Jump to content

Hub Leaderboard


Popular Content

Showing content with the highest reputation since 03/22/2018 in all areas

  1. 3 points
    Hello all, I've been video gaming for over nearly thirty years, collecting games and systems long the way: everything from classics like 2600, NES, SNES, Genesis, to more obscure systems like Virtual Boy, Pong clones, and the Astrocade. I've also been recently getting into tabletop gaming. While I've known about Extra Life for a few years now, this is the first time I'm trying to get involved. I'm also looking for some advice on running a large-scale event. I work at the College of Physicians of Philadelphia (you may know us from the Mütter Museum), and I am exploring the possibility of hosting an EL event at the College. We have tons of event space and I am eager to fill those spaces with games, all the better if it is for a good cause. I just wanted to get some advice/tips about hosting an event. I'm sure many people do them on their own or with groups of friends but have any of you host any kind of large-scale event? I'm excited to be a part of the cause. Even if I don't host something for work, I'd like to do something on my own.
  2. 3 points
    We definitely appreciate the cautious attitude and questions. Regarding how Extra Life functions, it is as we say, the hospital sees the entirety of the donations made to it's participants. The amount of the donation made to an Extra Life participant is always made to the hospital that they support! The fee is not deducted from the donation, but covered by Children's Miracle Network Hospitals. The $19 fee to upgrade your account helps offset the cost of the actual incentives you receive when you reach fundraising milestones (t-shirt, sticker, medals, etc). If you have any further questions or concerns your can see our financial information here: https://childrensmiraclenetworkhospitals.org/financials/ or send inquiries to support@cmnhospitals.org!
  3. 3 points
    Play Games. Heal Kids. Now to be perfectly clear, just playing games isn’t what is going to help the kids treated at your local Children’s Miracle Network Hospital. It’s telling your friends, family, coworkers and other community members about what you’re doing, why you’re doing it and then asking them to make a donation to your fundraising page in support of your efforts. Here are some tips & tricks to help you get started: Fundraising Tips & Tricks 1. Personalize your Extra Life Fundraising Page 2. Use the Extra Life Email Portal to ask for donations 3. Download the Extra Life Facebook and mobile apps There are also 1,000+ posts in our community forums of best practices that Extra Lifers from around the world are sharing and discussing with each other. Spend 15 minutes browsing the topics and I’m sure you’ll be able to find one that works for you. We're here to help you in your quest to save kids' lives through gaming! Let us know if you need any help at support@extra-life.org and a member of our crew will be in touch shortly afterwards. Thanks for all you do For The Kids, Mike, Liz, and Jeromy Team Extra Life Children’s Miracle Network Hospitals Download the Extra Life Mobile Fundraising App! Manage and share your Extra Life experience on the go with our new Extra Life mobile and tablet app. This FREE app lets you fundraise and connect with others through SMS, Facebook, Twitter, LinkedIn & Email. You can update your Extra Life page and check your fundraising progress all from the palm of your hand. iOS | Android
  4. 2 points
    Hey All! Inspired by @herobyclicking's post http://community.extra-life.org/forums/topic/2625-seeking-big-hearted-gamers-for-spotlight-interviews/ I wanted to start this one asking what "Extra Life" tattoos or inspired tattoos do yall have? Or have seen?! Post! Post! Post! o/
  5. 2 points
    Hello everyone! This is my first post to the Extra Life community but I'm a long-time lurker and 3rd year Extra Lifer. This year my team is hosting the first-ever (that we know of) official Extra Life race on iRacing for game night. We're calling it the Extra Life 150 and it will be held at the Lucas Oil Raceway for the Late Model on November 3rd. Race details are below but entry into the Extra Life 150 is a $5 or more gift to my portion of our campaign at Extra-Life.org/participant/JoshCox. The race will also be broadcast live on the Full Throttle TV network! It is my goal to make this the official iRacing Extra Life event each year. So if you race, please come out and join us. We currently have 11 drivers signed up to run and would always love more! If you have question please feel free to contact me directly at joshwcox@gmail.com. Race Details · Car: Asphalt Late Model · Track: Lucas Oil Raceway (150 laps) · Weather: Night – iRacing Default · Set up: iRacing Fixed · Fast repairs: 1 · Cautions: On · Entry into the Extra Life 150 is a $5 or more donation to the campaign · Winner takes home $30 · Second place takes home $10 · Third-Fifth place takes home DJ3 Extra Life team swag · Cash prize are NOT awarded from donations collected. Donations are 100% tax deductible. Our sponsors will pick up the tab for the prize money. Race Schedule · Practice: 8PM ET – 1 hour · Qualifying: 9PM ET – 5 minutes/2 Laps · Qualifying session will be 10 minutes in length with the final 5 being devoted to the drivers meeting. All drivers should make their lap prior to the 5 minute mark. Any driver recording a time post-5 minutes will be given and EOL penalty before the green flag. · Drivers meeting: 9:05PM ET – 5 Minutes · Green Flag: 9:10PM ET
  6. 2 points
    Hey everyone! I just released a new version that allows you to do a test donation alert so you can see how it will look / sound in your stream when you're setting things up. In the new ExtraLifeHelper.html file, change the new testDonationSeconds value to something other than zero. When the Helper loads up, it will show a test donation that many seconds later. Don't forget to set it back to zero when you're done testing. Latest version is v2.2. and can be downloaded here: https://github.com/breadweb/extralifehelper @MaelstromALPHA, this is something you and others requested.
