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  1. Today
  2. @JamieMeWrites That seems a bit more harsh than is strictly necessary.

  3. DreamHack 2017

    Hello Atlanta Guild, DreamHack Atlanta 2017 Volunteer sign-up is closed! Event starts today. Big Thanks to all the volunteers and lets have a great event!
  4. Guild RPG Campaign

    @stevekrusel I can do either days
  5. Nerd Stash 36 hour EL Marathon

    until

  6. Yesterday
  7. America’s Got Talent Guest Judge Chris Hardwick gave the golden buzzer to Children’s Miracle Network Hospitals Miracle Child, Angelica Hale Tuesday night. The Nerdist community has teamed up with the Geek & Sundry community to participate in Extra Life, and have raised more than $100,000 for Children’s Hospital Los Angeles. All funds raised through Extra Life stay local to benefit patient care, critical treatments and healthcare services. Angelica is one example of how donations help kids. Treated at Children’s Healthcare of Atlanta, a Children’s Miracle Network Hospital, Angelica is a Kidney transplant survivor able to perform and live out her dream of becoming the next Whitney Houston. Angelica travels the country, using her voice to raise funds and awareness for Children’s Miracle Network Hospitals and Children’s Healthcare of Atlanta. Thanks to Hardwick’s golden buzzer, Angelica advances in America’s Got Talent to the live shows. In her own words, “I want to win so I can help more kids like me.” Watch her incredible performance below! Help Extra Life and Children's Miracle Network Hospital support Angelica. Tune in August 13th at 8/7 Central to vote! View full article
  8. America’s Got Talent Guest Judge Chris Hardwick gave the golden buzzer to Children’s Miracle Network Hospitals Miracle Child, Angelica Hale Tuesday night. The Nerdist community has teamed up with the Geek & Sundry community to participate in Extra Life, and have raised more than $100,000 for Children’s Hospital Los Angeles. All funds raised through Extra Life stay local to benefit patient care, critical treatments and healthcare services. Angelica is one example of how donations help kids. Treated at Children’s Healthcare of Atlanta, a Children’s Miracle Network Hospital, Angelica is a Kidney transplant survivor able to perform and live out her dream of becoming the next Whitney Houston. Angelica travels the country, using her voice to raise funds and awareness for Children’s Miracle Network Hospitals and Children’s Healthcare of Atlanta. Thanks to Hardwick’s golden buzzer, Angelica advances in America’s Got Talent to the live shows. In her own words, “I want to win so I can help more kids like me.” Watch her incredible performance below! Help Extra Life and Children's Miracle Network Hospital support Angelica. Tune in August 13th at 8/7 Central to vote!
  9. Lego Brickfest 2017

