Mists of Pandaria Pushes Warcraft Subs Over 10 Million

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The release of World of Warcraft: Mists of Pandaria has caused the game's subscriber numbers to climb back over the 10 million players mark.

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It’s been gratifying to see the results of all of the work we put into this expansion and to hear all of the positive feedback from players so far.

When Blizzard last revealed how many subscribers its MMO behemoth had back in August, we found out that the number of players had fallen to 9.1 million. That all seems to have been reversed now though, with the company reporting sub numbers are once again rising towards the level we saw back in March.

Blizzard also revealed that 2.7 million copies of the game were sold in its first week between September 25 and October 2. As the game didn't release in China until after this period, the 2.7 million figure refers to copies sold elsewhere in the world.

Blizzard CEO Mike Morhaime said, "It’s been gratifying to see the results of all of the work we put into this expansion and to hear all of the positive feedback from players so far."

World of Warcraft: Mists of Pandaria adds a range of new features to the game including the Pandaren race and the new land of Pandaria, as well as a raised level cap of 90.

To keep up to speed with our thoughts on the fourth expansion for World of Warcraft, be sure to check our review in progress.

Luke Karmali is IGN's UK Editorial Assistant and has lost more hours in Azeroth than he'd care to admit. You too can revel in mediocrity by following him on IGN and on Twitter.


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Football Manager 2013 Release Date Announced

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SEGA has revealed the latest instalment in the Football Manager franchise will release on November 2 worldwide.

If you can't wait until then though, the company is offering keen players who pre-order the chance to get into the game earlier.

Anyone who pre-orders a physical or digital copy of the game will receive a code that will grant access to a single-player beta version of the game about two weeks before the full game becomes available. This beta will remain playable until November 5, and all saved games and progress made during the pre-release period will be fully compatible with the final release.

Speaking about the decision to offer earlier access, Sports Interactive’s studio director Miles Jacobson said, "Our fans are very good at letting us know what they want and the one thing that’s consistently at the top of their wish list is an earlier release date. While we can’t, strictly speaking, offer them exactly what they want, this Beta version is the next best thing… a fully playable Football Manager they can get their hands on around two weeks before the finished game hits the streets."

Football Manager 2013 will be available on PC and Mac from November 2, and includes new features such as a Classic mode and short-term challenges.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


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Pick a Card, Any Card With Might & Magic: Duel of Champions

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It's no secret that free to play titles are becoming increasingly sophisticated. Both independent studios and behemoth publishers are experimenting with different ways of reeling in new players and holding their attention. In doing so, they are becoming ever more adept at striking the enticing balance between valuing the player’s investment of time with coaxing them to dip into their pocket. There will always be those poorly-considered, thinly-veiled attempts to grab your cash, but the industry appears to be getting a handle on what makes the free to play model appealing rather than abhorrent.

Ubisoft is a company trying hard to get this right and the publisher-slash-developer has a robust free to play line-up launching over the coming months. This is evidenced by none more strongly than its Might & Magic franchise, which the publisher has been in charge of for close to a decade: there's the immediate smash and grab gratification of Might & Magic: RaiderZ; the more considered option of Might & Magic Online; and the specialised nature of Might & Magic: Duel of Champions. It’s this last title that I’ve been tinkering with since its open beta launched earlier this month and I’m a little surprised to say that this card battler is gratifyingly deep and undiluted.

Decks are constructed around a single hero, of whom there are four for each of the primary factions: Necropolis, Inferno, Haven and Stronghold. Each faction has creatures loyal to it and can be boosted by the game’s fifth, neutral faction, which has no heroes of its own and exists only to supplement the dominant four. In addition to factions there exist seven schools of magic, the use of which is dictated by the hero at the centre of the deck, and each hero is typically able to wield cards from two or three of these schools. Added to the spell cards are trap and fortune cards that affect both the opponent and/or the hero, as well as event cards that sit outside of the battlefield and are changed each turn, potentially affecting the flow of play on a turn-by-turn basis.

There’s a lot to get your head around, but one of Duel of Champions’ most fundamental concepts (and where it varies most from the granddaddy of card trading games, Magic: The Gathering) is battlefield position. Creatures are placed on either the front or back line depending on their attributes and can then either attack enemy creatures directly opposite them or move to a vacant field position to block incoming attacks. Depending on how the attributes of different decks stack up against each other and the skill of the players, duels can last anywhere from five to forty minutes.