  7. 2 points
    Hey @thejennamonster! So sorry you have had some trouble! The website revamp DID move somethings around. You can edit the URL by logging in and going to "Your Page" > click the "Settings" tab just below your profile pic and thermometer > "customize" to adjust your URL. Let me know if this helps!
  8. 2 points
    Hello PDX Extra Lifers! I'm the new program director for Portland's Extra Life chapter and would love to get a guild started up again! Are you interested in helping? I would love to hear from you! Please feel free to reply to this thread or contact me directly. Let's get a kick-off meeting scheduled and brainstorm ideas on how we can raise $$ for kids fighting for their health at Doernbecher Children's Hospital. Let me know if you're out there! Erin Olinghouse olinghou@ohsu.edu Assistant Director of Development Doernbecher Children's Hospital Foundation
  9. 2 points
    Hey @Derek_Meyer, I believe you may be mistaken on what this forum is for. This is for tips about livestreaming via Twitch, Mixer, YouTube, etc.
  10. 2 points
    Hi everyone! The Extra Life Helper has been updated to work with the new Extra Life API. You won't notice a change as it is all under the hood. With that said, everyone needs to upgrade by July 16th before the old API is sunset. Previous versions of the Helper will stop working at that time. Here's the direct download. Please let me know if you have any questions or need any help. https://github.com/breadweb/extralifehelper/releases/download/2.1/ExtraLifeHelper-v2.1.zip
  11. 2 points
    Got this last Saturday as a belated birthday present to myself. Courtesy of Cottage 13 in Hamilton, Ontario.
  12. 2 points
    I forgot I even made the top 30 cut!
  13. 2 points
    Hey everyone! It’s Lizzy, your friendly neighborhood volunteer coordinator for the 2018 Extra Life fundraising season! As we quickly approach May, we are about to jump into our first major event which means we need your help supporting the Extra Life booth at Momocon 2018: Thursday, May 24 through Sunday, May 27. As before, those who volunteer to work a shift (no more than 5 hours max per shift), will receive a free full 4-day badge to the event so that you can experience all the Con has to offer when you are not manning the Extra Life booth. That includes access to all areas of the event including: Gaming Hall, Expo Hall, Main and sub stages, panels, classes and much more!! The only extra cost is for lodging, meals, souvenirs, and the Open World: Video Game Music concert. Just as last year, rather than just a table in the general organizations area, we are now part of the official MomoCon Charity Row section, complete with our own 10' x 10' booth!! We've got some great plans for the space, and I will be sharing those as we get closer to the event. We will be hosting a small meet and greet gathering the weekend prior to MomoCon where you can not only meet this year’s leadership team for the Atlanta Extra Life Guild, but also get some handy tips and tricks for volunteering as well as pick up your weekend badges. More detailed information regarding the meet and greet will be coming out shortly. If you are interested in volunteering, please click the link below to access the sign-up sheet. Please fill in as much info as possible so we have a way to contact you prior and during the event. Also, this is a first come first served event, and we have a limited number of passes available (16), so if you are interested you should sign up sooner rather than later! I will be onsite on and off throughout the event and always will be reachable by phone. I am super excited to meet you all and work with you throughout the year to make 2018 our best year ever #ForTheKids! Don't forget to come join us on both our official Extra Life Guild forums: http://community.extra-life.org/atlanta As well as our Facebook Page: https://www.facebook.com/groups/ELGAtlanta/ Lizzy Fountain Volunteer Coordinator - Extra Life Atlanta Guild JustALizzy@gmail.com Volunteer Sign Up Page Here.
  14. 2 points
    Hi everybody, my name is Jenn and John told me about his joining of extra life. I think it would be really cool to see what you guys are up to, so here I am! I heard Awesome con was fun. I'd love to come to the next meetup or whatever you guys have planned. I heard there is a discord also, and I'd be happy to join that and pop in to say hi sometime. Thanks for hearing me out! ~Jenn
  15. 2 points
    70 signups today at Game Masters, thanks for all the hard work!
  16. 2 points
    Harebrained Schemes, the studio behind the digital revival of Shadowrun as a turn-based strategy RPG, has returned, and this time they aim to revitalize mechanized turn-based strategy with Battletech. The company touts the project as "the first turn-based tactical mech combat PC game in over 20 years" which seems like a bit of a stretch, but Harebrained Schemes' track record with turn-based strategy is reason alone to get excited. Battletech casts players as the leader of a mercenary company that uses mechs to wage battles for whoever has money. Out on the edges of civilization, players will have to negotiate contracts for their crew, keep everyone alive, and also put a dethroned monarch back onto her galactic throne. Harebrained Schemes began working on Battletech after a successful Kickstarter raised well over its $250,000 goal to raise almost $2.8 million. The studio has a history of vastly successful crowdfunding campaigns, with each of the last four games finding additional funding on Kickstarter. The fact that backers have continued to support them over several releases indicates that they're incredibly good at pitching interesting game concepts and ultimately delivering satisfying experiences. Battletech will release on April 24 for PC. View full article
  17. 2 points
    After the completion of the 4th annual Extra Life United event, my family and I are in awe of all the Extra Life community has accomplished. I wanted to write and share this note on behalf of the Enmon family. THANK YOU, THANK YOU, THANK YOU Extra Life GAMERS! Somehow these words just do not seem to be adequate enough to thank you for all that you have done and continue to do for Extra Life. The amount of money that was raised this year was phenomenal – Eleven million plus is just amazing. We never could have dreamt that “the little girl from Orange, Texas would leave such an amazing legacy”. Our family had such a wonderful time meeting so many new gamers, returning gamers, spectators, and their families at Extra Life United at Children's Hospitals Week. What a year for amazing things to happen - raising eleven million plus dollars in 2017; raising $40,000 at Extra Life United leaving Jeromy Adams speechless on stage, as well as having in attendance a Cow, Fairy, Unicorn, Dinosaur, a bottle of Hot sauce and many illuminating hairstyles! WOW just WOW, all of this and more will be cherished and remembered. As we reminisce about the past years, we cannot help but continue to thank Jeromy Adams and his family for his Dream! What a dream ride it has been and continues to be! We can only imagine what the future will hold for Extra Life and #forthekids. We want to send a great big THANK YOU from the bottom of our hearts to Liz, Mike, Lou, Jeromy and staff for planning such a wonderful event. To Tori’s Angels, we say THANK YOU, for providing your expertise to the process and to the event to ensure that it ran smoothly. Our family has discussed the event in great detail and we have an announcement. This year the Enmon Family will be awarding ELU Scholarships to applicants, to help defer some cost of the Extra Life United / Children's Hospitals Week trip in 2019! We hope that by helping in different ways, that perhaps some of the burden will be lifted for those who may otherwise be unable to make it to ELU in 2019. We will keep you posted as details become available. Thank you again for all of the love you continue to give to our family. Victor & Jo Ellen Enmon Christin & Justin Hommel, Corbin and Adilyn James and Stormy Enmon
  18. 2 points
    I keep forgetting to post this. We met this awesome chick at ReplayFX in Pittsburgh when she came up to our table. I told her I had to get her photo so I could post it here. So I do have her permission but not her name. If this is you, say hello! You rock!
