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Found 129 results

  1. With the words, "Piracy Is Dead, Long Live Piracy," Justin Farren, the creative director of Skull and Bones, put pirating back into the limelight at E3. The world has changed and piracy in the west has been all but shut down. The east, however, still presents intrepid pirate captains with opportunities. Skull and Bones puts players at the helm of a pirate ship sailing the Indian Ocean, turning it into one wide open hunting ground. Will you be the one who climbs the ranks of the infamous and bloodthirsty to be remembered as one of the most successful pirates of all-time? The central premise of Skull and Bones seems hard to pin down, aside from all of the pirating of course. Players sail the seas in search of treasure and adventure. By various means, players can uncover clues or tips that hint at locations of interest where treasure might be or the route of a vessel worth plundering. Be warned, however. The seas are also home to other players who are also on the hunt for gold and glory. This, I believe, is the central tension around which Skull and Bones has built its gameplay. When players will encounter one another on the high seas - will they ally to take on bigger missions or will they start a fight to the death for one another's booty? Seeing some gameplay helped to give the game a bit more substance. Players will be able to disguise their ships and essentially enter stealth mode by flying the colors of friendly vessels. This will give the advantage of surprise to wily captains or be necessary to sneak by imposing, land-based fortifications. Each ship can be outfitted with a variety of equipment for aesthetic or functional purposes. Some examples include anti-boarding armor, a variety of cannons, and even a ship-based battering ram. Attacking weak trading ships will alert nearby warships that will attempt to corner players and sink them to reclaim stolen property. The largest of these will require the assistance of several players to fight off successfully. Different ships have different special abilities, which will make cooperation all the more important if players wish to survive.... it will also make backstabbing after cooperation has ended more appealing to the more mischievous out there. Skull and Bones will release sometime in 2019. 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!
  2. With the words, "Piracy Is Dead, Long Live Piracy," Justin Farren, the creative director of Skull and Bones, put pirating back into the limelight at E3. The world has changed and piracy in the west has been all but shut down. The east, however, still presents intrepid pirate captains with opportunities. Skull and Bones puts players at the helm of a pirate ship sailing the Indian Ocean, turning it into one wide open hunting ground. Will you be the one who climbs the ranks of the infamous and bloodthirsty to be remembered as one of the most successful pirates of all-time? The central premise of Skull and Bones seems hard to pin down, aside from all of the pirating of course. Players sail the seas in search of treasure and adventure. By various means, players can uncover clues or tips that hint at locations of interest where treasure might be or the route of a vessel worth plundering. Be warned, however. The seas are also home to other players who are also on the hunt for gold and glory. This, I believe, is the central tension around which Skull and Bones has built its gameplay. When players will encounter one another on the high seas - will they ally to take on bigger missions or will they start a fight to the death for one another's booty? Seeing some gameplay helped to give the game a bit more substance. Players will be able to disguise their ships and essentially enter stealth mode by flying the colors of friendly vessels. This will give the advantage of surprise to wily captains or be necessary to sneak by imposing, land-based fortifications. Each ship can be outfitted with a variety of equipment for aesthetic or functional purposes. Some examples include anti-boarding armor, a variety of cannons, and even a ship-based battering ram. Attacking weak trading ships will alert nearby warships that will attempt to corner players and sink them to reclaim stolen property. The largest of these will require the assistance of several players to fight off successfully. Different ships have different special abilities, which will make cooperation all the more important if players wish to survive.... it will also make backstabbing after cooperation has ended more appealing to the more mischievous out there. Skull and Bones will release sometime in 2019. 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! View full article
  3. Lydia

