

2309259-destiny_xoneDestiny: The studio that brought us HALO is now ready to break out of their shell and show us what creative freedom and a lot of resources can accomplish. Destiny is one part RPG, one part shooter and a whole lot of Star Wars and Borderlands thrown in for good measure. Although not built as a competitive title as its foremost reason to play Bungie has told us that there will be traditional competitive multi player modes in the game. How this gets balanced with the MMO style character building and weapon /loot grinding remains to be seen. If there past pedigree is any indication , gamer’s should be in for a treat this year when the game launches!

Rainbow-Six-Patriots-WallpaperRainbow Six: Patriots

Not much is known about this game other than a concept video and the promise of a Next Gen Rainbow six title. While foreign to a large part of this generations younger gamers Rainbow once held the shooter crown before Call of Duty ripped it out of its hands. Mixing direct confrontation shooting action with subterfuge and tactics, Rainbow could come back like a glorious Phoenix to the competitive gaming community. The question is however …will the community embrace its unique blend of game play over the now standard ADD inducing ” CODified” shooters.

While these are just a handful of titles that could potential make its way into the E-Sport circle this year  there are sure to more entries as the years come. Many titles enjoy a yearly refresh so we can expect to see ” numerical entries” to follow after the initial launch of some of the new IP’s.

The next wave of games will inevitably bring a new breed of player with it and as the internet explodes with gaming montages and YouTubers don’t dismiss the power of community and especially the community that believes and supports the growing culture of Competitive gaming.

Where does PRO fit into all of this?

Our commitment to ourselves and the community we are growing is to support the  games that you want to play. No title will be dismissed simply because it isn’t the best-selling game in  the market.

We are strapping in for a wild ride and I encourage you to come with us!

Dwayne”EVO Knight” Morash

Public VS Private Matches: “This isn’t the game your looking for”

Ahhh the joys of online gaming! We all know the rush and thrill when we boot up our favorite multi-player game and start getting ready  to a long and blissful career leveling up our profile, unlocking weapons and customization options.

That is until we actually start playing a few matches and the horrifying truth starts to reveal itself…the multi-player is ” BROKEN”!

So what does that even mean? Well in the competitive gaming community the phrasse ” BROKEN” referes to a game that has various elements of its features and or formal programming coding that is flawed and renders the multiplayer portion of the game extremely unbalanced and downright buggy.

Now to be fair here are various degrees of being ” BROKEN” but that statement is enough to summarize the best and worst of the games that have been accused of it.

Being ” BROKEN” can take the shape of various symptoms but the one in particular this article is going to address is the ones that impact your ability to have an enjoyable ONLINE experience.

In a competitive multi player game there needs to be a certain framework of systems that function in order to be considered an all around good competitive title
The short list is ; Balance, strong connectivity/server stability, smooth control scheme, Tested re spawning system, intelligent map design.

There are of course many sub categories and I could write a whole new article on Server reliability in itself!

Don’t take your rage out on your controller!

Now all of the above points are extremely crucial when you are playing in the world of PUBLIC MATCHES. Without the ability to set rules and monitor your participants you are truly at the mercy of the games systems . Essentially strap yourself in and enjoy the ride.
In some cases that ” ride” ends up a fiery crash and leaves you screaming and yelling, whilst throwing your controller across the room ( editor note: see my article on gamer rage I posted awhile back)

But what happens when you fire up your game and decide to invite a few ( or dozen) friends and personal rivals into the game ala’ private match?

What ensues is a whole different experience…

In public matchmaking you literally have no control over the various game settings and parameters that you must play your match out in.The game chooses the mode and allocates players to your team and chooses sides for you. Its the fast food experience of multi-player gaming. Your in and out of the game in record time and just like a fast food restaurant you end up feeling sick an hour later…

Private matches is like the fine dining of multi player gaming! The game is opened up to you and you can customize your rules and settings much like a chef deciding exactly what ingredients to put in his dish. You decide what team the players are placed on and even what maps they will be playing on just like a server seating you at your table and  deciding what table will be sitting next you that night ( In this case the other table will be hurling grenades and obscenity’s at you while you eat)

So how does all of this come together to create a different experience than a random public match and how does it alleviate some of the problems that plague public matchmaking?

For starters BALANCE is now completely within your ability to affect. As the game creator you can restrict and limit the choice of game weapons as well as choose to snip various game systems in the proverbial ass if you feel that they effect said balance to much.

A perfect example is the Call of Duty series. This is a game that has two dramatically different experiences when playing in Public versus a private competitive experience.
Call of Duty is known for its over the top ” Kill Streaks” which allow players who have accumulated enough kills to hit a single button and unleash an Apocalypse of destruction onto the map and in some cases quadrupling his/her kill count by shear measure of the destruction an AI controlled helicopter/attack dog/bombing run/Harrier jet/NUCLEAR MISSILE causes.

COD_ELITE_Killstreaks
mmmmmmm….How should I kill you today?

Take that same player and put him in a private match with Kill-streaks turned off and he/she now has to live in a world where skill with a rifle and reflexes trump  hitting a button and watching your kill count soar.

By putting the tools of a multi player match in the hands of a responsible player you now have a shift in the way that game is played and also how the systems effect each player in the game. Previously a game of  8v8 in a public matchmaking lobby resulted in a bunch of players who barley knew each other running around the map shooting enemies without a care in the world to how his K/D affected his team and or the outcome of the match. Now you end up with a tight 4v4 ( team size varies of course) match wherein everyone is using mic communication and calling out tactics because they know that everyone on the team is important and they are accountable to their fellow player. Spawns become less erratic due to player count being smaller and random deaths from above less commonplace due to a focused amount of team work and buddy play.

In short the game becomes fun again.

So the next time you jump into a quick match on your favorite multi-player game  take a second to consider that the best version of the multi player your about to play may in fact be worth ditching the drive-thru and heading inside for some reserved seating.

EDITORS NOTE: At the time of this writing there has been some well documented issues with both the newly released FPS ,BF4 and Call of Duty Ghosts; the latter of which has a very ” BROKEN” public matchmaking system. Be warned!

Dwayne” EVO Knight” Morash