  19. 2 points
    The Official Extra Life Stream Team Weekly Schedule Find out when your favorite Extra Life streamer is streaming on the Official Extra Life Twitch Channel. You can learn more about each streamer or send them a private message by hovering over or clicking on their @name. Support our streamers by clicking on the links to their Extra Life participant page or their personal Twitch channel. Be sure to read the details and apply today! ALL TIMES ARE EASTERN US TIME UNLESS OTHERWISE NOTED *Spanish Language
  20. 2 points
    Last year I promised to get a tattoo if I reached my goal. So I did. My wife also decided she wanted the same thing (her 13th). And this year I decided to do the same thing if I meet my goal. "Missouri is #1 flyover state" - Jabroni Times
  21. 1 point
    The deep sea survival game Subnautica is free for a limited time through the Epic Games Launcher. This follows closely on the heels of Epic's announcement of an Epic digital distribution service that begins with their launcher. And even better? Epic says they will be releasing a free game every two weeks until the end of 2019! Subnautica debuted to the world four years ago as an Early Access title through Steam. After years of additional development, the seafaring title released fully in January of this year. The game places players in a dire survival scenario: Their spaceship has crashed, seemingly with all hands either lost or dead. Players end up having to fend for themselves on an uncharted ocean world. Securing resources, salvaging gear, upgrading equipment, researching upgrades, and constructing a base of operations all become engrossing activities. It only recently launched on consoles, and unfortunately the free version seems to be exclusive to PC for now. Announced via Epic Games, the company has launched its year-long free game service with Subnautica, an offer which will disappear on December 27 to be replaced by a new free title. The service itself is free - all that you need to do to download the free biweekly game is to download the Epic Games Launcher and download the free title from there. From that point on, it's yours to keep with no strings attached. While a schedule of the games coming to the platform have yet to be announced, we do know that the next game heading to Epic users for free will be Team Meat's classic platformer Super Meat Boy. This move to distribute free games doesn't come out of the goodness of Epic Games' heart, however. The company is making an effort to capitalize on the 200 million people who play Fortnite through their service, a number that absolutely dwarfs juggernauts of the industry like Steam, which boasted a record 18.5 million users in January of this year. If even 10% of Epic's user base begins to use Epic Games as their go-to digital platform of choice, things could really begin to shake up in the slowly crowding digital distribution market. Undoubtedly, the allure of free games for an entire year will keep people opening up the Epic Games platform and building a collection of titles that could potentially include a few games they picked up on the storefront beyond the free games. It's a perfect way to rope in people who are already playing Fortnite and bring in new blood who want free games. Overall, this will likely accelerate some degree of competition between the biggest digital storefronts like Steam, Good Old Games, and Origin. With free games bringing in users and a better cost sharing arrangement than other platforms, Epic really does have a shot at securing a spot as not one of the most used but the most used digital games platforms in the world. This could be the beginning of an entirely different digital ecosystem. Be sure to grab Subnautica on PC before December 27! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  22. 1 point
    Epic Games is rolling in cash courtesy of Fortnite, the cool thing the kids are playing these days (or so some cool kids tell me). What exactly has it done with all of that moola? Use it to start a digital storefront designed to compete with the likes of Steam and Good Old Games. "For the past five years, we've been building tools enabling Epic to bring our games directly to players. We built the Epic Games launcher on PC and Mac featuring Fortnite and Unreal Engine; we built a worldwide digital commerce ecosystem supporting dozens of payment methods; and we gained great economies of scale thanks to Fortnite's growth," said Tim Sweeney in his initial announcement of the Epic Games Store. All of this has put Epic Games on track to launch their storefront. The main selling point that Epic Games wants everyone to be aware of is their dedication to showing fairness to developers who sell games on their platform. A major part of their announcement states that all developers will earn 88% of the revenue from sales on the Epic Games Store, a piece of information that was accompanied by a chart comparing an their 12-88 revenue split to Steam's 30-70 (or 30-55 in some cases) split. The graphic also makes it clear why Epic Games is pursuing a piece of the digital distribution market: Devs that make use of Unreal Engine 4 automatically pay 5% of their game's revenue to Epic, but if Epic sells those games on their own platform, they can up that cut to 12% regardless of game engine, all while getting good PR for sharing more revenue with developers who sell through their store. It's a win-win relationship for Epic and those who sell through them. Given that Epic now has strong ties to an entire generation of gamers through Fortnite and the Epic Games launcher, this makes complete sense. They have the technological infrastructure, a readily available pool of customers, and the unique position to reap larger profits while attracting more developers. Another benefit will be a more curated atmosphere that lacks on a service like Steam that has already opened the development floodgates for practically anything to make it onto the platform. Sweeney wrote that the service will help devs reach their players by giving users a newsfeed that will update with information and updates from developers. Developers will also be able to reach out to streamers, vloggers, and bloggers through Epic's Support-A-Creator program to help get the word out about up-and-coming indies. The somewhat murky part of this is that through this program content creators will be able to receive a cut of the revenue (determined by the developer) from purchases made using their referral links. The first 24 months of the service will see Epic Games covering the first 5% of the revenue shared with content creators, so that's pretty neat. Sweeney's announcement was a bit lacking in details regarding exactly when the service would launch, though more details will be coming on Thursday, December 6 during The Game Awards. The Epic Games Store will first launch for PC and Mac before spreading to Android devices and beyond over the next year. Are you excited for a new digital store in the mix? Is a bigger revenue share for the devs enough of an incentive for you as a customer to switch over to Epic? Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  23. 1 point