The starting decks are adequate, but it won’t be long before you’ll want to venture to the shop to spend the spoils of war or exchange real world cash for in-game currency. The cards that form the lifeblood of the game come in an assortment of varied flavours. There’s the quick gratification of the smallest, two-card pack costing 2,000 gold (representing around two to four online duels or approximately 30 euro cents), all the way up to multi-pack boxes that can only be purchased with Seals, which are obtained by levelling up or by purchase, and cost 1,000 seals for 120 cards or 3,000 for 384 cards (approximately €15 - €35).

In playing to level 5 over several hours, I earned enough in-game currency for around four 8-card Heroic packs, a 12-card Reinforcement pack and enough Seals for the 120-card box; a total of around 164 cards on top of the starting deck of 56, of which 140 or so were unique. The community against which to wield these cards seems to be fairly bustling, meaning you rarely wait more than 15 or 20 seconds for a duel. This is just as well, because the open beta campaign fought against the AI is limited to a handful of introductory missions, making online duelling the only way to earn in-game currency.

Deck building is initially confusing due to a sparse interface and lack of guidance or feedback, but once mastered it proves to be a rewarding time sink and invites frequent revisits to tinker with your line-up in between duels. Meanwhile, duels can feel a little overwhelming as you get to grips with different effects and mechanics, but you can take a closer look at any of the cards on the battlefield or discard piles. This helps reveal why your seemingly flawless master plan to conquer your opponent fell apart just as you were about to deliver the crushing blow or why a card you were sure was invincible fell to a low-level runt.

There have been some complaints from the community about the balance of the game, with one faction in particular accused of being overpowered from the start. However, prolonged play suggests that while some factions are indeed easier to get to grips with, others have the edge in longer duels. It is likely a case of Ubisoft tweaking the starting contents of certain decks to redress the balance in the early stages of the game, which is exactly what beta testing is intended to uncover.

Might & Magic Duel of Champions is a satisfying card battler whose depth belies its free to play status and it appears entirely possible to play the game without spending much, if any, real world cash. That said, the mark of well-designed game of this ilk is not how adequately its initial glut of cards perform, but how satisfying it is to open those virtual, shiny foil packets to reveal the potentially precious contents inside. In that respect, Duel of Champions has the power to transport us all back to school, to those days of coveting the cards of our friends and opponents; it’s just a shame we can’t play swapsies.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherent the Earth. You can follow him on Twitter.


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World of Warcraft: Mists of Pandaria Now Live

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Mists of Pandaria, the newest expansion for World of Warcraft, is available now, offering a new class, new continent, new level cap and more. Players will be able to step into the shoes (well, paws) of the Pandaren race, plus expand their character up to level 90. New features also include scenarios (a new PvE trial), challenge modes, a new talent system, a pet battle system, high-prestige awards for beating new five-player dungeons and much more.

Pandaria is available for $39.99 at retail or digitally, and a Collector’s Edition with a soundtrack CD, behind-the-scenes DVD, hardback artbook, mouse pad and more is available for $79.99 in stores. "Mists of Pandaria takes players back to the roots of World of Warcraft -- exploration, discovery, and the epic conflict between the Alliance and the Horde," Blizzard CEO Mike Morhaime said today. "It also contains the widest variety of content that we've ever added in an expansion, and we're excited to be able to share it with players around the world this week in our first truly global launch."

Blizzard has a full Mists of Pandaria survival guide running through all the new features, including the new talent system and how it changes each class.

Not sure if you want to play Mists? We’ll be live streaming the new content today at noon PST, plus you can read our Mists of Pandaria review in progress for our impressions as we play.

Will you be buying Mists of Pandaria? Let us know in the comments below.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


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Super PAC influence reportedly falling short of aims

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Big outside political groups armed with an unprecedented river of money had appeared poised to be pivotal players in the 2012 elections.

So far, these super PACs are looking less than super.

Freed of any constraints on the size of donations, political action committees have since April poured more than $250 million into the presidential and select congressional races—more than what the two 1996 presidential candidates spent in total on their campaigns, records show.

But signs are few that super PACs have had the major impact that both supporters and critics predicted. The flood of spending doesn't appear to have significantly influenced voter opinion in key states in the presidential contest or in top congressional races.

