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Kiirvasser
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PostPosted: Tue Dec 28, 2010 6:52 am
MUSIC NEWS

THE BEST ALBUMS OUT NOW:

# 1 Progress - Take That
6 weeks in chart

# 2 Rihanna - Loud
6 weeks in chart

# 3 Michael Bublé - Crazy Love
62 weeks in chart

# 4 Olly Murs - Olly Murs
4 weeks in chart

# 5 Michael Jackson - Micheal
2 weeks in chart

WANT TO KNOW THE REST OF THE HOT NEW ALBUMS OUT NOW AND GOING FAST< JUST VISIT:

http://www.bbc.co.uk/radio1/chart/albums  
PostPosted: Wed Dec 29, 2010 8:27 am
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NFS Hot Pursuit
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Need for Speed: Hot Pursuit is a 2010 racing video game in the Need for Speed series developed by Criterion Games and published by Electronic Arts for PlayStation 3, Xbox 360, Microsoft Windows and iOS (with HD version for iPad). A version for Wii was developed by Exient.
Gameplay
Hot Pursuit is the 16th title in the franchise and was released in November 2010.Hot Pursuit goes back to the Need for Speed series' roots and takes on the gameplay style of earlier "Hot Pursuit" titles in the Need for Speed franchise with exotic cars and high-speed police chases. It is primarily inspired by the original Need for Speed on 3DO.[citation needed] Hot Pursuit lets players be either a cop or a racer and features a full career mode for both roles. The relationship between the cops and racers is described as "a dog chasing down a rabbit", with the cops being more powerful compared to the racers. Each side has several power-ups including calling for roadblocks and radar jamming.
The game takes place in fictional location known as Seacrest County It's an open world and features over 100 miles (160 km) of open road, four times larger than that of Burnout Paradise, Criterion's previous title.According to Criterion the single-player section is somewhere between 12–15 hours long, but with lots of replay value.
Hot Pursuit also features a new social interaction system called "Autolog" described as "Facebook for the game". The game features both single-player and multiplayer game modes with up to eight players; as an option to live multiplayer racing, players can post records and achievements on the Autolog feed for friends to see, which they then can try to beat. Autolog also contains an experience system called "Bounty". Players can also add custom soundtracks to the game.
The driving model of the game is described as "fun and accessible", not as arcade-styled as Burnout Paradise, but far from a simulator. All vehicles in Hot Pursuit are licensed real-world cars and SUVs, described as "all the cars you dreamed of driving, in the way you dreamed of driving them". Most vehicles are available in both racer and police variants, but a few are exclusive to each side. Also exclusively featured in the Hot Pursuit is the Porsche 918 Spyder. Ferrari however, last seen in a Shift DLC-pack but notably absent from all other Need for Speed games since Hot Pursuit 2, is also absent from Hot Pursuit.
For more informations click here ------> http://www.hotpursuit.needforspeed.com
http://www.nfshotpursuitgame.blogspot.com/  


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Kiirvasser
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PostPosted: Thu Dec 30, 2010 7:08 am
BIGGGGG NEWSSS


We have give aways.... win 1000 gold by reading RNC news and pm the head News man {me} about a piece of reaaaalllyyyy unusual news. the most unusual news sent will earn the person 1000 gold and will be put up on RNC.



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PostPosted: Sat Jan 08, 2011 9:37 am
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Medal of Honor Afganistan

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Operating directly under the National Command Authority, a relatively unknown entity of handpicked warriors are called on when the mission must not fail. They are the Tier 1 Operators.

Over 2 million Soldiers, Sailors, Airmen and Marines wear the uniform. Of those, approximately 50 thousand fall under the direct control of the Special Operations Command. The Tier 1 Operator functions on a plane of existence above and beyond even the most highly trained Special Operations Forces. Their exact numbers, while classified, hover in the low hundreds. They are living, breathing, precision instruments of war. They are experts in the application of violence. The new Medal of Honor is inspired by and has been developed with Tier 1 Operators from this elite community. Players will step into the boots of these warriors and apply their unique skill sets to a new enemy in the most unforgiving and hostile battlefield conditions of present day Afghanistan.