    Cool, sorry, i didn't get e-mail alerts about your edits otherwise I would have stopped back in to help. Glad you got it closer to what you're looking for
  24. 1 point
    I took a few classes a while back, unfortunately they were pretty light on JavaScript. I'll see if I can figure it out though. Thanks again - and hey maybe an idea to add images for a future build. Thanks again for all of your help and good luck with this years stream!
  25. 1 point
    Hey everyone! I just released version 2.3 of the Helper which contains a fun new feature. When a new donation is received, the donation message will be read with text-to-speech during the donation alert. You can choose one of three different voice styles or disable it. New option is in the ExtraLifeHelper.html file: var donationMessageVoice = "UK-female"; // Voice style for the reading of donation messages. // // Set to US-female, UK-male, UK-female or set // // to "" to not read messages with text-to-speech. I also fixed a bug where some of the fonts may not properly load making text look weird in some situations. As always, please let me know here if you have any questions or run into any issues. Latest download: https://github.com/breadweb/extralifehelper/releases/tag/2.3
  26. 1 point
    I look forward to this bump every year! While I love the official tool too now, I actually like to run both. I use the official XSplit extension for my team info and the Breadalert (yes, we should really coin that term) for my own personal fundraising.
  27. 1 point
    I know this post was originally made almost a year ago, but Microsoft's Adaptive controller was made with a bunch of input from various organizations that help people with disabilities game again. It's a really cool piece of tech, and if anyone out there is looking for said groups, a bunch of them are listed in the article I linked.
  28. 1 point
    This is the first thing the guild has done that is interested my youngest. He asked if we could volunteer
  29. 1 point
    I decided to create a team named "For the Hordelings!" and see how that goes. Everyone is welcome to join! Sent from my Nexus 6P using Tapatalk
  30. 1 point
    This also lives on your Dashboard > "Go Social" > Email Badge
  31. 1 point
    Hey @rebo! That's not currently available unfortunately! But thanks for bumping this post!
  32. 1 point
    Updated yet again for 2018. Please reach out if you have technical issues. http://nerdery.life
  33. 1 point
    Thanks for the reply. That's really great that this program is able to pass on 100% to the hospitals!
  34. 1 point
    https://www.facebook.com/events/172287383643457/
  35. 1 point
    Dontnod has made a name for itself over the last several years as a publisher willing to try new things and take risks. Mixed reactions to their debut effort Remember Me grew into acclaim for Life Is Strange. Three years have passed since Life Is Strange captivated players; Dontnod used that time to not only craft a sequel, due out this year, but also something completely different. Unlike anything the developer has tackled before, Vampyr takes players into a dark and dirty vision of early 1900s London; a world of death, disease, and vampires. Doctor Jonathan Reid, a field medic returning from the battlefields of World War I, awakens in the corpse pits of a London under siege by the Spanish flu, a brutal virus that swept through the real world shortly after the turn of the century. Maddened by a profound hunger and the echoing words of an ethereal entity, Dr. Reid stumbles through the carnage, happening upon a woman looking through the dead. She knows him, embraces him, and in a fit of insanity, he digs his fangs deep into her neck. He drinks, she dies, and he is reborn - sane and in agony at the realization of his crime. This opening scene strives to capture the unsettling horror of Vampyr on a small scale, giving players a textual stake (har har) in the consequences of their actions. You see, Mary, the woman murdered in the opening minutes of Vampyr happens to be Mary Reid, Dr. Reid's sister. This death haunts Jonathan throughout the game in a way that can profoundly alter the course of events, depending on how players choose to develop the doctor as a character. Vampyr tempts players with blood at every opportunity. Completing quests rewards players with nice chunks of experience that can be used on a variety of vampyric and scientific abilities. However, players can take shortcuts to power by manipulating the citizens of London, mesmerizing and taking them to dark corners for a taste of their blood. This kills them, of course, but grants thousands of experience points, more than can be gained by completing quests. The system encourages players to take care of the people they meet, treating their illnesses with appropriate remedies and learning their secrets by interacting with the people in their social circle. The healthy blood of someone more intimately known provides quite a bit more experience than someone almost totally unknown who has been struck with the plague. As the primary vampire of Vampyr, players have to be careful how they exercise their newfound power. Some parts of London's communities are more necessary than others. The pillars of each community hold those around them together by their presence and tireless efforts. Killing those people could bring the entire district they live in crashing down under the weight of the epidemic. Not all parts of the community can claim to be aligned with those constructive forces, however. Some proudly declare themselves criminals while others hide dark secrets of murder and abuse. Of course, no matter who Jonathan chooses to feed upon, the community will react. It could leave it a better place, but that act of murder could also plunge everything into chaos, leaving openings for the plague to seep in among the bodies. Players who seek to walk a nobler path will be pleased to know that the life of bloodsucking innocents can be avoided almost entirely. However, those who opt out of this staple activity of vampirism will find themselves at a definite disadvantage, making do with fewer and less powerful blood and shadow based powers. The difficulty will definitely have some players looking longingly at the NPC they know to be a murderer, contemplating murder for their extra experience. The point of the difficult path is to tempt the righteous to fall, and the developers certainly play into that aspect of their game. Dontnod cleverly leaves the player with the ultimate decision to give Mary Reid's death meaning. Will Jonathan steer the hardest path and make his first steps as a newborn vampire without sacrificing others along the way? Will he pursue power at all costs, slaughtering as many people as London can bare? Or will he walk a middle path, turning himself into the judge, jury, and executioner of London's wickedest denizens? Those are interesting questions to