On the presidential front, conservative outside groups backing Republican candidates say they already have played their most significant role, and that their influence will fade as the candidates themselves present their closing arguments to voters.

"We believe we have kept a number of races competitive and put important issues on the table. But at this stage of the game, we are no longer the market leader," said Steven Law, who directs two of the biggest right-leaning outside groups, American Crossroads and Crossroads GPS.

Click for more from The Wall Street Journal. 


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Medal of Honor Warfighter Beta Announced, Exclusive to 360

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EA has announced a multiplayer beta for Medal of Honor Warfighter. In early October, Xbox 360 players will be able to try a new multiplayer mode called HotSpot, which lets players attack and defend randomly-selected areas of Sarajevo Stadium, a map set in Bosnia. Players will team up using the game’s co-op Fireteam system, playing in pairs to win.

Anyone who downloads the beta will also get one hour of double XP when the full version of Warfighter launches. EA also announced that if three million players download the beta, Linkin Park’s “Castle of Glass” music video will be unlocked early.

Medal of Honor Warfighter launches on October 23rd. The first print run of the game is the Medal of Honor Warfighter Limited Edition, which includes a free map pack based on Bin Laden assassination film Zero Dark Thirty. For more on Warfighter’s multiplayer, read our hands-on impressions, plus more details in our Medal of Honor Warfighter wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


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Dollar Dash Turns Friends Into Frienemies

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Like any good party game, Dollar Dash plays by the KISS principle: Keep It Simple, Stupid.

You and any combination of three other players – be they bots, local friends or online pals – collect scattered cash from around each of the game’s 31 maps and return it to the getaway car. Whoever collects the most coin wins, so even though you all arrived at this crime scene as brothers in illicit arms, it’s ultimately every man for himself. Simple enough, right?

Yep, and that’s the point. Dollar Dash is meant to be a pick-up-and-play party game, but that doesn’t mean it isn’t without clever nuance. For instance, because loot weighs you down, you’ll need to decide on your strategy. Will you make frequent, speedy trips to the drop-off point? Or will you instead opt to gather more dinero and make a slower stroll back to the getaway car that leaves you more vulnerable to attacks from your frienemies?

And attack they will. When your competitors lay traps or shoot pellets at you, you’ll start spraying change as if you were the punchline of a Daniel Tosh stand-up bit. Change that said competitors are free to then collect for themselves. But power-ups will help you even the odds. Tools like speed shoes can help negate the effects of being flush with stacks of greenbacks, while a shop system allows you to purchase upgrades that affect the gameplay. Weapon upgrades like Nuke+ mean you’ll be immune to your own mega-blasts, and Call of Duty-like perks will let you take more damage, carry more ammo, and move faster. Hats, character faces, taunts, and dances are examples of benign unlockables that spice up the fun a bit.

Four-player mayhem puts the "dash" in Dollar Dash.

As we played, we found that the rounds dragged on a bit long for our tastes, but otherwise, the cute art style, extra game modes (like Hit ‘n’ Run, in which the goal is solely to beat up your competition), and approachable gameplay should make Dollar Dash a bargain at the $10 price it’s likely to go for.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


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Guild Wars 2 Sales Reopen Today

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Having suspended sales of Guild Wars 2 right at the end of last month because servers were creaking under the sheer weight of players, ArenaNet has reopened them this morning. So if you missed the boat on release weekend and have since lost all of your friends to Tyria, at least you can now join them.

ArenaNet originally suspended sales on August 30th, just two days after launch, because the server infrastructure was having problems keeping up with demand. Since then, the company had deployed new European and North American servers and prepared the Trading Post for a new influx of players.

ArenaNet's president Mike O'Brien had this to day: “Preserving the customer experience has always been our top priority. We’re supporting  Guild Wars 2 for the long run. We’ll always do what it takes to deliver the best online gaming experience for our customers, even when that means throttling sales.”

To celebrate, the developer released a bizarre and rather arresting new live-action trailer. Enjoy it below:


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NHL 13 Review

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NHL fans are staring down the barrel of another lost season. Team owners and the players association stand at each other’s throats for the second time in under a decade, and neither side seems willing to bend. For those of us obsessed with our respective hockey teams (go Isles!) and deeply saddened by the prospect of being forced to watch the NBA, NHL 13 may be the only place we can go for respite. And that’s the first dose of good news loyal NHL fans have received in a while, because real hockey or not, NHL 13 is a fun, engaging and deep iteration of the world’s best sport.