    Extra Life Checkpoint Tennessee

    until
    Extra Life members from the major metro Tennessee cities (Chattanooga, Knoxville, Jackson, Memphis and Nashville) are uniting to educate their communities about Extra Life and their local Children's Miracle Network at this 12 hour gaming marathon event!The Nashville guild will be hosting their event at the Nashville Technology Council with games, giveaways, tournaments, and fundraising to benefit the Monroe Carell Jr. Children's Hospital at Vanderbilt.Bring your own computer, console or even board games! Nothing is off limits! Come for 2 hours, 8 hours, or the full 12 hours, anyone and everyone is welcome!Can't make the event? Live stream from the comfort of your home and encourage your family and friends to donate! Admission is free but registration on extra-life.org is required to enter!
  4. Every year since 2011, Sega-Addicts.com has done a Dreamcast Dreamless 24-Hour Marathon. From 2015 forward I have taken the reigns and hosted it from my home with staff members and friends joining. Most recently we learned about Extra Life and thought the Marathon was a great chance to raise some money! Collectively over the last two years we have raised over $1,500 for a local children's hospital! And now we are inviting all of you to join us on the internet to raise money for kids while enjoying Sega's last great console on 09/01/2018. This year, we are hosting from the Mega Visions Magazine Twitch page and more ready than ever to tackle some Dreamcast insanity to help the kids! You can check out last year's marathon on YouTube here. Stay tuned for the final schedule in the coming months! We also have a Reddit topic for game recommendations here! Now the die-hard Dreamcast fans will immediately notice we are not celebrating on the actual anniversary (09/09/99) of the console. We are celebrating on Labor Day weekend to allow easier travel for the out-of-towners. We hope you understand and decided to join the insanity on Twitch! Thanks for taking a look, folks. If you feel like helping out, you can print the flyer from the group page and share to all!
  5. stodd.ELBoston

    Anime Boston 2018

    until
    Anime Boston ***Schedule Subject to Change*** Schedule for Anime Boston FRI Manager @stodd.ELBoston 11-6 PM @The Guat 11-6 PM @Anino 11-6 PM @alleenc 11-6 PM @Serolis SAT Manager @aradiadarling 9-2 David DiMare Messier 9-2 @alleenc 9-2 @DMo2TheMax 9-2 @Robop1g 1-6 @Serolis 1-6 @SassyJ 1-6 Taylor 1-6 @KriptiKFate 1-6 @FobWatch00 1-6 @JustSkoink SUN Manager @aradiadarling 9-2 @SassyJ 9-2 Taylor 9-2 @Serolis 9-2 @DMo2TheMax 1-6 @KriptiKFate 1-6 @thats_spinach 1-6 @Zander207 1-6 @EdFries
  6. stodd.ELBoston