explore over the course of Vampyr and answer for yourself. The system that enables this, the complex net of relationships and dependencies of each section of London that shift with each death, must have taken an incredible amount of effort to create, and stands out as one of Vampyr's best features. It's strange, then, that Vampyr does not choose to focus its narrative on that core systemic conceit. Instead, the narrative revolves around a series of three acts to which the residents of London play background parts as pieces of set dressing and leveling opportunities - a decision which defangs the whole "needing to kill for the blood needed to survive" aspects of vampires. The first act revolves around Jonathan Reid coming to terms with his role in his sister's death and his new life as an Ekon, Vampyr's term for the beings we traditionally know as vampires. It is here that we are also introduced to the other varieties of vampires. Skals make up the majority of vampires, but are often people who failed to transform into full Ekons, often going mad in the process. They only need to eat flesh to live and don't require blood the way other vampires do. Vulkod are the brutes of the vampire kingdom, possessing superior speed and strength to other kinds, but often losing themselves to blood rages. Other kinds exist, too, but they are left to be mysterious around the edges of British vampire society. Before going on, we should note that the icing of yet another woman in the opening minutes of a video game for dramatic effect, a trope with a long tradition (I'm looking at you, Shadow of Mordor), is getting so old. It doesn't help that this is the game's cold open; as players, we have no investment in Jonathan or his sister within those few minutes, which robs even more drama out of this storytelling cliche. The cliche compounds in the closing minutes of the first act as it practically repeats itself. This is lazy writing, and it doesn't sit well in 2018. We can and should do better than going for cheap shock value and character motivation. The second act expands the world with more details about the various factions: The Guards of Priwen, the Ascalon Club, and the Brotherhood of St. Paul's Stole. The Guards of Priwen act as a human check on vampire activity during the epidemic, wandering the streets and killing any kind of mutated beast they come across. The Ascalon Club operates as an exclusive group of vampires who seek to control the wider world, a kind of shadow government based on blood purity. Finally, The Brotherhood of St. Paul seems to mostly be a group of holy researchers who are more pragmatic than the Guards of Priwen and prioritize the greater good over any vampire vendettas. This act is also when many of the pillars of each London community have to be addressed by the player, often in ways that could doom the communities if handled poorly - but perhaps that's what a less scrupulous Dr. Reid desires? The third and final act introduces a lot of esoteric lore that was barely hinted at throughout the preceding sections of Vampyr. The final twenty or thirty minutes of Vampyr possesses an energy lacking in the earlier segments of the game as secret after secret comes tumbling out and the narrative pieces all begin coming together. To say much about these closing minutes would spoil quite a bit, but suffice it to say that a Vampyr 2 would be incredibly welcome as Dontnod veers far afield of what might be considered the classical vampire stylings they had adopted up until that point. Overall, the narrative takes an understandable detour around its core system based around vampyric feeding and winds up with a tale composed of many interesting parts when taken on their own, but without much of a through line keeping it all connected. Mary's death recedes into the background after the end of the first act, replaced by a lot of factional drama that doesn't ultimately get resolved or have many consequences in act two. The third act concludes the plague plot and possesses the strongest focus of the three parts, but doesn't have much to do with the themes of previous sections. The feeding mechanic further muddles the themes of the game. Doctor Jonathan Reid makes a distinction between killing average citizens and those those who oppose him. For example, when it comes to one of the in-game factions called the Guards of Priwen the good doctor seems to have carte blanche to drink their blood and kill without mercy. This leads to moments throughout the game where Dr. Reid claims to have not killed anyone, provided the player has not fed on one of the civilians of London, despite the massive trail of bodies left behind him as he tore through the Priwenites in the streets of the city. This isn't an active impediment to enjoying Vampyr, but it represents a larger problem of mixed messaging that erodes Vampyr's story structure. The combat mechanics also present a fun, flawed opportunity that needed refinement. There are a handful of abilities to choose from, each of which can be upgraded, eventually into diverging paths. These include defensive moves, like creating a shield of blood, attacks, like creating a large area of exploding darkness beneath enemies, utility maneuvers, like invisibility or leaping into enemies, and your garden variety carry more of bullets or serums and increase health/stamina/blood. More variety would have been welcome, as after initially deciding which skills to take the system encourages you to stick with those until the end. There's not much room for experimentation or really a need for much as almost any offensive skill will carry you through to the end of the game. On its own, the combat serves its purpose. When everything is going well, it feels serviceable. Dashing out of combat range to set shadowy traps, whirling through enemies with one of the small variety of interchangeable weapons, powering up an ultimate maneuver, it all can be exciting. That is, at least, provided technical issues or strange design decisions don't get in the way. Some of the enemies have variable attack ranges, will sometimes land a hit without actually hitting anything, and many powers don't feel all that effective. Enemies are often made more difficult by giving them more health and damage rather than interesting mechanics to play around and counter with your own growing arsenal of vampy powers. One of the most consistently irritating aspects of Vampyr's combat is that if you die in battle, you return to a section just outside the area where you died. That's fine, but any consumables you used in the fight disappear. Struggling through a boss fight only to die at the last minute? Well, good luck trying it again with out any healing items, stamina boosts, or additional blood transfusions. Alternatively, have fun trudging back through the areas you just battled through to make more of those items because you have to craft them all yourself at specific crafting stations and can't store more than you can hold in your inventory at any one time. That means that if you can only