Right off the bat, you’ll notice some old fallbacks that you can jump right into. Play a scrimmage against the AI or a friend, start a season as any team you choose, or jump into the role of general manager and control your organization’s destiny from the front office (and cozy sky box). The latter is a mode I spent a considerable amount of time with this year, bringing my beloved New York Islanders through a season and into an unexpected playoff berth. But in playing actual games on the ice as opposed to managing from the tranquility of a quiet, digital office, I came to enjoy the more overt tweaks and fixes EA made this year to make NHL 13 a more realistic experience.

This new dose of realism is derived from what EA calls "True Performance Skating." Developer buzzterm aside, True Performance Skating marks a paradigm shift in the series by making the very act of skating less arcadey and more realistic. That means no more turning on a dime when barreling full speed towards the boards or shadowing a rushing player without sacrificing some modicum of control. What it does mean – easily understandable to anyone who grew up playing hockey – is that speed sacrifices control, and staying in control, in turn, sacrifices speed.

Such a system changes the way you’ll play NHL 13, but you’ll quickly adapt to this more realistic take. Hockey is a positional game – far more than casual fans understand it to be – and NHL 13 forces your hand by making you play it as such or reaping the consequences of failing to do so. Instead of playing the body while skating backwards into your own zone, you may opt to play it angularly, sacrificing an easy-to-save shot you know your goalie can handle instead of going in for the check, and likely missing in the process. Likewise, dumping-and-chasing won’t be so much about a straight skate for the puck, but instead knowing when you’re beat and subsequently letting off the gas a bit. If you don’t, you’ll be left in the dust during the ensuing rush.

A fundamental change like this works well, but it’s also admittedly (if only mildly) confusing. NHL 13 isn’t a simulation; it’s an arcade-style hockey game supplemented with a heavy dose of realism. The opposing team almost never ices the puck or goes offside. Goalies regularly dish a covered puck back out to his defenders, hockey logic (and puck safety) be damned. And passes aren’t only tape-to-tape; they’re borderline magnetic. All of this is totally fine, but why emphasize more realistic skating – something at the core of the game – if the ancillary happenings around the rink aren’t also addressed?

Still, for this seeming lack of logic, EA has gone out of its way to change its NHL series in pretty dynamic ways considering the developer has under a year to iterate on last year’s product. For instance, the AI has adjusted with new attention paid to realistic skating physics. The claim is that EA spent more time on AI this year than in the three years prior combined. Players can now skate backwards more easily, cradle and protect the puck with greater emphasis, and choose from a growing number of neutral zone tendencies and overall play styles. Goaltenders are smarter and less inclined to let up easy goals, like one-timers and wrap-arounds. They’re also more acrobatic than they’ve ever been – mirroring the real game we know and love – and can even move individual limbs while sprawling and diving, bringing a Hasek-esque like look and feel to NHL 13’s armored netminders.

This emphasis on presentation oozes into every facet of NHL 13 and isn’t only evident when actually playing. Slow load times and some menu stuttering aside, the game looks beautiful. Games are presented as they would be on NBC Sports, replete with the familiar commentary of Gary Thorne and Bill Clemente. Ambient sounds of the arena, the crowd and the on-ice product are all expertly executed as well, supplementing the game’s high visual fidelity. Animations are occasionally awkward (as they appear to be in all EA Sports products), but that has more to do with the constant number-crunching behind the scenes than anything else. NHL 13 is a sight to behold, as several editors who have watched me play the game in the IGN offices brought it upon themselves to let me know. It plays virtually identically online and off, sacrificing none of the bells of whistles regardless of who you want to play with and where.

Then there are NHL 13’s two new modes. One mode, NHL Moments Live, allows gamers to relive moments from hockey’s past, challenging them to recreate the exact scenario given whether it’s a goal in overtime with a specific player, an overall point count in a certain amount of time, or anything else you can think of. With most of the moments coming from this past season (and with more promised to be downloadable if this currently stalled season ever gets off the ground), these are events even novice hockey fans will remember and appreciate.