    Hey @Nerdology5280! Let's be sure to grab some cool photos of Brickfest in Denver!
  10. Team Nerd Stash is having our next big Marathon for Extra Life! 36 Hours of Gaming beginning tomorrow at 12 PM EST. Special pre-show starts at 9 AM EST so stay tuned and help give back! All Donations will support The Kentucky Children's Hospital. Watch our Stream on https://www.twitch.tv/thenerdstash. Participate for a chance to win prizes and to donate directly to http://bit.ly/ExtraLife2017.
  11. Insurgency: Modern Infantry Combat was something of a pioneer for modern tactical shooters when it first arrived as a Half-Life 2 mod a decade ago. Conceived by Canadian Army veteran Andrew Spearin and supported by Red Orchestra mod founder Jeremy Blum, Insurgency: MIC made a name for itself by focusing on hardcore realism and infantry warfare. Elements such as a lack of crosshairs and deadlier gun behavior (players could die in one or two shots) resonated with a segment of the first-person shooter crowd, giving rise to a passionate following. A sequel to the mod, simply titled Insurgency, was one of the earliest Steam Early Access titles when it became available in March 2013. The game exited Early Access and launched in early 2014 going on to sell over three million copies. With strong sales, the opening of a new Amsterdam studio, and a growing staff, developer New World Interactive channeled all of their talent and resources into crafting an ambitious sequel, Insurgency: Sandstorm. Sandstorm aims to improve on the aspects that brought Insurgency to the dance while diversifying the experience to reach new players. I had a chance to speak with Spearin, creative director on the project, about the new features coming to Insurgency: Sandstorm and how it differentiates itself from the original game. Same Hardcore Approach, New Twists Insurgency: Sandstorm retains the realistic gunplay that made the series into, as Spearin jokingly described, the “Dark Souls of shooters.” He went on to elaborate on what he meant, saying, “We're keeping the same recipe that we've established. So it'll be the same weapon handling that Insurgency has, which means that there's no cross-hair. There's a free aim area where you can point your weapon within, so you can't just put a dot on your screen and hit the [trigger] consistently. You have to rely on your weapon sights to aim accurately and control your recoil, that sort of stuff.” A new ballistic system introduces realistic bullet drop, travel time, and ricochet. Sandstorm also adds environmental interactions such as ladder climbing, vaulting, and door breaching. One example is that players can shoot the hinges off doors and kick them down. New World also plans to incorporate features from its other title, Day of Infamy, such as fire support which allows players to call in bombers for artillery support. A progression system that bestows cosmetic items to players as they climb the ranks is also planned. And, of course, mod support will continue to exist in the PC version of Sandstorm. “Restarting our mod roots, it's very important for us, and we want to grow the next generation of indie devs through our platform,” said Spearin. Adjusting To The Console Audience In addition to PC, Insurgency: Sandstorm is coming to Xbox One and PlayStation 4. This marks the series’ first appearance on consoles. When I asked about the potential difficulty of translating the franchise’s hardcore controls to a console layout, Spearin told me that the team is mindful of the challenge and aims to adjust the controls without losing Insurgency’s signature realism. “We're looking to auto-aim and the typical shooter console features that are wired to make it a little easier for a controller. “Spearin stated firmly before going on to affirm that the series would not lose its signature style, “But at the same time, Insurgency benefits from minimalism, and in its design that kind of heightens the realism and intensity, not necessarily an overcomplexity. So if you look at a game like ARMA where yeah, every key on the keyboard does something. But when you play Insurgency, it's still very basic controls. So we want to maintain that simplicity in our approach to the design. That's what makes it easier to translate over to the consoles.” A Graphics Overhaul Being a Half-Life 2 mod means both Insurgency and its mod predecessor were developed using the Source Engine, which limited the scope of the maps. For Sandstorm, New World Interactive has switched to Unreal Engine 4, with the team citing the graphical difference as “night and day” compared to the earlier titles. Unreal 4’s tech granted designers the horsepower to craft more visually impressive maps that are also more spacious than Insurgency's compact arenas. Players Won’t Have To Only Get Around On Foot Over the years, a segment of fans have requested that vehicles be added to Insurgency. However, the limitations of Source Engine made it impossible to do so. Sandstorm finally grants this wish, but if you’re a purist concerned about the game going the route of Battlefield, take solace in the fact that players won’t be obliterating buildings with tanks or flying around in helicopters. “We are still focused on that infantry combat, kind of close quarters but it's going to be a little wider. Spearin explained. “It's going to be primarily pick-up trucks with mounted machine guns and transportation trucks, that kind of thing.” Sandstorm is being designed with vehicles in mind, with appropriate game modes such as a convoy ambush. Enriching Competitive Play Spearin assures that multiplayer will maintain the same tweaks and balancing the team has spent years perfecting. Like the current Insurgency, Sandstorm’s online multiplayer supports up to 32 players. The game also features a competitive 5v5 mode and a separate co-op focused mode that will support up to eight