hold two serums for use in battle, you can only craft and hold two serums of each type at any given time. The other issue that plagues Vampyr boils down to mobility. As a vampire, Jonathan Reid can shadow dash and teleport himself to higher vantage points. This seems like it would be a particular useful ability to escape combat situations or navigate the world. Unfortunately, once Dr. Reid enters combat, he loses the ability to travel vertically to escape his assailants. The game simply won't allow that to happen until everyone in the area has perished. This becomes irritating when you realize that often these optional fights simply take up time and resources without giving much in return. The flipside of this issue rears its head when it comes to world traversal. Mobility stands out as one of the defining aspects of vampires both in the myths and legends of our world and in the game itself. Characters routinely disappear out windows or appear seemingly out of nowhere. Our protagonist doctor doesn't seem capable of this outside of very specific circumstances. This attaches Jonathan firmly to the ground, no doubt as a means of gating player progress from more dangerous areas in the opening portions of Vampyr. In the absence of a fast travel system, players constantly find themselves backtracking across districts and areas that had previously been cleared, but enemies constantly respawn. It becomes one of the most tedious aspects of Vampyr and probably a large reason why the middle act seems to sag and lose so much momentum. Running freely along the rooftops of London or flying through the air as a cloud of shadow bats could have gone a long way toward easing this frustration, even if it only became accessible later on. Instead, we are left with a system that grants freedom of movement, but only on its own constrictive terms. It would be a grave oversight to not talk a bit about the visuals of Vampyr. London has never looked so dingy, squalid, and vaguely post-apocalyptic (in video games, obviously) than in Dontnod's bloodsucking adventure. Drainage water sits tepid in the streets, reflecting the shining moonlight from between damp cobblestones. Candle light filters through boarded windows. Each NPC has a distinctive face, model, and animations that sets them apart from everyone else (if you don't count the enemies that you meet in combat). Everything looks grim, dirty, and that can all come together to resemble the locations sought out by urban explorers for their decaying beauty. The effort that went into making London an interesting locale shows; despite all the backtracking, it doesn't wear out its welcome. The voice acting does quite a bit of work to sell the various characters. Notably, Anthony Howell turns in an incredible performance as Dr. Jonathan Reid. You can feel the sorrow and pain in his voice, a character who has seen and done horrible things on the battlefields of Europe and now must contend with the twisted homeland to which he has returned. Dr. Edgar Swansea, an eccentric doctor who treats with vampires and mortals alike, helps to expand and explain the world with the aid of Harry Hadden-Paton's performance. People might recognize Hadden-Paton as the voice actor behind the male Inquisitor's voice in Dragon Age: Inquisition or his role in Downton Abbey as Bertie Pelham. Katherine Kingsley manages to create a compelling and mysterious character with her role as Lady Ashbury, a centuries old vampiress whose every line drips with the weight of history. It is a difficult role and Kingsley plays it perfectly. In the hands of these capable professionals, what could have been a campy story about vampires turns into a tale filled with genuine drama and memorable exchanges. Conclusion: Dontnod deserves to be applauded for taking risks in a time during which many developers opt for the sure thing time after time. The world and characters they have created in Vampyr could easily be continued in future games, something I very much hope that they do. They took concepts that many might have thought done to undeath and made them their own. The visuals and sense of place that London will take players on a wild journey filled with horror and vampire shenanigans. Even the ideas that don't necessarily work perfectly are at the very least interesting or have the potential to be used more effectively in the future. A few kinks in the machine show a number of narrative and mechanical hiccups that occasionally cause player momentum to screech to a halt, but those setbacks are always temporary. For those who persevere, a rewarding experience offers something you can't find anywhere else. Vampyr is ambitious, flawed, and I loved it. Dontnod, a sequel would be excellent. Vampyr is now available on PlayStation 4, Xbox One, and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  36. 1 point
    One year ago, publisher Activision released the Crash Bandicoot N. Sane Trilogy, a remake of the original three PlayStation classics with next-gen graphics. Gameplay-wise, the Crash Trilogy attempted to perfectly replicate the original games, and it came extremely close, but ultimately fell short of making the PlayStation 1 originals completely obsolete. A few seemingly minor changes – such as adjustments to enemy hitboxes and the ill-advised choice to use the jump physics from Crash 3 in all three games – kept the remake from fully living up to its potential. Still, developer Vicarious Visions put in a ton of work to make the game feel authentic to the hardcore fans, and for the most part, they succeeded. Sony's other big 1990s franchise was Spyro the Dragon. Like Crash, Spyro starred in a trilogy of universally acclaimed PlayStation games (Spyro, Spyro 2: Ripto's Rage, and Spyro: Year of the Dragon) before fading into obscurity during the PS2 era. In the long run, the little purple dragon is arguably more successful than Crash; while the plucky marsupial had been largely absent from the gaming scene following the failure of 2008's Crash: Mind over Mutant, Spyro managed to eke out a measure of success in the cult favorite Legend of Spyro trilogy and as a key player in the best-selling Skylanders series. Now, Activision is wisely bringing the character back to his roots with a remake of Insomniac's original titles, Spyro Reignited Trilogy, developed by Skylanders developer Toys for Bob. Like with Crash, old-school fans have significant questions about the gameplay of this new take on Spyro's classic adventures. Will it feel absolutely perfect to the PS1 originals? At E3 2018, I got extensive hands-on time with two levels from the original 1998 title, remade for PS4, and came away with some distinct impressions which may be surprising to longtime fans of the franchise. As a lifelong fan of Spyro's original adventures by Insomniac (I can proudly say I never played anything after 2000's Year of the Dragon, the third and final game on this collection), I knew that I would notice if everything wasn't absolutely perfect, just like how I noticed when the Crash Bandicoot trilogy was