There is a new enemy. There is a new war. There is a new warrior. He is Tier 1.
For more informations click here ------> http://www.ea.com/games/medal-of-honor  


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PostPosted: Sat Jan 22, 2011 4:20 pm
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Dead Rising 2
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Dead Rising 2 is an action-adventure video game, developed by Capcom in partnership with Blue Castle Games, and was distributed by Capcom. It was released on September 24, 2010 for the Xbox 360 and PlayStation 3 consoles. The Dead Rising staff returned to create the game, including Keiji Inafune. Originally set to be released in the beginning of 2010, the game's release was pushed back and it was released on September 28, 2010 in North America.

Gameplay

The player controls protagonist Chuck Greene as he fights off hordes of zombies while accomplishing specific missions. The game includes several new objects that can be used to attack the zombies. Up to 7,000 zombies can be seen onscreen at the same time.
Dead Rising 2 allows players to manufacture their own custom weapons at various points in the game by collecting items and combining them together in maintenance rooms scattered across the game map. The player also has the ability to unlock "combo cards" that reveal weapons that can be combined together. Such combinations include the "Hail Mary," a hand grenade duct taped to a football, "Dynameat," a stick of dynamite duct taped to a piece of meat, the "Paddlesaw," two chainsaws duct taped to a kayak paddle, and "Spiked Bat" which is a baseball bat with nails hammered through the item.

Development

The sequel was announced on February 9, 2009, confirming earlier rumors of the game's existence, as well as a viral video for the game. The developers Blue Castle Games worked with Keiji Inafune, the original Dead Rising producer and Capcom's global head of research and development, along with other original Dead Rising team members.
For more informations click here ------> http://www.deadrising-2.com  
PostPosted: Sat Jan 29, 2011 2:11 pm
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I Wanna Be The Guy: The Movie: The Game
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Is a 2D platform indie freeware video game. First released in October 2007 by Michael "Kayin" O'Reilly,the game is not in active development, despite being listed as a beta. It is best known for its unusually difficult platforming elements, unorthodox level design and utilizing sound effects, characters and music from many other games. The game was created with Multimedia Fusion 2.
Like many traditional games that I Wanna Be the Guy parodies, the game's plot is straightforward and does not heavily impact gameplay. The player controls "The Kid", who is on a mission to become "The Guy". The entirety of the plot is given in a message during the opening credits, a parody of bad Japanese translations and broken English in early Nintendo Entertainment System games.
Development
The game is an adventure platform game and designed in the style of 8-bit video games. Kayin notes the game as "... a sardonic loveletter to the halcyon days of early American video gaming, packaged as a nail-rippingly difficult platform adventure."  


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PostPosted: Fri Feb 04, 2011 2:25 pm
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Little Big Planet 2
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LittleBigPlanet 2 (commonly abbreviated as LBP2) is a puzzle platformer video game, centred around user-generated content. The game is developed by Media Molecule, published by Sony Computer Entertainment Europe for PlayStation 3 and was originally scheduled for release in November 2010 but was delayed until January 2011. The game was released in North America on 18 January 2011, in mainland Europe on 19 January 2011, in Australia and New Zealand on 20 January 2011 and the UK and Ireland on 21 January 2011.
Unlike the first game, which was marketed as a platform game, LBP2 is being marketed as a "platform for games". It is a direct sequel to the critically acclaimed 2008 title LittleBigPlanet and the third game in the series following a PSP version released in 2009. Most of the more than 3 million levels created by users in the first game will carry-over and be playable and editable in LittleBigPlanet 2.