players. New World Interactive has taken the popularity of eSports into account, with Spearin stating “Our own community with Insurgency has been very demanding about a lot of features over the years. Like matchmaking, ranks and leaderboards. So we are investing that effort into Sandstorm for that competitive crowd.” Weaving A Thoughtful Narrative A cinematic story campaign is Sandstorm’s most significant addition. Played alone or with up to four players cooperatively, Sandstorm tells the tale of a female paramilitary soldier who, as a child, was enslaved by radical insurgents along with her sister and best friend. When a skirmish erupted during a violent sandstorm, the wall to their prison was blown open by fire, which allowed the girls to escape. However, the protagonist and her sister became separated in the disorienting storm. Fast forward to present day, the protagonist and her best friend now fight against the forces that once oppressed them. One day the women uncover vital information that drives them to break away from their squad and set off on their own journey. Joining them is a former US veteran of the Iraq War who volunteers with the rebel force, and an adventure-seeking French citizen with zero combat experience. Spearin describes their quest as a “road trip across the desert,” where they’ll encounter a variety of people and locations and bond through the hardships the journey brings. Spearin stated the story drew inspiration from several different sources, including current events unfolding in present-day Iraq and the Iraqi war documentary Peshmerga. New World Interactive’s goal is to ditch the mindless nature of shooters and help players to understand who they’re pointing a gun at and why. “We wanted to highlight [the conflict in Iraq] because in the news you hear like oh, U.S. and NATO are supporting the Kurds, and not many people really understand what that means, who these people are and why.” Spearin continued, “In a way, that's what people want: to immerse themselves in a mindless time period with games. But when you come out of it, you can look at the real world and think ‘Oh wow, I have a better understanding of what's going on now’ or ‘I want to start learning more.’” New World Interactive hopes to hold a closed alpha for Insurgency: Sandstorm later this year, with a full release scheduled for sometime in 2018. With the move to consoles and the addition of a cinematic story mode, it’ll be interesting to see if the game can find a new player base in the ultra-saturated shooter market. Spearin feels confident that Sandstorm’s more grounded, thoughtful take on the genre will not only help it stand out, but provide a welcome change from the norm. “In order to stand out you have to do something innovative. You need to catch people's attention in a different way. I think when a saturated market exists, fans are looking for something different. They get tired of the same old franchise regenerating the same old gameplay with a different skin on top, right? They want somebody who is taking the challenge and the risk to come up with something new. Now it's like ‘let's bring that to more people.’”
  12. Insurgency: Modern Infantry Combat was something of a pioneer for modern tactical shooters when it first arrived as a Half-Life 2 mod a decade ago. Conceived by Canadian Army veteran Andrew Spearin and supported by Red Orchestra mod founder Jeremy Blum, Insurgency: MIC made a name for itself by focusing on hardcore realism and infantry warfare. Elements such as a lack of crosshairs and deadlier gun behavior (players could die in one or two shots) resonated with a segment of the first-person shooter crowd, giving rise to a passionate following. A sequel to the mod, simply titled Insurgency, was one of the earliest Steam Early Access titles when it became available in March 2013. The game exited Early Access and launched in early 2014 going on to sell over three million copies. With strong sales, the opening of a new Amsterdam studio, and a growing staff, developer New World Interactive channeled all of their talent and resources into crafting an ambitious sequel, Insurgency: Sandstorm. Sandstorm aims to improve on the aspects that brought Insurgency to the dance while diversifying the experience to reach new players. I had a chance to speak with Spearin, creative director on the project, about the new features coming to Insurgency: Sandstorm and how it differentiates itself from the original game. Same Hardcore Approach, New Twists Insurgency: Sandstorm retains the realistic gunplay that made the series into, as Spearin jokingly described, the “Dark Souls of shooters.” He went on to elaborate on what he meant, saying, “We're keeping the same recipe that we've established. So it'll be the same weapon handling that Insurgency has, which means that there's no cross-hair. There's a free aim area where you can point your weapon within, so you can't just put a dot on your screen and hit the [trigger] consistently. You have to rely on your weapon sights to aim accurately and control your recoil, that sort of stuff.” A new ballistic system introduces realistic bullet drop, travel time, and ricochet. Sandstorm also adds environmental interactions such as ladder climbing, vaulting, and door breaching. One example is that players can shoot the hinges off doors and kick them down. New World also plans to incorporate features from its other title, Day of Infamy, such as fire support which allows players to call in bombers for artillery support. A progression system that bestows cosmetic items to players as they climb the ranks is also planned. And, of course, mod support will continue to exist in the PC version of Sandstorm. “Restarting our mod roots, it's very important for us, and we want to grow the next generation of indie devs through our platform,” said Spearin. Adjusting To The Console Audience