good, or even great, but not quite perfect compared to its progenitor. Upon getting my hands on the controller and booting up Toasty, the first boss level from Spyro's original adventure, the first thing I noticed was how gorgeous it all looked. Spyro's character model, in particular, is a sight to behold. Stylishly angular and youthfully emotive, the pint-sized dragon, simply put, has never looked better. Similarly, the environments, while apparently geometrically identical to their PS1 counterparts, are full of tiny visual details which add up to a fully believable environment. With a tap of the circle button, Spyro shoots a short geyser of fire from his mouth. The flames, while still as cartoonishly stylized as the rest of the revamped visuals, have a deviously visceral impact; they light the environment in a way which was simply impossible back in 1998, and they even scorch the grass in front of Spyro, to say nothing of what a plume of flame can do to his numerous and dangerous enemies. Of course, Spyro's newfound visual flair doesn't mean much if the gameplay doesn't stack up to the original. In that respect, unlike Crash Bandicoot, Spyro Reignited Trilogy doesn't attempt to play exactly like the original. Back in the PS1 days, Spyro felt very heavy, a bit slow, and had a noticeably wide arc when it came to turning, making sudden changes in direction a bit difficult. It wasn't insurmountable, and shouldn't even be described as a fault; it was just the way Spyro moved. He was different from Crash, from Mario, from Banjo, and all the other 1990s platforming heroes, who each had their own respective and distinct "feel." Immediately upon nudging the analog stick forward, I noticed how different Spyro feels from his heyday. At first, it was a bit distracting, being able to turn on a dime and run circles around enemies, but I quickly realized a shocking truth: Spyro Reignited doesn't play like the original game; it plays better. Back in the day, camera control was mapped to the shoulder buttons, which was the standard, but would be downright archaic today. Now, the camera is controlled with the right analog stick, which lets the player see more of the environment, and see it more quickly than ever before. The proof is in the pudding, as they say, and I could sense my enhanced control as I tackled the enemies in the Toasty stage. As I looked around me, I saw other E3 attendees getting mauled by the big grey dogs who populate the levels. I don't blame them, since those enemies are notoriously pesky, especially to untrained players who haven't yet realized that it takes two bursts of flame to bring them down, and they always counterattack after the first hit. On the PS1, it took a while to figure out the rhythm of the movement, and it was always tough to get out of range of their counter. Here, it was as easy as pulling back on the left analog stick. Spyro's movement is stunningly smooth and I was weaving through the level with a newfound fluidity and speed which is entirely different from the much heavier motion of the original. It's a bold change, but having played it myself, I must admit, it was the right move. After making short work of Toasty, I moved on to Tree Tops, one of the more infamous levels in the first game, due to its supercharge ramps and tough-to-reach secret areas. In this level, the visual acuity of this next-gen remastering is even more apparent than in Toasty. The dark, earthy palette of the level, which left much to the imagination in the original, really comes alive in this remake. In particular, the enemies, originally rendered as somewhat nondescript blobs of polygons, look like actual creatures this time around. Testing out the supercharge ramps, it only took me a couple of tries to make it to the secret area on top of the final island, and I was pleased by how smooth the controls felt... Although I had a bit of trouble knowing when to transition from the jump to a glide, leading to a couple of deaths before I found the precise moment to get the most distance out of the supercharge jump. The main collectable in the game is trapped Elder Dragons. Trapped in cages of green crystal, Spyro breaks them out of their prison, at which point they give him a brief word of advice before disappearing. While the original game had a degree of variety in dragon designs, assigning different body types to each of the first five worlds (the sixth, Gnasty's World, features a mixture from the previous settings), Reignited appears to be taking things a step further, making every single dragon unique and full of character. In the original, some of the dragons lacked fun dialogue, instead offering a simple "Thank you for releasing me!" It's unclear if that will be retained in this remake, or if any new interactions will be written for those dragons. At this point, I'm happy to report that Spyro Reignited Trilogy feels good, and I can't wait to get my hands on the complete game. I'm eager to embark on an odyssey through the worlds of Spyro, Ripto's Rage, and Year of the Dragon, combining my nostalgic memories of classic settings and enemies with the remake's significantly revamped gameplay mechanics. Of course, there are still questions remaining to be answered. Will Year of the Dragon's additional playable characters be as smooth to play as Spyro? Agent 9's first person shooter levels, notably, haven't aged very well. What about the numerous minigames from parts two and three, like Ice Hockey, boxing with Bentley the Yeti, and the numerous attractions in Dragon Shores, the bonus level from Ripto's Rage? Will these all be preserved/remastered for this new release? Spyro 2 opened and closed each level with a brief cutscene. Will they be remastered here? Year of the Dragon suffered from lacking these fun vignettes. Will developer Toys for Bob be bold enough to unify the sequels by creating brand new cutscenes for Year of the Dragon? One can only hope. One final question involves Year of the Dragon's main collectable, Dragon Eggs, which would hatch upon being rescued. While they each possessed unique names, many designs and animations were frequently repeated, robbing the baby dragons of their individuality. Will this HD remake go the extra mile and make sure every baby dragon feels like a unique character with their own custom animations? So far, all of Spyro Reignited Trilogy's marketing has focused on the original game, with only brief, fleeting glimpses of the sequels. Hopefully, they'll peel back the curtain soon. They have to; after all, the game is slated for release on September 21 on PlayStation 4 and Xbox One. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  37. 1 point
    Hi! My name is Russ, and I'm 32. I'm currently living in Fort Worth, TX and working for Cook Children's Hospital in Fort Worth. I haven't started streaming too much yet, but hope to do some more, especially for Extra Life! I play just about anything on any console, and recently finished God of War on PS4! Hoping to get involved with Extra Life here in FW and meet a lot of people.