Gameplay
While still retaining the three-layer, 2.5D nature of the original title, with the player controlling their Sackboy characters, players are not restricted solely to platforming levels, and can now choose to create many types of levels including racing, puzzle and role-playing games. The player may also choose to create and customise their own heads-up display to accommodate their game type. New animation recording options are available and players will be able to create full-motion cut-scenes to go with their level design, manipulate the camera for both cut-scenes and gameplay, and record their own sound effects for use in the level. As well as including a wide selection of original and licensed music, the game also includes a robust music sequencer. Multiple levels can be linked together, so that finishing one level immediately takes the player to the next in the series.
Development
The game was first hinted at by a Sony representative in March 2010, who stated that the game was in production and would support PlayStation Move controllers, and in April 2010 by musician Ochre who revealed one of his songs had been licensed for the game. It was then formally revealed by video game magazines Edge and GameInformer in their June 2010 issues. On 8 May 2010 Media Molecule officially confirmed that they were developing LittleBigPlanet 2 on their Twitter account and hinted that the game would be formally revealed on Monday 10 May 2010. On 10 May 2010, the official website launched an announcement webpage and news article announcing the game with game details and an announcement trailer. The announcement was also made on the PlayStation Blog with a Q4 2010 release date. Numerous gaming websites reported about the game when an embargo lifted, including EuroGamer and IGN.
For more informations click here ------> http://www.littlebigplanet.com/en/2/  
PostPosted: Sat Feb 12, 2011 12:33 pm
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Dead Space 2
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Dead Space 2 is a survival horror third-person shooter video game developed by Visceral Games and published by Electronic Arts for PlayStation 3, Xbox 360 and Microsoft Windows. It is the sequel to Dead Space. Unlike its predecessor, Dead Space 2 has a multiplayer mode. A Collector's Edition is available for all three platforms. The PlayStation 3 Collector's Edition includes Dead Space: Extraction as a PlayStation Move compatible title.

Gameplay

Dead Space 2 is a survival horror third-person shooter. The player controls Isaac Clarke from a third-person point of view, looking over the character's right shoulder. The game features no HUD, relying on holograms projected from the player character and his weapons to show information such as messages and ammunition count, respectively. Player health and stasis are shown by visual indicators on Isaac's back. Isaac must fight an alien organism that infects and takes control of human corpses, turning them into "Necromorphs", mutating their bodies. Necromorphs must be dismembered as the alien organism controls host bodies via tentacles extending into their limbs. Other, larger types of Necromorphs that cannot be dismembered will often have yellow, glowing pustules, indicating weak spots. Occasionally, when an enemy gets close enough to Isaac, they will grab a hold of him, and the player must repeatedly press a key to fend off the enemy, with failure to do so leading to death of the player character. The player acquires two modules; a "stasis" module, allowing the player to slow down enemies or objects, allowing for otherwise insurmountable moving obstacles such as active heavy machinery to be slowed down, allowing Isaac to safely pass, and the "kinesis" module, which allows Isaac to manipulate objects, machinery, and panels obscuring important circuitry, which Isaac can then tamper with in order to open doors and gain access to otherwise restricted areas.
The player may upgrade their weapons and armor at work benches, using nodes found throughout the game. In-game stores may be accessed where the player may buy and sell various items and attain new weapons and suits.
The player encounters zero-G environments, where Isaac is capable of maneuvering with thrusters attached to his suit.
Dead Space 2 offers five difficulty levels; Casual, Normal, Survivalist, Zealot and Hardcore. Hardcore mode is unlocked once the game has been completed. Hardcore mode can only be played from a fresh start and the player is limited to three saves in the entire game, with ammunition, health, supplies and credits being very difficult to find, and enemies are very challenging. There are no checkpoints in this mode.
Multiplayer
Multiplayer mode pits two teams of four players against each other, one team consisting of humans trying to accomplish an objective, and the other consisting of Necromorphs, who are tasked with stopping the humans from accomplishing said objective. Each playable character has two weapons in their arsenal. New weapons and their secondary firing modes can be unlocked through level progression.
For more informations click here ------> http://www.deadspace.ea.com/  


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Vice Captain

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53,275 Points
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Vice Captain