In addition to PC, Insurgency: Sandstorm is coming to Xbox One and PlayStation 4. This marks the series’ first appearance on consoles. When I asked about the potential difficulty of translating the franchise’s hardcore controls to a console layout, Spearin told me that the team is mindful of the challenge and aims to adjust the controls without losing Insurgency’s signature realism. “We're looking to auto-aim and the typical shooter console features that are wired to make it a little easier for a controller. “Spearin stated firmly before going on to affirm that the series would not lose its signature style, “But at the same time, Insurgency benefits from minimalism, and in its design that kind of heightens the realism and intensity, not necessarily an overcomplexity. So if you look at a game like ARMA where yeah, every key on the keyboard does something. But when you play Insurgency, it's still very basic controls. So we want to maintain that simplicity in our approach to the design. That's what makes it easier to translate over to the consoles.” A Graphics Overhaul Being a Half-Life 2 mod means both Insurgency and its mod predecessor were developed using the Source Engine, which limited the scope of the maps. For Sandstorm, New World Interactive has switched to Unreal Engine 4, with the team citing the graphical difference as “night and day” compared to the earlier titles. Unreal 4’s tech granted designers the horsepower to craft more visually impressive maps that are also more spacious than Insurgency's compact arenas. Players Won’t Have To Only Get Around On Foot Over the years, a segment of fans have requested that vehicles be added to Insurgency. However, the limitations of Source Engine made it impossible to do so. Sandstorm finally grants this wish, but if you’re a purist concerned about the game going the route of Battlefield, take solace in the fact that players won’t be obliterating buildings with tanks or flying around in helicopters. “We are still focused on that infantry combat, kind of close quarters but it's going to be a little wider. Spearin explained. “It's going to be primarily pick-up trucks with mounted machine guns and transportation trucks, that kind of thing.” Sandstorm is being designed with vehicles in mind, with appropriate game modes such as a convoy ambush. Enriching Competitive Play Spearin assures that multiplayer will maintain the same tweaks and balancing the team has spent years perfecting. Like the current Insurgency, Sandstorm’s online multiplayer supports up to 32 players. The game also features a competitive 5v5 mode and a separate co-op focused mode that will support up to eight players. New World Interactive has taken the popularity of eSports into account, with Spearin stating “Our own community with Insurgency has been very demanding about a lot of features over the years. Like matchmaking, ranks and leaderboards. So we are investing that effort into Sandstorm for that competitive crowd.” Weaving A Thoughtful Narrative A cinematic story campaign is Sandstorm’s most significant addition. Played alone or with up to four players cooperatively, Sandstorm tells the tale of a female paramilitary soldier who, as a child, was enslaved by radical insurgents along with her sister and best friend. When a skirmish erupted during a violent sandstorm, the wall to their prison was blown open by fire, which allowed the girls to escape. However, the protagonist and her sister became separated in the disorienting storm. Fast forward to present day, the protagonist and her best friend now fight against the forces that once oppressed them. One day the women uncover vital information that drives them to break away from their squad and set off on their own journey. Joining them is a former US veteran of the Iraq War who volunteers with the rebel force, and an adventure-seeking French citizen with zero combat experience. Spearin describes their quest as a “road trip across the desert,” where they’ll encounter a variety of people and locations and bond through the hardships the journey brings. Spearin stated the story drew inspiration from several different sources, including current events unfolding in present-day Iraq and the Iraqi war documentary Peshmerga. New World Interactive’s goal is to ditch the mindless nature of shooters and help players to understand who they’re pointing a gun at and why. “We wanted to highlight [the conflict in Iraq] because in the news you hear like oh, U.S. and NATO are supporting the Kurds, and not many people really understand what that means, who these people are and why.” Spearin continued, “In a way, that's what people want: to immerse themselves in a mindless time period with games. But when you come out of it, you can look at the real world and think ‘Oh wow, I have a better understanding of what's going on now’ or ‘I want to start learning more.’” New World Interactive hopes to hold a closed alpha for Insurgency: Sandstorm later this year, with a full release scheduled for sometime in 2018. With the move to consoles and the addition of a cinematic story mode, it’ll be interesting to see if the game can find a new player base in the ultra-saturated shooter market. Spearin feels confident that Sandstorm’s more grounded, thoughtful take on the genre will not only help it stand out, but provide a welcome change from the norm. “In order to stand out you have to do something innovative. You need to catch people's attention in a different way. I think when a saturated market exists, fans are looking for something different. They get tired of the same old franchise regenerating the same old gameplay with a different skin on top, right? They want somebody who is taking the challenge and the risk to come up with something new. Now it's like ‘let's bring that to more people.’” View full article
  13. 8 hours in to a 24 hour stream! Let's GO!