    Boston Southcoast Comic Con

    until
    https://www.necomiccon.net/ Schedule for Boston Southcoast Comic Con SAT 9-2 Shawn Todd 9-2 Angela DiMare-Messier @aradiadarling 1-6 David DiMare-Messier 1-6 Greg Harris- Jones @Serolis/Amelia Ott SUN 9-2 Shawn Todd 9-2 Angela DiMare-Messier (Tentative) 1-6 1-6
  7. until
    Hey folks, Due to the hurricane, we have moved our meeting from 9/12 to 9/19 at Gods & Monsters at 6pm. Hope to see you all there!
  8. This is Quill. She's the protagonist of an upcoming VR title called Moss and has enraptured thousands of gamers across the United States. How did she achieve that feat? Simple. She introduced herself - in American Sign Language. Last week, Polyarc animator Richard Lico made a routine tweet about his work bringing Quill to life. He'd had a bit of inspiration and decided that the voiceless mouse might be able to use sign language to communicate. "Since she can only squeak, I figured I'd play around with ways she can communicate with the player. Also a great perk for our deaf players," he tweeted. Seeing an endearing mouse using American Sign Language in a video game understandably caught a lot of attention, snagging tens of thousands of likes on social media. "Quill often needs to communicate with her guide, [the player], and I'm exploring ways in which she can do so. I came up with the idea of using ASL in conjunction with her existing pantomime methods, and wanted to test the idea," explained Lico in a short video posted the next day. "I had never animated sign language before, so I did some homework, and created this as a test example of what she could do in game. The response has been positive, and we're super excited about the opportunity to help support those who rely on ASL." In Moss, players take on the role of a spirit guide for Quill as she embarks on a heroic journey. The plan for Quill was always to have her communicate wordlessly with the player. She would use squeaks and broad pantomiming motions to get her points across. However, the strong reaction from the gaming community toward Lico's animation seems to have cemented the use of various ASL signs in Moss. “Sometimes she’ll pantomime if there’s not a good sign for it, and other times she’ll flat-out sign language what she wants you to know. This tweet really confirmed that we should do this,” Lico elaborated to Kotaku. “I’ve been blown away by the responses. Especially the ones where you get actual deaf people saying ‘Thank you.’ I just had no idea, being able to emotionally connect with something like that.” While this might seem like a small thing, sign language has largely been absent from video games. In fact, searching for any other results for sign language in games only turns up results for games that help people learn sign language, a barren Reddit thread from 2016 that mentions how some sign language is used in the background of Fullbright Company's Tacoma, and articles about Quill. There was some buzz way back in 2009 that Half-Life 2: Episode 3 would include a deaf character and sign-language, but... well... it's a Half-Life game and Valve, so we might not be seeing that any time soon. It's pretty incredible that Quill might just be the first video game character to communicate with predominantly via sign language in video game history. Moss is set to release sometime this winter for PlayStation VR. View full article
  9. This is Quill. She's the protagonist of an upcoming VR title called Moss and has enraptured thousands of gamers across the United States. How did she achieve that feat? Simple. She introduced herself - in American Sign Language. Last week, Polyarc animator Richard Lico made a routine tweet about his work bringing Quill to life. He'd had a bit of inspiration and decided that the voiceless mouse might be able to use sign language to communicate. "Since she can only squeak, I figured I'd play around with ways she can communicate with the player. Also a great perk for our deaf players," he tweeted. Seeing an endearing mouse using American Sign Language in a video game understandably caught a lot of attention, snagging tens of thousands of likes on social media. "Quill often needs to communicate with her guide, [the player], and I'm exploring ways in which she can do so. I came up with the idea of using ASL in conjunction with her existing pantomime methods, and wanted to test the idea," explained Lico in a short video posted the next day. "I had never animated sign language before, so I did some homework, and created this as a test example of what she could do in game. The response has been positive, and we're super excited about the opportunity to help support those who rely on ASL." In Moss, players take on the role of a spirit guide for Quill as she embarks on a heroic journey. The plan for Quill was always to have her communicate wordlessly with the player. She would use squeaks and broad pantomiming motions to get her points across. However, the strong reaction from the gaming community toward Lico's animation seems to have cemented the use of various ASL signs in Moss. “Sometimes she’ll pantomime if there’s not a good sign for it, and other times she’ll flat-out sign language what she wants you to know. This tweet really confirmed that we should do this,” Lico elaborated to Kotaku. “I’ve been blown away by the responses. Especially the ones where you get actual deaf people saying ‘Thank you.’ I just had no idea, being able to emotionally connect with something like that.” While this might seem like a small thing, sign language has largely been absent from video games. In fact, searching for any other results for sign language in games only turns up results for games that help people learn sign language, a barren Reddit thread from 2016 that mentions how some sign language is used in the background of Fullbright Company's Tacoma, and articles about Quill. There was some buzz way back in 2009 that Half-Life 2: Episode 3 would include a deaf character and sign-language, but... well... it's a Half-Life game and Valve, so we might not be seeing that any time soon. It's pretty incredible that Quill might just be the first video game character to communicate with predominantly via sign language in video game history. Moss is set to release sometime this winter for PlayStation VR.
  10. stodd.ELBoston

    Walker Stalker Boston 8/19-20th

    Walker Stalker Con Calendar Event Schedule is up and ready for volunteers for Walker Stalker Aug 19th and 20th. 2 shifts per day 9 AM - 2 PM 1 PM - 6 PM
  11. Gameumentary is a gaming website that has been gaining some traction in recent months, but it really made a splash with the release of its first short documentary on the history of Runic Games. Their first foray into the world of video game documentaries is really impressive - and free! Their documentary keeps things brief, but to the point over the course of its 27-minute runtime. Gameumentary's mission statement tells the world that their goal is "to create a website that tackled modern games journalism from a new perspective, one that was wholly unique from what any other site was doing. We’re making a conscious choice to give our readers something entirely different than what they’re used to seeing." To that end, their Runic Games documentary focuses on the story of how Marsh Lefler managed to keep his team together after the collapse of Flagship Studios and create Torchlight. The aftermath of how Torchlight sold and what the studio did after that are equally fascinating. The documentary also heavily features gameplay and information about the studio's upcoming title Hob. Hob is an homage to The Legend of Zelda, Shadow of the Colossus, Journey, and many others. It focuses on the adventures of a strange protagonist with a mechanical arm as it explores a strange world populated by bizarre and endearing creatures that exist alongside occult machinery. The documentary delves into the nitty gritty of game development like the art direction, sound design, and gameplay creation. This is the stuff that's rarely pushed out into the gaming world, so check it out if you have time. I heartily recommend it if you have a half-hour to spare. You can watch the documentary in its entirety below. While no release date has been given for Hob, the title will be hitting the PlayStation 4 and PC.
  12. Gameumentary is a gaming website that has been gaining some traction in recent months, but it really made a splash with the release of its first short documentary on the history of Runic Games. Their first foray into the world of video game documentaries is really impressive - and free! Their documentary keeps things brief, but to the point over the course of its 27-minute runtime. Gameumentary's mission statement tells the world that their goal is "to create a website that tackled modern games journalism from a new perspective, one that was wholly unique from what any other site was doing. We’re making a conscious choice to give our readers something entirely different than what they’re used to seeing." To that end, their Runic Games documentary focuses on the story of how Marsh Lefler managed to keep his team together after the collapse of Flagship Studios and create Torchlight. The aftermath of how Torchlight sold and what the studio did after that are equally fascinating. The documentary also heavily features gameplay and information about the studio's upcoming title Hob. Hob is an homage to The Legend of Zelda, Shadow of the Colossus, Journey, and many others. It focuses on the adventures of a strange protagonist with a mechanical arm as it explores a strange world populated by bizarre and endearing creatures that exist alongside occult machinery. The documentary delves into the nitty gritty of game development like the art direction, sound design, and gameplay creation. This is the stuff that's rarely pushed out into the gaming world, so check it out if you have time. I heartily recommend it if you have a half-hour to spare. You can watch the documentary in its entirety below. While no release date has been given for Hob, the title will be hitting the PlayStation 4 and PC. View full article
  13. stodd.ELBoston