But as great as this idea is in premise – and as fun as it is to partake in – there are some puzzling choices that take away from its realism. This is especially true when considering some old moments, such as Gretzky’s big game against the Flyers in 1981 or Doug Gilmour’s overtime heroics against the Blues in the 1993 playoffs. In those games, players are cast in the role as Gretzky or Gilmour but are surrounded by the current roster of the Oilers and Maple Leafs, respectively, while playing against the current rosters of their opponents. It simply doesn’t make any sense and was disappointing when I was expecting to see some familiar faces accompanying these great players, not guys who were, at best, in diapers when some of these events took place.

The other new, notable mode is called GM Connected. EA claims that GM Mode in its NHL series is the most popular offline mode, and I can understand why. It’s totally engrossing if you’re a hockey nerd. EA decided to leverage this popularity by bringing it online and accommodating up to 750 players in a single league. That’s no typo: each league can consist of up to 750 real people from around the world, acting as commissioner, general managers and even players.

GM Connected is an ambitious and bold mode, but one that needs time in the wild to truly appreciate. Gearing up for GM Connected as I reviewed it amounted to checking static screens and waiting for other players to act (I eventually set it so my CPU will make all in-game decisions). This mode can be truly robust and pay off big in the end, but it’s impossible to say right now with the limited amount of players online, and the equally limited interaction it therefore affords. In other words, the jury’s still out on GM Connected, but it’s something worth meddling with, especially if you enjoy offline GM mode.

Combining GM Connected and NHL Moments Live with the aforementioned offline season, GM and scrimmage modes, as well as the ability to play in one-off playoffs, tournaments, practices and more, NHL 13 gives you incredible bang for your buck. And yes, you can even create your own pro once again this year (or even play as some well-known veterans from the NHL’s past) and grind through the junior and minor leagues as you ascend towards NHL glory.

In other words, there’s so much to do in NHL 13. And in a year looking less and less likely to provide the real thing, NHL 13 proves a mighty promising distraction.


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Wild Blood Review

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What is it?

Wild Blood is the latest visually splendorous hack & slash title from Gameloft. The game puts players in the armored boots of Sir Lancelot as he slices and dices his way through hundreds of demons on a mission to take out a mad King Arthur. The Arthurian storyline mostly just serves as an excuse for the 10 missions of demon-slaying, though.

Wild Blood’s combat at first seems very simple. Mashing the single attack button to swing Lancelot’s ridiculously gigantic sword can dispatch nearly all of the demonic enemies players encounter. But over time Gameloft spices the action up with a dodge-roll, multiple types of magic, dual-axes and even a bow and arrow. All movement and actions are handled via virtual on-screen buttons.

Coins earned by grabbing treasure chests, defeating foes, rescuing maidens and generally smashing everything in sight can be spent between rounds to power-up Lancelot’s offensive and defensive stats. Optional In-App Purchases let players prematurely power-up, but I never felt any unbalanced difficulty steering me towards paying.

Wild Blood does include a four-on-four online multiplayer with Capture the Flag and Team Deathmatch but most matches devolve into a team-on-team button-mashing pile-up. It works as a casual diversion but doesn’t offer up a serious competitive experience.

Did we like it?

Wild Blood’s combat system comes together nicely as the single player campaign progresses. By the game’s final stages I was rolling into enemies to stagger them, unleashing a fury of sword swings and finally mopping up with a huge lightning attack. Boss fights and mid-mission mini-bosses spice up the formula by forcing players to uncover specific enemy weak points to progress. A handful of first-person turret defense and block-sliding puzzle sections also help pace each stage.

Although the dodge-heavy combat feels frantic and fun, like many 3D action titles clunky camera issues sometimes crop up. I often found myself losing health due to attacks coming in from off-screen as I frantically tried to swing the camera around to get a better viewpoint.

Wild Blood’s clunky virtual buttons also cause problems. It simply doesn’t feel good to clutch your iPhone and iPad while moving a virtual thumbpad and hitting virtual attack buttons.

Should you buy it?

Problems aside, Wild Blood is a solid original effort from Gameloft. It isn’t perfect, but the core swordplay works well and offers up plenty of demon-slaying thrills. Hardcore players can extend the adventure by playing through the adventure a second time on Hard Mode to unlock the game’s true ending. For $6.99 gamers looking for a gorgeous iOS sword & sorcery action title will enjoy this adventure through Arthurian legend.


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