Adventuring Heroine

53,275 Points
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PostPosted: Sun Feb 20, 2011 11:56 am
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Two Worlds 2
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Two Worlds II is a computer role-playing game developed by Reality Pump and published by TopWare Interactive as a sequel to the 2007 game Two Worlds. It was released on November the 9th 2010 in mainland Europe for PC (Windows and Mac), Xbox 360 and PlayStation 3. The game was released on the 25th January 2011 in North-America for the same platforms, and on the 25th February in the UK. The game has been a commercial hit and has managed to sell 1 million units, three weeks afters its release in Europe.By February 2011 sold units have exceeded 2 millions in number.
Development
Two Worlds II was shown off at PAX East in 2010, and received generally favorable previews. Gamervision's Jonathan Cooper said that "gamers have one hell of a surprise in store for them later this year."
Reception
Reception of Two Worlds II has been generally positive. By early December, the game has sold over one million copies in mainland Europe. The PC version of the game currently holds a score of 76 in Metacritic, with the PS3 and 360 versions at 74 and 70, respectively. While generally regarded as a huge improvement over its predecessor, with particular praise given to the amount of content, weapon upgrade and magic systems, the game has been criticized for low-quality animations, a clunky, unintuitive interface, and shoddy production values.
Controversy
The game was originally scheduled to be released in early October until the publisher announced one week prior that it would be delayed until January. It has been proposed that this was either a marketing gimmick or opportunity to improve the game to its furthest potential.
For more informations click here ------> http://www.twoworlds2.com/  
PostPosted: Sun Feb 27, 2011 9:15 am
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Interstellar Marines
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Interstellar Marines is an in-development first-person shooter videogame being developed by independent studio Zero Point Software. It is a planned trilogy set in the future where first contact between humans and another sentient species is occuring. The game is using a new marketing method being called AAA Indie which aims to be free from the constraints of large publishers but offer a high quality game that can compete with titles produced for major publishers. Funds are received by personal finance and the gaming Community.
Gameplay
Character movements and interactions are more detailed than most existing first person shooter games. The developer of the game, Zero Point Software, has published a video called "Will You Believe", and in this video the game's concept is explained. While the production of the game takes place the developers are allowing registered users[citation needed] to play preview games before the release, organized by chapters. So far 3 chapters are available, and all 3 chapters are played directly through the user's web browser.
Development
Interstellar Marines had a working title of Project IM and development began in May 2005. It was announced in November 2005 and was described by the developers as "an AAA, FPS, sci-fi, action and adventure game.." It was planned for release on the Xbox 360, PlayStation 3 and Windows platforms, with the game being built using Epic Games' Unreal Engine software. The game is being funded by players pre-ordering, removing the need for publisher backing whilst attempting to produce a game of higher quality than is typically released by independent developers.
For more informations click here ------> http://www.interstellarmarines.com/  


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PostPosted: Sun Mar 06, 2011 10:18 am
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Breach
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Breach is a team-based first-person shooter multiplayer video game developed by Atomic Games. It was announced on March 26, 2010 at PAX East 2010 for Windows PCs and the Xbox 360. Breach was distributed online for the Xbox 360 by Xbox Live Arcade, and on Windows by Steam. It will feature dynamic destructible environments and a cover system.
When released, the game will feature three maps, with one also having a night-time version. Atomic games have said that another free map will be released once the Breach community have reached certain goals. There will be four game modes: Infiltration, Convoy, Retrieval and Team Deathmatch.The game features five classes: Sniper, Gunner, Support and Rifleman will be available to all players, with a Recon class being unlockable after players have "mastered" two of the four original classes Breach will have an XP system that allows players to purchase gadgets, such as bionic ears and remote motion sensors. Perks will also be available to allow class customization The game will support multiplayer matches of up to 16 people.
In Breach, players take the role of the CIA's Special Activities Division, an organisation that carries out black ops for the US government.