    International Tabletop Day

    until
    International Tabletop Day at Midgard Comics
  14. Extra Credits is an excellent YouTube channel run by people who work in the video game industry and like to share their knowledge and opinions with the wider world in concise, well-made videos. One of their series, Extra Frame, delves into the various facets of video game animation. In a recent episode, animator Daniel Floyd explains in great detail what might have gone wrong with Mass Effect: Andromeda's animation that led to such large public outcry against the facial animations, lip sync, and the recently patched eye issues. The veteran animator made it clear that the issue isn't just "bad animation is bad, make it better." Rather, it is a multifacted issue with a number of possible contributing factors - the failure of any one aspect could bring the rest crumbling down and lead to a visual mess. Floyd stresses that players must understand that animation can be done very differently in the video game business. Games like the Uncharted series often custom animate everything from the ground up, but they can do those bespoke animations because they only have to animate about 8 hours of total scenes or interactions. A project like Mass Effect can have upwards of 40 hours of animation to be done, and when you are on a schedule tackling that much work on a custom level becomes impossible. The demands of large-scale RPGs that requires animation that accounts for different player choices results in devs turning toward the use of algorithms. Some people in the gaming community have pointed their fingers as the algorithm approach as the culprit behind Andromeda's visual shortcomings, but that's not quite right, either. Many games use this approach to create baseline interactions that they can then further customize later on in the development cycle. Even The Witcher 3: Wild Hunt made use of an algorithm to generate many of its more mundane interactions. So if it isn't the system, what exactly caused all the problems in Andromeda? Daniel Floyd speculates that any number of issues might have occurred. It could be bugs affecting the algorithm tags that are supposed to be telling the character models how to act. It could be that compressing the files to fit on a disc or online for release resulted in a garbling the animation data. It also might not have anything to do with the algorithm at all. Mass Effect: Andromeda makes use of EA's Frostbite engine while the previous Mass Effect series was done completely in modified versions of Unreal Engine 3. Switching engines is always a pretty tricky task for any developer. All the assets and systems used in the old engine no longer apply. To create a new Mass Effect in a new engine required BioWare to start from scratch when it came to their assets and animation. Floyd points out that BioWare already had some experience with Frostbite from Dragon Age: Inquisition, but the new engine might still have presented a significant stumbling block for the development team for a Mass Effect game. Floyd takes time to mention Johnathan Cooper, an ex-BioWare animator, who gave a brief analysis of Andromeda's animation kerfuffle. Cooper explains that, essentially, the gaming audience has become more discerning. Gamers have access to easy sharing tools and game capture and are able to share goofs and slip-ups more easily than ever before. That combines with what Cooper believes to be an overly ambitious and overly confident development team that thought they could go back and tune all the animations by hand (which definitely proved not to be the case in the finished product). These problems could have been eliminated or alleviated with more development time, more money, or a more reigned-in scope for Andromeda. The tools are likely all there to have shipped Andromeda with some fantastic animation, but the visition and expectations of the development team would have needed to be different. Floyd closes out the video with a quote we should all keep in mind going forward as a way to reign in our expectations and our anger when something we love doesn't quite turn out to be as great as we'd hoped: "Game development is just like this sometimes. You set out to do a new thing that you've never tried before or you try to do an old thing in a more ambitious, new way. You plan it as best you can. Sometimes it works out great, but other times things go wrong - you run into problems you could have never predicted. Before you know it your plan has gone awry and you have no way to fix it before the deadline and it just sucks." I'd be willing to bet there will be some interesting postmortem interviews on Mass Effect: Andromeda's development released in the coming years. For now, let's enjoy what we have and perhaps coming patches and DLC can bring Andromeda more in line with BioWare's grand vision.
  15. Extra Credits is an excellent YouTube channel run by people who work in the video game industry and like to share their knowledge and opinions with the wider world in concise, well-made videos. One of their series, Extra Frame, delves into the various facets of video game animation. In a recent episode, animator Daniel Floyd explains in great detail what might have gone wrong with Mass Effect: Andromeda's animation that led to such large public outcry against the facial animations, lip sync, and the recently patched eye issues. The veteran animator made it clear that the issue isn't just "bad animation is bad, make it better." Rather, it is a multifacted issue with a number of possible contributing factors - the failure of any one aspect could bring the rest crumbling down and lead to a visual mess. Floyd stresses that players must understand that animation can be done very differently in the video game business. Games like the Uncharted series often custom animate everything from the ground up, but they can do those bespoke animations because they only have to animate about 8 hours of total scenes or interactions. A project like Mass Effect can have upwards of 40 hours of animation to be done, and when you are on a schedule tackling that much work on a custom level becomes impossible. The demands of large-scale RPGs that requires animation that accounts for different player choices results in devs turning toward the use of algorithms. Some people in the gaming community have pointed their fingers as the algorithm approach as the culprit behind Andromeda's visual shortcomings, but that's not quite right, either. Many games use this approach to create baseline interactions that they can then further customize later on in the development cycle. Even The Witcher 3: Wild Hunt made use of an algorithm to generate many of its more mundane interactions. So if it isn't the system, what exactly caused all the problems in Andromeda? Daniel Floyd speculates that any number of issues might have occurred. It could be bugs affecting the algorithm tags that are supposed to be telling the character models how to act. It could be that compressing the files to fit on a disc or online for release resulted in a garbling the animation data. It also might not have anything to do with the algorithm at all. Mass Effect: Andromeda makes use of EA's Frostbite engine while the previous Mass Effect series was done completely in modified versions of Unreal Engine 3. Switching engines is always a pretty tricky task for any developer. All the assets and systems used in the old engine no longer apply. To create a new Mass Effect in a new engine required BioWare to start from scratch when it came to their assets and animation. Floyd points out that BioWare already had some experience with Frostbite from Dragon Age: Inquisition, but the new engine might still have presented a significant stumbling block for the development team for a Mass Effect game. Floyd takes time to mention Johnathan Cooper, an ex-BioWare animator, who gave a brief analysis of Andromeda's animation kerfuffle. Cooper explains that, essentially, the gaming audience has become more discerning. Gamers have access to easy sharing tools and game capture and are able to share goofs and slip-ups more easily than ever before. That combines with what Cooper believes to be an overly ambitious and overly confident development team that thought they could go back and tune all the animations by hand (which definitely proved not to be the case in the finished product). These problems could have been eliminated or alleviated with more development time, more money, or a more reigned-in scope for Andromeda. The tools are likely all there to have shipped Andromeda with some fantastic animation, but the visition and expectations of the development team would have needed to be different. Floyd closes out the video with a quote we should all keep in mind going forward as a way to reign in our expectations and our anger when something we love doesn't quite turn out to be as great as we'd hoped: "Game development is just like this sometimes. You set out to do a new thing that you've never tried before or you try to do an old thing in a more ambitious, new way. You plan it as best you can. Sometimes it works out great, but other times things go wrong - you run into problems you could have never predicted. Before you know it your plan has gone awry and you have no way to fix it before the deadline and it just sucks." I'd be willing to bet there will be some interesting postmortem interviews on Mass Effect: Andromeda's development released in the coming years. For now, let's enjoy what we have and perhaps coming patches and DLC can bring Andromeda more in line with BioWare's grand vision. View full article
  16. Hey guys! Our little RVA Guild just keeps growing and growing!!!! I find one of the best ways to get to know someone is by talking about something they like... and since we're all already part of Extra Life... an easy topic is VIDEO GAMES!!! So let's introduce ourselves and give a quick blurb about what our favorite video game is and why!!! To kick things off: My name is Jillian Ryan, I'm the EL RVA Guild President My favorite game of all time (it's hard to pick!) is Chrono Trigger (all variations!). It was the first game to ever make me tear up and the story will stick with me forever! Also amazing music and great graphics!
  17. stodd.ELBoston