     

    https://www.twitch.tv/yungd_tv

  14. Time for a little more #PlanetCoaster. Come see what we're building and say what's up

  15. Last week
  16. July RVA Guild Meeting

    Hello all, check out the meeting this Saturday to talk about Extra Life efforts in Richmond! Please let us know if you can make it, so we know how many to expect. If you can only make 30 minutes of the meeting, we'd still love to see you! PM either Bobby or me for his address so we don't post it all over the internet. We look forward to seeing you there.
  17. July RVA Guild meeting

    until
    Join us to chat about fundraising efforts for Extra Life in the Richmond area. Come share your plans for the marathon this fall and maybe play a board game or two! We'll be meeting at Bobby's house at 2 p.m. Bring a snack to share, if you like. Please send either Bobby or me a PM for his address. It's out in the Henrico area in the West End.
  18. IMG_0887.JPG

    woot woot Mr. Rogers!
  19. Dead Alliance is a game in search of an identity. Equal parts Call of Duty, horde mode, and MOBA all in the same breath, the competitive undead shooter banks its success on finding a player base with a love of all three genres and then some. Not only do you have to worry about a team of enemy players firing bullets at you, you also have to contend with the ravenous horde of zombies roaming around each map. But have no fear, for the combatants of Dead Alliance aren't running in without some nifty tools to turn the undead into your buddies. I recently got the chance to play a preview build of Dead Alliance; more specifically the game’s team deathmatch and capture-the-flag modes. At a glance the game might appear little more than another competitive shooter, replete with armored dudes toting heavy machine guns and more body armor than a presidential meet-and-greet. There’s also the maps, which range from an uninteresting warehouse to a seaside port town, that all look as dilapidated and overgrown as you might expect. Thankfully, the developers at Psyop have injected this melting pot with enough variety in terms of gameplay and strategic options to warrant at least a chance. In Dead Alliance’s multiplayer modes (including team deathmatch, CTF, free-for-all, and king of the hill), players are outfitted with a standard variety of weapons (assault rifles, machine guns of the bulky and sub variety), but are also given special tools called “Zmods” that influence the zombies found on every map. If you’re losing sight of your enemies, throwing the P.A.M. grenade at a group of zombies will force them to run for the nearest competitors, giving you ample room to hose them down while they’re fleeing from the horde. The L.R.A.D. attracts nearby zombies to a single point, allying them to your team, while the Trailer flare lets you string along a group of zombies while it’s in your hands. Those tools, coupled with a few that repelled zombies, made for chaotic firefights and a few tense retreats as zombies swarmed my team. At times, the game can feel like a well-measured bit of chaos. Hunting down enemy players through MOBA-like lanes of traffic is frantic, and often the team on the receiving end of the horde has little time to react. Dead Alliance’s overall pacing also plays a role, as players only move at a fraction of the speed you might in a game like Call of Duty or Titanfall. This means a dead sprint will only keep zombies off your back for as long as you keep running, but it also means that evading enemy fire is more a matter of getting the drop on someone than actual mechanical skill. During our demo, it often felt like our victories were due to easy manipulation of choke points more than anything else. It’s difficult to tell from two rounds if the game will have much depth, but at this rate, Dead Alliance risks players losing interest more quickly than most. Dead Alliance is out August 29 on PlayStation 4, Xbox One, and PC for $39.99. View full article
  20. Dead Alliance is a game in search of an identity. Equal parts Call of Duty, horde mode, and MOBA all in the same breath, the competitive undead shooter banks its success on finding a player base with a love of all three genres and then some. Not only do you have to worry about a team of enemy players firing bullets at you, you also have to contend with the ravenous horde of zombies roaming around each map. But have no fear, for the combatants of Dead Alliance aren't running in without some nifty tools to turn the undead into your buddies. I recently got the chance to play a preview build of Dead Alliance; more specifically the game’s team deathmatch and capture-the-flag modes. At a glance the game might appear little more than another competitive shooter, replete with armored dudes toting heavy machine guns and more body armor than a presidential meet-and-greet. There’s also the maps, which range from an uninteresting warehouse to a seaside port town, that all look as dilapidated and overgrown as you might expect. Thankfully, the developers at Psyop have injected this melting pot with enough variety in terms of gameplay and strategic options to warrant at least a chance. In Dead Alliance’s multiplayer modes (including team deathmatch, CTF, free-for-all, and king of the hill), players are outfitted with a standard variety of weapons (assault rifles, machine guns of the bulky and sub variety), but are also given special tools called “Zmods” that influence the zombies found on every map. If you’re losing sight of your enemies, throwing the P.A.M. grenade at a group of zombies will force them to run for the nearest competitors, giving you ample room to hose them down while they’re fleeing from the horde. The L.R.A.D. attracts nearby zombies to a single point, allying them to your team, while the Trailer flare lets you string along a group of zombies while it’s in your hands. Those tools, coupled with a few that repelled zombies, made for chaotic firefights and a few tense retreats as zombies swarmed my team. At times, the game can feel like a well-measured bit of chaos. Hunting down enemy players through MOBA-like lanes of traffic is frantic, and often the team on the receiving end of the horde has little time to react. Dead Alliance’s overall pacing also plays a role, as players only move at a fraction of the speed you might in a game like Call of Duty or Titanfall. This means a dead sprint will only keep zombies off your back for as long as you keep running, but it also means that evading enemy fire is more a matter of getting the drop on someone than actual mechanical skill. During our demo, it often felt like our victories were due to easy manipulation of choke points more than anything else. It’s difficult to tell from two rounds if the game will have much depth, but at this rate, Dead Alliance risks players losing interest more quickly than most. Dead Alliance is out August 29 on PlayStation 4, Xbox One, and PC for $39.99.
  21. Hello again! I was wondering if I can find out where your guild purchased the EL dice from? Was that through Kait? Thanks in advance!