Reception
This game has received mixed reviews from critics. It currently has a 56 out of 100 on Metacritic for Xbox 360 version and 66 for PC version.In its first week, Breach moved over 15,000 units.
For more informations click here ------> http://www.breachgame.com/  
PostPosted: Sat Mar 12, 2011 3:00 pm
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Naruto Ninja Storm 2
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Gameplay
The gameplay retains many of the elements from the first game. The game features 23 interactive and destructible stages.It has 9 chapters including the prologue and extra chapter.Each character can also gain new combos and jutsu by activating the Awakening Mode. As the story progresses, players will unlock new Jutsu and Ultimate Jutsu for certain characters. Jutsu clashes, however, have been removed.
Support characters return with 2 new features. The first feature is Support Types. These types are Defense, Attack, and Balanced. Each of these can be unlocked for each support character and will decide the actions of the support character during Support Drive level 1. The 2nd new feature is the Support Drive. Support Drive has 2 levels. Level 1 is activated once the players support characters are summoned enough times. When Support Drive level 1 is activated, the players support characters will summon themselves automatically depending on their support type depending on what actions the player is executing. When a support character automatically summons itself, it will not reset the support character charge gauge, and can even summon when the gauge is not full. A support character cannot be manually summoned by the player if it has already automatically summoned itself. If a support character is set to Defense, it will automatically summon itself when the player is charging chakra, block the opponent from dashing into the player. When a support character is set to Attack, it will help the player attack the opponent through combos, and knock the opponent back when a combo sends them flying. When a support character is set to Balanced, they will throw projectiles along side the player when the player uses chakra projectiles and block incoming Ultimate Jutsus, at the expense of losing that support for a while. When Support Drive level 2 is activated, for a limited amount of time the player will be capable of releasing a Team Ultimate Jutsu. A Team Ultimate Jutsu is activated by hitting the chakra button 3 times and then the attack button. A Team Ultimate Jutsu drains an enormous amount of the players chakra, and does massive damage if it makes contact with an unguarded opponent.
The game does not have free roaming in the same sense as the original, instead it is replaced by more traditional JRPG screens and movement. In addition to the Leaf Village, players are able to travel outside the village, ranging from forests to deserts, and also the Hidden Sand Village. Boss battles have returned, with quick-time events and cutscenes.
Players can access multiple online features; quick matches have opponents chosen at random, ranked matches with leader boards, match customization, as well as the availability to host matches.Overall all it's a pretty good game for Naruto lovers.
Development
Naruto Shippuden: Ultimate Ninja Storm 2 was officially announced on December 20, 2009 by Namco Bandai Games at a Jump Festa event. V Jump magazine revealed the game a few days beforehand. As CyberConnect2's first multi-platform project, they worked closely with Microsoft. The pre-release playable demo for Ultimate Ninja Storm 2 was first mentioned in the official Japanese website on July 8, 2010 and was made available for download on July 29, 2010 in the Japanese PlayStation Network and Xbox Live. The demo was also made available in an English version on the European PlayStation Network and Xbox Live on August 25, 2010. The English demo was also released on the American PlayStation Network and Xbox Live on August 24, 2010. Namco Bandai announced on September 27, 2010, the game had gone gold.
For more informations click here ------> Naruto Shippuden:Ultimate Ninja Storm 2  


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Vice Captain

Adventuring Heroine

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PostPosted: Sat Mar 19, 2011 4:25 pm
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Darksiders
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Darksiders, originally known with the subtitle Wrath of War, is an action adventure video game developed by Vigil Games and published by THQ. The game takes its inspiration from the apocalypse, with the player taking the role of War. The game was released for the Xbox 360 and PlayStation 3 on January 5, 2010 in North America and January 8 in Europe. The PC version was released on September 23, 2010 for North America and September 24 for Europe. A sequel is currently under development and expected to be released in 2013.

Gameplay

Darksiders is a single-player action adventure in which the player takes control of War, one of the Four Horsemen of the Apocalypse. In third-person perspective, the player engages in combat, puzzles and exploration.The world is divided into separate locations with many areas at first initially inaccessible until War regains many of his lost weapons and abilities. The center of the world, The Scalding Gallow, acts as a hub where War is given new objectives and paths to further unlock new areas. Each contains a series of linear and non-linear paths, many of which require large sections of platforming, climbing and swimming along environment-based puzzles that impair progress that require the use of newly-gained abilities. He fights mainly against angels and demons, and has a unique way to kill each particular type of enemy, usually tearing them apart painfully.Although War is initially limited to the use of War's two-handed sword, Chaoseater, he will obtain other weapons through the course of gameplay. Also, each weapon has different combinations of attack that can be obtained throughout the game. Along with combos, players are also encouraged to use countering moves, blocks and swift dodging that help against different enemies. Projectile weapons such as a revolver and a boomerang-style throwing blade can also be used in both combat and puzzles. A number of objects littered throughout the environment can also be used as weapons and projectiles. At a later point in the game, War gains the ability to summon a fiery horse that provides faster movement and much more powerful attacks in open areas. Along with weapon-based attacks, War can use an array of magic-based attacks, known as Wrath, that are both offensive and defensive in nature, with the amount of Wrath available determined through a separate meter below the health bar. Another special attack is the ability to temporarily transform into War's Chaos Form: which makes him large and invulnerable and can cause heavy damage. This form is unlocked after sufficient progress in the game is made, and can be activated once War's Chaos meter is completely filled via combat with enemies.
When enemies are close to defeat, War can perform an elaborate and violent finishing move at the press of the indicated button on screen, instantly killing the foe. Some of the larger foes can be briefly ridden and steered into other enemies before being finished off themselves. War eventually encounters large boss opponents that are both giant in size and deal heavy damage, and are themselves puzzle-based battles requiring certain methods and weapons to defeat, and in some cases quick time button events to dodge or deal attacks.
Upon defeat, different enemies expel souls that provide different benefits. There are three types of souls throughout the world of Darksiders: green souls that fill the health bar, yellow souls that fill the Wrath meter, and blue souls that are the game’s form of currency. These can be spent at "Vulgrim Locations" on things such as new combo attacks, wrath abilities, power-ups, and potions. There are also artifacts scattered throughout the world that can be exchanged for more blue souls, with bonuses for completing each set. Additionally, souls of each color can be obtained by opening chests found throughout the world. Other items that can be located include wrath core and lifestone fragments, whereupon collecting four, War's Wrath or Health, respectively, are permanently increased.
For more informations click here ------> Darksiders  
PostPosted: Sat Mar 26, 2011 3:38 pm
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Marvel vs. Capcom 3: Fate of Two Worlds