    Spring Supermegafest

    until
    DAY/TIME POSITION NAME FRI 3-9 LEADER Angela DiMare @aradiadarling SAT 9-2 LEADER Angela DiMare @aradiadarling SAT 9-2 SUPPORT David DiMare SAT 1-6 LEADER Greg Harris-Jones@Serolis SAT 1-6 SUPPORT Amelia Ott @Oporotheca SUN 9-2 LEADER Danielle Standring @DMo2TheMax SUN 9-2 SUPPORT Angela DiMare @aradiadarling SUN 2-6 LEADER Greg Harris-Jones @Serolis SUN 2-6 SUPPORT Amelia Ott @Oporotheca
  18. stodd.ELBoston

    Anime Boston

    until
    DAY TIME POSITION NAME ROLE FRI 12-6 LEADER Shawn Todd LEAD/PITCH FRI 12-6 VOLUNTEER Angela -DiMare Messier GREET FRI 12-6 VOLUNTEER Gregory Harris- Jones @Serolis PITCH FRI 12-6 VOLUNTEER CONSOLE SUPPORT SAT 9-2 LEADER Danielle Standring @DMo2TheMax LEAD/PITCH SAT 9-2 VOLUNTEER Rebecca Ash GREET SAT 9-2 VOLUNTEER Javier Para @Javier PITCH SAT 9-2 VOLUNTEER Sam @quitecrazy PITCH SAT 9-2 VOLUNTEER CONSOLE SUPPORT SAT 1-6 LEADER Angela DiMare-Messier @aradiadarling LEAD/PITCH SAT 1-6 VOLUNTEER Gregory Harris- Jones @Serolis GREET SAT 1-6 VOLUNTEER Kris Waterman PITCH SAT 1-6 VOLUNTEER David Kinghorn @Robop1g PITCH SAT 1-6 VOLUNTEER David DiMare-Messier CONSOLE SUPPORT SUN 9-2 LEADER Eric Richburg @PotatoTaco LEAD/PITCH SUN 9-2 VOLUNTEER Ana Richburg GREET SUN 9-2 VOLUNTEER John Gillis (Precision Gaming) PITCH SUN 9-2 VOLUNTEER Gregory Harris-Jones @Serolis PITCH SUN 9-2 VOLUNTEER Allen Chamberland @alleenc CONSOLE SUPPORT SUN 1-6 LEADER Angela DiMare @aradiadarling LEAD/PITCH SUN 1-6 VOLUNTEER Rebecca Strauss @BeccaCora GREET SUN 1-6 VOLUNTEER Simon Strauss @kineticmedic PITCH SUN 1-6 VOLUNTEER Christine Reale-Strauss PITCH SUN 1-6 VOLUNTEER David DiMare CONSOLE SUPPORT
  19. stodd.ELBoston

    PAX East

    until
    DAY TIME POSITION NAME ROLE FRI 9-2 Leader Eric Richburg @PotatoTaco LEAD FRI 9-2 Volunteer Luis Cardona @The Guat CONSOLE SUPPORT FRI 9-2 Volunteer Merissa Johnson @Merissa PITCH FRI 9-2 Volunteer David Kinghorn @Robop1g PITCH FRI 1-6 Leader Angela DiMare @aradiadarling LEAD FRI 1-6 Volunteer David DiMare CONSOLE SUPPORT FRI 1-6 Volunteer Emma McGowan PITCH FRI 1-6 Volunteer Patrick McGowan PITCH SAT 9-2 Leader Danielle Standring @DMo2TheMax LEAD SAT 9-2 Volunteer Melissa @thats_spinach PITCH SAT 9-2 Volunteer Jessica Selberg @SassyJ PITCH SAT 9-2 Volunteer Kerry Selberg @KriptiKFate CONSOLE SUPPORT SAT 1-6 Leader Angela DiMare @aradiadarling LEAD SAT 1-6 Volunteer David DiMare CONSOLE SUPPORT SAT 1-6 Volunteer Grace Taverna PITCH SAT 1-6 Volunteer Todd Standring PITCH SUN 9-2 Leader Danielle Standring @DMo2TheMax LEAD SUN 9-2 Volunteer Todd Standring PITCH SUN 9-2 Volunteer Sam MacDonald CONSOLE SUPPORT SUN 9-2 Volunteer Merissa Johnson @Merissa PITCH SUN 1-6 Leader Melissa @thats_spinach LEAD SUN 1-6 Volunteer Greg Harris-Jones @Serolis PITCH SUN 1-6 Volunteer Amelia Ott @Oporotheca CONSOLE SUPPORT SUN 1-6 Volunteer Maya Gagne PITCH
  20. stodd.ELBoston