  38. 1 point
    @brentmccaleb Great to hear from you. My name is Angel Miranda. I am the president of the guild and I work with Child Life and the Foundation. We (Gamers on The Edge) take care of all of the game rooms and consoles at the hospital so we are there frequently. I would love to sit down and talk some time soon. I am a school teacher and this is the last week of the year so I can meet with you at any time next week. My number is (727) 512-0434 email angel@togetherontheedge.com
  39. 1 point
    Hey all! For those that don't know me, my name is Joshua and I've been part of Extra Life for about 8 years now; and one of my first major adventures with Extra Life was participating in the Trion Worlds in-game event in Rift, back in the "good ol days". Rift has recently returned to a subscription-only progression server called Rift Prime, and to celebrate that as well as my 8th year of being an Extra Life gamer, I've created an in-game guild for anyone interested in giving it a shot. My IGN is Crysola, and I'm in the Guardian faction. The guild is open to players of *both* factions, and primarily designed as a way for us to connect and enjoy the game. For more info on Rift Prime, click here and hope to see you in game!
  40. 1 point
    @BJWyler - the google doc linked in the top post, is the live document for 2018. Should reflect all the events we have confirmed, what we are working on, and other potential events that we are awaiting announcements for.
  41. 1 point
    Reminds me of the old Game and Watch gameboy game. I play that cartridge so much that it just doesn't work anymore good stuff though
  42. 1 point
    Humble Bundle - Sci-Fi Week | Humble Store https://www.humblebundle.com/store/promo/scifi-week?partner=144206
  43. 1 point
    Hey Team, For those interested who might be lurking our forums, here is a quick summary of the changes that are being implemented to the Guild level Facebook groups: What to Expect: Groups moving from Closed to Public Group name change, e.g "Extra Life Denver" Standard Cover Image w/ Guild and Hospital logo New language in the "About" section Linked to official Extra Life Facebook page Hospital representatives to receive admin access, Guild Leads to receive moderator access
  44. 1 point
    Thanks, @Allabaster My son and I are looking forward to attending.
  45. 1 point
    'Eeeeeeeyyyyyyy. Travis Terlinden checking in.
  46. 1 point
    As a BattleTech veteran of 30+ Years (Tabletop and PC gaming) I'm very excited for this game.
  47. 1 point
    BattleTech HYPE!!!!!! I'm attending a pre-launch meet and greet that Harebrained Schemes is holding in Seattle on Saturday. Super excite!
  48. 1 point
    If you haven't already, head over to the official Extra Life Discord channel too! There are lots of folks active there.
  49. 1 point
    Article written by Sid Wing, a fourth-year participant who plays for Children's of Alabama. Some have asked - "Why do you do this 'ExtraLife' thing?" For kids like my Grand-nephew Cyrus. Last year he celebrated his 3rd Birthday, began attending developmental preschool, and took his first steps! None of this would have even been possible with out Monroe Carell Jr Children's Hospital. Who knows what amazing things will happen for him THIS year! At 28 weeks gestation, we learned that Cyrus had a “constellation of defects” that pointed to a genetic disorder. His mom, my neice, had to have an amnio-reduction procedure at Vanderbilt two weeks later, in order to avoid amniotic fluid-related complications. At the same time, the team took extra fluid in order to determine whether there was a genetic cause for Cyrus’ many defects. Cyrus was born by emergency C-section on October 22, 2013. He had an APGAR score of 2. The NICU had already been alerted about his condition, and we already had a team dedicated to each of his systems. The entire medical staff there were attentive, supportive, and collaborative with us regarding his care and treatment. There was no stone left unturned; because of Monroe Carell Jr Children’s Hospital, Cyrus, for whom the chromosomal anomalies should have been a death sentence, is alive to celebrate his third birthday and reach new milestones.
  50. 1 point
    October 11th 1:15am CST: MILWAUKEE WI Children's Hospital of Wisconsin $113,179.00 734
×
×
  • Create New...