     

    -Jenny

  22. Looking for volunteer Guild members at E3 2017

    I believe Aaron and Shelley are part of the Just Us League of Awesome https://www.extra-life.org/index.cfm?fuseaction=donorDrive.team&teamID=33497 I'll PING Ralph, Frank, and James to see if they have set up fundraising pages yet.
  23. Marathon Day Debate 2017

    OC is still planning a public event like last year's marathon at KO Gaming Lounge. We are in the process of finding a new venue as our home base of Esports Arena is booked and KO has closed. We will keep you guys posted on any progress in case you want to partner up again this year.
  24. Guild Location Demographics

    I added myself just to let ya know I'm available to assist when possible!
  25. Where do you Hold Your Meetings?

    The OC Guild has been rotating meeting locations for quite a while now and it seems to be working well. The main reasons for rotating our meeting locations are 1) our members are spread out geographically and mixing up the venue allows meetings to be closer to home for everyone at some point in the rotation, and 2) we are scouting for a new venue to host our Game Day 24 hr marathon. This process has had a few unintended benefits as well; we've met a lot of new people and businesses that are interested in supporting the Extra Life Cause, and I feel it is helping keep Guild Members interested in attending monthly meetings. Even I get excited when we are meeting at a venue I've never been to before. Off the top of my head here are several of the places we have held meetings at over the past year: CHOC Children's Hospital http://www.choc.org/ Esports Arena https://www.esportsarena.com/ Game Master's https://www.facebook.com/GameMasterLagunaHills/ KO Gaming Lounge https://www.facebook.com/kogaminglounge/ My personal home PLAYLive Nation https://playlivenation.com/
  26. Gamescape at Baltimore Artscape

    until

    I can do the 12-6 shift on Friday.
  27. Everything FALLOUT 4!

    Thanks Battery_H! I thought I had recovered all the star cores and installed them, but could never get the elevator operational. Oh well, not a big deal I started over on a second play through on Survival difficulty. It's gonna be a looooooooong time before I get back to the DLC content again, game is brutally hard now, such a different gaming experience.
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