    Northeast Comic Con

    until
    We are offically in for this show. SAT 9-2 Leader Danielle Standring @DMo2TheMax SAT All Leader Angela DiMare-Messier @aradiadarling SAT All Volunteer David DiMare-Messier SUN 9-2 Leader SUN 9-2 Volunteer David Kinghorn @Robop1g SUN 1-6 Leader SUN 1-6 Volunteer Simon Strauss @kineticmedic
  21. There was a bit of confusion over the weekend when Target was spotted dropping ball on the surprise announcement of the sneaky follow up to Middle-earth: Shadow of Mordor. The leak contained everything from game bundles to the release date. Warner Bros. officially announced the sequel to Shadow of Mordor today and confirmed basically everything in the Target leak was accurate. The second game, titled Middle-earth: Shadow of War, has been developed by the same team at Monolith Productions that crafted the first entry in the budding series. It continues the adventures of Talion, the lone ranger who swore vengeance for the death of his family in Shadow of Mordor. The trailer for Shadow of War seems to show Talion and his Elven wraith ally forging a new ring of power in the heart of Mount Doom itself as Sauron marshals his forces in earnest against the world of men. New enemies unique to the game are shown joining Sauron's ranks alongside favorites like the Nazgûl. And, yes, at the end of the trailer your eyes did not deceive you: That was indeed a fully armored Balrog of Morgoth ready for war. Not going to lie, I personally had a good nerd out over that moment. Middle-earth: Shadow of War releases on August 22 for PlayStation 4, Xbox One, and PC. A gameplay demonstration has also been scheduled for March 8, so keep your eyes ready for that reveal. View full article
  22. There was a bit of confusion over the weekend when Target was spotted dropping ball on the surprise announcement of the sneaky follow up to Middle-earth: Shadow of Mordor. The leak contained everything from game bundles to the release date. Warner Bros. officially announced the sequel to Shadow of Mordor today and confirmed basically everything in the Target leak was accurate. The second game, titled Middle-earth: Shadow of War, has been developed by the same team at Monolith Productions that crafted the first entry in the budding series. It continues the adventures of Talion, the lone ranger who swore vengeance for the death of his family in Shadow of Mordor. The trailer for Shadow of War seems to show Talion and his Elven wraith ally forging a new ring of power in the heart of Mount Doom itself as Sauron marshals his forces in earnest against the world of men. New enemies unique to the game are shown joining Sauron's ranks alongside favorites like the Nazgûl. And, yes, at the end of the trailer your eyes did not deceive you: That was indeed a fully armored Balrog of Morgoth ready for war. Not going to lie, I personally had a good nerd out over that moment. Middle-earth: Shadow of War releases on August 22 for PlayStation 4, Xbox One, and PC. A gameplay demonstration has also been scheduled for March 8, so keep your eyes ready for that reveal.
  23. stodd.ELBoston

    Anime Boston 3/31-4/2

    Anime Boston Calendar Event Once again, we have space at Anime Boston. We can have all hands on deck, as many badges as we need. So volunteer away. I set only so many shifts, but on Saturday, we can never have too many people. Comes with a weekend badge to AB.
  24. Supermegafest Calendar Event And just like that we have another confirmed event. Supemegafest 4/7-4/9/2017 Shifts and schedule are up for Sat and Sun. I will go out and set up on Friday and man the table that evening if anyone wants to join me. We will be going with the table top/non powered edition, seeing that the area that the comp tables are in are usually not powered and thankfully due to some other outside forces, we we able to finagle power last time, but don't want to push our luck this time. So this con we will highlight the table top/card/dice game possibilities for Extra Life.
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