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Gameplay

Marvel vs. Capcom 3 is a fighting game where up to two players compete in battle using characters with their own unique fighting styles and special attacks. The game features the same tag-based team feature as previous installments of the series, where each player chooses three characters that can be swapped at any point during a match, and utilizes an order selection called "Evolved Vs. Fighting System", a modified version of earlier systems seen in other Marvel vs. Capcom and SNK vs. Capcom games. The aim of the game is to use various attacks to drain your opponent's health bars and defeat all of their characters or have the most cumulative health when time runs out. It is the first game in the franchise to feature three-dimensional character models as opposed to two-dimensional sprites, though gameplay remains restricted to two-dimensions, allowing characters to move only backward, forward, or straight up into the air.
Unlike Marvel vs. Capcom 2, which featured four attack buttons separated as two pairs of low and high-strength punches and kicks, Marvel vs. Capcom 3 uses a simplified, three-button control scheme of undefined light, medium, and hard attacks modeled after Tatsunoko vs. Capcom: Ultimate All-Stars, which Capcom believes will "knock down the wall of complicated controls and open up the field of strategic fighting to all comers", as well as a new "Exchange" button used to launch opponents into the air, switch characters while performing a combo, and slam the opponent into the ground when used by certain characters. Players can use each button to string together combination attacks, as well as perform special moves using a combination of button presses and joystick movement. As characters attack, their Special Gauge fills with energy which can be expended by the player to execute powerful Hyper Combos and Team Combos that involve multiple characters. Marvel vs. Capcom 3 features a "Simple Mode" that allows players to perform combos and special moves easily at the expense of limiting a character's available moveset. The game also includes "Mission Mode", which features character-specific challenges geared towards helping players explore the normal control scheme and preparing them to play against other people,and "Shadow Mode", a series of downloadable packs which allows the player to fight against a team of AI opponents programmed after the techniques and preferences of Capcom's development staff and, according to Capcom, famous players from the fighting game scene.
Marvel vs. Capcom 3 features a single-player arcade mode that is more robust than its predecessors. Players will use their team of three characters to defeat a series of AI-controlled opponents before battling the game's final boss, Galactus; each character has their own unique ending sequence, which they earn upon completion of Arcade mode. Marvel stated that Marvel vs. Capcom 3 is "all about fan service", and plan to work with Capcom to include dialogue quips and mid-match events between the company's characters that reference past Marvel Comics storylines.Comic author Frank Tieri will be writing the storyline, dialogue, and endings for the game. Marvel vs. Capcom 3 will include an online play mode using Microsoft's Xbox Live and Sony's PlayStation Network services.When an online match begins, both players can view their opponent's "License Card". License Cards keep track of player tendencies based on fighting style, record player points and total number of wins and losses, and allow players to see the positive and negative points of their play styles.
For more informations click here ------>Marvel vs Capcom 3  


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